BufferGeometry
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 BufferAttribute documentation.
Code Example
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, // v0 1.0, -1.0, 1.0, // v1 1.0, 1.0, 1.0, // v2 1.0, 1.0, 1.0, //
v3 -1.0, 1.0, 1.0, // v4 -1.0, -1.0, 1.0 // v5 ] ); // 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 );
Code Example (Index)
const geometry = new THREE.BufferGeometry(); const vertices = new
Float32Array( [ -1.0, -1.0, 1.0, // v0 1.0, -1.0, 1.0, // v1 1.0, 1.0, 1.0, //
v2 -1.0, 1.0, 1.0, // v3 ] ); const indices = [ 0, 1, 2, 2, 3, 0, ];
geometry.setIndex( indices ); geometry.setAttribute( 'position', new
THREE.BufferAttribute( vertices, 3 ) ); const material = new
THREE.MeshBasicMaterial( { color: 0xff0000 } ); const mesh = new THREE.Mesh(
geometry, material );
Examples
[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]
Constructor
BufferGeometry
function BufferGeometry( ): void;
This creates a new BufferGeometry. It also sets several properties to a default value.
Properties
attributes
attributes: Object;
This hashmap has as id the name of the attribute to be set and as value the .ufferAttribute to set it to. Rather than accessing this property directly, use .setAttribute and .getAttribute to access attributes of this geometry.
boundingBox
boundingBox: Box3;
Bounding box for the bufferGeometry, which can be calculated with
.computeBoundingBox(). Default is null.
boundingSphere
boundingSphere: Sphere;
Bounding sphere for the bufferGeometry, which can be calculated with
.computeBoundingSphere(). Default is null.
drawRange
drawRange: Object;
Determines the part of the geometry to render. This should not be set directly, instead use .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.
groups
groups: Array;
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 .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.
Note: groups used to be called drawCalls
[property:Array drawcalls]
For geometries that use indexed triangles, this Array can be used to split the object into multiple WebGL draw calls. Each draw call will draw some subset of the vertices in this geometry using the configured shader. This may be necessary if, for instance, you have more than 65535 vertices in your object.
id
id: Integer;
Unique number for this bufferGeometry instance.
index
index: BufferAttribute;
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
renderer assumes that each three contiguous
positions represent a single triangle. Default is null.
isBufferGeometry
isBufferGeometry: Boolean;
Read-only flag to check if a given object is of type BufferGeometry.
morphAttributes
morphAttributes: Object;
Hashmap of BufferAttributes 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 .dispose(), and create a new instance of
BufferGeometry.
morphTargetsRelative
morphTargetsRelative: Boolean;
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.
name
name: String;
Optional name for this bufferGeometry instance. Default is an empty string.
userData
userData: Object;
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.
uuid
uuid: String;
UUID of this object instance. This gets automatically assigned and shouldn't be edited.
Methods
EventDispatcher methods are available on this class.
addGroup
function addGroup( start: Integer, count: Integer, materialIndex: Integer ):
undefined;
Adds a group to this geometry; see the groups property for details.
applyMatrix4
function applyMatrix4( matrix: Matrix4 ): this;
Applies the matrix transform to the geometry.
applyQuaternion
function applyQuaternion( quaternion: Quaternion ): this;
Applies the rotation represented by the quaternion to the geometry.
center
function center( ): this;
Center the geometry based on the bounding box.
clearGroups
function clearGroups( ): undefined;
Clears all groups.
clone
function clone( ): BufferGeometry;
Creates a clone of this BufferGeometry.
computeBoundingBox
function computeBoundingBox( ): undefined;
Computes bounding box of the geometry, updating .boundingBox attribute.
Bounding boxes aren't computed by default. They need to be explicitly
computed, otherwise they are null.
computeBoundingSphere
function computeBoundingSphere( ): undefined;
Computes bounding sphere of the geometry, updating .boundingSphere
attribute.
Bounding spheres aren't computed by default. They need to be explicitly
computed, otherwise they are null.
computeTangents
function computeTangents( ): undefined;
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
BufferGeometryUtils.computeMikkTSpaceTangents instead.
computeVertexNormals
function computeVertexNormals( ): undefined;
Computes vertex normals for the given vertex data. For indexed geometries, the method sets each vertex normal to be the average of the face normals of the faces that share that vertex. For non-indexed geometries, vertices are not shared, and the method sets each vertex normal to be the same as the face normal.
copy
function copy( bufferGeometry: BufferGeometry ): this;
Copies another BufferGeometry to this BufferGeometry.
deleteAttribute
function deleteAttribute( name: String ): BufferAttribute;
Deletes the attribute with the specified name.
dispose
function dispose( ): undefined;
Frees the GPU-related resources allocated by this instance. Call this method whenever this instance is no longer used in your app.
getAttribute
function getAttribute( name: String ): BufferAttribute;
Returns the attribute with the specified name.
getIndex
function getIndex( ): BufferAttribute;
Return the .index buffer.
hasAttribute
function hasAttribute( name: String ): Boolean;
Returns true if the attribute with the specified name exists.
lookAt
function lookAt( vector: Vector3 ): this;
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 Object3D.lookAt for typical real-time mesh usage.
normalizeNormals
function normalizeNormals( ): undefined;
Every normal vector in a geometry will have a magnitude of 1. This will
correct lighting on the geometry surfaces.
rotateX
function rotateX( radians: Float ): this;
Rotate the geometry about the X axis. This is typically done as a one time operation, and not during a loop. Use Object3D.rotation for typical real- time mesh rotation.
rotateY
function rotateY( radians: Float ): this;
Rotate the geometry about the Y axis. This is typically done as a one time operation, and not during a loop. Use Object3D.rotation for typical real- time mesh rotation.
rotateZ
function rotateZ( radians: Float ): this;
Rotate the geometry about the Z axis. This is typically done as a one time operation, and not during a loop. Use Object3D.rotation for typical real- time mesh rotation.
scale
function scale( x: Float, y: Float, z: Float ): this;
Scale the geometry data. This is typically done as a one time operation, and not during a loop. Use Object3D.scale for typical real-time mesh scaling.
setAttribute
function setAttribute( name: String, attribute: BufferAttribute ): this;
Sets an attribute to this geometry. Use this rather than the attributes property, because an internal hashmap of .attributes is maintained to speed up iterating over attributes.
setDrawRange
function setDrawRange( start: Integer, count: Integer ): undefined;
Set the .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.
setFromPoints
function setFromPoints( points: Array ): this;
Sets the attributes for this BufferGeometry from an array of points.
setIndex
function setIndex( index: BufferAttribute ): this;
Set the .index buffer.
toJSON
function toJSON( ): Object;
Convert the buffer geometry to three.js JSON Object/Scene format.
toNonIndexed
function toNonIndexed( ): BufferGeometry;
Return a non-index version of an indexed BufferGeometry.
translate
function translate( x: Float, y: Float, z: Float ): this;
Translate the geometry. This is typically done as a one time operation, and not during a loop. Use Object3D.position for typical real-time mesh translation.