void function ( boolean arg0 ) { calculateLocalTransform ( ) ; calculateWorldTransform ( ) ; if ( arg0 ) { for ( Node loc0 : children ) { loc0 . calculateTransforms ( true ) ; } } }
calculates the local and world transform of this node and optionally all its children . concode_field_sep Matrix4 globalTransform concode_elem_sep Node parent concode_elem_sep Array<Node> children concode_elem_sep Quaternion rotation concode_elem_sep boolean inheritTransform concode_elem_sep Array<NodePart> parts concode_elem_sep String id concode_elem_sep boolean isAnimated concode_elem_sep Vector3 scale concode_elem_sep Vector3 translation concode_elem_sep Matrix4 localTransform concode_field_sep Node getParent concode_elem_sep Node set concode_elem_sep boolean hasChildren concode_elem_sep void calculateBoneTransforms concode_elem_sep Node getChild concode_elem_sep Node getChild concode_elem_sep boolean removeChild concode_elem_sep int insertChild concode_elem_sep BoundingBox calculateBoundingBox concode_elem_sep BoundingBox calculateBoundingBox concode_elem_sep Matrix4 calculateWorldTransform concode_elem_sep int getChildCount concode_elem_sep Matrix4 calculateLocalTransform concode_elem_sep Iterable<Node> getChildren concode_elem_sep int addChildren concode_elem_sep void detach concode_elem_sep Node copy concode_elem_sep Node getNode concode_elem_sep void attachTo concode_elem_sep int addChild concode_elem_sep BoundingBox extendBoundingBox concode_elem_sep BoundingBox extendBoundingBox concode_elem_sep int insertChildren concode_elem_sep boolean hasParent