Class TransformNode
Hierarchy
-
Node
- TransformNode
Implements
Index
Constructors
Properties
- animations
- id
- ignore
Non Uniform Scaling - inspectable
Custom Properties - metadata
- name
- on
After World Matrix Update Observable - on
Dispose Observable - on
Ready - re
Integrate Rotation Into Rotation Quaternion - reserved
Data Store - scaling
Determinant - state
- unique
Id - BILLBOARDMODE_
ALL - BILLBOARDMODE_
NONE - BILLBOARDMODE_
USE_ POSITION - BILLBOARDMODE_
X - BILLBOARDMODE_
Y - BILLBOARDMODE_
Z
Accessors
- absolute
Position - absolute
Rotation Quaternion - absolute
Scaling - animation
Properties Override - behaviors
- billboard
Mode - do
Not Serialize - forward
- infinite
Distance - is
World Matrix Frozen - non
Uniform Scaling - on
Dispose - parent
- position
- preserve
Parent Rotation For Billboard - right
- rotation
- rotation
Quaternion - scaling
- up
- world
Matrix From Cache
Methods
- add
Behavior - add
Rotation - attach
ToBone - begin
Animation - clone
- compute
World Matrix - create
Animation Range - delete
Animation Range - detach
From Bone - dispose
- 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
Child Meshes - get
Child Transform Nodes - get
Children - get
Class Name - get
Descendants - get
Direction - get
Direction ToRef - get
Distance ToCamera - get
Engine - get
Hierarchy Bounding Vectors - 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
World Matrix - instantiate
Hierarchy - is
Descendant Of - is
Disposed - is
Enabled - is
Ready - locally
Translate - look
At - mark
AsDirty - normalize
ToUnit Cube - register
After World Matrix Update - remove
Behavior - reset
Local Matrix - rotate
- rotate
Around - serialize
- serialize
Animation Ranges - set
Absolute Position - set
Direction - set
Enabled - set
Parent - set
Pivot Matrix - set
Pivot Point - set
Position With Local Vector - set
Pre Transform Matrix - translate
- unfreeze
World Matrix - unregister
After World Matrix Update - update
Pose Matrix - Add
Node Constructor - Construct
- Parse
- Parse
Animation Ranges
Constructors
constructor
-
Parameters
Returns TransformNode
Properties
animationsSearch playground for animations
Gets a list of Animations associated with the node
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)
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
on After World Matrix Update ObservableSearch playground for onAfterWorldMatrixUpdateObservable
An event triggered after the world matrix is updated
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
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
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
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
Static BILLBOARDMODE_ ALLSearch playground for BILLBOARDMODE_ALL
Object will rotate to face the camera
Static BILLBOARDMODE_ NONESearch playground for BILLBOARDMODE_NONE
Object will not rotate to face the camera
Static BILLBOARDMODE_ USE_ POSITIONSearch playground for BILLBOARDMODE_USE_POSITION
Object will rotate to face the camera's position instead of orientation
Static BILLBOARDMODE_ XSearch playground for BILLBOARDMODE_X
Object will rotate to face the camera but only on the x axis
Static BILLBOARDMODE_ YSearch playground for BILLBOARDMODE_Y
Object will rotate to face the camera but only on the y axis
Static BILLBOARDMODE_ ZSearch playground for BILLBOARDMODE_Z
Object will rotate to face the camera but only on the z axis
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
-
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
-
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
-
forward
-
The forward direction of that transform in world space.
Returns Vector3
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 World Matrix Frozen
-
True if the World matrix has been frozen.
Returns boolean
non Uniform Scaling
-
True if the scaling property of this object is non uniform eg. (1,2,1)
Returns boolean
on Dispose
-
Sets a callback that will be raised when the node will be disposed
Parameters
-
callback: () => void
-
-
Returns void
-
-
Returns any
-
parent
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
-
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
-
Gets or sets the scaling property : a Vector3 defining the node scaling along each local axis X, Y, Z (default is (0.0, 0.0, 0.0)).
Returns Vector3
-
Gets or sets the scaling property : a Vector3 defining the node scaling along each local axis X, Y, Z (default is (0.0, 0.0, 0.0)).
Parameters
-
newScaling: Vector3
Returns any
-
up
-
The up direction of that transform in world space.
Returns Vector3
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
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.
-
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
-
cloneSearch playground for clone
-
Clone the current transform node
Parameters
-
name: string
Name of the new clone
-
newParent: Nullable<Node>
New parent for the clone
-
Optional doNotCloneChildren: boolean
Do not clone children hierarchy
Returns Nullable<TransformNode>
the new transform node
-
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
-
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
disposeSearch playground for dispose
-
Releases resources associated with this transform node.
Parameters
-
Optional doNotRecurse: boolean
Set to true to not recurse into each children (recurse into each children by default)
-
Optional disposeMaterialAndTextures: boolean
Set to true to also dispose referenced materials and textures (false by default)
Returns void
-
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 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
-
Gets a string identifying the name of the class
Returns string
"TransformNode" string
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 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 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 World MatrixSearch playground for getWorldMatrix
-
Returns the latest update of the 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
-
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 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
-
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
-
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 TransformNode
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.
-
remove BehaviorSearch playground for removeBehavior
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
-
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 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 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 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
-
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 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.
-
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
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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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Static ParseSearch playground for Parse
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Returns a new TransformNode object parsed from the source provided.
Parameters
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parsedTransformNode: any
is the source.
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scene: Scene
the scne the object belongs to
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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.
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A TransformNode is an object that is not rendered but can be used as a center of transformation. This can decrease memory usage and increase rendering speed compared to using an empty mesh as a parent and is less complicated than using a pivot matrix.
https://doc.babylonjs.com/how_to/transformnode