A representation of mesh, line, or point geometry. Includes vertex positions, face indices, normals, colors, UVs, and custom attributes within buffers, reducing the cost of passing all this data to the GPU.
To read and edit data in BufferGeometry attributes, see [page:BufferAttribute] documentation.
const geometry = new THREE.BufferGeometry();
// create a simple square shape. We duplicate the top left and bottom right
// vertices because each vertex needs to appear once per triangle.
const vertices = new Float32Array( [
-1.0, -1.0, 1.0,
1.0, -1.0, 1.0,
1.0, 1.0, 1.0,
1.0, 1.0, 1.0,
-1.0, 1.0, 1.0,
-1.0, -1.0, 1.0
] );
// itemSize = 3 because there are 3 values (components) per vertex
geometry.setAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
const material = new THREE.MeshBasicMaterial( { color: 0xff0000 } );
const mesh = new THREE.Mesh( geometry, material );
[example:webgl_buffergeometry Mesh with non-indexed faces]
[example:webgl_buffergeometry_indexed Mesh with indexed faces]
[example:webgl_buffergeometry_lines Lines]
[example:webgl_buffergeometry_lines_indexed Indexed Lines]
[example:webgl_buffergeometry_custom_attributes_particles Particles]
[example:webgl_buffergeometry_rawshader Raw Shaders]
This hashmap has as id the name of the attribute to be set and as value the [page:BufferAttribute buffer] to set it to. Rather than accessing this property directly, use [page:.setAttribute] and [page:.getAttribute] to access attributes of this geometry.
Bounding box for the bufferGeometry, which can be calculated with [page:.computeBoundingBox](). Default is `null`.
Bounding sphere for the bufferGeometry, which can be calculated with [page:.computeBoundingSphere](). Default is `null`.
Determines the part of the geometry to render. This should not
be set directly, instead use [page:.setDrawRange]. Default is
{ start: 0, count: Infinity }
For non-indexed BufferGeometry, count is the number of vertices to render.
For indexed BufferGeometry, count is the number of indices to render.
Split the geometry into groups, each of which will be rendered in a separate WebGL draw call.
This allows an array of materials to be used with the geometry.
Each group is an object of the form:
{ start: Integer, count: Integer, materialIndex: Integer }
where start specifies the first element in this draw call – the first vertex for non-indexed geometry,
otherwise the first triangle index. Count specifies how many vertices (or indices) are included, and
materialIndex specifies the material array index to use.
Use [page:.addGroup] to add groups, rather than modifying this array directly.
Every vertex and index must belong to exactly one group — groups must not share vertices or indices, and must not leave vertices or indices unused.
Unique number for this bufferGeometry instance.
Allows for vertices to be re-used across multiple triangles; this is called using "indexed triangles". Each triangle is associated with the indices of three vertices. This attribute therefore stores the index of each vertex for each triangular face. If this attribute is not set, the [page:WebGLRenderer renderer] assumes that each three contiguous positions represent a single triangle. Default is `null`.
Read-only flag to check if a given object is of type [name].
Hashmap of [page:BufferAttribute]s holding details of the geometry's morph targets.
Note: Once the geometry has been rendered, the morph attribute data cannot be changed. You will have to call [page:.dispose](), and create a new instance of [name].
Used to control the morph target behavior; when set to true, the morph target data is treated as relative offsets, rather than as absolute positions/normals. Default is `false`.
Optional name for this bufferGeometry instance. Default is an empty string.
An object that can be used to store custom data about the BufferGeometry. It should not hold references to functions as these will not be cloned.
[link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID] of this object instance. This gets automatically assigned and shouldn't be edited.
[page:EventDispatcher EventDispatcher] methods are available on this class.
Adds a group to this geometry; see the [page:BufferGeometry.groups groups] property for details.
Applies the matrix transform to the geometry.
Applies the rotation represented by the quaternion to the geometry.
Center the geometry based on the bounding box.
Clears all groups.
Creates a clone of this BufferGeometry.
Computes bounding box of the geometry, updating [page:.boundingBox] attribute.
Bounding boxes aren't computed by default. They need to be explicitly computed, otherwise they are `null`.
Computes bounding sphere of the geometry, updating [page:.boundingSphere] attribute.
Bounding spheres aren't computed by default. They need to be explicitly computed, otherwise they are `null`.
Calculates and adds a tangent attribute to this geometry.
The computation is only supported for indexed geometries and if position, normal, and uv attributes are defined. When using a tangent space normal map, prefer the MikkTSpace algorithm provided by
[page:BufferGeometryUtils.computeMikkTSpaceTangents] instead.
Computes vertex normals by averaging face normals.
Copies another BufferGeometry to this BufferGeometry.
Deletes the [page:BufferAttribute attribute] with the specified name.
Frees the GPU-related resources allocated by this instance. Call this method whenever this instance is no longer used in your app.
Returns the [page:BufferAttribute attribute] with the specified name.
Return the [page:.index] buffer.
Returns `true` if the attribute with the specified name exists.
vector - A world vector to look at.
Rotates the geometry to face a point in space. This is typically done as a one time operation, and not during a loop.
Use [page:Object3D.lookAt] for typical real-time mesh usage.
Every normal vector in a geometry will have a magnitude of 1. This will correct lighting on the geometry surfaces.
Rotate the geometry about the X axis. This is typically done as a one time operation, and not during a loop. Use [page:Object3D.rotation] for typical real-time mesh rotation.
Rotate the geometry about the Y axis. This is typically done as a one time operation, and not during a loop. Use [page:Object3D.rotation] for typical real-time mesh rotation.
Rotate the geometry about the Z axis. This is typically done as a one time operation, and not during a loop. Use [page:Object3D.rotation] for typical real-time mesh rotation.
Scale the geometry data. This is typically done as a one time operation, and not during a loop. Use [page:Object3D.scale] for typical real-time mesh scaling.
Sets an attribute to this geometry. Use this rather than the attributes property, because an internal hashmap of [page:.attributes] is maintained to speed up iterating over attributes.
Set the [page:.drawRange] property. For non-indexed BufferGeometry, count is the number of vertices to render. For indexed BufferGeometry, count is the number of indices to render.
Sets the attributes for this BufferGeometry from an array of points.
Set the [page:.index] buffer.
Convert the buffer geometry to three.js [link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format].
Return a non-index version of an indexed BufferGeometry.
Translate the geometry. This is typically done as a one time operation, and not during a loop. Use [page:Object3D.position] for typical real-time mesh translation.
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]