Optional
cameras: PerspectiveCamera[]Array with animation clips.
[]
Camera frustum aspect ratio, window width divided by window height.
1
[]
Gets rendered into shadow map.
false
Array with object's children.
[]
Custom depth material to be used when rendering to the depth map. Can only be used in context of meshes. When shadow-casting with a DirectionalLight or SpotLight, if you are (a) modifying vertex positions in the vertex shader, (b) using a displacement map, (c) using an alpha map with alphaTest, or (d) using a transparent texture with alphaTest, you must specify a customDepthMaterial for proper shadows.
Same as customDepthMaterial, but used with PointLight.
Camera frustum far plane.
2000
35
0
10
Camera frustum vertical field of view, from bottom to top of view, in degrees.
50
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.
true
Unique number of this object instance.
Readonly
isReadonly
isReadonly
isUsed to check whether this or derived classes are Object3Ds. Default is true. You should not change this, as it is used internally for optimisation.
Readonly
isnew THREE.Layers()
Local transform.
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.
THREE.Object3D.DefaultMatrixAutoUpdate
The global transform of the object. If the Object3d has no parent, then it's identical to the local transform.
new THREE.Matrix4()
This is the inverse of matrixWorld. MatrixWorld contains the Matrix which has the world transform of the Camera.
new THREE.Matrix4()
When this is set, it calculates the matrixWorld in that frame and resets this property to false.
false
Readonly
modelnew THREE.Matrix4()
Optional name of the object (doesn't need to be unique).
''
Camera frustum near plane.
0.1
Readonly
normalnew THREE.Matrix3()
Calls after rendering object
Calls before rendering object
Object's parent in the scene graph.
null
Readonly
positionObject's local position.
new THREE.Vector3()
This is the matrix which contains the projection.
new THREE.Matrix4()
This is the inverse of projectionMatrix.
new THREE.Matrix4()
Readonly
quaternionObject's local rotation as a Quaternion.
new THREE.Quaternion()
Material gets baked in shadow receiving.
false
Overrides the default rendering order of scene graph objects, from lowest to highest renderOrder. Opaque and transparent objects remain sorted independently though. When this property is set for an instance of Group, all descendants objects will be sorted and rendered together.
0
Readonly
rotationObject's local rotation (Euler angles), in radians.
new THREE.Euler()
Readonly
scaleObject's local scale.
new THREE.Vector3()
'Object3D'
Up direction.
THREE.Object3D.DefaultUp.clone()
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.
null
Object gets rendered if true.
true
1
Static
DefaultStatic
DefaultAdds object as child of this object.
Adds a listener to an event type.
The type of event to listen to.
The function that gets called when the event is fired.
Applies the rotation represented by the quaternion to the object.
Adds object as a child of this, while maintaining the object's world transform.
Removes all child objects.
Optional
recursive: booleanOptional
recursive: booleanChecks 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 object as child of this object.
Removes a listener from an event type.
The type of the listener that gets removed.
The listener function that gets removed.
Removes this object from its current parent.
Rotate an object along an axis in object space. The axis is assumed to be normalized.
Rotate an object along an axis in world space. The axis is assumed to be normalized. Method Assumes no rotated parent.
Rotates the object around x axis in local space.
the angle to rotate in radians.
Rotates the object around y axis in local space.
the angle to rotate in radians.
Rotates the object around z axis in local space.
the angle to rotate in radians.
Use .setFocalLength() and .filmGauge instead.
Optional
frameHeight: numberCopy the given quaternion into .quaternion.
normalized Quaternion
Sets an offset in a larger frustum. This is useful for multi-window or multi-monitor/multi-machine setups. For example, if you have 3x2 monitors and each monitor is 1920x1080 and the monitors are in grid like this:
+---+---+---+ | A | B | C | +---+---+---+ | D | E | F | +---+---+---+
then for each monitor you would call it like this:
const w = 1920; const h = 1080; const fullWidth = w * 3; const fullHeight = h * 2;
// A camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h ); // B camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h ); // C camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h ); // D camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h ); // E camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h ); // F camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h ); Note there is no reason monitors have to be the same size or in a grid.
full width of multiview setup
full height of multiview setup
horizontal offset of subcamera
vertical offset of subcamera
width of subcamera
height of subcamera
Translate an object by distance along an axis in object space. The axis is assumed to be normalized.
Translates object along x axis by distance.
Distance.
Translates object along y axis by distance.
Distance.
Translates object along z axis by distance.
Distance.
Generated using TypeDoc
Camera with perspective projection.
Source
https://github.com/mrdoob/three.js/blob/master/src/cameras/PerspectiveCamera.js