Geometry.html 7.1 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <meta charset="utf-8" />
  5. <script src="../../list.js"></script>
  6. <script src="../../page.js"></script>
  7. <link type="text/css" rel="stylesheet" href="../../page.css" />
  8. </head>
  9. <body>
  10. <h1>[name]</h1>
  11. <div class="desc">
  12. Base class for geometries.<br />
  13. A geometry holds all data necessary to describe a 3D model.
  14. </div>
  15. <h2>Example</h2>
  16. <code>var geometry = new THREE.Geometry();
  17. geometry.vertices.push( new THREE.Vector3( -10, 10, 0 ) );
  18. geometry.vertices.push( new THREE.Vector3( -10, -10, 0 ) );
  19. geometry.vertices.push( new THREE.Vector3( 10, -10, 0 ) );
  20. geometry.faces.push( new THREE.Face3( 0, 1, 2 ) );
  21. geometry.computeBoundingSphere();
  22. </code>
  23. <h2>Constructor</h2>
  24. <h3>[name]()</h3>
  25. <div>
  26. The constructor takes no arguments.
  27. </div>
  28. <h2>Properties</h2>
  29. <h3>.[page:Integer id]</h3>
  30. <div>
  31. Unique number of this geometry instance
  32. </div>
  33. <h3>.[page:String name]</h3>
  34. <div>
  35. Name for this geometry. Default is an empty string.
  36. </div>
  37. <h3>.[page:Array vertices]</h3>
  38. <div>
  39. Array of [page:Vector3 vertices].<br />
  40. The array of vertices holds every position of points in the model.<br />
  41. To signal an update in this array, [page:Geometry Geometry.verticesNeedUpdate] needs to be set to true.
  42. </div>
  43. <h3>.[page:Array colors]</h3>
  44. <div>
  45. Array of vertex [page:Color colors], matching number and order of vertices.<br />
  46. Used in [page:ParticleSystem] and [page:Line].<br />
  47. [page:Mesh Meshes] use per-face-use-of-vertex colors embedded directly in faces.<br />
  48. To signal an update in this array, [page:Geometry Geometry.colorsNeedUpdate] needs to be set to true.
  49. </div>
  50. <h3>.[page:Array faces]</h3>
  51. <div>
  52. Array of [page:Face3 triangles].<br />
  53. The array of faces describe how each vertex in the model is connected with each other.<br />
  54. To signal an update in this array, [page:Geometry Geometry.elementsNeedUpdate] needs to be set to true.
  55. </div>
  56. <h3>.[page:Array faceVertexUvs]</h3>
  57. <div>
  58. Array of face [page:UV] layers.<br />
  59. Each UV layer is an array of [page:UV]s matching the order and number of vertices in faces.<br />
  60. To signal an update in this array, [page:Geometry Geometry.uvsNeedUpdate] needs to be set to true.
  61. </div>
  62. <h3>.[page:Array morphTargets]</h3>
  63. <div>
  64. Array of morph targets. Each morph target is a Javascript object:
  65. <code>{ name: "targetName", vertices: [ new THREE.Vector3(), ... ] }</code>
  66. Morph vertices match number and order of primary vertices.
  67. </div>
  68. <h3>.[page:Array morphColors]</h3>
  69. <div>
  70. Array of morph colors. Morph colors have similar structure as morph targets, each color set is a Javascript object:
  71. <code>morphColor = { name: "colorName", colors: [ new THREE.Color(), ... ] }</code>
  72. Morph colors can match either the number and order of faces (face colors) or the number of vertices (vertex colors).
  73. </div>
  74. <h3>.[page:Array morphNormals]</h3>
  75. <div>
  76. Array of morph normals. Morph normals have similar structure as morph targets, each normal set is a Javascript object:
  77. <code>morphNormal = { name: "NormalName", normals: [ new THREE.Vector3(), ... ] }</code>
  78. </div>
  79. <h3>.[page:Array skinWeights]</h3>
  80. <div>
  81. Array of skinning weights, matching number and order of vertices.
  82. </div>
  83. <h3>.[page:Array skinIndices]</h3>
  84. <div>
  85. Array of skinning indices, matching number and order of vertices.
  86. </div>
  87. <h3>.[page:Object boundingBox]</h3>
  88. <div>
  89. Bounding box.
  90. <code>{ min: new THREE.Vector3(), max: new THREE.Vector3() }</code>
  91. </div>
  92. <h3>.[page:Object boundingSphere]</h3>
  93. <div>
  94. Bounding sphere.
  95. <code>{ radius: float }</code>
  96. </div>
  97. <h3>.[page:Boolean hasTangents]</h3>
  98. <div>
  99. True if geometry has tangents. Set in [page:Geometry Geometry.computeTangents].
  100. </div>
  101. <h3>.[page:Boolean dynamic]</h3>
  102. <div>
  103. Set to *true* if attribute buffers will need to change in runtime (using "dirty" flags).<br/>
  104. Unless set to true internal typed arrays corresponding to buffers will be deleted once sent to GPU.<br/>
  105. Defaults to true.
  106. </div>
  107. <h3>.[page:Boolean verticesNeedUpdate]</h3>
  108. <div>
  109. Set to *true* if the vertices array has been updated.
  110. </div>
  111. <h3>.[page:Boolean elementsNeedUpdate]</h3>
  112. <div>
  113. Set to *true* if the faces array has been updated.
  114. </div>
  115. <h3>.[page:Boolean uvsNeedUpdate]</h3>
  116. <div>
  117. Set to *true* if the uvs array has been updated.
  118. </div>
  119. <h3>.[page:Boolean normalsNeedUpdate]</h3>
  120. <div>
  121. Set to *true* if the normals array has been updated.
  122. </div>
  123. <h3>.[page:Boolean tangentsNeedUpdate]</h3>
  124. <div>
  125. Set to *true* if the tangents in the faces has been updated.
  126. </div>
  127. <h3>.[page:Boolean colorsNeedUpdate]</h3>
  128. <div>
  129. Set to *true* if the colors array has been updated.
  130. </div>
  131. <h3>.[page:Boolean lineDistancesNeedUpdate]</h3>
  132. <div>
  133. Set to *true* if the linedistances array has been updated.
  134. </div>
  135. <h3>.[page:Boolean buffersNeedUpdate]</h3>
  136. <div>
  137. Set to *true* if an array has changed in length.
  138. </div>
  139. <h3>.[page:array lineDistances]</h3>
  140. <div>
  141. An array containing distances between vertices for Line geometries.
  142. This is required for LinePieces/LineDashedMaterial to render correctly.
  143. Line distances can also be generated with computeLineDistances.
  144. </div>
  145. <h2>Methods</h2>
  146. <h3>[page:EventDispatcher EventDispatcher] methods are available on this class.</h3>
  147. <h3>.applyMatrix( [page:Matrix4 matrix] )</h3>
  148. <div>
  149. Bakes matrix transform directly into vertex coordinates.
  150. </div>
  151. <h3>.computeFaceNormals()</h3>
  152. <div>
  153. Computes face normals.
  154. </div>
  155. <h3>.computeVertexNormals()</h3>
  156. <div>
  157. Computes vertex normals by averaging face normals.<br />
  158. Face normals must be existing / computed beforehand.
  159. </div>
  160. <h3>.computeMorphNormals()</h3>
  161. <div>
  162. Computes morph normals.
  163. </div>
  164. <h3>.computeTangents()</h3>
  165. <div>
  166. Computes vertex tangents.<br />
  167. Based on [link:http://www.terathon.com/code/tangent.html]<br />
  168. Geometry must have vertex [page:UV UVs] (layer 0 will be used).
  169. </div>
  170. <h3>.computeBoundingBox()</h3>
  171. <div>
  172. Computes bounding box of the geometry, updating [page:Geometry Geometry.boundingBox] attribute.
  173. </div>
  174. <h3>.computeBoundingSphere()</h3>
  175. <div>
  176. Computes bounding sphere of the geometry, updating [page:Geometry Geometry.boundingSphere] attribute.
  177. </div>
  178. <div>Neither bounding boxes or bounding spheres are computed by default. They need to be explicitly computed, otherwise they are *null*.</div>
  179. <h3>.mergeVertices()</h3>
  180. <div>
  181. Checks for duplicate vertices using hashmap.<br />
  182. Duplicated vertices are removed and faces' vertices are updated.
  183. </div>
  184. <h3>.clone()</h3>
  185. <div>
  186. Creates a new clone of the Geometry.
  187. </div>
  188. <h3>.dispose()</h3>
  189. <div>
  190. Removes The object from memory. <br />
  191. Don't forget to call this method when you remove a geometry because it can cause memory leaks.
  192. </div>
  193. <h3>.computeLineDistances()</h3>
  194. <div>
  195. Compute distances between vertices for Line geometries.
  196. </div>
  197. <h2>Source</h2>
  198. [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
  199. </body>
  200. </html>