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Type aliases

OriginalData: { indexBuffer: Uint32Array; triangleCount: number; vertexCount: number }

Type declaration

  • indexBuffer: Uint32Array
  • triangleCount: number
  • vertexCount: number
Params: typeof <internal>.Mesh.Params

Variables

Params: { alpha: <internal>.Numeric; bumpAmplitude: <internal>.Numeric; bumpFrequency: <internal>.Numeric; clip: <internal>.Group<Normalize<{ objects: Normalize<{ invert: any; position: any; rotation: any; scale: any; type: any }>[]; variant: "/Users/joan/devel/rcsb-saguaro-3d/node_modules/molstar/lib/mol-util/clip" }>>; doubleSided: BooleanParam; flatShaded: BooleanParam; flipSided: BooleanParam; ignoreLight: BooleanParam; material: <internal>.Group<Normalize<{ bumpiness: number; metalness: number; roughness: number }>>; quality: <internal>.Select<"auto" | "medium" | "high" | "low" | "custom" | "highest" | "higher" | "lower" | "lowest">; transparentBackfaces: <internal>.Select<string>; xrayShaded: BooleanParam }

Type declaration

Functions

  • checkForDuplicateVertices(mesh: Mesh, fractionDigits?: number): number
  • Parameters

    • mesh: Mesh
    • Optional fractionDigits: number

    Returns number

  • computeNormals(mesh: Mesh): void
  • Parameters

    Returns void

  • create(vertices: Float32Array, indices: Uint32Array, normals: Float32Array, groups: Float32Array, vertexCount: number, triangleCount: number, mesh?: Mesh): Mesh
  • Parameters

    • vertices: Float32Array
    • indices: Uint32Array
    • normals: Float32Array
    • groups: Float32Array
    • vertexCount: number
    • triangleCount: number
    • Optional mesh: Mesh

    Returns Mesh

  • Parameters

    Returns Mesh

  • smoothEdges(mesh: Mesh, options: { iterations: number; maxNewEdgeLength: number }): Mesh
  • Parameters

    • mesh: Mesh
    • options: { iterations: number; maxNewEdgeLength: number }
      • iterations: number
      • maxNewEdgeLength: number

    Returns Mesh

  • Parameters

    Returns void

  • uniformTriangleGroup(mesh: Mesh, splitTriangles?: boolean): Mesh
  • Ensure that each vertices of each triangle have the same group id. Note that normals are copied over and can't be re-created from the new mesh.

    Parameters

    • mesh: Mesh
    • Optional splitTriangles: boolean

    Returns Mesh

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