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503 lines
19 KiB
503 lines
19 KiB
2 years ago
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="utf-8" />
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<base href="../../../" />
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<script src="page.js"></script>
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<link type="text/css" rel="stylesheet" href="page.css" />
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</head>
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<body>
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<h1>[name]</h1>
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<p class="desc">
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This is the base class for most objects in three.js and provides a set of properties and methods
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for manipulating objects in 3D space.<br /><br />
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Note that this can be used for grouping objects via the [page:.add]( object ) method
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which adds the object as a child, however it is better to use [page:Group] for this.
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</p>
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<h2>Constructor</h2>
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<h3>[name]()</h3>
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<p>
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The constructor takes no arguments.
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</p>
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<h2>Properties</h2>
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<h3>[property:AnimationClip animations]</h3>
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<p>Array with object's animation clips.</p>
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<h3>[property:Boolean castShadow]</h3>
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<p>Whether the object gets rendered into shadow map. Default is `false`.</p>
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<h3>[property:Array children]</h3>
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<p>Array with object's children. See [page:Group] for info on manually grouping objects.</p>
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<h3>[property:Material customDepthMaterial]</h3>
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<p>
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Custom depth material to be used when rendering to the depth map. Can only be used in context of meshes.
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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`.
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</p>
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<h3>[property:Material customDistanceMaterial]</h3>
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<p>
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Same as [page:.customDepthMaterial customDepthMaterial], but used with [page:PointLight]. Default is `undefined`.
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</p>
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<h3>[property:Boolean frustumCulled]</h3>
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<p>
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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`.
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</p>
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<h3>[property:Integer id]</h3>
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<p>readonly – Unique number for this object instance.</p>
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<h3>[property:Boolean isObject3D]</h3>
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<p>
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Read-only flag to check if a given object is of type [name].
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</p>
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<h3>[property:Layers layers]</h3>
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<p>
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The layer membership of the object. The object is only visible if it has at least one
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layer in common with the [page:Camera] in use. This property can also be used to filter out
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unwanted objects in ray-intersection tests when using [page:Raycaster].
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</p>
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<h3>[property:Matrix4 matrix]</h3>
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<p>The local transform matrix.</p>
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<h3>[property:Boolean matrixAutoUpdate]</h3>
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<p>
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When this is set, it calculates the matrix of position, (rotation or quaternion) and
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scale every frame and also recalculates the matrixWorld property. Default is [page:Object3D.DefaultMatrixAutoUpdate] (true).
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</p>
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<h3>[property:Matrix4 matrixWorld]</h3>
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<p>
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The global transform of the object. If the Object3D has no parent, then it's identical to
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the local transform [page:.matrix].
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</p>
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<h3>[property:Boolean matrixWorldAutoUpdate]</h3>
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<p>
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Default is true. If set, then the renderer checks every frame if the object and its children need matrix updates.
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When it isn't, then you have to maintain all matrices in the object and its children yourself.
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</p>
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<h3>[property:Boolean matrixWorldNeedsUpdate]</h3>
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<p>
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When this is set, it calculates the matrixWorld in that frame and resets this property
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to false. Default is `false`.
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</p>
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<h3>[property:Matrix4 modelViewMatrix]</h3>
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<p>This is passed to the shader and used to calculate the position of the object.</p>
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<h3>[property:String name]</h3>
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<p>Optional name of the object (doesn't need to be unique). Default is an empty string.</p>
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<h3>[property:Matrix3 normalMatrix]</h3>
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<p>
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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.<br /><br />
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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).<br /><br />
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On the other hand the translation part of the modelViewMatrix is not relevant for the calculation of normals. Thus a Matrix3 is sufficient.
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</p>
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<h3>[property:Function onAfterRender]</h3>
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<p>
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An optional callback that is executed immediately after a 3D object is rendered.
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This function is called with the following parameters: renderer, scene, camera, geometry,
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material, group.
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</p>
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<p>
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Please notice that this callback is only executed for `renderable` 3D objects. Meaning 3D objects which define their visual
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appearance with geometries and materials like instances of [page:Mesh], [page:Line], [page:Points] or [page:Sprite].
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Instances of [page:Object3D], [page:Group] or [page:Bone] are not renderable and thus this callback is not executed for such objects.
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</p>
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<h3>[property:Function onBeforeRender]</h3>
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<p>
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An optional callback that is executed immediately before a 3D object is rendered.
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This function is called with the following parameters: renderer, scene, camera, geometry,
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material, group.
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</p>
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<p>
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Please notice that this callback is only executed for `renderable` 3D objects. Meaning 3D objects which define their visual
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appearance with geometries and materials like instances of [page:Mesh], [page:Line], [page:Points] or [page:Sprite].
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Instances of [page:Object3D], [page:Group] or [page:Bone] are not renderable and thus this callback is not executed for such objects.
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</p>
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<h3>[property:Object3D parent]</h3>
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<p>Object's parent in the [link:https://en.wikipedia.org/wiki/Scene_graph scene graph]. An object can have at most
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one parent.</p>
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<h3>[property:Vector3 position]</h3>
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<p>A [page:Vector3] representing the object's local position. Default is `(0, 0, 0)`.</p>
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<h3>[property:Quaternion quaternion]</h3>
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<p>Object's local rotation as a [page:Quaternion Quaternion].</p>
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<h3>[property:Boolean receiveShadow]</h3>
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<p>Whether the material receives shadows. Default is `false`.</p>
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<h3>[property:Number renderOrder]</h3>
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<p>
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This value allows the default rendering order of [link:https://en.wikipedia.org/wiki/Scene_graph scene graph]
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objects to be overridden although opaque and transparent objects remain sorted independently. When this property
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is set for an instance of [page:Group Group], all descendants objects will be sorted and rendered together.
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Sorting is from lowest to highest renderOrder. Default value is `0`.
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</p>
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<h3>[property:Euler rotation]</h3>
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<p>
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Object's local rotation (see [link:https://en.wikipedia.org/wiki/Euler_angles Euler angles]), in radians.
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</p>
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<h3>[property:Vector3 scale]</h3>
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<p>
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The object's local scale. Default is [page:Vector3]( 1, 1, 1 ).
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</p>
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<h3>[property:Vector3 up]</h3>
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<p>
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This is used by the [page:.lookAt lookAt] method, for example, to determine the orientation of the result.<br />
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Default is [page:Object3D.DefaultUp] - that is, `( 0, 1, 0 )`.
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</p>
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<h3>[property:Object userData]</h3>
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<p>
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An object that can be used to store custom data about the Object3D. It should not hold
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references to functions as these will not be cloned.
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</p>
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<h3>[property:String uuid]</h3>
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<p>
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[link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID] of this object instance.
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This gets automatically assigned, so this shouldn't be edited.
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</p>
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<h3>[property:Boolean visible]</h3>
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<p>Object gets rendered if `true`. Default is `true`.</p>
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<h2>Static Properties</h2>
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<p>
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Static properties and methods are defined per class rather than per instance of that class.
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This means that changing [page:Object3D.DefaultUp] or [page:Object3D.DefaultMatrixAutoUpdate]
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will change the values of [page:.up up] and [page:.matrixAutoUpdate matrixAutoUpdate] for
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`every` instance of Object3D (or derived classes) created after the change has
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been made (already created Object3Ds will not be affected).
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</p>
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<h3>[property:Vector3 DefaultUp]</h3>
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<p>
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The default [page:.up up] direction for objects, also used as the default position for [page:DirectionalLight],
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[page:HemisphereLight] and [page:Spotlight] (which creates lights shining from the top down).<br />
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Set to ( 0, 1, 0 ) by default.
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</p>
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<h3>[property:Boolean DefaultMatrixAutoUpdate]</h3>
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<p>
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The default setting for [page:.matrixAutoUpdate matrixAutoUpdate] for newly created Object3Ds.<br />
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</p>
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<h2>Methods</h2>
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<p>[page:EventDispatcher EventDispatcher] methods are available on this class.</p>
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<h3>[method:this add]( [param:Object3D object], ... )</h3>
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<p>
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Adds `object` as child of this object. An arbitrary number of objects may be added. Any current parent on an
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object passed in here will be removed, since an object can have at most one parent.<br /><br />
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See [page:Group] for info on manually grouping objects.
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</p>
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<h3>[method:undefined applyMatrix4]( [param:Matrix4 matrix] )</h3>
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<p>Applies the matrix transform to the object and updates the object's position, rotation and scale.</p>
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<h3>[method:this applyQuaternion]( [param:Quaternion quaternion] )</h3>
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<p>Applies the rotation represented by the quaternion to the object.</p>
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<h3>[method:this attach]( [param:Object3D object] )</h3>
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<p>Adds `object` as a child of this, while maintaining the object's world transform.<br/><br/>
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Note: This method does not support scene graphs having non-uniformly-scaled nodes(s).
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</p>
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<h3>[method:Object3D clone]( [param:Boolean recursive] )</h3>
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<p>
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recursive -- if true, descendants of the object are also cloned. Default is true.<br /><br />
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Returns a clone of this object and optionally all descendants.
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</p>
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<h3>[method:this copy]( [param:Object3D object], [param:Boolean recursive] )</h3>
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<p>
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recursive -- if true, descendants of the object are also copied. Default is true.<br /><br />
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Copy the given object into this object.
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Note: event listeners and user-defined callbacks ([page:.onAfterRender] and [page:.onBeforeRender]) are not copied.
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</p>
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<h3>[method:Object3D getObjectById]( [param:Integer id] )</h3>
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<p>
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id -- Unique number of the object instance<br /><br />
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Searches through an object and its children, starting with the object itself, and returns the first with a matching id.<br />
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Note that ids are assigned in chronological order: 1, 2, 3, ..., incrementing by one for each new object.
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</p>
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<h3>[method:Object3D getObjectByName]( [param:String name] )</h3>
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<p>
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name -- String to match to the children's Object3D.name property. <br /><br />
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Searches through an object and its children, starting with the object itself, and returns the first with a matching name.<br />
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Note that for most objects the name is an empty string by default. You will
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have to set it manually to make use of this method.
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</p>
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<h3>[method:Object3D getObjectByProperty]( [param:String name], [param:Any value] )</h3>
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<p>
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name -- the property name to search for. <br />
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value -- value of the given property. <br /><br />
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Searches through an object and its children, starting with the object itself, and returns the first with a property that matches the value given.
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</p>
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<h3>[method:Vector3 getWorldPosition]( [param:Vector3 target] )</h3>
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<p>
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[page:Vector3 target] — the result will be copied into this Vector3. <br /><br />
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Returns a vector representing the position of the object in world space.
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</p>
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<h3>[method:Quaternion getWorldQuaternion]( [param:Quaternion target] )</h3>
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<p>
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[page:Quaternion target] — the result will be copied into this Quaternion. <br /><br />
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Returns a quaternion representing the rotation of the object in world space.
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</p>
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<h3>[method:Vector3 getWorldScale]( [param:Vector3 target] )</h3>
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<p>
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[page:Vector3 target] — the result will be copied into this Vector3. <br /><br />
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Returns a vector of the scaling factors applied to the object for each axis in world space.
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</p>
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<h3>[method:Vector3 getWorldDirection]( [param:Vector3 target] )</h3>
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<p>
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[page:Vector3 target] — the result will be copied into this Vector3. <br /><br />
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Returns a vector representing the direction of object's positive z-axis in world space.
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</p>
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<h3>[method:Vector3 localToWorld]( [param:Vector3 vector] )</h3>
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<p>
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vector - A vector representing a position in this object's local space.<br /><br />
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Converts the vector from this object's local space to world space.
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</p>
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<h3>[method:undefined lookAt]( [param:Vector3 vector] )<br />
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[method:undefined lookAt]( [param:Float x], [param:Float y], [param:Float z] )</h3>
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<p>
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vector - A vector representing a position in world space.<br /><br />
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Optionally, the [page:.x x], [page:.y y] and [page:.z z] components of the world space position.<br /><br />
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Rotates the object to face a point in world space.<br /><br />
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This method does not support objects having non-uniformly-scaled parent(s).
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</p>
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<h3>[method:undefined raycast]( [param:Raycaster raycaster], [param:Array intersects] )</h3>
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<p>
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Abstract (empty) method to get intersections between a casted ray and this object.
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Subclasses such as [page:Mesh], [page:Line], and [page:Points] implement this method in order
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to use raycasting.
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</p>
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<h3>[method:this remove]( [param:Object3D object], ... )</h3>
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<p>
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Removes `object` as child of this object. An arbitrary number of objects may be removed.
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</p>
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<h3>[method:this removeFromParent]()</h3>
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<p>
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Removes this object from its current parent.
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</p>
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<h3>[method:this clear]()</h3>
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<p>
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Removes all child objects.
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</p>
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<h3>[method:this rotateOnAxis]( [param:Vector3 axis], [param:Float angle] )</h3>
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<p>
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axis -- A normalized vector in object space. <br />
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angle -- The angle in radians.<br /><br />
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Rotate an object along an axis in object space. The axis is assumed to be normalized.
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</p>
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<h3>[method:this rotateOnWorldAxis]( [param:Vector3 axis], [param:Float angle] )</h3>
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<p>
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axis -- A normalized vector in world space. <br />
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angle -- The angle in radians.<br /><br />
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Rotate an object along an axis in world space. The axis is assumed to be normalized.
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Method Assumes no rotated parent.
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</p>
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<h3>[method:this rotateX]( [param:Float rad] )</h3>
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<p>
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rad - the angle to rotate in radians.<br /><br />
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Rotates the object around x axis in local space.
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</p>
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<h3>[method:this rotateY]( [param:Float rad] )</h3>
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<p>
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rad - the angle to rotate in radians.<br /><br />
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Rotates the object around y axis in local space.
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</p>
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<h3>[method:this rotateZ]( [param:Float rad] )</h3>
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<p>
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rad - the angle to rotate in radians.<br /><br />
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Rotates the object around z axis in local space.
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</p>
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<h3>[method:undefined setRotationFromAxisAngle]( [param:Vector3 axis], [param:Float angle] )</h3>
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<p>
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axis -- A normalized vector in object space. <br />
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angle -- angle in radians<br /><br />
|
||
|
|
||
|
Calls [page:Quaternion.setFromAxisAngle setFromAxisAngle]( [page:Float axis], [page:Float angle] )
|
||
|
on the [page:.quaternion].
|
||
|
</p>
|
||
|
|
||
|
<h3>[method:undefined setRotationFromEuler]( [param:Euler euler] )</h3>
|
||
|
<p>
|
||
|
euler -- Euler angle specifying rotation amount.<br />
|
||
|
|
||
|
Calls [page:Quaternion.setRotationFromEuler setRotationFromEuler]( [page:Euler euler])
|
||
|
on the [page:.quaternion].
|
||
|
</p>
|
||
|
|
||
|
<h3>[method:undefined setRotationFromMatrix]( [param:Matrix4 m] )</h3>
|
||
|
<p>
|
||
|
m -- rotate the quaternion by the rotation component of the matrix.<br />
|
||
|
|
||
|
Calls [page:Quaternion.setFromRotationMatrix setFromRotationMatrix]( [page:Matrix4 m])
|
||
|
on the [page:.quaternion].<br /><br />
|
||
|
|
||
|
Note that this assumes that the upper 3x3 of m is a pure rotation matrix (i.e, unscaled).
|
||
|
</p>
|
||
|
|
||
|
<h3>[method:undefined setRotationFromQuaternion]( [param:Quaternion q] )</h3>
|
||
|
<p>
|
||
|
q -- normalized Quaternion.<br /><br />
|
||
|
|
||
|
Copy the given quaternion into [page:.quaternion].
|
||
|
</p>
|
||
|
|
||
|
<h3>[method:Object toJSON]( [param:Object meta] )</h3>
|
||
|
<p>
|
||
|
meta -- object containing metadata such as materials, textures or images for the object.<br />
|
||
|
Convert the object to three.js [link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format].
|
||
|
</p>
|
||
|
|
||
|
<h3>[method:this translateOnAxis]( [param:Vector3 axis], [param:Float distance] )</h3>
|
||
|
<p>
|
||
|
axis -- A normalized vector in object space.<br />
|
||
|
distance -- The distance to translate.<br /><br />
|
||
|
|
||
|
Translate an object by distance along an axis in object space. The axis is assumed to be normalized.
|
||
|
</p>
|
||
|
|
||
|
<h3>[method:this translateX]( [param:Float distance] )</h3>
|
||
|
<p>Translates object along x axis in object space by `distance` units.</p>
|
||
|
|
||
|
<h3>[method:this translateY]( [param:Float distance] )</h3>
|
||
|
<p>Translates object along y axis in object space by `distance` units.</p>
|
||
|
|
||
|
<h3>[method:this translateZ]( [param:Float distance] )</h3>
|
||
|
<p>Translates object along z axis in object space by `distance` units.</p>
|
||
|
|
||
|
<h3>[method:undefined traverse]( [param:Function callback] )</h3>
|
||
|
<p>
|
||
|
callback - A function with as first argument an object3D object.<br /><br />
|
||
|
|
||
|
Executes the callback on this object and all descendants.<br/>
|
||
|
Note: Modifying the scene graph inside the callback is discouraged.
|
||
|
</p>
|
||
|
|
||
|
<h3>[method:undefined traverseVisible]( [param:Function callback] )</h3>
|
||
|
<p>
|
||
|
callback - A function with as first argument an object3D object.<br /><br />
|
||
|
|
||
|
Like traverse, but the callback will only be executed for visible objects.
|
||
|
Descendants of invisible objects are not traversed.<br/>
|
||
|
Note: Modifying the scene graph inside the callback is discouraged.
|
||
|
</p>
|
||
|
|
||
|
<h3>[method:undefined traverseAncestors]( [param:Function callback] )</h3>
|
||
|
<p>
|
||
|
callback - A function with as first argument an object3D object.<br /><br />
|
||
|
|
||
|
Executes the callback on all ancestors.<br/>
|
||
|
Note: Modifying the scene graph inside the callback is discouraged.
|
||
|
</p>
|
||
|
|
||
|
<h3>[method:undefined updateMatrix]()</h3>
|
||
|
<p>Updates the local transform.</p>
|
||
|
|
||
|
<h3>[method:undefined updateMatrixWorld]( [param:Boolean force] )</h3>
|
||
|
<p>
|
||
|
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`).<br /><br />
|
||
|
|
||
|
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`.
|
||
|
</p>
|
||
|
|
||
|
<h3>[method:undefined updateWorldMatrix]( [param:Boolean updateParents], [param:Boolean updateChildren] )</h3>
|
||
|
<p>
|
||
|
updateParents - recursively updates global transform of ancestors.<br />
|
||
|
updateChildren - recursively updates global transform of descendants.<br /><br />
|
||
|
|
||
|
Updates the global transform of the object.
|
||
|
</p>
|
||
|
|
||
|
<h3>[method:Vector3 worldToLocal]( [param:Vector3 vector] )</h3>
|
||
|
<p>
|
||
|
vector - A vector representing a position in world space.<br /><br />
|
||
|
|
||
|
Converts the vector from world space to this object's local space.
|
||
|
</p>
|
||
|
|
||
|
<h2>Source</h2>
|
||
|
|
||
|
<p>
|
||
|
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
|
||
|
</p>
|
||
|
</body>
|
||
|
</html>
|