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+<!DOCTYPE html>
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+<html lang="en">
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+ <head>
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+ <meta charset="utf-8" />
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+ <script src="../../list.js"></script>
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+ <script src="../../page.js"></script>
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+ <link type="text/css" rel="stylesheet" href="../../page.css" />
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+ </head>
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+ <body>
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+ <h1>[name]</h1>
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+
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+ <div class="desc">
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+ Base class for geometries.<br />
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+ A geometry holds all data necessary to describe a 3D model.
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+ </div>
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+
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+
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+ <h2>Example</h2>
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+
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+ <code>var geometry = new THREE.Geometry()
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+
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+ geometry.vertices.push( new THREE.Vector3( -10, 10, 0 ) );
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+ geometry.vertices.push( new THREE.Vector3( -10, -10, 0 ) );
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+ geometry.vertices.push( new THREE.Vector3( 10, -10, 0 ) );
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+
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+ geometry.faces.push( new THREE.Face3( 0, 1, 2 ) );
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+
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+ geometry.computeBoundingSphere();
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+ </code>
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+
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+ <h2>Constructor</h2>
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+
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+ <h3>[name]()</h3>
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+
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+
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+ <h2>Properties</h2>
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+
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+ <h3>.[page:Integer id]</h3>
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+ <div>
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+ Unique number of this geometry instance
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+ </div>
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+
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+ <h3>.[page:String name]</h3>
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+ <div>
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+ Name for this geometry. Default is an empty string.
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+ </div>
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+
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+ <h3>.[page:Array vertices]</h3>
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+ <div>
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+ Array of [page:Vector3 vertices].<br />
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+ The array of vertices hold every position of points of the model.<br />
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+ To signal an update in this array, [page:Geometry Geometry.verticesNeedUpdate] needs to be set to true.
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+ </div>
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+
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+ <h3>.[page:Array colors]</h3>
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+ <div>
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+ Array of vertex [page:Color colors], matching number and order of vertices.<br />
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+ Used in [page:ParticleSystem], [page:Line] and [page:Ribbon].<br />
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+ [page:Mesh Meshes] use per-face-use-of-vertex colors embedded directly in faces.<br />
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+ To signal an update in this array, [page:Geometry Geometry.colorsNeedUpdate] needs to be set to true.
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+ </div>
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+
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+ <h3>.[page:Array normals]</h3>
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+ <div>
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+ Array of vertex [page:Vector3 normals], matching number and order of vertices.<br />
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+ [link:http://en.wikipedia.org/wiki/Normal_(geometry) Normal vectors] are nessecary for lighting <br />
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+ To signal an update in this array, [page:Geometry Geometry.normalsNeedUpdate] needs to be set to true.
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+ </div>
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+
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+ <h3>.[page:Array faces]</h3>
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+ <div>
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+ Array of [page:Face3 triangles] or/and [page:Face4 quads].<br />
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+ The array of faces describe how each vertex in the model is connected with each other.<br />
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+ To signal an update in this array, [page:Geometry Geometry.elementsNeedUpdate] needs to be set to true.
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+ </div>
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+
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+ <h3>.[page:Array faceUvs]</h3>
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+ <div>
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+ Array of face [page:UV] layers.<br />
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+ Each UV layer is an array of [page:UV] matching order and number of faces.<br />
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+ To signal an update in this array, [page:Geometry Geometry.uvsNeedUpdate] needs to be set to true.
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+ </div>
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+
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+ <h3>.[page:Array faceVertexUvs]</h3>
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+ <div>
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+ Array of face [page:UV] layers.<br />
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+ Each UV layer is an array of [page:UV] matching order and number of vertices in faces.<br />
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+ To signal an update in this array, [page:Geometry Geometry.uvsNeedUpdate] needs to be set to true.
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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.Vector3(), ... ] }</code>
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+ Morph vertices match number and order of primary vertices.
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+ </div>
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+
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+ <h3>.[page:Array morphColors]</h3>
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+ <div>
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+ Array of morph colors. Morph colors have similar structure as morph targets, each color set is a Javascript object:
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+ <code>morphColor = { name: "colorName", colors: [ new THREE.Color(), ... ] }</code>
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+ Morph colors can match either number and order of faces (face colors) or number of vertices (vertex colors).
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+ </div>
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+
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+ <h3>.[page:Array morphColors]</h3>
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+ <div>
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+ Array of morph normals. Morph Normals have similar structure as morph targets, each normal set is a Javascript object:
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+ <code>morphNormal = { name: "NormalName", normals: [ new THREE.Vector3(), ... ] }</code>
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+ </div>
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+
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+ <h3>.[page:Array skinWeights]</h3>
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+ <div>
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+ Array of skinning weights, matching number and order of vertices.
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+ </div>
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+
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+ <h3>.[page:Array skinIndices]</h3>
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+ <div>
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+ Array of skinning indices, matching number and order of vertices.
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+ </div>
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+
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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:Boolean hasTangents]</h3>
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+ <div>
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+ True if geometry has tangents. Set in [page:Geometry Geometry.computeTangents].
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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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+ Set to *true* if attribute buffers will need to change in runtime (using "dirty" flags).<br/>
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+ Unless set to true internal typed arrays corresponding to buffers will be deleted once sent to GPU.<br/>
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+ Defaults to true.
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+ </div>
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+
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+ <h3>.[page:Boolean verticesNeedUpdate]</h3>
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+ <div>
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+ Set to *true* if the vertices array has been updated.
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+ </div>
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+
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+ <h3>.[page:Boolean elementsNeedUpdate]</h3>
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+ <div>
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+ Set to *true* if the faces array has been updated.
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+ </div>
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+
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+ <h3>.[page:Boolean uvsNeedUpdate]</h3>
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+ <div>
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+ Set to *true* if the uvs array has been updated.
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+ </div>
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+
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+ <h3>.[page:Boolean normalsNeedUpdate]</h3>
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+ <div>
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+ Set to *true* if the normals array has been updated.
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+ </div>
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+
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+ <h3>.[page:Boolean tangentsNeedUpdate]</h3>
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+ <div>
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+ Set to *true* if the tangents in the faces has been updated.
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+ </div>
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+
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+ <h3>.[page:Boolean colorsNeedUpdate]</h3>
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+ <div>
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+ Set to *true* if the colors array has been updated.
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+ </div>
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+
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+ <h3>.[page:Boolean lineDistancesNeedUpdate]</h3>
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+ <div>
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+ Set to *true* if the linedistances array has been updated.
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+ </div>
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+
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+ <h3>.[page:Boolean buffersNeedUpdate]</h3>
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+ <div>
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+ Set to *true* if an array has changed in length.
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+ </div>
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+
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+ <h3>.[page:array morphNormals]</h3>
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+ <div>
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+ todo
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+ </div>
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+
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+ <h3>.[page:array lineDistances]</h3>
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+ <div>
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+ todo
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+ </div>
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+
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+ <h2>Methods</h2>
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+
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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>.computeCentroids()</h3>
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+ <div>
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+ Computes centroids for all faces.
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+ </div>
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+
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+ <h3>.computeFaceNormals()</h3>
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+ <div>
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+ Computes face normals.
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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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+ Face normals must be existing / computed beforehand.
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+ </div>
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+
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+ <h3>.computeMorphNormals()</h3>
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+ <div>
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+ Computes morph normals.
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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.
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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.
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+ </div>
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+
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+ <div>Neither bounding boxes or bounding spheres are computed by default. They need to be explicitly computed, otherwise they are *null*.</div>
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+
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+ <h3>.mergeVertices()</h3>
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+ <div>
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+ Checks for duplicate vertices using hashmap.<br />
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+ Duplicated vertices are removed and faces' vertices are updated.
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+ </div>
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+
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+ <h3>.clone()</h3>
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+ <div>
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+ Creates a new clone of the Geometry.
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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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+ Removes The object from memory. <br />
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+ Don't forget to call this method when you remove an geometry because it can cuase meomory leaks.
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+ </div>
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+
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+
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+ <h3>.dispatchEvent([page:todo event]) [page:todo]</h3>
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+ <div>
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+ event -- todo
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+ </div>
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+ <div>
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+ todo
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+ </div>
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+
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+ <h3>.hasEventListener([page:todo type], [page:todo listener]) [page:todo]</h3>
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+ <div>
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+ type -- todo <br />
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+ listener -- todo
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+ </div>
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+ <div>
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+ todo
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+ </div>
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+
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+ <h3>.removeEventListener([page:todo type], [page:todo listener]) [page:todo]</h3>
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+ <div>
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+ type -- todo <br />
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+ listener -- todo
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+ </div>
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+ <div>
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+ todo
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+ </div>
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+
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+ <h3>.computeLineDistances() [page:todo]</h3>
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+ <div>
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+ todo
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+ </div>
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+
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+ <h3>.addEventListener([page:todo type], [page:todo listener]) [page:todo]</h3>
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+ <div>
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+ type -- todo <br />
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+ listener -- todo
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+ </div>
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+ <div>
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+ todo
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+ </div>
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+
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+ <h2>Source</h2>
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+
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+ [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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+ </body>
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+</html>
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