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<title>How to update Things</title>
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"imports": {
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"three": "../../build/three.module.js"
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</head>
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<body>
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<div class="container">
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<div class="lesson-title">
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<h1>How to update Things</h1>
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</div>
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<div class="lesson">
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<div class="lesson-main">
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<div>
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<p>All objects by default automatically update their matrices if they have been added to the scene with</p>
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<pre class="prettyprint notranslate lang-js" translate="no">
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const object = new THREE.Object3D();
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scene.add( object );
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</pre>
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or if they are the child of another object that has been added to the scene:
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<pre class="prettyprint notranslate lang-js" translate="no">
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const object1 = new THREE.Object3D();
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const object2 = new THREE.Object3D();
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object1.add( object2 );
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scene.add( object1 ); //object1 and object2 will automatically update their matrices
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</pre>
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</div>
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<p>However, if you know the object will be static, you can disable this and update the transform matrix manually just when needed.</p>
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<pre class="prettyprint notranslate lang-js" translate="no">
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object.matrixAutoUpdate = false;
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object.updateMatrix();
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</pre>
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<h2>BufferGeometry</h2>
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<div>
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<p>
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BufferGeometries store information (such as vertex positions, face indices, normals, colors,
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UVs, and any custom attributes) in attribute buffers - that is,
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[link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Typed_arrays typed arrays].
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This makes them generally faster than standard Geometries, at the cost of being somewhat harder to
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work with.
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</p>
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<p>
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With regards to updating BufferGeometries, the most important thing to understand is that
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you cannot resize buffers (this is very costly, basically the equivalent to creating a new geometry).
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You can however update the content of buffers.
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</p>
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<p>
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This means that if you know an attribute of your BufferGeometry will grow, say the number of vertices,
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you must pre-allocate a buffer large enough to hold any new vertices that may be created. Of
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course, this also means that there will be a maximum size for your BufferGeometry - there is
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no way to create a BufferGeometry that can efficiently be extended indefinitely.
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</p>
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<p>
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We'll use the example of a line that gets extended at render time. We'll allocate space
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in the buffer for 500 vertices but draw only two at first, using `BufferGeometry.drawRange`.
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</p>
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<pre class="prettyprint notranslate lang-js" translate="no">
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const MAX_POINTS = 500;
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// geometry
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const geometry = new THREE.BufferGeometry();
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// attributes
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const positions = new Float32Array( MAX_POINTS * 3 ); // 3 floats (x, y and z) per point
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geometry.setAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
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// draw range
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const drawCount = 2; // draw the first 2 points, only
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geometry.setDrawRange( 0, drawCount );
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// material
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const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
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// line
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const line = new THREE.Line( geometry, material );
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scene.add( line );
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</pre>
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<p>
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Next we'll randomly add points to the line using a pattern like:
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</p>
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<pre class="prettyprint notranslate lang-js" translate="no">
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const positionAttribute = line.geometry.getAttribute( 'position' );
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let x = 0, y = 0, z = 0;
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for ( let i = 0; i < positionAttribute.count; i ++ ) {
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positionAttribute.setXYZ( i, x, y, z );
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x += ( Math.random() - 0.5 ) * 30;
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y += ( Math.random() - 0.5 ) * 30;
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z += ( Math.random() - 0.5 ) * 30;
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}
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</pre>
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<p>
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If you want to change the <em>number of points</em> rendered after the first render, do this:
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</p>
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<pre class="prettyprint notranslate lang-js" translate="no">
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line.geometry.setDrawRange( 0, newValue );
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</pre>
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<p>
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If you want to change the position data values after the first render, you need to
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set the needsUpdate flag like so:
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</p>
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<pre class="prettyprint notranslate lang-js" translate="no">
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positionAttribute.needsUpdate = true; // required after the first render
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</pre>
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<p>
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If you change the position data values after the initial render, you may need to recompute
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bounding volumes so other features of the engine like view frustum culling or helpers properly work.
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</p>
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<pre class="prettyprint notranslate lang-js" translate="no">
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line.geometry.computeBoundingBox();
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line.geometry.computeBoundingSphere();
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</pre>
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<p>
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[link:https://jsfiddle.net/t4m85pLr/1/ Here is a fiddle] showing an animated line which you can adapt to your use case.
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</p>
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<h3>Examples</h3>
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<p>
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[example:webgl_custom_attributes WebGL / custom / attributes]<br />
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[example:webgl_buffergeometry_custom_attributes_particles WebGL / buffergeometry / custom / attributes / particles]
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</p>
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</div>
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<h2>Materials</h2>
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<div>
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<p>All uniforms values can be changed freely (e.g. colors, textures, opacity, etc), values are sent to the shader every frame.</p>
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<p>Also GLstate related parameters can change any time (depthTest, blending, polygonOffset, etc).</p>
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<p>The following properties can't be easily changed at runtime (once the material is rendered at least once):</p>
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<ul>
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<li>numbers and types of uniforms</li>
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<li>presence or not of
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<ul>
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<li>texture</li>
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<li>fog</li>
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<li>vertex colors</li>
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<li>morphing</li>
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<li>shadow map</li>
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<li>alpha test</li>
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<li>transparent</li>
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</ul>
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</li>
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</ul>
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<p>Changes in these require building of new shader program. You'll need to set</p>
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<code>material.needsUpdate = true</code>
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<p>Bear in mind this might be quite slow and induce jerkiness in framerate (especially on Windows, as shader compilation is slower in DirectX than OpenGL).</p>
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<p>For smoother experience you can emulate changes in these features to some degree by having "dummy" values like zero intensity lights, white textures, or zero density fog.</p>
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<p>You can freely change the material used for geometry chunks, however you cannot change how an object is divided into chunks (according to face materials). </p>
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<h3>If you need to have different configurations of materials during runtime:</h3>
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<p>If the number of materials / chunks is small, you could pre-divide the object beforehand (e.g. hair / face / body / upper clothes / trousers for a human, front / sides / top / glass / tire / interior for a car). </p>
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<p>If the number is large (e.g. each face could be potentially different), consider a different solution, such as using attributes / textures to drive different per-face look.</p>
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<h3>Examples</h3>
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<p>
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[example:webgl_materials_car WebGL / materials / car]<br />
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[example:webgl_postprocessing_dof WebGL / webgl_postprocessing / dof]
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</p>
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</div>
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<h2>Textures</h2>
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<div>
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<p>Image, canvas, video and data textures need to have the following flag set if they are changed:</p>
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<code>
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texture.needsUpdate = true;
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</code>
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<p>Render targets update automatically.</p>
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<h3>Examples</h3>
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<p>
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[example:webgl_materials_video WebGL / materials / video]<br />
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[example:webgl_rtt WebGL / rtt]
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</p>
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</div>
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<h2>Cameras</h2>
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<div>
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<p>A camera's position and target is updated automatically. If you need to change</p>
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<ul>
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<li>
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fov
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</li>
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<li>
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aspect
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</li>
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<li>
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near
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</li>
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<li>
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far
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</li>
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</ul>
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<p>
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then you'll need to recompute the projection matrix:
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</p>
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<pre class="prettyprint notranslate lang-js" translate="no">
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camera.aspect = window.innerWidth / window.innerHeight;
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camera.updateProjectionMatrix();
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</pre>
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</div>
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<h2>InstancedMesh</h2>
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<div>
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<p>
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`InstancedMesh` is a class for conveniently access instanced rendering in `three.js`. Certain library features like view frustum culling or
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ray casting rely on up-to-date bounding volumes (bounding sphere and bounding box). Because of the way how `InstancedMesh` works, the class
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has its own `boundingBox` and `boundingSphere` properties that supersede the bounding volumes on geometry level.
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</p>
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<p>
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Similar to geometries you have to recompute the bounding box and sphere whenever you change the underlying data. In context of `InstancedMesh`, that
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happens when you transform instances via `setMatrixAt()`. You can use the same pattern like with geometries.
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</p>
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<pre class="prettyprint notranslate lang-js" translate="no">
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instancedMesh.computeBoundingBox();
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instancedMesh.computeBoundingSphere();
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</pre>
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</div>
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<h2>SkinnedMesh</h2>
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<div>
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<p>
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`SkinnedMesh` follows the same principles like `InstancedMesh` in context of bounding volumes. Meaning the class has its own version of
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`boundingBox` and `boundingSphere` to correctly enclose animated meshes.
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When calling `computeBoundingBox()` and `computeBoundingSphere()`, the class computes the respective bounding volumes based on the current
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bone transformation (or in other words the current animation state).
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</p>
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</div>
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</div>
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</div>
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</div>
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<script src="../resources/prettify.js"></script>
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<script src="../resources/lesson.js"></script>
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</body></html>
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