Class AbstractMesh
Hierarchy
-
TransformNode
- AbstractMesh
Implements
Index
Constructors
Properties
- action
Manager - alpha
Index - always
Select AsActive Mesh - animations
- culling
Strategy - defined
Facing Forward - do
Not Sync Bounding Info - edges
Color - edges
Renderer - edges
Width - ellipsoid
- ellipsoid
Offset - enable
Pointer Move Events - id
- ignore
Non Uniform Scaling - inspectable
Custom Properties - instanced
Buffers - is
Blocker - is
Occluded - is
Occlusion Query InProgress - is
Pickable - is
Visible - metadata
- name
- occlusion
Query Algorithm Type - occlusion
Retry Count - occlusion
Type - on
After World Matrix Update Observable - on
Collide Observable - on
Collision Position Change Observable - on
Dispose Observable - on
Material Changed Observable - on
Ready - on
Rebuild Observable - outline
Color - outline
Width - overlay
Alpha - overlay
Color - physics
Impostor - re
Integrate Rotation Into Rotation Quaternion - render
Outline - render
Overlay - reserved
Data Store - scaling
Determinant - show
Bounding Box - show
Sub Meshes Bounding Box - state
- sub
Meshes - unique
Id - use
Octree For Collisions - use
Octree For Picking - use
Octree For Rendering Selection - CULLINGSTRATEGY_
BOUNDINGSPHERE_ ONLY - CULLINGSTRATEGY_
OPTIMISTIC_ INCLUSION - CULLINGSTRATEGY_
OPTIMISTIC_ INCLUSION_ THEN_ BSPHERE_ ONLY - CULLINGSTRATEGY_
STANDARD - OCCLUSION_
ALGORITHM_ TYPE_ ACCURATE - OCCLUSION_
ALGORITHM_ TYPE_ CONSERVATIVE - OCCLUSION_
TYPE_ NONE - OCCLUSION_
TYPE_ OPTIMISTIC - OCCLUSION_
TYPE_ STRICT
Accessors
- absolute
Position - absolute
Rotation Quaternion - absolute
Scaling - animation
Properties Override - apply
Fog - behaviors
- billboard
Mode - check
Collisions - collider
- collision
Group - collision
Mask - collision
Response - compute
Bones Using Shaders - do
Not Serialize - facet
Depth Sort From - facet
Nb - forward
- has
Instances - has
Thin Instances - has
Vertex Alpha - infinite
Distance - is
AnInstance - is
Blocked - is
Facet Data Enabled - is
World Matrix Frozen - layer
Mask - light
Sources - material
- must
Depth Sort Facets - non
Uniform Scaling - num
Bone Influencers - on
Collide - on
Collision Position Change - on
Dispose - parent
- partitioningBBox
Ratio - partitioning
Subdivisions - position
- preserve
Parent Rotation For Billboard - receive
Shadows - rendering
Group Id - right
- rotation
- rotation
Quaternion - scaling
- skeleton
- surrounding
Meshes - up
- use
Bones - use
Vertex Colors - visibility
- world
Matrix From Cache - BILLBOARDMODE_
ALL - BILLBOARDMODE_
NONE - BILLBOARDMODE_
USE_ POSITION - BILLBOARDMODE_
X - BILLBOARDMODE_
Y - BILLBOARDMODE_
Z
Methods
- add
Behavior - add
Child - add
Rotation - align
With Normal - apply
Impulse - attach
ToBone - begin
Animation - calc
MovePOV - calc
RotatePOV - clone
- compute
World Matrix - create
Animation Range - create
Normals - create
OrUpdate Submeshes Octree - delete
Animation Range - detach
From Bone - disable
Edges Rendering - disable
Facet Data - dispose
- enable
Edges Rendering - freeze
World Matrix - get
Absolute Pivot Point - get
Absolute Pivot Point ToRef - get
Absolute Position - get
Animation ByName - get
Animation Range - get
Animation Ranges - get
Behavior ByName - get
Bounding Info - get
Child Meshes - get
Child Transform Nodes - get
Children - get
Class Name - get
Closest Facet AtCoordinates - get
Closest Facet AtLocal Coordinates - get
Connected Particle Systems - get
Descendants - get
Direction - get
Direction ToRef - get
Distance ToCamera - get
Engine - get
Facet Data Parameters - get
Facet Local Normals - get
Facet Local Partitioning - get
Facet Local Positions - get
Facet Normal - get
Facet Normal ToRef - get
Facet Position - get
Facet Position ToRef - get
Facets AtLocal Coordinates - get
Hierarchy Bounding Vectors - get
Indices - getLOD
- get
Mesh Uniform Buffer - get
Physics Impostor - get
Pivot Matrix - get
Pivot Point - get
Pivot Point ToRef - get
Pose Matrix - get
Position Expressed InLocal Space - get
Position InCamera Space - get
Scene - get
Total Indices - get
Total Vertices - get
Vertices Data - get
World Matrix - instantiate
Hierarchy - intersects
- intersects
Mesh - intersects
Point - is
Completely InFrustum - is
Descendant Of - is
Disposed - is
Enabled - is
InFrustum - is
Ready - is
Vertices Data Present - locally
Translate - look
At - mark
AsDirty - movePOV
- move
With Collisions - normalize
ToUnit Cube - refresh
Bounding Info - register
After World Matrix Update - release
Sub Meshes - remove
Behavior - remove
Child - reset
Local Matrix - rotate
- rotate
Around - rotatePOV
- serialize
- serialize
Animation Ranges - set
Absolute Position - set
Bounding Info - set
Direction - set
Enabled - set
Indices - set
Parent - set
Physics Link With - set
Pivot Matrix - set
Pivot Point - set
Position With Local Vector - set
Pre Transform Matrix - set
Vertices Data - to
String - transfer
ToEffect - translate
- unfreeze
World Matrix - unregister
After World Matrix Update - update
Facet Data - update
Indices - update
Pose Matrix - update
Vertices Data - Add
Node Constructor - Construct
- Parse
- Parse
Animation Ranges
Constructors
constructor
-
Creates a new AbstractMesh
Parameters
Returns AbstractMesh
Properties
action ManagerSearch playground for actionManager
Gets or sets the current action manager
alpha IndexSearch playground for alphaIndex
Gets or sets the alpha index used to sort transparent meshes
always Select AsActive MeshSearch playground for alwaysSelectAsActiveMesh
True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
animationsSearch playground for animations
Gets a list of Animations associated with the node
culling StrategySearch playground for cullingStrategy
The culling strategy to use to check whether the mesh must be rendered or not. This value can be changed at any time and will be used on the next render mesh selection. The possible values are :
- AbstractMesh.CULLINGSTRATEGY_STANDARD
- AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
- AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
- AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY Please read each static variable documentation to get details about the culling process.
defined Facing ForwardSearch playground for definedFacingForward
Gets or sets the orientation for POV movement & rotation
do Not Sync Bounding InfoSearch playground for doNotSyncBoundingInfo
Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
edges ColorSearch playground for edgesColor
Defines edge color used when edgesRenderer is enabled
edges RendererSearch playground for edgesRenderer
Gets the edgesRenderer associated with the mesh
edges WidthSearch playground for edgesWidth
Defines edge width used when edgesRenderer is enabled
ellipsoidSearch playground for ellipsoid
Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
ellipsoid OffsetSearch playground for ellipsoidOffset
Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
enable Pointer Move EventsSearch playground for enablePointerMoveEvents
Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
idSearch playground for id
Gets or sets the id of the node
ignore Non Uniform ScalingSearch playground for ignoreNonUniformScaling
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
inspectable Custom PropertiesSearch playground for inspectableCustomProperties
List of inspectable custom properties (used by the Inspector)
instanced BuffersSearch playground for instancedBuffers
Object used to store instanced buffers defined by user
Type declaration
-
[key: string]: any
is BlockerSearch playground for isBlocker
Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
is OccludedSearch playground for isOccluded
Gets or sets whether the mesh is occluded or not, it is used also to set the intial state of the mesh to be occluded or not
is Occlusion Query InProgressSearch playground for isOcclusionQueryInProgress
Flag to check the progress status of the query
is PickableSearch playground for isPickable
Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
is VisibleSearch playground for isVisible
Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
metadataSearch playground for metadata
Gets or sets an object used to store user defined information for the node
nameSearch playground for name
Gets or sets the name of the node
occlusion Query Algorithm TypeSearch playground for occlusionQueryAlgorithmType
This property determines the type of occlusion query algorithm to run in WebGl, you can use:
- AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
- AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE (Default Value) which is mapped to GL_ANY_SAMPLES_PASSED_CONSERVATIVE which is a false positive algorithm that is faster than GL_ANY_SAMPLES_PASSED but less accurate.
occlusion Retry CountSearch playground for occlusionRetryCount
This number indicates the number of allowed retries before stop the occlusion query, this is useful if the occlusion query is taking long time before to the query result is retireved, the query result indicates if the object is visible within the scene or not and based on that Babylon.Js engine decideds to show or hide the object. The default value is -1 which means don't break the query and wait till the result
occlusion TypeSearch playground for occlusionType
This property is responsible for starting the occlusion query within the Mesh or not, this property is also used to determine what should happen when the occlusionRetryCount is reached. It has supports 3 values:
- OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
- OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
- OCCLUSION_TYPE_STRICT: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken restore the last state of the mesh occlusion if the mesh was visible then show the mesh if was hidden then hide don't show.
on After World Matrix Update ObservableSearch playground for onAfterWorldMatrixUpdateObservable
An event triggered after the world matrix is updated
on Collide ObservableSearch playground for onCollideObservable
An event triggered when this mesh collides with another one
on Collision Position Change ObservableSearch playground for onCollisionPositionChangeObservable
An event triggered when the collision's position changes
on Dispose ObservableSearch playground for onDisposeObservable
An event triggered when the mesh is disposed
on Material Changed ObservableSearch playground for onMaterialChangedObservable
An event triggered when material is changed
on ReadySearch playground for onReady
Callback raised when the node is ready to be used
on Rebuild ObservableSearch playground for onRebuildObservable
An event triggered when the mesh is rebuilt.
outline ColorSearch playground for outlineColor
Defines color to use when rendering outline
outline WidthSearch playground for outlineWidth
Define width to use when rendering outline
overlay AlphaSearch playground for overlayAlpha
Defines alpha to use when rendering overlay
overlay ColorSearch playground for overlayColor
Defines color to use when rendering overlay
physics ImpostorSearch playground for physicsImpostor
Gets or sets impostor used for physic simulation
re Integrate Rotation Into Rotation QuaternionSearch playground for reIntegrateRotationIntoRotationQuaternion
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
render OutlineSearch playground for renderOutline
Gets or sets a boolean indicating if the outline must be rendered as well
render OverlaySearch playground for renderOverlay
Gets or sets a boolean indicating if the overlay must be rendered as well
reserved Data StoreSearch playground for reservedDataStore
For internal use only. Please do not use.
scaling DeterminantSearch playground for scalingDeterminant
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
show Bounding BoxSearch playground for showBoundingBox
Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
show Sub Meshes Bounding BoxSearch playground for showSubMeshesBoundingBox
Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default)
stateSearch playground for state
Gets or sets a string used to store user defined state for the node
sub MeshesSearch playground for subMeshes
Gets or sets the list of subMeshes
unique IdSearch playground for uniqueId
Gets or sets the unique id of the node
use Octree For CollisionsSearch playground for useOctreeForCollisions
Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default)
use Octree For PickingSearch playground for useOctreeForPicking
Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default)
use Octree For Rendering SelectionSearch playground for useOctreeForRenderingSelection
Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default)
Static Readonly CULLINGSTRATEGY_ BOUNDINGSPHERE_ ONLYSearch playground for CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
Culling strategy : Bounding Sphere Only. This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested. It's also less accurate than the standard because some not visible objects can still be selected. Test : is the bounding sphere outside the frustum ? If not, then the cullable object is in the frustum.
Static Readonly CULLINGSTRATEGY_ OPTIMISTIC_ INCLUSIONSearch playground for CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
Culling strategy : Optimistic Inclusion. This in an inclusion test first, then the standard exclusion test. This can be faster when a cullable object is expected to be almost always in the camera frustum. This could also be a little slower than the standard test when the tested object center is not the frustum but one of its bounding box vertex is still inside. Anyway, it's as accurate as the standard strategy. Test : Is the cullable object bounding sphere center in the frustum ? If not, apply the default culling strategy.
Static Readonly CULLINGSTRATEGY_ OPTIMISTIC_ INCLUSION_ THEN_ BSPHERE_ ONLYSearch playground for CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
Culling strategy : Optimistic Inclusion then Bounding Sphere Only. This in an inclusion test first, then the bounding sphere only exclusion test. This can be the fastest test when a cullable object is expected to be almost always in the camera frustum. This could also be a little slower than the BoundingSphereOnly strategy when the tested object center is not in the frustum but its bounding sphere still intersects it. It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy. Test : Is the cullable object bounding sphere center in the frustum ? If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
Static Readonly CULLINGSTRATEGY_ STANDARDSearch playground for CULLINGSTRATEGY_STANDARD
Default culling strategy : this is an exclusion test and it's the more accurate. Test order : Is the bounding sphere outside the frustum ? If not, are the bounding box vertices outside the frustum ? It not, then the cullable object is in the frustum.
Static OCCLUSION_ ALGORITHM_ TYPE_ ACCURATESearch playground for OCCLUSION_ALGORITHM_TYPE_ACCURATE
Use an accurante occlusion algorithm
Static OCCLUSION_ ALGORITHM_ TYPE_ CONSERVATIVESearch playground for OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE
Use a conservative occlusion algorithm
Static OCCLUSION_ TYPE_ NONESearch playground for OCCLUSION_TYPE_NONE
No occlusion
Static OCCLUSION_ TYPE_ OPTIMISTICSearch playground for OCCLUSION_TYPE_OPTIMISTIC
Occlusion set to optimisitic
Static OCCLUSION_ TYPE_ STRICTSearch playground for OCCLUSION_TYPE_STRICT
Occlusion set to strict
Accessors
absolute Position
-
Returns the current mesh absolute position. Returns a Vector3.
Returns Vector3
absolute Rotation Quaternion
-
Returns the current mesh absolute rotation. Returns a Quaternion.
Returns Quaternion
absolute Scaling
-
Returns the current mesh absolute scaling. Returns a Vector3.
Returns Vector3
animation Properties Override
-
Gets or sets the animation properties override
Returns Nullable<AnimationPropertiesOverride>
-
Gets or sets the animation properties override
Parameters
-
value: Nullable<AnimationPropertiesOverride>
Returns any
-
apply Fog
-
Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default)
Returns boolean
-
Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default)
Parameters
-
value: boolean
Returns any
-
behaviors
billboard Mode
-
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
-
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 Parameters
-
value: number
Returns any
-
check Collisions
-
Gets or sets a boolean indicating that this mesh can be used in the collision engine
Returns boolean
-
Gets or sets a boolean indicating that this mesh can be used in the collision engine
Parameters
-
collisionEnabled: boolean
Returns any
-
collider
-
Gets Collider object used to compute collisions (not physics)
Returns Nullable<Collider>
collision Group
-
Gets or sets the current collision group mask (-1 by default). A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
Returns number
-
Gets or sets the current collision group mask (-1 by default). A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
Parameters
-
mask: number
Returns any
-
collision Mask
-
Gets or sets a collision mask used to mask collisions (default is -1). A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
Returns number
-
Gets or sets a collision mask used to mask collisions (default is -1). A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
Parameters
-
mask: number
Returns any
-
collision Response
-
Gets or sets a collision response flag (default is true). when collisionResponse is false, events are still triggered but colliding entity has no response This helps creating trigger volume when user wants collision feedback events but not position/velocity to respond to the collision.
Returns boolean
-
Gets or sets a collision response flag (default is true). when collisionResponse is false, events are still triggered but colliding entity has no response This helps creating trigger volume when user wants collision feedback events but not position/velocity to respond to the collision.
Parameters
-
response: boolean
Returns any
-
compute Bones Using Shaders
-
Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
Returns boolean
-
Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
Parameters
-
value: boolean
Returns any
-
do Not Serialize
-
Gets or sets a boolean used to define if the node must be serialized
Returns boolean
-
Gets or sets a boolean used to define if the node must be serialized
Parameters
-
value: boolean
Returns any
-
facet Depth Sort From
-
The location (Vector3) where the facet depth sort must be computed from. By default, the active camera position. Used only when facet depth sort is enabled
Returns Vector3
-
The location (Vector3) where the facet depth sort must be computed from. By default, the active camera position. Used only when facet depth sort is enabled
Parameters
-
location: Vector3
Returns any
-
facet Nb
-
Gets the number of facets in the mesh
Returns number
forward
-
The forward direction of that transform in world space.
Returns Vector3
has Instances
-
Gets a boolean indicating if this mesh has instances
Returns boolean
has Thin Instances
-
Gets a boolean indicating if this mesh has thin instances
Returns boolean
has Vertex Alpha
-
Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values
Returns boolean
-
Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values
Parameters
-
value: boolean
Returns any
-
infinite Distance
-
Gets or sets the distance of the object to max, often used by skybox
Returns boolean
-
Gets or sets the distance of the object to max, often used by skybox
Parameters
-
value: boolean
Returns any
-
is AnInstance
-
Gets a boolean indicating if this mesh is an instance or a regular mesh
Returns boolean
is Blocked
-
Returns true if the mesh is blocked. Implemented by child classes
Returns boolean
is Facet Data Enabled
-
gets a boolean indicating if facetData is enabled
Returns boolean
is World Matrix Frozen
-
True if the World matrix has been frozen.
Returns boolean
layer Mask
-
Gets or sets the current layer mask (default is 0x0FFFFFFF)
Returns number
-
Gets or sets the current layer mask (default is 0x0FFFFFFF)
Parameters
-
value: number
Returns any
-
light Sources
-
Gets the list of lights affecting that mesh
Returns Light[]
material
must Depth Sort Facets
-
Gets or sets a boolean indicating that the facets must be depth sorted on next call to
updateFacetData()
. Works only for updatable meshes. Doesn't work with multi-materialsReturns boolean
-
Gets or sets a boolean indicating that the facets must be depth sorted on next call to
updateFacetData()
. Works only for updatable meshes. Doesn't work with multi-materialsParameters
-
sort: boolean
Returns any
-
non Uniform Scaling
-
True if the scaling property of this object is non uniform eg. (1,2,1)
Returns boolean
num Bone Influencers
-
Gets or sets the number of allowed bone influences per vertex (4 by default)
Returns number
-
Gets or sets the number of allowed bone influences per vertex (4 by default)
Parameters
-
value: number
Returns any
-
on Collide
-
Set a function to call when this mesh collides with another one
Parameters
-
callback: () => void
-
-
Returns void
-
-
Returns any
-
on Collision Position Change
-
Set a function to call when the collision's position changes
Parameters
-
callback: () => void
-
-
Returns void
-
-
Returns any
-
on Dispose
-
Sets a callback that will be raised when the node will be disposed
Parameters
-
callback: () => void
-
-
Returns void
-
-
Returns any
-
parent
partitioningBBox Ratio
-
The ratio (float) to apply to the bouding box size to set to the partioning space. Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
Returns number
-
The ratio (float) to apply to the bouding box size to set to the partioning space. Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
Parameters
-
ratio: number
Returns any
-
partitioning Subdivisions
-
Gets or set the number (integer) of subdivisions per axis in the partioning space
Returns number
-
Gets or set the number (integer) of subdivisions per axis in the partioning space
Parameters
-
nb: number
Returns any
-
position
preserve Parent Rotation For Billboard
-
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
-
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
Parameters
-
value: boolean
Returns any
-
receive Shadows
-
Gets or sets a boolean indicating that this mesh can receive realtime shadows
Returns boolean
-
Gets or sets a boolean indicating that this mesh can receive realtime shadows
Parameters
-
value: boolean
Returns any
-
rendering Group Id
-
Specifies the rendering group id for this mesh (0 by default)
Returns number
-
Specifies the rendering group id for this mesh (0 by default)
Parameters
-
value: number
Returns any
-
right
-
The right direction of that transform in world space.
Returns Vector3
rotation
-
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
-
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
Parameters
-
newRotation: Vector3
Returns any
-
rotation 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>
-
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)
Parameters
-
quaternion: Nullable<Quaternion>
Returns any
-
scaling
skeleton
surrounding Meshes
-
Gets or sets current surrounding meshes (null by default).
By default collision detection is tested against every mesh in the scene. It is possible to set surroundingMeshes to a defined list of meshes and then only these specified meshes will be tested for the collision.
Note: if set to an empty array no collision will happen when this mesh is moved.
Returns Nullable<AbstractMesh[]>
-
Gets or sets current surrounding meshes (null by default).
By default collision detection is tested against every mesh in the scene. It is possible to set surroundingMeshes to a defined list of meshes and then only these specified meshes will be tested for the collision.
Note: if set to an empty array no collision will happen when this mesh is moved.
Parameters
-
meshes: Nullable<AbstractMesh[]>
Returns any
-
up
-
The up direction of that transform in world space.
Returns Vector3
use Bones
-
Gets a boolean indicating if this mesh has skinning data and an attached skeleton
Returns boolean
use Vertex Colors
-
Gets or sets a boolean indicating that this mesh needs to use vertex color data to render (if this kind of vertex data is available in the geometry)
Returns boolean
-
Gets or sets a boolean indicating that this mesh needs to use vertex color data to render (if this kind of vertex data is available in the geometry)
Parameters
-
value: boolean
Returns any
-
visibility
-
Gets or sets mesh visibility between 0 and 1 (default is 1)
Returns number
-
Gets or sets mesh visibility between 0 and 1 (default is 1)
Parameters
-
value: number
Returns any
-
world Matrix From Cache
-
Returns directly the latest state of the mesh World matrix. A Matrix is returned.
Returns Matrix
Static BILLBOARDMODE_ ALL
-
Billboard on all axes
Returns number
Static BILLBOARDMODE_ NONE
-
No billboard
Returns number
Static BILLBOARDMODE_ USE_ POSITION
-
Billboard on using position instead of orientation
Returns number
Static BILLBOARDMODE_ X
-
Billboard on X axis
Returns number
Static BILLBOARDMODE_ Y
-
Billboard on Y axis
Returns number
Static BILLBOARDMODE_ Z
-
Billboard on Z axis
Returns number
Methods
add BehaviorSearch playground for addBehavior
add ChildSearch playground for addChild
-
Adds the passed mesh as a child to the current mesh
Parameters
-
mesh: AbstractMesh
defines the child mesh
Returns AbstractMesh
the current mesh
-
add RotationSearch playground for addRotation
-
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.Parameters
-
x: number
Rotation to add
-
y: number
Rotation to add
-
z: number
Rotation to add
Returns TransformNode
the TransformNode.
-
align With NormalSearch playground for alignWithNormal
-
Align the mesh with a normal
Parameters
-
normal: Vector3
defines the normal to use
-
Optional upDirection: Vector3
can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
Returns AbstractMesh
the current mesh
-
apply ImpulseSearch playground for applyImpulse
-
Apply a physic impulse to the mesh
Parameters
Returns AbstractMesh
the current mesh
attach ToBoneSearch playground for attachToBone
-
Attach the current TransformNode to another TransformNode associated with a bone
Parameters
-
bone: Bone
Bone affecting the TransformNode
-
affectedTransformNode: TransformNode
TransformNode associated with the bone
Returns TransformNode
this object
-
begin AnimationSearch playground for beginAnimation
-
Will start the animation sequence
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)
-
-
Returns void
-
-
Returns Nullable<Animatable>
the object created for this animation. If range does not exist, it will return null
-
calc MovePOVSearch playground for calcMovePOV
-
Calculate relative position change from the point of view of behind the front of the mesh. This is performed taking into account the meshes current rotation, so you do not have to care. Supports definition of mesh facing forward or backward
Parameters
-
amountRight: number
defines the distance on the right axis
-
amountUp: number
defines the distance on the up axis
-
amountForward: number
defines the distance on the forward axis
Returns Vector3
the new displacement vector
-
calc RotatePOVSearch playground for calcRotatePOV
-
Calculate relative rotation change from the point of view of behind the front of the mesh. Supports definition of mesh facing forward or backward.
Parameters
-
flipBack: number
defines the flip
-
twirlClockwise: number
defines the twirl
-
tiltRight: number
defines the tilt
Returns Vector3
the new rotation vector
-
cloneSearch playground for clone
-
Clones the current mesh
Parameters
-
name: string
defines the mesh name
-
newParent: Nullable<Node>
defines the new mesh parent
-
Optional doNotCloneChildren: boolean
defines a boolean indicating that children must not be cloned (false by default)
Returns Nullable<AbstractMesh>
the new mesh
-
compute World MatrixSearch playground for computeWorldMatrix
-
Computes the world matrix of the node
Parameters
-
Optional force: boolean
defines if the cache version should be invalidated forcing the world matrix to be created from scratch
Returns Matrix
the world matrix
-
create Animation RangeSearch playground for createAnimationRange
-
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
-
create NormalsSearch playground for createNormals
-
Creates new normals data for the mesh
Parameters
-
updatable: boolean
defines if the normal vertex buffer must be flagged as updatable
Returns AbstractMesh
the current mesh
-
create OrUpdate Submeshes OctreeSearch playground for createOrUpdateSubmeshesOctree
-
This function will create an octree to help to select the right submeshes for rendering, picking and collision computations. Please note that you must have a decent number of submeshes to get performance improvements when using an octree
Parameters
-
Optional maxCapacity: number
defines the maximum size of each block (64 by default)
-
Optional maxDepth: number
defines the maximum depth to use (no more than 2 levels by default)
Returns Octree<SubMesh>
the new octree
-
delete Animation RangeSearch playground for deleteAnimationRange
-
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 From BoneSearch playground for detachFromBone
-
Detach the transform node if its associated with a bone
Returns TransformNode
this object
disable Edges RenderingSearch playground for disableEdgesRendering
-
Disables the mesh edge rendering mode
Returns AbstractMesh
the currentAbstractMesh
disable Facet DataSearch playground for disableFacetData
-
Disables the feature FacetData and frees the related memory
Returns AbstractMesh
the current mesh
disposeSearch playground for dispose
-
Releases resources associated with this abstract mesh.
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
-
enable Edges RenderingSearch playground for enableEdgesRendering
-
Enables the edge rendering mode on the mesh. This mode makes the mesh edges visible
Parameters
-
Optional epsilon: number
defines the maximal distance between two angles to detect a face
-
Optional checkVerticesInsteadOfIndices: boolean
indicates that we should check vertex list directly instead of faces
-
Optional options: IEdgesRendererOptions
options to the edge renderer
Returns AbstractMesh
the currentAbstractMesh
-
freeze World MatrixSearch playground for freezeWorldMatrix
-
Prevents the World matrix to be computed any longer
Parameters
Returns TransformNode
the TransformNode.
get Absolute Pivot PointSearch playground for getAbsolutePivotPoint
-
Returns a new Vector3 set with the mesh pivot point World coordinates.
Returns Vector3
a new Vector3 set with the mesh pivot point World coordinates.
get Absolute Pivot Point ToRefSearch playground for getAbsolutePivotPointToRef
-
Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
Parameters
-
result: Vector3
vector3 to store the result
Returns TransformNode
this TransformNode.
-
get Absolute PositionSearch playground for getAbsolutePosition
-
Retuns the mesh absolute position in the World.
Returns Vector3
a Vector3.
get Animation ByNameSearch playground for getAnimationByName
get Animation RangeSearch playground for getAnimationRange
-
Get an animation range by name
Parameters
-
name: string
defines the name of the animation range to look for
Returns Nullable<AnimationRange>
null if not found else the requested animation range
-
get Animation RangesSearch playground for getAnimationRanges
-
Gets the list of all animation ranges defined on this node
Returns Nullable<AnimationRange>[]
an array
get Behavior ByNameSearch playground for getBehaviorByName
get Bounding InfoSearch playground for getBoundingInfo
-
Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined. Note that it returns a shallow bounding of the mesh (i.e. it does not include children). To get the full bounding of all children, call
getHierarchyBoundingVectors
instead.Returns BoundingInfo
a BoundingInfo
get Child MeshesSearch playground for getChildMeshes
-
Get all child-meshes of this node
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
-
-
Parameters
-
node: Node
Returns boolean
-
-
-
Returns AbstractMesh[]
an array of AbstractMesh
-
get Child Transform NodesSearch playground for getChildTransformNodes
-
Get all child-transformNodes of this node
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
-
-
Parameters
-
node: Node
Returns boolean
-
-
-
Returns TransformNode[]
an array of TransformNode
-
get ChildrenSearch playground for getChildren
-
Get all direct children of this 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
-
-
Parameters
-
node: Node
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[]
an array of Node
-
get Class NameSearch playground for getClassName
-
Returns the string "AbstractMesh"
Returns string
"AbstractMesh"
get Closest Facet AtCoordinatesSearch playground for getClosestFacetAtCoordinates
-
Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
Parameters
-
x: number
defines x coordinate
-
y: number
defines y coordinate
-
z: number
defines z coordinate
-
Optional projected: Vector3
sets as the (x,y,z) world projection on the facet
-
Optional checkFace: boolean
if true (default false), only the facet "facing" to (x,y,z) or only the ones "turning their backs", according to the parameter "facing" are returned
-
Optional facing: boolean
if facing and checkFace are true, only the facet "facing" to (x, y, z) are returned : positive dot (x, y, z) * facet position. If facing si false and checkFace is true, only the facet "turning their backs" to (x, y, z) are returned : negative dot (x, y, z) * facet position
Returns Nullable<number>
the face index if found (or null instead)
-
get Closest Facet AtLocal CoordinatesSearch playground for getClosestFacetAtLocalCoordinates
-
Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
Parameters
-
x: number
defines x coordinate
-
y: number
defines y coordinate
-
z: number
defines z coordinate
-
Optional projected: Vector3
sets as the (x,y,z) local projection on the facet
-
Optional checkFace: boolean
if true (default false), only the facet "facing" to (x,y,z) or only the ones "turning their backs", according to the parameter "facing" are returned
-
Optional facing: boolean
if facing and checkFace are true, only the facet "facing" to (x, y, z) are returned : positive dot (x, y, z) * facet position. If facing si false and checkFace is true, only the facet "turning their backs" to (x, y, z) are returned : negative dot (x, y, z) * facet position
Returns Nullable<number>
the face index if found (or null instead)
-
get Connected Particle SystemsSearch playground for getConnectedParticleSystems
-
This function returns all of the particle systems in the scene that use the mesh as an emitter.
Returns IParticleSystem[]
an array of particle systems in the scene that use the mesh as an emitter
get DescendantsSearch playground for getDescendants
-
Will return all nodes that have this node as ascendant
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
-
-
Parameters
-
node: Node
Returns boolean
-
-
-
Returns Node[]
all children nodes of all types
-
get DirectionSearch playground for getDirection
-
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.
Parameters
-
localAxis: Vector3
axis to rotate
Returns Vector3
a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
-
get Direction ToRefSearch playground for getDirectionToRef
-
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 Wordl space from the mesh World matrix.
Parameters
Returns TransformNode
this TransformNode.
get Distance ToCameraSearch playground for getDistanceToCamera
get EngineSearch playground for getEngine
-
Gets the engine of the node
Returns Engine
a Engine
get Facet Data ParametersSearch playground for getFacetDataParameters
-
Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
Returns any
the parameters
get Facet Local NormalsSearch playground for getFacetLocalNormals
-
Returns the facetLocalNormals array. The normals are expressed in the mesh local spac
Returns Vector3[]
an array of Vector3
get Facet Local PartitioningSearch playground for getFacetLocalPartitioning
-
Returns the facetLocalPartioning array
Returns number[][]
an array of array of numbers
get Facet Local PositionsSearch playground for getFacetLocalPositions
-
Returns the facetLocalPositions array. The facet positions are expressed in the mesh local space
Returns Vector3[]
an array of Vector3
get Facet NormalSearch playground for getFacetNormal
-
Returns the i-th facet normal in the world system. This method allocates a new Vector3 per call
Parameters
-
i: number
defines the facet index
Returns Vector3
a new Vector3
-
get Facet Normal ToRefSearch playground for getFacetNormalToRef
-
Sets the reference Vector3 with the i-th facet normal in the world system
Parameters
-
i: number
defines the facet index
-
ref: Vector3
defines the target vector
Returns this
the current mesh
-
get Facet PositionSearch playground for getFacetPosition
-
Returns the i-th facet position in the world system. This method allocates a new Vector3 per call
Parameters
-
i: number
defines the facet index
Returns Vector3
a new Vector3
-
get Facet Position ToRefSearch playground for getFacetPositionToRef
-
Sets the reference Vector3 with the i-th facet position in the world system
Parameters
-
i: number
defines the facet index
-
ref: Vector3
defines the target vector
Returns AbstractMesh
the current mesh
-
get Facets AtLocal CoordinatesSearch playground for getFacetsAtLocalCoordinates
-
Returns the facets (in an array) in the same partitioning block than the one the passed coordinates are located (expressed in the mesh local system)
Parameters
-
x: number
defines x coordinate
-
y: number
defines y coordinate
-
z: number
defines z coordinate
Returns Nullable<number[]>
the array of facet indexes
-
get Hierarchy Bounding VectorsSearch playground for getHierarchyBoundingVectors
-
Return the minimum and maximum world vectors of the entire hierarchy under current node
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 }
the new bounding vectors
-
get IndicesSearch playground for getIndices
-
Returns null by default. Implemented by child classes
Returns Nullable<IndicesArray>
null
getLODSearch playground for getLOD
-
Returns the mesh itself by default. Implemented by child classes
Parameters
-
camera: Camera
defines the camera to use to pick the right LOD level
Returns Nullable<AbstractMesh>
the currentAbstractMesh
-
get Mesh Uniform BufferSearch playground for getMeshUniformBuffer
-
Gets the mesh uniform buffer.
Returns UniformBuffer
the uniform buffer of the mesh.
get Physics ImpostorSearch playground for getPhysicsImpostor
-
Gets the current physics impostor
Returns Nullable<PhysicsImpostor>
a physics impostor or null
get Pivot MatrixSearch playground for getPivotMatrix
-
Returns the mesh pivot matrix. Default : Identity.
Returns Matrix
the matrix
get Pivot PointSearch playground for getPivotPoint
-
Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
Returns Vector3
the pivot point
get Pivot Point ToRefSearch playground for getPivotPointToRef
-
Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
Parameters
-
result: Vector3
the vector3 to store the result
Returns TransformNode
this TransformNode.
-
get Pose MatrixSearch playground for getPoseMatrix
-
Returns the mesh Pose matrix.
Returns Matrix
the pose matrix
get Position Expressed InLocal SpaceSearch playground for getPositionExpressedInLocalSpace
-
Returns the mesh position in the local space from the current World matrix values.
Returns Vector3
a new Vector3.
get Position InCamera SpaceSearch playground for getPositionInCameraSpace
get SceneSearch playground for getScene
-
Gets the scene of the node
Returns Scene
a scene
get Total IndicesSearch playground for getTotalIndices
-
Returns a positive integer : the total number of indices in this mesh geometry.
Returns number
the numner of indices or zero if the mesh has no geometry.
get Total VerticesSearch playground for getTotalVertices
-
Returns 0 by default. Implemented by child classes
Returns number
an integer
get Vertices DataSearch playground for getVerticesData
-
Returns the array of the requested vertex data kind. Implemented by child classes
Parameters
-
kind: string
defines the vertex data kind to use
Returns Nullable<FloatArray>
null
-
get World MatrixSearch playground for getWorldMatrix
-
Gets the current world matrix
Returns Matrix
a Matrix
instantiate HierarchySearch playground for instantiateHierarchy
-
Instantiate (when possible) or clone that node with its hierarchy
Parameters
-
Optional newParent: Nullable<TransformNode>
defines the new parent to use for the instance (or clone)
-
Optional options: { doNotInstantiate: boolean }
defines options to configure how copy is done
-
do
Not Instantiate: boolean
-
-
Optional onNewNodeCreated: (source: TransformNode, clone: TransformNode) => void
defines an option callback to call when a clone or an instance is created
-
-
Parameters
-
source: TransformNode
-
clone: TransformNode
Returns void
-
-
-
Returns Nullable<TransformNode>
an instance (or a clone) of the current node with its hiearchy
-
intersectsSearch playground for intersects
-
Checks if the passed Ray intersects with the mesh
Parameters
-
ray: Ray
defines the ray to use
-
Optional fastCheck: boolean
defines if fast mode (but less precise) must be used (false by default)
-
Optional trianglePredicate: TrianglePickingPredicate
defines an optional predicate used to select faces when a mesh intersection is detected
-
Optional onlyBoundingInfo: boolean
defines a boolean indicating if picking should only happen using bounding info (false by default)
-
Optional worldToUse: Matrix
defines the world matrix to use to get the world coordinate of the intersection point
-
Optional skipBoundingInfo: boolean
a boolean indicating if we should skip the bounding info check
Returns PickingInfo
the picking info
-
intersects MeshSearch playground for intersectsMesh
-
True if the mesh intersects another mesh or a SolidParticle object
Parameters
-
mesh: AbstractMesh | SolidParticle
defines a target mesh or SolidParticle to test
-
Optional precise: boolean
Unless the parameter
precise
is set totrue
the intersection is computed according to Axis Aligned Bounding Boxes (AABB), else according to OBB (Oriented BBoxes) -
Optional includeDescendants: boolean
Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
Returns boolean
true if there is an intersection
-
intersects PointSearch playground for intersectsPoint
-
Returns true if the passed point (Vector3) is inside the mesh bounding box
Parameters
-
point: Vector3
defines the point to test
Returns boolean
true if there is an intersection
-
is Completely InFrustumSearch playground for isCompletelyInFrustum
-
Returns
true
if the mesh is completely in the frustum defined be the passed array of planes. A mesh is completely in the frustum if its bounding box it completely inside the frustum.Parameters
-
frustumPlanes: Plane[]
defines the frustum to test
Returns boolean
true if the mesh is completely in the frustum planes
-
is Descendant OfSearch playground for isDescendantOf
-
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
Parameters
-
ancestor: Node
defines the parent node to inspect
Returns boolean
a boolean indicating if this node is a descendant of the given node
-
is DisposedSearch playground for isDisposed
-
Gets a boolean indicating if the node has been disposed
Returns boolean
true if the node was disposed
is EnabledSearch playground for isEnabled
-
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
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
whether this node (and its parent) is enabled
-
is InFrustumSearch playground for isInFrustum
-
Returns
true
if the mesh is within the frustum defined by the passed array of planes. A mesh is in the frustum if its bounding box intersects the frustumParameters
-
frustumPlanes: Plane[]
defines the frustum to test
Returns boolean
true if the mesh is in the frustum planes
-
is ReadySearch playground for isReady
-
Is this node ready to be used/rendered
Parameters
-
Optional completeCheck: boolean
defines if a complete check (including materials and lights) has to be done (false by default)
Returns boolean
true if the node is ready
-
is Vertices Data PresentSearch playground for isVerticesDataPresent
-
Gets a boolean indicating if specific vertex data is present
Parameters
-
kind: string
defines the vertex data kind to use
Returns boolean
true is data kind is present
-
locally TranslateSearch playground for locallyTranslate
-
Translates the mesh along the passed Vector3 in its local space.
Parameters
-
vector3: Vector3
the distance to translate in localspace
Returns TransformNode
the TransformNode.
-
look AtSearch playground for lookAt
-
Orients a mesh towards a target point. Mesh must be drawn facing user.
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 choosen space of the target
Returns TransformNode
the TransformNode.
-
mark AsDirtySearch playground for markAsDirty
-
Flag the transform node as dirty (Forcing it to update everything)
Parameters
-
property: string
if set to "rotation" the objects rotationQuaternion will be set to null
Returns TransformNode
this transform node
-
movePOVSearch playground for movePOV
-
Perform relative position change from the point of view of behind the front of the mesh. This is performed taking into account the meshes current rotation, so you do not have to care. Supports definition of mesh facing forward or backward
Parameters
-
amountRight: number
defines the distance on the right axis
-
amountUp: number
defines the distance on the up axis
-
amountForward: number
defines the distance on the forward axis
Returns AbstractMesh
the current mesh
-
move With CollisionsSearch playground for moveWithCollisions
-
Move the mesh using collision engine
Parameters
-
displacement: Vector3
defines the requested displacement vector
Returns AbstractMesh
the current mesh
-
normalize ToUnit CubeSearch playground for normalizeToUnitCube
-
Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
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 AbstractMesh
the current mesh
-
refresh Bounding InfoSearch playground for refreshBoundingInfo
-
This method recomputes and sets a new BoundingInfo to the mesh unless it is locked. This means the mesh underlying bounding box and sphere are recomputed.
Parameters
-
Optional applySkeleton: boolean
defines whether to apply the skeleton before computing the bounding info
Returns AbstractMesh
the current mesh
-
register After World Matrix UpdateSearch playground for registerAfterWorldMatrixUpdate
-
If you'd like to be called back after the mesh position, rotation or scaling has been updated.
Parameters
-
func: (mesh: TransformNode) => void
callback function to add
-
-
Parameters
-
mesh: TransformNode
Returns void
-
-
-
Returns TransformNode
the TransformNode.
-
release Sub MeshesSearch playground for releaseSubMeshes
-
Disposes all the submeshes of the current meshnp
Returns AbstractMesh
the current mesh
remove BehaviorSearch playground for removeBehavior
remove ChildSearch playground for removeChild
-
Removes the passed mesh from the current mesh children list
Parameters
-
mesh: AbstractMesh
defines the child mesh
Returns AbstractMesh
the current mesh
-
reset Local MatrixSearch playground for resetLocalMatrix
-
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
-
rotateSearch playground for rotate
-
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 propertyrotation
is set to (0,0,0) and no longer used. The passed axis is also normalized.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
the TransformNode.
-
rotate AroundSearch playground for rotateAround
-
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 propertyrotation
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.htmParameters
-
point: Vector3
the point to rotate around
-
axis: Vector3
the axis to rotate around
-
amount: number
the amount to rotate in radians
Returns TransformNode
the TransformNode
-
rotatePOVSearch playground for rotatePOV
-
Perform relative rotation change from the point of view of behind the front of the mesh. Supports definition of mesh facing forward or backward
Parameters
-
flipBack: number
defines the flip
-
twirlClockwise: number
defines the twirl
-
tiltRight: number
defines the tilt
Returns AbstractMesh
the current mesh
-
serializeSearch playground for serialize
-
Serializes the objects information.
Parameters
-
Optional currentSerializationObject: any
defines the object to serialize in
Returns any
the serialized object
-
serialize Animation RangesSearch playground for serializeAnimationRanges
-
Serialize animation ranges into a JSON compatible object
Returns any
serialization object
set Absolute PositionSearch playground for setAbsolutePosition
-
Sets the mesh absolute position in the World from a Vector3 or an Array(3).
Parameters
-
absolutePosition: Vector3
the absolute position to set
Returns TransformNode
the TransformNode.
-
set Bounding InfoSearch playground for setBoundingInfo
-
Overwrite the current bounding info
Parameters
-
boundingInfo: BoundingInfo
defines the new bounding info
Returns AbstractMesh
the current mesh
-
set DirectionSearch playground for setDirection
-
Sets this transform node rotation to the given local axis.
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
this TransformNode
-
set EnabledSearch playground for setEnabled
-
Set the enabled state of this node
Parameters
-
value: boolean
defines the new enabled state
Returns void
-
set IndicesSearch playground for setIndices
-
Sets the mesh indices, If the mesh has no geometry, a new Geometry object is created and set to the mesh.
Parameters
-
indices: IndicesArray
Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
-
totalVertices: Nullable<number>
Defines the total number of vertices
Returns AbstractMesh
the current mesh
-
set ParentSearch playground for setParent
-
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
Parameters
Returns TransformNode
this TransformNode.
set Physics Link WithSearch playground for setPhysicsLinkWith
-
Creates a physic joint between two meshes
Parameters
-
otherMesh: Mesh
defines the other mesh to use
-
pivot1: Vector3
defines the pivot to use on this mesh
-
pivot2: Vector3
defines the pivot to use on the other mesh
-
Optional options: any
defines additional options (can be plugin dependent)
Returns AbstractMesh
the current mesh
-
set Pivot MatrixSearch playground for setPivotMatrix
-
Sets a new pivot matrix to the current node
Parameters
-
matrix: DeepImmutable<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
the current TransformNode
-
set Pivot PointSearch playground for setPivotPoint
-
Sets a new pivot point to the current node
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
the current TransformNode
-
set Position With Local VectorSearch playground for setPositionWithLocalVector
-
Sets the mesh position in its local space.
Parameters
-
vector3: Vector3
the position to set in localspace
Returns TransformNode
the TransformNode.
-
set Pre Transform MatrixSearch playground for setPreTransformMatrix
-
Sets a new matrix to apply before all other transformation
Parameters
-
matrix: Matrix
defines the transform matrix
Returns TransformNode
the current TransformNode
-
set Vertices DataSearch playground for setVerticesData
-
Sets the vertex data of the mesh geometry for the requested
kind
. If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data. Note that a new underlying VertexBuffer object is created each call. If thekind
is thePositionKind
, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.Parameters
-
kind: string
defines vertex data kind:
- VertexBuffer.PositionKind
- VertexBuffer.UVKind
- VertexBuffer.UV2Kind
- VertexBuffer.UV3Kind
- VertexBuffer.UV4Kind
- VertexBuffer.UV5Kind
- VertexBuffer.UV6Kind
- VertexBuffer.ColorKind
- VertexBuffer.MatricesIndicesKind
- VertexBuffer.MatricesIndicesExtraKind
- VertexBuffer.MatricesWeightsKind
- VertexBuffer.MatricesWeightsExtraKind
-
data: FloatArray
defines the data source
-
Optional updatable: boolean
defines if the data must be flagged as updatable (or static)
-
Optional stride: number
defines the vertex stride (size of an entire vertex). Can be null and in this case will be deduced from vertex data kind
Returns AbstractMesh
the current mesh
-
to StringSearch playground for toString
-
Gets a string representation of the current mesh
Parameters
-
Optional fullDetails: boolean
defines a boolean indicating if full details must be included
Returns string
a string representation of the current mesh
-
transfer ToEffectSearch playground for transferToEffect
-
Transfer the mesh values to its UBO.
Parameters
-
world: Matrix
The world matrix associated with the mesh
Returns void
-
translateSearch playground for translate
-
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.
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
the TransformNode.
-
unfreeze World MatrixSearch playground for unfreezeWorldMatrix
-
Allows back the World matrix computation.
Returns this
the TransformNode.
unregister After World Matrix UpdateSearch playground for unregisterAfterWorldMatrixUpdate
-
Removes a registered callback function.
Parameters
-
func: (mesh: TransformNode) => void
callback function to remove
-
-
Parameters
-
mesh: TransformNode
Returns void
-
-
-
Returns TransformNode
the TransformNode.
-
update Facet DataSearch playground for updateFacetData
-
Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated. This method can be called within the render loop. You don't need to call this method by yourself in the render loop when you update/morph a mesh with the methods CreateXXX() as they automatically manage this computation
Returns AbstractMesh
the current mesh
update IndicesSearch playground for updateIndices
-
Updates the AbstractMesh indices array
Parameters
-
indices: IndicesArray
defines the data source
-
Optional offset: number
defines the offset in the index buffer where to store the new data (can be null)
-
Optional gpuMemoryOnly: boolean
defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)
Returns AbstractMesh
the current mesh
-
update Pose MatrixSearch playground for updatePoseMatrix
-
Copies the parameter passed Matrix into the mesh Pose matrix.
Parameters
-
matrix: Matrix
the matrix to copy the pose from
Returns TransformNode
this TransformNode.
-
update Vertices DataSearch playground for updateVerticesData
-
Updates the existing vertex data of the mesh geometry for the requested
kind
. If the mesh has no geometry, it is simply returned as it is.Parameters
-
kind: string
defines vertex data kind:
- VertexBuffer.PositionKind
- VertexBuffer.UVKind
- VertexBuffer.UV2Kind
- VertexBuffer.UV3Kind
- VertexBuffer.UV4Kind
- VertexBuffer.UV5Kind
- VertexBuffer.UV6Kind
- VertexBuffer.ColorKind
- VertexBuffer.MatricesIndicesKind
- VertexBuffer.MatricesIndicesExtraKind
- VertexBuffer.MatricesWeightsKind
- VertexBuffer.MatricesWeightsExtraKind
-
data: FloatArray
defines the data source
-
Optional updateExtends: boolean
If
kind
isPositionKind
and ifupdateExtends
is true, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed -
Optional makeItUnique: boolean
If true, a new global geometry is created from this data and is set to the mesh
Returns AbstractMesh
the current mesh
-
Static Add Node ConstructorSearch playground for AddNodeConstructor
-
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
-
Static ConstructSearch playground for Construct
-
Returns a node constructor based on type name
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>
the new constructor or null
-
Static ParseSearch playground for Parse
-
Returns a new TransformNode object parsed from the source provided.
Parameters
-
parsedTransformNode: any
is the source.
-
scene: Scene
the scne the object belongs to
-
rootUrl: string
is a string, it's the root URL to prefix the
delayLoadingFile
property with
Returns TransformNode
a new TransformNode object parsed from the source provided.
-
Class used to store all common mesh properties