Constructs a new head mask mesh.
Callback function which runs when the mesh is loaded.
Callback which is called if there's an error loading the mesh.
Array with animation clips.
Gets rendered into shadow map.
Array with object's children.
Custom depth material to be used when rendering to the depth map. Can only be used in context of meshes. When shadow-casting with a DirectionalLight or SpotLight, if you are (a) modifying vertex positions in the vertex shader, (b) using a displacement map, (c) using an alpha map with alphaTest, or (d) using a transparent texture with alphaTest, you must specify a customDepthMaterial for proper shadows.
Same as customDepthMaterial, but used with 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.
Unique number of this object instance.
Used to check whether this or derived classes are Object3Ds. Default is true. You should not change this, as it is used internally for optimisation.
Local transform.
When this is set, it calculates the matrix of position, (rotation or quaternion) and scale every frame and also recalculates the matrixWorld property.
The global transform of the object. If the Object3d has no parent, then it's identical to the local transform.
When this is set, it calculates the matrixWorld in that frame and resets this property to false.
Optional name of the object (doesn't need to be unique).
Calls after rendering object
Calls before rendering object
Object's parent in the scene graph.
Object's local position.
Object's local rotation as a Quaternion.
Material gets baked in shadow receiving.
Overrides the default rendering order of scene graph objects, from lowest to highest renderOrder. Opaque and transparent objects remain sorted independently though. When this property is set for an instance of Group, all descendants objects will be sorted and rendered together.
Object's local rotation (Euler angles), in radians.
Object's local scale.
Up direction.
An object that can be used to store custom data about the Object3d. It should not hold references to functions as these will not be cloned.
Object gets rendered if true.
Adds object as child of this object.
Adds a listener to an event type.
The type of event to listen to.
The function that gets called when the event is fired.
This updates the position, rotation and scale with the matrix.
Adds object as a child of this, while maintaining the object's world transform.
Removes all child objects.
Fire an event type.
Destroys the face mesh and disposes of resources.
Searches through the object's children and returns the first with a matching id.
Unique number of the object instance
Searches through the object's children and returns the first with a matching name.
String to match to the children's Object3d.name property.
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.
Updates the vector from local space to world space.
A local vector.
Rotates object to face point in space.
A world vector to look at.
Removes object as child of 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.
Rotate an object along an axis in object space. The axis is assumed to be normalized.
A normalized vector in object space.
The angle in radians.
Rotate an object along an axis in world space. The axis is assumed to be normalized. Method Assumes no rotated parent.
A normalized vector in object space.
The angle in radians.
A normalized vector in object space.
The distance to translate.
Translates object along x axis by distance.
Distance.
Translates object along y axis by distance.
Distance.
Translates object along z axis by distance.
Distance.
Updates pose directly from the expression and identity in a FaceAnchor.
The anchor to derive the expression and identity from.
Updates pose directly from the FaceAnchorGroup anchor.
The anchor to derive the expression and identity from.
Updates pose directly from identity and expression coefficients.
The identity coefficients.
The expression coefficients.
Updates local transform.
Updates global transform of the object and its children.
Updates the vector from world space to local space.
A world vector.
Generated using TypeDoc
A THREE.Mesh that fits the user's head and fills the depth buffer, ensuring that the camera image of the head shows instead of any 3D elements behind it in the scene.
Works using a full-head ZapparThree.FaceMesh with the mouth, eyes and neck filled in. Its renderOrder is set to Number.MIN_SAFE_INTEGER to ensure it's rendered before any other objects in the scene, and its material has the colorWrite property set to false so it fills the depth buffer but not the color buffer.
https://docs.zap.works/universal-ar/web-libraries/threejs/face-tracking/