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Display a 360/180 degree texture on an approximately spherical surface, useful for VR applications or skyboxes. As a subclass of TransformNode, this allow parenting to the camera or multiple textures with different locations in the scene. This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere. Potential additions to this helper include zoom and and non-infinite distance rendering effects.

Type Parameters

Hierarchy

Index

Constructors

Properties

Accessors

Methods

Constructors

  • new TextureDome<T>(name: string, textureUrlOrElement: string | string[] | HTMLVideoElement, options: { autoPlay?: boolean; clickToPlay?: boolean; crossEyeMode?: boolean; faceForward?: boolean; generateMipMaps?: boolean; halfDomeMode?: boolean; loop?: boolean; mesh?: Mesh; poster?: string; resolution?: number; size?: number; useDirectMapping?: boolean }, scene: Scene, onError?: Nullable<((message?: string, exception?: any) => void)>): TextureDome<T>
  • Create an instance of this class and pass through the parameters to the relevant classes- Texture, StandardMaterial, and Mesh.

    Type Parameters

    Parameters

    • name: string

      Element's name, child elements will append suffixes for their own names.

    • textureUrlOrElement: string | string[] | HTMLVideoElement

      defines the url(s) or the (video) HTML element to use

    • options: { autoPlay?: boolean; clickToPlay?: boolean; crossEyeMode?: boolean; faceForward?: boolean; generateMipMaps?: boolean; halfDomeMode?: boolean; loop?: boolean; mesh?: Mesh; poster?: string; resolution?: number; size?: number; useDirectMapping?: boolean }

      An object containing optional or exposed sub element properties

      • Optional autoPlay?: boolean
      • Optional clickToPlay?: boolean
      • Optional crossEyeMode?: boolean
      • Optional faceForward?: boolean
      • Optional generateMipMaps?: boolean
      • Optional halfDomeMode?: boolean
      • Optional loop?: boolean
      • Optional mesh?: Mesh
      • Optional poster?: string
      • Optional resolution?: number
      • Optional size?: number
      • Optional useDirectMapping?: boolean
    • scene: Scene
    • Optional onError: Nullable<((message?: string, exception?: any) => void)>

    Returns TextureDome<T>

Properties

animations: Animation[]

Gets a list of Animations associated with the node

id: string

Gets or sets the id of the node

ignoreNonUniformScaling: boolean

Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored. By default the system will update normals to compensate

inspectableCustomProperties: IInspectable[]

List of inspectable custom properties (used by the Inspector)

see

https://doc.babylonjs.com/toolsAndResources/inspector#extensibility

metadata: any

Gets or sets an object used to store user defined information for the node

name: string

Gets or sets the name of the node

onAccessibilityTagChangedObservable: Observable<Nullable<IAccessibilityTag>>
onAfterWorldMatrixUpdateObservable: Observable<TransformNode>

An event triggered after the world matrix is updated

onDisposeObservable: Observable<Node>

An event triggered when the mesh is disposed

onLoadErrorObservable: Observable<string>

Observable raised when an error occurred while loading the texture

onLoadObservable: Observable<void>

Observable raised when the texture finished loading

onReady: Nullable<((node: Node) => void)>

Callback raised when the node is ready to be used

physicsBody: Nullable<PhysicsBody>
see
reIntegrateRotationIntoRotationQuaternion: boolean

Gets or sets a boolean indicating that even if rotationQuaternion is defined, you can keep updating rotation property and Babylon.js will just mix both

reservedDataStore: any

For internal use only. Please do not use.

scalingDeterminant: number

Multiplication factor on scale x/y/z when computing the world matrix. Eg. for a 1x1x1 cube setting this to 2 will make it a 2x2x2 cube

state: string

Gets or sets a string used to store user defined state for the node

uniqueId: number

Gets or sets the unique id of the node

BILLBOARDMODE_ALL: number

Object will rotate to face the camera

BILLBOARDMODE_NONE: number

Object will not rotate to face the camera

BILLBOARDMODE_USE_POSITION: number

Object will rotate to face the camera's position instead of orientation

BILLBOARDMODE_X: number

Object will rotate to face the camera but only on the x axis

BILLBOARDMODE_Y: number

Object will rotate to face the camera but only on the y axis

BILLBOARDMODE_Z: number

Object will rotate to face the camera but only on the z axis

BillboardUseParentOrientation: boolean

Child transform with Billboard flags should or should not apply parent rotation (default if off)

MODE_MONOSCOPIC: 0 = 0

Define the source as a Monoscopic panoramic 360/180.

MODE_SIDEBYSIDE: 2 = 2

Define the source as a Stereoscopic Side by Side panoramic 360/180.

MODE_TOPBOTTOM: 1 = 1

Define the source as a Stereoscopic TopBottom/OverUnder panoramic 360/180.

Accessors

  • Returns the current mesh absolute position. Returns a Vector3.

    Returns Vector3

  • Returns the current mesh absolute rotation. Returns a Quaternion.

    Returns Quaternion

  • Returns the current mesh absolute scaling. Returns a Vector3.

    Returns Vector3

  • Gets or sets the accessibility tag to describe the node for accessibility purpose.

    Returns Nullable<IAccessibilityTag>

  • Gets or sets the accessibility tag to describe the node for accessibility purpose.

    Parameters

    Returns void

  • Gets or sets the animation properties override

    Returns Nullable<AnimationPropertiesOverride>

  • Gets or sets the animation properties override

    Parameters

    Returns void

  • get billboardMode(): number
  • set billboardMode(value: number): void
  • Gets or sets the billboard mode. Default is 0.

    ValueTypeDescription
    0BILLBOARDMODE_NONE
    1BILLBOARDMODE_X
    2BILLBOARDMODE_Y
    4BILLBOARDMODE_Z
    7BILLBOARDMODE_ALL

    Returns number

  • Gets or sets the billboard mode. Default is 0.

    ValueTypeDescription
    0BILLBOARDMODE_NONE
    1BILLBOARDMODE_X
    2BILLBOARDMODE_Y
    4BILLBOARDMODE_Z
    7BILLBOARDMODE_ALL

    Parameters

    • value: number

    Returns void

  • get crossEye(): boolean
  • set crossEye(enabled: boolean): void
  • Is it a cross-eye texture?

    Returns boolean

  • Set the cross-eye mode. If set, images that can be seen when crossing eyes will render correctly

    Parameters

    • enabled: boolean

    Returns void

  • get doNotSerialize(): boolean
  • set doNotSerialize(value: boolean): void
  • Gets or sets a boolean used to define if the node must be serialized

    Returns boolean

  • Gets or sets a boolean used to define if the node must be serialized

    Parameters

    • value: boolean

    Returns void

  • The forward direction of that transform in world space.

    Returns Vector3

  • get fovMultiplier(): number
  • set fovMultiplier(value: number): void
  • The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out". Also see the options.resolution property.

    Returns number

  • The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out". Also see the options.resolution property.

    Parameters

    • value: number

    Returns void

  • get halfDome(): boolean
  • set halfDome(enabled: boolean): void
  • Is it a 180 degrees dome (half dome) or 360 texture (full dome)

    Returns boolean

  • Set the halfDome mode. If set, only the front (180 degrees) will be displayed and the back will be blacked out.

    Parameters

    • enabled: boolean

    Returns void

  • get infiniteDistance(): boolean
  • set infiniteDistance(value: boolean): void
  • Gets or sets the distance of the object to max, often used by skybox

    Returns boolean

  • Gets or sets the distance of the object to max, often used by skybox

    Parameters

    • value: boolean

    Returns void

  • get isWorldMatrixFrozen(): boolean
  • True if the World matrix has been frozen.

    Returns boolean

  • The background material of this dome.

    Returns BackgroundMaterial

  • Gets the mesh used for the dome.

    Returns Mesh

  • get nonUniformScaling(): boolean
  • True if the scaling property of this object is non uniform eg. (1,2,1)

    Returns boolean

  • An event triggered when the node is cloned

    Returns Observable<Node>

  • set onDispose(callback: (() => void)): void
  • Sets a callback that will be raised when the node will be disposed

    Parameters

    • callback: (() => void)
        • (): void
        • Returns void

    Returns void

  • get onEnabledStateChangedObservable(): Observable<boolean>
  • An event triggered when the enabled state of the node changes

    Returns Observable<boolean>

  • Gets or set the node position (default is (0.0, 0.0, 0.0))

    Returns Vector3

  • Gets or set the node position (default is (0.0, 0.0, 0.0))

    Parameters

    Returns void

  • get preserveParentRotationForBillboard(): boolean
  • set preserveParentRotationForBillboard(value: boolean): void
  • Gets or sets a boolean indicating that parent rotation should be preserved when using billboards. This could be useful for glTF objects where parent rotation helps converting from right handed to left handed

    Returns boolean

  • Gets or sets a boolean indicating that parent rotation should be preserved when using billboards. This could be useful for glTF objects where parent rotation helps converting from right handed to left handed

    Parameters

    • value: boolean

    Returns void

  • The right direction of that transform in world space.

    Returns Vector3

  • Gets or sets the rotation property : a Vector3 defining the rotation value in radians around each local axis X, Y, Z (default is (0.0, 0.0, 0.0)). If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion

    Returns Vector3

  • Gets or sets the rotation property : a Vector3 defining the rotation value in radians around each local axis X, Y, Z (default is (0.0, 0.0, 0.0)). If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion

    Parameters

    Returns void

  • Gets or sets the rotation Quaternion property : this a Quaternion object defining the node rotation by using a unit quaternion (undefined by default, but can be null). If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)

    Returns Nullable<Quaternion>

  • Gets or sets the rotation Quaternion property : this a Quaternion object defining the node rotation by using a unit quaternion (undefined by default, but can be null). If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)

    Parameters

    Returns void

  • Gets or sets the scaling property : a Vector3 defining the node scaling along each local axis X, Y, Z (default is (1.0, 1.0, 1.0)).

    Returns Vector3

  • Gets or sets the scaling property : a Vector3 defining the node scaling along each local axis X, Y, Z (default is (1.0, 1.0, 1.0)).

    Parameters

    Returns void

  • get texture(): T
  • set texture(newTexture: T): void
  • Gets the texture being displayed on the sphere

    Returns T

  • Sets the texture being displayed on the sphere

    Parameters

    • newTexture: T

    Returns void

  • get textureMode(): number
  • set textureMode(value: number): void
  • Gets or set the current texture mode for the texture. It can be:

    • TextureDome.MODE_MONOSCOPIC : Define the texture source as a Monoscopic panoramic 360.
    • TextureDome.MODE_TOPBOTTOM : Define the texture source as a Stereoscopic TopBottom/OverUnder panoramic 360.
    • TextureDome.MODE_SIDEBYSIDE : Define the texture source as a Stereoscopic Side by Side panoramic 360.

    Returns number

  • Sets the current texture mode for the texture. It can be:

    • TextureDome.MODE_MONOSCOPIC : Define the texture source as a Monoscopic panoramic 360.
    • TextureDome.MODE_TOPBOTTOM : Define the texture source as a Stereoscopic TopBottom/OverUnder panoramic 360.
    • TextureDome.MODE_SIDEBYSIDE : Define the texture source as a Stereoscopic Side by Side panoramic 360.

    Parameters

    • value: number

    Returns void

  • The up direction of that transform in world space.

    Returns Vector3

  • get worldMatrixFromCache(): Matrix
  • Returns directly the latest state of the mesh World matrix. A Matrix is returned.

    Returns Matrix

Methods

  • Adds a rotation step to the mesh current rotation. x, y, z are Euler angles expressed in radians. This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set. This means this rotation is made in the mesh local space only. It's useful to set a custom rotation order different from the BJS standard one YXZ. Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.

    mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
    

    Note that addRotation() accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values. Under the hood, only quaternions are used. So it's a little faster is you use .rotationQuaternion because it doesn't need to translate them back to Euler angles.

    Parameters

    • x: number

      Rotation to add

    • y: number

      Rotation to add

    • z: number

      Rotation to add

    Returns TransformNode

    the TransformNode.

  • Apply a physic impulse to the mesh

    Parameters

    • force: Vector3

      defines the force to apply

    • contactPoint: Vector3

      defines where to apply the force

    Returns TransformNode

    the current mesh

  • Attach the current TransformNode to another TransformNode associated with a bone

    Parameters

    • bone: Bone

      Bone affecting the TransformNode

    • affectedTransformNode: TransformNode

      TransformNode associated with the bone

    Returns TransformNode

    this object

  • beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: (() => void)): Nullable<Animatable>
  • Will start the animation sequence

    Parameters

    • name: string

      defines the range frames for animation sequence

    • Optional loop: boolean

      defines if the animation should loop (false by default)

    • Optional speedRatio: number

      defines the speed factor in which to run the animation (1 by default)

    • Optional onAnimationEnd: (() => void)

      defines a function to be executed when the animation ended (undefined by default)

        • (): void
        • Returns void

    Returns Nullable<Animatable>

    the object created for this animation. If range does not exist, it will return null

  • Clone the current transform node

    Parameters

    • name: string

      Name of the new clone

    • newParent: Nullable<Node>

      New parent for the clone

    • Optional doNotCloneChildren: boolean

      Do not clone children hierarchy

    Returns Nullable<TransformNode>

    the new transform node

  • Computes the world matrix of the node

    Parameters

    • Optional force: boolean

      defines if the cache version should be invalidated forcing the world matrix to be created from scratch

    • Optional camera: Nullable<Camera>

      defines the camera used if different from the scene active camera (This is used with modes like Billboard or infinite distance)

    Returns Matrix

    the world matrix

  • createAnimationRange(name: string, from: number, to: number): void
  • Creates an animation range for this node

    Parameters

    • name: string

      defines the name of the range

    • from: number

      defines the starting key

    • to: number

      defines the end key

    Returns void

  • deleteAnimationRange(name: string, deleteFrames?: boolean): void
  • Delete a specific animation range

    Parameters

    • name: string

      defines the name of the range to delete

    • Optional deleteFrames: boolean

      defines if animation frames from the range must be deleted as well

    Returns void

  • Detach the transform node if its associated with a bone

    Parameters

    • Optional resetToPreviousParent: boolean

      Indicates if the parent that was in effect when attachToBone was called should be set back or if we should set parent to null instead (defaults to the latter)

    Returns TransformNode

    this object

  • dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void
  • Releases resources associated with this node.

    Parameters

    • Optional doNotRecurse: boolean

      Set to true to not recurse into each children (recurse into each children by default)

    • Optional disposeMaterialAndTextures: boolean

      Set to true to also dispose referenced materials and textures (false by default)

    Returns void

  • Prevents the World matrix to be computed any longer

    Parameters

    • Optional newWorldMatrix: Nullable<Matrix>

      defines an optional matrix to use as world matrix

    • Optional decompose: boolean

      defines whether to decompose the given newWorldMatrix or directly assign

    Returns TransformNode

    the TransformNode.

  • Returns a new Vector3 set with the mesh pivot point World coordinates.

    Returns Vector3

    a new Vector3 set with the mesh pivot point World coordinates.

  • Get an animation by name

    Parameters

    • name: string

      defines the name of the animation to look for

    Returns Nullable<Animation>

    null if not found else the requested animation

  • Get an animation range by name

    Parameters

    • name: string

      defines the name of the animation range to look for

    Returns Nullable<AnimationRange>

    null if not found else the requested animation range

  • getChildMeshes<T>(directDescendantsOnly?: boolean, predicate?: ((node: Node) => node is T)): T[]
  • getChildMeshes(directDescendantsOnly?: boolean, predicate?: ((node: Node) => boolean)): AbstractMesh[]
  • Get all child-meshes of this node

    Type Parameters

    Parameters

    • Optional directDescendantsOnly: boolean

      defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: false)

    • Optional predicate: ((node: Node) => node is T)

      defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored

        • (node: Node): node is T
        • Parameters

          Returns node is T

    Returns T[]

    an array of AbstractMesh

  • Get all child-meshes of this node

    Parameters

    • Optional directDescendantsOnly: boolean

      defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: false)

    • Optional predicate: ((node: Node) => boolean)

      defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored

        • (node: Node): boolean
        • Parameters

          Returns boolean

    Returns AbstractMesh[]

    an array of AbstractMesh

  • getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: ((node: Node) => boolean)): TransformNode[]
  • Get all child-transformNodes of this node

    Parameters

    • Optional directDescendantsOnly: boolean

      defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered

    • Optional predicate: ((node: Node) => boolean)

      defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored

        • (node: Node): boolean
        • Parameters

          Returns boolean

    Returns TransformNode[]

    an array of TransformNode

  • getChildren<T>(predicate?: ((node: Node) => node is T), directDescendantsOnly?: boolean): T[]
  • getChildren(predicate?: ((node: Node) => boolean), directDescendantsOnly?: boolean): Node[]
  • Get all direct children of this node

    Type Parameters

    Parameters

    • Optional predicate: ((node: Node) => node is T)

      defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored

        • (node: Node): node is T
        • Parameters

          Returns node is T

    • Optional directDescendantsOnly: boolean

      defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: true)

    Returns T[]

    an array of Node

  • Get all direct children of this node

    Parameters

    • Optional predicate: ((node: Node) => boolean)

      defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored

        • (node: Node): boolean
        • Parameters

          Returns boolean

    • Optional directDescendantsOnly: boolean

      defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: true)

    Returns Node[]

    an array of Node

  • getClassName(): string
  • Gets a string identifying the name of the class

    Returns string

    "TransformNode" string

  • getDescendants<T>(directDescendantsOnly?: boolean, predicate?: ((node: Node) => node is T)): T[]
  • getDescendants(directDescendantsOnly?: boolean, predicate?: ((node: Node) => boolean)): Node[]
  • Will return all nodes that have this node as ascendant

    Type Parameters

    Parameters

    • Optional directDescendantsOnly: boolean

      defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered

    • Optional predicate: ((node: Node) => node is T)

      defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored

        • (node: Node): node is T
        • Parameters

          Returns node is T

    Returns T[]

    all children nodes of all types

  • Will return all nodes that have this node as ascendant

    Parameters

    • Optional directDescendantsOnly: boolean

      defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered

    • Optional predicate: ((node: Node) => boolean)

      defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored

        • (node: Node): boolean
        • Parameters

          Returns boolean

    Returns Node[]

    all children nodes of all types

  • Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh. This Vector3 is expressed in the World space.

    Parameters

    Returns Vector3

    a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.

  • Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh. localAxis is expressed in the mesh local space. result is computed in the World space from the mesh World matrix.

    Parameters

    • localAxis: Vector3

      axis to rotate

    • result: Vector3

      the resulting transformnode

    Returns TransformNode

    this TransformNode.

  • Returns the distance from the mesh to the active camera

    Parameters

    Returns number

    the distance

  • Return the minimum and maximum world vectors of the entire hierarchy under current node

    Parameters

    • Optional includeDescendants: boolean

      Include bounding info from descendants as well (true by default)

    • Optional predicate: Nullable<((abstractMesh: AbstractMesh) => boolean)>

      defines a callback function that can be customize to filter what meshes should be included in the list used to compute the bounding vectors

    Returns { max: Vector3; min: Vector3 }

    the new bounding vectors

  • Returns a new Vector3 set with the mesh pivot point coordinates in the local space.

    Returns Vector3

    the pivot point

  • Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.

    Parameters

    • result: Vector3

      the vector3 to store the result

    Returns TransformNode

    this TransformNode.

  • getPositionExpressedInLocalSpace(): Vector3
  • Gets the scene of the node

    Returns Scene

    a scene

  • isDescendantOf(ancestor: Node): 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

    Parameters

    • ancestor: Node

      defines the parent node to inspect

    Returns boolean

    a boolean indicating if this node is a descendant of the given node

  • isDisposed(): boolean
  • Gets a boolean indicating if the node has been disposed

    Returns boolean

    true if the node was disposed

  • isEnabled(checkAncestors?: boolean): boolean
  • Is this node enabled? If the node has a parent, all ancestors will be checked and false will be returned if any are false (not enabled), otherwise will return true

    Parameters

    • Optional checkAncestors: boolean

      indicates if this method should check the ancestors. The default is to check the ancestors. If set to false, the method will return the value of this node without checking ancestors

    Returns boolean

    whether this node (and its parent) is enabled

  • isReady(_completeCheck?: boolean): boolean
  • Is this node ready to be used/rendered

    Parameters

    • Optional _completeCheck: boolean

      defines if a complete check (including materials and lights) has to be done (false by default)

    Returns boolean

    true if the node is ready

  • isUsingPivotMatrix(): boolean
  • return true if a pivot has been set

    Returns boolean

    true if a pivot matrix is used

  • isWorldMatrixCameraDependent(): boolean
  • Returns whether the transform node world matrix computation needs the camera information to be computed. This is the case when the node is a billboard or has an infinite distance for instance.

    Returns boolean

    true if the world matrix computation needs the camera information to be computed

  • Translates the mesh along the passed Vector3 in its local space.

    Parameters

    • vector3: Vector3

      the distance to translate in localspace

    Returns TransformNode

    the TransformNode.

  • Orients a mesh towards a target point. Mesh must be drawn facing user.

    Parameters

    • targetPoint: Vector3

      the position (must be in same space as current mesh) to look at

    • Optional yawCor: number

      optional yaw (y-axis) correction in radians

    • Optional pitchCor: number

      optional pitch (x-axis) correction in radians

    • Optional rollCor: number

      optional roll (z-axis) correction in radians

    • Optional space: Space

      the chosen space of the target

    Returns TransformNode

    the TransformNode.

  • markAsDirty(property?: string): Node
  • Flag the transform node as dirty (Forcing it to update everything)

    Parameters

    • Optional property: string

      if set to "rotation" the objects rotationQuaternion will be set to null

    Returns Node

    this node

  • Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)

    Parameters

    • Optional includeDescendants: boolean

      Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false

    • Optional ignoreRotation: boolean

      ignore rotation when computing the scale (ie. object will be axis aligned). Default is false

    • Optional predicate: Nullable<((node: AbstractMesh) => boolean)>

      predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling

    Returns TransformNode

    the current mesh

  • resetLocalMatrix(independentOfChildren?: boolean): void
  • Resets this nodeTransform's local matrix to Matrix.Identity().

    Parameters

    • Optional independentOfChildren: boolean

      indicates if all child nodeTransform's world-space transform should be preserved.

    Returns void

  • Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space. space (default LOCAL) can be either Space.LOCAL, either Space.WORLD. Note that the property rotationQuaternion is then automatically updated and the property rotation is set to (0,0,0) and no longer used. The passed axis is also normalized.

    Parameters

    • axis: Vector3

      the axis to rotate around

    • amount: number

      the amount to rotate in radians

    • Optional space: Space

      Space to rotate in (Default: local)

    Returns TransformNode

    the TransformNode.

  • Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space. Note that the property rotationQuaternion is then automatically updated and the property rotation is set to (0,0,0) and no longer used. The passed axis is also normalized. . Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm

    Parameters

    • point: Vector3

      the point to rotate around

    • axis: Vector3

      the axis to rotate around

    • amount: number

      the amount to rotate in radians

    Returns TransformNode

    the TransformNode

  • serialize(currentSerializationObject?: any): any
  • Serializes the objects information.

    Parameters

    • Optional currentSerializationObject: any

      defines the object to serialize in

    Returns any

    the serialized object

  • serializeAnimationRanges(): any
  • Serialize animation ranges into a JSON compatible object

    Returns any

    serialization object

  • Sets the mesh absolute position in the World from a Vector3 or an Array(3).

    Parameters

    • absolutePosition: Vector3

      the absolute position to set

    Returns TransformNode

    the TransformNode.

  • setDirection(localAxis: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number): TransformNode
  • Sets this transform node rotation to the given local axis.

    Parameters

    • localAxis: Vector3

      the axis in local space

    • Optional yawCor: number

      optional yaw (y-axis) correction in radians

    • Optional pitchCor: number

      optional pitch (x-axis) correction in radians

    • Optional rollCor: number

      optional roll (z-axis) correction in radians

    Returns TransformNode

    this TransformNode

  • setEnabled(value: boolean): void
  • Set the enabled state of this node

    Parameters

    • value: boolean

      defines the new enabled state

    Returns void

  • Defines the passed node as the parent of the current node. The node will remain exactly where it is and its position / rotation will be updated accordingly. Note that if the mesh has a pivot matrix / point defined it will be applied after the parent was updated. In that case the node will not remain in the same space as it is, as the pivot will be applied. To avoid this, you can set updatePivot to true and the pivot will be updated to identity

    see

    https://doc.babylonjs.com/features/featuresDeepDive/mesh/transforms/parent_pivot/parent

    Parameters

    • node: Nullable<Node>

      the node ot set as the parent

    • Optional preserveScalingSign: boolean

      if true, keep scaling sign of child. Otherwise, scaling sign might change.

    • Optional updatePivot: boolean

      if true, update the pivot matrix to keep the node in the same space as before

    Returns TransformNode

    this TransformNode.

  • Sets a new pivot matrix to the current node

    Parameters

    • matrix: DeepImmutableObject<Matrix>

      defines the new pivot matrix to use

    • Optional postMultiplyPivotMatrix: boolean

      defines if the pivot matrix must be cancelled in the world matrix. When this parameter is set to true (default), the inverse of the pivot matrix is also applied at the end to cancel the transformation effect

    Returns TransformNode

    the current TransformNode

  • Sets a new pivot point to the current node

    Parameters

    • point: Vector3

      defines the new pivot point to use

    • Optional space: Space

      defines if the point is in world or local space (local by default)

    Returns TransformNode

    the current TransformNode

  • Translates the mesh along the axis vector for the passed distance in the given space. space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.

    Parameters

    • axis: Vector3

      the axis to translate in

    • distance: number

      the distance to translate

    • Optional space: Space

      Space to rotate in (Default: local)

    Returns TransformNode

    the TransformNode.

  • Copies the parameter passed Matrix into the mesh Pose matrix.

    Parameters

    • matrix: Matrix

      the matrix to copy the pose from

    Returns TransformNode

    this TransformNode.

  • Add a new node constructor

    Parameters

    • type: string

      defines the type name of the node to construct

    • constructorFunc: NodeConstructor

      defines the constructor function

    Returns void

  • Construct(type: string, name: string, scene: Scene, options?: any): Nullable<(() => Node)>
  • Returns a node constructor based on type name

    Parameters

    • type: string

      defines the type name

    • name: string

      defines the new node name

    • scene: Scene

      defines the hosting scene

    • Optional options: any

      defines optional options to transmit to constructors

    Returns Nullable<(() => Node)>

    the new constructor or null

  • Returns a new TransformNode object parsed from the source provided.

    Parameters

    • parsedTransformNode: any

      is the source.

    • scene: Scene

      the scene the object belongs to

    • rootUrl: string

      is a string, it's the root URL to prefix the delayLoadingFile property with

    Returns TransformNode

    a new TransformNode object parsed from the source provided.

  • ParseAnimationRanges(node: Node, parsedNode: any, _scene: Scene): void
  • Parse animation range data from a serialization object and store them into a given node

    Parameters

    • node: Node

      defines where to store the animation ranges

    • parsedNode: any

      defines the serialization object to read data from

    • _scene: Scene

      defines the hosting scene

    Returns void

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