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- <!DOCTYPE html>
- <html lang="en">
- <head>
- <meta charset="utf-8" />
- <base href="../../../" />
- <script src="page.js"></script>
- <link type="text/css" rel="stylesheet" href="page.css" />
- </head>
- <body>
- <h1>[name]</h1>
- <div class="desc">
- <p>
- Geometry is a user-friendly alternative to [page:BufferGeometry]. Geometries store attributes
- (vertex positions, faces, colors, etc.) using objects like [page:Vector3] or [page:Color] that
- are easier to read and edit, but less efficient than typed arrays.
- </p>
- <p>
- Prefer [page:BufferGeometry] for large or serious projects.
- </p>
- </div>
- <h2>Code Example</h2>
- <code>
- const geometry = new THREE.Geometry();
- geometry.vertices.push(
- new THREE.Vector3( -10, 10, 0 ),
- new THREE.Vector3( -10, -10, 0 ),
- new THREE.Vector3( 10, -10, 0 )
- );
- geometry.faces.push( new THREE.Face3( 0, 1, 2 ) );
- geometry.computeBoundingSphere();
- </code>
- <h2>Examples</h2>
- <p>
- [example:webgl_geometry_minecraft WebGL / geometry / minecraft ]<br />
- [example:webgl_geometry_minecraft_ao WebGL / geometry / minecraft / ao ]<br />
- [example:webgl_geometry_nurbs WebGL / geometry / nurbs ]<br />
- [example:webgl_geometry_spline_editor WebGL / geometry / spline / editor ]<br />
- [example:webgl_interactive_cubes_gpu WebGL / interactive / cubes / gpu ]<br />
- [example:webgl_interactive_lines WebGL / interactive / lines ]<br />
- [example:webgl_interactive_raycasting_points WebGL / interactive / raycasting / points ]<br />
- [example:webgl_interactive_voxelpainter WebGL / interactive / voxelpainter ]
- </p>
- <h2>Constructor</h2>
- <h3>[name]()</h3>
- <p>
- The constructor takes no arguments.
- </p>
- <h2>Properties</h2>
- <h3>[property:Box3 boundingBox]</h3>
- <p>
- Bounding box for the Geometry, which can be calculated with
- [page:.computeBoundingBox](). Default is *null*.
- </p>
- <h3>[property:Sphere boundingSphere]</h3>
- <p>
- Bounding sphere for the Geometry, which can be calculated with
- [page:.computeBoundingSphere](). Default is *null*.
- </p>
- <h3>[property:Array colors]</h3>
- <p>
- Array of vertex [page:Color colors], matching number and order of vertices.<br /><br />
- This is used by [page:Points] and [page:Line] and any classes derived from those such as [page:LineSegments] and various helpers.
- [page:Mesh Meshes] use [page:Face3.vertexColors] instead of this.<br /><br />
- To signal an update in this array, [page:Geometry Geometry.colorsNeedUpdate] needs to be set to true.
- </p>
- <h3>[property:Array faces]</h3>
- <p>
- Array of [page:Face3 faces].<br />
- The array of faces describe how each vertex in the model is connected to form faces.
- Additionally it holds information about face and vertex normals and colors.<br /><br />
- To signal an update in this array, [page:Geometry Geometry.elementsNeedUpdate] needs to be set to true.
- </p>
- <h3>[property:Array faceVertexUvs]</h3>
- <p>
- Array of face [link:https://en.wikipedia.org/wiki/UV_mapping UV] layers, used for mapping textures onto the geometry.<br />
- Each UV layer is an array of [page:Vector2]s matching the order and number of vertices in faces.<br /><br />
- To signal an update in this array, [page:Geometry Geometry.uvsNeedUpdate] needs to be set to true.
- </p>
- <h3>[property:Integer id]</h3>
- <p>Unique number for this geometry instance.</p>
- <h3>[property:array lineDistances]</h3>
- <p>
- An array containing distances between vertices for Line geometries.
- This is required for [page:LineDashedMaterial] to render correctly.
- </p>
- <h3>[property:Array morphTargets]</h3>
- <p>
- Array of [link:https://en.wikipedia.org/wiki/Morph_target_animation morph targets]. Each morph target is a Javascript object:
- <code>{ name: "targetName", vertices: [ new THREE.Vector3(), ... ] }</code>
- Morph vertices match number and order of primary vertices.
- </p>
- <h3>[property:Array morphNormals]</h3>
- <p>
- Array of morph normals. Morph normals have similar structure as morph targets, each normal set is a Javascript object:
- <code>morphNormal = { name: "NormalName", normals: [ new THREE.Vector3(), ... ] }</code>
- </p>
- <h3>[property:String name]</h3>
- <p>Optional name for this geometry. Default is an empty string.</p>
- <h3>[property:Array skinWeights]</h3>
- <p>
- When working with a [page:SkinnedMesh], each vertex can have up to 4 [page:Bone bones] affecting it.
- The skinWeights property is an array of weight values that correspond to the order of the vertices in
- the geometry. So for instance, the first skinWeight would correspond to the first vertex in the geometry.
- Since each vertex can be modified by 4 bones, a [page:Vector4] is used to represent the skin weights
- for that vertex.
- </p>
- <p>
- The values of the vector should typically be between 0 and 1. For instance when set to 0 the bone
- transformation will have no effect. When set to 0.5 it will have 50% effect. When set to 100%, it will
- have 100% effect. If there is only 1 bone associated with the vertex then you only need to worry about
- the first component of the vector, the rest can be ignored and set to 0.
- </p>
- <h3>[property:Array skinIndices]</h3>
- <p>
- Just like the skinWeights property, the skinIndices' values correspond to the geometry's vertices.
- Each vertex can have up to 4 bones associated with it. So if you look at the first vertex, and the
- first skinIndex, this will tell you the bones associated with that vertex. For example the first vertex
- could have a value of <strong>( 10.05, 30.10, 12.12 )</strong>. Then the first skin index could have the
- value of <strong>( 10, 2, 0, 0 )</strong>. The first skin weight could have the value of
- <strong>( 0.8, 0.2, 0, 0 )</strong>. In effect this would take the first vertex, and then the bone
- <strong>mesh.bones[10]</strong> and apply it 80% of the way. Then it would take the bone <strong>skeleton.bones[2]</strong>
- and apply it 20% of the way. The next two values have a weight of 0, so they would have no effect.
- </p>
- <p>
- In code another example could look like this:
- <code>
- // e.g.
- geometry.skinIndices[15] = new THREE.Vector4( 0, 5, 9, 10 );
- geometry.skinWeights[15] = new THREE.Vector4( 0.2, 0.5, 0.3, 0 );
- // corresponds with the following vertex
- geometry.vertices[15];
- // these bones will be used like so:
- skeleton.bones[0]; // weight of 0.2
- skeleton.bones[5]; // weight of 0.5
- skeleton.bones[9]; // weight of 0.3
- skeleton.bones[10]; // weight of 0
- </code>
- </p>
- <h3>[property:String uuid]</h3>
- <p>
- [link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID] of this object instance.
- This gets automatically assigned and shouldn't be edited.
- </p>
- <h3>[property:Array vertices]</h3>
- <p>
- Array of [page:Vector3 vertices].<br />
- The array of vertices holds the position of every vertex in the model.<br />
- To signal an update in this array, [page:.verticesNeedUpdate] needs to be set to true.
- </p>
- <h3>[property:Boolean verticesNeedUpdate]</h3>
- <p>Set to *true* if the vertices array has been updated.</p>
- <h3>[property:Boolean elementsNeedUpdate]</h3>
- <p>Set to *true* if the faces array has been updated.</p>
- <h3>[property:Boolean uvsNeedUpdate]</h3>
- <p>Set to *true* if the uvs array has been updated. </p>
- <h3>[property:Boolean normalsNeedUpdate]</h3>
- <p>Set to *true* if the normals array has been updated.</p>
- <h3>[property:Boolean colorsNeedUpdate]</h3>
- <p>Set to *true* if the colors array or a face3 color has been updated.</p>
- <h3>[property:Boolean groupsNeedUpdate]</h3>
- <p>Set to *true* if a face3 materialIndex has been updated.</p>
- <h3>[property:Boolean lineDistancesNeedUpdate]</h3>
- <p>Set to *true* if the linedistances array has been updated.</p>
- <h2>Methods</h2>
- <h3>[page:EventDispatcher EventDispatcher] methods are available on this class.</h3>
- <h3>[method:null applyMatrix4]( [param:Matrix4 matrix] )</h3>
- <p>Bakes matrix transform directly into vertex coordinates.</p>
- <h3>[method:Geometry center] ()</h3>
- <p>Center the geometry based on the bounding box.</p>
- <h3>[method:Geometry clone]()</h3>
- <p>
- Creates a new clone of the Geometry.<br /><br />
- This method copies only vertices, faces and uvs. It does not copy any other properties of the geometry.
- </p>
- <h3>[method:null computeBoundingBox]()</h3>
- <p>Computes bounding box of the geometry, updating [page:Geometry Geometry.boundingBox] attribute.</p>
- <h3>[method:null computeBoundingSphere]()</h3>
- <p>Computes bounding sphere of the geometry, updating [page:Geometry Geometry.boundingSphere] attribute.</p>
- <p>
- Neither bounding boxes or bounding spheres are computed by default. They need to be explicitly computed,
- otherwise they are *null*.
- </p>
- <h3>[method:null computeFaceNormals]()</h3>
- <p>Computes [page:Face3.normal face normals].</p>
- <h3>[method:null computeFlatVertexNormals]()</h3>
- <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>
- <h3>[method:null computeMorphNormals]()</h3>
- <p>Computes [page:.morphNormals].</p>
- <h3>[method:null computeVertexNormals]( [param:Boolean areaWeighted] )</h3>
- <p>
- areaWeighted - If true the contribution of each face normal to the vertex normal is
- weighted by the area of the face. Default is true.<br /><br />
- Computes vertex normals by averaging face normals.
- </p>
- <h3>[method:Geometry copy]( [param:Geometry geometry] )</h3>
- <p>
- Copies vertices, faces and uvs into this geometry. It does not copy any other properties of the geometry.
- </p>
- <h3>[method:null dispose]()</h3>
- <p>
- Removes The object from memory. <br />
- Don't forget to call this method when you remove a geometry because it can cause memory leaks.
- </p>
- <h3>[method:Geometry fromBufferGeometry]( [param:BufferGeometry geometry] )</h3>
- <p>Convert a [page:BufferGeometry] to a Geometry. <br />
- When converting from BufferGeometry to Geometry, all vertices are preserved, so duplicated vertices may appear.
- Use [page:Geometry.mergeVertices] to remove them.</p>
- <h3>[method:Geometry lookAt] ( [param:Vector3 vector] )</h3>
- <p>
- vector - A world vector to look at.<br /><br />
- Rotates the geometry to face point in space. This is typically done as a one time operation but not during the render loop.<br>
- Use [page:Object3D.lookAt] for typical real-time mesh usage.
- </p>
- <h3>[method:null merge]( [param:Geometry geometry], [param:Matrix4 matrix], [param:Integer materialIndexOffset] )</h3>
- <p>Merge two geometries or geometry and geometry from object (using object's transform)</p>
- <h3>[method:null mergeMesh]( [param:Mesh mesh] )</h3>
- <p>Merge the mesh's geometry with this, also applying the mesh's transform.</p>
- <h3>[method:null mergeVertices]()</h3>
- <p>
- Checks for duplicate vertices using hashmap.<br />
- Duplicated vertices are removed and faces' vertices are updated.
- </p>
- <h3>[method:null normalize]()</h3>
- <p>
- Normalize the geometry. <br />
- Make the geometry centered and have a bounding sphere of radius *1.0*.
- </p>
- <h3>[method:Geometry rotateX] ( [param:Float radians] )</h3>
- <p>
- Rotate the geometry about the X axis. This is typically done as a one time operation but not during the render loop.<br>
- Use [page:Object3D.rotation] for typical real-time mesh rotation.
- </p>
- <h3>[method:Geometry rotateY] ( [param:Float radians] )</h3>
- <p>
- Rotate the geometry about the Y axis. This is typically done as a one time operation but not during the render loop.<br>
- Use [page:Object3D.rotation] for typical real-time mesh rotation.
- </p>
- <h3>[method:Geometry rotateZ] ( [param:Float radians] )</h3>
- <p>
- Rotate the geometry about the Z axis. This is typically done as a one time operation but not during the render loop.<br>
- Use [page:Object3D.rotation] for typical real-time mesh rotation.
- </p>
- <h3>[method:Geometry setFromPoints] ( [param:Array points] )</h3>
- <p>Sets the vertices for this Geometry from an array of points.</p>
- <h3>[method:null sortFacesByMaterialIndex] ( )</h3>
- <p>
- Sorts the faces array according to material index. For complex geometries with several materials,
- this can result in reduced draw calls and improved performance.
- </p>
- <h3>[method:Geometry scale] ( [param:Float x], [param:Float y], [param:Float z] )</h3>
- <p>
- Scale the geometry data. This is typically done as a one time operation but not during the render loop.<br>
- Use [page:Object3D.scale] for typical real-time mesh scaling.
- </p>
- <h3>[method:Object toJSON] ( )</h3>
- <p>Convert the geometry to JSON format.<br />
- Convert the geometry to three.js [link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format].
- </p>
- <h3>[method:Geometry translate] ( [param:Float x], [param:Float y], [param:Float z] )</h3>
- <p>
- Translate the geometry. This is typically done as a one time operation but not during the render loop.<br>
- Use [page:Object3D.position] for typical real-time mesh translation.
- </p>
- <h2>Source</h2>
- <p>
- [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
- </p>
- </body>
- </html>
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