I'm currently diving into the world of Three.js and I've hit a roadblock trying to distinguish between BoxBufferGeometry and BoxGeometry. Can anyone shed some light on this for me?
I'm currently diving into the world of Three.js and I've hit a roadblock trying to distinguish between BoxBufferGeometry and BoxGeometry. Can anyone shed some light on this for me?
[Primitive]Geometry
classes are designed for easy manipulation but use more memory compared to JS geometry classes.
Essentially, each piece of data that defines the geometry is stored as an instance of a specific class (Vector3
, Vector2
, Face3
, etc.). These classes come with handy methods for tasks like vertex dot products, translation, UV modifications, normal adjustments, and more. However, this approach incurs overhead in terms of memory and performance due to creating and storing multiple instances.
[Primitive]BufferGeometry
classes, on the other hand, prioritize performance by utilizing typed arrays to store data in a format optimized for WebGL.
This means that instead of vertices being stored as an array of Vector3
s, they are maintained as typed arrays:
Array[v0, v1... vN]
vs:
Float32Array[v0x, v0y, v0z, v1x, v1y, v1z... vNx, vNy, vNz]
While these are more efficient in storage, they are not as straightforward to manipulate.
For manipulating a vertex:
Using Geometry
// Accessing and modifying properties directly
myGeom.vertices[5].add(new THREE.Vector3(1, 2, 3))
Using BufferGeometry
// Requires manual indexing and calculation for modification
const stride = 3
const index = 5
let offset = index * stride
myGeom.attributes.position.array[offset++] += 1
myGeom.attributes.position.array[offset++] += 2
myGeom.attributes.position.array[offset] += 3
However,
THREE.BufferAttribute
offers methods for working with the array, albeit in a more verbose manner:
// Adding values to the 5th vertex
const index = 5
const attribute = myGeometry.attributes.position
const v3add = new THREE.Vector3(1, 2, 3)
attribute.setXYZ(
index,
attribute.getX(index) + v3add.x,
attribute.getY(index) + v3add.y,
attribute.getZ(index) + v3add.z
)
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