Object's local rotation as [page:Quaternion Quaternion]. Only used when useQuaternion is set to true.
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<h3>.[page:Boolean useQuaternion]</h3>
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@@ -84,14 +84,6 @@
Use quaternion instead of Euler angles for specifying local rotation.
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<h3>.[page:Float boundRadius]</h3>
<div>Default is 0.0.</div>
<h3>.[page:Float boundRadiusScale]</h3>
<div>
Maximum scale from x, y, z scale components.
</div>
<h3>.[page:Float renderDepth]</h3>
<div>
Override depth-sorting order if non *null*.
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@@ -113,16 +105,35 @@
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<h3>.[page:Boolean frustumCulled]</h3>
<div>
When this is set, it checks every frame if the object is in the frustum of the camera. Otherwise the object gets drawn every frame even if it isn't visible.
</div>
<h3>.[page:Boolean matrixAutoUpdate]</h3>
<div>
When this is set, it calculates the matrix of position, (rotation or quaternion) and scale every frame and also recalculates the matrixWorld property.
</div>
<h3>.[page:Boolean matrixWorldNeedsUpdate]</h3>
<div>
When this is set, it calculates the matrixWorld in that frame and resets this property to false.
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<h3>.[page:Boolean rotationAutoUpdate]</h3>
<div>
When this is set, then the rotationMatrix gets calculated every frame.
</div>
<h2>Methods</h2>
<h3>.applyMatrix( [page:Matrix4 matrix])</h3>
<div>
matrix - matrix
</div>
<div>
This updates the position, rotation and scale with the matrix.