This class stores data for an attribute (such as vertex positions, face indices, normals, colors, UVs, and any custom attributes ) associated with a [page:BufferGeometry], which allows for more efficient passing of data to the GPU. See that page for details and a usage example. When working with vector-like data, the .fromBufferAttribute( attribute, index ) helper methods on [page:Vector2.fromBufferAttribute Vector2], [page:Vector3.fromBufferAttribute Vector3], [page:Vector4.fromBufferAttribute Vector4], and [page:Color.fromBufferAttribute Color] classes may be helpful.
[page:TypedArray array] -- Must be a
[link:https://developer.mozilla.org/en/docs/Web/JavaScript/Reference/Global_Objects/TypedArray TypedArray]. Used to instantiate the buffer.
This array should have
itemSize * numVertices
elements, where numVertices is the number of vertices in the associated
[page:BufferGeometry BufferGeometry].
[page:Integer itemSize] -- the number of values of the array that should
be associated with a particular vertex. For instance, if this attribute is
storing a 3-component vector (such as a position, normal, or color), then
itemSize should be 3.
[page:Boolean normalized] -- (optional) Applies to integer data only.
Indicates how the underlying data in the buffer maps to the values in the
GLSL code. For instance, if [page:TypedArray array] is an instance of
UInt16Array, and [page:Boolean normalized] is true, the values `0 -
+65535` in the array data will be mapped to 0.0f - +1.0f in the GLSL
attribute. An Int16Array (signed) would map from -32768 - +32767 to -1.0f
- +1.0f. If [page:Boolean normalized] is false, the values will be
converted to floats unmodified, i.e. 32767 becomes 32767.0f.
The [page:TypedArray array] holding data stored in the buffer.
Represents the number of items this buffer attribute stores. It is internally computed by dividing the [page:BufferAttribute.array array]'s length by the [page:BufferAttribute.itemSize itemSize]. Read-only property.
Configures the bound GPU type for use in shaders. Either [page:BufferAttribute THREE.FloatType] or [page:BufferAttribute THREE.IntType], default is [page:BufferAttribute THREE.FloatType]. Note: this only has an effect for integer arrays and is not configurable for float arrays. For lower precision float types, see [page:BufferAttributeTypes THREE.Float16BufferAttribute].
Read-only flag to check if a given object is of type [name].
The length of vectors that are being stored in the [page:BufferAttribute.array array].
Optional name for this attribute instance. Default is an empty string.
Flag to indicate that this attribute has changed and should be re-sent to
the GPU. Set this to true when you modify the value of the array.
Setting this to true also increments the [page:BufferAttribute.version version].
Indicates how the underlying data in the buffer maps to the values in the GLSL shader code. See the constructor above for details.
A callback function that is executed after the Renderer has transferred the attribute array data to the GPU.
Array of objects containing:
[page:Integer start]: Position at which to start
update.
[page:Integer count]: The number of components to update.
This can be used to only update some components of stored vectors (for
example, just the component related to color). Use the [page:BufferAttribute.addUpdateRange addUpdateRange]
function to add ranges to this array.
Defines the intended usage pattern of the data store for optimization
purposes. Corresponds to the `usage` parameter of
[link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/bufferData WebGLRenderingContext.bufferData](). Default is [page:BufferAttributeUsage StaticDrawUsage]. See usage [page:BufferAttributeUsage constants] for all
possible values.
Note: After the initial use of a buffer, its usage cannot be changed.
Instead, instantiate a new one and set the desired usage before the next
render.
A version number, incremented every time the [page:BufferAttribute.needsUpdate needsUpdate] property is set to true.
Applies matrix [page:Matrix3 m] to every Vector3 element of this BufferAttribute.
Applies matrix [page:Matrix4 m] to every Vector3 element of this BufferAttribute.
Applies normal matrix [page:Matrix3 m] to every Vector3 element of this BufferAttribute.
Applies matrix [page:Matrix4 m] to every Vector3 element of this BufferAttribute, interpreting the elements as a direction vectors.
Adds a range of data in the data array to be updated on the GPU. Adds an object describing the range to the [page:BufferAttribute.updateRanges updateRanges] array.
Clears the [page:BufferAttribute.updateRanges updateRanges] array.
Return a copy of this bufferAttribute.
Copies another BufferAttribute to this BufferAttribute.
Copy the array given here (which can be a normal array or TypedArray) into
[page:BufferAttribute.array array].
See
[link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/TypedArray/set TypedArray.set] for notes on requirements if copying a TypedArray.
Copy a vector from bufferAttribute[index2] to [page:BufferAttribute.array array][index1].
Returns the given component of the vector at the given index.
Returns the x component of the vector at the given index.
Returns the y component of the vector at the given index.
Returns the z component of the vector at the given index.
Returns the w component of the vector at the given index.
Sets the value of the onUploadCallback property.
In the [example:webgl_buffergeometry WebGL / Buffergeometry] this is used
to free memory after the buffer has been transferred to the GPU.
value -- an [page:Array] or [page:TypedArray] from which to copy values.
offset -- (optional) index of the [page:BufferAttribute.array array] at
which to start copying.
Calls
[link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/TypedArray/set TypedArray.set]( [page:Array value], [page:Integer offset] ) on the
[page:BufferAttribute.array array].
In particular, see that page for requirements on [page:Array value] being
a [page:TypedArray].
Set [page:BufferAttribute.usage usage] to value. See usage
[page:BufferAttributeUsage constants] for all possible input values.
Note: After the initial use of a buffer, its usage cannot be changed.
Instead, instantiate a new one and set the desired usage before the next
render.
Sets the given component of the vector at the given index.
Sets the x component of the vector at the given index.
Sets the y component of the vector at the given index.
Sets the z component of the vector at the given index.
Sets the w component of the vector at the given index.
Sets the x and y components of the vector at the given index.
Sets the x, y and z components of the vector at the given index.
Sets the x, y, z and w components of the vector at the given index.
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]