Gets a list of Animations associated with the node
Gets or sets the id of the node
List of inspectable custom properties (used by the Inspector)
https://doc.babylonjs.com/toolsAndResources/inspector#extensibility
Gets or sets an object used to store user defined information for the node
Gets or sets the name of the node
An event triggered when the mesh is disposed
Callback raised when the node is ready to be used
For internal use only. Please do not use.
Gets or sets a string used to store user defined state for the node
Gets or sets the unique id of the node
Gets or sets the accessibility tag to describe the node for accessibility purpose.
Gets or sets the animation properties override
Gets the list of attached behaviors
https://doc.babylonjs.com/features/featuresDeepDive/behaviors
Gets or sets a boolean used to define if the node must be serialized
Sets a callback that will be raised when the node will be disposed
An event triggered when the enabled state of the node changes
Gets or sets the parent of the node (without keeping the current position in the scene)
https://doc.babylonjs.com/features/featuresDeepDive/mesh/transforms/parent_pivot/parent
Returns directly the latest state of the mesh World matrix. A Matrix is returned.
Attach a behavior to the node
https://doc.babylonjs.com/features/featuresDeepDive/behaviors
the current Node
defines the behavior to attach
Optional
attachImmediately: booleandefines that the behavior must be attached even if the scene is still loading
Will start the animation sequence
the object created for this animation. If range does not exist, it will return null
defines the range frames for animation sequence
Optional
loop: booleandefines if the animation should loop (false by default)
Optional
speedRatio: numberdefines the speed factor in which to run the animation (1 by default)
Optional
onAnimationEnd: (() => void)defines a function to be executed when the animation ended (undefined by default)
Clone the current node
the new transform node
Name of the new clone
New parent for the clone
Optional
doNotCloneChildren: booleanDo not clone children hierarchy
Releases resources associated with this node.
Optional
doNotRecurse: booleanSet to true to not recurse into each children (recurse into each children by default)
Optional
disposeMaterialAndTextures: booleanSet to true to also dispose referenced materials and textures (false by default)
Get an animation by name
null if not found else the requested animation
defines the name of the animation to look for
Gets an attached behavior by name
https://doc.babylonjs.com/features/featuresDeepDive/behaviors
null if behavior was not found else the requested behavior
defines the name of the behavior to look for
Get all child-meshes of this node
an array of AbstractMesh
Optional
directDescendantsOnly: booleandefines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: false)
Optional
predicate: ((node: Node) => node is T)defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
Get all child-meshes of this node
an array of AbstractMesh
Optional
directDescendantsOnly: booleandefines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: false)
Optional
predicate: ((node: Node) => boolean)defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
Get all direct children of this node
an array of Node
Optional
predicate: ((node: Node) => node is T)defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
Optional
directDescendantsOnly: booleandefines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: true)
Get all direct children of this node
an array of Node
Optional
predicate: ((node: Node) => boolean)defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
Optional
directDescendantsOnly: booleandefines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: true)
Will return all nodes that have this node as ascendant
all children nodes of all types
Optional
directDescendantsOnly: booleandefines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered
Optional
predicate: ((node: Node) => node is T)defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
Will return all nodes that have this node as ascendant
all children nodes of all types
Optional
directDescendantsOnly: booleandefines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered
Optional
predicate: ((node: Node) => boolean)defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
Return the minimum and maximum world vectors of the entire hierarchy under current node
the new bounding vectors
Optional
includeDescendants: booleanInclude bounding info from descendants as well (true by default)
Optional
predicate: Nullable<((abstractMesh: AbstractMesh) => boolean)>defines a callback function that can be customize to filter what meshes should be included in the list used to compute the bounding vectors
Is this node a descendant of the given node? The function will iterate up the hierarchy until the ancestor was found or no more parents defined
a boolean indicating if this node is a descendant of the given node
defines the parent node to inspect
Is this node enabled? If the node has a parent, all ancestors will be checked and false will be returned if any are false (not enabled), otherwise will return true
whether this node (and its parent) is enabled
Optional
checkAncestors: booleanindicates if this method should check the ancestors. The default is to check the ancestors. If set to false, the method will return the value of this node without checking ancestors
Remove an attached behavior
https://doc.babylonjs.com/features/featuresDeepDive/behaviors
the current Node
defines the behavior to attach
Static
AddStatic
ConstructReturns a node constructor based on type name
the new constructor or null
defines the type name
defines the new node name
defines the hosting scene
Optional
options: anydefines optional options to transmit to constructors
Static
ParseGenerated using TypeDoc
Node is the basic class for all scene objects (Mesh, Light, Camera.)