<!DOCTYPE html> <html lang="en"> <head> <meta charset="utf-8" /> <base href="../../../" /> <script src="page.js"></script> <link type="text/css" rel="stylesheet" href="page.css" /> </head> <body> <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 { 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> <h2>Source</h2> <p> [link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/utils/SceneUtils.js examples/jsm/utils/SceneUtils.js] </p> </body> </html>