<!DOCTYPE html> <html lang="en"> <head> <meta charset="utf-8" /> <script src="../../list.js"></script> <script src="../../page.js"></script> <link type="text/css" rel="stylesheet" href="../../page.css" /> </head> <body> <h1>[name]</h1> <div class="desc">Base class for scene graph objects.</div> <h2>Constructor</h2> <h3>[name]()</h3> <div> The constructor takes no arguments. </div> <h2>Properties</h2> <h3>[property:Integer id]</h3> <div> readonly – Unique number for this object instance. </div> <h3>[property:String uuid]</h3> <div> [link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID] of this object instance. This gets automatically assigned, so this shouldn't be edited. </div> <h3>[property:String name]</h3> <div> Optional name of the object (doesn't need to be unique). </div> <h3>[property:Object3D parent]</h3> <div> Object's parent in the scene graph. </div> <h3>[property:Object3D children]</h3> <div> Array with object's children. </div> <h3>[property:Vector3 position]</h3> <div> Object's local position. </div> <h3>[property:Euler rotation]</h3> <div> Object's local rotation (<a href="https://en.wikipedia.org/wiki/Euler_angles" target="_blank">Euler angles</a>), in radians. </div> <h3>[property:Vector3 scale]</h3> <div> Object's local scale. </div> <h3>[property:Vector3 up]</h3> <div> Up direction. </div> <h3>[property:Matrix4 matrix]</h3> <div> Local transform. </div> <h3>[property:Quaternion quaternion]</h3> <div> Object's local rotation as [page:Quaternion Quaternion]. </div> <h3>[property:Boolean visible]</h3> <div> Object gets rendered if *true*. </div> <div> default – true </div> <h3>[property:Boolean castShadow]</h3> <div> Gets rendered into shadow map. </div> <div> default – false </div> <h3>[property:Boolean receiveShadow]</h3> <div> Material gets baked in shadow receiving. </div> <div> default – false </div> <h3>[property: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> <div> default – true </div> <h3>[property: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> <div> default – true </div> <h3>[property:Boolean matrixWorldNeedsUpdate]</h3> <div> When this is set, it calculates the matrixWorld in that frame and resets this property to false. </div> <div> default – false </div> <h3>[property:Boolean rotationAutoUpdate]</h3> <div> When this is set, then the rotationMatrix gets calculated every frame. </div> <div> default – true </div> <h3>[property:object userData]</h3> <div> 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. </div> <h3>[property:Matrix4 matrixWorld]</h3> <div> The global transform of the object. If the Object3d has no parent, then it's identical to the local transform. </div> <h2>Methods</h2> <h3>[page:EventDispatcher EventDispatcher] methods are available on this class.</h3> <h3>[method:null applyMatrix]( [page:Matrix4 matrix])</h3> <div> matrix - matrix </div> <div> This updates the position, rotation and scale with the matrix. </div> <h3>[method:null translateX]( [page:Float distance] )</h3> <div> distance - Distance.<br /> </div> <div> Translates object along x axis by distance. </div> <h3>[method:null translateY]( [page:Float distance] )</h3> <div> distance - Distance.<br /> </div> <div> Translates object along y axis by distance. </div> <h3>[method:null translateZ]( [page:Float distance] )</h3> <div> distance - Distance.<br /> </div> <div> Translates object along z axis by distance. </div> <h3>[method:Vector3 localToWorld]( [page:Vector3 vector] )</h3> <div> vector - A local vector.<br /> </div> <div> Updates the vector from local space to world space. </div> <h3>[method:Vector3 worldToLocal]( [page:Vector3 vector] )</h3> <div> vector - A world vector.<br /> </div> <div> Updates the vector from world space to local space. </div> <h3>[method:null 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>[method:null add]( [page:Object3D object], ... )</h3> <div> object - An object.<br /> </div> <div> Adds *object* as child of this object. An arbitrary number of objects may be added. </div> <h3>[method:null remove]( [page:Object3D object], ... )</h3> <div> object - An object.<br /> </div> <div> Removes *object* as child of this object. An arbitrary number of objects may be removed. </div> <h3>[method:null traverse]( [page:Function callback] )</h3> <div> callback - A function with as first argument an object3D object.<br /> </div> <div> Executes the callback on this object and all descendants. </div> <h3>[method:null traverseVisible]( [page:Function callback] )</h3> <div> callback - A function with as first argument an object3D object.<br /> </div> <div> 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> callback - A function with as first argument an object3D object.<br /> </div> <div> Executes the callback on this object and all ancestors. </div> <h3>[method:null updateMatrix]()</h3> <div> Updates local transform. </div> <h3>[method:null updateMatrixWorld]( [page:Boolean force] )</h3> <div> Updates global transform of the object and its children. </div> <h3>[method:Object3D clone]()</h3> <div> Creates a new clone of this object and all descendants. </div> <h3>[method:Object3D getObjectByName]([page:String name])</h3> <div> name -- String to match to the children's Object3d.name property. <br /> </div> <div> Searches through the object's children and returns the first with a matching name. </div> <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. </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. </div> <div> Translate an object by distance along an axis in object space. The axis is assumed to be normalized. </div> <h3>[method:Object3D rotateOnAxis]([page:Vector3 axis], [page:Float angle])</h3> <div> axis -- A normalized vector in object space. <br /> angle -- The angle in radians. </div> <div> Rotate an object along an axis in object space. The axis is assumed to be normalized. </div> <h3>[method:Array raycast]([page:Raycaster raycaster], [page:Array intersects])</h3> <div> Abstract method to get intersections between a casted ray and this object. Subclasses such as [page:Mesh], [page:Line], and [page:PointCloud] implement this method in order to participate in raycasting. </div> <h2>Source</h2> [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js] </body> </html>