Makes a copy of this property, with the same resources (by reference) as the original.
Copies all data from another property to this one. Child properties are copied by reference, unless a 'resolve' function is given to override that.
Events.
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.
Returns true if two properties are deeply equivalent, recursively comparing the attributes of the properties. For example, two Primitives are equivalent if they have accessors and materials with equivalent content — but not necessarily the same specific accessors and materials.
Returns an instance attribute as an Accessor.
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.
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.
Returns true if the node has been permanently removed from the graph.
Lists all instance attributes Accessors associated with the InstancedMesh. Order will be consistent with the order returned by .listSemantics().
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)
Lists all instance attribute semantics associated with the primitive. Order will be consistent with the order returned by .listAttributes().
Sets an instance attribute to an Accessor. All attributes must have the same instance count.
Updates the Extras object, containing application-specific data for this Property. Extras should be an Object, not a primitive value, for best portability.
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.
Made by Don McCurdy • TypeDoc documentation • Copyright 2021 under MIT license
InstancedMesh
Defines GPU instances of a Mesh under one Node. See MeshGPUInstancing.