Communicator.MeshData

 MeshData

Object which represents geometry data which will be inserted into the scene at run time. For performance reasons, it is not recommended to create meshes with large amounts of data on the client side as certain optimizations are not available to geometry inserted this way.

More information can be found here.

Methods

addFaces

  • addFaces(vertexData: Float32Array | number[], normalData?: Float32Array | number[], rgba32data?: Uint8Array | number[], uvs?: Float32Array | number[], bits?: number): void
  • Adds face data to the mesh. Note that the arrays passed into this function are not copied and should remain unchanged until the mesh has been created. When adding vertex data into the mesh using this method, it is important to note that the data is interpreted as triangles in which each vertex must be explicitly enumerated.

    Parameters

    • vertexData: Float32Array | number[]

      floating point data describing the points in space for the faces to be added to the mesh

    • Optional normalData: Float32Array | number[]

      normals for the corresponding vertex data points.

    • Optional rgba32data: Uint8Array | number[]

      colors for the corresponding vertex data points (four bytes per rbga).

    • Optional uvs: Float32Array | number[]

      texture parameters for the corresponding vertex data points.

    • Optional bits: number

      bitmask associated with the face.

    Returns void

addPoints

  • addPoints(pointData: Float32Array | number[], rgba32data?: Uint8Array | number[], bits?: number): void
  • Adds point data to the mesh. Note that the arrays passed into this function are not copied and should remain unchanged until the mesh has been created.

    Parameters

    • pointData: Float32Array | number[]

      floating point data describing the points to be added to the mesh

    • Optional rgba32data: Uint8Array | number[]

      colors for the corresponding vertex data points (four bytes per rbga).

    • Optional bits: number

      bitmask associated with the point.

    Returns void

addPolyline

  • addPolyline(polylineData: Float32Array | number[], rgba32data?: Uint8Array | number[], bits?: number): void
  • Adds polyline data to the mesh.Note that the arrays passed into this function are not copied and should remain unchanged until the mesh has been created.

    Parameters

    • polylineData: Float32Array | number[]

      floating point data describing the polyline to be added to the mesh

    • Optional rgba32data: Uint8Array | number[]

      colors for the corresponding vertex data points (four bytes per rbga).

    • Optional bits: number

      bitmask associated with the line.

    Returns void

clear

  • clear(): void
  • Removes all data from the object.

    Returns void

getBackfacesEnabled

  • getBackfacesEnabled(): boolean
  • Gets whether backfaces are enabled for this geometry

    Returns boolean

    value indicting whether backfaces are enabled for this geometry.

getFaceWinding

  • Gets the face winding used for this mesh.

    Returns FaceWinding

isManifold

  • isManifold(): boolean
  • Gets if the mesh is set as manifold.

    Returns boolean

    value indicating whether or not it's a manifold mesh.

setBackfacesEnabled

  • setBackfacesEnabled(backfacesEnabled: boolean): void
  • Sets whether backfaces should be enabled for this geometry. The default value is false. Setting this to true for geometry with a large amount of faces may affect performance.

    Parameters

    • backfacesEnabled: boolean

      indicated whether backfaces should be enabled for this geometry.

    Returns void

setFaceWinding

  • Sets the face winding to be used for this mesh. The default value is CounterClockwise.

    Parameters

    • faceWinding: FaceWinding

      the face winding to use for mesh geometry.

    Returns void

setManifold

  • setManifold(isManifold: boolean): void
  • Sets whether the mesh is a manifold one or not (if the mesh is not set as manifold, then capping won't happen while cutting).

    Parameters

    • isManifold: boolean

      indicated whether or not it's a manifold mesh.

    Returns void