objects/index library

Classes

Bone
A bone which is part of a Skeleton. The skeleton in turn is used by the SkinnedMesh. Bones are almost identical to a blank Object3D.
Group
This is almost identical to an Object3D. Its purpose is to make working with animatins of objects syntactically clearer.
InstancedMesh
A special version of Mesh with instanced rendering support. Use name if you have to render a large number of objects with the same geometry and material but with different world transformations. The usage of name will help you to reduce the number of draw calls and thus improve the overall rendering performance in your application.
Line
A continuous line.
LineLoop
A continuous line that connects back to the start.
LineSegments
A series of lines drawn between pairs of vertices.
LOD
Level of Detail - show meshes with more or less geometry based on distance from the camera.
Mesh
Class representing triangular polygon mesh based objects. Also serves as a base for other classes such as SkinnedMesh.
Points
A class for displaying points. The points are rendered by the WebGLRenderer using gl.POINTS.
Skeleton
Use an array of bones to create a skeleton that can be used by a SkinnedMesh.
SkinnedMesh
A mesh that has a Skeleton with bones that can then be used to animate the vertices of the geometry.
Sprite
A sprite is a plane that always faces towards the camera, generally with a partially transparent texture applied.

Functions

checkBufferGeometryIntersection(Object3D object, Material material, Raycaster raycaster, Ray ray, BufferAttribute<NativeArray<num>> position, dynamic morphPosition, dynamic morphTargetsRelative, dynamic uv, dynamic uv2, int a, int b, int c) Intersection?
checkIntersection(Object3D object, Material material, Raycaster raycaster, Ray ray, Vector3 pA, Vector3 pB, Vector3 pC, Vector3 point) Intersection?
testPoint(Vector3 point, int index, double localThresholdSq, Matrix4 matrixWorld, Raycaster raycaster, List<Intersection> intersects, Object3D object) → void
transformVertex(Vector3 vertexPosition, Vector3 mvPosition, Vector2 center, Vector scale, double? sin, double? cos) → void