BufferGeometry

A representation of mesh, line, or point geometry. Includes vertex positions, face indices, normals, colors, UVs, and custom attributes within buffers, reducing the cost of passing all this data to the GPU.

To read and edit data in BufferGeometry attributes, see BufferAttribute documentation.

Code Example

const geometry = new v3d.BufferGeometry(); // create a simple square shape. We duplicate the top left and bottom right // vertices because each vertex needs to appear once per triangle. const vertices = new Float32Array([ -1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, -1.0, 1.0, 1.0, -1.0, -1.0, 1.0 ]); // itemSize = 3 because there are 3 values (components) per vertex geometry.setAttribute('position', new v3d.BufferAttribute(vertices, 3)); const material = new v3d.MeshBasicMaterial({ color: 0xff0000 }); const mesh = new v3d.Mesh(geometry, material);

Examples

Mesh with non-indexed faces
Mesh with indexed faces
Lines
Indexed Lines
Particles
Raw Shaders

Constructor

BufferGeometry()

This creates a new BufferGeometry. It also sets several properties to a default value.

Properties

.attributes : 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.

.boundingBox : Box3

Bounding box for the bufferGeometry, which can be calculated with .computeBoundingBox(). Default is null.

.boundingSphere : Sphere

Bounding sphere for the bufferGeometry, which can be calculated with .computeBoundingSphere(). Default is null.

.drawRange : Object

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.

.groups : Array

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 geometry.

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.

Every vertex and index must belong to exactly one group — groups must not share vertices or indices, and must not leave vertices or indices unused.

.id : Integer

Unique number for this bufferGeometry instance.

.index : BufferAttribute

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.

.isBufferGeometry : Boolean

Read-only flag to check if a given object is of type BufferGeometry.

.morphAttributes : Object

Hashmap of BufferAttributes holding details of the geometry's morph targets.
Note: Once the geometry has been rendered, the morph attribute data cannot be changed. You will have to call .dispose(), and create a new instance of BufferGeometry.

.morphTargetsRelative : Boolean

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.

.name : String

Optional name for this bufferGeometry instance. Default is an empty string.

.userData : Object

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 : String

UUID of this object instance. This gets automatically assigned and shouldn't be edited.

Methods

EventDispatcher methods are available on this class.

.addGroup(start : Integer, count : Integer, materialIndex : Integer)

Adds a group to this geometry; see the groups property for details.

.applyMatrix4(matrix : Matrix4) → this

Applies the matrix transform to the geometry.

.applyQuaternion(quaternion : Quaternion) → this

Applies the rotation represented by the quaternion to the geometry.

.center() → this

Center the geometry based on the bounding box.

.clearGroups()

Clears all groups.

.clone() → BufferGeometry

Creates a clone of this BufferGeometry.

.computeBoundingBox()

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.

.computeBoundingSphere()

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.

.computeTangents()

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. When using a tangent space normal map, prefer the MikkTSpace algorithm provided by BufferGeometryUtils.computeMikkTSpaceTangents instead.

.computeVertexNormals()

Computes vertex normals by averaging face normals.

.copy(bufferGeometry : BufferGeometry) → this

Copies another BufferGeometry to this BufferGeometry.

.deleteAttribute(name : String) → BufferAttribute

Deletes the attribute with the specified name.

.dispose()

Frees the GPU-related resources allocated by this instance. Call this method whenever this instance is no longer used in your app.

.getAttribute(name : String) → BufferAttribute

Returns the attribute with the specified name.

.getIndex() → BufferAttribute

Return the .index buffer.

.hasAttribute(name : String) → Boolean

Returns true if the attribute with the specified name exists.

.lookAt(vector : Vector3) → this

vector — A world vector to look at.

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.

.normalizeNormals()

Every normal vector in a geometry will have a magnitude of 1. This will correct lighting on the geometry surfaces.

.rotateX(radians : Float) → this

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.

.rotateY(radians : Float) → this

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.

.rotateZ(radians : Float) → this

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(x : Float, y : Float, z : Float) → this

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.

.setAttribute(name : String, attribute : BufferAttribute) → this

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.

.setDrawRange(start : Integer, count : Integer)

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.

.setFromPoints(points : Array) → this

Sets the attributes for this BufferGeometry from an array of points.

.setIndex(index : BufferAttribute) → this

Set the .index buffer.

.toNonIndexed() → BufferGeometry

Return a non-index version of an indexed BufferGeometry.

.translate(x : Float, y : Float, z : Float) → this

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.

Source

For more info on how to obtain the source code of this module see this page.