A point light that can cast shadow in one direction.
If set to true light will cast dynamic shadows. Warning: This is expensive and requires tweaking to get shadows looking right. Default — false.
Array with object's children.
If non-zero, light will attenuate linearly from maximum intensity at light position down to zero at distance. Default — 0.0.
Order of axis for Euler angles.
Rapidity of the falloff of light from its target direction. Default — 10.0.
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.
Unique number of this object instance.
Light's intensity. Default — 1.0.
Local transform.
When this is set, it calculates the matrix of position, (rotation or quaternion) and scale every frame and also recalculates the matrixWorld property.
The global transform of the object. If the Object3d has no parent, then it's identical to the local transform.
When this is set, it calculates the matrixWorld in that frame and resets this property to false.
Optional name of the object (doesn't need to be unique).
If set to true light will only cast shadow but not contribute any lighting (as if intensity was 0 but cheaper to compute). Default — false.
Object's parent in the scene graph.
Light's position. Default — new THREE.Vector3().
Global rotation.
Material gets baked in shadow receiving.
Override depth-sorting order if non null.
Object's local rotation (Euler angles), in radians.
When this is set, then the rotationMatrix gets calculated every frame.
Object's local scale.
Shadow map bias. Default — 0.
Perspective shadow camera frustum far parameter. Default — 5000.
Perspective shadow camera frustum field of view parameter. Default — 50.
Perspective shadow camera frustum near parameter. Default — 50.
Show debug shadow camera frustum. Default — false.
Darkness of shadow casted by this light (from 0 to 1). Default — 0.5.
Shadow map texture height in pixels. Default — 512.
Shadow map texture width in pixels. Default — 512.
Spotlight focus points at target.position. Default position — (0,0,0).
Up direction.
Use quaternion instead of Euler angles for specifying local rotation.
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.
Object gets rendered if true.
Adds object as child of this object.
This updates the position, rotation and scale with the matrix.
Searches whole subgraph recursively to add all objects in the array.
optional argument that returns the the array with descendants.
Object3D[]
Searches through the object's children and returns the first with a matching id, optionally recursive.
Unique number of the object instance
Boolean whether to search through the children's children. Default is false.
Searches through the object's children and returns the first with a matching name, optionally recursive.
String to match to the children's Object3d.name property.
Boolean whether to search through the children's children. Default is false.
Updates the vector from local space to world space.
A local vector.
Rotates object to face point in space.
A world vector to look at.
Removes object as child of this object.
Rotate an object along an axis in object space. The axis is assumed to be normalized.
A normalized vector in object space.
The angle in radians.
A normalized vector in object space.
The distance to translate.
Translates object along x axis by distance.
Distance.
Translates object along y axis by distance.
Distance.
Translates object along z axis by distance.
Distance.
Translates object along arbitrary axis by distance.
Updates local transform.
Updates global transform of the object and its children.
Updates the vector from world space to local space.
A world vector.