提交 9a8c8979 编写于 作者: L looeee

Added missing info to Geometry doc

上级 3e3e5591
......@@ -11,13 +11,28 @@
<h1>[name]</h1>
<div class="desc">
Base class for geometries.<br />
A geometry holds all data necessary to describe a 3D model.
Base class for all geometries (but not for [page:BufferGeometry BufferGeometries]).<br />
This can also be used directly for building custom geometries.<br /><br />
Geometries are easier to work with than [page:BufferGeometry BufferGeometries] as they store
attributes such as vertices, faces, colors and so on directly (rather than in [page:BufferAttribute buffers]),
however they are generally slower.
</div>
<h2>Example</h2>
<div>[example:webgl_geometry_minecraft WebGL / geometry / minecraft ]</div>
<div>[example:webgl_geometry_minecraft_ao WebGL / geometry / minecraft / ao ]</div>
<div>[example:webgl_geometry_nurbs WebGL / geometry / nurbs ]</div>
<div>[example:webgl_geometry_spline_editor WebGL / geometry / spline / editor ]</div>
<div>[example:webgl_interactive_cubes_gpu WebGL / interactive / cubes / gpu ]</div>
<div>[example:webgl_interactive_lines WebGL / interactive / lines ]</div>
<div>[example:webgl_interactive_raycasting_points WebGL / interactive / raycasting / points ]</div>
<div>[example:webgl_interactive_voxelpainter WebGL / interactive / voxelpainter ]</div>
<div>[example:webgl_morphnormals WebGL / morphNormals ]</div>
<code>var geometry = new THREE.Geometry();
geometry.vertices.push(
......@@ -42,48 +57,63 @@
<h2>Properties</h2>
<h3>[property:Integer id]</h3>
<h3>[property:Box3 boundingBox]</h3>
<div>
Unique number for this geometry instance.
Bounding box for the Geometry, which can be calculated with
[page:.computeBoundingBox](). Default is *null*.
</div>
<h3>[property:String name]</h3>
<h3>[property:Sphere boundingSphere]</h3>
<div>
Name for this geometry. Default is an empty string.
</div>
<h3>[property:Array vertices]</h3>
<div>
Array of [page:Vector3 vertices].<br />
The array of vertices holds every position of points in the model.<br />
To signal an update in this array, [page:Geometry Geometry.verticesNeedUpdate] needs to be set to true.
Bounding sphere for the Geometry, which can be calculated with
[page:.computeBoundingSphere](). Default is *null*.
</div>
<h3>[property:Array colors]</h3>
<div>
Array of vertex [page:Color colors], matching number and order of vertices.<br />
Used in [page:Points] and [page:Line].<br />
[page:Mesh Meshes] use per-face-use-of-vertex colors embedded directly in faces.<br />
Array of vertex [page:Color colors], matching number and order of vertices.<br /><br />
This is used by [page:Points] and [page:Line] and any classes derived from those such as [page:LineSegments] and various helpers.
[page:Mesh Meshes] use [page:Face3.vertexColors] instead of this.<br /><br />
To signal an update in this array, [page:Geometry Geometry.colorsNeedUpdate] needs to be set to true.
</div>
<h3>[property:Array faces]</h3>
<div>
Array of [page:Face3 triangles].<br />
The array of faces describe how each vertex in the model is connected with each other.<br />
Array of [page:Face3 faces].<br />
The array of faces describe how each vertex in the model is connected to form faces.
Additionally it holds information about face and vertex normals and colors.<br /><br />
To signal an update in this array, [page:Geometry Geometry.elementsNeedUpdate] needs to be set to true.
</div>
<h3>[property:Array faceVertexUvs]</h3>
<div>
Array of face [page:UV] layers.<br />
Each UV layer is an array of [page:UV]s matching the order and number of vertices in faces.<br />
Array of face [link:https://en.wikipedia.org/wiki/UV_mapping UV] layers, used for mapping textures onto the geometry.<br />
Each UV layer is an array of [page:UV]s matching the order and number of vertices in faces.<br /><br />
To signal an update in this array, [page:Geometry Geometry.uvsNeedUpdate] needs to be set to true.
</div>
<h3>[property:Integer id]</h3>
<div>Unique number for this geometry instance.</div>
<h3>[property:Boolean isGeometry]</h3>
<div>
Used to check whether this or derived classes are Geometries. Default is *true*.<br /><br />
You should not change this, as it used internally for optimisation.
</div>
<h3>[property:array lineDistances]</h3>
<div>
An array containing distances between vertices for Line geometries.
This is required for [page:LineSegments] / [page:LineDashedMaterial] to render correctly.
Line distances can be generated automatically with [page:.computeLineDistances].
</div>
<h3>[property:Array morphTargets]</h3>
<div>
Array of morph targets. Each morph target is a Javascript object:
Array of [link:https://en.wikipedia.org/wiki/Morph_target_animation morph targets]. Each morph target is a Javascript object:
<code>{ name: "targetName", vertices: [ new THREE.Vector3(), ... ] }</code>
Morph vertices match number and order of primary vertices.
</div>
......@@ -92,8 +122,13 @@
<div>
Array of morph normals. Morph normals have similar structure as morph targets, each normal set is a Javascript object:
<code>morphNormal = { name: "NormalName", normals: [ new THREE.Vector3(), ... ] }</code>
See the [example:webgl_morphnormals WebGL / morphNormals] example.
</div>
<h3>[property:String name]</h3>
<div>Optional name for this geometry. Default is an empty string.</div>
<h3>[property:Array skinWeights]</h3>
<div>
When working with a [page:SkinnedMesh], each vertex can have up to 4 [page:Bone bones] affecting it.
......@@ -138,58 +173,45 @@
</code>
</div>
<h3>[property:Object boundingBox]</h3>
<h3>[property:String uuid]</h3>
<div>
Bounding box.
<code>{ min: new THREE.Vector3(), max: new THREE.Vector3() }</code>
[link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID] of this object instance.
This gets automatically assigned and shouldn't be edited.
</div>
<h3>[property:Object boundingSphere]</h3>
<h3>[property:Array vertices]</h3>
<div>
Bounding sphere.
<code>{ radius: float }</code>
Array of [page:Vector3 vertices].<br />
The array of vertices holds the position of every vertex in the model.<br />
To signal an update in this array, [page:.verticesNeedUpdate] needs to be set to true.
</div>
<h3>[property:Boolean verticesNeedUpdate]</h3>
<div>
Set to *true* if the vertices array has been updated.
</div>
<div>Set to *true* if the vertices array has been updated.</div>
<h3>[property:Boolean elementsNeedUpdate]</h3>
<div>
Set to *true* if the faces array has been updated.
</div>
<div>Set to *true* if the faces array has been updated.</div>
<h3>[property:Boolean uvsNeedUpdate]</h3>
<div>
Set to *true* if the uvs array has been updated.
</div>
<div>Set to *true* if the uvs array has been updated. </div>
<h3>[property:Boolean normalsNeedUpdate]</h3>
<div>
Set to *true* if the normals array has been updated.
</div>
<div>Set to *true* if the normals array has been updated.</div>
<h3>[property:Boolean colorsNeedUpdate]</h3>
<div>
Set to *true* if the colors array or a face3 color has been updated.
</div>
<div>Set to *true* if the colors array or a face3 color has been updated.</div>
<h3>[property:Boolean groupsNeedUpdate]</h3>
<div>
Set to *true* if a face3 materialIndex has been updated.
</div>
<div>Set to *true* if a face3 materialIndex has been updated.</div>
<h3>[property:Boolean lineDistancesNeedUpdate]</h3>
<div>
Set to *true* if the linedistances array has been updated.
</div>
<div>Set to *true* if the linedistances array has been updated.</div>
<h3>[property:array lineDistances]</h3>
<div>
An array containing distances between vertices for Line geometries.
This is required for LinePieces/LineDashedMaterial to render correctly.
Line distances can also be generated with computeLineDistances.
This is required for [page:LineSegments] / [page:LineDashedMaterial] to render correctly.
Line distances can be generated automatically with [page:.computeLineDistances].
</div>
<h2>Methods</h2>
......@@ -197,92 +219,78 @@
<h3>[page:EventDispatcher EventDispatcher] methods are available on this class.</h3>
<h3>[method:null applyMatrix]( [page:Matrix4 matrix] )</h3>
<div>
Bakes matrix transform directly into vertex coordinates.
</div>
<div>Bakes matrix transform directly into vertex coordinates.</div>
<h3>[method:null center] ()</h3>
<div>
Center the geometry based on the bounding box.
</div>
<div>Center the geometry based on the bounding box.</div>
<h3>[method:Geometry rotateX] ( [page:Float radians] )</h3>
<div>
Rotate the geometry about the X axis. This is typically done as a one time operation, and not during a loop
Use [page:Object3D.rotation] for typical real-time mesh rotation.
</div>
<h3>[method:Geometry rotateY] ( [page:Float radians] )</h3>
<h3>[method:Geometry clone]()</h3>
<div>
Rotate the geometry about the Y axis. This is typically done as a one time operation, and not during a loop
Use [page:Object3D.rotation] for typical real-time mesh rotation.
</div>
Creates a new clone of the Geometry.<br /><br />
<h3>[method:Geometry rotateZ] ( [page:Float radians] )</h3>
<div>
Rotate the geometry about the Z axis. This is typically done as a one time operation, and not during a loop
Use [page:Object3D.rotation] for typical real-time mesh rotation.
This method copies only vertices, faces and uvs. It does not copy any other properties of the geometry.
</div>
<h3>[method:Geometry translate] ( [page:Float x], [page:Float y], [page:Float z] )</h3>
<div>
Translate the geometry. This is typically done as a one time operation, and not during a loop
Use [page:Object3D.position] for typical real-time mesh translation.
</div>
<h3>[method:null computeBoundingBox]()</h3>
<div>Computes bounding box of the geometry, updating [page:Geometry Geometry.boundingBox] attribute.</div>
<h3>[method:Geometry scale] ( [page:Float x], [page:Float y], [page:Float z] )</h3>
<div>
Scale the geometry data. This is typically done as a one time operation, and not during a loop
Use [page:Object3D.scale] for typical real-time mesh scaling.
</div>
<h3>[method:null computeBoundingSphere]()</h3>
<div>Computes bounding sphere of the geometry, updating [page:Geometry Geometry.boundingSphere] attribute.</div>
<h3>[method:Geometry lookAt] ( [page:Vector3 vector] )</h3>
<div>
vector - A world vector to look at.<br />
</div>
<div>
Rotates the geometry to face point in space. This is typically done as a one time operation, and not during a loop
Use [page:Object3D.lookAt] for typical real-time mesh usage.
Neither bounding boxes or bounding spheres are computed by default. They need to be explicitly computed,
otherwise they are *null*.
</div>
<h3>[method:null computeFaceNormals]()</h3>
<div>
Computes face normals.
</div>
<div>Computes [page:Face3.normal face normals].</div>
<h3>[method:null computeFlatVertexNormals]()</h3>
<div>Computes flat [page:Face3.vertexNormals vertex normals]. Sets the vertex normal of each vertex of each face to be the same as the face's normal.</div>
<h3>[method:null computeLineDistances]()</h3>
<div>Compute [page:.lineDistances].</div>
<h3>[method:null computeMorphNormals]()</h3>
<div>Computes [page:.morphNormals].</div>
<h3>[method:null computeVertexNormals]( [page:Boolean areaWeighted] )</h3>
<div>
areaWeighted - If true the contribution of each face normal to the vertex normal is weighted by the area of the face. Default is true.
</div>
<div>
Computes vertex normals by averaging face normals.<br />
</div>
areaWeighted - If true the contribution of each face normal to the vertex normal is
weighted by the area of the face. Default is true.<br /><br />
<h3>[method:null computeFlatVertexNormals]()</h3>
<div>
Computes flat vertex normals. Sets the vertex normal of each vertex of each face to be the same as the face's normal.<br />
Computes vertex normals by averaging face normals.
</div>
<h3>[method:null computeMorphNormals]()</h3>
<h3>[method:Geometry copy]( [page:Geometry geometry] )</h3>
<div>
Computes morph normals.
Copies vertices, faces and uvs into this geometry. It does not copy any other properties of the geometry.
</div>
<h3>[method:null computeBoundingBox]()</h3>
<h3>[method:null dispose]()</h3>
<div>
Computes bounding box of the geometry, updating [page:Geometry Geometry.boundingBox] attribute.
Removes The object from memory. <br />
Don't forget to call this method when you remove a geometry because it can cause memory leaks.
</div>
<h3>[method:null computeBoundingSphere]()</h3>
<h3>[method:Geometry fromBufferGeometry]( [page:BufferGeometry geometry] )</h3>
<div>Convert a [page:BufferGeometry] to a Geometry.</div>
<h3>[method:Geometry lookAt] ( [page:Vector3 vector] )</h3>
<div>
Computes bounding sphere of the geometry, updating [page:Geometry Geometry.boundingSphere] attribute.
</div>
vector - A world vector to look at.<br /><br />
<div>Neither bounding boxes or bounding spheres are computed by default. They need to be explicitly computed, otherwise they are *null*.</div>
Rotates the geometry to face point in space. This is typically done as a one time operation, and not during a loop
Use [page:Object3D.lookAt] for typical real-time mesh usage.
</div>
<h3>[method:null merge]( [page:Geometry geometry], [page:Matrix4 matrix], [page:Integer materialIndexOffset] )</h3>
<div>Merge two geometries or geometry and geometry from object (using object's transform)</div>
<h3>[method:null mergeMesh]( [page:Mesh mesh] )</h3>
<div>Merge the mesh's geometry with this, also applying the mesh's transform.</div>
<h3>[method:null mergeVertices]()</h3>
<div>
Checks for duplicate vertices using hashmap.<br />
......@@ -292,25 +300,46 @@
<h3>[method:null normalize]()</h3>
<div>
Normalize the geometry. <br />
Make the geometry centered and has a bounding sphere whose radius equals to 1.0.
Make the geometry centered and have a bounding sphere of radius *1.0*.
</div>
<h3>[method:Geometry clone]()</h3>
<h3>[method:Geometry rotateX] ( [page:Float radians] )</h3>
<div>
Creates a new clone of the Geometry.
Rotate the geometry about the X axis. This is typically done as a one time operation, and not during a loop
Use [page:Object3D.rotation] for typical real-time mesh rotation.
</div>
<div>This method copies only vertices, faces and uvs. It does not copy any other properties of the geometry.</div>
<h3>[method:null dispose]()</h3>
<h3>[method:Geometry rotateY] ( [page:Float radians] )</h3>
<div>
Removes The object from memory. <br />
Don't forget to call this method when you remove a geometry because it can cause memory leaks.
Rotate the geometry about the Y axis. This is typically done as a one time operation, and not during a loop
Use [page:Object3D.rotation] for typical real-time mesh rotation.
</div>
<h3>[method:null computeLineDistances]()</h3>
<h3>[method:Geometry rotateZ] ( [page:Float radians] )</h3>
<div>
Rotate the geometry about the Z axis. This is typically done as a one time operation, and not during a loop
Use [page:Object3D.rotation] for typical real-time mesh rotation.
</div>
<h3>[method:null sortFacesByMaterialIndex] ( )</h3>
<div>
Sorts the faces array according to material index. For complex geometries with several materials,
this can result in reduced draw call and improved performance.
</div>
<h3>[method:Geometry scale] ( [page:Float x], [page:Float y], [page:Float z] )</h3>
<div>
Compute distances between vertices for Line geometries.
Scale the geometry data. This is typically done as a one time operation, and not during a loop
Use [page:Object3D.scale] for typical real-time mesh scaling.
</div>
<h3>[method:JSON toJSON] ( )</h3>
<div>Convert the geometry to JSON format.</div>
<h3>[method:Geometry translate] ( [page:Float x], [page:Float y], [page:Float z] )</h3>
<div>
Translate the geometry. This is typically done as a one time operation, and not during a loop
Use [page:Object3D.position] for typical real-time mesh translation.
</div>
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