Spaces:
Running
Running
File size: 4,524 Bytes
6cd9596 |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 |
import { BufferAttribute } from './BufferAttribute';
import { Box3 } from './../math/Box3';
import { Sphere } from './../math/Sphere';
import { Matrix4 } from './../math/Matrix4';
import { Vector2 } from './../math/Vector2';
import { Vector3 } from './../math/Vector3';
import { Object3D } from './Object3D';
import { Geometry } from './Geometry';
import { DirectGeometry } from './DirectGeometry';
import { EventDispatcher } from './EventDispatcher';
import { InterleavedBufferAttribute } from './InterleavedBufferAttribute';
/**
* @deprecated Use {@link BufferAttribute#setDynamic THREE.BufferAttribute().setDynamic( true )} instead.
*/
/**
* This is a superefficent class for geometries because it saves all data in buffers.
* It reduces memory costs and cpu cycles. But it is not as easy to work with because of all the nessecary buffer calculations.
* It is mainly interesting when working with static objects.
*
* @see <a href="https://github.com/mrdoob/three.js/blob/master/src/core/BufferGeometry.js">src/core/BufferGeometry.js</a>
*/
export class BufferGeometry extends EventDispatcher {
/**
* This creates a new BufferGeometry. It also sets several properties to an default value.
*/
constructor();
static MaxIndex: number;
/**
* Unique number of this buffergeometry instance
*/
id: number;
uuid: string;
name: string;
type: string;
index: BufferAttribute;
attributes: {
[name: string]: BufferAttribute | InterleavedBufferAttribute;
};
morphAttributes: any;
groups: { start: number; count: number; materialIndex?: number }[];
boundingBox: Box3;
boundingSphere: Sphere;
drawRange: { start: number; count: number };
userData: {[key: string]: any};
getIndex(): BufferAttribute;
setIndex(index: BufferAttribute | number[]): void;
addAttribute(
name: string,
attribute: BufferAttribute | InterleavedBufferAttribute
): BufferGeometry;
getAttribute(name: string): BufferAttribute | InterleavedBufferAttribute;
removeAttribute(name: string): BufferGeometry;
addGroup(start: number, count: number, materialIndex?: number): void;
clearGroups(): void;
setDrawRange(start: number, count: number): void;
/**
* Bakes matrix transform directly into vertex coordinates.
*/
applyMatrix(matrix: Matrix4): BufferGeometry;
rotateX(angle: number): BufferGeometry;
rotateY(angle: number): BufferGeometry;
rotateZ(angle: number): BufferGeometry;
translate(x: number, y: number, z: number): BufferGeometry;
scale(x: number, y: number, z: number): BufferGeometry;
lookAt(v: Vector3): void;
center(): BufferGeometry;
setFromObject(object: Object3D): BufferGeometry;
setFromPoints(points: Vector3[] | Vector2[]): BufferGeometry;
updateFromObject(object: Object3D): void;
fromGeometry(geometry: Geometry, settings?: any): BufferGeometry;
fromDirectGeometry(geometry: DirectGeometry): BufferGeometry;
/**
* Computes bounding box of the geometry, updating Geometry.boundingBox attribute.
* Bounding boxes aren't computed by default. They need to be explicitly computed, otherwise they are null.
*/
computeBoundingBox(): void;
/**
* Computes bounding sphere of the geometry, updating Geometry.boundingSphere attribute.
* Bounding spheres aren't' computed by default. They need to be explicitly computed, otherwise they are null.
*/
computeBoundingSphere(): void;
/**
* Computes vertex normals by averaging face normals.
*/
computeVertexNormals(): void;
merge(geometry: BufferGeometry, offset: number): BufferGeometry;
normalizeNormals(): void;
toNonIndexed(): BufferGeometry;
toJSON(): any;
clone(): this;
copy(source: BufferGeometry): this;
/**
* Disposes the object from memory.
* You need to call this when you want the bufferGeometry removed while the application is running.
*/
dispose(): void;
/**
* @deprecated Use {@link BufferGeometry#groups .groups} instead.
*/
drawcalls: any;
/**
* @deprecated Use {@link BufferGeometry#groups .groups} instead.
*/
offsets: any;
/**
* @deprecated Use {@link BufferGeometry#setIndex .setIndex()} instead.
*/
addIndex(index: any): void;
/**
* @deprecated Use {@link BufferGeometry#addGroup .addGroup()} instead.
*/
addDrawCall(start: any, count: any, indexOffset?: any): void;
/**
* @deprecated Use {@link BufferGeometry#clearGroups .clearGroups()} instead.
*/
clearDrawCalls(): void;
addAttribute(name: any, array: any, itemSize: any): any;
}
|