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Class EllipsoidBuffer

Ellipsoid buffer. Draws ellipsoids.

example

var ellipsoidBuffer = new EllipsoidBuffer({ position: new Float32Array([ 0, 0, 0 ]), color: new Float32Array([ 1, 0, 0 ]), radius: new Float32Array([ 1 ]), majorAxis: new Float32Array([ 1, 1, 0 ]), minorAxis: new Float32Array([ 0.5, 0, 0.5 ]), });

Hierarchy

Index

Constructors

constructor

Properties

_majorAxis

_majorAxis: Float32Array

_minorAxis

_minorAxis: Float32Array

_radius

_radius: Float32Array

dynamic

dynamic: boolean = true

fragmentShader

fragmentShader: string = "Mesh.frag"

Optional geoIndex

geoIndex: Uint32Array | Uint16Array

geoNormal

geoNormal: Float32Array

geoPosition

geoPosition: Float32Array

geoPositionCount

geoPositionCount: number

geometry

geometry: BufferGeometry = new BufferGeometry()

group

group: Group = new Group()

indexVersion

indexVersion: number = 0

isImpostor

isImpostor: boolean = false

isLine

isLine: boolean = false

isPoint

isPoint: boolean = false

isSurface

isSurface: boolean = false

isText

isText: boolean = false

material

material: ShaderMaterial

meshColor

meshColor: Float32Array

meshIndex

meshIndex: Uint32Array | Uint16Array

meshNormal

meshNormal: Float32Array

meshPosition

meshPosition: Float32Array

parameterTypes

parameterTypes: object = BufferParameterTypes

Type declaration

  • matrix: object
  • background: object
    • updateShader: boolean
  • clipCenter: object
    • uniform: boolean
  • clipNear: object
    • property: boolean
    • updateShader: boolean
  • clipRadius: object
    • uniform: boolean
    • updateShader: boolean
  • depthWrite: object
    • property: boolean
  • diffuse: object
    • uniform: boolean
  • diffuseInterior: object
    • updateShader: boolean
  • flatShaded: object
    • updateShader: boolean
  • interiorColor: object
    • uniform: boolean
  • interiorDarkening: object
    • uniform: boolean
  • metalness: object
    • uniform: boolean
  • opacity: object
    • uniform: boolean
  • opaqueBack: object
    • updateShader: boolean
  • roughness: object
    • uniform: boolean
  • side: object
    • property: boolean
    • updateShader: boolean
  • useInteriorColor: object
    • updateShader: boolean
  • wireframe: object
    • updateVisibility: boolean

parameters

Optional picking

picking: Picker

pickingGroup

pickingGroup: Group = new Group()

pickingMaterial

pickingMaterial: ShaderMaterial

pickingUniforms

pickingUniforms: Uniforms

positionCount

positionCount: number

transformedGeoNormal

transformedGeoNormal: Float32Array

transformedGeoPosition

transformedGeoPosition: Float32Array

uniforms

uniforms: Uniforms

updateNormals

updateNormals: boolean = true

vertexShader

vertexShader: string = "Mesh.vert"

visible

visible: boolean = true

Optional wireframeGeometry

wireframeGeometry: BufferGeometry

wireframeGroup

wireframeGroup: Group = new Group()

Optional wireframeIndex

wireframeIndex: Uint32Array | Uint16Array

wireframeIndexCount

wireframeIndexCount: number = 0

wireframeIndexVersion

wireframeIndexVersion: number = -1

wireframeMaterial

wireframeMaterial: ShaderMaterial

Accessors

attributeSize

  • get attributeSize(): number

defaultParameters

  • get defaultParameters(): object & object

matrix

  • get matrix(): Matrix4
  • set matrix(m: Matrix4): void

pickable

  • get pickable(): boolean

size

  • get size(): number

transparent

  • get transparent(): boolean

Methods

_getMesh

addAttributes

  • addAttributes(attributes: object): void

addUniforms

applyPositionTransform

  • applyPositionTransform(matrix: Matrix4, i: number, i3: number): void

dispose

  • dispose(): void

getDefines

getFragmentShader

getMesh

  • getMesh(): LineSegments | Points | Mesh

getParameters

  • getParameters(): object
  • Returns object

    • background: boolean
    • clipCenter: Vector3
    • clipNear: number
    • clipRadius: number
    • depthWrite: boolean
    • diffuse: number
    • diffuseInterior: boolean
    • disablePicking: boolean
    • flatShaded: boolean
    • forceTransparent: boolean
    • interiorColor: number
    • interiorDarkening: number
    • matrix: Matrix4
    • metalness: number
    • opacity: number
    • opaqueBack: boolean
    • roughness: number
    • side: "double" | "front" | "back"
    • sortParticles: boolean
    • useInteriorColor: boolean
    • wireframe: boolean

getPickingMesh

  • getPickingMesh(): LineSegments | Points | Mesh

getRenderOrder

  • getRenderOrder(): number

getShader

getVertexShader

getWireframeMesh

  • getWireframeMesh(): LineSegments

initIndex

  • initIndex(index: Uint32Array | Uint16Array): void

makeIndex

  • makeIndex(): void

makeMaterial

  • makeMaterial(): void

makeWireframeGeometry

  • makeWireframeGeometry(): void

makeWireframeIndex

  • makeWireframeIndex(): void

setAttributes

setMatrix

  • setMatrix(m: Matrix4): void

setParameters

setProperties

  • setProperties(data: any): void

setUniforms

  • setUniforms(data: any): void

setVisibility

  • setVisibility(value: boolean): void

updateRenderOrder

  • updateRenderOrder(): void

updateShader

  • updateShader(): void

updateWireframeIndex

  • updateWireframeIndex(): void

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