Properties
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
-
clipCenter: object
-
clipNear: object
-
property: boolean
-
updateShader: boolean
-
clipRadius: object
-
uniform: boolean
-
updateShader: boolean
-
depthWrite: object
-
diffuse: object
-
diffuseInterior: object
-
flatShaded: object
-
interiorColor: object
-
interiorDarkening: object
-
metalness: object
-
opacity: object
-
opaqueBack: object
-
roughness: object
-
side: object
-
property: boolean
-
updateShader: boolean
-
useInteriorColor: object
-
wireframe: object
-
updateVisibility: boolean
pickingGroup
pickingGroup: Group = new Group()
pickingMaterial
pickingMaterial: ShaderMaterial
positionCount
positionCount: number
transformedGeoNormal
transformedGeoNormal: Float32Array
transformedGeoPosition
transformedGeoPosition: Float32Array
updateNormals
updateNormals: boolean = false
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
Geometry buffer. Base class for geometry-based buffers. Used to draw geometry primitives given a mesh.