Node represents an object in 3D space existing within a hierarchy.
| 42 | |
| 43 | // Node represents an object in 3D space existing within a hierarchy. |
| 44 | type Node struct { |
| 45 | Dispatcher // Embedded event dispatcher |
| 46 | inode INode // The INode associated with this Node |
| 47 | parent INode // Parent node |
| 48 | children []INode // Children nodes |
| 49 | name string // Optional node name |
| 50 | loaderID string // ID used by loader |
| 51 | visible bool // Whether the node is visible |
| 52 | matNeedsUpdate bool // Whether the the local matrix needs to be updated because position or scale has changed |
| 53 | rotNeedsUpdate bool // Whether the euler rotation and local matrix need to be updated because the quaternion has changed |
| 54 | userData interface{} // Generic user data |
| 55 | |
| 56 | // Spatial properties |
| 57 | position math32.Vector3 // Node position in 3D space (relative to parent) |
| 58 | scale math32.Vector3 // Node scale (relative to parent) |
| 59 | direction math32.Vector3 // Initial direction (relative to parent) |
| 60 | rotation math32.Vector3 // Node rotation specified in Euler angles (relative to parent) |
| 61 | quaternion math32.Quaternion // Node rotation specified as a Quaternion (relative to parent) |
| 62 | |
| 63 | // Local transform matrix stores position/rotation/scale relative to parent |
| 64 | matrix math32.Matrix4 |
| 65 | // World transform matrix stores position/rotation/scale relative to highest ancestor (generally the scene) |
| 66 | matrixWorld math32.Matrix4 |
| 67 | } |
| 68 | |
| 69 | // NewNode returns a pointer to a new Node. |
| 70 | func NewNode() *Node { |
nothing calls this directly
no outgoing calls
no test coverage detected