Interface IGLTFObjectModelTreeNodesObject<GLTFTargetType, BabylonTargetType>
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,
>;
}
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
- GLTFTargetType = GLTF2.INode
- BabylonTargetType = WebXRSpatialLayerType
Properties
__ array__
__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;
}
__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
Number of nodes in the array.
Accessor tree describing the
/nodessection of the glTF Object Model. Exposes per-node TRS, ref-typed parent/children/camera/mesh/skin links, morph-target weights and node-extension properties.