Node
Wyliczenia
Enumerations Node klasa reprezentuje nazwany element w Aspose.3D grafie sceny. Każdy węzeł może pomieścić jeden Entity (takim jak a Mesh, Camera, lub Light), utrzymuje relacje rodzic‑dziecko z innymi węzłami i posiada lokalną transformację. Węzły są podstawowym sposobem organizacji obiektów 3D w hierarchii sceny.
using Aspose.ThreeD;
var scene = new Scene();
// Access the root node
Node root = scene.RootNode;
// Create a child node
Node child = root.CreateChildNode("my_node");
// Iterate child nodes
foreach (var node in root.ChildNodes)
{
Console.WriteLine(node.Name);
}Wyliczenia
| Name | Type | Access | Description |
|---|---|---|---|
AssetInfo | AssetInfo? | Read/Write | Gets or sets the asset info. |
Visible | bool | Read/Write | Gets or sets the visible. |
ChildNodes | IList<Node> | Read | Gets the child nodes. |
Entity | Entity? | Read/Write | Gets or sets the entity. |
Excluded | bool | Read/Write | Gets or sets the excluded. |
Entities | IList<Entity> | Read | Gets the entities. |
MetaDatas | IList<CustomObject> | Read | Gets the meta datas. |
Materials | IList<Shading.Material> | Read | Gets the materials. |
Material | Shading.Material? | Read/Write | Gets or sets the material. |
ParentNode | Node? | Read/Write | Gets or sets the parent node. |
Transform | Transform | Read | Gets the transform. |
GlobalTransform | GlobalTransform | Read | Gets the global transform. |
Scene | Scene | Read | Gets the scene. |
Name | string | Read/Write | Gets or sets the name. |
Properties | PropertyCollection | Read | Gets the properties. |
Wyliczenia
| Signature | Description |
|---|---|
Node() | Creates a node with name and attaches the given entity |
Node(name: string) | |
Node(name: string, entity: Entity) | |
CreateChildNode() | Creates a child node |
CreateChildNode(nodeName: string) | Creates a child node |
CreateChildNode(entity: Entity) | Creates a child node |
CreateChildNode(nodeName: string, entity: Entity) | Creates a child node |
CreateChildNode(nodeName: string, entity: Entity, material: Shading.Material) | Creates a child node |
AddChildNode(node: Node) | Add a child node to this node |
AddEntity(entity: Entity) | Add an entity to the node. |
Merge(node: Node) | Detach everything under the node and attach them to current node. |
EvaluateGlobalTransform(withGeometricTransform: bool) | Evaluate the global transform, include the geometric transform or not. |
GetChild(index: int) | Gets the child node at specified index. |
GetChild(nodeName: string) | Gets the child node at specified index. |
Accept(visitor: NodeVisitor) | Walks through all descendant nodes(including the current node) and call the visitor with the node. Visitor can break the walk-through by returning false |
GetBoundingBox() | Calculate the bounding box of the node |
SelectSingleObject(path: string) | Select single object under current node using XPath-like query syntax. |
SelectObjects(path: string) | Select multiple objects under current node using XPath-like query syntax. |
ToString() | Gets the string representation of this node. |
SceneObject(name: string) | |
A3DObject() | |
RemoveProperty(property: Property) | Removes a dynamic property. |
GetProperty(property: string) | Get the value of specified property |
SetProperty(property: string, value: object?) | Sets the value of specified property |
FindProperty(propertyName: string) | Finds the property. It can be a dynamic property (Created by CreateDynamicProperty/SetProperty) or native property(Identified by its name) |
Wyliczenia
using Aspose.ThreeD;
using Aspose.ThreeD.Entities;
var scene = new Scene();
// Build a hierarchy with entities
var parent = scene.RootNode.CreateChildNode("Parent");
parent.Transform.Translation = new FVector3(10, 0, 0);
var box = new Box(2, 2, 2);
var child = parent.CreateChildNode("BoxChild", box);
child.Transform.Translation = new FVector3(5, 0, 0);
scene.Save("hierarchy.gltf");