ModelNode
Create the ModelNode from a loaded model instance.
Use your own single MaterialLoader instance or the SceneView.materialLoader one to load your gltF form different .glTF/.glb resource locations.
See also
Constructors
Types
Properties
The number of animation definitions in the glTF asset.
Gets the bounding box computed from the supplied min / max values in glTF accessors.
The shape to used to detect collisions for this Node.
Changes whether or not the renderable casts shadows.
Changes whether or not the renderable can receive shadows.
The node can be selected when a touch event happened.
Changes the material instances binding for the given primitives.
Returns the names of all material variants.
The source Model (FilamentAsset) from the ModelInstance.
The ModelInstance to add to scene. Usually a renderable 3D model.
Quaternion rotation.
The smooth position, rotation and scale speed.
World-space position.
The world-space quaternion.
World-space rotation.
World-space scale.
Transform from the world coordinate system to the coordinate system of this node.
World transform of a transform component (i.e. relative to the root).
Functions
Attaches the given skin to the given node, which must have an associated mesh with BONE_INDICES and BONE_WEIGHTS attributes.
Sets up a root transform on the current model to make it centered.
Attaches the given skin to the given node, which must have an associated mesh with BONE_INDICES and BONE_WEIGHTS attributes.
Gets the joint count at skin index in this instance.
Converts a position in the world-space to a local-space of this node.
Converts a quaternion in the world-space to a local-space of this node.
Converts a rotation in the world-space to a local-space of this node.
Converts a scale in the world-space to a local-space of this node.
Converts a transform in the world-space to a local-space of this node.
Converts a node transform in the world-space to a local-space of this node.
Converts a position in the local-space of this node to world-space.
Converts a quaternion in the local-space of this node to world-space.
Converts a rotation in the local-space of this node to world-space.
Converts a scale in the local-space of this node to world-space.
Converts a transform in the local-space of this node to world-space.
Converts a node transform in the local-space of this node to world-space.
Rotates the node to face a point in world-space.
Rotates the node to face another node.
Responds to moving events for a gesture in progress
Responds to the beginning of a moving gesture
Responds to the end of a move gesture
Responds to rotating events for a gesture in progress.
Responds to the beginning of a scaling gesture.
Responds to the end of a scale gesture.
Responds to scaling events for a gesture in progress.
Responds to the beginning of a scaling gesture. Reported by new pointers going down.
Responds to the end of a scale gesture. Reported by existing pointers going up.
The transformation (position, rotation or scale) of the Node has changed.
The transformation (position, rotation or scale) of the Node has changed.
Tests to see if this node collision shape overlaps the collision shape of any other nodes in the scene using Node.collisionShape.
Tests to see if a node is overlapping any other nodes within the scene using Node.collisionShape.
Applies rotation, translation, and scale to entities that have been targeted by the given animation definition. Uses TransformManager
.
Sets up a root transform on the current model to make it fit into a unit cube.
Sets the rate at which the animation
is played.
Changes the drawing order for blended primitives.
Changes whether or not frustum culling is on.
Changes whether the blend order is global or local to this Renderable (by default).
Changes the visibility bits.
Changes the visibility.
Changes the material instance binding for all primitives.
Updates the vertex morphing weights on a renderable, all zeroes by default.
Changes the coarse-level draw ordering.
Changes whether or not the renderable can use screen-space contact shadows.
Change the node transform.
Change the node world transform.