@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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TypeScript
/**
* An abstract 3D scene element that can be individually shown, hidden, selected,
* highlighted, xrayed, culled, picked, clipped and bounded.
*
* @abstract
*/
export declare abstract class Entity {
/**
* Component ID, unique within the {@link Scene}.
*
* @type {Number|String}
* @abstract
*/
get id(): string | number;
/**
* 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}
*/
get originalSystemId(): string;
/**
* Returns true to indicate that this is an Entity.
*
* @returns {Boolean}
*/
get isEntity(): boolean;
/**
* 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(): boolean;
/**
* 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(): boolean;
/** Returns the parent Entity, if any. */
get parent(): void;
/**
* Sets the 3D World-space origin for this Entity.
*
* @type {Float64Array}
* @abstract
*/
set origin(arg: Float64Array);
/**
* Gets the 3D World-space origin for this Entity.
*
* @type {Float64Array}
* @abstract
*/
get origin(): Float64Array;
/**
* 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(): number[];
/**
* The approximate number of triangles in this Entity.
*
* @type {Number}
* @abstract
*/
get numTriangles(): number;
/**
* 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(arg: boolean);
/**
* 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(): boolean;
/**
* 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(arg: boolean);
/**
* 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(): boolean;
/**
* 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(arg: boolean);
/**
* 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(): boolean;
/**
* 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(arg: boolean);
/**
* 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(): boolean;
/**
* Sets if this Entity's edges are enhanced.
*
* @type {Boolean}
* @abstract
*/
set edges(arg: boolean);
/**
* Gets if this Entity's edges are enhanced.
*
* @type {Boolean}
* @abstract
*/
get edges(): boolean;
/**
* 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(arg: boolean);
/**
* 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(): boolean;
/**
* Sets if this Entity is clippable.
*
* Clipping is done by the {@link SectionPlane}s in {@link Scene.sectionPlanes}.
*
* @type {Boolean}
* @abstract
*/
set clippable(arg: boolean);
/**
* Gets if this Entity is clippable.
*
* Clipping is done by the {@link SectionPlane}s in {@link Scene.sectionPlanes}.
*
* @type {Boolean}
* @abstract
*/
get clippable(): boolean;
/**
* Sets if this Entity is included in boundary calculations.
*
* @type {Boolean}
* @abstract
*/
set collidable(arg: boolean);
/**
* Gets if this Entity is included in boundary calculations.
*
* @type {Boolean}
* @abstract
*/
get collidable(): boolean;
/**
* Sets if this Entity is pickable.
*
* Picking is done via calls to {@link Scene.pick}.
*
* @type {Boolean}
* @abstract
*/
set pickable(arg: boolean);
/**
* Gets if this Entity is pickable.
*
* Picking is done via calls to {@link Scene.pick}.
*
* @type {Boolean}
* @abstract
*/
get pickable(): boolean;
/**
* 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(arg: number[]);
/**
* 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(): number[];
/**
* 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(arg: number);
/**
* 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(): number;
/**
* Sets if this Entity casts shadows.
*
* @type {Boolean}
* @abstract
*/
set castsShadow(arg: boolean);
/**
* Gets if this Entity casts shadows.
*
* @type {Boolean}
* @abstract
*/
get castsShadow(): boolean;
/**
* Sets if to this Entity can have shadows cast upon it
*
* @type {Boolean}
* @abstract
*/
set receivesShadow(arg: boolean);
/**
* Gets if this Entity can have shadows cast upon it
*
* @type {Boolean}
* @abstract
*/
get receivesShadow(): boolean;
/**
* Gets if this Entity can have Scalable Ambient Obscurance (SAO) applied to it.
*
* SAO is configured by {@link SAO}.
*
* @type {Boolean}
* @abstract
*/
get saoEnabled(): boolean;
/**
* 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(arg: number[]);
/**
* Gets the Entity's 3D World-space offset.
*
* Default value is ````[0,0,0]````.
*
* @abstract
* @type {Number[]}
*/
get offset(): number[];
/**
* Gets the World, View and Canvas-space positions of each vertex in a callback.
*
* @param callback
*/
getEachVertex(callback: any): void;
/**
* Gets the complete geometry of this entity.
*/
getGeometryData(): {indices: number[],positions:number[]}
/**
* Destroys this Entity.
*/
destroy(): void;
}