Node

Node is the basic class for all scene objects (Mesh, Light, Camera.)

Hierarchy

Implements

Index

Constructors

constructor

Find examples in Playground
  • Creates a new Node

    Parameters

    • name: string

      the name and id to be given to this node

    • Optional scene: Nullable<Scene>

      the scene this node will be added to

    • Optional addToRootNodes: boolean

      the node will be added to scene.rootNodes

    Returns Node

Properties

animationPropertiesOverride

Find examples in Playground
animationPropertiesOverride: Nullable<AnimationPropertiesOverride>

Gets or sets the animation properties override

animations

Find examples in Playground
animations: Animation[]

Gets a list of Animations associated with the node

behaviors

Find examples in Playground
behaviors: Behavior<Node>[]

Gets the list of attached behaviors

see

http://doc.babylonjs.com/features/behaviour

doNotSerialize

Find examples in Playground
doNotSerialize: boolean

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

id

Find examples in Playground
id: string

Gets or sets the id of the node

metadata

Find examples in Playground
metadata: any

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

name

Find examples in Playground
name: string

Gets or sets the name of the node

onDispose

Find examples in Playground
onDispose: function

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

Type declaration

    • (): void
    • Returns void

onDisposeObservable

Find examples in Playground
onDisposeObservable: Observable<Node>

An event triggered when the mesh is disposed

onReady

Find examples in Playground
onReady: function

Callback raised when the node is ready to be used

Type declaration

    • (node: Node): void
    • Parameters

      Returns void

parent

Find examples in Playground
parent: Nullable<Node>

Gets or sets the parent of the node

reservedDataStore

Find examples in Playground
reservedDataStore: any

For internal use only. Please do not use.

state

Find examples in Playground
state: string

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

uniqueId

Find examples in Playground
uniqueId: number

Gets or sets the unique id of the node

worldMatrixFromCache

Find examples in Playground
worldMatrixFromCache: Matrix

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

Methods

addBehavior

Find examples in Playground

beginAnimation

Find examples in Playground
  • beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: function): Nullable<Animatable>
  • 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: function

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

        • (): void
        • Returns void

    Returns Nullable<Animatable>

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

computeWorldMatrix

Find examples in Playground
  • computeWorldMatrix(force?: boolean): Matrix
  • 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

createAnimationRange

Find examples in Playground
  • createAnimationRange(name: string, from: number, to: number): void
  • 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

deleteAnimationRange

Find examples in Playground
  • deleteAnimationRange(name: string, deleteFrames?: boolean): void
  • 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

dispose

Find examples in Playground
  • dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void
  • 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

getAnimationByName

Find examples in Playground
  • Get an animation by name

    Parameters

    • name: string

      defines the name of the animation to look for

    Returns Nullable<Animation>

    null if not found else the requested animation

getAnimationRange

Find examples in Playground
  • 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

getBehaviorByName

Find examples in Playground

getChildMeshes

Find examples in Playground
  • getChildMeshes(directDescendantsOnly?: boolean, predicate?: function): AbstractMesh[]
  • 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

    • Optional predicate: function

      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

        • (node: Node): boolean
        • Parameters

          Returns boolean

    Returns AbstractMesh[]

    an array of AbstractMesh

getChildTransformNodes

Find examples in Playground
  • getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: function): TransformNode[]
  • 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: function

      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

        • (node: Node): boolean
        • Parameters

          Returns boolean

    Returns TransformNode[]

    an array of TransformNode

getChildren

Find examples in Playground
  • getChildren(predicate?: function, directDescendantsOnly?: boolean): Node[]
  • Get all direct children of this node

    Parameters

    • Optional predicate: function

      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

        • (node: Node): boolean
        • Parameters

          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

getClassName

Find examples in Playground
  • getClassName(): string
  • Gets a string idenfifying the name of the class

    Returns string

    "Node" string

getDescendants

Find examples in Playground
  • getDescendants(directDescendantsOnly?: boolean, predicate?: function): Node[]
  • 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: function

      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

        • (node: Node): boolean
        • Parameters

          Returns boolean

    Returns Node[]

    all children nodes of all types

getEngine

Find examples in Playground
  • Gets the engine of the node

    Returns Engine

    a Engine

getScene

Find examples in Playground
  • Gets the scene of the node

    Returns Scene

    a scene

getWorldMatrix

Find examples in Playground
  • Returns the latest update of the World matrix

    Returns Matrix

    a Matrix

isDescendantOf

Find examples in Playground
  • isDescendantOf(ancestor: Node): boolean
  • 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

isDisposed

Find examples in Playground
  • isDisposed(): boolean
  • Gets a boolean indicating if the node has been disposed

    Returns boolean

    true if the node was disposed

isEnabled

Find examples in Playground
  • isEnabled(checkAncestors?: boolean): boolean
  • 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

isReady

Find examples in Playground
  • isReady(completeCheck?: boolean): boolean
  • 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

removeBehavior

Find examples in Playground

serializeAnimationRanges

Find examples in Playground
  • serializeAnimationRanges(): any
  • Serialize animation ranges into a JSON compatible object

    Returns any

    serialization object

setEnabled

Find examples in Playground
  • setEnabled(value: boolean): void
  • Set the enabled state of this node

    Parameters

    • value: boolean

      defines the new enabled state

    Returns void

Static AddNodeConstructor

Find examples in Playground
  • 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 Construct

Find examples in Playground
  • Construct(type: string, name: string, scene: Scene, options?: any): Nullable<function>
  • Returns a node constructor based on type name

    Parameters

    • type: string

      defines the type name

    • name: string

      defines the new node name

    • scene: Scene

      defines the hosting scene

    • Optional options: any

      defines optional options to transmit to constructors

    Returns Nullable<function>

    the new constructor or null

Static ParseAnimationRanges

Find examples in Playground
  • ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void
  • 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

Generated using TypeDoc