babylon.quarks - v0.19.0
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    Class ParticleEmitter

    Hierarchy

    • TransformNode
      • ParticleEmitter
    Index

    Constructors

    Properties

    Accessors

    Methods

    Constructors

    Properties

    _accessibilityTag: IAccessibilityTag
    _isDirty: boolean
    _isWorldMatrixFrozen: boolean
    _parentNode: Node
    _ranges: { [name: string]: AnimationRange }
    _scaling: Vector3
    animations: Animation[]

    Gets a list of Animations associated with the node

    customMarkAsDirty: () => void

    Allow user to specify custom mechanism for mark as dirty

    id: string

    Gets or sets the id of the node

    ignoreNonUniformScaling: boolean

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

    inspectableCustomProperties: IInspectable[]

    List of inspectable custom properties (used by the Inspector)

    metadata: any

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

    name: string

    Gets or sets the name of the node

    onAccessibilityTagChangedObservable: Observable<IAccessibilityTag>

    Observable fired when an accessibility tag is changed

    onAfterWorldMatrixUpdateObservable: Observable<TransformNode>

    An event triggered after the world matrix is updated

    onDisposeObservable: Observable<Node>

    An event triggered when the mesh is disposed

    onReady: (node: Node) => void

    Callback raised when the node is ready to be used

    physicsBody: PhysicsBody

    Gets or sets the physics body associated with this node.

    reIntegrateRotationIntoRotationQuaternion: boolean

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

    reservedDataStore: any

    For internal use only. Please do not use.

    scalingDeterminant: number

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

    state: string

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

    uniqueId: number

    Gets or sets the unique id of the node

    BILLBOARDMODE_ALL: number

    Object will rotate to face the camera

    BILLBOARDMODE_NONE: number

    Object will not rotate to face the camera

    BILLBOARDMODE_USE_POSITION: number

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

    BILLBOARDMODE_X: number

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

    BILLBOARDMODE_Y: number

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

    BILLBOARDMODE_Z: number

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

    BillboardUseParentOrientation: boolean

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

    Accessors

    • get absolutePosition(): Vector3

      Returns the current mesh absolute position. Returns a Vector3.

      Returns Vector3

    • get absoluteRotationQuaternion(): Quaternion

      Returns the current mesh absolute rotation. Returns a Quaternion.

      Returns Quaternion

    • get absoluteScaling(): Vector3

      Returns the current mesh absolute scaling. Returns a Vector3.

      Returns Vector3

    • get accessibilityTag(): IAccessibilityTag

      Returns IAccessibilityTag

    • set accessibilityTag(value: IAccessibilityTag): void

      Gets or sets the accessibility tag to describe the node for accessibility purpose.

      Parameters

      • value: IAccessibilityTag

      Returns void

    • get animationPropertiesOverride(): AnimationPropertiesOverride

      Gets or sets the animation properties override

      Returns AnimationPropertiesOverride

    • set animationPropertiesOverride(value: AnimationPropertiesOverride): void

      Parameters

      • value: AnimationPropertiesOverride

      Returns void

    • get billboardMode(): number

      Gets or sets the billboard mode. Default is 0.

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

      Returns number

    • set billboardMode(value: number): void

      Parameters

      • value: number

      Returns void

    • get doNotSerialize(): boolean

      Gets or sets a boolean used to define if the node must be serialized

      Returns boolean

    • set doNotSerialize(value: boolean): void

      Parameters

      • value: boolean

      Returns void

    • get forward(): Vector3

      The forward direction of that transform in world space.

      Returns Vector3

    • get infiniteDistance(): boolean

      Gets or sets the distance of the object to max, often used by skybox

      Returns boolean

    • set infiniteDistance(value: boolean): void

      Parameters

      • value: boolean

      Returns void

    • get inheritVisibility(): boolean

      If set to true, this node, when renderable, will only be visible if its parent(s) are also visible.

      Returns boolean

      false
      
    • set inheritVisibility(value: boolean): void

      Parameters

      • value: boolean

      Returns void

    • get isVisible(): boolean

      Gets or sets a boolean indicating whether this node is visible, either this node itself when it is renderable or its renderable child nodes when inheritVisibility is true.

      Returns boolean

      true
      
    • set isVisible(value: boolean): void

      Parameters

      • value: boolean

      Returns void

    • get isWorldMatrixFrozen(): boolean

      True if the World matrix has been frozen.

      Returns boolean

    • get nonUniformScaling(): boolean

      True if the scaling property of this object is non uniform eg. (1,2,1)

      Returns boolean

    • get onClonedObservable(): Observable<Node>

      An event triggered when the node is cloned

      Returns Observable<Node>

    • set onDispose(callback: () => void): void

      Sets a callback that will be raised when the node will be disposed

      Parameters

      • callback: () => void

      Returns void

    • get onEnabledStateChangedObservable(): Observable<boolean>

      An event triggered when the enabled state of the node changes

      Returns Observable<boolean>

    • get position(): Vector3

      Gets or set the node position (default is (0.0, 0.0, 0.0))

      Returns Vector3

    • set position(newPosition: Vector3): void

      Parameters

      • newPosition: Vector3

      Returns void

    • get right(): Vector3

      The right direction of that transform in world space.

      Returns Vector3

    • get rotation(): Vector3

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

      Returns Vector3

    • set rotation(newRotation: Vector3): void

      Parameters

      • newRotation: Vector3

      Returns void

    • get rotationQuaternion(): 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 Quaternion

    • set rotationQuaternion(quaternion: Quaternion): void

      Parameters

      • quaternion: Quaternion

      Returns void

    • get scaling(): Vector3

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

      Returns Vector3

    • set scaling(newScaling: Vector3): void

      Parameters

      • newScaling: Vector3

      Returns void

    • get up(): Vector3

      The up direction of that transform in world space.

      Returns Vector3

    • get worldMatrixFromCache(): Matrix

      Returns directly the latest state of the mesh World matrix. A Matrix is returned.

      Returns Matrix

    Methods

    • Returns void

    • Attach a behavior to the node

      Parameters

      • behavior: Behavior<Node>

        defines the behavior to attach

      • OptionalattachImmediately: boolean

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

      Returns Node

      the current Node

    • Adds the passed mesh as a child to the current mesh. The node will remain exactly where it is and its position / rotation will be updated accordingly. This method is equivalent to calling setParent().

      Parameters

      • mesh: TransformNode

        defines the child mesh

      • OptionalpreserveScalingSign: boolean

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

      Returns this

      the current mesh

    • 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.

    • Apply a physic angular impulse to the mesh

      Parameters

      • angularImpulse: Vector3

        defines the torque to apply

      Returns TransformNode

      the current mesh

    • Apply a physic impulse to the mesh

      Parameters

      • force: Vector3

        defines the force to apply

      • contactPoint: Vector3

        defines where to apply the force

      Returns TransformNode

      the current mesh

    • Apply a physic torque to the mesh

      Parameters

      • torque: Vector3

        defines the torque to apply

      Returns TransformNode

      the current mesh

    • 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

    • Will start the animation sequence

      Parameters

      • name: string

        defines the range frames for animation sequence

      • Optionalloop: boolean

        defines if the animation should loop (false by default)

      • OptionalspeedRatio: number

        defines the speed factor in which to run the animation (1 by default)

      • OptionalonAnimationEnd: () => void

        defines a function to be executed when the animation ended (undefined by default)

      Returns Animatable

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

    • Computes the world matrix of the node

      Parameters

      • Optionalforce: boolean

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

      • Optionalcamera: Camera

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

      Returns Matrix

      the world matrix

    • Creates an animation range for this node

      Parameters

      • name: string

        defines the name of the range

      • from: number

        defines the starting key

      • to: number

        defines the end key

      Returns void

    • Delete a specific animation range

      Parameters

      • name: string

        defines the name of the range to delete

      • OptionaldeleteFrames: boolean

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

      Returns void

    • Detach the transform node if its associated with a bone

      Parameters

      • OptionalresetToPreviousParent: boolean

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

      Returns TransformNode

      this object

    • Prevents the World matrix to be computed any longer. Please note that the "moral" contract is that the world matrix is not going to be updated anymore. It is up to the developer to force updates. You trade flexibility for performance. If you want to update it, you have to unfreeze it first.

      Parameters

      • OptionalnewWorldMatrix: Matrix

        defines an optional matrix to use as world matrix

      • Optionaldecompose: boolean

        defines whether to decompose the given newWorldMatrix or directly assign

      Returns TransformNode

      the TransformNode.

    • 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.

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

      Parameters

      • result: Vector3

        vector3 to store the result

      Returns TransformNode

      this TransformNode.

    • Returns the mesh absolute position in the World.

      Returns Vector3

      a Vector3.

    • Get an animation by name

      Parameters

      • name: string

        defines the name of the animation to look for

      Returns Animation

      null if not found else the requested animation

    • Get an animation range by name

      Parameters

      • name: string

        defines the name of the animation range to look for

      Returns AnimationRange

      null if not found else the requested animation range

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

      Returns AnimationRange[]

      an array

    • Gets an attached behavior by name

      Parameters

      • name: string

        defines the name of the behavior to look for

      Returns Behavior<Node>

      null if behavior was not found else the requested behavior

    • Get all child-meshes of this node

      Type Parameters

      • T extends AbstractMesh

      Parameters

      • OptionaldirectDescendantsOnly: 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)

      • Optionalpredicate: (node: Node) => node is T

        defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored

      Returns T[]

      an array of AbstractMesh

    • Get all child-meshes of this node

      Parameters

      • OptionaldirectDescendantsOnly: 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)

      • Optionalpredicate: (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

      Returns AbstractMesh[]

      an array of AbstractMesh

    • Get all direct children of this node

      Type Parameters

      • T extends Node

      Parameters

      • Optionalpredicate: (node: Node) => node is T

        defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored

      • OptionaldirectDescendantsOnly: boolean

        defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: true)

      Returns T[]

      an array of Node

    • Get all direct children of this node

      Parameters

      • Optionalpredicate: (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

      • OptionaldirectDescendantsOnly: 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 all child-transformNodes of this node

      Parameters

      • OptionaldirectDescendantsOnly: 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

      • Optionalpredicate: (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

      Returns TransformNode[]

      an array of TransformNode

    • Gets a string identifying the name of the class

      Returns string

      "TransformNode" string

    • Will return all nodes that have this node as ascendant

      Type Parameters

      • T extends Node

      Parameters

      • OptionaldirectDescendantsOnly: 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

      • Optionalpredicate: (node: Node) => node is T

        defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored

      Returns T[]

      all children nodes of all types

    • Will return all nodes that have this node as ascendant

      Parameters

      • OptionaldirectDescendantsOnly: 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

      • Optionalpredicate: (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

      Returns Node[]

      all children nodes of all types

    • 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.

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

      Parameters

      • localAxis: Vector3

        axis to rotate

      • result: Vector3

        the resulting transformnode

      Returns TransformNode

      this TransformNode.

    • Returns the distance from the mesh to the active camera

      Parameters

      • Optionalcamera: Camera

        defines the camera to use

      Returns number

      the distance

    • Gets the engine of the node

      Returns AbstractEngine

      a Engine

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

      Parameters

      • OptionalincludeDescendants: boolean

        Include bounding info from descendants as well (true by default)

      • Optionalpredicate: (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

    • Returns PhysicsBody

    • Returns the mesh pivot matrix. Default : Identity.

      Returns Matrix

      the matrix

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

      Returns Vector3

      the pivot point

    • 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.

    • Returns the mesh Pose matrix.

      Returns Matrix

      the pose matrix

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

      Returns Vector3

      a new Vector3.

    • Gets the position of the current mesh in camera space

      Parameters

      • Optionalcamera: Camera

        defines the camera to use

      Returns Vector3

      a position

    • Gets the scene of the node

      Returns Scene

      a scene

    • Returns the latest update of the World matrix

      Returns Matrix

      a Matrix

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

      Parameters

      • OptionalnewParent: TransformNode

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

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

        defines options to configure how copy is done

      • OptionalonNewNodeCreated: (source: TransformNode, clone: TransformNode) => void

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

      Returns TransformNode

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

    • 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

    • Gets a boolean indicating if the node has been disposed

      Returns boolean

      true if the node was disposed

    • 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

      • OptionalcheckAncestors: 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 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

    • return true if a pivot has been set

      Returns boolean

      true if a pivot matrix is used

    • Returns boolean

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

      Returns boolean

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

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

      Parameters

      • vector3: Vector3

        the distance to translate in localspace

      Returns TransformNode

      the TransformNode.

    • 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

      • OptionalyawCor: number

        optional yaw (y-axis) correction in radians

      • OptionalpitchCor: number

        optional pitch (x-axis) correction in radians

      • OptionalrollCor: number

        optional roll (z-axis) correction in radians

      • Optionalspace: Space

        the chosen space of the target

      Returns TransformNode

      the TransformNode.

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

      Parameters

      • Optionalproperty: string

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

      Returns Node

      this node

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

      Parameters

      • OptionalincludeDescendants: boolean

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

      • OptionalignoreRotation: boolean

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

      • Optionalpredicate: (node: AbstractMesh) => boolean

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

      Returns TransformNode

      the current mesh

    • 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

      Returns TransformNode

      the TransformNode.

    • Remove an attached behavior

      Parameters

      • behavior: Behavior<Node>

        defines the behavior to attach

      Returns Node

      the current Node

    • Removes the passed mesh from the current mesh children list

      Parameters

      • mesh: TransformNode

        defines the child mesh

      • OptionalpreserveScalingSign: boolean

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

      Returns this

      the current mesh

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

      Parameters

      • OptionalindependentOfChildren: boolean

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

      Returns void

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

      Parameters

      • axis: Vector3

        the axis to rotate around

      • amount: number

        the amount to rotate in radians

      • Optionalspace: Space

        Space to rotate in (Default: local)

      Returns TransformNode

      the TransformNode.

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

      Parameters

      • point: Vector3

        the point to rotate around

      • axis: Vector3

        the axis to rotate around

      • amount: number

        the amount to rotate in radians

      Returns TransformNode

      the TransformNode

    • Serializes the objects information.

      Parameters

      • OptionalcurrentSerializationObject: any

        defines the object to serialize in

      Returns any

      the serialized object

    • Serialize animation ranges into a JSON compatible object

      Returns any

      serialization object

    • 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.

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

      Parameters

      • localAxis: Vector3

        the axis in local space

      • OptionalyawCor: number

        optional yaw (y-axis) correction in radians

      • OptionalpitchCor: number

        optional pitch (x-axis) correction in radians

      • OptionalrollCor: number

        optional roll (z-axis) correction in radians

      Returns TransformNode

      this TransformNode

    • Set the enabled state of this node

      Parameters

      • value: boolean

        defines the new enabled state

      Returns void

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

      Parameters

      • node: Node

        the node ot set as the parent

      • OptionalpreserveScalingSign: boolean

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

      • OptionalupdatePivot: boolean

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

      Returns TransformNode

      this TransformNode.

    • Sets a new pivot matrix to the current node

      Parameters

      • matrix: DeepImmutable<Matrix>

        defines the new pivot matrix to use

      • OptionalpostMultiplyPivotMatrix: 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

    • Sets a new pivot point to the current node

      Parameters

      • point: Vector3

        defines the new pivot point to use

      • Optionalspace: Space

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

      Returns TransformNode

      the current TransformNode

    • Sets the mesh position in its local space.

      Parameters

      • vector3: Vector3

        the position to set in localspace

      Returns TransformNode

      the TransformNode.

    • Sets a new matrix to apply before all other transformation

      Parameters

      • matrix: Matrix

        defines the transform matrix

      Returns TransformNode

      the current TransformNode

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

      Parameters

      • axis: Vector3

        the axis to translate in

      • distance: number

        the distance to translate

      • Optionalspace: Space

        Space to rotate in (Default: local)

      Returns TransformNode

      the TransformNode.

    • Allows back the World matrix computation.

      Returns this

      the TransformNode.

    • Removes a registered callback function.

      Parameters

      • func: (mesh: TransformNode) => void

        callback function to remove

      Returns TransformNode

      the TransformNode.

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

      Parameters

      • matrix: Matrix

        the matrix to copy the pose from

      Returns TransformNode

      this TransformNode.

    • Add a new node constructor

      Parameters

      • type: string

        defines the type name of the node to construct

      • constructorFunc: NodeConstructor

        defines the constructor function

      Returns void

    • Returns a node constructor based on type name

      Parameters

      • type: string

        defines the type name

      • name: string

        defines the new node name

      • scene: Scene

        defines the hosting scene

      • Optionaloptions: any

        defines optional options to transmit to constructors

      Returns () => Node

      the new constructor or null

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

      Parameters

      • parsedTransformNode: any

        is the source.

      • scene: Scene

        the scene the object belongs to

      • rootUrl: string

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

      Returns TransformNode

      a new TransformNode object parsed from the source provided.

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

      Parameters

      • node: Node

        defines where to store the animation ranges

      • parsedNode: any

        defines the serialization object to read data from

      • _scene: Scene

        defines the hosting scene

      Returns void