threepipe
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A 3D viewer framework built on top of three.js in TypeScript with a focus on quality rendering, modularity and extensibility.
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TypeScript
import { IObject3D, IObject3DEvent, IObject3DEventTypes, IObject3DUserData, IObjectSetDirtyOptions } from './IObject';
import { Color, Scene } from 'three';
import { IShaderPropertiesUpdater } from '../materials';
import { ICamera } from './ICamera';
import { Box3B } from '../three';
import { ITexture } from './ITexture';
export interface AddObjectOptions {
/**
* Add directly to the {@link RootScene} object instead of {@link RootScene.modelRoot}
* @default false
*/
addToRoot?: boolean;
/**
* Automatically center the object in the scene.
* @default false
*/
autoCenter?: boolean;
/**
* Automatically center the geometries(pivots) in the object hierarchy before adding.
* @default false
*/
centerGeometries?: boolean;
/**
* This centers the geometry while keeping the world position, i.e the mesh(Object3D) positions will change.
* {@link centerGeometries} must be true for this to work.
* @default true
*/
centerGeometriesKeepPosition?: boolean;
/**
* Add a license to the object
*/
license?: string;
/**
* Automatically scale the object according to its bounding box and the {@link autoScaleRadius} setting
* @default false
*/
autoScale?: boolean;
/**
* Radius to use for {@link autoScale}
* {@link autoScale} must be true for this to work.
* @default 2
*/
autoScaleRadius?: number;
/**
* any attached viewer config will be ignored if this is set to true
* @default true
*/
importConfig?: boolean;
/**
* Clear the viewer scene objects before the new object is added. Same as {@link disposeSceneObjects} but does not dispose the objects.
*/
clearSceneObjects?: boolean;
/**
* Dispose all the scene objects before the new object is added. Same as {@link clearSceneObjects} but also disposes the objects.
*/
disposeSceneObjects?: boolean;
}
export type ISceneEventTypes = IObject3DEventTypes | 'sceneUpdate' | 'addSceneObject' | 'mainCameraChange' | 'mainCameraUpdate' | 'environmentChanged' | 'backgroundChanged' | 'renderCameraChange' | 'update' | // todo: deprecate, use 'sceneUpdate' instead
'textureAdded' | // todo remove
'activeCameraChange' | 'activeCameraUpdate' | // todo: deprecate
'sceneMaterialUpdate';
export interface ISceneEvent<T extends string = ISceneEventTypes> extends IObject3DEvent<T> {
scene?: IScene | null;
hierarchyChanged?: boolean;
}
export type ISceneSetDirtyOptions = IObjectSetDirtyOptions;
export type ISceneUserData = IObject3DUserData;
export interface IWidget {
attach(object: any): this;
detach(): this;
isWidget: true;
object: any;
update?(): void;
dispose?(): void;
}
export interface IScene<E extends ISceneEvent = ISceneEvent, ET extends ISceneEventTypes = ISceneEventTypes> extends Scene<E, ET>, IObject3D<E, ET>, IShaderPropertiesUpdater {
readonly visible: boolean;
readonly isScene: true;
/**
* Main camera that the user controls
*/
mainCamera: ICamera;
/**
* Camera that in currently being rendered.
*/
renderCamera: ICamera;
type: 'Scene';
toJSON(): any;
modelRoot: IObject3D;
addObject<T extends IObject3D>(imported: T, options?: AddObjectOptions): T & IObject3D;
setDirty(e?: ISceneSetDirtyOptions): void;
getBounds(precise?: boolean, ignoreInvisible?: boolean): Box3B;
backgroundIntensity: number;
envMapIntensity: number;
fixedEnvMapDirection: boolean;
environment: ITexture | null;
background: ITexture | Color | null | 'environment';
backgroundColor: Color | null;
defaultCamera: ICamera;
userData: ISceneUserData;
/**
* @deprecated use {@link getObjectByName} instead
* @param name
* @param parent
*/
findObjectsByName(name: string, parent?: any): any[];
/**
* @deprecated renamed to {@link mainCamera}
*/
activeCamera: ICamera;
traverse(callback: (object: IObject3D) => void): void;
traverseVisible(callback: (object: IObject3D) => void): void;
traverseAncestors(callback: (object: IObject3D) => void): void;
getObjectById<T extends IObject3D = IObject3D>(id: number): T | undefined;
getObjectByName<T extends IObject3D = IObject3D>(name: string): T | undefined;
getObjectByProperty<T extends IObject3D = IObject3D>(name: string, value: string): T | undefined;
copy(source: this, recursive?: boolean): this;
clone(recursive?: boolean): this;
add(...object: IObject3D[]): this;
remove(...object: IObject3D[]): this;
parent: IObject3D | null;
children: IObject3D[];
}
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