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import { Vector3 } from './../math/Vector3';
import { Color } from './../math/Color';
import { Face3, Event } from './Face3';
import { Vector2 } from './../math/Vector2';
import { Vector4 } from './../math/Vector4';
import { Box3 } from './../math/Box3';
import { Sphere } from './../math/Sphere';
import { Matrix4 } from './../math/Matrix4';
import { BufferGeometry } from './BufferGeometry';
import { Matrix } from './../math/Matrix3';
import { Mesh } from './../objects/Mesh';
import { Bone } from './../objects/Bone';
import { AnimationClip } from './../animation/AnimationClip';
import { EventDispatcher } from './EventDispatcher';
/**
* @deprecated Use {@link Face3} instead.
*/
export interface MorphTarget {
name: string;
vertices: Vector3[];
}
export interface MorphColor {
name: string;
colors: Color[];
}
export interface MorphNormals {
name: string;
normals: Vector3[];
}
export let GeometryIdCount: number;
/**
* Base class for geometries
*
* # Example
* var geometry = new THREE.Geometry();
* geometry.vertices.push( new THREE.Vector3( -10, 10, 0 ) );
* geometry.vertices.push( new THREE.Vector3( -10, -10, 0 ) );
* geometry.vertices.push( new THREE.Vector3( 10, -10, 0 ) );
* geometry.faces.push( new THREE.Face3( 0, 1, 2 ) );
* geometry.computeBoundingSphere();
*
* @see https://github.com/mrdoob/three.js/blob/master/src/core/Geometry.js
*/
export class Geometry extends EventDispatcher {
constructor();
/**
* Unique number of this geometry instance
*/
id: number;
uuid: string;
/**
* Name for this geometry. Default is an empty string.
*/
name: string;
type: string;
/**
* The array of vertices hold every position of points of the model.
* To signal an update in this array, Geometry.verticesNeedUpdate needs to be set to true.
*/
vertices: Vector3[];
/**
* Array of vertex colors, matching number and order of vertices.
* Used in ParticleSystem, Line and Ribbon.
* Meshes use per-face-use-of-vertex colors embedded directly in faces.
* To signal an update in this array, Geometry.colorsNeedUpdate needs to be set to true.
*/
colors: Color[];
/**
* Array of triangles or/and quads.
* The array of faces describe how each vertex in the model is connected with each other.
* To signal an update in this array, Geometry.elementsNeedUpdate needs to be set to true.
*/
faces: Face3[];
/**
* Array of face UV layers.
* Each UV layer is an array of UV matching order and number of vertices in faces.
* To signal an update in this array, Geometry.uvsNeedUpdate needs to be set to true.
*/
faceVertexUvs: Vector2[][][];
/**
* Array of morph targets. Each morph target is a Javascript object:
*
* { name: "targetName", vertices: [ new THREE.Vector3(), ... ] }
*
* Morph vertices match number and order of primary vertices.
*/
morphTargets: MorphTarget[];
/**
* Array of morph normals. Morph normals have similar structure as morph targets, each normal set is a Javascript object:
*
* morphNormal = { name: "NormalName", normals: [ new THREE.Vector3(), ... ] }
*/
morphNormals: MorphNormals[];
/**
* Array of skinning weights, matching number and order of vertices.
*/
skinWeights: Vector4[];
/**
* Array of skinning indices, matching number and order of vertices.
*/
skinIndices: Vector4[];
/**
*
*/
lineDistances: number[];
/**
* Bounding box.
*/
boundingBox: Box3;
/**
* Bounding sphere.
*/
boundingSphere: Sphere;
/**
* Set to true if the vertices array has been updated.
*/
verticesNeedUpdate: boolean;
/**
* Set to true if the faces array has been updated.
*/
elementsNeedUpdate: boolean;
/**
* Set to true if the uvs array has been updated.
*/
uvsNeedUpdate: boolean;
/**
* Set to true if the normals array has been updated.
*/
normalsNeedUpdate: boolean;
/**
* Set to true if the colors array has been updated.
*/
colorsNeedUpdate: boolean;
/**
* Set to true if the linedistances array has been updated.
*/
lineDistancesNeedUpdate: boolean;
/**
*
*/
groupsNeedUpdate: boolean;
/**
* Bakes matrix transform directly into vertex coordinates.
*/
applyMatrix(matrix: Matrix4): Geometry;
rotateX(angle: number): Geometry;
rotateY(angle: number): Geometry;
rotateZ(angle: number): Geometry;
translate(x: number, y: number, z: number): Geometry;
scale(x: number, y: number, z: number): Geometry;
lookAt(vector: Vector3): void;
fromBufferGeometry(geometry: BufferGeometry): Geometry;
center(): Geometry;
normalize(): Geometry;
/**
* Computes face normals.
*/
computeFaceNormals(): void;
/**
* Computes vertex normals by averaging face normals.
* Face normals must be existing / computed beforehand.
*/
computeVertexNormals(areaWeighted?: boolean): void;
/**
* Compute vertex normals, but duplicating face normals.
*/
computeFlatVertexNormals(): void;
/**
* Computes morph normals.
*/
computeMorphNormals(): void;
/**
* Computes bounding box of the geometry, updating {@link Geometry.boundingBox} attribute.
*/
computeBoundingBox(): void;
/**
* Computes bounding sphere of the geometry, updating Geometry.boundingSphere attribute.
* Neither bounding boxes or bounding spheres are computed by default. They need to be explicitly computed, otherwise they are null.
*/
computeBoundingSphere(): void;
merge(
geometry: Geometry,
matrix?: Matrix,
materialIndexOffset?: number
): void;
mergeMesh(mesh: Mesh): void;
/**
* Checks for duplicate vertices using hashmap.
* Duplicated vertices are removed and faces' vertices are updated.
*/
mergeVertices(): number;
setFromPoints(points: Array<Vector2> | Array<Vector3>): this;
sortFacesByMaterialIndex(): void;
toJSON(): any;
/**
* Creates a new clone of the Geometry.
*/
clone(): this;
copy(source: Geometry): this;
/**
* Removes The object from memory.
* Don't forget to call this method when you remove an geometry because it can cuase meomory leaks.
*/
dispose(): void;
// These properties do not exist in a normal Geometry class, but if you use the instance that was passed by JSONLoader, it will be added.
bones: Bone[];
animation: AnimationClip;
animations: AnimationClip[];
// EventDispatcher mixins
addEventListener(type: string, listener: (event: Event) => void): void;
hasEventListener(type: string, listener: (event: Event) => void): boolean;
removeEventListener(type: string, listener: (event: Event) => void): void;
dispatchEvent(event: { type: string; [attachment: string]: any }): void;
}
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