Mesh constructor
a buffer geometry
the material
Readonlychildrena buffer geometry
Readonlylocaltransform relative to the parent
the material
When true (the default), updateWorldMatrix() recomposes localMatrix
from position, rotation and scale. Set to false to write
localMatrix yourself; flag changes with worldMatrixNeedsUpdate.
Readonlymodelcamera.viewMatrix × worldMatrix, filled in by the renderer
Readonlynormalinverse transpose of modelViewMatrix, filled in by the renderer
translation relative to the parent
rotation 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
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).
Update the world matrices of this object and its descendants.
recompute even if nothing was flagged as changed
A mesh pairs a geometry with a material and places them in the scene graph. It holds no GPU state; the renderer looks up (or creates) the resources for both when rendering.