Node class

A node in the node hierarchy.

When the node contains skin, all mesh.primitives MUST contain JOINTS_0 and WEIGHTS_0 attributes.

A node MAY have either a matrix or any combination of translation/rotation/scale (TRS) properties. TRS properties are converted to matrices and postmultiplied in the T * R * S order to compose the transformation matrix; first the scale is applied to the vertices, then the rotation, and then the translation. If none are provided, the transform is the identity.

When a node is targeted for animation (referenced by an animation.channel.target), matrix MUST NOT be present.

Inheritance

Constructors

Node.new({required GltfRoot root, required GltfRef<Camera>? camera, required List<GltfRef<Node>> children, required List<GltfRef<Node>> skeletons, required GltfRef<Skin>? skin, required String? jointName, required Matrix4? matrix, required GltfRef<Mesh>? mesh, required Quaternion? rotation, required Vector3? scale, required Vector3? translation, required List<double>? weights, required String? name})
Node.parse(GltfRoot root, Map<String, Object?> map)

Properties

camera GltfRef<Camera>?
The reference to the camera referenced by this node.
final
children List<GltfRef<Node>>
The references to this node's children.
final
hashCode int
The hash code for this object.
no setterinherited
jointName String?
Name used when this node is a joint in a skin.
final
matrix → Matrix4?
A floating-point 4x4 transformation matrix stored in column-major order.
final
mesh GltfRef<Mesh>?
The reference to the mesh in this node.
final
name String?
final
root GltfRoot
finalinherited
rotation → Quaternion?
The node's unit quaternion rotation in the order (x, y, z, w), where w is the scalar.
final
runtimeType Type
A representation of the runtime type of the object.
no setterinherited
scale → Vector3?
The node's non-uniform scale, given as the scaling factors along the x, y, and z axes.
final
skeletons List<GltfRef<Node>>
The reference to skeleton nodes.
final
skin GltfRef<Skin>?
The reference to the skin referenced by this node. When a skin is referenced by a node within a scene, all joints used by the skin MUST belong to the same scene. When defined, mesh MUST also be defined.
final
transform → Matrix4
no setter
translation → Vector3?
The node's translation along the x, y, and z axes.".
final
weights List<double>?
The weights of the instantiated morph target. The number of array elements MUST match the number of morph targets of the referenced mesh. When defined, mesh MUST also be defined.
final

Methods

noSuchMethod(Invocation invocation) → dynamic
Invoked when a nonexistent method or property is accessed.
inherited
toString() String
A string representation of this object.
inherited

Operators

operator ==(Object other) bool
The equality operator.
inherited