Geometry
The Geometry class holds a collection of vertex array attributes representing a geometric primitive.
A geometry is considered a "primitive" when it can be rendered with a single GPU draw call. Multiple geometry primitives can be composed into a composite geometry using the Mesh
and Model
classes.
To learn more about attributes refer to the Accessor
class that holds metadata for each attributes.
Usage
Create a pyramid geometry (used in lesson 4 of learning WebGL examples).
const pyramidGeometry= new Geometry({
attributes: {
positions: new Float32Array([ ... ]),
colors: {
size: 4,
value: new Float32Array([ ... ])
}
}
});
Properties
id: string
An id for the model. If not provided, a random unique identifier will be created.
topology
The draw mode, or primitive type.
Some options are triangle-list
(default), triangle-strip
, point-list
, line-list
.
attributes
An object with buffer/attribute names and buffer/attribute descriptors to be set before rendering the model.
indices
An optional Accessor
instance that contains the indices (aka elements) for this geometry. Can be null
or undefined
if this primitive doesn't use indices. Note that indices can also be stored inside attributes
.
Methods
constructor(props : Object)
The constructor for the Geometry
class. Use this to create a new Geometry
.
const geometry = new Geometry(props);
setProps(props : Object)
Update properties
Types and Enumerations
topology
Follows glTF/OpenGL/WebGL conventions:
Typical Attributes
Attribute | Description |
---|---|
indices | (array, optional) An array of numbers describing the vertex indices for each face. |
positions | (array, optional) An array of floats that describe the vertices of the model. |
normals | (array, optional) An array of floats that describe the normals of the model. |
texCoords | (mixed, optional) Can be an array of floats indicating the texture coordinates for the texture to be used or an object that has texture ids as |
colors | (array, optional) An array of colors in RGBA. If just one color is specified that color will be used for all faces. |
pickingColors | (array, optional) A custom set of colors to render the object to texture when performing the color picking algorithm. |
Remarks
- The Geometry class does not take a
WebGLRenderingContext
and is intentionally - The
Geometry
class holds the glTF2 "primitive" specification, although morphtargets
are not yet supported.