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: { matrix: {}; background: object; clipCenter: object; clipNear: object; clipRadius: object; depthWrite: object; diffuse: object; diffuseInterior: object; flatShaded: object; interiorColor: object; interiorDarkening: object; metalness: object; opacity: object; opaqueBack: object; roughness: object; side: object; useInteriorColor: object; wireframe: object } = BufferParameterTypes
Type declaration
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matrix: {}
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background: object
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clipCenter: object
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clipNear: object
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property: boolean
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updateShader: boolean
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clipRadius: object
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uniform: boolean
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updateShader: boolean
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depthWrite: object
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diffuse: object
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diffuseInterior: object
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flatShaded: object
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interiorColor: object
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interiorDarkening: object
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metalness: object
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opacity: object
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opaqueBack: object
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roughness: object
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side: object
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property: boolean
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updateShader: boolean
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useInteriorColor: object
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wireframe: object
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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.