ReadonlychildrenReadonlylocaltransform relative to the parent
When true (the default), updateWorldMatrix() recomposes localMatrix
from position, rotation and scale. Set to false to write
localMatrix yourself; flag changes with worldMatrixNeedsUpdate.
translation relative to the parent
Readonlyprojectionrotation relative to the parent, as a unit quaternion
rotation relative to the parent, as Euler angles in radians applied in
XYZ order; kept in sync with quaternion
scale factors per axis
Readonlyviewinverse of worldMatrix; transforms world space into view space
invisible objects and their children are not rendered
Readonlyworldtransform relative to the scene root
set to true after changing localMatrix manually
Add children. An object that already has a parent is moved.
this instance
ProtectedonCalled after worldMatrix was recomputed
Remove children. Objects that are not children are ignored.
this instance
Detach from the parent, if any
Set quaternion (and with it rotation) from the rotation part of a
matrix. The matrix must not contain scaling.
Call callback for this object and all its descendants, depth-first
Recompose localMatrix from position, quaternion and scale, after
bringing quaternion and rotation in sync (see the class description).
Recompute projectionMatrix after changing the camera parameters
Update the world matrices of this object and its descendants.
recompute even if nothing was flagged as changed
A camera is an object in the scene graph that owns a projection matrix. Its
viewMatrix(the inverse ofworldMatrix) is kept in sync byupdateWorldMatrix(). UsePerspectiveCameraorOrthographicCamera; this base class projects nothing (identity).