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5cba4a6b
编写于
1月 21, 2013
作者:
O
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updated buffergeometry documentation
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docs/api/core/BufferGeometry.html
docs/api/core/BufferGeometry.html
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docs/api/core/BufferGeometry.html
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@@ -9,24 +9,102 @@
<body>
<h1>
[name]
</h1>
<div
class=
"desc"
>
todo
</div>
<div
class=
"desc"
>
This is a superefficent class for geometries because it saves all data in buffers.
<br
/>
It reduces memory costs and cpu cycles. But it is not as easy to work with because of all the nessecary buffer calculations.
<br
/>
It is mainly interesting when working with static objects.
</div>
<h2>
Constructor
</h2>
<h3>
[name]()
</h3>
<div>
This creates a new [name]. It also sets several properties to an default value.
</div>
<h2>
Properties
</h2>
<h3>
.[page:Vector3 todo]
</h3>
<h3>
.[page:Integer id]
</h3>
<div>
Unique number of this buffergeometry instance
</div>
<h3>
.[page:Hashmap Attributes]
</h3>
<div>
This hashmap has as id the name of the attribute to be set and as value the buffer to set it to.
</div>
<h3>
.[page:Boolean dynamic]
</h3>
<div>
When set, it holds certain buffers in memory to have faster updates for this object. When unset, it deletes those buffers and saves memory.
</div>
<h3>
.[page:Array offsets]
</h3>
<div>
This Array should contain every offset at which the buffers should be rendered. This is important for indexed buffers.
</div>
<h3>
.[page:Array offsets]
</h3>
<div>
This Array should contain every offset at which the buffers should be rendered. This is important for indexed buffers.
</div>
<h3>
.[page:Object boundingBox]
</h3>
<div>
Bounding box.
<code>
{ min: new THREE.Vector3(), max: new THREE.Vector3() }
</code>
</div>
<h3>
.[page:Object boundingSphere]
</h3>
<div>
Bounding sphere.
<code>
{ radius: float }
</code>
</div>
<h3>
.[page:Array morphTargets]
</h3>
<div>
Array of morph targets. Each morph target is a Javascript object:
<code>
{ name: "targetName", vertices: [ new THREE.Vertex(), ... ] }
</code>
Morph vertices match number and order of primary vertices.
</div>
<h2>
Methods
</h2>
<h3>
.todo( [page:Vector3 todo] )
</h3>
<h3>
.applyMatrix( [page:Matrix4 matrix] )
</h3>
<div>
Bakes matrix transform directly into vertex coordinates.
</div>
<h3>
.computeVertexNormals()
</h3>
<div>
Computes vertex normals by averaging face normals.
<br
/>
</div>
<h3>
.computeTangents()
</h3>
<div>
Computes vertex tangents.
<br
/>
Based on [link:http://www.terathon.com/code/tangent.html]
<br
/>
Geometry must have vertex [page:UV UVs] (layer 0 will be used).
</div>
<h3>
.computeBoundingBox()
</h3>
<div>
Computes bounding box of the geometry, updating [page:Geometry Geometry.boundingBox] attribute.
<br
/>
Bounding boxes aren't computed by default. They need to be explicitly computed, otherwise they are *null*.
</div>
<h3>
.computeBoundingSphere()
</h3>
<div>
Computes bounding sphere of the geometry, updating [page:Geometry Geometry.boundingSphere] attribute.
<br
/>
Bounding spheres aren't' computed by default. They need to be explicitly computed, otherwise they are *null*.
</div>
<h3>
.dispose()
</h3>
<div>
todo — todo
<br
/>
Disposes the object from memory.
<br
/>
You need to call this when you want the bufferGeometry removed while the application is running.
</div>
...
...
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