OptionalaabbAxis-aligned, non-quantized 3D boundary of the geometry's vertex positions.
Optionalcolorsvertex RGBA colors, quantized as 8-bit integers.
Optionaledgeedge indices.
This is either an array of 8-bit, 16-bit or 32-bit values.
ID for the geometry.
Optionalindicesprimitive indices.
This is either an array of 8-bit, 16-bit or 32-bit values.
OptionalnormalsVertex normals, octahedral-encoded as pairs of 16-bit unsigned integers.
Optional. Two values per vertex: each pair represents the octahedral
(x, y) projection of the unit normal, mapped from [-1, 1] to
[0, 65535]. Length must equal (positionsCompressed.length / 3) * 2.
Geometry without normalsCompressed is rendered with shader-derived
flat face normals.
OptionaloriginTODO
3D vertex positions, quantized as 16-bit integers.
Internally, the Viewer decompresses thses with SceneGeometryCompressedParams.aabb.
Vertex positions are required for all primitive types.
Primitive type.
Possible values are SolidPrimitive, SurfacePrimitive, LinesPrimitive, PointsPrimitive and TrianglesPrimitive.
OptionaluvsUV coordinates, packed as 32-bit floats (one Float32Array of
length 2 × vertexCount). UVs ship to the GPU uncompressed so
tiling values (UVs outside [0, 1]) survive intact — the shader
applies a per-fragment fract() before transforming into the
mesh's atlas sub-rect.
Optionaluvs4x4 matrix to de-quantize the geometry's UV coordinates, when UVs are provided.
Pre-compressed geometry creation parameters for SceneModel.createGeometryCompressed.
See @xeokit/sdk/model/scene for usage.