RooftopAnchorNode

Types

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object Companion

Properties

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var anchor: Anchor

The node world positioned anchor

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open var cameraTrackingState: TrackingState

Is the AR camera tracking.

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val engine: Engine
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val eusQuaternion: Quaternion
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var frame: Frame?
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open override var isPositionEditable: Boolean
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open override var isRotationEditable: Boolean
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open override var isVisible: Boolean
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var Node.localPosition: Float3
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var Node.localRotation: Float3
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var Node.localScale: Float3
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var moveHitTest: PoseNode.(Frame, MotionEvent) -> HitResult?
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open var name: String?
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var onAddedToScene: (scene: Scene) -> Unit?
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var onAnchorChanged: (Anchor) -> Unit?
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var onDown: (e: MotionEvent) -> Boolean?
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var onEditingChanged: (editingTransforms: Set<KProperty1<Node, Any>?>) -> Unit?
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var onFling: (e1: MotionEvent?, e2: MotionEvent, velocity: Float2) -> Boolean?
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var onFrame: (frameTimeNanos: Long) -> Unit?
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var onPoseChanged: (Pose) -> Unit?
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var onRemovedFromScene: (scene: Scene) -> Unit?
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var onRotate: (detector: RotateGestureDetector, e: MotionEvent, rotationDelta: Quaternion) -> Boolean?
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var onScale: (detector: ScaleGestureDetector, e: MotionEvent, scaleFactor: Float) -> Boolean?
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var onScroll: (e1: MotionEvent?, e2: MotionEvent, distance: Float2) -> Boolean?
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var onSmoothEnd: (node: Node) -> Unit?
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var onTouch: (e: MotionEvent, hitResult: HitResult) -> Boolean?
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var onTrackingStateChanged: (TrackingState) -> Unit?
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var onUpdated: (Anchor) -> Unit?
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open var parent: Node?
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var pose: Pose

The position of the intersection between a ray and detected real-world geometry.

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open var position: Position
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open var quaternion: Quaternion
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open var rotation: Rotation
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open var scale: Scale
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var session: Session?
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open var trackingState: TrackingState

The anchor TrackingState of this Node.

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val transformManager: TransformManager
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Should the anchor automatically update the anchor new pose

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var visibleCameraTrackingStates: Set<TrackingState>

Set the node to be visible only on those camera tracking states

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var visibleTrackingStates: Set<TrackingState>

Set the node to be visible only on those tracking states

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open var worldQuaternion: Quaternion
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open var worldScale: Scale
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Functions

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fun addChildNode(node: Node): Node
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fun addChildNodes(nodes: Set<Node>): Node
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fun animatePositions(vararg positions: Position): ObjectAnimator
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fun animateQuaternions(vararg quaternions: Quaternion): ObjectAnimator
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fun animateRotations(vararg rotations: Rotation): ObjectAnimator
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fun animateScales(vararg scales: Scale): ObjectAnimator
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fun animateTransforms(vararg transforms: Transform): AnimatorSet
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open fun createAnchor(): Anchor?

Defines a tracked location in the physical world at the actual pose.

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Defines a tracked AnchorNode in the physical world at the actual pose.

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open override fun destroy()
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open fun detachAnchor()
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fun getLocalPosition(worldPosition: Position): Float3
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fun getLocalQuaternion(worldQuaternion: Quaternion): Quaternion
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fun getLocalRotation(worldRotation: Rotation): Float3
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fun getLocalScale(worldScale: Scale): Float3
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fun getLocalTransform(worldTransform: Transform): Mat4
fun getLocalTransform(node: Node): Mat4
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open override fun getTransformationMatrix(): Matrix
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fun getWorldPosition(localPosition: Position): Float3
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fun getWorldQuaternion(quaternion: Quaternion): Quaternion
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fun getWorldRotation(rotation: Rotation): Float3
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fun getWorldScale(scale: Scale): Float3
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fun getWorldTransform(localTransform: Transform): Mat4
fun getWorldTransform(node: Node): Mat4
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fun lookAt(targetWorldPosition: Position, upDirection: Direction, smooth: Boolean, smoothSpeed: Float): Node
fun lookAt(targetNode: Node, upDirection: Direction, smooth: Boolean, smoothSpeed: Float): Node
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fun lookTowards(lookDirection: Direction, upDirection: Direction, smooth: Boolean, smoothSpeed: Float): Node
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open fun onAddedToScene(scene: Scene)
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open fun onCameraTrackingChanged(trackingState: TrackingState)
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open override fun onContextClick(e: MotionEvent): Boolean
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open override fun onDoubleTap(e: MotionEvent): Boolean
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open override fun onDoubleTapEvent(e: MotionEvent): Boolean
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open override fun onDown(e: MotionEvent): Boolean
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open override fun onFling(e1: MotionEvent?, e2: MotionEvent, velocityX: Float, velocityY: Float): Boolean
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open fun onFrame(frameTimeNanos: Long)
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open override fun onLongPress(e: MotionEvent)
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open override fun onMove(detector: MoveGestureDetector, e: MotionEvent): Boolean
open fun onMove(detector: MoveGestureDetector, e: MotionEvent, pose: Pose): Boolean
open fun onMove(detector: MoveGestureDetector, e: MotionEvent, worldPosition: Position): Boolean
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open override fun onMoveBegin(detector: MoveGestureDetector, e: MotionEvent): Boolean
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open override fun onMoveEnd(detector: MoveGestureDetector, e: MotionEvent)
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open fun onPoseChanged(pose: Pose)
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open fun onRemovedFromScene(scene: Scene)
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open override fun onRotate(detector: RotateGestureDetector, e: MotionEvent): Boolean
open fun onRotate(detector: RotateGestureDetector, e: MotionEvent, rotationDelta: Quaternion): Boolean
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open override fun onRotateBegin(detector: RotateGestureDetector, e: MotionEvent): Boolean
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open override fun onRotateEnd(detector: RotateGestureDetector, e: MotionEvent)
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open override fun onScale(detector: ScaleGestureDetector, e: MotionEvent): Boolean
open fun onScale(detector: ScaleGestureDetector, e: MotionEvent, scaleFactor: Float): Boolean
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open override fun onScaleBegin(detector: ScaleGestureDetector, e: MotionEvent): Boolean
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open override fun onScaleEnd(detector: ScaleGestureDetector, e: MotionEvent)
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open override fun onScroll(e1: MotionEvent?, e2: MotionEvent, distanceX: Float, distanceY: Float): Boolean
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open override fun onShowPress(e: MotionEvent)
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open override fun onSingleTapUp(e: MotionEvent): Boolean
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open fun onTouchEvent(e: MotionEvent, hitResult: HitResult): Boolean
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fun Node.onUpdated(node: Node, frameTime: Long): Nothing?
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fun setScale(scale: Float)
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open fun transform(transform: Transform, smooth: Boolean, smoothSpeed: Float): Node
fun transform(position: Position, rotation: Rotation, scale: Scale, smooth: Boolean, smoothSpeed: Float): Node
fun transform(position: Position, quaternion: Quaternion, scale: Scale, smooth: Boolean, smoothSpeed: Float): Node
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open override fun update(session: Session, frame: Frame)
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open fun worldTransform(worldTransform: Transform, smooth: Boolean, smoothSpeed: Float): Node
fun worldTransform(position: Position, rotation: Rotation, scale: Scale, smooth: Boolean, smoothSpeed: Float): Node
fun worldTransform(position: Position, quaternion: Quaternion, scale: Scale, smooth: Boolean, smoothSpeed: Float): Node