Protected
_localBounding box in this transform's local coordinate space
Protected
_localBounding circle in this transform's local coordinate space
Protected
_positionThe position of this node as a Vector3.
Protected
_rotationThe rotation of this transform represented as a quaternion.
Protected
_scaleThe scale of this node as a Vector3.
Protected
_worldBounding box in the world coordinate space
Protected
_worldBounding box in the world coordinate space
The bounding box in vertex coordinate space
The bounding sphere in vertex coordinate space
Protected
localProtected
localProtected
localProtected
localThe local transformation matrix of this node.
The world transformation matrix of this node.
The parent transform of this transform. Null if this transform has no parent.
Whether this transform is currently visible in the scene.
Protected
worldDraws this transform and all its children in the scene graph.
The parent transform of this transform.
The camera used to view the scene.
The light manager used to manage the lights in the scene.
Checks for intersection between this Node3 and another
Whether or not the two objects intersect
The other Node3 object
The IntersectionMode3 to use for the comparison (default: BOUNDING_SPHERE)
The CoordinateSpace3 to use for the comparison (default: LOCAL_SPACE)
Rotates this Node3 object to look at the given target with the given up vector
The Vector3 representing the target in world space
The Vector3 representing the up direction (defaults to Vector3.UP)
Sets lights on the children of the Node3
The LightManager object
Generated using TypeDoc
This is the base class for all objects that can be added to a GopherGfx 3D scene. It is named "Node" because the scene is stored in a graph data structure, so we think of every element in that graph as a "node" in the graph. There is also a "Node2" base class for all objects that can be added to the 2D scene.
Every object that can be added to a 3D scene (e.g., Lights, Mesh3s) will inherit from this base object. So, every object in the scene will have a position, rotation, scale, boundingBox, boundingSphere, visibility, and all of the other properties listed in this class.
For more detail on how the scene graph works, see the documentation for the Scene class.