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- <h1>[name]</h1>
- <div class="desc">Base class for scene graph objects</div>
- <h2>Constructor</h2>
- <h3>[name]()</h3>
- <h2>Properties</h2>
- <h3>.[page:Integer id]</h3>
- <div>
- Unique number of this object instance.
- </div>
- <h3>.[page:String name]</h3>
- <div>
- Optional name of the object (doesn't have to be unique).
- </div>
- <h3>.[page:Object3D parent]</h3>
- <div>
- Object's parent in scene graph.
- </div>
- <h3>.[page:Object3D children]</h3>
- <div>
- Array with object's children.
- </div>
- <h3>.[page:Vector3 position]</h3>
- <div>
- Object's local position.
- </div>
- <h3>.[page:Vector3 rotation]</h3>
- <div>
- Object's local rotation (Euler angles).
- </div>
- <h3>.[page:String eulerOrder]</h3>
- <div>
- Order of axis for Euler angles.
- </div>
- <h3>.[page:Vector3 scale]</h3>
- <div>
- Object's local scale.
- </div>
- <h3>.[page:Vector3 up]</h3>
- <div>
- Up direction.
- </div>
- <h3>.[page:Vector3 matrix]</h3>
- <div>
- Local transform.
- </div>
- <h3>.[page:Vector3 matrixRotationWorld]</h3>
- <div>
- Global rotation.
- </div>
- <h3>.[page:Quaternion quaternion]</h3>
- <div>
- Global rotation.
- </div>
- <h3>.[page:Boolean useQuaternion]</h3>
- <div>
- Use quaternion instead of Euler angles for specifying local rotation.
- </div>
- <h3>.[page:Float boundRadius]</h3>
- <h3>.[page:Float boundRadiusScale]</h3>
- <div>
- Maximum scale from x, y, z scale components.
- </div>
- <h3>.[page:Float renderDepth]</h3>
- <div>
- Override depth-sorting order if non *null*.
- </div>
- <h3>.[page:Boolean visible]</h3>
- <div>
- Object gets rendered if *true*.
- </div>
- <h3>.[page:Boolean doubleSided]</h3>
- <div>
- Both sides of faces visible if *true*.
- </div>
- <h3>.[page:Boolean flipSided]</h3>
- <div>
- Backside of face visible if *true*.
- </div>
- <h3>.[page:Boolean castShadow]</h3>
- <div>
- Gets rendered into shadow map.
- </div>
- <h3>.[page:Boolean receiveShadow]</h3>
- <div>
- Material gets baked in shadow receiving.
- </div>
- <h3>.[page:Boolean frustumCulled]</h3>
- <h3>.[page:Boolean matrixAutoUpdate]</h3>
- <h3>.[page:Boolean matrixWorldNeedsUpdate]</h3>
- <h3>.[page:Boolean rotationAutoUpdate]</h3>
- <h2>Methods</h2>
- <h3>.translate( [page:Float distance], [page:Vector3 axis] )</h3>
- <div>
- distance - Distance.<br />
- axis - Translation direction.
- </div>
- <div>
- Translates object along arbitrary *axis* by *distance*.
- </div>
- <h3>.translateX( [page:Float distance] )</h3>
- <div>
- Translates object along x axis by distance.
- </div>
- <h3>.translateY( [page:Float distance] )</h3>
- <div>
- Translates object along y axis by distance.
- </div>
- <h3>.translateZ( [page:Float distance] )</h3>
- <div>
- Translates object along z axis by distance.
- </div>
- <h3>.lookAt( [page:Vector3 vector] )</h3>
- <div>
- Rotates object to face point in space.
- </div>
- <h3>.add( [page:Object3D object] )</h3>
- <div>
- Adds *object* as child of this object.
- </div>
- <h3>.remove( [page:Object3D object] )</h3>
- <div>
- Removes *object* as child of this object.
- </div>
- <h3>.getChildByName( [page:String name], [page:Boolean recursive] )</h3>
- <div>
- name - Object name.<br />
- recursive - Whether check in the objects's children.
- </div>
- <div>
- Gets first child with name matching the argument. Searches whole subgraph recursively if *recursive* is true.
- </div>
- <h3>.updateMatrix()</h3>
- <div>
- Updates local transform.
- </div>
- <h3>.updateMatrixWorld( [page:Boolean force] )</h3>
- <div>
- Updates global transform of the object and its children.
- </div>
- <h2>Source</h2>
- [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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