[name]

Base class for geometries

Example

// geometry with random points var geometry = new THREE.Geometry() for ( var i = 0; i < 10000; i ++ ) { var vertex = new THREE.Vertex(); vertex.position.x = Math.random() * 1000 - 500; vertex.position.y = Math.random() * 1000 - 500; vertex.position.z = Math.random() * 1000 - 500; geometry.vertices.push( vertex ); } geometry.computeBoundingSphere();

Constructor

[name]()

Properties

.[page:Integer id]

Unique number of this geometry instance

.[page:Array vertices]

Array of [page:Vertex vertices].

.[page:Array colors]

Array of vertex [page:Color colors], matching number and order of vertices.
Used in [page:ParticleSystem], [page:Line] and [page:Ribbon].
[page:Mesh Meshes] use per-face-use-of-vertex colors embedded directly in faces.

.[page:Array materials]

Array of [page:Material materials].

.[page:Array faces]

Array of [page:Face3 triangles] or/and [page:Face4 quads].

.[page:Array faceUvs]

Array of face [page:UV] layers.
Each UV layer is an array of [page:UV] matching order and number of faces.

.[page:Array faceVertexUvs]

Array of face [page:UV] layers.
Each UV layer is an array of [page:UV] matching order and number of vertices in faces.

.[page:Array morphTargets]

Array of morph targets. Each morph target is JS object: { name: "targetName", vertices: [ new THREE.Vertex(), ... ] } Morph vertices match number and order of primary vertices.

.[page:Array morphColors]

Array of morph colors. Morph colors have similar structure as morph targets, each color set is JS object: morphColor = { name: "colorName", colors: [ new THREE.Color(), ... ] } Morph colors can match either number and order of faces (face colors) or number of vertices (vertex colors).

.[page:Array skinWeights]

Array of skinning weights, matching number and order of vertices.

.[page:Array skinIndices]

Array of skinning indices, matching number and order of vertices.

.[page:Object boundingBox]

Bounding box. { min: new THREE.Vector3(), max: new THREE.Vector3() }

.[page:Object boundingSphere]

Bounding sphere. { radius: float }

.[page:Boolean hasTangents]

True if geometry has tangents. Set in [page:Geometry Geometry.computeTangents].

.[page:Boolean dynamic]

Set to true if attribute buffers will need to change in runtime (using "dirty" flags).
Unless set to true internal typed arrays corresponding to buffers will be deleted once sent to GPU.

Methods

.applyMatrix( [page:Matrix4 matrix] )

Bakes matrix transform directly into vertex coordinates.

.computeCentroids()

Computes centroids for all faces.

.computeFaceNormals()

Computes face normals.

.computeVertexNormals()

Computes vertex normals by averaging face normals.
Face normals must be existing / computed beforehand.

.computeTangents()

Computes vertex tangents.
Based on http://www.terathon.com/code/tangent.html
Geometry must have vertex [page:UV UVs] (layer 0 will be used).

.computeBoundingBox()

Computes bounding box of the geometry, updating [page:Geometry Geometry.boundingBox] attribute.

.computeBoundingSphere()

Computes bounding sphere of the geometry, updating [page:Geometry Geometry.boundingSphere] attribute.

.mergeVertices()

Checks for duplicate vertices using hashmap.
Duplicated vertices are removed and faces' vertices are updated.

Source

src/[path].js