An array of cameras.
Optional
cameras: PerspectiveCamera[]Array with object's animation clips.
Camera frustum aspect ratio, usually the canvas width / canvas height.
An array of cameras.
Whether the object gets rendered into shadow map.
Array with object's children.
Optional
customCustom depth material to be used when rendering to the depth map.
Optional
customSame as customDepthMaterial, but used with THREE.Object3DPointLight | PointLight.
Camera frustum far plane.
Must be greater than the current value of .near plane.
Film size used for the larger axis. This parameter does not influence the projection matrix unless .filmOffset is set to a nonzero value.
Horizontal off-center offset in the same unit as .filmGauge.
Object distance used for stereoscopy and depth-of-field effects.
This parameter does not influence the projection matrix unless a StereoCamera is being used.
Camera frustum vertical field of view, from bottom to top of view, in degrees.
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.
Readonly
idUnique number for this Object3D instance.
Readonly
isRead-only flag to check if a given object is of type ArrayCamera.
Readonly
isRead-only flag to check if a given object is of type Camera.
Readonly
isFlag to check if a given object is of type Object3D.
Readonly
isRead-only flag to check if a given object is of type Camera.
Objects must share at least one layer with the Camera to be n when the camera's viewpoint is rendered.
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 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)
.
This is the inverse of matrixWorld.
MatrixWorld contains the Matrix which has the world transform of the Camera .
When this is set, it calculates the matrixWorld in that frame and resets this property to false.
Readonly
modelOptional name of the object
Camera frustum near plane.
The valid range is greater than 0
and less than the current value of the .far plane.
Readonly
normalObject's parent in the scene graph.
Readonly
positionObject's local position.
This is the matrix which contains the projection.
This is the inverse of projectionMatrix.
Readonly
quaternionObject's local rotation as a 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.
Readonly
rotationObject's local rotation (Euler angles), in radians.
Readonly
scaleThe object's local scale.
Readonly
typeThis 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.
Frustum window specification or null. This is set using the .setViewOffset method and cleared using .clearViewOffset.
Object gets rendered if true
.
Gets or sets the zoom factor of the camera.
Static
DEFAULT_The default setting for matrixAutoUpdate for newly created Object3Ds.
Static
DEFAULT_The default setting for matrixWorldAutoUpdate for newly created Object3Ds.
Static
DEFAULT_The default up direction for objects, also used as the default position for DirectionalLight, HemisphereLight and THREE.Spotlight | Spotlight (which creates lights shining from the top down).
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.
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.
Removes any offset set by the .setViewOffset method.
Copy the given object into this object
Optional
recursive: booleanIf true, descendants of the object are also copied. Default true
Note: event listeners and user-defined callbacks (.onAfterRender and .onBeforeRender) are not copied.
Fire an event type.
The event that gets fired.
Returns the current vertical field of view angle in degrees considering .zoom.
Returns the height of the image on the film
If .aspect. is less than or equal to one (portrait format), the result equals .filmGauge.
Returns the width of the image on the film
If .aspect. is greater than or equal to one (landscape format), the result equals .filmGauge.
Returns the focal length of the current .fov | fov in respect to .filmGauge.
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.
Optional
optionalTarget: 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.
An optional callback that is executed immediately after a 3D object is rendered to a shadow map.
An optional callback that is executed immediately before a 3D object is rendered.
An optional callback that is executed immediately before a 3D object is rendered to a shadow map.
Abstract (empty) method to get intersections between a casted ray and this object
Rest
...object: Object3D<Object3DEventMap>[]Group for info on manually grouping objects.
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 FOV by focal length in respect to the current .filmGauge.
Expects a Float
Optional
frameHeight: numberUse .setFocalLength() and .filmGauge instead.
Calls setFromAxisAngle(axis, angle) on the .quaternion.
A normalized vector in object space.
Angle in radians. Expects a Float
Calls setFromEuler(euler) on the .quaternion.
Euler angle specifying rotation amount.
Calls setFromRotationMatrix(m) on the .quaternion.
Rotate the quaternion by the rotation component of the matrix.
Copy the given Quaternion into .quaternion.
Normalized Quaternion.
Sets an offset in a larger frustum.
Full width of multiview setup Expects a Float
.
Full height of multiview setup Expects a Float
.
Horizontal offset of subcamera Expects a Float
.
Vertical offset of subcamera Expects a Float
.
Width of subcamera Expects a Float
.
Height of subcamera Expects a Float
.
This is useful for multi-window or multi-monitor/multi-machine setups.
For example, if you have 3x2 monitors and each monitor is 1920x1080 and the monitors are in grid like this
┌───┬───┬───┐
│ A │ B │ C │
├───┼───┼───┤
│ D │ E │ F │
└───┴───┴───┘
then for each monitor you would call it like this
const w = 1920;
const h = 1080;
const fullWidth = w * 3;
const fullHeight = h * 2;
// Monitor - A
camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
// Monitor - B
camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
// Monitor - C
camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
// Monitor - D
camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
// Monitor - E
camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
// Monitor - F
camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
Note there is no reason monitors have to be the same size or in a grid.
Convert the object to three.js JSON Object/Scene format.
Optional
meta: { Object 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
.
Optional
force: 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
.
ArrayCamera can be used in order to efficiently render a scene with a predefined set of cameras
Remarks
This is an important performance aspect for rendering VR scenes. An instance of ArrayCamera always has an array of sub cameras It's mandatory to define for each sub camera the
viewport
property which determines the part of the viewport that is rendered with this camera.See