@google/model-viewer
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Easily display interactive 3D models on the web and in AR!
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TypeScript
import { GLTF, GLTFElement, GLTFElementMap } from '../../three-components/gltf-instance/gltf-2.0.js';
/**
* A VisitorCallback is used to access an element of a GLTF scene graph. The
* callback receives a reference to the element, the element's index relative
* to other elements of its type (as it would appear in the top-level element
* array in the corresponding GLTF) and a hierarchy array that is the list of
* ancestor elements (inclusive of the current element) that preceded the
* currently accessed element in the GLTF scene graph hierarchy.
*/
export type VisitorCallback<T extends GLTFElement> = (element: T, index: number, hierarchy: GLTFElement[]) => void;
/**
* There is a corresponding VisitorCallback type for every type of GLTFElement.
*/
export type VisitorCallbacks = {
[T in keyof GLTFElementMap]?: VisitorCallback<GLTFElementMap[T]>;
};
/**
* Supported options for configuring a GLTFTreeVisitor include:
* - allScenes: if true, all scenes (not just the active one) will be visited
* - sparse: if true, elements that have been visited once will not be visited
* again if and when they are encountered a second time in the scene graph
*
* Note that glTF defines a top-level field ("scene") that refers to the scene
* that will be presented first ("at load time"). In the case of <model-viewer>,
* there is no way to specify an alternative scene to display (although we plan
* to add configuration for this). Consequently, the ability to traverse all
* scenes is not likely to be used at this time. However, some cases will call
* for visiting all nodes in a glTF regardless of whether they are a part of
* the current scene. Eventually, <model-viewer> will support changing the
* active scene, and the ability to traverse all scenes at once will become
* handy.
*
* @see https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#scenes
* @see https://github.com/google/model-viewer/issues/195
*/
export interface VisitOptions {
allScenes?: boolean;
sparse?: boolean;
}
declare const $callbacks: unique symbol;
declare const $visitMesh: unique symbol;
declare const $visitElement: unique symbol;
declare const $visitNode: unique symbol;
declare const $visitScene: unique symbol;
declare const $visitMaterial: unique symbol;
/**
* GLTFTreeVisitor implements a deterministic traversal order of a valid,
* deserialized glTF 2.0 model. It supports selective element visitation via
* callbacks configured based on element type. For example, to visit all
* materials in all scenes in a glTF:
*
* ```javascript
* const visitor = new GLTFTreeVisitor({
* material: (material, index, hierarchy) => {
* // material is a glTF 2.0 Material
* // index is the index of material in gltf.materials
* // hierarchy includes ancestors of material in the glTF
* }
* });
*
* visitor.visit(someInMemoryGLTF, { allScenes: true });
* ```
*
* The traversal order of the visitor is pre-order, depth-first.
*
* Note that the traversal order is not guaranteed to correspond to the
* index of a given element in any way. Rather, traversal order is based
* on the hierarchical order of the scene graph.
*/
export declare class GLTFTreeVisitor {
private [$callbacks];
constructor(callbacks: VisitorCallbacks);
/**
* Visit a given in-memory glTF via the configured callbacks of this visitor.
* Optionally, all scenes may be visited (as opposed to just the active one).
* Sparse traversal can also be specified, in which case elements that
* re-appear multiple times in the scene graph will only be visited once.
*/
visit(gltf: GLTF, options?: VisitOptions): void;
private [$visitElement];
private [$visitScene];
private [$visitNode];
private [$visitMesh];
private [$visitMaterial];
}
export {};