@twinfinity/core
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    Class Materials

    Manages materials and textures used by Twinfinity for rendering of IFC products and other objects.

    Index

    Constructors

    • Materials constructor.

      Parameters

      • _isBackfaceCullingEnabled: boolean = true

      Returns Materials

    Properties

    globalRenderState: GlobalState = ...
    reservedGpuPickClearColor: Color4 = ...

    Color used to as scene.clearColor when doing gpu picking.

    Accessors

    • get availableObjectCount(): number

      Number of objects (IFC products or TextureObject) that can still be added to this instance

      Returns number

    • get isBackfaceCullingEnabled(): boolean

      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.

      Returns boolean

      true if backface culling is enabled; otherwise, false.

    • set isBackfaceCullingEnabled(value: boolean): void

      Sets the backface culling state for the material.

      Parameters

      • value: boolean

        A boolean indicating whether backface culling is enabled. If true, backface culling is enabled; otherwise, it is disabled.

      Returns void

    • get maxObjectCount(): number

      Maximum number of Ifc products and TextureObject instances material can hold.

      Returns number

    • get objectCount(): number

      Number of objects (IFC products or TextureObject) this instance currently holds. Cannot be higher than maxObjectCount.

      Returns number

    • get state(): Record<string, never>

      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.

      Returns Record<string, never>

    Methods

    • Returns void

    • Deletes a TextureObject.

      Parameters

      Returns boolean

      True if deleted, otherwise false.

    • Returns void

    • Parameters

      • isTransparent: boolean
      • scene: Scene

      Returns Material

    • Creates a custom depth material that is used for Babylon meshes for two reasons:

      1. It correctly excludes the invisible fragments from the IFC meshes
      2. It uses a camera with a nearplane that is further away, to increase precision and thereforce reduce z fighting for effects that use depth textures written to with this material

      Parameters

      • scene: Scene

        The scene for which the depth material should be created

      • storeNonLinearDepth: boolean

        Whether the custom depth material should write the depth linearly or logarithmically

      Returns BabylonMeshDepthMaterial

      The custom depth material, which was created for the scene

    • Retrieves a BimProductMesh object by its ID.

      Parameters

      • id: number

        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.

      Returns undefined | BimProductMesh

      The BimProductMesh object associated with the given ID, or undefined if not found.

    • Parameters

      • sceneOrMesh: Scene | AbstractMesh

      Returns Material

    • Creates a custom depth material that is used for IFC meshes instead of Babylons normal depth material for two reasons:

      1. It correctly excludes the invisible fragments from the IFC meshes
      2. It uses a camera with a nearplane that is further away, to increase precision and thereforce reduce z fighting for effects that use depth textures written to with this material

      Parameters

      • scene: Scene

        The scene for which the depth material should be created

      • storeNonLinearDepth: boolean

        Wheter the custom depth material should write the depth linearly or logarithmic

      Returns IfcMeshDepthMaterial

      The custom depth material, which was created for the scene

    • Parameters

      • sceneOrMesh: Scene | AbstractMesh

      Returns Material

    • Converts RGB components of a pixel array to a 32-bit unsigned integer.

      Parameters

      • pixels: ArrayLike<number>

        An array-like object containing pixel data.

      • offset: number

        The offset within the pixel array to start reading RGB components.

      Returns number

      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.

      Type Parameters

      • T extends Writeable<ArrayLike<number>>

        A writable array-like type that will hold the RGBA values.

      Parameters

      • pixelValue: number

        The integer pixel value to be converted.

      • alpha: number

        The alpha value to be set in the resulting RGBA array.

      • dst: T

        The destination array where the RGBA values will be stored.

      Returns T

      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]

      Parameters

      Returns Uint32Bits

      A Uint32Bits instance. Use to manipulate the bits in the property mask for the BimProductAndMesh instance.