ThreeJS Object3D
This is the base class for most three.js objects, and it provides a set of properties and methods for manipulating objects in 3D space.
It should be noted that this can be used to group objects using the. add(object) method, which adds the object as a child, but Group is preferable.
Constructor
Object3D()
The constructor takes no arguments.
Properties
.animations : AnimationClip
Array with object's animation clips.
.castShadow : Boolean
Whether the object gets rendered into shadow map. Default is false.
.children : Array
Array with object's children.
.customDepthMaterial : Material
Custom depth material to be used when rendering to the depth map. Can only be used in context of meshes. When shadow-casting with a DirectionalLight or SpotLight, if you are modifying vertex positions in the vertex shader you must specify a customDepthMaterial for proper shadows. Default is undefined.
.customDistanceMaterial : Material
Same as customDepthMaterial, but used with PointLight. Default is undefined.
.frustumCulled : Boolean
When this is set, it checks every frame to see if the object is in the camera's frustum before rendering it. If set to 'false,' the object is rendered every frame even if it is not in the camera's frustum. The default value is 'true.'
.id : Integer
readonly – Unique number for this object instance.
.layers : Layers
The layer membership of the object. The object is only visible if it has at least one layer in common with the Camera in use. This property can also be used to filter out unwanted objects in ray-intersection tests when using Raycaster.
.matrix : Matrix4
The local transform matrix.
.matrixAutoUpdate : Boolean
When this is set, it calculates the matrix of position, (rotation or quaternion) and scale every frame and also recalculates the matrixWorld property. Default is Object3D.DefaultMatrixAutoUpdate (true).
.matrixWorld : Matrix4
The global transform of the object. If the Object3D has no parent, then it's identical to the local transform .matrix.
.matrixWorldNeedsUpdate : Boolean
When this is set, it calculates the matrixWorld in that frame and resets this property to false. Default is false.
.modelViewMatrix : Matrix4
This is passed to the shader and used to calculate the position of the object.
.name : String
Optional name of the object (doesn't need to be unique). Default is an empty string.
.normalMatrix : Matrix3
This is passed to the shader, which uses it to calculate the object's lighting. It is the inverse of the upper left 3x3 sub-matrix of this object's modelViewMatrix transposed.
The reason for this special matrix is that using the modelViewMatrix alone may result in non-unit length normals (on scaling) or a non-perpendicular direction (on non-uniform scaling).
The translation part of the modelViewMatrix, on the other hand, is irrelevant for normals calculation. As a result, a Matrix3 suffices.
.onAfterRender : Function
A callback that can be specified and is executed immediately after a 3D object is rendered. The following parameters are passed to this function: renderer, scene, camera, geometry, material, and group.
Please keep in mind that this callback is only applied to renderable 3D objects. Meaning 3D objects that define their visual appearance with geometries and materials such as Mesh, Line, Points, or Sprite instances. Because instances of Object3D, Group, or Bone are not renderable, this callback is not executed for them.
.onBeforeRender : Function
An optional callback that is executed immediately before rendering a 3D object. The following parameters are passed to this function: renderer, scene, camera, geometry, material, and group.
Please keep in mind that this callback is only applied to renderable 3D objects. Meaning 3D objects that define their visual appearance with geometries and materials such as Mesh, Line, Points, or Sprite instances. Because instances of Object3D, Group, or Bone are not renderable, this callback is not executed for them.
.parent : Object3D
Object's parent in the scene graph. An object can have at most one parent.
.position : Vector3
A Vector3 representing the object's local position. Default is (0, 0, 0).
.quaternion : Quaternion
Object's local rotation as a Quaternion.
.receiveShadow : Boolean
Whether the material receives shadows. Default is false.
.renderOrder : Number
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. Default value is 0.
.rotation : Euler
Object's local rotation (see Euler angles), in radians.
.scale : Vector3
The object's local scale. Default is Vector3( 1, 1, 1 ).
.up : Vector3
This is used by the lookAt method, for example, to determine the orientation of the result.
Default is Object3D.DefaultUp - that is, ( 0, 1, 0 ).
.userData : Object
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 : String
UUID of this object instance. This gets automatically assigned, so this shouldn't be edited.
.visible : Boolean
Object gets rendered if true. Default is true.
Static Properties
Static properties and methods are defined per class rather than per instance of that class. This means that changing Object3D.DefaultUp or Object3D.DefaultMatrixAutoUpdate will change the values of up and matrixAutoUpdate for every instance of Object3D (or derived classes) created after the change has been made (already created Object3Ds will not be affected).
.DefaultUp : Vector3
The default up direction for objects, also used as the default position for DirectionalLight, HemisphereLight and Spotlight (which creates lights shining from the top down).
Set to ( 0, 1, 0 ) by default.
.DefaultMatrixAutoUpdate : Boolean
The default setting for matrixAutoUpdate for newly created Object3Ds.
Methods
EventDispatcher methods are available on this class.
.add ( object : Object3D, ... ) : this
Adds object as child of this object. An arbitrary number of objects may be added. Any current parent on an object passed in here will be removed, since an object can have at most one parent.
.applyMatrix4 ( matrix : Matrix4 ) : undefined
Applies the matrix transform to the object and updates the object's position, rotation and scale.
.applyQuaternion ( quaternion : Quaternion ) : this
Applies the rotation represented by the quaternion to the object.
.attach ( object : Object3D ) : this
Adds object as a child of this, while maintaining the object's world transform.
Note: This method does not support scene graphs having non-uniformly-scaled nodes(s).
.clone ( recursive : Boolean ) : Object3D
recursive -- if true, descendants of the object are also cloned. Default is true.
Returns a clone of this object and optionally all descendants.
.copy ( object : Object3D, recursive : Boolean ) : this
recursive -- if true, descendants of the object are also copied. Default is true.
Copy the given object into this object. Note: event listeners and user-defined callbacks (.onAfterRender and .onBeforeRender) are not copied.
.getObjectById ( id : Integer ) : Object3D
id -- Unique number of the object instance
Searches through an object and its children, starting with the object itself, and returns the first with a matching id.
Note that ids are assigned in chronological order: 1, 2, 3, ..., incrementing by one for each new object.
.getObjectByName ( name : String ) : Object3D
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 matching name.
Note that for most objects the name is an empty string by default. You will have to set it manually to make use of this method.
.getObjectByProperty ( name : String, value : Any ) : Object3D
name -- the property name to search for.
value -- 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.
.getWorldPosition ( target : Vector3 ) : Vector3
target — the result will be copied into this Vector3.
Returns a vector representing the position of the object in world space.
.getWorldQuaternion ( target : Quaternion ) : Quaternion
target — the result will be copied into this Quaternion.
Returns a quaternion representing the rotation of the object in world space.
.getWorldScale ( target : Vector3 ) : Vector3
target — the result will be copied into this Vector3.
Returns a vector of the scaling factors applied to the object for each axis in world space.
.getWorldDirection ( target : Vector3 ) : Vector3
target — the result will be copied into this Vector3.
Returns a vector representing the direction of object's positive z-axis in world space.
.localToWorld ( vector : Vector3 ) : Vector3
vector - A vector representing a position in this object's local space.
Converts the vector from this object's local space to world space.
.lookAt ( vector : Vector3 ) : undefined
.lookAt ( x : Float, y : Float, z : Float ) : undefined
vector - A vector representing a position in world space.
Optionally, the x, y and z components of the world space position.
Rotates the object to face a point in world space.
This method does not support objects having non-uniformly-scaled parent(s).
.raycast ( raycaster : Raycaster, intersects : Array ) : Array
Abstract (empty) method to get intersections between a casted ray and this object. Subclasses such as Mesh, Line, and Points implement this method in order to use raycasting.
.remove ( object : Object3D, ... ) : this
Removes object as child of this object. An arbitrary number of objects may be removed.
.removeFromParent () : this
Removes this object from its current parent.
.clear () : this
Removes all child objects.
.rotateOnAxis ( axis : Vector3, angle : Float ) : this
axis -- A normalized vector in object space.
angle -- The angle in radians.
Rotate an object along an axis in object space. The axis is assumed to be normalized.
.rotateOnWorldAxis ( axis : Vector3, angle : Float ) : this
axis -- A normalized vector in world space.
angle -- The angle in radians.
Rotate an object along an axis in world space. The axis is assumed to be normalized. Method Assumes no rotated parent.
.rotateX ( rad : Float ) : this
rad - the angle to rotate in radians.
Rotates the object around x axis in local space.
.rotateY ( rad : Float ) : this
rad - the angle to rotate in radians.
Rotates the object around y axis in local space.
.rotateZ ( rad : Float ) : this
rad - the angle to rotate in radians.
Rotates the object around z axis in local space.
.setRotationFromAxisAngle (axis : Vector3, angle : Float ) : undefined
axis -- A normalized vector in object space.
angle -- angle in radians
Calls setFromAxisAngle( axis, angle ) on the .quaternion.
.setRotationFromEuler ( euler : Euler ) : undefined
euler -- Euler angle specifying rotation amount.
Calls setRotationFromEuler( euler) on the .quaternion.
.setRotationFromMatrix ( m : Matrix4 ) : undefined
m -- rotate the quaternion by the rotation component of the matrix.
Calls setFromRotationMatrix( m) on the .quaternion.
Note that this assumes that the upper 3x3 of m is a pure rotation matrix ( i.e, unscaled).
.setRotationFromQuaternion ( q : Quaternion ) : undefined
q -- normalized Quaternion.
Copy the given quaternion into .quaternion.
.toJSON (meta : Object ) :Object
meta -- object containing metadata such as materials, textures or images for the object.
Convert the object to three.js JSON Object/Scene format.
.translateOnAxis (axis : Vector3, distance : Float ) : this
axis -- A normalized vector in object space.
distance -- The distance to translate.
Translate an object by distance along an axis in object space. The axis is assumed to be normalized.
.translateX ( distance : Float ) : this
Translates object along x axis in object space by distance units.
.translateY ( distance : Float ) : this
Translates object along y axis in object space by distance units.
.translateZ ( distance : Float ) : this
Translates object along z axis in object space by distance units.
.traverse ( callback : Function ) : undefined
callback - A function with as first argument an object3D object.
Executes the callback on this object and all descendants.
Note: Modifying the scene graph inside the callback is discouraged.
.traverseVisible ( callback : Function ) : undefined
callback - A function with as first argument an object3D object.
Like traverse, but the callback will only be executed for visible objects. Descendants of invisible objects are not traversed.
Note: Modifying the scene graph inside the callback is discouraged.
.traverseAncestors ( callback : Function ) : undefined
callback - A function with as first argument an object3D object.
Executes the callback on all ancestors.
Note: Modifying the scene graph inside the callback is discouraged.
.updateMatrix () : undefined
Updates the local transform.
.updateMatrixWorld ( force : Boolean ) : undefined
Updates the global transform of the object and its descendants.
.updateWorldMatrix ( updateParents : Boolean, updateChildren : Boolean ) : undefined
updateParents - recursively updates global transform of ancestors.
updateChildren - recursively updates global transform of descendants.
Updates the global transform of the object.
.worldToLocal ( vector : Vector3 ) : Vector3
vector - A vector representing a position in world space.
Converts the vector from world space to this object's local space.