ANSYS::Nexus::GLTFWriter::Node Class Reference
Last update: 17.04.2023Nodes are the GLTFWriter class that contain the data that is defined in the GLTF file. More...
#include <GLTFWriter.h>
Public Member Functions | |
virtual bool | AppendChild (Node *node)=0 |
virtual unsigned int | NumChildren () const =0 |
virtual bool | AppendMesh (Mesh *mesh)=0 |
virtual unsigned int | NumMeshes () const =0 |
virtual bool | AppendLight (Light *light)=0 |
Static Public Member Functions | |
static Node * | CreateMesh (GLTF *gltf, const char *name=0, bool visible=true, const double *matrix=0) |
static Node * | CreateCamera (GLTF *gltf, Camera *camera, const char *name=0, const double *matrix=0) |
static Node * | CreateLegend (GLTF *gltf, Legend *legend, const char *name=0, bool visible=true) |
static Node * | CreateLight (GLTF *gltf) |
static Node * | CreateProxyImage (GLTF *gltf, Image *image, const char *name=0) |
Detailed Description
Nodes are the GLTFWriter class that contain the data that is defined in the GLTF file.
Definition at line 30 of file GLTFNode.h.
Member Function Documentation
◆ AppendChild()
|
pure virtual |
Adds a child mesh node to a mesh node. Multiple child nodes can be appended to a mesh node.
- Returns
- Status of AppendChild.
- Parameters
-
[in] node Mesh node.
◆ AppendLight()
|
pure virtual |
Adds a light to a light node. Multiple lights can be appended to a light node. Lights are only required for techniques that have auto-generated programs. All lighting calculations must be done in shader programs.
- Returns
- Status of AppendLight.
- Parameters
-
[in] light Light object.
◆ AppendMesh()
|
pure virtual |
Adds a mesh to a mesh node. Multiple meshes can be appended to a mesh node.
- Returns
- Status of AppendMesh.
- Parameters
-
[in] mesh Mesh object.
◆ CreateCamera()
|
static |
Creates a camera node. The camera node contains an initial orientation that can be used to set an overall scene orientation. Only one camera node is allowed per scene.
- Returns
- Node object. Do not delete this pointer.
- Parameters
-
[in] gltf GLTF object. [in] camera Camera object. [in] name Optional, name of camera node. [in] matrix Optional, 4x4 transformation matrix defining the initial scene orientation for this camera.
- Examples
- Test001.cpp, Test004.cpp, Test006.cpp, Test007.cpp, Test008.cpp, Test009.cpp, Test012.cpp, Test013.cpp, and Test014.cpp.
◆ CreateLegend()
|
static |
Creates a legend node.
- Parameters
-
[in] gltf GLTF object. [in] legend Legend object. [in] name Optional, name of legend node. [in] visible Optional, initial legend visibility.
- Examples
- Test013.cpp.
◆ CreateLight()
Creates a light node. The light node contains all of the lights for the scene. Lights are only required for techniques that have auto-generated programs. All lighting calculations must be done in shader programs. Only one light node is allowed per scene.
- Returns
- Node object. Do not delete this pointer.
- Parameters
-
[in] gltf GLTF object.
- Examples
- Test001.cpp, Test004.cpp, Test005.cpp, Test006.cpp, Test007.cpp, Test008.cpp, Test009.cpp, Test010.cpp, Test012.cpp, and Test014.cpp.
◆ CreateMesh()
|
static |
Creates a mesh node. The mesh node can contain only mesh objects, for a pure mesh node that appears at a leaf node of the scene graph. It can contain only child nodes, for an interior grouping node in the scene graph. Or it can contain both, for an interior grouping node with a mesh object. Multiple mesh nodes can be added to a scene.
- Returns
- Node object. Do not delete this pointer.
- Parameters
-
[in] gltf GLTF object. [in] name Optional, name of mesh node. This is required for the mesh node to appear in the visibility selector. [in] visible Optional, initial node visibility. [in] matrix Optional, 4x4 transformation matrix that is applied to all meshes and child nodes.
- Examples
- Test001.cpp, Test002.cpp, Test003.cpp, Test004.cpp, Test005.cpp, Test006.cpp, Test007.cpp, Test008.cpp, Test009.cpp, Test010.cpp, Test012.cpp, Test013.cpp, and Test014.cpp.
◆ CreateProxyImage()
|
static |
Creates a proxy image node. The proxy image can be displayed in place of the scene, while loading, or for systems that do not support WebGL.
- Returns
- Node object. Do not delete this pointer.
- Examples
- Test014.cpp.
◆ NumChildren()
|
pure virtual |
Returns number of child nodes
- Returns
- Number of child nodes.
◆ NumMeshes()
|
pure virtual |
Returns number of meshes.
- Returns
- Number of meshes.
The documentation for this class was generated from the following file:
- D:/ANSYSDev/NoBackup/branches/EnSight-Second-Coming/webgl_viewer/gltfwriterlib/include/GLTFNode.h