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Class DOMMesh

Hierarchy

  • Mesh
    • DOMMesh

Index

Constructors

  • new DOMMesh(element: HTMLElement, parameter: ShaderMaterialParameters): DOMMesh
  • Parameters

    • element: HTMLElement
    • parameter: ShaderMaterialParameters

    Returns DOMMesh

Properties

_uniforms: Uniforms
animations: AnimationClip[]

Array with animation clips.

default

[]

castShadow: boolean

Gets rendered into shadow map.

default

false

children: Object3D<Event>[]

Array with object's children.

default

[]

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 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.

customDistanceMaterial: Material

Same as customDepthMaterial, but used with PointLight.

element: HTMLElement
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

true

geometry: BufferGeometry
id: number

Unique number of this object instance.

isMesh: true
isObject3D: true

Used to check whether this or derived classes are Object3Ds. Default is true. You should not change this, as it is used internally for optimisation.

layers: Layers
default

new THREE.Layers()

material: Material | Material[]
matrix: Matrix4

Local transform.

default

new THREE.Matrix4()

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

THREE.Object3D.DefaultMatrixAutoUpdate

matrixWorld: Matrix4

The global transform of the object. If the Object3d has no parent, then it's identical to the local transform.

default

new THREE.Matrix4()

matrixWorldNeedsUpdate: boolean

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

default

false

modelViewMatrix: Matrix4
default

new THREE.Matrix4()

morphTargetDictionary?: {}

Type declaration

  • [key: string]: number
morphTargetInfluences?: number[]
name: string

Optional name of the object (doesn't need to be unique).

default

''

normalMatrix: Matrix3
default

new THREE.Matrix3()

onAfterRender: (renderer: WebGLRenderer, scene: Scene, camera: Camera, geometry: BufferGeometry, material: Material, group: Group) => void

Type declaration

    • (renderer: WebGLRenderer, scene: Scene, camera: Camera, geometry: BufferGeometry, material: Material, group: Group): void
    • Calls after rendering object

      Parameters

      • renderer: WebGLRenderer
      • scene: Scene
      • camera: Camera
      • geometry: BufferGeometry
      • material: Material
      • group: Group

      Returns void

onBeforeRender: (renderer: WebGLRenderer, scene: Scene, camera: Camera, geometry: BufferGeometry, material: Material, group: Group) => void

Type declaration

    • (renderer: WebGLRenderer, scene: Scene, camera: Camera, geometry: BufferGeometry, material: Material, group: Group): void
    • Calls before rendering object

      Parameters

      • renderer: WebGLRenderer
      • scene: Scene
      • camera: Camera
      • geometry: BufferGeometry
      • material: Material
      • group: Group

      Returns void

parent: null | Object3D<Event>

Object's parent in the scene graph.

default

null

position: Vector3

Object's local position.

default

new THREE.Vector3()

quaternion: Quaternion

Object's local rotation as a Quaternion.

default

new THREE.Quaternion()

receiveShadow: boolean

Material gets baked in shadow receiving.

default

false

renderOrder: number

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.

default

0

rotation: Euler

Object's local rotation (Euler angles), in radians.

default

new THREE.Euler()

scale: Vector3

Object's local scale.

default

new THREE.Vector3()

type: string
up: Vector3

Up direction.

default

THREE.Object3D.DefaultUp.clone()

userData: {}

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.

default

{}

Type declaration

  • [key: string]: any
uuid: string
visible: boolean

Object gets rendered if true.

default

true

DefaultMatrixAutoUpdate: boolean
DefaultUp: Vector3

Accessors

  • Returns Uniforms

Methods

  • add(...object: Object3D<Event>[]): DOMMesh
  • Adds object as child of this object.

    Parameters

    • Rest ...object: Object3D<Event>[]

    Returns DOMMesh

  • addEventListener<T>(type: T, listener: EventListener<Event, T, DOMMesh>): void
  • Adds a listener to an event type.

    Type parameters

    • T: string

    Parameters

    • type: T

      The type of event to listen to.

    • listener: EventListener<Event, T, DOMMesh>

      The function that gets called when the event is fired.

    Returns void

  • applyMatrix4(matrix: Matrix4): void
  • Applies the matrix transform to the object and updates the object's position, rotation and scale.

    Parameters

    • matrix: Matrix4

    Returns void

  • applyQuaternion(quaternion: Quaternion): DOMMesh
  • Applies the rotation represented by the quaternion to the object.

    Parameters

    • quaternion: Quaternion

    Returns DOMMesh

  • attach(object: Object3D<Event>): DOMMesh
  • Adds object as a child of this, while maintaining the object's world transform.

    Parameters

    • object: Object3D<Event>

    Returns DOMMesh

  • Removes all child objects.

    Returns DOMMesh

  • clone(recursive?: boolean): DOMMesh
  • Parameters

    • Optional recursive: boolean

    Returns DOMMesh

  • Parameters

    • source: DOMMesh
    • Optional recursive: boolean

    Returns DOMMesh

  • dispatchEvent(event: Event): void
  • Fire an event type.

    Parameters

    • event: Event

    Returns void

  • getObjectById(id: number): undefined | Object3D<Event>
  • Searches through the object's children and returns the first with a matching id.

    Parameters

    • id: number

      Unique number of the object instance

    Returns undefined | Object3D<Event>

  • getObjectByName(name: string): undefined | Object3D<Event>
  • Searches through the object's children and returns the first with a matching name.

    Parameters

    • name: string

      String to match to the children's Object3d.name property.

    Returns undefined | Object3D<Event>

  • getObjectByProperty(name: string, value: string): undefined | Object3D<Event>
  • Parameters

    • name: string
    • value: string

    Returns undefined | Object3D<Event>

  • getWorldDirection(target: Vector3): Vector3
  • Parameters

    • target: Vector3

    Returns Vector3

  • getWorldPosition(target: Vector3): Vector3
  • Parameters

    • target: Vector3

    Returns Vector3

  • getWorldQuaternion(target: Quaternion): Quaternion
  • Parameters

    • target: Quaternion

    Returns Quaternion

  • getWorldScale(target: Vector3): Vector3
  • Parameters

    • target: Vector3

    Returns Vector3

  • hasEventListener<T>(type: T, listener: EventListener<Event, T, DOMMesh>): boolean
  • Checks if listener is added to an event type.

    Type parameters

    • T: string

    Parameters

    • type: T

      The type of event to listen to.

    • listener: EventListener<Event, T, DOMMesh>

      The function that gets called when the event is fired.

    Returns boolean

  • localToWorld(vector: Vector3): Vector3
  • Updates the vector from local space to world space.

    Parameters

    • vector: Vector3

      A local vector.

    Returns Vector3

  • lookAt(vector: number | Vector3, y?: number, z?: number): void
  • Optionally, the x, y and 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).

    Parameters

    • vector: number | Vector3

      A world vector to look at.

    • Optional y: number
    • Optional z: number

    Returns void

  • raycast(raycaster: Raycaster, intersects: Intersection<Object3D<Event>>[]): void
  • Parameters

    • raycaster: Raycaster
    • intersects: Intersection<Object3D<Event>>[]

    Returns void

  • remove(...object: Object3D<Event>[]): DOMMesh
  • Removes object as child of this object.

    Parameters

    • Rest ...object: Object3D<Event>[]

    Returns DOMMesh

  • removeEventListener<T>(type: T, listener: EventListener<Event, T, DOMMesh>): void
  • Removes a listener from an event type.

    Type parameters

    • T: string

    Parameters

    • type: T

      The type of the listener that gets removed.

    • listener: EventListener<Event, T, DOMMesh>

      The listener function that gets removed.

    Returns void

  • Removes this object from its current parent.

    Returns DOMMesh

  • rotateOnAxis(axis: Vector3, angle: number): DOMMesh
  • Rotate an object along an axis in object space. The axis is assumed to be normalized.

    Parameters

    • axis: Vector3

      A normalized vector in object space.

    • angle: number

      The angle in radians.

    Returns DOMMesh

  • rotateOnWorldAxis(axis: Vector3, angle: number): DOMMesh
  • Rotate an object along an axis in world space. The axis is assumed to be normalized. Method Assumes no rotated parent.

    Parameters

    • axis: Vector3

      A normalized vector in object space.

    • angle: number

      The angle in radians.

    Returns DOMMesh

  • Rotates the object around x axis in local space.

    Parameters

    • angle: number

      the angle to rotate in radians.

    Returns DOMMesh

  • Rotates the object around y axis in local space.

    Parameters

    • angle: number

      the angle to rotate in radians.

    Returns DOMMesh

  • Rotates the object around z axis in local space.

    Parameters

    • angle: number

      the angle to rotate in radians.

    Returns DOMMesh

  • setRotationFromAxisAngle(axis: Vector3, angle: number): void
  • axis -- A normalized vector in object space. angle -- angle in radians

    Parameters

    • axis: Vector3

      A normalized vector in object space.

    • angle: number

      angle in radians

    Returns void

  • setRotationFromEuler(euler: Euler): void
  • Calls setRotationFromEuler(euler) on the .quaternion.

    Parameters

    • euler: Euler

      Euler angle specifying rotation amount.

    Returns void

  • setRotationFromMatrix(m: Matrix4): void
  • Calls setFromRotationMatrix(m) on the .quaternion.

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

    Parameters

    • m: Matrix4

      rotate the quaternion by the rotation component of the matrix.

    Returns void

  • setRotationFromQuaternion(q: Quaternion): void
  • Copy the given quaternion into .quaternion.

    Parameters

    • q: Quaternion

      normalized Quaternion

    Returns void

  • toJSON(meta?: { geometries: any; images: any; materials: any; textures: any }): any
  • Parameters

    • Optional meta: { geometries: any; images: any; materials: any; textures: any }
      • geometries: any
      • images: any
      • materials: any
      • textures: any

    Returns any

  • translateOnAxis(axis: Vector3, distance: number): DOMMesh
  • Translate an object by distance along an axis in object space. The axis is assumed to be normalized.

    Parameters

    • axis: Vector3

      A normalized vector in object space.

    • distance: number

      The distance to translate.

    Returns DOMMesh

  • translateX(distance: number): DOMMesh
  • Translates object along x axis by distance.

    Parameters

    • distance: number

      Distance.

    Returns DOMMesh

  • translateY(distance: number): DOMMesh
  • Translates object along y axis by distance.

    Parameters

    • distance: number

      Distance.

    Returns DOMMesh

  • translateZ(distance: number): DOMMesh
  • Translates object along z axis by distance.

    Parameters

    • distance: number

      Distance.

    Returns DOMMesh

  • traverse(callback: (object: Object3D<Event>) => any): void
  • Parameters

    • callback: (object: Object3D<Event>) => any
        • (object: Object3D<Event>): any
        • Parameters

          • object: Object3D<Event>

          Returns any

    Returns void

  • traverseAncestors(callback: (object: Object3D<Event>) => any): void
  • Parameters

    • callback: (object: Object3D<Event>) => any
        • (object: Object3D<Event>): any
        • Parameters

          • object: Object3D<Event>

          Returns any

    Returns void

  • traverseVisible(callback: (object: Object3D<Event>) => any): void
  • Parameters

    • callback: (object: Object3D<Event>) => any
        • (object: Object3D<Event>): any
        • Parameters

          • object: Object3D<Event>

          Returns any

    Returns void

  • update(): void
  • Returns void

  • updateMatrix(): void
  • Updates local transform.

    Returns void

  • updateMatrixWorld(force?: boolean): void
  • Updates global transform of the object and its children.

    Parameters

    • Optional force: boolean

    Returns void

  • updateMorphTargets(): void
  • Returns void

  • updateWorldMatrix(updateParents: boolean, updateChildren: boolean): void
  • Updates the global transform of the object.

    Parameters

    • updateParents: boolean

      recursively updates global transform of ancestors.

    • updateChildren: boolean

      recursively updates global transform of descendants.

    Returns void

  • worldToLocal(vector: Vector3): Vector3
  • Updates the vector from world space to local space.

    Parameters

    • vector: Vector3

      A world vector.

    Returns Vector3

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