Object3D: granular control of matrix updates with matrixWorldAutoUpdate#24028
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mrdoob merged 8 commits intomrdoob:devfrom Aug 23, 2022
CodyJasonBennett:feat/object3d-autoupdate
Merged
Object3D: granular control of matrix updates with matrixWorldAutoUpdate#24028mrdoob merged 8 commits intomrdoob:devfrom CodyJasonBennett:feat/object3d-autoupdate
mrdoob merged 8 commits intomrdoob:devfrom
CodyJasonBennett:feat/object3d-autoupdate
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Contributor
|
Just saw that LOD objects extend Object3D and already use the autoUpdate property. I thought this might be worth mentioning |
Owner
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For consistency... Should we just name it |
Contributor
Author
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I'd much prefer that to just |
Owner
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Thanks! |
Owner
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abernier
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Sep 16, 2022
…te (mrdoob#24028) * feat(Object3D): object-level `autoUpdate` * chore: update docs * fix(Object3D): respect `autoUpdate` in updateMatrixWorld * fix(renderers): respect `camera.autoUpdate` on render * Use strict equal codestyle, respect autoUpdate with `updateParents` * Object3D: rename autoUpdate to matrixWorldAutoUpdate * Global: respect Object3D.matrixWorldAutoUpdate
snagy
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Sep 21, 2022
…te (mrdoob#24028) * feat(Object3D): object-level `autoUpdate` * chore: update docs * fix(Object3D): respect `autoUpdate` in updateMatrixWorld * fix(renderers): respect `camera.autoUpdate` on render * Use strict equal codestyle, respect autoUpdate with `updateParents` * Object3D: rename autoUpdate to matrixWorldAutoUpdate * Global: respect Object3D.matrixWorldAutoUpdate
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Related issue: #21387
Description
Currently, all scene objects have their matrices updated in
Object3D#updateWorldMatrixorObject3D#updateMatrixWorldif somehow added to the scene. You can toggle this behavior withScene.autoUpdate, but there's no way to let other objects do the same at any point in the scene graph.This PR moves the
Scene.autoUpdateproperty toObject3D.matrixWorldAutoUpdateto enable object-level opt-out of matrix updates inObject3D#updateWorldMatrixandObject3D#updateMatrixWorld. This behavior extends to matrix updates to cameras and scene objects from renderers.