ProjectedObject3D constructor
CameraRenderer object or GPUCurtains class object used to create this ProjectedObject3D
Transformation object of the Object3D
Vec3 holding the actual position of this Object3D from its worldMatrix.
Children Object3D in the scene graph, used to compute their own worldMatrix.
Whether at least one of this Object3D matrix needs an update.
Camera object used to compute model view and model view projection matrices
Matrices object of the ProjectedObject3D
Get whether this Object3D is visible (if it is itself visible, and all its parents are visible as well).
Set this Object3D visible property, and its children parentVisibility property.
New visibility value.
Get whether all this Object3D parents are visible or not. Should not be used directly.
Set to false if at least one of this Object3D parent is not visible, true otherwise. Should not be used directly.
New parent visibility value.
Get our quaternion
Get our model matrix
Get our world matrix
Get our model view matrix
Get our camera view matrix
Get our camera projection matrix
Get our model view projection matrix
Get our normal matrix
Set our transforms properties and vectors onChange callbacks
Set our model matrix shouldUpdate flag to true (tell it to update)
Update our model matrix
Update our model matrix.
Whether to update the parent worldMatrix beforehand. Default to false.
Whether to update the children worldMatrix afterward. Default to true.
Check whether at least one of the matrix should be updated
Check at each render whether we should update our matrices, and update them if needed
Destroy this Object3D. Removes its parent and set its children free.
Tell our projection matrix stack to update
Tell our projection matrix stack to update
Tell our projection matrix stack to update
Tell our projection matrix stack to update
Set our transform and projection matrices
Set our projection matrices shouldUpdate flags to true (tell them to update)
When the world matrix update, tell our projection matrix to update as well
Tell all our matrices to update
Used to apply the projection and view matrices of a Camera to an Object3D, in order to compute modelView and modelViewProjection matrices.