Transformation object of the Object3D
Matrices object of the Object3D
Private
_parentParent Object3D in the scene graph, used to compute the world matrix
Children Object3D in the scene graph, used to compute their own world matrix
Whether at least one of this Object3D matrix needs an update.
Get our quaternion
Set our quaternion
new quaternion
Get our model matrix
Set our model matrix
new model matrix
Get our world matrix
Set our world matrix
new world matrix
Set our transforms properties and vectors onChange callbacks
Apply our rotation and tell our model matrix to update
Tell our model matrix to update
Tell our model matrix to update
Tell our model matrix to update
Set our model matrix and world matrix
Set our model matrix shouldUpdate flag to true (tell it to update)
Set our world matrix shouldUpdate flag to true (tell it to update)
Update our model matrix
Update our model matrix
Destroy this Object3D. Removes its parent and set its children free.
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.