MeshData
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class
MeshData() Object which represents geometry data which will be inserted into the scene at run time. For performance reasons, it is not recommended to create meshes with large amounts of data on the client side as certain optimizations are not available to geometry inserted this way.
More information can be found here.
Methods
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MeshData.addFaces() - addFaces(vertexData: (number[] | Float32Array), normalData: (number[] | Float32Array), rgba32data: (number[] | Uint8Array), uvs: (number[] | Float32Array), bits: number?): void
Adds face data to the mesh. Note that the arrays passed into this function are not copied and should remain unchanged until the mesh has been created. When adding vertex data into the mesh using this method, it is important to note that the data is interpreted as triangles in which each vertex must be explicitly enumerated.
Parameters
vertexData: (number[] | Float32Array)
floating point data describing the points in space for the faces to be added to the meshnormalData: (number[] | Float32Array)
normals for the corresponding vertex data points.rgba32data: (number[] | Uint8Array)
colors for the corresponding vertex data points (four bytes per rbga).uvs: (number[] | Float32Array)
texture parameters for the corresponding vertex data points.bits: number = 0
bitmask associated with the face.Returns: void
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MeshData.addPoints() - addPoints(pointData: (number[] | Float32Array), rgba32data: (number[] | Uint8Array), bits: number?): void
Adds point data to the mesh. Note that the arrays passed into this function are not copied and should remain unchanged until the mesh has been created.
Parameters
pointData: (number[] | Float32Array)
floating point data describing the points to be added to the meshrgba32data: (number[] | Uint8Array)
colors for the corresponding vertex data points (four bytes per rbga).bits: number = 0
bitmask associated with the point.Returns: void
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MeshData.addPolyline() - addPolyline(polylineData: (number[] | Float32Array), rgba32data: (number[] | Uint8Array), bits: number?): void
Adds polyline data to the mesh.Note that the arrays passed into this function are not copied and should remain unchanged until the mesh has been created.
Parameters
polylineData: (number[] | Float32Array)
floating point data describing the polyline to be added to the meshrgba32data: (number[] | Uint8Array)
colors for the corresponding vertex data points (four bytes per rbga).bits: number = 0
bitmask associated with the line.Returns: void
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MeshData.clear() - clear(): void
Removes all data from the object.
Returns: void
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MeshData.getBackfacesEnabled() - getBackfacesEnabled(): boolean
Gets whether backfaces are enabled for this geometry
Returns: boolean
value indicting whether backfaces are enabled for this geometry.
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MeshData.getFaceWinding() - getFaceWinding():
FaceWindingGets the face winding used for this mesh.
Returns:
FaceWinding
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MeshData.isManifold() - isManifold(): boolean
Gets if the mesh is set as manifold.
Returns: boolean
value indicating whether or not it’s a manifold mesh.
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MeshData.setBackfacesEnabled() - setBackfacesEnabled(backfacesEnabled: boolean): void
Sets whether backfaces should be enabled for this geometry. The default value is false. Setting this to true for geometry with a large amount of faces may affect performance.
Parameters
backfacesEnabled: boolean
indicated whether backfaces should be enabled for this geometry.Returns: void
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MeshData.setFaceWinding() - setFaceWinding(faceWinding:
FaceWinding): voidSets the face winding to be used for this mesh. The default value is CounterClockwise.
Parameters
faceWinding:
FaceWindingthe face winding to use for mesh geometry.Returns: void
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MeshData.setManifold() - setManifold(isManifold: boolean): void
Sets whether the mesh is a manifold one or not (if the mesh is not set as manifold, then capping won’t happen while cutting).
Parameters
isManifold: boolean
indicated whether or not it’s a manifold mesh.Returns: void