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Object3D

This is the base class for most objects in three.js and provides a set of properties and methods for manipulating objects in 3D space.

Note that this can be used for grouping objects via the .add( object ) method which adds the object as a child, however it is better to use Group for this.

Constructor

Object3D

function Object3D( ): void;  

The constructor takes no arguments.

Properties

animations

animations: AnimationClip;  

Array with object's animation clips.

castShadow

castShadow: Boolean;  

Whether the object gets rendered into shadow map. Default is false.

children

children: Array;  

Array with object's children. See Group for info on manually grouping objects.

customDepthMaterial

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

customDistanceMaterial: Material;  

Same as .customDepthMaterial, but used with PointLight. Default is undefined.

frustumCulled

frustumCulled: Boolean;  

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. Default is true.

id

id: Integer;  

readonly – Unique number for this object instance.

isObject3D

isObject3D: Boolean;  

Read-only flag to check if a given object is of type Object3D.

layers

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

matrix: Matrix4;  

The local transform matrix.

matrixAutoUpdate

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.DEFAULT_MATRIX_AUTO_UPDATE (true).

matrixWorld

matrixWorld: Matrix4;  

The global transform of the object. If the Object3D has no parent, then it's identical to the local transform .matrix.

matrixWorldAutoUpdate

matrixWorldAutoUpdate: Boolean;  

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 is Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE (true).

matrixWorldNeedsUpdate

matrixWorldNeedsUpdate: Boolean;  

When this is set, it calculates the matrixWorld in that frame and resets this property to false. Default is false.

modelViewMatrix

modelViewMatrix: Matrix4;  

This is passed to the shader and used to calculate the position of the object.

name

name: String;  

Optional name of the object (doesn't need to be unique). Default is an empty string.

normalMatrix

normalMatrix: Matrix3;  

This is passed to the shader and used to calculate lighting for the object. It is the transpose of the inverse of the upper left 3x3 sub-matrix of this object's modelViewMatrix.

The reason for this special matrix is that simply using the modelViewMatrix could result in a non-unit length of normals (on scaling) or in a non- perpendicular direction (on non-uniform scaling).

On the other hand the translation part of the modelViewMatrix is not relevant for the calculation of normals. Thus a Matrix3 is sufficient.

onAfterRender

onAfterRender: Function;  

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.

Please notice that this callback is only executed for renderable 3D objects. Meaning 3D objects which define their visual appearance with geometries and materials like instances of Mesh, Line, Points or Sprite. Instances of Object3D, Group or Bone are not renderable and thus this callback is not executed for such objects.

onBeforeRender

onBeforeRender: Function;  

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.

Please notice that this callback is only executed for renderable 3D objects. Meaning 3D objects which define their visual appearance with geometries and materials like instances of Mesh, Line, Points or Sprite. Instances of Object3D, Group or Bone are not renderable and thus this callback is not executed for such objects.

parent

parent: Object3D;  

Object's parent in the scene graph. An object can have at most one parent.

position

position: Vector3;  

A Vector3 representing the object's local position. Default is (0, 0, 0).

quaternion

quaternion: Quaternion;  

Object's local rotation as a Quaternion.

receiveShadow

receiveShadow: Boolean;  

Whether the material receives shadows. Default is false.

renderOrder

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

rotation: Euler;  

Object's local rotation (see Euler angles), in radians.

scale

scale: Vector3;  

The object's local scale. Default is Vector3( 1, 1, 1 ).

up

up: Vector3;  

This is used by the .lookAt method, for example, to determine the orientation of the result.
Default is Object3D.DEFAULT_UP - that is, ( 0, 1, 0 ).

userData

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

uuid: String;  

UUID of this object instance. This gets automatically assigned, so this shouldn't be edited.

visible

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.DEFAULT_UP or Object3D.DEFAULT_MATRIX_AUTO_UPDATE 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).

DEFAULT_UP

DEFAULT_UP: 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.

DEFAULT_MATRIX_AUTO_UPDATE

DEFAULT_MATRIX_AUTO_UPDATE: Boolean;  

The default setting for .matrixAutoUpdate for newly created Object3Ds.

DEFAULT_MATRIX_WORLD_AUTO_UPDATE

DEFAULT_MATRIX_WORLD_AUTO_UPDATE: Boolean;  

The default setting for .matrixWorldAutoUpdate for newly created Object3Ds.

Methods

EventDispatcher methods are available on this class.

add

function 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.

See Group for info on manually grouping objects.

applyMatrix4

function applyMatrix4( matrix: Matrix4 ): undefined;  

Applies the matrix transform to the object and updates the object's position, rotation and scale.

applyQuaternion

function applyQuaternion( quaternion: Quaternion ): this;  

Applies the rotation represented by the quaternion to the object.

attach

function 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

function 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

function 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

function 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

function 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

function 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.

getObjectsByProperty

function getObjectsByProperty( 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 all the objects with a property that matches the value given.

getWorldPosition

function 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

function 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

function 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

function 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

function 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

function lookAt( vector: Vector3, 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

function raycast( raycaster: Raycaster, intersects: Array ): undefined;  

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

function remove( object: Object3D ): this;  

Removes object as child of this object. An arbitrary number of objects may be removed.

removeFromParent

function removeFromParent( ): this;  

Removes this object from its current parent.

clear

function clear( ): this;  

Removes all child objects.

rotateOnAxis

function 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

function 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

function rotateX( rad: Float ): this;  

rad - the angle to rotate in radians.

Rotates the object around x axis in local space.

rotateY

function rotateY( rad: Float ): this;  

rad - the angle to rotate in radians.

Rotates the object around y axis in local space.

rotateZ

function rotateZ( rad: Float ): this;  

rad - the angle to rotate in radians.

Rotates the object around z axis in local space.

setRotationFromAxisAngle

function setRotationFromAxisAngle( axis: Vector3, angle: Float ): undefined;  

axis -- A normalized vector in object space.
angle -- angle in radians

Calls setFromAxisAngle( .loat, .loat ) on the .quaternion.

setRotationFromEuler

function setRotationFromEuler( euler: Euler ): undefined;  

euler -- Euler angle specifying rotation amount.
Calls setRotationFromEuler( .uler) on the .quaternion.

setRotationFromMatrix

function setRotationFromMatrix( m: Matrix4 ): undefined;  

m -- rotate the quaternion by the rotation component of the matrix.
Calls setFromRotationMatrix( .atrix4) on the .quaternion.

Note that this assumes that the upper 3x3 of m is a pure rotation matrix (i.e, unscaled).

setRotationFromQuaternion

function setRotationFromQuaternion( q: Quaternion ): undefined;  

q -- normalized Quaternion.

Copy the given quaternion into .quaternion.

toJSON

function 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

function 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

function translateX( distance: Float ): this;  

Translates object along x axis in object space by distance units.

translateY

function translateY( distance: Float ): this;  

Translates object along y axis in object space by distance units.

translateZ

function translateZ( distance: Float ): this;  

Translates object along z axis in object space by distance units.

traverse

function 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

function 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

function 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

function updateMatrix( ): undefined;  

Updates the local transform.

updateMatrixWorld

function updateMatrixWorld( force: Boolean ): undefined;  

force - A 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 global transform of the object and its descendants if the world matrix needs update (.matrixWorldNeedsUpdate set to true) or if the force parameter is set to true.

updateWorldMatrix

function 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

function 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.

Source

src/core/Object3D.js