OptionalcolorsFlat array of uncompressed RGBA floating-point vertex colors. Each color is represented as four consecutive floats in the order RGBA, where each component is in the range [0.0, 1.0].
OptionalcolorsFlat array of compressed integer RGBA vertex colors. This overrides the colors parameter.
Each color is represented as four consecutive 8-bit unsigned integers in the order RGBA,
where each component is in the range [0, 255].
OptionaledgeFlat array of triangle-mesh edge connectivity indices.
When supplied for triangle-family primitives, renderers use these for edge rendering and edge snapping instead of deriving feature edges from triangle connectivity.
OptionalframesComplete fixed-topology geometry frames.
When provided without positions, the first frame supplies the geometry's current/base positions and normals. Every frame must have the same position count as the base geometry. Frames share the geometry's topology, colors, material assignment and other non-position attributes. UVs may either remain static on the parent geometry or be supplied by every frame. Frame times must be finite and strictly increasing.
Frames are immutable geometry-owned data. A mesh chooses an interpolation time with SceneMeshParams.frameTime, so multiple meshes can share this geometry while sampling different frame times. When every frame supplies normals, renderers interpolate and normalize them. When every frame supplies UVs, renderers interpolate them. When frames omit normals or UVs, renderers use the base/static attributes when available.
ID for the geometry.
OptionalindicesFlat array of primitive connectivity indices.
Ignored for primitive type PointsPrimitive, which does not need indices.
OptionalmorphWeighted morph target deltas relative to the base geometry.
Unlike vertexStates, morph
targets store deltas and are combined by per-mesh weights:
base + sum(delta * weight).
OptionalnormalsFlat array of uncompressed floating-point 3D vertex normals.
Optional. When supplied, the renderer uses these for smooth shading; when omitted, the fragment shader derives a flat face normal from position derivatives.
Length must equal the base position array length. Ignored for
LinesPrimitive and PointsPrimitive.
OptionalpositionsFlat array of uncompressed floating point 3D vertex positions.
Optional only when frames is supplied;
in that case frames[0].positions becomes the current/base geometry.
Primitive type.
Accepted values are SolidPrimitive, SurfacePrimitive, LinesPrimitive, PointsPrimitive and TrianglesPrimitive.
OptionalrotationsFlat array of per-splat rotation quaternions — 4 floats per splat, xyzw.
Only used for GaussianSplatsPrimitive.
OptionalscalesFlat array of per-splat scales — 3 floats per splat (the per-axis gaussian std-devs). Only used for GaussianSplatsPrimitive.
OptionaltexIndexed texture-coordinate channels.
Keys are non-negative integer channel indices. Each value is a flat
[u, v, u, v, ...] array with length 2 * vertexCount.
Channel 0 is equivalent to SceneGeometryParams.uvs; when both
are supplied, uvs takes precedence for channel 0.
OptionaluvsOptionalvertexComplete fixed-topology replacement vertex states.
Vertex states are untimed authored geometry states. They contain complete replacement attributes, not deltas. Animation timing is represented by SceneAnimation vertex-state channels, not on the geometry state itself.
Non-compressed geometry parameters for SceneModel.createGeometry.
See @xeokit/sdk/model/scene for usage.