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@@ -2,7 +2,7 @@
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<html lang="en">
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<head>
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<meta charset="utf-8" />
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- <base href="../../" />
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+ <base href="../../../" />
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<script src="list.js"></script>
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<script src="page.js"></script>
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<link type="text/css" rel="stylesheet" href="page.css" />
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@@ -10,178 +10,179 @@
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<body>
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<h1>[name]</h1>
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- <div class="desc">
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+ <p class="desc">
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This is the base class for most objects in three.js and provides a set of properties and methods
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for manipulating objects in 3D space.<br /><br />
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Note that this can be used for grouping objects via the [page:.add]( object ) method
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which adds the object as a child, however it is better to use [page:Group] for this.
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- </div>
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+ </p>
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<h2>Constructor</h2>
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<h3>[name]()</h3>
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- <div>
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+ <p>
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The constructor takes no arguments.
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- </div>
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+ </p>
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<h2>Properties</h2>
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<h3>[property:Boolean castShadow]</h3>
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- <div>Whether the object gets rendered into shadow map. Default is *false*.</div>
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+ <p>Whether the object gets rendered into shadow map. Default is *false*.</p>
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<h3>[property:Object3D children]</h3>
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- <div>Array with object's children. See [page:Group] for info on manually grouping objects.</div>
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+ <p>Array with object's children. See [page:Group] for info on manually grouping objects.</p>
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<h3>[property:Boolean frustumCulled]</h3>
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- <div>
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+ <p>
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When this is set, it checks every frame if the object is in the frustum of the camera before rendering the object.
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- Otherwise the object gets renderered every frame even if it isn't visible. Default is *true*.
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- </div>
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+ Otherwise the object gets rendered every frame even if it isn't visible. Default is *true*.
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+ </p>
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<h3>[property:Integer id]</h3>
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- <div>readonly – Unique number for this object instance.</div>
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+ <p>readonly – Unique number for this object instance.</p>
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- <h3>[property:Boolean isObject]</h3>
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- <div>
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+ <h3>[property:Boolean isObject3D]</h3>
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+ <p>
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Used to check whether this or derived classes are Object3Ds. Default is *true*.<br /><br />
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You should not change this, as it is used internally for optimisation.
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- </div>
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+ </p>
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<h3>[property:Layers layers]</h3>
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- <div>
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+ <p>
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The layer membership of the object. The object is only visible if it has at least one
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layer in common with the [page:Camera] in use.
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- </div>
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+ </p>
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<h3>[property:Matrix4 matrix]</h3>
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- <div>The local transform matrix.</div>
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+ <p>The local transform matrix.</p>
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<h3>[property:Boolean matrixAutoUpdate]</h3>
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- <div>
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+ <p>
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When this is set, it calculates the matrix of position, (rotation or quaternion) and
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scale every frame and also recalculates the matrixWorld property. Default is [page:Object3D.DefaultMatrixAutoUpdate] (true).
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- </div>
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+ </p>
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<h3>[property:Matrix4 matrixWorld]</h3>
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- <div>
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+ <p>
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The global transform of the object. If the Object3D has no parent, then it's identical to
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the local transform [page:.matrix].
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- </div>
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+ </p>
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<h3>[property:Boolean matrixWorldNeedsUpdate]</h3>
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- <div>
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+ <p>
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When this is set, it calculates the matrixWorld in that frame and resets this property
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to false. Default is *false*.
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- </div>
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+ </p>
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<h3>[property:Matrix4 modelViewMatrix]</h3>
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- <div>This is passed to the shader and used to calculate the position of the object.</div>
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+ <p>This is passed to the shader and used to calculate the position of the object.</p>
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<h3>[property:String name]</h3>
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- <div>Optional name of the object (doesn't need to be unique). Default is an empty string.</div>
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+ <p>Optional name of the object (doesn't need to be unique). Default is an empty string.</p>
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<h3>[property:Matrix3 normalMatrix]</h3>
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- <div>
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+ <p>
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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.<br /><br />
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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).<br /><br />
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On the other hand the translation part of the modelViewMatrix is not relevant for the calculation of normals. Thus a Matrix3 is sufficient.
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- </div>
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+ </p>
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<h3>[property:function onAfterRender]</h3>
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- <div>
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+ <p>
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An optional callback that is executed immediately after the Object3D is rendered.
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This function is called with the following parameters: renderer, scene, camera, geometry,
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material, group.
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- </div>
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+ </p>
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<h3>[property:function onBeforeRender]</h3>
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- <div>
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+ <p>
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An optional callback that is executed immediately before the Object3D is rendered.
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This function is called with the following parameters: renderer, scene, camera, geometry,
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material, group.
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- </div>
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+ </p>
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<h3>[property:Object3D parent]</h3>
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- <div>Object's parent in the [link:https://en.wikipedia.org/wiki/Scene_graph scene graph].</div>
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+ <p>Object's parent in the [link:https://en.wikipedia.org/wiki/Scene_graph scene graph]. An object can have at most
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+ one parent.</p>
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<h3>[property:Vector3 position]</h3>
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- <div>A [page:Vector3] representing the object's local position. Default is (0, 0, 0).</div>
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+ <p>A [page:Vector3] representing the object's local position. Default is (0, 0, 0).</p>
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<h3>[property:Quaternion quaternion]</h3>
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- <div>Object's local rotation as a [page:Quaternion Quaternion].</div>
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+ <p>Object's local rotation as a [page:Quaternion Quaternion].</p>
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<h3>[property:Boolean receiveShadow]</h3>
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- <div>Whether the material receives shadows. Default is *false*.</div>
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+ <p>Whether the material receives shadows. Default is *false*.</p>
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<h3>[property:Number renderOrder]</h3>
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- <div>
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+ <p>
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This value allows the default rendering order of [link:https://en.wikipedia.org/wiki/Scene_graph scene graph]
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objects to be overridden although opaque and transparent objects remain sorted independently.
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Sorting is from lowest to highest renderOrder. Default value is *0*.
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- </div>
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+ </p>
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<h3>[property:Euler rotation]</h3>
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- <div>
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+ <p>
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Object's local rotation (see [link:https://en.wikipedia.org/wiki/Euler_angles Euler angles]), in radians.
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- </div>
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+ </p>
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<h3>[property:Vector3 scale]</h3>
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- <div>
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- The object's local [property:Vector3 scale]. Default is [page:Vector3]( 1, 1, 1 ).
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- </div>
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+ <p>
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+ The object's local scale. Default is [page:Vector3]( 1, 1, 1 ).
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+ </p>
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<h3>[property:Vector3 up]</h3>
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- <div>
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+ <p>
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This is used by the [page:.lookAt lookAt] method, for example, to determine the orientation of the result.<br />
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Default is [page:Object3D.DefaultUp] - that is, ( 0, 1, 0 ).
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- </div>
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+ </p>
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<h3>[property:object userData]</h3>
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- <div>
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+ <p>
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An object that can be used to store custom data about the Object3D. It should not hold
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references to functions as these will not be cloned.
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- </div>
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+ </p>
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<h3>[property:String uuid]</h3>
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- <div>
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+ <p>
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[link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID] of this object instance.
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This gets automatically assigned, so this shouldn't be edited.
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- </div>
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+ </p>
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<h3>[property:Boolean visible]</h3>
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- <div>Object gets rendered if *true*. Default is *true*.</div>
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+ <p>Object gets rendered if *true*. Default is *true*.</p>
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<h2>Static Properties</h2>
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- <div>
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+ <p>
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Static properties and methods are defined per class rather than per instance of that class.
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This means that changing [page:Object3D.DefaultUp] or [page:Object3D.DefaultMatrixAutoUpdate]
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will change the values of [page:.up up] and [page:.matrixAutoUpdate matrixAutoUpdate] for
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<em>every</em> instance of Object3D (or derived classes) created after the change has
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been made (already created Object3Ds will not be affected).
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- </div>
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+ </p>
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<h3>[property:Vector3 DefaultUp]</h3>
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- <div>
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+ <p>
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The default [page:.up up] direction for objects, also used as the default position for [page:DirectionalLight],
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[page:HemisphereLight] and [page:Spotlight] (which creates lights shining from the top down).<br />
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Set to ( 0, 1, 0 ) by default.
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- </div>
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+ </p>
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<h3>[property:Vector3 DefaultMatrixAutoUpdate]</h3>
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- <div>
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+ <p>
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The default setting for [page:.matrixAutoUpdate matrixAutoUpdate] for newly created Object3Ds.<br />
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- </div>
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+ </p>
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<h2>Methods</h2>
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@@ -189,247 +190,246 @@
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<h3>[page:EventDispatcher EventDispatcher] methods are available on this class.</h3>
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<h3>[method:null add]( [param:Object3D object], ... )</h3>
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- <div>
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- Adds *object* as child of this object. An arbitrary number of objects may be added.<br /><br />
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+ <p>
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+ Adds *object* as child of this object. An arbitrary number of objects may be added. Any current parent on an
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+ object passed in here will be removed, since an object can have at most one parent.<br /><br />
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See [page:Group] for info on manually grouping objects.
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- </div>
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+ </p>
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<h3>[method:null applyMatrix]( [param:Matrix4 matrix] )</h3>
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- <div>Applies the matrix transform to the object and updates the object's position, rotation and scale.</div>
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+ <p>Applies the matrix transform to the object and updates the object's position, rotation and scale.</p>
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<h3>[method:Object3D applyQuaternion]( [param:Quaternion quaternion] )</h3>
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- <div>Applies the rotation represented by the quaternion to the object.</div>
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+ <p>Applies the rotation represented by the quaternion to the object.</p>
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<h3>[method:Object3D clone]( [param:Boolean recursive] )</h3>
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- <div>
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+ <p>
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recursive -- if true, descendants of the object are also cloned. Default is true.<br /><br />
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Returns a clone of this object and optionally all descendants.
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- </div>
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+ </p>
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- <h3>[method:Object3D copy]( [param:Object3D object], [param:Boolean recursive] )</h3>
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- <div>
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+ <h3>[method:this copy]( [param:Object3D object], [param:Boolean recursive] )</h3>
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+ <p>
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recursive -- if true, descendants of the object are also copied. Default is true.<br /><br />
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Copy the given object into this object.
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- </div>
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+ </p>
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<h3>[method:Object3D getObjectById]( [param:Integer id] )</h3>
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- <div>
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+ <p>
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id -- Unique number of the object instance<br /><br />
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Searches through the object's children and returns the first with a matching id.<br />
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Note that ids are assigned in chronological order: 1, 2, 3, ..., incrementing by one for each new object.
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- </div>
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+ </p>
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<h3>[method:Object3D getObjectByName]( [param:String name] )</h3>
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- <div>
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+ <p>
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name -- String to match to the children's Object3D.name property. <br /><br />
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Searches through the object's children and returns the first with a matching name.<br />
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- Note that for most objects the [property:name] is an empty string by default. You will
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+ Note that for most objects the name is an empty string by default. You will
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have to set it manually to make use of this method.
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- </div>
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+ </p>
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<h3>[method:Object3D getObjectByProperty]( [param:String name], [param:Float value] )</h3>
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- <div>
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+ <p>
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name -- the property name to search for. <br />
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value -- value of the given property. <br /><br />
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Searches through the object's children and returns the first with a property that matches the value given.
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- </div>
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+ </p>
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<h3>[method:Vector3 getWorldPosition]( [param:Vector3 target] )</h3>
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- <div>
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+ <p>
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[page:Vector3 target] — the result will be copied into this Vector3. <br /><br />
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Returns a vector representing the position of the object in world space.
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- </div>
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+ </p>
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<h3>[method:Quaternion getWorldQuaternion]( [param:Quaternion target] )</h3>
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- <div>
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+ <p>
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[page:Quaternion target] — the result will be copied into this Quaternion. <br /><br />
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Returns a quaternion representing the rotation of the object in world space.
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- </div>
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+ </p>
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<h3>[method:Vector3 getWorldScale]( [param:Vector3 target] )</h3>
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- <div>
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+ <p>
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[page:Vector3 target] — the result will be copied into this Vector3. <br /><br />
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Returns a vector of the scaling factors applied to the object for each axis in world space.
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- </div>
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+ </p>
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<h3>[method:Vector3 getWorldDirection]( [param:Vector3 target] )</h3>
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- <div>
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+ <p>
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[page:Vector3 target] — the result will be copied into this Vector3. <br /><br />
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Returns a vector representing the direction of object's positive z-axis in world space.
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- </div>
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+ </p>
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<h3>[method:Vector3 localToWorld]( [param:Vector3 vector] )</h3>
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- <div>
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+ <p>
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vector - A vector representing a position in local (object) space.<br /><br />
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Converts the vector from local space to world space.
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- </div>
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+ </p>
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<h3>[method:null lookAt]( [param:Vector3 vector] )</br>
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[method:null lookAt]( [param:Float x], [param:Float y], [param:Float z] )</h3>
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- <div>
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+ <p>
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vector - A vector representing a position in world space.<br /><br />
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Optionally, the [page:.x x], [page:.y y] and [page:.z z] components of the world space position.<br /><br />
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Rotates the object to face a point in world space.<br /><br />
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This method does not support objects with rotated and/or translated parent(s).
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- </div>
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-
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- </div>
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+ </p>
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<h3>[method:Array raycast]( [param:Raycaster raycaster], [param:Array intersects] )</h3>
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- <div>
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+ <p>
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Abstract (empty) method to get intersections between a casted ray and this object.
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Subclasses such as [page:Mesh], [page:Line], and [page:Points] implement this method in order
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to use raycasting.
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- </div>
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+ </p>
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<h3>[method:null remove]( [param:Object3D object], ... )</h3>
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- <div>
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+ <p>
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Removes *object* as child of this object. An arbitrary number of objects may be removed.
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- </div>
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+ </p>
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- <h3>[method:Object3D rotateOnAxis]( [param:Vector3 axis], [param:Float angle] )</h3>
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- <div>
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+ <h3>[method:this rotateOnAxis]( [param:Vector3 axis], [param:Float angle] )</h3>
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+ <p>
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axis -- A normalized vector in object space. <br />
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angle -- The angle in radians.<br /><br />
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Rotate an object along an axis in object space. The axis is assumed to be normalized.
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- </div>
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+ </p>
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- <h3>[method:Object3D rotateOnWorldAxis]( [param:Vector3 axis], [param:Float angle] )</h3>
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- <div>
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+ <h3>[method:this rotateOnWorldAxis]( [param:Vector3 axis], [param:Float angle] )</h3>
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+ <p>
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axis -- A normalized vector in world space. <br />
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angle -- The angle in radians.<br /><br />
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Rotate an object along an axis in world space. The axis is assumed to be normalized.
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Method Assumes no rotated parent.
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- </div>
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+ </p>
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- <h3>[method:null rotateX]( [param:Float rad] )</h3>
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- <div>
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+ <h3>[method:this rotateX]( [param:Float rad] )</h3>
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+ <p>
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rad - the angle to rotate in radians.<br /><br />
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Rotates the object around x axis in local space.
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- </div>
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+ </p>
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- <h3>[method:null rotateY]( [param:Float rad] )</h3>
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- <div>
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+ <h3>[method:this rotateY]( [param:Float rad] )</h3>
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+ <p>
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rad - the angle to rotate in radians.<br /><br />
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Rotates the object around y axis in local space.
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- </div>
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+ </p>
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- <h3>[method:null rotateZ]( [param:Float rad] )</h3>
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- <div>
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+ <h3>[method:this rotateZ]( [param:Float rad] )</h3>
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+ <p>
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rad - the angle to rotate in radians.<br /><br />
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Rotates the object around z axis in local space.
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- </div>
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+ </p>
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<h3>[method:null setRotationFromAxisAngle]( [param:Vector3 axis], [param:Float angle] )</h3>
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- <div>
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+ <p>
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axis -- A normalized vector in object space. <br />
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angle -- angle in radians<br /><br />
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Calls [page:Quaternion.setFromAxisAngle setFromAxisAngle]( [page:Float axis], [page:Float angle] )
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on the [page:.quaternion].
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- </div>
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+ </p>
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<h3>[method:null setRotationFromEuler]( [param:Euler euler] )</h3>
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- <div>
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+ <p>
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euler -- Euler angle specifying rotation amount.<br />
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Calls [page:Quaternion.setRotationFromEuler setRotationFromEuler]( [page:Euler euler])
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on the [page:.quaternion].
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- </div>
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+ </p>
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<h3>[method:null setRotationFromMatrix]( [param:Matrix4 m] )</h3>
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- <div>
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+ <p>
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m -- rotate the quaternion by the rotation component of the matrix.<br />
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Calls [page:Quaternion.setFromRotationMatrix setFromRotationMatrix]( [page:Matrix4 m])
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on the [page:.quaternion].<br /><br />
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Note that this assumes that the upper 3x3 of m is a pure rotation matrix (i.e, unscaled).
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- </div>
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+ </p>
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<h3>[method:null setRotationFromQuaternion]( [param:Quaternion q] )</h3>
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- <div>
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+ <p>
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q -- normalized Quaternion.<br /><br />
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Copy the given quaternion into [page:.quaternion].
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- </div>
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+ </p>
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<h3>[method:null toJSON]( [param:Quaternion q] )</h3>
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- <div>
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+ <p>
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Convert the object to JSON format.
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- </div>
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+ </p>
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- <h3>[method:Object3D translateOnAxis]( [param:Vector3 axis], [param:Float distance] )</h3>
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- <div>
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+ <h3>[method:this translateOnAxis]( [param:Vector3 axis], [param:Float distance] )</h3>
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+ <p>
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|
axis -- A normalized vector in object space.<br />
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distance -- The distance to translate.<br /><br />
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Translate an object by distance along an axis in object space. The axis is assumed to be normalized.
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- </div>
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+ </p>
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- <h3>[method:null translateX]( [param:Float distance] )</h3>
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- <div>Translates object along x axis by *distance* units.</div>
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+ <h3>[method:this translateX]( [param:Float distance] )</h3>
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+ <p>Translates object along x axis in object space by *distance* units.</p>
|
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- <h3>[method:null translateY]( [param:Float distance] )</h3>
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- <div>Translates object along y axis by *distance* units.</div>
|
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|
+ <h3>[method:this translateY]( [param:Float distance] )</h3>
|
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+ <p>Translates object along y axis in object space by *distance* units.</p>
|
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- <h3>[method:null translateZ]( [param:Float distance] )</h3>
|
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|
- <div>Translates object along z axis by *distance* units.</div>
|
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|
+ <h3>[method:this translateZ]( [param:Float distance] )</h3>
|
|
|
+ <p>Translates object along z axis in object space by *distance* units.</p>
|
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|
<h3>[method:null traverse]( [param:Function callback] )</h3>
|
|
|
- <div>
|
|
|
+ <p>
|
|
|
callback - A function with as first argument an object3D object.<br /><br />
|
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|
|
Executes the callback on this object and all descendants.
|
|
|
- </div>
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+ </p>
|
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<h3>[method:null traverseVisible]( [param:Function callback] )</h3>
|
|
|
- <div>
|
|
|
+ <p>
|
|
|
callback - A function with as first argument an object3D object.<br /><br />
|
|
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|
|
Like traverse, but the callback will only be executed for visible objects.
|
|
|
Descendants of invisible objects are not traversed.
|
|
|
- </div>
|
|
|
+ </p>
|
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|
<h3>[method:null traverseAncestors]( [param:Function callback] )</h3>
|
|
|
- <div>
|
|
|
+ <p>
|
|
|
callback - A function with as first argument an object3D object.<br /><br />
|
|
|
|
|
|
Executes the callback on all ancestors.
|
|
|
- </div>
|
|
|
+ </p>
|
|
|
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|
|
<h3>[method:null updateMatrix]()</h3>
|
|
|
- <div>Update the local transform.</div>
|
|
|
+ <p>Update the local transform.</p>
|
|
|
|
|
|
<h3>[method:null updateMatrixWorld]( [param:Boolean force] )</h3>
|
|
|
- <div>Update the global transform of the object and its children.</div>
|
|
|
+ <p>Update the global transform of the object and its children.</p>
|
|
|
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|
|
|
<h3>[method:Vector3 worldToLocal]( [param:Vector3 vector] )</h3>
|
|
|
- <div>
|
|
|
+ <p>
|
|
|
vector - A world vector.<br /><br />
|
|
|
|
|
|
Updates the vector from world space to local space.
|
|
|
- </div>
|
|
|
+ </p>
|
|
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|
<h2>Source</h2>
|
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|