Class: Scene
场景对象,一般我们会将创建的网格渲染对象添加到场景中进行渲染
代码示例:
const scene = new Scene();
const points = new Mesh(renderer, { mode: renderer.gl.POINTS, geometry, program });
points.position.set(-1, 1, 0);
scene.add(points);
Hierarchy
- 
↳
Scene 
Table of contents
Constructors
Properties
- visible
 - localMatrix
 - worldMatrix
 - matrixAutoUpdate
 - position
 - scale
 - rotation
 - quaternion
 - up
 - children
 - parent
 - worldMatrixNeedsUpdate
 
Methods
Constructors
constructor
• new Scene(): Scene
Returns
Inherited from
Defined in
Properties
visible
• visible: boolean
是否可见
Inherited from
Defined in
localMatrix
• localMatrix: ProjectionMatrix
局部变换矩阵
Inherited from
Defined in
worldMatrix
• worldMatrix: ProjectionMatrix
物体的世界变换矩阵 (如果没有父级,那么他和局部变化矩阵相同)
Inherited from
Defined in
matrixAutoUpdate
• matrixAutoUpdate: boolean
当这个属性设置了之后,它将计算每  一帧的位移、旋转(四元变换)和缩放矩阵,并重新计算 worldMatrix 属性
Inherited from
Defined in
position
• position: Vector3
物体局部位置
Inherited from
Defined in
scale
• scale: Vector3
物体的局部缩放
Inherited from
Defined in
rotation
• rotation: Euler
物体的局部旋转
Inherited from
Defined in
quaternion
• quaternion: Quaternion
物体的局部旋转
Inherited from
Defined in
up
• up: Vector3
物体的朝向
Inherited from
Defined in
children
• children: Object3D[]
对象子级
Inherited from
Defined in
parent
• parent: WithNull<Object3D>
对象父级
Inherited from
Defined in
worldMatrixNeedsUpdate
• worldMatrixNeedsUpdate: boolean
当这个属性设置了之后,它将计算在那一帧中的 worldMatrix,并将这个值重置为false。默认值为false
Inherited from
Object3D.worldMatrixNeedsUpdate
Defined in
Methods
add
▸ add(object, notifyChild?): void
添加对象到这个对象的子级
Parameters
| Name | Type | Default value | 
|---|---|---|
object | Object3D | undefined | 
notifyChild | boolean | true | 
Returns
void
Inherited from
Defined in
remove
▸ remove(object, notifyChild?): void
从此对象移除传入的对象(如果存在)
Parameters
| Name | Type | Default value | 
|---|---|---|
object | Object3D | undefined | 
notifyChild | boolean | true | 
Returns
void
Inherited from
Defined in
contains
▸ contains(object): boolean
判断此渲染对象的子集是否包含传入的渲染对象
Parameters
| Name | Type | 
|---|---|
object | Object3D | 
Returns
boolean
Inherited from
Defined in
setParent
▸ setParent(object, notifyParent?): void
设置此渲染对象的父集
Parameters
| Name | Type | Default value | Description | 
|---|---|---|---|
object | any | undefined | 渲染对象 | 
notifyParent | boolean | true | 设置是否将此渲染对象添加到传入的渲染对象中 | 
Returns
void
Inherited from
Defined in
traverse
▸ traverse(callback): void
遍历此对象(包含子对象)
Parameters
| Name | Type | Description | 
|---|---|---|
callback | any | 回调函数 | 
Returns
void
Inherited from
Defined in
lookAt
▸ lookAt(eye, invert?): void
旋转物体使其在世界空间中面朝一个点
Parameters
| Name | Type | Description | 
|---|---|---|
eye | Vector3 | 朝向位置 | 
invert? | boolean | 是否反转 | 
Returns
void
Inherited from
Defined in
updateMatrixWorld
▸ updateMatrixWorld(force?): void
更新渲染对象的世界矩阵
Parameters
| Name | Type | Description | 
|---|---|---|
force? | boolean | 是否更新次渲染对象的子集 | 
Returns
void
Inherited from
Defined in
updateMatrix
▸ updateMatrix(): void
更新局部变换矩阵
Returns
void
Inherited from
Defined in
decompose
▸ decompose(): void
从局部矩阵计算位置,旋转和缩放
Returns
void
Inherited from
Defined in
clone
▸ clone(): Scene
克隆场景对象
Returns
Overrides
Defined in
copy
▸ copy(source, recursive): Scene
将传入的场景对象的各属性复制到此场景实例中
Parameters
| Name | Type | Description | 
|---|---|---|
source | any | 源场景 | 
recursive | any | 设置是否复制子对象 |