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Subject:
Re: [remove node] rootnodes/nodes issue
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dan.vera@gmail.com
10.08.07 02:45
Hello Andrea,
I do not know how to remove a node from the scene directly using the SDK. I am not sure this can be done.
I personally do that via a script node that uses the "removeChildren" event of a transform node:
my code looks like this:
DEF a_script Script {
eventIn SFNode a_node_to_remove
field SFNode my_transform_node IS the_transorm_node
url "javascript:
function remove_node (a_SFnode) {
my_transform.removeChildren = New MFNode(a_SFNode);
}
"}
So if you know the transform node that has the geometry you want to remove, as a child, you can embed a script node in your scene that will handle the children removal. Send the node you want to remove to it.
This is not the simple approach you were hoping for i guess, but that is a solution. Hope this will help.
If you find a better one, let me know!! ;)
Cheers
dan
Hallo everybody,
I'm trying to remove a complex shape from the scenegraph. The shape is contained into a DEF named Transform node. I can easily get the node through the get_Nodes()/get_Item(name), but when I try to remove it the call fails. I read that the get_Nodes collection is read-only, but given that my DEF node is not a root node, how can I retrieve it through a get_RootNodes?
I though something like
1) get DEF node through get_Nodes
2) get parent node
3) get again DEF node through node->get_RootNodes
4) remove it
but I don't know how to get the parent node of a node.
Anyway there must be a simpler approach.
I work on Cortona 4.1/VC++6.
Thanks a million for any hints,
Andrea
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[remove node] rootnodes/nodes issue
/
Andrea B
/ 2.08.07 07:45
Re: [remove node] rootnodes/nodes issue
/
dan.vera@gmail.com
/ 10.08.07 02:45
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