2022-12-15 11:59:54 -05:00

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# 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).
```typescript
const pyramidGeometry= new Geometry({
attributes: {
positions: new Float32Array([ ... ]),
colors: {
size: 4,
value: new Float32Array([ ... ])
}
}
});
```
## Properties
### `id` - (_string_, optional)
An id for the model. If not provided, a random unique identifier will be created.
### drawMode : number
The draw mode, or primitive type.
Some options are `GL.TRIANGLES` (default), `GL.TRIANGLE_STRIP`, `GL.POINTS`, `GL.LINES`.
### `attributes` - (_object_, optional)
An object with buffer/attribute names and buffer/attribute descriptors to be set before rendering the model.
### attributes : Object
A map of `Accessor` instances describing the geometry of this primitive.
### indices : Accessor
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`.
### material : Object
An object with key/value pairs that indicate how various uniforms should be set up before the GPU draw call. The `Geometry` class itself does not directly use the contents of the `material` field, however other classes such as `Mesh` will refer to it if available, and normally expects it to be set to an instance of the `Material` class.
## Methods
### constructor(props : Object)
The constructor for the `Geometry` class. Use this to create a new `Geometry`.
```typescript
const geometry = new Geometry(props);
```
### setProps(props : Object)
Update properties
## Types and Enumerations
### drawMode
Follows glTF/OpenGL/WebGL conventions:
| Value | Primitive Mode |
| ----- | ---------------- |
| `0` | `POINTS` |
| `1` | `LINES` |
| `2` | `LINE_LOOP` |
| `3` | `LINE_STRIP` |
| `4` | `TRIANGLES` |
| `5` | `TRIANGLE_STRIP` |
| `6` | `TRIANGLE_FAN` |
### 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 | keys and an array of floats as values. |
| `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](https://github.com/KhronosGroup/glTF/tree/master/specification/2.0), although morph `targets` are not yet supported.