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@@ -10,7 +10,13 @@
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<body>
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<h1>[name]</h1>
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- <div class="desc">Base class for scene graph objects.</div>
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+ <div class="desc">
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+ This is the base class for most objects in Three and provides a set of properties and methods
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+ for manipulating objects in 3D space.<br /><br />
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+
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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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<h2>Constructor</h2>
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@@ -24,361 +30,366 @@
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<h2>Properties</h2>
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- <h3>[property:Integer id]</h3>
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- <div>
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- readonly – Unique number for this object instance.
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- </div>
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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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- <h3>[property:String uuid]</h3>
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- <div>
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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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+ <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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- <h3>[property:String name]</h3>
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+ <h3>[property:Boolean frustumCulled]</h3>
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<div>
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- Optional name of the object (doesn't need to be unique).
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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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- <h3>[property:Object3D parent]</h3>
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- <div>
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- Object's parent in the scene graph.
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- </div>
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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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- <h3>[property:Object3D children]</h3>
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+ <h3>[property:Boolean isObject]</h3>
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<div>
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- Array with object's children.
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- </div>
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+ Used to check whether this or derived classes are Object3Ds. Default is *true*.<br /><br />
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- <h3>[property:Vector3 position]</h3>
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- <div>
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- Object's local position.
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+ You should not change this, as it used internally for optimisation.
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</div>
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- <h3>[property:Euler rotation]</h3>
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+ <h3>[property:Layers layers]</h3>
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<div>
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- Object's local rotation (<a href="https://en.wikipedia.org/wiki/Euler_angles" target="_blank">Euler angles</a>), in radians.
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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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- <h3>[property:Vector3 scale]</h3>
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- <div>
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- Object's local scale.
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- </div>
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+ <h3>[property:Matrix4 matrix]</h3>
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+ <div>The local transform matrix.</div>
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- <h3>[property:Vector3 up]</h3>
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+ <h3>[property:Boolean matrixAutoUpdate]</h3>
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<div>
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- Up direction. Default is THREE.Vector3( 0, 1, 0 ).
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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 *true*.
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</div>
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- <h3>[property:Matrix4 matrix]</h3>
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+ <h3>[property:Matrix4 matrixWorld]</h3>
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<div>
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- Local transform.
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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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- <h3>[property:Quaternion quaternion]</h3>
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+ <h3>[property:Boolean matrixWorldNeedsUpdate]</h3>
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<div>
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- Object's local rotation as [page:Quaternion Quaternion].
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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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- <h3>[property:Boolean visible]</h3>
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- <div>
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- Object gets rendered if *true*.
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- </div>
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- <div>
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- default – true
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- </div>
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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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- <h3>[property:Boolean castShadow]</h3>
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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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+
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+ <h3>[property:Matrix3 normalMatrix]</h3>
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+ <div>This is passed to the shader and used to calculate lighting for the object.</div>
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+
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+ <h3>[property:function onAfterRender]</h3>
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<div>
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- Gets rendered into shadow map.
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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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+
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+ <h3>[property:function onBeforeRender]</h3>
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<div>
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- default – false
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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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+ <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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+
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+ <h3>[property:Vector3 position]</h3>
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+ <div>The object's local position.</div>
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+
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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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+
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<h3>[property:Boolean receiveShadow]</h3>
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- <div>
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- Material gets baked in shadow receiving.
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- </div>
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- <div>
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- default – false
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- </div>
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+ <div>Whether the material receives shadows. Default is *false*.</div>
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- <h3>[property:Boolean frustumCulled]</h3>
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- <div>
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- When this is set, it checks every frame if the object is in the frustum of the camera. Otherwise the object gets drawn every frame even if it isn't visible.
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- </div>
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+ <h3>[property:Number renderOrder]</h3>
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<div>
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- default – true
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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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- <h3>[property:Boolean matrixAutoUpdate]</h3>
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- <div>
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- When this is set, it calculates the matrix of position, (rotation or quaternion) and scale every frame and also recalculates the matrixWorld property.
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- </div>
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+ <h3>[property:Euler rotation]</h3>
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<div>
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- default – true
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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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- <h3>[property:Boolean matrixWorldNeedsUpdate]</h3>
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- <div>
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- When this is set, it calculates the matrixWorld in that frame and resets this property to false.
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- </div>
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+ <h3>[property:Vector3 scale]</h3>
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<div>
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- default – false
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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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+ <h3>[property:Vector3 up]</h3>
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+ <div>Up direction. Default is [page:Vector3]( 0, 1, 0 ).</div>
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+
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<h3>[property:object userData]</h3>
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<div>
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- 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.
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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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- <h3>[property:Matrix4 matrixWorld]</h3>
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+ <h3>[property:String uuid]</h3>
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<div>
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- The global transform of the object. If the Object3d has no parent, then it's identical to the local transform.
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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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- <h3>[property:function onBeforeRender]</h3>
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- <div>
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- An optional callback that is executed immediately before the Object3D is rendered. This function is called with the following parameters: renderer, scene, camera, geometry, material, group.
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- </div>
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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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+
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+
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+
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- <h3>[property:function onAfterRender]</h3>
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- <div>
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- An optional callback that is executed immediately after the Object3D is rendered. This function is called with the following parameters: renderer, scene, camera, geometry, material, group.
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- </div>
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- <h3>[property:Number renderOrder]</h3>
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- <div>
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- This value allows the default rendering order of scene graph objects to be overridden although opaque and transparent objects remain sorted independently. Sorting is from lowest to highest renderOrder. Default value is 0.
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- </div>
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- <h3>[property:Layers layers]</h3>
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- <div>
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- The layer membership of the object. The object is only visible if it has at least one layer in common with the [page:Camera] in use.
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- </div>
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<h2>Methods</h2>
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<h3>[page:EventDispatcher EventDispatcher] methods are available on this class.</h3>
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- <h3>[method:null applyMatrix]( [page:Matrix4 matrix] )</h3>
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- <div>
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- matrix - matrix
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- </div>
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+ <h3>[method:null add]( [page:Object3D object], ... )</h3>
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<div>
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- This updates the position, rotation and scale with the matrix.
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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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- <h3>[method:null translateX]( [page:Float distance] )</h3>
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- <div>
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- distance - Distance.<br />
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- </div>
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- <div>
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- Translates object along x axis by distance.
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+ See [page:Group] for info on manually grouping objects.
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</div>
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- <h3>[method:null translateY]( [page:Float distance] )</h3>
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+ <h3>[method:null applyMatrix]( [page:Matrix4 matrix] )</h3>
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+ <div>This updates the position, rotation and scale with the matrix.</div>
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+
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+ <h3>[method:Object3D clone]( [page:Boolean recursive] )</h3>
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<div>
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- distance - Distance.<br />
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+ recursive -- if true, descendants of the object are also cloned. Default is true.<br /><br />
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+
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+ Returns a clone of this object and optionaly all descendants.
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</div>
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+
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+ <h3>[method:Object3D copy]( [page:Object3D object], [page:Boolean recursive] )</h3>
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<div>
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- Translates object along y axis by distance.
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+ recursive -- if true, descendants of the object are also copied. Default is true.<br /><br />
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+
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+ Copy the given object into this object.
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</div>
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- <h3>[method:null translateZ]( [page:Float distance] )</h3>
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+ <h3>[method:Object3D getObjectById]( [page:Integer id] )</h3>
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<div>
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- distance - Distance.<br />
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+ id -- Unique number of the object instance<br /><br />
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+
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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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+
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+ <h3>[method:Object3D getObjectByName]( [page:String name] )</h3>
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<div>
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- Translates object along z axis by distance.
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+ name -- String to match to the children's Object3d.name property. <br /><br />
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+
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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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+ have to set it manually to make use of this method.
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</div>
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- <h3>[method:null rotateX]( [page:Float rad] )</h3>
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+ <h3>[method:Object3D getObjectByProperty]( [page:String name], [page:Float value] )</h3>
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<div>
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- rad - the angle to rotate in radians.<br />
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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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+
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+ Searches through the object's children and returns the first with a property that matches the aclue given.
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</div>
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+
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+ <h3>[method:Vector3 getWorldPosition]( [page:Vector3 optionalTarget] )</h3>
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<div>
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- Rotates the object around x axis in local space.
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+ optionalTarget — (optional) target to set the result. Otherwise, a new [page:Vector3] is instantiated. <br /><br />
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+
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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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- <h3>[method:null rotateY]( [page:Float rad] )</h3>
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+ <h3>[method:Quaternion getWorldQuaternion]( [page:Quaternion optionalTarget] )</h3>
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<div>
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- rad - the angle to rotate in radians.<br />
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+ optionalTarget — (optional) target to set the result. Otherwise, a new [page:Quaternion] is
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+ instantiated. <br /><br />
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+
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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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+
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+ <h3>[method:Euler getWorldRotation]( [page:Euler optionalTarget] )</h3>
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<div>
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- Rotates the object around y axis in local space.
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+ optionalTarget — (optional) target to set the result. Otherwise, a new [page:Euler] is instantiated.<br /><br />
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+
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+ Returns the euler angles representing the rotation of the object in world space.
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</div>
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- <h3>[method:null rotateZ]( [page:Float rad] )</h3>
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+ <h3>[method:Vector3 getWorldScale]( [page:Vector3 optionalTarget] )</h3>
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<div>
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- rad - the angle to rotate in radians.<br />
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+ optionalTarget — (optional) target to set the result. Otherwise, a new [page:Vector3] is instantiated.<br /><br />
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+
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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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+
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+ <h3>[method:Vector3 getWorldDirection]( [page:Vector3 optionalTarget] )</h3>
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<div>
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- Rotates the object around z axis in local space.
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+ optionalTarget — (optional) target to set the result. Otherwise, a new [page:Vector3] is instantiated.<br /><br />
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+
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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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+
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<h3>[method:Vector3 localToWorld]( [page:Vector3 vector] )</h3>
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<div>
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- vector - A local vector.<br />
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- </div>
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- <div>
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- Updates the vector from local space to world space.
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- </div>
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+ vector - A vector representing a position in local (object) spave.<br /><br />
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- <h3>[method:Vector3 worldToLocal]( [page:Vector3 vector] )</h3>
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- <div>
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- vector - A world vector.<br />
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- </div>
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- <div>
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- Updates the vector from world space to local space.
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+ Converts the vector from local space to world space.
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</div>
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<h3>[method:null lookAt]( [page:Vector3 vector] )</h3>
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<div>
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- vector - A world vector to look at.<br />
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- </div>
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- <div>
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- Rotates object to face point in space.
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- </div>
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+ vector - A vector representing a position in world space.<br /><br />
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- <h3>[method:null add]( [page:Object3D object], ... )</h3>
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- <div>
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- object - An object.<br />
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+ Rotates the object to face a point in world space.
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</div>
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+
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+ <h3>[method:Array raycast]( [page:Raycaster raycaster], [page:Array intersects] )</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.
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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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|
<h3>[method:null remove]( [page:Object3D object], ... )</h3>
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|
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<div>
|
|
|
- object - An object.<br />
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|
|
- </div>
|
|
|
- <div>
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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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|
- <h3>[method:null traverse]( [page:Function callback] )</h3>
|
|
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- <div>
|
|
|
- callback - A function with as first argument an object3D object.<br />
|
|
|
- </div>
|
|
|
+ <h3>[method:Object3D rotateOnAxis]( [page:Vector3 axis], [page:Float angle] )</h3>
|
|
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<div>
|
|
|
- Executes the callback on this object and all descendants.
|
|
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- </div>
|
|
|
+ axis -- A normalized vector in object space. <br />
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|
|
+ angle -- The angle in radians.<br /><br />
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|
|
|
|
- <h3>[method:null traverseVisible]( [page:Function callback] )</h3>
|
|
|
- <div>
|
|
|
- callback - A function with as first argument an object3D object.<br />
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|
|
- </div>
|
|
|
- <div>
|
|
|
- Like traverse, but the callback will only be executed for visible objects.
|
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|
- Descendants of invisible objects are not traversed.
|
|
|
+ Rotate an object along an axis in object space. The axis is assumed to be normalized.
|
|
|
</div>
|
|
|
|
|
|
- <h3>[method:null traverseAncestors]( [page:Function callback] )</h3>
|
|
|
- <div>
|
|
|
- callback - A function with as first argument an object3D object.<br />
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|
|
- </div>
|
|
|
+ <h3>[method:null rotateX]( [page:Float rad] )</h3>
|
|
|
<div>
|
|
|
- Executes the callback on all ancestors.
|
|
|
- </div>
|
|
|
+ rad - the angle to rotate in radians.<br /><br />
|
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|
|
|
- <h3>[method:null updateMatrix]()</h3>
|
|
|
- <div>
|
|
|
- Updates local transform.
|
|
|
+ Rotates the object around x axis in local space.
|
|
|
</div>
|
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|
|
|
|
- <h3>[method:null updateMatrixWorld]( [page:Boolean force] )</h3>
|
|
|
+ <h3>[method:null rotateY]( [page:Float rad] )</h3>
|
|
|
<div>
|
|
|
- Updates global transform of the object and its children.
|
|
|
- </div>
|
|
|
+ rad - the angle to rotate in radians.<br /><br />
|
|
|
|
|
|
- <h3>[method:Object3D clone]( [page:Boolean recursive] )</h3>
|
|
|
- <div>
|
|
|
- recursive -- if true, descendants of the object are also cloned. Default is true.
|
|
|
- </div>
|
|
|
- <div>
|
|
|
- Returns a clone of this object and optionaly all descendants.
|
|
|
+ Rotates the object around y axis in local space.
|
|
|
</div>
|
|
|
|
|
|
-
|
|
|
- <h3>[method:Object3D getObjectByName]( [page:String name] )</h3>
|
|
|
- <div>
|
|
|
- name -- String to match to the children's Object3d.name property. <br />
|
|
|
- </div>
|
|
|
+ <h3>[method:null rotateZ]( [page:Float rad] )</h3>
|
|
|
<div>
|
|
|
- Searches through the object's children and returns the first with a matching name.
|
|
|
- </div>
|
|
|
+ rad - the angle to rotate in radians.<br /><br />
|
|
|
|
|
|
- <h3>[method:Object3D getObjectById]( [page:Integer id] )</h3>
|
|
|
- <div>
|
|
|
- id -- Unique number of the object instance<br />
|
|
|
- </div>
|
|
|
- <div>
|
|
|
- Searches through the object's children and returns the first with a matching id.
|
|
|
+ Rotates the object around z axis in local space.
|
|
|
</div>
|
|
|
|
|
|
- <h3>[method:Vector3 getWorldPosition]( [page:Vector3 optionalTarget] )</h3>
|
|
|
- <div>
|
|
|
- optionalTarget — Optional target to set the result. Otherwise, a new `Vector3` is instantiated. (optional)<br />
|
|
|
- </div>
|
|
|
+ <h3>[method:null setRotationFromAxisAngle]( [page:Vector3 axis], [page:Float angle] )</h3>
|
|
|
<div>
|
|
|
- Returns a vector representing the position of the object in world space.
|
|
|
- </div>
|
|
|
+ axis -- A normalized vector in object space. <br />
|
|
|
+ angle -- angle in radians<br /><br />
|
|
|
|
|
|
- <h3>[method:Quaternion getWorldQuaternion]( [page:Quaternion optionalTarget] )</h3>
|
|
|
- <div>
|
|
|
- optionalTarget — Optional target to set the result. Otherwise, a new `Quaternion` is instantiated. (optional)<br />
|
|
|
- </div>
|
|
|
- <div>
|
|
|
- Returns a quaternion representing the rotation of the object in world space.
|
|
|
+ Calls [page:Quaternion.setFromAxisAngle setFromAxisAngle]( [page:Float axis], [page:Float angle] )
|
|
|
+ on the [page:.quaternion].
|
|
|
</div>
|
|
|
|
|
|
- <h3>[method:Euler getWorldRotation]( [page:Euler optionalTarget] )</h3>
|
|
|
- <div>
|
|
|
- optionalTarget — Optional target to set the result. Otherwise, a new `Euler` is instantiated. (optional)<br />
|
|
|
- </div>
|
|
|
+ <h3>[method:null setRotationFromEuler]( [page:Euler euler] )</h3>
|
|
|
<div>
|
|
|
- Returns the euler angles representing the rotation of the object in world space.
|
|
|
- </div>
|
|
|
+ euler -- Euler angle specifying rotation amount.<br />
|
|
|
|
|
|
- <h3>[method:Vector3 getWorldScale]( [page:Vector3 optionalTarget] )</h3>
|
|
|
- <div>
|
|
|
- optionalTarget — Optional target to set the result. Otherwise, a new `Vector3` is instantiated. (optional)<br />
|
|
|
+ Calls [page:Quaternion.setRotationFromEuler setRotationFromEuler]( [page:Euler euler])
|
|
|
+ on the [page:.quaternion].
|
|
|
</div>
|
|
|
+
|
|
|
+ <h3>[method:null setRotationFromMatrix]( [page:Matrix4 m] )</h3>
|
|
|
<div>
|
|
|
- Returns a vector of the scaling factors applied to the object for each axis in world space.
|
|
|
+ m -- rotate the quaternion by the rotation component of the matrix.<br />
|
|
|
+
|
|
|
+ Calls [page:Quaternion.setFromRotationMatrix setFromRotationMatrix]( [page:Matrix4 m])
|
|
|
+ on the [page:.quaternion].<br /><br />
|
|
|
+
|
|
|
+ Note that this assumes that the upper 3x3 of m is a pure rotation matrix (i.e, unscaled).
|
|
|
</div>
|
|
|
|
|
|
- <h3>[method:Vector3 getWorldDirection]( [page:Vector3 optionalTarget] )</h3>
|
|
|
+ <h3>[method:null setRotationFromQuaternion]( [page:Quaternion q] )</h3>
|
|
|
<div>
|
|
|
- optionalTarget — Optional target to set the result. Otherwise, a new `Vector3` is instantiated. (optional)<br />
|
|
|
+ q -- normalized Quaternion.<br /><br />
|
|
|
+
|
|
|
+ Copy the given quaternion into [page:.quaternion].
|
|
|
</div>
|
|
|
+
|
|
|
+ <h3>[method:null toJSON]( [page:Quaternion q] )</h3>
|
|
|
<div>
|
|
|
- Returns a vector representing the direction of object's positive z-axis in world space.
|
|
|
+ Convert the object to JSON format.
|
|
|
</div>
|
|
|
|
|
|
<h3>[method:Object3D translateOnAxis]( [page:Vector3 axis], [page:Float distance] )</h3>
|
|
|
<div>
|
|
|
axis -- A normalized vector in object space.<br />
|
|
|
- distance -- The distance to translate.
|
|
|
+ distance -- The distance to translate.<br /><br />
|
|
|
+
|
|
|
+ Translate an object by distance along an axis in object space. The axis is assumed to be normalized.
|
|
|
</div>
|
|
|
+
|
|
|
+ <h3>[method:null translateX]( [page:Float distance] )</h3>
|
|
|
+ <div>Translates object along x axis by *distance* units.</div>
|
|
|
+
|
|
|
+ <h3>[method:null translateY]( [page:Float distance] )</h3>
|
|
|
+ <div>Translates object along y axis by *distance* units.</div>
|
|
|
+
|
|
|
+ <h3>[method:null translateZ]( [page:Float distance] )</h3>
|
|
|
+ <div>Translates object along z axis by *distance* units.</div>
|
|
|
+
|
|
|
+ <h3>[method:null traverse]( [page:Function callback] )</h3>
|
|
|
<div>
|
|
|
- Translate an object by distance along an axis in object space. The axis is assumed to be normalized.
|
|
|
+ callback - A function with as first argument an object3D object.<br /><br />
|
|
|
+
|
|
|
+ Executes the callback on this object and all descendants.
|
|
|
</div>
|
|
|
|
|
|
- <h3>[method:Object3D rotateOnAxis]( [page:Vector3 axis], [page:Float angle] )</h3>
|
|
|
+ <h3>[method:null traverseVisible]( [page:Function callback] )</h3>
|
|
|
<div>
|
|
|
- axis -- A normalized vector in object space. <br />
|
|
|
- angle -- The angle in radians.
|
|
|
+ callback - A function with as first argument an object3D object.<br /><br />
|
|
|
+
|
|
|
+ Like traverse, but the callback will only be executed for visible objects.
|
|
|
+ Descendants of invisible objects are not traversed.
|
|
|
</div>
|
|
|
+
|
|
|
+ <h3>[method:null traverseAncestors]( [page:Function callback] )</h3>
|
|
|
<div>
|
|
|
- Rotate an object along an axis in object space. The axis is assumed to be normalized.
|
|
|
+ callback - A function with as first argument an object3D object.<br /><br />
|
|
|
+
|
|
|
+ Executes the callback on all ancestors.
|
|
|
</div>
|
|
|
|
|
|
- <h3>[method:Array raycast]( [page:Raycaster raycaster], [page:Array intersects] )</h3>
|
|
|
+ <h3>[method:null updateMatrix]()</h3>
|
|
|
+ <div>Update the local transform.</div>
|
|
|
+
|
|
|
+ <h3>[method:null updateMatrixWorld]( [page:Boolean force] )</h3>
|
|
|
+ <div>Update the global transform of the object and its children.</div>
|
|
|
+
|
|
|
+
|
|
|
+ <h3>[method:Vector3 worldToLocal]( [page:Vector3 vector] )</h3>
|
|
|
<div>
|
|
|
- Abstract method to get intersections between a casted ray and this object. Subclasses such as [page:Mesh], [page:Line], and [page:Points] implement this method in order to participate in raycasting.
|
|
|
+ vector - A world vector.<br /><br />
|
|
|
+
|
|
|
+ Updates the vector from world space to local space.
|
|
|
</div>
|
|
|
|
|
|
<h2>Source</h2>
|