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REFERENCEthreejs

threejs Documentation

📖 INDEX

# scene
# object3d
# clock
# raycaster
# layers
# eventdispatcher
# bufferattribute
# buffergeometry
# perspectivecamera
# orthographiccamera
# cubecamera
# arraycamera
# stereocamera
# boxgeometry
# spheregeometry
# planegeometry
# cylindergeometry
# conegeometry
# torusgeometry
# torusknotgeometry
# circlegeometry
# ringgeometry
# shapegeometry
# extrudegeometry
# lathegeometry
# tubegeometry
# polyhedrongeometry
# icosahedrongeometry
# octahedrongeometry
# tetrahedrongeometry
# edgesgeometry
# wireframegeometry
# meshbasicmaterial
# meshlambertmaterial
# meshphongmaterial
# meshstandardmaterial
# meshphysicalmaterial
# meshtoonmaterial
# meshnormalmaterial
# meshmatcapmaterial
# meshdepthmaterial
# linebasicmaterial
# linedashedmaterial
# pointsmaterial
# spritematerial
# shadermaterial
# rawshadermaterial
# shadowmaterial
# ambientlight
# directionallight
# pointlight
# spotlight
# hemispherelight
# rectarealight
# textureloader
# gltfloader
# objloader
# fbxloader
# cubetextureloader
# audioloader
# fontloader
# fileloader
# imageloader
# objectloader
# webglrenderer
# webglrendertarget
# webglcuberendertarget
# css2drenderer
# css3drenderer
# svgrenderer
# vector2
# vector3
# vector4
# matrix3
# matrix4
# quaternion
# euler
# color
# mathutils
# box2
# box3
# sphere
# ray
# plane
# line3
# frustum
# axeshelper
# gridhelper
# boxhelper
# camerahelper
# directionallighthelper
# pointlighthelper
# spotlighthelper
# hemispherelighthelper
# skeletonhelper
# polargridhelper
# arrowhelper
# planehelper
# orbitcontrols
# flycontrols
# firstpersoncontrols
# pointerlockcontrols
# transformcontrols
# trackballcontrols
# dragcontrols
# deviceorientationcontrols
# mapcontrols
# texture
# datatexture
# canvastexture
# videotexture
# cubetexture
# datatexture3d
# compressedtexture
# depthtexture
# animationmixer
# animationclip
# keyframetrack
# animationaction
# propertybinding
# animationobjectgroup
# mesh
# points
# line
# lineloop
# linesegments
# group
# sprite
# bone
# skeleton
# skinnedmesh
# lod
# instancedmesh
LOADING ENGINE...

Layers

THREE.JS REFERENCE // layers

A Layers object assigns an Object3D to 1 or more of 32 layers numbered 0 to 31.

Syntax

const layers = new THREE.Layers();

Visual Explanation

THREE.JS RENDERING PIPELINE [Scene Graph] | +-- Mesh (Geometry + Material) | | | +-- Layers() | [WebGL Renderer] | +-- Vertex Shader -> Fragment Shader -> Screen

Performance

GPU / CPU Overhead

In 3D graphics, instancing and managing GPU memory is critical. Mismanaging Layers can lead to an excess of draw calls or memory leaks, severely dropping the frames per second (FPS).

Examples

Example 01Basic Usage
const layers = new THREE.Layers();

Real-world Use Cases

Interactive 3D Environments
import * as THREE from 'three';

const scene = new THREE.Scene();
// Using Layers in a scene setup
const instance = new Layers();
scene.add(instance);

Common Mistakes

X Re-instantiating Geometries, Materials or Layers inside the render loop.

Always instantiate objects outside the render loop and reuse them or update their properties dynamically.

// Bad
function animate() {
    const item = new Layers(); // Memory leak!
    requestAnimationFrame(animate);
}

// Good
const item = new Layers();
function animate() {
    item.rotation.y += 0.01;
    requestAnimationFrame(animate);
}

When NOT to use it

Scenario

When standard 2D Canvas or simple DOM elements suffice.

Alternative

Three.js and WebGL bring significant overhead. Don't use them for basic UI elements or static 2D images.

Differences

FunctionDifference
Raw WebGLWriting raw WebGL requires hundreds of lines of boilerplate just to draw a triangle. Layers abstracts the underlying matrix math and buffer handling into a friendly API.

Best Practices

  • Consult the official Three.js documentation for deeper understanding.
  • Be mindful of performance when creating many objects or geometries.

Interview Question

How do you optimize a scene that heavily relies on Layers?

Hint: Think about InstancedMesh, merged geometries, and reducing draw calls.

You should aim to minimize draw calls by merging geometries if they share the same material, using InstancedMesh for identical objects, and properly calling .dispose() on materials/geometries when they are no longer needed to free GPU memory.

Exercises

HardCreate a scene utilizing Layers while keeping the FPS above 60.
View Solution
const instance = new Layers();
// Proper disposal logic
window.addEventListener('unload', () => {
    instance.dispose();
});

Related Functions

THREE.SceneTHREE.WebGLRendererTHREE.PerspectiveCameraTHREE.Mesh