class com.babylonhx.mesh.Geometry implements IGetSetVerticesData
Available on all platforms
... @author Krtolica Vujadin
static function ExtractFromMesh(mesh:Mesh, id:String):Geometry
static function RandomId(?size:Int):String
var _boundingInfo:BoundingInfo
var _delayInfo:Array<String>
var delayLoadState:Int
var delayLoadingFile:String
var extend:BabylonMinMax
var id:String
function new(id:String, scene:Scene, ?vertexData:VertexData, ?updatable:Bool, ?mesh:Mesh):Void
function _delayLoadingFunction(:Dynamic, :Geometry):Void
function applyToMesh(mesh:Mesh):Void
function copy(id:String):Geometry
function dispose():Void
function getEngine():Engine
function getIndexBuffer():WebGLBuffer
function getIndices(?copyWhenShared:Bool):Array<Int>
function getScene():Scene
function getTotalIndices():Int
function getTotalVertices():Int
function getVertexBuffer(kind:String):VertexBuffer
function getVertexBuffers():Map<String, VertexBuffer>
function getVerticesData(kind:String, ?copyWhenShared:Bool):Array<Float>
function getVerticesDataKinds():Array<String>
function isDisposed():Bool
function isReady():Bool
function isVerticesDataPresent(kind:String):Bool
function load(scene:Scene, ?onLoaded:Void ->Void):Void
function onGeometryUpdated(:Geometry, :String):Void
function releaseForMesh(mesh:Mesh, ?shouldDispose:Bool):Void
function setAllVerticesData(vertexData:VertexData, ?updatable:Bool):Void
function setIndices(indices:Array<Int>, ?totalVertices:Int):Void
function setVerticesData(kind:String, data:Array<Float>, ?updatable:Bool, ?stride:Int):Void
function updateVerticesData(kind:String, data:Array<Float>, ?updateExtends:Bool, ?makeItUnique:Bool):Void
function updateVerticesDataDirectly(kind:String, data:Float32Array, offset:Int):Void