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Hierarchy

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Constructors

constructor

Properties

Private _camera

_camera: AbstractCamera = null

Private _clearColor

_clearColor: ClearColorType = null

Private _colorAttachments

_colorAttachments: IFrameAttachment[] = []

Private _depthAttachment

_depthAttachment: IFrameAttachment = null

Methods

addChild

addChildren

attachCamera

build

computeBoundings

destroy

  • destroy(): void

doTransformAutoUpdate

  • doTransformAutoUpdate(): boolean

draw

getAttachedCamera

getBoundings

  • getBoundings(): AABB

getChildById

getChildByName

getChildren

getClearColor

getColorAttachments

getDepthAttachment

getId

  • getId(): number

getModelInverseMatrix

  • getModelInverseMatrix(): mat4

getModelMatrix

  • getModelMatrix(): mat4

getName

  • getName(): string

getParent

getPivot

  • getPivot(): vec3

getRotation

  • getRotation(): quat

getRotationMatrix

  • getRotationMatrix(): mat4

getScale

  • getScale(): vec3

getTopLevelParent

getTranslation

  • getTranslation(): vec3

hasChild

hide

  • hide(): void

isDestroyed

  • isDestroyed(): boolean

isVisible

  • isVisible(): boolean

localToWorld

  • localToWorld(vec: vec3): vec3

removeChild

render

  • render(encoder: GPURenderPassEncoder): void
  • Render this container This is an internal method

    Parameters

    • encoder: GPURenderPassEncoder

      Encoder object to add commands to

    Returns void

rotate

  • rotate(value: vec3): void

rotateByAxisAngle

  • rotateByAxisAngle(axis: vec3, angle: number): void
  • Sets this container's rotation based on the provided axis and angle

    Parameters

    • axis: vec3

      The rotation axis

    • angle: number

      The rotation angle (in radians)

    Returns void

rotateX

  • rotateX(value: number): void

rotateY

  • rotateY(value: number): void

rotateZ

  • rotateZ(value: number): void

scale

  • scale(value: vec3): void

scaleX

  • scaleX(value: number): void

scaleY

  • scaleY(value: number): void

scaleZ

  • scaleZ(value: number): void

setName

  • setName(value: string): void

setParent

setPivot

  • setPivot(value: vec3): void

setRotation

  • setRotation(value: quat): void

setScale

  • setScale(value: vec3): void

setTranslation

  • setTranslation(value: vec3): void

show

  • show(): void

translate

  • translate(value: vec3): void

translateX

  • translateX(value: number): void

translateY

  • translateY(value: number): void

translateZ

  • translateZ(value: number): void

update

  • update(renderer: Renderer): Promise<void>

updateBoundings

  • updateBoundings(): void

updateTransform

  • updateTransform(): void

worldToLocal

  • worldToLocal(vec: vec3): vec3

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