MeshData

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.

Constructors

MeshData.constructor()
MeshData(): MeshData

Returns: MeshData

Methods

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 mesh

normalData: (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

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 mesh

rgba32data: (number[] | Uint8Array)

colors for the corresponding vertex data points (four bytes per rbga).

bits: number = 0

bitmask associated with the point.

Returns: void

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 mesh

rgba32data: (number[] | Uint8Array)

colors for the corresponding vertex data points (four bytes per rbga).

bits: number = 0

bitmask associated with the line.

Returns: void

MeshData.clear()
clear(): void

Removes all data from the object.

Returns: void

MeshData.getBackfacesEnabled()
getBackfacesEnabled(): boolean

Gets whether backfaces are enabled for this geometry

Returns: boolean

value indicting whether backfaces are enabled for this geometry.
MeshData.getFaceWinding()
getFaceWinding(): FaceWinding

Gets the face winding used for this mesh.

Returns: FaceWinding

MeshData.isManifold()
isManifold(): boolean

Gets if the mesh is set as manifold.

Returns: boolean

value indicating whether or not it’s a manifold mesh.
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

MeshData.setFaceWinding()
setFaceWinding(faceWinding: FaceWinding): void

Sets the face winding to be used for this mesh. The default value is CounterClockwise.

Parameters

faceWinding: FaceWinding

the face winding to use for mesh geometry.

Returns: void

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