Create a new instance of a renderable thing
Renderable to use for this instance
Optional
customVery advanced feature, set this to plugin a custom shader program Use ProgramCache.compileShader to create a named program
Flip all textures on this instance on the X axis
Flip all textures on this instance on the Y axis
Readonly
idUnique ID for this node
Optional
materialMaterial override. This will override the renderable's material. This is only useful on simple models that probably consist of one surface
Metadata is a key/value store for any extra data you want to store on a node
Position of this Node in world space, relative to any parent nodes (if any)
Rotation quaternion of this Node in world space, relative to any parent nodes (if any)
Readonly
renderableMain renderable thing this instance represents
Scale of this Node in world space, relative to any parent nodes (if any)
Optional
uniformInject additional uniforms to the shader for this instance.
Prefix with u_mat.
e.g. u_mat.diffuse
to change material properties for a single instance.
Warning an advanced feature!
Does this Node cast shadows, default true
Set will this Node cast shadows, this will also set all child nodes
Is this Node enabled. Disabled nodes will not be rendered
Set enabled state of this Node, this will also set all child nodes
Return the world or model matrix for this node, this is the matrix that places this node in the world. This will be in relation to the parent node, if there is one.
Get the physics body for this Node, if there is one
Set the physics body for this Node
Does this Node receive shadows, default true
Set will this Node receive shadows, this will also set all child nodes
Convenience method to make another Node a child of this one
Add an event handler to listen for node changes
NodeEvent type, one of 'position', 'rotation', 'scale'
Function to call when event is triggered
Convenience method to remove a child Node
Render this instance in the world, called internally by the context when rendering
WebGL context to render into
Map of uniforms to pass to shader
Optional
programOverride: ProgramInfoOptional
y: numberOptional
z: numberSet the rotation quaternion directly, normally users should use the rotate methods. This method is for advanced uses, like integration with an external physics system
Generated using TypeDoc
An instance of thing in the world to be rendered, with position, rotation, scale etc