[name]

This is the base class for most objects in three.js and provides a set of properties and methods for manipulating objects in 3D space.

Note that this can be used for grouping objects via the [page:.add]( object ) method which adds the object as a child, however it is better to use [page:Group] for this.

Constructor

[name]()

The constructor takes no arguments.

Properties

.animations : AnimationClip

Array with object's animation clips.

.castShadow : Boolean

Whether the object gets rendered into shadow map. Default is `false`.

.children : Array

Array with object's children. See [page:Group] for info on manually grouping objects.

.customDepthMaterial : Material

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 [page:DirectionalLight] or [page:SpotLight], if you are modifying vertex positions in the vertex shader you must specify a customDepthMaterial for proper shadows. Default is `undefined`.

.customDistanceMaterial : Material

Same as [page:.customDepthMaterial customDepthMaterial], but used with [page:PointLight]. Default is `undefined`.

.frustumCulled : Boolean

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. Default is `true`.

.id : Integer

readonly – Unique number for this object instance.

.isObject3D : Boolean

Read-only flag to check if a given object is of type [name].

.layers : Layers

The layer membership of the object. The object is only visible if it has at least one layer in common with the [page:Camera] in use. This property can also be used to filter out unwanted objects in ray-intersection tests when using [page:Raycaster].

.matrix : Matrix4

The local transform matrix.

.matrixAutoUpdate : Boolean

When this is set, it calculates the matrix of position, (rotation or quaternion) and scale every frame and also recalculates the matrixWorld property. Default is [page:Object3D.DefaultMatrixAutoUpdate] (true).

.matrixWorld : Matrix4

The global transform of the object. If the Object3D has no parent, then it's identical to the local transform [page:.matrix].

.matrixWorldAutoUpdate : Boolean

Default 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.

.matrixWorldNeedsUpdate : Boolean

When this is set, it calculates the matrixWorld in that frame and resets this property to false. Default is `false`.

.modelViewMatrix : Matrix4

This is passed to the shader and used to calculate the position of the object.

.name : String

Optional name of the object (doesn't need to be unique). Default is an empty string.

.normalMatrix : Matrix3

This is passed to the shader and used to calculate lighting for the object. It is the transpose of the inverse of the upper left 3x3 sub-matrix of this object's modelViewMatrix.

The reason for this special matrix is that simply using the modelViewMatrix could result in a non-unit length of normals (on scaling) or in a non-perpendicular direction (on non-uniform scaling).

On the other hand the translation part of the modelViewMatrix is not relevant for the calculation of normals. Thus a Matrix3 is sufficient.

.onAfterRender : Function

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 [page:Mesh], [page:Line], [page:Points] or [page:Sprite]. Instances of [page:Object3D], [page:Group] or [page:Bone] are not renderable and thus this callback is not executed for such objects.

.onBeforeRender : Function

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 [page:Mesh], [page:Line], [page:Points] or [page:Sprite]. Instances of [page:Object3D], [page:Group] or [page:Bone] are not renderable and thus this callback is not executed for such objects.

.parent : Object3D

Object's parent in the [link:https://en.wikipedia.org/wiki/Scene_graph scene graph]. An object can have at most one parent.

.position : Vector3

A [page:Vector3] representing the object's local position. Default is `(0, 0, 0)`.

.quaternion : Quaternion

Object's local rotation as a [page:Quaternion Quaternion].

.receiveShadow : Boolean

Whether the material receives shadows. Default is `false`.

.renderOrder : Number

This value allows the default rendering order of [link:https://en.wikipedia.org/wiki/Scene_graph scene graph] objects to be overridden although opaque and transparent objects remain sorted independently. When this property is set for an instance of [page:Group Group], all descendants objects will be sorted and rendered together. Sorting is from lowest to highest renderOrder. Default value is `0`.

.rotation : Euler

Object's local rotation (see [link:https://en.wikipedia.org/wiki/Euler_angles Euler angles]), in radians.

.scale : Vector3

The object's local scale. Default is [page:Vector3]( 1, 1, 1 ).

.up : Vector3

This is used by the [page:.lookAt lookAt] method, for example, to determine the orientation of the result.
Default is [page:Object3D.DefaultUp] - that is, `( 0, 1, 0 )`.

.userData : Object

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.

.uuid : String

[link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID] of this object instance. This gets automatically assigned, so this shouldn't be edited.

.visible : Boolean

Object gets rendered if `true`. Default is `true`.

Static Properties

Static properties and methods are defined per class rather than per instance of that class. This means that changing [page:Object3D.DefaultUp] or [page:Object3D.DefaultMatrixAutoUpdate] will change the values of [page:.up up] and [page:.matrixAutoUpdate matrixAutoUpdate] for `every` instance of Object3D (or derived classes) created after the change has been made (already created Object3Ds will not be affected).

.DefaultUp : Vector3

The default [page:.up up] direction for objects, also used as the default position for [page:DirectionalLight], [page:HemisphereLight] and [page:Spotlight] (which creates lights shining from the top down).
Set to ( 0, 1, 0 ) by default.

.DefaultMatrixAutoUpdate : Boolean

The default setting for [page:.matrixAutoUpdate matrixAutoUpdate] for newly created Object3Ds.

Methods

[page:EventDispatcher EventDispatcher] methods are available on this class.

.add ( [param:Object3D object], ... ) : this

Adds `object` as child of this object. An arbitrary number of objects may be added. Any current parent on an object passed in here will be removed, since an object can have at most one parent.

See [page:Group] for info on manually grouping objects.

.applyMatrix4 ( [param:Matrix4 matrix] ) : undefined

Applies the matrix transform to the object and updates the object's position, rotation and scale.

.applyQuaternion ( [param:Quaternion quaternion] ) : this

Applies the rotation represented by the quaternion to the object.

.attach ( [param:Object3D object] ) : this

Adds `object` as a child of this, while maintaining the object's world transform.

Note: This method does not support scene graphs having non-uniformly-scaled nodes(s).

.clone ( [param:Boolean recursive] ) : Object3D

recursive -- if true, descendants of the object are also cloned. Default is true.

Returns a clone of this object and optionally all descendants.

.copy ( [param:Object3D object], [param:Boolean recursive] ) : this

recursive -- if true, descendants of the object are also copied. Default is true.

Copy the given object into this object. Note: event listeners and user-defined callbacks ([page:.onAfterRender] and [page:.onBeforeRender]) are not copied.

.getObjectById ( [param:Integer id] ) : Object3D

id -- Unique number of the object instance

Searches through an object and its children, starting with the object itself, and returns the first with a matching id.
Note that ids are assigned in chronological order: 1, 2, 3, ..., incrementing by one for each new object.

.getObjectByName ( [param:String name] ) : Object3D

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 matching name.
Note that for most objects the name is an empty string by default. You will have to set it manually to make use of this method.

.getObjectByProperty ( [param:String name], [param:Any value] ) : Object3D

name -- the property name to search for.
value -- 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.

.getWorldPosition ( [param:Vector3 target] ) : Vector3

[page:Vector3 target] — the result will be copied into this Vector3.

Returns a vector representing the position of the object in world space.

.getWorldQuaternion ( [param:Quaternion target] ) : Quaternion

[page:Quaternion target] — the result will be copied into this Quaternion.

Returns a quaternion representing the rotation of the object in world space.

.getWorldScale ( [param:Vector3 target] ) : Vector3

[page:Vector3 target] — the result will be copied into this Vector3.

Returns a vector of the scaling factors applied to the object for each axis in world space.

.getWorldDirection ( [param:Vector3 target] ) : Vector3

[page:Vector3 target] — the result will be copied into this Vector3.

Returns a vector representing the direction of object's positive z-axis in world space.

.localToWorld ( [param:Vector3 vector] ) : Vector3

vector - A vector representing a position in this object's local space.

Converts the vector from this object's local space to world space.

.lookAt ( [param:Vector3 vector] ) : undefined
.lookAt ( [param:Float x], [param:Float y], [param:Float z] ) : undefined

vector - A vector representing a position in world space.

Optionally, the [page:.x x], [page:.y y] and [page:.z z] components of the world space position.

Rotates the object to face a point in world space.

This method does not support objects having non-uniformly-scaled parent(s).

.raycast ( [param:Raycaster raycaster], [param:Array intersects] ) : undefined

Abstract (empty) method to get intersections between a casted ray and this object. Subclasses such as [page:Mesh], [page:Line], and [page:Points] implement this method in order to use raycasting.

.remove ( [param:Object3D object], ... ) : this

Removes `object` as child of this object. An arbitrary number of objects may be removed.

.removeFromParent () : this

Removes this object from its current parent.

.clear () : this

Removes all child objects.

.rotateOnAxis ( [param:Vector3 axis], [param:Float angle] ) : this

axis -- A normalized vector in object space.
angle -- The angle in radians.

Rotate an object along an axis in object space. The axis is assumed to be normalized.

.rotateOnWorldAxis ( [param:Vector3 axis], [param:Float angle] ) : this

axis -- A normalized vector in world space.
angle -- The angle in radians.

Rotate an object along an axis in world space. The axis is assumed to be normalized. Method Assumes no rotated parent.

.rotateX ( [param:Float rad] ) : this

rad - the angle to rotate in radians.

Rotates the object around x axis in local space.

.rotateY ( [param:Float rad] ) : this

rad - the angle to rotate in radians.

Rotates the object around y axis in local space.

.rotateZ ( [param:Float rad] ) : this

rad - the angle to rotate in radians.

Rotates the object around z axis in local space.

.setRotationFromAxisAngle ( [param:Vector3 axis], [param:Float angle] ) : undefined

axis -- A normalized vector in object space.
angle -- angle in radians

Calls [page:Quaternion.setFromAxisAngle setFromAxisAngle]( [page:Float axis], [page:Float angle] ) on the [page:.quaternion].

.setRotationFromEuler ( [param:Euler euler] ) : undefined

euler -- Euler angle specifying rotation amount.
Calls [page:Quaternion.setRotationFromEuler setRotationFromEuler]( [page:Euler euler]) on the [page:.quaternion].

.setRotationFromMatrix ( [param:Matrix4 m] ) : undefined

m -- rotate the quaternion by the rotation component of the matrix.
Calls [page:Quaternion.setFromRotationMatrix setFromRotationMatrix]( [page:Matrix4 m]) on the [page:.quaternion].

Note that this assumes that the upper 3x3 of m is a pure rotation matrix (i.e, unscaled).

.setRotationFromQuaternion ( [param:Quaternion q] ) : undefined

q -- normalized Quaternion.

Copy the given quaternion into [page:.quaternion].

.toJSON ( [param:Object meta] ) : Object

meta -- object containing metadata such as materials, textures or images for the object.
Convert the object to three.js [link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format].

.translateOnAxis ( [param:Vector3 axis], [param:Float distance] ) : this

axis -- A normalized vector in object space.
distance -- The distance to translate.

Translate an object by distance along an axis in object space. The axis is assumed to be normalized.

.translateX ( [param:Float distance] ) : this

Translates object along x axis in object space by `distance` units.

.translateY ( [param:Float distance] ) : this

Translates object along y axis in object space by `distance` units.

.translateZ ( [param:Float distance] ) : this

Translates object along z axis in object space by `distance` units.

.traverse ( [param:Function callback] ) : undefined

callback - A function with as first argument an object3D object.

Executes the callback on this object and all descendants.
Note: Modifying the scene graph inside the callback is discouraged.

.traverseVisible ( [param:Function callback] ) : undefined

callback - A function with as first argument an object3D object.

Like traverse, but the callback will only be executed for visible objects. Descendants of invisible objects are not traversed.
Note: Modifying the scene graph inside the callback is discouraged.

.traverseAncestors ( [param:Function callback] ) : undefined

callback - A function with as first argument an object3D object.

Executes the callback on all ancestors.
Note: Modifying the scene graph inside the callback is discouraged.

.updateMatrix () : undefined

Updates the local transform.

.updateMatrixWorld ( [param:Boolean force] ) : undefined

force - A boolean that can be used to bypass [page:.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 [page:.matrixWorldAutoUpdate] set to `true`).

Updates the global transform of the object and its descendants if the world matrix needs update ([page:.matrixWorldNeedsUpdate] set to true) or if the `force` parameter is set to `true`.

.updateWorldMatrix ( [param:Boolean updateParents], [param:Boolean updateChildren] ) : undefined

updateParents - recursively updates global transform of ancestors.
updateChildren - recursively updates global transform of descendants.

Updates the global transform of the object.

.worldToLocal ( [param:Vector3 vector] ) : Vector3

vector - A vector representing a position in world space.

Converts the vector from world space to this object's local space.

Source

[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]

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