RenderNode

lumin. RenderNode

RenderNode - An abstract class representing a renderable object. Any node that renders a model or quad
should derive from this.

Constructor

new RenderNode()

Extends

Methods

addChild(a_pChild) → {boolean}

Inherited From:

Adds a child to the current Node, removing it from its current parent.

A child can only have a single Parent

Parameters:
Name Type Description
a_pChild lumin.Node

The Node to add as a child to this Node.

Returns:

true if successful, false if failed

Type
boolean

addMoveCallback(trackopt)

Inherited From:

Adds a client-side callback event to the move list. When the event is reached during the
animation playback, the ServerEventCallback function set in Client will be called
with an event TransformAnimationEventData.

Parameters:
Name Type Attributes Default Description
track number <optional>
0

addToLayer(a_layer)

Inherited From:

Adds this node to the specified node layer. Nodes can be members of multiple layers.

Parameters:
Name Type Description
a_layer number

delayMove(durationSecs, trackopt)

Inherited From:

Adds a delay to the current move sequence.

Parameters:
Name Type Attributes Default Description
durationSecs number

How long to delay, in seconds.

track number <optional>
0

which animation track to add the delay to.

enableVisualState(value)

Enable//Disable the Prism Visual state changes

Parameters:
Name Type Description
value boolean

Enable/Disable the state changing

findChild(name) → {lumin.Node}

Inherited From:

Find the first named child in the node hierarchy, including this Node.

Does a breadth-first search of the child node hierarchy
for the specified named Node and will return the first encountered match,
or nullptr if no named Node found.

Parameters:
Name Type Description
name string

The name to search for.

Returns:
Type
lumin.Node

findChildren(a_type, a_bExactTypeopt, a_bIncludeSelfopt) → {Array.<lumin.Node>}

Inherited From:

Does a breadth-first search of the child node hierarchy
for the specified Node type.

Parameters:
Name Type Attributes Default Description
a_type number

The type of Node to find in the child hierarchy.

a_bExactType boolean <optional>
false

Flag to indicate if the child node must be the exact type or can be derived from the type (default false).

a_bIncludeSelf boolean <optional>
false

Flag to indicate if the search should include this Node (default false).

Returns:

A vector of Node pointers containing the results.

Type
Array.<lumin.Node>

findParent(a_type, a_bExactTypeopt) → {lumin.Node}

Inherited From:

Searches up the tree parentage for the specific Node type.

Parameters:
Name Type Attributes Default Description
a_type number

The type of Node to find in the parent hierarchy.

a_bExactType boolean <optional>
false

Flag to indicate if the parent node must be the exact type or can be derived from the type (default false).

Returns:

The parent node, if found, null if not found.

Type
lumin.Node

getAABB() → {lumin.math.AABB}

Inherited From:

Get the AABB of this Node's full hierarchy, including all descendants,
with all Node transforms applied.

The returned AABB encompasses this Node and all descendant Nodes
and is aligned to the coordinate system the Node resides within,
i.e. the Node's parent coordinate system.
Note, the returned AABB is not guaranteed to be the minimal,
tightest fitting AABB to encompass the Node's descendant hierarchy,
but it will fully enlose the Node's hierarchy.

Returns:

The bounding box

Type
lumin.math.AABB

getAnchorPosition() → {vec3}

Inherited From:

Returns the anchor position of the node.

Returns:

The anchor position.

Type
vec3

getChild(a_iIndex) → {lumin.Node}

Inherited From:

Gets the n'th child from this Node's children

Parameters:
Name Type Description
a_iIndex number

The index of the child.

Returns:

Child Node

Type
lumin.Node

getChildCount() → {number}

Inherited From:

Gets the number of immediate children this Node has

Returns:

Count of immediate child Nodes

Type
number

getColor() → {vec4}

Get the custom color, which is by default white: { 1, 1, 1, 1 }.

Returns:

The color.

Type
vec4

getCurrentPrismTransform() → {mat4}

Inherited From:

Get the Cached Prism Transform of this Node

Returns:

Transform Matrix

Type
mat4

getCurrentWorldTransform() → {mat4}

Inherited From:

Get the Cached World Transform of this Node

Returns:

Transform Matrix

Type
mat4

getCursorHoverState() → {lumin.CursorHoverState}

Inherited From:

Get the cursor hover state for this Node.

Returns:

the cursor state.

Type
lumin.CursorHoverState

getLocalAABB() → {lumin.math.AABB}

Inherited From:

Get the local AABB of this Node only, not including children,
aligned to this Node's local coordinate system.

A local AABB of math::AABB::EMPTY indicates the Node either
has no visual information or that local AABB is not supported
for the Node.

Note: The local AABB for ModelNodes is currently not supported
and will report math::AABB::EMPTY.

Returns:

The bounding box.

Type
lumin.math.AABB

getLocalPosition() → {vec3}

Inherited From:

Get the Local Position of this Node

Returns:

Position

Type
vec3

getLocalRotation() → {quat}

Inherited From:

Get the Local Rotation of this Node

Returns:

Rotation

Type
quat

getLocalScale() → {vec3}

Inherited From:

Get the Local Scale of this Node

Returns:

Scale

Type
vec3

getLocalTransform() → {mat4}

Inherited From:

Get the Local Transform of this Node

Returns:

Transform Matrix

Type
mat4

getName() → {string}

Inherited From:

Get the name of the Node.

This call returns EMPTY_STRING if the Node's
name has not been set.

Returns:

The name of the Node, if set.

Type
string

getNodeId() → {number}

Inherited From:

Gets the Node Id of this Node

Every Node is assigned a unique ID per Prism

Returns:

Node id of the current Node

Type
number

getParent() → {lumin.Node}

Inherited From:

Gets this Node's immediate parent

Returns:

Parent Node, nullptr = no parent

Type
lumin.Node

getParentedBoneName() → {string}

Inherited From:

When parented to a parents bone with setParentedBoneName

Returns:

Parents bone name we are attached to

Type
string

getPrismId() → {number}

Inherited From:

Returns the id of the prism the node belongs to.

Returns:

the prism id (0 = invalid prism)

Type
number

getPrismPosition() → {vec3}

Inherited From:

Get the Prism Position of this Node

Returns:

Position

Type
vec3

getRenderingLayer() → {number}

Get the rendering layer of this node.

Returns:

: the uint16_t value of the layer.

Type
number

getRigidBody() → {lumin.PhysicsRigidBody}

Inherited From:

Returns the PhysicsRigidBody attached to the node, if the node is participating in the physics
system.

Returns:

the rigid body

Type
lumin.PhysicsRigidBody

getRoot() → {lumin.RootNode}

Inherited From:

Gets the root node of the node tree this node belongs to.

Returns:

The root node, or nullptr if none.

Type
lumin.RootNode

getShader() → {lumin.utils.ShaderType}

Returns shader type that is currently used

Returns:
Type
lumin.utils.ShaderType

getWorldPosition() → {vec3}

Inherited From:

Get the World Position of this Node

Returns:

Position

Type
vec3

isDrmContent() → {boolean}

Check if this Render Node is marked for DRM

Returns:

True = Marked as DRM Content

Type
boolean

isInLayer(a_layer) → {boolean}

Inherited From:

Checks to see if node subscribes to the specified node layer.

Parameters:
Name Type Description
a_layer number

The layer to test if this node is a member of.

Returns:

True if this node subscribes to the specified layer.

Type
boolean

isInSubtree(pParent) → {boolean}

Inherited From:

Determines if this Node is within the subtree.

Parameters:
Name Type Description
pParent lumin.Node
Returns:

true if this Node is within the subtree, false if not.

Type
boolean

isSkipRaycast() → {boolean}

Inherited From:

Returns the skip raycast state of the node.

Returns:

True if the node is skipped during raycasting.

Type
boolean

isTriggerable() → {boolean}

Inherited From:

Returns true if this node should handle trigger presses directly.

Returns:

true if this node will handle trigger presses directly when focused,
false if trigger press will instead enter prism placement mode.

Type
boolean

isVisibilityInherited() → {boolean}

Inherited From:

Returns whether this Node's visibility is inherited by its children or not.

Returns:

True if the Node's visiblity is inherited.

Type
boolean

isVisible() → {boolean}

Inherited From:

Returns the visibility state of the node. Note that only the local state is checked, the
effect of a parent's visibility is ignored.

Returns:

True if the Node is visible.

Type
boolean

isVisibleInPrism() → {boolean}

Inherited From:

Returns the visibility of the Node in the hierarchy based on self visibility and any
potential inherited visibility.

Returns:

True if the Node is visible in the Prism.

Type
boolean

removeChild(a_pChild)

Inherited From:

Remove a child from the current Node

Parameters:
Name Type Description
a_pChild lumin.Node

The child Node to remove.

removeFromLayer(a_layer)

Inherited From:

Removes this node from the specified node layer.

Parameters:
Name Type Description
a_layer number

The layer this node will be removed from.

setAnchorPosition(a_position)

Inherited From:

Sets the anchor position of the Node's transform. Rotations, scaling, and translations of the
transform will take place around this point. Changing the anchor point will recalculate
the transform to the new anchor point.

Parameters:
Name Type Description
a_position vec3

Anchor position. This is relative to the default 0,0,0 position of the
transform.

setBackFaceCulls(a_on, a_renderStateIndexopt)

Sets the back-face-cull setting for one or more render states.

Parameters:
Name Type Attributes Default Description
a_on boolean

The desired flag setting.

a_renderStateIndex number <optional>
-1

The index of the corresponding render state whose
flag will be changed. Note that the default value
will cause all states to have the required setting.

setBlooms(a_on, a_renderStateIndexopt)

Flags whether or not the indicated render state will bloom

Parameters:
Name Type Attributes Default Description
a_on boolean

The desired flag setting.

a_renderStateIndex number <optional>
-1

The index of the corresponding render state whose
flag will be changed. Note that the default value
will cause all states to have the required setting.

setBloomStrength(a_bloomStrength)

Set Bloom strength for this Render Node. If a material exists, the material bloom
will superseed this value. By Default the Bloom Strength is 0 for this node.

Parameters:
Name Type Description
a_bloomStrength number

the Bloom Strength

setCastsShadows(a_on, a_renderStateIndexopt)

Flags whether or not the indicated render state will cast shadows.

Parameters:
Name Type Attributes Default Description
a_on boolean

The desired flag setting.

a_renderStateIndex number <optional>
-1

The index of the corresponding render state whose
flag will be changed. Note that the default value
will cause all states to have the required setting.

setColor(a_color)

Sets the color to be used for every sub mesh within the render node.

Parameters:
Name Type Description
a_color vec4

The color to be used for every sub mesh within the render node.

setCursorHoverState(state)

Inherited From:

Set the cursor hover state for this Node.

Setting this will set the cursor state when this Node
or any descendant Nodes, that are not explicitly set,
are hovered over.

Parameters:
Name Type Description
state lumin.CursorHoverState

The cursor state

setDrmContent(a_on)

Flags If this renderable node is using DRM Content

Parameters:
Name Type Description
a_on boolean

The desired flag setting.

setFrontFaceCulls(a_on, a_renderStateIndexopt)

Sets the front-face-cull setting for one or more render states.

Parameters:
Name Type Attributes Default Description
a_on boolean

The desired flag setting.

a_renderStateIndex number <optional>
-1

The index of the corresponding render state whose
flag will be changed. Note that the default value
will cause all states to have the required setting.

setIsOpaque(a_on, a_renderStateIndexopt)

Sets the opacity setting for one or more render states.

Parameters:
Name Type Attributes Default Description
a_on boolean

The desired flag setting.

a_renderStateIndex number <optional>
-1

The index of the corresponding render state whose
flag will be changed. Note that the default value
will cause all states to have the required setting.

setIsUI(a_on, a_renderStateIndexopt)

Sets if this should be rendered on the UI Layer.
Note: UI Layer is always rendered on top of everything else.

Parameters:
Name Type Attributes Default Description
a_on boolean

The desired flag setting.

a_renderStateIndex number <optional>
-1

The index of the corresponding render state whose
flag will be changed. Note that the default value
will cause all states to have the required setting.

setLocalPosition(aPos)

Inherited From:

Set the local position of this Node

Parameters:
Name Type Description
aPos vec3

new position

setLocalRotation(aRot)

Inherited From:

Set the local rotation of this Node

Parameters:
Name Type Description
aRot quat

new rotation

setLocalScale(aScale)

Inherited From:

Set the local scale of this Node

Parameters:
Name Type Description
aScale vec3

new scale

setLocalTransform(aTransform)

Inherited From:

Set the local transform of this Node

Parameters:
Name Type Description
aTransform mat4

transform matrix

setName(a_name) → {boolean}

Inherited From:

Set the name of the Node

By default a Node has no name.

Parameters:
Name Type Description
a_name string

The new name of the Node.

Returns:

true if the name of the Node was successfully set, false otherwise.

Type
boolean

setParentedBoneName(a_boneName) → {boolean}

Inherited From:

Set the bone in the parent by name that this child will attach to
This node must have a parent and the parent must be of type ModelNode.

Parameters:
Name Type Description
a_boneName string

bone name to attach to

Returns:

true if successful, false if failed

Type
boolean

setPushesStencil(a_on, a_renderStateIndexopt)

Sets the stencil push setting for one or more render states.

Parameters:
Name Type Attributes Default Description
a_on boolean

The desired flag setting.

a_renderStateIndex number <optional>
-1

The index of the corresponding render state whose
flag will be changed. Note that the default value
will cause all states to have the required setting.

setReadsClip(a_on, a_renderStateIndexopt)

Sets the clip read setting for one or more render states.

Parameters:
Name Type Attributes Default Description
a_on boolean

The desired flag setting.

a_renderStateIndex number <optional>
-1

The index of the corresponding render state whose
flag will be changed. Note that the default value
will cause all states to have the required setting.

setReadsDepth(a_on, a_renderStateIndexopt)

Sets the depth read setting for one or more render states.

Parameters:
Name Type Attributes Default Description
a_on boolean

The desired flag setting.

a_renderStateIndex number <optional>
-1

The index of the corresponding render state whose
flag will be changed. Note that the default value
will cause all states to have the required setting.

setReceivesLight(a_on, a_renderStateIndexopt)

Flags whether or not the indicated render state will receive light.

Parameters:
Name Type Attributes Default Description
a_on boolean

The desired flag setting.

a_renderStateIndex number <optional>
-1

The index of the corresponding render state whose
flag will be changed. Note that the default value
will cause all states to have the required setting.

setReceivesShadows(a_on, a_renderStateIndexopt)

Flags whether or not the indicated render state will receive shadows.

Parameters:
Name Type Attributes Default Description
a_on boolean

The desired flag setting.

a_renderStateIndex number <optional>
-1

The index of the corresponding render state whose
flag will be changed. Note that the default value
will cause all states to have the required setting.

setRenderingLayer(a_renderLayer)

Parameters:
Name Type Description
a_renderLayer number

setRenderingLayer(a_renderLayer)

Set Custom RenderLayer on which this renderNode will be rendered.

Parameters:
Name Type Description
a_renderLayer lumin.render.RenderingLayer

Of type uint16_t. Value will be clamped to kRenderingLayerMAX = 999, if more.

Note: Please use, "render::RenderingLayer" enum to set layers.
for eg. RenderNode->setRenderingLayer(render::RenderingLayer::kHUDLayer);
or you can also send in the layer value as well
eg. RenderNode->setRenderingLayer(static_cast<uint16_t>(render::RenderingLayer::kHUDLayer));

You can also create your own custom layering by using existing layers and your own.
eg. uint16_t customHUDLayer1 = static_cast<uint16_t>(render::RenderingLayer::kHUDLayer) + 1;
uint16_t customHUDLayer2 = static_cast<uint16_t>(render::RenderingLayer::kHUDLayer) + 2;
uint16_t customHUDLayer3 = static_cast<uint16_t>(render::RenderingLayer::kHUDLayer) + 3;

setShader(a_shaderType)

Sets the shader to be used for every sub mesh within the model.

Parameters:
Name Type Description
a_shaderType lumin.utils.ShaderType

The shader type to be used for every sub mesh within the model.

setSkipRaycast(a_skipRaycast, a_propagateToChildrenopt)

Inherited From:

Sets the skip raycast state of the node.

Parameters:
Name Type Attributes Default Description
a_skipRaycast boolean

Raycast skip flag.

a_propagateToChildren boolean <optional>
false

Flag to also set the raycast state of any children

setTriggerable(a_triggerable)

Inherited From:

Sets whether this node should handle trigger presses directly.

Parameters:
Name Type Description
a_triggerable boolean

true if this node should handle trigger presses directly when focused,
false if trigger press should instead enter prism placement mode.

setVisibilityInherited(a_inherit)

Inherited From:

Flags that the visibility state of this node should be inherited by its children. This does
not change a child's visibility set by setVisible. A visibility of false will take precedence
over a visibility of true. The tables below show the draw result for various combinations of
node visibility and inheritance.

         visible     inherit     drawn
node  :   false       true        no
child :   true          x         no

         visible     inherit     drawn
node  :   false       false       no
child :   true          x         yes

         visible     inherit     drawn
node  :   true        true        yes
child :   false         x         no

         visible     inherit     drawn
node  :   true        false       yes
child :   false         x         no
Parameters:
Name Type Description
a_inherit boolean

Flag that this node's children should inherit its visibility.

setVisible(a_visible, a_propagateToChildrenopt)

Inherited From:

Sets the visibility state of the node.

Parameters:
Name Type Attributes Default Description
a_visible boolean

Visibility flag

a_propagateToChildren boolean <optional>
false

Flag to also set the visibility state of any children

setWritesColor(a_on, a_renderStateIndexopt)

Sets the color write setting for one or more render states.

Parameters:
Name Type Attributes Default Description
a_on boolean

The desired flag setting.

a_renderStateIndex number <optional>
-1

The index of the corresponding render state whose
flag will be changed. Note that the default value
will cause all states to have the required setting.

setWritesDepth(a_on, a_renderStateIndexopt)

Sets the depth write setting for one or more render states.

Parameters:
Name Type Attributes Default Description
a_on boolean

The desired flag setting.

a_renderStateIndex number <optional>
-1

The index of the corresponding render state whose
flag will be changed. Note that the default value
will cause all states to have the required setting.

setWritesStencil(a_on, a_renderStateIndexopt)

Sets the stencil write setting for one or more render states.

Parameters:
Name Type Attributes Default Description
a_on boolean

The desired flag setting.

a_renderStateIndex number <optional>
-1

The index of the corresponding render state whose
flag will be changed. Note that the default value
will cause all states to have the required setting.

stopTransformAnimations()

Inherited From:

Stops all current property animations.