Kanzi 4.1.1
Node3DMetadata Interface Reference

Metadata definitions for Node3D. More...

Inheritance diagram for Node3DMetadata:
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Public Attributes

DynamicPropertyType< Matrix4x4FinalTransformationProperty
 The combined location, orientation and scale of the node and its ancestor nodes.
 
DynamicPropertyType< FloatFrustumCullMarginProperty
 The margin of the frustum cull radius of the node.
 
DynamicPropertyType< SRTValue3DLayoutTransformationProperty
 The location, orientation and scale of the node relative to its parent node.
 
AbstractMetaclass metaclass = new AbstractMetaclass("Kanzi.Node3D")
 Metaclass for Node3D.
 
DynamicPropertyType< Matrix4x4PreviousFinalTransformationProperty
 Final transformation (world matrix) from the previous frame, used for velocity buffer calculation.
 
DynamicPropertyType< SRTValue3DRenderTransformationProperty
 The location, orientation, and scale of the node relative to its parent node.
 

Detailed Description

Metadata definitions for Node3D.

Member Data Documentation

◆ FinalTransformationProperty

DynamicPropertyType<Matrix4x4> FinalTransformationProperty
Initial value:
=
new DynamicPropertyType<>("Node3D.FinalTransformation", Matrix4x4.class)

The combined location, orientation and scale of the node and its ancestor nodes.

Automatically calculated by the system.

◆ FrustumCullMarginProperty

DynamicPropertyType<Float> FrustumCullMarginProperty
Initial value:
=
new DynamicPropertyType<>("FrustumCullMargin", Float.class)

The margin of the frustum cull radius of the node.

For example, set the margin when a vertex shader modifies the geometry of the node. To use this property, enable the Frustum Culling property in the Draw Objects Render Pass you use to render the node.

◆ LayoutTransformationProperty

DynamicPropertyType<SRTValue3D> LayoutTransformationProperty
Initial value:
=
new DynamicPropertyType<>("Node3D.LayoutTransformation", SRTValue3D.class)

The location, orientation and scale of the node relative to its parent node.

Layout Transformation affects the layout. If you do not want to affect the layout, use Render Transformation.

◆ PreviousFinalTransformationProperty

DynamicPropertyType<Matrix4x4> PreviousFinalTransformationProperty
Initial value:
=
new DynamicPropertyType<>("Node3D.PreviousFinalTransformation", Matrix4x4.class)

Final transformation (world matrix) from the previous frame, used for velocity buffer calculation.

◆ RenderTransformationProperty

DynamicPropertyType<SRTValue3D> RenderTransformationProperty
Initial value:
=
new DynamicPropertyType<>("Node3D.RenderTransformation", SRTValue3D.class)

The location, orientation, and scale of the node relative to its parent node.

Render transformation does not affect the layout of the node.