Specification of when calculate the tangent of a vertex to apply Normal texture (for pbr/MToon shader) 0: Not calculate tangent (not apply normal texture) 1: (default) Use original tangent in a vertex, if a vertex has tangent attribute. If a vertex does not have it, calculate a tangent in a shader. 2: Use original tangent in a vertex, if a vertex has tangent attribute. If a vertex does not have it, precalculate a tangent in the javascript. 3: Calculate all tangent in a shader. 4: Precalculate all tangent in the javascript
Static
__mesh_Static
Readonly
invalidateInternal
Gets the variation VBO UID for internal use.
The variation VBO resource handle
Gets the inner mesh entities that belong to this mesh.
Array of mesh entities
Gets the unique identifier for this mesh.
The mesh UID
Gets the primitive position update count.
The number of times primitive positions have been updated
Internal
Registers this mesh as belonging to a mesh component.
The mesh component that owns this mesh
Adds primitive.
The primitive object.
Performs ray casting against this mesh to find intersection points.
Ray casting result with intersection information
Gets the index of a primitive within this mesh.
The primitive to find the index of
The index of the primitive in the mesh
The Mesh class. This mesh object has primitives (geometries) or a reference of 'original mesh'. If the latter, this mesh object is an 'instanced mesh', which has no primitives. Instanced meshes refer original mesh's primitives when drawing.