Bounding box in this transform's local coordinate space
Bounding circle in this transform's local coordinate space
Protected_Vector2 representing the position
Protected_Rotation of the transform in radians
Protected_Vector2 representing the scale
Protected_Bounding box in the world coordinate space
Bounding box in the world coordinate space
Bounding box in vertex coordinate space
Bounding circle in vertex coordinate space
Array of children for this transform
Integer representing the layer of this transform
ProtectedlocalProtectedlocalProtectedlocalMatrix3 representing the transformation matrix in local space
Matrix3 representing the transformation matrix in world space
Parent transform for this transform
Boolean indicating whether this transform should be rendered
ProtectedworldRecursively draws the Node2 object and its children
Checks if this Node2 intersects another Node2, using either a BoundingCircle or AxisAlignedBoundingBox
The Node2 to check for intersection with
The IntersectionMode2 to use for the comparison (default: BOUNDING_CIRCLE)
The CoordinateSpace2 to use for the comparison (default: LOCAL_SPACE)
A boolean indicating whether the two objects intersect
Looks at a target vector with the given look vector
The vector to look at
The vector used to determine the look direction (defaults to Vector2.UP)
Removes the current Node2 from its parent
True if the Node2 was successfully removed, false otherwise
Traverses the scene graph starting from the current Node2 object
Updates the world matrix of the current Node2 object and its parent
This is the base class for all objects that can be added to a GopherGfx 2D scene. It is named "Node" because the scene is stored in a graph data structure, so we think of every element in that graph as a "node" in the graph. There is also a "Node3" base class for all objects that can be added to the 3D scene.
Every object that can be added to a 2D scene (e.g., Mesh2s, Line2s) will inherit from this base object. So, every object in the scene will have a position, rotation, scale, boundingBox, boundingSphere, visibility, and all of the other properties listed in this class.
For more detail on how the scene graph works, see the documentation for the Scene class.