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128 lines
4.5 KiB
128 lines
4.5 KiB
2 years ago
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="utf-8" />
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<base href="../../../" />
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<script src="page.js"></script>
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<link type="text/css" rel="stylesheet" href="page.css" />
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</head>
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<body>
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[page:Mesh] →
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<h1>[name]</h1>
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<p class="desc">
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A special version of [page:Mesh] with instanced rendering support. Use [name] if you have to render a large number of
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objects with the same geometry and material but with different world transformations. The usage of [name] will help you
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to reduce the number of draw calls and thus improve the overall rendering performance in your application.
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</p>
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<h2>Examples</h2>
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<p>
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[example:webgl_instancing_dynamic WebGL / instancing / dynamic]<br />
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[example:webgl_instancing_performance WebGL / instancing / performance]<br />
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[example:webgl_instancing_scatter WebGL / instancing / scatter]<br />
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[example:webgl_instancing_raycast WebGL / instancing / raycast]
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</p>
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<h2>Constructor</h2>
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<h3>[name]( [param:BufferGeometry geometry], [param:Material material], [param:Integer count] )</h3>
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<p>
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[page:BufferGeometry geometry] - an instance of [page:BufferGeometry].<br />
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[page:Material material] - an instance of [page:Material]. Default is a new [page:MeshBasicMaterial].<br />
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[page:Integer count] - the number of instances.<br />
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</p>
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<h2>Properties</h2>
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<p>See the base [page:Mesh] class for common properties.</p>
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<h3>[property:Integer count]</h3>
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<p>
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The number of instances. The `count` value passed into the constructor represents the maximum number of
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instances of this mesh. You can change the number of instances at runtime to an integer value
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in the range [0, count].
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</p>
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<p>
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If you need more instances than the original count value, you have to create a new [name].
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</p>
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<h3>[property:InstancedBufferAttribute instanceColor]</h3>
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<p>
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Represents the colors of all instances. `null` by default.
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You have to set its [page:BufferAttribute.needsUpdate needsUpdate] flag to true if you modify instanced data via [page:.setColorAt]().
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</p>
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<h3>[property:InstancedBufferAttribute instanceMatrix]</h3>
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<p>
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Represents the local transformation of all instances.
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You have to set its [page:BufferAttribute.needsUpdate needsUpdate] flag to true if you modify instanced data via [page:.setMatrixAt]().
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</p>
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<h3>[property:Boolean isInstancedMesh]</h3>
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<p>
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Read-only flag to check if a given object is of type [name].
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</p>
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<h2>Methods</h2>
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<p>See the base [page:Mesh] class for common methods.</p>
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<h3>[method:undefined dispose]()</h3>
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<p>
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Frees the GPU-related resources allocated by this instance. Call this method whenever this instance is no longer used in your app.
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</p>
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<h3>[method:undefined getColorAt]( [param:Integer index], [param:Color color] )</h3>
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<p>
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[page:Integer index]: The index of an instance. Values have to be in the range [0, count].
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</p>
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<p>
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[page:Color color]: This color object will be set to the color of the defined instance.
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</p>
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<p>
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Get the color of the defined instance.
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</p>
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<h3>[method:undefined getMatrixAt]( [param:Integer index], [param:Matrix4 matrix] )</h3>
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<p>
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[page:Integer index]: The index of an instance. Values have to be in the range [0, count].
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</p>
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<p>
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[page:Matrix4 matrix]: This 4x4 matrix will be set to the local transformation matrix of the defined instance.
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</p>
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<p>
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Get the local transformation matrix of the defined instance.
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</p>
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<h3>[method:undefined setColorAt]( [param:Integer index], [param:Color color] )</h3>
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<p>
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[page:Integer index]: The index of an instance. Values have to be in the range [0, count].
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</p>
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<p>
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[page:Color color]: The color of a single instance.
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</p>
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<p>
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Sets the given color to the defined instance.
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Make sure you set [page:.instanceColor][page:BufferAttribute.needsUpdate .needsUpdate] to true after updating all the colors.
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</p>
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<h3>[method:undefined setMatrixAt]( [param:Integer index], [param:Matrix4 matrix] )</h3>
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<p>
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[page:Integer index]: The index of an instance. Values have to be in the range [0, count].
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</p>
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<p>
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[page:Matrix4 matrix]: A 4x4 matrix representing the local transformation of a single instance.
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</p>
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<p>
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Sets the given local transformation matrix to the defined instance.
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Make sure you set [page:.instanceMatrix][page:BufferAttribute.needsUpdate .needsUpdate] to true after updating all the matrices.
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</p>
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<h2>Source</h2>
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<p>
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[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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</p>
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</body>
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</html>
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