class Eagle::Node3D

Overview

A node with a 3D position, rotation and scale. It is the base of every 3D object.

As in 2D, children move with their parent. Rotation is a Quat, but you rarely touch it directly: #rotate_y, #look_at, #euler= and #set_euler cover most needs.

class Spinner < Node3D
  def ready : Nil
    add(MeshInstance3D.new(Mesh.cube, Material.new(Color::ORANGE)))
  end

  def process(dt : Float32) : Nil
    rotate_y(dt)                         # turn around the world's up axis
    translate_local(Vec3::FORWARD * dt)  # move the way it faces
  end
end

s = Spinner.new
s.position = v3(0, 1, 0)
s.set_euler(0, Mathf.deg2rad(45), 0)
s.look_at(v3(5, 1, 0))

Direct Known Subclasses

Defined in:

eagle/nodes/node3d.cr

Constructors

Instance Method Summary

Instance methods inherited from class Eagle::Node

<<(child : Node) : self <<, [](path : String) : Node [], []?(path : String) : Node | Nil []?, add(child : Node) : Node
add(*children : Node) : Nil
add
, add_child(child : Node) : Node add_child, add_to_group(group : String) : self add_to_group, ancestor_of?(node : Node) : Bool ancestor_of?, can_process? : Bool can_process?, child?(name : String) : Node | Nil child?, child_added : Eagle::Emitter(Node) child_added, child_count : Int32 child_count, child_removed : Eagle::Emitter(Node) child_removed, children : Array(Eagle::Node) children, children_of(type : T.class) : Array(T) forall T children_of, clear_children : Nil clear_children, draw(g : Graphics) : Nil draw, dump(io : IO = STDOUT, indent = 0) : Nil dump, each_ancestor(& : Node -> ) : Nil each_ancestor, each_child(& : Node -> ) : Nil each_child, each_descendant(&block : Node -> ) : Nil each_descendant, emit_child_added(*args) : Nil emit_child_added, emit_child_removed(*args) : Nil emit_child_removed, emit_tree_entered(*args) : Nil emit_tree_entered, emit_tree_exited(*args) : Nil emit_tree_exited, enter_tree : Nil enter_tree, exit_tree : Nil exit_tree, find(name : String) : Node | Nil find, find_all(type : T.class) : Array(T) forall T find_all, first_child : Node | Nil first_child, free : Nil free, get_node(path : String, type : T.class) : T forall T
get_node(path : String) : Node
get_node
, get_node?(path : String) : Node | Nil get_node?, groups : Set(String) groups, in_group?(group : String) : Bool in_group?, in_tree? : Bool in_tree?, input(event : Event) : Nil input, name : String name, name=(name : String) name=, on_child_added(&block : Node -> Nil) : Proc(Node, Nil) on_child_added, on_child_removed(&block : Node -> Nil) : Proc(Node, Nil) on_child_removed, on_tree_entered(&block : -> Nil) : Proc(Nil) on_tree_entered, on_tree_exited(&block : -> Nil) : Proc(Nil) on_tree_exited, parent : Node | Nil parent, path : String path, physics_process(dt : Float32) : Nil physics_process, process(dt : Float32) : Nil process, process_mode : Eagle::Node::ProcessMode process_mode, process_mode=(process_mode : Eagle::Node::ProcessMode) process_mode=, queue_free : Nil queue_free, queued_free? : Bool queued_free?, ready : Nil ready, ready_called? : Bool ready_called?, remove(child : Node) : Nil remove, remove_child(child : Node) : Nil remove_child, remove_from_group(group : String) : Nil remove_from_group, remove_from_parent : Nil remove_from_parent, resized(width : Int32, height : Int32) : Nil resized, root : Node root, to_s(io : IO) : Nil to_s, tree_entered : Eagle::Emitter() tree_entered, tree_exited : Eagle::Emitter() tree_exited, visible=(visible : Bool) visible=, visible? : Bool visible?, z_index : Int32 z_index, z_index=(z_index : Int32) z_index=

Constructor methods inherited from class Eagle::Node

new(name : String = "") new

Constructor Detail

def self.new(name : String = "", position : Eagle::Vec3 = Vec3::ZERO, rotation : Eagle::Quat = Quat::IDENTITY, scale : Eagle::Vec3 = Vec3::ONE) #

Creates a 3D node.


Instance Method Detail

def back : Vec3 #

The opposite of #forward.


def distance_to(o : Node3D) : Float32 #

Distance to another 3D node.


def draw_tree(g : Graphics) : Nil #

3D nodes don't draw in the 2D pass, but children still may.


def euler : Vec3 #

Rotation as Euler angles (pitch, yaw, roll) in radians.


def euler=(e : Vec3) #

Sets the rotation from Euler angles in radians.


def forward : Vec3 #

The direction the node faces, in world space.


def global_position : Vec3 #

Position in world space.


def global_position=(p : Vec3) #

Moves the node so it ends up at p in world space.


def global_rotation : Quat #

Orientation in world space.


def global_transform : Mat4 #

The transform from this node's space to world space.


def look_at(target : Vec3, up : Vec3 = Vec3::UP) : Nil #

Turns the node so #forward points at a world-space target.


def parent_3d : Node3D | Nil #

The nearest ancestor that is a Node3D, or nil.


def position : Vec3 #

Position relative to the parent.


def position=(position : Vec3) #

Position relative to the parent.


def right : Vec3 #

The node's right direction in world space.


def rotate(axis : Vec3, rad : Number) : Nil #

Rotates around a world-space axis.


def rotate_local(axis : Vec3, rad : Number) : Nil #

Rotates around an axis in the node's own space.


def rotate_x(rad : Number) : Nil #

Rotates around the world X axis (pitch).


def rotate_y(rad : Number) : Nil #

Rotates around the world Y axis (yaw), the usual way to turn a character.


def rotate_z(rad : Number) : Nil #

Rotates around the Z axis (roll).


def rotation : Quat #

Orientation relative to the parent.


def rotation=(rotation : Quat) #

Orientation relative to the parent.


def scale : Vec3 #

Scale relative to the parent.


def scale=(s : Vec3) #

Sets the scale per axis.


def scale=(s : Number) #

Sets a uniform scale.


def set_euler(pitch : Number, yaw : Number, roll : Number = 0) : self #

Sets the rotation from pitch, yaw and roll in radians. Returns self.


def to_global(local : Vec3) : Vec3 #

Converts a local point to world space.


def to_local(global : Vec3) : Vec3 #

Converts a world-space point to local space.


def top_level=(top_level : Bool) #

When true, the node ignores its parent's transform.


def top_level? : Bool #

When true, the node ignores its parent's transform.


def transform : Mat4 #

The local transform matrix.


def translate(v : Vec3) : Nil #

Moves by v in parent space.


def translate_local(v : Vec3) : Nil #

Moves by v in the node's own space, so Vec3::FORWARD moves the way it faces.


def up : Vec3 #

The node's up direction in world space.