The x position of the vertex.
The y position of the vertex.
The z position of the vertex.
The UV u coordinate of the vertex.
The UV v coordinate of the vertex.
Optionalcolor: numberThe color value of the vertex. Default 0xffffff.
Optionalalpha: numberThe alpha value of the vertex. Default 1.
Optionalnx: numberThe x normal value of the vertex. Default 0.
Optionalny: numberThe y normal value of the vertex. Default 0.
Optionalnz: numberThe z normal value of the vertex. Default 0.
The alpha value of this vertex.
The color value of this vertex.
The normalized projected x coordinate of this vertex.
The normalized projected y coordinate of this vertex.
The normalized projected z coordinate of this vertex.
The translated alpha value of this vertex.
The translated uv u coordinate of this vertex.
The translated uv v coordinate of this vertex.
The translated x coordinate of this vertex.
The translated y coordinate of this vertex.
UV u coordinate of this vertex.
UV v coordinate of this vertex.
The projected x coordinate of this vertex.
The projected y coordinate of this vertex.
The projected z coordinate of this vertex.
The x component of this Vector.
The y component of this Vector.
The z component of this Vector.
Static ReadonlyBACKA static back Vector3 for use by reference.
This constant is meant for comparison operations and should not be modified directly.
Static ReadonlyDOWNA static down Vector3 for use by reference.
This constant is meant for comparison operations and should not be modified directly.
Static ReadonlyFORWARDA static forward Vector3 for use by reference.
This constant is meant for comparison operations and should not be modified directly.
Static ReadonlyLEFTA static left Vector3 for use by reference.
This constant is meant for comparison operations and should not be modified directly.
Static ReadonlyONEA static one Vector3 for use by reference.
This constant is meant for comparison operations and should not be modified directly.
Static ReadonlyRIGHTA static right Vector3 for use by reference.
This constant is meant for comparison operations and should not be modified directly.
Static ReadonlyUPA static up Vector3 for use by reference.
This constant is meant for comparison operations and should not be modified directly.
Static ReadonlyZEROA static zero Vector3 for use by reference.
This constant is meant for comparison operations and should not be modified directly.
Add the given value to each component of this Vector.
The amount to add to this Vector.
Make a clone of this Vector3.
Calculate the dot product of this Vector and the given Vector.
The Vector3 to dot product with this Vector3.
Check whether this Vector is equal to a given Vector.
Performs a strict equality check against each Vector's components.
The Vector3 to compare against.
Sets the components of this Vector3 from the given array, based on the offset.
Vector3.x = array[offset] Vector3.y = array[offset + 1] Vector3.z = array[offset + 2]
The array of values to get this Vector from.
Optionaloffset: numberThe offset index into the array. Default 0.
Calculate the length (or magnitude) of this Vector.
Calculate the length of this Vector squared.
Loads the data from this Vertex into the given Typed Arrays.
A Float32 Array to insert the position, UV and unit data in to.
A Uint32 Array to insert the color and alpha data in to.
The index of the array to insert this Vertex to.
The texture unit currently in use.
The tint effect to use.
Negate the x, y and z components of this Vector.
Normalize this Vector.
Makes the vector a unit length vector (magnitude of 1) in the same direction.
Make this Vector the zero vector (0, 0, 0).
Resizes this Vertex by setting the x and y coordinates, then transforms this vertex
by an identity matrix and dimensions, storing the results in vx, vy and vz.
The x position of the vertex.
The y position of the vertex.
The width of the parent Mesh.
The height of the parent Mesh.
The originX of the parent Mesh.
The originY of the parent Mesh.
Scale this Vector by the given value.
The value to scale this Vector by.
Scales the original UV values by the given amounts.
The original properties Vertex.u and Vertex.v
remain unchanged, only the translated properties
Vertex.tu and Vertex.tv, as used in rendering,
are updated.
The amount to scale the UV u coordinate by.
The amount to scale the UV v coordinate by.
Translates the original UV positions by the given amounts.
The original properties Vertex.u and Vertex.v
remain unchanged, only the translated properties
Vertex.tu and Vertex.tv, as used in rendering,
are updated.
The amount to scroll the UV u coordinate by.
The amount to scroll the UV v coordinate by.
Set the x, y, and z components of this Vector to the given x, y, and z values.
The x value to set for this Vector, or an object containing x, y and z components.
Optionaly: numberThe y value to set for this Vector.
Optionalz: numberThe z value to set for this Vector.
Sets the U and V properties.
Also resets the translated uv properties, undoing any scale or shift they may have had.
The UV u coordinate of the vertex.
The UV v coordinate of the vertex.
Transforms this vertex by the given matrix, storing the results in vx, vy and vz.
The transform matrix to apply to this vertex.
The width of the parent Mesh.
The height of the parent Mesh.
The z position of the MeshCamera.
Transform this Vector with the given Quaternion.
The Quaternion to transform this Vector with.
Unproject this point from 2D space to 3D space. The point should have its x and y properties set to 2D screen space, and the z either at 0 (near plane) or 1 (far plane). The provided matrix is assumed to already be combined, i.e. projection * view * model.
After this operation, this vector's (x, y, z) components will represent the unprojected 3D coordinate.
Set this Vector to point up.
Sets the y component of the vector to 1, and the others to 0.
Updates this Vertex based on the given transform.
The parent transform matrix data a component.
The parent transform matrix data b component.
The parent transform matrix data c component.
The parent transform matrix data d component.
The parent transform matrix data e component.
The parent transform matrix data f component.
Round the vertex position or not?
The alpha of the parent object.
A Vertex Geometry Object.
This class consists of all the information required for a single vertex within a Face Geometry Object.
Faces, and thus Vertex objects, are used by the Mesh Game Object in order to render objects in WebGL.