magic-pixels
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    Class Scene

    The root of the scene graph. Add meshes (and cameras, lights, pivots, ...) with scene.add() and pass the scene to renderer.render(scene, camera).

    Hierarchy (View Summary)

    Index
    children: Object3D[] = []
    localMatrix: Mat4 = ...

    transform relative to the parent

    matrixAutoUpdate: boolean = true

    When true (the default), updateWorldMatrix() recomposes localMatrix from position, rotation and scale. Set to false to write localMatrix yourself; flag changes with worldMatrixNeedsUpdate.

    parent: Object3D | null = null
    position: Vector = ...

    translation relative to the parent

    quaternion: Quaternion = ...

    rotation relative to the parent, as a unit quaternion

    rotation: Vector = ...

    rotation relative to the parent, as Euler angles in radians applied in XYZ order; kept in sync with quaternion

    scale: Vector = ...

    scale factors per axis

    visible: boolean = true

    invisible objects and their children are not rendered

    worldMatrix: Mat4 = ...

    transform relative to the scene root

    worldMatrixNeedsUpdate: boolean = false

    set to true after changing localMatrix manually

    • Rotate so that the object's +Z axis points at target. Cameras override this and point their -Z axis (the viewing direction) instead.

      Parameters

      • target: Vector

        a point in the parent's coordinate system

      • up: Vector = DEFAULT_UP

        the up direction, +Y by default

      Returns this

    • Recompose localMatrix from position, quaternion and scale, after bringing quaternion and rotation in sync (see the class description).

      Returns this

    • Update the world matrices of this object and its descendants.

      Parameters

      • force: boolean = false

        recompute even if nothing was flagged as changed

      Returns void