mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
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254 lines
7.3 KiB
HTML
254 lines
7.3 KiB
HTML
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="utf-8" />
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<script src="../../list.js"></script>
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<script src="../../page.js"></script>
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<link type="text/css" rel="stylesheet" href="../../page.css" />
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</head>
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<body>
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<h1>[name]</h1>
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<div class="desc">
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Base class for geometries.<br />
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A geometry holds all data necessary to describe a 3D model.
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</div>
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<h2>Example</h2>
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<code>var geometry = new THREE.Geometry();
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geometry.vertices.push(
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new THREE.Vector3( -10, 10, 0 ),
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new THREE.Vector3( -10, -10, 0 ),
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new THREE.Vector3( 10, -10, 0 )
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);
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geometry.faces.push( new THREE.Face3( 0, 1, 2 ) );
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geometry.computeBoundingSphere();
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</code>
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<h2>Constructor</h2>
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<h3>[name]()</h3>
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<div>
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The constructor takes no arguments.
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</div>
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<h2>Properties</h2>
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<h3>[property:Integer id]</h3>
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<div>
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Unique number for this geometry instance.
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</div>
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<h3>[property:String name]</h3>
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<div>
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Name for this geometry. Default is an empty string.
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</div>
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<h3>[property:Array vertices]</h3>
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<div>
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Array of [page:Vector3 vertices].<br />
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The array of vertices holds every position of points in the model.<br />
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To signal an update in this array, [page:Geometry Geometry.verticesNeedUpdate] needs to be set to true.
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</div>
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<h3>[property:Array colors]</h3>
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<div>
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Array of vertex [page:Color colors], matching number and order of vertices.<br />
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Used in [page:PointCloud] and [page:Line].<br />
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[page:Mesh Meshes] use per-face-use-of-vertex colors embedded directly in faces.<br />
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To signal an update in this array, [page:Geometry Geometry.colorsNeedUpdate] needs to be set to true.
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</div>
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<h3>[property:Array faces]</h3>
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<div>
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Array of [page:Face3 triangles].<br />
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The array of faces describe how each vertex in the model is connected with each other.<br />
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To signal an update in this array, [page:Geometry Geometry.elementsNeedUpdate] needs to be set to true.
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</div>
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<h3>[property:Array faceVertexUvs]</h3>
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<div>
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Array of face [page:UV] layers.<br />
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Each UV layer is an array of [page:UV]s matching the order and number of vertices in faces.<br />
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To signal an update in this array, [page:Geometry Geometry.uvsNeedUpdate] needs to be set to true.
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</div>
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<h3>[property:Array morphTargets]</h3>
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<div>
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Array of morph targets. Each morph target is a Javascript object:
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<code>{ name: "targetName", vertices: [ new THREE.Vector3(), ... ] }</code>
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Morph vertices match number and order of primary vertices.
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</div>
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<h3>[property:Array morphColors]</h3>
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<div>
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Array of morph colors. Morph colors have similar structure as morph targets, each color set is a Javascript object:
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<code>morphColor = { name: "colorName", colors: [ new THREE.Color(), ... ] }</code>
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Morph colors can match either the number and order of faces (face colors) or the number of vertices (vertex colors).
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</div>
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<h3>[property:Array morphNormals]</h3>
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<div>
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Array of morph normals. Morph normals have similar structure as morph targets, each normal set is a Javascript object:
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<code>morphNormal = { name: "NormalName", normals: [ new THREE.Vector3(), ... ] }</code>
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</div>
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<h3>[property:Array skinWeights]</h3>
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<div>
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Array of skinning weights, matching number and order of vertices.
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</div>
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<h3>[property:Array skinIndices]</h3>
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<div>
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Array of skinning indices, matching number and order of vertices.
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</div>
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<h3>[property:Object boundingBox]</h3>
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<div>
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Bounding box.
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<code>{ min: new THREE.Vector3(), max: new THREE.Vector3() }</code>
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</div>
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<h3>[property:Object boundingSphere]</h3>
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<div>
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Bounding sphere.
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<code>{ radius: float }</code>
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</div>
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<h3>[property:Boolean hasTangents]</h3>
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<div>
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True if geometry has tangents. Set in [page:Geometry Geometry.computeTangents].
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</div>
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<h3>[property:Boolean dynamic]</h3>
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<div>
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Set to *true* if attribute buffers will need to change in runtime (using "dirty" flags).<br/>
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Unless set to true internal typed arrays corresponding to buffers will be deleted once sent to GPU.<br/>
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Defaults to true.
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</div>
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<h3>[property:Boolean verticesNeedUpdate]</h3>
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<div>
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Set to *true* if the vertices array has been updated.
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</div>
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<h3>[property:Boolean elementsNeedUpdate]</h3>
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<div>
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Set to *true* if the faces array has been updated.
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</div>
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<h3>[property:Boolean uvsNeedUpdate]</h3>
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<div>
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Set to *true* if the uvs array has been updated.
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</div>
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<h3>[property:Boolean normalsNeedUpdate]</h3>
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<div>
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Set to *true* if the normals array has been updated.
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</div>
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<h3>[property:Boolean tangentsNeedUpdate]</h3>
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<div>
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Set to *true* if the tangents in the faces has been updated.
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</div>
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<h3>[property:Boolean colorsNeedUpdate]</h3>
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<div>
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Set to *true* if the colors array has been updated.
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</div>
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<h3>[property:Boolean lineDistancesNeedUpdate]</h3>
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<div>
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Set to *true* if the linedistances array has been updated.
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</div>
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<h3>[property:array lineDistances]</h3>
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<div>
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An array containing distances between vertices for Line geometries.
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This is required for LinePieces/LineDashedMaterial to render correctly.
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Line distances can also be generated with computeLineDistances.
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</div>
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<h2>Methods</h2>
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<h3>[page:EventDispatcher EventDispatcher] methods are available on this class.</h3>
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<h3>[method:null applyMatrix]( [page:Matrix4 matrix] )</h3>
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<div>
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Bakes matrix transform directly into vertex coordinates.
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</div>
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<h3>[method:null computeFaceNormals]()</h3>
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<div>
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Computes face normals.
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</div>
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<h3>[method:null computeVertexNormals]()</h3>
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<div>
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Computes vertex normals by averaging face normals.<br />
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Face normals must be existing / computed beforehand.
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</div>
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<h3>[method:null computeMorphNormals]()</h3>
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<div>
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Computes morph normals.
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</div>
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<h3>[method:null computeTangents]()</h3>
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<div>
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Computes vertex tangents.<br />
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Based on [link:http://www.terathon.com/code/tangent.html]<br />
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Geometry must have vertex [page:UV UVs] (layer 0 will be used).
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</div>
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<h3>[method:null computeBoundingBox]()</h3>
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<div>
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Computes bounding box of the geometry, updating [page:Geometry Geometry.boundingBox] attribute.
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</div>
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<h3>[method:null computeBoundingSphere]()</h3>
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<div>
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Computes bounding sphere of the geometry, updating [page:Geometry Geometry.boundingSphere] attribute.
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</div>
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<div>Neither bounding boxes or bounding spheres are computed by default. They need to be explicitly computed, otherwise they are *null*.</div>
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<h3>[method:null merge]( [page:Geometry geometry], [page:Matrix4 matrix], [page:Integer materialIndexOffset] )</h3>
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<div>Merge two geometries or geometry and geometry from object (using object's transform)</div>
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<h3>[method:null mergeVertices]()</h3>
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<div>
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Checks for duplicate vertices using hashmap.<br />
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Duplicated vertices are removed and faces' vertices are updated.
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</div>
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<h3>[method:Geometry clone]()</h3>
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<div>
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Creates a new clone of the Geometry.
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</div>
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<h3>[method:null dispose]()</h3>
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<div>
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Removes The object from memory. <br />
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Don't forget to call this method when you remove a geometry because it can cause memory leaks.
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</div>
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<h3>[method:null computeLineDistances]()</h3>
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<div>
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Compute distances between vertices for Line geometries.
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</div>
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<h2>Source</h2>
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[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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</body>
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</html>
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