gpu-curtains
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    Helper to easily create 3D box indexed geometries.

    const boxGeometry = new BoxGeometry()
    

    Hierarchy (View Summary)

    Index

    Constructors

    Properties

    verticesCount: number

    Number of vertices defined by this geometry.

    verticesOrder: GPUFrontFace

    Vertices order to be drawn by the render pipeline.

    topology: GPUPrimitiveTopology

    Topology to use with this Geometry, i.e. whether to draw triangles or points.

    instancesCount: number

    Number of instances of this geometry to draw.

    vertexBuffers: VertexBuffer[]

    Array of vertex buffers to use with this geometry.

    Options used to create this geometry.

    type: string

    The type of the geometry.

    uuid: string

    The universal unique id of the geometry.

    indirectDraw: IndirectDrawParams

    Allow to draw this Geometry with an IndirectBuffer if set.

    boundingBox: Box3

    The bounding box of the geometry, i.e. two Vec3 defining the min and max positions to wrap this geometry in a cube.

    wgslStructFragment: string

    A string to append to our shaders code describing the WGSL structure representing this geometry attributes.

    layoutCacheKey: string

    A string representing the vertexBuffers layout, used for pipelines caching.

    consumers: Set<string>

    A Set to store this Geometry consumers (Mesh uuid).

    ready: boolean

    Whether this geometry is ready to be drawn, i.e. it has been computed and all its vertex buffers have been created.

    indexBuffer: IndexBuffer

    Object containing our index buffer format & length, array and GPUBuffer

    Accessors

    • get shouldCompute(): boolean

      Get whether this Geometry is ready to compute, i.e. if its first vertex buffer array has not been created yet.

      Returns boolean

    • get useUint16IndexArray(): boolean

      If we have less than 65.536 vertices, we should use a Uin16Array to hold our index buffer values.

      Returns boolean

    Methods