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@xeokit/xeokit-sdk

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3D BIM IFC Viewer SDK for AEC engineering applications. Open Source JavaScript Toolkit based on pure WebGL for top performance, real-world coordinates and full double precision

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/** * @desc An abstract 3D scene element that can be individually shown, hidden, selected, * highlighted, xrayed, culled, picked, clipped and bounded. * * Entity provides an abstract interface through which different concrete types * of scene element can be accessed and manipulated uniformly. * * ## Entities Representing Models * * * An Entity represents a model when {@link Entity#isModel} is ````true````. * * Each model-Entity is registered by {@link Entity#id} in {@link Scene#models}. * * Each model-Entity can also have a {@link MetaModel} with a matching {@link MetaModel#id}, by which it is registered in {@link MetaScene#metaModels}. * * ## Entities Representing Objects * * * An Entity represents an object when {@link Entity#isObject} is ````true````. * * Each object-Entity is registered by {@link Entity#id} in {@link Scene#objects}. * * Each object-Entity can also have a {@link MetaObject} with a matching {@link MetaObject#id}, by which it is registered {@link MetaScene#metaObjects}. * * ## Updating Batches of Objects * * {@link Scene} provides the following methods for updating batches of object-Entities using their {@link Entity#id}s: * * * {@link Scene#setObjectsVisible} * * {@link Scene#setObjectsCulled} * * {@link Scene#setObjectsSelected} * * {@link Scene#setObjectsHighlighted} * * {@link Scene#setObjectsXRayed} * * {@link Scene#setObjectsEdges} * * {@link Scene#setObjectsColorized} * * {@link Scene#setObjectsOpacity} * * @interface * @abstract */ class Entity { /** * Component ID, unique within the {@link Scene}. * * @type {Number|String} * @abstract */ get id() { } /** * ID of the corresponding object within the originating system, if any. * * By default, this has the same value as {@link Entity#id}. When we load a model using {@link XKTLoaderPlugin#load}, * with {@link XKTLoaderPlugin#globalizeObjectIds} set ````true````, then that plugin will prefix {@link Entity#id} * with the model ID, while leaving this property holding the original value of {@link Entity#id}. When loading an * IFC model, this property will hold the IFC product ID of the corresponding IFC element. * * @type {String} * @abstract */ get originalSystemId() { } /** * Returns true to indicate that this is an Entity. * * @returns {Boolean} */ get isEntity() { return true; } /** * Returns ````true```` if this Entity represents a model. * * When this is ````true````, the Entity will be registered by {@link Entity#id} in {@link Scene#models} and * may also have a corresponding {@link MetaModel}. * * @type {Boolean} * @abstract */ get isModel() { } /** * Returns ````true```` if this Entity represents an object. * * When this is ````true````, the Entity will be registered by {@link Entity#id} in {@link Scene#objects} and * may also have a corresponding {@link MetaObject}. * * @type {Boolean} * @abstract */ get isObject() { } /** Returns the parent Entity, if any. */ get parent() { } /** * Sets the 3D World-space origin for this Entity. * * @type {Float64Array} * @abstract */ set origin(origin) { } /** * Gets the 3D World-space origin for this Entity. * * @type {Float64Array} * @abstract */ get origin() { } /** * World-space 3D axis-aligned bounding box (AABB) of this Entity. * * Represented by a six-element Float64Array containing the min/max extents of the * axis-aligned volume, ie. ````[xmin, ymin,zmin,xmax,ymax, zmax]````. * * @type {Float64Array} * @abstract */ get aabb() { } /** * The approximate number of triangles in this Entity. * * @type {Number} * @abstract */ get numTriangles() { } /** * Sets if this Entity is visible. * * Only rendered when {@link Entity#visible} is ````true```` and {@link Entity#culled} is ````false````. * * When {@link Entity#isObject} and {@link Entity#visible} are both ````true```` the Entity will be * registered by {@link Entity#id} in {@link Scene#visibleObjects}. * * @type {Boolean} * @abstract */ set visible(visible) { } /** * Gets if this Entity is visible. * * Only rendered when {@link Entity#visible} is ````true```` and {@link Entity#culled} is ````false````. * * When {@link Entity#isObject} and {@link Entity#visible} are both ````true```` the Entity will be * registered by {@link Entity#id} in {@link Scene#visibleObjects}. * * @type {Boolean} * @abstract */ get visible() { } /** * Sets if this Entity is xrayed. * * When {@link Entity#isObject} and {@link Entity#xrayed} are both ````true``` the Entity will be * registered by {@link Entity#id} in {@link Scene#xrayedObjects}. * * @type {Boolean} * @abstract */ set xrayed(xrayed) { } /** * Gets if this Entity is xrayed. * * When {@link Entity#isObject} and {@link Entity#xrayed} are both ````true``` the Entity will be * registered by {@link Entity#id} in {@link Scene#xrayedObjects}. * * @type {Boolean} * @abstract */ get xrayed() { } /** * Sets if this Entity is highlighted. * * When {@link Entity#isObject} and {@link Entity#highlighted} are both ````true```` the Entity will be * registered by {@link Entity#id} in {@link Scene#highlightedObjects}. * * @type {Boolean} * @abstract */ set highlighted(highlighted) { } /** * Gets if this Entity is highlighted. * * When {@link Entity#isObject} and {@link Entity#highlighted} are both ````true```` the Entity will be * registered by {@link Entity#id} in {@link Scene#highlightedObjects}. * * @type {Boolean} * @abstract */ get highlighted() { } /** * Sets if this Entity is selected. * * When {@link Entity#isObject} and {@link Entity#selected} are both ````true``` the Entity will be * registered by {@link Entity#id} in {@link Scene#selectedObjects}. * * @type {Boolean} * @abstract */ set selected(selected) { } /** * Gets if this Entity is selected. * * When {@link Entity#isObject} and {@link Entity#selected} are both ````true``` the Entity will be * registered by {@link Entity#id} in {@link Scene#selectedObjects}. * * @type {Boolean} * @abstract */ get selected() { } /** * Sets if this Entity's edges are enhanced. * * @type {Boolean} * @abstract */ set edges(edges) { } /** * Gets if this Entity's edges are enhanced. * * @type {Boolean} * @abstract */ get edges() { } /** * Sets if this Entity is culled. * * Only rendered when {@link Entity#visible} is ````true```` and {@link Entity#culled} is ````false````. * * @type {Boolean} * @abstract */ set culled(culled) { } /** * Gets if this Entity is culled. * * Only rendered when {@link Entity#visible} is ````true```` and {@link Entity#culled} is ````false````. * * @type {Boolean} * @abstract */ get culled() { } /** * Sets if this Entity is clippable. * * Clipping is done by the {@link SectionPlane}s in {@link Scene#sectionPlanes}. * * @type {Boolean} * @abstract */ set clippable(clippable) { } /** * Gets if this Entity is clippable. * * Clipping is done by the {@link SectionPlane}s in {@link Scene#sectionPlanes}. * * @type {Boolean} * @abstract */ get clippable() { } /** * Sets if this Entity is included in boundary calculations. * * @type {Boolean} * @abstract */ set collidable(collidable) { } /** * Gets if this Entity is included in boundary calculations. * * @type {Boolean} * @abstract */ get collidable() { } /** * Sets if this Entity is pickable. * * Picking is done via calls to {@link Scene#pick}. * * @type {Boolean} * @abstract */ set pickable(pickable) { } /** * Gets if this Entity is pickable. * * Picking is done via calls to {@link Scene#pick}. * * @type {Boolean} * @abstract */ get pickable() { } /** * Sets the Entity's RGB colorize color, multiplies by the Entity's rendered fragment colors. * * Each element of the color is in range ````[0..1]````. * * @type {Number[]} * @abstract */ set colorize(rgb) { } /** * Gets the Entity's RGB colorize color, multiplies by the Entity's rendered fragment colors. * * Each element of the color is in range ````[0..1]````. * * @type {Number[]} * @abstract */ get colorize() { } /** * Sets the Entity's opacity factor, multiplies by the Entity's rendered fragment alphas. * * This is a factor in range ````[0..1]````. * * @type {Number} * @abstract */ set opacity(opacity) { } /** * Gets the Entity's opacity factor. * * This is a factor in range ````[0..1]```` which multiplies by the rendered fragment alphas. * * @type {Number} * @abstract */ get opacity() { } /** * Sets if this Entity casts shadows. * * @type {Boolean} * @abstract */ set castsShadow(pickable) { } /** * Gets if this Entity casts shadows. * * @type {Boolean} * @abstract */ get castsShadow() { } /** * Sets if to this Entity can have shadows cast upon it * * @type {Boolean} * @abstract */ set receivesShadow(pickable) { } /** * Gets if this Entity can have shadows cast upon it * * @type {Boolean} * @abstract */ get receivesShadow() { } /** * Gets if this Entity can have Scalable Ambient Obscurance (SAO) applied to it. * * SAO is configured by {@link SAO}. * * @type {Boolean} * @abstract */ get saoEnabled() { } /** * Sets the Entity's 3D World-space offset. * * Since offsetting Entities comes with memory and rendering overhead on some systems, this feature * only works when {@link Viewer} is configured with ````entityOffsetsEnabled: true````. * * The offset dynamically translates the Entity in World-space, which is useful for creating * effects like exploding parts assemblies etc. * * Default value is ````[0,0,0]````. * * Provide a null or undefined value to reset to the default value. * * @abstract * @type {Number[]} */ set offset(offset) { } /** * Gets the Entity's 3D World-space offset. * * Default value is ````[0,0,0]````. * * @abstract * @type {Number[]} */ get offset() { } /** * Gets the World, View and Canvas-space positions of each vertex in a callback. * * @param callback */ getEachVertex(callback) { } /** * Gets the complete geometry of this entity. */ getGeometryData() { } /** * Destroys this Entity. */ destroy() { } } export {Entity};