Mesh

InstancedMesh

A special version of Mesh with instanced rendering support. Use InstancedMesh if you have to render a large number of objects with the same geometry and material but with different world transformations. The usage of InstancedMesh will help you to reduce the number of draw calls and thus improve the overall rendering performance in your application.

Examples

WebGL / instancing / dynamic
WebGL / instancing / modified
WebGL / instancing / performance
WebGL / instancing / scatter
WebGL / instancing / raycast

Constructor

InstancedMesh(geometry : BufferGeometry, material : Material, count : Integer)

geometry - an instance of BufferGeometry.
material - an instance of Material. Default is a new MeshBasicMaterial.
count - the number of instances.

Properties

See the base Mesh class for common properties.

.count : Integer

The number of instances. The count value passed into the constructor represents the maximum number of instances of this mesh. You can change the number of instances at runtime to an integer value in the range [0, count].

If you need more instances than the original count value, you have to create a new InstancedMesh.

.instanceMatrix : BufferAttribute

Represents the local transformation of all instances. For internal use only.

Methods

See the base Mesh class for common methods.

.getMatrixAt (index : Integer, matrix : Matrix4) : null

index: The index of an instance. Values have to be in the range [0, count].

matrix: This 4x4 matrix will be set to the local transformation matrix of the defined instance.

Get the local transformation matrix of the defined instance.

.setMatrixAt (index : Integer, matrix : Matrix4) : null

index: The index of an instance. Values have to be in the range [0, count].

matrix: A 4x4 matrix representing the local transformation of a single instance.

Sets the given local transformation matrix to the defined instance.

Source

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