Most basic 3D game object, parent of all 3D-related nodes.
Most basic 3D game object, with a 3D [Transform] and visibility settings. All other 3D game objects inherit from Node3D. Use [Node3D] as a parent node to move, scale, rotate and show/hide children in a 3D project.
Affine operations (rotate, scale, translate) happen in parent's local coordinate system, unless the [Node3D] object is set as top-level. Affine operations in this coordinate system correspond to direct affine operations on the [Node3D]'s transform. The word local below refers to this coordinate system. The coordinate system that is attached to the [Node3D] object itself is referred to as object-local coordinate system.
[b]Note:[/b] Unless otherwise specified, all methods that have angle parameters must have angles specified as [i]radians[/i]. To convert degrees to radians, use [method @GlobalScope.deg2rad].
https://docs.godotengine.org/en/latest/tutorials/3d/introduction_to_3d.html
https://github.com/godotengine/godot-demo-projects/tree/master/3d
Forces the transform to update. Transform changes in physics are not instant for performance reasons. Transforms are accumulated and then set. Use this if you need an up-to-date transform when doing physics operations.
Returns the parent [Node3D], or an empty [Object] if no parent exists or parent is not of type [Node3D].
Returns the current [World3D] resource this [Node3D] node is registered to.
Rotates the global (world) transformation around axis, a unit [Vector3], by specified angle in radians. The rotation axis is in global coordinate system.
Scales the global (world) transformation by the given [Vector3] scale factors.
Moves the global (world) transformation by [Vector3] offset. The offset is in global coordinate system.
Disables rendering of this node. Changes [member visible] to [code]false[/code].
Returns whether node notifies about its local transformation changes. [Node3D] will not propagate this by default.
Returns whether this node uses a scale of [code](1, 1, 1)[/code] or its local transformation scale.
Returns whether the node notifies about its global and local transformation changes. [Node3D] will not propagate this by default.
Returns [code]true[/code] if the node is present in the [SceneTree], its [member visible] property is [code]true[/code] and all its antecedents are also visible. If any antecedent is hidden, this node will not be visible in the scene tree.
Rotates itself so that the local -Z axis points towards the [code]target[/code] position.
The transform will first be rotated around the given [code]up[/code] vector, and then fully aligned to the target by a further rotation around an axis perpendicular to both the [code]target[/code] and [code]up[/code] vectors.
Operations take place in global space.
Moves the node to the specified [code]position[/code], and then rotates itself to point toward the [code]target[/code] as per [method look_at]. Operations take place in global space.
Resets this node's transformations (like scale, skew and taper) preserving its rotation and translation by performing Gram-Schmidt orthonormalization on this node's [Transform].
Rotates the local transformation around axis, a unit [Vector3], by specified angle in radians.
Rotates the local transformation around axis, a unit [Vector3], by specified angle in radians. The rotation axis is in object-local coordinate system.
Rotates the local transformation around the X axis by angle in radians.
Rotates the local transformation around the Y axis by angle in radians.
Rotates the local transformation around the Z axis by angle in radians.
Scales the local transformation by given 3D scale factors in object-local coordinate system.
Sets whether the node uses a scale of [code](1, 1, 1)[/code] or its local transformation scale. Changes to the local transformation scale are preserved.
Reset all transformations for this node (sets its [Transform] to the identity matrix).
Sets whether the node ignores notification that its transformation (global or local) changed.
Sets whether the node notifies about its local transformation changes. [Node3D] will not propagate this by default.
Sets whether the node notifies about its global and local transformation changes. [Node3D] will not propagate this by default, unless it is in the editor context and it has a valid gizmo.
Enables rendering of this node. Changes [member visible] to [code]true[/code].
Transforms [code]local_point[/code] from this node's local space to world space.
Transforms [code]global_point[/code] from world space to this node's local space.
Changes the node's position by the given offset [Vector3].
Note that the translation [code]offset[/code] is affected by the node's scale, so if scaled by e.g. [code](10, 1, 1)[/code], a translation by an offset of [code](2, 0, 0)[/code] would actually add 20 ([code]2 * 10[/code]) to the X coordinate.
Changes the node's position by the given offset [Vector3] in local space.
Updates the [Node3DGizmo] of this node.
The [Node3DGizmo] for this node. Used for example in [EditorNode3DGizmo] as custom visualization and editing handles in Editor.
World3D space (global) [Transform] of this node.
Rotation part of the local transformation in radians, specified in terms of YXZ-Euler angles in the format (X angle, Y angle, Z angle).
[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a vector. The three Euler angles, which are the three independent parameters of the Euler-angle parametrization of the rotation matrix, are stored in a [Vector3] data structure not because the rotation is a vector, but only because [Vector3] exists as a convenient data-structure to store 3 floating-point numbers. Therefore, applying affine operations on the rotation "vector" is not meaningful.
Rotation part of the local transformation in degrees, specified in terms of YXZ-Euler angles in the format (X angle, Y angle, Z angle).
Scale part of the local transformation.
If [code]true[/code], the node will not inherit its transformations from its parent. Node transformations are only in global space.
Local space [Transform] of this node, with respect to the parent node.
Local translation of this node.
If [code]true[/code], this node is drawn. The node is only visible if all of its antecedents are visible as well (in other words, [method is_visible_in_tree] must return [code]true[/code]).
Emitted when node visibility changes.
Node3D nodes receives this notification when their global transform changes. This means that either the current or a parent node changed its transform.
In order for [constant NOTIFICATION_TRANSFORM_CHANGED] to work, users first need to ask for it, with [method set_notify_transform]. The notification is also sent if the node is in the editor context and it has a valid gizmo.
Node3D nodes receives this notification when they are registered to new [World3D] resource.
Node3D nodes receives this notification when they are unregistered from current [World3D] resource.
Node3D nodes receives this notification when their visibility changes.