API

Interface IGLTFObjectModelTreeNodesObject<GLTFTargetType, BabylonTargetType>

Accessor tree describing the /nodes section of the glTF Object Model. Exposes per-node TRS, ref-typed parent/children/camera/mesh/skin links, morph-target weights and node-extension properties.

interface IGLTFObjectModelTreeNodesObject<
    GLTFTargetType = GLTF2.INode,
    BabylonTargetType = WebXRSpatialLayerType,
> {
    __array__: {
        __target__: boolean;
        camera: IObjectAccessor<GLTFTargetType, any, string | undefined>;
        children: {
            __array__: any;
            length: IObjectAccessor<number[], any, FlowGraphInteger>;
        };
        extensions: {
            EXT_lights_ies?: {
                color: IObjectAccessor<GLTF2.INode, Light, Color3>;
                multiplier: IObjectAccessor<GLTF2.INode, Light, number>;
            };
            KHR_node_visibility?: {
                visible: IObjectAccessor<GLTF2.INode, Mesh, boolean>;
            };
        };
        globalMatrix: IObjectAccessor<GLTFTargetType, BabylonTargetType, Matrix>;
        matrix: IObjectAccessor<GLTFTargetType, BabylonTargetType, Matrix>;
        mesh: IObjectAccessor<GLTFTargetType, any, string | undefined>;
        parent: IObjectAccessor<GLTFTargetType, any, string | undefined>;
        rotation: IObjectAccessor<GLTFTargetType, BabylonTargetType, Quaternion>;
        scale: IObjectAccessor<GLTFTargetType, BabylonTargetType, Vector3>;
        skin: IObjectAccessor<GLTFTargetType, any, string | undefined>;
        translation: IObjectAccessor<GLTFTargetType, BabylonTargetType, Vector3>;
        weights: any;
    };
    length: IObjectAccessor<
        GLTFTargetType[],
        BabylonTargetType[],
        FlowGraphInteger,
    >;
}

Type Parameters

Index
__array__: {
    __target__: boolean;
    camera: IObjectAccessor<GLTFTargetType, any, string | undefined>;
    children: {
        __array__: any;
        length: IObjectAccessor<number[], any, FlowGraphInteger>;
    };
    extensions: {
        EXT_lights_ies?: {
            color: IObjectAccessor<GLTF2.INode, Light, Color3>;
            multiplier: IObjectAccessor<GLTF2.INode, Light, number>;
        };
        KHR_node_visibility?: {
            visible: IObjectAccessor<GLTF2.INode, Mesh, boolean>;
        };
    };
    globalMatrix: IObjectAccessor<GLTFTargetType, BabylonTargetType, Matrix>;
    matrix: IObjectAccessor<GLTFTargetType, BabylonTargetType, Matrix>;
    mesh: IObjectAccessor<GLTFTargetType, any, string | undefined>;
    parent: IObjectAccessor<GLTFTargetType, any, string | undefined>;
    rotation: IObjectAccessor<GLTFTargetType, BabylonTargetType, Quaternion>;
    scale: IObjectAccessor<GLTFTargetType, BabylonTargetType, Vector3>;
    skin: IObjectAccessor<GLTFTargetType, any, string | undefined>;
    translation: IObjectAccessor<GLTFTargetType, BabylonTargetType, Vector3>;
    weights: any;
}
length: IObjectAccessor<GLTFTargetType[], BabylonTargetType[], FlowGraphInteger>

Number of nodes in the array.