@cesium/engine
Version:
CesiumJS is a JavaScript library for creating 3D globes and 2D maps in a web browser without a plugin.
126 lines (117 loc) • 3.13 kB
JavaScript
import Check from "../../Core/Check.js";
import defined from "../../Core/defined.js";
/**
* <div class="notice">
* Use {@link Model#getNode} to get a node from a loaded model. Do not call the constructor directly.
* </div>
*
* A model node with a modifiable transform to allow users to define their
* own animations. While a model's asset can contain animations that target
* a node's transform, this class allows users to change a node's transform
* externally. In this way, animation can be driven by another source, not
* just by the model's asset.
*
* @alias ModelNode
* @internalConstructor
* @class
*
* @example
* const node = model.getNode("Hand");
* node.matrix = Cesium.Matrix4.fromScale(new Cesium.Cartesian3(5.0, 1.0, 1.0), node.matrix);
*
* @see Model#getNode
*/
function ModelNode(model, runtimeNode) {
//>>includeStart('debug', pragmas.debug);
Check.typeOf.object("model", model);
Check.typeOf.object("runtimeNode", runtimeNode);
//>>includeEnd('debug');
this._model = model;
this._runtimeNode = runtimeNode;
}
Object.defineProperties(ModelNode.prototype, {
/**
* The value of the <code>name</code> property of this node.
*
* @memberof ModelNode.prototype
*
* @type {string}
* @readonly
*/
name: {
get: function () {
return this._runtimeNode._name;
},
},
/**
* The index of the node in the glTF.
*
* @memberof ModelNode.prototype
*
* @type {number}
* @readonly
*/
id: {
get: function () {
return this._runtimeNode._id;
},
},
/**
* Determines if this node and its children will be shown.
*
* @memberof ModelNode.prototype
* @type {boolean}
*
* @default true
*/
show: {
get: function () {
return this._runtimeNode.show;
},
set: function (value) {
this._runtimeNode.show = value;
},
},
/**
* The node's 4x4 matrix transform from its local coordinates to
* its parent's. Setting the matrix to undefined will restore the
* node's original transform, and allow the node to be animated by
* any animations in the model again.
* <p>
* For changes to take effect, this property must be assigned to;
* setting individual elements of the matrix will not work.
* </p>
*
* @memberof ModelNode.prototype
* @type {Matrix4}
*/
matrix: {
get: function () {
return this._runtimeNode.transform;
},
set: function (value) {
if (defined(value)) {
this._runtimeNode.transform = value;
this._runtimeNode.userAnimated = true;
this._model._userAnimationDirty = true;
} else {
this._runtimeNode.transform = this.originalMatrix;
this._runtimeNode.userAnimated = false;
}
},
},
/**
* Gets the node's original 4x4 matrix transform from its local
* coordinates to its parent's, without any node transformations
* or articulations applied.
*
* @memberof ModelNode.prototype
* @type {Matrix4}
*/
originalMatrix: {
get: function () {
return this._runtimeNode.originalTransform;
},
},
});
export default ModelNode;