Primitives are individual GPU draw calls comprising a 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 PrimitiveTarget.

Usage:

const primitive = doc.createPrimitive()
    .setAttribute('POSITION', positionAccessor)
    .setAttribute('TEXCOORD_0', uvAccessor)
    .setMaterial(material);
mesh.addPrimitive(primitive);
node.setMesh(mesh);

References:

Hierarchy

  • ExtensibleProperty
    • Primitive

Properties

propertyType: PRIMITIVE = ...
Mode: Record<string, MeshPrimitiveMode> = ...

Type of primitives to render. All valid values correspond to WebGL enums.

Methods

  • dispose(): void
  • Removes both inbound references to and outbound references from this object. At the end of the process the object holds no references, and nothing holds references to it. A disposed object is not reusable.

  • getAttribute(semantic: string): Accessor
  • getExtension<Prop>(name: string): Prop
  • getExtras(): Record<string, unknown>
  • Returns a reference to the Extras object, containing application-specific data for this Property. Extras should be an Object, not a primitive value, for best portability.

  • getName(): string
  • Returns the name of this property. While names are not required to be unique, this is encouraged, and non-unique names will be overwritten in some tools. For custom data about a property, prefer to use Extras.

  • isDisposed(): boolean
  • listAttributes(): Accessor[]
  • listExtensions(): ExtensionProperty[]
  • listParents(): Property[]
  • Returns a list of all properties that hold a reference to this property. For example, a material may hold references to various textures, but a texture does not hold references to the materials that use it.

    It is often necessary to filter the results for a particular type: some resources, like Accessors, may be referenced by different types of properties. Most properties include the Root as a parent, which is usually not of interest.

    Usage:

    const materials = texture
        .listParents()
        .filter((p) => p instanceof Material)
    
  • listSemantics(): string[]
  • listTargets(): PrimitiveTarget[]
  • setExtension<Prop>(name: string, extensionProperty: Prop): Primitive
  • setExtras(extras: Record<string, unknown>): Primitive
  • Sets the name of this property. While names are not required to be unique, this is encouraged, and non-unique names will be overwritten in some tools. For custom data about a property, prefer to use Extras.

Function symbol, f(📦) → 📦, where the argument and output are a box labeled 'glTF'.

Made by Don McCurdy TypeDoc documentation Copyright 2020 under MIT license