InstanceMesh
A special version of Mesh with instanced rendering supported. 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.
Hierarchy
- Mesh<Material, InstancedBufferGeometry>
- InstanceMesh
Constructors
constructor
Parameters
- meshes: Mesh<Material, BufferGeometry<TriangleList>>[]
Returns InstanceMesh
Overrides Mesh.constructor
Properties
StaticDefault UpVector3(0, 1, 0)
Every objects in 3D space must have a default up direction.
id
Unique number for each object3D instance.
scene
The scene which this object belong to.
update Dirty Id-1
The number is the frame id which this object is changed or participates change of scene graph. If this value equals to frame id - 1,
Inherited from Mesh.updateDirtyId
name
The name of this object, it is empty if useless.
is Object3 D
Used to check type of this or extended instance. This value should not be changed by user.
Inherited from Mesh.isObject3D
parent
Object's parent node in the scene graph. An object can have at most one parent.
children
Array with object's children.
up
This is used by the lookAt method, for example, to determine the orientation of the result. Default is DefaultUp .
world Matrix Update Timestamp
Record when this object's world matrix last updated.
Inherited from Mesh.worldMatrixUpdateTimestamp
transform Changed
Record whether the object's any attribute| attribute is updated.
Inherited from Mesh.transformChanged
visible Changed
Inherited from Mesh.visibleChanged
matrix World
The global transform of the object. If the Object3D has no parent, then it's identical to the local transform matrix.
Inherited from Mesh.matrixWorld
matrix World Needs Updatefalse
When this is set, it calculates the matrixWorld in that frame and resets this property to false.
Inherited from Mesh.matrixWorldNeedsUpdate
net Visibility
Record if the object is really visible in rendering process. If the Object3D has no parent, it would be set by visible ;
Inherited from Mesh.netVisibility
local Matrix Need Updatefalse
When this is set, it calculates the model matrix in that frame and resets this property to false.
Inherited from Mesh.localMatrixNeedUpdate
render Order0
This value allows the default rendering order of scene graph objects to be overridden although opaque and transparent objects remain sorted independently. When this property is set for an instance of Group| Group, all descendants objects will be sorted and rendered together. Sorting is from lowest to highest renderOrder.
Inherited from Mesh.renderOrder
draw ModeMesh.
This is a decisive attribute for drawing method.
overlay Layers
Inherited from Mesh.overlayLayers
cast Shadow
Mark this drawable can cast shadow
Inherited from Mesh.castShadow
cast Planar Shadow
Mark this drawable can cast shadow
Inherited from Mesh.castPlanarShadow
is Drawable
Used to check type of this or extended instance. This value should not be changed by user.
Inherited from Mesh.isDrawable
material Changedtrue
Mark the material reference changed.
Inherited from Mesh.materialChanged
geometry Changedtrue
Mark the geometry reference changed.
Inherited from Mesh.geometryChanged
front Face CWfalse
Specify the winding orientation of mesh as counter-clock-wise, only meaningful on mesh.
Inherited from Mesh.frontFaceCW
model View Matrix
Store the Model-View matrix for this object. It is not suggested to change the matrix because it will be update automatically when camera move.
Inherited from Mesh.modelViewMatrix
normal Matrix
This matrix is used to calculate the normal in eye-space.
Inherited from Mesh.normalMatrix
world Bounding Dirtytrue
Mark bounding need to be recalculated.
Inherited from Mesh.worldBoundingDirty
world Bounding Box
Calculate the bounding as box.
Inherited from Mesh.worldBoundingBox
world Bounding Sphere
Calculate the bounding as sphere.
Inherited from Mesh.worldBoundingSphere
z
The distance from object to camera in the direction of camera. Use this value to simply estimate the depth in 3D scene.
on Before Render
This method allow user manually process data before the engine drawing object.
Inherited from Mesh.onBeforeRender
view Independent Scale
This is used to scale a drawable object by specified number when enableViewIndependentScale| enableViewIndependentScale is true.
Inherited from Mesh.viewIndependentScale
category Id
Reserved attribute
Inherited from Mesh.categoryId
source Type
Record the object rendered as instance or other type.
Inherited from Mesh.sourceType
should Use Geometry Groups When Only Has One Material
Inherited from Mesh.shouldUseGeometryGroupsWhenOnlyHasOneMaterial
instance Matrix Buffer
is Mesh
Check the type whether it belongs to Mesh. This value should not be changed by user.
use Origin Material In Transparent Mode
Mark this mesh use origin material in transparent mode
Inherited from Mesh.useOriginMaterialInTransparentMode
type
The type of this Object3D.
edges
Bind edges to a mesh. Since the material is same, so all the groups will be combined together here.
_ synced Edge Threshold
Inherited from Mesh._syncedEdgeThreshold
Readonlyuser Data
_ uuid
uuid
_ listeners
Inherited from Mesh._listeners
Accessors
layers
Returns Layers
Inherited from Mesh.layers
interaction Layers
Returns Layers | undefined
Inherited from Mesh.interactionLayers
group Layer
Returns Layers | undefined
Inherited from Mesh.groupLayer
position
Returns Vector3
Inherited from Mesh.position
rotation
quaternion
Returns Quaternion
Inherited from Mesh.quaternion
Object's local rotation as a Quaternion.
Parameters
- _quaternion: Quaternion
Returns void
Remarks
See Quaternion for more details.
Inherited from Mesh.quaternion
scaleVector3( 1, 1, 1 )
Returns Vector3
Inherited from Mesh.scale
matrix
visibletrue
- get visible(): boolean
Object gets rendered if true.
Returns boolean
Inherited from Mesh.visible
- set visible(value: boolean): void
Parameters
- value: boolean
Returns void
Inherited from Mesh.visible
outline Mode
- get outlineMode(): OutlineMode
Mark this drawable should be rendered in outline style if you set outlinePipelineMode & outlineShadingMode, get this value maybe error
Returns OutlineMode
Inherited from Mesh.outlineMode
- set outlineMode(v: OutlineMode): void
Parameters
- v: OutlineMode
Returns void
Inherited from Mesh.outlineMode
outline Shading Mode
- get outlineShadingMode(): OutlineShadingMode
Returns OutlineShadingMode
Inherited from Mesh.outlineShadingMode
- set outlineShadingMode(value: OutlineShadingMode): void
Parameters
- value: OutlineShadingMode
Returns void
Inherited from Mesh.outlineShadingMode
outline Render Mode
- get outlineRenderMode(): OutlineRenderMode
Returns OutlineRenderMode
Inherited from Mesh.outlineRenderMode
- set outlineRenderMode(value: OutlineRenderMode): void
OutlineRenderMode.Overlay is deprecated. use renderMode replaced
Parameters
- value: OutlineRenderMode
Returns void
Inherited from Mesh.outlineRenderMode
render Mode
Returns DrawableRenderMode
Inherited from Mesh.renderMode
is Always Dynamic
- get isAlwaysDynamic(): boolean
Returns boolean
Inherited from Mesh.isAlwaysDynamic
- set isAlwaysDynamic(v: boolean): void
Parameters
- v: boolean
Returns void
Inherited from Mesh.isAlwaysDynamic
enable View Independent Scale
- get enableViewIndependentScale(): boolean
Let this object can be scale independently.
Returns boolean
Inherited from Mesh.enableViewIndependentScale
- set enableViewIndependentScale(v: boolean): void
Parameters
- v: boolean
Returns void
Inherited from Mesh.enableViewIndependentScale
geometryBoxBufferGeometry| BoxBufferGeometry
- get geometry(): G
This attribute stores Geometry| Geometry or BufferGeometry| BufferGeometry (or derived classes), defining the object's shape.
Returns G
Inherited from Mesh.geometry
- set geometry(newGeo: G): void
Parameters
- newGeo: G
Returns void
Inherited from Mesh.geometry
render Geometry
- get renderGeometry(): BufferGeometryBase
Get the geometry which is really rendered by gpu.
Returns BufferGeometryBase
Inherited from Mesh.renderGeometry
render Material
Get the material which is really rendered by gpu.
Returns Material[]
Inherited from Mesh.renderMaterial
__ material
- set __material(v: M[]): void
Parameters
- v: M[]
Returns void
Inherited from Mesh.__material
instance Key
- get instanceKey(): Nullable<string>
Returns Nullable<string>
Inherited from Mesh.instanceKey
- set instanceKey(value: Nullable<string>): void
merge Key
- get mergeKey(): Nullable<string>
Returns Nullable<string>
Inherited from Mesh.mergeKey
- set mergeKey(value: Nullable<string>): void
This key is used to merge different meshes which have same key into one WebGL Draw Call.
Parameters
- value: Nullable<string>
Returns void
Inherited from Mesh.mergeKey
business Tag
- get businessTag(): string
Returns string
Inherited from Mesh.businessTag
- set businessTag(v: string): void
Parameters
- v: string
Returns void
Inherited from Mesh.businessTag
Methods
free GPU
sync Data
update Visibility
Scene will check the object's visibility in each render and make change netVisibility based on its and parent's visible .
Returns boolean
Inherited from Mesh.updateVisibility
set Matrix Updated
If the local matrix is changed, use this method to manually refresh data in scene graph.
Returns void
Tips
It's better to use notifySceneChange() as an alternative.
Inherited from Mesh.setMatrixUpdated
notify Scene Change
Use this method to manually refresh data in scene graph and draw again. The engine may not notify every change of the scene. If any effect is not changed with the parameters, use this may solve.
Returns void
Inherited from Mesh.notifySceneChange
set Matrix Dirty
If the local matrix or world matrix is changed, use this method to make engine refresh data in scene graph automatically. This method will set matrixWorldNeedsUpdate and localMatrixNeedUpdate to true.
Returns void
Inherited from Mesh.setMatrixDirty
update World Render Data
Change matrixWorldNeedsUpdate and worldMatrixUpdateTimestamp state. This method will refresh data of world matrix by updateMatrixWorld
Parameters
- updateID: number
This number is used to identify the render.
Returns boolean
Inherited from Mesh.updateWorldRenderData
- updateID: number
is Flipped
local To World
Converts the vector from local space to world space.
Parameters
- vector: Vector3
A vector represents a position in local (object) coordinate.
Returns Vector3
Inherited from Mesh.localToWorld
- vector: Vector3
world To Local
Updates the vector from world space to local space.
Parameters
- vector: Vector3
A vector in world coordinate.
Returns Vector3
Inherited from Mesh.worldToLocal
- vector: Vector3
apply Matrix
Applies the matrix transform to the object and updates the object's position, rotation and scale.
Parameters
- matrix: Matrix4
A matrix represents the information of transform.
Returns void
Inherited from Mesh.applyMatrix
- matrix: Matrix4
apply Quaternion
Applies the rotation represented by the quaternion to the object.
Parameters
- q: Quaternion
A Quaternion represents the information of rotation.
Returns this
Inherited from Mesh.applyQuaternion
- q: Quaternion
set Rotation From Axis Angle
Calls setFromAxisAngle ( axis, angle ) on the Quaternion.
Parameters
- axis: Vector3
A normalized vector in object space.
- angle: number
Angle in radians.
Returns void
Inherited from Mesh.setRotationFromAxisAngle
- axis: Vector3
set Rotation From Euler
Calls Quaternion.setRotationFromEuler| setRotationFromEuler(euler, true) on the Quaternion.
Parameters
- euler: Euler
Euler angle specifying rotation amount.
Returns void
Inherited from Mesh.setRotationFromEuler
- euler: Euler
set Rotation From Matrix
Calls setFromRotationMatrix (m) on the Quaternion.
Parameters
- m: Matrix4
Euler angle specifying rotation amount.
Returns void
Inherited from Mesh.setRotationFromMatrix
- m: Matrix4
set Rotation From Quaternion
Copy the given quaternion to object's quaternion .
Parameters
- q: Quaternion
Euler angle specifying rotation amount.
Returns void
Inherited from Mesh.setRotationFromQuaternion
- q: Quaternion
rotate On Axis
Rotate an object along an axis in object space. The axis is assumed to be normalized.
Parameters
- axis: Vector3
A normalized vector in object space.
- angle: number
Angle in radians.
Returns this
Inherited from Mesh.rotateOnAxis
- axis: Vector3
rotate On World Axis
Rotate an object along an axis in world space. The axis is assumed to be normalized. Method Assumes no rotated parent.
Parameters
- axis: Vector3
A normalized vector in object space.
- angle: number
Angle in radians.
Returns this
Inherited from Mesh.rotateOnWorldAxis
- axis: Vector3
rotate X
rotate Y
rotate Z
translate On Axis
Translate an object by distance along an axis in object space. The axis is assumed to be normalized.
Parameters
- axis: Vector3
A normalized vector in object space.
- distance: number
The distance to translate.
Returns this
Inherited from Mesh.translateOnAxis
- axis: Vector3
translate X
Translates object along x axis in object space by distance units.
Parameters
- distance: number
The distance to translate.
Returns this
Inherited from Mesh.translateX
- distance: number
translate Y
Translates object along y axis in object space by distance units.
Parameters
- distance: number
The distance to translate.
Returns this
Inherited from Mesh.translateY
- distance: number
translate Z
Translates object along z axis in object space by distance units.
Parameters
- distance: number
The distance to translate.
Returns this
Inherited from Mesh.translateZ
- distance: number
look At
look At Local Point
Rotates the object to face a point in local space.
Parameters
- _x: Vector3
A vector representing position of target in local space.
Returns void
Inherited from Mesh.lookAtLocalPoint
- _x: Vector3
add
Adds object as child of this object. An arbitrary number of objects may be added. Any current parent on an object passed in here will be removed, since an object can have at most one parent. The scene graph change will be immediately notify by engine after adding nodes.
Parameters
Returns this
remove
remove From Parent
Returns void
Inherited from Mesh.removeFromParent
remove All Children
remove Objects
Remove all children in specified objects from this objects. Migrate from tools common
Parameters
- objects: Object3D[]
An array of objects which need to be removed.
Returns this
Inherited from Mesh.removeObjects
- objects: Object3D[]
get Object By Id
Searches through an object and its children, starting with the object itself, and returns the first with a matching id. Note that ids are assigned in chronological order: 1, 2, 3, ..., incrementing by one for each new object.
Parameters
- id: number
Unique number of the object instance.
Returns Object3D
Inherited from Mesh.getObjectById
- id: number
get Object By Name
Searches through an object and its children, starting with the object itself, and returns the first with a matching name. Note that for most objects the name is an empty string by default. You will have to set it manually to make use of this method.
Parameters
- name: string
String to match to the children's Object3D.name property.
Returns Object3D
Inherited from Mesh.getObjectByName
- name: string
get Object By Property
Searches through an object and its children, starting with the object itself, and returns the first with a property that matches the value given.
Parameters
- name: string
The property name to search for.
- value: any
Value of the given property.
Returns Object3D
Inherited from Mesh.getObjectByProperty
- name: string
get World Position
Return a vector representing the position of the object in world space.
Parameters
- target: Vector3
the result will be copied into this Vector3.
Returns Vector3
Inherited from Mesh.getWorldPosition
- target: Vector3
get World Quaternion
Return a quaternion representing the rotation of the object in world space.
Parameters
- target: Quaternion
the result will be copied into this Quaternion.
Returns Quaternion
Inherited from Mesh.getWorldQuaternion
- target: Quaternion
get World Scale
Return a vector of the scaling factors applied to the object for each axis in world space.
Parameters
- target: Vector3
the result will be copied into this Vector3.
Returns Vector3
Inherited from Mesh.getWorldScale
- target: Vector3
get World Direction
Return a vector representing the direction of object's positive z-axis in world space.
Parameters
- target: Vector3
the result will be copied into this Vector3.
Returns Vector3
Inherited from Mesh.getWorldDirection
- target: Vector3
traverse
traverse With Children Skip
Execute the callback when return is false, stop traverse the object's descendants.
Parameters
- callback: (object: Object3D) => boolean
A function with as first argument an object3D object, return boolean.
Returns void
Inherited from Mesh.traverseWithChildrenSkip
- callback: (object: Object3D) => boolean
traverse Visible
Execute the callback on this object and all descendants which is visible.
Parameters
- callback: (object: Object3D) => any
A function with as first argument an object3D object.
Returns void
Inherited from Mesh.traverseVisible
- callback: (object: Object3D) => any
traverse Ancestors
Execute the callback on this object and all ancestors.
Parameters
- callback: (object: Object3D) => any
A function with as first argument an object3D object.
Returns void
Inherited from Mesh.traverseAncestors
- callback: (object: Object3D) => any
update Matrix World
Update the object's and its descendants' matrix of global transform with. If the parameter or matrixWorldNeedsUpdate is true, matrix will not skip updates.
Parameters
- force: boolean
Whether or not force to updates the matrix.
Returns void
Inherited from Mesh.updateMatrixWorld
- force: boolean
update World Matrix
Update the object's and its descendants' matrix of global transform with. will update parent or children according to the parameters
Parameters
- updateParents: boolean
update parents.
- updateChildren: boolean
update children.
- force: boolean
Whether or not force to updates the matrix.
Returns void
Inherited from Mesh.updateWorldMatrix
- updateParents: boolean
get Local Bounds
Get the whole bounding box of current object cover all children's.
Parameters
- localBox: Box3
If this is not undefined, result will be stored to it.
Returns Box3
Inherited from Mesh.getLocalBounds
- localBox: Box3
get UUID
get Materials
Returns readonly Material[]
Inherited from Mesh.getMaterials
get Material Count
Returns number
Inherited from Mesh.getMaterialCount
set Material
Add a new material into this object. If use this method, please make sure that the material| material has set to Array.
Parameters
- material: Material
a new material which is set.
- index: number
the target position in the Array.
Returns this
Inherited from Mesh.setMaterial
- material: Material
set Materials
set Only Material
expect Only Material
Expect this drawable only has one material, and return it.
Returns Material
Inherited from Mesh.expectOnlyMaterial
check If Only Material
Parameters
- innerChecker: (m: Material) => boolean
Returns boolean
Inherited from Mesh.checkIfOnlyMaterial
for Each Material
Do something for every material| material whatever it is an instance or array.
Parameters
- v: (m: Material) => any
Returns void
Inherited from Mesh.forEachMaterial
update Boundings
update the data of bounding box and bounding sphere, set dirty mark to false.
Returns void
Inherited from Mesh.updateBoundings
_ update Matrix By View Independent Scale
Parameters
- camera: Camera3D
- viewHeight: number
Returns void
Inherited from Mesh._updateMatrixByViewIndependentScale
update Matrix
_ clear View Independent Override Scale
Returns void
Inherited from Mesh._clearViewIndependentOverrideScale
clear Change Mark
Set all changing mark, such as geometryChanged| geometryChanged, materialChanged| materialChanged and extended mark .
Returns void
Inherited from Mesh.clearChangeMark
raycast
This method need override in derived classes to give a special calculation for picking feature.
Parameters
- raycaster: Raycaster
- intersects: Intersection[]
Returns void
Remarks
See Raycaster for more detail.
reset Render Entity
refresh Scene Reference
set Material Changed
If user changes material| material for drawable, use this method to refresh corresponding states.
Returns void
Inherited from Mesh.setMaterialChanged
use Geometry Groups When Only Has One Material
Returns this
Inherited from Mesh.useGeometryGroupsWhenOnlyHasOneMaterial
destroy All Resources Owned
Returns void
Inherited from Mesh.destroyAllResourcesOwned
free All Gpu Resource Owned
Returns void
Inherited from Mesh.freeAllGpuResourceOwned
class Name
update Render Info
Update the data which needs be changed according to the camera's state and attributes of Drawable.updateRenderInfo| Drawable before drawing this object.
Parameters
- camera: Camera3D
the camera which is used in current frame.
- viewHeight: number
the height of canvas.
Returns void
Overrides Mesh.updateRenderInfo
- camera: Camera3D
update Source
Parameters
- meshes: Mesh<Material, BufferGeometry<TriangleList>>[]
Returns void
update Render Entity
update Instance
Clear the rendering data of engine.
Returns void
raycast Js Impl
Get intersections between a casted Ray| ray and this Mesh. The method intersectObject() will call this method, but the results are not ordered.
Parameters
- raycaster: Raycaster
the instance of Raycaster is used to get the data for calculation.
- intersects: Intersection[]
the result will be stored here.
Returns void
Overrides Mesh.raycastJsImpl
- raycaster: Raycaster
destroy
clone
set Geometry Changed
If user change the data of geometry, use this method to refresh the data.
Returns void
Inherited from Mesh.setGeometryChanged
on Referenced Geometry Content Change
If user change the data of geometry, use this method to refresh referring data.
Returns void
Inherited from Mesh.onReferencedGeometryContentChange
copy
Copy the data to this object from source. This method need override in derived classes to copy extended data.
Parameters
- source: Mesh<Material, InstancedBufferGeometry>
the data source.
- recursive: boolean
Returns this
- source: Mesh<Material, InstancedBufferGeometry>
mark Business Tag
is Destroyed
Returns boolean
Inherited from Mesh.isDestroyed
A special version of Mesh with instanced rendering supported. 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.