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<h1>[name]</h1>
<p class="desc">
A class containing useful utility functions for scene manipulation.
</p>
<h2>Import</h2>
<p>
[name] is an add-on, and must be imported explicitly.
See [link:#manual/introduction/Installation Installation / Addons].
</p>
<code>
import * as SceneUtils from 'three/addons/utils/SceneUtils.js';
</code>
<h2>Methods</h2>
<h3>[method:Group createMeshesFromInstancedMesh]( [param:InstancedMesh instancedMesh] )</h3>
<p>
instancedMesh -- The instanced mesh.
</p>
<p>
Creates a new group object that contains a new mesh for each instance of the given instanced mesh.
</p>
<h3>[method:Group createMeshesFromMultiMaterialMesh]( [param:Mesh mesh] )</h3>
<p>
mesh -- A mesh with multiple materials.
</p>
<p>
Converts the given multi-material mesh into an instance of [page:Group] holding for each material a separate mesh.
</p>
<h3>[method:Group createMultiMaterialObject]( [param:BufferGeometry geometry], [param:Array materials] )</h3>
<p>
geometry -- The geometry for the set of materials. <br />
materials -- The materials for the object.
</p>
<p>
Creates a new Group that contains a new mesh for each material defined in materials. Beware that this is not the same as an array of materials which defines multiple materials for 1 mesh.<br />
This is mostly useful for objects that need both a material and a wireframe implementation.
</p>
<h3>[method:T reduceVertices]( [param:Object3D object], [param:function func], [param:T initialValue] )</h3>
<p>
object -- The object to traverse (uses [page:Object3D.traverseVisible traverseVisible] internally). <br />
func -- The binary function applied for the reduction. Must have the signature: (value: T, vertex: Vector3): T. <br />
initialValue -- The value to initialize the reduction with. This is required
as it also sets the reduction type, which is not required to be Vector3.
</p>
<p>
Akin to Array.prototype.reduce(), but operating on the vertices of all the
visible descendant objects, in world space. Additionally, it can operate as a
transform-reduce, returning a different type T than the Vector3 input. This
can be useful for e.g. fitting a viewing frustum to the scene.
</p>
<h3>[method:undefined sortInstancedMesh]( [param:InstancedMesh mesh], [param:Function compareFn] )</h3>
<p>
mesh -- InstancedMesh in which instances will be sorted. <br />
compareFn -- Comparator function defining the sort order.
</p>
<p>
Sorts the instances within an [page:InstancedMesh], according to a user-defined
callback. The callback will be provided with two arguments, <i>indexA</i>
and <i>indexB</i>, and must return a numerical value. See
[link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Array/sort#description Array.prototype.sort]
for more information on sorting callbacks and their return values.
</p>
<p>
Because of the high performance cost, three.js does not sort
[page:InstancedMesh] instances automatically. Manually sorting may be
helpful to improve display of alpha blended materials (back to front),
and to reduce overdraw in opaque materials (front to back).
</p>
<h3>[method:Generator traverseGenerator]( [param:Object3D object] )</h3>
<p>
object -- The 3D object to traverse.
</p>
<p>
A generator based version of [page:Object3D.traverse]().
</p>
<h3>[method:Generator traverseVisibleGenerator]( [param:Object3D object] )</h3>
<p>
object -- The 3D object to traverse.
</p>
<p>
A generator based version of [page:Object3D.traverseVisible]().
</p>
<h3>[method:Generator traverseAncestorsGenerator]( [param:Object3D object] )</h3>
<p>
object -- The 3D object to traverse.
</p>
<p>
A generator based version of [page:Object3D.traverseAncestors]().
</p>
<h2>Source</h2>
<p>
[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/utils/SceneUtils.js examples/jsm/utils/SceneUtils.js]
</p>
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