A TransformNode is an object that is not rendered but can be used as a center of transformation. This can decrease memory usage and increase rendering speed compared to using an empty mesh as a parent and is less complicated than using a pivot matrix.

See

https://doc.babylonjs.com/features/featuresDeepDive/mesh/transforms/parent_pivot/transform_node

Hierarchy

Constructors

Properties

Accessors

Methods

Constructors

  • Parameters

    • name: string
    • Optional scene: Nullable<Scene>
    • Optional isPure: boolean

    Returns TransformNode

Properties

animations: BabylonAnimation[]

Gets a list of Animations associated with the node

id: string

Gets or sets the id of the node

ignoreNonUniformScaling: boolean

Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored. By default the system will update normals to compensate

inspectableCustomProperties: IInspectable[]

List of inspectable custom properties (used by the Inspector)

See

https://doc.babylonjs.com/toolsAndResources/inspector#extensibility

metadata: any

Gets or sets an object used to store user defined information for the node

name: string

Gets or sets the name of the node

onAccessibilityTagChangedObservable: Observable<Nullable<IAccessibilityTag>>
onAfterWorldMatrixUpdateObservable: Observable<TransformNode>

An event triggered after the world matrix is updated

onDisposeObservable: Observable<Node>

An event triggered when the mesh is disposed

onReady: Nullable<((node: Node) => void)>

Callback raised when the node is ready to be used

physicsBody: Nullable<PhysicsBody>

See

reIntegrateRotationIntoRotationQuaternion: boolean

Gets or sets a boolean indicating that even if rotationQuaternion is defined, you can keep updating rotation property and Babylon.js will just mix both

reservedDataStore: any

For internal use only. Please do not use.

scalingDeterminant: number

Multiplication factor on scale x/y/z when computing the world matrix. Eg. for a 1x1x1 cube setting this to 2 will make it a 2x2x2 cube

state: string

Gets or sets a string used to store user defined state for the node

uniqueId: number

Gets or sets the unique id of the node

BILLBOARDMODE_ALL: number

Object will rotate to face the camera

BILLBOARDMODE_NONE: number

Object will not rotate to face the camera

BILLBOARDMODE_USE_POSITION: number

Object will rotate to face the camera's position instead of orientation

BILLBOARDMODE_X: number

Object will rotate to face the camera but only on the x axis

BILLBOARDMODE_Y: number

Object will rotate to face the camera but only on the y axis

BILLBOARDMODE_Z: number

Object will rotate to face the camera but only on the z axis

BillboardUseParentOrientation: boolean

Child transform with Billboard flags should or should not apply parent rotation (default if off)

Accessors

  • get absolutePosition(): Vector3
  • Returns the current mesh absolute position. Returns a Vector3.

    Returns Vector3

  • get absoluteRotationQuaternion(): Quaternion
  • Returns the current mesh absolute rotation. Returns a Quaternion.

    Returns Quaternion

  • get absoluteScaling(): Vector3
  • Returns the current mesh absolute scaling. Returns a Vector3.

    Returns Vector3

  • get accessibilityTag(): Nullable<IAccessibilityTag>
  • Returns Nullable<IAccessibilityTag>

  • set accessibilityTag(value: Nullable<IAccessibilityTag>): void
  • Gets or sets the accessibility tag to describe the node for accessibility purpose.

    Parameters

    • value: Nullable<IAccessibilityTag>

    Returns void

  • get animationPropertiesOverride(): Nullable<AnimationPropertiesOverride>
  • Gets or sets the animation properties override

    Returns Nullable<AnimationPropertiesOverride>

  • set animationPropertiesOverride(value: Nullable<AnimationPropertiesOverride>): void
  • Parameters

    • value: Nullable<AnimationPropertiesOverride>

    Returns void

  • get billboardMode(): number
  • Gets or sets the billboard mode. Default is 0.

    Value Type Description
    0 BILLBOARDMODE_NONE
    1 BILLBOARDMODE_X
    2 BILLBOARDMODE_Y
    4 BILLBOARDMODE_Z
    7 BILLBOARDMODE_ALL

    Returns number

  • set billboardMode(value: number): void
  • Parameters

    • value: number

    Returns void

  • get doNotSerialize(): boolean
  • Gets or sets a boolean used to define if the node must be serialized

    Returns boolean

  • set doNotSerialize(value: boolean): void
  • Parameters

    • value: boolean

    Returns void

  • get forward(): Vector3
  • The forward direction of that transform in world space.

    Returns Vector3

  • get infiniteDistance(): boolean
  • Gets or sets the distance of the object to max, often used by skybox

    Returns boolean

  • set infiniteDistance(value: boolean): void
  • Parameters

    • value: boolean

    Returns void

  • get isWorldMatrixFrozen(): boolean
  • True if the World matrix has been frozen.

    Returns boolean

  • get nonUniformScaling(): boolean
  • True if the scaling property of this object is non uniform eg. (1,2,1)

    Returns boolean

  • get onClonedObservable(): Observable<Node>
  • An event triggered when the node is cloned

    Returns Observable<Node>

  • set onDispose(callback: (() => void)): void
  • Sets a callback that will be raised when the node will be disposed

    Parameters

    • callback: (() => void)
        • (): void
        • Returns void

    Returns void

  • get onEnabledStateChangedObservable(): Observable<boolean>
  • An event triggered when the enabled state of the node changes

    Returns Observable<boolean>

  • get position(): Vector3
  • Gets or set the node position (default is (0.0, 0.0, 0.0))

    Returns Vector3

  • set position(newPosition: Vector3): void
  • Parameters

    Returns void

  • get preserveParentRotationForBillboard(): boolean
  • Gets or sets a boolean indicating that parent rotation should be preserved when using billboards. This could be useful for glTF objects where parent rotation helps converting from right handed to left handed

    Returns boolean

  • set preserveParentRotationForBillboard(value: boolean): void
  • Parameters

    • value: boolean

    Returns void

  • get right(): Vector3
  • The right direction of that transform in world space.

    Returns Vector3

  • get rotation(): Vector3
  • Gets or sets the rotation property : a Vector3 defining the rotation value in radians around each local axis X, Y, Z (default is (0.0, 0.0, 0.0)). If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion

    Returns Vector3

  • set rotation(newRotation: Vector3): void
  • Parameters

    Returns void

  • get rotationQuaternion(): Nullable<Quaternion>
  • Gets or sets the rotation Quaternion property : this a Quaternion object defining the node rotation by using a unit quaternion (undefined by default, but can be null). If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)

    Returns Nullable<Quaternion>

  • set rotationQuaternion(quaternion: Nullable<Quaternion>): void
  • Parameters

    • quaternion: Nullable<Quaternion>

    Returns void

  • get scaling(): Vector3
  • Gets or sets the scaling property : a Vector3 defining the node scaling along each local axis X, Y, Z (default is (1.0, 1.0, 1.0)).

    Returns Vector3

  • set scaling(newScaling: Vector3): void
  • Parameters

    Returns void

  • get up(): Vector3
  • The up direction of that transform in world space.

    Returns Vector3

  • get worldMatrixFromCache(): Matrix
  • Returns directly the latest state of the mesh World matrix. A Matrix is returned.

    Returns Matrix

Methods

  • Attach a behavior to the node

    See

    https://doc.babylonjs.com/features/featuresDeepDive/behaviors

    Returns

    the current Node

    Parameters

    • behavior: Behavior<Node>

      defines the behavior to attach

    • Optional attachImmediately: boolean

      defines that the behavior must be attached even if the scene is still loading

    Returns Node

  • Adds a rotation step to the mesh current rotation. x, y, z are Euler angles expressed in radians. This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set. This means this rotation is made in the mesh local space only. It's useful to set a custom rotation order different from the BJS standard one YXZ. Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.

    mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
    

    Note that addRotation() accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values. Under the hood, only quaternions are used. So it's a little faster is you use .rotationQuaternion because it doesn't need to translate them back to Euler angles.

    Returns

    the TransformNode.

    Parameters

    • x: number

      Rotation to add

    • y: number

      Rotation to add

    • z: number

      Rotation to add

    Returns TransformNode

  • Apply a physic impulse to the mesh

    Returns

    the current mesh

    Parameters

    • force: Vector3

      defines the force to apply

    • contactPoint: Vector3

      defines where to apply the force

    Returns TransformNode

  • Attach the current TransformNode to another TransformNode associated with a bone

    Returns

    this object

    Parameters

    • bone: Bone

      Bone affecting the TransformNode

    • affectedTransformNode: TransformNode

      TransformNode associated with the bone

    Returns TransformNode

  • Will start the animation sequence

    Returns

    the object created for this animation. If range does not exist, it will return null

    Parameters

    • name: string

      defines the range frames for animation sequence

    • Optional loop: boolean

      defines if the animation should loop (false by default)

    • Optional speedRatio: number

      defines 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)

        • (): void
        • Returns void

    Returns Nullable<Animatable>

  • Clone the current transform node

    Returns

    the new transform node

    Parameters

    • name: string

      Name of the new clone

    • newParent: Nullable<Node>

      New parent for the clone

    • Optional doNotCloneChildren: boolean

      Do not clone children hierarchy

    Returns Nullable<TransformNode>

  • Computes the world matrix of the node

    Returns

    the world matrix

    Parameters

    • Optional force: boolean

      defines if the cache version should be invalidated forcing the world matrix to be created from scratch

    • Optional camera: Nullable<Camera>

      defines the camera used if different from the scene active camera (This is used with modes like Billboard or infinite distance)

    Returns Matrix

  • Creates an animation range for this node

    Parameters

    • name: string

      defines the name of the range

    • from: number

      defines the starting key

    • to: number

      defines the end key

    Returns void

  • Delete a specific animation range

    Parameters

    • name: string

      defines the name of the range to delete

    • Optional deleteFrames: boolean

      defines if animation frames from the range must be deleted as well

    Returns void

  • Detach the transform node if its associated with a bone

    Returns

    this object

    Parameters

    • Optional resetToPreviousParent: boolean

      Indicates if the parent that was in effect when attachToBone was called should be set back or if we should set parent to null instead (defaults to the latter)

    Returns TransformNode

  • Releases resources associated with this transform node.

    Parameters

    • Optional doNotRecurse: boolean

      Set to true to not recurse into each children (recurse into each children by default)

    • Optional disposeMaterialAndTextures: boolean

      Set to true to also dispose referenced materials and textures (false by default)

    Returns void

  • Prevents the World matrix to be computed any longer

    Returns

    the TransformNode.

    Parameters

    • Optional newWorldMatrix: Nullable<Matrix>

      defines an optional matrix to use as world matrix

    • Optional decompose: boolean

      defines whether to decompose the given newWorldMatrix or directly assign

    Returns TransformNode

  • Returns a new Vector3 set with the mesh pivot point World coordinates.

    Returns

    a new Vector3 set with the mesh pivot point World coordinates.

    Returns Vector3

  • Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.

    Returns

    this TransformNode.

    Parameters

    • result: Vector3

      vector3 to store the result

    Returns TransformNode

  • Returns the mesh absolute position in the World.

    Returns

    a Vector3.

    Returns Vector3

  • Get an animation by name

    Returns

    null if not found else the requested animation

    Parameters

    • name: string

      defines the name of the animation to look for

    Returns Nullable<BabylonAnimation>

  • Get an animation range by name

    Returns

    null if not found else the requested animation range

    Parameters

    • name: string

      defines the name of the animation range to look for

    Returns Nullable<AnimationRange>

  • Gets the list of all animation ranges defined on this node

    Returns

    an array

    Returns Nullable<AnimationRange>[]

  • Get all child-meshes of this node

    Returns

    an array of AbstractMesh

    Type Parameters

    Parameters

    • Optional directDescendantsOnly: boolean

      defines 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

        • (node: Node): node is T
        • Parameters

          Returns node is T

    Returns T[]

  • Get all child-meshes of this node

    Returns

    an array of AbstractMesh

    Parameters

    • Optional directDescendantsOnly: boolean

      defines 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

        • (node: Node): boolean
        • Parameters

          Returns boolean

    Returns AbstractMesh[]

  • Get all child-transformNodes of this node

    Returns

    an array of TransformNode

    Parameters

    • Optional directDescendantsOnly: boolean

      defines 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

        • (node: Node): boolean
        • Parameters

          Returns boolean

    Returns TransformNode[]

  • Get all direct children of this node

    Returns

    an array of Node

    Type Parameters

    Parameters

    • 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

        • (node: Node): node is T
        • Parameters

          Returns node is T

    • Optional directDescendantsOnly: boolean

      defines 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)

    Returns T[]

  • Get all direct children of this node

    Returns

    an array of Node

    Parameters

    • 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

        • (node: Node): boolean
        • Parameters

          Returns boolean

    • Optional directDescendantsOnly: boolean

      defines 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)

    Returns Node[]

  • Gets a string identifying the name of the class

    Returns

    "TransformNode" string

    Returns string

  • Will return all nodes that have this node as ascendant

    Returns

    all children nodes of all types

    Type Parameters

    Parameters

    • Optional directDescendantsOnly: boolean

      defines 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

        • (node: Node): node is T
        • Parameters

          Returns node is T

    Returns T[]

  • Will return all nodes that have this node as ascendant

    Returns

    all children nodes of all types

    Parameters

    • Optional directDescendantsOnly: boolean

      defines 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

        • (node: Node): boolean
        • Parameters

          Returns boolean

    Returns Node[]

  • Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh. This Vector3 is expressed in the World space.

    Returns

    a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.

    Parameters

    • localAxis: Vector3

      axis to rotate

    Returns Vector3

  • Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh. localAxis is expressed in the mesh local space. result is computed in the World space from the mesh World matrix.

    Returns

    this TransformNode.

    Parameters

    • localAxis: Vector3

      axis to rotate

    • result: Vector3

      the resulting transformnode

    Returns TransformNode

  • Returns the distance from the mesh to the active camera

    Returns

    the distance

    Parameters

    • Optional camera: Nullable<Camera>

      defines the camera to use

    Returns number

  • Gets the engine of the node

    Returns

    a Engine

    Returns Engine

  • Return the minimum and maximum world vectors of the entire hierarchy under current node

    Returns

    the new bounding vectors

    Parameters

    • Optional includeDescendants: boolean

      Include 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

    Returns { max: Vector3; min: Vector3 }

  • Returns Nullable<PhysicsBody>

  • Returns the mesh pivot matrix. Default : Identity.

    Returns

    the matrix

    Returns Matrix

  • Returns a new Vector3 set with the mesh pivot point coordinates in the local space.

    Returns

    the pivot point

    Returns Vector3

  • Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.

    Returns

    this TransformNode.

    Parameters

    • result: Vector3

      the vector3 to store the result

    Returns TransformNode

  • Returns the mesh Pose matrix.

    Returns

    the pose matrix

    Returns Matrix

  • Returns the mesh position in the local space from the current World matrix values.

    Returns

    a new Vector3.

    Returns Vector3

  • Gets the position of the current mesh in camera space

    Returns

    a position

    Parameters

    • Optional camera: Nullable<Camera>

      defines the camera to use

    Returns Vector3

  • Gets the scene of the node

    Returns

    a scene

    Returns Scene

  • Returns the latest update of the World matrix

    Returns

    a Matrix

    Returns Matrix

  • Instantiate (when possible) or clone that node with its hierarchy

    Returns

    an instance (or a clone) of the current node with its hierarchy

    Parameters

    • Optional newParent: Nullable<TransformNode>

      defines the new parent to use for the instance (or clone)

    • Optional options: { doNotInstantiate: boolean | ((node: TransformNode) => boolean) }

      defines options to configure how copy is done

      • doNotInstantiate: boolean | ((node: TransformNode) => boolean)

        defines if the model must be instantiated or just cloned

    • Optional onNewNodeCreated: ((source: TransformNode, clone: TransformNode) => void)

      defines an option callback to call when a clone or an instance is created

    Returns Nullable<TransformNode>

  • 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

    Returns

    a boolean indicating if this node is a descendant of the given node

    Parameters

    • ancestor: Node

      defines the parent node to inspect

    Returns boolean

  • Gets a boolean indicating if the node has been disposed

    Returns

    true if the node was disposed

    Returns boolean

  • 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

    Returns

    whether this node (and its parent) is enabled

    Parameters

    • Optional checkAncestors: boolean

      indicates 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

    Returns boolean

  • Is this node ready to be used/rendered

    Returns

    true if the node is ready

    Parameters

    • Optional _completeCheck: boolean

      defines if a complete check (including materials and lights) has to be done (false by default)

    Returns boolean

  • return true if a pivot has been set

    Returns

    true if a pivot matrix is used

    Returns boolean

  • Returns whether the transform node world matrix computation needs the camera information to be computed. This is the case when the node is a billboard or has an infinite distance for instance.

    Returns

    true if the world matrix computation needs the camera information to be computed

    Returns boolean

  • Translates the mesh along the passed Vector3 in its local space.

    Returns

    the TransformNode.

    Parameters

    • vector3: Vector3

      the distance to translate in localspace

    Returns TransformNode

  • Orients a mesh towards a target point. Mesh must be drawn facing user.

    Returns

    the TransformNode.

    Parameters

    • targetPoint: Vector3

      the position (must be in same space as current mesh) to look at

    • Optional yawCor: number

      optional yaw (y-axis) correction in radians

    • Optional pitchCor: number

      optional pitch (x-axis) correction in radians

    • Optional rollCor: number

      optional roll (z-axis) correction in radians

    • Optional space: Space

      the chosen space of the target

    Returns TransformNode

  • Flag the transform node as dirty (Forcing it to update everything)

    Returns

    this node

    Parameters

    • Optional property: string

      if set to "rotation" the objects rotationQuaternion will be set to null

    Returns Node

  • Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)

    Returns

    the current mesh

    Parameters

    • Optional includeDescendants: boolean

      Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false

    • Optional ignoreRotation: boolean

      ignore rotation when computing the scale (ie. object will be axis aligned). Default is false

    • Optional predicate: Nullable<((node: AbstractMesh) => boolean)>

      predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling

    Returns TransformNode

  • If you'd like to be called back after the mesh position, rotation or scaling has been updated.

    Returns

    the TransformNode.

    Parameters

    Returns TransformNode

  • Resets this nodeTransform's local matrix to Matrix.Identity().

    Parameters

    • Optional independentOfChildren: boolean

      indicates if all child nodeTransform's world-space transform should be preserved.

    Returns void

  • Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space. space (default LOCAL) can be either Space.LOCAL, either Space.WORLD. Note that the property rotationQuaternion is then automatically updated and the property rotation is set to (0,0,0) and no longer used. The passed axis is also normalized.

    Returns

    the TransformNode.

    Parameters

    • axis: Vector3

      the axis to rotate around

    • amount: number

      the amount to rotate in radians

    • Optional space: Space

      Space to rotate in (Default: local)

    Returns TransformNode

  • Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space. Note that the property rotationQuaternion is then automatically updated and the property rotation is set to (0,0,0) and no longer used. The passed axis is also normalized. . Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm

    Returns

    the TransformNode

    Parameters

    • point: Vector3

      the point to rotate around

    • axis: Vector3

      the axis to rotate around

    • amount: number

      the amount to rotate in radians

    Returns TransformNode

  • Serializes the objects information.

    Returns

    the serialized object

    Parameters

    • Optional currentSerializationObject: any

      defines the object to serialize in

    Returns any

  • Serialize animation ranges into a JSON compatible object

    Returns

    serialization object

    Returns any

  • Sets the mesh absolute position in the World from a Vector3 or an Array(3).

    Returns

    the TransformNode.

    Parameters

    • absolutePosition: Vector3

      the absolute position to set

    Returns TransformNode

  • Sets this transform node rotation to the given local axis.

    Returns

    this TransformNode

    Parameters

    • localAxis: Vector3

      the axis in local space

    • Optional yawCor: number

      optional yaw (y-axis) correction in radians

    • Optional pitchCor: number

      optional pitch (x-axis) correction in radians

    • Optional rollCor: number

      optional roll (z-axis) correction in radians

    Returns TransformNode

  • Set the enabled state of this node

    Parameters

    • value: boolean

      defines the new enabled state

    Returns void

  • Defines the passed node as the parent of the current node. The node will remain exactly where it is and its position / rotation will be updated accordingly. Note that if the mesh has a pivot matrix / point defined it will be applied after the parent was updated. In that case the node will not remain in the same space as it is, as the pivot will be applied. To avoid this, you can set updatePivot to true and the pivot will be updated to identity

    See

    https://doc.babylonjs.com/features/featuresDeepDive/mesh/transforms/parent_pivot/parent

    Returns

    this TransformNode.

    Parameters

    • node: Nullable<Node>

      the node ot set as the parent

    • Optional preserveScalingSign: boolean

      if true, keep scaling sign of child. Otherwise, scaling sign might change.

    • Optional updatePivot: boolean

      if true, update the pivot matrix to keep the node in the same space as before

    Returns TransformNode

  • Sets a new pivot matrix to the current node

    Returns

    the current TransformNode

    Parameters

    • matrix: DeepImmutableObject<Matrix>

      defines the new pivot matrix to use

    • Optional postMultiplyPivotMatrix: boolean

      defines if the pivot matrix must be cancelled in the world matrix. When this parameter is set to true (default), the inverse of the pivot matrix is also applied at the end to cancel the transformation effect

    Returns TransformNode

  • Sets a new pivot point to the current node

    Returns

    the current TransformNode

    Parameters

    • point: Vector3

      defines the new pivot point to use

    • Optional space: Space

      defines if the point is in world or local space (local by default)

    Returns TransformNode

  • Sets the mesh position in its local space.

    Returns

    the TransformNode.

    Parameters

    • vector3: Vector3

      the position to set in localspace

    Returns TransformNode

  • Sets a new matrix to apply before all other transformation

    Returns

    the current TransformNode

    Parameters

    • matrix: Matrix

      defines the transform matrix

    Returns TransformNode

  • Translates the mesh along the axis vector for the passed distance in the given space. space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.

    Returns

    the TransformNode.

    Parameters

    • axis: Vector3

      the axis to translate in

    • distance: number

      the distance to translate

    • Optional space: Space

      Space to rotate in (Default: local)

    Returns TransformNode

  • Allows back the World matrix computation.

    Returns

    the TransformNode.

    Returns TransformNode

  • Removes a registered callback function.

    Returns

    the TransformNode.

    Parameters

    Returns TransformNode

  • Copies the parameter passed Matrix into the mesh Pose matrix.

    Returns

    this TransformNode.

    Parameters

    • matrix: Matrix

      the matrix to copy the pose from

    Returns TransformNode

  • Add a new node constructor

    Parameters

    • type: string

      defines the type name of the node to construct

    • constructorFunc: NodeConstructor

      defines the constructor function

    Returns void

  • Returns a node constructor based on type name

    Returns

    the new constructor or null

    Parameters

    • type: string

      defines the type name

    • name: string

      defines the new node name

    • scene: Scene

      defines the hosting scene

    • Optional options: any

      defines optional options to transmit to constructors

    Returns Nullable<(() => Node)>

  • Returns a new TransformNode object parsed from the source provided.

    Returns

    a new TransformNode object parsed from the source provided.

    Parameters

    • parsedTransformNode: any

      is the source.

    • scene: Scene

      the scene the object belongs to

    • rootUrl: string

      is a string, it's the root URL to prefix the delayLoadingFile property with

    Returns TransformNode

  • Parse animation range data from a serialization object and store them into a given node

    Parameters

    • node: Node

      defines where to store the animation ranges

    • parsedNode: any

      defines the serialization object to read data from

    • _scene: Scene

      defines the hosting scene

    Returns void

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