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