Create a new Mesh instance.
The graphics device used to manage this mesh.
Optional
options: { Object for passing optional arguments.
Defines if the index buffer can be used as a storage buffer by a compute shader. Defaults to false. Only supported on WebGPU.
Defines if the vertex buffer can be used as a storage buffer by a compute shader. Defaults to false. Only supported on WebGPU.
An array of index buffers. For unindexed meshes, this array can be empty. The first index buffer in the array is used by MeshInstances with a renderStyle property set to RENDERSTYLE_SOLID. The second index buffer in the array is used if renderStyle is set to RENDERSTYLE_WIREFRAME.
Array of primitive objects defining how vertex (and index) data in the mesh should be interpreted by the graphics device.
type
is the type of primitive to render. Can be:
base
is the offset of the first index or vertex to dispatch in the draw call.
count
is the number of indices or vertices to dispatch in the draw call.
indexed
specifies whether to interpret the primitive as indexed, thereby using the
currently set index buffer.
The skin data (if any) that drives skinned mesh animations for this mesh.
The vertex buffer holding the vertex data of the mesh.
Gets the axis-aligned bounding box for the object space vertices of this mesh.
Sets the axis-aligned bounding box for the object space vertices of this mesh.
The current reference count.
Clears the mesh of existing vertices and indices and resets the VertexFormat associated with the mesh. This call is typically followed by calls to methods such as Mesh#setPositions, Mesh#setVertexStream or Mesh#setIndices and finally Mesh#update to rebuild the mesh, allowing different VertexFormat.
Optional
verticesDynamic: booleanIndicates the VertexBuffer should be created with BUFFER_DYNAMIC usage. If not specified, BUFFER_STATIC is used.
Optional
indicesDynamic: booleanIndicates the IndexBuffer should be created with BUFFER_DYNAMIC usage. If not specified, BUFFER_STATIC is used.
Optional
maxVertices: number = 0A VertexBuffer will be allocated with at least maxVertices, allowing additional vertices to be added to it without the allocation. If no value is provided, a size to fit the provided vertices will be allocated.
Optional
maxIndices: number = 0An IndexBuffer will be allocated with at least maxIndices, allowing additional indices to be added to it without the allocation. If no value is provided, a size to fit the provided indices will be allocated.
Destroys VertexBuffer and IndexBuffer associate with the mesh. This is normally called by Model#destroy and does not need to be called manually.
Gets the index data.
An array to populate with the index data. When a typed array is supplied, enough space needs to be reserved, otherwise only partial data is copied.
Returns the number of indices populated.
Gets the vertex normals data.
An array to populate with the vertex data. When typed array is supplied, enough space needs to be reserved, otherwise only partial data is copied.
Returns the number of vertices populated.
Gets the vertex positions data.
An array to populate with the vertex data. When typed array is supplied, enough space needs to be reserved, otherwise only partial data is copied.
Returns the number of vertices populated.
Gets the vertex uv data.
The uv channel in [0..7] range.
An array to populate with the vertex data. When typed array is supplied, enough space needs to be reserved, otherwise only partial data is copied.
Returns the number of vertices populated.
Gets the vertex data corresponding to a semantic.
The semantic of the vertex element to get. For supported semantics, see SEMANTIC_* in VertexFormat.
An array to populate with the vertex data. When typed array is supplied, enough space needs to be reserved, otherwise only partial data is copied.
Returns the number of vertices populated.
Sets the vertex color array. Colors are stored using TYPE_FLOAT32 format, which is useful for HDR colors.
Vertex data containing colors.
Optional
componentCount: number = GeometryData.DEFAULT_COMPONENTS_COLORSThe number of values that form a single color element. Defaults to 4 if not specified, corresponding to r, g, b and a.
Optional
numVertices: numberThe number of vertices to be used from data array. If not provided, the whole data array is used. This allows to use only part of the data array.
Sets the vertex color array. Colors are stored using TYPE_UINT8 format, which is useful for LDR colors. Values in the array are expected in [0..255] range, and are mapped to [0..1] range in the shader.
Vertex data containing colors. The array is expected to contain 4 components per vertex, corresponding to r, g, b and a.
Optional
numVertices: numberThe number of vertices to be used from data array. If not provided, the whole data array is used. This allows to use only part of the data array.
Sets the index array. Indices are stored using 16-bit format by default, unless more than 65535 vertices are specified, in which case 32-bit format is used.
The array of indices that define primitives (lines, triangles, etc.).
Optional
numIndices: numberThe number of indices to be used from data array. If not provided, the whole data array is used. This allows to use only part of the data array.
Sets the vertex normals array. Normals are stored using TYPE_FLOAT32 format.
Vertex data containing normals.
Optional
componentCount: number = GeometryData.DEFAULT_COMPONENTS_NORMALThe number of values that form a single normal element. Defaults to 3 if not specified, corresponding to x, y and z direction.
Optional
numVertices: numberThe number of vertices to be used from data array. If not provided, the whole data array is used. This allows to use only part of the data array.
Sets the vertex positions array. Vertices are stored using TYPE_FLOAT32 format.
Vertex data containing positions.
Optional
componentCount: number = GeometryData.DEFAULT_COMPONENTS_POSITIONThe number of values that form a single position element. Defaults to 3 if not specified, corresponding to x, y and z coordinates.
Optional
numVertices: numberThe number of vertices to be used from data array. If not provided, the whole data array is used. This allows to use only part of the data array.
Sets the vertex uv array. Uvs are stored using TYPE_FLOAT32 format.
The uv channel in [0..7] range.
Vertex data containing uv-coordinates.
Optional
componentCount: number = GeometryData.DEFAULT_COMPONENTS_UVThe number of values that form a single uv element. Defaults to 2 if not specified, corresponding to u and v coordinates.
Optional
numVertices: numberThe number of vertices to be used from data array. If not provided, the whole data array is used. This allows to use only part of the data array.
Sets the vertex data for any supported semantic.
The meaning of the vertex element. For supported semantics, see SEMANTIC_* in VertexFormat.
Vertex data for the specified semantic.
The number of values that form a single Vertex element. For example when setting a 3D position represented by 3 numbers per vertex, number 3 should be specified.
Optional
numVertices: numberThe number of vertices to be used from data array. If not provided, the whole data array is used. This allows to use only part of the data array.
Optional
dataType: number = TYPE_FLOAT32The format of data when stored in the VertexBuffer, see TYPE_* in VertexFormat. When not specified, TYPE_FLOAT32 is used.
Optional
dataTypeNormalize: boolean = falseIf true, vertex attribute data will be mapped from a 0 to 255 range down to 0 to 1 when fed to a shader. If false, vertex attribute data is left unchanged. If this property is unspecified, false is assumed.
Optional
asInt: boolean = falseIf true, vertex attribute data will be accessible as integer numbers in shader code. Defaults to false, which means that vertex attribute data will be accessible as floating point numbers. Can be only used with INT and UINT data types.
Applies any changes to vertex stream and indices to mesh. This allocates or reallocates vertexBuffer or IndexBuffer to fit all provided vertices and indices, and fills them with data.
Optional
primitiveType: number = PRIMITIVE_TRIANGLESThe type of primitive to render. Can be:
Defaults to PRIMITIVE_TRIANGLES if unspecified.
Optional
updateBoundingBox: boolean = trueTrue to update bounding box. Bounding box is updated only if positions were set since last time update was called, and componentCount for position was 3, otherwise bounding box is not updated. See Mesh#setPositions. Defaults to true if unspecified. Set this to false to avoid update of the bounding box and use aabb property to set it instead.
Static
fromCreate a new Mesh instance from Geometry object.
The graphics device used to manage this mesh.
The geometry object to create the mesh from.
Optional
options: { An object that specifies optional inputs for the function as follows:
Defines if the index buffer of the mesh can be used as a storage buffer by a compute shader. Defaults to false. Only supported on WebGPU.
Defines if the vertex buffer of the mesh can be used as a storage buffer by a compute shader. Defaults to false. Only supported on WebGPU.
A new mesh.
A graphical primitive. The mesh is defined by a VertexBuffer and an optional IndexBuffer. It also contains a primitive definition which controls the type of the primitive and the portion of the vertex or index buffer to use.
Mesh APIs
There are two ways a mesh can be generated or updated.
Simple Mesh API
Mesh class provides interfaces such as Mesh#setPositions and Mesh#setUvs that provide a simple way to provide vertex and index data for the Mesh, and hiding the complexity of creating the VertexFormat. This is the recommended interface to use.
A simple example which creates a Mesh with 3 vertices, containing position coordinates only, to form a single triangle.
An example which creates a Mesh with 4 vertices, containing position and uv coordinates in channel 0, and an index buffer to form two triangles. Float32Array is used for positions and uvs.
This example demonstrates that vertex attributes such as position and normals, and also indices can be provided using Arrays ([]) and also Typed Arrays (Float32Array and similar). Note that typed arrays have higher performance, and are generally recommended for per-frame operations or larger meshes, but their construction using new operator is costly operation. If you only need to operate on a small number of vertices or indices, consider using Arrays to avoid the overhead associated with allocating Typed Arrays.
Follow these links for more complex examples showing the functionality.
Update Vertex and Index buffers
This allows greater flexibility, but is more complex to use. It allows more advanced setups, for example sharing a Vertex or Index Buffer between multiple meshes. See VertexBuffer, IndexBuffer and VertexFormat for details.