@aceslowman wrote:
One thing I don't understand about ofNode is the way that you can only get or set the parent of a node. It makes sense when thinking of common usage, a hand doesn't need to know about its fingers, only the wrist it's attached to, etc. If you want to, say, send a jolt of electricity down that hand, you need to be able to treat each of it's children independently, top down.
What are some methods for structures that require a parent to child relationship? I would just go ahead and make a vector of pointers for each node and call it children, if it wasn't for pointer vectors being advised against for memory issues (from what I can tell).
Essentially my hierarchy is this:
I have an of3dPrimitive, and for each of its vertices, I have a corresponding ofNode. Each of these nodes/vertices have a child of3dPrimitive with the same structure.
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