Create a new bone
defines the bone name
defines the parent skeleton
defines the parent (can be null if the bone is the root)
defines the local matrix
defines the rest pose matrix
defines the base matrix
defines index of the bone in the hiearchy
Gets the animation properties override
Gets the animations associated with this bone
Gets the list of attached behaviors
Gets the list of child bones
Gets or sets a boolean used to define if the node must be serialized
Gets or sets the id of the node
Gets or sets bone length
Gets or sets an object used to store user defined information for the node
defines the bone name
Sets a callback that will be raised when the node will be disposed
An event triggered when the mesh is disposed
Callback raised when the node is ready to be used
Gets or sets the parent of the node
Gets or sets current position (in local space)
Gets or sets current rotation (in local space)
Gets or sets current rotation quaternion (in local space)
Gets or sets current scaling (in local space)
Gets or sets a string used to store user defined state for the node
Gets or sets the unique id of the node
Will start the animation sequence
defines the range frames for animation sequence
defines if the animation should loop (false by default)
defines the speed factor in which to run the animation (1 by default)
defines a function to be executed when the animation ended (undefined by default)
the object created for this animation. If range does not exist, it will return null
Compute the absolute transforms of this bone and its children
Computes the world matrix of the node
defines if the cache version should be invalidated forcing the world matrix to be created from scratch
the world matrix
Copy an animation range from another bone
defines the source bone
defines the range name to copy
defines the frame offset
defines if rescaling must be applied if required
defines the scaling ratio
true if operation was successful
Creates an animation range for this node
defines the name of the range
defines the starting key
defines the end key
Delete a specific animation range
defines the name of the range to delete
defines if animation frames from the range must be deleted as well
Releases resources associated with this node.
Set to true to not recurse into each children (recurse into each children by default)
Set to true to also dispose referenced materials and textures (false by default)
Get the absolute position of the bone (world space)
The mesh that this bone is attached to
The absolute position of the bone
Get the world position of a point that is in the local space of the bone
The local position
The mesh that this bone is attached to
The world position
Get the world position of a point that is in the local space of the bone and copy it to the result param
The local position
The mesh that this bone is attached to
The vector3 that the world position should be copied to
Copy the absolute position of the bone (world space) to the result param
The mesh that this bone is attached to
The vector3 to copy the absolute position to
Gets the absolute transform matrix (ie base matrix * parent world matrix)
a matrix
Get an animation range by name
defines the name of the animation range to look for
null if not found else the requested animation range
Gets the base matrix (initial matrix which remains unchanged)
a matrix
Get all child-meshes of this node
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
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
an array of {BABYLON.AbstractMesh}
Get all child-transformNodes of this node
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
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
an array of {BABYLON.TransformNode}
Get all direct children of this node
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
an array of {BABYLON.Node}
Gets a string idenfifying the name of the class
"Node" string
Will return all nodes that have this node as ascendant
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
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
all children nodes of all types
Get the world direction from an axis that is in the local space of the bone
The local direction that is used to compute the world direction
The mesh that this bone is attached to
The world direction
Copy the world direction to a vector3 from an axis that is in the local space of the bone
The local direction that is used to compute the world direction
The mesh that this bone is attached to
The vector3 that the world direction will be copied to
Gets the engine of the node
a {BABYLON.Engine}
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)
a matrix
Gets the local matrix
a matrix
Get the local position of a point that is in world space
The world position
The mesh that this bone is attached to
The local position
Get the local position of a point that is in world space and copy it to the result param
The world position
The mesh that this bone is attached to
The vector3 that the local position should be copied to
Get the position of the bone in local or world space
The space that the returned position is in
The mesh that this bone is attached to. This is only used in world space
The position of the bone
Copy the position of the bone to a vector3 in local or world space
The space that the returned position is in
The mesh that this bone is attached to. This is only used in world space
The vector3 to copy the position to
Gets the rest pose matrix
a matrix
Get the euler rotation of the bone in local or world space
The space that the rotation should be in
The mesh that this bone is attached to. This is only used in world space
The euler rotation
Get the rotation matrix of the bone in local or world space
The space that the rotation should be in
The mesh that this bone is attached to. This is only used in world space
The rotation matrix
Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
The space that the rotation should be in
The mesh that this bone is attached to. This is only used in world space
The quaternion that the rotation should be copied to
Get the quaternion rotation of the bone in either local or world space
The space that the rotation should be in
The mesh that this bone is attached to. This is only used in world space
The quaternion rotation
Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
The space that the rotation should be in
The mesh that this bone is attached to. This is only used in world space
The quaternion that the rotation should be copied to
Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
The space that the rotation should be in
The mesh that this bone is attached to. This is only used in world space
The vector3 that the rotation should be copied to
Gets the current scaling in local space
the current scaling vector
Gets the current scaling in local space and stores it in a target vector
defines the target vector
Gets the scene of the node
a {BABYLON.Scene}
Gets the parent skeleton
a skeleton
Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
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
defines the parent node to inspect
a boolean indicating if this node is a descendant of the given node
Gets a boolean indicating if the node has been disposed
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
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
whether this node (and its parent) is enabled
Is this node ready to be used/rendered
defines if a complete check (including materials and lights) has to be done (false by default)
true if the node is ready
Flag the bone as dirty (Forcing it to update everything)
Sets the local matrix to rest pose matrix
Add a rotation to the bone on an axis in local or world space
The axis to rotate the bone on
The amount to rotate the bone
The space that the axis is in
The mesh that this bone is attached to. This is only used in world space
Scale the bone on the x, y and z axes (in local space)
The amount to scale the bone on the x axis
The amount to scale the bone on the y axis
The amount to scale the bone on the z axis
sets this to true if children of the bone should be scaled as well (false by default)
Serialize animation ranges into a JSON compatible object
serialization object
Set the absolute position of the bone (world space)
The position to set the bone
The mesh that this bone is attached to
Set the rotation of the bone to a particular axis angle in local or world space
The axis to rotate the bone on
The angle that the bone should be rotated to
The space that the axis is in
The mesh that this bone is attached to. This is only used in world space
Set the enabled state of this node
defines the new enabled state
Set the postion of the bone in local or world space
The position to set the bone
The space that the position is in
The mesh that this bone is attached to. This is only used in world space
Set the euler rotation of the bone in local of world space
The euler rotation that the bone should be set to
The space that the rotation is in
The mesh that this bone is attached to. This is only used in world space
Set the rotation matrix of the bone in local of world space
The rotation matrix that the bone should be set to
The space that the rotation is in
The mesh that this bone is attached to. This is only used in world space
Set the quaternion rotation of the bone in local of world space
The quaternion rotation that the bone should be set to
The space that the rotation is in
The mesh that this bone is attached to. This is only used in world space
Set the bone scaling in local space
defines the scaling vector
Set the yaw, pitch, and roll of the bone in local or world space
The rotation of the bone on the y axis
The rotation of the bone on the x axis
The rotation of the bone on the z axis
The space that the axes of rotation are in
The mesh that this bone is attached to. This is only used in world space
Translate the bone in local or world space
The amount to translate the bone
The space that the translation is in
The mesh that this bone is attached to. This is only used in world space
Update the base and local matrices
defines the new base or local matrix
defines if the difference matrix must be updated
defines if the local matrix should be updated
Generated using TypeDoc
Class used to store bone information
http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons