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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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- <base href="../../../" />
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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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- <p>
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- Geometry is a user-friendly alternative to [page:BufferGeometry]. Geometries store attributes
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- (vertex positions, faces, colors, etc.) using objects like [page:Vector3] or [page:Color] that
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- are easier to read and edit, but less efficient than typed arrays.
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- </p>
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- <p>
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- Prefer [page:BufferGeometry] for large or serious projects.
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- </p>
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- </div>
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-
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- <h2>Code Example</h2>
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-
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- <code>
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- const geometry = new THREE.Geometry();
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-
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- geometry.vertices.push(
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- new THREE.Vector3( -10, 10, 0 ),
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- new THREE.Vector3( -10, -10, 0 ),
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- new THREE.Vector3( 10, -10, 0 )
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- );
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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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-
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- <h2>Examples</h2>
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-
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- <p>
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- [example:webgl_geometry_minecraft WebGL / geometry / minecraft ]<br />
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- [example:webgl_geometry_minecraft_ao WebGL / geometry / minecraft / ao ]<br />
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- [example:webgl_geometry_nurbs WebGL / geometry / nurbs ]<br />
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- [example:webgl_geometry_spline_editor WebGL / geometry / spline / editor ]<br />
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- [example:webgl_interactive_cubes_gpu WebGL / interactive / cubes / gpu ]<br />
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- [example:webgl_interactive_lines WebGL / interactive / lines ]<br />
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- [example:webgl_interactive_raycasting_points WebGL / interactive / raycasting / points ]<br />
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- [example:webgl_interactive_voxelpainter WebGL / interactive / voxelpainter ]
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- </p>
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-
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- <h2>Constructor</h2>
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-
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-
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- <h3>[name]()</h3>
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- <p>
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- The constructor takes no arguments.
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- </p>
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-
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-
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- <h2>Properties</h2>
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-
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- <h3>[property:Box3 boundingBox]</h3>
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- <p>
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- Bounding box for the Geometry, which can be calculated with
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- [page:.computeBoundingBox](). Default is *null*.
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- </p>
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-
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- <h3>[property:Sphere boundingSphere]</h3>
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- <p>
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- Bounding sphere for the Geometry, which can be calculated with
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- [page:.computeBoundingSphere](). Default is *null*.
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- </p>
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-
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- <h3>[property:Array colors]</h3>
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- <p>
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- Array of vertex [page:Color colors], matching number and order of vertices.<br /><br />
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-
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- This is used by [page:Points] and [page:Line] and any classes derived from those such as [page:LineSegments] and various helpers.
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- [page:Mesh Meshes] use [page:Face3.vertexColors] instead of this.<br /><br />
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-
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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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- </p>
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-
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- <h3>[property:Array faces]</h3>
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- <p>
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- Array of [page:Face3 faces].<br />
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- The array of faces describe how each vertex in the model is connected to form faces.
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- Additionally it holds information about face and vertex normals and colors.<br /><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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- </p>
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-
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- <h3>[property:Array faceVertexUvs]</h3>
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- <p>
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- Array of face [link:https://en.wikipedia.org/wiki/UV_mapping UV] layers, used for mapping textures onto the geometry.<br />
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- Each UV layer is an array of [page:Vector2]s matching the order and number of vertices in faces.<br /><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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- </p>
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-
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- <h3>[property:Integer id]</h3>
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- <p>Unique number for this geometry instance.</p>
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-
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- <h3>[property:Array lineDistances]</h3>
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- <p>
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- An array containing distances between vertices for Line geometries.
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- This is required for [page:LineDashedMaterial] to render correctly.
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- </p>
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-
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- <h3>[property:Array morphTargets]</h3>
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- <p>
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- Array of [link:https://en.wikipedia.org/wiki/Morph_target_animation 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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- </p>
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-
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- <h3>[property:Array morphNormals]</h3>
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- <p>
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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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- </p>
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-
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- <h3>[property:String name]</h3>
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- <p>Optional name for this geometry. Default is an empty string.</p>
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-
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- <h3>[property:Array skinWeights]</h3>
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- <p>
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- When working with a [page:SkinnedMesh], each vertex can have up to 4 [page:Bone bones] affecting it.
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- The skinWeights property is an array of weight values that correspond to the order of the vertices in
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- the geometry. So for instance, the first skinWeight would correspond to the first vertex in the geometry.
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- Since each vertex can be modified by 4 bones, a [page:Vector4] is used to represent the skin weights
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- for that vertex.
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- </p>
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- <p>
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- The values of the vector should typically be between 0 and 1. For instance when set to 0 the bone
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- transformation will have no effect. When set to 0.5 it will have 50% effect. When set to 100%, it will
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- have 100% effect. If there is only 1 bone associated with the vertex then you only need to worry about
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- the first component of the vector, the rest can be ignored and set to 0.
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- </p>
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-
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- <h3>[property:Array skinIndices]</h3>
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- <p>
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- Just like the skinWeights property, the skinIndices' values correspond to the geometry's vertices.
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- Each vertex can have up to 4 bones associated with it. So if you look at the first vertex, and the
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- first skinIndex, this will tell you the bones associated with that vertex. For example the first vertex
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- could have a value of <strong>( 10.05, 30.10, 12.12 )</strong>. Then the first skin index could have the
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- value of <strong>( 10, 2, 0, 0 )</strong>. The first skin weight could have the value of
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- <strong>( 0.8, 0.2, 0, 0 )</strong>. In effect this would take the first vertex, and then the bone
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- <strong>mesh.bones[10]</strong> and apply it 80% of the way. Then it would take the bone <strong>skeleton.bones[2]</strong>
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- and apply it 20% of the way. The next two values have a weight of 0, so they would have no effect.
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- </p>
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- <p>
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- In code another example could look like this:
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- <code>
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- // e.g.
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- geometry.skinIndices[15] = new THREE.Vector4( 0, 5, 9, 10 );
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- geometry.skinWeights[15] = new THREE.Vector4( 0.2, 0.5, 0.3, 0 );
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-
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- // corresponds with the following vertex
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- geometry.vertices[15];
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-
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- // these bones will be used like so:
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- skeleton.bones[0]; // weight of 0.2
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- skeleton.bones[5]; // weight of 0.5
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- skeleton.bones[9]; // weight of 0.3
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- skeleton.bones[10]; // weight of 0
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- </code>
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- </p>
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-
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- <h3>[property:String uuid]</h3>
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- <p>
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- [link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID] of this object instance.
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- This gets automatically assigned and shouldn't be edited.
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- </p>
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-
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- <h3>[property:Array vertices]</h3>
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- <p>
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- Array of [page:Vector3 vertices].<br />
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- The array of vertices holds the position of every vertex in the model.<br />
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- To signal an update in this array, [page:.verticesNeedUpdate] needs to be set to true.
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- </p>
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-
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- <h3>[property:Boolean verticesNeedUpdate]</h3>
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- <p>Set to *true* if the vertices array has been updated.</p>
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-
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- <h3>[property:Boolean elementsNeedUpdate]</h3>
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- <p>Set to *true* if the faces array has been updated.</p>
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-
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- <h3>[property:Boolean uvsNeedUpdate]</h3>
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- <p>Set to *true* if the uvs array has been updated. </p>
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-
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- <h3>[property:Boolean normalsNeedUpdate]</h3>
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- <p>Set to *true* if the normals array has been updated.</p>
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-
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- <h3>[property:Boolean colorsNeedUpdate]</h3>
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- <p>Set to *true* if the colors array or a face3 color has been updated.</p>
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-
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- <h3>[property:Boolean groupsNeedUpdate]</h3>
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- <p>Set to *true* if a face3 materialIndex has been updated.</p>
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-
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- <h3>[property:Boolean lineDistancesNeedUpdate]</h3>
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- <p>Set to *true* if the linedistances array has been updated.</p>
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- <h2>Methods</h2>
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-
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- <h3>[page:EventDispatcher EventDispatcher] methods are available on this class.</h3>
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- <h3>[method:null applyMatrix4]( [param:Matrix4 matrix] )</h3>
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- <p>Bakes matrix transform directly into vertex coordinates.</p>
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- <h3>[method:Geometry center] ()</h3>
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- <p>Center the geometry based on the bounding box.</p>
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-
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- <h3>[method:Geometry clone]()</h3>
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- <p>
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- Creates a new clone of the Geometry.<br /><br />
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-
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- This method copies only vertices, faces and uvs. It does not copy any other properties of the geometry.
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- </p>
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-
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- <h3>[method:null computeBoundingBox]()</h3>
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- <p>Computes bounding box of the geometry, updating [page:Geometry Geometry.boundingBox] attribute.</p>
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-
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- <h3>[method:null computeBoundingSphere]()</h3>
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- <p>Computes bounding sphere of the geometry, updating [page:Geometry Geometry.boundingSphere] attribute.</p>
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-
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- <p>
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- Neither bounding boxes or bounding spheres are computed by default. They need to be explicitly computed,
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- otherwise they are *null*.
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- </p>
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-
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- <h3>[method:null computeFaceNormals]()</h3>
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- <p>Computes [page:Face3.normal face normals].</p>
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-
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- <h3>[method:null computeFlatVertexNormals]()</h3>
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- <p>Computes flat [page:Face3.vertexNormals vertex normals]. Sets the vertex normal of each vertex of each face to be the same as the face's normal.</p>
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-
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- <h3>[method:null computeMorphNormals]()</h3>
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- <p>Computes [page:.morphNormals].</p>
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-
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- <h3>[method:null computeVertexNormals]( [param:Boolean areaWeighted] )</h3>
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- <p>
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- areaWeighted - If true the contribution of each face normal to the vertex normal is
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- weighted by the area of the face. Default is true.<br /><br />
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-
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- Computes vertex normals by averaging face normals.
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- </p>
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- <h3>[method:Geometry copy]( [param:Geometry geometry] )</h3>
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- <p>
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- Copies vertices, faces and uvs into this geometry. It does not copy any other properties of the geometry.
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- </p>
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-
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- <h3>[method:null dispose]()</h3>
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- <p>
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- Removes The object from memory. <br />
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- Don't forget to call this method when you remove a geometry because it can cause memory leaks.
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- </p>
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-
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- <h3>[method:Geometry fromBufferGeometry]( [param:BufferGeometry geometry] )</h3>
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- <p>Convert a [page:BufferGeometry] to a Geometry. <br />
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- When converting from BufferGeometry to Geometry, all vertices are preserved, so duplicated vertices may appear.
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- Use [page:Geometry.mergeVertices] to remove them.</p>
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-
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- <h3>[method:Geometry lookAt] ( [param:Vector3 vector] )</h3>
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- <p>
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- vector - A world vector to look at.<br /><br />
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-
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- Rotates the geometry to face point in space. This is typically done as a one time operation but not during the render loop.<br>
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- Use [page:Object3D.lookAt] for typical real-time mesh usage.
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- </p>
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-
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- <h3>[method:null merge]( [param:Geometry geometry], [param:Matrix4 matrix], [param:Integer materialIndexOffset] )</h3>
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- <p>Merge two geometries or geometry and geometry from object (using object's transform)</p>
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-
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- <h3>[method:null mergeMesh]( [param:Mesh mesh] )</h3>
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- <p>Merge the mesh's geometry with this, also applying the mesh's transform.</p>
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-
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-
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- <h3>[method:null mergeVertices]()</h3>
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- <p>
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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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- </p>
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-
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- <h3>[method:null normalize]()</h3>
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- <p>
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- Normalize the geometry. <br />
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- Make the geometry centered and have a bounding sphere of radius *1.0*.
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- </p>
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-
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- <h3>[method:Geometry rotateX] ( [param:Float radians] )</h3>
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- <p>
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- Rotate the geometry about the X axis. This is typically done as a one time operation but not during the render loop.<br>
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- Use [page:Object3D.rotation] for typical real-time mesh rotation.
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- </p>
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-
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- <h3>[method:Geometry rotateY] ( [param:Float radians] )</h3>
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- <p>
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- Rotate the geometry about the Y axis. This is typically done as a one time operation but not during the render loop.<br>
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- Use [page:Object3D.rotation] for typical real-time mesh rotation.
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- </p>
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-
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- <h3>[method:Geometry rotateZ] ( [param:Float radians] )</h3>
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- <p>
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- Rotate the geometry about the Z axis. This is typically done as a one time operation but not during the render loop.<br>
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- Use [page:Object3D.rotation] for typical real-time mesh rotation.
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- </p>
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-
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- <h3>[method:Geometry setFromPoints] ( [param:Array points] )</h3>
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- <p>Sets the vertices for this Geometry from an array of points.</p>
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-
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- <h3>[method:null sortFacesByMaterialIndex] ( )</h3>
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- <p>
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- Sorts the faces array according to material index. For complex geometries with several materials,
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- this can result in reduced draw calls and improved performance.
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- </p>
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-
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- <h3>[method:Geometry scale] ( [param:Float x], [param:Float y], [param:Float z] )</h3>
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- <p>
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- Scale the geometry data. This is typically done as a one time operation but not during the render loop.<br>
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- Use [page:Object3D.scale] for typical real-time mesh scaling.
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- </p>
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-
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- <h3>[method:Object toJSON] ( )</h3>
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- <p>Convert the geometry to JSON format.<br />
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- Convert the geometry to three.js [link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format].
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- </p>
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-
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- <h3>[method:Geometry translate] ( [param:Float x], [param:Float y], [param:Float z] )</h3>
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- <p>
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- Translate the geometry. This is typically done as a one time operation but not during the render loop.<br>
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- Use [page:Object3D.position] for typical real-time mesh translation.
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- </p>
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- <h2>Source</h2>
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-
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- <p>
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- [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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- </p>
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- </body>
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-</html>
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