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📄 Data3DTexture.js

📊 Analysis Summary

Metric Count
🧱 Classes 1
📦 Imports 3

📚 Table of Contents

🛠️ File Location:

📂 src/textures/Data3DTexture.js

📦 Imports

Name Source
Texture ./Texture.js
ClampToEdgeWrapping ../constants.js
NearestFilter ../constants.js

Classes

Data3DTexture

Class Code
class Data3DTexture extends Texture {

    /**
     * Constructs a new data array texture.
     *
     * @param {?TypedArray} [data=null] - The buffer data.
     * @param {number} [width=1] - The width of the texture.
     * @param {number} [height=1] - The height of the texture.
     * @param {number} [depth=1] - The depth of the texture.
     */
    constructor( data = null, width = 1, height = 1, depth = 1 ) {

        // We're going to add .setXXX() methods for setting properties later.
        // Users can still set in Data3DTexture directly.
        //
        //  const texture = new THREE.Data3DTexture( data, width, height, depth );
        //  texture.anisotropy = 16;
        //
        // See #14839

        super( null );

        /**
         * This flag can be used for type testing.
         *
         * @type {boolean}
         * @readonly
         * @default true
         */
        this.isData3DTexture = true;

        /**
         * The image definition of a data texture.
         *
         * @type {{data:TypedArray,width:number,height:number,depth:number}}
         */
        this.image = { data, width, height, depth };

        /**
         * How the texture is sampled when a texel covers more than one pixel.
         *
         * Overwritten and set to `NearestFilter` by default.
         *
         * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
         * @default NearestFilter
         */
        this.magFilter = NearestFilter;

        /**
         * How the texture is sampled when a texel covers less than one pixel.
         *
         * Overwritten and set to `NearestFilter` by default.
         *
         * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
         * @default NearestFilter
         */
        this.minFilter = NearestFilter;

        /**
         * This defines how the texture is wrapped in the depth and corresponds to
         * *W* in UVW mapping.
         *
         * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
         * @default ClampToEdgeWrapping
         */
        this.wrapR = ClampToEdgeWrapping;

        /**
         * Whether to generate mipmaps (if possible) for a texture.
         *
         * Overwritten and set to `false` by default.
         *
         * @type {boolean}
         * @default false
         */
        this.generateMipmaps = false;

        /**
         * If set to `true`, the texture is flipped along the vertical axis when
         * uploaded to the GPU.
         *
         * Overwritten and set to `false` by default.
         *
         * @type {boolean}
         * @default false
         */
        this.flipY = false;

        /**
         * Specifies the alignment requirements for the start of each pixel row in memory.
         *
         * Overwritten and set to `1` by default.
         *
         * @type {boolean}
         * @default 1
         */
        this.unpackAlignment = 1;

    }

}