Creates a new SharedStagePlaneMesh instance.
The constructor initializes the plane mesh with a shared material that must contain a SharedStageTexture. It sets up the geometry based on texture area dimensions, applies UV mapping for the specified texture area, and initializes the CameraChaser.
The shared Material instance that contains a SharedStageTexture
The texture area to display in pixel coordinates
const sharedTexture = new SharedStageTexture();
await sharedTexture.init(1024, 1024);
const material = new MeshBasicMaterial({ map: sharedTexture });
const planeMesh = new SharedStagePlaneMesh(
material,
{ x: 0, y: 0, width: 256, height: 256 }
);
// Optional: Enable camera following
planeMesh.cameraChaser.enabled = true;
Array with object's animation clips.
Whether the object gets rendered into shadow map.
Array with object's children.
The number of instances of this mesh. Can only be used with WebGPURenderer.
Optional
customCustom depth material to be used when rendering to the depth map.
Optional
customSame as customDepthMaterial, but used with THREE.Object3DPointLight | PointLight.
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.
An instance of THREE.BufferGeometry | BufferGeometry (or derived classes), defining the object's structure.
Readonly
idUnique number for this Object3D instance.
Readonly
isRead-only flag to check if a given object is of type Mesh.
Readonly
isFlag to check if a given object is of type Object3D.
The layer membership of the object.
An instance of material derived from the THREE.Material | Material base class or an array of materials, defining the object's appearance.
The local transform matrix.
When this is set, it calculates the matrix of position, (rotation or quaternion) and scale every frame and also recalculates the matrixWorld property.
DEFAULT_MATRIX_AUTO_UPDATE - that is (true)
.
The global transform of the object.
If set, then the renderer checks every frame if the object and its children need matrix updates. When it isn't, then you have to maintain all matrices in the object and its children yourself.
DEFAULT_MATRIX_WORLD_AUTO_UPDATE - that is (true)
.
When this is set, it calculates the matrixWorld in that frame and resets this property to false.
Readonly
modelOptional
morphA dictionary of morphTargets based on the morphTarget.name
property.
undefined
, but rebuilt by .updateMorphTargets().
Optional
morphAn array of weights typically from 0-1
that specify how much of the morph is applied.
undefined
, but reset to a blank array by .updateMorphTargets().
Optional name of the object
Readonly
normalObject's parent in the scene graph.
Readonly
positionObject's local position.
Readonly
quaternionObject's local rotation as a THREE.Quaternion | Quaternion.
Whether the material receives shadows.
This value allows the default rendering order of scene graph objects to be overridden although opaque and transparent objects remain sorted independently.
Readonly
rotationObject's local rotation (Euler angles), in radians.
Readonly
scaleThe object's local scale.
The shared Material instance that contains a SharedStageTexture
Readonly
typeThis is used by the lookAt method, for example, to determine the orientation of the result.
Object3D.DEFAULT_UP - that is (0, 1, 0)
.
An object that can be used to store custom data about the Object3D.
UUID of this object instance.
Object gets rendered if true
.
Static
DEFAULT_The default setting for matrixAutoUpdate for newly created Object3Ds.
Static
DEFAULT_The default setting for matrixWorldAutoUpdate for newly created Object3Ds.
Static
DEFAULT_The default up direction for objects, also used as the default position for THREE.DirectionalLight | DirectionalLight, THREE.HemisphereLight | HemisphereLight and THREE.Spotlight | Spotlight (which creates lights shining from the top down).
Adds another Object3D as child of this Object3D.
Adds a listener to an event type.
The type of event to listen to.
The function that gets called when the event is fired.
Applies the matrix transform to the object and updates the object's position, rotation and scale.
Applies the rotation represented by the quaternion to the object.
Removes all child objects.
Returns a clone of this
object and optionally all descendants.
Optional
recursive: booleanIf true, descendants of the object are also cloned. Default true
Returns a clone of the current texture area.
This method creates a shallow copy of the texture area object to prevent external modifications to the internal state.
A copy of the texture area in pixel coordinates
Copies the given object into this object.
Optional
recursive: booleanIf set to true
, descendants of the object are copied next to the existing ones. If set to
false
, descendants are left unchanged. Default is true
.
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.
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.
Optional
optionalTarget: Object3D<Object3DEventMap>[]target to set the result. Otherwise a new Array is instantiated. If set, you must clear this array prior to each call (i.e., array.length = 0;).
Get the local-space position of the vertex at the given index, taking into account the current animation state of both morph targets and skinning.
Expects a Integer
Returns a vector representing the direction of object's positive z-axis in world space.
The result will be copied into this Vector3.
Returns a vector representing the position of the object in world space.
The result will be copied into this Vector3.
Returns a quaternion representing the rotation of the object in world space.
The result will be copied into this Quaternion.
Returns a vector of the scaling factors applied to the object for each axis in world space.
The result will be copied into this Vector3.
Checks if listener is added to an event type.
The type of event to listen to.
The function that gets called when the event is fired.
Converts the vector from this object's local space to world space.
A vector representing a position in this object's local space.
An optional callback that is executed immediately after a 3D object is rendered.
This function is called with the following parameters: renderer, scene, camera, geometry, material, group.
Please notice that this callback is only executed for renderable
3D objects. Meaning 3D objects which
define their visual appearance with geometries and materials like instances of Mesh, Line,
Points or Sprite. Instances of Object3D, Group or Bone are not renderable
and thus this callback is not executed for such objects.
An optional callback that is executed immediately after a 3D object is rendered to a shadow map.
This function is called with the following parameters: renderer, scene, camera, shadowCamera, geometry,
depthMaterial, group.
Please notice that this callback is only executed for renderable
3D objects. Meaning 3D objects which
define their visual appearance with geometries and materials like instances of Mesh, Line,
Points or Sprite. Instances of Object3D, Group or Bone are not renderable
and thus this callback is not executed for such objects.
An optional callback that is executed immediately before a 3D object is rendered.
This function is called with the following parameters: renderer, scene, camera, geometry, material, group.
Please notice that this callback is only executed for renderable
3D objects. Meaning 3D objects which
define their visual appearance with geometries and materials like instances of Mesh, Line,
Points or Sprite. Instances of Object3D, Group or Bone are not renderable
and thus this callback is not executed for such objects.
An optional callback that is executed immediately before a 3D object is rendered to a shadow map.
This function is called with the following parameters: renderer, scene, camera, shadowCamera, geometry,
depthMaterial, group.
Please notice that this callback is only executed for renderable
3D objects. Meaning 3D objects which
define their visual appearance with geometries and materials like instances of Mesh, Line,
Points or Sprite. Instances of Object3D, Group or Bone are not renderable
and thus this callback is not executed for such objects.
Abstract (empty) method to get intersections between a casted ray and this object
Removes a listener from an event type.
The type of the listener that gets removed.
The listener function that gets removed.
Removes this object from its current parent.
Rotates the object around x axis in local space.
Rotates the object around y axis in local space.
Rotates the object around z axis in local space.
Calls THREE.Quaternion.setFromAxisAngle | setFromAxisAngle(axis, angle) on the .quaternion.
A normalized vector in object space.
Angle in radians. Expects a Float
Calls THREE.Quaternion.setFromEuler | setFromEuler(euler) on the .quaternion.
Euler angle specifying rotation amount.
Calls THREE.Quaternion.setFromRotationMatrix | setFromRotationMatrix(m) on the .quaternion.
Rotate the quaternion by the rotation component of the matrix.
Copy the given THREE.Quaternion | Quaternion into .quaternion.
Normalized Quaternion.
Convert the object to three.js JSON Object/Scene format.
Optional
meta: JSONMetaObject containing metadata such as materials, textures or images for the object.
Translates object along x axis in object space by distance units.
Expects a Float
Translates object along y axis in object space by distance units.
Expects a Float
Translates object along z axis in object space by distance units.
Expects a Float
Like traverse, but the callback will only be executed for visible objects
A function with as first argument an Object3D object.
Updates local transform.
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
.
Optional
force: 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
.
Updates the morphTargets to have no influence on the object
Resets the morphTargetInfluences and morphTargetDictionary properties.
Updates the texture area displayed by this plane mesh and refreshes UV mapping.
This method updates the texture area and regenerates the geometry if the dimensions have changed. It also updates the UV coordinates to reflect the new region.
The new texture area in pixel coordinates
Updates the global transform of the object.
Recursively updates global transform of ancestors.
Recursively updates global transform of descendants.
Converts the vector from world space to this object's local space.
A vector representing a position in world space.
Plane mesh class that uses a single shared Canvas via SharedStageTexture for rendering.
This class extends Three.js Mesh and displays a specific area of a shared texture as a plane mesh. It also provides camera following functionality through CameraChaser.
Overview
This is a canvas-drawable plane object that uses SharedStageTexture to display a specific region of the shared texture as a plane mesh. Unlike billboards, it does not follow the camera by default, but can be made to follow using CameraChaser.
Comparison with MultiView Classes
Compared to MultiViewPixiPlaneMesh, SharedStagePlaneMesh uses a single shared Canvas via SharedStageTexture, allowing texture and material instances to be shared across multiple plane meshes, which can significantly reduce draw calls.
However, there are limitations:
Best Use Cases: SharedStagePlaneMesh is ideal when you have a relatively fixed number of plane meshes and want to reduce draw calls for optimal performance.
Geometry Implementation Notes
The geometry uses PlaneGeometry. To offset from the center point, use the translate method: https://threejs.org/docs/#api/en/core/BufferGeometry.translate
UV coordinates are set for each vertex. This implementation assumes 4 vertices and 2 polygons - other geometry configurations may not work correctly.
Example