Closed promontis closed 5 years ago
If you notice, it's not only in nodes, I try to avoid to create isolated gltf objects as much as possible across the whole API.
It could be possible to include an AddNode function, which would also require to add a CreateLogicalNode at root level.
The reasons are these:
If I allow isolated objects to be created, I need to prevent somehow, that a Node created in a model is not added in the scene of a different model.
Even if the new node is owned by the model, there's lots of breaking use cases that need to be checked: Self references. Circular dependencies. The root node in a scene, added to the child in another scene.
So for now, the best way to ensure the created tree is correct, is with the current API
Understandable :) I will try to work around this... will let you know if it works out!
It works! I now output to an intermediate object, which implements an interface that can be used to generate nodes by passing along a parent node.
Notice that both Scene and Node already implement such interface, see IVisualNodeContainer
Thanks for the tip! Will try if this interface works as well 👍
Hi @vpenades !
What's the reasoning for building the node hierarchy exclusively via
CreateNode()
?I'm traversing my application's DOM depth first, and I would like to create nodes independently from it's parent.
So say we have a DOM like this:
I would like to:
So, I need something like
AppendNode()
, which would append the node to a node's children.Is this something we could add?