<!DOCTYPE html> <html lang="en"> <head> <meta charset="utf-8" /> <base href="../../../" /> <script src="page.js"></script> <link type="text/css" rel="stylesheet" href="page.css" /> </head> <body> [page:Mesh] → <h1>[name]</h1> <p class="desc"> A special version of [page:Mesh] with instanced rendering support. Use [name] if you have to render a large number of objects with the same geometry and material but with different world transformations. The usage of [name] will help you to reduce the number of draw calls and thus improve the overall rendering performance in your application. </p> <h2>Examples</h2> <p> [example:webgl_instancing_dynamic WebGL / instancing / dynamic]<br /> [example:webgl_instancing_performance WebGL / instancing / performance]<br /> [example:webgl_instancing_scatter WebGL / instancing / scatter]<br /> [example:webgl_instancing_raycast WebGL / instancing / raycast] </p> <h2>Constructor</h2> <h3> [name]( [param:BufferGeometry geometry], [param:Material material], [param:Integer count] ) </h3> <p> [page:BufferGeometry geometry] - an instance of [page:BufferGeometry].<br /> [page:Material material] - an instance of [page:Material]. Default is a new [page:MeshBasicMaterial].<br /> [page:Integer count] - the number of instances.<br /> </p> <h2>Properties</h2> <p>See the base [page:Mesh] class for common properties.</p> <h3>[property:Box3 boundingBox]</h3> <p> This bounding box encloses all instances of the [name]. Can be calculated with [page:.computeBoundingBox](). Default is `null`. </p> <h3>[property:Sphere boundingSphere]</h3> <p> This bounding sphere encloses all instances of the [name]. Can be calculated with [page:.computeBoundingSphere](). Default is `null`. </p> <h3>[property:Integer count]</h3> <p> The number of instances. The `count` value passed into the constructor represents the maximum number of instances of this mesh. You can change the number of instances at runtime to an integer value in the range [0, count]. </p> <p> If you need more instances than the original count value, you have to create a new [name]. </p> <h3>[property:InstancedBufferAttribute instanceColor]</h3> <p> Represents the colors of all instances. `null` by default. You have to set its [page:BufferAttribute.needsUpdate needsUpdate] flag to true if you modify instanced data via [page:.setColorAt](). </p> <h3>[property:InstancedBufferAttribute instanceMatrix]</h3> <p> Represents the local transformation of all instances. You have to set its [page:BufferAttribute.needsUpdate needsUpdate] flag to true if you modify instanced data via [page:.setMatrixAt](). </p> <h3>[property:Boolean isInstancedMesh]</h3> <p>Read-only flag to check if a given object is of type [name].</p> <h2>Methods</h2> <p>See the base [page:Mesh] class for common methods.</p> <h3>[method:undefined computeBoundingBox]()</h3> <p> Computes the bounding box, updating [page:.boundingBox] attribute.<br /> Bounding boxes aren't computed by default. They need to be explicitly computed, otherwise they are `null`. </p> <h3>[method:undefined computeBoundingSphere]()</h3> <p> Computes the bounding sphere, updating [page:.boundingSphere] attribute.<br /> Bounding spheres aren't computed by default. They need to be explicitly computed, otherwise they are `null`. </p> <h3>[method:undefined dispose]()</h3> <p> Frees the GPU-related resources allocated by this instance. Call this method whenever this instance is no longer used in your app. </p> <h3> [method:undefined getColorAt]( [param:Integer index], [param:Color color] ) </h3> <p> [page:Integer index]: The index of an instance. Values have to be in the range [0, count]. </p> <p> [page:Color color]: This color object will be set to the color of the defined instance. </p> <p>Get the color of the defined instance.</p> <h3> [method:undefined getMatrixAt]( [param:Integer index], [param:Matrix4 matrix] ) </h3> <p> [page:Integer index]: The index of an instance. Values have to be in the range [0, count]. </p> <p> [page:Matrix4 matrix]: This 4x4 matrix will be set to the local transformation matrix of the defined instance. </p> <p>Get the local transformation matrix of the defined instance.</p> <h3> [method:undefined setColorAt]( [param:Integer index], [param:Color color] ) </h3> <p> [page:Integer index]: The index of an instance. Values have to be in the range [0, count]. </p> <p>[page:Color color]: The color of a single instance.</p> <p> Sets the given color to the defined instance. Make sure you set [page:.instanceColor][page:BufferAttribute.needsUpdate .needsUpdate] to true after updating all the colors. </p> <h3> [method:undefined setMatrixAt]( [param:Integer index], [param:Matrix4 matrix] ) </h3> <p> [page:Integer index]: The index of an instance. Values have to be in the range [0, count]. </p> <p> [page:Matrix4 matrix]: A 4x4 matrix representing the local transformation of a single instance. </p> <p> Sets the given local transformation matrix to the defined instance. Make sure you set [page:.instanceMatrix][page:BufferAttribute.needsUpdate .needsUpdate] to true after updating all the matrices. </p> <h2>Source</h2> <p> [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js] </p> </body> </html>