Node::SetNodeTransform
Defined in:
Sets a node's local transform.
C4Node.hPrototype
void SetNodeTransform(const Transform4D& transform);
void SetNodeTransform(const Matrix3D& matrix, const Point3D& position);
void SetNodeTransform(const Vector3D& c1, const Vector3D& c2, const Vector3D& c3, const Point3D& c4);
Parameters
transform |
The new local transform. |
matrix |
The new upper-left 3 × 3 portion of the local transform. |
position |
The new local position. |
c1 |
The first column of the 4D transform. |
c2 |
The second column of the 4D transform. |
c3 |
The third column of the 4D transform. |
c4 |
The fourth column of the 4D transform. |
Description
The SetNodeTransform function sets a node's local transform. This transform represents the change in coordinates between a node's local coordinate system (object space) and the coordinate system of its immediate parent node.After the node transform has been set, the world transform returned by the
Transformable::GetWorldTransform function is not valid until the node is updated. To cause a node to be updated, the Node::InvalidateNode function should be called after altering its transform. The node will then be updated the next time the World Manager processes the scene containing it or when the Node::UpdateNode function is explicitly called for the node.
Special Considerations
The SetNodeTransform function should not be called for any node under the control of the physics simulation through a RigidBodyController. Instead, the RigidBodyController::SetRigidBodyTransform function should be called.
See Also
