Most basic 3D game object, with a Transform3D 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.
Emitted when node visibility changes.
ROTATION_EDIT_MODE_EULER = 0
The rotation is edited using Vector3 Euler angles.
ROTATION_EDIT_MODE_QUATERNION = 1
The rotation is edited using a Quaternion.
ROTATION_EDIT_MODE_BASIS = 2
The rotation is edited using a Basis. In this mode, scale can't be edited separately.
Direct access to the 3x3 basis of the transform property.
Global basis of this node. This is equivalent to global_transform.basis
.
Global position of this node. This is equivalent to global_transform.origin
.
Rotation part of the global transformation in radians, specified in terms of YXZ-Euler angles in the format (X angle, Y angle, Z angle).
Note: 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.
Helper property to access global_rotation in degrees instead of radians.
World3D space (global) Transform3D of this node.
Local position or translation of this node relative to the parent. This is equivalent to transform.origin
.
Access to the node rotation as a Quaternion. This property is ideal for tweening complex rotations.
Rotation part of the local transformation in radians, specified in terms of Euler angles. The angles construct a rotation in the order specified by the rotation_order property.
Note: 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.
Note: This property is edited in the inspector in degrees. If you want to use degrees in a script, use rotation_degrees.
Helper property to access rotation in degrees instead of radians.
Specify how rotation (and scale) will be presented in the editor.
Specify the axis rotation order of the rotation property. The final orientation is constructed by rotating the Euler angles in the order specified by this property.
Scale part of the local transformation.
Note: Mixed negative scales in 3D are not decomposable from the transformation matrix. Due to the way scale is represented with transformation matrices in Godot, the scale values will either be all positive or all negative.
Note: Not all nodes are visually scaled by the scale property. For example, Light3Ds are not visually affected by scale.
If true
, the node will not inherit its transformations from its parent. Node transformations are only in global space.
Local space Transform3D of this node, with respect to the parent node.
Defines the visibility range parent for this node and its subtree. The visibility parent must be a GeometryInstance3D. Any visual instance will only be visible if the visibility parent (and all of its visibility ancestors) is hidden by being closer to the camera than its own GeometryInstance3D.visibility_range_begin. Nodes hidden via the visible property are essentially removed from the visibility dependency tree, so dependent instances will not take the hidden node or its ancestors into account.
If true
, this node is drawn. The node is only visible if all of its ancestors are visible as well (in other words, is_visible_in_tree must return true
).
Attach an editor gizmo to this Node3D.
Note: The gizmo object would typically be an instance of EditorNode3DGizmo, but the argument type is kept generic to avoid creating a dependency on editor classes in Node3D.
Clear all gizmos attached to this Node3D.
Clears subgizmo selection for this node in the editor. Useful when subgizmo IDs become invalid after a property change.
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 all the gizmos attached to this Node3D.
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 visible to false
.
Returns whether node notifies about its local transformation changes. Node3D will not propagate this by default.
Returns whether this node uses a scale of (1, 1, 1)
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 true
if the node is present in the SceneTree, its visible property is true
and all its ancestors are also visible. If any ancestor is hidden, this node will not be visible in the scene tree.
Rotates the node so that the local forward axis (-Z, Vector3.FORWARD) points toward the target
position.
The local up axis (+Y) points as close to the up
vector as possible while staying perpendicular to the local forward axis. The resulting transform is orthogonal, and the scale is preserved. Non-uniform scaling may not work correctly.
The target
position cannot be the same as the node's position, the up
vector cannot be zero, and the direction from the node's position to the target
vector cannot be parallel to the up
vector.
Operations take place in global space, which means that the node must be in the scene tree.
If use_model_front
is true
, the +Z axis (asset front) is treated as forward (implies +X is left) and points toward the target
position. By default, the -Z axis (camera forward) is treated as forward (implies +X is right).
Moves the node to the specified position
, and then rotates the node to point toward the target
as per 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 Transform3D.
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 (1, 1, 1)
or its local transformation scale. Changes to the local transformation scale are preserved.
Reset all transformations for this node (sets its Transform3D 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.
Set subgizmo selection for this node in the editor.
Note: The gizmo object would typically be an instance of EditorNode3DGizmo, but the argument type is kept generic to avoid creating a dependency on editor classes in Node3D.
Enables rendering of this node. Changes visible to true
.
Transforms local_point
from this node's local space to world space.
Transforms global_point
from world space to this node's local space.
Changes the node's position by the given offset Vector3.
Note that the translation offset
is affected by the node's scale, so if scaled by e.g. (10, 1, 1)
, a translation by an offset of (2, 0, 0)
would actually add 20 (2 * 10
) to the X coordinate.
Changes the node's position by the given offset Vector3 in local space.
Updates all the Node3D gizmos attached to this node.