Array with object's animation clips.
[]
Whether the LOD object is updated automatically by the renderer per frame or not.
If set to false
, you have to call .update() in the render loop by yourself.
true
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
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.
Readonly
isLODRead-only flag to check if a given object is of type LOD.
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 array of level objects
The distance at which to display this level of detail. Expects a Float
.
Threshold used to avoid flickering at LOD boundaries, as a fraction of distance. Expects a Float
.
The Object3D to display at this level.
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 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
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 )
Readonly
typeLOD
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)
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 a mesh that will display at a certain distance and greater. Typically the further away the distance, the lower the detail on the mesh.
The Object3D to display at this level.
Optional
distance: numberThe distance at which to display this level of detail. Expects a Float
. Default 0.0
.
Optional
hysteresis: numberThreshold used to avoid flickering at LOD boundaries, as a fraction of distance. Expects a Float
. Default 0.0
.
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 currently active LOD level
As index of the levels array.
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.
Get a reference to the first Object3D (mesh) that is greater than distance.
Expects a Float
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
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
.
Every level is associated with an object, and rendering can be switched between them at the distances specified
Remarks
Typically you would create, say, three meshes, one for far away (low detail), one for mid range (medium detail) and one for close up (high detail).
Example
See