@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
import { Component } from "../Component";
import { Entity } from "../Entity";
import { Geometry } from "../geometry/Geometry";
import { EdgeMaterial, EmphasisMaterial, Material } from "../materials";
export declare type MeshConfiguration = {
/** Optional ID, unique among all components in the parent scene, generated automatically when omitted. */
id?: string;
/** ID of the corresponding object within the originating system, if any. */
originalSystemId?: string;
/** Specify ````true```` if this Mesh represents a model, in which case the Mesh will be registered by {@link Mesh.id} in {@link Scene.models} and may also have a corresponding {@link MetaModel} with matching {@link MetaModel.id}, registered by that ID in {@link MetaScene.metaModels}. */
isModel?: boolean;
/** Specify ````true```` if this Mesh represents an object, in which case the Mesh will be registered by {@link Mesh.id} in {@link Scene.objects} and may also have a corresponding {@link MetaObject} with matching {@link MetaObject.id}, registered by that ID in {@link MetaScene.metaObjects}.*/
isObject?: boolean;
/** The parent Node. */
parent?: Node;
/** World-space origin for this Mesh. When this is given, then ````matrix````, ````position```` and ````geometry```` are all assumed to be relative to this center. */
origin?: number[];
/** 3D position of this Mesh, relative to ````origin````. */
position?: number[];
/** Local scale.*/
scale?: number[];
/** Local rotation, as Euler angles given in degrees, for each of the X, Y and Z axis. */
rotation?: number[];
/** Local modelling transform matrix. Overrides the position, scale and rotation parameters. */
matrix?: number[];
/** World-space 3D translation offset. Translates the Mesh in World space, after modelling transforms. */
offset?: number[];
/** Indicates if the Mesh is able to occlude {@link Marker}s. */
occluder?: boolean;
/** Indicates if the Mesh is initially visible. */
visible?: boolean;
/** Indicates if the Mesh is initially culled from view. */
culled?: boolean;
/** Indicates if the Mesh is initially pickable. */
pickable?: boolean;
/** Indicates if the Mesh is initially clippable. */
clippable?: boolean;
/** Indicates if the Mesh is initially included in boundary calculations. */
collidable?: boolean;
/** Indicates if the Mesh initially casts shadows. */
castsShadow?: boolean;
/** Indicates if the Mesh initially receives shadows. */
receivesShadow?: boolean;
/** Indicates if the Mesh is initially xrayed. */
xrayed?: boolean;
/** Indicates if the Mesh is initially highlighted.*/
highlighted?: boolean;
/** Indicates if the Mesh is initially selected. */
selected?: boolean;
/** Indicates if the Mesh's edges are initially emphasized. */
edges?: boolean;
/** Indicates if the Mesh should act as background, e.g., it can be used for a skybox. */
background?: boolean;
/** Mesh's initial RGB colorize color, multiplies by the rendered fragment colors. */
colorize?: number[];
/** Mesh's initial opacity factor, multiplies by the rendered fragment alpha. */
opacity?: number;
/** Mesh's billboarding behaviour. */
billboard?: "none" | "spherical" | "cylindrical";
/** {@link Geometry} to define the shape of this Mesh. Inherits {@link Scene.geometry} by default. */
geometry?: Geometry;
/** {@link Material} to define the normal rendered appearance for this Mesh. Inherits {@link Scene.material} by default. */
material?: Material;
/** {@link EmphasisMaterial} to define the xrayed appearance for this Mesh. Inherits {@link Scene.xrayMaterial} by default.*/
xrayMaterial?: EmphasisMaterial;
/** {@link EmphasisMaterial} to define the xrayed appearance for this Mesh. Inherits {@link Scene.highlightMaterial} by default. */
highlightMaterial?: EmphasisMaterial;
/** {@link EmphasisMaterial} to define the selected appearance for this Mesh. Inherits {@link Scene.selectedMaterial} by default. */
selectedMaterial?: EmphasisMaterial;
/** {@link EdgeMaterial} to define the appearance of enhanced edges for this Mesh. Inherits {@link Scene.edgeMaterial} by default. */
edgeMaterial?: EmphasisMaterial;
};
/**
* @desc An {@link Entity} that is a drawable element, with a {@link Geometry} and a {@link Material}, that can be
* connected into a scene graph using {@link Node}s.
*/
export declare class Mesh extends Component implements Omit<Entity, 'parent'> {
/**
* @constructor
* @param {Component} owner Owner component. When destroyed, the owner will destroy this component as well.
* @param {MeshConfiguration} [cfg] Configs
*/
constructor(owner: Component, cfg?: MeshConfiguration);
/**
* ID of the corresponding object within the originating system, if any.
*
* @type {String}
* @abstract
*/
originalSystemId: string;
/**
* Sets the Mesh's local modeling transform matrix.
*
* Default value is ````[1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]````.
*
* @type {Number[]}
*/
set matrix(arg: number[]);
/**
* Gets the Mesh's local modeling transform matrix.
*
* Default value is ````[1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]````.
*
* @type {Number[]}
*/
get matrix(): number[];
/**
* Sets the Mesh's local scale.
*
* Default value is ````[1,1,1]````.
*
* @type {Number[]}
*/
set scale(arg: number[]);
/**
* Gets the Mesh's local scale.
*
* Default value is ````[1,1,1]````.
*
* @type {Number[]}
*/
get scale(): number[];
/**
* Sets the Mesh's local translation.
*
* Default value is ````[0,0,0]````.
*
* @type {Number[]}
*/
set position(arg: number[]);
/**
* Gets the Mesh's local translation.
*
* Default value is ````[0,0,0]````.
*
* @type {Number[]}
*/
get position(): number[];
/**
* Sets the Mesh's local rotation, as Euler angles given in degrees, for each of the X, Y and Z axis.
*
* Default value is ````[0,0,0]````.
*
* @type {Number[]}
*/
set rotation(arg: number[]);
/**
* Gets the Mesh's local rotation, as Euler angles given in degrees, for each of the X, Y and Z axis.
*
* Default value is ````[0,0,0]````.
*
* @type {Number[]}
*/
get rotation(): number[];
/**
* Sets if this Mesh is visible.
*
* Only rendered when {@link Mesh.visible} is ````true```` and {@link Mesh.culled} is ````false````.
*
* When {@link Mesh.isObject} and {@link Mesh.visible} are both ````true```` the Mesh will be
* registered by {@link Mesh.id} in {@link Scene.visibleObjects}.
*
* @type {Boolean}
*/
set visible(arg: boolean);
/**
* Gets if this Mesh is visible.
*
* Only rendered when {@link Mesh.visible} is ````true```` and {@link Mesh.culled} is ````false````.
*
* When {@link Mesh.isObject} and {@link Mesh.visible} are both ````true```` the Mesh will be
* registered by {@link Mesh.id} in {@link Scene.visibleObjects}.
*
* @type {Boolean}
*/
get visible(): boolean;
/**
* Sets if this Mesh is culled.
*
* Only rendered when {@link Mesh.visible} is ````true```` and {@link Mesh.culled} is ````false````.
*
* @type {Boolean}
*/
set culled(arg: boolean);
/**
* Gets if this Mesh is culled.
*
* Only rendered when {@link Mesh.visible} is ````true```` and {@link Mesh.culled} is ````false````.
*
* @type {Boolean}
*/
get culled(): boolean;
/**
* Sets if this Mesh is pickable.
*
* Picking is done via calls to {@link Scene.pick}.
*
* @type {Boolean}
*/
set pickable(arg: boolean);
/**
* Gets if this Mesh is pickable.
*
* Picking is done via calls to {@link Scene.pick}.
*
* @type {Boolean}
*/
get pickable(): boolean;
/**
* Sets if this Mesh is clippable.
*
* Clipping is done by the {@link SectionPlane}s in {@link Scene.sectionPlanes}.
*
* @type {Boolean}
*/
set clippable(arg: boolean);
/**
* Gets if this Mesh is clippable.
*
* Clipping is done by the {@link SectionPlane}s in {@link Scene.sectionPlanes}.
*
* @type {Boolean}
*/
get clippable(): boolean;
/**
* Sets if this Mesh included in boundary calculations.
*
* @type {Boolean}
*/
set collidable(arg: boolean);
/**
* Gets if this Mesh included in boundary calculations.
*
* @type {Boolean}
*/
get collidable(): boolean;
/**
* Sets if this Mesh casts shadows.
*
* @type {Boolean}
*/
set castsShadow(arg: boolean);
/**
* Gets if this Mesh casts shadows.
*
* @type {Boolean}
*/
get castsShadow(): boolean;
/**
* Sets if this Mesh can have shadows cast upon it.
*
* @type {Boolean}
*/
set receivesShadow(arg: boolean);
/**
* Gets if this Mesh can have shadows cast upon it.
*
* @type {Boolean}
*/
get receivesShadow(): boolean;
/**
* Sets if this Mesh is xrayed.
*
* XRayed appearance is configured by the {@link EmphasisMaterial} referenced by {@link Mesh.xrayMaterial}.
*
* When {@link Mesh.isObject} and {@link Mesh.xrayed} are both ````true``` the Mesh will be
* registered by {@link Mesh.id} in {@link Scene.xrayedObjects}.
*
* @type {Boolean}
*/
set xrayed(arg: boolean);
/**
* Gets if this Mesh is xrayed.
*
* XRayed appearance is configured by the {@link EmphasisMaterial} referenced by {@link Mesh.xrayMaterial}.
*
* When {@link Mesh.isObject} and {@link Mesh.xrayed} are both ````true``` the Mesh will be
* registered by {@link Mesh.id} in {@link Scene.xrayedObjects}.
*
* @type {Boolean}
*/
get xrayed(): boolean;
/**
* Sets if this Mesh is highlighted.
*
* Highlighted appearance is configured by the {@link EmphasisMaterial} referenced by {@link Mesh.highlightMaterial}.
*
* When {@link Mesh.isObject} and {@link Mesh.highlighted} are both ````true```` the Mesh will be
* registered by {@link Mesh.id} in {@link Scene.highlightedObjects}.
*
* @type {Boolean}
*/
set highlighted(arg: boolean);
/**
* Gets if this Mesh is highlighted.
*
* Highlighted appearance is configured by the {@link EmphasisMaterial} referenced by {@link Mesh.highlightMaterial}.
*
* When {@link Mesh.isObject} and {@link Mesh.highlighted} are both ````true```` the Mesh will be
* registered by {@link Mesh.id} in {@link Scene.highlightedObjects}.
*
* @type {Boolean}
*/
get highlighted(): boolean;
/**
* Sets if this Mesh is selected.
*
* Selected appearance is configured by the {@link EmphasisMaterial} referenced by {@link Mesh.selectedMaterial}.
*
* When {@link Mesh.isObject} and {@link Mesh.selected} are both ````true``` the Mesh will be
* registered by {@link Mesh.id} in {@link Scene.selectedObjects}.
*
* @type {Boolean}
*/
set selected(arg: boolean);
/**
* Gets if this Mesh is selected.
*
* Selected appearance is configured by the {@link EmphasisMaterial} referenced by {@link Mesh.selectedMaterial}.
*
* When {@link Mesh.isObject} and {@link Mesh.selected} are both ````true``` the Mesh will be
* registered by {@link Mesh.id} in {@link Scene.selectedObjects}.
*
* @type {Boolean}
*/
get selected(): boolean;
/**
* Sets if this Mesh is edge-enhanced.
*
* Edge appearance is configured by the {@link EdgeMaterial} referenced by {@link Mesh.edgeMaterial}.
*
* @type {Boolean}
*/
set edges(arg: boolean);
/**
* Gets if this Mesh is edge-enhanced.
*
* Edge appearance is configured by the {@link EdgeMaterial} referenced by {@link Mesh.edgeMaterial}.
*
* @type {Boolean}
*/
get edges(): boolean;
/**
* Sets the Mesh's rendering order relative to other Meshes.
*
* Default value is ````0````.
*
* This can be set on multiple transparent Meshes, to make them render in a specific order for correct alpha blending.
*
* @type {Number}
*/
set layer(arg: number);
/**
* Gets the Mesh's rendering order relative to other Meshes.
*
* Default value is ````0````.
*
* This can be set on multiple transparent Meshes, to make them render in a specific order for correct alpha blending.
*
* @type {Number}
*/
get layer(): number;
/**
* Sets the RGB colorize color for this Mesh.
*
* Multiplies by rendered fragment colors.
*
* Each element of the color is in range ````[0..1]````.
*
* @type {Number[]}
*/
set colorize(arg: number[]);
/**
* Gets the RGB colorize color for this Mesh.
*
* Multiplies by rendered fragment colors.
*
* Each element of the color is in range ````[0..1]````.
*
* @type {Number[]}
*/
get colorize(): number[];
/**
* Sets the opacity factor for this Mesh.
*
* This is a factor in range ````[0..1]```` which multiplies by the rendered fragment alphas.
*
* @type {Number}
*/
set opacity(arg: number);
/**
* Gets the opacity factor for this Mesh.
*
* This is a factor in range ````[0..1]```` which multiplies by the rendered fragment alphas.
*
* @type {Number}
*/
get opacity(): number;
/**
* Sets the Mesh's 3D World-space offset.
*
* The offset dynamically translates the Mesh in World-space.
*
* Default value is ````[0, 0, 0]````.
*
* Provide a null or undefined value to reset to the default value.
*
* @type {Number[]}
*/
set offset(arg: number[]);
/**
* Gets the Mesh's 3D World-space offset.
*
* Default value is ````[0,0,0]````.
*
* @type {Number[]}
*/
get offset(): number[];
/**
* Returns true to indicate that this Component is a Mesh.
* @final
* @type {Boolean}
*/
get isMesh(): boolean;
/**
* The parent Node.
*
* The parent Node may also be set by passing the Mesh to the parent's {@link Node.addChild} method.
*
* @type {Node}
*/
get parent(): Node;
/**
* Defines the shape of this Mesh.
*
* Set to {@link Scene.geometry} by default.
*
* @type {Geometry}
*/
get geometry(): Geometry;
/**
* Defines the appearance of this Mesh when rendering normally, ie. when not xrayed, highlighted or selected.
*
* Set to {@link Scene.material} by default.
*
* @type {Material}
*/
get material(): Material;
/**
* Sets the Mesh's local rotation quaternion.
*
* Default value is ````[0,0,0,1]````.
*
* @type {Number[]}
*/
set quaternion(arg: number[]);
/**
* Gets the Mesh's local rotation quaternion.
*
* Default value is ````[0,0,0,1]````.
*
* @type {Number[]}
*/
get quaternion(): number[];
/**
* Gets the Mesh's World matrix.
*
* @property worldMatrix
* @type {Number[]}
*/
get worldMatrix(): number[];
/**
* Gets the Mesh's World normal matrix.
*
* @type {Number[]}
*/
get worldNormalMatrix(): number[];
/**
* Returns true to indicate that Mesh implements {@link Entity}.
*
* @returns {Boolean}
*/
get isEntity(): boolean;
/**
* Returns ````true```` if this Mesh represents a model.
*
* When this returns ````true````, the Mesh will be registered by {@link Mesh.id} in {@link Scene.models} and
* may also have a corresponding {@link MetaModel}.
*
* @type {Boolean}
*/
get isModel(): boolean;
/**
* Returns ````true```` if this Mesh represents an object.
*
* When this returns ````true````, the Mesh will be registered by {@link Mesh.id} in {@link Scene.objects} and
* may also have a corresponding {@link MetaObject}.
*
* @type {Boolean}
*/
get isObject(): boolean;
/**
* Gets the Mesh's World-space 3D axis-aligned bounding box.
*
* Represented by a six-element Float64Array containing the min/max extents of the
* axis-aligned volume, ie. ````[xmin, ymin,zmin,xmax,ymax, zmax]````.
*
* @type {Number[]}
*/
get aabb(): number[];
/**
* Sets the 3D origin of the Mesh's {@link Geometry}'s vertex positions.
*
* When this is given, then {@link Mesh.matrix}, {@link Mesh.position} and {@link Mesh.geometry} are all assumed to be relative to this center position.
*
* @type {Float64Array}
*/
set origin(arg: Float64Array);
/**
* Gets the 3D origin of the Mesh's {@link Geometry}'s vertex positions.
*
* When this is given, then {@link Mesh.matrix}, {@link Mesh.position} and {@link Mesh.geometry} are all assumed to be relative to this center position.
*
* @type {Float64Array}
*/
get origin(): Float64Array;
/**
* Sets the World-space origin for this Mesh.
*
* Deprecated and replaced by {@link Mesh.origin}.
*
* @deprecated
* @type {Float64Array}
*/
set rtcCenter(arg: Float64Array);
/**
* Gets the World-space origin for this Mesh.
*
* Deprecated and replaced by {@link Mesh.origin}.
*
* @deprecated
* @type {Float64Array}
*/
get rtcCenter(): Float64Array;
/**
* The approximate number of triangles in this Mesh.
*
* @type {Number}
*/
get numTriangles(): number;
/**
* Gets if this Mesh can have Scalable Ambient Obscurance (SAO) applied to it.
*
* SAO is configured by {@link SAO}.
*
* @type {Boolean}
* @abstract
*/
get saoEnabled(): boolean;
/**
* Gets if this Mesh is transparent.
* @returns {Boolean}
*/
get transparent(): boolean;
/**
* Gets if the Node's position is stationary.
*
* When true, will disable the effect of {@link Camera} translations for this Mesh, while still allowing it to rotate. This is useful for skyboxes.
*
* @type {Boolean}
*/
get stationary(): boolean;
/**
* Gets the Node's billboarding behaviour.
*
* Options are:
* * ````"none"```` - (default) - No billboarding.
* * ````"spherical"```` - Mesh is billboarded to face the viewpoint, rotating both vertically and horizontally.
* * ````"cylindrical"```` - Mesh is billboarded to face the viewpoint, rotating only about its vertically axis. Use this mode for things like trees on a landscape.
* @type {String}
*/
get billboard(): string;
/**
* Returns true to indicate that Mesh implements {@link Drawable}.
* @final
* @type {Boolean}
*/
get isDrawable(): boolean;
/**
* Property with final value ````true```` to indicate that xeokit should render this Mesh in sorted order, relative to other Meshes.
*
* The sort order is determined by {@link Mesh.stateSortCompare}.
*
* Sorting is essential for rendering performance, so that xeokit is able to avoid applying runs of the same state changes to the GPU, ie. can collapse them.
*
* @type {Boolean}
*/
get isStateSortable(): boolean;
/**
* Defines the appearance of this Mesh when xrayed.
*
* Mesh is xrayed when {@link Mesh.xrayed} is ````true````.
*
* Set to {@link Scene.xrayMaterial} by default.
*
* @type {EmphasisMaterial}
*/
get xrayMaterial(): EmphasisMaterial;
/**
* Defines the appearance of this Mesh when highlighted.
*
* Mesh is xrayed when {@link Mesh.highlighted} is ````true````.
*
* Set to {@link Scene.highlightMaterial} by default.
*
* @type {EmphasisMaterial}
*/
get highlightMaterial(): EmphasisMaterial;
/**
* Defines the appearance of this Mesh when selected.
*
* Mesh is xrayed when {@link Mesh.selected} is ````true````.
*
* Set to {@link Scene.selectedMaterial} by default.
*
* @type {EmphasisMaterial}
*/
get selectedMaterial(): EmphasisMaterial;
/**
* Defines the appearance of this Mesh when edges are enhanced.
*
* Mesh is xrayed when {@link Mesh.edges} is ````true````.
*
* Set to {@link Scene.edgeMaterial} by default.
*
* @type {EdgeMaterial}
*/
get edgeMaterial(): EdgeMaterial;
/**
* Rotates the Mesh about the given local axis by the given increment.
*
* @param {Number[]} axis Local axis about which to rotate.
* @param {Number} angle Angle increment in degrees.
*/
rotate(axis: number[], angle: number): Mesh;
/**
* Rotates the Mesh about the given World-space axis by the given increment.
*
* @param {Number[]} axis Local axis about which to rotate.
* @param {Number} angle Angle increment in degrees.
*/
rotateOnWorldAxis(axis: number[], angle: number): Mesh;
/**
* Rotates the Mesh about the local X-axis by the given increment.
*
* @param {Number} angle Angle increment in degrees.
*/
rotateX(angle: number): Mesh;
/**
* Rotates the Mesh about the local Y-axis by the given increment.
*
* @param {Number} angle Angle increment in degrees.
*/
rotateY(angle: number): Mesh;
/**
* Rotates the Mesh about the local Z-axis by the given increment.
*
* @param {Number} angle Angle increment in degrees.
*/
rotateZ(angle: number): Mesh;
/**
* Translates the Mesh along local space vector by the given increment.
*
* @param {Number[]} axis Normalized local space 3D vector along which to translate.
* @param {Number} distance Distance to translate along the vector.
*/
translate(axis: number[], distance: number): Mesh;
/**
* Translates the Mesh along the local X-axis by the given increment.
*
* @param {Number} distance Distance to translate along the X-axis.
*/
translateX(distance: number): Mesh;
/**
* Translates the Mesh along the local Y-axis by the given increment.
*
* @param {Number} distance Distance to translate along the Y-axis.
*/
translateY(distance: number): Mesh;
/**
* Translates the Mesh along the local Z-axis by the given increment.
*
* @param {Number} distance Distance to translate along the Z-axis.
*/
translateZ(distance: number): Mesh;
/**
* Comparison function used by the renderer to determine the order in which xeokit should render the Mesh, relative to to other Meshes.
*
* xeokit requires this method because Mesh implements {@link Drawable}.
*
* Sorting is essential for rendering performance, so that xeokit is able to avoid needlessly applying runs of the same rendering state changes to the GPU, ie. can collapse them.
*
* @param {Mesh} mesh1
* @param {Mesh} mesh2
* @returns {number}
*/
stateSortCompare(mesh1: Mesh, mesh2: Mesh): number;
/**
* Gets the World, View and Canvas-space positions of each vertex in a callback.
*
* @param callback
*/
getEachVertex(callback: any): void;
}