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- <body>
- <h1>[name]</h1>
- <div class="desc">Base class for scene graph objects.</div>
- <h2>Constructor</h2>
- <h3>[name]()</h3>
- <div>
- todo
- </div>
- <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 need to be unique).
- </div>
- <h3>.[page:Object3D parent]</h3>
- <div>
- Object's parent in the 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 (<a href="https://en.wikipedia.org/wiki/Euler_angles">Euler angles</a>), in radians.
- </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:Matrix4 matrix]</h3>
- <div>
- Local transform.
- </div>
- <h3>.[page:Quaternion quaternion]</h3>
- <div>
- Object's local rotation as [page:Quaternion Quaternion]. Only used when useQuaternion is set to true.
- </div>
- <h3>.[page:Boolean useQuaternion]</h3>
- <div>
- Use quaternion instead of Euler angles for specifying local rotation.
- </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 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>
- <div>
- 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.
- </div>
- <h3>.[page:Boolean matrixAutoUpdate]</h3>
- <div>
- When this is set, it calculates the matrix of position, (rotation or quaternion) and scale every frame and also recalculates the matrixWorld property.
- </div>
- <h3>.[page:Boolean matrixWorldNeedsUpdate]</h3>
- <div>
- When this is set, it calculates the matrixWorld in that frame and resets this property to false.
- </div>
- <h3>.[page:Boolean rotationAutoUpdate]</h3>
- <div>
- When this is set, then the rotationMatrix gets calculated every frame.
- </div>
- <h3>.[page:object userData]</h3>
- <div>
- todo
- </div>
- <h3>.[page:Matrix4 matrixWorld]</h3>
- <div>
- todo
- </div>
- <h2>Methods</h2>
-
- <h3>.applyMatrix( [page:Matrix4 matrix])</h3>
- <div>
- matrix - matrix
- </div>
- <div>
- This updates the position, rotation and scale with the matrix.
- </div>
-
- <h3>.translateX( [page:Float distance] )</h3>
- <div>
- distance - Distance.<br />
- </div>
- <div>
- Translates object along x axis by distance.
- </div>
- <h3>.translateY( [page:Float distance] )</h3>
- <div>
- distance - Distance.<br />
- </div>
- <div>
- Translates object along y axis by distance.
- </div>
- <h3>.translateZ( [page:Float distance] )</h3>
- <div>
- distance - Distance.<br />
- </div>
- <div>
- Translates object along z axis by distance.
- </div>
-
- <h3>.localToWorld( [page:Vector3 vector] )</h3>
- <div>
- vector - A local vector.<br />
- </div>
- <div>
- Updates the vector from local space to world space.
- </div>
- <h3>.worldToLocal( [page:Vector3 vector] )</h3>
- <div>
- vector - A world vector.<br />
- </div>
- <div>
- Updates the vector from world space to local space.
- </div>
- <h3>.lookAt( [page:Vector3 vector] )</h3>
- <div>
- vector - A world vector to look at.<br />
- </div>
- <div>
- Rotates object to face point in space.
- </div>
- <h3>.add( [page:Object3D object] )</h3>
- <div>
- object - An object.<br />
- </div>
- <div>
- Adds *object* as child of this object.
- </div>
- <h3>.remove( [page:Object3D object] )</h3>
- <div>
- object - An object.<br />
- </div>
- <div>
- Removes *object* as child of this object.
- </div>
- <h3>.traverse( [page:Function callback] )</h3>
- <div>
- callback - An Function with as first argument an object3D object.<br />
- </div>
- <div>
- Executes the callback on this object and all descendants.
- </div>
- <h3>.getDescendants( [page:Array array] )</h3>
- <div>
- array - optional argument that returns the the array with descendants.<br />
- </div>
- <div>
- Searches whole subgraph recursively to add all objects in the array.
- </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>
- <h3>.clone()</h3>
- <div>
- Creates a new clone of this object and all descendants.
- </div>
- <h3>.getObjectByName([page:todo name], [page:todo recursive]) [page:todo]</h3>
- <div>
- name -- todo <br />
- recursive -- todo
- </div>
- <div>
- todo
- </div>
- <h3>.translateOnAxis([page:todo axis], [page:todo distance]) [page:todo]</h3>
- <div>
- axis -- todo <br />
- distance -- todo
- </div>
- <div>
- todo
- </div>
- <h3>.getObjectById([page:todo id], [page:todo recursive]) [page:todo]</h3>
- <div>
- id -- todo <br />
- recursive -- todo
- </div>
- <div>
- todo
- </div>
- <h3>.rotateOnAxis([page:todo axis], [page:todo angle]) [page:todo]</h3>
- <div>
- axis -- todo <br />
- angle -- todo
- </div>
- <div>
- todo
- </div>
- <h2>Source</h2>
- [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
- </body>
- </html>
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