SceneNodeController class
The declarative scene layer, widgets that own and reconcile Nodes in a retained Scene. Widgets are immutable descriptions; each widget's state holds the engine object and applies property diffs on rebuild, so an unchanged rebuild writes nothing and structural changes are proportional to what changed.
The ownership rule is that a scene widget owns the Node it creates. Imperative code may read those nodes (raycasts, queries) but must not restructure them or write properties the widget also sets; such writes are overwritten by the next build. The bridges between the two worlds are SceneNodeHost (imperative subtree mounted inside a declarative tree) and SceneNodeController (imperative handle to a widget-owned node). Grants imperative access to the Node managed by a scene widget.
Attach one to a SceneNode, SceneMesh, or SceneModel and read node to raycast against it, follow it with a camera, or drive per-frame motion. Null while the widget is unmounted. For SceneModel the node is the wrapper the imported content mounts under once loaded.
Writes are subject to the ownership rule: do not set properties the owning widget also declares (they are overwritten on its next build). A controller may be attached to at most one widget at a time.
Constructors
Properties
Methods
-
noSuchMethod(
Invocation invocation) → dynamic -
Invoked when a nonexistent method or property is accessed.
inherited
-
toString(
) → String -
A string representation of this object.
inherited
Operators
-
operator ==(
Object other) → bool -
The equality operator.
inherited