Struct Base

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pub struct Base {
    pub properties: InheritableVariable<Vec<Property>>,
    /* private fields */
}
Expand description

Base scene graph node is a simplest possible node, it is used to build more complex ones using composition. It contains all fundamental properties for each scene graph nodes, like local and global transforms, name, lifetime, etc. Base node is a building block for all complex node hierarchies - it contains list of children and handle to parent node.

§Example


fn create_pivot_node(graph: &mut Graph) -> Handle<Node> {
    PivotBuilder::new(BaseBuilder::new()
        .with_name("BaseNode"))
        .build(graph)
}

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§properties: InheritableVariable<Vec<Property>>

A set of custom properties that can hold almost any data. It can be used to set additional properties to scene nodes.

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impl Base

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pub const NAME: &'static str = "name"

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pub const LOCAL_TRANSFORM: &'static str = "local_transform"

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pub const VISIBILITY: &'static str = "visibility"

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pub const ENABLED: &'static str = "enabled"

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pub const LIFETIME: &'static str = "lifetime"

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pub const LOD_GROUP: &'static str = "lod_group"

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pub const MOBILITY: &'static str = "mobility"

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pub const TAG: &'static str = "tag"

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pub const CAST_SHADOWS: &'static str = "cast_shadows"

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pub const PROPERTIES: &'static str = "properties"

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pub const FRUSTUM_CULLING: &'static str = "frustum_culling"

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pub const IS_RESOURCE_INSTANCE_ROOT: &'static str = "is_resource_instance_root"

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pub const RESOURCE: &'static str = "resource"

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pub const SCRIPTS: &'static str = "scripts"

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impl Base

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pub fn handle(&self) -> Handle<Node>

Returns handle of the node. A node has valid handle only after it was inserted in a graph!

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pub fn set_name<N: AsRef<str>>(&mut self, name: N)

Sets name of node. Can be useful to mark a node to be able to find it later on.

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pub fn name(&self) -> &str

Returns name of node.

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pub fn name_owned(&self) -> String

Returns owned name of node.

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pub fn local_transform(&self) -> &Transform

Returns shared reference to local transform of a node, can be used to fetch some local spatial properties, such as position, rotation, scale, etc.

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pub fn local_transform_mut(&mut self) -> &mut Transform

Returns mutable reference to local transform of a node, can be used to set some local spatial properties, such as position, rotation, scale, etc.

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pub fn set_local_transform(&mut self, transform: Transform)

Sets new local transform of a node.

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pub fn find_properties_ref<'a>( &'a self, name: &'a str, ) -> impl Iterator<Item = &'a Property>

Tries to find properties by the name. The method returns an iterator because it possible to have multiple properties with the same name.

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pub fn find_first_property_ref(&self, name: &str) -> Option<&Property>

Tries to find a first property with the given name.

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pub fn set_properties(&mut self, properties: Vec<Property>) -> Vec<Property>

Sets a new set of properties of the node.

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pub fn set_lifetime(&mut self, time_seconds: Option<f32>) -> &mut Self

Sets lifetime of node in seconds, lifetime is useful for temporary objects. Example - you firing a gun, it produces two particle systems for each shot: one for gunpowder fumes and one when bullet hits some surface. These particle systems won’t last very long - usually they will disappear in 1-2 seconds but nodes will still be in scene consuming precious CPU clocks. This is where lifetimes become handy - you just set appropriate lifetime for a particle system node and it will be removed from scene when time will end. This is efficient algorithm because scene holds every object in pool and allocation or deallocation of node takes very little amount of time.

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pub fn lifetime(&self) -> Option<f32>

Returns current lifetime of a node. Will be None if node has undefined lifetime. For more info about lifetimes see set_lifetime.

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pub fn parent(&self) -> Handle<Node>

Returns handle of parent node.

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pub fn children(&self) -> &[Handle<Node>]

Returns slice of handles to children nodes. This can be used, for example, to traverse tree starting from some node.

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pub fn global_transform(&self) -> Matrix4<f32>

Returns global transform matrix, such matrix contains combined transformation of transforms of parent nodes. This is the final matrix that describes real location of object in the world.

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pub fn global_transform_without_scaling(&self) -> Matrix4<f32>

Calculates global transform of the node, but discards scaling part of it.

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pub fn inv_bind_pose_transform(&self) -> Matrix4<f32>

Returns inverse of bind pose matrix. Bind pose matrix - is special matrix for bone nodes, it stores initial transform of bone node at the moment of “binding” vertices to bones.

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pub fn is_resource_instance_root(&self) -> bool

Returns true if this node is model resource instance root node.

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pub fn resource(&self) -> Option<ModelResource>

Returns resource from which this node was instantiated from.

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pub fn set_visibility(&mut self, visibility: bool) -> bool

Sets local visibility of a node.

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pub fn visibility(&self) -> bool

Returns local visibility of a node.

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pub fn local_bounding_box(&self) -> AxisAlignedBoundingBox

Returns current local-space bounding box. Keep in mind that this value is just a placeholder, because there is not information to calculate actual bounding box.

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pub fn world_bounding_box(&self) -> AxisAlignedBoundingBox

Returns current world-space bounding box.

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pub fn set_mobility(&mut self, mobility: Mobility) -> Mobility

Set new mobility for the node. See Mobility docs for more info.

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pub fn mobility(&self) -> Mobility

Return current mobility of the node.

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pub fn global_visibility(&self) -> bool

Returns combined visibility of an node. This is the final visibility of a node. Global visibility calculated using visibility of all parent nodes until root one, so if some parent node upper on tree is invisible then all its children will be invisible. It defines if object will be rendered. It is not the same as real visibility from point of view of a camera. Use frustum-box intersection test instead.

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pub fn original_handle_in_resource(&self) -> Handle<Node>

Handle to node in scene of model resource from which this node was instantiated from.

§Notes

This handle is extensively used to fetch information about the state of node in the resource to sync properties of instance with its original in the resource.

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pub fn global_position(&self) -> Vector3<f32>

Returns position of the node in absolute coordinates.

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pub fn look_vector(&self) -> Vector3<f32>

Returns “look” vector of global transform basis, in most cases return vector will be non-normalized.

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pub fn side_vector(&self) -> Vector3<f32>

Returns “side” vector of global transform basis, in most cases return vector will be non-normalized.

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pub fn up_vector(&self) -> Vector3<f32>

Returns “up” vector of global transform basis, in most cases return vector will be non-normalized.

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pub fn set_lod_group(&mut self, lod_group: Option<LodGroup>) -> Option<LodGroup>

Sets new lod group.

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pub fn take_lod_group(&mut self) -> Option<LodGroup>

Extracts lod group, leaving None in the node.

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pub fn lod_group(&self) -> Option<&LodGroup>

Returns shared reference to current lod group.

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pub fn lod_group_mut(&mut self) -> Option<&mut LodGroup>

Returns mutable reference to current lod group.

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pub fn tag(&self) -> &str

Returns node tag.

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pub fn tag_owned(&self) -> String

Returns a copy of node tag.

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pub fn set_tag(&mut self, tag: String) -> String

Sets new tag.

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pub fn frustum_culling(&self) -> bool

Return the frustum_culling flag

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pub fn set_frustum_culling(&mut self, frustum_culling: bool) -> bool

Sets whether to use frustum culling or not

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pub fn cast_shadows(&self) -> bool

Returns true if the node should cast shadows, false - otherwise.

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pub fn set_cast_shadows(&mut self, cast_shadows: bool) -> bool

Sets whether the mesh should cast shadows or not.

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pub fn instance_id(&self) -> SceneNodeId

Returns current instance id.

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pub fn remove_script(&mut self, index: usize)

Removes a script with the given index from the scene node. The script will be destroyed in either the current update tick (if it was removed from some other script) or in the next update tick of the parent graph.

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pub fn remove_all_scripts(&mut self)

Removes all assigned scripts from the scene node. The scripts will be removed from first-to-last order an their actual destruction will happen either on the current update tick of the parent graph (if it was removed from some other script) or in the next update tick.

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pub fn replace_script(&mut self, index: usize, script: Option<Script>)

Sets a new script for the scene node by index. Previous script will be removed (see Self::remove_script docs for more info).

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pub fn add_script<T>(&mut self, script: T)
where T: ScriptTrait,

Adds a new script to the scene node. The new script will be initialized either in the current update tick (if the script was added in one of the ScriptTrait methods) or on the next update tick.

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pub fn has_script<T>(&self) -> bool
where T: ScriptTrait,

Checks if the node has a script of a particular type. Returns false if there is no such script.

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pub fn has_scripts_assigned(&self) -> bool

Checks if the node has any scripts assigned.

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pub fn try_get_script<T>(&self) -> Option<&T>
where T: ScriptTrait,

Tries to find a first script of the given type T, returns None if there’s no such script.

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pub fn try_get_scripts<T>(&self) -> impl Iterator<Item = &T>
where T: ScriptTrait,

Returns an iterator that yields references to the scripts of the given type T.

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pub fn try_get_script_mut<T>(&mut self) -> Option<&mut T>
where T: ScriptTrait,

Tries to find a first script of the given type T, returns None if there’s no such script.

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pub fn try_get_scripts_mut<T>(&mut self) -> impl Iterator<Item = &mut T>
where T: ScriptTrait,

Returns an iterator that yields references to the scripts of the given type T.

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pub fn try_get_script_component<C>(&self) -> Option<&C>
where C: Any,

Tries find a component of the given type C across all available scripts of the node. If you want to search a component C in a particular script, then use Self::try_get_script and then search for component in it.

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pub fn try_get_script_component_mut<C>(&mut self) -> Option<&mut C>
where C: Any,

Tries find a component of the given type C across all available scripts of the node. If you want to search a component C in a particular script, then use Self::try_get_script and then search for component in it.

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pub fn script_count(&self) -> usize

Returns total count of scripts assigned to the node.

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pub fn script(&self, index: usize) -> Option<&Script>

Returns a shared reference to a script instance with the given index. This method will return None if the index is out of bounds or the script is temporarily not available. This could happen if this method was called from some method of a ScriptTrait. It happens because of borrowing rules - you cannot take another reference to a script that is already mutably borrowed.

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pub fn scripts(&self) -> impl Iterator<Item = &Script>

Returns an iterator that yields all assigned scripts.

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pub fn script_mut(&mut self, index: usize) -> Option<&mut Script>

Returns a mutable reference to a script instance with the given index. This method will return None if the index is out of bounds or the script is temporarily not available. This could happen if this method was called from some method of a ScriptTrait. It happens because of borrowing rules - you cannot take another reference to a script that is already mutably borrowed.

§Important notes

Do not replace script instance using mutable reference given to you by this method. This will prevent correct script de-initialization! Use Self::replace_script if you need to replace the script.

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pub fn scripts_mut(&mut self) -> impl Iterator<Item = &mut Script>

Returns an iterator that yields all assigned scripts.

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pub fn set_enabled(&mut self, enabled: bool) -> bool

Enables or disables scene node. Disabled scene nodes won’t be updated (including scripts) or rendered.

§Important notes

Enabled/disabled state will affect children nodes. It means that if you have a node with children nodes, and you disable the node, all children nodes will be disabled too even if their Self::is_enabled method returns true.

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pub fn is_enabled(&self) -> bool

Returns true if the node is enabled, false - otherwise. The return value does not include the state of parent nodes. It should be considered as “local” enabled flag. To get actual enabled state, that includes the state of parent nodes, use Self::is_globally_enabled method.

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pub fn is_globally_enabled(&self) -> bool

Returns true if the node and every parent up in hierarchy is enabled, false - otherwise. This method returns “true” enabled flag. Its value could be different from the value returned by Self::is_enabled.

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pub fn root_resource(&self) -> Option<ModelResource>

Returns a root resource of the scene node. This method crawls up on dependency tree until it finds that the ancestor node does not have any dependencies and returns this resource as the root resource. For example, in case of simple scene node instance, this method will return the resource from which the node was instantiated from. In case of 2 or more levels of dependency, it will always return the “top” dependency in the dependency graph.

Trait Implementations§

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impl Clone for Base

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fn clone(&self) -> Base

Returns a duplicate of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for Base

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Default for Base

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fn default() -> Self

Returns the “default value” for a type. Read more
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impl Drop for Base

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fn drop(&mut self)

Executes the destructor for this type. Read more
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impl Reflect for Base

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fn source_path() -> &'static str

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fn type_name(&self) -> &'static str

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fn doc(&self) -> &'static str

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fn assembly_name(&self) -> &'static str

Returns a parent assembly name of the type that implements this trait. WARNING: You should use proc-macro (#[derive(Reflect)]) to ensure that this method will return correct assembly name. In other words - there’s no guarantee, that any implementation other than proc-macro will return a correct name of the assembly. Alternatively, you can use env!("CARGO_PKG_NAME") as an implementation.
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fn type_assembly_name() -> &'static str

Returns a parent assembly name of the type that implements this trait. WARNING: You should use proc-macro (#[derive(Reflect)]) to ensure that this method will return correct assembly name. In other words - there’s no guarantee, that any implementation other than proc-macro will return a correct name of the assembly. Alternatively, you can use env!("CARGO_PKG_NAME") as an implementation.
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fn fields_info(&self, func: &mut dyn FnMut(&[FieldInfo<'_, '_>]))

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fn visit(&mut self, name: &str, visitor: &mut Visitor) -> VisitResult

Read or write this value, depending on whether Visitor::is_reading() is true or false. Read more

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