CLASSES
TagsA - Z

Node

Node

Description

class Node

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

Constructor

new Node(name, scene)

@constructor

Parameters

Name Type Description
name string The node identifier
scene Scene The scene linked to this node.

Members

name : string

The name of the node

id : string

The id of the node

uniqueId : number

state : string

The state of the node

metadata : any

doNotSerialize : boolean

animations : Animation[]

The animations of the node

onReady : Node) => void

Called when node is ready

parent : Node

The parent node of the node

onDisposeObservable : Observable<Node>

An event triggered when the mesh is disposed.

@type {BABYLON.Observable}

onDispose : () => void

Methods

getClassName() string

getScene() Scene

Get the scene linked to this node

getEngine() Engine

Get the engine linked to this node

getWorldMatrix() Matrix

Get the world matrix

updateCache(force) void

Update the cache

Parameters

Name Type Description
optional force boolean True to force the update

isSynchronizedWithParent() boolean

Return true if the node is synchronized with parent

isSynchronized(updateCache) boolean

Return true if the node is synchronized

Parameters

Name Type Description
optional updateCache boolean True to update the cache

hasNewParent(update) boolean

Return true if the node has new parent

Parameters

Name Type Description
optional update boolean True to update the node

isReady() boolean

Is this node ready to be used/rendered

@return {boolean} is it ready

isEnabled() boolean

Is this node enabled.

If the node has a parent and is enabled, the parent will be inspected as well.

@return {boolean} whether this node (and its parent) is enabled.

@see setEnabled

setEnabled(value) void

Set the enabled state of this node.

@see isEnabled

Parameters

Name Type Description
value boolean True to set the node enable ; False otherwise

isDescendantOf(ancestor) 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.

@see parent

Parameters

Name Type Description
ancestor Node The ancestor node to test

getDescendants(directDescendantsOnly, predicate) Node[]

Will return all nodes that have this node as ascendant.

@return {BABYLON.Node[]} all children nodes of all types.

Parameters

Name Type Description
optional directDescendantsOnly boolean
optional predicate (node: Node) => boolean : an optional predicate that will be called on every evaluated children, the predicate must return true for a given child to be part of the result, otherwise it will be ignored.

getChildMeshes(directDecendantsOnly, predicate) AbstractMesh[]

Get all child-meshes of this node.

Parameters

Name Type Description
optional directDecendantsOnly boolean
optional predicate (node: Node) => boolean

getChildren(predicate) Node[]

Get all direct children of this node.

Parameters

Name Type Description
optional predicate (node: Node) => boolean

getAnimationByName(name) Animation

Parameters

Name Type Description
name string The node identifier

createAnimationRange(name, from, to) void

Parameters

Name Type Description
name string The node identifier
from number
to number

deleteAnimationRange(name, deleteFrames) void

Parameters

Name Type Description
name string The node identifier
optional deleteFrames boolean

getAnimationRange(name) AnimationRange

Parameters

Name Type Description
name string The node identifier

beginAnimation(name, loop, speedRatio, onAnimationEnd) void

Parameters

Name Type Description
name string The node identifier
optional loop boolean
optional speedRatio number

serializeAnimationRanges() any

dispose() void

static ParseAnimationRanges(node, parsedNode, scene) void

Parameters

Name Type Description
node Node
parsedNode any
scene Scene The scene linked to this node.