This class stores data for an attribute (such as vertex positions, face indices, normals, colors, UVs, and any custom attributes) associated with a BufferGeometry, which allows for more efficient passing of data to the GPU. See that page for details and a usage example. When working with vector-like data, the .fromBufferAttribute(attribute, index) helper methods on Vector2, Vector3, Vector4, and Color classes may be helpful.
array — Must be a TypedArray. Used to instantiate the buffer. This array should have itemSize * numVertices
elements, where numVertices is the number of vertices in the associated BufferGeometry.
itemSize — the number of values of the array that should be associated with a particular vertex. For instance, if this attribute is storing a 3-component vector (such as a position, normal, or color), then itemSize
should be 3
.
normalized — (optional) Applies to integer data only. Indicates how the underlying data
in the buffer maps to the values in the GLSL code. For instance, if array is an instance
of UInt16Array, and normalized is true, the values 0 - +65535
in the array
data will be mapped to 0.0f - +1.0f
in the GLSL attribute. An Int16Array (signed) would map
from -32768 - +32767
to -1.0f - +1.0f
. If normalized is false
, the values
will be converted to floats unmodified, i.e. 32767
becomes 32767.0f
.
The array holding data stored in the buffer.
Stores the array's length divided by the itemSize.
If the buffer is storing a 3-component vector (such as a position, normal, or color), then this will count the number of such vectors stored.
Read-only flag to check if a given object is of type BufferAttribute.
The length of vectors that are being stored in the array.
Optional name for this attribute instance. Default is an empty string.
Flag to indicate that this attribute has changed and should be re-sent to the GPU. Set this to true when you modify the value of the array.
Setting this to true also increments the version.
Indicates how the underlying data in the buffer maps to the values in the GLSL shader code. See the constructor above for details.
A callback function that is executed after the Renderer has transferred the attribute array data to the GPU.
Object containing:
offset: Default is 0
. Position at which to start update.
count: Default is -1
, which means don't use update ranges.
This can be used to only update some components of stored vectors (for example, just the component related to color).
Defines the intended usage pattern of the data store for optimization purposes. Corresponds to the usage
parameter of
WebGLRenderingContext.bufferData().
Default is StaticDrawUsage. See usage constants for all possible values.
After the initial use of a buffer, its usage cannot be changed. Instead, instantiate a new one and set the desired usage before the next render.
A version number, incremented every time the needsUpdate property is set to true.
Applies matrix m to every Vector3 element of this BufferAttribute.
Applies matrix m to every Vector3 element of this BufferAttribute.
Applies normal matrix m to every Vector3 element of this BufferAttribute.
Applies matrix m to every Vector3 element of this BufferAttribute, interpreting the elements as a direction vectors.
Return a copy of this bufferAttribute.
Copies another BufferAttribute to this BufferAttribute.
Copy the array given here (which can be a normal array or TypedArray) into array.
See TypedArray.set for notes on requirements if copying a TypedArray.
Copy a vector from bufferAttribute[index2] to array[index1].
Returns the x component of the vector at the given index.
Returns the y component of the vector at the given index.
Returns the z component of the vector at the given index.
Returns the w component of the vector at the given index.
Sets the value of the onUploadCallback property.
value — an Array or TypedArray from which to copy values.
offset — (optional) index of the array at which to start copying.
Calls TypedArray.set(value, offset) on the array.
In particular, see that page for requirements on value being a TypedArray.
Set usage to value. See usage constants for all possible input values.
After the initial use of a buffer, its usage cannot be changed. Instead, instantiate a new one and set the desired usage before the next render.
Sets the x component of the vector at the given index.
Sets the y component of the vector at the given index.
Sets the z component of the vector at the given index.
Sets the w component of the vector at the given index.
Sets the x and y components of the vector at the given index.
Sets the x, y and z components of the vector at the given index.
Sets the x, y, z and w components of the vector at the given index.
For more info on how to obtain the source code of this module see this page.