Array with object's animation clips.
Whether the object gets rendered into shadow map.
Array with object's children.
着色模式
可选customCustom depth material to be used when rendering to the depth map.
可选customSame as customDepthMaterial, but used with THREE.Object3DPointLight | PointLight.
静态DEFAULT_The default setting for matrixAutoUpdate for newly created Object3Ds.
静态DEFAULT_The default setting for matrixWorldAutoUpdate for newly created Object3Ds.
静态DEFAULT_The default up direction for objects, also used as the default position for THREE.DirectionalLight | DirectionalLight, THREE.HemisphereLight | HemisphereLight and THREE.Spotlight | Spotlight (which creates lights shining from the top down).
颜色渐变
是否开启热力模式,默认开启
柱体高度
只读idUnique number for this Object3D instance.
是否支持返回的事件参数中携带entity实体数据
只读is类型为GeoObject的标识
只读isFlag to check if a given object is of type Object3D.
The layer membership of the object.
The local transform matrix.
When this is set, it calculates the matrix of position, (rotation or quaternion) and scale every frame and also recalculates the matrixWorld property.
DEFAULT_MATRIX_AUTO_UPDATE - that is (true).
The global transform of the object.
If set, then the renderer checks every frame if the object and its children need matrix updates. When it isn't, then you have to maintain all matrices in the object and its children yourself.
DEFAULT_MATRIX_WORLD_AUTO_UPDATE - that is (true).
When this is set, it calculates the matrixWorld in that frame and resets this property to false.
只读modelOptional name of the object
只读normal整体透明度
圆柱顶底是否打开
Object's parent in the scene graph.
只读positionObject's local position.
只读quaternionObject's local rotation as a THREE.Quaternion | Quaternion.
柱体半径
柱体边数
Whether the material receives shadows.
This value allows the default rendering order of scene graph objects to be overridden although opaque and transparent objects remain sorted independently.
只读rotationObject's local rotation (Euler angles), in radians.
只读scaleThe object's local scale.
This is used by the lookAt method, for example, to determine the orientation of the result.
Object3D.DEFAULT_UP - that is (0, 1, 0).
An object that can be used to store custom data about the Object3D.
UUID of this object instance.
是否通过数据携带高度配置
Object gets rendered if true.
Adds another Object3D as child of this Object3D.
添加属性重命名
原始属性名,该组件的属性名
重命名后的属性名,数据源的属性名
Applies the matrix transform to the object and updates the object's position, rotation and scale.
Applies the rotation represented by the quaternion to the object.
Removes all child objects.
清空属性重命名
Returns a clone of this object and optionally all descendants.
可选recursive: booleanIf true, descendants of the object are also cloned. Default true
Copies the given object into this object.
可选recursive: booleanIf set to true, descendants of the object are copied next to the existing ones. If set to
false, descendants are left unchanged. Default is true.
销毁object上的geometry和material实例,释放资源, 调用engine.remove(object)会自动销毁资源,不需要手动调用
Searches through an object and its children, starting with the object itself, and returns the first with a matching id.
Unique number of the object instance. Expects a Integer
Searches through an object and its children, starting with the object itself, and returns the first with a matching name.
String to match to the children's Object3D.name property.
Searches through an object and its children, starting with the object itself, and returns the first with a property that matches the value given.
the property name to search for.
value of the given property.
Searches through an object and its children, starting with the object itself, and returns the first with a property that matches the value given.
The property name to search for.
Value of the given property.
可选optionalTarget: Object3D<Object3DEventMap>[]target to set the result. Otherwise a new Array is instantiated. If set, you must clear this array prior to each call (i.e., array.length = 0;).
Returns a vector representing the direction of object's positive z-axis in world space.
The result will be copied into this Vector3.
Returns a vector representing the position of the object in world space.
The result will be copied into this Vector3.
Returns a quaternion representing the rotation of the object in world space.
The result will be copied into this Quaternion.
Returns a vector of the scaling factors applied to the object for each axis in world space.
The result will be copied into this Vector3.
Converts the vector from this object's local space to world space.
A vector representing a position in this object's local space.
An optional callback that is executed immediately after a 3D object is rendered.
This function is called with the following parameters: renderer, scene, camera, geometry, material, group.
Please notice that this callback is only executed for renderable 3D objects. Meaning 3D objects which
define their visual appearance with geometries and materials like instances of Mesh, Line,
Points or Sprite. Instances of Object3D, Group or Bone are not renderable
and thus this callback is not executed for such objects.
An optional callback that is executed immediately after a 3D object is rendered to a shadow map.
This function is called with the following parameters: renderer, scene, camera, shadowCamera, geometry,
depthMaterial, group.
Please notice that this callback is only executed for renderable 3D objects. Meaning 3D objects which
define their visual appearance with geometries and materials like instances of Mesh, Line,
Points or Sprite. Instances of Object3D, Group or Bone are not renderable
and thus this callback is not executed for such objects.
An optional callback that is executed immediately before a 3D object is rendered.
This function is called with the following parameters: renderer, scene, camera, geometry, material, group.
Please notice that this callback is only executed for renderable 3D objects. Meaning 3D objects which
define their visual appearance with geometries and materials like instances of Mesh, Line,
Points or Sprite. Instances of Object3D, Group or Bone are not renderable
and thus this callback is not executed for such objects.
An optional callback that is executed immediately before a 3D object is rendered to a shadow map.
This function is called with the following parameters: renderer, scene, camera, shadowCamera, geometry,
depthMaterial, group.
Please notice that this callback is only executed for renderable 3D objects. Meaning 3D objects which
define their visual appearance with geometries and materials like instances of Mesh, Line,
Points or Sprite. Instances of Object3D, Group or Bone are not renderable
and thus this callback is not executed for such objects.
移除属性重命名
原始属性名
Removes this object from its current parent.
Rotates the object around x axis in local space.
Rotates the object around y axis in local space.
Rotates the object around z axis in local space.
Calls THREE.Quaternion.setFromAxisAngle | setFromAxisAngle(axis, angle) on the .quaternion.
A normalized vector in object space.
Angle in radians. Expects a Float
Calls THREE.Quaternion.setFromEuler | setFromEuler(euler) on the .quaternion.
Euler angle specifying rotation amount.
Calls THREE.Quaternion.setFromRotationMatrix | setFromRotationMatrix(m) on the .quaternion.
Rotate the quaternion by the rotation component of the matrix.
Copy the given THREE.Quaternion | Quaternion into .quaternion.
Normalized Quaternion.
Convert the object to three.js JSON Object/Scene format.
可选meta: JSONMetaObject containing metadata such as materials, textures or images for the object.
Translates object along x axis in object space by distance units.
Expects a Float
Translates object along y axis in object space by distance units.
Expects a Float
Translates object along z axis in object space by distance units.
Expects a Float
Updates local transform.
Updates the global transform of the object.
And will update the object descendants if .matrixWorldNeedsUpdate is set to true or if the force parameter is set to true.
可选force: booleanA boolean that can be used to bypass .matrixWorldAutoUpdate, to recalculate the world matrix of the object and descendants on the current frame.
Useful if you cannot wait for the renderer to update it on the next frame, assuming .matrixWorldAutoUpdate set to true.
Updates the global transform of the object.
Recursively updates global transform of ancestors.
Recursively updates global transform of descendants.
Converts the vector from world space to this object's local space.
A vector representing a position in world space.
object连接的数据源[[DataSource]]类
设置object的数据源
数据源
是否需要更新
设置object是否在下一帧更新
设置为true,则下一帧渲染前更新该object
柱状体,支持柱形和锥形两种形状。
示例