/*global define*/
define([
'../Core/defineProperties'
], function(
defineProperties) {
'use strict';
/**
* A model's mesh and its materials.
* <p>
* Use {@link Model#getMesh} to create an instance.
* </p>
*
* @alias ModelMesh
* @internalConstructor
*
* @see Model#getMesh
*/
function ModelMesh(mesh, runtimeMaterialsById, id) {
var materials = [];
var primitives = mesh.primitives;
var length = primitives.length;
for (var i = 0; i < length; ++i) {
var p = primitives[i];
materials[i] = runtimeMaterialsById[p.material];
}
this._name = mesh.name;
this._materials = materials;
this._id = id;
}
defineProperties(ModelMesh.prototype, {
/**
* The value of the <code>name</code> property of this mesh. This is the
* name assigned by the artist when the asset is created. This can be
* different than the name of the mesh property ({@link ModelMesh#id}),
* which is internal to glTF.
*
* @memberof ModelMesh.prototype
*
* @type {String}
* @readonly
*/
name : {
get : function() {
return this._name;
}
},
/**
* The name of the glTF JSON property for this mesh. This is guaranteed
* to be unique among all meshes. It may not match the mesh's <code>
* name</code> property (@link ModelMesh#name), which is assigned by
* the artist when the asset is created.
*
* @memberof ModelMesh.prototype
*
* @type {String}
* @readonly
*/
id : {
get : function() {
return this._id;
}
},
/**
* An array of {@link ModelMaterial} instances indexed by the mesh's
* primitive indices.
*
* @memberof ModelMesh.prototype
*
* @type {ModelMaterial[]}
* @readonly
*/
materials : {
get : function() {
return this._materials;
}
}
});
return ModelMesh;
});