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