MeshComponent
require(["esri/geometry/support/MeshComponent"], function(MeshComponent) { /* code goes here */ });
esri/geometry/support/MeshComponent
The MeshComponent class is used to apply one or more materials to a single Mesh. The faces property is a flat array of indices in the mesh vertexAttributes and defines the region of vertices in the mesh on which to apply the material. Each triple of values in the flat array of indices specifies a triangle to be rendered.
To define the material for the whole mesh, faces may be set to null
, which indicates that all the vertices defined for the mesh should be rendered as consecutive triangles.
A mesh component defines a material that determines how the region of triangles is colored. This mesh color can either be a single value or an image that is mapped to the vertices by means of the uv coordinates specified in the mesh vertexAttributes. The shading specifies the type of normals that are used to calculate how lighting affects mesh coloring.
Mesh components can be added to the Mesh.components[] array.
var component1 = new MeshComponent({
// Indices refer to vertices specified in the mesh vertexAttributes.
// Here we refer to 2 triangles composed of the first 6 vertices of the mesh.
faces: [0, 1, 2, 3, 4, 5],
material: {
color: "green"
}
});
var component2 = new MeshComponent({
faces: [6, 7, 8, 9, 10, 11],
material: {
color: "red"
},
shading: "smooth"
});
var mesh = new Mesh({
// ... specify vertex attributes
components: [component1, component2]
});
- See also:
Constructors
- new MeshComponent(properties)
- Parameter:properties Objectoptional
See the properties for a list of all the properties that may be passed into the constructor.
Property Overview
Name | Type | Summary | Class | |
---|---|---|---|---|
String | The name of the class. more details | more details | Accessor | |
Uint32Array | A flat array of indices that refer to vertices in the vertexAttributes of the mesh to which the component belongs. more details | more details | MeshComponent | |
Accessor | The material determines how the component is visualized. more details | more details | MeshComponent | |
String | Specifies the type of normals used for lighting. more details | more details | MeshComponent |
Property Details
- Since: ArcGIS API for JavaScript 4.7
The name of the class. The declared class name is formatted as
esri.folder.className
.
- facesUint32ArrayautocastAutocasts from Number[]|Uint16Array
A flat array of indices that refer to vertices in the vertexAttributes of the mesh to which the component belongs. Each triple of indices defines a triangle to render (i.e. the faces array must always have a length that is a multiple of 3). Note that the indices refer to vertices and not to the index of the first coordinate of a vertex in the vertexAttributes.position array.
If faces is
null
, then all the vertices in the mesh will be rendered as triangles for this component.Example:var mesh = new Mesh({ vertexAttributes: { position: [ 2.336006, 48.860818, 0 2.336172, 48.861114, 0 2.335724, 48.861229, 0 2.335563, 48.860922, 0 ] }, // Create two components so we can have separate materials // for the two triangles that we want to render. components: [ { faces: [0, 1, 2], material: { color: "red" } }, { faces: [0, 2, 3], material: { color: "green" } } ] });
The material determines how the component is visualized. Materials specify a color that may either be a single color value (a ValueMeshColor) or an image ( an ImageMeshColor), which is mapped to the uv coordinate specified for each vertex in the mesh vertex attributes.
The material property supports a number of convenience autocast types, including hex color strings and well known color strings (autocasts to ValueMeshColor), or strings representing urls, HTMLImageElements or HTMLCanvasElements (autocasts to ImageMeshColor).
- Property:
- color ValueMeshColor | ImageMeshColorAutocasts from String|HTMLImageElement|HTMLCanvasElement
the material color.
Example:function createLinearGradient() { var canvas = document.createElement("canvas"); canvas.width = 32; canvas.height = 32; var ctx = canvas.getContext("2d"); // Create the linear gradient with which to fill the canvas var gradient = ctx.createLinearGradient(0, 0, 0, 32); gradient.addColorStop(0, "#00ff00"); gradient.addColorStop(1, "#009900"); // Fill the canvas with the gradient pattern ctx.fillStyle = gradient; ctx.fillRect(0, 0, 32, 32); return canvas; } var component = new MeshComponent({ material: { // Autocast canvas element to ImageMeshColor instance color: createLinearGradient() } }); var component2 = new MeshComponent({ material: { // Autocast hex color to ValueMeshColor instance color: "#ff00ff" } });
- shadingString
Specifies the type of normals used for lighting. This determines whether the object has a smooth or an angular appearance. The following shading types are supported:
Type Description source Shading uses the normals as defined in the vertex attributes. If no normals are defined, then shading defaults back to flat
flat Shading uses normals created per triangle face. This type of shading is good for objects with sharp edges such as boxes. smooth Shading uses per-vertex normals that average the normals of all the faces a vertex is a part of. This type of shading is good for meshes that approximate curved surfaces such as spheres.
Method Overview
Name | Return Type | Summary | Class | |
---|---|---|---|---|
MeshComponent | Creates a deep clone. more details | more details | MeshComponent |
Method Details
- clone(){MeshComponent}
Creates a deep clone.
Returns:Type Description MeshComponent A deep clone of the object that invoked this method.