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								<!DOCTYPE html><html lang="en"><head>
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								    <title>Custom BufferGeometry</title>
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								        <h1>Custom BufferGeometry</h1>
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								          <p><a href="/docs/#api/en/core/BufferGeometry"><code class="notranslate" translate="no">BufferGeometry</code></a> is three.js's way of representing all geometry. A <a href="/docs/#api/en/core/BufferGeometry"><code class="notranslate" translate="no">BufferGeometry</code></a>
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								essentially a collection <em>named</em> of <a href="/docs/#api/en/core/BufferAttribute"><code class="notranslate" translate="no">BufferAttribute</code></a>s.
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								Each <a href="/docs/#api/en/core/BufferAttribute"><code class="notranslate" translate="no">BufferAttribute</code></a> represents an array of one type of data: positions,
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								normals, colors, uv, etc... Together, the named <a href="/docs/#api/en/core/BufferAttribute"><code class="notranslate" translate="no">BufferAttribute</code></a>s represent
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								<em>parallel arrays</em> of all the data for each vertex.</p>
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								<div class="threejs_center"><img src="../resources/threejs-attributes.svg" style="width: 700px"></div>
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								<p>Above you can see we have 4 attributes: <code class="notranslate" translate="no">position</code>, <code class="notranslate" translate="no">normal</code>, <code class="notranslate" translate="no">color</code>, <code class="notranslate" translate="no">uv</code>.
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								They represent <em>parallel arrays</em> which means that the Nth set of data in each
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								attribute belongs to the same vertex. The vertex at index = 4 is highlighted
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								to show that the parallel data across all attributes defines one vertex.</p>
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								<p>This brings up a point, here's a diagram of a cube with one corner highlighted.</p>
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								<div class="threejs_center"><img src="../resources/cube-faces-vertex.svg" style="width: 500px"></div>
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								<p>Thinking about it that single corner needs a different normal for each face of the
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								cube. A normal is info about which direction something faces. In the diagram
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								the normals are presented by the arrows around the corner vertex showing that each
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								face that shares that vertex position needs a normal that points in a different direction.</p>
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								<p>That corner needs different UVs for each face as well. UVs are texture coordinates
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								that specify which part of a texture being drawn on a triangle corresponds to that
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								vertex position. You can see the green face needs that vertex to have a UV that corresponds
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								to the top right corner of the F texture, the blue face needs a UV that corresponds to the
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								top left corner of the F texture, and the red face needs a UV that corresponds to the bottom
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								left corner of the F texture.</p>
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								<p>A single <em>vertex</em> is the combination of all of its parts. If a vertex needs any
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								part to be different then it must be a different vertex.</p>
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								<p>As a simple example let's make a cube using <a href="/docs/#api/en/core/BufferGeometry"><code class="notranslate" translate="no">BufferGeometry</code></a>. A cube is interesting
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								because it appears to share vertices at the corners but really
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								does not. For our example we'll list out all the vertices with all their data
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								and then convert that data into parallel arrays and finally use those to make
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								<a href="/docs/#api/en/core/BufferAttribute"><code class="notranslate" translate="no">BufferAttribute</code></a>s and add them to a <a href="/docs/#api/en/core/BufferGeometry"><code class="notranslate" translate="no">BufferGeometry</code></a>.</p>
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								<p>We start with a list of all the data needed for the cube. Remember again
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								that if a vertex has any unique parts it has to be a separate vertex. As such
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								to make a cube requires 36 vertices. 2 triangles per face, 3 vertices per triangle,
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								6 faces = 36 vertices.</p>
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								<pre class="prettyprint showlinemods notranslate lang-js" translate="no">const vertices = [
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								  // front
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								  { pos: [-1, -1,  1], norm: [ 0,  0,  1], uv: [0, 0], },
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								  { pos: [ 1, -1,  1], norm: [ 0,  0,  1], uv: [1, 0], },
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								  { pos: [-1,  1,  1], norm: [ 0,  0,  1], uv: [0, 1], },
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						|
								
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								  { pos: [-1,  1,  1], norm: [ 0,  0,  1], uv: [0, 1], },
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								  { pos: [ 1, -1,  1], norm: [ 0,  0,  1], uv: [1, 0], },
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								  { pos: [ 1,  1,  1], norm: [ 0,  0,  1], uv: [1, 1], },
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								  // right
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								  { pos: [ 1, -1,  1], norm: [ 1,  0,  0], uv: [0, 0], },
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								  { pos: [ 1, -1, -1], norm: [ 1,  0,  0], uv: [1, 0], },
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								  { pos: [ 1,  1,  1], norm: [ 1,  0,  0], uv: [0, 1], },
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						|
								
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								  { pos: [ 1,  1,  1], norm: [ 1,  0,  0], uv: [0, 1], },
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								  { pos: [ 1, -1, -1], norm: [ 1,  0,  0], uv: [1, 0], },
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								  { pos: [ 1,  1, -1], norm: [ 1,  0,  0], uv: [1, 1], },
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								  // back
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								  { pos: [ 1, -1, -1], norm: [ 0,  0, -1], uv: [0, 0], },
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								  { pos: [-1, -1, -1], norm: [ 0,  0, -1], uv: [1, 0], },
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								  { pos: [ 1,  1, -1], norm: [ 0,  0, -1], uv: [0, 1], },
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								  { pos: [ 1,  1, -1], norm: [ 0,  0, -1], uv: [0, 1], },
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								  { pos: [-1, -1, -1], norm: [ 0,  0, -1], uv: [1, 0], },
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								  { pos: [-1,  1, -1], norm: [ 0,  0, -1], uv: [1, 1], },
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								  // left
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								  { pos: [-1, -1, -1], norm: [-1,  0,  0], uv: [0, 0], },
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								  { pos: [-1, -1,  1], norm: [-1,  0,  0], uv: [1, 0], },
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								  { pos: [-1,  1, -1], norm: [-1,  0,  0], uv: [0, 1], },
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						|
								
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								  { pos: [-1,  1, -1], norm: [-1,  0,  0], uv: [0, 1], },
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								  { pos: [-1, -1,  1], norm: [-1,  0,  0], uv: [1, 0], },
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								  { pos: [-1,  1,  1], norm: [-1,  0,  0], uv: [1, 1], },
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								  // top
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								  { pos: [ 1,  1, -1], norm: [ 0,  1,  0], uv: [0, 0], },
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								  { pos: [-1,  1, -1], norm: [ 0,  1,  0], uv: [1, 0], },
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								  { pos: [ 1,  1,  1], norm: [ 0,  1,  0], uv: [0, 1], },
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						|
								
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								  { pos: [ 1,  1,  1], norm: [ 0,  1,  0], uv: [0, 1], },
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								  { pos: [-1,  1, -1], norm: [ 0,  1,  0], uv: [1, 0], },
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								  { pos: [-1,  1,  1], norm: [ 0,  1,  0], uv: [1, 1], },
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								  // bottom
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								  { pos: [ 1, -1,  1], norm: [ 0, -1,  0], uv: [0, 0], },
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								  { pos: [-1, -1,  1], norm: [ 0, -1,  0], uv: [1, 0], },
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								  { pos: [ 1, -1, -1], norm: [ 0, -1,  0], uv: [0, 1], },
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						|
								
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								  { pos: [ 1, -1, -1], norm: [ 0, -1,  0], uv: [0, 1], },
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								  { pos: [-1, -1,  1], norm: [ 0, -1,  0], uv: [1, 0], },
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								  { pos: [-1, -1, -1], norm: [ 0, -1,  0], uv: [1, 1], },
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								];
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								</pre>
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								<p>We can then translate all of that into 3 parallel arrays</p>
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								<pre class="prettyprint showlinemods notranslate lang-js" translate="no">const positions = [];
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								const normals = [];
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								const uvs = [];
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								for (const vertex of vertices) {
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								  positions.push(...vertex.pos);
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								  normals.push(...vertex.norm);
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								  uvs.push(...vertex.uv);
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								}
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								</pre>
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								<p>Finally we can create a <a href="/docs/#api/en/core/BufferGeometry"><code class="notranslate" translate="no">BufferGeometry</code></a> and then a <a href="/docs/#api/en/core/BufferAttribute"><code class="notranslate" translate="no">BufferAttribute</code></a> for each array
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								and add it to the <a href="/docs/#api/en/core/BufferGeometry"><code class="notranslate" translate="no">BufferGeometry</code></a>.</p>
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								<pre class="prettyprint showlinemods notranslate lang-js" translate="no">  const geometry = new THREE.BufferGeometry();
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								  const positionNumComponents = 3;
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								  const normalNumComponents = 3;
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								  const uvNumComponents = 2;
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								  geometry.setAttribute(
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								      'position',
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								      new THREE.BufferAttribute(new Float32Array(positions), positionNumComponents));
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								  geometry.setAttribute(
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								      'normal',
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								      new THREE.BufferAttribute(new Float32Array(normals), normalNumComponents));
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								  geometry.setAttribute(
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								      'uv',
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								      new THREE.BufferAttribute(new Float32Array(uvs), uvNumComponents));
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								</pre>
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								<p>Note that the names are significant. You must name your attributes the names
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								that match what three.js expects (unless you are creating a custom shader).
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								In this case <code class="notranslate" translate="no">position</code>, <code class="notranslate" translate="no">normal</code>, and <code class="notranslate" translate="no">uv</code>. If you want vertex colors then
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								name your attribute <code class="notranslate" translate="no">color</code>.</p>
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								<p>Above we created 3 JavaScript native arrays, <code class="notranslate" translate="no">positions</code>, <code class="notranslate" translate="no">normals</code> and <code class="notranslate" translate="no">uvs</code>.
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								We then convert those into
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								<a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/TypedArray">TypedArrays</a>
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								of type <code class="notranslate" translate="no">Float32Array</code>. A <a href="/docs/#api/en/core/BufferAttribute"><code class="notranslate" translate="no">BufferAttribute</code></a> requires a TypedArray not a native
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								array. A <a href="/docs/#api/en/core/BufferAttribute"><code class="notranslate" translate="no">BufferAttribute</code></a> also requires you to tell it how many components there
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								are per vertex. For the positions and normals we have 3 components per vertex,
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								x, y, and z. For the UVs we have 2, u and v.</p>
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								<p></p><div translate="no" class="threejs_example_container notranslate">
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								  <div><iframe class="threejs_example notranslate" translate="no" style=" " src="/manual/examples/resources/editor.html?url=/manual/examples/custom-buffergeometry-cube.html"></iframe></div>
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								  <a class="threejs_center" href="/manual/examples/custom-buffergeometry-cube.html" target="_blank">click here to open in a separate window</a>
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								</div>
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								<p></p>
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								<p>That's a lot of data. A small thing we can do is use indices to reference
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								the vertices. Looking back at our cube data, each face is made from 2 triangles
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								with 3 vertices each, 6 vertices total, but 2 of those vertices are exactly the same;
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								The same position, the same normal, and the same uv.
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								So, we can remove the matching vertices and then
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								reference them by index. First we remove the matching vertices.</p>
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								<pre class="prettyprint showlinemods notranslate lang-js" translate="no">const vertices = [
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								  // front
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								  { pos: [-1, -1,  1], norm: [ 0,  0,  1], uv: [0, 0], }, // 0
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								  { pos: [ 1, -1,  1], norm: [ 0,  0,  1], uv: [1, 0], }, // 1
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								  { pos: [-1,  1,  1], norm: [ 0,  0,  1], uv: [0, 1], }, // 2
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								-
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								-  { pos: [-1,  1,  1], norm: [ 0,  0,  1], uv: [0, 1], },
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								-  { pos: [ 1, -1,  1], norm: [ 0,  0,  1], uv: [1, 0], },
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								  { pos: [ 1,  1,  1], norm: [ 0,  0,  1], uv: [1, 1], }, // 3
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								  // right
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								  { pos: [ 1, -1,  1], norm: [ 1,  0,  0], uv: [0, 0], }, // 4
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								  { pos: [ 1, -1, -1], norm: [ 1,  0,  0], uv: [1, 0], }, // 5
							 | 
						|
								-
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								-  { pos: [ 1,  1,  1], norm: [ 1,  0,  0], uv: [0, 1], },
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								-  { pos: [ 1, -1, -1], norm: [ 1,  0,  0], uv: [1, 0], },
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								  { pos: [ 1,  1,  1], norm: [ 1,  0,  0], uv: [0, 1], }, // 6
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								  { pos: [ 1,  1, -1], norm: [ 1,  0,  0], uv: [1, 1], }, // 7
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								  // back
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								  { pos: [ 1, -1, -1], norm: [ 0,  0, -1], uv: [0, 0], }, // 8
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								  { pos: [-1, -1, -1], norm: [ 0,  0, -1], uv: [1, 0], }, // 9
							 | 
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								-
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								-  { pos: [ 1,  1, -1], norm: [ 0,  0, -1], uv: [0, 1], },
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						|
								-  { pos: [-1, -1, -1], norm: [ 0,  0, -1], uv: [1, 0], },
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								  { pos: [ 1,  1, -1], norm: [ 0,  0, -1], uv: [0, 1], }, // 10
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								  { pos: [-1,  1, -1], norm: [ 0,  0, -1], uv: [1, 1], }, // 11
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								  // left
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								  { pos: [-1, -1, -1], norm: [-1,  0,  0], uv: [0, 0], }, // 12
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								  { pos: [-1, -1,  1], norm: [-1,  0,  0], uv: [1, 0], }, // 13
							 | 
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								-
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								-  { pos: [-1,  1, -1], norm: [-1,  0,  0], uv: [0, 1], },
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						|
								-  { pos: [-1, -1,  1], norm: [-1,  0,  0], uv: [1, 0], },
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								  { pos: [-1,  1, -1], norm: [-1,  0,  0], uv: [0, 1], }, // 14
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								  { pos: [-1,  1,  1], norm: [-1,  0,  0], uv: [1, 1], }, // 15
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								  // top
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								  { pos: [ 1,  1, -1], norm: [ 0,  1,  0], uv: [0, 0], }, // 16
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								  { pos: [-1,  1, -1], norm: [ 0,  1,  0], uv: [1, 0], }, // 17
							 | 
						|
								-
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								-  { pos: [ 1,  1,  1], norm: [ 0,  1,  0], uv: [0, 1], },
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								-  { pos: [-1,  1, -1], norm: [ 0,  1,  0], uv: [1, 0], },
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								  { pos: [ 1,  1,  1], norm: [ 0,  1,  0], uv: [0, 1], }, // 18
							 | 
						|
								  { pos: [-1,  1,  1], norm: [ 0,  1,  0], uv: [1, 1], }, // 19
							 | 
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								  // bottom
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								  { pos: [ 1, -1,  1], norm: [ 0, -1,  0], uv: [0, 0], }, // 20
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								  { pos: [-1, -1,  1], norm: [ 0, -1,  0], uv: [1, 0], }, // 21
							 | 
						|
								-
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								-  { pos: [ 1, -1, -1], norm: [ 0, -1,  0], uv: [0, 1], },
							 | 
						|
								-  { pos: [-1, -1,  1], norm: [ 0, -1,  0], uv: [1, 0], },
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								  { pos: [ 1, -1, -1], norm: [ 0, -1,  0], uv: [0, 1], }, // 22
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								  { pos: [-1, -1, -1], norm: [ 0, -1,  0], uv: [1, 1], }, // 23
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								];
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						|
								</pre>
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								<p>So now we have 24 unique vertices. Then we specify 36 indices
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								for the 36 vertices we need drawn to make 12 triangles by calling <a href="/docs/#api/en/core/BufferGeometry.setIndex"><code class="notranslate" translate="no">BufferGeometry.setIndex</code></a> with an array of indices.</p>
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								<pre class="prettyprint showlinemods notranslate lang-js" translate="no">geometry.setAttribute(
							 | 
						|
								    'position',
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						|
								    new THREE.BufferAttribute(positions, positionNumComponents));
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						|
								geometry.setAttribute(
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								    'normal',
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						|
								    new THREE.BufferAttribute(normals, normalNumComponents));
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						|
								geometry.setAttribute(
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								    'uv',
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						|
								    new THREE.BufferAttribute(uvs, uvNumComponents));
							 | 
						|
								
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								+geometry.setIndex([
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								+   0,  1,  2,   2,  1,  3,  // front
							 | 
						|
								+   4,  5,  6,   6,  5,  7,  // right
							 | 
						|
								+   8,  9, 10,  10,  9, 11,  // back
							 | 
						|
								+  12, 13, 14,  14, 13, 15,  // left
							 | 
						|
								+  16, 17, 18,  18, 17, 19,  // top
							 | 
						|
								+  20, 21, 22,  22, 21, 23,  // bottom
							 | 
						|
								+]);
							 | 
						|
								</pre>
							 | 
						|
								<p></p><div translate="no" class="threejs_example_container notranslate">
							 | 
						|
								  <div><iframe class="threejs_example notranslate" translate="no" style=" " src="/manual/examples/resources/editor.html?url=/manual/examples/custom-buffergeometry-cube-indexed.html"></iframe></div>
							 | 
						|
								  <a class="threejs_center" href="/manual/examples/custom-buffergeometry-cube-indexed.html" target="_blank">click here to open in a separate window</a>
							 | 
						|
								</div>
							 | 
						|
								
							 | 
						|
								<p></p>
							 | 
						|
								<p><a href="/docs/#api/en/core/BufferGeometry"><code class="notranslate" translate="no">BufferGeometry</code></a> has a <a href="/docs/#api/en/core/BufferGeometry#computeVertexNormals"><code class="notranslate" translate="no">computeVertexNormals</code></a> method for computing normals if you
							 | 
						|
								are not supplying them. Unfortunately, 
							 | 
						|
								since positions can not be shared if any other part of a vertex is different,
							 | 
						|
								the results of calling <code class="notranslate" translate="no">computeVertexNormals</code> will generate seams if your
							 | 
						|
								geometry is supposed to connect to itself like a sphere or a cylinder.</p>
							 | 
						|
								<div class="spread">
							 | 
						|
								  <div>
							 | 
						|
								    <div data-diagram="bufferGeometryCylinder"></div>
							 | 
						|
								  </div>
							 | 
						|
								</div>
							 | 
						|
								
							 | 
						|
								<p>For the cylinder above the normals were created using <code class="notranslate" translate="no">computeVertexNormals</code>.
							 | 
						|
								If you look closely there is a seam on the cylinder. This is because there
							 | 
						|
								is no way to share the vertices at the start and end of the cylinder since they
							 | 
						|
								require different UVs so the function to compute them has no idea those are
							 | 
						|
								the same vertices to smooth over them. Just a small thing to be aware of.
							 | 
						|
								The solution is to supply your own normals.</p>
							 | 
						|
								<p>We can also use <a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/TypedArray">TypedArrays</a> from the start instead of native JavaScript arrays.
							 | 
						|
								The disadvantage to TypedArrays is you must specify their size up front. Of
							 | 
						|
								course that's not that large of a burden but with native arrays we can just
							 | 
						|
								<code class="notranslate" translate="no">push</code> values onto them and look at what size they end up by checking their
							 | 
						|
								<code class="notranslate" translate="no">length</code> at the end. With TypedArrays there is no push function so we need
							 | 
						|
								to do our own bookkeeping when adding values to them.</p>
							 | 
						|
								<p>In this example knowing the length up front is pretty easy since we're using
							 | 
						|
								a big block of static data to start.</p>
							 | 
						|
								<pre class="prettyprint showlinemods notranslate lang-js" translate="no">-const positions = [];
							 | 
						|
								-const normals = [];
							 | 
						|
								-const uvs = [];
							 | 
						|
								+const numVertices = vertices.length;
							 | 
						|
								+const positionNumComponents = 3;
							 | 
						|
								+const normalNumComponents = 3;
							 | 
						|
								+const uvNumComponents = 2;
							 | 
						|
								+const positions = new Float32Array(numVertices * positionNumComponents);
							 | 
						|
								+const normals = new Float32Array(numVertices * normalNumComponents);
							 | 
						|
								+const uvs = new Float32Array(numVertices * uvNumComponents);
							 | 
						|
								+let posNdx = 0;
							 | 
						|
								+let nrmNdx = 0;
							 | 
						|
								+let uvNdx = 0;
							 | 
						|
								for (const vertex of vertices) {
							 | 
						|
								-  positions.push(...vertex.pos);
							 | 
						|
								-  normals.push(...vertex.norm);
							 | 
						|
								-  uvs.push(...vertex.uv);
							 | 
						|
								+  positions.set(vertex.pos, posNdx);
							 | 
						|
								+  normals.set(vertex.norm, nrmNdx);
							 | 
						|
								+  uvs.set(vertex.uv, uvNdx);
							 | 
						|
								+  posNdx += positionNumComponents;
							 | 
						|
								+  nrmNdx += normalNumComponents;
							 | 
						|
								+  uvNdx += uvNumComponents;
							 | 
						|
								}
							 | 
						|
								
							 | 
						|
								geometry.setAttribute(
							 | 
						|
								    'position',
							 | 
						|
								-    new THREE.BufferAttribute(new Float32Array(positions), positionNumComponents));
							 | 
						|
								+    new THREE.BufferAttribute(positions, positionNumComponents));
							 | 
						|
								geometry.setAttribute(
							 | 
						|
								    'normal',
							 | 
						|
								-    new THREE.BufferAttribute(new Float32Array(normals), normalNumComponents));
							 | 
						|
								+    new THREE.BufferAttribute(normals, normalNumComponents));
							 | 
						|
								geometry.setAttribute(
							 | 
						|
								    'uv',
							 | 
						|
								-    new THREE.BufferAttribute(new Float32Array(uvs), uvNumComponents));
							 | 
						|
								+    new THREE.BufferAttribute(uvs, uvNumComponents));
							 | 
						|
								
							 | 
						|
								geometry.setIndex([
							 | 
						|
								   0,  1,  2,   2,  1,  3,  // front
							 | 
						|
								   4,  5,  6,   6,  5,  7,  // right
							 | 
						|
								   8,  9, 10,  10,  9, 11,  // back
							 | 
						|
								  12, 13, 14,  14, 13, 15,  // left
							 | 
						|
								  16, 17, 18,  18, 17, 19,  // top
							 | 
						|
								  20, 21, 22,  22, 21, 23,  // bottom
							 | 
						|
								]);
							 | 
						|
								</pre>
							 | 
						|
								<p></p><div translate="no" class="threejs_example_container notranslate">
							 | 
						|
								  <div><iframe class="threejs_example notranslate" translate="no" style=" " src="/manual/examples/resources/editor.html?url=/manual/examples/custom-buffergeometry-cube-typedarrays.html"></iframe></div>
							 | 
						|
								  <a class="threejs_center" href="/manual/examples/custom-buffergeometry-cube-typedarrays.html" target="_blank">click here to open in a separate window</a>
							 | 
						|
								</div>
							 | 
						|
								
							 | 
						|
								<p></p>
							 | 
						|
								<p>A good reason to use typedarrays is if you want to dynamically update any
							 | 
						|
								part of the vertices.</p>
							 | 
						|
								<p>I couldn't think of a really good example of dynamically updating the vertices
							 | 
						|
								so I decided to make a sphere and move each quad in and out from the center. Hopefully
							 | 
						|
								it's a useful example.</p>
							 | 
						|
								<p>Here's the code to generate positions and indices for a sphere. The code
							 | 
						|
								is sharing vertices within a quad but it's not sharing vertices between
							 | 
						|
								quads because we want to be able to move each quad separately.</p>
							 | 
						|
								<p>Because I'm lazy I used a small hierarchy of 3 <a href="/docs/#api/en/core/Object3D"><code class="notranslate" translate="no">Object3D</code></a> objects to compute
							 | 
						|
								sphere points. How this works is explained in <a href="optimize-lots-of-objects.html">the article on optimizing lots of objects</a>.</p>
							 | 
						|
								<pre class="prettyprint showlinemods notranslate lang-js" translate="no">function makeSpherePositions(segmentsAround, segmentsDown) {
							 | 
						|
								  const numVertices = segmentsAround * segmentsDown * 6;
							 | 
						|
								  const numComponents = 3;
							 | 
						|
								  const positions = new Float32Array(numVertices * numComponents);
							 | 
						|
								  const indices = [];
							 | 
						|
								
							 | 
						|
								  const longHelper = new THREE.Object3D();
							 | 
						|
								  const latHelper = new THREE.Object3D();
							 | 
						|
								  const pointHelper = new THREE.Object3D();
							 | 
						|
								  longHelper.add(latHelper);
							 | 
						|
								  latHelper.add(pointHelper);
							 | 
						|
								  pointHelper.position.z = 1;
							 | 
						|
								  const temp = new THREE.Vector3();
							 | 
						|
								
							 | 
						|
								  function getPoint(lat, long) {
							 | 
						|
								    latHelper.rotation.x = lat;
							 | 
						|
								    longHelper.rotation.y = long;
							 | 
						|
								    longHelper.updateMatrixWorld(true);
							 | 
						|
								    return pointHelper.getWorldPosition(temp).toArray();
							 | 
						|
								  }
							 | 
						|
								
							 | 
						|
								  let posNdx = 0;
							 | 
						|
								  let ndx = 0;
							 | 
						|
								  for (let down = 0; down < segmentsDown; ++down) {
							 | 
						|
								    const v0 = down / segmentsDown;
							 | 
						|
								    const v1 = (down + 1) / segmentsDown;
							 | 
						|
								    const lat0 = (v0 - 0.5) * Math.PI;
							 | 
						|
								    const lat1 = (v1 - 0.5) * Math.PI;
							 | 
						|
								
							 | 
						|
								    for (let across = 0; across < segmentsAround; ++across) {
							 | 
						|
								      const u0 = across / segmentsAround;
							 | 
						|
								      const u1 = (across + 1) / segmentsAround;
							 | 
						|
								      const long0 = u0 * Math.PI * 2;
							 | 
						|
								      const long1 = u1 * Math.PI * 2;
							 | 
						|
								
							 | 
						|
								      positions.set(getPoint(lat0, long0), posNdx);  posNdx += numComponents;
							 | 
						|
								      positions.set(getPoint(lat1, long0), posNdx);  posNdx += numComponents;
							 | 
						|
								      positions.set(getPoint(lat0, long1), posNdx);  posNdx += numComponents;
							 | 
						|
								      positions.set(getPoint(lat1, long1), posNdx);  posNdx += numComponents;
							 | 
						|
								
							 | 
						|
								      indices.push(
							 | 
						|
								        ndx, ndx + 1, ndx + 2,
							 | 
						|
								        ndx + 2, ndx + 1, ndx + 3,
							 | 
						|
								      );
							 | 
						|
								      ndx += 4;
							 | 
						|
								    }
							 | 
						|
								  }
							 | 
						|
								  return {positions, indices};
							 | 
						|
								}
							 | 
						|
								</pre>
							 | 
						|
								<p>We can then call it like this</p>
							 | 
						|
								<pre class="prettyprint showlinemods notranslate lang-js" translate="no">const segmentsAround = 24;
							 | 
						|
								const segmentsDown = 16;
							 | 
						|
								const {positions, indices} = makeSpherePositions(segmentsAround, segmentsDown);
							 | 
						|
								</pre>
							 | 
						|
								<p>Because positions returned are unit sphere positions so they are exactly the same
							 | 
						|
								values we need for normals so we can just duplicated them for the normals.</p>
							 | 
						|
								<pre class="prettyprint showlinemods notranslate lang-js" translate="no">const normals = positions.slice();
							 | 
						|
								</pre>
							 | 
						|
								<p>And then we setup the attributes like before</p>
							 | 
						|
								<pre class="prettyprint showlinemods notranslate lang-js" translate="no">const geometry = new THREE.BufferGeometry();
							 | 
						|
								const positionNumComponents = 3;
							 | 
						|
								const normalNumComponents = 3;
							 | 
						|
								
							 | 
						|
								+const positionAttribute = new THREE.BufferAttribute(positions, positionNumComponents);
							 | 
						|
								+positionAttribute.setUsage(THREE.DynamicDrawUsage);
							 | 
						|
								geometry.setAttribute(
							 | 
						|
								    'position',
							 | 
						|
								+    positionAttribute);
							 | 
						|
								geometry.setAttribute(
							 | 
						|
								    'normal',
							 | 
						|
								    new THREE.BufferAttribute(normals, normalNumComponents));
							 | 
						|
								geometry.setIndex(indices);
							 | 
						|
								</pre>
							 | 
						|
								<p>I've highlighted a few differences. We save a reference to the position attribute.
							 | 
						|
								We also mark it as dynamic. This is a hint to THREE.js that we're going to be changing
							 | 
						|
								the contents of the attribute often.</p>
							 | 
						|
								<p>In our render loop we update the positions based off their normals every frame.</p>
							 | 
						|
								<pre class="prettyprint showlinemods notranslate lang-js" translate="no">const temp = new THREE.Vector3();
							 | 
						|
								
							 | 
						|
								...
							 | 
						|
								
							 | 
						|
								for (let i = 0; i < positions.length; i += 3) {
							 | 
						|
								  const quad = (i / 12 | 0);
							 | 
						|
								  const ringId = quad / segmentsAround | 0;
							 | 
						|
								  const ringQuadId = quad % segmentsAround;
							 | 
						|
								  const ringU = ringQuadId / segmentsAround;
							 | 
						|
								  const angle = ringU * Math.PI * 2;
							 | 
						|
								  temp.fromArray(normals, i);
							 | 
						|
								  temp.multiplyScalar(THREE.MathUtils.lerp(1, 1.4, Math.sin(time + ringId + angle) * .5 + .5));
							 | 
						|
								  temp.toArray(positions, i);
							 | 
						|
								}
							 | 
						|
								positionAttribute.needsUpdate = true;
							 | 
						|
								</pre>
							 | 
						|
								<p>And we set <code class="notranslate" translate="no">positionAttribute.needsUpdate</code> to tell THREE.js to use our changes.</p>
							 | 
						|
								<p></p><div translate="no" class="threejs_example_container notranslate">
							 | 
						|
								  <div><iframe class="threejs_example notranslate" translate="no" style=" " src="/manual/examples/resources/editor.html?url=/manual/examples/custom-buffergeometry-dynamic.html"></iframe></div>
							 | 
						|
								  <a class="threejs_center" href="/manual/examples/custom-buffergeometry-dynamic.html" target="_blank">click here to open in a separate window</a>
							 | 
						|
								</div>
							 | 
						|
								
							 | 
						|
								<p></p>
							 | 
						|
								<p>I hope these were useful examples of how to use <a href="/docs/#api/en/core/BufferGeometry"><code class="notranslate" translate="no">BufferGeometry</code></a> directly to
							 | 
						|
								make your own geometry and how to dynamically update the contents of a
							 | 
						|
								<a href="/docs/#api/en/core/BufferAttribute"><code class="notranslate" translate="no">BufferAttribute</code></a>.</p>
							 | 
						|
								<!-- needed in English only to prevent warning from outdated translations -->
							 | 
						|
								<p><a href="resources/threejs-geometry.svg"></a>
							 | 
						|
								<a href="custom-geometry.html"></a></p>
							 | 
						|
								<p><canvas id="c"></canvas></p>
							 | 
						|
								<script type="module" src="../resources/threejs-custom-buffergeometry.js"></script>
							 | 
						|
								
							 | 
						|
								
							 | 
						|
								        </div>
							 | 
						|
								      </div>
							 | 
						|
								    </div>
							 | 
						|
								  
							 | 
						|
								  <script src="/manual/resources/prettify.js"></script>
							 | 
						|
								  <script src="/manual/resources/lesson.js"></script>
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						|
								
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								</body></html>
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