TransformNode

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.

see

https://doc.babylonjs.com/how_to/transformnode

Hierarchy

Implements

Index

Constructors

constructor

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Properties

absolutePosition

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absolutePosition: Vector3

Returns the current mesh absolute position. Returns a Vector3.

animationPropertiesOverride

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animationPropertiesOverride: Nullable<AnimationPropertiesOverride>

Gets or sets the animation properties override

animations

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animations: Animation[]

Gets a list of Animations associated with the node

behaviors

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behaviors: Behavior<Node>[]

Gets the list of attached behaviors

see

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

billboardMode

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billboardMode: number

Set the billboard mode. Default is 0.

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

doNotSerialize

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doNotSerialize: boolean

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

forward

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forward: Vector3

The forward direction of that transform in world space.

id

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id: string

Gets or sets the id of the node

ignoreNonUniformScaling

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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

infiniteDistance

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infiniteDistance: boolean

Sets the distance of the object to max, often used by skybox

isWorldMatrixFrozen

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isWorldMatrixFrozen: boolean

True if the World matrix has been frozen.

metadata

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metadata: any

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

name

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name: string

Gets or sets the name of the node

nonUniformScaling

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nonUniformScaling: boolean

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

onAfterWorldMatrixUpdateObservable

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onAfterWorldMatrixUpdateObservable: Observable<TransformNode>

An event triggered after the world matrix is updated

onDispose

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onDispose: function

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

Type declaration

    • (): void
    • Returns void

onDisposeObservable

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onDisposeObservable: Observable<Node>

An event triggered when the mesh is disposed

onReady

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onReady: function

Callback raised when the node is ready to be used

Type declaration

    • (node: Node): void
    • Parameters

      Returns void

parent

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parent: Nullable<Node>

Gets or sets the parent of the node

position

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position: Vector3

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

right

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right: Vector3

The right direction of that transform in world space.

rotation

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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

rotationQuaternion

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rotationQuaternion: Nullable<Quaternion>

Gets or sets the rotation Quaternion property : this a Quaternion object defining the node rotation by using a unit quaternion (null by default). If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)

scaling

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scaling: 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)).

scalingDeterminant

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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

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state: string

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

uniqueId

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uniqueId: number

Gets or sets the unique id of the node

up

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The up direction of that transform in world space.

worldMatrixFromCache

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worldMatrixFromCache: Matrix

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

Static BILLBOARDMODE_ALL

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BILLBOARDMODE_ALL: number

Object will rotate to face the camera

Static BILLBOARDMODE_NONE

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BILLBOARDMODE_NONE: number

Object will not rotate to face the camera

Static BILLBOARDMODE_X

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BILLBOARDMODE_X: number

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

Static BILLBOARDMODE_Y

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BILLBOARDMODE_Y: number

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

Static BILLBOARDMODE_Z

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BILLBOARDMODE_Z: number

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

Methods

addBehavior

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addRotation

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  • 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.

attachToBone

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  • 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

beginAnimation

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  • 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

clone

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  • Clone the current transform node

    Parameters

    • name: string

      Name of the new clone

    • newParent: Node

      New parent for the clone

    • Optional doNotCloneChildren: boolean

      Do not clone children hierarchy

    Returns Nullable<TransformNode>

    the new transform node

computeWorldMatrix

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  • 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

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  • 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

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  • 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

detachFromBone

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  • Detach the transform node if its associated with a bone

    Returns TransformNode

    this object

dispose

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  • dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void
  • 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

freezeWorldMatrix

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  • Prevents the World matrix to be computed any longer.

    Returns TransformNode

    the TransformNode.

getAbsolutePivotPoint

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  • 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.

getAbsolutePivotPointToRef

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

    Parameters

    • result: Vector3

      vector3 to store the result

    Returns TransformNode

    this TransformNode.

getAbsolutePosition

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  • Retuns the mesh absolute position in the World.

    Returns Vector3

    a Vector3.

getAnimationByName

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  • 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

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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

getBehaviorByName

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getChildMeshes

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  • 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

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  • 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

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  • getChildren(predicate?: function): 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

    Returns Node[]

    an array of Node

getClassName

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  • getClassName(): string
  • Gets a string identifying the name of the class

    Returns string

    "TransformNode" string

getDescendants

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  • 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

getDirection

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  • 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.

getDirectionToRef

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  • 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

    • localAxis: Vector3

      axis to rotate

    • result: Vector3

      the resulting transformnode

    Returns TransformNode

    this TransformNode.

getEngine

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getPivotMatrix

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  • Returns the mesh pivot matrix. Default : Identity.

    Returns Matrix

    the matrix

getPivotPoint

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

    Returns Vector3

    the pivot point

getPivotPointToRef

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  • 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.

getPoseMatrix

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  • Returns the mesh Pose matrix.

    Returns Matrix

    the pose matrix

getPositionExpressedInLocalSpace

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  • getPositionExpressedInLocalSpace(): Vector3
  • Returns the mesh position in the local space from the current World matrix values.

    Returns Vector3

    a new Vector3.

getScene

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getWorldMatrix

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isDescendantOf

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  • 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

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  • isDisposed(): boolean
  • Gets a boolean indicating if the node has been disposed

    Returns boolean

    true if the node was disposed

isEnabled

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  • 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

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  • 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

locallyTranslate

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

    Parameters

    • vector3: Vector3

      the distance to translate in localspace

    Returns TransformNode

    the TransformNode.

lookAt

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  • 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.

markAsDirty

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  • 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

registerAfterWorldMatrixUpdate

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  • If you'd like to be called back after the mesh position, rotation or scaling has been updated.

    Parameters

    Returns TransformNode

    the TransformNode.

removeBehavior

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rotate

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  • 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 BABYLON.Space.LOCAL, either BABYLON.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

    • Optional space: Space

      Space to rotate in (Default: local)

    Returns TransformNode

    the TransformNode.

rotateAround

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  • 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

serialize

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  • serialize(currentSerializationObject?: any): any
  • Serializes the objects information.

    Parameters

    • Optional currentSerializationObject: any

      defines the object to serialize in

    Returns any

    the serialized object

serializeAnimationRanges

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  • serializeAnimationRanges(): any

setAbsolutePosition

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  • 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.

setEnabled

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  • setEnabled(value: boolean): void
  • Set the enabled state of this node

    Parameters

    • value: boolean

      defines the new enabled state

    Returns void

setParent

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  • 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.

setPivotMatrix

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  • Sets a new pivot matrix to the current node

    Parameters

    • matrix: 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

setPivotPoint

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  • 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

setPositionWithLocalVector

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  • Sets the mesh position in its local space.

    Parameters

    • vector3: Vector3

      the position to set in localspace

    Returns TransformNode

    the TransformNode.

setPreTransformMatrix

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  • Sets a new matrix to apply before all other transformation

    Parameters

    • matrix: Matrix

      defines the transform matrix

    Returns TransformNode

    the current TransformNode

translate

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

unfreezeWorldMatrix

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  • unfreezeWorldMatrix(): this
  • Allows back the World matrix computation.

    Returns this

    the TransformNode.

unregisterAfterWorldMatrixUpdate

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  • unregisterAfterWorldMatrixUpdate(func: function): TransformNode
  • Removes a registered callback function.

    Parameters

    Returns TransformNode

    the TransformNode.

updatePoseMatrix

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  • 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 AddNodeConstructor

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  • 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

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  • 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 Parse

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

    Parameters

    • parsedTransformNode: any

      is the source.

    • scene: Scene

      the scne 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.

Static ParseAnimationRanges

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  • 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

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