/*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 the name 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; });