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- <!DOCTYPE html>
- <html lang="en">
- <head>
- <meta charset="utf-8" />
- <base href="../../../" />
- <script src="page.js"></script>
- <link type="text/css" rel="stylesheet" href="page.css" />
- </head>
- <body>
- [page:Mesh] →
- <h1>[name]</h1>
- <p class="desc">
- A special version of [page:Mesh] with instanced rendering support. Use
- [name] if you have to render a large number of objects with the same
- geometry and material(s) but with different world transformations. The usage
- of [name] will help you to reduce the number of draw calls and thus
- improve the overall rendering performance in your application.
- </p>
- <h2>Examples</h2>
- <p>
- [example:webgl_instancing_dynamic WebGL / instancing / dynamic]<br />
- [example:webgl_instancing_performance WebGL / instancing / performance]<br />
- [example:webgl_instancing_scatter WebGL / instancing / scatter]<br />
- [example:webgl_instancing_raycast WebGL / instancing / raycast]
- </p>
- <h2>Constructor</h2>
- <h3>
- [name]( [param:BufferGeometry geometry], [param:Material material],
- [param:Integer count] )
- </h3>
- <p>
- [page:BufferGeometry geometry] - an instance of [page:BufferGeometry].<br />
- [page:Material material] — a single or an array of
- [page:Material]. Default is a new [page:MeshBasicMaterial].<br />
- [page:Integer count] - the number of instances.<br />
- </p>
- <h2>Properties</h2>
- <p>See the base [page:Mesh] class for common properties.</p>
- <h3>[property:Box3 boundingBox]</h3>
- <p>
- This bounding box encloses all instances of the [name]. Can be calculated
- with [page:.computeBoundingBox](). Default is `null`.
- </p>
- <h3>[property:Sphere boundingSphere]</h3>
- <p>
- This bounding sphere encloses all instances of the [name]. Can be
- calculated with [page:.computeBoundingSphere](). Default is `null`.
- </p>
- <h3>[property:Integer count]</h3>
- <p>
- 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].
- </p>
- <p>
- If you need more instances than the original count value, you have to
- create a new [name].
- </p>
- <h3>[property:InstancedBufferAttribute instanceColor]</h3>
- <p>
- Represents the colors of all instances. `null` by default. You have to set
- its [page:BufferAttribute.needsUpdate needsUpdate] flag to true if you
- modify instanced data via [page:.setColorAt]().
- </p>
- <h3>[property:InstancedBufferAttribute instanceMatrix]</h3>
- <p>
- Represents the local transformation of all instances. You have to set its
- [page:BufferAttribute.needsUpdate needsUpdate] flag to true if you modify
- instanced data via [page:.setMatrixAt]().
- </p>
- <h3>[property:DataTexture morphTexture]</h3>
- <p>
- Represents the morph target weights of all instances. You have to set its
- [page:Texture.needsUpdate needsUpdate] flag to true if you modify
- instanced data via [page:.setMorphAt]().
- </p>
- <h3>[property:Boolean isInstancedMesh]</h3>
- <p>Read-only flag to check if a given object is of type [name].</p>
- <h2>Methods</h2>
- <p>See the base [page:Mesh] class for common methods.</p>
- <h3>[method:undefined computeBoundingBox]()</h3>
- <p>
- Computes the bounding box of the instanced mesh, and updates the [page:.boundingBox] attribute.
- The bounding box is not computed by the engine; it must be computed by your app.
- You may need to recompute the bounding box if an instance is transformed via [page:.setMatrixAt]().
- </p>
- <h3>[method:undefined computeBoundingSphere]()</h3>
- <p>
- Computes the bounding sphere of the instanced mesh, and updates the [page:.boundingSphere] attribute.
- The engine automatically computes the bounding sphere when it is needed, e.g., for ray casting or view frustum culling.
- You may need to recompute the bounding sphere if an instance is transformed via [page:.setMatrixAt]().
- </p>
- <h3>[method:undefined dispose]()</h3>
- <p>
- Frees the GPU-related resources allocated by this instance. Call this
- method whenever this instance is no longer used in your app.
- </p>
- <h3>
- [method:undefined getColorAt]( [param:Integer index], [param:Color color] )
- </h3>
- <p>
- [page:Integer index]: The index of an instance. Values have to be in the
- range [0, count].
- </p>
- <p>
- [page:Color color]: This color object will be set to the color of the
- defined instance.
- </p>
- <p>Get the color of the defined instance.</p>
- <h3>
- [method:undefined getMatrixAt]( [param:Integer index], [param:Matrix4 matrix] )
- </h3>
- <p>
- [page:Integer index]: The index of an instance. Values have to be in the
- range [0, count].
- </p>
- <p>
- [page:Matrix4 matrix]: This 4x4 matrix will be set to the local
- transformation matrix of the defined instance.
- </p>
- <p>Get the local transformation matrix of the defined instance.</p>
- <h3>
- [method:undefined getMorphAt]( [param:Integer index], [param:Mesh mesh] )
- </h3>
- <p>
- [page:Integer index]: The index of an instance. Values have to be in the
- range [0, count].
- </p>
- <p>
- [page:Mesh mesh]: The [page:Mesh.morphTargetInfluences .morphTargetInfluences] property of this mesh will be filled with the morph target weights of the defined instance.
- </p>
- <p>Get the morph target weights of the defined instance.</p>
- <h3>
- [method:undefined setColorAt]( [param:Integer index], [param:Color color] )
- </h3>
- <p>
- [page:Integer index]: The index of an instance. Values have to be in the
- range [0, count].
- </p>
- <p>[page:Color color]: The color of a single instance.</p>
- <p>
- Sets the given color to the defined instance. Make sure you set
- [page:.instanceColor][page:BufferAttribute.needsUpdate .needsUpdate] to
- true after updating all the colors.
- </p>
- <h3>
- [method:undefined setMatrixAt]( [param:Integer index], [param:Matrix4 matrix] )
- </h3>
- <p>
- [page:Integer index]: The index of an instance. Values have to be in the
- range [0, count].
- </p>
- <p>
- [page:Matrix4 matrix]: A 4x4 matrix representing the local transformation
- of a single instance.
- </p>
- <p>
- Sets the given local transformation matrix to the defined instance. Make
- sure you set [page:.instanceMatrix][page:BufferAttribute.needsUpdate .needsUpdate]
- to true after updating all the matrices.
- </p>
- <h3>
- [method:undefined setMorphAt]( [param:Integer index], [param:Mesh mesh] )
- </h3>
- <p>
- [page:Integer index]: The index of an instance. Values have to be in the
- range [0, count].
- </p>
- <p>
- [page:Mesh mesh]: A mesh with [page:Mesh.morphTargetInfluences .morphTargetInfluences] property containing the morph target weights
- of a single instance.
- </p>
- <p>
- Sets the morph target weights to the defined instance. Make
- sure you set [page:.morphTexture][page:Texture.needsUpdate .needsUpdate]
- to true after updating all the influences.
- </p>
- <h2>Source</h2>
- <p>
- [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
- </p>
- </body>
- </html>
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