This specialisation of Axiom.Core.SceneNode is to enable information about the leaf node in which any attached objects are held is stored for use in the visibility determination.

Do not confuse this class with Plugin_BSPSceneManager.BspNode, which reflects nodes in the BSP tree itself. This class is just like a regular Axiom.Core.SceneNode, except that it should be locating Plugin_BSPSceneManager.BspNode leaf elements which objects should be included in. Note that because objects are movable, and thus may very well be overlapping the boundaries of more than one leaf, that it is possible that an object attached to one Plugin_BSPSceneManager.BspSceneNode may actually be associated with more than one BspNode.

Inheritance: Axiom.Core.SceneNode
        public void TestRecreationOfChildNodeAfterRemovalByReference()
        {
            Node node = new BspSceneNode( this.fakeSceneManager );
            Node childNode = node.CreateChild( Name );

            node.RemoveChild( childNode );
            node.CreateChild( Name );
        }
Example #2
0
		/// <summary>
		///		Creates a specialized <see cref="Plugin_BSPSceneManager.BspSceneNode"/>.
		/// </summary>
		public override SceneNode CreateSceneNode( string name )
		{
			var node = new BspSceneNode( this, name );
			sceneNodeList.Add( node );

			return node;
		}
Example #3
0
		/// <summary>
		///		Creates a specialized <see cref="Plugin_BSPSceneManager.BspSceneNode"/>.
		/// </summary>
		public override SceneNode CreateSceneNode()
		{
			var node = new BspSceneNode( this );
			sceneNodeList.Add( node );

			return node;
		}
        public void TestReaddingOfChildNodeAfterRemovalByName()
        {
            Node node = new BspSceneNode( this.fakeSceneManager );
            Node childNode = node.CreateChild( Name );

            node.RemoveChild( Name );
            node.AddChild( childNode );
        }
        /// <summary>
        ///		Creates a specialized <see cref="Plugin_BSPSceneManager.BspSceneNode"/>.
        /// </summary>
        public override SceneNode CreateSceneNode(string name)
        {
            BspSceneNode node = new BspSceneNode(this, name);
            this.sceneNodeList[node.Name] = node;

            return node;
        }