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@gltf-transform/core

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glTF 2.0 SDK for JavaScript and TypeScript, on Web and Node.js.

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import { RefMap, RefSet } from 'property-graph'; import { type Nullable, PropertyType } from '../constants.js'; import type { GLTF } from '../types/gltf.js'; import type { Accessor } from './accessor.js'; import { ExtensibleProperty, type IExtensibleProperty } from './extensible-property.js'; import type { Material } from './material.js'; import type { PrimitiveTarget } from './primitive-target.js'; interface IPrimitive extends IExtensibleProperty { mode: GLTF.MeshPrimitiveMode; material: Material; indices: Accessor; attributes: RefMap<Accessor>; targets: RefSet<PrimitiveTarget>; } /** * *Primitives are individual GPU draw calls comprising a {@link Mesh}.* * * Meshes typically have only a single Primitive, although various cases may require more. Each * primitive may be assigned vertex attributes, morph target attributes, and a material. Any of * these properties should be reused among multiple primitives where feasible. * * Primitives cannot be moved independently of other primitives within the same mesh, except * through the use of morph targets and skinning. If independent movement or other runtime * behavior is necessary (like raycasting or collisions) prefer to assign each primitive to a * different mesh. The number of GPU draw calls is typically not affected by grouping or * ungrouping primitives to a mesh. * * Each primitive may optionally be deformed by one or more morph targets, stored in a * {@link PrimitiveTarget}. * * Usage: * * ```ts * const primitive = doc.createPrimitive() * .setAttribute('POSITION', positionAccessor) * .setAttribute('TEXCOORD_0', uvAccessor) * .setMaterial(material); * mesh.addPrimitive(primitive); * node.setMesh(mesh); * ``` * * References: * - [glTF → Geometry](https://github.com/KhronosGroup/gltf/blob/main/specification/2.0/README.md#geometry) * * @category Properties */ export declare class Primitive extends ExtensibleProperty<IPrimitive> { propertyType: PropertyType.PRIMITIVE; /********************************************************************************************** * Constants. */ /** Type of primitives to render. All valid values correspond to WebGL enums. */ static Mode: Record<string, GLTF.MeshPrimitiveMode>; /********************************************************************************************** * Instance. */ protected init(): void; protected getDefaults(): Nullable<IPrimitive>; /********************************************************************************************** * Primitive data. */ /** Returns an {@link Accessor} with indices of vertices to be drawn. */ getIndices(): Accessor | null; /** * Sets an {@link Accessor} with indices of vertices to be drawn. In `TRIANGLES` draw mode, * each set of three indices define a triangle. The front face has a counter-clockwise (CCW) * winding order. */ setIndices(indices: Accessor | null): this; /** Returns a vertex attribute as an {@link Accessor}. */ getAttribute(semantic: string): Accessor | null; /** * Sets a vertex attribute to an {@link Accessor}. All attributes must have the same vertex * count. */ setAttribute(semantic: string, accessor: Accessor | null): this; /** * Lists all vertex attribute {@link Accessor}s associated with the primitive, excluding any * attributes used for morph targets. For example, `[positionAccessor, normalAccessor, * uvAccessor]`. Order will be consistent with the order returned by {@link .listSemantics}(). */ listAttributes(): Accessor[]; /** * Lists all vertex attribute semantics associated with the primitive, excluding any semantics * used for morph targets. For example, `['POSITION', 'NORMAL', 'TEXCOORD_0']`. Order will be * consistent with the order returned by {@link .listAttributes}(). */ listSemantics(): string[]; /** Returns the material used to render the primitive. */ getMaterial(): Material | null; /** Sets the material used to render the primitive. */ setMaterial(material: Material | null): this; /********************************************************************************************** * Mode. */ /** * Returns the GPU draw mode (`TRIANGLES`, `LINES`, `POINTS`...) as a WebGL enum value. * * Reference: * - [glTF → `primitive.mode`](https://github.com/KhronosGroup/gltf/blob/main/specification/2.0/README.md#primitivemode) */ getMode(): GLTF.MeshPrimitiveMode; /** * Sets the GPU draw mode (`TRIANGLES`, `LINES`, `POINTS`...) as a WebGL enum value. * * Reference: * - [glTF → `primitive.mode`](https://github.com/KhronosGroup/gltf/blob/main/specification/2.0/README.md#primitivemode) */ setMode(mode: GLTF.MeshPrimitiveMode): this; /********************************************************************************************** * Morph targets. */ /** Lists all morph targets associated with the primitive. */ listTargets(): PrimitiveTarget[]; /** * Adds a morph target to the primitive. All primitives in the same mesh must have the same * number of targets. */ addTarget(target: PrimitiveTarget): this; /** * Removes a morph target from the primitive. All primitives in the same mesh must have the same * number of targets. */ removeTarget(target: PrimitiveTarget): this; } export {};