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@@ -9,24 +9,102 @@
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<body>
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<h1>[name]</h1>
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- <div class="desc">todo</div>
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+ <div class="desc">
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+ This is a superefficent class for geometries because it saves all data in buffers. <br />
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+ It reduces memory costs and cpu cycles. But it is not as easy to work with because of all the nessecary buffer calculations.<br />
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+ It is mainly interesting when working with static objects.
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+ </div>
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<h2>Constructor</h2>
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<h3>[name]()</h3>
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+ <div>
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+ This creates a new [name]. It also sets several properties to an default value.
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+ </div>
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<h2>Properties</h2>
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- <h3>.[page:Vector3 todo]</h3>
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+ <h3>.[page:Integer id]</h3>
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+ <div>
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+ Unique number of this buffergeometry instance
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+ </div>
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+
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+ <h3>.[page:Hashmap Attributes]</h3>
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+ <div>
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+ This hashmap has as id the name of the attribute to be set and as value the buffer to set it to.
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+ </div>
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+
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+ <h3>.[page:Boolean dynamic]</h3>
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+ <div>
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+ When set, it holds certain buffers in memory to have faster updates for this object. When unset, it deletes those buffers and saves memory.
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+ </div>
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+
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+ <h3>.[page:Array offsets]</h3>
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+ <div>
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+ This Array should contain every offset at which the buffers should be rendered. This is important for indexed buffers.
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+ </div>
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+
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+ <h3>.[page:Array offsets]</h3>
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+ <div>
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+ This Array should contain every offset at which the buffers should be rendered. This is important for indexed buffers.
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+ </div>
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+ <h3>.[page:Object boundingBox]</h3>
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+ <div>
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+ Bounding box.
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+ <code>{ min: new THREE.Vector3(), max: new THREE.Vector3() }</code>
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+ </div>
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+
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+ <h3>.[page:Object boundingSphere]</h3>
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+ <div>
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+ Bounding sphere.
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+ <code>{ radius: float }</code>
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+ </div>
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+
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+ <h3>.[page:Array morphTargets]</h3>
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+ <div>
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+ Array of morph targets. Each morph target is a Javascript object:
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+ <code>{ name: "targetName", vertices: [ new THREE.Vertex(), ... ] }</code>
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+ Morph vertices match number and order of primary vertices.
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+ </div>
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<h2>Methods</h2>
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- <h3>.todo( [page:Vector3 todo] )</h3>
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+ <h3>.applyMatrix( [page:Matrix4 matrix] )</h3>
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+ <div>
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+ Bakes matrix transform directly into vertex coordinates.
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+ </div>
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+
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+ <h3>.computeVertexNormals()</h3>
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+ <div>
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+ Computes vertex normals by averaging face normals.<br />
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+ </div>
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+
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+ <h3>.computeTangents()</h3>
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+ <div>
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+ Computes vertex tangents.<br />
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+ Based on [link:http://www.terathon.com/code/tangent.html]<br />
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+ Geometry must have vertex [page:UV UVs] (layer 0 will be used).
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+ </div>
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+
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+ <h3>.computeBoundingBox()</h3>
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+ <div>
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+ Computes bounding box of the geometry, updating [page:Geometry Geometry.boundingBox] attribute.<br />
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+ Bounding boxes aren't computed by default. They need to be explicitly computed, otherwise they are *null*.
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+ </div>
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+
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+ <h3>.computeBoundingSphere()</h3>
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+ <div>
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+ Computes bounding sphere of the geometry, updating [page:Geometry Geometry.boundingSphere] attribute.<br />
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+ Bounding spheres aren't' computed by default. They need to be explicitly computed, otherwise they are *null*.
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+ </div>
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+
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+ <h3>.dispose()</h3>
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<div>
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- todo — todo<br />
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+ Disposes the object from memory. <br />
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+ You need to call this when you want the bufferGeometry removed while the application is running.
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</div>
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