Class Bone
Hierarchy
-
Node
- Bone
Implements
Index
Constructors
Properties
Accessors
Methods
- add
Behavior - begin
Animation - compute
Absolute Transforms - compute
World Matrix - copy
Animation Range - create
Animation Range - delete
Animation Range - dispose
- get
Absolute Position - get
Absolute Position From Local - get
Absolute Position From Local ToRef - get
Absolute Position ToRef - get
Absolute Transform - get
Animation ByName - get
Animation Range - get
Animation Ranges - get
Base Matrix - get
Behavior ByName - get
Bind Pose - get
Child Meshes - get
Children - get
Class Name - get
Descendants - get
Direction - get
Direction ToRef - get
Engine - get
Hierarchy Bounding Vectors - get
Index - get
Inverted Absolute Transform - get
Local Matrix - get
Local Position From Absolute - get
Local Position From Absolute ToRef - get
Parent - get
Position - get
Position ToRef - get
Rest Pose - get
Rotation - get
Rotation Matrix - get
Rotation Matrix ToRef - get
Rotation Quaternion - get
Rotation Quaternion ToRef - get
Rotation ToRef - get
Scale - get
Scale ToRef - get
Scene - get
Skeleton - get
Transform Node - get
World Matrix - is
Descendant Of - is
Disposed - is
Enabled - is
Ready - link
Transform Node - mark
AsDirty - remove
Behavior - return
ToRest - rotate
- scale
- serialize
Animation Ranges - set
Absolute Position - set
Axis Angle - set
Bind Pose - set
Current Pose AsRest - set
Enabled - set
Parent - set
Position - set
Rest Pose - set
Rotation - set
Rotation Matrix - set
Rotation Quaternion - set
Scale - set
Yaw Pitch Roll - translate
- update
Matrix - Add
Node Constructor - Construct
- Parse
Animation Ranges
Constructors
constructor
-
Create a new bone
Parameters
-
name: string
defines the bone name
-
skeleton: Skeleton
defines the parent skeleton
-
Optional parentBone: Nullable<Bone>
defines the parent (can be null if the bone is the root)
-
Optional localMatrix: Nullable<Matrix>
defines the local matrix
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Optional restPose: Nullable<Matrix>
defines the rest pose matrix
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Optional baseMatrix: Nullable<Matrix>
defines the base matrix
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Optional index: Nullable<number>
defines index of the bone in the hiearchy
Returns Bone
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Properties
animationsSearch playground for animations
Gets the animations associated with this bone
childrenSearch playground for children
Gets the list of child bones
idSearch playground for id
Gets or sets the id of the node
inspectable Custom PropertiesSearch playground for inspectableCustomProperties
List of inspectable custom properties (used by the Inspector)
lengthSearch playground for length
Gets or sets bone length
metadataSearch playground for metadata
Gets or sets an object used to store user defined information for the node
nameSearch playground for name
defines the bone name
on Dispose ObservableSearch playground for onDisposeObservable
An event triggered when the mesh is disposed
on ReadySearch playground for onReady
Callback raised when the node is ready to be used
reserved Data StoreSearch playground for reservedDataStore
For internal use only. Please do not use.
stateSearch playground for state
Gets or sets a string used to store user defined state for the node
unique IdSearch playground for uniqueId
Gets or sets the unique id of the node
Accessors
animation Properties Override
-
Gets the animation properties override
Returns Nullable<AnimationPropertiesOverride>
behaviors
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
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on Dispose
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Sets a callback that will be raised when the node will be disposed
Parameters
-
callback: () => void
-
-
Returns void
-
-
Returns any
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parent
position
rotation
rotation Quaternion
-
Gets or sets current rotation quaternion (in local space)
Returns Quaternion
-
Gets or sets current rotation quaternion (in local space)
Parameters
-
newRotation: Quaternion
Returns any
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scaling
world Matrix From Cache
-
Returns directly the latest state of the mesh World matrix. A Matrix is returned.
Returns Matrix
Methods
add BehaviorSearch playground for addBehavior
begin AnimationSearch playground for beginAnimation
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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)
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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
-
compute Absolute TransformsSearch playground for computeAbsoluteTransforms
-
Compute the absolute transforms of this bone and its children
Returns void
compute World MatrixSearch playground for computeWorldMatrix
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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
-
copy Animation RangeSearch playground for copyAnimationRange
-
Copy an animation range from another bone
Parameters
-
source: Bone
defines the source bone
-
rangeName: string
defines the range name to copy
-
frameOffset: number
defines the frame offset
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rescaleAsRequired: boolean
defines if rescaling must be applied if required
-
skelDimensionsRatio: Nullable<Vector3>
defines the scaling ratio
Returns boolean
true if operation was successful
-
create Animation RangeSearch playground for createAnimationRange
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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 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
-
disposeSearch playground for dispose
-
Releases resources associated with this 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
-
get Absolute PositionSearch playground for getAbsolutePosition
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Get the absolute position of the bone (world space)
Parameters
-
Optional mesh: Nullable<AbstractMesh>
The mesh that this bone is attached to
Returns Vector3
The absolute position of the bone
-
get Absolute Position From LocalSearch playground for getAbsolutePositionFromLocal
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Get the world position of a point that is in the local space of the bone
Parameters
-
position: Vector3
The local position
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Optional mesh: Nullable<AbstractMesh>
The mesh that this bone is attached to
Returns Vector3
The world position
-
get Absolute Position From Local ToRefSearch playground for getAbsolutePositionFromLocalToRef
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Get the world position of a point that is in the local space of the bone and copy it to the result param
Parameters
-
position: Vector3
The local position
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mesh: AbstractMesh | null | undefined
The mesh that this bone is attached to
-
result: Vector3
The vector3 that the world position should be copied to
Returns void
-
get Absolute Position ToRefSearch playground for getAbsolutePositionToRef
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Copy the absolute position of the bone (world space) to the result param
Parameters
-
mesh: AbstractMesh
The mesh that this bone is attached to
-
result: Vector3
The vector3 to copy the absolute position to
Returns void
-
get Absolute TransformSearch playground for getAbsoluteTransform
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Gets the absolute transform matrix (ie base matrix * parent world matrix)
Returns Matrix
a matrix
get Animation ByNameSearch playground for getAnimationByName
get Animation RangeSearch playground for getAnimationRange
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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
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Gets the list of all animation ranges defined on this node
Returns Nullable<AnimationRange>[]
an array
get Base MatrixSearch playground for getBaseMatrix
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Gets the base matrix (initial matrix which remains unchanged)
Returns Matrix
a matrix
get Behavior ByNameSearch playground for getBehaviorByName
get Bind PoseSearch playground for getBindPose
-
Gets the bind pose matrix
Returns Matrix
the bind pose matrix
get Child MeshesSearch playground for getChildMeshes
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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)
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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
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-
Parameters
-
node: Node
Returns boolean
-
-
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Returns AbstractMesh[]
an array of AbstractMesh
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get ChildrenSearch playground for getChildren
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Returns an array containing the root bones
Returns Array<Bone>
an array containing the root bones
get Class NameSearch playground for getClassName
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Gets the current object class name.
Returns string
the class name
get DescendantsSearch playground for getDescendants
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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
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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
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node: Node
Returns boolean
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-
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Returns Node[]
all children nodes of all types
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get DirectionSearch playground for getDirection
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Get the world direction from an axis that is in the local space of the bone
Parameters
-
localAxis: Vector3
The local direction that is used to compute the world direction
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Optional mesh: Nullable<AbstractMesh>
The mesh that this bone is attached to
Returns Vector3
The world direction
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get Direction ToRefSearch playground for getDirectionToRef
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Copy the world direction to a vector3 from an axis that is in the local space of the bone
Parameters
-
localAxis: Vector3
The local direction that is used to compute the world direction
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mesh: AbstractMesh | null | undefined
The mesh that this bone is attached to
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result: Vector3
The vector3 that the world direction will be copied to
Returns void
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get EngineSearch playground for getEngine
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Gets the engine of the node
Returns Engine
a Engine
get Hierarchy Bounding VectorsSearch playground for getHierarchyBoundingVectors
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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)
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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
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get IndexSearch playground for getIndex
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Gets the node index in matrix array generated for rendering
Returns number
the node index
get Inverted Absolute TransformSearch playground for getInvertedAbsoluteTransform
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Gets the inverse of the absolute transform matrix. This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
Returns Matrix
a matrix
get Local MatrixSearch playground for getLocalMatrix
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Gets the local matrix
Returns Matrix
a matrix
get Local Position From AbsoluteSearch playground for getLocalPositionFromAbsolute
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Get the local position of a point that is in world space
Parameters
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position: Vector3
The world position
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Optional mesh: Nullable<AbstractMesh>
The mesh that this bone is attached to
Returns Vector3
The local position
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get Local Position From Absolute ToRefSearch playground for getLocalPositionFromAbsoluteToRef
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Get the local position of a point that is in world space and copy it to the result param
Parameters
-
position: Vector3
The world position
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mesh: AbstractMesh | null | undefined
The mesh that this bone is attached to
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result: Vector3
The vector3 that the local position should be copied to
Returns void
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get ParentSearch playground for getParent
get PositionSearch playground for getPosition
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Get the position of the bone in local or world space
Parameters
-
Optional space: Space
The space that the returned position is in
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Optional mesh: Nullable<AbstractMesh>
The mesh that this bone is attached to. This is only used in world space
Returns Vector3
The position of the bone
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get Position ToRefSearch playground for getPositionToRef
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Copy the position of the bone to a vector3 in local or world space
Parameters
-
space: Space | undefined
The space that the returned position is in
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mesh: Nullable<AbstractMesh>
The mesh that this bone is attached to. This is only used in world space
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result: Vector3
The vector3 to copy the position to
Returns void
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get Rest PoseSearch playground for getRestPose
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Gets the rest pose matrix
Returns Matrix
a matrix
get RotationSearch playground for getRotation
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Get the euler rotation of the bone in local or world space
Parameters
-
Optional space: Space
The space that the rotation should be in
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Optional mesh: Nullable<AbstractMesh>
The mesh that this bone is attached to. This is only used in world space
Returns Vector3
The euler rotation
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get Rotation MatrixSearch playground for getRotationMatrix
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Get the rotation matrix of the bone in local or world space
Parameters
-
space: Space | undefined
The space that the rotation should be in
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mesh: AbstractMesh
The mesh that this bone is attached to. This is only used in world space
Returns Matrix
The rotation matrix
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get Rotation Matrix ToRefSearch playground for getRotationMatrixToRef
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Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
Parameters
-
space: Space | undefined
The space that the rotation should be in
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mesh: AbstractMesh
The mesh that this bone is attached to. This is only used in world space
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result: Matrix
The quaternion that the rotation should be copied to
Returns void
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get Rotation QuaternionSearch playground for getRotationQuaternion
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Get the quaternion rotation of the bone in either local or world space
Parameters
-
Optional space: Space
The space that the rotation should be in
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Optional mesh: Nullable<AbstractMesh>
The mesh that this bone is attached to. This is only used in world space
Returns Quaternion
The quaternion rotation
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get Rotation Quaternion ToRefSearch playground for getRotationQuaternionToRef
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Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
Parameters
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space: Space | undefined
The space that the rotation should be in
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mesh: AbstractMesh | null | undefined
The mesh that this bone is attached to. This is only used in world space
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result: Quaternion
The quaternion that the rotation should be copied to
Returns void
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get Rotation ToRefSearch playground for getRotationToRef
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Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
Parameters
-
space: Space | undefined
The space that the rotation should be in
-
mesh: AbstractMesh | null | undefined
The mesh that this bone is attached to. This is only used in world space
-
result: Vector3
The vector3 that the rotation should be copied to
Returns void
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get ScaleSearch playground for getScale
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Gets the current scaling in local space
Returns Vector3
the current scaling vector
get Scale ToRefSearch playground for getScaleToRef
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Gets the current scaling in local space and stores it in a target vector
Parameters
-
result: Vector3
defines the target vector
Returns void
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get SceneSearch playground for getScene
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Gets the scene of the node
Returns Scene
a scene
get SkeletonSearch playground for getSkeleton
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Gets the parent skeleton
Returns Skeleton
a skeleton
get Transform NodeSearch playground for getTransformNode
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Gets the node used to drive the bone's transformation
Returns Nullable<TransformNode>
a transform node or null
get World MatrixSearch playground for getWorldMatrix
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Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
Returns Matrix
is Descendant OfSearch playground for isDescendantOf
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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
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ancestor: Node
defines the parent node to inspect
Returns boolean
a boolean indicating if this node is a descendant of the given node
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is DisposedSearch playground for isDisposed
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Gets a boolean indicating if the node has been disposed
Returns boolean
true if the node was disposed
is EnabledSearch playground for isEnabled
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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
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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
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is ReadySearch playground for isReady
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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
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link Transform NodeSearch playground for linkTransformNode
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Links with the given transform node. The local matrix of this bone is copied from the transform node every frame.
Parameters
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transformNode: Nullable<TransformNode>
defines the transform node to link to
Returns void
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mark AsDirtySearch playground for markAsDirty
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Flag the bone as dirty (Forcing it to update everything)
Returns void
remove BehaviorSearch playground for removeBehavior
return ToRestSearch playground for returnToRest
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Sets the local matrix to rest pose matrix
Returns void
rotateSearch playground for rotate
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Add a rotation to the bone on an axis in local or world space
Parameters
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axis: Vector3
The axis to rotate the bone on
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amount: number
The amount to rotate the bone
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Optional space: Space
The space that the axis is in
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Optional mesh: AbstractMesh
The mesh that this bone is attached to. This is only used in world space
Returns void
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scaleSearch playground for scale
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Scale the bone on the x, y and z axes (in local space)
Parameters
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x: number
The amount to scale the bone on the x axis
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y: number
The amount to scale the bone on the y axis
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z: number
The amount to scale the bone on the z axis
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Optional scaleChildren: boolean
sets this to true if children of the bone should be scaled as well (false by default)
Returns void
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serialize Animation RangesSearch playground for serializeAnimationRanges
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Serialize animation ranges into a JSON compatible object
Returns any
serialization object
set Absolute PositionSearch playground for setAbsolutePosition
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Set the absolute position of the bone (world space)
Parameters
-
position: Vector3
The position to set the bone
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Optional mesh: AbstractMesh
The mesh that this bone is attached to
Returns void
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set Axis AngleSearch playground for setAxisAngle
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Set the rotation of the bone to a particular axis angle in local or world space
Parameters
-
axis: Vector3
The axis to rotate the bone on
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angle: number
The angle that the bone should be rotated to
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Optional space: Space
The space that the axis is in
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Optional mesh: AbstractMesh
The mesh that this bone is attached to. This is only used in world space
Returns void
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set Bind PoseSearch playground for setBindPose
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Sets the bind pose matrix
Parameters
-
matrix: Matrix
the local-space bind pose to set for this bone
Returns void
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set Current Pose AsRestSearch playground for setCurrentPoseAsRest
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Set the current local matrix as the restPose for this bone.
Returns void
set EnabledSearch playground for setEnabled
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Set the enabled state of this node
Parameters
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value: boolean
defines the new enabled state
Returns void
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set ParentSearch playground for setParent
set PositionSearch playground for setPosition
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Set the postion of the bone in local or world space
Parameters
-
position: Vector3
The position to set the bone
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Optional space: Space
The space that the position is in
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Optional mesh: AbstractMesh
The mesh that this bone is attached to. This is only used in world space
Returns void
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set Rest PoseSearch playground for setRestPose
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Sets the rest pose matrix
Parameters
-
matrix: Matrix
the local-space rest pose to set for this bone
Returns void
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set RotationSearch playground for setRotation
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Set the euler rotation of the bone in local or world space
Parameters
-
rotation: Vector3
The euler rotation that the bone should be set to
-
Optional space: Space
The space that the rotation is in
-
Optional mesh: AbstractMesh
The mesh that this bone is attached to. This is only used in world space
Returns void
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set Rotation MatrixSearch playground for setRotationMatrix
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Set the rotation matrix of the bone in local or world space
Parameters
-
rotMat: Matrix
The rotation matrix that the bone should be set to
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Optional space: Space
The space that the rotation is in
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Optional mesh: AbstractMesh
The mesh that this bone is attached to. This is only used in world space
Returns void
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set Rotation QuaternionSearch playground for setRotationQuaternion
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Set the quaternion rotation of the bone in local or world space
Parameters
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quat: Quaternion
The quaternion rotation that the bone should be set to
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Optional space: Space
The space that the rotation is in
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Optional mesh: AbstractMesh
The mesh that this bone is attached to. This is only used in world space
Returns void
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set ScaleSearch playground for setScale
-
Set the bone scaling in local space
Parameters
-
scale: Vector3
defines the scaling vector
Returns void
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set Yaw Pitch RollSearch playground for setYawPitchRoll
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Set the yaw, pitch, and roll of the bone in local or world space
Parameters
-
yaw: number
The rotation of the bone on the y axis
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pitch: number
The rotation of the bone on the x axis
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roll: number
The rotation of the bone on the z axis
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Optional space: Space
The space that the axes of rotation are in
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Optional mesh: AbstractMesh
The mesh that this bone is attached to. This is only used in world space
Returns void
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translateSearch playground for translate
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Translate the bone in local or world space
Parameters
-
vec: Vector3
The amount to translate the bone
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Optional space: Space
The space that the translation is in
-
Optional mesh: AbstractMesh
The mesh that this bone is attached to. This is only used in world space
Returns void
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update MatrixSearch playground for updateMatrix
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Update the base and local matrices
Parameters
-
matrix: Matrix
defines the new base or local matrix
-
Optional updateDifferenceMatrix: boolean
defines if the difference matrix must be updated
-
Optional updateLocalMatrix: boolean
defines if the local matrix should be updated
Returns void
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Static Add Node ConstructorSearch playground for AddNodeConstructor
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Add a new node constructor
Parameters
-
type: string
defines the type name of the node to construct
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constructorFunc: NodeConstructor
defines the constructor function
Returns void
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Static ConstructSearch playground for Construct
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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
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Optional options: any
defines optional options to transmit to constructors
Returns Nullable<() => Node>
the new constructor or null
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Class used to store bone information
https://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons