WebGLGeometry class
class WebGLGeometry { int id; int _vertices; List faces3, faces4; int materialIndex, numMorphTargets, numMorphNormals; var geometryGroups, geometryGroupsList; bool __webglInit; bool __inittedArrays; Float32List __vertexArray, __normalArray, __tangentArray, __colorArray, __lineDistanceArray, __uvArray, __uv2Array, __skinVertexAArray, __skinVertexBArray, __skinIndexArray, __skinWeightArray; Uint16List __faceArray, __lineArray; List<Float32List> __morphTargetsArrays, __morphNormalsArrays; int __webglFaceCount, __webglLineCount, __webglParticleCount, __webglVertexCount; List __sortArray; var __webglCustomAttributesList; gl.Buffer __webglVertexBuffer, __webglNormalBuffer, __webglTangentBuffer, __webglColorBuffer, __webglLineDistanceBuffer, __webglUVBuffer, __webglUV2Buffer, __webglSkinVertexABuffer, __webglSkinVertexBBuffer, __webglSkinIndicesBuffer, __webglSkinWeightsBuffer, __webglFaceBuffer, __webglLineBuffer; List <gl.Buffer> __webglMorphTargetsBuffers, __webglMorphNormalsBuffers; Geometry _geometry; WebGLGeometry({ this.faces3, this.faces4, this.materialIndex: 0, int vertices: null, this.numMorphTargets: 0, this.numMorphNormals: 0}) : _vertices = vertices; WebGLGeometry._internal(Geometry geometry) : _geometry = geometry, _vertices = null, // Delegate vertices to geometry id = geometry.id, materialIndex = 0, numMorphTargets = 0, numMorphNormals = 0; factory WebGLGeometry.from(Geometry geometry) { if (geometry["__webglBuffer"] == null) { var __webglBuffer = new WebGLGeometry._internal(geometry); geometry["__webglBuffer"] = __webglBuffer; } return geometry["__webglBuffer"]; } // This is weird since vertices can be a List from geometry or a number set vertices(int n) => _vertices = n; get vertices { if (_vertices == null && _geometry != null) { return _geometry.vertices; } return _vertices; } get offsets => (_geometry as BufferGeometry).offsets; get attributes => (_geometry as BufferGeometry).attributes; get lineDistances => _geometry.lineDistances; getBoolData(key) => _geometry.__data.containsKey(key) ? _geometry[key] : false; get verticesNeedUpdate => getBoolData("verticesNeedUpdate"); set verticesNeedUpdate(bool flag) { _geometry["verticesNeedUpdate"] = flag; } get morphTargetsNeedUpdate => getBoolData("morphTargetsNeedUpdate"); set morphTargetsNeedUpdate(bool flag) { _geometry["morphTargetsNeedUpdate"] = flag; } get elementsNeedUpdate => getBoolData("elementsNeedUpdate"); set elementsNeedUpdate(bool flag) { _geometry["elementsNeedUpdate"] = flag; } get uvsNeedUpdate => getBoolData("uvsNeedUpdate"); set uvsNeedUpdate(bool flag) { _geometry["uvsNeedUpdate"] = flag; } get normalsNeedUpdate => getBoolData("normalsNeedUpdate"); set normalsNeedUpdate(bool flag) { _geometry["normalsNeedUpdate"] = flag; } get tangentsNeedUpdate => getBoolData("tangentsNeedUpdate"); set tangentsNeedUpdate(bool flag) { _geometry["tangentsNeedUpdate"] = flag; } get colorsNeedUpdate => getBoolData("colorsNeedUpdate"); set colorsNeedUpdate(bool flag) { _geometry["colorsNeedUpdate"] = flag; } get lineDistancesNeedUpdate => getBoolData("lineDistancesNeedUpdate"); set lineDistancesNeedUpdate(bool flag) { _geometry["lineDistancesNeedUpdate"] = flag; } get buffersNeedUpdate => getBoolData("buffersNeedUpdate"); set buffersNeedUpdate(bool flag) { _geometry["buffersNeedUpdate"] = flag; } get morphTargets => _geometry.morphTargets; get morphNormals => _geometry.morphNormals; get faces => _geometry.faces; get isDynamic => _geometry.isDynamic; get faceVertexUvs => _geometry.faceVertexUvs; get colors => _geometry.colors; get normals => _geometry.normals; get skinIndices => _geometry.skinIndices; get skinWeights => _geometry.skinWeights; get skinVerticesA => _geometry["skinVerticesA"]; get skinVerticesB => _geometry["skinVerticesB"]; get hasTangents => _geometry.hasTangents; get isBufferGeometry => _geometry is BufferGeometry; }
Constructors
new WebGLGeometry({List faces3, List faces4, int materialIndex: 0, int vertices: null, int numMorphTargets: 0, int numMorphNormals: 0}) #
Creates a new Object instance.
Object instances have no meaningful state, and are only useful through their identity. An Object instance is equal to itself only.
docs inherited from Object
WebGLGeometry({ this.faces3, this.faces4, this.materialIndex: 0, int vertices: null, this.numMorphTargets: 0, this.numMorphNormals: 0}) : _vertices = vertices;
Properties
final attributes #
get attributes => (_geometry as BufferGeometry).attributes;
var buffersNeedUpdate #
get buffersNeedUpdate => getBoolData("buffersNeedUpdate");
set buffersNeedUpdate(bool flag) { _geometry["buffersNeedUpdate"] = flag; }
final colors #
get colors => _geometry.colors;
var colorsNeedUpdate #
get colorsNeedUpdate => getBoolData("colorsNeedUpdate");
set colorsNeedUpdate(bool flag) { _geometry["colorsNeedUpdate"] = flag; }
var elementsNeedUpdate #
get elementsNeedUpdate => getBoolData("elementsNeedUpdate");
set elementsNeedUpdate(bool flag) { _geometry["elementsNeedUpdate"] = flag; }
final faces #
get faces => _geometry.faces;
final faceVertexUvs #
get faceVertexUvs => _geometry.faceVertexUvs;
var geometryGroups #
var geometryGroups
var geometryGroupsList #
var geometryGroups, geometryGroupsList
final hasTangents #
get hasTangents => _geometry.hasTangents;
final isBufferGeometry #
get isBufferGeometry => _geometry is BufferGeometry;
final isDynamic #
get isDynamic => _geometry.isDynamic;
final lineDistances #
get lineDistances => _geometry.lineDistances;
var lineDistancesNeedUpdate #
get lineDistancesNeedUpdate => getBoolData("lineDistancesNeedUpdate");
set lineDistancesNeedUpdate(bool flag) { _geometry["lineDistancesNeedUpdate"] = flag; }
final morphNormals #
get morphNormals => _geometry.morphNormals;
final morphTargets #
get morphTargets => _geometry.morphTargets;
var morphTargetsNeedUpdate #
get morphTargetsNeedUpdate => getBoolData("morphTargetsNeedUpdate");
set morphTargetsNeedUpdate(bool flag) { _geometry["morphTargetsNeedUpdate"] = flag; }
final normals #
get normals => _geometry.normals;
var normalsNeedUpdate #
get normalsNeedUpdate => getBoolData("normalsNeedUpdate");
set normalsNeedUpdate(bool flag) { _geometry["normalsNeedUpdate"] = flag; }
final offsets #
get offsets => (_geometry as BufferGeometry).offsets;
final skinIndices #
get skinIndices => _geometry.skinIndices;
final skinVerticesA #
get skinVerticesA => _geometry["skinVerticesA"];
final skinVerticesB #
get skinVerticesB => _geometry["skinVerticesB"];
final skinWeights #
get skinWeights => _geometry.skinWeights;
var tangentsNeedUpdate #
get tangentsNeedUpdate => getBoolData("tangentsNeedUpdate");
set tangentsNeedUpdate(bool flag) { _geometry["tangentsNeedUpdate"] = flag; }
var uvsNeedUpdate #
get uvsNeedUpdate => getBoolData("uvsNeedUpdate");
set uvsNeedUpdate(bool flag) { _geometry["uvsNeedUpdate"] = flag; }
var vertices #
get vertices { if (_vertices == null && _geometry != null) { return _geometry.vertices; } return _vertices; }
set vertices(int n) => _vertices = n;
var verticesNeedUpdate #
get verticesNeedUpdate => getBoolData("verticesNeedUpdate");
set verticesNeedUpdate(bool flag) { _geometry["verticesNeedUpdate"] = flag; }
Methods
dynamic getBoolData(key) #
getBoolData(key) => _geometry.__data.containsKey(key) ? _geometry[key] : false;