WasmGPU.createTransform().addChild¶
Summary¶
WasmGPU.createTransform().addChild attaches a child transform to a parent transform.
Internally this is equivalent to calling child.setParent(parent) and updates hierarchy state in the global transform store.
Use this to build parent-child relationships for meshes, lights, and animation rigs.
Cycle validation is enforced by the setParent logic, so invalid self/ancestor parenting is rejected.
Syntax¶
WasmGPU.createTransform().addChild(child: Transform): this
const parent = wgpu.createTransform();
const result = parent.addChild(child);
Parameters¶
| Name | Type | Required | Description |
|---|---|---|---|
child |
Transform |
Yes | Transform that becomes a direct child of the current transform. |
Returns¶
this - Returns the parent transform so additional transform operations can be chained.
Type Details¶
type Transform = {
parent: Transform | null;
children: readonly Transform[];
setParent(parent: Transform | null): Transform;
};
Example¶
const canvas = document.querySelector("canvas");
const wgpu = await WasmGPU.create(canvas);
const root = wgpu.createTransform();
const arm = wgpu.createTransform().setPosition(1.0, 0.0, 0.0);
const hand = wgpu.createTransform().setPosition(0.5, 0.0, 0.0);
root.addChild(arm);
arm.addChild(hand);
console.log(root.children.length, hand.parent === arm);