True once destroy has been called.
ReadonlyidUnique identifier for this transform within the SceneModel.
ReadonlymodelThe SceneModel this transform belongs to.
Gets direct child meshes of this transform.
Gets direct child transforms of this transform.
Gets the global transformation matrix.
Gets the parent transform, or null when this transform is a root.
Gets the local position (XYZ).
Gets the local rotation quaternion.
Gets the local scale (XYZ).
Adds a child mesh to this transform by ID.
This resolves the mesh from the owning SceneModel and then parents it under this transform.
When destroyed, logs an error and returns a failed result.
ID of the mesh to add.
Adds a child transform to this transform by ID.
This resolves the transform from the owning SceneModel and then parents it under this
transform (equivalent to child.setParentTransform(this, opts)).
ID of the child transform to add.
Optionalopts: { preserveWorld?: boolean }Options forwarded to setParentTransform.
Destroys this transform.
Removes a child mesh from this transform by ID.
ID of the mesh to remove.
Removes a child transform from this transform by ID (if it is currently parented here).
When destroyed, logs an error and returns a failed result.
ID of the child transform to remove.
InternalMarks this transform globally dirty and propagates that state to all descendants.
Sets the parent transform for this transform.
ID of the new parent transform, or null/undefined to unparent.
Optionalopts: { preserveWorld?: boolean }Options.
OptionalpreserveWorld?: booleanWhen true, keeps the world transform unchanged.
Serializes this transform to SceneTransformParams.
Only writes non-default fields (scale/rotation/position/quaternion/parentTransformId).
Represents a spatial transform within a SceneModel.
A SceneTransform defines a local coordinate space using position, rotation, and scale, and can be composed into a hierarchy of transforms. SceneMesh instances are typically attached to transforms, allowing geometry to inherit transforms from parent nodes.
Key concepts
Typical usage
Transforms are created via SceneModel.createTransform and referenced by ID. Meshes are attached to transforms, and meshes can then be grouped into SceneObjects for selection, visibility, and interaction.
Example
Notes
See @xeokit/sdk/scene for more complete examples.