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Class NgxMeshText

MeshText mesh

See the ngx3js docs page for details. See the ngx mesh page for a live demo.

Hierarchy

Index

Constructors

Properties

Methods

Constructors

constructor

constructor

Properties

DefaultMatrixAutoUpdate

DefaultMatrixAutoUpdate: boolean

The default setting for .matrixAutoUpdate for newly created Object3Ds.

static

DefaultUp

DefaultUp: I3JS.Vector3

The default .up direction for objects, also used as the default position for DirectionalLight, HemisphereLight and Spotlight (which creates lights shining from the top down). Set to ( 0, 1, 0 ) by default.

static

animations

animations: I3JS.AnimationClip[]

Array with object's animation clips.

default

[]

castShadow

castShadow: boolean

Whether the object gets rendered into shadow map. Default is false.

default

false

children

children: I3JS.Object3D<Event>[]

Array with object's children. See Group for info on manually grouping objects.

default

[]

customDepthMaterial

customDepthMaterial: I3JS.Material

Custom depth material to be used when rendering to the depth map. Can only be used in context of meshes. When shadow-casting with a DirectionalLight or SpotLight, if you are modifying vertex positions in the vertex shader you must specify a customDepthMaterial for proper shadows. Default is undefined.

customDistanceMaterial

customDistanceMaterial: I3JS.Material

Same as .customDepthMaterial, but used with PointLight. Default is undefined.

fontColor

fontColor: I3JS.ColorRepresentation = 0xffffff

fontFamily

fontFamily: string = 'Arial'

frustumCulled

frustumCulled: boolean

When this is set, it checks every frame if the object is in the frustum of the camera before rendering the object. If set to false the object gets rendered every frame even if it is not in the frustum of the camera. Default is true.

default

true

geometry

An instance of BufferGeometry (or derived classes), defining the object's structure.

height

height: number = 20

id

id: number

Unique number for this object instance.

readonly

Readonly isMesh

isMesh: true

Readonly isObject3D

isObject3D: true

Used to check whether this or derived classes are Object3Ds. Default is true. You should not change this, as it is used internally for optimisation.

layers

layers: I3JS.Layers

The layer membership of the object. The object is only visible if it has at least one layer in common with the Camera in use. This property can also be used to filter out unwanted objects in ray-intersection tests when using Raycaster.

default

new THREE.Layers()

material

material: I3JS.Material | I3JS.Material[]

An instance of material derived from the Material base class or an array of materials, defining the object's appearance. Default is a MeshBasicMaterial.

matrix

matrix: I3JS.Matrix4

The local transform matrix.

default

new THREE.Matrix4()

matrixAutoUpdate

matrixAutoUpdate: boolean

When this is set, it calculates the matrix of position, (rotation or quaternion) and scale every frame and also recalculates the matrixWorld property. Default is Object3D.DefaultMatrixAutoUpdate (true).

default

THREE.Object3D.DefaultMatrixAutoUpdate

matrixWorld

matrixWorld: I3JS.Matrix4

The global transform of the object. If the Object3D has no parent, then it's identical to the local transform .matrix.

default

new THREE.Matrix4()

matrixWorldNeedsUpdate

matrixWorldNeedsUpdate: boolean

When this is set, it calculates the matrixWorld in that frame and resets this property to false. Default is false.

default

false

message

message: string

Readonly modelViewMatrix

modelViewMatrix: I3JS.Matrix4

This is passed to the shader and used to calculate the position of the object.

default

new THREE.Matrix4()

Optional morphTargetDictionary

morphTargetDictionary?: {}

A dictionary of morphTargets based on the morphTarget.name property. Undefined by default, but rebuilt updateMorphTargets.

Type declaration

  • [key: string]: number

Optional morphTargetInfluences

morphTargetInfluences?: number[]

An array of weights typically from 0-1 that specify how much of the morph is applied. Undefined by default, but reset to a blank array by updateMorphTargets.

name

name: string

Optional name of the object (doesn't need to be unique). Default is an empty string.

default

''

Readonly normalMatrix

normalMatrix: I3JS.Matrix3

This is passed to the shader and used to calculate lighting for the object. It is the transpose of the inverse of the upper left 3x3 sub-matrix of this object's modelViewMatrix. The reason for this special matrix is that simply using the modelViewMatrix could result in a non-unit length of normals (on scaling) or in a non-perpendicular direction (on non-uniform scaling). On the other hand the translation part of the modelViewMatrix is not relevant for the calculation of normals. Thus a Matrix3 is sufficient.

default

new THREE.Matrix3()

parent

Object's parent in the scene graph. An object can have at most one parent.

default

null

Readonly position

position: I3JS.Vector3

A Vector3 representing the object's local position. Default is (0, 0, 0).

default

new THREE.Vector3()

Readonly quaternion

quaternion: I3JS.Quaternion

Object's local rotation as a Quaternion.

default

new THREE.Quaternion()

receiveShadow

receiveShadow: boolean

Whether the material receives shadows. Default is false.

default

false

renderOrder

renderOrder: number

This value allows the default rendering order of scene graph objects to be overridden although opaque and transparent objects remain sorted independently. When this property is set for an instance of Group, all descendants objects will be sorted and rendered together. Sorting is from lowest to highest renderOrder. Default value is 0.

default

0

Readonly rotation

rotation: I3JS.Euler

Object's local rotation (see Euler angles), in radians.

default

new THREE.Euler()

Readonly scale

scale: I3JS.Vector3

The object's local scale. Default is Vector3( 1, 1, 1 ).

default

new THREE.Vector3()

side

side: Side = N3JS.DoubleSide

type

type: string

up

This is used by the .lookAt method, for example, to determine the orientation of the result. Default is Object3D.DefaultUp - that is, ( 0, 1, 0 ).

default

THREE.Object3D.DefaultUp.clone()

userData

userData: {}

An object that can be used to store custom data about the Object3D. It should not hold references to functions as these will not be cloned.

default

{}

Type declaration

  • [key: string]: any

uuid

uuid: string

UUID of this object instance. This gets automatically assigned, so this shouldn't be edited.

visible

visible: boolean

Object gets rendered if true. Default is true.

default

true

Static DefaultMatrixAutoUpdate

DefaultMatrixAutoUpdate: boolean

The default setting for .matrixAutoUpdate for newly created Object3Ds.

static

Static DefaultUp

DefaultUp: I3JS.Vector3

The default .up direction for objects, also used as the default position for DirectionalLight, HemisphereLight and Spotlight (which creates lights shining from the top down). Set to ( 0, 1, 0 ) by default.

static

Static animations

animations: I3JS.AnimationClip[]

Array with object's animation clips.

default

[]

Static castShadow

castShadow: boolean

Whether the object gets rendered into shadow map. Default is false.

default

false

Static children

children: I3JS.Object3D<Event>[]

Array with object's children. See Group for info on manually grouping objects.

default

[]

Static customDepthMaterial

customDepthMaterial: I3JS.Material

Custom depth material to be used when rendering to the depth map. Can only be used in context of meshes. When shadow-casting with a DirectionalLight or SpotLight, if you are modifying vertex positions in the vertex shader you must specify a customDepthMaterial for proper shadows. Default is undefined.

Static customDistanceMaterial

customDistanceMaterial: I3JS.Material

Same as .customDepthMaterial, but used with PointLight. Default is undefined.

Static frustumCulled

frustumCulled: boolean

When this is set, it checks every frame if the object is in the frustum of the camera before rendering the object. If set to false the object gets rendered every frame even if it is not in the frustum of the camera. Default is true.

default

true

Static geometry

An instance of BufferGeometry (or derived classes), defining the object's structure.

Static id

id: number

Unique number for this object instance.

readonly

Static Readonly isMesh

isMesh: true

Static Readonly isObject3D

isObject3D: true

Used to check whether this or derived classes are Object3Ds. Default is true. You should not change this, as it is used internally for optimisation.

Static layers

layers: I3JS.Layers

The layer membership of the object. The object is only visible if it has at least one layer in common with the Camera in use. This property can also be used to filter out unwanted objects in ray-intersection tests when using Raycaster.

default

new THREE.Layers()

Static material

material: I3JS.Material | I3JS.Material[]

An instance of material derived from the Material base class or an array of materials, defining the object's appearance. Default is a MeshBasicMaterial.

Static matrix

matrix: I3JS.Matrix4

The local transform matrix.

default

new THREE.Matrix4()

Static matrixAutoUpdate

matrixAutoUpdate: boolean

When this is set, it calculates the matrix of position, (rotation or quaternion) and scale every frame and also recalculates the matrixWorld property. Default is Object3D.DefaultMatrixAutoUpdate (true).

default

THREE.Object3D.DefaultMatrixAutoUpdate

Static matrixWorld

matrixWorld: I3JS.Matrix4

The global transform of the object. If the Object3D has no parent, then it's identical to the local transform .matrix.

default

new THREE.Matrix4()

Static matrixWorldNeedsUpdate

matrixWorldNeedsUpdate: boolean

When this is set, it calculates the matrixWorld in that frame and resets this property to false. Default is false.

default

false

Static Readonly modelViewMatrix

modelViewMatrix: I3JS.Matrix4

This is passed to the shader and used to calculate the position of the object.

default

new THREE.Matrix4()

Static Optional morphTargetDictionary

morphTargetDictionary?: {}

A dictionary of morphTargets based on the morphTarget.name property. Undefined by default, but rebuilt updateMorphTargets.

Type declaration

  • [key: string]: number

Static Optional morphTargetInfluences

morphTargetInfluences?: number[]

An array of weights typically from 0-1 that specify how much of the morph is applied. Undefined by default, but reset to a blank array by updateMorphTargets.

Static name

name: string

Optional name of the object (doesn't need to be unique). Default is an empty string.

default

''

Static Readonly normalMatrix

normalMatrix: I3JS.Matrix3

This is passed to the shader and used to calculate lighting for the object. It is the transpose of the inverse of the upper left 3x3 sub-matrix of this object's modelViewMatrix. The reason for this special matrix is that simply using the modelViewMatrix could result in a non-unit length of normals (on scaling) or in a non-perpendicular direction (on non-uniform scaling). On the other hand the translation part of the modelViewMatrix is not relevant for the calculation of normals. Thus a Matrix3 is sufficient.

default

new THREE.Matrix3()

Static parent

Object's parent in the scene graph. An object can have at most one parent.

default

null

Static Readonly position

position: I3JS.Vector3

A Vector3 representing the object's local position. Default is (0, 0, 0).

default

new THREE.Vector3()

Static Readonly quaternion

quaternion: I3JS.Quaternion

Object's local rotation as a Quaternion.

default

new THREE.Quaternion()

Static receiveShadow

receiveShadow: boolean

Whether the material receives shadows. Default is false.

default

false

Static renderOrder

renderOrder: number

This value allows the default rendering order of scene graph objects to be overridden although opaque and transparent objects remain sorted independently. When this property is set for an instance of Group, all descendants objects will be sorted and rendered together. Sorting is from lowest to highest renderOrder. Default value is 0.

default

0

Static Readonly rotation

rotation: I3JS.Euler

Object's local rotation (see Euler angles), in radians.

default

new THREE.Euler()

Static Readonly scale

scale: I3JS.Vector3

The object's local scale. Default is Vector3( 1, 1, 1 ).

default

new THREE.Vector3()

Static type

type: string

Static up

This is used by the .lookAt method, for example, to determine the orientation of the result. Default is Object3D.DefaultUp - that is, ( 0, 1, 0 ).

default

THREE.Object3D.DefaultUp.clone()

Static userData

userData: {}

An object that can be used to store custom data about the Object3D. It should not hold references to functions as these will not be cloned.

default

{}

Type declaration

  • [key: string]: any

Static uuid

uuid: string

UUID of this object instance. This gets automatically assigned, so this shouldn't be edited.

Static visible

visible: boolean

Object gets rendered if true. Default is true.

default

true

Methods

add

  • Adds object as child of this object. An arbitrary number of objects may be added. Any current parent on an object passed in here will be removed, since an object can have at most one parent. See Group for info on manually grouping objects.

    Parameters

    Returns NgxMeshText

addEventListener

applyMatrix4

applyQuaternion

attach

clear

clone

copy

  • Copy the given object into this object. Note: event listeners and user-defined callbacks (.onAfterRender and .onBeforeRender) are not copied.

    Parameters

    • source: NgxMeshText
    • Optional recursive: boolean

      if true, descendants of the object are also copied. Default is true.

    Returns NgxMeshText

dispatchEvent

  • dispatchEvent(event: Event): void

getObjectById

  • Note that ids are assigned in chronological order: 1, 2, 3, ..., incrementing by one for each new object.

    Parameters

    • id: number

      Unique number of the object instance Searches through an object and its children, starting with the object itself, and returns the first with a matching id.

    Returns I3JS.Object3D<Event>

getObjectByName

  • Searches through an object and its children, starting with the object itself, and returns the first with a matching name. Note that for most objects the name is an empty string by default. You will have to set it manually to make use of this method.

    Parameters

    • name: string

      String to match to the children's Object3D.name property.

    Returns I3JS.Object3D<Event>

getObjectByProperty

  • Searches through an object and its children, starting with the object itself, and returns the first with a property that matches the value given.

    Parameters

    • name: string

      The property name to search for.

    • value: string

      Value of the given property.

    Returns I3JS.Object3D<Event>

getWorldDirection

getWorldPosition

getWorldQuaternion

getWorldScale

hasEventListener

localToWorld

lookAt

  • lookAt(vector: number | I3JS.Vector3, y?: number, z?: number): void
  • Optionally, the .x, .y and .z components of the world space position. Rotates the object to face a point in world space. This method does not support objects having non-uniformly-scaled parent(s).

    Parameters

    • vector: number | I3JS.Vector3

      A vector representing a position in world space.

    • Optional y: number
    • Optional z: number

    Returns void

onAfterRender

onBeforeRender

raycast

redraw

  • redraw(): void

remove

removeEventListener

removeFromParent

rotateOnAxis

rotateOnWorldAxis

  • Rotate an object along an axis in world space. The axis is assumed to be normalized. Method Assumes no rotated parent.

    Parameters

    • axis: I3JS.Vector3

      A normalized vector in object space.

    • angle: number

      The angle in radians.

    Returns NgxMeshText

rotateX

rotateY

rotateZ

setRotationFromAxisAngle

  • setRotationFromAxisAngle(axis: I3JS.Vector3, angle: number): void

setRotationFromEuler

  • setRotationFromEuler(euler: I3JS.Euler): void

setRotationFromMatrix

setRotationFromQuaternion

toJSON

  • toJSON(meta?: { geometries: any; images: any; materials: any; textures: any }): any
  • Parameters

    • Optional meta: { geometries: any; images: any; materials: any; textures: any }
      • geometries: any
      • images: any
      • materials: any
      • textures: any

    Returns any

translateOnAxis

translateX

translateY

translateZ

traverse

traverseAncestors

traverseVisible

  • Like traverse, but the callback will only be executed for visible objects. Descendants of invisible objects are not traversed. Note: Modifying the scene graph inside the callback is discouraged.

    Parameters

    Returns void

updateMatrix

  • updateMatrix(): void

updateMatrixWorld

  • updateMatrixWorld(force?: boolean): void

updateMorphTargets

  • updateMorphTargets(): void

updateWorldMatrix

  • updateWorldMatrix(updateParents: boolean, updateChildren: boolean): void
  • Updates the global transform of the object.

    Parameters

    • updateParents: boolean

      recursively updates global transform of ancestors.

    • updateChildren: boolean

      recursively updates global transform of descendants.

    Returns void

worldToLocal

Static add

  • Adds object as child of this object. An arbitrary number of objects may be added. Any current parent on an object passed in here will be removed, since an object can have at most one parent. See Group for info on manually grouping objects.

    Parameters

    Returns THREE.Mesh

Static addEventListener

Static applyMatrix4

Static applyQuaternion

Static attach

Static clear

Static clone

  • Parameters

    • Optional recursive: boolean

      if true, descendants of the object are also cloned. Default is true.

    Returns THREE.Mesh

    Returns a clone of this object and optionally all descendants.

Static copy

  • Copy the given object into this object. Note: event listeners and user-defined callbacks (.onAfterRender and .onBeforeRender) are not copied.

    Parameters

    • source: THREE.Mesh
    • Optional recursive: boolean

      if true, descendants of the object are also copied. Default is true.

    Returns THREE.Mesh

Static dispatchEvent

  • dispatchEvent(event: Event): void

Static getObjectById

  • Note that ids are assigned in chronological order: 1, 2, 3, ..., incrementing by one for each new object.

    Parameters

    • id: number

      Unique number of the object instance Searches through an object and its children, starting with the object itself, and returns the first with a matching id.

    Returns I3JS.Object3D<Event>

Static getObjectByName

  • Searches through an object and its children, starting with the object itself, and returns the first with a matching name. Note that for most objects the name is an empty string by default. You will have to set it manually to make use of this method.

    Parameters

    • name: string

      String to match to the children's Object3D.name property.

    Returns I3JS.Object3D<Event>

Static getObjectByProperty

  • Searches through an object and its children, starting with the object itself, and returns the first with a property that matches the value given.

    Parameters

    • name: string

      The property name to search for.

    • value: string

      Value of the given property.

    Returns I3JS.Object3D<Event>

Static getWorldDirection

Static getWorldPosition

Static getWorldQuaternion

Static getWorldScale

Static hasEventListener

Static localToWorld

Static lookAt

  • lookAt(vector: number | I3JS.Vector3, y?: number, z?: number): void
  • Optionally, the .x, .y and .z components of the world space position. Rotates the object to face a point in world space. This method does not support objects having non-uniformly-scaled parent(s).

    Parameters

    • vector: number | I3JS.Vector3

      A vector representing a position in world space.

    • Optional y: number
    • Optional z: number

    Returns void

Static onAfterRender

Static onBeforeRender

Static raycast

Static remove

Static removeEventListener

Static removeFromParent

Static rotateOnAxis

Static rotateOnWorldAxis

  • Rotate an object along an axis in world space. The axis is assumed to be normalized. Method Assumes no rotated parent.

    Parameters

    • axis: I3JS.Vector3

      A normalized vector in object space.

    • angle: number

      The angle in radians.

    Returns THREE.Mesh

Static rotateX

Static rotateY

Static rotateZ

Static setRotationFromAxisAngle

  • setRotationFromAxisAngle(axis: I3JS.Vector3, angle: number): void

Static setRotationFromEuler

  • setRotationFromEuler(euler: I3JS.Euler): void

Static setRotationFromMatrix

Static setRotationFromQuaternion

Static toJSON

  • toJSON(meta?: { geometries: any; images: any; materials: any; textures: any }): any
  • Parameters

    • Optional meta: { geometries: any; images: any; materials: any; textures: any }
      • geometries: any
      • images: any
      • materials: any
      • textures: any

    Returns any

Static translateOnAxis

  • Translate an object by distance along an axis in object space. The axis is assumed to be normalized.

    Parameters

    • axis: I3JS.Vector3

      A normalized vector in object space.

    • distance: number

      The distance to translate.

    Returns THREE.Mesh

Static translateX

Static translateY

Static translateZ

Static traverse

Static traverseAncestors

Static traverseVisible

  • Like traverse, but the callback will only be executed for visible objects. Descendants of invisible objects are not traversed. Note: Modifying the scene graph inside the callback is discouraged.

    Parameters

    Returns void

Static updateMatrix

  • updateMatrix(): void

Static updateMatrixWorld

  • updateMatrixWorld(force?: boolean): void

Static updateMorphTargets

  • updateMorphTargets(): void

Static updateWorldMatrix

  • updateWorldMatrix(updateParents: boolean, updateChildren: boolean): void
  • Updates the global transform of the object.

    Parameters

    • updateParents: boolean

      recursively updates global transform of ancestors.

    • updateChildren: boolean

      recursively updates global transform of descendants.

    Returns void

Static worldToLocal

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