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Class DoubleSidedBuffer

A double-sided mesh buffer. Takes a buffer and renders the front and the back as seperate objects to avoid some artifacts when rendering transparent meshes. Also allows to render the back of a mesh opaque while the front is transparent.

implements

{Buffer}

example

var sphereGeometryBuffer = new SphereGeometryBuffer({ position: new Float32Array([ 0, 0, 0 ]), color: new Float32Array([ 1, 0, 0 ]), radius: new Float32Array([ 1 ]) }); var doubleSidedBuffer = new DoubleSidedBuffer(sphereGeometryBuffer);

Hierarchy

  • DoubleSidedBuffer

Index

Constructors

constructor

Properties

backBuffer

backBuffer: Buffer

backMeshes

backMeshes: (LineSegments<BufferGeometry | Geometry, Material | Material[]> | Mesh<BufferGeometry | Geometry, Material | Material[]>)[] = []

buffer

buffer: Buffer

frontBuffer

frontBuffer: Buffer

frontMeshes

frontMeshes: (LineSegments<BufferGeometry | Geometry, Material | Material[]> | Mesh<BufferGeometry | Geometry, Material | Material[]>)[] = []

geometry

geometry: BufferGeometry

group

group: Group = new Group()

Optional picking

picking: Picker

pickingGroup

pickingGroup: Group = new Group()

side

size

size: number

visible

visible: boolean

wireframe

wireframe: boolean

wireframeGroup

wireframeGroup: Group = new Group()

Accessors

matrix

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

parameters

  • get parameters(): { 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 }
  • Returns { 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 }

    • 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

pickable

  • get pickable(): boolean

Methods

dispose

  • dispose(): void

getMesh

  • getMesh(picking: boolean): Group

getParameters

  • getParameters(): { 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 }
  • Returns { 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 }

    • 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(): Group

getWireframeMesh

  • getWireframeMesh(): LineSegments<BufferGeometry, ShaderMaterial>

setAttributes

  • setAttributes(data: any): void

setParameters

  • setParameters(data: any): void

setVisibility

  • setVisibility(value: boolean): void

toJSON

  • toJSON(): any

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