the max number of individual geometries planned to be added.
the max number of vertices to be used by all geometries.
OptionalmaxIndexCount: numberthe max number of indices to be used by all geometries.
Optionalmaterial: Materialan instance of Material. Default is a new MeshBasicMaterial.
Array with object's animation clips.
This bounding box encloses all instances of the BatchedMesh. Can be calculated with .computeBoundingBox().
This bounding sphere encloses all instances of the BatchedMesh. Can be calculated with .computeBoundingSphere().
Whether the object gets rendered into shadow map.
Array with object's children.
OptionalcustomCustom depth material to be used when rendering to the depth map.
OptionalcustomSame as customDepthMaterial, but used with THREE.Object3DPointLight | PointLight.
When this is set, it checks every frame if the object is in the frustum of the camera before rendering the object.
If set to false the object gets rendered every frame even if it is not in the frustum of the camera.
An instance of THREE.BufferGeometry | BufferGeometry (or derived classes), defining the object's structure.
ReadonlyidUnique number for this Object3D instance.
ReadonlyisRead-only flag to check if a given object is of type BatchedMesh.
ReadonlyisRead-only flag to check if a given object is of type Mesh.
ReadonlyisFlag to check if a given object is of type Object3D.
The layer membership of the object.
An instance of material derived from the THREE.Material | Material base class or an array of materials, defining the object's appearance.
The local transform matrix.
When this is set, it calculates the matrix of position, (rotation or quaternion) and scale every frame and also recalculates the matrixWorld property.
DEFAULT_MATRIX_AUTO_UPDATE - that is (true).
The global transform of the object.
If the Object3D has no parent, then it's identical to the local transform THREE.Object3D.matrix | .matrix.
If set, then the renderer checks every frame if the object and its children need matrix updates. When it isn't, then you have to maintain all matrices in the object and its children yourself.
DEFAULT_MATRIX_WORLD_AUTO_UPDATE - that is (true).
When this is set, it calculates the matrixWorld in that frame and resets this property to false.
ReadonlymodelOptionalmorphA dictionary of morphTargets based on the morphTarget.name property.
undefined, but rebuilt by .updateMorphTargets().
OptionalmorphAn array of weights typically from 0-1 that specify how much of the morph is applied.
undefined, but reset to a blank array by .updateMorphTargets().
Optional name of the object
ReadonlynormalObject's parent in the scene graph.
If true then the individual objects within the BatchedMesh are frustum culled.
ReadonlypositionObject's local position.
ReadonlyquaternionObject's local rotation as a THREE.Quaternion | Quaternion.
Whether the material receives shadows.
This value allows the default rendering order of scene graph objects to be overridden although opaque and transparent objects remain sorted independently.
When this property is set for an instance of Group, all descendants objects will be sorted and rendered together. Sorting is from lowest to highest renderOrder.
ReadonlyrotationObject's local rotation (Euler angles), in radians.
ReadonlyscaleThe object's local scale.
If true then the individual objects within the BatchedMesh are sorted to improve overdraw-related artifacts. If the material is marked as "transparent" objects are rendered back to front and if not then they are rendered front to back.
ReadonlytypeThis is used by the lookAt method, for example, to determine the orientation of the result.
Object3D.DEFAULT_UP - that is (0, 1, 0).
An object that can be used to store custom data about the Object3D.
UUID of this object instance.
Object gets rendered if true.
StaticDEFAULT_The default setting for matrixAutoUpdate for newly created Object3Ds.
StaticDEFAULT_The default setting for matrixWorldAutoUpdate for newly created Object3Ds.
StaticDEFAULT_The default up direction for objects, also used as the default position for THREE.DirectionalLight | DirectionalLight, THREE.HemisphereLight | HemisphereLight and THREE.Spotlight | Spotlight (which creates lights shining from the top down).
The maximum number of individual geometries that can be stored in the BatchedMesh. Read only.
Rest...object: Object3D<Object3DEventMap>[]Adds a listener to an event type.
The type of event to listen to.
The function that gets called when the event is fired.
Adds the given geometry to the BatchedMesh and returns the associated index referring to it.
The geometry to add into the BatchedMesh.
OptionalreservedVertexRange: numberOptional parameter specifying the amount of vertex buffer space to reserve for the added geometry. This is necessary if it is planned to set a new geometry at this index at a later time that is larger than the original geometry. Defaults to the length of the given geometry vertex buffer.
OptionalreservedIndexRange: numberOptional parameter specifying the amount of index buffer space to reserve for the added geometry. This is necessary if it is planned to set a new geometry at this index at a later time that is larger than the original geometry. Defaults to the length of the given geometry index buffer.
Adds a new instance to the BatchedMesh using the geometry of the given geometryId and returns a new id referring to the new instance to be used by other functions.
The id of a previously added geometry via "addGeometry" to add into the BatchedMesh to render.
Applies the matrix transform to the object and updates the object's position, rotation and scale.
Applies the rotation represented by the quaternion to the object.
Adds a Object3D as a child of this, while maintaining the object's world transform.
Copies the given object into this object.
Optionalrecursive: booleanIf set to true, descendants of the object are copied next to the existing ones. If set to
false, descendants are left unchanged. Default is true.
Fire an event type.
The event that gets fired.
Get the color of the defined geometry.
The id of an instance to get the color of.
The target object to copy the color in to.
Get the range representing the subset of triangles related to the attached geometry, indicating the starting
offset and count, or null if invalid.
Return an object of the form: { start: Integer, count: Integer }
The id of the geometry to get the range of.
Optionaltarget: BatchedMeshGeometryRangeOptional target object to copy the range in to.
Searches through an object and its children, starting with the object itself, and returns the first with a matching id.
Unique number of the object instance. Expects a Integer
Searches through an object and its children, starting with the object itself, and returns the first with a matching name.
String to match to the children's Object3D.name property.
Searches through an object and its children, starting with the object itself, and returns the first with a property that matches the value given.
the property name to search for.
value of the given property.
Searches through an object and its children, starting with the object itself, and returns the first with a property that matches the value given.
The property name to search for.
Value of the given property.
OptionaloptionalTarget: Object3D<Object3DEventMap>[]target to set the result. Otherwise a new Array is instantiated. If set, you must clear this array prior to each call (i.e., array.length = 0;).
Returns a quaternion representing the rotation of the object in world space.
The result will be copied into this Quaternion.
Checks if listener is added to an event type.
The type of event to listen to.
The function that gets called when the event is fired.
Rotates the object to face a point in world space.
A vector representing a position in world space to look at.
Rotates the object to face a point in world space.
Expects a Float
Expects a Float
Expects a Float
An optional callback that is executed immediately after a 3D object is rendered.
This function is called with the following parameters: renderer, scene, camera, geometry, material, group.
Please notice that this callback is only executed for renderable 3D objects. Meaning 3D objects which
define their visual appearance with geometries and materials like instances of Mesh, Line,
Points or Sprite. Instances of Object3D, Group or Bone are not renderable
and thus this callback is not executed for such objects.
An optional callback that is executed immediately after a 3D object is rendered to a shadow map.
This function is called with the following parameters: renderer, scene, camera, shadowCamera, geometry,
depthMaterial, group.
Please notice that this callback is only executed for renderable 3D objects. Meaning 3D objects which
define their visual appearance with geometries and materials like instances of Mesh, Line,
Points or Sprite. Instances of Object3D, Group or Bone are not renderable
and thus this callback is not executed for such objects.
An optional callback that is executed immediately before a 3D object is rendered.
This function is called with the following parameters: renderer, scene, camera, geometry, material, group.
Please notice that this callback is only executed for renderable 3D objects. Meaning 3D objects which
define their visual appearance with geometries and materials like instances of Mesh, Line,
Points or Sprite. Instances of Object3D, Group or Bone are not renderable
and thus this callback is not executed for such objects.
An optional callback that is executed immediately before a 3D object is rendered to a shadow map.
This function is called with the following parameters: renderer, scene, camera, shadowCamera, geometry,
depthMaterial, group.
Please notice that this callback is only executed for renderable 3D objects. Meaning 3D objects which
define their visual appearance with geometries and materials like instances of Mesh, Line,
Points or Sprite. Instances of Object3D, Group or Bone are not renderable
and thus this callback is not executed for such objects.
Abstract (empty) method to get intersections between a casted ray and this object
Rest...object: Object3D<Object3DEventMap>[]Removes a listener from an event type.
The type of the listener that gets removed.
The listener function that gets removed.
Rotate an object along an axis in object space.
A normalized vector in object space.
The angle in radians. Expects a Float
Rotate an object along an axis in world space.
A normalized vector in world space.
The angle in radians. Expects a Float
Sets the given color to the defined geometry instance.
The id of the instance to set the color of.
The color to set the instance to.
Takes a sort a function that is run before render. The function takes a list of instances to sort and a camera. The objects in the list include a "z" field to perform a depth-ordered sort with.
Replaces the geometry at geometryId with the provided geometry. Throws an error if there is not enough space
reserved for geometry. Calling this will change all instances that are rendering that geometry.
Which geometry id to replace with this geometry.
The geometry to substitute at the given geometry id.
Resizes the available space in BatchedMesh's vertex and index buffer attributes to the provided sizes. If the provided arguments shrink the geometry buffers but there is not enough unused space at the end of the geometry attributes then an error is thrown.
the max number of vertices to be used by all unique geometries to resize to.
the max number of indices to be used by all unique geometries to resize to.
Resizes the necessary buffers to support the provided number of instances. If the provided arguments shrink the number of instances but there are not enough unused ids at the end of the list then an error is thrown.
the max number of individual instances that can be added and rendered by the BatchedMesh.
Sets the given local transformation matrix to the defined instance.
The id of an instance to set the matrix of.
A 4x4 matrix representing the local transformation of a single instance.
Calls THREE.Quaternion.setFromAxisAngle | setFromAxisAngle(axis, angle) on the .quaternion.
A normalized vector in object space.
Angle in radians. Expects a Float
Calls THREE.Quaternion.setFromEuler | setFromEuler(euler) on the .quaternion.
Euler angle specifying rotation amount.
Calls THREE.Quaternion.setFromRotationMatrix | setFromRotationMatrix(m) on the .quaternion.
Rotate the quaternion by the rotation component of the matrix.
Copy the given THREE.Quaternion | Quaternion into .quaternion.
Normalized Quaternion.
Convert the object to three.js JSON Object/Scene format.
Optionalmeta: JSONMetaObject containing metadata such as materials, textures or images for the object.
Translate an object by distance along an axis in object space
A normalized vector in object space.
The distance to translate. Expects a Float
Executes the callback on this object and all descendants.
A function with as first argument an Object3D object.
Executes the callback on all ancestors.
A function with as first argument an Object3D object.
Like traverse, but the callback will only be executed for visible objects
A function with as first argument an Object3D object.
Updates the global transform of the object.
And will update the object descendants if .matrixWorldNeedsUpdate is set to true or if the force parameter is set to true.
Optionalforce: booleanA boolean that can be used to bypass .matrixWorldAutoUpdate, to recalculate the world matrix of the object and descendants on the current frame.
Useful if you cannot wait for the renderer to update it on the next frame, assuming .matrixWorldAutoUpdate set to true.
Updates the morphTargets to have no influence on the object
Resets the morphTargetInfluences and morphTargetDictionary properties.
A special version of Mesh with multi draw batch rendering support. Use BatchedMesh if you have to render a large number of objects with the same material but with different world transformations. The usage of BatchedMesh will help you to reduce the number of draw calls and thus improve the overall rendering performance in your application.
If the WEBGL_multi_draw extension is not supported then a less performant fallback is used.
Example
Also
Example: WebGL / mesh / batch