the max number of individual geometries planned to be added.
the max number of vertices to be used by all geometries.
Optional
maxIndexCount: numberthe max number of indices to be used by all geometries.
Optional
material: Materialan instance of [page:Material]. Default is a new MeshBasicMaterial.
Static
DEFAULT_The default up direction for objects, also used as the default position for THREE.DirectionalLight | DirectionalLight, THREE.HemisphereLight | HemisphereLight and THREE.Spotlight | Spotlight (which creates lights shining from the top down).
Static
DEFAULT_The default setting for matrixAutoUpdate for newly created Object3Ds.
Static
DEFAULT_The default setting for matrixWorldAutoUpdate for newly created Object3Ds.
This bounding box encloses all instances of the BatchedMesh. Can be calculated with .computeBoundingBox().
This bounding sphere encloses all instances of the BatchedMesh. Can be calculated with .computeBoundingSphere().
If true then the individual objects within the BatchedMesh are frustum culled.
If true then the individual objects within the BatchedMesh are sorted to improve overdraw-related artifacts. If the material is marked as "transparent" objects are rendered back to front and if not then they are rendered front to back.
Read-only flag to check if a given object is of type BatchedMesh.
Readonly
isRead-only flag to check if a given object is of type Mesh.
Readonly
typeAn instance of THREE.BufferGeometry | BufferGeometry (or derived classes), defining the object's structure.
An instance of material derived from the THREE.Material | Material base class or an array of materials, defining the object's appearance.
Optional
morphAn array of weights typically from 0-1
that specify how much of the morph is applied.
undefined
, but reset to a blank array by .updateMorphTargets().
Optional
morphA dictionary of morphTargets based on the morphTarget.name
property.
undefined
, but rebuilt by .updateMorphTargets().
Readonly
isFlag to check if a given object is of type Object3D.
Readonly
idUnique number for this Object3D instance.
UUID of this object instance.
Optional name of the object
Object's parent in the scene graph.
Array with object's children.
This is used by the lookAt method, for example, to determine the orientation of the result.
Object3D.DEFAULT_UP - that is (0, 1, 0)
.
Readonly
positionObject's local position.
Readonly
rotationObject's local rotation (Euler angles), in radians.
Readonly
quaternionObject's local rotation as a THREE.Quaternion | Quaternion.
Readonly
scaleThe object's local scale.
Readonly
modelReadonly
normalThe local transform matrix.
The global transform of the object.
If the Object3D has no parent, then it's identical to the local transform THREE.Object3D.matrix | .matrix.
new THREE.Matrix4()
When this is set, it calculates the matrix of position, (rotation or quaternion) and scale every frame and also recalculates the matrixWorld property.
DEFAULT_MATRIX_AUTO_UPDATE - that is (true)
.
If set, then the renderer checks every frame if the object and its children need matrix updates. When it isn't, then you have to maintain all matrices in the object and its children yourself.
DEFAULT_MATRIX_WORLD_AUTO_UPDATE - that is (true)
.
When this is set, it calculates the matrixWorld in that frame and resets this property to false.
The layer membership of the object.
Object gets rendered if true
.
Whether the object gets rendered into shadow map.
Whether the material receives shadows.
When this is set, it checks every frame if the object is in the frustum of the camera before rendering the object.
If set to false
the object gets rendered every frame even if it is not in the frustum of the camera.
This value allows the default rendering order of scene graph objects to be overridden although opaque and transparent objects remain sorted independently.
When this property is set for an instance of Group, all descendants objects will be sorted and rendered together. Sorting is from lowest to highest renderOrder.
0
Array with object's animation clips.
An object that can be used to store custom data about the Object3D.
Optional
customCustom depth material to be used when rendering to the depth map.
Optional
customSame as customDepthMaterial, but used with THREE.Object3DPointLight | PointLight.
The maximum number of individual geometries that can be stored in the BatchedMesh. Read only.
Get the color of the defined geometry.
The index of a geometry. Values have to be in the range [0, count].
This color object will be set to the color of the defined geometry.
Get the local transformation matrix of the defined instance.
The index of an instance. Values have to be in the range [0, count].
This 4x4 matrix will be set to the local transformation matrix of the defined instance.
Sets the given color to the defined geometry.
The index of a geometry. Values have to be in the range [0, count].
The color of a single geometry.
Sets the given local transformation matrix to the defined instance. Make sure you set .instanceMatrix BufferAttribute.needsUpdate to true after updating all the matrices.
The index of an instance. Values have to be in the range [0, count].
A 4x4 matrix representing the local transformation of a single instance.
Adds the given geometry to the BatchedMesh and returns the associated index referring to it.
The geometry to add into the BatchedMesh.
Optional
reservedVertexRange: numberOptional parameter specifying the amount of vertex buffer space to reserve for the added geometry. This is necessary if it is planned to set a new geometry at this index at a later time that is larger than the original geometry. Defaults to the length of the given geometry vertex buffer.
Optional
reservedIndexRange: numberOptional parameter specifying the amount of index buffer space to reserve for the added geometry. This is necessary if it is planned to set a new geometry at this index at a later time that is larger than the original geometry. Defaults to the length of the given geometry index buffer.
Replaces the geometry at index
with the provided geometry. Throws an error if there is not enough space
reserved for geometry at the index.
Which geometry index to replace with this geometry.
The geometry to substitute at the given geometry index.
Updates the morphTargets to have no influence on the object
Resets the morphTargetInfluences and morphTargetDictionary properties.
An optional callback that is executed immediately before a 3D object is rendered to a shadow map.
This function is called with the following parameters: renderer, scene, camera, shadowCamera, geometry,
depthMaterial, group.
Please notice that this callback is only executed for renderable
3D objects. Meaning 3D objects which
define their visual appearance with geometries and materials like instances of Mesh, Line,
Points or Sprite. Instances of Object3D, Group or Bone are not renderable
and thus this callback is not executed for such objects.
An optional callback that is executed immediately after a 3D object is rendered to a shadow map.
This function is called with the following parameters: renderer, scene, camera, shadowCamera, geometry,
depthMaterial, group.
Please notice that this callback is only executed for renderable
3D objects. Meaning 3D objects which
define their visual appearance with geometries and materials like instances of Mesh, Line,
Points or Sprite. Instances of Object3D, Group or Bone are not renderable
and thus this callback is not executed for such objects.
An optional callback that is executed immediately before a 3D object is rendered.
This function is called with the following parameters: renderer, scene, camera, geometry, material, group.
Please notice that this callback is only executed for renderable
3D objects. Meaning 3D objects which
define their visual appearance with geometries and materials like instances of Mesh, Line,
Points or Sprite. Instances of Object3D, Group or Bone are not renderable
and thus this callback is not executed for such objects.
An optional callback that is executed immediately after a 3D object is rendered.
This function is called with the following parameters: renderer, scene, camera, geometry, material, group.
Please notice that this callback is only executed for renderable
3D objects. Meaning 3D objects which
define their visual appearance with geometries and materials like instances of Mesh, Line,
Points or Sprite. Instances of Object3D, Group or Bone are not renderable
and thus this callback is not executed for such objects.
Applies the matrix transform to the object and updates the object's position, rotation and scale.
Applies the rotation represented by the quaternion to the object.
Calls THREE.Quaternion.setFromAxisAngle | setFromAxisAngle(axis, angle) on the .quaternion.
A normalized vector in object space.
Angle in radians. Expects a Float
Calls THREE.Quaternion.setFromEuler | setFromEuler(euler) on the .quaternion.
Euler angle specifying rotation amount.
Calls THREE.Quaternion.setFromRotationMatrix | setFromRotationMatrix(m) on the .quaternion.
Rotate the quaternion by the rotation component of the matrix.
Copy the given THREE.Quaternion | Quaternion into .quaternion.
Normalized Quaternion.
Rotate an object along an axis in object space.
A normalized vector in object space.
The angle in radians. Expects a Float
Rotate an object along an axis in world space.
A normalized vector in world space.
The angle in radians. Expects a Float
Translate an object by distance along an axis in object space
A normalized vector in object space.
The distance to translate. Expects a Float
Rotates the object to face a point in world space.
A vector representing a position in world space to look at.
Rotates the object to face a point in world space.
Expects a Float
Expects a Float
Expects a Float
Rest
...object: Object3D<Object3DEventMap>[]Rest
...object: Object3D<Object3DEventMap>[]Adds a Object3D as a child of this, while maintaining the object's world transform.
Searches through an object and its children, starting with the object itself, and returns the first with a matching id.
Unique number of the object instance. Expects a Integer
Searches through an object and its children, starting with the object itself, and returns the first with a matching name.
String to match to the children's Object3D.name property.
Searches through an object and its children, starting with the object itself, and returns the first with a property that matches the value given.
the property name to search for.
value of the given property.
Searches through an object and its children, starting with the object itself, and returns the first with a property that matches the value given.
The property name to search for.
Value of the given property.
Optional
optionalTarget: Object3D<Object3DEventMap>[]target to set the result. Otherwise a new Array is instantiated. If set, you must clear this array prior to each call (i.e., array.length = 0;).
Returns a quaternion representing the rotation of the object in world space.
The result will be copied into this Quaternion.
Abstract (empty) method to get intersections between a casted ray and this object
Executes the callback on this object and all descendants.
A function with as first argument an Object3D object.
Like traverse, but the callback will only be executed for visible objects
A function with as first argument an Object3D object.
Executes the callback on all ancestors.
A function with as first argument an Object3D object.
Updates the global transform of the object.
And will update the object descendants if .matrixWorldNeedsUpdate is set to true or if the force parameter is set to true
.
Optional
force: booleanA boolean that can be used to bypass .matrixWorldAutoUpdate, to recalculate the world matrix of the object and descendants on the current frame.
Useful if you cannot wait for the renderer to update it on the next frame, assuming .matrixWorldAutoUpdate set to true
.
Convert the object to three.js JSON Object/Scene format.
Optional
meta: { Object containing metadata such as materials, textures or images for the object.
Copies the given object into this object.
Optional
recursive: booleanIf set to true
, descendants of the object are copied next to the existing ones. If set to
false
, descendants are left unchanged. Default is true
.
Adds a listener to an event type.
The type of event to listen to.
The function that gets called when the event is fired.
Checks if listener is added to an event type.
The type of event to listen to.
The function that gets called when the event is fired.
Removes a listener from an event type.
The type of the listener that gets removed.
The listener function that gets removed.
Fire an event type.
The event that gets fired.
A special version of Mesh with multi draw batch rendering support. Use BatchedMesh if you have to render a large number of objects with the same material but with different world transformations and geometry. The usage of BatchedMesh will help you to reduce the number of draw calls and thus improve the overall rendering performance in your application.
If the WEBGL_multi_draw extension is not supported then a less performant callback is used.
Example
Also
Example: WebGL / mesh / batch