indexCount
TypeScriptget indexCount(): Promise<number>Swift declarationvar indexCount: IntThe number of indices to use for this part.
struct · iOS 18.0+ · SDK 27.1
struct PartAn object that describes a range of primitives to display, and their material index.
get indexCount(): Promise<number>Swift declarationvar indexCount: IntThe number of indices to use for this part.
setIndexCount(value: number): Promise<void>Swift declarationvar indexCount: IntThe number of indices to use for this part.
static init(indexOffset: number, indexCount: number, topology: _Metal_MTLPrimitiveType, materialIndex: number, bounds: BoundingBox): Promise<LowLevelMesh_Part>Swift declarationinit(indexOffset: Int = 0, indexCount: Int = 0, topology: MTLPrimitiveType = .triangle, materialIndex: Int = 0, bounds: BoundingBox)Creates a low-level mesh part. - Parameters: - indexOffset: The offset, in bytes, of the first index. - indexCount: The number of indices to use for this part. - topology: The geometric primitive to use when rendering this part. - materialIndex: The material index this part associates with. - bounds: The model-space bounding box of the part.
get indexOffset(): Promise<number>Swift declarationvar indexOffset: IntThe offset, in bytes, of the first index.
setIndexOffset(value: number): Promise<void>Swift declarationvar indexOffset: IntThe offset, in bytes, of the first index.
get materialIndex(): Promise<number>Swift declarationvar materialIndex: IntThe material index this part associates with.
setMaterialIndex(value: number): Promise<void>Swift declarationvar materialIndex: IntThe material index this part associates with.
get bounds(): Promise<BoundingBox>Swift declarationvar bounds: BoundingBoxThe model-space bounding box of this part. RealityKit uses this bounding box for culling the mesh against the active camera. Take care to maintain the bounds of each mesh part so that it completely contains the part's geometry. Otherwise, RealityKit may not render your meshes correctly. - Note: On visionOS, if these bounds don't completely contain the part's geometry, you might see pixelated passthrough artifacts on the mesh due to inaccurate depth reprojection. Provide a correct bounding box for your virtual content, or if the mesh is animated by a shader, make the bounding box more conservative.
setBounds(value: BoundingBox): Promise<void>Swift declarationvar bounds: BoundingBoxThe model-space bounding box of this part. RealityKit uses this bounding box for culling the mesh against the active camera. Take care to maintain the bounds of each mesh part so that it completely contains the part's geometry. Otherwise, RealityKit may not render your meshes correctly. - Note: On visionOS, if these bounds don't completely contain the part's geometry, you might see pixelated passthrough artifacts on the mesh due to inaccurate depth reprojection. Provide a correct bounding box for your virtual content, or if the mesh is animated by a shader, make the bounding box more conservative.
get topology(): Promise<_Metal_MTLPrimitiveType>Swift declarationvar topology: MTLPrimitiveTypeThe geometric primitive to use when rendering this part.
setTopology(value: _Metal_MTLPrimitiveType): Promise<void>Swift declarationvar topology: MTLPrimitiveTypeThe geometric primitive to use when rendering this part.
No declarations were skipped in this snapshot.