Geometry.getMorphBaseChannel¶
Summary¶
Geometry.getMorphBaseChannel returns active base positions, normals, or RGBA colors for morph processing. Wasm-backed channels are refreshed and copied before return.
Syntax¶
Parameters¶
| Name | Type | Required | Description |
|---|---|---|---|
channel |
"positions" \| "normals" \| "colors" |
Yes | Base vertex channel to retrieve. |
Returns¶
Float32Array - Active base-channel data for the current vertexCount.
Type Details¶
Positions and normals contain three f32 components per vertex; colors contain four RGBA components. A Wasm-backed source is refreshed, range-validated, and copied. A sufficiently large CPU channel is returned as an active-range subarray. Missing normals default to [0, 1, 0] per vertex, missing colors default to white, and missing positions throw.
Example¶
const geometry = wgpu.geometry.custom({
positions: new Float32Array([0, 0, 0, 1, 0, 0, 0, 1, 0]),
});
const basePositions = geometry.getMorphBaseChannel("positions");
const baseNormals = geometry.getMorphBaseChannel("normals");
console.log(basePositions.length, baseNormals.length); // 9 9
Notes¶
Positions are required. Missing normals and colors return generated fallback arrays. CPU-backed results may be active subarray views; do not assume ownership of their backing buffer.