Node

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

this
this(int camera, int skin, int mesh)
Undocumented in source.

Members

Variables

camera
int camera;

The index of the camera referenced by this node.

children
int[] children;

The indices of this node’s children.

matrix
double[] matrix;

A floating-point 4x4 transformation matrix stored in column-major order. Length must be 0 or 16.

mesh
int mesh;

The index of the mesh in this node.

name
string name;

The name of this node.

rotation
double[] rotation;

The node’s unit quaternion rotation in the order (x, y, z, w), where w is the scalar. Length must be 0 or 4.

scale
double[] scale;

The node’s non-uniform scale, given as the scaling factors along the x, y, and z axes. Length must be 0 or 3.

skin
int skin;

The index of the skin referenced by this node.

translation
double[] translation;

The node’s translation along the x, y, and z axes. Length must be 0 or 3.

weights
double[] weights;

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.

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