Panda3D
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NodePath Class Reference

NodePath is the fundamental system for disambiguating instances, and also provides a higher-level interface for manipulating the scene graph. More...

#include "nodePath.h"

Public Types

enum  ErrorType { ET_ok = 0, ET_not_found, ET_removed, ET_fail }
 

Public Member Functions

 NodePath ()
 This constructs an empty NodePath with no nodes. More...
 
 NodePath (const std::string &top_node_name, Thread *current_thread=Thread::get_current_thread())
 This constructs a new NodePath with a single node. More...
 
 NodePath (PandaNode *node, Thread *current_thread=Thread::get_current_thread())
 This constructs a NodePath for the indicated node. More...
 
 NodePath (const NodePath &parent, PandaNode *child_node, Thread *current_thread=Thread::get_current_thread())
 Constructs a NodePath with the indicated parent NodePath and child node; the child node must be a stashed or unstashed child of the parent. More...
 
 NodePath (const NodePath &copy)
 
 NodePath (NodePath &&from) noexcept
 
size_t add_hash (size_t hash) const
 Adds the NodePath into the running hash. More...
 
void adjust_all_priorities (int adjustment)
 Adds the indicated adjustment amount (which may be negative) to the priority for all transitions on the referenced node, and for all nodes in the subgraph below. More...
 
void apply_texture_colors ()
 Removes textures from Geoms at this node and below by applying the texture colors to the vertices. More...
 
NodePath attach_new_node (PandaNode *node, int sort=0, Thread *current_thread=Thread::get_current_thread()) const
 Attaches a new node, with or without existing parents, to the scene graph below the referenced node of this NodePath. More...
 
NodePath attach_new_node (const std::string &name, int sort=0, Thread *current_thread=Thread::get_current_thread()) const
 Creates an ordinary PandaNode and attaches it below the current NodePath, returning a new NodePath that references it. More...
 
bool calc_tight_bounds (LPoint3 &min_point, LPoint3 &max_point, const NodePath &other=NodePath(), Thread *current_thread=Thread::get_current_thread()) const
 Calculates the minimum and maximum vertices of all Geoms at this NodePath's bottom node and below. More...
 
void clear ()
 Sets this NodePath to the empty NodePath. More...
 
void clear_antialias ()
 Completely removes any antialias setting that may have been set on this node via set_antialias(). More...
 
void clear_attrib (TypeHandle type)
 Removes the render attribute of the given type from this node. More...
 
void clear_audio_volume ()
 Completely removes any audio volume from the referenced node. More...
 
void clear_billboard ()
 Removes any billboard effect from the node. More...
 
void clear_bin ()
 Completely removes any bin adjustment that may have been set via set_bin() from this particular node. More...
 
void clear_clip_plane ()
 Completely removes any clip planes that may have been set via set_clip_plane() or set_clip_plane_off() from this particular node. More...
 
void clear_clip_plane (const NodePath &clip_plane)
 Removes any reference to the indicated clipping plane from the NodePath. More...
 
void clear_color ()
 Completely removes any color adjustment from the node. More...
 
void clear_color_scale ()
 Completely removes any color scale from the referenced node. More...
 
void clear_compass ()
 Removes any compass effect from the node. More...
 
void clear_depth_offset ()
 Completely removes any depth-offset adjustment that may have been set on this node via set_depth_offset(). More...
 
void clear_depth_test ()
 Completely removes any depth-test adjustment that may have been set on this node via set_depth_test(). More...
 
void clear_depth_write ()
 Completely removes any depth-write adjustment that may have been set on this node via set_depth_write(). More...
 
void clear_effect (TypeHandle type)
 Removes the render effect of the given type from this node. More...
 
void clear_effects ()
 Resets this node to have no render effects. More...
 
void clear_fog ()
 Completely removes any fog adjustment that may have been set via set_fog() or set_fog_off() from this particular node. More...
 
void clear_light ()
 Completely removes any lighting operations that may have been set via set_light() or set_light_off() from this particular node. More...
 
void clear_light (const NodePath &light)
 Removes any reference to the indicated Light or PolylightNode from the NodePath. More...
 
void clear_logic_op ()
 Completely removes any logical operation that may have been set on this node via set_logic_op(). More...
 
void clear_mat ()
 Completely removes any transform from the referenced node. More...
 
void clear_material ()
 Completely removes any material adjustment that may have been set via set_material() from this particular node. More...
 
int clear_model_nodes ()
 Recursively walks through the scene graph at this level and below, looking for ModelNodes, and calls model_node->set_preserve_transform(PT_drop_node) on each one. More...
 
void clear_occluder ()
 Completely removes any occluders that may have been set via set_occluder() from this particular node. More...
 
void clear_occluder (const NodePath &occluder)
 Removes any reference to the indicated occluder from the NodePath. More...
 
void clear_project_texture (TextureStage *stage)
 Undoes the effect of project_texture(). More...
 
void clear_render_mode ()
 Completely removes any render mode adjustment that may have been set on this node via set_render_mode_wireframe() or set_render_mode_filled(). More...
 
void clear_scissor ()
 Removes the scissor region that was defined at this node level by a previous call to set_scissor(). More...
 
void clear_shader ()
 
void clear_shader_input (CPT_InternalName id)
 
void clear_tag (const std::string &key)
 Removes the value defined for this key on this particular node. More...
 
void clear_tex_gen ()
 Removes the texture coordinate generation mode from all texture stages on this node. More...
 
void clear_tex_gen (TextureStage *stage)
 Disables automatic texture coordinate generation for the indicated texture stage. More...
 
void clear_tex_projector (TextureStage *stage)
 Removes the TexProjectorEffect for the indicated stage from this node. More...
 
void clear_tex_projector ()
 Removes the TexProjectorEffect for all stages from this node. More...
 
void clear_tex_transform ()
 Removes all texture matrices from the current node. More...
 
void clear_tex_transform (TextureStage *stage)
 Removes the texture matrix on the current node for the given stage. More...
 
void clear_texture ()
 Completely removes any texture adjustment that may have been set via set_texture() or set_texture_off() from this particular node. More...
 
void clear_texture (TextureStage *stage)
 Removes any reference to the indicated texture stage from the NodePath. More...
 
void clear_transform (Thread *current_thread=Thread::get_current_thread())
 Sets the transform object on this node to identity. More...
 
void clear_transform (const NodePath &other, Thread *current_thread=Thread::get_current_thread())
 Sets the transform object on this node to identity, relative to the other node. More...
 
void clear_transparency ()
 Completely removes any transparency adjustment that may have been set on this node via set_transparency(). More...
 
void clear_two_sided ()
 Completely removes any two-sided adjustment that may have been set on this node via set_two_sided(). More...
 
int compare_to (const NodePath &other) const
 Returns a number less than zero if this NodePath sorts before the other one, greater than zero if it sorts after, or zero if they are equivalent. More...
 
int compare_to (const WeakNodePath &other) const
 Returns a number less than zero if this NodePath sorts before the other one, greater than zero if it sorts after, or zero if they are equivalent. More...
 
int complete_pointers (TypedWritable **plist, BamReader *manager)
 Receives an array of pointers, one for each time manager->read_pointer() was called in fillin(). More...
 
void compose_color_scale (const LVecBase4 &scale, int priority=0)
 multiplies the color scale component of the transform, with previous color scale leaving translation and rotation untouched. More...
 
void compose_color_scale (PN_stdfloat sx, PN_stdfloat sy, PN_stdfloat sz, PN_stdfloat sa, int priority=0)
 Sets the color scale component of the transform. More...
 
NodePath copy_to (const NodePath &other, int sort=0, Thread *current_thread=Thread::get_current_thread()) const
 Functions like instance_to(), except a deep copy is made of the referenced node and all of its descendents, which is then parented to the indicated node. More...
 
int count_num_descendants () const
 Returns the number of nodes at and below this level. More...
 
 CPT (RenderState) get_state(const NodePath &other
 
 CPT (RenderState) get_net_state(Thread *current_thread
 
 CPT (TransformState) get_transform(const NodePath &other
 
 CPT (TransformState) get_net_transform(Thread *current_thread
 
 CPT (TransformState) get_prev_transform(const NodePath &other
 
 CPT (TransformState) get_net_prev_transform(Thread *current_thread
 
 CPT (TransformState) get_tex_transform(TextureStage *stage) const
 
 CPT (TransformState) get_tex_transform(const NodePath &other
 
void detach_node (Thread *current_thread=Thread::get_current_thread())
 Disconnects the referenced node from its parent, but does not immediately delete it. More...
 
void do_billboard_axis (const NodePath &camera, PN_stdfloat offset)
 Performs a billboard-type rotate to the indicated camera node, one time only, and leaves the object rotated. More...
 
void do_billboard_point_eye (const NodePath &camera, PN_stdfloat offset)
 Performs a billboard-type rotate to the indicated camera node, one time only, and leaves the object rotated. More...
 
void do_billboard_point_world (const NodePath &camera, PN_stdfloat offset)
 Performs a billboard-type rotate to the indicated camera node, one time only, and leaves the object rotated. More...
 
vector_uchar encode_to_bam_stream () const
 Converts the NodePath object into a single stream of data using a BamWriter, and returns that data as a string string. More...
 
bool encode_to_bam_stream (vector_uchar &data, BamWriter *writer=nullptr) const
 Converts the NodePath object into a single stream of data using a BamWriter, and stores that data in the indicated string. More...
 
void fillin (DatagramIterator &scan, BamReader *manager)
 This internal function is called by make_from_bam to read in all of the relevant data from the BamFile for the new NodePath. More...
 
NodePath find (const std::string &path) const
 Searches for a node below the referenced node that matches the indicated string. More...
 
NodePathCollection find_all_matches (const std::string &path) const
 Returns the complete set of all NodePaths that begin with this NodePath and can be extended by path. More...
 
MaterialCollection find_all_materials () const
 Returns a list of a materials applied to geometry at this node and below. More...
 
MaterialCollection find_all_materials (const std::string &name) const
 Returns a list of a materials applied to geometry at this node and below that match the indicated name (which may contain wildcard characters). More...
 
NodePathCollection find_all_paths_to (PandaNode *node) const
 Returns the set of all NodePaths that extend from this NodePath down to the indicated node. More...
 
InternalNameCollection find_all_texcoords () const
 Returns a list of all texture coordinate sets used by any geometry at this node level and below. More...
 
InternalNameCollection find_all_texcoords (const std::string &name) const
 Returns a list of all texture coordinate sets used by any geometry at this node level and below that match the indicated name (which may contain wildcard characters). More...
 
TextureStageCollection find_all_texture_stages () const
 Returns a list of a TextureStages applied to geometry at this node and below. More...
 
TextureStageCollection find_all_texture_stages (const std::string &name) const
 Returns a list of a TextureStages applied to geometry at this node and below that match the indicated name (which may contain wildcard characters). More...
 
TextureCollection find_all_textures () const
 Returns a list of a textures applied to geometry at this node and below. More...
 
TextureCollection find_all_textures (const std::string &name) const
 Returns a list of a textures applied to geometry at this node and below that match the indicated name (which may contain wildcard characters). More...
 
TextureCollection find_all_textures (TextureStage *stage) const
 Returns a list of a textures on geometry at this node and below that are assigned to the indicated texture stage. More...
 
InternalNameCollection find_all_vertex_columns () const
 Returns a list of all vertex array columns stored on some geometry found at this node level and below. More...
 
InternalNameCollection find_all_vertex_columns (const std::string &name) const
 Returns a list of all vertex array columns stored on some geometry found at this node level and below that match the indicated name (which may contain wildcard characters). More...
 
Materialfind_material (const std::string &name) const
 Returns the first material found applied to geometry at this node or below that matches the indicated name (which may contain wildcards). More...
 
NodePath find_net_tag (const std::string &key) const
 Returns the lowest ancestor of this node that contains a tag definition with the indicated key, if any, or an empty NodePath if no ancestor of this node contains this tag definition. More...
 
NodePath find_path_to (PandaNode *node) const
 Searches for the indicated node below this node and returns the shortest NodePath that connects them. More...
 
Texturefind_texture (const std::string &name) const
 Returns the first texture found applied to geometry at this node or below that matches the indicated name (which may contain wildcards). More...
 
Texturefind_texture (TextureStage *stage) const
 Returns the first texture found applied to geometry at this node or below that is assigned to the indicated texture stage. More...
 
TextureStagefind_texture_stage (const std::string &name) const
 Returns the first TextureStage found applied to geometry at this node or below that matches the indicated name (which may contain wildcards). More...
 
int flatten_light ()
 Analyzes the geometry below this node and reports the number of vertices, triangles, etc. More...
 
int flatten_medium ()
 A more thorough flattening than flatten_light(), this first applies all the transforms, colors, and texture matrices from the nodes onto the vertices, and then removes unneeded grouping nodes–nodes that have exactly one child, for instance, but have no special properties in themselves. More...
 
int flatten_strong ()
 The strongest possible flattening. More...
 
void force_recompute_bounds ()
 
NodePath get_ancestor (int index, Thread *current_thread=Thread::get_current_thread()) const
 
unsigned short get_antialias () const
 Returns the antialias setting that has been specifically set on this node via set_antialias(), or M_none if no setting has been made. More...
 
const RenderAttribget_attrib (TypeHandle type) const
 Returns the render attribute of the indicated type, if it is defined on the node, or NULL if it is not. More...
 
PN_stdfloat get_audio_volume () const
 Returns the complete audio volume that has been applied to this node via a previous call to set_audio_volume(), or 1. More...
 
int get_bin_draw_order () const
 Returns the drawing order associated with the bin that this particular node was assigned to via set_bin(), or 0 if no bin was assigned. More...
 
std::string get_bin_name () const
 Returns the name of the bin that this particular node was assigned to via set_bin(), or the empty string if no bin was assigned. More...
 
NodePath get_child (int n, Thread *current_thread=Thread::get_current_thread()) const
 Returns a NodePath representing the nth child of the referenced node. More...
 
NodePathCollection get_children (Thread *current_thread=Thread::get_current_thread()) const
 
CollideMask get_collide_mask () const
 Returns the union of all of the into_collide_masks for nodes at this level and below. More...
 
LColor get_color () const
 Returns the color that has been assigned to the node, or black if no color has been assigned. More...
 
const LVecBase4 & get_color_scale () const
 Returns the complete color scale vector that has been applied to this node via a previous call to set_color_scale() and/or set_alpha_scale(), or all 1's (identity) if no scale has been applied to this particular node. More...
 
NodePath get_common_ancestor (const NodePath &other, Thread *current_thread=Thread::get_current_thread()) const
 Returns the lowest NodePath that both of these two NodePaths have in common: the first ancestor that both of them share. More...
 
int get_depth_offset () const
 Returns the depth offset value if it has been specified using set_depth_offset, or 0 if not. More...
 
bool get_depth_test () const
 Returns true if depth-test rendering has been specifically set on this node via set_depth_test(), or false if depth-test rendering has been specifically disabled. More...
 
bool get_depth_write () const
 Returns true if depth-write rendering has been specifically set on this node via set_depth_write(), or false if depth-write rendering has been specifically disabled. More...
 
PN_stdfloat get_distance (const NodePath &other) const
 Returns the straight-line distance between this referenced node's coordinate frame's origin, and that of the other node's origin. More...
 
const RenderEffectget_effect (TypeHandle type) const
 Returns the render effect of the indicated type, if it is defined on the node, or NULL if it is not. More...
 
const RenderEffectsget_effects () const
 Returns the complete RenderEffects that will be applied to this node. More...
 
ErrorType get_error_type () const
 
Fogget_fog () const
 Returns the fog that has been set on this particular node, or NULL if no fog has been set. More...
 
PN_stdfloat get_h () const
 
PN_stdfloat get_h (const NodePath &other) const
 
NodePath get_hidden_ancestor (DrawMask camera_mask=PandaNode::get_overall_bit(), Thread *current_thread=Thread::get_current_thread()) const
 Returns the NodePath at or above the referenced node that is hidden to the indicated camera(s), or an empty NodePath if no ancestor of the referenced node is hidden (and the node should be visible). More...
 
LVecBase3 get_hpr () const
 Retrieves the rotation component of the transform. More...
 
LVecBase3 get_hpr (const NodePath &other) const
 Returns the relative orientation of the bottom node as seen from the other node. More...
 
int get_instance_count () const
 Returns the geometry instance count, or 0 if disabled. More...
 
int get_key () const
 Returns an integer that is guaranteed to be the same for all NodePaths that represent the same node instance, and different for all NodePaths that represent a different node instance. More...
 
LogicOpAttrib::Operation get_logic_op () const
 Returns the logical operation that has been specifically set on this node via set_logic_op(), or O_none if standard color blending has been specifically set, or if nothing has been specifically set. More...
 
const LMatrix4 & get_mat () const
 Returns the transform matrix that has been applied to the referenced node, or the identity matrix if no matrix has been applied. More...
 
LMatrix4 get_mat (const NodePath &other) const
 Returns the matrix that describes the coordinate space of the bottom node, relative to the other path's bottom node's coordinate space. More...
 
std::string get_name () const
 
PN_stdfloat get_net_audio_volume () const
 Returns the complete audio volume for this node taking highers nodes in the graph into account. More...
 
std::string get_net_tag (const std::string &key) const
 
PandaNodeget_node (int index, Thread *current_thread=Thread::get_current_thread()) const
 
int get_num_children (Thread *current_thread=Thread::get_current_thread()) const
 Returns the number of children of the referenced node. More...
 
int get_num_nodes (Thread *current_thread=Thread::get_current_thread()) const
 
PN_stdfloat get_p () const
 
PN_stdfloat get_p (const NodePath &other) const
 
NodePath get_parent (Thread *current_thread=Thread::get_current_thread()) const
 
LPoint3 get_pos () const
 Retrieves the translation component of the transform. More...
 
LPoint3 get_pos (const NodePath &other) const
 Returns the relative position of the referenced node as seen from the other node. More...
 
LVector3 get_pos_delta () const
 Returns the delta vector from this node's position in the previous frame (according to set_prev_transform(), typically set via the use of set_fluid_pos()) and its position in the current frame. More...
 
LVector3 get_pos_delta (const NodePath &other) const
 Returns the delta vector from this node's position in the previous frame (according to set_prev_transform(), typically set via the use of set_fluid_pos()) and its position in the current frame, as seen in the indicated node's coordinate space. More...
 
const TransformStateget_prev_transform (Thread *current_thread=Thread::get_current_thread()) const
 Returns the transform that has been set as this node's "previous" position. More...
 
LQuaternion get_quat () const
 Retrieves the rotation component of the transform. More...
 
LQuaternion get_quat (const NodePath &other) const
 Returns the relative orientation of the bottom node as seen from the other node. More...
 
PN_stdfloat get_r () const
 
PN_stdfloat get_r (const NodePath &other) const
 
LPoint3 get_relative_point (const NodePath &other, const LVecBase3 &point) const
 Given that the indicated point is in the coordinate system of the other node, returns the same point in this node's coordinate system. More...
 
LVector3 get_relative_vector (const NodePath &other, const LVecBase3 &vec) const
 Given that the indicated vector is in the coordinate system of the other node, returns the same vector in this node's coordinate system. More...
 
RenderModeAttrib::Mode get_render_mode () const
 Returns the render mode that has been specifically set on this node via set_render_mode(), or M_unchanged if nothing has been set. More...
 
bool get_render_mode_perspective () const
 Returns the flag that has been set on this node via set_render_mode_perspective(), or false if no flag has been set. More...
 
PN_stdfloat get_render_mode_thickness () const
 Returns the render mode thickness that has been specifically set on this node via set_render_mode(), or 1.0 if nothing has been set. More...
 
PN_stdfloat get_sa () const
 Gets the alpha scale component of the transform. More...
 
PN_stdfloat get_sb () const
 Gets the blue scale component of the transform. More...
 
LVecBase3 get_scale () const
 Retrieves the scale component of the transform. More...
 
LVecBase3 get_scale (const NodePath &other) const
 Returns the relative scale of the bottom node as seen from the other node. More...
 
PN_stdfloat get_sg () const
 Gets the green scale component of the transform. More...
 
const Shaderget_shader () const
 
ShaderInput get_shader_input (CPT_InternalName id) const
 
LVecBase3 get_shear () const
 Retrieves the shear component of the transform. More...
 
LVecBase3 get_shear (const NodePath &other) const
 Returns the relative shear of the bottom node as seen from the other node. More...
 
PN_stdfloat get_shxy () const
 
PN_stdfloat get_shxy (const NodePath &other) const
 Returns the relative shear of the referenced node as seen from the other node. More...
 
PN_stdfloat get_shxz () const
 
PN_stdfloat get_shxz (const NodePath &other) const
 
PN_stdfloat get_shyz () const
 
PN_stdfloat get_shyz (const NodePath &other) const
 
int get_sort (Thread *current_thread=Thread::get_current_thread()) const
 
PN_stdfloat get_sr () const
 Gets the red scale component of the transform. More...
 
NodePath get_stashed_ancestor (Thread *current_thread=Thread::get_current_thread()) const
 Returns the NodePath at or above the referenced node that is stashed, or an empty NodePath if no ancestor of the referenced node is stashed (and the node should be visible). More...
 
NodePathCollection get_stashed_children (Thread *current_thread=Thread::get_current_thread()) const
 
const RenderStateget_state (Thread *current_thread=Thread::get_current_thread()) const
 Returns the complete state object set on this node. More...
 
PN_stdfloat get_sx () const
 
PN_stdfloat get_sx (const NodePath &other) const
 Returns the relative scale of the referenced node as seen from the other node. More...
 
PN_stdfloat get_sy () const
 
PN_stdfloat get_sy (const NodePath &other) const
 
PN_stdfloat get_sz () const
 
PN_stdfloat get_sz (const NodePath &other) const
 
std::string get_tag (const std::string &key) const
 Retrieves the user-defined value that was previously set on this node for the particular key, if any. More...
 
void get_tag_keys (vector_string &keys) const
 Fills the given vector up with the list of tags on this PandaNode. More...
 
RenderAttrib::TexGenMode get_tex_gen (TextureStage *stage) const
 Returns the texture coordinate generation mode for the given stage, or M_off if there is no explicit mode set for the given stage. More...
 
LVecBase3 get_tex_hpr (TextureStage *stage) const
 Returns the 3-D HPR set for the UVW's for the given stage on the current node. More...
 
LVecBase3 get_tex_hpr (const NodePath &other, TextureStage *stage) const
 Returns the 3-D HPR set for the UVW's for the given stage on the current node. More...
 
LVecBase2 get_tex_offset (TextureStage *stage) const
 Returns the offset set for the UV's for the given stage on the current node. More...
 
LVecBase2 get_tex_offset (const NodePath &other, TextureStage *stage) const
 Returns the offset set for the UV's for the given stage on the current node. More...
 
LVecBase3 get_tex_pos (TextureStage *stage) const
 Returns the offset set for the UVW's for the given stage on the current node. More...
 
LVecBase3 get_tex_pos (const NodePath &other, TextureStage *stage) const
 Returns the offset set for the UVW's for the given stage on the current node. More...
 
NodePath get_tex_projector_from (TextureStage *stage) const
 Returns the "from" node associated with the TexProjectorEffect on the indicated stage. More...
 
NodePath get_tex_projector_to (TextureStage *stage) const
 Returns the "to" node associated with the TexProjectorEffect on the indicated stage. More...
 
PN_stdfloat get_tex_rotate (TextureStage *stage) const
 Returns the rotation set for the UV's for the given stage on the current node. More...
 
PN_stdfloat get_tex_rotate (const NodePath &other, TextureStage *stage) const
 Returns the rotation set for the UV's for the given stage on the current node. More...
 
LVecBase2 get_tex_scale (TextureStage *stage) const
 Returns the scale set for the UV's for the given stage on the current node. More...
 
LVecBase2 get_tex_scale (const NodePath &other, TextureStage *stage) const
 Returns the scale set for the UV's for the given stage on the current node. More...
 
LVecBase3 get_tex_scale_3d (TextureStage *stage) const
 Returns the scale set for the UVW's for the given stage on the current node. More...
 
LVecBase3 get_tex_scale_3d (const NodePath &other, TextureStage *stage) const
 Returns the scale set for the UVW's for the given stage on the current node. More...
 
Textureget_texture () const
 Returns the base-level texture that has been set on this particular node, or NULL if no texture has been set. More...
 
Textureget_texture (TextureStage *stage) const
 Returns the texture that has been set on the indicated stage for this particular node, or NULL if no texture has been set for this stage. More...
 
const SamplerStateget_texture_sampler () const
 Returns the sampler state that has been given for the base-level texture that has been set on this particular node. More...
 
const SamplerStateget_texture_sampler (TextureStage *stage) const
 Returns the sampler state that has been given for the indicated texture stage that has been set on this particular node. More...
 
NodePath get_top (Thread *current_thread=Thread::get_current_thread()) const
 Returns a singleton NodePath that represents the top of the path, or empty NodePath if this path is empty. More...
 
PandaNodeget_top_node (Thread *current_thread=Thread::get_current_thread()) const
 Returns the top node of the path, or NULL if the path is empty. More...
 
const TransformStateget_transform (Thread *current_thread=Thread::get_current_thread()) const
 Returns the complete transform object set on this node. More...
 
TransparencyAttrib::Mode get_transparency () const
 Returns the transparent rendering that has been specifically set on this node via set_transparency(), or M_none if nontransparent rendering has been specifically set, or if nothing has been specifically set. More...
 
bool get_two_sided () const
 Returns true if two-sided rendering has been specifically set on this node via set_two_sided(), or false if one-sided rendering has been specifically set, or if nothing has been specifically set. More...
 
PN_stdfloat get_x () const
 
PN_stdfloat get_x (const NodePath &other) const
 
PN_stdfloat get_y () const
 
PN_stdfloat get_y (const NodePath &other) const
 
PN_stdfloat get_z () const
 
PN_stdfloat get_z (const NodePath &other) const
 
bool has_antialias () const
 Returns true if an antialias setting has been explicitly mode on this particular node via set_antialias(). More...
 
bool has_attrib (TypeHandle type) const
 Returns true if there is a render attribute of the indicated type defined on this node, or false if there is not. More...
 
bool has_audio_volume () const
 Returns true if an audio volume has been applied to the referenced node, false otherwise. More...
 
bool has_billboard () const
 Returns true if there is any billboard effect on the node. More...
 
bool has_bin () const
 Returns true if the node has been assigned to the a particular rendering bin via set_bin(), false otherwise. More...
 
bool has_clip_plane (const NodePath &clip_plane) const
 Returns true if the indicated clipping plane has been specifically applied to this particular node. More...
 
bool has_clip_plane_off () const
 Returns true if all clipping planes have been specifically disabled on this particular node. More...
 
bool has_clip_plane_off (const NodePath &clip_plane) const
 Returns true if the indicated clipping plane has been specifically disabled on this particular node. More...
 
bool has_color () const
 Returns true if a color has been applied to the given node, false otherwise. More...
 
bool has_color_scale () const
 Returns true if a color scale has been applied to the referenced node, false otherwise. More...
 
bool has_compass () const
 Returns true if there is any compass effect on the node. More...
 
bool has_depth_offset () const
 Returns true if a depth-offset adjustment has been explicitly set on this particular node via set_depth_offset(). More...
 
bool has_depth_test () const
 Returns true if a depth-test adjustment has been explicitly set on this particular node via set_depth_test(). More...
 
bool has_depth_write () const
 Returns true if a depth-write adjustment has been explicitly set on this particular node via set_depth_write(). More...
 
bool has_effect (TypeHandle type) const
 Returns true if there is a render effect of the indicated type defined on this node, or false if there is not. More...
 
bool has_fog () const
 Returns true if a fog has been applied to this particular node via set_fog(), false otherwise. More...
 
bool has_fog_off () const
 Returns true if a fog has been specifically disabled on this particular node via set_fog_off(), false otherwise. More...
 
bool has_light (const NodePath &light) const
 Returns true if the indicated Light or PolylightNode has been specifically enabled on this particular node. More...
 
bool has_light_off () const
 Returns true if all Lights have been specifically disabled on this particular node. More...
 
bool has_light_off (const NodePath &light) const
 Returns true if the indicated Light has been specifically disabled on this particular node. More...
 
bool has_logic_op () const
 Returns true if a logical operation has been explicitly set on this particular node via set_logic_op(). More...
 
bool has_mat () const
 Returns true if a non-identity transform matrix has been applied to the referenced node, false otherwise. More...
 
bool has_material () const
 Returns true if a material has been applied to this particular node via set_material(), false otherwise. More...
 
bool has_net_tag (const std::string &key) const
 
bool has_occluder (const NodePath &occluder) const
 Returns true if the indicated occluder has been specifically applied to this particular node. More...
 
bool has_parent (Thread *current_thread=Thread::get_current_thread()) const
 
bool has_render_mode () const
 Returns true if a render mode has been explicitly set on this particular node via set_render_mode() (or set_render_mode_wireframe() or set_render_mode_filled()), false otherwise. More...
 
bool has_scissor () const
 Returns true if a scissor region was defined at this node by a previous call to set_scissor(). More...
 
bool has_tag (const std::string &key) const
 Returns true if a value has been defined on this node for the particular key (even if that value is the empty string), or false if no value has been set. More...
 
bool has_tex_gen (TextureStage *stage) const
 Returns true if there is a mode for automatic texture coordinate generation on the current node for the given stage. More...
 
bool has_tex_projector (TextureStage *stage) const
 Returns true if this node has a TexProjectorEffect for the indicated stage, false otherwise. More...
 
bool has_tex_transform (TextureStage *stage) const
 Returns true if there is an explicit texture matrix on the current node for the given stage. More...
 
bool has_texcoord (const std::string &texcoord_name) const
 Returns true if there are at least some vertices at this node and below that use the named texture coordinate set, false otherwise. More...
 
bool has_texture () const
 Returns true if a texture has been applied to this particular node via set_texture(), false otherwise. More...
 
bool has_texture (TextureStage *stage) const
 Returns true if texturing has been specifically enabled on this particular node for the indicated stage. More...
 
bool has_texture_off () const
 Returns true if texturing has been specifically disabled on this particular node via set_texture_off(), false otherwise. More...
 
bool has_texture_off (TextureStage *stage) const
 Returns true if texturing has been specifically disabled on this particular node for the indicated stage. More...
 
bool has_transparency () const
 Returns true if a transparent-rendering adjustment has been explicitly set on this particular node via set_transparency(). More...
 
bool has_two_sided () const
 Returns true if a two-sided adjustment has been explicitly set on this particular node via set_two_sided(). More...
 
bool has_vertex_column (const InternalName *name) const
 Returns true if there are at least some vertices at this node and below that contain a reference to the indicated vertex data column name, false otherwise. More...
 
void heads_up (PN_stdfloat x, PN_stdfloat y, PN_stdfloat z)
 Behaves like look_at(), but with a strong preference to keeping the up vector oriented in the indicated "up" direction. More...
 
void heads_up (const LPoint3 &point, const LVector3 &up=LVector3::up())
 Behaves like look_at(), but with a strong preference to keeping the up vector oriented in the indicated "up" direction. More...
 
void heads_up (const NodePath &other, PN_stdfloat x, PN_stdfloat y, PN_stdfloat z)
 Behaves like look_at(), but with a strong preference to keeping the up vector oriented in the indicated "up" direction. More...
 
void heads_up (const NodePath &other, const LPoint3 &point=LPoint3(0.0, 0.0, 0.0), const LVector3 &up=LVector3::up())
 Behaves like look_at(), but with a strong preference to keeping the up vector oriented in the indicated "up" direction. More...
 
void hide ()
 Makes the referenced node (and the entire subgraph below this node) invisible to all cameras. More...
 
void hide (DrawMask camera_mask)
 Makes the referenced node invisible just to the cameras whose camera_mask shares the indicated bits. More...
 
void hide_bounds ()
 Stops the rendering of the bounding volume begun with show_bounds(). More...
 
NodePath instance_to (const NodePath &other, int sort=0, Thread *current_thread=Thread::get_current_thread()) const
 Adds the referenced node of the NodePath as a child of the referenced node of the indicated other NodePath. More...
 
NodePath instance_under_node (const NodePath &other, const std::string &name, int sort=0, Thread *current_thread=Thread::get_current_thread()) const
 Behaves like instance_to(), but implicitly creates a new node to instance the geometry under, and returns a NodePath to that new node. More...
 
bool is_ancestor_of (const NodePath &other, Thread *current_thread=Thread::get_current_thread()) const
 Returns true if the node represented by this NodePath is a parent or other ancestor of the other NodePath, or false if it is not. More...
 
bool is_empty () const
 Returns true if the NodePath contains no nodes. More...
 
bool is_hidden (DrawMask camera_mask=PandaNode::get_overall_bit()) const
 Returns true if the referenced node is hidden from the indicated camera(s) either directly, or because some ancestor is hidden. More...
 
bool is_same_graph (const NodePath &other, Thread *current_thread=Thread::get_current_thread()) const
 Returns true if the node represented by this NodePath is parented within the same graph as that of the other NodePath. More...
 
bool is_singleton (Thread *current_thread=Thread::get_current_thread()) const
 Returns true if the NodePath contains exactly one node. More...
 
bool is_stashed () const
 Returns true if the referenced node is stashed either directly, or because some ancestor is stashed. More...
 
void list_tags () const
 Lists the tags to the nout stream, one per line. More...
 
void look_at (PN_stdfloat x, PN_stdfloat y, PN_stdfloat z)
 Sets the transform on this NodePath so that it rotates to face the indicated point in space. More...
 
void look_at (const LPoint3 &point, const LVector3 &up=LVector3::up())
 Sets the hpr on this NodePath so that it rotates to face the indicated point in space. More...
 
void look_at (const NodePath &other, PN_stdfloat x, PN_stdfloat y, PN_stdfloat z)
 Sets the hpr on this NodePath so that it rotates to face the indicated point in space, which is relative to the other NodePath. More...
 
void look_at (const NodePath &other, const LPoint3 &point=LPoint3(0.0, 0.0, 0.0), const LVector3 &up=LVector3::up())
 Sets the transform on this NodePath so that it rotates to face the indicated point in space, which is relative to the other NodePath. More...
 
void ls () const
 Lists the hierarchy at and below the referenced node. More...
 
void ls (std::ostream &out, int indent_level=0) const
 Lists the hierarchy at and below the referenced node. More...
 
PandaNodenode () const
 Returns the referenced node of the path. More...
 
bool operator != (const NodePath &other) const
 Returns true if the two paths are not equivalent. More...
 
bool operator != (const WeakNodePath &other) const
 Returns true if the two paths are not equivalent. More...
 
 operator bool () const
 Returns true if the NodePath is valid (not empty), or false if it contains no nodes. More...
 
bool operator< (const NodePath &other) const
 Returns true if this NodePath sorts before the other one, false otherwise. More...
 
bool operator< (const WeakNodePath &other) const
 Returns true if this NodePath sorts before the other one, false otherwise. More...
 
void operator= (const NodePath &copy)
 
void operator= (NodePath &&from) noexcept
 
bool operator== (const NodePath &other) const
 Returns true if the two paths are equivalent; that is, if they contain the same list of nodes in the same order. More...
 
bool operator== (const WeakNodePath &other) const
 Returns true if the two paths are equivalent; that is, if they contain the same list of nodes in the same order. More...
 
void output (std::ostream &out) const
 Writes a sensible description of the NodePath to the indicated output stream. More...
 
void premunge_scene (GraphicsStateGuardianBase *gsg=nullptr)
 Walks through the scene graph beginning at the bottom node, and internally adjusts any GeomVertexFormats for optimal rendering on the indicated GSG. More...
 
void prepare_scene (GraphicsStateGuardianBase *gsg)
 Walks through the scene graph beginning at the bottom node, and does whatever initialization is required to render the scene properly with the indicated GSG. More...
 
void project_texture (TextureStage *stage, Texture *tex, const NodePath &projector)
 A convenience function to enable projective texturing at this node level and below, using the indicated NodePath (which should contain a LensNode) as the projector. More...
 
 PT (Material) get_material() const
 
 PT (BoundingVolume) get_bounds(Thread *current_thread
 
void remove_node (Thread *current_thread=Thread::get_current_thread())
 Disconnects the referenced node from the scene graph. More...
 
void reparent_to (const NodePath &other, int sort=0, Thread *current_thread=Thread::get_current_thread())
 Removes the referenced node of the NodePath from its current parent and attaches it to the referenced node of the indicated NodePath. More...
 
void replace_material (Material *mat, Material *new_mat)
 
void reverse_ls () const
 Lists the hierarchy at and above the referenced node. More...
 
int reverse_ls (std::ostream &out, int indent_level=0) const
 Lists the hierarchy at and above the referenced node. More...
 
void set_all_color_scale (PN_stdfloat scale, int priority=0)
 Scales all the color components of the object by the same amount, darkening the object, without (much) affecting alpha. More...
 
void set_alpha_scale (PN_stdfloat scale, int priority=0)
 Sets the alpha scale component of the transform without (much) affecting the color scale. More...
 
void set_antialias (unsigned short mode, int priority=0)
 Specifies the antialiasing type that should be applied at this node and below. More...
 
void set_attrib (const RenderAttrib *attrib, int priority=0)
 
void set_audio_volume (PN_stdfloat volume, int priority=0)
 Sets the audio volume component of the transform. More...
 
void set_audio_volume_off (int priority=0)
 Disables any audio volume attribute inherited from above. More...
 
void set_billboard_axis (PN_stdfloat offset=0.0)
 Puts a billboard transition on the node such that it will rotate in two dimensions around the up axis. More...
 
void set_billboard_axis (const NodePath &camera, PN_stdfloat offset)
 Puts a billboard transition on the node such that it will rotate in two dimensions around the up axis, towards a specified "camera" instead of to the viewing camera. More...
 
void set_billboard_point_eye (PN_stdfloat offset=0.0, bool fixed_depth=false)
 Puts a billboard transition on the node such that it will rotate in three dimensions about the origin, keeping its up vector oriented to the top of the camera. More...
 
void set_billboard_point_eye (const NodePath &camera, PN_stdfloat offset, bool fixed_depth=false)
 Puts a billboard transition on the node such that it will rotate in three dimensions about the origin, keeping its up vector oriented to the top of the camera, towards a specified "camera" instead of to the viewing camera. More...
 
void set_billboard_point_world (PN_stdfloat offset=0.0)
 Puts a billboard transition on the node such that it will rotate in three dimensions about the origin, keeping its up vector oriented to the sky. More...
 
void set_billboard_point_world (const NodePath &camera, PN_stdfloat offset)
 Puts a billboard transition on the node such that it will rotate in three dimensions about the origin, keeping its up vector oriented to the sky, towards a specified "camera" instead of to the viewing camera. More...
 
void set_bin (const std::string &bin_name, int draw_order, int priority=0)
 Assigns the geometry at this level and below to the named rendering bin. More...
 
void set_clip_plane (const NodePath &clip_plane, int priority=0)
 Adds the indicated clipping plane to the list of planes that apply to geometry at this node and below. More...
 
void set_clip_plane_off (int priority=0)
 Sets the geometry at this level and below to render using no clip_planes at all. More...
 
void set_clip_plane_off (const NodePath &clip_plane, int priority=0)
 Sets the geometry at this level and below to render without being clipped by the indicated PlaneNode. More...
 
void set_collide_mask (CollideMask new_mask, CollideMask bits_to_change=CollideMask::all_on(), TypeHandle node_type=TypeHandle::none())
 Recursively applies the indicated CollideMask to the into_collide_masks for all nodes at this level and below. More...
 
void set_color (PN_stdfloat r, PN_stdfloat g, PN_stdfloat b, PN_stdfloat a=1.0, int priority=0)
 Applies a scene-graph color to the referenced node. More...
 
void set_color (const LColor &color, int priority=0)
 Applies a scene-graph color to the referenced node. More...
 
void set_color_off (int priority=0)
 Sets the geometry at this level and below to render using the geometry color. More...
 
void set_color_scale (const LVecBase4 &scale, int priority=0)
 Sets the color scale component of the transform, leaving translation and rotation untouched. More...
 
void set_color_scale (PN_stdfloat sx, PN_stdfloat sy, PN_stdfloat sz, PN_stdfloat sa, int priority=0)
 Sets the color scale component of the transform. More...
 
void set_color_scale_off (int priority=0)
 Disables any color scale attribute inherited from above. More...
 
void set_compass (const NodePath &reference=NodePath())
 Puts a compass effect on the node, so that it will retain a fixed rotation relative to the reference node (or render if the reference node is empty) regardless of the transforms above it. More...
 
void set_depth_offset (int bias, int priority=0)
 This instructs the graphics driver to apply an offset or bias to the generated depth values for rendered polygons, before they are written to the depth buffer. More...
 
void set_depth_test (bool depth_test, int priority=0)
 Specifically sets or disables the testing of the depth buffer on this particular node. More...
 
void set_depth_write (bool depth_write, int priority=0)
 Specifically sets or disables the writing to the depth buffer on this particular node. More...
 
void set_effect (const RenderEffect *effect)
 Adds the indicated render effect to the scene graph on this node. More...
 
void set_effects (const RenderEffects *effects)
 Sets the complete RenderEffects that will be applied this node. More...
 
void set_fluid_pos (PN_stdfloat x, PN_stdfloat y, PN_stdfloat z)
 Sets the translation component, without changing the "previous" position, so that the collision system will see the node as moving fluidly from its previous position to its new position. More...
 
void set_fluid_pos (const LVecBase3 &pos)
 Sets the translation component, without changing the "previous" position, so that the collision system will see the node as moving fluidly from its previous position to its new position. More...
 
void set_fluid_pos (const NodePath &other, PN_stdfloat x, PN_stdfloat y, PN_stdfloat z)
 Sets the translation component, without changing the "previous" position, so that the collision system will see the node as moving fluidly from its previous position to its new position. More...
 
void set_fluid_pos (const NodePath &other, const LVecBase3 &pos)
 Sets the translation component of the transform, relative to the other node. More...
 
void set_fluid_x (PN_stdfloat x)
 
void set_fluid_x (const NodePath &other, PN_stdfloat x)
 
void set_fluid_y (PN_stdfloat y)
 
void set_fluid_y (const NodePath &other, PN_stdfloat y)
 
void set_fluid_z (PN_stdfloat z)
 
void set_fluid_z (const NodePath &other, PN_stdfloat z)
 
void set_fog (Fog *fog, int priority=0)
 Sets the geometry at this level and below to render using the indicated fog. More...
 
void set_fog_off (int priority=0)
 Sets the geometry at this level and below to render using no fog. More...
 
void set_h (PN_stdfloat h)
 
void set_h (const NodePath &other, PN_stdfloat h)
 
void set_hpr (PN_stdfloat h, PN_stdfloat p, PN_stdfloat r)
 Sets the rotation component of the transform, leaving translation and scale untouched. More...
 
void set_hpr (const LVecBase3 &hpr)
 Sets the rotation component of the transform, leaving translation and scale untouched. More...
 
void set_hpr (const NodePath &other, PN_stdfloat h, PN_stdfloat p, PN_stdfloat r)
 Sets the rotation component of the transform, relative to the other node. More...
 
void set_hpr (const NodePath &other, const LVecBase3 &hpr)
 Sets the rotation component of the transform, relative to the other node. More...
 
void set_hpr_scale (PN_stdfloat h, PN_stdfloat p, PN_stdfloat r, PN_stdfloat sx, PN_stdfloat sy, PN_stdfloat sz)
 Sets the rotation and scale components of the transform, leaving translation untouched. More...
 
void set_hpr_scale (const LVecBase3 &hpr, const LVecBase3 &scale)
 Sets the rotation and scale components of the transform, leaving translation untouched. More...
 
void set_hpr_scale (const NodePath &other, PN_stdfloat h, PN_stdfloat p, PN_stdfloat r, PN_stdfloat sx, PN_stdfloat sy, PN_stdfloat sz)
 Sets the rotation and scale components of the transform, leaving translation untouched. More...
 
void set_hpr_scale (const NodePath &other, const LVecBase3 &hpr, const LVecBase3 &scale)
 Sets the rotation and scale components of the transform, leaving translation untouched. More...
 
void set_instance_count (int instance_count)
 Sets the geometry instance count, or 0 if geometry instancing should be disabled. More...
 
void set_light (const NodePath &light, int priority=0)
 Adds the indicated Light or PolylightNode to the list of lights that illuminate geometry at this node and below. More...
 
void set_light_off (int priority=0)
 Sets the geometry at this level and below to render using no lights at all. More...
 
void set_light_off (const NodePath &light, int priority=0)
 Sets the geometry at this level and below to render without using the indicated Light. More...
 
void set_logic_op (LogicOpAttrib::Operation op, int priority=0)
 Specifically sets or disables a logical operation on this particular node. More...
 
void set_mat (const LMatrix4 &mat)
 Directly sets an arbitrary 4x4 transform matrix. More...
 
void set_mat (const NodePath &other, const LMatrix4 &mat)
 Converts the indicated matrix from the other's coordinate space to the local coordinate space, and applies it to the node. More...
 
void set_material (Material *tex, int priority=0)
 Sets the geometry at this level and below to render using the indicated material. More...
 
void set_material_off (int priority=0)
 Sets the geometry at this level and below to render using no material. More...
 
void set_name (const std::string &name)
 
void set_occluder (const NodePath &occluder)
 Adds the indicated occluder to the list of occluders that apply to geometry at this node and below. More...
 
void set_p (PN_stdfloat p)
 
void set_p (const NodePath &other, PN_stdfloat p)
 
void set_pos (PN_stdfloat x, PN_stdfloat y, PN_stdfloat z)
 
void set_pos (const LVecBase3 &pos)
 Sets the translation component of the transform, leaving rotation and scale untouched. More...
 
void set_pos (const NodePath &other, PN_stdfloat x, PN_stdfloat y, PN_stdfloat z)
 Sets the translation component of the transform, relative to the other node. More...
 
void set_pos (const NodePath &other, const LVecBase3 &pos)
 Sets the translation component of the transform, relative to the other node. More...
 
void set_pos_hpr (PN_stdfloat x, PN_stdfloat y, PN_stdfloat z, PN_stdfloat h, PN_stdfloat p, PN_stdfloat r)
 Sets the translation and rotation component of the transform, leaving scale untouched. More...
 
void set_pos_hpr (const LVecBase3 &pos, const LVecBase3 &hpr)
 Sets the translation and rotation component of the transform, leaving scale untouched. More...
 
void set_pos_hpr (const NodePath &other, PN_stdfloat x, PN_stdfloat y, PN_stdfloat z, PN_stdfloat h, PN_stdfloat p, PN_stdfloat r)
 Sets the translation and rotation component of the transform, relative to the other node. More...
 
void set_pos_hpr (const NodePath &other, const LVecBase3 &pos, const LVecBase3 &hpr)
 Sets the translation and rotation component of the transform, relative to the other node. More...
 
void set_pos_hpr_scale (PN_stdfloat x, PN_stdfloat y, PN_stdfloat z, PN_stdfloat h, PN_stdfloat p, PN_stdfloat r, PN_stdfloat sx, PN_stdfloat sy, PN_stdfloat sz)
 Completely replaces the transform with new translation, rotation, and scale components. More...
 
void set_pos_hpr_scale (const LVecBase3 &pos, const LVecBase3 &hpr, const LVecBase3 &scale)
 Replaces the translation, rotation, and scale components, implicitly setting shear to 0. More...
 
void set_pos_hpr_scale (const NodePath &other, PN_stdfloat x, PN_stdfloat y, PN_stdfloat z, PN_stdfloat h, PN_stdfloat p, PN_stdfloat r, PN_stdfloat sx, PN_stdfloat sy, PN_stdfloat sz)
 Completely replaces the transform with new translation, rotation, and scale components, relative to the other node. More...
 
void set_pos_hpr_scale (const NodePath &other, const LVecBase3 &pos, const LVecBase3 &hpr, const LVecBase3 &scale)
 Completely replaces the transform with new translation, rotation, and scale components, relative to the other node, implicitly setting shear to 0. More...
 
void set_pos_hpr_scale_shear (const LVecBase3 &pos, const LVecBase3 &hpr, const LVecBase3 &scale, const LVecBase3 &shear)
 Completely replaces the transform with new translation, rotation, scale, and shear components. More...
 
void set_pos_hpr_scale_shear (const NodePath &other, const LVecBase3 &pos, const LVecBase3 &hpr, const LVecBase3 &scale, const LVecBase3 &shear)
 Completely replaces the transform with new translation, rotation, scale, and shear components, relative to the other node. More...
 
void set_pos_quat (const LVecBase3 &pos, const LQuaternion &quat)
 Sets the translation and rotation component of the transform, leaving scale untouched. More...
 
void set_pos_quat (const NodePath &other, const LVecBase3 &pos, const LQuaternion &quat)
 Sets the translation and rotation component of the transform, relative to the other node. More...
 
void set_pos_quat_scale (const LVecBase3 &pos, const LQuaternion &quat, const LVecBase3 &scale)
 Replaces the translation, rotation, and scale components, implicitly setting shear to 0. More...
 
void set_pos_quat_scale (const NodePath &other, const LVecBase3 &pos, const LQuaternion &quat, const LVecBase3 &scale)
 Completely replaces the transform with new translation, rotation, and scale components, relative to the other node, implicitly setting shear to 0. More...
 
void set_pos_quat_scale_shear (const LVecBase3 &pos, const LQuaternion &quat, const LVecBase3 &scale, const LVecBase3 &shear)
 Completely replaces the transform with new translation, rotation, scale, and shear components. More...
 
void set_pos_quat_scale_shear (const NodePath &other, const LVecBase3 &pos, const LQuaternion &quat, const LVecBase3 &scale, const LVecBase3 &shear)
 Completely replaces the transform with new translation, rotation, scale, and shear components, relative to the other node. More...
 
void set_prev_transform (const TransformState *transform, Thread *current_thread=Thread::get_current_thread())
 
void set_prev_transform (const NodePath &other, const TransformState *transform, Thread *current_thread=Thread::get_current_thread())
 
void set_quat (const LQuaternion &quat)
 Sets the rotation component of the transform, leaving translation and scale untouched. More...
 
void set_quat (const NodePath &other, const LQuaternion &quat)
 Sets the rotation component of the transform, relative to the other node. More...
 
void set_quat_scale (const LQuaternion &quat, const LVecBase3 &scale)
 Sets the rotation and scale components of the transform, leaving translation untouched. More...
 
void set_quat_scale (const NodePath &other, const LQuaternion &quat, const LVecBase3 &scale)
 Sets the rotation and scale components of the transform, leaving translation untouched. More...
 
void set_r (PN_stdfloat r)
 
void set_r (const NodePath &other, PN_stdfloat r)
 
void set_render_mode (RenderModeAttrib::Mode mode, PN_stdfloat thickness, int priority=0)
 Sets up the geometry at this level and below (unless overridden) to render in the specified mode and with the indicated line and/or point thickness. More...
 
void set_render_mode_filled (int priority=0)
 Sets up the geometry at this level and below (unless overridden) to render in filled (i.e. More...
 
void set_render_mode_filled_wireframe (const LColor &wireframe_color, int priority=0)
 Sets up the geometry at this level and below (unless overridden) to render in filled, but overlay the wireframe on top with a fixed color. More...
 
void set_render_mode_perspective (bool perspective, int priority=0)
 Sets up the point geometry at this level and below to render as perspective sprites (that is, billboarded quads). More...
 
void set_render_mode_thickness (PN_stdfloat thickness, int priority=0)
 Sets up the point geometry at this level and below to render as thick points (that is, billboarded quads). More...
 
void set_render_mode_wireframe (int priority=0)
 Sets up the geometry at this level and below (unless overridden) to render in wireframe mode. More...
 
void set_sa (PN_stdfloat sa)
 Sets the alpha scale component of the transform. More...
 
void set_sb (PN_stdfloat sb)
 Sets the blue scale component of the transform. More...
 
void set_scale (PN_stdfloat scale)
 Sets the scale component of the transform, leaving translation and rotation untouched. More...
 
void set_scale (PN_stdfloat sx, PN_stdfloat sy, PN_stdfloat sz)
 
void set_scale (const LVecBase3 &scale)
 Sets the scale component of the transform, leaving translation and rotation untouched. More...
 
void set_scale (const NodePath &other, PN_stdfloat scale)
 Sets the scale component of the transform, relative to the other node. More...
 
void set_scale (const NodePath &other, PN_stdfloat sx, PN_stdfloat sy, PN_stdfloat sz)
 Sets the scale component of the transform, relative to the other node. More...
 
void set_scale (const NodePath &other, const LVecBase3 &scale)
 Sets the scale component of the transform, relative to the other node. More...
 
void set_scissor (PN_stdfloat left, PN_stdfloat right, PN_stdfloat bottom, PN_stdfloat top)
 Sets up a scissor region on the nodes rendered at this level and below. More...
 
void set_scissor (const LPoint3 &a, const LPoint3 &b)
 Sets up a scissor region on the nodes rendered at this level and below. More...
 
void set_scissor (const LPoint3 &a, const LPoint3 &b, const LPoint3 &c, const LPoint3 &d)
 Sets up a scissor region on the nodes rendered at this level and below. More...
 
void set_scissor (const NodePath &other, const LPoint3 &a, const LPoint3 &b)
 Sets up a scissor region on the nodes rendered at this level and below. More...
 
void set_scissor (const NodePath &other, const LPoint3 &a, const LPoint3 &b, const LPoint3 &c, const LPoint3 &d)
 Sets up a scissor region on the nodes rendered at this level and below. More...
 
void set_sg (PN_stdfloat sg)
 Sets the alpha scale component of the transform. More...
 
void set_shader (const Shader *sha, int priority=0)
 
void set_shader_auto (int priority=0)
 
void set_shader_auto (BitMask32 shader_switch, int priority=0)
 overloaded for auto shader customization More...
 
void set_shader_input (const ShaderInput &input)
 
void set_shader_input (ShaderInput &&input)
 
void set_shader_input (CPT_InternalName id, Texture *tex, const SamplerState &sampler, int priority=0)
 
void set_shader_input (CPT_InternalName id, Texture *tex, bool read, bool write, int z=-1, int n=0, int priority=0)
 
void set_shader_input (CPT_InternalName id, Texture *tex, int priority=0)
 
void set_shader_input (CPT_InternalName id, ShaderBuffer *buf, int priority=0)
 
void set_shader_input (CPT_InternalName id, const NodePath &np, int priority=0)
 
void set_shader_input (CPT_InternalName id, const PTA_float &v, int priority=0)
 
void set_shader_input (CPT_InternalName id, const PTA_double &v, int priority=0)
 
void set_shader_input (CPT_InternalName id, const PTA_int &v, int priority=0)
 
void set_shader_input (CPT_InternalName id, const PTA_LVecBase4 &v, int priority=0)
 
void set_shader_input (CPT_InternalName id, const PTA_LVecBase3 &v, int priority=0)
 
void set_shader_input (CPT_InternalName id, const PTA_LVecBase2 &v, int priority=0)
 
void set_shader_input (CPT_InternalName id, const PTA_LMatrix4 &v, int priority=0)
 
void set_shader_input (CPT_InternalName id, const PTA_LMatrix3 &v, int priority=0)
 
void set_shader_input (CPT_InternalName id, const LVecBase4 &v, int priority=0)
 
void set_shader_input (CPT_InternalName id, const LVecBase3 &v, int priority=0)
 
void set_shader_input (CPT_InternalName id, const LVecBase2 &v, int priority=0)
 
void set_shader_input (CPT_InternalName id, const LMatrix4 &v, int priority=0)
 
void set_shader_input (CPT_InternalName id, const LMatrix3 &v, int priority=0)
 
void set_shader_input (CPT_InternalName id, const PTA_LVecBase4i &v, int priority=0)
 
void set_shader_input (CPT_InternalName id, const PTA_LVecBase3i &v, int priority=0)
 
void set_shader_input (CPT_InternalName id, const PTA_LVecBase2i &v, int priority=0)
 
void set_shader_input (CPT_InternalName id, const LVecBase4i &v, int priority=0)
 
void set_shader_input (CPT_InternalName id, const LVecBase3i &v, int priority=0)
 
void set_shader_input (CPT_InternalName id, const LVecBase2i &v, int priority=0)
 
void set_shader_input (CPT_InternalName id, int n1, int n2, int n3=0, int n4=0, int priority=0)
 
void set_shader_input (CPT_InternalName id, PN_stdfloat n1, PN_stdfloat n2, PN_stdfloat n3=0, PN_stdfloat n4=0, int priority=0)
 
void set_shader_off (int priority=0)
 
void set_shear (PN_stdfloat shxy, PN_stdfloat shxz, PN_stdfloat shyz)
 Sets the shear component of the transform, leaving translation, rotation, and scale untouched. More...
 
void set_shear (const LVecBase3 &shear)
 Sets the shear component of the transform, leaving translation and rotation untouched. More...
 
void set_shear (const NodePath &other, PN_stdfloat shxy, PN_stdfloat shxz, PN_stdfloat shyz)
 Sets the shear component of the transform, relative to the other node. More...
 
void set_shear (const NodePath &other, const LVecBase3 &shear)
 Sets the shear component of the transform, relative to the other node. More...
 
void set_shxy (PN_stdfloat shxy)
 
void set_shxy (const NodePath &other, PN_stdfloat shxy)
 
void set_shxz (PN_stdfloat shxz)
 
void set_shxz (const NodePath &other, PN_stdfloat shxz)
 
void set_shyz (PN_stdfloat shyz)
 
void set_shyz (const NodePath &other, PN_stdfloat shyz)
 
void set_sr (PN_stdfloat sr)
 Sets the red scale component of the transform. More...
 
void set_state (const RenderState *state, Thread *current_thread=Thread::get_current_thread())
 Changes the complete state object on this node. More...
 
void set_state (const NodePath &other, const RenderState *state, Thread *current_thread=Thread::get_current_thread())
 
void set_sx (PN_stdfloat sx)
 
void set_sx (const NodePath &other, PN_stdfloat sx)
 
void set_sy (PN_stdfloat sy)
 
void set_sy (const NodePath &other, PN_stdfloat sy)
 
void set_sz (PN_stdfloat sz)
 
void set_sz (const NodePath &other, PN_stdfloat sz)
 
void set_tag (const std::string &key, const std::string &value)
 Associates a user-defined value with a user-defined key which is stored on the node. More...
 
void set_tex_gen (TextureStage *stage, RenderAttrib::TexGenMode mode, int priority=0)
 
void set_tex_gen (TextureStage *stage, RenderAttrib::TexGenMode mode, const LTexCoord3 &constant_value, int priority=0)
 Enables automatic texture coordinate generation for the indicated texture stage. More...
 
void set_tex_hpr (TextureStage *stage, PN_stdfloat h, PN_stdfloat p, PN_stdfloat r)
 Sets a texture matrix on the current node to apply the indicated rotation, as a 3-D HPR, to UVW's for the given stage. More...
 
void set_tex_hpr (TextureStage *stage, const LVecBase3 &hpr)
 Sets a texture matrix on the current node to apply the indicated rotation, as a 3-D HPR, to UVW's for the given stage. More...
 
void set_tex_hpr (const NodePath &other, TextureStage *stage, PN_stdfloat h, PN_stdfloat p, PN_stdfloat r)
 Sets a texture matrix on the current node to apply the indicated rotation, as a 3-D HPR, to UVW's for the given stage. More...
 
void set_tex_hpr (const NodePath &other, TextureStage *stage, const LVecBase3 &hpr)
 Sets a texture matrix on the current node to apply the indicated rotation, as a 3-D HPR, to UVW's for the given stage. More...
 
void set_tex_offset (TextureStage *stage, PN_stdfloat u, PN_stdfloat v)
 Sets a texture matrix on the current node to apply the indicated offset to UV's for the given stage. More...
 
void set_tex_offset (TextureStage *stage, const LVecBase2 &uv)
 Sets a texture matrix on the current node to apply the indicated offset to UV's for the given stage. More...
 
void set_tex_offset (const NodePath &other, TextureStage *stage, PN_stdfloat u, PN_stdfloat v)
 Sets a texture matrix on the current node to apply the indicated offset to UV's for the given stage. More...
 
void set_tex_offset (const NodePath &other, TextureStage *stage, const LVecBase2 &uv)
 Sets a texture matrix on the current node to apply the indicated offset to UV's for the given stage. More...
 
void set_tex_pos (TextureStage *stage, PN_stdfloat u, PN_stdfloat v, PN_stdfloat w)
 Sets a texture matrix on the current node to apply the indicated offset to UVW's for the given stage. More...
 
void set_tex_pos (TextureStage *stage, const LVecBase3 &uvw)
 Sets a texture matrix on the current node to apply the indicated offset to UVW's for the given stage. More...
 
void set_tex_pos (const NodePath &other, TextureStage *stage, PN_stdfloat u, PN_stdfloat v, PN_stdfloat w)
 Sets a texture matrix on the current node to apply the indicated offset to UVW's for the given stage. More...
 
void set_tex_pos (const NodePath &other, TextureStage *stage, const LVecBase3 &uvw)
 Sets a texture matrix on the current node to apply the indicated offset to UVW's for the given stage. More...
 
void set_tex_projector (TextureStage *stage, const NodePath &from, const NodePath &to, int lens_index=0)
 Establishes a TexProjectorEffect on this node, which can be used to establish projective texturing (but see also the NodePath::project_texture() convenience function), or it can be used to bind this node's texture transform to particular node's position in space, allowing a LerpInterval (for instance) to adjust this node's texture coordinates. More...
 
void set_tex_rotate (TextureStage *stage, PN_stdfloat r)
 Sets a texture matrix on the current node to apply the indicated rotation, clockwise in degrees, to UV's for the given stage. More...
 
void set_tex_rotate (const NodePath &other, TextureStage *stage, PN_stdfloat r)
 Sets a texture matrix on the current node to apply the indicated rotation, clockwise in degrees, to UV's for the given stage. More...
 
void set_tex_scale (TextureStage *stage, PN_stdfloat scale)
 Sets a texture matrix on the current node to apply the indicated scale to UVW's for the given stage. More...
 
void set_tex_scale (TextureStage *stage, PN_stdfloat su, PN_stdfloat sv)
 Sets a texture matrix on the current node to apply the indicated scale to UV's for the given stage. More...
 
void set_tex_scale (TextureStage *stage, const LVecBase2 &scale)
 Sets a texture matrix on the current node to apply the indicated scale to UV's for the given stage. More...
 
void set_tex_scale (TextureStage *stage, PN_stdfloat su, PN_stdfloat sv, PN_stdfloat sw)
 Sets a texture matrix on the current node to apply the indicated scale to UVW's for the given stage. More...
 
void set_tex_scale (TextureStage *stage, const LVecBase3 &scale)
 Sets a texture matrix on the current node to apply the indicated scale to UVW's for the given stage. More...
 
void set_tex_scale (const NodePath &other, TextureStage *stage, PN_stdfloat scale)
 Sets a texture matrix on the current node to apply the indicated scale to UV's for the given stage. More...
 
void set_tex_scale (const NodePath &other, TextureStage *stage, PN_stdfloat su, PN_stdfloat sv)
 Sets a texture matrix on the current node to apply the indicated scale to UV's for the given stage. More...
 
void set_tex_scale (const NodePath &other, TextureStage *stage, const LVecBase2 &scale)
 Sets a texture matrix on the current node to apply the indicated scale to UV's for the given stage. More...
 
void set_tex_scale (const NodePath &other, TextureStage *stage, PN_stdfloat su, PN_stdfloat sv, PN_stdfloat sw)
 Sets a texture matrix on the current node to apply the indicated scale to UVW's for the given stage. More...
 
void set_tex_scale (const NodePath &other, TextureStage *stage, const LVecBase3 &scale)
 Sets a texture matrix on the current node to apply the indicated scale to UVW's for the given stage. More...
 
void set_tex_transform (TextureStage *stage, const TransformState *transform)
 Sets the texture matrix on the current node to the indicated transform for the given stage. More...
 
void set_tex_transform (const NodePath &other, TextureStage *stage, const TransformState *transform)
 
void set_texture (Texture *tex, int priority=0)
 Adds the indicated texture to the list of textures that will be rendered on the default texture stage. More...
 
void set_texture (TextureStage *stage, Texture *tex, int priority=0)
 Adds the indicated texture to the list of textures that will be rendered on the indicated multitexture stage. More...
 
void set_texture (Texture *tex, const SamplerState &sampler, int priority=0)
 Adds the indicated texture to the list of textures that will be rendered on the default texture stage. More...
 
void set_texture (TextureStage *stage, Texture *tex, const SamplerState &sampler, int priority=0)
 Adds the indicated texture to the list of textures that will be rendered on the indicated multitexture stage. More...
 
void set_texture_off (int priority=0)
 Sets the geometry at this level and below to render using no texture, on any stage. More...
 
void set_texture_off (TextureStage *stage, int priority=0)
 Sets the geometry at this level and below to render using no texture, on the indicated stage. More...
 
void set_transform (const TransformState *transform, Thread *current_thread=Thread::get_current_thread())
 Changes the complete transform object on this node. More...
 
void set_transform (const NodePath &other, const TransformState *transform, Thread *current_thread=Thread::get_current_thread())
 
void set_transparency (TransparencyAttrib::Mode mode, int priority=0)
 Specifically sets or disables transparent rendering mode on this particular node. More...
 
void set_two_sided (bool two_sided, int priority=0)
 Specifically sets or disables two-sided rendering mode on this particular node. More...
 
void set_x (PN_stdfloat x)
 
void set_x (const NodePath &other, PN_stdfloat x)
 
void set_y (PN_stdfloat y)
 
void set_y (const NodePath &other, PN_stdfloat y)
 
void set_z (PN_stdfloat z)
 
void set_z (const NodePath &other, PN_stdfloat z)
 
void show ()
 Undoes the effect of a previous hide() on this node: makes the referenced node (and the entire subgraph below this node) visible to all cameras. More...
 
void show (DrawMask camera_mask)
 Makes the referenced node visible just to the cameras whose camera_mask shares the indicated bits. More...
 
void show_bounds ()
 Causes the bounding volume of the bottom node and all of its descendants (that is, the bounding volume associated with the the bottom arc) to be rendered, if possible. More...
 
void show_through ()
 Makes the referenced node visible just to the cameras whose camera_mask shares the indicated bits. More...
 
void show_through (DrawMask camera_mask)
 Makes the referenced node visible just to the cameras whose camera_mask shares the indicated bits. More...
 
void show_tight_bounds ()
 Similar to show_bounds(), this draws a bounding box representing the "tight" bounds of this node and all of its descendants. More...
 
void stash (int sort=0, Thread *current_thread=Thread::get_current_thread())
 Removes the referenced node (and the entire subgraph below this node) from the scene graph in any normal sense. More...
 
void stash_to (const NodePath &other, int sort=0, Thread *current_thread=Thread::get_current_thread())
 Similar to reparent_to(), but the node is added to its new parent's stashed list, so that the result is equivalent to calling reparent_to() immediately followed by stash(). More...
 
void unify_texture_stages (TextureStage *stage)
 Searches through all TextureStages at this node and below. More...
 
void unstash (int sort=0, Thread *current_thread=Thread::get_current_thread())
 Undoes the effect of a previous stash() on this node: makes the referenced node (and the entire subgraph below this node) once again part of the scene graph. More...
 
void unstash_all (Thread *current_thread=Thread::get_current_thread())
 Unstashes this node and all stashed child nodes. More...
 
bool verify_complete (Thread *current_thread=Thread::get_current_thread()) const
 Returns true if all of the nodes described in the NodePath are connected, or false otherwise. More...
 
bool write_bam_file (const Filename &filename) const
 Writes the contents of this node and below out to a bam file with the indicated filename. More...
 
bool write_bam_stream (std::ostream &out) const
 Writes the contents of this node and below out to the indicated stream. More...
 
void write_bounds (std::ostream &out) const
 Writes a description of the bounding volume containing the bottom node and all of its descendants to the indicated output stream. More...
 
void write_datagram (BamWriter *manager, Datagram &dg) const
 Writes the contents of this object to the datagram for shipping out to a Bam file. More...
 
void wrt_reparent_to (const NodePath &other, int sort=0, Thread *current_thread=Thread::get_current_thread())
 This functions identically to reparent_to(), except the transform on this node is also adjusted so that the node remains in the same place in world coordinates, even if it is reparented into a different coordinate system. More...
 

Static Public Member Functions

static NodePath any_path (PandaNode *node, Thread *current_thread=Thread::get_current_thread())
 Returns a new NodePath that represents any arbitrary path from the root to the indicated node. More...
 
static NodePath decode_from_bam_stream (vector_uchar data, BamReader *reader=nullptr)
 Reads the string created by a previous call to encode_to_bam_stream(), and extracts and returns the NodePath on that string. More...
 
static NodePath fail ()
 Creates a NodePath with the ET_fail error type set. More...
 
static TypeHandle get_class_type ()
 
static int get_max_search_depth ()
 Returns the current setting of the search depth limit. More...
 
static void init_type ()
 
static NodePath not_found ()
 Creates a NodePath with the ET_not_found error type set. More...
 
static NodePath removed ()
 Creates a NodePath with the ET_removed error type set. More...
 
static void set_max_search_depth (int max_search_depth)
 Certain operations, such as find() or find_all_matches(), require a traversal of the scene graph to search for the target node or nodes. More...
 

Public Attributes

TextureStage *stage const
 
Threadcurrent_thread = Thread::get_current_thread()) const
 
 get_ancestor
 Returns the nth ancestor of the path, where 0 is the NodePath itself and get_num_nodes() - 1 is get_top(). More...
 
 get_children
 Returns the set of all child nodes of the referenced node. More...
 
 get_error_type
 If is_empty() is true, this returns a code that represents the reason why the NodePath is empty. More...
 
 get_name
 Returns the name of the referenced node. More...
 
 get_net_tag
 Returns the tag value that has been defined on this node, or the nearest ancestor node, for the indicated key. More...
 
 get_node
 Returns the nth node of the path, where 0 is the referenced (bottom) node and get_num_nodes() - 1 is the top node. More...
 
 get_num_nodes
 Returns the number of nodes in the path. More...
 
 get_parent
 Returns the NodePath to the parent of the referenced node: that is, this NodePath, shortened by one node. More...
 
 get_python_tags
 
 get_sort
 Returns the sort value of the referenced node within its parent; that is, the sort number passed on the last reparenting operation for this node. More...
 
 get_stashed_children
 Returns the set of all child nodes of the referenced node that have been stashed. More...
 
 get_tags
 
 has_net_tag
 Returns true if the indicated tag value has been defined on this node or on any ancestor node, or false otherwise. More...
 
 has_parent
 Returns true if the referenced node has a parent; i.e. More...
 
 set_name
 Changes the name of the referenced node. More...
 

Friends

class CullTraverserData
 
class NodePathCollection
 
class WeakNodePath
 
class WorkingNodePath
 

Detailed Description

NodePath is the fundamental system for disambiguating instances, and also provides a higher-level interface for manipulating the scene graph.

A NodePath is a list of connected nodes from the root of the graph to any sub-node. Each NodePath therefore uniquely describes one instance of a node.

NodePaths themselves are lightweight objects that may easily be copied and passed by value. Their data is stored as a series of NodePathComponents that are stored on the nodes. Holding a NodePath will keep a reference count to all the nodes in the path. However, if any node in the path is removed or reparented (perhaps through a different NodePath), the NodePath will automatically be updated to reflect the changes.

Definition at line 161 of file nodePath.h.

Constructor & Destructor Documentation

◆ NodePath() [1/4]

NodePath::NodePath ( )
inline

This constructs an empty NodePath with no nodes.

Definition at line 18 of file nodePath.I.

Referenced by set_billboard_axis(), set_billboard_point_eye(), and set_billboard_point_world().

◆ NodePath() [2/4]

NodePath::NodePath ( const std::string &  top_node_name,
Thread current_thread = Thread::get_current_thread() 
)
inlineexplicit

This constructs a new NodePath with a single node.

An ordinary, unattached PandaNode is created with the indicated name.

Definition at line 29 of file nodePath.I.

References Thread::get_pipeline_stage.

◆ NodePath() [3/4]

NodePath::NodePath ( PandaNode node,
Thread current_thread = Thread::get_current_thread() 
)
inlineexplicit

This constructs a NodePath for the indicated node.

If the node does not have any parents, this creates a singleton NodePath; otherwise, it automatically finds the path from the node to the root. If the node has multiple paths to the root, one path is chosen arbitrarily and a warning message is printed (but see also NodePath::any_path(), below).

Definition at line 46 of file nodePath.I.

References Thread::get_pipeline_stage, and node().

◆ NodePath() [4/4]

NodePath::NodePath ( const NodePath parent,
PandaNode child_node,
Thread current_thread = Thread::get_current_thread() 
)
explicit

Constructs a NodePath with the indicated parent NodePath and child node; the child node must be a stashed or unstashed child of the parent.

Definition at line 95 of file nodePath.cxx.

Member Function Documentation

◆ add_hash()

size_t NodePath::add_hash ( size_t  hash) const
inline

Adds the NodePath into the running hash.

This is intended to be used by lower-level code that computes a hash for each NodePath. It modifies the hash value passed in by a unique adjustment for each NodePath, and returns the modified hash.

This is similar to the unique integer returned by get_key(), but it is not guaranteed to remain unique beyond the lifetime of this particular NodePath. Once this NodePath destructs, a different NodePath may be created which shares the same hash value.

Definition at line 264 of file nodePath.I.

References pointer_hash::add_hash().

◆ adjust_all_priorities()

void NodePath::adjust_all_priorities ( int  adjustment)
inline

Adds the indicated adjustment amount (which may be negative) to the priority for all transitions on the referenced node, and for all nodes in the subgraph below.

This can be used to force these nodes not to be overridden by a high-level state change above. If the priority would drop below zero, it is set to zero.

Definition at line 1776 of file nodePath.I.

◆ any_path()

NodePath NodePath::any_path ( PandaNode node,
Thread current_thread = Thread::get_current_thread() 
)
inlinestatic

Returns a new NodePath that represents any arbitrary path from the root to the indicated node.

This is the same thing that would be returned by NodePath(node), except that no warning is issued if the path is ambiguous.

Definition at line 62 of file nodePath.I.

References Thread::get_pipeline_stage, and node().

Referenced by BulletGhostNode::do_sync_b2p(), BulletCharacterControllerNode::do_sync_b2p(), CharacterJoint::get_local_transforms(), CharacterJoint::get_net_transforms(), ProjectionScreen::recompute(), ProjectionScreen::recompute_if_stale(), and Character::update().

◆ apply_texture_colors()

void NodePath::apply_texture_colors ( )

Removes textures from Geoms at this node and below by applying the texture colors to the vertices.

This is primarily useful to simplify a low-LOD model. The texture colors are replaced by flat colors that approximate the original textures.

Only the bottommost texture on each Geom is used (if there is more than one), and it is applied as if it were M_modulate, and WM_repeat, regardless of its actual settings. If the texture has a simple_ram_image, this may be used if the main image isn't resident.

After this call, there will be no texturing specified at this level and below. Of course, there might still be texturing inherited from above.

Definition at line 5573 of file nodePath.cxx.

◆ attach_new_node() [1/2]

NodePath NodePath::attach_new_node ( PandaNode node,
int  sort = 0,
Thread current_thread = Thread::get_current_thread() 
) const

Attaches a new node, with or without existing parents, to the scene graph below the referenced node of this NodePath.

This is the preferred way to add nodes to the graph.

If the node was already a child of the parent, this returns a NodePath to the existing child.

This does *not* automatically extend the current NodePath to reflect the attachment; however, a NodePath that does reflect this extension is returned.

Definition at line 563 of file nodePath.cxx.

Referenced by PGEntry::clear_cursor_def(), PortalNode::enable_clipping_planes(), GeoMipTerrain::generate(), PGFrameStyle::generate_into(), WindowFramework::get_aspect_2d(), WindowFramework::get_camera_group(), WindowFramework::get_pixel_2d(), WindowFramework::get_render_2d(), instance_under_node(), WindowFramework::make_camera(), PGEntry::setup_minimal(), FrameRateMeter::setup_window(), SceneGraphAnalyzerMeter::setup_window(), and PathFollow::start().

◆ attach_new_node() [2/2]

NodePath NodePath::attach_new_node ( const std::string &  name,
int  sort = 0,
Thread current_thread = Thread::get_current_thread() 
) const
inline

Creates an ordinary PandaNode and attaches it below the current NodePath, returning a new NodePath that references it.

Definition at line 389 of file nodePath.I.

◆ calc_tight_bounds()

bool NodePath::calc_tight_bounds ( LPoint3 &  min_point,
LPoint3 &  max_point,
const NodePath other = NodePath(),
Thread current_thread = Thread::get_current_thread() 
) const

Calculates the minimum and maximum vertices of all Geoms at this NodePath's bottom node and below.

This is a tight bounding box; it will generally be tighter than the bounding volume returned by get_bounds() (but it is more expensive to compute).

The bounding box is computed relative to the parent node's coordinate system by default. You can optionally specify a different NodePath to compute the bounds relative to. Note that the box is always axis-aligned against the given NodePath's coordinate system, so you might get a differently sized box depending on which node you pass.

The return value is true if any points are within the bounding volume, or false if none are.

Definition at line 5419 of file nodePath.cxx.

Referenced by TextPropertiesManager::set_graphic(), and PGButton::setup().

◆ clear()

void NodePath::clear ( )
inline

Sets this NodePath to the empty NodePath.

It will no longer point to any node.

Definition at line 119 of file nodePath.I.

◆ clear_antialias()

void NodePath::clear_antialias ( )

Completely removes any antialias setting that may have been set on this node via set_antialias().

Definition at line 4959 of file nodePath.cxx.

◆ clear_attrib()

void NodePath::clear_attrib ( TypeHandle  type)
inline

Removes the render attribute of the given type from this node.

This node, and the subgraph below, will now inherit the indicated render attribute from the nodes above this one.

Definition at line 480 of file nodePath.I.

◆ clear_audio_volume()

void NodePath::clear_audio_volume ( )

Completely removes any audio volume from the referenced node.

This is preferable to simply setting the audio volume to identity, as it also removes the overhead associated with having an audio volume at all.

Definition at line 5009 of file nodePath.cxx.

◆ clear_billboard()

void NodePath::clear_billboard ( )

Removes any billboard effect from the node.

Definition at line 4787 of file nodePath.cxx.

◆ clear_bin()

void NodePath::clear_bin ( )

Completely removes any bin adjustment that may have been set via set_bin() from this particular node.

Definition at line 2811 of file nodePath.cxx.

◆ clear_clip_plane() [1/2]

void NodePath::clear_clip_plane ( )

Completely removes any clip planes that may have been set via set_clip_plane() or set_clip_plane_off() from this particular node.

Definition at line 2520 of file nodePath.cxx.

◆ clear_clip_plane() [2/2]

void NodePath::clear_clip_plane ( const NodePath clip_plane)

Removes any reference to the indicated clipping plane from the NodePath.

Definition at line 2529 of file nodePath.cxx.

◆ clear_color()

void NodePath::clear_color ( )

Completely removes any color adjustment from the node.

This allows the natural color of the geometry, or whatever color transitions might be otherwise affecting the geometry, to show instead.

Definition at line 1986 of file nodePath.cxx.

◆ clear_color_scale()

void NodePath::clear_color_scale ( )

Completely removes any color scale from the referenced node.

This is preferable to simply setting the color scale to identity, as it also removes the overhead associated with having a color scale at all.

Definition at line 2040 of file nodePath.cxx.

◆ clear_compass()

void NodePath::clear_compass ( )

Removes any compass effect from the node.

Definition at line 4816 of file nodePath.cxx.

◆ clear_depth_offset()

void NodePath::clear_depth_offset ( )

Completely removes any depth-offset adjustment that may have been set on this node via set_depth_offset().

Definition at line 4620 of file nodePath.cxx.

◆ clear_depth_test()

void NodePath::clear_depth_test ( )

Completely removes any depth-test adjustment that may have been set on this node via set_depth_test().

Definition at line 4507 of file nodePath.cxx.

◆ clear_depth_write()

void NodePath::clear_depth_write ( )

Completely removes any depth-write adjustment that may have been set on this node via set_depth_write().

Definition at line 4564 of file nodePath.cxx.

◆ clear_effect()

void NodePath::clear_effect ( TypeHandle  type)
inline

Removes the render effect of the given type from this node.

Definition at line 519 of file nodePath.I.

Referenced by clear_scissor().

◆ clear_effects()

void NodePath::clear_effects ( )
inline

Resets this node to have no render effects.

Definition at line 548 of file nodePath.I.

◆ clear_fog()

void NodePath::clear_fog ( )

Completely removes any fog adjustment that may have been set via set_fog() or set_fog_off() from this particular node.

This allows whatever fogs might be otherwise affecting the geometry to show instead.

Definition at line 4208 of file nodePath.cxx.

◆ clear_light() [1/2]

void NodePath::clear_light ( )

Completely removes any lighting operations that may have been set via set_light() or set_light_off() from this particular node.

Definition at line 2306 of file nodePath.cxx.

Referenced by WindowFramework::set_lighting().

◆ clear_light() [2/2]

void NodePath::clear_light ( const NodePath light)

Removes any reference to the indicated Light or PolylightNode from the NodePath.

Definition at line 2317 of file nodePath.cxx.

◆ clear_logic_op()

void NodePath::clear_logic_op ( )

Completely removes any logical operation that may have been set on this node via set_logic_op().

The geometry at this level and below will subsequently be rendered using standard color blending.

Definition at line 4905 of file nodePath.cxx.

◆ clear_mat()

void NodePath::clear_mat ( )
inline

Completely removes any transform from the referenced node.

Definition at line 756 of file nodePath.I.

◆ clear_material()

void NodePath::clear_material ( )

Completely removes any material adjustment that may have been set via set_material() from this particular node.

Definition at line 4123 of file nodePath.cxx.

◆ clear_model_nodes()

int NodePath::clear_model_nodes ( )
inline

Recursively walks through the scene graph at this level and below, looking for ModelNodes, and calls model_node->set_preserve_transform(PT_drop_node) on each one.

This allows a subsequent call to flatten_strong() to eliminate all of the ModelNodes.

Returns the number of ModelNodes found.

Definition at line 1974 of file nodePath.I.

◆ clear_occluder() [1/2]

void NodePath::clear_occluder ( )

Completely removes any occluders that may have been set via set_occluder() from this particular node.

Definition at line 2648 of file nodePath.cxx.

◆ clear_occluder() [2/2]

void NodePath::clear_occluder ( const NodePath occluder)

Removes any reference to the indicated occluder from the NodePath.

Definition at line 2657 of file nodePath.cxx.

◆ clear_project_texture()

void NodePath::clear_project_texture ( TextureStage stage)
inline

Undoes the effect of project_texture().

Definition at line 1724 of file nodePath.I.

References clear_tex_gen(), clear_tex_projector(), and clear_texture().

◆ clear_render_mode()

void NodePath::clear_render_mode ( )

Completely removes any render mode adjustment that may have been set on this node via set_render_mode_wireframe() or set_render_mode_filled().

Definition at line 4357 of file nodePath.cxx.

Referenced by PandaFramework::clear_highlight().

◆ clear_scissor()

void NodePath::clear_scissor ( )

Removes the scissor region that was defined at this node level by a previous call to set_scissor().

Definition at line 2767 of file nodePath.cxx.

References clear_effect().

◆ clear_tag()

void NodePath::clear_tag ( const std::string &  key)
inline

Removes the value defined for this key on this particular node.

After a call to clear_tag(), has_tag() will return false for the indicated key.

Definition at line 2041 of file nodePath.I.

◆ clear_tex_gen() [1/2]

void NodePath::clear_tex_gen ( )

Removes the texture coordinate generation mode from all texture stages on this node.

Definition at line 3585 of file nodePath.cxx.

Referenced by clear_project_texture().

◆ clear_tex_gen() [2/2]

void NodePath::clear_tex_gen ( TextureStage stage)

Disables automatic texture coordinate generation for the indicated texture stage.

Definition at line 3595 of file nodePath.cxx.

◆ clear_tex_projector() [1/2]

void NodePath::clear_tex_projector ( TextureStage stage)

Removes the TexProjectorEffect for the indicated stage from this node.

Definition at line 3684 of file nodePath.cxx.

◆ clear_tex_projector() [2/2]

void NodePath::clear_tex_projector ( )

Removes the TexProjectorEffect for all stages from this node.

Definition at line 3706 of file nodePath.cxx.

Referenced by clear_project_texture().

◆ clear_tex_transform() [1/2]

void NodePath::clear_tex_transform ( )

Removes all texture matrices from the current node.

Definition at line 3408 of file nodePath.cxx.

◆ clear_tex_transform() [2/2]

void NodePath::clear_tex_transform ( TextureStage stage)

Removes the texture matrix on the current node for the given stage.

Definition at line 3417 of file nodePath.cxx.

◆ clear_texture() [1/2]

void NodePath::clear_texture ( )

Completely removes any texture adjustment that may have been set via set_texture() or set_texture_off() from this particular node.

This allows whatever textures might be otherwise affecting the geometry to show instead.

Definition at line 3002 of file nodePath.cxx.

Referenced by clear_project_texture().

◆ clear_texture() [2/2]

void NodePath::clear_texture ( TextureStage stage)

Removes any reference to the indicated texture stage from the NodePath.

Definition at line 3011 of file nodePath.cxx.

◆ clear_transform() [1/2]

void NodePath::clear_transform ( Thread current_thread = Thread::get_current_thread())
inline

Sets the transform object on this node to identity.

Definition at line 557 of file nodePath.I.

References set_transform().

◆ clear_transform() [2/2]

void NodePath::clear_transform ( const NodePath other,
Thread current_thread = Thread::get_current_thread() 
)
inline

Sets the transform object on this node to identity, relative to the other node.

This effectively places this node at the same position as the other node.

Definition at line 576 of file nodePath.I.

References set_transform().

◆ clear_transparency()

void NodePath::clear_transparency ( )

Completely removes any transparency adjustment that may have been set on this node via set_transparency().

The geometry at this level and below will subsequently be rendered either transparent or not, to whatever other nodes may have had set_transparency() on them.

Definition at line 4849 of file nodePath.cxx.

◆ clear_two_sided()

void NodePath::clear_two_sided ( )

Completely removes any two-sided adjustment that may have been set on this node via set_two_sided().

The geometry at this level and below will subsequently be rendered either two-sided or one-sided, according to whatever other nodes may have had set_two_sided() on it, or according to the initial state otherwise.

Definition at line 4449 of file nodePath.cxx.

Referenced by WindowFramework::set_wireframe().

◆ compare_to() [1/2]

int NodePath::compare_to ( const NodePath other) const
inline

Returns a number less than zero if this NodePath sorts before the other one, greater than zero if it sorts after, or zero if they are equivalent.

Two NodePaths are considered equivalent if they consist of exactly the same list of nodes in the same order. Otherwise, they are different; different NodePaths will be ranked in a consistent but undefined ordering; the ordering is useful only for placing the NodePaths in a sorted container like an STL set.

Definition at line 1955 of file nodePath.I.

◆ compare_to() [2/2]

int NodePath::compare_to ( const WeakNodePath other) const

Returns a number less than zero if this NodePath sorts before the other one, greater than zero if it sorts after, or zero if they are equivalent.

Two NodePaths are considered equivalent if they consist of exactly the same list of nodes in the same order. Otherwise, they are different; different NodePaths will be ranked in a consistent but undefined ordering; the ordering is useful only for placing the NodePaths in a sorted container like an STL set.

Definition at line 5230 of file nodePath.cxx.

◆ complete_pointers()

int NodePath::complete_pointers ( TypedWritable **  p_list,
BamReader manager 
)

Receives an array of pointers, one for each time manager->read_pointer() was called in fillin().

Returns the number of pointers processed.

Definition at line 6753 of file nodePath.cxx.

◆ compose_color_scale() [1/2]

void NodePath::compose_color_scale ( const LVecBase4 &  scale,
int  priority = 0 
)

multiplies the color scale component of the transform, with previous color scale leaving translation and rotation untouched.

Definition at line 2050 of file nodePath.cxx.

Referenced by compose_color_scale().

◆ compose_color_scale() [2/2]

void NodePath::compose_color_scale ( PN_stdfloat  sx,
PN_stdfloat  sy,
PN_stdfloat  sz,
PN_stdfloat  sa,
int  priority = 0 
)
inline

Sets the color scale component of the transform.

Definition at line 996 of file nodePath.I.

References compose_color_scale().

◆ copy_to()

NodePath NodePath::copy_to ( const NodePath other,
int  sort = 0,
Thread current_thread = Thread::get_current_thread() 
) const

Functions like instance_to(), except a deep copy is made of the referenced node and all of its descendents, which is then parented to the indicated node.

A NodePath to the newly created copy is returned.

Definition at line 535 of file nodePath.cxx.

◆ count_num_descendants()

int NodePath::count_num_descendants ( ) const
inline

Returns the number of nodes at and below this level.

Definition at line 350 of file nodePath.I.

References is_empty().

◆ decode_from_bam_stream()

NodePath NodePath::decode_from_bam_stream ( vector_uchar  data,
BamReader reader = nullptr 
)
static

Reads the string created by a previous call to encode_to_bam_stream(), and extracts and returns the NodePath on that string.

Returns NULL on error.

Definition at line 5729 of file nodePath.cxx.

◆ detach_node()

void NodePath::detach_node ( Thread current_thread = Thread::get_current_thread())

Disconnects the referenced node from its parent, but does not immediately delete it.

The NodePath retains a pointer to the node, and becomes a singleton NodePath.

This should be called to detach a node from the scene graph, with the option of reattaching it later to the same parent or to a different parent.

In practice, the only difference between remove_node() and detach_node() is that remove_node() also resets the NodePath to empty, which will cause the node to be deleted immediately if there are no other references. On the other hand, detach_node() leaves the NodePath referencing the node, which will keep at least one reference to the node for as long as the NodePath exists.

Definition at line 631 of file nodePath.cxx.

◆ do_billboard_axis()

void NodePath::do_billboard_axis ( const NodePath camera,
PN_stdfloat  offset 
)

Performs a billboard-type rotate to the indicated camera node, one time only, and leaves the object rotated.

This is similar in principle to heads_up().

Definition at line 4659 of file nodePath.cxx.

◆ do_billboard_point_eye()

void NodePath::do_billboard_point_eye ( const NodePath camera,
PN_stdfloat  offset 
)

Performs a billboard-type rotate to the indicated camera node, one time only, and leaves the object rotated.

This is similar in principle to look_at(), although the point_eye billboard effect cannot be achieved using the ordinary look_at() call.

Definition at line 4689 of file nodePath.cxx.

◆ do_billboard_point_world()

void NodePath::do_billboard_point_world ( const NodePath camera,
PN_stdfloat  offset 
)

Performs a billboard-type rotate to the indicated camera node, one time only, and leaves the object rotated.

This is similar in principle to look_at().

Definition at line 4718 of file nodePath.cxx.

◆ encode_to_bam_stream() [1/2]

vector_uchar NodePath::encode_to_bam_stream ( ) const
inline

Converts the NodePath object into a single stream of data using a BamWriter, and returns that data as a string string.

Returns empty string on failure. This is similar to write_bam_stream().

This method is used by __reduce__ to handle streaming of NodePaths to a pickle file.

Definition at line 2105 of file nodePath.I.

◆ encode_to_bam_stream() [2/2]

bool NodePath::encode_to_bam_stream ( vector_uchar &  data,
BamWriter writer = nullptr 
) const

Converts the NodePath object into a single stream of data using a BamWriter, and stores that data in the indicated string.

Returns true on success, false on failure.

If the BamWriter is NULL, this behaves the same way as NodePath::write_bam_stream() and PandaNode::encode_to_bam_stream(), in the sense that it only writes this node and all nodes below it.

However, if the BamWriter is not NULL, it behaves very differently. In this case, it encodes the *entire graph* of all nodes connected to the NodePath, including all parent nodes and siblings. This is necessary for correct streaming of related NodePaths and restoration of instances, etc., but it does mean you must detach() a node before writing it if you want to limit the nodes that get written.

This method is used by __reduce__ to handle streaming of NodePaths to a pickle file. The BamWriter case is used by the direct.stdpy.pickle module, while the saner, non-BamWriter case is used when the standard pickle module calls this function.

Definition at line 5667 of file nodePath.cxx.

◆ fail()

NodePath NodePath::fail ( )
inlinestatic

Creates a NodePath with the ET_fail error type set.

Definition at line 149 of file nodePath.I.

◆ fillin()

void NodePath::fillin ( DatagramIterator scan,
BamReader manager 
)

This internal function is called by make_from_bam to read in all of the relevant data from the BamFile for the new NodePath.

Definition at line 6813 of file nodePath.cxx.

References BamReader::read_pointer().

◆ find()

NodePath NodePath::find ( const std::string &  path) const

Searches for a node below the referenced node that matches the indicated string.

Returns the shortest match found, if any, or an empty NodePath if no match can be found.

Definition at line 314 of file nodePath.cxx.

◆ find_all_matches()

NodePathCollection NodePath::find_all_matches ( const std::string &  path) const

Returns the complete set of all NodePaths that begin with this NodePath and can be extended by path.

The shortest paths will be listed first.

Definition at line 354 of file nodePath.cxx.

Referenced by PhysxConvexMeshDesc::set_from_node_path(), PhysxCcdSkeletonDesc::set_from_node_path(), PhysxTriangleMeshDesc::set_from_node_path(), PhysxClothMeshDesc::set_from_node_path(), and unstash_all().

◆ find_all_materials() [1/2]

MaterialCollection NodePath::find_all_materials ( ) const

Returns a list of a materials applied to geometry at this node and below.

Definition at line 4056 of file nodePath.cxx.

◆ find_all_materials() [2/2]

MaterialCollection NodePath::find_all_materials ( const std::string &  name) const

Returns a list of a materials applied to geometry at this node and below that match the indicated name (which may contain wildcard characters).

Definition at line 4074 of file nodePath.cxx.

◆ find_all_paths_to()

NodePathCollection NodePath::find_all_paths_to ( PandaNode node) const

Returns the set of all NodePaths that extend from this NodePath down to the indicated node.

The shortest paths will be listed first.

Definition at line 367 of file nodePath.cxx.

◆ find_all_texcoords() [1/2]

InternalNameCollection NodePath::find_all_texcoords ( ) const

Returns a list of all texture coordinate sets used by any geometry at this node level and below.

Definition at line 3841 of file nodePath.cxx.

◆ find_all_texcoords() [2/2]

InternalNameCollection NodePath::find_all_texcoords ( const std::string &  name) const

Returns a list of all texture coordinate sets used by any geometry at this node level and below that match the indicated name (which may contain wildcard characters).

Definition at line 3864 of file nodePath.cxx.

◆ find_all_texture_stages() [1/2]

TextureStageCollection NodePath::find_all_texture_stages ( ) const

Returns a list of a TextureStages applied to geometry at this node and below.

Definition at line 3990 of file nodePath.cxx.

◆ find_all_texture_stages() [2/2]

TextureStageCollection NodePath::find_all_texture_stages ( const std::string &  name) const

Returns a list of a TextureStages applied to geometry at this node and below that match the indicated name (which may contain wildcard characters).

Definition at line 4022 of file nodePath.cxx.

◆ find_all_textures() [1/3]

TextureCollection NodePath::find_all_textures ( ) const

Returns a list of a textures applied to geometry at this node and below.

Definition at line 3918 of file nodePath.cxx.

◆ find_all_textures() [2/3]

TextureCollection NodePath::find_all_textures ( const std::string &  name) const

Returns a list of a textures applied to geometry at this node and below that match the indicated name (which may contain wildcard characters).

Definition at line 3936 of file nodePath.cxx.

◆ find_all_textures() [3/3]

TextureCollection NodePath::find_all_textures ( TextureStage stage) const

Returns a list of a textures on geometry at this node and below that are assigned to the indicated texture stage.

Definition at line 3959 of file nodePath.cxx.

◆ find_all_vertex_columns() [1/2]

InternalNameCollection NodePath::find_all_vertex_columns ( ) const

Returns a list of all vertex array columns stored on some geometry found at this node level and below.

Definition at line 3799 of file nodePath.cxx.

◆ find_all_vertex_columns() [2/2]

InternalNameCollection NodePath::find_all_vertex_columns ( const std::string &  name) const

Returns a list of all vertex array columns stored on some geometry found at this node level and below that match the indicated name (which may contain wildcard characters).

Definition at line 3818 of file nodePath.cxx.

◆ find_material()

Material * NodePath::find_material ( const std::string &  name) const

Returns the first material found applied to geometry at this node or below that matches the indicated name (which may contain wildcards).

Returns the material if it is found, or NULL if it is not.

Definition at line 4046 of file nodePath.cxx.

◆ find_net_tag()

NodePath NodePath::find_net_tag ( const std::string &  key) const

Returns the lowest ancestor of this node that contains a tag definition with the indicated key, if any, or an empty NodePath if no ancestor of this node contains this tag definition.

See set_tag().

Definition at line 5585 of file nodePath.cxx.

References get_parent, has_tag(), is_empty(), and not_found().

◆ find_path_to()

NodePath NodePath::find_path_to ( PandaNode node) const

Searches for the indicated node below this node and returns the shortest NodePath that connects them.

Definition at line 332 of file nodePath.cxx.

◆ find_texture() [1/2]

Texture * NodePath::find_texture ( const std::string &  name) const

Returns the first texture found applied to geometry at this node or below that matches the indicated name (which may contain wildcards).

Returns the texture if it is found, or NULL if it is not.

Definition at line 3897 of file nodePath.cxx.

◆ find_texture() [2/2]

Texture * NodePath::find_texture ( TextureStage stage) const

Returns the first texture found applied to geometry at this node or below that is assigned to the indicated texture stage.

Returns the texture if it is found, or NULL if it is not.

Definition at line 3909 of file nodePath.cxx.

◆ find_texture_stage()

TextureStage * NodePath::find_texture_stage ( const std::string &  name) const

Returns the first TextureStage found applied to geometry at this node or below that matches the indicated name (which may contain wildcards).

Returns the TextureStage if it is found, or NULL if it is not.

Definition at line 3979 of file nodePath.cxx.

◆ flatten_light()

int NodePath::flatten_light ( )

Analyzes the geometry below this node and reports the number of vertices, triangles, etc.

This is the same information reported by the bam-info program. Lightly flattens out the hierarchy below this node by applying transforms, colors, and texture matrices from the nodes onto the vertices, but does not remove any nodes.

This can result in improved rendering performance because there will be fewer transforms in the resulting scene graph, but the number of nodes will remain the same.

In particular, any NodePaths that reference nodes within this hierarchy will not be damaged. However, since this operation will remove transforms from the scene graph, it may be dangerous to apply to nodes where you expect to dynamically modify the transform, or where you expect the geometry to remain in a particular local coordinate system.

The return value is always 0, since flatten_light does not remove any nodes.

Definition at line 5495 of file nodePath.cxx.

◆ flatten_medium()

int NodePath::flatten_medium ( )

A more thorough flattening than flatten_light(), this first applies all the transforms, colors, and texture matrices from the nodes onto the vertices, and then removes unneeded grouping nodes–nodes that have exactly one child, for instance, but have no special properties in themselves.

This results in improved performance over flatten_light() because the number of nodes in the scene graph is reduced.

The return value is the number of nodes removed.

Definition at line 5515 of file nodePath.cxx.

◆ flatten_strong()

int NodePath::flatten_strong ( )

The strongest possible flattening.

This first applies all of the transforms to the vertices, as in flatten_medium(), but then it will combine sibling nodes together when possible, in addition to removing unnecessary parent-child nodes. This can result in substantially fewer nodes, but any nicely-grouped hierachical bounding volumes may be lost.

It is generally a good idea to apply this kind of flattening only to nodes that will be culled largely as a single unit, like a car. Applying this to an entire scene may result in overall poorer performance because of less- effective culling.

Definition at line 5543 of file nodePath.cxx.

◆ get_antialias()

unsigned short NodePath::get_antialias ( ) const

Returns the antialias setting that has been specifically set on this node via set_antialias(), or M_none if no setting has been made.

Definition at line 4980 of file nodePath.cxx.

◆ get_attrib()

const RenderAttrib * NodePath::get_attrib ( TypeHandle  type) const
inline

Returns the render attribute of the indicated type, if it is defined on the node, or NULL if it is not.

This checks only what is set on this particular node level, and has nothing to do with what render attributes may be inherited from parent nodes.

Definition at line 459 of file nodePath.I.

◆ get_audio_volume()

PN_stdfloat NodePath::get_audio_volume ( ) const

Returns the complete audio volume that has been applied to this node via a previous call to set_audio_volume(), or 1.

(identity) if no volume has been applied to this particular node.

Definition at line 5058 of file nodePath.cxx.

References node().

◆ get_bin_draw_order()

int NodePath::get_bin_draw_order ( ) const

Returns the drawing order associated with the bin that this particular node was assigned to via set_bin(), or 0 if no bin was assigned.

See set_bin() and has_bin().

Definition at line 2850 of file nodePath.cxx.

◆ get_bin_name()

string NodePath::get_bin_name ( ) const

Returns the name of the bin that this particular node was assigned to via set_bin(), or the empty string if no bin was assigned.

See set_bin() and has_bin().

Definition at line 2832 of file nodePath.cxx.

◆ get_child()

NodePath NodePath::get_child ( int  n,
Thread current_thread = Thread::get_current_thread() 
) const
inline

Returns a NodePath representing the nth child of the referenced node.

Definition at line 337 of file nodePath.I.

◆ get_collide_mask()

CollideMask NodePath::get_collide_mask ( ) const
inline

Returns the union of all of the into_collide_masks for nodes at this level and below.

This is the same thing as node()->get_net_collide_mask().

If you want to return what the into_collide_mask of this node itself is, without regard to its children, use node()->get_into_collide_mask().

Definition at line 1889 of file nodePath.I.

◆ get_color()

LColor NodePath::get_color ( ) const

Returns the color that has been assigned to the node, or black if no color has been assigned.

Definition at line 2006 of file nodePath.cxx.

◆ get_color_scale()

const LVecBase4 & NodePath::get_color_scale ( ) const

Returns the complete color scale vector that has been applied to this node via a previous call to set_color_scale() and/or set_alpha_scale(), or all 1's (identity) if no scale has been applied to this particular node.

Definition at line 2174 of file nodePath.cxx.

Referenced by get_sa(), get_sb(), get_sg(), get_sr(), set_sa(), set_sb(), set_sg(), and set_sr().

◆ get_common_ancestor()

NodePath NodePath::get_common_ancestor ( const NodePath other,
Thread current_thread = Thread::get_current_thread() 
) const
inline

Returns the lowest NodePath that both of these two NodePaths have in common: the first ancestor that both of them share.

If the two NodePaths are unrelated, returns NodePath::not_found().

Definition at line 312 of file nodePath.I.

References not_found().

◆ get_depth_offset()

int NodePath::get_depth_offset ( ) const

Returns the depth offset value if it has been specified using set_depth_offset, or 0 if not.

Definition at line 4641 of file nodePath.cxx.

◆ get_depth_test()

bool NodePath::get_depth_test ( ) const

Returns true if depth-test rendering has been specifically set on this node via set_depth_test(), or false if depth-test rendering has been specifically disabled.

If nothing has been specifically set, returns true. See also has_depth_test().

Definition at line 4530 of file nodePath.cxx.

◆ get_depth_write()

bool NodePath::get_depth_write ( ) const

Returns true if depth-write rendering has been specifically set on this node via set_depth_write(), or false if depth-write rendering has been specifically disabled.

If nothing has been specifically set, returns true. See also has_depth_write().

Definition at line 4587 of file nodePath.cxx.

◆ get_distance()

PN_stdfloat NodePath::get_distance ( const NodePath other) const
inline

Returns the straight-line distance between this referenced node's coordinate frame's origin, and that of the other node's origin.

Definition at line 979 of file nodePath.I.

References get_pos().

◆ get_effect()

const RenderEffect * NodePath::get_effect ( TypeHandle  type) const
inline

Returns the render effect of the indicated type, if it is defined on the node, or NULL if it is not.

Definition at line 500 of file nodePath.I.

◆ get_effects()

const RenderEffects * NodePath::get_effects ( ) const
inline

Returns the complete RenderEffects that will be applied to this node.

Definition at line 539 of file nodePath.I.

◆ get_fog()

Fog * NodePath::get_fog ( ) const

Returns the fog that has been set on this particular node, or NULL if no fog has been set.

This is not necessarily the fog that will be applied to the geometry at or below this level, as another fog at a higher or lower level may override.

Definition at line 4258 of file nodePath.cxx.

◆ get_hidden_ancestor()

NodePath NodePath::get_hidden_ancestor ( DrawMask  camera_mask = PandaNode::get_overall_bit(),
Thread current_thread = Thread::get_current_thread() 
) const

Returns the NodePath at or above the referenced node that is hidden to the indicated camera(s), or an empty NodePath if no ancestor of the referenced node is hidden (and the node should be visible).

Definition at line 5093 of file nodePath.cxx.

References PandaNode::get_draw_control_mask, PandaNode::get_draw_show_mask, NodePathComponent::get_next(), NodePathComponent::get_node(), Thread::get_pipeline_stage, PandaNode::is_overall_hidden, node(), and not_found().

Referenced by is_hidden(), and PandaFramework::show_collision_solids().

◆ get_hpr() [1/2]

LVecBase3 NodePath::get_hpr ( ) const

Retrieves the rotation component of the transform.

Definition at line 1058 of file nodePath.cxx.

Referenced by CDistributedSmoothNodeBase::broadcast_pos_hpr_full(), and CDistributedSmoothNodeBase::broadcast_pos_hpr_xyh().

◆ get_hpr() [2/2]

LVecBase3 NodePath::get_hpr ( const NodePath other) const

Returns the relative orientation of the bottom node as seen from the other node.

Definition at line 1522 of file nodePath.cxx.

◆ get_instance_count()

int NodePath::get_instance_count ( ) const

Returns the geometry instance count, or 0 if disabled.

See set_instance_count.

Definition at line 3332 of file nodePath.cxx.

◆ get_key()

int NodePath::get_key ( ) const
inline

Returns an integer that is guaranteed to be the same for all NodePaths that represent the same node instance, and different for all NodePaths that represent a different node instance.

The same key will be returned for a particular instance as long as at least one NodePath exists that represents that instance; if all NodePaths for a particular instance destruct and a new one is later created, it may have a different index. However, a given key will never be reused for a different instance (unless the app has been running long enough that we overflow the integer key value).

Definition at line 245 of file nodePath.I.

References is_empty().

◆ get_logic_op()

LogicOpAttrib::Operation NodePath::get_logic_op ( ) const

Returns the logical operation that has been specifically set on this node via set_logic_op(), or O_none if standard color blending has been specifically set, or if nothing has been specifically set.

See also has_logic_op(). This does not necessarily imply that the geometry will or will not be rendered with the given logical operation, as there may be other nodes that override.

Definition at line 4931 of file nodePath.cxx.

◆ get_mat() [1/2]

const LMatrix4 & NodePath::get_mat ( ) const
inline

Returns the transform matrix that has been applied to the referenced node, or the identity matrix if no matrix has been applied.

Definition at line 776 of file nodePath.I.

◆ get_mat() [2/2]

LMatrix4 NodePath::get_mat ( const NodePath other) const

Returns the matrix that describes the coordinate space of the bottom node, relative to the other path's bottom node's coordinate space.

Definition at line 1867 of file nodePath.cxx.

References TransformState::get_mat, and get_transform().

◆ get_max_search_depth()

int NodePath::get_max_search_depth ( )
inlinestatic

Returns the current setting of the search depth limit.

See set_max_search_depth.

Definition at line 180 of file nodePath.I.

◆ get_net_audio_volume()

PN_stdfloat NodePath::get_net_audio_volume ( ) const

Returns the complete audio volume for this node taking highers nodes in the graph into account.

Definition at line 5074 of file nodePath.cxx.

◆ get_num_children()

int NodePath::get_num_children ( Thread current_thread = Thread::get_current_thread()) const
inline

Returns the number of children of the referenced node.

Definition at line 328 of file nodePath.I.

Referenced by PandaFramework::hide_collision_solids(), and PandaFramework::show_collision_solids().

◆ get_pos() [1/2]

LPoint3 NodePath::get_pos ( ) const

◆ get_pos() [2/2]

LPoint3 NodePath::get_pos ( const NodePath other) const

Returns the relative position of the referenced node as seen from the other node.

Definition at line 1441 of file nodePath.cxx.

◆ get_pos_delta() [1/2]

LVector3 NodePath::get_pos_delta ( ) const

Returns the delta vector from this node's position in the previous frame (according to set_prev_transform(), typically set via the use of set_fluid_pos()) and its position in the current frame.

This is the vector used to determine collisions. Generally, if the node was last repositioned via set_pos(), the delta will be zero; if it was adjusted via set_fluid_pos(), the delta will represent the change from the previous frame's position.

Definition at line 1007 of file nodePath.cxx.

◆ get_pos_delta() [2/2]

LVector3 NodePath::get_pos_delta ( const NodePath other) const

Returns the delta vector from this node's position in the previous frame (according to set_prev_transform(), typically set via the use of set_fluid_pos()) and its position in the current frame, as seen in the indicated node's coordinate space.

This is the vector used to determine collisions. Generally, if the node was last repositioned via set_pos(), the delta will be zero; if it was adjusted via set_fluid_pos(), the delta will represent the change from the previous frame's position.

Definition at line 1456 of file nodePath.cxx.

◆ get_prev_transform()

const TransformState * NodePath::get_prev_transform ( Thread current_thread = Thread::get_current_thread()) const

Returns the transform that has been set as this node's "previous" position.

See set_prev_transform().

Definition at line 846 of file nodePath.cxx.

◆ get_quat() [1/2]

LQuaternion NodePath::get_quat ( ) const

Retrieves the rotation component of the transform.

Definition at line 1080 of file nodePath.cxx.

Referenced by CConstrainHprInterval::priv_step(), and CConstrainPosHprInterval::priv_step().

◆ get_quat() [2/2]

LQuaternion NodePath::get_quat ( const NodePath other) const

Returns the relative orientation of the bottom node as seen from the other node.

Definition at line 1565 of file nodePath.cxx.

◆ get_relative_point()

LPoint3 NodePath::get_relative_point ( const NodePath other,
const LVecBase3 &  point 
) const

Given that the indicated point is in the coordinate system of the other node, returns the same point in this node's coordinate system.

Definition at line 1892 of file nodePath.cxx.

References get_transform().

Referenced by MeshDrawer::link_segment().

◆ get_relative_vector()

LVector3 NodePath::get_relative_vector ( const NodePath other,
const LVecBase3 &  vec 
) const

Given that the indicated vector is in the coordinate system of the other node, returns the same vector in this node's coordinate system.

Definition at line 1903 of file nodePath.cxx.

References get_transform().

Referenced by MeshDrawer::begin().

◆ get_render_mode()

RenderModeAttrib::Mode NodePath::get_render_mode ( ) const

Returns the render mode that has been specifically set on this node via set_render_mode(), or M_unchanged if nothing has been set.

Definition at line 4378 of file nodePath.cxx.

◆ get_render_mode_perspective()

bool NodePath::get_render_mode_perspective ( ) const

Returns the flag that has been set on this node via set_render_mode_perspective(), or false if no flag has been set.

Definition at line 4412 of file nodePath.cxx.

◆ get_render_mode_thickness()

PN_stdfloat NodePath::get_render_mode_thickness ( ) const

Returns the render mode thickness that has been specifically set on this node via set_render_mode(), or 1.0 if nothing has been set.

Definition at line 4395 of file nodePath.cxx.

◆ get_sa()

PN_stdfloat NodePath::get_sa ( ) const
inline

Gets the alpha scale component of the transform.

Definition at line 1072 of file nodePath.I.

References get_color_scale().

◆ get_sb()

PN_stdfloat NodePath::get_sb ( ) const
inline

Gets the blue scale component of the transform.

Definition at line 1064 of file nodePath.I.

References get_color_scale().

◆ get_scale() [1/2]

LVecBase3 NodePath::get_scale ( ) const

Retrieves the scale component of the transform.

Definition at line 1128 of file nodePath.cxx.

Referenced by get_sx().

◆ get_scale() [2/2]

LVecBase3 NodePath::get_scale ( const NodePath other) const

Returns the relative scale of the bottom node as seen from the other node.

Definition at line 1630 of file nodePath.cxx.

◆ get_sg()

PN_stdfloat NodePath::get_sg ( ) const
inline

Gets the green scale component of the transform.

Definition at line 1056 of file nodePath.I.

References get_color_scale().

◆ get_shear() [1/2]

LVecBase3 NodePath::get_shear ( ) const

Retrieves the shear component of the transform.

Definition at line 1176 of file nodePath.cxx.

Referenced by get_shxy().

◆ get_shear() [2/2]

LVecBase3 NodePath::get_shear ( const NodePath other) const

Returns the relative shear of the bottom node as seen from the other node.

Definition at line 1695 of file nodePath.cxx.

◆ get_shxy()

PN_stdfloat NodePath::get_shxy ( const NodePath other) const
inline

Returns the relative shear of the referenced node as seen from the other node.

Definition at line 907 of file nodePath.I.

References get_shear().

◆ get_sr()

PN_stdfloat NodePath::get_sr ( ) const
inline

Gets the red scale component of the transform.

Definition at line 1048 of file nodePath.I.

References get_color_scale().

◆ get_stashed_ancestor()

NodePath NodePath::get_stashed_ancestor ( Thread current_thread = Thread::get_current_thread()) const

Returns the NodePath at or above the referenced node that is stashed, or an empty NodePath if no ancestor of the referenced node is stashed (and the node should be visible).

Definition at line 5167 of file nodePath.cxx.

References PandaNode::find_stashed(), NodePathComponent::get_next(), NodePathComponent::get_node(), Thread::get_pipeline_stage, node(), and not_found().

Referenced by is_stashed().

◆ get_state()

const RenderState * NodePath::get_state ( Thread current_thread = Thread::get_current_thread()) const

Returns the complete state object set on this node.

Definition at line 686 of file nodePath.cxx.

◆ get_sx()

PN_stdfloat NodePath::get_sx ( const NodePath other) const
inline

Returns the relative scale of the referenced node as seen from the other node.

Definition at line 880 of file nodePath.I.

References get_scale().

◆ get_tag()

std::string NodePath::get_tag ( const std::string &  key) const
inline

Retrieves the user-defined value that was previously set on this node for the particular key, if any.

If no value has been previously set, returns the empty string. See also get_net_tag().

Definition at line 2000 of file nodePath.I.

References is_empty(), and node().

◆ get_tag_keys()

void NodePath::get_tag_keys ( vector_string &  keys) const
inline

Fills the given vector up with the list of tags on this PandaNode.

It is the user's responsibility to ensure that the keys vector is empty before making this call; otherwise, the new files will be appended to it.

Definition at line 2016 of file nodePath.I.

◆ get_tex_gen()

RenderAttrib::TexGenMode NodePath::get_tex_gen ( TextureStage stage) const

Returns the texture coordinate generation mode for the given stage, or M_off if there is no explicit mode set for the given stage.

Definition at line 3636 of file nodePath.cxx.

◆ get_tex_hpr() [1/2]

LVecBase3 NodePath::get_tex_hpr ( TextureStage stage) const
inline

Returns the 3-D HPR set for the UVW's for the given stage on the current node.

This call is appropriate for 3-d texture coordinates.

Definition at line 1486 of file nodePath.I.

◆ get_tex_hpr() [2/2]

LVecBase3 NodePath::get_tex_hpr ( const NodePath other,
TextureStage stage 
) const
inline

Returns the 3-D HPR set for the UVW's for the given stage on the current node.

This call is appropriate for 3-d texture coordinates.

Definition at line 1703 of file nodePath.I.

◆ get_tex_offset() [1/2]

LVecBase2 NodePath::get_tex_offset ( TextureStage stage) const
inline

Returns the offset set for the UV's for the given stage on the current node.

This call is appropriate for ordinary 2-d texture coordinates.

Definition at line 1367 of file nodePath.I.

◆ get_tex_offset() [2/2]

LVecBase2 NodePath::get_tex_offset ( const NodePath other,
TextureStage stage 
) const
inline

Returns the offset set for the UV's for the given stage on the current node.

This call is appropriate for ordinary 2-d texture coordinates.

Definition at line 1584 of file nodePath.I.

◆ get_tex_pos() [1/2]

LVecBase3 NodePath::get_tex_pos ( TextureStage stage) const
inline

Returns the offset set for the UVW's for the given stage on the current node.

This call is appropriate for 3-d texture coordinates.

Definition at line 1474 of file nodePath.I.

◆ get_tex_pos() [2/2]

LVecBase3 NodePath::get_tex_pos ( const NodePath other,
TextureStage stage 
) const
inline

Returns the offset set for the UVW's for the given stage on the current node.

This call is appropriate for 3-d texture coordinates.

Definition at line 1691 of file nodePath.I.

◆ get_tex_projector_from()

NodePath NodePath::get_tex_projector_from ( TextureStage stage) const

Returns the "from" node associated with the TexProjectorEffect on the indicated stage.

The relative transform between the "from" and the "to" nodes is automatically applied to the texture transform each frame.

Definition at line 3735 of file nodePath.cxx.

◆ get_tex_projector_to()

NodePath NodePath::get_tex_projector_to ( TextureStage stage) const

Returns the "to" node associated with the TexProjectorEffect on the indicated stage.

The relative transform between the "from" and the "to" nodes is automatically applied to the texture transform each frame.

Definition at line 3754 of file nodePath.cxx.

◆ get_tex_rotate() [1/2]

PN_stdfloat NodePath::get_tex_rotate ( TextureStage stage) const
inline

Returns the rotation set for the UV's for the given stage on the current node.

This call is appropriate for ordinary 2-d texture coordinates.

Definition at line 1379 of file nodePath.I.

◆ get_tex_rotate() [2/2]

PN_stdfloat NodePath::get_tex_rotate ( const NodePath other,
TextureStage stage 
) const
inline

Returns the rotation set for the UV's for the given stage on the current node.

This call is appropriate for ordinary 2-d texture coordinates.

Definition at line 1596 of file nodePath.I.

◆ get_tex_scale() [1/2]

LVecBase2 NodePath::get_tex_scale ( TextureStage stage) const
inline

Returns the scale set for the UV's for the given stage on the current node.

This call is appropriate for ordinary 2-d texture coordinates.

Definition at line 1390 of file nodePath.I.

◆ get_tex_scale() [2/2]

LVecBase2 NodePath::get_tex_scale ( const NodePath other,
TextureStage stage 
) const
inline

Returns the scale set for the UV's for the given stage on the current node.

This call is appropriate for ordinary 2-d texture coordinates.

Definition at line 1607 of file nodePath.I.

◆ get_tex_scale_3d() [1/2]

LVecBase3 NodePath::get_tex_scale_3d ( TextureStage stage) const
inline

Returns the scale set for the UVW's for the given stage on the current node.

This call is appropriate for 3-d texture coordinates.

Definition at line 1498 of file nodePath.I.

◆ get_tex_scale_3d() [2/2]

LVecBase3 NodePath::get_tex_scale_3d ( const NodePath other,
TextureStage stage 
) const
inline

Returns the scale set for the UVW's for the given stage on the current node.

This call is appropriate for 3-d texture coordinates.

Definition at line 1715 of file nodePath.I.

◆ get_texture() [1/2]

Texture * NodePath::get_texture ( ) const

Returns the base-level texture that has been set on this particular node, or NULL if no texture has been set.

This is not necessarily the texture that will be applied to the geometry at or below this level, as another texture at a higher or lower level may override.

See also find_texture().

Definition at line 3110 of file nodePath.cxx.

Referenced by has_texture().

◆ get_texture() [2/2]

Texture * NodePath::get_texture ( TextureStage stage) const

Returns the texture that has been set on the indicated stage for this particular node, or NULL if no texture has been set for this stage.

Definition at line 3127 of file nodePath.cxx.

◆ get_texture_sampler() [1/2]

const SamplerState & NodePath::get_texture_sampler ( ) const

Returns the sampler state that has been given for the base-level texture that has been set on this particular node.

If no sampler state was given, this returns the texture's default sampler settings.

It is an error to call this if there is no base-level texture applied to this particular node.

Definition at line 3148 of file nodePath.cxx.

◆ get_texture_sampler() [2/2]

const SamplerState & NodePath::get_texture_sampler ( TextureStage stage) const

Returns the sampler state that has been given for the indicated texture stage that has been set on this particular node.

If no sampler state was given, this returns the texture's default sampler settings.

It is an error to call this if there is no texture set for this stage on this particular node.

Definition at line 3161 of file nodePath.cxx.

◆ get_top()

NodePath NodePath::get_top ( Thread current_thread = Thread::get_current_thread()) const

Returns a singleton NodePath that represents the top of the path, or empty NodePath if this path is empty.

Definition at line 209 of file nodePath.cxx.

References NodePathComponent::get_next(), Thread::get_pipeline_stage, is_empty(), and NodePathComponent::is_top_node().

Referenced by get_top_node(), and PhysxActor::update_transform().

◆ get_top_node()

PandaNode * NodePath::get_top_node ( Thread current_thread = Thread::get_current_thread()) const
inline

Returns the top node of the path, or NULL if the path is empty.

This requires iterating through the path.

Definition at line 215 of file nodePath.I.

References get_top(), is_empty(), and node().

◆ get_transform()

const TransformState * NodePath::get_transform ( Thread current_thread = Thread::get_current_thread()) const

◆ get_transparency()

TransparencyAttrib::Mode NodePath::get_transparency ( ) const

Returns the transparent rendering that has been specifically set on this node via set_transparency(), or M_none if nontransparent rendering has been specifically set, or if nothing has been specifically set.

See also has_transparency(). This does not necessarily imply that the geometry will or will not be rendered transparent, as there may be other nodes that override.

Definition at line 4875 of file nodePath.cxx.

◆ get_two_sided()

bool NodePath::get_two_sided ( ) const

Returns true if two-sided rendering has been specifically set on this node via set_two_sided(), or false if one-sided rendering has been specifically set, or if nothing has been specifically set.

See also has_two_sided(). This does not necessarily imply that the geometry will or will not be rendered two-sided, as there may be other nodes that override.

Definition at line 4473 of file nodePath.cxx.

◆ has_antialias()

bool NodePath::has_antialias ( ) const

Returns true if an antialias setting has been explicitly mode on this particular node via set_antialias().

If this returns true, then get_antialias() may be called to determine what the setting was.

Definition at line 4970 of file nodePath.cxx.

◆ has_attrib()

bool NodePath::has_attrib ( TypeHandle  type) const
inline

Returns true if there is a render attribute of the indicated type defined on this node, or false if there is not.

Definition at line 469 of file nodePath.I.

◆ has_audio_volume()

bool NodePath::has_audio_volume ( ) const

Returns true if an audio volume has been applied to the referenced node, false otherwise.

It is still possible that volume at this node might have been scaled by an ancestor node.

Definition at line 4998 of file nodePath.cxx.

◆ has_billboard()

bool NodePath::has_billboard ( ) const

Returns true if there is any billboard effect on the node.

Definition at line 4796 of file nodePath.cxx.

◆ has_bin()

bool NodePath::has_bin ( ) const

Returns true if the node has been assigned to the a particular rendering bin via set_bin(), false otherwise.

Definition at line 2821 of file nodePath.cxx.

◆ has_clip_plane()

bool NodePath::has_clip_plane ( const NodePath clip_plane) const

Returns true if the indicated clipping plane has been specifically applied to this particular node.

This means that someone called set_clip_plane() on this node with the indicated clip_plane.

Definition at line 2559 of file nodePath.cxx.

◆ has_clip_plane_off() [1/2]

bool NodePath::has_clip_plane_off ( ) const

Returns true if all clipping planes have been specifically disabled on this particular node.

This means that someone called set_clip_plane_off() on this node with no parameters.

Definition at line 2581 of file nodePath.cxx.

◆ has_clip_plane_off() [2/2]

bool NodePath::has_clip_plane_off ( const NodePath clip_plane) const

Returns true if the indicated clipping plane has been specifically disabled on this particular node.

This means that someone called set_clip_plane_off() on this node with the indicated clip_plane.

Definition at line 2600 of file nodePath.cxx.

◆ has_color()

bool NodePath::has_color ( ) const

Returns true if a color has been applied to the given node, false otherwise.

Definition at line 1996 of file nodePath.cxx.

◆ has_color_scale()

bool NodePath::has_color_scale ( ) const

Returns true if a color scale has been applied to the referenced node, false otherwise.

It is still possible that color at this node might have been scaled by an ancestor node.

Definition at line 2029 of file nodePath.cxx.

◆ has_compass()

bool NodePath::has_compass ( ) const

Returns true if there is any compass effect on the node.

Definition at line 4825 of file nodePath.cxx.

◆ has_depth_offset()

bool NodePath::has_depth_offset ( ) const

Returns true if a depth-offset adjustment has been explicitly set on this particular node via set_depth_offset().

If this returns true, then get_depth_offset() may be called to determine which has been set.

Definition at line 4631 of file nodePath.cxx.

◆ has_depth_test()

bool NodePath::has_depth_test ( ) const

Returns true if a depth-test adjustment has been explicitly set on this particular node via set_depth_test().

If this returns true, then get_depth_test() may be called to determine which has been set.

Definition at line 4518 of file nodePath.cxx.

◆ has_depth_write()

bool NodePath::has_depth_write ( ) const

Returns true if a depth-write adjustment has been explicitly set on this particular node via set_depth_write().

If this returns true, then get_depth_write() may be called to determine which has been set.

Definition at line 4575 of file nodePath.cxx.

◆ has_effect()

bool NodePath::has_effect ( TypeHandle  type) const
inline

Returns true if there is a render effect of the indicated type defined on this node, or false if there is not.

Definition at line 510 of file nodePath.I.

Referenced by has_scissor().

◆ has_fog()

bool NodePath::has_fog ( ) const

Returns true if a fog has been applied to this particular node via set_fog(), false otherwise.

This is not the same thing as asking whether the geometry at this node will be rendered with fog, as there may be a fog in effect from a higher or lower level.

Definition at line 4220 of file nodePath.cxx.

◆ has_fog_off()

bool NodePath::has_fog_off ( ) const

Returns true if a fog has been specifically disabled on this particular node via set_fog_off(), false otherwise.

This is not the same thing as asking whether the geometry at this node will be rendered unfogged, as there may be a fog in effect from a higher or lower level.

Definition at line 4239 of file nodePath.cxx.

◆ has_light()

bool NodePath::has_light ( const NodePath light) const

Returns true if the indicated Light or PolylightNode has been specifically enabled on this particular node.

This means that someone called set_light() on this node with the indicated light.

Definition at line 2360 of file nodePath.cxx.

◆ has_light_off() [1/2]

bool NodePath::has_light_off ( ) const

Returns true if all Lights have been specifically disabled on this particular node.

This means that someone called set_light_off() on this node with no parameters.

Definition at line 2394 of file nodePath.cxx.

◆ has_light_off() [2/2]

bool NodePath::has_light_off ( const NodePath light) const

Returns true if the indicated Light has been specifically disabled on this particular node.

This means that someone called set_light_off() on this node with the indicated light.

This interface does not support PolylightNodes, which cannot be turned off at a lower level.

Definition at line 2416 of file nodePath.cxx.

◆ has_logic_op()

bool NodePath::has_logic_op ( ) const

Returns true if a logical operation has been explicitly set on this particular node via set_logic_op().

If this returns true, then get_logic_op() may be called to determine whether a logical operation has been explicitly disabled for this node or set to particular operation.

Definition at line 4917 of file nodePath.cxx.

◆ has_mat()

bool NodePath::has_mat ( ) const
inline

Returns true if a non-identity transform matrix has been applied to the referenced node, false otherwise.

Definition at line 766 of file nodePath.I.

◆ has_material()

bool NodePath::has_material ( ) const

Returns true if a material has been applied to this particular node via set_material(), false otherwise.

Definition at line 4133 of file nodePath.cxx.

◆ has_occluder()

bool NodePath::has_occluder ( const NodePath occluder) const

Returns true if the indicated occluder has been specifically applied to this particular node.

This means that someone called set_occluder() on this node with the indicated occluder.

Definition at line 2685 of file nodePath.cxx.

◆ has_render_mode()

bool NodePath::has_render_mode ( ) const

Returns true if a render mode has been explicitly set on this particular node via set_render_mode() (or set_render_mode_wireframe() or set_render_mode_filled()), false otherwise.

Definition at line 4368 of file nodePath.cxx.

◆ has_scissor()

bool NodePath::has_scissor ( ) const

Returns true if a scissor region was defined at this node by a previous call to set_scissor().

This does not check for scissor regions inherited from a parent class. It also does not check for the presence of a low- level ScissorAttrib, which is different from the ScissorEffect added by set_scissor.

Definition at line 2779 of file nodePath.cxx.

References has_effect().

◆ has_tag()

bool NodePath::has_tag ( const std::string &  key) const
inline

Returns true if a value has been defined on this node for the particular key (even if that value is the empty string), or false if no value has been set.

See also has_net_tag().

Definition at line 2027 of file nodePath.I.

References is_empty(), and node().

Referenced by find_net_tag().

◆ has_tex_gen()

bool NodePath::has_tex_gen ( TextureStage stage) const

Returns true if there is a mode for automatic texture coordinate generation on the current node for the given stage.

Definition at line 3618 of file nodePath.cxx.

◆ has_tex_projector()

bool NodePath::has_tex_projector ( TextureStage stage) const

Returns true if this node has a TexProjectorEffect for the indicated stage, false otherwise.

Definition at line 3716 of file nodePath.cxx.

◆ has_tex_transform()

bool NodePath::has_tex_transform ( TextureStage stage) const

Returns true if there is an explicit texture matrix on the current node for the given stage.

Definition at line 3440 of file nodePath.cxx.

◆ has_texcoord()

bool NodePath::has_texcoord ( const std::string &  texcoord_name) const
inline

Returns true if there are at least some vertices at this node and below that use the named texture coordinate set, false otherwise.

Pass the empty string for the default texture coordinate set.

Definition at line 1736 of file nodePath.I.

References has_vertex_column().

◆ has_texture() [1/2]

bool NodePath::has_texture ( ) const

Returns true if a texture has been applied to this particular node via set_texture(), false otherwise.

This is not the same thing as asking whether the geometry at this node will be rendered with texturing, as there may be a texture in effect from a higher or lower level.

Definition at line 3038 of file nodePath.cxx.

References get_texture().

◆ has_texture() [2/2]

bool NodePath::has_texture ( TextureStage stage) const

Returns true if texturing has been specifically enabled on this particular node for the indicated stage.

This means that someone called set_texture() on this node with the indicated stage name, or the stage_name is the default stage_name, and someone called set_texture() on this node.

Definition at line 3049 of file nodePath.cxx.

◆ has_texture_off() [1/2]

bool NodePath::has_texture_off ( ) const

Returns true if texturing has been specifically disabled on this particular node via set_texture_off(), false otherwise.

This is not the same thing as asking whether the geometry at this node will be rendered untextured, as there may be a texture in effect from a higher or lower level.

Definition at line 3069 of file nodePath.cxx.

◆ has_texture_off() [2/2]

bool NodePath::has_texture_off ( TextureStage stage) const

Returns true if texturing has been specifically disabled on this particular node for the indicated stage.

This means that someone called set_texture_off() on this node with the indicated stage name, or that someone called set_texture_off() on this node to remove all stages.

Definition at line 3088 of file nodePath.cxx.

◆ has_transparency()

bool NodePath::has_transparency ( ) const

Returns true if a transparent-rendering adjustment has been explicitly set on this particular node via set_transparency().

If this returns true, then get_transparency() may be called to determine whether transparency has been explicitly enabled or explicitly disabled for this node.

Definition at line 4861 of file nodePath.cxx.

◆ has_two_sided()

bool NodePath::has_two_sided ( ) const

Returns true if a two-sided adjustment has been explicitly set on this particular node via set_two_sided().

If this returns true, then get_two_sided() may be called to determine which has been set.

Definition at line 4460 of file nodePath.cxx.

◆ has_vertex_column()

bool NodePath::has_vertex_column ( const InternalName name) const

Returns true if there are at least some vertices at this node and below that contain a reference to the indicated vertex data column name, false otherwise.

This is particularly useful for testing whether a particular model has a given texture coordinate set (but see has_texcoord()).

Definition at line 3789 of file nodePath.cxx.

Referenced by has_texcoord().

◆ heads_up() [1/4]

void NodePath::heads_up ( PN_stdfloat  x,
PN_stdfloat  y,
PN_stdfloat  z 
)
inline

Behaves like look_at(), but with a strong preference to keeping the up vector oriented in the indicated "up" direction.

Definition at line 798 of file nodePath.I.

Referenced by heads_up().

◆ heads_up() [2/4]

void NodePath::heads_up ( const LPoint3 &  point,
const LVector3 &  up = LVector3::up() 
)

Behaves like look_at(), but with a strong preference to keeping the up vector oriented in the indicated "up" direction.

Definition at line 1318 of file nodePath.cxx.

◆ heads_up() [3/4]

void NodePath::heads_up ( const NodePath other,
PN_stdfloat  x,
PN_stdfloat  y,
PN_stdfloat  z 
)
inline

Behaves like look_at(), but with a strong preference to keeping the up vector oriented in the indicated "up" direction.

Definition at line 970 of file nodePath.I.

References heads_up().

◆ heads_up() [4/4]

void NodePath::heads_up ( const NodePath other,
const LPoint3 &  point = LPoint3(0.0, 0.0, 0.0),
const LVector3 &  up = LVector3::up() 
)

Behaves like look_at(), but with a strong preference to keeping the up vector oriented in the indicated "up" direction.

Definition at line 1932 of file nodePath.cxx.

◆ hide() [1/2]

void NodePath::hide ( )
inline

Makes the referenced node (and the entire subgraph below this node) invisible to all cameras.

It remains part of the scene graph, its bounding volume still contributes to its parent's bounding volume, and it will still be involved in collision tests.

Definition at line 1843 of file nodePath.I.

Referenced by PandaFramework::hide_collision_solids(), HideInterval::priv_instant(), and ShowInterval::priv_reverse_instant().

◆ hide() [2/2]

void NodePath::hide ( DrawMask  camera_mask)
inline

Makes the referenced node invisible just to the cameras whose camera_mask shares the indicated bits.

This will also hide any nodes below this node in the scene graph, including those nodes for which show() has been called, but it will not hide descendent nodes for which show_through() has been called.

Definition at line 1857 of file nodePath.I.

◆ hide_bounds()

void NodePath::hide_bounds ( )

Stops the rendering of the bounding volume begun with show_bounds().

Definition at line 5361 of file nodePath.cxx.

Referenced by PandaFramework::clear_highlight().

◆ instance_to()

NodePath NodePath::instance_to ( const NodePath other,
int  sort = 0,
Thread current_thread = Thread::get_current_thread() 
) const

Adds the referenced node of the NodePath as a child of the referenced node of the indicated other NodePath.

Any other parent-child relations of the node are unchanged; in particular, the node is not removed from its existing parent, if any.

If the node already had an existing parent, this method will create a new instance of the node within the scene graph.

This does not change the NodePath itself, but does return a new NodePath that reflects the new instance node.

If the destination NodePath is empty, this creates a new instance which is not yet parented to any node. A new instance of this sort cannot easily be differentiated from other similar instances, but it is nevertheless a different instance and it will return a different get_id() value.

If the referenced node is already a child of the indicated NodePath, returns that already-existing instance, unstashing it first if necessary.

Definition at line 471 of file nodePath.cxx.

Referenced by PGItem::instance_to_state_def(), and instance_under_node().

◆ instance_under_node()

NodePath NodePath::instance_under_node ( const NodePath other,
const std::string &  name,
int  sort = 0,
Thread current_thread = Thread::get_current_thread() 
) const

Behaves like instance_to(), but implicitly creates a new node to instance the geometry under, and returns a NodePath to that new node.

This allows the programmer to set a unique state and/or transform on this instance.

Definition at line 518 of file nodePath.cxx.

References attach_new_node(), instance_to(), is_empty(), and remove_node().

◆ is_ancestor_of()

bool NodePath::is_ancestor_of ( const NodePath other,
Thread current_thread = Thread::get_current_thread() 
) const
inline

Returns true if the node represented by this NodePath is a parent or other ancestor of the other NodePath, or false if it is not.

Definition at line 294 of file nodePath.I.

◆ is_empty()

bool NodePath::is_empty ( ) const
inline

◆ is_hidden()

bool NodePath::is_hidden ( DrawMask  camera_mask = PandaNode::get_overall_bit()) const
inline

Returns true if the referenced node is hidden from the indicated camera(s) either directly, or because some ancestor is hidden.

Definition at line 1868 of file nodePath.I.

References get_hidden_ancestor(), and is_empty().

Referenced by PandaFramework::hide_collision_solids().

◆ is_same_graph()

bool NodePath::is_same_graph ( const NodePath other,
Thread current_thread = Thread::get_current_thread() 
) const
inline

Returns true if the node represented by this NodePath is parented within the same graph as that of the other NodePath.

This is essentially the same thing as asking whether get_top() of both NodePaths is the same (e.g., both "render").

Definition at line 275 of file nodePath.I.

Referenced by CConstrainPosInterval::priv_step(), CConstrainHprInterval::priv_step(), and CConstrainPosHprInterval::priv_step().

◆ is_singleton()

bool NodePath::is_singleton ( Thread current_thread = Thread::get_current_thread()) const
inline

Returns true if the NodePath contains exactly one node.

Definition at line 196 of file nodePath.I.

References Thread::get_pipeline_stage.

◆ is_stashed()

bool NodePath::is_stashed ( ) const
inline

Returns true if the referenced node is stashed either directly, or because some ancestor is stashed.

Definition at line 1877 of file nodePath.I.

References get_stashed_ancestor(), and is_empty().

◆ list_tags()

void NodePath::list_tags ( ) const
inline

Lists the tags to the nout stream, one per line.

See PandaNode::list_tags() for a variant that allows you to specify the output stream.

Definition at line 2072 of file nodePath.I.

◆ look_at() [1/4]

void NodePath::look_at ( PN_stdfloat  x,
PN_stdfloat  y,
PN_stdfloat  z 
)
inline

Sets the transform on this NodePath so that it rotates to face the indicated point in space.

This will overwrite any previously existing scale on the node, although it will preserve any translation.

Definition at line 789 of file nodePath.I.

Referenced by look_at(), and AICharacter::update().

◆ look_at() [2/4]

void NodePath::look_at ( const LPoint3 &  point,
const LVector3 &  up = LVector3::up() 
)

Sets the hpr on this NodePath so that it rotates to face the indicated point in space.

Definition at line 1303 of file nodePath.cxx.

◆ look_at() [3/4]

void NodePath::look_at ( const NodePath other,
PN_stdfloat  x,
PN_stdfloat  y,
PN_stdfloat  z 
)
inline

Sets the hpr on this NodePath so that it rotates to face the indicated point in space, which is relative to the other NodePath.

Definition at line 961 of file nodePath.I.

References look_at().

◆ look_at() [4/4]

void NodePath::look_at ( const NodePath other,
const LPoint3 &  point = LPoint3(0.0, 0.0, 0.0),
const LVector3 &  up = LVector3::up() 
)

Sets the transform on this NodePath so that it rotates to face the indicated point in space, which is relative to the other NodePath.

Definition at line 1914 of file nodePath.cxx.

◆ ls() [1/2]

void NodePath::ls ( ) const
inline

Lists the hierarchy at and below the referenced node.

Definition at line 399 of file nodePath.I.

◆ ls() [2/2]

void NodePath::ls ( std::ostream &  out,
int  indent_level = 0 
) const
inline

Lists the hierarchy at and below the referenced node.

Definition at line 407 of file nodePath.I.

References is_empty(), and node().

◆ node()

PandaNode * NodePath::node ( ) const
inline

◆ not_found()

NodePath NodePath::not_found ( )
inlinestatic

Creates a NodePath with the ET_not_found error type set.

Definition at line 129 of file nodePath.I.

Referenced by find_net_tag(), get_common_ancestor(), get_hidden_ancestor(), and get_stashed_ancestor().

◆ operator !=() [1/2]

bool NodePath::operator != ( const NodePath other) const
inline

Returns true if the two paths are not equivalent.

Definition at line 1929 of file nodePath.I.

◆ operator !=() [2/2]

bool NodePath::operator != ( const WeakNodePath other) const

Returns true if the two paths are not equivalent.

Definition at line 5204 of file nodePath.cxx.

◆ operator bool()

NodePath::operator bool ( ) const

Returns true if the NodePath is valid (not empty), or false if it contains no nodes.

Definition at line 124 of file nodePath.cxx.

◆ operator<() [1/2]

bool NodePath::operator< ( const NodePath other) const
inline

Returns true if this NodePath sorts before the other one, false otherwise.

The sorting order of two nonequivalent NodePaths is consistent but undefined, and is useful only for storing NodePaths in a sorted container like an STL set.

Definition at line 1940 of file nodePath.I.

◆ operator<() [2/2]

bool NodePath::operator< ( const WeakNodePath other) const

Returns true if this NodePath sorts before the other one, false otherwise.

The sorting order of two nonequivalent NodePaths is consistent but undefined, and is useful only for storing NodePaths in a sorted container like an STL set.

Definition at line 5215 of file nodePath.cxx.

◆ operator==() [1/2]

bool NodePath::operator== ( const NodePath other) const
inline

Returns true if the two paths are equivalent; that is, if they contain the same list of nodes in the same order.

Definition at line 1921 of file nodePath.I.

◆ operator==() [2/2]

bool NodePath::operator== ( const WeakNodePath other) const

Returns true if the two paths are equivalent; that is, if they contain the same list of nodes in the same order.

Definition at line 5196 of file nodePath.cxx.

◆ output()

void NodePath::output ( std::ostream &  out) const

Writes a sensible description of the NodePath to the indicated output stream.

Definition at line 660 of file nodePath.cxx.

◆ premunge_scene()

void NodePath::premunge_scene ( GraphicsStateGuardianBase gsg = nullptr)

Walks through the scene graph beginning at the bottom node, and internally adjusts any GeomVertexFormats for optimal rendering on the indicated GSG.

If this step is not done prior to rendering, the formats will be optimized at render time instead, for a small cost.

It is not normally necessary to do this on a model loaded directly from disk, since the loader will do this by default.

Definition at line 5304 of file nodePath.cxx.

◆ prepare_scene()

void NodePath::prepare_scene ( GraphicsStateGuardianBase gsg)

Walks through the scene graph beginning at the bottom node, and does whatever initialization is required to render the scene properly with the indicated GSG.

It is not strictly necessary to call this, since the GSG will initialize itself when the scene is rendered, but this may take some of the overhead away from that process.

In particular, this will ensure that textures and vertex buffers within the scene are loaded into graphics memory.

Definition at line 5327 of file nodePath.cxx.

◆ project_texture()

void NodePath::project_texture ( TextureStage stage,
Texture tex,
const NodePath projector 
)

A convenience function to enable projective texturing at this node level and below, using the indicated NodePath (which should contain a LensNode) as the projector.

Definition at line 3773 of file nodePath.cxx.

◆ remove_node()

void NodePath::remove_node ( Thread current_thread = Thread::get_current_thread())

Disconnects the referenced node from the scene graph.

This will also delete the node if there are no other pointers to it.

Normally, this should be called only when you are really done with the node. If you want to remove a node from the scene graph but keep it around for later, you should probably use detach_node() instead.

In practice, the only difference between remove_node() and detach_node() is that remove_node() also resets the NodePath to empty, which will cause the node to be deleted immediately if there are no other references. On the other hand, detach_node() leaves the NodePath referencing the node, which will keep at least one reference to the node for as long as the NodePath exists.

Definition at line 591 of file nodePath.cxx.

Referenced by PGEntry::clear_cursor_def(), instance_under_node(), MeshDrawer::~MeshDrawer(), MeshDrawer2D::~MeshDrawer2D(), and ParticleSystem::~ParticleSystem().

◆ removed()

NodePath NodePath::removed ( )
inlinestatic

Creates a NodePath with the ET_removed error type set.

Definition at line 139 of file nodePath.I.

◆ reparent_to()

void NodePath::reparent_to ( const NodePath other,
int  sort = 0,
Thread current_thread = Thread::get_current_thread() 
)

Removes the referenced node of the NodePath from its current parent and attaches it to the referenced node of the indicated NodePath.

If the destination NodePath is empty, this is the same thing as detach_node().

If the referenced node is already a child of the indicated NodePath (via some other instance), this operation fails and leaves the NodePath detached.

Definition at line 391 of file nodePath.cxx.

Referenced by ParticleSystem::ParticleSystem().

◆ reverse_ls() [1/2]

void NodePath::reverse_ls ( ) const
inline

Lists the hierarchy at and above the referenced node.

Definition at line 419 of file nodePath.I.

◆ reverse_ls() [2/2]

int NodePath::reverse_ls ( std::ostream &  out,
int  indent_level = 0 
) const

Lists the hierarchy at and above the referenced node.

Definition at line 644 of file nodePath.cxx.

References get_parent, has_parent, is_empty(), and node().

◆ set_all_color_scale()

void NodePath::set_all_color_scale ( PN_stdfloat  scale,
int  priority = 0 
)

Scales all the color components of the object by the same amount, darkening the object, without (much) affecting alpha.

Note that any priority specified will also apply to the alpha scale.

Definition at line 2148 of file nodePath.cxx.

◆ set_alpha_scale()

void NodePath::set_alpha_scale ( PN_stdfloat  scale,
int  priority = 0 
)

Sets the alpha scale component of the transform without (much) affecting the color scale.

Note that any priority specified will also apply to the color scale.

Definition at line 2122 of file nodePath.cxx.

◆ set_antialias()

void NodePath::set_antialias ( unsigned short  mode,
int  priority = 0 
)

Specifies the antialiasing type that should be applied at this node and below.

See AntialiasAttrib.

Definition at line 4948 of file nodePath.cxx.

◆ set_audio_volume()

void NodePath::set_audio_volume ( PN_stdfloat  volume,
int  priority = 0 
)

Sets the audio volume component of the transform.

Definition at line 5018 of file nodePath.cxx.

◆ set_audio_volume_off()

void NodePath::set_audio_volume_off ( int  priority = 0)

Disables any audio volume attribute inherited from above.

This is not the same thing as clear_audio_volume(), which undoes any previous set_audio_volume() operation on this node; rather, this actively disables any set_audio_volume() that might be inherited from a parent node.

It is legal to specify a new volume on the same node with a subsequent call to set_audio_volume(); this new scale will apply to lower nodes.

Definition at line 5047 of file nodePath.cxx.

◆ set_billboard_axis() [1/2]

void NodePath::set_billboard_axis ( PN_stdfloat  offset = 0.0)
inline

Puts a billboard transition on the node such that it will rotate in two dimensions around the up axis.

Definition at line 1745 of file nodePath.I.

References NodePath().

◆ set_billboard_axis() [2/2]

void NodePath::set_billboard_axis ( const NodePath camera,
PN_stdfloat  offset 
)

Puts a billboard transition on the node such that it will rotate in two dimensions around the up axis, towards a specified "camera" instead of to the viewing camera.

Definition at line 4747 of file nodePath.cxx.

◆ set_billboard_point_eye() [1/2]

void NodePath::set_billboard_point_eye ( PN_stdfloat  offset = 0.0,
bool  fixed_depth = false 
)
inline

Puts a billboard transition on the node such that it will rotate in three dimensions about the origin, keeping its up vector oriented to the top of the camera.

Definition at line 1755 of file nodePath.I.

References NodePath().

◆ set_billboard_point_eye() [2/2]

void NodePath::set_billboard_point_eye ( const NodePath camera,
PN_stdfloat  offset,
bool  fixed_depth = false 
)

Puts a billboard transition on the node such that it will rotate in three dimensions about the origin, keeping its up vector oriented to the top of the camera, towards a specified "camera" instead of to the viewing camera.

Definition at line 4761 of file nodePath.cxx.

◆ set_billboard_point_world() [1/2]

void NodePath::set_billboard_point_world ( PN_stdfloat  offset = 0.0)
inline

Puts a billboard transition on the node such that it will rotate in three dimensions about the origin, keeping its up vector oriented to the sky.

Definition at line 1764 of file nodePath.I.

References NodePath().

◆ set_billboard_point_world() [2/2]

void NodePath::set_billboard_point_world ( const NodePath camera,
PN_stdfloat  offset 
)

Puts a billboard transition on the node such that it will rotate in three dimensions about the origin, keeping its up vector oriented to the sky, towards a specified "camera" instead of to the viewing camera.

Definition at line 4775 of file nodePath.cxx.

◆ set_bin()

void NodePath::set_bin ( const std::string &  bin_name,
int  draw_order,
int  priority = 0 
)

Assigns the geometry at this level and below to the named rendering bin.

It is the user's responsibility to ensure that such a bin already exists, either via the cull-bin Configrc variable, or by explicitly creating a GeomBin of the appropriate type at runtime.

There are two default bins created when Panda is started: "default" and "fixed". Normally, all geometry is assigned to "default" unless specified otherwise. This bin renders opaque geometry in state-sorted order, followed by transparent geometry sorted back-to-front. If any geometry is assigned to "fixed", this will be rendered following all the geometry in "default", in the order specified by draw_order for each piece of geometry so assigned.

The draw_order parameter is meaningful only for GeomBinFixed type bins, e.g. "fixed". Other kinds of bins ignore it.

Definition at line 2801 of file nodePath.cxx.

Referenced by FrameRateMeter::setup_window(), and SceneGraphAnalyzerMeter::setup_window().

◆ set_clip_plane()

void NodePath::set_clip_plane ( const NodePath clip_plane,
int  priority = 0 
)

Adds the indicated clipping plane to the list of planes that apply to geometry at this node and below.

The clipping plane itself, a PlaneNode, should be parented into the scene graph elsewhere, to represent the plane's position in space; but until set_clip_plane() is called it will clip no geometry.

Definition at line 2441 of file nodePath.cxx.

◆ set_clip_plane_off() [1/2]

void NodePath::set_clip_plane_off ( int  priority = 0)

Sets the geometry at this level and below to render using no clip_planes at all.

This is different from not specifying a clip_plane; rather, this specifically contradicts set_clip_plane() at a higher node level (or, with a priority, overrides a set_clip_plane() at a lower level).

If no clip_planes are in effect on a particular piece of geometry, that geometry is rendered without being clipped (other than by the viewing frustum).

Definition at line 2475 of file nodePath.cxx.

◆ set_clip_plane_off() [2/2]

void NodePath::set_clip_plane_off ( const NodePath clip_plane,
int  priority = 0 
)

Sets the geometry at this level and below to render without being clipped by the indicated PlaneNode.

This is different from not specifying the PlaneNode; rather, this specifically contradicts set_clip_plane() at a higher node level (or, with a priority, overrides a set_clip_plane() at a lower level).

Definition at line 2488 of file nodePath.cxx.

◆ set_collide_mask()

void NodePath::set_collide_mask ( CollideMask  new_mask,
CollideMask  bits_to_change = CollideMask::all_on(),
TypeHandle  node_type = TypeHandle::none() 
)
inline

Recursively applies the indicated CollideMask to the into_collide_masks for all nodes at this level and below.

If node_type is not TypeHandle::none(), then only nodes matching (or inheriting from) the indicated PandaNode subclass are modified.

The default is to change all bits, but if bits_to_change is not all bits on, then only the bits that are set in bits_to_change are modified, allowing this call to change only a subset of the bits in the subgraph.

Definition at line 1905 of file nodePath.I.

◆ set_color() [1/2]

void NodePath::set_color ( PN_stdfloat  r,
PN_stdfloat  g,
PN_stdfloat  b,
PN_stdfloat  a = 1.0,
int  priority = 0 
)

Applies a scene-graph color to the referenced node.

This color will apply to all geometry at this level and below (that does not specify a new color or a set_color_off()).

Definition at line 1952 of file nodePath.cxx.

◆ set_color() [2/2]

void NodePath::set_color ( const LColor &  color,
int  priority = 0 
)

Applies a scene-graph color to the referenced node.

This color will apply to all geometry at this level and below (that does not specify a new color or a set_color_off()).

Definition at line 1963 of file nodePath.cxx.

◆ set_color_off()

void NodePath::set_color_off ( int  priority = 0)

Sets the geometry at this level and below to render using the geometry color.

This is normally the default, but it may be useful to use this to contradict set_color() at a higher node level (or, with a priority, to override a set_color() at a lower level).

Definition at line 1975 of file nodePath.cxx.

◆ set_color_scale() [1/2]

void NodePath::set_color_scale ( const LVecBase4 &  scale,
int  priority = 0 
)

Sets the color scale component of the transform, leaving translation and rotation untouched.

Definition at line 2080 of file nodePath.cxx.

Referenced by set_color_scale(), set_sa(), set_sb(), set_sg(), and set_sr().

◆ set_color_scale() [2/2]

void NodePath::set_color_scale ( PN_stdfloat  sx,
PN_stdfloat  sy,
PN_stdfloat  sz,
PN_stdfloat  sa,
int  priority = 0 
)
inline

Sets the color scale component of the transform.

Definition at line 988 of file nodePath.I.

References set_color_scale().

◆ set_color_scale_off()

void NodePath::set_color_scale_off ( int  priority = 0)

Disables any color scale attribute inherited from above.

This is not the same thing as clear_color_scale(), which undoes any previous set_color_scale() operation on this node; rather, this actively disables any set_color_scale() that might be inherited from a parent node. This also disables set_alpha_scale() at the same time.

It is legal to specify a new color scale on the same node with a subsequent call to set_color_scale() or set_alpha_scale(); this new scale will apply to lower geometry.

Definition at line 2111 of file nodePath.cxx.

◆ set_compass()

void NodePath::set_compass ( const NodePath reference = NodePath())

Puts a compass effect on the node, so that it will retain a fixed rotation relative to the reference node (or render if the reference node is empty) regardless of the transforms above it.

Definition at line 4807 of file nodePath.cxx.

◆ set_depth_offset()

void NodePath::set_depth_offset ( int  bias,
int  priority = 0 
)

This instructs the graphics driver to apply an offset or bias to the generated depth values for rendered polygons, before they are written to the depth buffer.

This can be used to shift polygons forward slightly, to resolve depth conflicts, or self-shadowing artifacts on thin objects. The bias is always an integer number, and each integer increment represents the smallest possible increment in Z that is sufficient to completely resolve two coplanar polygons. Positive numbers are closer towards the camera.

Definition at line 4609 of file nodePath.cxx.

◆ set_depth_test()

void NodePath::set_depth_test ( bool  depth_test,
int  priority = 0 
)

Specifically sets or disables the testing of the depth buffer on this particular node.

This is normally on in the 3-d scene graph and off in the 2-d scene graph; it should be on for rendering most 3-d objects properly.

Definition at line 4491 of file nodePath.cxx.

Referenced by WindowFramework::get_render_2d().

◆ set_depth_write()

void NodePath::set_depth_write ( bool  depth_write,
int  priority = 0 
)

Specifically sets or disables the writing to the depth buffer on this particular node.

This is normally on in the 3-d scene graph and off in the 2-d scene graph; it should be on for rendering most 3-d objects properly.

Definition at line 4548 of file nodePath.cxx.

Referenced by WindowFramework::get_render_2d().

◆ set_effect()

void NodePath::set_effect ( const RenderEffect effect)
inline

Adds the indicated render effect to the scene graph on this node.

If there was already an effect of the same type, it is replaced.

Definition at line 490 of file nodePath.I.

Referenced by set_scissor().

◆ set_effects()

void NodePath::set_effects ( const RenderEffects effects)
inline

Sets the complete RenderEffects that will be applied this node.

This completely replaces whatever has been set on this node via repeated calls to set_attrib().

Definition at line 530 of file nodePath.I.

◆ set_fluid_pos() [1/4]

void NodePath::set_fluid_pos ( PN_stdfloat  x,
PN_stdfloat  y,
PN_stdfloat  z 
)
inline

Sets the translation component, without changing the "previous" position, so that the collision system will see the node as moving fluidly from its previous position to its new position.

Definition at line 627 of file nodePath.I.

Referenced by set_fluid_pos().

◆ set_fluid_pos() [2/4]

void NodePath::set_fluid_pos ( const LVecBase3 &  pos)

Sets the translation component, without changing the "previous" position, so that the collision system will see the node as moving fluidly from its previous position to its new position.

See Also: NodePath::set_pos

Definition at line 959 of file nodePath.cxx.

◆ set_fluid_pos() [3/4]

void NodePath::set_fluid_pos ( const NodePath other,
PN_stdfloat  x,
PN_stdfloat  y,
PN_stdfloat  z 
)
inline

Sets the translation component, without changing the "previous" position, so that the collision system will see the node as moving fluidly from its previous position to its new position.

Definition at line 817 of file nodePath.I.

References set_fluid_pos().

◆ set_fluid_pos() [4/4]

void NodePath::set_fluid_pos ( const NodePath other,
const LVecBase3 &  pos 
)

Sets the translation component of the transform, relative to the other node.

Definition at line 1386 of file nodePath.cxx.

◆ set_fog()

void NodePath::set_fog ( Fog fog,
int  priority = 0 
)

Sets the geometry at this level and below to render using the indicated fog.

Definition at line 4185 of file nodePath.cxx.

◆ set_fog_off()

void NodePath::set_fog_off ( int  priority = 0)

Sets the geometry at this level and below to render using no fog.

This is normally the default, but it may be useful to use this to contradict set_fog() at a higher node level (or, with a priority, to override a set_fog() at a lower level).

Definition at line 4197 of file nodePath.cxx.

◆ set_hpr() [1/4]

void NodePath::set_hpr ( PN_stdfloat  h,
PN_stdfloat  p,
PN_stdfloat  r 
)
inline

Sets the rotation component of the transform, leaving translation and scale untouched.

Definition at line 651 of file nodePath.I.

Referenced by SmoothMover::apply_smooth_hpr(), SmoothMover::apply_smooth_pos_hpr(), and set_hpr().

◆ set_hpr() [2/4]

void NodePath::set_hpr ( const LVecBase3 &  hpr)

Sets the rotation component of the transform, leaving translation and scale untouched.

Definition at line 1017 of file nodePath.cxx.

◆ set_hpr() [3/4]

void NodePath::set_hpr ( const NodePath other,
PN_stdfloat  h,
PN_stdfloat  p,
PN_stdfloat  r 
)
inline

Sets the rotation component of the transform, relative to the other node.

Definition at line 840 of file nodePath.I.

References set_hpr().

◆ set_hpr() [4/4]

void NodePath::set_hpr ( const NodePath other,
const LVecBase3 &  hpr 
)

Sets the rotation component of the transform, relative to the other node.

Definition at line 1465 of file nodePath.cxx.

◆ set_hpr_scale() [1/4]

void NodePath::set_hpr_scale ( PN_stdfloat  h,
PN_stdfloat  p,
PN_stdfloat  r,
PN_stdfloat  sx,
PN_stdfloat  sy,
PN_stdfloat  sz 
)
inline

Sets the rotation and scale components of the transform, leaving translation untouched.

Definition at line 737 of file nodePath.I.

Referenced by set_hpr_scale().

◆ set_hpr_scale() [2/4]

void NodePath::set_hpr_scale ( const LVecBase3 &  hpr,
const LVecBase3 &  scale 
)

Sets the rotation and scale components of the transform, leaving translation untouched.

Definition at line 1215 of file nodePath.cxx.

◆ set_hpr_scale() [3/4]

void NodePath::set_hpr_scale ( const NodePath other,
PN_stdfloat  h,
PN_stdfloat  p,
PN_stdfloat  r,
PN_stdfloat  sx,
PN_stdfloat  sy,
PN_stdfloat  sz 
)
inline

Sets the rotation and scale components of the transform, leaving translation untouched.

This, or set_pos_hpr_scale, is the preferred way to update a transform when both hpr and scale are to be changed.

Definition at line 938 of file nodePath.I.

References set_hpr_scale().

◆ set_hpr_scale() [4/4]

void NodePath::set_hpr_scale ( const NodePath other,
const LVecBase3 &  hpr,
const LVecBase3 &  scale 
)

Sets the rotation and scale components of the transform, leaving translation untouched.

This, or set_pos_hpr_scale, is the preferred way to update a transform when both hpr and scale are to be changed.

Definition at line 1777 of file nodePath.cxx.

◆ set_instance_count()

void NodePath::set_instance_count ( int  instance_count)

Sets the geometry instance count, or 0 if geometry instancing should be disabled.

Do not confuse with instanceTo which only applies to animation instancing.

Definition at line 3367 of file nodePath.cxx.

◆ set_light()

void NodePath::set_light ( const NodePath light,
int  priority = 0 
)

Adds the indicated Light or PolylightNode to the list of lights that illuminate geometry at this node and below.

The light itself should be parented into the scene graph elsewhere, to represent the light's position in space; but until set_light() is called it will illuminate no geometry.

Definition at line 2194 of file nodePath.cxx.

Referenced by WindowFramework::set_lighting().

◆ set_light_off() [1/2]

void NodePath::set_light_off ( int  priority = 0)

Sets the geometry at this level and below to render using no lights at all.

This is different from not specifying a light; rather, this specifically contradicts set_light() at a higher node level (or, with a priority, overrides a set_light() at a lower level).

If no lights are in effect on a particular piece of geometry, that geometry is rendered with lighting disabled.

Definition at line 2255 of file nodePath.cxx.

◆ set_light_off() [2/2]

void NodePath::set_light_off ( const NodePath light,
int  priority = 0 
)

Sets the geometry at this level and below to render without using the indicated Light.

This is different from not specifying the Light; rather, this specifically contradicts set_light() at a higher node level (or, with a priority, overrides a set_light() at a lower level).

This interface does not support PolylightNodes, which cannot be turned off at a lower level.

Definition at line 2271 of file nodePath.cxx.

◆ set_logic_op()

void NodePath::set_logic_op ( LogicOpAttrib::Operation  op,
int  priority = 0 
)

Specifically sets or disables a logical operation on this particular node.

If no other nodes override, this will cause geometry to be rendered without color blending but instead using the given logical operator.

Definition at line 4893 of file nodePath.cxx.

◆ set_mat() [1/2]

void NodePath::set_mat ( const LMatrix4 &  mat)

Directly sets an arbitrary 4x4 transform matrix.

Definition at line 1292 of file nodePath.cxx.

◆ set_mat() [2/2]

void NodePath::set_mat ( const NodePath other,
const LMatrix4 &  mat 
)

Converts the indicated matrix from the other's coordinate space to the local coordinate space, and applies it to the node.

Definition at line 1881 of file nodePath.cxx.

◆ set_material()

void NodePath::set_material ( Material mat,
int  priority = 0 
)

Sets the geometry at this level and below to render using the indicated material.

Previously, this operation made a copy of the material structure, but nowadays it assigns the pointer directly.

Definition at line 4100 of file nodePath.cxx.

◆ set_material_off()

void NodePath::set_material_off ( int  priority = 0)

Sets the geometry at this level and below to render using no material.

This is normally the default, but it may be useful to use this to contradict set_material() at a higher node level (or, with a priority, to override a set_material() at a lower level).

Definition at line 4113 of file nodePath.cxx.

Referenced by WindowFramework::get_render_2d(), FrameRateMeter::setup_window(), and SceneGraphAnalyzerMeter::setup_window().

◆ set_max_search_depth()

void NodePath::set_max_search_depth ( int  max_search_depth)
inlinestatic

Certain operations, such as find() or find_all_matches(), require a traversal of the scene graph to search for the target node or nodes.

This traversal does not attempt to detect cycles, so an arbitrary cap is set on the depth of the traversal as a poor man's cycle detection, in the event that a cycle has inadvertently been introduced into the scene graph.

There may be other reasons you'd want to truncate a search before the bottom of the scene graph has been reached. In any event, this function sets the limit on the number of levels that a traversal will continue, and hence the maximum length of a path that may be returned by a traversal.

This is a static method, and so changing this parameter affects all of the NodePaths in the universe.

Definition at line 171 of file nodePath.I.

◆ set_occluder()

void NodePath::set_occluder ( const NodePath occluder)

Adds the indicated occluder to the list of occluders that apply to geometry at this node and below.

The occluder itself, an OccluderNode, should be parented into the scene graph elsewhere, to represent the occluder's position in space; but until set_occluder() is called it will clip no geometry.

Definition at line 2622 of file nodePath.cxx.

◆ set_pos() [1/3]

void NodePath::set_pos ( const LVecBase3 &  pos)

Sets the translation component of the transform, leaving rotation and scale untouched.

This also resets the node's "previous" position, so that the collision system will see the node as having suddenly appeared in the new position, without passing any points in between. See Also: NodePath::set_fluid_pos

Definition at line 923 of file nodePath.cxx.

◆ set_pos() [2/3]

void NodePath::set_pos ( const NodePath other,
PN_stdfloat  x,
PN_stdfloat  y,
PN_stdfloat  z 
)
inline

Sets the translation component of the transform, relative to the other node.

Definition at line 807 of file nodePath.I.

◆ set_pos() [3/3]

void NodePath::set_pos ( const NodePath other,
const LVecBase3 &  pos 
)

Sets the translation component of the transform, relative to the other node.

Definition at line 1333 of file nodePath.cxx.

◆ set_pos_hpr() [1/4]

void NodePath::set_pos_hpr ( PN_stdfloat  x,
PN_stdfloat  y,
PN_stdfloat  z,
PN_stdfloat  h,
PN_stdfloat  p,
PN_stdfloat  r 
)
inline

Sets the translation and rotation component of the transform, leaving scale untouched.

Definition at line 728 of file nodePath.I.

Referenced by set_pos_hpr().

◆ set_pos_hpr() [2/4]

void NodePath::set_pos_hpr ( const LVecBase3 &  pos,
const LVecBase3 &  hpr 
)

Sets the translation and rotation component of the transform, leaving scale untouched.

Definition at line 1187 of file nodePath.cxx.

◆ set_pos_hpr() [3/4]

void NodePath::set_pos_hpr ( const NodePath other,
PN_stdfloat  x,
PN_stdfloat  y,
PN_stdfloat  z,
PN_stdfloat  h,
PN_stdfloat  p,
PN_stdfloat  r 
)
inline

Sets the translation and rotation component of the transform, relative to the other node.

Definition at line 926 of file nodePath.I.

References set_pos_hpr().

◆ set_pos_hpr() [4/4]

void NodePath::set_pos_hpr ( const NodePath other,
const LVecBase3 &  pos,
const LVecBase3 &  hpr 
)

Sets the translation and rotation component of the transform, relative to the other node.

Definition at line 1706 of file nodePath.cxx.

◆ set_pos_hpr_scale() [1/4]

void NodePath::set_pos_hpr_scale ( PN_stdfloat  x,
PN_stdfloat  y,
PN_stdfloat  z,
PN_stdfloat  h,
PN_stdfloat  p,
PN_stdfloat  r,
PN_stdfloat  sx,
PN_stdfloat  sy,
PN_stdfloat  sz 
)
inline

Completely replaces the transform with new translation, rotation, and scale components.

Definition at line 746 of file nodePath.I.

Referenced by set_pos_hpr_scale().

◆ set_pos_hpr_scale() [2/4]

void NodePath::set_pos_hpr_scale ( const LVecBase3 &  pos,
const LVecBase3 &  hpr,
const LVecBase3 &  scale 
)

Replaces the translation, rotation, and scale components, implicitly setting shear to 0.

Definition at line 1241 of file nodePath.cxx.

◆ set_pos_hpr_scale() [3/4]

void NodePath::set_pos_hpr_scale ( const NodePath other,
PN_stdfloat  x,
PN_stdfloat  y,
PN_stdfloat  z,
PN_stdfloat  h,
PN_stdfloat  p,
PN_stdfloat  r,
PN_stdfloat  sx,
PN_stdfloat  sy,
PN_stdfloat  sz 
)
inline

Completely replaces the transform with new translation, rotation, and scale components, relative to the other node.

Definition at line 948 of file nodePath.I.

References set_pos_hpr_scale().

◆ set_pos_hpr_scale() [4/4]

void NodePath::set_pos_hpr_scale ( const NodePath other,
const LVecBase3 &  pos,
const LVecBase3 &  hpr,
const LVecBase3 &  scale 
)

Completely replaces the transform with new translation, rotation, and scale components, relative to the other node, implicitly setting shear to 0.

Definition at line 1811 of file nodePath.cxx.

◆ set_pos_hpr_scale_shear() [1/2]

void NodePath::set_pos_hpr_scale_shear ( const LVecBase3 &  pos,
const LVecBase3 &  hpr,
const LVecBase3 &  scale,
const LVecBase3 &  shear 
)

Completely replaces the transform with new translation, rotation, scale, and shear components.

Definition at line 1267 of file nodePath.cxx.

◆ set_pos_hpr_scale_shear() [2/2]

void NodePath::set_pos_hpr_scale_shear ( const NodePath other,
const LVecBase3 &  pos,
const LVecBase3 &  hpr,
const LVecBase3 &  scale,
const LVecBase3 &  shear 
)

Completely replaces the transform with new translation, rotation, scale, and shear components, relative to the other node.

Definition at line 1839 of file nodePath.cxx.

◆ set_pos_quat() [1/2]

void NodePath::set_pos_quat ( const LVecBase3 &  pos,
const LQuaternion &  quat 
)

Sets the translation and rotation component of the transform, leaving scale untouched.

Definition at line 1201 of file nodePath.cxx.

Referenced by CConstrainPosHprInterval::priv_step().

◆ set_pos_quat() [2/2]

void NodePath::set_pos_quat ( const NodePath other,
const LVecBase3 &  pos,
const LQuaternion &  quat 
)

Sets the translation and rotation component of the transform, relative to the other node.

Definition at line 1741 of file nodePath.cxx.

◆ set_pos_quat_scale() [1/2]

void NodePath::set_pos_quat_scale ( const LVecBase3 &  pos,
const LQuaternion &  quat,
const LVecBase3 &  scale 
)

Replaces the translation, rotation, and scale components, implicitly setting shear to 0.

Definition at line 1254 of file nodePath.cxx.

◆ set_pos_quat_scale() [2/2]

void NodePath::set_pos_quat_scale ( const NodePath other,
const LVecBase3 &  pos,
const LQuaternion &  quat,
const LVecBase3 &  scale 
)

Completely replaces the transform with new translation, rotation, and scale components, relative to the other node, implicitly setting shear to 0.

Definition at line 1825 of file nodePath.cxx.

◆ set_pos_quat_scale_shear() [1/2]

void NodePath::set_pos_quat_scale_shear ( const LVecBase3 &  pos,
const LQuaternion &  quat,
const LVecBase3 &  scale,
const LVecBase3 &  shear 
)

Completely replaces the transform with new translation, rotation, scale, and shear components.

Definition at line 1280 of file nodePath.cxx.

◆ set_pos_quat_scale_shear() [2/2]

void NodePath::set_pos_quat_scale_shear ( const NodePath other,
const LVecBase3 &  pos,
const LQuaternion &  quat,
const LVecBase3 &  scale,
const LVecBase3 &  shear 
)

Completely replaces the transform with new translation, rotation, scale, and shear components, relative to the other node.

Definition at line 1853 of file nodePath.cxx.

◆ set_quat() [1/2]

void NodePath::set_quat ( const LQuaternion &  quat)

Sets the rotation component of the transform, leaving translation and scale untouched.

Definition at line 1070 of file nodePath.cxx.

Referenced by CConstrainHprInterval::priv_step().

◆ set_quat() [2/2]

void NodePath::set_quat ( const NodePath other,
const LQuaternion &  quat 
)

Sets the rotation component of the transform, relative to the other node.

Definition at line 1533 of file nodePath.cxx.

◆ set_quat_scale() [1/2]

void NodePath::set_quat_scale ( const LQuaternion &  quat,
const LVecBase3 &  scale 
)

Sets the rotation and scale components of the transform, leaving translation untouched.

Definition at line 1228 of file nodePath.cxx.

◆ set_quat_scale() [2/2]

void NodePath::set_quat_scale ( const NodePath other,
const LQuaternion &  quat,
const LVecBase3 &  scale 
)

Sets the rotation and scale components of the transform, leaving translation untouched.

This, or set_pos_quat_scale, is the preferred way to update a transform when both quat and scale are to be changed.

Definition at line 1794 of file nodePath.cxx.

◆ set_render_mode()

void NodePath::set_render_mode ( RenderModeAttrib::Mode  mode,
PN_stdfloat  thickness,
int  priority = 0 
)

Sets up the geometry at this level and below (unless overridden) to render in the specified mode and with the indicated line and/or point thickness.

Definition at line 4346 of file nodePath.cxx.

◆ set_render_mode_filled()

void NodePath::set_render_mode_filled ( int  priority = 0)

Sets up the geometry at this level and below (unless overridden) to render in filled (i.e.

not wireframe) mode.

Definition at line 4287 of file nodePath.cxx.

◆ set_render_mode_filled_wireframe()

void NodePath::set_render_mode_filled_wireframe ( const LColor &  wireframe_color,
int  priority = 0 
)

Sets up the geometry at this level and below (unless overridden) to render in filled, but overlay the wireframe on top with a fixed color.

This is useful for debug visualizations.

Definition at line 4300 of file nodePath.cxx.

Referenced by PandaFramework::set_highlight().

◆ set_render_mode_perspective()

void NodePath::set_render_mode_perspective ( bool  perspective,
int  priority = 0 
)

Sets up the point geometry at this level and below to render as perspective sprites (that is, billboarded quads).

The thickness, as specified with set_render_mode_thickness(), is the width of each point in 3-D units, unless it is overridden on a per-vertex basis. This does not affect geometry other than points.

If you want the quads to be individually textured, you should also set a TexGenAttrib::M_point_sprite on the node.

Definition at line 4318 of file nodePath.cxx.

◆ set_render_mode_thickness()

void NodePath::set_render_mode_thickness ( PN_stdfloat  thickness,
int  priority = 0 
)

Sets up the point geometry at this level and below to render as thick points (that is, billboarded quads).

The thickness is in pixels, unless set_render_mode_perspective is also true, in which case it is in 3-D units.

If you want the quads to be individually textured, you should also set a TexGenAttrib::M_point_sprite on the node.

Definition at line 4334 of file nodePath.cxx.

◆ set_render_mode_wireframe()

void NodePath::set_render_mode_wireframe ( int  priority = 0)

Sets up the geometry at this level and below (unless overridden) to render in wireframe mode.

Definition at line 4275 of file nodePath.cxx.

◆ set_sa()

void NodePath::set_sa ( PN_stdfloat  sa)
inline

Sets the alpha scale component of the transform.

Definition at line 1037 of file nodePath.I.

References get_color_scale(), and set_color_scale().

◆ set_sb()

void NodePath::set_sb ( PN_stdfloat  sb)
inline

Sets the blue scale component of the transform.

Definition at line 1026 of file nodePath.I.

References get_color_scale(), and set_color_scale().

◆ set_scale() [1/5]

void NodePath::set_scale ( PN_stdfloat  scale)
inline

Sets the scale component of the transform, leaving translation and rotation untouched.

Definition at line 675 of file nodePath.I.

Referenced by set_scale().

◆ set_scale() [2/5]

void NodePath::set_scale ( const LVecBase3 &  scale)

Sets the scale component of the transform, leaving translation and rotation untouched.

Definition at line 1091 of file nodePath.cxx.

◆ set_scale() [3/5]

void NodePath::set_scale ( const NodePath other,
PN_stdfloat  scale 
)
inline

Sets the scale component of the transform, relative to the other node.

Definition at line 863 of file nodePath.I.

◆ set_scale() [4/5]

void NodePath::set_scale ( const NodePath other,
PN_stdfloat  sx,
PN_stdfloat  sy,
PN_stdfloat  sz 
)
inline

Sets the scale component of the transform, relative to the other node.

Definition at line 871 of file nodePath.I.

References set_scale().

◆ set_scale() [5/5]

void NodePath::set_scale ( const NodePath other,
const LVecBase3 &  scale 
)

Sets the scale component of the transform, relative to the other node.

Definition at line 1575 of file nodePath.cxx.

◆ set_scissor() [1/5]

void NodePath::set_scissor ( PN_stdfloat  left,
PN_stdfloat  right,
PN_stdfloat  bottom,
PN_stdfloat  top 
)

Sets up a scissor region on the nodes rendered at this level and below.

The four coordinates are understood to define a rectangle in screen space. These numbers are relative to the current DisplayRegion, where (0,0) is the lower-left corner of the DisplayRegion, and (1,1) is the upper-right corner.

Definition at line 2709 of file nodePath.cxx.

References set_effect().

◆ set_scissor() [2/5]

void NodePath::set_scissor ( const LPoint3 &  a,
const LPoint3 &  b 
)

Sets up a scissor region on the nodes rendered at this level and below.

The two points are understood to be relative to this node. When these points are projected into screen space, they define the diagonally-opposite points that determine the scissor region.

Definition at line 2720 of file nodePath.cxx.

References set_effect().

◆ set_scissor() [3/5]

void NodePath::set_scissor ( const LPoint3 &  a,
const LPoint3 &  b,
const LPoint3 &  c,
const LPoint3 &  d 
)

Sets up a scissor region on the nodes rendered at this level and below.

The four points are understood to be relative to this node. When these points are projected into screen space, they define the bounding volume of the scissor region (the scissor region is the smallest onscreen rectangle that encloses all four points).

Definition at line 2732 of file nodePath.cxx.

References set_effect().

◆ set_scissor() [4/5]

void NodePath::set_scissor ( const NodePath other,
const LPoint3 &  a,
const LPoint3 &  b 
)

Sets up a scissor region on the nodes rendered at this level and below.

The two points are understood to be relative to the indicated other node. When these points are projected into screen space, they define the diagonally-opposite points that determine the scissor region.

Definition at line 2744 of file nodePath.cxx.

References set_effect().

◆ set_scissor() [5/5]

void NodePath::set_scissor ( const NodePath other,
const LPoint3 &  a,
const LPoint3 &  b,
const LPoint3 &  c,
const LPoint3 &  d 
)

Sets up a scissor region on the nodes rendered at this level and below.

The four points are understood to be relative to the indicated other node. When these points are projected into screen space, they define the bounding volume of the scissor region (the scissor region is the smallest onscreen rectangle that encloses all four points).

Definition at line 2756 of file nodePath.cxx.

References set_effect().

◆ set_sg()

void NodePath::set_sg ( PN_stdfloat  sg)
inline

Sets the alpha scale component of the transform.

Definition at line 1015 of file nodePath.I.

References get_color_scale(), and set_color_scale().

◆ set_shader_auto()

void NodePath::set_shader_auto ( BitMask32  shader_switch,
int  priority = 0 
)

overloaded for auto shader customization

Definition at line 3225 of file nodePath.cxx.

◆ set_shear() [1/4]

void NodePath::set_shear ( PN_stdfloat  shxy,
PN_stdfloat  shxz,
PN_stdfloat  shyz 
)
inline

Sets the shear component of the transform, leaving translation, rotation, and scale untouched.

Definition at line 704 of file nodePath.I.

Referenced by set_shear().

◆ set_shear() [2/4]

void NodePath::set_shear ( const LVecBase3 &  shear)

Sets the shear component of the transform, leaving translation and rotation untouched.

Definition at line 1139 of file nodePath.cxx.

◆ set_shear() [3/4]

void NodePath::set_shear ( const NodePath other,
PN_stdfloat  shxy,
PN_stdfloat  shxz,
PN_stdfloat  shyz 
)
inline

Sets the shear component of the transform, relative to the other node.

Definition at line 898 of file nodePath.I.

References set_shear().

◆ set_shear() [4/4]

void NodePath::set_shear ( const NodePath other,
const LVecBase3 &  shear 
)

Sets the shear component of the transform, relative to the other node.

Definition at line 1640 of file nodePath.cxx.

◆ set_sr()

void NodePath::set_sr ( PN_stdfloat  sr)
inline

Sets the red scale component of the transform.

Definition at line 1004 of file nodePath.I.

References get_color_scale(), and set_color_scale().

◆ set_state()

void NodePath::set_state ( const RenderState state,
Thread current_thread = Thread::get_current_thread() 
)
inline

Changes the complete state object on this node.

Definition at line 427 of file nodePath.I.

◆ set_tag()

void NodePath::set_tag ( const std::string &  key,
const std::string &  value 
)
inline

Associates a user-defined value with a user-defined key which is stored on the node.

This value has no meaning to Panda; but it is stored indefinitely on the node until it is requested again.

Each unique key stores a different string value. There is no effective limit on the number of different keys that may be stored or on the length of any one key's value.

Definition at line 1989 of file nodePath.I.

◆ set_tex_gen()

void NodePath::set_tex_gen ( TextureStage stage,
RenderAttrib::TexGenMode  mode,
const LTexCoord3 &  constant_value,
int  priority = 0 
)

Enables automatic texture coordinate generation for the indicated texture stage.

This version of this method is useful when setting M_constant, which requires a constant texture coordinate value.

Definition at line 3559 of file nodePath.cxx.

◆ set_tex_hpr() [1/4]

void NodePath::set_tex_hpr ( TextureStage stage,
PN_stdfloat  h,
PN_stdfloat  p,
PN_stdfloat  r 
)
inline

Sets a texture matrix on the current node to apply the indicated rotation, as a 3-D HPR, to UVW's for the given stage.

This call is appropriate for 3-d texture coordinates.

Definition at line 1426 of file nodePath.I.

Referenced by set_tex_hpr().

◆ set_tex_hpr() [2/4]

void NodePath::set_tex_hpr ( TextureStage stage,
const LVecBase3 &  hpr 
)
inline

Sets a texture matrix on the current node to apply the indicated rotation, as a 3-D HPR, to UVW's for the given stage.

This call is appropriate for 3-d texture coordinates.

Definition at line 1437 of file nodePath.I.

◆ set_tex_hpr() [3/4]

void NodePath::set_tex_hpr ( const NodePath other,
TextureStage stage,
PN_stdfloat  h,
PN_stdfloat  p,
PN_stdfloat  r 
)
inline

Sets a texture matrix on the current node to apply the indicated rotation, as a 3-D HPR, to UVW's for the given stage.

This call is appropriate for 3-d texture coordinates.

Definition at line 1643 of file nodePath.I.

References set_tex_hpr().

◆ set_tex_hpr() [4/4]

void NodePath::set_tex_hpr ( const NodePath other,
TextureStage stage,
const LVecBase3 &  hpr 
)
inline

Sets a texture matrix on the current node to apply the indicated rotation, as a 3-D HPR, to UVW's for the given stage.

This call is appropriate for 3-d texture coordinates.

Definition at line 1654 of file nodePath.I.

◆ set_tex_offset() [1/4]

void NodePath::set_tex_offset ( TextureStage stage,
PN_stdfloat  u,
PN_stdfloat  v 
)
inline

Sets a texture matrix on the current node to apply the indicated offset to UV's for the given stage.

This call is appropriate for ordinary 2-d texture coordinates.

Definition at line 1293 of file nodePath.I.

Referenced by set_tex_offset().

◆ set_tex_offset() [2/4]

void NodePath::set_tex_offset ( TextureStage stage,
const LVecBase2 &  uv 
)
inline

Sets a texture matrix on the current node to apply the indicated offset to UV's for the given stage.

This call is appropriate for ordinary 2-d texture coordinates.

Definition at line 1304 of file nodePath.I.

◆ set_tex_offset() [3/4]

void NodePath::set_tex_offset ( const NodePath other,
TextureStage stage,
PN_stdfloat  u,
PN_stdfloat  v 
)
inline

Sets a texture matrix on the current node to apply the indicated offset to UV's for the given stage.

This call is appropriate for ordinary 2-d texture coordinates.

Definition at line 1510 of file nodePath.I.

References set_tex_offset().

◆ set_tex_offset() [4/4]

void NodePath::set_tex_offset ( const NodePath other,
TextureStage stage,
const LVecBase2 &  uv 
)
inline

Sets a texture matrix on the current node to apply the indicated offset to UV's for the given stage.

This call is appropriate for ordinary 2-d texture coordinates.

Definition at line 1521 of file nodePath.I.

◆ set_tex_pos() [1/4]

void NodePath::set_tex_pos ( TextureStage stage,
PN_stdfloat  u,
PN_stdfloat  v,
PN_stdfloat  w 
)
inline

Sets a texture matrix on the current node to apply the indicated offset to UVW's for the given stage.

This call is appropriate for 3-d texture coordinates.

Definition at line 1402 of file nodePath.I.

Referenced by set_tex_pos().

◆ set_tex_pos() [2/4]

void NodePath::set_tex_pos ( TextureStage stage,
const LVecBase3 &  uvw 
)
inline

Sets a texture matrix on the current node to apply the indicated offset to UVW's for the given stage.

This call is appropriate for 3-d texture coordinates.

Definition at line 1413 of file nodePath.I.

◆ set_tex_pos() [3/4]

void NodePath::set_tex_pos ( const NodePath other,
TextureStage stage,
PN_stdfloat  u,
PN_stdfloat  v,
PN_stdfloat  w 
)
inline

Sets a texture matrix on the current node to apply the indicated offset to UVW's for the given stage.

This call is appropriate for 3-d texture coordinates.

Definition at line 1619 of file nodePath.I.

References set_tex_pos().

◆ set_tex_pos() [4/4]

void NodePath::set_tex_pos ( const NodePath other,
TextureStage stage,
const LVecBase3 &  uvw 
)
inline

Sets a texture matrix on the current node to apply the indicated offset to UVW's for the given stage.

This call is appropriate for 3-d texture coordinates.

Definition at line 1630 of file nodePath.I.

◆ set_tex_projector()

void NodePath::set_tex_projector ( TextureStage stage,
const NodePath from,
const NodePath to,
int  lens_index = 0 
)

Establishes a TexProjectorEffect on this node, which can be used to establish projective texturing (but see also the NodePath::project_texture() convenience function), or it can be used to bind this node's texture transform to particular node's position in space, allowing a LerpInterval (for instance) to adjust this node's texture coordinates.

If to is a LensNode, then the fourth parameter, lens_index, can be provided to select a particular lens to apply. Otherwise lens_index is not used.

Definition at line 3661 of file nodePath.cxx.

◆ set_tex_rotate() [1/2]

void NodePath::set_tex_rotate ( TextureStage stage,
PN_stdfloat  r 
)
inline

Sets a texture matrix on the current node to apply the indicated rotation, clockwise in degrees, to UV's for the given stage.

This call is appropriate for ordinary 2-d texture coordinates.

Definition at line 1317 of file nodePath.I.

◆ set_tex_rotate() [2/2]

void NodePath::set_tex_rotate ( const NodePath other,
TextureStage stage,
PN_stdfloat  r 
)
inline

Sets a texture matrix on the current node to apply the indicated rotation, clockwise in degrees, to UV's for the given stage.

This call is appropriate for ordinary 2-d texture coordinates.

Definition at line 1534 of file nodePath.I.

◆ set_tex_scale() [1/10]

void NodePath::set_tex_scale ( TextureStage stage,
PN_stdfloat  scale 
)
inline

Sets a texture matrix on the current node to apply the indicated scale to UVW's for the given stage.

This call is appropriate for 2-d or 3-d texture coordinates.

Definition at line 1330 of file nodePath.I.

Referenced by set_tex_scale().

◆ set_tex_scale() [2/10]

void NodePath::set_tex_scale ( TextureStage stage,
PN_stdfloat  su,
PN_stdfloat  sv 
)
inline

Sets a texture matrix on the current node to apply the indicated scale to UV's for the given stage.

This call is appropriate for ordinary 2-d texture coordinates.

Definition at line 1343 of file nodePath.I.

References set_tex_scale().

◆ set_tex_scale() [3/10]

void NodePath::set_tex_scale ( TextureStage stage,
const LVecBase2 &  scale 
)
inline

Sets a texture matrix on the current node to apply the indicated scale to UV's for the given stage.

This call is appropriate for ordinary 2-d texture coordinates.

Definition at line 1354 of file nodePath.I.

◆ set_tex_scale() [4/10]

void NodePath::set_tex_scale ( TextureStage stage,
PN_stdfloat  su,
PN_stdfloat  sv,
PN_stdfloat  sw 
)
inline

Sets a texture matrix on the current node to apply the indicated scale to UVW's for the given stage.

This call is appropriate for 3-d texture coordinates.

Definition at line 1450 of file nodePath.I.

References set_tex_scale().

◆ set_tex_scale() [5/10]

void NodePath::set_tex_scale ( TextureStage stage,
const LVecBase3 &  scale 
)
inline

Sets a texture matrix on the current node to apply the indicated scale to UVW's for the given stage.

This call is appropriate for 3-d texture coordinates.

Definition at line 1461 of file nodePath.I.

◆ set_tex_scale() [6/10]

void NodePath::set_tex_scale ( const NodePath other,
TextureStage stage,
PN_stdfloat  scale 
)
inline

Sets a texture matrix on the current node to apply the indicated scale to UV's for the given stage.

This call is appropriate for 2-d or 3-d texture coordinates.

Definition at line 1547 of file nodePath.I.

◆ set_tex_scale() [7/10]

void NodePath::set_tex_scale ( const NodePath other,
TextureStage stage,
PN_stdfloat  su,
PN_stdfloat  sv 
)
inline

Sets a texture matrix on the current node to apply the indicated scale to UV's for the given stage.

This call is appropriate for ordinary 2-d texture coordinates.

Definition at line 1560 of file nodePath.I.

References set_tex_scale().

◆ set_tex_scale() [8/10]

void NodePath::set_tex_scale ( const NodePath other,
TextureStage stage,
const LVecBase2 &  scale 
)
inline

Sets a texture matrix on the current node to apply the indicated scale to UV's for the given stage.

This call is appropriate for ordinary 2-d texture coordinates.

Definition at line 1571 of file nodePath.I.

◆ set_tex_scale() [9/10]

void NodePath::set_tex_scale ( const NodePath other,
TextureStage stage,
PN_stdfloat  su,
PN_stdfloat  sv,
PN_stdfloat  sw 
)
inline

Sets a texture matrix on the current node to apply the indicated scale to UVW's for the given stage.

This call is appropriate for 3-d texture coordinates.

Definition at line 1667 of file nodePath.I.

References set_tex_scale().

◆ set_tex_scale() [10/10]

void NodePath::set_tex_scale ( const NodePath other,
TextureStage stage,
const LVecBase3 &  scale 
)
inline

Sets a texture matrix on the current node to apply the indicated scale to UVW's for the given stage.

This call is appropriate for 3-d texture coordinates.

Definition at line 1678 of file nodePath.I.

◆ set_tex_transform()

void NodePath::set_tex_transform ( TextureStage stage,
const TransformState transform 
)

Sets the texture matrix on the current node to the indicated transform for the given stage.

Definition at line 3387 of file nodePath.cxx.

◆ set_texture() [1/4]

void NodePath::set_texture ( Texture tex,
int  priority = 0 
)

Adds the indicated texture to the list of textures that will be rendered on the default texture stage.

This is the convenience single-texture variant of this method; it is now superceded by set_texture() that accepts a stage and texture. You may use this method if you just want to adjust the default stage.

Definition at line 2871 of file nodePath.cxx.

Referenced by GraphicsOutput::get_texture_card().

◆ set_texture() [2/4]

void NodePath::set_texture ( TextureStage stage,
Texture tex,
int  priority = 0 
)

Adds the indicated texture to the list of textures that will be rendered on the indicated multitexture stage.

If there are multiple texture stages specified (possibly on multiple different nodes at different levels), they will all be applied to geometry together, according to the stage specification set up in the TextureStage object.

Definition at line 2885 of file nodePath.cxx.

◆ set_texture() [3/4]

void NodePath::set_texture ( Texture tex,
const SamplerState sampler,
int  priority = 0 
)

Adds the indicated texture to the list of textures that will be rendered on the default texture stage.

The given sampler state will override the sampling settings on the texture itself. Note that this method makes a copy of the sampler settings that you give; further changes to this object will not be reflected.

This is the convenience single-texture variant of this method; it is now superceded by set_texture() that accepts a stage and texture. You may use this method if you just want to adjust the default stage.

Definition at line 2917 of file nodePath.cxx.

◆ set_texture() [4/4]

void NodePath::set_texture ( TextureStage stage,
Texture tex,
const SamplerState sampler,
int  priority = 0 
)

Adds the indicated texture to the list of textures that will be rendered on the indicated multitexture stage.

If there are multiple texture stages specified (possibly on multiple different nodes at different levels), they will all be applied to geometry together, according to the stage specification set up in the TextureStage object.

The given sampler state will override the sampling settings on the texture itself. Note that this method makes a copy of the sampler settings that you give; further changes to this object will not be reflected.

Definition at line 2935 of file nodePath.cxx.

◆ set_texture_off() [1/2]

void NodePath::set_texture_off ( int  priority = 0)

Sets the geometry at this level and below to render using no texture, on any stage.

This is different from not specifying a texture; rather, this specifically contradicts set_texture() at a higher node level (or, with a priority, overrides a set_texture() at a lower level).

Definition at line 2961 of file nodePath.cxx.

Referenced by WindowFramework::set_texture().

◆ set_texture_off() [2/2]

void NodePath::set_texture_off ( TextureStage stage,
int  priority = 0 
)

Sets the geometry at this level and below to render using no texture, on the indicated stage.

This is different from not specifying a texture; rather, this specifically contradicts set_texture() at a higher node level (or, with a priority, overrides a set_texture() at a lower level).

Definition at line 2973 of file nodePath.cxx.

◆ set_transform()

void NodePath::set_transform ( const TransformState transform,
Thread current_thread = Thread::get_current_thread() 
)
inline

Changes the complete transform object on this node.

Definition at line 565 of file nodePath.I.

Referenced by clear_transform(), and PhysxActor::update_transform().

◆ set_transparency()

void NodePath::set_transparency ( TransparencyAttrib::Mode  mode,
int  priority = 0 
)

Specifically sets or disables transparent rendering mode on this particular node.

If no other nodes override, this will cause items with a non-1 value for alpha color to be rendered partially transparent.

Definition at line 4836 of file nodePath.cxx.

◆ set_two_sided()

void NodePath::set_two_sided ( bool  two_sided,
int  priority = 0 
)

Specifically sets or disables two-sided rendering mode on this particular node.

If no other nodes override, this will cause backfacing polygons to be drawn (in two-sided mode, true) or culled (in one-sided mode, false).

Definition at line 4430 of file nodePath.cxx.

Referenced by WindowFramework::get_render(), WindowFramework::get_render_2d(), WindowFramework::set_two_sided(), FrameRateMeter::setup_window(), and SceneGraphAnalyzerMeter::setup_window().

◆ show() [1/2]

void NodePath::show ( )
inline

Undoes the effect of a previous hide() on this node: makes the referenced node (and the entire subgraph below this node) visible to all cameras.

This will not reveal the node if a parent node has been hidden.

Definition at line 1788 of file nodePath.I.

Referenced by ShowInterval::priv_instant(), HideInterval::priv_reverse_instant(), and PandaFramework::show_collision_solids().

◆ show() [2/2]

void NodePath::show ( DrawMask  camera_mask)
inline

Makes the referenced node visible just to the cameras whose camera_mask shares the indicated bits.

This undoes the effect of a previous hide() call. It will not reveal the node if a parent node has been hidden. However, see show_through().

Definition at line 1801 of file nodePath.I.

◆ show_bounds()

void NodePath::show_bounds ( )

Causes the bounding volume of the bottom node and all of its descendants (that is, the bounding volume associated with the the bottom arc) to be rendered, if possible.

The rendering method is less than optimal; this is intended primarily for debugging.

Definition at line 5340 of file nodePath.cxx.

Referenced by PandaFramework::set_highlight().

◆ show_through() [1/2]

void NodePath::show_through ( )
inline

Makes the referenced node visible just to the cameras whose camera_mask shares the indicated bits.

Unlike show(), this will reveal the node even if a parent node has been hidden, thus "showing through" a parent's hide().

Definition at line 1815 of file nodePath.I.

◆ show_through() [2/2]

void NodePath::show_through ( DrawMask  camera_mask)
inline

Makes the referenced node visible just to the cameras whose camera_mask shares the indicated bits.

Unlike show(), this will reveal the node even if a parent node has been hidden via the one-parameter hide() method, thus "showing through" a parent's hide(). (However, it will not show through a parent's hide() call if the no-parameter form of hide() was used.)

Definition at line 1830 of file nodePath.I.

◆ show_tight_bounds()

void NodePath::show_tight_bounds ( )

Similar to show_bounds(), this draws a bounding box representing the "tight" bounds of this node and all of its descendants.

The bounding box is recomputed every frame by reexamining all of the vertices; this is far from efficient, but this is intended for debugging.

Definition at line 5352 of file nodePath.cxx.

◆ stash()

void NodePath::stash ( int  sort = 0,
Thread current_thread = Thread::get_current_thread() 
)

Removes the referenced node (and the entire subgraph below this node) from the scene graph in any normal sense.

The node will no longer be visible and is not tested for collisions; furthermore, no normal scene graph traversal will visit the node. The node's bounding volume no longer contributes to its parent's bounding volume.

A stashed node cannot be located by a normal find() operation (although a special find string can still retrieve it).

Definition at line 5123 of file nodePath.cxx.

◆ stash_to()

void NodePath::stash_to ( const NodePath other,
int  sort = 0,
Thread current_thread = Thread::get_current_thread() 
)

Similar to reparent_to(), but the node is added to its new parent's stashed list, so that the result is equivalent to calling reparent_to() immediately followed by stash().

Definition at line 412 of file nodePath.cxx.

◆ unify_texture_stages()

void NodePath::unify_texture_stages ( TextureStage stage)

Searches through all TextureStages at this node and below.

Any TextureStages that share the same name as the indicated TextureStage object are replaced with this object, thus ensuring that all geometry at this node and below with a particular TextureStage name is using the same TextureStage object.

Definition at line 4011 of file nodePath.cxx.

◆ unstash()

void NodePath::unstash ( int  sort = 0,
Thread current_thread = Thread::get_current_thread() 
)

Undoes the effect of a previous stash() on this node: makes the referenced node (and the entire subgraph below this node) once again part of the scene graph.

Definition at line 5140 of file nodePath.cxx.

Referenced by unstash_all().

◆ unstash_all()

void NodePath::unstash_all ( Thread current_thread = Thread::get_current_thread())

Unstashes this node and all stashed child nodes.

Definition at line 5155 of file nodePath.cxx.

References find_all_matches(), NodePathCollection::unstash(), and unstash().

◆ verify_complete()

bool NodePath::verify_complete ( Thread current_thread = Thread::get_current_thread()) const

Returns true if all of the nodes described in the NodePath are connected, or false otherwise.

Definition at line 5239 of file nodePath.cxx.

References is_empty().

◆ write_bam_file()

bool NodePath::write_bam_file ( const Filename filename) const

Writes the contents of this node and below out to a bam file with the indicated filename.

This file may then be read in again, as is, at some later point. Returns true if successful, false on some kind of error.

Definition at line 5601 of file nodePath.cxx.

◆ write_bam_stream()

bool NodePath::write_bam_stream ( std::ostream &  out) const

Writes the contents of this node and below out to the indicated stream.

Definition at line 5625 of file nodePath.cxx.

◆ write_bounds()

void NodePath::write_bounds ( std::ostream &  out) const

Writes a description of the bounding volume containing the bottom node and all of its descendants to the indicated output stream.

Definition at line 5399 of file nodePath.cxx.

◆ write_datagram()

void NodePath::write_datagram ( BamWriter manager,
Datagram dg 
) const

Writes the contents of this object to the datagram for shipping out to a Bam file.

Definition at line 6702 of file nodePath.cxx.

References is_empty(), and BamWriter::write_pointer().

Referenced by ParamNodePath::write_datagram(), BillboardEffect::write_datagram(), and CompassEffect::write_datagram().

◆ wrt_reparent_to()

void NodePath::wrt_reparent_to ( const NodePath other,
int  sort = 0,
Thread current_thread = Thread::get_current_thread() 
)

This functions identically to reparent_to(), except the transform on this node is also adjusted so that the node remains in the same place in world coordinates, even if it is reparented into a different coordinate system.

Definition at line 433 of file nodePath.cxx.

Member Data Documentation

◆ get_ancestor

NodePath NodePath::get_ancestor

Returns the nth ancestor of the path, where 0 is the NodePath itself and get_num_nodes() - 1 is get_top().

This requires iterating through the path.

Also see get_node(), which returns the same thing as a PandaNode pointer, not a NodePath.

Definition at line 209 of file nodePath.h.

◆ get_children

NodePathCollection NodePath::get_children

Returns the set of all child nodes of the referenced node.

Definition at line 235 of file nodePath.h.

◆ get_error_type

NodePath::ErrorType NodePath::get_error_type
inline

If is_empty() is true, this returns a code that represents the reason why the NodePath is empty.

Definition at line 213 of file nodePath.h.

Referenced by MeshDrawer::begin(), MeshDrawer::geometry(), and MeshDrawer::link_segment().

◆ get_name

std::string NodePath::get_name
inline

Returns the name of the referenced node.

Definition at line 946 of file nodePath.h.

Referenced by CConstrainPosInterval::priv_step(), CConstrainHprInterval::priv_step(), and CConstrainPosHprInterval::priv_step().

◆ get_net_tag

std::string NodePath::get_net_tag
inline

Returns the tag value that has been defined on this node, or the nearest ancestor node, for the indicated key.

If no value has been defined for the indicated key on any ancestor node, returns the empty string. See also get_tag().

Definition at line 923 of file nodePath.h.

◆ get_node

PandaNode * NodePath::get_node

Returns the nth node of the path, where 0 is the referenced (bottom) node and get_num_nodes() - 1 is the top node.

This requires iterating through the path.

Also see node(), which is a convenience function to return the same thing as get_node(0) (since the bottom node is the most important node in the NodePath, and is the one most frequently referenced).

Note that this function returns the same thing as get_ancestor(index).node().

Definition at line 206 of file nodePath.h.

◆ get_num_nodes

int NodePath::get_num_nodes

Returns the number of nodes in the path.

Definition at line 206 of file nodePath.h.

◆ get_parent

NodePath NodePath::get_parent
inline

Returns the NodePath to the parent of the referenced node: that is, this NodePath, shortened by one node.

The parent of a singleton NodePath is defined to be the empty NodePath.

Definition at line 244 of file nodePath.h.

Referenced by find_net_tag(), reverse_ls(), and MultitexReducer::scan().

◆ get_sort

int NodePath::get_sort

Returns the sort value of the referenced node within its parent; that is, the sort number passed on the last reparenting operation for this node.

This will control the position of the node within its parent's list of children.

Definition at line 245 of file nodePath.h.

◆ get_stashed_children

NodePathCollection NodePath::get_stashed_children

Returns the set of all child nodes of the referenced node that have been stashed.

These children are not normally visible on the node, and do not appear in the list returned by get_children().

Definition at line 236 of file nodePath.h.

◆ has_net_tag

bool NodePath::has_net_tag
inline

Returns true if the indicated tag value has been defined on this node or on any ancestor node, or false otherwise.

See also has_tag().

Definition at line 923 of file nodePath.h.

◆ has_parent

bool NodePath::has_parent
inline

Returns true if the referenced node has a parent; i.e.

the NodePath chain contains at least two nodes.

Definition at line 244 of file nodePath.h.

Referenced by reverse_ls().

◆ set_name

void NodePath::set_name
inline

Changes the name of the referenced node.

Definition at line 946 of file nodePath.h.


The documentation for this class was generated from the following files: