Meshes define reusable geometry (triangles, lines, or points) and are instantiated by Nodes.
Each draw call required to render a mesh is represented as a Primitive. Meshes typically have only a single Primitive, but may have more for various reasons. A mesh manages only a list of primitives — materials, morph targets, and other properties are managed on a per- primitive basis.
When the same geometry and material should be rendered at multiple places in the scene, reuse the same Mesh instance and attach it to multiple nodes for better efficiency. Where the geometry is shared but the material is not, reusing Accessors under different meshes and primitives can similarly improve transmission efficiency, although some rendering efficiency is lost as the number of materials in a scene increases.
const primitive = doc.createPrimitive() .setAttribute('POSITION', positionAccessor) .setAttribute('TEXCOORD_0', uvAccessor); const mesh = doc.createMesh('myMesh') .addPrimitive(primitive); node.setMesh(mesh);
Makes a copy of this property, with the same resources (by reference) as the original.
Copies all data from another property to this one. Child properties are copied by reference, unless a 'resolve' function is given to override that.
Dispatches an event on the GraphNode, and on the associated
Graph. Event types on the graph are prefixed,
Removes both inbound references to and outbound references from this object. At the end of the process the object holds no references, and nothing holds references to it. A disposed object is not reusable.
Returns true if two properties are deeply equivalent, recursively comparing the attributes of the properties. Optionally, a 'skip' set may be included, specifying attributes whose values should not be considered in the comparison.
Example: Two Primitives are equivalent if they have accessors and materials with equivalent content — but not necessarily the same specific accessors and materials.
Returns an ExtensionProperty attached to this Property, if any.
Attaches the given ExtensionProperty to this Property. For a given extension, only one ExtensionProperty may be attached to any one Property at a time.
Lists all ExtensionProperty instances attached to this Property.
Returns a reference to the Extras object, containing application-specific data for this Property. Extras should be an Object, not a primitive value, for best portability.
Updates the Extras object, containing application-specific data for this Property. Extras should be an Object, not a primitive value, for best portability.
Returns true if the node has been permanently removed from the graph.
Returns the name of this property. While names are not required to be unique, this is encouraged, and non-unique names will be overwritten in some tools. For custom data about a property, prefer to use Extras.
Sets the name of this property. While names are not required to be unique, this is encouraged, and non-unique names will be overwritten in some tools. For custom data about a property, prefer to use Extras.
Returns a list of all properties that hold a reference to this property. For example, a material may hold references to various textures, but a texture does not hold references to the materials that use it.
It is often necessary to filter the results for a particular type: some resources, like Accessors, may be referenced by different types of properties. Most properties include the Root as a parent, which is usually not of interest.
const materials = texture .listParents() .filter((p) => p instanceof Material)
Adds a Primitive to the mesh's draw call list.
Removes a Primitive from the mesh's draw call list.
Lists Primitive draw calls of the mesh.