Accessors
transformObjectsCount
- get transformObjectsCount(): number
-
Returns number
transformationChangedEvent
- get transformationChangedEvent(): IEvent<BaseRenderer, TransformationChangedEvent>
-
Returns IEvent<BaseRenderer, TransformationChangedEvent>
Methods
concatenate
- concatenate(internalIds: Int64[], matrices: number[][], updateRender?: boolean): Promise<void>
-
Parameters
-
internalIds: Int64[]
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matrices: number[][]
-
updateRender: boolean = true
Returns Promise<void>
hasTransformation
- hasTransformation(internalId: Int64): boolean
-
Returns boolean
hasTransformations
- hasTransformations(): boolean
-
Returns boolean
invert
- invert(internalIds: Int64[], updateRender?: boolean): Promise<void>
-
Parameters
-
internalIds: Int64[]
-
updateRender: boolean = false
Returns Promise<void>
invertedMatrix
- invertedMatrix(internalId: Int64): number[]
-
Returns number[]
lookAt
- lookAt(internalIds: Int64[], origin: Vector3D, lookVector: Vector3D, upVector?: Vector3D): Promise<void>
-
Returns Promise<void>
matrices
- matrices(internalIds: Int64[]): number[][]
-
Returns number[][]
matrix
- matrix(internalId: Int64, nullOnIdentity?: boolean): number[]
-
Parameters
-
internalId: Int64
-
nullOnIdentity: boolean = false
Returns number[]
moveTo
- moveTo(internalIds: Int64[], targetPosition: Vector3D, currentPosition?: Vector3D, updateRender?: boolean): Promise<void>
-
Parameters
-
internalIds: Int64[]
-
-
Optional
currentPosition: Vector3D
-
updateRender: boolean = true
Returns Promise<void>
reset
- reset(ids: Int64 | Int64[], updateRender?: boolean): Promise<void>
-
Parameters
-
-
updateRender: boolean = false
Returns Promise<void>
resetAll
- resetAll(updateRender?: boolean): Promise<void>
-
Parameters
-
updateRender: boolean = false
Returns Promise<void>
rotateAroundQuat
- rotateAroundQuat(internalIds: Int64[], origin: Vector3D, quaternion: Quaternion, updateRender?: boolean): Promise<void>
-
Parameters
-
internalIds: Int64[]
-
-
quaternion: Quaternion
-
updateRender: boolean = true
Returns Promise<void>
rotateAroundX
- rotateAroundX(internalIds: Int64[], origin: Vector3D, deg: number): Promise<void>
-
Parameters
-
internalIds: Int64[]
-
-
deg: number
Returns Promise<void>
rotateAroundXYZ
- rotateAroundXYZ(internalIds: Int64[], origin: Vector3D, rotationAnglesXYZ: Vector3D, updateRender?: boolean): Promise<void>
-
Parameters
-
internalIds: Int64[]
-
-
rotationAnglesXYZ: Vector3D
-
updateRender: boolean = true
Returns Promise<void>
rotateAroundY
- rotateAroundY(internalIds: Int64[], origin: Vector3D, deg: number): Promise<void>
-
Parameters
-
internalIds: Int64[]
-
-
deg: number
Returns Promise<void>
rotateAroundZ
- rotateAroundZ(internalIds: Int64[], origin: Vector3D, deg: number): Promise<void>
-
Parameters
-
internalIds: Int64[]
-
-
deg: number
Returns Promise<void>
scaleAroundXYZ
- scaleAroundXYZ(internalIds: Int64[], origin: Vector3D, scaleFactors: Vector3D, updateRender?: boolean): Promise<void>
-
Parameters
-
internalIds: Int64[]
-
-
-
updateRender: boolean = true
Returns Promise<void>
set
- set(internalIds: Int64[], matrices: number[][], updateRender?: boolean): Promise<void>
-
Parameters
-
internalIds: Int64[]
-
matrices: number[][]
-
updateRender: boolean = true
Returns Promise<void>
setState
- setState(state: DynamicElementsState): Promise<void>
-
Returns Promise<void>
translateTo
- translateTo(internalIds: Int64[], vector: Vector3D, updateRender?: boolean): Promise<void>
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Parameters
-
internalIds: Int64[]
-
-
updateRender: boolean = true
Returns Promise<void>
unloadModel
- unloadModel(modelInfo: ModelInfo): void
-
Returns void
Represents dynamic elements that can be transformed.