Base object in 3D space, inherited by all 3D nodes.
The [Node3D] node is the base representation of a node in 3D space. All other 3D nodes inherit from this class. Affine operations (translation, rotation, scale) are calculated in the coordinate system relative to the parent, unless the [Node3D]'s [member top_level] is [code]true[/code]. In this coordinate system, affine operations correspond to direct affine operations on the [Node3D]'s [member transform]. The term [i]parent space[/i] refers to this coordinate system. The coordinate system that is attached to the [Node3D] itself is referred to as object-local coordinate system, or [i]local space[/i]. [b]Note:[/b] Unless otherwise specified, all methods that need angle parameters must receive angles in [i]radians[/i]. To convert degrees to radians, use [method @GlobalScope.deg_to_rad]. [b]Note:[/b] In Godot 3 and older, [Node3D] was named [i]Spatial[/i].
$DOCS_URL/tutorials/3d/introduction_to_3d.html https://github.com/godotengine/godot-demo-projects/tree/master/3d
Attaches the given [param gizmo] to this node. Only works in the editor. [b]Note:[/b] [param gizmo] should be an [EditorNode3DGizmo]. The argument type is [Node3DGizmo] to avoid depending on editor classes in [Node3D].
Clears all [EditorNode3DGizmo] objects attached to this node. Only works in the editor.
Deselects all subgizmos for this node. Useful to call when the selected subgizmo may no longer exist after a property change. Only works in the editor.
Forces the node's [member global_transform] to update, by sending [constant NOTIFICATION_TRANSFORM_CHANGED]. Fails if the node is not inside the tree. [b]Note:[/b] For performance reasons, transform changes are usually accumulated and applied [i]once[/i] at the end of the frame. The update propagates through [Node3D] children, as well. Therefore, use this method only when you need an up-to-date transform (such as during physics operations).
Returns all the [EditorNode3DGizmo] objects attached to this node. Only works in the editor.
When using physics interpolation, there will be circumstances in which you want to know the interpolated (displayed) transform of a node rather than the standard transform (which may only be accurate to the most recent physics tick). This is particularly important for frame-based operations that take place in [method Node._process], rather than [method Node._physics_process]. Examples include [Camera3D]s focusing on a node, or finding where to fire lasers from on a frame rather than physics tick. [b]Note:[/b] This function creates an interpolation pump on the [Node3D] the first time it is called, which can respond to physics interpolation resets. If you get problems with "streaking" when initially following a [Node3D], be sure to call [method get_global_transform_interpolated] at least once [i]before[/i] resetting the [Node3D] physics interpolation.
Returns the parent [Node3D] that directly affects this node's [member global_transform]. Returns [code]null[/code] if no parent exists, the parent is not a [Node3D], or [member top_level] is [code]true[/code]. [b]Note:[/b] This method is not always equivalent to [method Node.get_parent], which does not take [member top_level] into account.
Returns the [World3D] this node is registered to. Usually, this is the same as the world used by this node's viewport (see [method Node.get_viewport] and [method Viewport.find_world_3d]).
Rotates this node's [member global_basis] around the global [param axis] by the given [param angle], in radians. This operation is calculated in global space (relative to the world) and preserves the [member global_position].
Scales this node's [member global_basis] by the given [param scale] factor. This operation is calculated in global space (relative to the world) and preserves the [member global_position]. [b]Note:[/b] This method is not to be confused with the [member scale] property.
Adds the given translation [param offset] to the node's [member global_position] in global space (relative to the world).
Prevents this node from being rendered. Equivalent to setting [member visible] to [code]false[/code]. This is the opposite of [method show].
Returns [code]true[/code] if the node receives [constant NOTIFICATION_LOCAL_TRANSFORM_CHANGED] whenever [member transform] changes. This is enabled with [method set_notify_local_transform].
Returns [code]true[/code] if this node's [member global_transform] is automatically orthonormalized. This results in this node not appearing distorted, as if its global scale were set to [constant Vector3.ONE] (or its negative counterpart). See also [method set_disable_scale] and [method orthonormalize]. [b]Note:[/b] [member transform] is not affected by this setting.
Returns [code]true[/code] if the node receives [constant NOTIFICATION_TRANSFORM_CHANGED] whenever [member global_transform] changes. This is enabled with [method set_notify_transform].
Returns [code]true[/code] if this node is inside the scene tree and the [member visible] property is [code]true[/code] for this node and all of its [Node3D] ancestors [i]in sequence[/i]. An ancestor of any other type (such as [Node] or [Node2D]) breaks the sequence. See also [method Node.get_parent]. [b]Note:[/b] This method cannot take [member VisualInstance3D.layers] into account, so even if this method returns [code]true[/code], the node may not be rendered.
Rotates the node so that the local forward axis (-Z, [constant Vector3.FORWARD]) points toward the [param target] position. This operation is calculated in global space (relative to the world). The local up axis (+Y) points as close to the [param 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 [param target] position cannot be the same as the node's position, the [param up] vector cannot be [constant Vector3.ZERO]. Furthermore, the direction from the node's position to the [param target] position cannot be parallel to the [param up] vector, to avoid an unintended rotation around the local Z axis. If [param use_model_front] is [code]true[/code], the +Z axis (asset front) is treated as forward (implies +X is left) and points toward the [param target] position. By default, the -Z axis (camera forward) is treated as forward (implies +X is right). [b]Note:[/b] This method fails if the node is not in the scene tree. If necessary, use [method look_at_from_position] instead.
Moves the node to the specified [param position], then rotates the node to point toward the [param target] position, similar to [method look_at]. This operation is calculated in global space (relative to the world).
Orthonormalizes this node's [member basis]. This method sets this node's [member scale] to [constant Vector3.ONE] (or its negative counterpart), but preserves the [member position] and [member rotation]. See also [method Transform3D.orthonormalized].
Rotates this node's [member basis] around the [param axis] by the given [param angle], in radians. This operation is calculated in parent space (relative to the parent) and preserves the [member position].
Rotates this node's [member basis] around the [param axis] by the given [param angle], in radians. This operation is calculated in local space (relative to this node) and preserves the [member position].
Rotates this node's [member basis] around the X axis by the given [param angle], in radians. This operation is calculated in parent space (relative to the parent) and preserves the [member position].
Rotates this node's [member basis] around the Y axis by the given [param angle], in radians. This operation is calculated in parent space (relative to the parent) and preserves the [member position].
Rotates this node's [member basis] around the Z axis by the given [param angle], in radians. This operation is calculated in parent space (relative to the parent) and preserves the [member position].
Scales this node's [member basis] by the given [param scale] factor. This operation is calculated in local space (relative to this node) and preserves the [member position].
If [code]true[/code], this node's [member global_transform] is automatically orthonormalized. This results in this node not appearing distorted, as if its global scale were set to [constant Vector3.ONE] (or its negative counterpart). See also [method is_scale_disabled] and [method orthonormalize]. [b]Note:[/b] [member transform] is not affected by this setting.
Sets this node's [member transform] to [constant Transform3D.IDENTITY], which resets all transformations in parent space ([member position], [member rotation], and [member scale]).
If [code]true[/code], the node will not receive [constant NOTIFICATION_TRANSFORM_CHANGED] or [constant NOTIFICATION_LOCAL_TRANSFORM_CHANGED]. It may useful to call this method when handling these notifications to prevent infinite recursion.
If [code]true[/code], the node will receive [constant NOTIFICATION_LOCAL_TRANSFORM_CHANGED] whenever [member transform] changes. [b]Note:[/b] Some 3D nodes such as [CSGShape3D] or [CollisionShape3D] automatically enable this to function correctly.
If [code]true[/code], the node will receive [constant NOTIFICATION_TRANSFORM_CHANGED] whenever [member global_transform] changes. [b]Note:[/b] Most 3D nodes such as [VisualInstance3D] or [CollisionObject3D] automatically enable this to function correctly. [b]Note:[/b] In the editor, nodes will propagate this notification to their children if a gizmo is attached (see [method add_gizmo]).
Selects the [param gizmo]'s subgizmo with the given [param id] and sets its transform. Only works in the editor. [b]Note:[/b] 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].
Allows this node to be rendered. Equivalent to setting [member visible] to [code]true[/code]. This is the opposite of [method hide].
Returns the [param local_point] converted from this node's local space to global space. This is the opposite of [method to_local].
Returns the [param global_point] converted from global space to this node's local space. This is the opposite of [method to_global].
Adds the given translation [param offset] to the node's position, in local space (relative to this node). [b]Note:[/b] Prefer using [method translate_object_local], instead, as this method may be changed in a future release. [b]Note:[/b] Despite the naming convention, this operation is [b]not[/b] calculated in parent space for compatibility reasons. To translate in parent space, add [param offset] to the [member position] ([code]node_3d.position += offset[/code]).
Adds the given translation [param offset] to the node's position, in local space (relative to this node).
Updates all the [EditorNode3DGizmo] objects attached to this node. Only works in the editor.
- Basis of the [member transform] property. Represents the rotation, scale, and shear of this node in parent space (relative to the parent node).
- Basis of the [member global_transform] property. Represents the rotation, scale, and shear of this node in global space (relative to the world). [b]Note:[/b] If the node is not inside the tree, getting this property fails and returns [constant Basis.IDENTITY].
- Global position (translation) of this node in global space (relative to the world). This is equivalent to the [member global_transform]'s [member Transform3D.origin]. [b]Note:[/b] If the node is not inside the tree, getting this property fails and returns [constant Vector3.ZERO].
- Global rotation of this node as [url=https://en.wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians and in global space (relative to the world). This value is obtained from [member global_basis]'s rotation. - The [member Vector3.x] is the angle around the global X axis (pitch); - The [member Vector3.y] is the angle around the global Y axis (yaw); - The [member Vector3.z] is the angle around the global Z axis (roll). [b]Note:[/b] Unlike [member rotation], this property always follows the YXZ convention ([constant EULER_ORDER_YXZ]). [b]Note:[/b] If the node is not inside the tree, getting this property fails and returns [constant Vector3.ZERO].
- The [member global_rotation] of this node, in degrees instead of radians. [b]Note:[/b] If the node is not inside the tree, getting this property fails and returns [constant Vector3.ZERO].
- The transformation of this node, in global space (relative to the world). Contains and represents this node's [member global_position], [member global_rotation], and global scale. [b]Note:[/b] If the node is not inside the tree, getting this property fails and returns [constant Transform3D.IDENTITY].
- Position (translation) of this node in parent space (relative to the parent node). This is equivalent to the [member transform]'s [member Transform3D.origin].
- Rotation of this node represented as a [Quaternion] in parent space (relative to the parent node). This value is obtained from [member basis]'s rotation. [b]Note:[/b] Quaternions are much more suitable for 3D math but are less intuitive. Setting this property can be useful for interpolation (see [method Quaternion.slerp]).
- Rotation of this node as [url=https://en.wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians and in parent space (relative to the parent node). This value is obtained from [member basis]'s rotation. - The [member Vector3.x] is the angle around the local X axis (pitch); - The [member Vector3.y] is the angle around the local Y axis (yaw); - The [member Vector3.z] is the angle around the local Z axis (roll). The order of each consecutive rotation can be changed with [member rotation_order] (see [enum EulerOrder] constants). In Godot, Euler angles always use intrinsic order. By default, the intrinsic YXZ convention is used ([constant EULER_ORDER_YXZ]). [b]Note:[/b] This property is edited in degrees in the inspector. If you want to use degrees in a script, use [member rotation_degrees].
- The [member rotation] of this node, in degrees instead of radians. [b]Note:[/b] This is [b]not[/b] the property available in the Inspector dock.
- How this node's rotation and scale are displayed in the Inspector dock.
- The axis rotation order of the [member rotation] property. In Godot, Euler angles always use intrinsic order, meaning that the final orientation is calculated by rotating around the local axes in this order.
- Scale of this node in local space (relative to this node). This value is obtained from [member basis]'s scale. [b]Note:[/b] The behavior of some 3D node types is not affected by this property. These include [Light3D], [Camera3D], [AudioStreamPlayer3D], and more. [b]Warning:[/b] The scale's components must either be all positive or all negative, and [b]not[/b] exactly [code]0.0[/code]. Otherwise, it won't be possible to obtain the scale from the [member basis]. This may cause the intended scale to be lost when reloaded from disk, and potentially other unstable behavior.
- If [code]true[/code], the node does not inherit its transformations from its parent. As such, node transformations will only be in global space, which also means that [member global_transform] and [member transform] will be identical.
- The local transformation of this node, in parent space (relative to the parent node). Contains and represents this node's [member position], [member rotation], and [member scale].
- Path to the visibility range parent for this node and its descendants. 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 [member GeometryInstance3D.visibility_range_begin]. Nodes hidden via the [member Node3D.visible] property are essentially removed from the visibility dependency tree, so dependent instances will not take the hidden node or its descendants into account.
- If [code]true[/code], this node can be visible. The node is only rendered when all of its ancestors are visible, as well. That means [method is_visible_in_tree] must return [code]true[/code].
Emitted when this node's visibility changes (see [member visible] and [method is_visible_in_tree]). This signal is emitted [i]after[/i] the related [constant NOTIFICATION_VISIBILITY_CHANGED] notification.
Notification received when this node's [member global_transform] changes, if [method is_transform_notification_enabled] is [code]true[/code]. See also [method set_notify_transform]. [b]Note:[/b] Most 3D nodes such as [VisualInstance3D] or [CollisionObject3D] automatically enable this to function correctly. [b]Note:[/b] In the editor, nodes will propagate this notification to their children if a gizmo is attached (see [method add_gizmo]).
Notification received when this node is registered to a new [World3D] (see [method get_world_3d]).
Notification received when this node is unregistered from the current [World3D] (see [method get_world_3d]). This notification is sent in reversed order.
Notification received when this node's visibility changes (see [member visible] and [method is_visible_in_tree]). This notification is received [i]before[/i] the related [signal visibility_changed] signal.
Notification received when this node's [member transform] changes, if [method is_local_transform_notification_enabled] is [code]true[/code]. This is not received when a parent [Node3D]'s [member transform] changes. See also [method set_notify_local_transform]. [b]Note:[/b] Some 3D nodes such as [CSGShape3D] or [CollisionShape3D] automatically enable this to function correctly.
The rotation is edited using a [Vector3] in [url=https://en.wikipedia.org/wiki/Euler_angles]Euler angles[/url]. In Godot, Euler angles always use intrinsic order, meaning that rotation happens around the local axes of the object.
The rotation is edited using a [Quaternion]. Quaternions avoid [url=$DOCS_URL/tutorials/3d/using_transforms.html]gimbal lock[/url] and having to choose an order of rotation, but are less intuitive. Quaternion rotation is mostly the same as rotors in 3D geometric algebra, except that the numbers are labeled differently.
The rotation is edited using a [Basis]. In this mode, the raw [member basis]'s axes can be freely modified, but the [member scale] property is not available.