Options
All
  • Public
  • Public/Protected
  • All
Menu

Hierarchy

Index

Constructors

constructor

Properties

Private _attributeBuffer

_attributeBuffer: GPUBuffer = null

Private _attributes

_attributes: ArrayBufferView = null

Private _freeAfterUpload

_freeAfterUpload: boolean = false

Private _indexBuffer

_indexBuffer: GPUBuffer = null

Private _indexCount

_indexCount: number = 0

Private _indices

_indices: ArrayBufferView = null

Private _material

_material: Material = null

Private _needsRebuildState

_needsRebuildState: boolean = false

Private _uniformBindGroup

_uniformBindGroup: GPUBindGroup = null

Private _uniformResources

_uniformResources: IBindGroupResource[] = []

Private _uniformUpdateQueue

_uniformUpdateQueue: IUniformUpdateEntry[] = []

Private _vertexBoundings

_vertexBoundings: AABB = null

Methods

Private _needsRebuild

  • _needsRebuild(): boolean

Private _resetRebuild

  • _resetRebuild(): void

Private _triggerRebuild

  • _triggerRebuild(): void

addChild

addChildren

build

computeBoundings

computeVertexBoundings

destroy

  • destroy(): void

doTransformAutoUpdate

  • doTransformAutoUpdate(): boolean

enqueueUniformUpdate

  • enqueueUniformUpdate(id: number, data: any): void
  • Add a new data update to the uniform update queue

    Parameters

    • id: number

      The uniform id

    • data: any

      The data to update with

    Returns void

getBoundings

  • getBoundings(): AABB

getChildById

getChildByName

getChildren

getId

  • getId(): number

getIndexCount

  • getIndexCount(): number

getMaterial

getModelInverseMatrix

  • getModelInverseMatrix(): mat4

getModelMatrix

  • getModelMatrix(): mat4

getName

  • getName(): string

getParent

getPivot

  • getPivot(): vec3

getRotation

  • getRotation(): quat

getRotationMatrix

  • getRotationMatrix(): mat4

getScale

  • getScale(): vec3

getTopLevelParent

getTranslation

  • getTranslation(): vec3

getVertexBoundings

  • getVertexBoundings(): AABB

hasChild

hide

  • hide(): void

intersectRay

isDestroyed

  • isDestroyed(): boolean

isVisible

  • isVisible(): boolean

localToWorld

  • localToWorld(vec: vec3): vec3

removeChild

render

  • render(encoder: GPURenderPassEncoder): void
  • Render this mesh This is an internal method

    Parameters

    • encoder: GPURenderPassEncoder

      Encoder object to add commands to

    Returns void

rotate

  • rotate(value: vec3): void

rotateByAxisAngle

  • rotateByAxisAngle(axis: vec3, angle: number): void
  • Sets this container's rotation based on the provided axis and angle

    Parameters

    • axis: vec3

      The rotation axis

    • angle: number

      The rotation angle (in radians)

    Returns void

rotateX

  • rotateX(value: number): void

rotateY

  • rotateY(value: number): void

rotateZ

  • rotateZ(value: number): void

scale

  • scale(value: vec3): void

scaleX

  • scaleX(value: number): void

scaleY

  • scaleY(value: number): void

scaleZ

  • scaleZ(value: number): void

setMaterial

setName

  • setName(value: string): void

setParent

setPivot

  • setPivot(value: vec3): void

setRotation

  • setRotation(value: quat): void

setScale

  • setScale(value: vec3): void

setTranslation

  • setTranslation(value: vec3): void

show

  • show(): void

translate

  • translate(value: vec3): void

translateX

  • translateX(value: number): void

translateY

  • translateY(value: number): void

translateZ

  • translateZ(value: number): void

update

  • Update this mesh This is an internal method Used to e.g. process pending uniform resource updates

    Parameters

    Returns void

updateAttributes

  • updateAttributes(data: ArrayBufferView): void
  • Update the mesh attributes

    Parameters

    • data: ArrayBufferView

      The attribute data to update with

    Returns void

updateBoundings

  • updateBoundings(): void

updateIndices

  • updateIndices(data: ArrayBufferView): void
  • Update the mesh indices

    Parameters

    • data: ArrayBufferView

      The index data to update with

    Returns void

updateTransform

  • updateTransform(): void

updateUniform

  • updateUniform(name: string, data: any): void
  • Updates a shader uniform

    Parameters

    • name: string

      The name of the shader uniform

    • data: any

      The data to update with

    Returns void

worldToLocal

  • worldToLocal(vec: vec3): vec3

Generated using TypeDoc