是否强制使用父元素 worldMatrix,供高级开发者使用
Optional_动画
animation 查找 id
是否自动更新子元素世界矩阵
是否自动更新世界矩阵
ReadonlybudgetReadonlybudgetReadonlycompiledReadonlydefinition骨骼名称
Scene-layer bit mask. Bit zero is the default 3D layer.
Parents do not override a child's layer: visible controls hierarchical visibility, while
layer controls per-camera collection for each renderable node.
矩阵 version,每次改变会加一
Node 的名字,可以通过 getChildByName 查找
每次更新的时候是否调用子节点的 onUpdate 方法
只同步四元数,不同步欧拉角
update 回调
Readonlyparameters父节点
子元素是否接受交互事件。
可视对象是否接受交互事件。默认为接受交互事件,即true。
Readonlyseed是否用鼠标指针
用户数据
节点是否显示
世界矩阵 version,每次改变会加一
Static ReadonlyTRAVERSE_traverse callback 返回值,执行后暂停所有 traverse
Static ReadonlyTRAVERSE_traverse callback 返回值,执行后暂停子元素 traverse
Static ReadonlyTRAVERSE_traverse callback 返回值,执行后不暂停 traverse
Static ReadonlytypeTotal dense alive count across CPU/stateless emitters; GPU plans avoid count readback.
True after all non-looping emitters finished and their dense alive ranges became empty.
Scaled runtime age in seconds, excluding prewarm.
Bounded aggregate event diagnostics; no GPU or per-particle synchronous readback occurs.
元素的矩阵
中心点
中心点x
中心点x
中心点y
中心点y
中心点z
中心点z
Whether Stage updates currently advance this particle system.
位置
四元数角度
欧拉角
旋转角度 x, 角度制
旋转角度 x, 角度制
旋转角度 y, 角度制
旋转角度 y, 角度制
旋转角度 z, 角度制
旋转角度 z, 角度制
缩放
缩放比例x
缩放比例x
缩放比例y
缩放比例y
缩放比例z
缩放比例z
Coarse 2D display layer. Higher values render later.
Unlike layer, this value does not affect Camera visibility. Sprite and Text2D ordering is
stable for equal sortingLayer and zIndex, so scene-tree traversal order remains the final
tie breaker.
x轴坐标
x轴坐标
y轴坐标
y轴坐标
z轴坐标
z轴坐标
Fine 2D display order within sortingLayer. Higher values render later.
Bake real render-target readbacks into a tightly packed flipbook atlas.
The callback owns rendering and asynchronous readback; the system owns deterministic timeline advancement and restores its exact checkpoint after completion or failure.
Bake stable-ID-sorted frame-major instance streams for authored mesh emitters.
The system is restored to its exact simulation checkpoint after the synchronous bake.
Capture one reusable deterministic replay checkpoint without GPU readback.
Stateful GPU emitters are rejected because their authoritative state is device-resident. Stateless GPU emitters capture only absolute reconstruction time.
OptionalisChild: boolean
是否子节点,子节点不会处理动画及骨骼Mesh,即如果有动画将共享
返回clone的Node
销毁 Node 资源
Optionalrenderer: Renderer<RendererBackend>
stage时可以不传
是否销毁材质的贴图,默认不销毁
this
Queue deterministic manual emission on the first or named emitter.
Optionalemitter: stringQueue deterministic manual emission on the first or named emitter.
OptionaltypeOrEvent: string | DispatchEventOptionaldetail: unknown根据 name path 来获取子孙元素
名字数组, e.g., getChildByNamePath(['a', 'b', 'c'])
返回获取到的子孙元素
Reset this node's previous-frame transform on its next submitted render.
Call this after a discontinuous teleport, origin shift, camera cut, or animation reset so
temporal effects receive previous === current instead of a false motion vector.
this
改变元素的朝向
需要朝向的元素,或者坐标
this
Optionaltype: stringOptionallistener: EventListener<DispatchEvent>raycast
是否按距离排序
是否事件模式
Materialize at most maxEvents from compact CPU event buffers on an async boundary.
将当前元素从其父元素中移除
this
重置子孙元素中 SkinnedMesh 的根节点为当前元素
Restore a compatible checkpoint and make its simulation state current.
Dispatch a named gameplay event without admitting arbitrary simulation callbacks.
Optionalpayload: unknown设置中心点
中心点x
中心点y
中心点z
this
设置元素的位置
X方向位置
Y方向位置
Z方向位置
this
设置元素的旋转
X轴旋转角度, 角度制
Y轴旋转角度, 角度制
Z轴旋转角度, 角度制
this
设置元素的缩放比例,如果只有一个参数三个轴等比缩放
X缩放比例
Y缩放比例
Z缩放比例
this
Advance explicitly in seconds even when playback is paused.
Deterministic dense-state hash for replay and regression tests.
Optionalemitter: string遍历当前元素的子孙元素
每个元素都会调用这个函数处理
是否只遍历子元素
this
遍历当前元素的子孙元素(广度优先)
每个元素都会调用这个函数处理
是否只遍历子元素
this
遍历调用子孙元素onUpdate方法
this
Per-node update hook called by traverseUpdate() before onUpdate.
Subclasses use this hook for built-in behavior such as sprite animation without consuming
the application-owned onUpdate callback. Subclass constructors must call
enableUpdateHook() to opt into the traversal hot path.
更新本地矩阵
this
更新世界矩阵
Optionalforce: boolean
是否强制更新
this
更新四元数
this
更新transform属性
this
Runtime scene node for immutable compiled particle-system definitions.