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.
Constructors
-
Node({required GltfRoot root, required GltfRef<
Camera> ? camera, required List<GltfRef< children, required List<Node> >GltfRef< skeletons, required GltfRef<Node> >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,
meshMUST 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,
meshMUST 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