Class Geometry
Hierarchy
- Geometry
Implements
Index
Constructors
Properties
Accessors
Methods
- apply
ToMesh - copy
- dispose
- get
Engine - get
Index Buffer - get
Indices - get
Scene - get
Total Indices - get
Total Vertices - get
Vertex Buffer - get
Vertex Buffers - get
Vertices Data - get
Vertices Data Kinds - is
Disposed - is
Ready - is
Vertex Buffer Updatable - is
Vertices Data Present - load
- release
For Mesh - remove
Vertices Data - serialize
- serialize
Vertice Data - set
All Vertices Data - set
Indices - set
Vertices Buffer - set
Vertices Data - to
Left Handed - update
Indices - update
Vertices Data - update
Vertices Data Directly - Create
Geometry For Mesh - Extract
From Mesh - Parse
- Random
Id
Constructors
constructor
-
Creates a new geometry
Parameters
-
id: string
defines the unique ID
-
scene: Scene
defines the hosting scene
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Optional vertexData: VertexData
defines the VertexData used to get geometry data
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Optional updatable: boolean
defines if geometry must be updatable (false by default)
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Optional mesh: Nullable<Mesh>
defines the mesh that will be associated with the geometry
Returns Geometry
-
Properties
delay Load StateSearch playground for delayLoadState
Gets the delay loading state of the geometry (none by default which means not delayed)
delay Loading FileSearch playground for delayLoadingFile
Gets the file containing the data to load when running in delay load state
idSearch playground for id
Gets or sets the ID of the geometry
on Geometry UpdatedSearch playground for onGeometryUpdated
Callback called when the geometry is updated
Type declaration
-
-
Parameters
-
geometry: Geometry
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Optional kind: string
Returns void
-
-
unique IdSearch playground for uniqueId
Gets or sets the unique ID of the geometry
use Bounding Info From GeometrySearch playground for useBoundingInfoFromGeometry
If set to true (false by defaut), the bounding info applied to the meshes sharing this geometry will be the bounding info defined at the class level and won't be computed based on the vertex positions (which is what we get when useBoundingInfoFromGeometry = false)
Accessors
bounding Bias
-
Gets or sets the Bias Vector to apply on the bounding elements (box/sphere), the max extend is computed as v += v * bias.x + bias.y, the min is computed as v -= v * bias.x + bias.y
Returns Vector2
-
Gets or sets the Bias Vector to apply on the bounding elements (box/sphere), the max extend is computed as v += v * bias.x + bias.y, the min is computed as v -= v * bias.x + bias.y
Parameters
-
value: Vector2
Returns any
-
do Not Serialize
-
Gets a value indicating that the geometry should not be serialized
Returns boolean
extend
meshes
-
Get the list of meshes using this geometry
Returns Mesh[]
Methods
apply ToMeshSearch playground for applyToMesh
-
Apply current geometry to a given mesh
Parameters
-
mesh: Mesh
defines the mesh to apply geometry to
Returns void
-
copySearch playground for copy
-
Clone the current geometry into a new geometry
Parameters
-
id: string
defines the unique ID of the new geometry
Returns Geometry
a new geometry object
-
disposeSearch playground for dispose
-
Free all associated resources
Returns void
get EngineSearch playground for getEngine
-
Gets the hosting engine
Returns Engine
the hosting Engine
get Index BufferSearch playground for getIndexBuffer
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Gets the index buffer
Returns Nullable<DataBuffer>
the index buffer
get IndicesSearch playground for getIndices
-
Gets the index buffer array
Parameters
-
Optional copyWhenShared: boolean
defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
-
Optional forceCopy: boolean
defines a boolean indicating that the returned array must be cloned upon returning it
Returns Nullable<IndicesArray>
the index buffer array
-
get SceneSearch playground for getScene
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Gets the hosting scene
Returns Scene
the hosting Scene
get Total IndicesSearch playground for getTotalIndices
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Return the total number of indices
Returns number
the total number of indices
get Total VerticesSearch playground for getTotalVertices
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Gets total number of vertices
Returns number
the total number of vertices
get Vertex BufferSearch playground for getVertexBuffer
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Gets a specific vertex buffer
Parameters
-
kind: string
defines the data kind (Position, normal, etc...)
Returns Nullable<VertexBuffer>
a VertexBuffer
-
get Vertex BuffersSearch playground for getVertexBuffers
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Returns all vertex buffers
Returns Nullable<{}>
an object holding all vertex buffers indexed by kind
get Vertices DataSearch playground for getVerticesData
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Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
Parameters
-
kind: string
defines the data kind (Position, normal, etc...)
-
Optional copyWhenShared: boolean
defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
-
Optional forceCopy: boolean
defines a boolean indicating that the returned array must be cloned upon returning it
Returns Nullable<FloatArray>
a float array containing vertex data
-
get Vertices Data KindsSearch playground for getVerticesDataKinds
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Gets a list of all attached data kinds (Position, normal, etc...)
Returns string[]
a list of string containing all kinds
is DisposedSearch playground for isDisposed
-
Gets a value indicating if the geometry is disposed
Returns boolean
true if the geometry was disposed
is ReadySearch playground for isReady
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Defines if the geometry is ready to use
Returns boolean
true if the geometry is ready to be used
is Vertex Buffer UpdatableSearch playground for isVertexBufferUpdatable
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Returns a boolean defining if the vertex data for the requested
kind
is updatableParameters
-
kind: string
defines the data kind (Position, normal, etc...)
Returns boolean
true if the vertex buffer with the specified kind is updatable
-
is Vertices Data PresentSearch playground for isVerticesDataPresent
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Gets a boolean indicating if specific vertex buffer is present
Parameters
-
kind: string
defines the data kind (Position, normal, etc...)
Returns boolean
true if data is present
-
loadSearch playground for load
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Load the geometry if it was flagged as delay loaded
Parameters
-
scene: Scene
defines the hosting scene
-
Optional onLoaded: () => void
defines a callback called when the geometry is loaded
-
-
Returns void
-
-
Returns void
-
release For MeshSearch playground for releaseForMesh
-
Release the associated resources for a specific mesh
Parameters
-
mesh: Mesh
defines the source mesh
-
Optional shouldDispose: boolean
defines if the geometry must be disposed if there is no more mesh pointing to it
Returns void
-
remove Vertices DataSearch playground for removeVerticesData
-
Removes a specific vertex data
Parameters
-
kind: string
defines the data kind (Position, normal, etc...)
Returns void
-
serializeSearch playground for serialize
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Serialize the current geometry info (and not the vertices data) into a JSON object
Returns any
a JSON representation of the current geometry data (without the vertices data)
serialize Vertice DataSearch playground for serializeVerticeData
-
Serialize all vertices data into a JSON oject
Returns any
a JSON representation of the current geometry data
set All Vertices DataSearch playground for setAllVerticesData
-
Affects all geometry data in one call
Parameters
-
vertexData: VertexData
defines the geometry data
-
Optional updatable: boolean
defines if the geometry must be flagged as updatable (false as default)
Returns void
-
set IndicesSearch playground for setIndices
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Creates a new index buffer
Parameters
-
indices: IndicesArray
defines the indices to store in the index buffer
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Optional totalVertices: Nullable<number>
defines the total number of vertices (could be null)
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Optional updatable: boolean
defines if the index buffer must be flagged as updatable (false by default)
Returns void
-
set Vertices BufferSearch playground for setVerticesBuffer
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Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
Parameters
-
buffer: VertexBuffer
defines the vertex buffer to use
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Optional totalVertices: Nullable<number>
defines the total number of vertices for position kind (could be null)
Returns void
-
set Vertices DataSearch playground for setVerticesData
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Set specific vertex data
Parameters
-
kind: string
defines the data kind (Position, normal, etc...)
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data: FloatArray
defines the vertex data to use
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Optional updatable: boolean
defines if the vertex must be flagged as updatable (false as default)
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Optional stride: number
defines the stride to use (0 by default). This value is deduced from the kind value if not specified
Returns void
-
to Left HandedSearch playground for toLeftHanded
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Invert the geometry to move from a right handed system to a left handed one.
Returns void
update IndicesSearch playground for updateIndices
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Update index buffer
Parameters
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indices: IndicesArray
defines the indices to store in the index buffer
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Optional offset: number
defines the offset in the target buffer where to store the data
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Optional gpuMemoryOnly: boolean
defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)
Returns void
-
update Vertices DataSearch playground for updateVerticesData
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Update a specific vertex buffer This function will create a new buffer if the current one is not updatable
Parameters
-
kind: string
defines the data kind (Position, normal, etc...)
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data: FloatArray
defines the data to use
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Optional updateExtends: boolean
defines if the geometry extends must be recomputed (false by default)
Returns void
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update Vertices Data DirectlySearch playground for updateVerticesDataDirectly
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Update a specific vertex buffer This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array It will do nothing if the buffer is not updatable
Parameters
-
kind: string
defines the data kind (Position, normal, etc...)
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data: DataArray
defines the data to use
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offset: number
defines the offset in the target buffer where to store the data
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Optional useBytes: boolean
set to true if the offset is in bytes
Returns void
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Static Create Geometry For MeshSearch playground for CreateGeometryForMesh
Static Extract From MeshSearch playground for ExtractFromMesh
Static ParseSearch playground for Parse
Static Random IdSearch playground for RandomId
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You should now use Tools.RandomId(), this method is still here for legacy reasons. Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523 Be aware Math.random() could cause collisions, but: "All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide"
Returns string
a string containing a new GUID
Class used to store geometry data (vertex buffers + index buffer)