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.