Geometry class abstract Geometry
Vertex (and optional index) data along with the vertex shader used to transform it.
Geometry is the geometry half of a MeshPrimitive — the shading half
is supplied by a Material. Built-in subclasses cover the two
supported vertex layouts:
- UnskinnedGeometry — 48-byte vertices: position, normal, UV, color.
- SkinnedGeometry — 80-byte vertices: unskinned + 4 joint indices + 4 joint weights. Used in conjunction with a Skin.
Construct an instance directly and call uploadVertexData (or
setVertices/setIndices with already-uploaded buffer views) to
supply mesh data. For procedurally generated meshes, MeshGeometry
and GeometryBuilder assemble a Geometry from vertex attribute
arrays without packing vertex bytes by hand.
Constructors
- Geometry()
Properties
- hashCode → int
-
The hash code for this object.
no setterinherited
- isReadable → bool Geometry
-
Whether this geometry retains CPU-side vertex data, making
extractMeshData available.
no setter
- localBoundingSphere → Sphere?
-
Local-space bounding sphere paired with localBounds. Same
nullability semantics.
no setter
- localBounds → Aabb3?
-
Local-space axis-aligned bounding box of this geometry's vertex
positions, or
nullif bounds are unknown. Computed by uploadVertexData for procedural geometry, populated from baked scene-package bounds for imported geometry, and (for the advanced setVertices path where the caller manages its own GPU buffer) leftnullunless the caller assigns it via setLocalBounds.no setter - primitiveType ↔ PrimitiveType
-
How the vertex/index data is assembled into primitives when drawn.
getter/setter pair
- runtimeType → Type
-
A representation of the runtime type of the object.
no setterinherited
- vertexShader → Shader
-
The vertex shader used when rendering this geometry.
no setter
Methods
-
bind(
RenderPass pass, TransientWriter transientsBuffer, Matrix4 modelTransform, Matrix4 cameraTransform, Vector3 cameraPosition, {Shader? shaderOverride}) → void -
Binds vertex/index buffers and per-frame uniforms onto
passin preparation for a draw call. -
draw(
RenderPass pass, {int instanceCount = 1}) → void - Emits this geometry's draw call after bind has prepared the render pass.
-
extractMeshData(
) → MeshData Geometry - Copies this geometry's retained CPU vertex/index data out as an isolate-transferable MeshData snapshot.
-
noSuchMethod(
Invocation invocation) → dynamic -
Invoked when a nonexistent method or property is accessed.
inherited
-
setCustomAttribute(
String name, Float32List data, {required int components}) → void Geometry -
Attaches a custom per-vertex attribute stream named
name, matching a material'sattributesentry (and the generated shader'sin <name>). -
setIndices(
BufferView indices, IndexType indexType) → void -
Binds an already-uploaded index buffer view, with element width
determined by
indexType. -
setJointsTexture(
Texture? texture, int width) → void - Hook for skinned geometries to receive the joints texture computed by Skin.getJointsTexture.
-
setLocalBounds(
Aabb3? aabb, Sphere? sphere) → void -
Override the bounds. Useful for callers driving setVertices from
a caller-managed
gpu.DeviceBufferwho want to participate in bounds-driven scene queries (e.g. frustum culling). -
setVertexShader(
Shader shader) → void -
Assigns the vertex
shaderused when this geometry is drawn. -
setVertexShaderName(
String name) → void -
Assigns the vertex shader by
namefrom baseShaderLibrary. -
setVertices(
BufferView vertices, int vertexCount) → void - Binds an already-uploaded vertex buffer view as this geometry's vertex source.
-
toString(
) → String -
A string representation of this object.
inherited
-
uploadVertexData(
ByteData vertices, int vertexCount, ByteData? indices, {IndexType indexType = gpu.IndexType.int16}) → void -
Allocates a
gpu.DeviceBufferand uploadsvertices(and optionalindices) into it in one step.
Operators
-
operator ==(
Object other) → bool -
The equality operator.
inherited