ReadonlyglobalReadonlyreservedColor used to as scene.clearColor when doing gpu picking.
Number of objects (IFC products or TextureObject) that can still be added to this instance
Gets a value indicating whether backface culling is enabled. Backface culling is a rendering technique used to improve performance by not drawing polygons facing away from the camera.
true if backface culling is enabled; otherwise, false.
Sets the backface culling state for the material.
A boolean indicating whether backface culling is enabled. If true, backface culling is enabled; otherwise, it is disabled.
Maximum number of Ifc products and TextureObject instances material can hold.
Number of objects (IFC products or TextureObject) this instance currently holds. Cannot be higher than maxObjectCount.
Changed whenever colors or properties on objects, managed by this Materials instance, change. Useful when performing checks (for exemple during rendering) to determine if something has changed between one frame and another. Let your code keep a reference to state. Whenever you need to check whether something has changed just compare your local reference with state. If they differ then colors or properties of objects have changed since the last frame. Dont forget to update the local reference afterwards.
Create a TextureObject.
A valid TextureObject or undefined if the maximum number of gpu texture objects have been reached.
Deletes a TextureObject.
Object to delete.
True if deleted, otherwise false.
Creates a custom depth material that is used for Babylon meshes for two reasons:
The scene for which the depth material should be created
Whether the custom depth material should write the depth linearly or logarithmically
The custom depth material, which was created for the scene
Retrieves a BimProductMesh object by its ID.
The ID of the BimProductMesh. The alpha component is masked away as it is not part of the ID. The ID is converted to an unsigned value to handle values above 2^31 correctly.
The BimProductMesh object associated with the given ID, or undefined if not found.
Creates a custom depth material that is used for IFC meshes instead of Babylons normal depth material for two reasons:
The scene for which the depth material should be created
Wheter the custom depth material should write the depth linearly or logarithmic
The custom depth material, which was created for the scene
Converts RGB components of a pixel array to a 32-bit unsigned integer.
An array-like object containing pixel data.
The offset within the pixel array to start reading RGB components.
The 32-bit integer representation of the RGB components.
Converts an integer pixel value to an RGBA array and sets the alpha value in place.
A writable array-like type that will hold the RGBA values.
The integer pixel value to be converted.
The alpha value to be set in the resulting RGBA array.
The destination array where the RGBA values will be stored.
The destination array with the RGBA values and the specified alpha value.
Sets various on/off properties pertaining to rendering of a BimProductMesh instance. A mask representing the bits that you want to flip, Legend: idw: Depth write, single bit, represents a bool, wheter the object is written into the postprocess depth buffer or not v: Visibility, 1 bit wheter the object is visible or not o: Outline, 1 bit wheter the object is outlined or not h: Highlight, 2 bits for a total of 3 different highlight colors, or no highlight if all bits are turned off cpi: Clip plane ignore s: Shininess, 4 bits, represents a number 0: unused bit [0|0|0|0 0|0|0|0] [0|0|0|0 0|0|0|0] [0|0|0|0 s|s|s|s] [0|0|cpi|o h|h|v|idw]
Mesh to read/write properties for.
A Uint32Bits instance. Use to manipulate the bits in the property mask for the BimProductAndMesh instance.
Manages materials and textures used by Twinfinity for rendering of IFC products and other objects.