Optionalcolor1: ColorRepresentationOptionalcolor2: ColorRepresentationOptional Internal_Array with object's children.
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.
Object's parent in the scene graph.
Dispatches 'objectUpdate' event on object.
Executes the callback on this object and all descendants.
Executes the callback on all ancestors.
Like traverse, but the callback will only be executed for visible objects
An object that can be used to store custom data about the Object3D.
Object gets rendered if true.
Protected_Protected_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.
Optionalforce: 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.
StaticCheckStaticCreate
If this is present, only the objects in this array will be saved in the glb/gltf files, and the object.children array will be ignored. The other properties are expected to be loaded/filled at runtime by default values or from an external asset loaded from IImportResultUserData.rootPath.