Nodes are the objects that comprise a Scene.

Each node may have one or more children, and a transform (position, rotation, and scale) that applies to all of its descendants. A node may also reference (or "instantiate") other resources at its location, including Mesh, Camera, Light, and Skin properties. A node cannot be part of more than one Scene.

A node's local transform is represented with array-like objects, intended to be compatible with gl-matrix, or with the toArray/fromArray methods of libraries like three.js and babylon.js.

Usage:

const node = doc.createNode('myNode')
    .setMesh(mesh)
    .setTranslation([0, 0, 0])
    .addChild(otherNode);

References:

Hierarchy

Properties

propertyType: string

Property type.

Methods

  • addChild(child: Node): this
  • Adds another node as a child of this one. Nodes cannot have multiple parents.

  • clone(): this
  • copy(other: this, resolve: PropertyResolver<Property>): this
  • Copies all data from another property to this one. Child properties are copied by reference, unless a 'resolve' function is given to override that.

  • detach(): this
  • Removes all inbound references to this object. At the end of the process the object is considered 'detached': it may hold references to child resources, but nothing holds references to it. A detached object may be re-attached.

  • dispose(): void
  • Removes both inbound references to and outbound references from this object. At the end of the process the object holds no references, and nothing holds references to it. A disposed object is not reusable.

  • getExtension<Prop>(name: string): Prop
  • getExtras(): object
  • Returns a reference to the Extras object, containing application-specific data for this Property. Extras should be an Object, not a primitive value, for best portability.

  • getMatrix(): mat4
  • getName(): string
  • Returns the name of this property. While names are not required to be unique, this is encouraged, and non-unique names will be overwritten in some tools. For custom data about a property, prefer to use Extras.

  • getParent(): SceneNode
  • getRotation(): vec4
  • getScale(): vec3
  • getTranslation(): vec3
  • getWeights(): number[]
  • getWorldMatrix(): mat4
  • getWorldRotation(): vec4
  • getWorldScale(): vec3
  • getWorldTranslation(): vec3
  • isDisposed(): boolean
  • listChildren(): Node[]
  • Returns a list of all properties that hold a reference to this property. For example, a material may hold references to various textures, but a texture does not hold references to the materials that use it.

    It is often necessary to filter the results for a particular type: some resources, like Accessors, may be referenced by different types of properties. Most properties include the Root as a parent, which is usually not of interest.

    Usage:

    const materials = texture
        .listParents()
        .filter((p) => p instanceof Material)
  • removeChild(child: Node): this
  • setCamera(camera: Camera): this
  • setExtension<Prop>(name: string, extensionProperty: Prop): this
  • setExtras(extras: object): this
  • Updates the Extras object, containing application-specific data for this Property. Extras should be an Object, not a primitive value, for best portability.

  • setMesh(mesh: Mesh): this
  • Sets a Mesh to be instantiated at this node. A single mesh may be instatiated by multiple nodes; reuse of this sort is strongly encouraged.

  • setName(name: string): this
  • Sets the name of this property. While names are not required to be unique, this is encouraged, and non-unique names will be overwritten in some tools. For custom data about a property, prefer to use Extras.

  • setRotation(rotation: vec4): this
  • setScale(scale: vec3): this
  • setSkin(skin: Skin): this
  • setTranslation(translation: vec3): this
  • setWeights(weights: number[]): this
  • traverse(fn: (node: Node) => void): this
Function symbol, f(📦) → 📦, where the argument and output are a box labeled 'glTF'.

Made by Don McCurdy TypeDoc documentation Copyright 2020 under MIT license