This creates a new BufferGeometry. It also sets several properties to an default value.
Creates eventDispatcher object. It needs to be call with '.call' to add the functionality to an object.
This hashmap has as id the name of the attribute to be set and as value the buffer to set it to. Rather than accessing this property directly, use .setAttribute and .getAttribute to access attributes of this geometry.
Bounding box for the bufferGeometry, which can be calculated with .computeBoundingBox(). Default is null.
Bounding sphere for the bufferGeometry, which can be calculated with .computeBoundingSphere(). Default is null.
Determines the part of the geometry to render. This should not be set directly, instead use .setDrawRange. Default is { start: 0, count: Infinity } For non-indexed BufferGeometry, count is the number of vertices to render. For indexed BufferGeometry, count is the number of indices to render.
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 bufferGeometry. Each group is an object of the form: { start: Integer, count: Integer, materialIndex: Integer } where start specifies the first element in this draw call – the first vertex for non-indexed geometry, otherwise the first triangle index. Count specifies how many vertices (or indices) are included, and materialIndex specifies the material array index to use. Use .addGroup to add groups, rather than modifying this array directly.
Unique number for this bufferGeometry instance.
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 renderer assumes that each three contiguous positions represent a single triangle. Default is null.
Hashmap of BufferAttributes holding details of the geometry's morph targets.
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. Default is false.
Optional name for this bufferGeometry instance. Default is an empty string.
The Parameters of circle depth geometry
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 of this object instance. This gets automatically assigned and shouldn't be edited.
This hashmap has as id the name of the attribute to be set and as value the buffer to set it to. Rather than accessing this property directly, use .setAttribute and .getAttribute to access attributes of this geometry.
Bounding box for the bufferGeometry, which can be calculated with .computeBoundingBox(). Default is null.
Bounding sphere for the bufferGeometry, which can be calculated with .computeBoundingSphere(). Default is null.
Determines the part of the geometry to render. This should not be set directly, instead use .setDrawRange. Default is { start: 0, count: Infinity } For non-indexed BufferGeometry, count is the number of vertices to render. For indexed BufferGeometry, count is the number of indices to render.
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 bufferGeometry. Each group is an object of the form: { start: Integer, count: Integer, materialIndex: Integer } where start specifies the first element in this draw call – the first vertex for non-indexed geometry, otherwise the first triangle index. Count specifies how many vertices (or indices) are included, and materialIndex specifies the material array index to use. Use .addGroup to add groups, rather than modifying this array directly.
Unique number for this bufferGeometry instance.
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 renderer assumes that each three contiguous positions represent a single triangle. Default is null.
Hashmap of BufferAttributes holding details of the geometry's morph targets.
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. Default is false.
Optional name for this bufferGeometry instance. Default is an empty string.
An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
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 of this object instance. This gets automatically assigned and shouldn't be edited.
attribute
Adds a listener to an event type.
The type of event to listen to.
The that gets called when the event is fired.
Adds a group to this geometry; see the groups property for details.
Applies the matrix transform to the geometry.
Applies the rotation represented by the quaternion to the geometry.
Center the geometry based on the bounding box.
Clears all groups.
Creates a clone of this BufferGeometry.
Computes bounding box of the geometry, updating .boundingBox attribute. 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. 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.
Computes vertex normals by averaging face normals.
Copies another BufferGeometry to this BufferGeometry.
Deletes the attribute with the specified name.
Fire an event type.
Disposes the object from memory. You need to call this when you want the BufferGeometry removed while the application is running.
Returns the attribute with the specified name.
Return the .index buffer.
Returns true if the attribute with the specified name exists.
Checks if listener is added to an event type.
The type of event to listen to.
The that gets called when the event is fired.
Rotates the geometry to face a point in space. This is typically done as a one time operation, and not during a loop. Use Object3D.lookAt for typical real-time mesh usage.
Merge in another BufferGeometry with an optional offset of where to start merging in.
Every normal vector in a geometry will have a magnitude of 1. This will correct lighting on the geometry surfaces.
Removes a listener from an event type.
The type of the listener that gets removed.
The listener that gets removed.
Rotate the geometry about the X axis. This is typically done as a one time operation, and not during a loop. Use Object3D.rotation for typical real-time mesh rotation.
Rotate the geometry about the Y axis. This is typically done as a one time operation, and not during a loop. Use Object3D.rotation for typical real-time mesh rotation.
Rotate the geometry about the Z axis. This is typically done as a one time operation, and not during a loop. Use Object3D.rotation for typical real-time mesh rotation.
Scale the geometry data. This is typically done as a one time operation, and not during a loop. Use Object3D.scale for typical real-time mesh scaling.
Sets an attribute to this geometry. 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. For non-indexed BufferGeometry, count is the number of vertices to render. For indexed BufferGeometry, count is the number of indices to render.
Set the .index buffer.
Convert the buffer geometry to three.js JSON Object/Scene format.
Return a non-index version of an indexed BufferGeometry.
Translate the geometry. This is typically done as a one time operation, and not during a loop. Use Object3D.position for typical real-time mesh translation.
attribute
Adds a listener to an event type.
The type of event to listen to.
The that gets called when the event is fired.
Adds a group to this geometry; see the groups property for details.
Applies the matrix transform to the geometry.
Applies the rotation represented by the quaternion to the geometry.
Center the geometry based on the bounding box.
Clears all groups.
Creates a clone of this BufferGeometry.
Computes bounding box of the geometry, updating .boundingBox attribute. 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. 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.
Computes vertex normals by averaging face normals.
Copies another BufferGeometry to this BufferGeometry.
Deletes the attribute with the specified name.
Fire an event type.
Disposes the object from memory. You need to call this when you want the BufferGeometry removed while the application is running.
Returns the attribute with the specified name.
Return the .index buffer.
Returns true if the attribute with the specified name exists.
Checks if listener is added to an event type.
The type of event to listen to.
The that gets called when the event is fired.
Rotates the geometry to face a point in space. This is typically done as a one time operation, and not during a loop. Use Object3D.lookAt for typical real-time mesh usage.
Merge in another BufferGeometry with an optional offset of where to start merging in.
Every normal vector in a geometry will have a magnitude of 1. This will correct lighting on the geometry surfaces.
Removes a listener from an event type.
The type of the listener that gets removed.
The listener that gets removed.
Rotate the geometry about the X axis. This is typically done as a one time operation, and not during a loop. Use Object3D.rotation for typical real-time mesh rotation.
Rotate the geometry about the Y axis. This is typically done as a one time operation, and not during a loop. Use Object3D.rotation for typical real-time mesh rotation.
Rotate the geometry about the Z axis. This is typically done as a one time operation, and not during a loop. Use Object3D.rotation for typical real-time mesh rotation.
Scale the geometry data. This is typically done as a one time operation, and not during a loop. Use Object3D.scale for typical real-time mesh scaling.
Sets an attribute to this geometry. 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. For non-indexed BufferGeometry, count is the number of vertices to render. For indexed BufferGeometry, count is the number of indices to render.
Set the .index buffer.
Convert the buffer geometry to three.js JSON Object/Scene format.
Return a non-index version of an indexed BufferGeometry.
Translate the geometry. This is typically done as a one time operation, and not during a loop. Use Object3D.position for typical real-time mesh translation.
Generated using TypeDoc
The Circle Depth geometry.
See the ngx3js docs page for details. See the ngx geometey page for a live demo.