PlaneNode

Constructors

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constructor(engine: Engine, geometry: Plane, materialInstance: MaterialInstance? = null, builderApply: RenderableManager.Builder.() -> Unit = {})
constructor(engine: Engine, geometry: Plane, materialInstances: List<MaterialInstance?>, builderApply: RenderableManager.Builder.() -> Unit = {})
constructor(engine: Engine, size: Size = Plane.DEFAULT_SIZE, center: Position = Plane.DEFAULT_CENTER, normal: Direction = Plane.DEFAULT_NORMAL, uvScale: UvScale = UvScale(1.0f), materialInstances: List<MaterialInstance?>, builderApply: RenderableManager.Builder.() -> Unit = {})
constructor(engine: Engine, size: Size = Plane.DEFAULT_SIZE, center: Position = Plane.DEFAULT_CENTER, normal: Direction = Plane.DEFAULT_NORMAL, uvScale: UvScale = UvScale(1.0f), materialInstance: MaterialInstance? = null, builderApply: RenderableManager.Builder.() -> Unit = {})

Properties

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Changes the bounding box used for frustum culling.

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The shape to used to detect collisions for this Node.

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open val enabledAttributes: List<MutableSet<VertexBuffer.VertexAttribute>>

Retrieves the set of enabled attribute slots in the given primitive's VertexBuffer.

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val engine: Engine
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open override val geometry: Plane
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Changes whether or not the renderable casts shadows.

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Changes whether or not the renderable can receive shadows.

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The node can be selected when a touch event happened.

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open var isVisible: Boolean

The visible state of this node.

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open var materialInstance: MaterialInstance

Changes the material instance binding for the first primitive.

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open var materialInstances: List<MaterialInstance>

Changes the material instance binding for the given primitive.

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Gets the morph target count on a renderable.

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open var name: String?
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var onAddedToScene: (scene: Scene) -> Unit?
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var onDown: (e: MotionEvent) -> Boolean?
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var onEditingChanged: (editingTransforms: Set<KProperty1<Node, Any>?>) -> Unit?
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var onFling: (e1: MotionEvent?, e2: MotionEvent, velocity: Float2) -> Boolean?
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var onFrame: (frameTimeNanos: Long) -> Unit?
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var onRemovedFromScene: (scene: Scene) -> Unit?
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var onRotate: (detector: RotateGestureDetector, e: MotionEvent, rotationDelta: Quaternion) -> Boolean?
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var onScale: (detector: ScaleGestureDetector, e: MotionEvent, scaleFactor: Float) -> Boolean?
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var onScroll: (e1: MotionEvent?, e2: MotionEvent, distance: Float2) -> Boolean?
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var onSmoothEnd: (node: Node) -> Unit?
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var onTouch: (e: MotionEvent, hitResult: HitResult) -> Boolean?
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open var parent: Node?

Changes the parent node.

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open var position: Position

Position to locate within the coordinate system the parent.

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@get:IntRange(from = 0)
open val primitiveCount: Int

Gets the immutable number of primitives in the given renderable.

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open var quaternion: Quaternion

Quaternion rotation.

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open val renderableManager: RenderableManager
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open var rotation: Rotation

Orientation in Euler Angles Degrees per axis from 0.0f to 360.0f.

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open var scale: Scale

Scale on each axis.

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The smooth position, rotation and scale speed.

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Local transform of the transform component (i.e. relative to the parent).

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val transformManager: TransformManager
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World-space position.

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open var worldQuaternion: Quaternion

The world-space quaternion.

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World-space rotation.

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open var worldScale: Scale

World-space scale.

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Transform from the world coordinate system to the coordinate system of this node.

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World transform of a transform component (i.e. relative to the root).

Functions

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fun addChildNode(node: Node): Node
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fun addChildNodes(nodes: Set<Node>): Node
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fun animatePositions(vararg positions: Position): ObjectAnimator
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fun animateQuaternions(vararg quaternions: Quaternion): ObjectAnimator
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fun animateRotations(vararg rotations: Rotation): ObjectAnimator
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fun animateScales(vararg scales: Scale): ObjectAnimator
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fun animateTransforms(vararg transforms: Transform): AnimatorSet
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open override fun destroy()

Detach and destroy the node and all its children.

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open fun getLightChannel(@IntRange(from = 0, to = 7) channel: Int): Boolean

Returns whether a light channel is enabled on a specified renderable

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fun getLocalPosition(worldPosition: Position): Float3

Converts a position in the world-space to a local-space of this node.

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fun getLocalQuaternion(worldQuaternion: Quaternion): Quaternion

Converts a quaternion in the world-space to a local-space of this node.

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fun getLocalRotation(worldRotation: Rotation): Float3

Converts a rotation in the world-space to a local-space of this node.

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fun getLocalScale(worldScale: Scale): Float3

Converts a scale in the world-space to a local-space of this node.

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fun getLocalTransform(worldTransform: Transform): Mat4

Converts a transform in the world-space to a local-space of this node.

fun getLocalTransform(node: Node): Mat4

Converts a node transform in the world-space to a local-space of this node.

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open fun getMaterialInstanceAt(@IntRange(from = 0) primitiveIndex: Int): MaterialInstance

Creates a MaterialInstance Java wrapper object for a particular material instance.

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open override fun getTransformationMatrix(): Matrix
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fun getWorldPosition(localPosition: Position): Float3

Converts a position in the local-space of this node to world-space.

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fun getWorldQuaternion(quaternion: Quaternion): Quaternion

Converts a quaternion in the local-space of this node to world-space.

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fun getWorldRotation(rotation: Rotation): Float3

Converts a rotation in the local-space of this node to world-space.

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fun getWorldScale(scale: Scale): Float3

Converts a scale in the local-space of this node to world-space.

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fun getWorldTransform(localTransform: Transform): Mat4

Converts a transform in the local-space of this node to world-space.

fun getWorldTransform(node: Node): Mat4

Converts a node transform in the local-space of this node to world-space.

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fun lookAt(targetWorldPosition: Position, upDirection: Direction = Direction(y = 1.0f), smooth: Boolean = isSmoothTransformEnabled, smoothSpeed: Float = smoothTransformSpeed): Node

Rotates the node to face a point in world-space.

fun lookAt(targetNode: Node, upDirection: Direction = Direction(y = 1.0f), smooth: Boolean = isSmoothTransformEnabled, smoothSpeed: Float = smoothTransformSpeed): Node

Rotates the node to face another node.

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fun lookTowards(lookDirection: Direction, upDirection: Direction = Direction(y = 1.0f), smooth: Boolean = isSmoothTransformEnabled, smoothSpeed: Float = smoothTransformSpeed): Node

Rotates the node to face a direction in world-space.

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open fun onAddedToScene(scene: Scene)
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open override fun onContextClick(e: MotionEvent): Boolean
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open override fun onDoubleTap(e: MotionEvent): Boolean
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open override fun onDoubleTapEvent(e: MotionEvent): Boolean
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open override fun onDown(e: MotionEvent): Boolean
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open override fun onFling(e1: MotionEvent?, e2: MotionEvent, velocityX: Float, velocityY: Float): Boolean
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open fun onFrame(frameTimeNanos: Long)
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open override fun onLongPress(e: MotionEvent)
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open override fun onMove(detector: MoveGestureDetector, e: MotionEvent): Boolean

Responds to moving events for a gesture in progress

open fun onMove(detector: MoveGestureDetector, e: MotionEvent, worldPosition: Position): Boolean
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open override fun onMoveBegin(detector: MoveGestureDetector, e: MotionEvent): Boolean

Responds to the beginning of a moving gesture

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open override fun onMoveEnd(detector: MoveGestureDetector, e: MotionEvent)

Responds to the end of a move gesture

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open fun onRemovedFromScene(scene: Scene)
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open override fun onRotate(detector: RotateGestureDetector, e: MotionEvent): Boolean

Responds to rotating events for a gesture in progress.

open fun onRotate(detector: RotateGestureDetector, e: MotionEvent, rotationDelta: Quaternion): Boolean
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open override fun onRotateBegin(detector: RotateGestureDetector, e: MotionEvent): Boolean

Responds to the beginning of a scaling gesture.

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open override fun onRotateEnd(detector: RotateGestureDetector, e: MotionEvent)

Responds to the end of a scale gesture.

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open override fun onScale(detector: ScaleGestureDetector, e: MotionEvent): Boolean

Responds to scaling events for a gesture in progress.

open fun onScale(detector: ScaleGestureDetector, e: MotionEvent, scaleFactor: Float): Boolean
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open override fun onScaleBegin(detector: ScaleGestureDetector, e: MotionEvent): Boolean

Responds to the beginning of a scaling gesture. Reported by new pointers going down.

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open override fun onScaleEnd(detector: ScaleGestureDetector, e: MotionEvent)

Responds to the end of a scale gesture. Reported by existing pointers going up.

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open override fun onScroll(e1: MotionEvent?, e2: MotionEvent, distanceX: Float, distanceY: Float): Boolean
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open override fun onShowPress(e: MotionEvent)
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open override fun onSingleTapUp(e: MotionEvent): Boolean
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open fun onTouchEvent(e: MotionEvent, hitResult: HitResult): Boolean
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The transformation (position, rotation or scale) of the Node has changed.

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The transformation (position, rotation or scale) of the Node has changed.

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fun overlapTest(): Node?

Tests to see if this node collision shape overlaps the collision shape of any other nodes in the scene using Node.collisionShape.

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fun overlapTestAll(): List<Node>

Tests to see if a node is overlapping any other nodes within the scene using Node.collisionShape.

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open operator fun List<MaterialInstance>.set(@IntRange(from = 0) primitiveIndex: Int, materialInstance: MaterialInstance)
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open fun setBlendOrder(@IntRange(from = 0, to = 65535) blendOrder: Int)

Changes the drawing order for blended primitives.

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open fun setBlendOrderAt(@IntRange(from = 0) primitiveIndex: Int, @IntRange(from = 0, to = 65535) blendOrder: Int)

Changes the drawing order for blended primitives. The drawing order is either global or local (default) to this Renderable.

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open fun setBonesAsMatrices(matrices: Buffer, @IntRange(from = 0, to = 255) boneCount: Int, @IntRange(from = 0) offset: Int)

Sets the transforms associated with each bone of a Renderable.

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open fun setBonesAsQuaternions(quaternions: Buffer, @IntRange(from = 0, to = 255) boneCount: Int, @IntRange(from = 0) offset: Int)

Sets the transforms associated with each bone of a Renderable

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open fun setCulling(enabled: Boolean)

Changes whether or not frustum culling is on.

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open fun setGeometry(geometry: Geometry)

Changes the geometry for the given renderable instance.

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open fun setGeometryAt(@IntRange(from = 0) primitiveIndex: Int, type: RenderableManager.PrimitiveType, vertices: VertexBuffer, indices: IndexBuffer, @IntRange(from = 0) offset: Int = 0, @IntRange(from = 0) count: Int = indices.indexCount)

Changes the geometry for the given primitive.

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Changes whether the blend order is global or local to this Renderable (by default)

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open fun setGlobalBlendOrderEnabledAt(@IntRange(from = 0) primitiveIndex: Int, enabled: Boolean)

Changes whether the blend order is global or local to this Renderable (by default)

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open fun setLayerMask(@IntRange(from = 0, to = 255) select: Int, @IntRange(from = 0, to = 255) value: Int)

Changes the visibility bits.

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open fun setLayerVisible(visible: Boolean)

Changes the visibility.

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open fun setLightChannel(@IntRange(from = 0, to = 7) channel: Int, enable: Boolean)

Enables or disables a light channel.

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open fun setMaterialInstanceAt(@IntRange(from = 0) primitiveIndex: Int, materialInstance: MaterialInstance)

Changes the material instance binding for the given primitive.

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open fun setMaterialInstances(materialInstance: MaterialInstance)

Changes the material instance binding for all primitives.

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open fun setMorphTargetBufferAt(@IntRange(from = 0) level: Int, @IntRange(from = 0) primitiveIndex: Int, morphTargetBuffer: MorphTargetBuffer)

Utility method to change morph target buffer for the given primitive.

open fun setMorphTargetBufferAt(@IntRange(from = 0) level: Int, @IntRange(from = 0) primitiveIndex: Int, morphTargetBuffer: MorphTargetBuffer, @IntRange(from = 0) offset: Int, @IntRange(from = 0) count: Int)

Changes the morph target buffer for the given primitive.

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open fun setMorphWeights(weights: FloatArray, @IntRange(from = 0) offset: Int = weights.size)

Updates the vertex morphing weights on a renderable, all zeroes by default.

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open fun setPriority(@IntRange(from = 0, to = 7) priority: Int)

Changes the coarse-level draw ordering.

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fun setScale(scale: Float)

The node scale.

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Changes whether or not the renderable can use screen-space contact shadows.

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open fun setSkinningBuffer(skinningBuffer: SkinningBuffer, count: Int, offset: Int)

Associates a SkinningBuffer to a renderable instance.

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open fun transform(transform: Transform, smooth: Boolean = isSmoothTransformEnabled, smoothSpeed: Float = smoothTransformSpeed): Node
fun transform(position: Position = this.position, rotation: Rotation, scale: Scale = this.scale, smooth: Boolean = isSmoothTransformEnabled, smoothSpeed: Float = smoothTransformSpeed): Node
fun transform(position: Position = this.position, quaternion: Quaternion = this.quaternion, scale: Scale = this.scale, smooth: Boolean = isSmoothTransformEnabled, smoothSpeed: Float = smoothTransformSpeed): Node

Change the node transform.

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fun updateGeometry(vertices: List<Geometry.Vertex> = geometry.vertices, indices: List<List<Int>> = geometry.primitivesIndices)
fun updateGeometry(size: Size = geometry.size, center: Position = geometry.center, normal: Direction = geometry.normal, uvScale: UvScale = geometry.uvScale)
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open fun worldTransform(worldTransform: Transform, smooth: Boolean = isSmoothTransformEnabled, smoothSpeed: Float = smoothTransformSpeed): Node
fun worldTransform(position: Position = this.worldPosition, rotation: Rotation, scale: Scale = this.worldScale, smooth: Boolean = isSmoothTransformEnabled, smoothSpeed: Float = smoothTransformSpeed): Node
fun worldTransform(position: Position = this.worldPosition, quaternion: Quaternion = this.worldQuaternion, scale: Scale = this.worldScale, smooth: Boolean = isSmoothTransformEnabled, smoothSpeed: Float = smoothTransformSpeed): Node

Change the node world transform.