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14 This is the base class for most objects in three.js and provides a set of properties and methods
15 for manipulating objects in 3D space.<br /><br />
17 Note that this can be used for grouping objects via the [page:.add]( object ) method
18 which adds the object as a child, however it is better to use [page:Group] for this.
27 The constructor takes no arguments.
33 <h3>[property:Boolean castShadow]</h3>
34 <div>Whether the object gets rendered into shadow map. Default is *false*.</div>
36 <h3>[property:Object3D children]</h3>
37 <div>Array with object's children. See [page:Group] for info on manually grouping objects.</div>
39 <h3>[property:Boolean frustumCulled]</h3>
41 When this is set, it checks every frame if the object is in the frustum of the camera before rendering the object.
42 Otherwise the object gets renderered every frame even if it isn't visible. Default is *true*.
45 <h3>[property:Integer id]</h3>
46 <div>readonly – Unique number for this object instance.</div>
48 <h3>[property:Boolean isObject]</h3>
50 Used to check whether this or derived classes are Object3Ds. Default is *true*.<br /><br />
52 You should not change this, as it is used internally for optimisation.
55 <h3>[property:Layers layers]</h3>
57 The layer membership of the object. The object is only visible if it has at least one
58 layer in common with the [page:Camera] in use.
61 <h3>[property:Matrix4 matrix]</h3>
62 <div>The local transform matrix.</div>
64 <h3>[property:Boolean matrixAutoUpdate]</h3>
66 When this is set, it calculates the matrix of position, (rotation or quaternion) and
67 scale every frame and also recalculates the matrixWorld property. Default is [page:Object3D.DefaultMatrixAutoUpdate] (true).
70 <h3>[property:Matrix4 matrixWorld]</h3>
72 The global transform of the object. If the Object3D has no parent, then it's identical to
73 the local transform [page:.matrix].
76 <h3>[property:Boolean matrixWorldNeedsUpdate]</h3>
78 When this is set, it calculates the matrixWorld in that frame and resets this property
79 to false. Default is *false*.
82 <h3>[property:Matrix4 modelViewMatrix]</h3>
83 <div>This is passed to the shader and used to calculate the position of the object.</div>
85 <h3>[property:String name]</h3>
86 <div>Optional name of the object (doesn't need to be unique). Default is an empty string.</div>
88 <h3>[property:Matrix3 normalMatrix]</h3>
90 This is passed to the shader and used to calculate lighting for the object. It is the transpose of the inverse of the upper left 3x3 sub-matrix of this object's modelViewMatrix.<br /><br />
92 The reason for this special matrix is that simply using the modelViewMatrix could result in a non-unit length of normals (on scaling) or in a non-perpendicular direction (on non-uniform scaling).<br /><br />
94 On the other hand the translation part of the modelViewMatrix is not relevant for the calculation of normals. Thus a Matrix3 is sufficient.
97 <h3>[property:function onAfterRender]</h3>
99 An optional callback that is executed immediately after the Object3D is rendered.
100 This function is called with the following parameters: renderer, scene, camera, geometry,
104 <h3>[property:function onBeforeRender]</h3>
106 An optional callback that is executed immediately before the Object3D is rendered.
107 This function is called with the following parameters: renderer, scene, camera, geometry,
111 <h3>[property:Object3D parent]</h3>
112 <div>Object's parent in the [link:https://en.wikipedia.org/wiki/Scene_graph scene graph].</div>
114 <h3>[property:Vector3 position]</h3>
115 <div>The object's local position.</div>
117 <h3>[property:Quaternion quaternion]</h3>
118 <div>Object's local rotation as a [page:Quaternion Quaternion].</div>
120 <h3>[property:Boolean receiveShadow]</h3>
121 <div>Whether the material receives shadows. Default is *false*.</div>
123 <h3>[property:Number renderOrder]</h3>
125 This value allows the default rendering order of [link:https://en.wikipedia.org/wiki/Scene_graph scene graph]
126 objects to be overridden although opaque and transparent objects remain sorted independently.
127 Sorting is from lowest to highest renderOrder. Default value is *0*.
130 <h3>[property:Euler rotation]</h3>
132 Object's local rotation (see [link:https://en.wikipedia.org/wiki/Euler_angles Euler angles]), in radians.
135 <h3>[property:Vector3 scale]</h3>
137 The object's local [property:Vector3 scale]. Default is [page:Vector3]( 1, 1, 1 ).
140 <h3>[property:Vector3 up]</h3>
142 This is used by the [page:.lookAt lookAt] method, for example, to determine the orientation of the result.<br />
143 Default is [page:Object3D.DefaultUp] - that is, ( 0, 1, 0 ).
146 <h3>[property:object userData]</h3>
148 An object that can be used to store custom data about the Object3D. It should not hold
149 references to functions as these will not be cloned.
152 <h3>[property:String uuid]</h3>
154 [link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID] of this object instance.
155 This gets automatically assigned, so this shouldn't be edited.
158 <h3>[property:Boolean visible]</h3>
159 <div>Object gets rendered if *true*. Default is *true*.</div>
164 <h2>Static Properties</h2>
166 Static properties and methods are defined per class rather than per instance of that class.
167 This means that changing [page:Object3D.DefaultUp] or [page:Object3D.DefaultMatrixAutoUpdate]
168 will change the values of [page:.up up] and [page:.matrixAutoUpdate matrixAutoUpdate] for
169 <em>every</em> instance of Object3D (or derived classes) created after the change has
170 been made (already created Object3Ds will not be affected).
173 <h3>[property:Vector3 DefaultUp]</h3>
175 The default [page:.up up] direction for objects, also used as the default position for [page:DirectionalLight],
176 [page:HemisphereLight] and [page:Spotlight] (which creates lights shining from the top down).<br />
177 Set to ( 0, 1, 0 ) by default.
180 <h3>[property:Vector3 DefaultMatrixAutoUpdate]</h3>
182 The default setting for [page:.matrixAutoUpdate matrixAutoUpdate] for newly created Object3Ds.<br />
189 <h3>[page:EventDispatcher EventDispatcher] methods are available on this class.</h3>
191 <h3>[method:null add]( [page:Object3D object], ... )</h3>
193 Adds *object* as child of this object. An arbitrary number of objects may be added.<br /><br />
195 See [page:Group] for info on manually grouping objects.
198 <h3>[method:null applyMatrix]( [page:Matrix4 matrix] )</h3>
199 <div>Applies the matrix transform to the object and updates the object's position, rotation and scale.</div>
201 <h3>[method:Object3D applyQuaternion]( [page:Quaternion quaternion] )</h3>
202 <div>Applies the rotation represented by the quaternion to the object.</div>
204 <h3>[method:Object3D clone]( [page:Boolean recursive] )</h3>
206 recursive -- if true, descendants of the object are also cloned. Default is true.<br /><br />
208 Returns a clone of this object and optionally all descendants.
211 <h3>[method:Object3D copy]( [page:Object3D object], [page:Boolean recursive] )</h3>
213 recursive -- if true, descendants of the object are also copied. Default is true.<br /><br />
215 Copy the given object into this object.
218 <h3>[method:Object3D getObjectById]( [page:Integer id] )</h3>
220 id -- Unique number of the object instance<br /><br />
222 Searches through the object's children and returns the first with a matching id.<br />
223 Note that ids are assigned in chronological order: 1, 2, 3, ..., incrementing by one for each new object.
226 <h3>[method:Object3D getObjectByName]( [page:String name] )</h3>
228 name -- String to match to the children's Object3D.name property. <br /><br />
230 Searches through the object's children and returns the first with a matching name.<br />
231 Note that for most objects the [property:name] is an empty string by default. You will
232 have to set it manually to make use of this method.
235 <h3>[method:Object3D getObjectByProperty]( [page:String name], [page:Float value] )</h3>
237 name -- the property name to search for. <br />
238 value -- value of the given property. <br /><br />
240 Searches through the object's children and returns the first with a property that matches the value given.
243 <h3>[method:Vector3 getWorldPosition]( [page:Vector3 optionalTarget] )</h3>
245 optionalTarget — (optional) target to set the result. Otherwise, a new [page:Vector3] is instantiated. <br /><br />
247 Returns a vector representing the position of the object in world space.
250 <h3>[method:Quaternion getWorldQuaternion]( [page:Quaternion optionalTarget] )</h3>
252 optionalTarget — (optional) if specified, the result will be copied into this Quaternion,
253 otherwise a new Quaternion will be created. <br /><br />
255 Returns a quaternion representing the rotation of the object in world space.
258 <h3>[method:Euler getWorldRotation]( [page:Euler optionalTarget] )</h3>
260 optionalTarget — (optional) if specified, the result will be copied into this Euler,
261 otherwise a new Euler will be created. <br /><br />
263 Returns the euler angles representing the rotation of the object in world space.
266 <h3>[method:Vector3 getWorldScale]( [page:Vector3 optionalTarget] )</h3>
268 [page:Vector3 optionalTarget] — (optional) if specified, the result will be copied into this Vector3,
269 otherwise a new Vector3 will be created. <br /><br />
271 Returns a vector of the scaling factors applied to the object for each axis in world space.
274 <h3>[method:Vector3 getWorldDirection]( [page:Vector3 optionalTarget] )</h3>
276 [page:Vector3 optionalTarget] — (optional) if specified, the result will be copied into this Vector3,
277 otherwise a new Vector3 will be created. <br /><br />
279 Returns a vector representing the direction of object's positive z-axis in world space.
283 <h3>[method:Vector3 localToWorld]( [page:Vector3 vector] )</h3>
285 vector - A vector representing a position in local (object) space.<br /><br />
287 Converts the vector from local space to world space.
290 <h3>[method:null lookAt]( [page:Vector3 vector] )</h3>
292 vector - A vector representing a position in world space.<br /><br />
294 Rotates the object to face a point in world space.
297 <h3>[method:Array raycast]( [page:Raycaster raycaster], [page:Array intersects] )</h3>
299 Abstract (empty) method to get intersections between a casted ray and this object.
300 Subclasses such as [page:Mesh], [page:Line], and [page:Points] implement this method in order
304 <h3>[method:null remove]( [page:Object3D object], ... )</h3>
306 Removes *object* as child of this object. An arbitrary number of objects may be removed.
309 <h3>[method:Object3D rotateOnAxis]( [page:Vector3 axis], [page:Float angle] )</h3>
311 axis -- A normalized vector in object space. <br />
312 angle -- The angle in radians.<br /><br />
314 Rotate an object along an axis in object space. The axis is assumed to be normalized.
317 <h3>[method:null rotateX]( [page:Float rad] )</h3>
319 rad - the angle to rotate in radians.<br /><br />
321 Rotates the object around x axis in local space.
324 <h3>[method:null rotateY]( [page:Float rad] )</h3>
326 rad - the angle to rotate in radians.<br /><br />
328 Rotates the object around y axis in local space.
331 <h3>[method:null rotateZ]( [page:Float rad] )</h3>
333 rad - the angle to rotate in radians.<br /><br />
335 Rotates the object around z axis in local space.
338 <h3>[method:null setRotationFromAxisAngle]( [page:Vector3 axis], [page:Float angle] )</h3>
340 axis -- A normalized vector in object space. <br />
341 angle -- angle in radians<br /><br />
343 Calls [page:Quaternion.setFromAxisAngle setFromAxisAngle]( [page:Float axis], [page:Float angle] )
344 on the [page:.quaternion].
347 <h3>[method:null setRotationFromEuler]( [page:Euler euler] )</h3>
349 euler -- Euler angle specifying rotation amount.<br />
351 Calls [page:Quaternion.setRotationFromEuler setRotationFromEuler]( [page:Euler euler])
352 on the [page:.quaternion].
355 <h3>[method:null setRotationFromMatrix]( [page:Matrix4 m] )</h3>
357 m -- rotate the quaternion by the rotation component of the matrix.<br />
359 Calls [page:Quaternion.setFromRotationMatrix setFromRotationMatrix]( [page:Matrix4 m])
360 on the [page:.quaternion].<br /><br />
362 Note that this assumes that the upper 3x3 of m is a pure rotation matrix (i.e, unscaled).
365 <h3>[method:null setRotationFromQuaternion]( [page:Quaternion q] )</h3>
367 q -- normalized Quaternion.<br /><br />
369 Copy the given quaternion into [page:.quaternion].
372 <h3>[method:null toJSON]( [page:Quaternion q] )</h3>
374 Convert the object to JSON format.
377 <h3>[method:Object3D translateOnAxis]( [page:Vector3 axis], [page:Float distance] )</h3>
379 axis -- A normalized vector in object space.<br />
380 distance -- The distance to translate.<br /><br />
382 Translate an object by distance along an axis in object space. The axis is assumed to be normalized.
385 <h3>[method:null translateX]( [page:Float distance] )</h3>
386 <div>Translates object along x axis by *distance* units.</div>
388 <h3>[method:null translateY]( [page:Float distance] )</h3>
389 <div>Translates object along y axis by *distance* units.</div>
391 <h3>[method:null translateZ]( [page:Float distance] )</h3>
392 <div>Translates object along z axis by *distance* units.</div>
394 <h3>[method:null traverse]( [page:Function callback] )</h3>
396 callback - A function with as first argument an object3D object.<br /><br />
398 Executes the callback on this object and all descendants.
401 <h3>[method:null traverseVisible]( [page:Function callback] )</h3>
403 callback - A function with as first argument an object3D object.<br /><br />
405 Like traverse, but the callback will only be executed for visible objects.
406 Descendants of invisible objects are not traversed.
409 <h3>[method:null traverseAncestors]( [page:Function callback] )</h3>
411 callback - A function with as first argument an object3D object.<br /><br />
413 Executes the callback on all ancestors.
416 <h3>[method:null updateMatrix]()</h3>
417 <div>Update the local transform.</div>
419 <h3>[method:null updateMatrixWorld]( [page:Boolean force] )</h3>
420 <div>Update the global transform of the object and its children.</div>
423 <h3>[method:Vector3 worldToLocal]( [page:Vector3 vector] )</h3>
425 vector - A world vector.<br /><br />
427 Updates the vector from world space to local space.
432 [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]