A model is a graphical object that can be added to or removed from a scene. It contains a hierarchy and any number of mesh instances.
new Model(): Model
Creates a new model.
// Create a new model
const model = new Model()
graph: null | GraphNode = null;
The root node of the model's graph node hierarchy.
meshInstances: MeshInstance[] = [];
An array of MeshInstances contained in this model.
morphInstances: MorphInstance[] = [];
An array of MorphInstances contained in this model.
skinInstances: SkinInstance[] = [];
An array of SkinInstances contained in this model.
clone(): Model
Clones a model. The returned model has a newly created hierarchy and mesh instances, but meshes are shared between the clone and the specified model.
A clone of the specified model.
const clonedModel = model.clone()
destroy(): void
Destroys skinning texture and possibly deletes vertex/index buffers of a model. Mesh is reference-counted, so buffers are only deleted if all models with referencing mesh instances were deleted. That means all in-scene models + the "base" one (asset.resource) which is created when the model is parsed. It is recommended to use asset.unload() instead, which will also remove the model from the scene.
void
generateWireframe(): void
Generates the necessary internal data for a model to be renderable as wireframe. Once this function has been called, any mesh instance in the model can have its renderStyle property set to RENDERSTYLE_WIREFRAME.
void
model.generateWireframe()
for (let i = 0; i < model.meshInstances.length; i++) {
model.meshInstances[i].renderStyle = RENDERSTYLE_WIREFRAME
}