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§Namespaces

AnimationUtils
DataUtils
MathUtils

§Classes

AmbientLight

This light globally illuminates all objects in the scene equally.

AnimationAction
AnimationClip
AnimationLoader
AnimationMixer
AnimationObjectGroup
ArcCurve

Alias for {@link THREE.EllipseCurve | EllipseCurve}.

ArrayCamera

ArrayCamera can be used in order to efficiently render a scene with a predefined set of cameras

ArrowHelper

An 3D arrow object for visualizing directions.

Audio

Create a non-positional ( global ) Audio object. This uses the [Web {@link Audio](https://developer.mozilla.org/en-US/docs/Web/API/Web_Audio_API | ) API}.

AudioAnalyser

Create a AudioAnalyser object, which uses an AnalyserNode to analyse audio data. This uses the Web Audio API.

AudioListener

The AudioListener represents a virtual listener of the all positional and non-positional audio effects in the scene. A three.js application usually creates a single instance of AudioListener * @remarks It is a mandatory construtor parameter for audios entities like {@link Audio | Audio} and {@link PositionalAudio | PositionalAudio}. In most cases, the listener object is a child of the camera So the 3D transformation of the camera represents the 3D transformation of the listener.

AudioLoader
AxesHelper

An axis object to visualize the 3 axes in a simple way.

BatchedMesh

A special version of Mesh with multi draw batch rendering support. Use BatchedMesh if you have to render a large number of objects with the same material but with different world transformations and geometry. The usage of BatchedMesh will help you to reduce the number of draw calls and thus improve the overall rendering performance in your application.

Bone

A Bone which is part of a {@link THREE.Skeleton | Skeleton}

BooleanKeyframeTrack
Box2
Box3
Box3Helper

Helper object to visualize a {@link THREE.Box3 | Box3}.

BoxGeometry

BoxGeometry is a geometry class for a rectangular cuboid with a given 'width', 'height', and 'depth'

BoxHelper

Helper object to graphically show the world-axis-aligned bounding box around an object

BufferAttribute

This class stores data for an attribute (such as vertex positions, face indices, normals, colors, UVs, and any custom attributes ) associated with a {@link THREE.BufferGeometry | BufferGeometry}, which allows for more efficient passing of data to the GPU

BufferGeometry

A representation of mesh, line, or point geometry Includes vertex positions, face indices, normals, colors, UVs, and custom attributes within buffers, reducing the cost of passing all this data to the GPU.

BufferGeometryLoader
Camera

Abstract base class for cameras

CameraHelper

This helps with visualizing what a camera contains in its frustum

CanvasTexture

Creates a texture from a canvas element.

CapsuleGeometry

CapsuleGeometry is a geometry class for a capsule with given radii and height

CatmullRomCurve3

Create a smooth 3D spline curve from a series of points using the Catmull-Rom algorithm.

CircleGeometry

CircleGeometry is a simple shape of Euclidean geometry

Clock

Object for keeping track of time

Color

Represents a color. See also {@link ColorUtils}.

ColorKeyframeTrack
CompressedArrayTexture

Creates an texture 2D array based on data in compressed form, for example from a DDS file.

CompressedTexture

Creates a texture based on data in compressed form, for example from a DDS file.

CompressedTextureLoader
ConeGeometry

A class for generating cone geometries.

CubeCamera

Creates 6 {@link THREE.PerspectiveCamera | cameras} that render to a {@link THREE.WebGLCubeRenderTarget | WebGLCubeRenderTarget}.

CubeTexture

Creates a cube texture made up of six images.

CubeTextureLoader
CubicBezierCurve

Create a smooth 2D cubic bezier curve, defined by a start point, endpoint and two control points.

CubicBezierCurve3

Create a smooth 3D cubic bezier curve, defined by a start point, endpoint and two control points.

CubicInterpolant
Curve abstract

An abstract base class for creating a Curve object that contains methods for interpolation

CurvePath

Curved Path - a curve path is simply a array of connected curves, but retains the api of a curve.

CylinderGeometry

A class for generating cylinder geometries.

Cylindrical
Data3DTexture

Creates a three-dimensional texture from raw data, with parameters to divide it into width, height, and depth

DataArrayTexture

Creates an array of textures directly from raw data, width and height and depth

DataTexture

Creates a texture directly from raw data, width and height.

DataTextureLoader
DepthTexture

This class can be used to automatically save the depth information of a rendering into a texture

DirectionalLight

A light that gets emitted in a specific direction

DirectionalLightHelper

Helper object to assist with visualizing a {@link THREE.DirectionalLight | DirectionalLight}'s effect on the scene

DirectionalLightShadow

This is used internally by {@link DirectionalLight | DirectionalLights} for calculating shadows. Unlike the other shadow classes, this uses an {@link THREE.OrthographicCamera | OrthographicCamera} to calculate the shadows, rather than a {@link THREE.PerspectiveCamera | PerspectiveCamera}

DiscreteInterpolant
DodecahedronGeometry

A class for generating a dodecahedron geometries.

EdgesGeometry

This can be used as a helper object to view the edges of a {@link THREE.BufferGeometry | geometry}.

EllipseCurve

Creates a 2d curve in the shape of an ellipse

Euler
EventDispatcher

JavaScript events for custom objects

ExtrudeGeometry

Creates extruded geometry from a path shape.

FileLoader
Float16BufferAttribute

A {@link THREE.BufferAttribute | BufferAttribute} for Uint16Array TypedArray

Float32BufferAttribute

A {@link THREE.BufferAttribute | BufferAttribute} for Float32Array TypedArray

Float64BufferAttribute

A {@link THREE.BufferAttribute | BufferAttribute} for Float64Array TypedArray

Fog

This class contains the parameters that define linear fog, i.e., that grows linearly denser with the distance.

FogExp2

This class contains the parameters that define exponential squared fog, which gives a clear view near the camera and a faster than exponentially densening fog farther from the camera.

FramebufferTexture

This class can only be used in combination with {@link THREE.WebGLRenderer.copyFramebufferToTexture | WebGLRenderer.copyFramebufferToTexture()}.

Frustum

Frustums are used to determine what is inside the camera's field of view. They help speed up the rendering process.

GLBufferAttribute

This buffer attribute class does not construct a VBO. Instead, it uses whatever VBO is passed in constructor and can later be altered via the {@link buffer | .buffer} property.

GridHelper

The GridHelper is an object to define grids

Group

Its purpose is to make working with groups of objects syntactically clearer.

HemisphereLight

A light source positioned directly above the scene, with color fading from the sky color to the ground color.

HemisphereLightHelper

Creates a visual aid consisting of a spherical {@link THREE.Mesh | Mesh} for a {@link THREE.HemisphereLight | HemisphereLight}.

IcosahedronGeometry

A class for generating an icosahedron geometry.

ImageBitmapLoader
ImageLoader

A loader for loading an image. Unlike other loaders, this one emits events instead of using predefined callbacks. So if you're interested in getting notified when things happen, you need to add listeners to the object.

InstancedBufferAttribute

An instanced version of {@link THREE.BufferAttribute | BufferAttribute}.

InstancedBufferGeometry

An instanced version of {@link THREE.BufferGeometry | BufferGeometry}.

InstancedInterleavedBuffer

An instanced version of {@link THREE.InterleavedBuffer | InterleavedBuffer}.

InstancedMesh

A special version of {@link THREE.Mesh | Mesh} with instanced rendering support

Int16BufferAttribute

A {@link THREE.BufferAttribute | BufferAttribute} for Int16Array TypedArray

Int32BufferAttribute

A {@link THREE.BufferAttribute | BufferAttribute} for Int32Array TypedArray

Int8BufferAttribute

A {@link THREE.BufferAttribute | BufferAttribute} for Int8Array TypedArray

InterleavedBuffer

"Interleaved" means that multiple attributes, possibly of different types, (e.g., position, normal, uv, color) are packed into a single array buffer. An introduction into interleaved arrays can be found here: Interleaved array basics

InterleavedBufferAttribute
Interpolant abstract
KeyframeTrack
LatheGeometry

Creates meshes with axial symmetry like vases

Layers

A {@link THREE.Layers | Layers} object assigns an {@link THREE.Object3D | Object3D} to 1 or more of 32 layers numbered 0 to 31 - internally the layers are stored as a bit mask, and by default all Object3Ds are a member of layer 0.

Light abstract

Abstract base class for lights.

LightProbe

Light probes are an alternative way of adding light to a 3D scene.

LightShadow

Serves as a base class for the other shadow classes.

Line

A continuous line.

Line3
LinearInterpolant
LineBasicMaterial
LineCurve

A curve representing a 2D line segment.

LineCurve3

A curve representing a 3D line segment.

LineDashedMaterial
LineLoop

A continuous line that connects back to the start.

LineSegments

A series of lines drawn between pairs of vertices.

Loader

Base class for implementing loaders.

LoadingManager

Handles and keeps track of loaded and pending data.

LOD

Every level is associated with an object, and rendering can be switched between them at the distances specified

Material

Materials describe the appearance of objects. They are defined in a (mostly) renderer-independent way, so you don't have to rewrite materials if you decide to use a different renderer.

MaterialLoader
Matrix3

( class Matrix3 implements Matrix )

Matrix4

A 4x4 Matrix.

Mesh

Class representing triangular polygon mesh based objects.

MeshBasicMaterial
MeshDepthMaterial
MeshDistanceMaterial
MeshLambertMaterial
MeshMatcapMaterial
MeshNormalMaterial
MeshPhongMaterial
MeshPhysicalMaterial
MeshStandardMaterial
MeshToonMaterial
NumberKeyframeTrack
Object3D

This is the base class for most objects in three.js and provides a set of properties and methods for manipulating objects in 3D space.

ObjectLoader
OctahedronGeometry

A class for generating an octahedron geometry.

OrthographicCamera

Camera that uses orthographic projection. In this projection mode, an object's size in the rendered image stays constant regardless of its distance from the camera. This can be useful for rendering 2D scenes and UI elements, amongst other things.

Path

A 2D Path representation.

PerspectiveCamera

Camera that uses perspective projection. This projection mode is designed to mimic the way the human eye sees

Plane
PlaneGeometry

A class for generating plane geometries.

PlaneHelper

Helper object to visualize a {@link THREE.Plane | Plane}.

PMREMGenerator

This class generates a Prefiltered, Mipmapped Radiance Environment Map (PMREM) from a cubeMap environment texture.

PointLight

A light that gets emitted from a single point in all directions

PointLightHelper

This displays a helper object consisting of a spherical {@link THREE.Mesh | Mesh} for visualizing a {@link THREE.PointLight | PointLight}.

PointLightShadow

Shadow for {@link THREE.PointLight | PointLight}

Points

A class for displaying Points

PointsMaterial
PolarGridHelper

The PolarGridHelper is an object to define polar grids

PolyhedronGeometry

A polyhedron is a solid in three dimensions with flat faces

PositionalAudio

Create a positional audio object. This uses the Web Audio API.

PropertyBinding
PropertyMixer
QuadraticBezierCurve

Create a smooth 2D quadratic bezier curve, defined by a start point, end point and a single control point.

QuadraticBezierCurve3

Create a smooth 3D quadratic bezier curve, defined by a start point, end point and a single control point.

Quaternion

Implementation of a quaternion. This is used for rotating things without incurring in the dreaded gimbal lock issue, amongst other advantages.

QuaternionKeyframeTrack
QuaternionLinearInterpolant
RawShaderMaterial
Ray
Raycaster

This class is designed to assist with raycasting

RectAreaLight

RectAreaLight emits light uniformly across the face a rectangular plane

RenderTarget
RingGeometry

A class for generating a two-dimensional ring geometry.

Scene

Scenes allow you to set up what and where is to be rendered by three.js

ShaderMaterial
ShadowMaterial
Shape

Defines an arbitrary 2d Shape plane using paths with optional holes

ShapeGeometry

Creates an one-sided polygonal geometry from one or more path shapes.

ShapePath

This class is used to convert a series of shapes to an array of {@link THREE.Path | Path's}, for example an SVG shape to a path.

Skeleton

Use an array of {@link Bone | bones} to create a Skeleton that can be used by a {@link THREE.SkinnedMesh | SkinnedMesh}.

SkeletonHelper

A helper object to assist with visualizing a {@link Skeleton | Skeleton}

SkinnedMesh

A mesh that has a {@link THREE.Skeleton | Skeleton} with {@link Bone | bones} that can then be used to animate the vertices of the geometry.

Source

Represents the data Source of a texture.

Sphere
SphereGeometry

A class for generating sphere geometries.

Spherical
SphericalHarmonics3
SplineCurve

Create a smooth 2D spline curve from a series of points.

SpotLight

This light gets emitted from a single point in one direction, along a cone that increases in size the further from the light it gets.

SpotLightHelper

This displays a cone shaped helper object for a {@link THREE.SpotLight | SpotLight}.

SpotLightShadow

This is used internally by {@link SpotLight | SpotLights} for calculating shadows.

Sprite

A Sprite is a plane that always faces towards the camera, generally with a partially transparent texture applied.

SpriteMaterial
StereoCamera

Dual {@link PerspectiveCamera | PerspectiveCamera}s used for effects such as 3D Anaglyph or Parallax Barrier.

StringKeyframeTrack
TetrahedronGeometry

A class for generating a tetrahedron geometries.

Texture

Create a Texture to apply to a surface or as a reflection or refraction map.

TextureLoader

Class for loading a texture. Unlike other loaders, this one emits events instead of using predefined callbacks. So if you're interested in getting notified when things happen, you need to add listeners to the object.

TorusGeometry

A class for generating torus geometries.

TorusKnotGeometry

Creates a torus knot, the particular shape of which is defined by a pair of coprime integers, p and q If p and q are not coprime, the result will be a torus link.

Triangle
TubeGeometry

Creates a tube that extrudes along a 3d curve.

Uint16BufferAttribute

A {@link THREE.BufferAttribute | BufferAttribute} for Uint16Array TypedArray

Uint32BufferAttribute

A {@link THREE.BufferAttribute | BufferAttribute} for Uint32Array TypedArray

Uint8BufferAttribute

A {@link THREE.BufferAttribute | BufferAttribute} for Uint8Array TypedArray

Uint8ClampedBufferAttribute

A {@link THREE.BufferAttribute | BufferAttribute} for Uint8ClampedArray TypedArray

Uniform

Uniforms are global GLSL variables. They are passed to shader programs.

UniformsGroup
Vector2

2D vector.

Vector3

3D vector. ( class Vector3 implements Vector )

Vector4

4D vector.

VectorKeyframeTrack
VideoTexture

Creates a texture for use with a video.

WebGL1Renderer
WebGL3DRenderTarget

Represents a three-dimensional render target.

WebGLArrayRenderTarget

This type of render target represents an array of textures.

WebGLBufferRenderer
WebGLCapabilities
WebGLClipping
WebGLColorBuffer
WebGLCubeRenderTarget
WebGLCubeUVMaps
WebGLDepthBuffer
WebGLExtensions
WebGLGeometries
WebGLIndexedBufferRenderer
WebGLInfo

An object with a series of statistical information about the graphics board memory and the rendering process.

WebGLLights
WebGLMultipleRenderTargets
WebGLObjects
WebGLProgram
WebGLPrograms
WebGLProperties
WebGLRenderer

The WebGL renderer displays your beautifully crafted scenes using WebGL, if your device supports it. This renderer has way better performance than CanvasRenderer.

WebGLRenderList
WebGLRenderLists
WebGLRenderTarget
WebGLShadowMap
WebGLState
WebGLStencilBuffer
WebGLTextures
WebGLUniforms
WebGLUtils
WebXRController
WebXRManager
WireframeGeometry

This can be used as a helper object to view a {@link BufferGeometry | geometry} as a wireframe.

XRGripSpace
XRHandSpace
XRJointSpace
XRTargetRaySpace

§Enums

MOUSE
TOUCH

§Variables

_SRGBAFormat
ACESFilmicToneMapping
AddEquation
AdditiveAnimationBlendMode
AdditiveBlending
AddOperation
AlphaFormat

AlphaFormat discards the red, green and blue components and reads just the alpha component.

AlwaysCompare
AlwaysDepth
AlwaysStencilFunc
AttachedBindMode
BackSide
BasicDepthPacking
BasicShadowMap
ByteType
CineonToneMapping
ClampToEdgeWrapping

With ClampToEdgeWrapping the last pixel of the texture stretches to the edge of the mesh.

ColorManagement
ConstantAlphaFactor
ConstantColorFactor
CubeReflectionMapping
CubeRefractionMapping
CubeUVReflectionMapping
CullFaceBack
CullFaceFront
CullFaceFrontBack
CullFaceNone
CustomBlending
CustomToneMapping
DecrementStencilOp
DecrementWrapStencilOp
DefaultLoadingManager
DepthFormat

DepthFormat reads each element as a single depth value, converts it to floating point, and clamps to the range [0,1].

DepthStencilFormat

DepthStencilFormat reads each element is a pair of depth and stencil values. The depth component of the pair is interpreted as in DepthFormat. The stencil component is interpreted based on the depth + stencil internal format.

DetachedBindMode
DisplayP3ColorSpace
DoubleSide
DstAlphaFactor
DstColorFactor
DynamicCopyUsage
DynamicDrawUsage
DynamicReadUsage
EqualCompare
EqualDepth
EqualStencilFunc
EquirectangularReflectionMapping
EquirectangularRefractionMapping
FloatType
FrontSide
GLSL1
GLSL3
GreaterCompare
GreaterDepth
GreaterEqualCompare
GreaterEqualDepth
GreaterEqualStencilFunc
GreaterStencilFunc
HalfFloatType
IncrementStencilOp
IncrementWrapStencilOp
InterpolateDiscrete
InterpolateLinear
InterpolateSmooth
IntType
InvertStencilOp
KeepStencilOp
LessCompare
LessDepth
LessEqualCompare
LessEqualDepth
LessEqualStencilFunc
LessStencilFunc
LinearDisplayP3ColorSpace
LinearEncoding deprecated
LinearFilter

LinearFilter returns the weighted average of the four texture elements that are closest to the specified texture coordinates, and can include items wrapped or repeated from other parts of a texture, depending on the values of {@link THREE.Texture.wrapS | wrapS} and {@link THREE.Texture.wrapT | wrapT}, and on the exact mapping.

LinearMipmapLinearFilter

LinearMipmapLinearFilter is the default and chooses the two mipmaps that most closely match the size of the pixel being textured and uses the LinearFilter criterion to produce a texture value from each mipmap. The final texture value is a weighted average of those two values.

LinearMipMapLinearFilter

LinearMipMapLinearFilter is the default and chooses the two mipmaps that most closely match the size of the pixel being textured and uses the LinearFilter criterion to produce a texture value from each mipmap. The final texture value is a weighted average of those two values.

LinearMipmapNearestFilter

LinearMipmapNearestFilter chooses the mipmap that most closely matches the size of the pixel being textured and uses the LinearFilter criterion (a weighted average of the four texels that are closest to the center of the pixel) to produce a texture value.

LinearMipMapNearestFilter

LinearMipMapNearestFilter chooses the mipmap that most closely matches the size of the pixel being textured and uses the LinearFilter criterion (a weighted average of the four texels that are closest to the center of the pixel) to produce a texture value.

LinearSRGBColorSpace
LinearToneMapping
LinearTransfer
LoaderUtils
LoopOnce
LoopPingPong
LoopRepeat
LuminanceAlphaFormat

LuminanceAlphaFormat reads each element as a luminance/alpha double. The same process occurs as for the LuminanceFormat, except that the alpha channel may have values other than 1.0.

LuminanceFormat

LuminanceFormat reads each element as a single luminance component. This is then converted to a floating point, clamped to the range [0,1], and then assembled into an RGBA element by placing the luminance value in the red, green and blue channels, and attaching 1.0 to the alpha channel.

MathUtils.DEG2RAD
MathUtils.MathUtils
MathUtils.RAD2DEG
MaxEquation
MinEquation
MirroredRepeatWrapping

With MirroredRepeatWrapping the texture will repeats to infinity, mirroring on each repeat.

MixOperation
MultiplyBlending
MultiplyOperation
NearestFilter

NearestFilter returns the value of the texture element that is nearest (in Manhattan distance) to the specified texture coordinates.

NearestMipmapLinearFilter

NearestMipmapLinearFilter chooses the two mipmaps that most closely match the size of the pixel being textured and uses the NearestFilter criterion to produce a texture value from each mipmap. The final texture value is a weighted average of those two values.

NearestMipMapLinearFilter

NearestMipMapLinearFilter chooses the two mipmaps that most closely match the size of the pixel being textured and uses the NearestFilter criterion to produce a texture value from each mipmap. The final texture value is a weighted average of those two values.

NearestMipmapNearestFilter

NearestMipmapNearestFilter chooses the mipmap that most closely matches the size of the pixel being textured and uses the NearestFilter criterion (the texel nearest to the center of the pixel) to produce a texture value.

NearestMipMapNearestFilter

NearestMipmapNearestFilter chooses the mipmap that most closely matches the size of the pixel being textured and uses the NearestFilter criterion (the texel nearest to the center of the pixel) to produce a texture value.

NeverCompare
NeverDepth
NeverStencilFunc
NoBlending
NoColorSpace
NormalAnimationBlendMode
NormalBlending
NotEqualCompare
NotEqualDepth
NotEqualStencilFunc
NoToneMapping
ObjectSpaceNormalMap
OneFactor
OneMinusConstantAlphaFactor
OneMinusConstantColorFactor
OneMinusDstAlphaFactor
OneMinusDstColorFactor
OneMinusSrcAlphaFactor
OneMinusSrcColorFactor
P3Primaries
PCFShadowMap
PCFSoftShadowMap
Rec709Primaries
RED_GREEN_RGTC2_Format
RED_RGTC1_Format
RedFormat

RedFormat discards the green and blue components and reads just the red component.

RedIntegerFormat

RedIntegerFormat discards the green and blue components and reads just the red component. The texels are read as integers instead of floating point.

ReinhardToneMapping
RepeatWrapping

With RepeatWrapping the texture will simply repeat to infinity.

ReplaceStencilOp
ReverseSubtractEquation
REVISION
RGB_BPTC_SIGNED_Format
RGB_BPTC_UNSIGNED_Format
RGB_ETC1_Format
RGB_ETC2_Format
RGB_PVRTC_2BPPV1_Format

RGB compression in 2-bit mode. One block for each 8×4 pixels.

RGB_PVRTC_4BPPV1_Format

RGB compression in 4-bit mode. One block for each 4×4 pixels.

RGB_S3TC_DXT1_Format

A DXT1-compressed image in an RGB image format.

RGBA_ASTC_10x10_Format
RGBA_ASTC_10x5_Format
RGBA_ASTC_10x6_Format
RGBA_ASTC_10x8_Format
RGBA_ASTC_12x10_Format
RGBA_ASTC_12x12_Format
RGBA_ASTC_4x4_Format
RGBA_ASTC_5x4_Format
RGBA_ASTC_5x5_Format
RGBA_ASTC_6x5_Format
RGBA_ASTC_6x6_Format
RGBA_ASTC_8x5_Format
RGBA_ASTC_8x6_Format
RGBA_ASTC_8x8_Format
RGBA_BPTC_Format
RGBA_ETC2_EAC_Format
RGBA_PVRTC_2BPPV1_Format

RGBA compression in 2-bit mode. One block for each 8×4 pixels.

RGBA_PVRTC_4BPPV1_Format

RGBA compression in 4-bit mode. One block for each 4×4 pixels.

RGBA_S3TC_DXT1_Format

A DXT1-compressed image in an RGB image format with a simple on/off alpha value.

RGBA_S3TC_DXT3_Format

A DXT3-compressed image in an RGBA image format. Compared to a 32-bit RGBA texture, it offers 4:1 compression.

RGBA_S3TC_DXT5_Format

A DXT5-compressed image in an RGBA image format. It also provides a 4:1 compression, but differs to the DXT3 compression in how the alpha compression is done.

RGBADepthPacking
RGBAFormat

RGBAFormat discards the green and blue components and reads just the red component. (Can only be used with a WebGL 2 rendering context).

RGBAIntegerFormat

RGBAIntegerFormat reads the red, green, blue and alpha component

RGFormat

RGFormat discards the alpha, and blue components and reads the red, and green components.

RGIntegerFormat

RGIntegerFormat discards the alpha, and blue components and reads the red, and green components. The texels are read as integers instead of floating point.

ShaderChunk
ShaderLib
ShortType
SIGNED_RED_GREEN_RGTC2_Format
SIGNED_RED_RGTC1_Format
SrcAlphaFactor
SrcAlphaSaturateFactor
SrcColorFactor
SRGBColorSpace
sRGBEncoding deprecated
SRGBTransfer
StaticCopyUsage
StaticDrawUsage
StaticReadUsage
StreamCopyUsage
StreamDrawUsage
StreamReadUsage
SubtractEquation
SubtractiveBlending
TangentSpaceNormalMap
TriangleFanDrawMode
TrianglesDrawMode
TriangleStripDrawMode
TwoPassDoubleSide
UniformsLib
UnsignedByteType
UnsignedInt248Type
UnsignedIntType
UnsignedShort4444Type
UnsignedShort5551Type
UnsignedShortType
UVMapping

Maps the texture using the mesh's UV coordinates.

VSMShadowMap
WebGLCoordinateSystem
WebGPUCoordinateSystem
WrapAroundEnding
ZeroCurvatureEnding
ZeroFactor
ZeroSlopeEnding
ZeroStencilOp

§Functions

AnimationUtils.convertArray
AnimationUtils.flattenJSON
AnimationUtils.getKeyframeOrder
AnimationUtils.isTypedArray
AnimationUtils.makeClipAdditive
AnimationUtils.sortedArray
AnimationUtils.subclip
CatmullRom

Used internally by {@link THREE.SplineCurve | SplineCurve}.

cloneUniforms
cloneUniformsGroups
createCanvasElement
CubicBezier

Used internally by {@link THREE.CubicBezierCurve3 | CubicBezierCurve3} and {@link THREE.CubicBezierCurve | CubicBezierCurve}.

DataUtils.fromHalfFloat

Returns a single precision floating point value from the given half precision floating point value.

DataUtils.toHalfFloat

Returns a half precision floating point value from the given single precision floating point value.

MathUtils.ceilPowerOfTwo
MathUtils.clamp

Clamps the x to be between a and b.

MathUtils.damp

Smoothly interpolate a number from x toward y in a spring-like manner using the dt to maintain frame rate independent movement.

MathUtils.degToRad
MathUtils.denormalize
MathUtils.euclideanModulo
MathUtils.floorPowerOfTwo
MathUtils.generateUUID
MathUtils.inverseLerp
MathUtils.isPowerOfTwo
MathUtils.lerp

Returns a value linearly interpolated from two known points based on the given interval - t = 0 will return x and t = 1 will return y.

MathUtils.mapLinear

Linear mapping of x from range [a1, a2] to range [b1, b2].

MathUtils.normalize
MathUtils.pingpong

Returns a value that alternates between 0 and length.

MathUtils.radToDeg
MathUtils.randFloat

Random float from low to high interval.

MathUtils.randFloatSpread

Random float from - range / 2 to range / 2 interval.

MathUtils.randInt

Random integer from low to high interval.

MathUtils.seededRandom

Deterministic pseudo-random float in the interval [ 0, 1 ].

MathUtils.setQuaternionFromProperEuler
MathUtils.smootherstep
MathUtils.smoothstep
mergeUniforms
QuadraticBezier

Used internally by {@link THREE.QuadraticBezierCurve3 | QuadraticBezierCurve3} and {@link THREE.QuadraticBezierCurve | QuadraticBezierCurve}.

SRGBToLinear
WebGLShader
WebGLUniformsGroups

§Interfaces

AnimationMixerEventMap
BaseEvent

The minimal basic Event that can be dispatched by a {@link EventDispatcher<>}.

ColorManagement
Event

The minimal expected contract of a fired Event that was dispatched by a {@link EventDispatcher<>}.

ExtrudeGeometryOptions
Face
FogBase
HSL
InstancedMeshEventMap
Intersection
IUniform
LineBasicMaterialParameters
LineDashedMaterialParameters
LoaderUtils
MaterialParameters
Matrix

( interface Matrix )

MeshBasicMaterialParameters

parameters is an object with one or more properties defining the material's appearance.

MeshDepthMaterialParameters
MeshDistanceMaterialParameters
MeshLambertMaterialParameters
MeshMatcapMaterialParameters
MeshNormalMaterialParameters
MeshPhongMaterialParameters
MeshPhysicalMaterialParameters
MeshStandardMaterialParameters
MeshToonMaterialParameters
MorphTarget
Object3DEventMap
OffscreenCanvas

Shim for OffscreenCanvas.

ParseTrackNameResults
PointsMaterialParameters
RaycasterParameters
Renderer
RenderItem
RenderTargetOptions
RGB
Shader
ShaderMaterialParameters
ShadowMaterialParameters
SpriteMaterialParameters
UVGenerator
Vec2
Vector

( interface Vector )

WebGLCapabilitiesParameters
WebGLDebug
WebGLRendererParameters
WebGLRenderTargetOptions
WebXRManagerEventMap
WebXRSpaceEventMap
XRHandInputState

§Type Aliases

AnimationActionLoopStyles
AnimationBlendMode
AnyMapping

Texture Mapping Modes for any type of Textures

AnyPixelFormat

All Possible Texture Pixel Formats Modes. For any Type or SubType of Textures.

AttributeGPUType
BindMode
Blending
BlendingDstFactor
BlendingEquation
BlendingSrcFactor
ColorRepresentation
ColorSpace
ColorSpacePrimaries
ColorSpaceTransfer
Combine
CompressedPixelFormat

For use with a {@link THREE.CompressedTexture}'s {@link THREE.CompressedTexture.format | .format} property.

CoordinateSystem
CubeTextureMapping

Texture Mapping Modes for cube Textures

CullFace
CurveType
DefinedColorSpace
DepthModes
DepthPackingStrategies
DepthTexturePixelFormat

All Texture Pixel Formats Modes for {@link THREE.DepthTexture}.

EulerOrder
EventListener
GLSLVersion
InterpolationEndingModes
InterpolationModes
MagnificationTextureFilter

Texture Magnification Filter Modes. For use with a texture's {@link THREE.Texture.magFilter | magFilter} property, these define the texture magnification function to be used when the pixel being textured maps to an area less than or equal to one texture element (texel).

Mapping

Texture Mapping Modes for non-cube Textures

Matrix3Tuple
Matrix4Tuple
MinificationTextureFilter

Texture Minification Filter Modes. For use with a texture's {@link THREE.Texture.minFilter | minFilter} property, these define the texture minifying function that is used whenever the pixel being textured maps to an area greater than one texture element (texel).

NormalBufferAttributes
NormalMapTypes
NormalOrGLBufferAttributes
PixelFormat

All Texture Pixel Formats Modes.

PixelFormatGPU

For use with a texture's {@link THREE.Texture.internalFormat} property, these define how elements of a {@link THREE.Texture}, or texels, are stored on the GPU.

  • R8 stores the red component on 8 bits.
  • R8_SNORM stores the red component on 8 bits. The component is stored as normalized.
  • R8I stores the red component on 8 bits. The component is stored as an integer.
  • R8UI stores the red component on 8 bits. The component is stored as an unsigned integer.
  • R16I stores the red component on 16 bits. The component is stored as an integer.
  • R16UI stores the red component on 16 bits. The component is stored as an unsigned integer.
  • R16F stores the red component on 16 bits. The component is stored as floating point.
  • R32I stores the red component on 32 bits. The component is stored as an integer.
  • R32UI stores the red component on 32 bits. The component is stored as an unsigned integer.
  • R32F stores the red component on 32 bits. The component is stored as floating point.
  • RG8 stores the red and green components on 8 bits each.
  • RG8_SNORM stores the red and green components on 8 bits each. Every component is stored as normalized.
  • RG8I stores the red and green components on 8 bits each. Every component is stored as an integer.
  • RG8UI stores the red and green components on 8 bits each. Every component is stored as an unsigned integer.
  • RG16I stores the red and green components on 16 bits each. Every component is stored as an integer.
  • RG16UI stores the red and green components on 16 bits each. Every component is stored as an unsigned integer.
  • RG16F stores the red and green components on 16 bits each. Every component is stored as floating point.
  • RG32I stores the red and green components on 32 bits each. Every component is stored as an integer.
  • RG32UI stores the red and green components on 32 bits. Every component is stored as an unsigned integer.
  • RG32F stores the red and green components on 32 bits. Every component is stored as floating point.
  • RGB8 stores the red, green, and blue components on 8 bits each. RGB8_SNORM` stores the red, green, and blue components on 8 bits each. Every component is stored as normalized.
  • RGB8I stores the red, green, and blue components on 8 bits each. Every component is stored as an integer.
  • RGB8UI stores the red, green, and blue components on 8 bits each. Every component is stored as an unsigned integer.
  • RGB16I stores the red, green, and blue components on 16 bits each. Every component is stored as an integer.
  • RGB16UI stores the red, green, and blue components on 16 bits each. Every component is stored as an unsigned integer.
  • RGB16F stores the red, green, and blue components on 16 bits each. Every component is stored as floating point
  • RGB32I stores the red, green, and blue components on 32 bits each. Every component is stored as an integer.
  • RGB32UI stores the red, green, and blue components on 32 bits each. Every component is stored as an unsigned integer.
  • RGB32F stores the red, green, and blue components on 32 bits each. Every component is stored as floating point
  • R11F_G11F_B10F stores the red, green, and blue components respectively on 11 bits, 11 bits, and 10bits. Every component is stored as floating point.
  • RGB565 stores the red, green, and blue components respectively on 5 bits, 6 bits, and 5 bits.
  • RGB9_E5 stores the red, green, and blue components on 9 bits each.
  • RGBA8 stores the red, green, blue, and alpha components on 8 bits each.
  • RGBA8_SNORM stores the red, green, blue, and alpha components on 8 bits. Every component is stored as normalized.
  • RGBA8I stores the red, green, blue, and alpha components on 8 bits each. Every component is stored as an integer.
  • RGBA8UI stores the red, green, blue, and alpha components on 8 bits. Every component is stored as an unsigned integer.
  • RGBA16I stores the red, green, blue, and alpha components on 16 bits. Every component is stored as an integer.
  • RGBA16UI stores the red, green, blue, and alpha components on 16 bits. Every component is stored as an unsigned integer.
  • RGBA16F stores the red, green, blue, and alpha components on 16 bits. Every component is stored as floating point.
  • RGBA32I stores the red, green, blue, and alpha components on 32 bits. Every component is stored as an integer.
  • RGBA32UI stores the red, green, blue, and alpha components on 32 bits. Every component is stored as an unsigned integer.
  • RGBA32F stores the red, green, blue, and alpha components on 32 bits. Every component is stored as floating point.
  • RGB5_A1 stores the red, green, blue, and alpha components respectively on 5 bits, 5 bits, 5 bits, and 1 bit.
  • RGB10_A2 stores the red, green, blue, and alpha components respectively on 10 bits, 10 bits, 10 bits and 2 bits.
  • RGB10_A2UI stores the red, green, blue, and alpha components respectively on 10 bits, 10 bits, 10 bits and 2 bits. Every component is stored as an unsigned integer.
  • SRGB8 stores the red, green, and blue components on 8 bits each.
  • SRGB8_ALPHA8 stores the red, green, blue, and alpha components on 8 bits each.
  • DEPTH_COMPONENT16 stores the depth component on 16bits.
  • DEPTH_COMPONENT24 stores the depth component on 24bits.
  • DEPTH_COMPONENT32F stores the depth component on 32bits. The component is stored as floating point.
  • DEPTH24_STENCIL8 stores the depth, and stencil components respectively on 24 bits and 8 bits. The stencil component is stored as an unsigned integer.
  • DEPTH32F_STENCIL8 stores the depth, and stencil components respectively on 32 bits and 8 bits. The depth component is stored as floating point, and the stencil component as an unsigned integer.
ShadowMapType
Side

Defines which side of faces will be rendered - front, back or both. Default is FrontSide.

StencilFunc
StencilOp
TextureComparisonFunction
TextureDataType

Texture Types.

TextureEncoding deprecated

Texture Encodings.

TextureFilter

Texture all Magnification and Minification Filter Modes.

ToneMapping
TrianglesDrawModes
TypedArray
Usage
Vector2Tuple
Vector3Tuple
Vector4Tuple
WebGL1PixelFormat

Texture Pixel Formats Modes. Compatible only with {@link WebGLRenderingContext | WebGL 1 Rendering Context}.

WebGL2PixelFormat

Texture Pixel Formats Modes. Compatible only with {@link WebGL2RenderingContext | WebGL 2 Rendering Context}.

WebXRArrayCamera
WebXRCamera
WorkingColorSpace
Wrapping

Texture Wrapping Modes

XRControllerEventType
XRHandJoints