WasmGPU.createTransform().setParent¶
Summary¶
WasmGPU.createTransform().setParent reparents a transform under another transform, or detaches it when null is passed.
The method updates both the JavaScript hierarchy (parent and children) and the backing transform-store parent index.
It rejects invalid operations like self-parenting and ancestor cycles.
Use this when assembling scene hierarchies dynamically or attaching objects to moving reference frames.
Syntax¶
WasmGPU.createTransform().setParent(parent: Transform | null): this
const result = child.setParent(parent);
Parameters¶
| Name | Type | Required | Description |
|---|---|---|---|
parent |
Transform \| null |
Yes | New parent transform, or null to make the node a root transform. |
Returns¶
this - Returns the child transform after reparenting.
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 solarSystem = wgpu.createTransform();
const earth = wgpu.createTransform().setPosition(10, 0, 0);
const moon = wgpu.createTransform().setPosition(2, 0, 0);
earth.setParent(solarSystem);
moon.setParent(earth);
console.log(moon.parent === earth, moon.root === solarSystem);