WebGLObject class
class WebGLObject { bool __webglInit = false; var __webglActive = false; Matrix4 _modelViewMatrix; Matrix3 _normalMatrix; var _normalMatrixArray; var _modelViewMatrixArray; var modelMatrixArray; WebGLGeometry buffer; Object3D object; WebGLMaterial opaque, transparent; bool render; var z; var __webglMorphTargetInfluences; WebGLObject._internal(this.object, this.opaque, this.transparent, this.buffer, this.render, this.z) ; factory WebGLObject(Object3D object, {WebGLMaterial opaque, WebGLMaterial transparent, WebGLGeometry buffer, bool render: true, num z: 0}) { if (object["__webglObject"] == null) { var webglObject = new WebGLObject._internal(object, opaque, transparent, buffer, render, z ); object["__webglObject"] = webglObject; } return object["__webglObject"]; } Geometry get geometry => _hasGeometry ? (object as dynamic).geometry : null; WebGLGeometry get webglgeometry => geometry != null ? new WebGLGeometry.from(geometry) : null; Material get material => (object as dynamic).material; WebGLMaterial get webglmaterial => new WebGLMaterial.from(material); get matrixWorld => object.matrixWorld; get _hasGeometry => (object is Mesh) || (object is ParticleSystem) || (object is Line); get morphTargetBase => (object as dynamic).morphTargetBase; get receiveShadow => object.receiveShadow; get morphTargetForcedOrder => (object as Mesh).morphTargetForcedOrder; get morphTargetInfluences => (object as Mesh).morphTargetInfluences; // only SkinnedMesh get useVertexTexture => (object as dynamic).useVertexTexture; get boneMatrices => (object as dynamic).boneMatrices; get boneTexture => (object as dynamic).boneTexture; }
Constructors
factory WebGLObject(Object3D object, {WebGLMaterial opaque, WebGLMaterial transparent, WebGLGeometry buffer, bool render: true, num z: 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
factory WebGLObject(Object3D object, {WebGLMaterial opaque, WebGLMaterial transparent, WebGLGeometry buffer, bool render: true, num z: 0}) { if (object["__webglObject"] == null) { var webglObject = new WebGLObject._internal(object, opaque, transparent, buffer, render, z ); object["__webglObject"] = webglObject; } return object["__webglObject"]; }
Properties
final boneMatrices #
get boneMatrices => (object as dynamic).boneMatrices;
final boneTexture #
get boneTexture => (object as dynamic).boneTexture;
WebGLGeometry buffer #
WebGLGeometry buffer
final Geometry geometry #
Geometry get geometry => _hasGeometry ? (object as dynamic).geometry : null;
final matrixWorld #
get matrixWorld => object.matrixWorld;
var modelMatrixArray #
var modelMatrixArray
final morphTargetBase #
get morphTargetBase => (object as dynamic).morphTargetBase;
final morphTargetForcedOrder #
get morphTargetForcedOrder => (object as Mesh).morphTargetForcedOrder;
final morphTargetInfluences #
get morphTargetInfluences => (object as Mesh).morphTargetInfluences;
WebGLMaterial opaque #
WebGLMaterial opaque
final receiveShadow #
get receiveShadow => object.receiveShadow;
WebGLMaterial transparent #
WebGLMaterial opaque, transparent
final useVertexTexture #
get useVertexTexture => (object as dynamic).useVertexTexture;
final WebGLGeometry webglgeometry #
WebGLGeometry get webglgeometry => geometry != null ? new WebGLGeometry.from(geometry) : null;
final WebGLMaterial webglmaterial #
WebGLMaterial get webglmaterial => new WebGLMaterial.from(material);
var z #
var z