Interface SceneNode
interface SceneNode {
children: SceneNode[];
metadata?: LiteMetadata;
name: string;
parent: IWorldMatrixProvider | null;
position: ObservableVec3;
rotation: EulerProxy;
rotationQuaternion: ObservableQuat;
scaling: ObservableVec3;
visible?: boolean;
worldMatrix: Mat4;
worldMatrixVersion: number;
}
children: SceneNode[];
metadata?: LiteMetadata;
name: string;
parent: IWorldMatrixProvider | null;
position: ObservableVec3;
rotation: EulerProxy;
rotationQuaternion: ObservableQuat;
scaling: ObservableVec3;
visible?: boolean;
worldMatrix: Mat4;
worldMatrixVersion: number;
}
Hierarchy (View Summary)
Index
Properties
children
Optionalmetadata
User metadata. glTF loads populate metadata.gltf.extras when source extras exist.
name
name: string
parent
Readonlyposition
Readonlyrotation
rotation: EulerProxy
Euler XYZ bidirectional proxy — reads decompose current quat; writes update quat atomically.
Readonlyrotation Quaternion
Quaternion rotation — source of truth for the local matrix.
Readonlyscaling
Optional Readonlyvisible
visible?: boolean
Self-visibility. Undefined/true = visible; false skips render + camera AABB.
Read-only: change it with setMeshVisible(node, visible), which cascades the value to
descendants and invalidates cached opaque render bundles. A plain field write would do
neither, leaving a hidden mesh drawing or a revealed mesh missing.
Readonlyworld Matrix
Readonlyworld Matrix Version
worldMatrixVersion: number
Common base for all scene entities: TRS transform, parent/children hierarchy, and a cached world matrix.