creates a nested copy of this node , any child nodes are copied using this method as well . the #parts are copiedusing the nodepart #copy method . note that that method copies the material and nodes bones by reference . if youintend to use the copy in a different node tree e.g. a different model or modelinstance then you will need to update these references afterwards . override this method in your custom node class to instantiate that class , in that case you should override the #set node method as well . 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 void calculateTransforms concode_elem_sep int addChildren concode_elem_sep void detach 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
Node function ( ) { return new Node ( ) . set ( this ) ; }