the max number of individual geometries planned to be added.
the max number of vertices to be used by all geometries.
Optional
maxIndexCount: numberthe max number of indices to be used by all geometries.
Optional
material: Materialan instance of [page: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().
null
This bounding sphere encloses all instances of the BatchedMesh. Can be calculated with .computeBoundingSphere().
null
Whether the object gets rendered into shadow map.
false
Array with object's children.
THREE.Object3DGroup | Group for info on manually grouping objects.
[]
Optional
customCustom depth material to be used when rendering to the depth map.
Can only be used in context of meshes.
undefined
Optional
customSame as customDepthMaterial, but used with THREE.Object3DPointLight | PointLight.
undefined
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.
true
An instance of BufferGeometry (or derived classes), defining the object's structure.
{@link THREE.BufferGeometry | `new THREE.BufferGeometry()`}.
Readonly
idUnique number for this Object3D instance.
Note that ids are assigned in chronological order: 1, 2, 3, ..., incrementing by one for each new object.
Read-only flag to check if a given object is of type BatchedMesh.
Readonly
isRead-only flag to check if a given object is of type Mesh.
This is a constant value
true
Readonly
isFlag to check if a given object is of type Object3D.
This is a constant value
true
The layer membership of the object.
The object is only visible if it has at least one layer in common with the THREE.Object3DCamera | Camera in use.
new THREE.Layers()
An instance of material derived from the Material base class or an array of materials, defining the object's appearance.
{@link THREE.MeshBasicMaterial | `new THREE.MeshBasicMaterial()`}.
The local transform matrix.
new THREE.Matrix4()
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)
.
When this is set, it calculates the matrixWorld in that frame and resets this property to false.
false
Readonly
modelnew THREE.Matrix4()
Optional
morphA dictionary of morphTargets based on the morphTarget.name
property.
undefined
, but rebuilt by .updateMorphTargets().
Optional
morphAn 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
(doesn't need to be unique).
""
Readonly
normalnew THREE.Matrix3()
Object's parent in the scene graph.
An object can have at most one parent.
null
If true then the individual objects within the BatchedMesh are frustum culled.
true
Readonly
positionObject's local position.
new THREE.Vector3()
- that is (0, 0, 0)
.
Readonly
quaternionObject's local rotation as a Quaternion.
new THREE.Quaternion()
- that is (0, 0, 0, 1)
.
Whether the material receives shadows.
false
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.
0
Readonly
rotationObject's local rotation (Euler angles), in radians.
new THREE.Euler()
- that is (0, 0, 0, Euler.DEFAULT_ORDER)
.
Readonly
scaleThe object's local scale.
new THREE.Vector3( 1, 1, 1 )
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.
true
Readonly
typeMesh
This 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.
It should not hold references to functions as these will not be cloned.
{}
UUID of this object instance.
This gets automatically assigned and shouldn't be edited.
Object gets rendered if true
.
true
Static
DEFAULT_The default setting for matrixAutoUpdate for newly created Object3Ds.
true
Static
DEFAULT_The default setting for matrixWorldAutoUpdate for newly created Object3Ds.
true
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).
new THREE.Vector3( 0, 1, 0)
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.
Optional
reservedVertexRange: 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.
Optional
reservedIndexRange: 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.
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.
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.
Get the local transformation matrix of the defined instance.
The index of an instance. Values have to be in the range [0, count].
This 4x4 matrix will be set to the local transformation matrix of the defined instance.
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
Note that ids are assigned in chronological order: 1, 2, 3, ..., incrementing by one for each new object.
id
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.
Note that for most objects the name is an empty string by default
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.
This method does not support objects having non-uniformly-scaled parent(s).
Rotates the object to face a point in world space.
Expects a Float
Expects a Float
Expects a Float
This method does not support objects having non-uniformly-scaled parent(s).
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.
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.
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.
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.
Abstract (empty) method to get intersections between a casted ray and this object
Rest
...object: Object3D<Object3DEventMap>[]An arbitrary number of objects may be removed.
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
The axis is assumed to be normalized.
Rotate an object along an axis in world space.
A normalized vector in world space.
The angle in radians. Expects a Float
The axis is assumed to be normalized
Replaces the geometry at index
with the provided geometry. Throws an error if there is not enough space
reserved for geometry at the index.
Which geometry index to replace with this geometry.
The geometry to substitute at the given geometry index.
Sets the given local transformation matrix to the defined instance. Make sure you set .instanceMatrix BufferAttribute.needsUpdate to true after updating all the matrices.
The index of an instance. Values have to be in the range [0, count].
A 4x4 matrix representing the local transformation of a single instance.
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.
Note that this assumes that the upper 3x3 of m is a pure rotation matrix (i.e, unscaled).
Copy the given Quaternion into .quaternion.
Normalized Quaternion.
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
The axis is assumed to be normalized.
Executes the callback on this object and all descendants.
A function with as first argument an Object3D object.
Note: Modifying the scene graph inside the callback is discouraged.
Executes the callback on all ancestors.
A function with as first argument an Object3D object.
Note: Modifying the scene graph inside the callback is discouraged.
Like traverse, but the callback will only be executed for visible objects
A function with as first argument an Object3D object.
Descendants of invisible objects are not traversed.
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
.
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 and geometry. 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 callback is used.
Example
Also
Example: WebGL / mesh / batch