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- <meta charset="utf-8">
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- <body>
- <h1>[name]</h1>
- <div>
- <p>All objects by default automatically update their matrices if they have been added to the scene with</p>
- <code>
- const object = new THREE.Object3D();
- scene.add( object );
- </code>
- or if they are the child of another object that has been added to the scene:
- <code>
- const object1 = new THREE.Object3D();
- const object2 = new THREE.Object3D();
- object1.add( object2 );
- scene.add( object1 ); //object1 and object2 will automatically update their matrices
- </code>
- </div>
- <p>However, if you know the object will be static, you can disable this and update the transform matrix manually just when needed.</p>
- <code>
- object.matrixAutoUpdate = false;
- object.updateMatrix();
- </code>
- <h2>BufferGeometry</h2>
- <div>
- <p>
- BufferGeometries store information (such as vertex positions, face indices, normals, colors,
- UVs, and any custom attributes) in [page:BufferAttribute buffers] - that is,
- [link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Typed_arrays typed arrays].
- This makes them generally faster than standard Geometries, at the cost of being somewhat harder to
- work with.
- </p>
- <p>
- With regards to updating BufferGeometries, the most important thing to understand is that
- you cannot resize buffers (this is very costly, basically the equivalent to creating a new geometry).
- You can however update the content of buffers.
- </p>
- <p>
- This means that if you know an attribute of your BufferGeometry will grow, say the number of vertices,
- you must pre-allocate a buffer large enough to hold any new vertices that may be created. Of
- course, this also means that there will be a maximum size for your BufferGeometry - there is
- no way to create a BufferGeometry that can efficiently be extended indefinitely.
- </p>
- <p>
- We'll use the example of a line that gets extended at render time. We'll allocate space
- in the buffer for 500 vertices but draw only two at first, using [page:BufferGeometry.drawRange].
- </p>
- <code>
- const MAX_POINTS = 500;
- // geometry
- const geometry = new THREE.BufferGeometry();
- // attributes
- const positions = new Float32Array( MAX_POINTS * 3 ); // 3 vertices per point
- geometry.setAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
- // draw range
- const drawCount = 2; // draw the first 2 points, only
- geometry.setDrawRange( 0, drawCount );
- // material
- const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
- // line
- const line = new THREE.Line( geometry, material );
- scene.add( line );
- </code>
- <p>
- Next we'll randomly add points to the line using a pattern like:
- </p>
- <code>
- const positionAttribute = line.geometry.getAttribute( 'position' );
- let x = 0, y = 0, z = 0;
- for ( let i = 0; i < positionAttribute.count; i ++ ) {
- positionAttribute.setXYZ( i, x, y, z );
- x += ( Math.random() - 0.5 ) * 30;
- y += ( Math.random() - 0.5 ) * 30;
- z += ( Math.random() - 0.5 ) * 30;
- }
- </code>
- <p>
- If you want to change the <em>number of points</em> rendered after the first render, do this:
- </p>
- <code>
- line.geometry.setDrawRange( 0, newValue );
- </code>
- <p>
- If you want to change the position data values after the first render, you need to
- set the needsUpdate flag like so:
- </p>
- <code>
- positionAttribute.needsUpdate = true; // required after the first render
- </code>
- <p>
- If you change the position data values after the initial render, you may need to recompute
- bounding volumes so other features of the engine like view frustum culling or helpers properly work.
- </p>
- <code>
- line.geometry.computeBoundingBox();
- line.geometry.computeBoundingSphere();
- </code>
- <p>
- [link:https://jsfiddle.net/t4m85pLr/1/ Here is a fiddle] showing an animated line which you can adapt to your use case.
- </p>
- <h3>Examples</h3>
- <p>
- [example:webgl_custom_attributes WebGL / custom / attributes]<br />
- [example:webgl_buffergeometry_custom_attributes_particles WebGL / buffergeometry / custom / attributes / particles]
- </p>
- </div>
- <h2>Materials</h2>
- <div>
- <p>All uniforms values can be changed freely (e.g. colors, textures, opacity, etc), values are sent to the shader every frame.</p>
- <p>Also GLstate related parameters can change any time (depthTest, blending, polygonOffset, etc).</p>
- <p>The following properties can't be easily changed at runtime (once the material is rendered at least once):</p>
- <ul>
- <li>numbers and types of uniforms</li>
- <li>presence or not of
- <ul>
- <li>texture</li>
- <li>fog</li>
- <li>vertex colors</li>
- <li>morphing</li>
- <li>shadow map</li>
- <li>alpha test</li>
- <li>transparent</li>
- </ul>
- </li>
- </ul>
- <p>Changes in these require building of new shader program. You'll need to set</p>
- <code>material.needsUpdate = true</code>
- <p>Bear in mind this might be quite slow and induce jerkiness in framerate (especially on Windows, as shader compilation is slower in DirectX than OpenGL).</p>
- <p>For smoother experience you can emulate changes in these features to some degree by having "dummy" values like zero intensity lights, white textures, or zero density fog.</p>
- <p>You can freely change the material used for geometry chunks, however you cannot change how an object is divided into chunks (according to face materials). </p>
- <h3>If you need to have different configurations of materials during runtime:</h3>
- <p>If the number of materials / chunks is small, you could pre-divide the object beforehand (e.g. hair / face / body / upper clothes / trousers for a human, front / sides / top / glass / tire / interior for a car). </p>
- <p>If the number is large (e.g. each face could be potentially different), consider a different solution, such as using attributes / textures to drive different per-face look.</p>
- <h3>Examples</h3>
- <p>
- [example:webgl_materials_car WebGL / materials / car]<br />
- [example:webgl_postprocessing_dof WebGL / webgl_postprocessing / dof]
- </p>
- </div>
- <h2>Textures</h2>
- <div>
- <p>Image, canvas, video and data textures need to have the following flag set if they are changed:</p>
- <code>
- texture.needsUpdate = true;
- </code>
- <p>Render targets update automatically.</p>
- <h3>Examples</h3>
- <p>
- [example:webgl_materials_video WebGL / materials / video]<br />
- [example:webgl_rtt WebGL / rtt]
- </p>
- </div>
- <h2>Cameras</h2>
- <div>
- <p>A camera's position and target is updated automatically. If you need to change</p>
- <ul>
- <li>
- fov
- </li>
- <li>
- aspect
- </li>
- <li>
- near
- </li>
- <li>
- far
- </li>
- </ul>
- <p>
- then you'll need to recompute the projection matrix:
- </p>
- <code>
- camera.aspect = window.innerWidth / window.innerHeight;
- camera.updateProjectionMatrix();
- </code>
- </div>
- <h2>InstancedMesh</h2>
- <div>
- <p>
- `InstancedMesh` is a class for conveniently access instanced rendering in `three.js`. Certain library features like view frustum culling or
- ray casting rely on up-to-date bounding volumes (bounding sphere and bounding box). Because of the way how `InstancedMesh` works, the class
- has its own [page:InstancedMesh.boundingBox boundingBox] and [page:InstancedMesh.boundingSphere boundingSphere] properties that supersede
- the bounding volumes on geometry level.
- </p>
- <p>
- Similar to geometries you have to recompute the bounding box and sphere whenever you change the underlying data. In context of `InstancedMesh`, that
- happens when you transform instances via [page:InstancedMesh.setMatrixAt setMatrixAt](). You can use the same pattern like with geometries.
- </p>
- <code>
- instancedMesh.computeBoundingBox();
- instancedMesh.computeBoundingSphere();
- </code>
- </div>
- <h2>SkinnedMesh</h2>
- <div>
- <p>
- `SkinnedMesh` follows the same principles like `InstancedMesh` in context of bounding volumes. Meaning the class has its own version of
- [page:SkinnedMesh.boundingBox boundingBox] and [page:SkinnedMesh.boundingSphere boundingSphere] to correctly enclose animated meshes.
- When calling `computeBoundingBox()` and `computeBoundingSphere()`, the class computes the respective bounding volumes based on the current
- bone tranformation (or in other words the current animation state).
- </p>
- </div>
- </body>
- </html>
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