Constructor
new L3D.LinePrimitive()
Extends
Properties
Does the primitive have vertices? If not, it uses all of the points of the geometry.
- Overrides:
The index of the mateiral to use when the object has multiple materials.
The number of vertices used by the primitive.
Methods
addPoints(geom, count)
Add points to this primitive.
geom |
Geometry | |
count |
number |
clone(startIndex)
Duplicate the primitive.
startIndex |
number |
getBoundingBox(geom, box)
- Overrides:
Compute and return the bounding box of the primitive.
geom |
Geometry | |
box |
BoundingBox |
getPoint(geom, index, out)
- Overrides:
Return a point of the primitive.
geom |
Geometry | |
index |
number | |
out |
Vector3 |
getVertex(index)
Returns a vertex (point index) of the primitive.
index |
number |
rayIntersect(geom, ray, rayHit) → bool
- Overrides:
Test for a ray intersection with this geometry.
geom |
Geometry | The geometry that owns the primitive |
ray |
Ray | The ray to test against |
rayHit |
RayHitInfo | Storage for the results of the intersection |
- bool
Whether or not there was an intersection found.
removeVertices(start, count)
Called after points have been removed from the geometry, in order for the primitive to adjust it's vertex lists.
start |
number | |
count |
number |
setPoint(geom, index, p)
- Overrides:
Set a point of the primitive.
geom |
Geometry | |
index |
number | |
p |
Vector3 |
setVertex(index, v)
Set a vertex (point index) of the primitive.
index |
number | |
v |
number |
transformBy(geom, t)
- Overrides:
If the primitive requires any additional transformation beyond just transforming the points, the transformation can be applied here.
geom |
Geometry | |
t |
Matrix4 |