docsby gkjohnson
On this page

Properties

name: string

quaternion: Float32Array

position: Float32Array

matrix: Float32Array

readonly

matrixWorld: Float32Array

readonly

parent: Frame | null

readonly

children: Array<Frame>

readonly

Methods

setPosition( x: number, y: number, z: number ): void
setEuler( x: number, y: number, z: number ): void
setQuaternion( x: number, y: number, z: number, w: number ): void
setWorldPosition( x: number, y: number, z: number ): void
setWorldEuler( x: number, y: number, z: number ): void
setWorldQuaternion( x: number, y: number, z: number, w: number ): void
getWorldPosition( target: Array<number> | Float32Array ): void
getWorldQuaternion( target: Array<number> | Float32Array ): void
traverseParents( callback: ( frame: Frame ) => boolean ): void
traverse( callback: ( frame: Frame ) => boolean ): void
find( callback: ( frame: Frame ) => boolean ): Frame | null
addChild( child: Frame ): void
removeChild( child: Frame ): void
attachChild( child: Frame ): void
detachChild( child: Frame ): void
setMatrixNeedsUpdate(): void
setMatrixWorldNeedsUpdate(): void
updateMatrix(): void
updateMatrixWorld(
	// Also update the world matrices of all descendants.
	updateChildren: boolean = false
): void