Hierarchy

  • BufferGeometry
    • FeaturePointsGeometry

Constructors

Methods

  • Adds a listener to an event type.

    Type Parameters

    • T extends string

    Parameters

    • type: T

      The type of event to listen to.

    • listener: EventListener<Event, T, FeaturePointsGeometry>

      The function that gets called when the event is fired.

    Returns void

  • Adds a group to this geometry

    Parameters

    • start: number
    • count: number
    • OptionalmaterialIndex: number

    Returns void

    the groups property for details.

  • Applies the matrix transform to the geometry.

    Parameters

    • matrix: Matrix4

    Returns this

  • Applies the rotation represented by the quaternion to the geometry.

    Parameters

    • quaternion: Quaternion

    Returns this

  • Center the geometry based on the bounding box.

    Returns this

  • Clears all groups.

    Returns void

  • Creates a clone of this BufferGeometry

    Returns this

  • Computes bounding box of the geometry, updating .boundingBox attribute.

    Returns void

    Bounding boxes aren't computed by default. They need to be explicitly computed, otherwise they are null.

  • Computes bounding sphere of the geometry, updating .boundingSphere attribute.

    Returns void

    bounding spheres aren't computed by default. They need to be explicitly computed, otherwise they are null.

  • Calculates and adds a tangent attribute to this geometry. The computation is only supported for indexed geometries and if position, normal, and uv attributes are defined

    Returns void

    When using a tangent space normal map, prefer the MikkTSpace algorithm provided by BufferGeometryUtils.computeMikkTSpaceTangents instead.

  • Computes vertex normals by averaging face normals.

    Returns void

  • Copies another BufferGeometry to this BufferGeometry.

    Parameters

    • source: BufferGeometry

    Returns this

  • Deletes the attribute with the specified name.

    Parameters

    • name: BuiltinShaderAttributeName | string & {}

    Returns BufferGeometry

  • Fire an event type.

    Parameters

    • event: Event

      The event that gets fired.

    Returns void

  • Frees the GPU-related resources allocated by this instance.

    Returns void

    Call this method whenever this instance is no longer used in your app.

  • Returns the attribute with the specified name.

    Parameters

    • name: BuiltinShaderAttributeName | string & {}

    Returns InterleavedBufferAttribute | BufferAttribute | GLBufferAttribute

  • Return the .index buffer.

    Returns null | BufferAttribute

  • Returns true if the attribute with the specified name exists.

    Parameters

    • name: BuiltinShaderAttributeName | string & {}

    Returns boolean

  • Checks if listener is added to an event type.

    Type Parameters

    • T extends string

    Parameters

    • type: T

      The type of event to listen to.

    • listener: EventListener<Event, T, FeaturePointsGeometry>

      The function that gets called when the event is fired.

    Returns boolean

  • Rotates the geometry to face a point in space.

    Parameters

    • vector: Vector3

      A world vector to look at.

    Returns this

    This is typically done as a one time operation, and not during a loop.

  • Every normal vector in a geometry will have a magnitude of 1

    Returns void

    This will correct lighting on the geometry surfaces.

  • Removes a listener from an event type.

    Type Parameters

    • T extends string

    Parameters

    • type: T

      The type of the listener that gets removed.

    • listener: EventListener<Event, T, FeaturePointsGeometry>

      The listener function that gets removed.

    Returns void

  • Rotate the geometry about the X axis. This is typically done as a one time operation, and not during a loop.

    Parameters

    • angle: number

      radians. Expects a Float

    Returns this

    Use Object3D.rotation for typical real-time mesh rotation.

  • Rotate the geometry about the Y axis.

    Parameters

    • angle: number

      radians. Expects a Float

    Returns this

    This is typically done as a one time operation, and not during a loop.

  • Rotate the geometry about the Z axis.

    Parameters

    • angle: number

      radians. Expects a Float

    Returns this

    This is typically done as a one time operation, and not during a loop.

  • Scale the geometry data.

    Parameters

    • x: number

      Expects a Float

    • y: number

      Expects a Float

    • z: number

      Expects a Float

    Returns this

    This is typically done as a one time operation, and not during a loop.

  • Sets an attribute to this geometry with the specified name.

    Parameters

    • name: BuiltinShaderAttributeName | string & {}
    • attribute: InterleavedBufferAttribute | BufferAttribute | GLBufferAttribute

    Returns this

    Use this rather than the attributes property, because an internal hashmap of .attributes is maintained to speed up iterating over attributes.

  • Set the .drawRange property

    Parameters

    • start: number
    • count: number

      is the number of vertices or indices to render. Expects a Integer

    Returns void

    For non-indexed BufferGeometry, count is the number of vertices to render

  • Sets the attributes for this BufferGeometry from an array of points.

    Parameters

    • points: Vector3[] | Vector2[]

    Returns this

  • Set the .index buffer.

    Parameters

    • index: null | number[] | BufferAttribute

    Returns this

  • Convert the buffer geometry to three.js JSON Object/Scene format.

    Returns {}

    • Return a non-index version of an indexed BufferGeometry.

      Returns BufferGeometry

    • Translate the geometry.

      Parameters

      • x: number

        Expects a Float

      • y: number

        Expects a Float

      • z: number

        Expects a Float

      Returns this

      This is typically done as a one time operation, and not during a loop.

    Properties

    attributes: {
        [name: string]: BufferAttribute | InterleavedBufferAttribute | GLBufferAttribute;
    }

    This hashmap has as id the name of the attribute to be set and as value the THREE.BufferAttribute | buffer to set it to. Rather than accessing this property directly, use .setAttribute and .getAttribute to access attributes of this geometry.

    {}

    boundingBox: null | Box3

    Bounding box for the THREE.BufferGeometry | BufferGeometry, which can be calculated with .computeBoundingBox().

    Bounding boxes aren't computed by default. They need to be explicitly computed, otherwise they are null.

    null

    boundingSphere: null | Sphere

    Bounding sphere for the THREE.BufferGeometry | BufferGeometry, which can be calculated with .computeBoundingSphere().

    bounding spheres aren't computed by default. They need to be explicitly computed, otherwise they are null.

    null

    drawRange: {
        count: number;
        start: number;
    }

    Determines the part of the geometry to render. This should not be set directly, instead use .setDrawRange(...).

    For non-indexed THREE.BufferGeometry | BufferGeometry, count is the number of vertices to render.

    { start: 0, count: Infinity }

    groups: {
        count: number;
        materialIndex?: number;
        start: number;
    }[]

    Split the geometry into groups, each of which will be rendered in a separate WebGL draw call. This allows an array of materials to be used with the geometry.

    Type declaration

    • count: number

      Specifies how many vertices (or indices) are included.

      Expects a Integer

    • OptionalmaterialIndex?: number

      Specifies the material array index to use.

      Expects a Integer

    • start: number

      Specifies the first element in this draw call – the first vertex for non-indexed geometry, otherwise the first triangle index.

      Expects a Integer

    Every vertex and index must belong to exactly one group — groups must not share vertices or indices, and must not leave vertices or indices unused.

    []

    id: number

    Unique number for this THREE.BufferGeometry | BufferGeometry instance.

    Expects a Integer

    index: null | BufferAttribute

    Allows for vertices to be re-used across multiple triangles; this is called using "indexed triangles". Each triangle is associated with the indices of three vertices. This attribute therefore stores the index of each vertex for each triangular face. If this attribute is not set, the THREE.WebGLRenderer | renderer assumes that each three contiguous positions represent a single triangle.

    null

    isBufferGeometry: true

    Read-only flag to check if a given object is of type BufferGeometry.

    This is a constant value

    true

    morphAttributes: {
        [name: string]: (BufferAttribute | InterleavedBufferAttribute)[];
    }

    Hashmap of THREE.BufferAttribute | BufferAttributes holding details of the geometry's morph targets.

    Once the geometry has been rendered, the morph attribute data cannot be changed. You will have to call .dispose(), and create a new instance of THREE.BufferGeometry | BufferGeometry.

    {}

    morphTargetsRelative: boolean

    Used to control the morph target behavior; when set to true, the morph target data is treated as relative offsets, rather than as absolute positions/normals.

    false

    name: string

    Optional name for this THREE.BufferGeometry | BufferGeometry instance.

    ''

    type: string

    A Read-only string to check if this object type.

    Sub-classes will update this value.

    BufferGeometry

    userData: {
        [key: string]: any;
    }

    An object that can be used to store custom data about the BufferGeometry. It should not hold references to functions as these will not be cloned.

    {}

    uuid: string

    UUID of this object instance.

    This gets automatically assigned and shouldn't be edited.