Class Node3D
Most basic 3D game object, parent of all 3D-related nodes.
- Inheritance
-
Node3D
- Derived
Remarks
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.
Note: Unless otherwise specified, all methods that have angle parameters must have angles specified as radians. To convert degrees to radians, use @GlobalScope.deg_to_rad.
Note: Be aware that "Spatial" nodes are now called "Node3D" starting with Godot 4. Any Godot 3.x references to "Spatial" nodes refer to "Node3D" in Godot 4.
See Also
Fields
NOTIFICATION_TRANSFORM_CHANGED
Node3D nodes receive this notification when their global transform changes. This means that either the current or a parent node changed its transform.
In order for NOTIFICATION_TRANSFORM_CHANGED to work, users first need to ask for it, with Node3D.set_notify_transform. The notification is also sent if the node is in the editor context and it has at least one valid gizmo.
const NOTIFICATION_TRANSFORM_CHANGED = 2000
NOTIFICATION_ENTER_WORLD
Node3D nodes receive this notification when they are registered to new World3D resource.
const NOTIFICATION_ENTER_WORLD = 41
NOTIFICATION_EXIT_WORLD
Node3D nodes receive this notification when they are unregistered from current World3D resource.
const NOTIFICATION_EXIT_WORLD = 42
NOTIFICATION_VISIBILITY_CHANGED
Node3D nodes receive this notification when their visibility changes.
const NOTIFICATION_VISIBILITY_CHANGED = 43
NOTIFICATION_LOCAL_TRANSFORM_CHANGED
Node3D nodes receive this notification when their local transform changes. This is not received when the transform of a parent node is changed.
In order for NOTIFICATION_LOCAL_TRANSFORM_CHANGED to work, users first need to ask for it, with Node3D.set_notify_local_transform.
const NOTIFICATION_LOCAL_TRANSFORM_CHANGED = 44
Properties
basis
Basis of the transform property. Represents the rotation, scale, and shear of this node.
var basis : Basis
Property Value
Remarks
global_basis
Global basis of this node. This is equivalent to global_transform.basis
.
var global_basis : Basis
Property Value
Remarks
global_position
Global position of this node. This is equivalent to global_transform.origin
.
var global_position : Vector3
Property Value
Remarks
global_rotation
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.
var global_rotation : Vector3
Property Value
Remarks
global_rotation_degrees
Helper property to access global_rotation in degrees instead of radians.
var global_rotation_degrees : Vector3
Property Value
Remarks
global_transform
World3D space (global) Transform3D of this node.
var global_transform : Transform3D
Property Value
Remarks
- void set_global_transform(Transform3D value)
- Transform3D get_global_transform
position
Local position or translation of this node relative to the parent. This is equivalent to transform.origin
.
var position : Vector3 = Vector3(0, 0, 0)
Property Value
Remarks
quaternion
Access to the node rotation as a Quaternion. This property is ideal for tweening complex rotations.
var quaternion : Quaternion
Property Value
Remarks
- void set_quaternion(Quaternion value)
- Quaternion get_quaternion
rotation
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.
var rotation : Vector3 = Vector3(0, 0, 0)
Property Value
Remarks
rotation_degrees
Helper property to access rotation in degrees instead of radians.
var rotation_degrees : Vector3
Property Value
Remarks
rotation_edit_mode
Specify how rotation (and scale) will be presented in the editor.
var rotation_edit_mode : int = 0
Property Value
Remarks
rotation_order
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.
var rotation_order : int = 2
Property Value
Remarks
scale
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.
var scale : Vector3 = Vector3(1, 1, 1)
Property Value
Remarks
top_level
If true
, the node will not inherit its transformations from its parent. Node transformations are only in global space.
var top_level : bool = false
Property Value
Remarks
transform
Local space Transform3D of this node, with respect to the parent node.
var transform : Transform3D = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
Property Value
Remarks
- void set_transform(Transform3D value)
- Transform3D get_transform
visibility_parent
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 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.
var visibility_parent : NodePath = NodePath("")
Property Value
Remarks
visible
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
).
var visible : bool = true
Property Value
Remarks
Methods
add_gizmo(Node3DGizmo)
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.
void add_gizmo(Node3DGizmo gizmo)
Parameters
gizmo
Node3DGizmo
clear_gizmos
Clear all gizmos attached to this Node3D.
void clear_gizmos
clear_subgizmo_selection
Clears subgizmo selection for this node in the editor. Useful when subgizmo IDs become invalid after a property change.
void clear_subgizmo_selection
force_update_transform
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.
void force_update_transform
get_gizmos
Qualifiers: const
Returns all the gizmos attached to this Node3D.
Node3DGizmo[] get_gizmos
get_global_transform_interpolated
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 Node._process, rather than Node._physics_process. Examples include Camera3Ds focusing on a node, or finding where to fire lasers from on a frame rather than physics tick.
Note: 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 get_global_transform_interpolated at least once before resetting the Node3D physics interpolation.
Transform3D get_global_transform_interpolated
get_parent_node_3d
Qualifiers: const
Returns the parent Node3D, or null
if no parent exists, the parent is not of type Node3D, or top_level is true
.
Note: Calling this method is not equivalent to get_parent() as Node3D
, which does not take top_level into account.
Node3D get_parent_node_3d
get_world_3d
Qualifiers: const
Returns the current World3D resource this Node3D node is registered to.
World3D get_world_3d
global_rotate(Vector3, float)
Rotates the global (world) transformation around axis, a unit Vector3, by specified angle in radians. The rotation axis is in global coordinate system.
void global_rotate(Vector3 axis, float angle)
Parameters
global_scale(Vector3)
Scales the global (world) transformation by the given Vector3 scale factors.
void global_scale(Vector3 scale)
Parameters
scale
Vector3
global_translate(Vector3)
Moves the global (world) transformation by Vector3 offset. The offset is in global coordinate system.
void global_translate(Vector3 offset)
Parameters
offset
Vector3
hide
Disables rendering of this node. Changes visible to false
.
void hide
is_local_transform_notification_enabled
Qualifiers: const
Returns whether node notifies about its local transformation changes. Node3D will not propagate this by default.
bool is_local_transform_notification_enabled
is_scale_disabled
Qualifiers: const
Returns whether this node uses a scale of (1, 1, 1)
or its local transformation scale.
bool is_scale_disabled
is_transform_notification_enabled
Qualifiers: const
Returns whether the node notifies about its global and local transformation changes. Node3D will not propagate this by default.
bool is_transform_notification_enabled
is_visible_in_tree
Qualifiers: const
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.
Visibility is checked only in parent nodes that inherit from Node3D. If the parent is of any other type (such as Node, AnimationPlayer, or Node2D), it is assumed to be visible.
Note: This method does not take layers into account, so even if this method returns true
, the node might end up not being rendered.
bool is_visible_in_tree
look_at(Vector3, Vector3, bool)
Rotates the node so that the local forward axis (-Z, 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.
The target
and the up
cannot be ZERO, and shouldn't be colinear to avoid unintended rotation around local Z axis.
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).
void look_at(Vector3 target, Vector3 up, bool use_model_front)
Parameters
look_at_from_position(Vector3, Vector3, Vector3, bool)
Moves the node to the specified position
, and then rotates the node to point toward the target
as per Node3D.look_at. Operations take place in global space.
void look_at_from_position(Vector3 position, Vector3 target, Vector3 up, bool use_model_front)
Parameters
orthonormalize
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.
void orthonormalize
rotate(Vector3, float)
Rotates the local transformation around axis, a unit Vector3, by specified angle in radians.
void rotate(Vector3 axis, float angle)
Parameters
rotate_object_local(Vector3, float)
Rotates the local transformation around axis, a unit Vector3, by specified angle in radians. The rotation axis is in object-local coordinate system.
void rotate_object_local(Vector3 axis, float angle)
Parameters
rotate_x(float)
Rotates the local transformation around the X axis by angle in radians.
void rotate_x(float angle)
Parameters
angle
float
rotate_y(float)
Rotates the local transformation around the Y axis by angle in radians.
void rotate_y(float angle)
Parameters
angle
float
rotate_z(float)
Rotates the local transformation around the Z axis by angle in radians.
void rotate_z(float angle)
Parameters
angle
float
scale_object_local(Vector3)
Scales the local transformation by given 3D scale factors in object-local coordinate system.
void scale_object_local(Vector3 scale)
Parameters
scale
Vector3
set_disable_scale(bool)
Sets whether the node uses a scale of (1, 1, 1)
or its local transformation scale. Changes to the local transformation scale are preserved.
void set_disable_scale(bool disable)
Parameters
disable
bool
set_identity
Reset all transformations for this node (sets its Transform3D to the identity matrix).
void set_identity
set_ignore_transform_notification(bool)
Sets whether the node ignores notification that its transformation (global or local) changed.
void set_ignore_transform_notification(bool enabled)
Parameters
enabled
bool
set_notify_local_transform(bool)
Sets whether the node notifies about its local transformation changes. Node3D will not propagate this by default.
void set_notify_local_transform(bool enable)
Parameters
enable
bool
set_notify_transform(bool)
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.
void set_notify_transform(bool enable)
Parameters
enable
bool
set_subgizmo_selection(Node3DGizmo, int, Transform3D)
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.
void set_subgizmo_selection(Node3DGizmo gizmo, int id, Transform3D transform)
Parameters
gizmo
Node3DGizmoid
inttransform
Transform3D
show
Enables rendering of this node. Changes visible to true
.
void show
to_global(Vector3)
Qualifiers: const
Transforms local_point
from this node's local space to world space.
Vector3 to_global(Vector3 local_point)
Parameters
local_point
Vector3
to_local(Vector3)
Qualifiers: const
Transforms global_point
from world space to this node's local space.
Vector3 to_local(Vector3 global_point)
Parameters
global_point
Vector3
translate(Vector3)
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.
void translate(Vector3 offset)
Parameters
offset
Vector3
translate_object_local(Vector3)
Changes the node's position by the given offset Vector3 in local space.
void translate_object_local(Vector3 offset)
Parameters
offset
Vector3
update_gizmos
Updates all the Node3D gizmos attached to this node.
void update_gizmos
Events
visibility_changed
Emitted when node visibility changes.
signal visibility_changed