Create a new instance of InstancedMesh
An instance of BufferGeometry.
A single or an array of Material. Default new THREE.MeshBasicMaterial()
.
The maximum number of instances of this Mesh. Expects a Integer
Array with object's animation clips.
This bounding box encloses all instances of the InstancedMesh,, which can be calculated with .computeBoundingBox().
This bounding sphere encloses all instances of the InstancedMesh, which can be calculated with .computeBoundingSphere().
Whether the object gets rendered into shadow map.
Array with object's children.
The number of instances.
The count
value passed into the constructor represents the maximum number of instances of this mesh.
You can change the number of instances at runtime to an integer value in the range [0, count]
.
Optional
customCustom depth material to be used when rendering to the depth map.
Optional
customSame 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 BufferGeometry (or derived classes), defining the object's structure.
Readonly
idUnique number for this Object3D instance.
Represents the colors of all instances.
You have to set .instanceColor.needsUpdate() flag to true
if you modify instanced data via .setColorAt().
Represents the local transformation of all instances.
You have to set .instanceMatrix.needsUpdate() flag to true
if you modify instanced data via .setMatrixAt().
Readonly
isRead-only flag to check if a given object is of type InstancedMesh.
Readonly
isRead-only flag to check if a given object is of type Mesh.
Readonly
isFlag to check if a given object is of type Object3D.
The layer membership of the object.
An instance of material derived from the 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 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.
Readonly
modelOptional
morphA dictionary of morphTargets based on the morphTarget.name
property.
Optional
morphAn array of weights typically from 0-1
that specify how much of the morph is applied.
Optional name of the object
Readonly
normalObject's parent in the scene graph.
Readonly
positionObject's local position.
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.
Object gets rendered if true
.
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.
Computes bounding box of the all instances, updating .boundingBox attribute.
Computes bounding sphere of the all instances, updating .boundingSphere attribute.
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 color of the defined instance.
The index of an instance. Values have to be in the range [0, count]
. Expects a Integer
This color object will be set to the color of the defined instance.
Get the local transformation matrix of the defined instance.
The index of an instance Values have to be in the range [0, count]
. Expects a Integer
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
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 given color to the defined instance
The index of an instance. Values have to be in the range [0, count]
. Expects a Integer
The color of a single instance.
Make sure you set .instanceColor.needsUpdate() to true
after updating all the colors.
Sets the given local transformation matrix to the defined instance.
The index of an instance. Values have to be in the range [0, count]
. Expects a Integer
A 4x4 matrix representing the local transformation of a single instance.
Make sure you set .instanceMatrix.needsUpdate() flag to true
after updating all the matrices.
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.
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
.
A special version of Mesh with instanced rendering support
Remarks
Use InstancedMesh if you have to render a large number of objects with the same geometry and material but with different world transformations
See