Node System

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Here's a brief description on how the node system works.
Here's a brief description on how the node system works.
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Every Root Node is the beginning of a so-called ''nodeTree''. The controller of the scene has a a vector with every nodeTree in it. It will call the ''execute()'' function of the current Node in every tree.
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Nodes are visual representations of instructions that are executed sequentially (or depending on the connections of the Nodes amongst each other) when the scene is running. They all start with a Root, either a CharacterRoot which is connected to a character, a ScriptRoot
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Every [[Node]] can be connected through the [[NodeIn]] and [[NodeOut]] buttons to another node - this creates so called '''Node Trees'''. The [[Controller]] has a list of every node in the scene.
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Every [[RootNode]] is the beginning of a '''Node Tree'''. The Controller will call the ''execute()'' function of the current Node in every tree.
<h3>Code Calling Order</h3>
<h3>Code Calling Order</h3>

Revision as of 23:14, 17 March 2009

Here's a brief description on how the node system works.

Nodes are visual representations of instructions that are executed sequentially (or depending on the connections of the Nodes amongst each other) when the scene is running. They all start with a Root, either a CharacterRoot which is connected to a character, a ScriptRoot Every Node can be connected through the NodeIn and NodeOut buttons to another node - this creates so called Node Trees. The Controller has a list of every node in the scene. Every RootNode is the beginning of a Node Tree. The Controller will call the execute() function of the current Node in every tree.

Code Calling Order

It all starts in the controller, and, well, we need a rootNode.

The current node has it's

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