Accessors
bones
- get bones(): Uint8Array
Returns Uint8Array
- set bones(_iBones): void
Returns void
colors
- get colors(): Float32Array
Returns Float32Array
- set colors(_colors): void
Returns void
indices
- get indices(): Uint16Array
Returns Uint16Array
- set indices(_indices): void
Returns void
normals
- get normals(): Float32Array
Returns Float32Array
- set normals(_normals): void
Returns void
tangents
- get tangents(): Float32Array
Returns Float32Array
- set tangents(_tangents): void
Returns void
textureUVs
- get textureUVs(): Float32Array
Returns Float32Array
- set textureUVs(_textureUVs): void
Parameters
- _textureUVs: Float32Array
Returns void
vertices
- get vertices(): Float32Array
Returns Float32Array
- set vertices(_vertices): void
Returns void
weights
- get weights(): Float32Array
Returns Float32Array
- set weights(_weights): void
Returns void
Methods
clear
- clear(): void
Returns void
Inserted into a Mesh, an instance of this class calculates and represents the mesh data in the form needed by the render engine