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| 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 | 592x 591x 590x 590x 1x 2x 2x 3x 3x 9x 5x 4x 4x 4x 1x 1x 11x | 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;
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