Node
new Node()THREE equivalent: THREE.Object3D
Scene-graph node. Holds transform (position, rotation, scale), parent/child hierarchy, and world-matrix bookkeeping.
Differs from THREE.js
No layers.enable/disable helpers - assign the Layers bitmask directly.
Properties
Section titled “Properties”| Name | Type | Description |
|---|---|---|
id |
number |
Auto-incrementing unique identifier. |
name |
string |
Optional display name. |
type |
string |
Class tag, e.g. “Node”, “Mesh”. |
parent |
Node|undefined |
Parent node in the scene graph. |
children |
Node[] |
Direct child nodes. |
position |
Vector3 |
Local position. |
rotation |
Euler |
Local Euler rotation (XYZ order). |
quaternion |
Quaternion |
Local quaternion. Synced with rotation. |
scale |
Vector3 |
Local scale, defaults to (1, 1, 1). |
matrix |
Matrix4 |
Local transform matrix. |
matrixWorld |
Matrix4 |
World-space transform matrix. |
autoUpdateMatrix |
boolean |
Alias for matrixAutoUpdate. Kept for existing EASEL code. |
matrixAutoUpdate |
boolean |
THREE-style flag. When true, matrix is rebuilt from TRS on each updateMatrixWorld call. |
matrixWorldAutoUpdate |
boolean |
THREE-style flag. When false, parent updates skip this node’s world matrix. |
visible |
boolean |
Whether this node and its descendants are rendered. |
frustumCulled |
boolean |
When true, the renderer skips this node if its bounding sphere falls outside the camera frustum. Evaluated during SceneTraversal. |
layers |
Layers |
Layer bitmask used for raycasting visibility. |
userData |
Record<string, *> |
Arbitrary user data. Not used by the renderer. |
Methods
Section titled “Methods”| Method | Description |
|---|---|
add(object: Node): this |
Appends a child node, reparenting it if necessary. |
remove(object: Node): this |
Removes a child node. |
traverse(callback: (node: Node) => void): void |
Depth-first traversal of this node and all descendants. |
traverseVisible(callback: (node: Node) => void): void |
Like traverse, but skips invisible subtrees. |
lookAt(target: Vector3 | number, y?: number, z?: number): this |
Rotates this node to face a world-space point. |
updateMatrix(): void |
Rebuilds the local matrix from position, quaternion, and scale. |
updateMatrixWorld(updateParents?: boolean, updateChildren?: boolean): void |
Propagates world-matrix updates through the hierarchy. |
clone(): Node |
Returns a deep copy of this node and its subtree. |