/*global define*/ define([ '../Core/defineProperties' ], function( defineProperties) { "use strict"; /** * A model's mesh and its materials. *
* Use {@link Model#getMesh} to create an instance. *
* * @alias ModelMesh * @internalConstructor * * @see Model#getMesh */ var ModelMesh = function(mesh, runtimeMaterialsById, id) { var materials = []; var primitives = mesh.primitives; var length = primitives.length; for (var i = 0; i < length; ++i) { var p = primitives[i]; materials[i] = runtimeMaterialsById[p.material]; } this._name = mesh.name; this._materials = materials; this._id = id; }; defineProperties(ModelMesh.prototype, { /** * The value of thename
property of this mesh. This is the
* name assigned by the artist when the asset is created. This can be
* different than the name of the mesh property ({@link ModelMesh#id}),
* which is internal to glTF.
*
* @memberof ModelMesh.prototype
*
* @type {String}
* @readonly
*/
name : {
get : function() {
return this._name;
}
},
/**
* The name of the glTF JSON property for this mesh. This is guaranteed
* to be unique among all meshes. It may not match the mesh's
* name
property (@link ModelMesh#name), which is assigned by
* the artist when the asset is created.
*
* @memberof ModelMesh.prototype
*
* @type {String}
* @readonly
*/
id : {
get : function() {
return this._id;
}
},
/**
* An array of {@link ModelMaterial} instances indexed by the mesh's
* primitive indices.
*
* @memberof ModelMesh.prototype
*
* @type {ModelMaterial[]}
* @readonly
*/
materials : {
get : function() {
return this._materials;
}
}
});
return ModelMesh;
});