Mesh constructor
CameraRenderer object or GPUCurtains class object used to create this Mesh
parameters use to create this Mesh
The type of the MeshBaseClass
Readonly
uuidThe universal unique id of the MeshBaseClass
Readonly
indexIndex of this MeshBaseClass, i.e. creation order
RenderMaterial used by this MeshBaseClass
Geometry used by this MeshBaseClass
RenderTarget to render this Mesh to instead of the canvas context, if any.
Controls the order in which this MeshBaseClass should be rendered by our Scene
Whether this MeshBaseClass should be treated as transparent. Impacts the render pipeline blend properties
Flag indicating whether to draw this MeshBaseClass or not
Flag indicating whether this MeshBaseClass is ready to be drawn
Empty object to store any additional data or custom properties into your Mesh.
function assigned to the onReady callback
function assigned to the onReady callback
function assigned to the onBeforeRender callback
function assigned to the onBeforeRender callback
function assigned to the onRender callback
function assigned to the onRender callback
function assigned to the onAfterRender callback
function assigned to the onAfterRender callback
function assigned to the onAfterResize callback
function assigned to the onAfterResize callback
callback to run when MeshBaseClass is ready
Callback to execute before updating the Scene matrix stack. This means it is called early and allows to update transformations values before actually setting the Mesh matrices (if any). This also means it won't be called if the Mesh has not been added to the Scene. The callback won't be called if the Renderer is not ready or the Mesh itself is neither ready nor visible.
Callback to execute before updating the Scene matrix stack. This means it is called early and allows to update transformations values before actually setting the Mesh matrices (if any). This also means it won't be called if the Mesh has not been added to the Scene. The callback won't be called if the Renderer is not ready or the Mesh itself is neither ready nor visible.
callback to run just before updating the Scene matrix stack.
Callback to execute right before actually rendering the Mesh. Useful to update uniforms for example. The callback won't be called if the Renderer is not ready or the Mesh itself is neither ready nor visible.
Callback to execute right before actually rendering the Mesh. Useful to update uniforms for example. The callback won't be called if the Renderer is not ready or the Mesh itself is neither ready nor visible.
callback to run just before rendering the MeshBaseClass.
Callback to execute just after a Mesh has been rendered. The callback won't be called if the Renderer is not ready or the Mesh itself is neither ready nor visible.
Callback to execute just after a Mesh has been rendered. The callback won't be called if the Renderer is not ready or the Mesh itself is neither ready nor visible.
callback to run just after MeshBaseClass has been rendered
Callback to execute just after a Mesh has been resized.
Callback to execute just after a Mesh has been resized.
callback to run just after MeshBaseClass has been resized
The CameraRenderer used
The ProjectedMesh DOMFrustum class object
Frustum culling check to use. Accepts OBB
, sphere
or a boolean. Default to OBB
. When set to true
, OBB
is used.
Margins (in pixels) to applied to the DOM Frustum to determine if this ProjectedMesh should be frustum culled or not
Options used to create this ProjectedMeshBaseClass
function assigned to the onReEnterView callback
function assigned to the onReEnterView callback
function assigned to the onLeaveView callback
function assigned to the onLeaveView callback
Callback to execute when a Mesh is reentering the view frustum.
Callback to execute when a Mesh is reentering the view frustum.
callback to run when ProjectedMeshBaseClass is reentering the view frustum
callback to run when ProjectedMeshBaseClass is reentering the view frustum
Callback to execute when a Mesh is leaving the view frustum.
Callback to execute when a Mesh is leaving the view frustum.
callback to run when ProjectedMeshBaseClass is leaving the view frustum
callback to run when ProjectedMeshBaseClass is leaving the view frustum
Transformation object of the Object3D
Children Object3D in the scene graph, used to compute their own world matrix
Whether at least one of this Object3D matrix needs an update.
Camera object used to compute model view and model view projection matrices
Matrices object of the ProjectedObject3D
Get private #autoRender value
Get/set whether a Mesh is ready or not
Get the transparent property value
Set the transparent property value. Update the RenderMaterial rendering options and Scene stack if needed.
new transparency value
Get our RenderMaterial domTextures array
Get our RenderMaterial textures array
Get the current RenderMaterial uniforms
Get the current RenderMaterial storages
Get the visible property value
Set the visible property value
new visibility value
Get our DOMFrustum projected bounding rectangle
Get our quaternion
Set our quaternion
new quaternion
Get our model matrix
Set our model matrix
new model matrix
Get our world matrix
Set our world matrix
new world matrix
Get our model view matrix
Set our model view matrix
Get our camera view matrix
Get our camera projection matrix
Get our model view projection matrix
Set our model view projection matrix
Get our normal matrix
Set our normal matrix
new normal matrix
Add a Mesh to the renderer and the Scene
Remove a Mesh from the renderer and the Scene
Set a new Renderer for this Mesh
new Renderer to set
Called when the device has been lost to prepare everything for restoration. Basically set all the GPUBuffer to null so they will be reset next time we try to draw the Mesh
Called when the device has been restored
Set or update the Mesh Geometry
Set or update the RenderMaterial rendering options to match the RenderPass descriptor used to draw this Mesh.
RenderPass used to draw this Mesh, default to the renderer renderPass.
Hook used to clean up parameters before sending them to the material.
parameters to clean before sending them to the RenderMaterial
Set or update the Mesh RenderMaterial
new RenderMaterial to use
Create a new DOMTexture
Add a DOMTexture
DOMTexture to add
Callback run when a new DOMTexture has been created
newly created DOMTexture
Create a new Texture
Add a Texture
Assign or remove a RenderTarget to this Mesh Since this manipulates the Scene stacks, it can be used to remove a RenderTarget as well.
the RenderTarget to assign or null if we want to remove the current RenderTarget
Execute onBeforeRender callback if needed. Called by the Scene before updating the matrix stack.
Render our Mesh
current render pass encoder
Remove the Mesh from the Scene and destroy it
Set a Mesh matrices uniforms inputs then call MeshBaseClass super method
Resize our Mesh
the new bounding rectangle
Check if the Mesh lies inside the camera view frustum or not.
Tell our matrices bindings to update if needed and call Mesh base onBeforeRenderPass super.
Set our transforms properties and vectors onChange callbacks
Set our model matrix shouldUpdate flag to true (tell it to update)
Update our model matrix
Update our model matrix
Create a 3D Mesh.
A 3D Mesh is a basically a ProjectedObject3D with a Geometry and a RenderMaterial.
You need to pass at least a valid Geometry as parameter.
If no shaders are provided, it will use the normals colors as default shading.
Shaders bindings and default attributes and uniforms
The shaders are automatically patched with the input bind groups and bindings defined in your parameters object, as well as some default attributes and uniforms (see RenderPipelineEntry).
Default shaders
If one or all shaders are missing, the library will use default ones.
Default vertex shader:
Default fragment shader:
Example