/
PrimitiveType.js
90 lines (81 loc) · 2.81 KB
/
PrimitiveType.js
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define([
'./freezeObject',
'./WebGLConstants'
], function(
freezeObject,
WebGLConstants) {
'use strict';
/**
* The type of a geometric primitive, i.e., points, lines, and triangles.
*
* @exports PrimitiveType
*/
var PrimitiveType = {
/**
* Points primitive where each vertex (or index) is a separate point.
*
* @type {Number}
* @constant
*/
POINTS : WebGLConstants.POINTS,
/**
* Lines primitive where each two vertices (or indices) is a line segment. Line segments are not necessarily connected.
*
* @type {Number}
* @constant
*/
LINES : WebGLConstants.LINES,
/**
* Line loop primitive where each vertex (or index) after the first connects a line to
* the previous vertex, and the last vertex implicitly connects to the first.
*
* @type {Number}
* @constant
*/
LINE_LOOP : WebGLConstants.LINE_LOOP,
/**
* Line strip primitive where each vertex (or index) after the first connects a line to the previous vertex.
*
* @type {Number}
* @constant
*/
LINE_STRIP : WebGLConstants.LINE_STRIP,
/**
* Triangles primitive where each three vertices (or indices) is a triangle. Triangles do not necessarily share edges.
*
* @type {Number}
* @constant
*/
TRIANGLES : WebGLConstants.TRIANGLES,
/**
* Triangle strip primitive where each vertex (or index) after the first two connect to
* the previous two vertices forming a triangle. For example, this can be used to model a wall.
*
* @type {Number}
* @constant
*/
TRIANGLE_STRIP : WebGLConstants.TRIANGLE_STRIP,
/**
* Triangle fan primitive where each vertex (or index) after the first two connect to
* the previous vertex and the first vertex forming a triangle. For example, this can be used
* to model a cone or circle.
*
* @type {Number}
* @constant
*/
TRIANGLE_FAN : WebGLConstants.TRIANGLE_FAN,
/**
* @private
*/
validate : function(primitiveType) {
return primitiveType === PrimitiveType.POINTS ||
primitiveType === PrimitiveType.LINES ||
primitiveType === PrimitiveType.LINE_LOOP ||
primitiveType === PrimitiveType.LINE_STRIP ||
primitiveType === PrimitiveType.TRIANGLES ||
primitiveType === PrimitiveType.TRIANGLE_STRIP ||
primitiveType === PrimitiveType.TRIANGLE_FAN;
}
};
return freezeObject(PrimitiveType);
});