Used to create an object with transformation properties such as position, scale, rotation and transform origin vectors and a quaternion in order to compute the model matrix and world matrix.

If an Object3D does not have any parent, then its model matrix and world matrix are the same.

The transformations vectors are reactive to changes, which mean that updating one of their components will automatically update the model matrix and world matrix.

Hierarchy (view full)

Constructors

Properties

transforms: Object3DTransforms
_parent: Object3D

Parent Object3D in the scene graph, used to compute the world matrix

children: Object3D[]

Children Object3D in the scene graph, used to compute their own world matrix

object3DIndex: number

Index (order of creation) of this Object3D. Used in the parent / children relation.

matricesNeedUpdate: boolean

Whether at least one of this Object3D matrix needs an update.

Accessors

Methods