API Docs for:

BuildableModel

A BuildableModel is a Model that provides a "stateful builder" API through which you can procedurally generate xeogl content.

Overview

  • A BuilderModel implements the Builder pattern.
  • Create various assets within a BuilderModel, such as Geometries and Materials, then create Meshes that use those assets.
  • The BuilderModel then owns those components and will destroy them when you call its clear() or destroy() methods.
  • A BuildableModel can be transformed within World space by attaching it to a Transform.
  • A BuildableModel provides its World-space boundary as a Boundary3D.

Examples

Usage

A BuildableModel containing ten textured boxes with random sizes and positions:

var model = new xeogl.BuildableModel();

// Add a BoxGeometry asset
buildableModel.createAsset("boxGeometry", {
    type: "xeogl.BoxGeometry"
});

// Add a PhongMaterial asset
buildableModel.createAsset("gridMaterial", {
    type: "xeogl.PhongMaterial",
    ambient: [0.9, 0.3, 0.9],
    shininess: 30,
    diffuseMap: {
        src: "textures/diffuse/gridMaterial.jpg"
    }
});

// Set the BoxGeometry asset as the current geometry
buildableModel.setGeometry("boxGeometry");

// Set the PhongMaterial asset as the current material
buildableModel.setMaterial("gridMaterial");

// Build ten meshes with random sizes and positions,
// that each get the current geometry and material
for (var i = 0; i < 10; i++) {

    buildableModel.setScale(Math.random() * 10 + 1, Math.random() * 10 + 1, Math.random() * 10 + 1);
    buildableModel.setPosition(Math.random() * 100 - 50, Math.random() * 100 - 50, Math.random() * 100 - 50);

    buildableModel.createMesh();
}

Constructor

BuildableModel

(
  • [scene]
  • [cfg]
)

Parameters:

  • [scene] Scene optional

    Parent Scene - creates this BuildableModel in the default Scene when omitted.

  • [cfg] optional

    Configs

    • [id] String optional

      Optional ID, unique among all components in the parent Scene, generated automatically when omitted.

    • [entityType] String optional

      Optional entity classification when using within a semantic data model. See the Object documentation for usage.

    • [meta] String:Object optional

      Optional map of user-defined metadata to attach to this BuildableModel.

    • [position=[0,0,0] Float32Array optional

      The BuildableModel's local 3D position.

    • [scale=[1,1,1] Float32Array optional

      The BuildableModel's local scale.

    • [rotation=[0,0,0] Float32Array optional

      The BuildableModel's local rotation, as Euler angles given in degrees.

    • [matrix=[1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1] Float32Array optional

      The BuildableModel's local transform matrix. Overrides the position, scale and rotation parameters.

Methods

angleVec3

(
  • v
  • w
)
Number

Gets the angle between two vectors

Parameters:

Returns:

Number:

clear

()

Removes all assets and Meshes from this BuildableModel.

create

(
  • [cfg]
)

Convenience method for creating a Component within this Component's Scene.

The method is given a component configuration, like so:

var material = myComponent.create({
     type: "xeogl.PhongMaterial",
     diffuse: [1,0,0],
     specular: [1,1,0]
}, "myMaterial");

Parameters:

  • [cfg] optional

    Configuration for the component instance.

Returns:

:

createAsset

(
  • assetId
  • cfg
)

Adds an asset to this BuildableModel.

The asset is given as a configuration object, to be lazy-instantiated as soon as an mesh is built from it with BuildableModel/mesh:method.

Usage

Adding a PhongMaterial asset with ID "gridMaterial":

buildableModel.createAsset("gridMaterial", {
    type: "xeogl.PhongMaterial",
    ambient: [0.9, 0.3, 0.9],
    shininess: 30,
    diffuseMap: {
        src: "textures/diffuse/uvGrid2.jpg"
    }
});

Adding a BoxGeometry asset with ID "boxGeometry":

buildableModel.createAsset("boxGeometry", {
    type: "xeogl.BoxGeometry",
    xSize: 1.0,
    ySize: 1.0,
    zSize: 1.0
});

Parameters:

  • assetId String | Number

    A unique ID for the asset.

  • cfg

    Configuration object for the asset.

createMesh

(
  • [id]
)

Creates an Mesh with whatever assets and states are currently set on this BuildableModel.

Parameters:

  • [id] String | Number optional

    A unique ID for the new Mesh.

destroy

()

Destroys this component.

Fires a destroyed event on this Component.

Automatically disassociates this component from other components, causing them to fall back on any defaults that this component overrode on them.

TODO: describe effect with respect to #create

error

(
  • message
)

Logs an error for this component to the JavaScript console.

The console message will have this format: [ERROR] [<component type> =<component id>: <message>

Also fires the message as an error event on the parent Scene.

Parameters:

  • message String

    The message to log

fire

(
  • event
  • value
  • [forget=false]
)

Fires an event on this component.

Notifies existing subscribers to the event, optionally retains the event to give to any subsequent notifications on the event as they are made.

Parameters:

  • event String

    The event type name

  • value Object

    The event parameters

  • [forget=false] Boolean optional

    When true, does not retain for subsequent subscribers

geometry

(
  • assetId
)

Selects the Geometry asset that will be added to each Mesh subsequently created with BuildableModel/mesh:method.

The given ID must belong to a Geometry asset that was added previously with BuildableModel/asset:method.

Parameters:

  • assetId String | Number

    The asset ID.

hasSubs

(
  • event
)
Boolean

Returns true if there are any subscribers to the given event on this component.

Parameters:

  • event String

    The event

Returns:

Boolean:

True if there are any subscribers to the given event on this component.

isType

(
  • type
)
Boolean

Tests if this component is of the given type, or is a subclass of the given type.

The type may be given as either a string or a component constructor.

This method works by walking up the inheritance type chain, which this component provides in property Component/superTypes:property, returning true as soon as one of the type strings in the chain matches the given type, of false if none match.

Examples:

var myRotate = new xeogl.Rotate({ ... });

myRotate.isType(xeogl.Component); // Returns true for all xeogl components
myRotate.isType("xeogl.Component"); // Returns true for all xeogl components
myRotate.isType(xeogl.Rotate); // Returns true
myRotate.isType(xeogl.Transform); // Returns true
myRotate.isType("xeogl.Transform"); // Returns true
myRotate.isType(xeogl.Mesh); // Returns false, because xeogl.Rotate does not (even indirectly) extend xeogl.Mesh

Parameters:

  • type String | Function

    Component type to compare with, eg "xeogl.PhongMaterial", or a xeogl component constructor.

Returns:

Boolean:

True if this component is of given type or is subclass of the given type.

log

(
  • message
)

Logs a console debugging message for this component.

The console message will have this format: [LOG] [<component type> <component id>: <message>

Also fires the message as a log event on the parent Scene.

Parameters:

  • message String

    The message to log

lookAtMat4v

(
  • pos
  • target
  • up
  • dest
)
Mat4

Returns a 4x4 'lookat' viewing transform matrix.

Parameters:

  • pos Object

    vec3 position of the viewer

  • target Object

    vec3 point the viewer is looking at

  • up Object

    vec3 pointing "up"

  • dest Object

    mat4 Optional, mat4 matrix will be written into

Returns:

Mat4:

dest if specified, a new mat4 otherwise

off

(
  • subId
)

Cancels an event subscription that was previously made with Component#on() or Component#once().

Parameters:

  • subId String

    Publication subId

on

(
  • event
  • callback
  • [scope=this]
)
String

Subscribes to an event on this component.

The callback is be called with this component as scope.

Parameters:

  • event String

    The event

  • callback Function

    Called fired on the event

  • [scope=this] Object optional

    Scope for the callback

Returns:

String:

Handle to the subscription, which may be used to unsubscribe with {@link #off}.

once

(
  • event
  • callback
  • [scope=this]
)

Subscribes to the next occurrence of the given event, then un-subscribes as soon as the event is subIdd.

This is equivalent to calling Component#on(), and then calling Component#off() inside the callback function.

Parameters:

  • event String

    Data event to listen to

  • callback Function(data)

    Called when fresh data is available at the event

  • [scope=this] Object optional

    Scope for the callback

removeChild

(
  • object
)

Removes the given child.

Parameters:

  • object Object

    Child to remove.

removeChildren

()

Removes all children.

reset

()

Resets the state of this BuildableModel to defaults.

rotate

(
  • angle
)

Rotates about the given local axis by the given increment.

Parameters:

  • angle Number

    Angle increment in degrees.

rotateX

(
  • angle
)

Rotates about the local X-axis by the given increment.

Parameters:

  • angle Number

    Angle increment in degrees.

rotateY

(
  • angle
)

Rotates about the local Y-axis by the given increment.

Parameters:

  • angle Number

    Angle increment in degrees.

rotateZ

(
  • angle
)

Rotates about the local Z-axis by the given increment.

Parameters:

  • angle Number

    Angle increment in degrees.

scaleMat4c

(
  • x
  • y
  • z
  • m
)

Efficiently post-concatenates a scaling to the given matrix.

Parameters:

setColorize

(
  • r
  • g
  • b
  • z
)

Sets the RGBA colorize factors each Mesh subsequently created with BuildableModel/mesh:method.

Usage

buildableModel.setColorize(0.4, 0.4, 0.4, 1.0);

Parameters:

  • r Number

    Indicates the amount of red.

  • g Number

    Indicates the amount of green.

  • b Number

    Indicates the amount of blue.

  • z Number

    Indicates the alpha.

setMaterial

(
  • assetId
)

Selects the Material asset that will be added to each Mesh subsequently created with BuildableModel/mesh:method.

The given ID must belong to a Material asset that was added previously with BuildableModel/asset:method.

Parameters:

  • assetId String | Number

    The asset ID.

setPosition

(
  • x
  • y
  • z
)

Sets the 3D position of each Mesh subsequently created with BuildableModel/mesh:method.

Parameters:

  • x Number

    Position on X-axis.

  • y Number

    Position on Y-axis.

  • z Number

    Position on Z-axis.

setRotation

(
  • x
  • y
  • z
)

Sets the 3D Euler rotation angles for each Mesh subsequently created with BuildableModel/mesh:method.

Parameters:

  • x Number

    Angle on X-axis in degrees.

  • y Number

    Angle on Y-axis in degrees.

  • z Number

    Angle on Z-axis in degrees.

setRotationAaxis

(
  • a
  • b
  • c
)

Sets the order of 3D rotations for each Mesh subsequently created with BuildableModel/mesh:method.

Usage

The X, Y and Z axis are identified as 0, 1, 2 respectively.

buildableModel.setRotationAxis(0,1,2); // X, Y, Z
buildableModel.setRotationAxis(2,0,1); // Z, X, Y
buildableModel.setRotationAxis(1,2,0); // Y, Z, X

Parameters:

  • a Number

    Indicates the first rotation axis.

  • b Number

    Indicates the second rotation axis.

  • c Number

    Indicates the third rotation axis.

setScale

(
  • x
  • y
  • z
)

Sets the 3D scale of each Mesh subsequently created with BuildableModel/mesh:method.

Parameters:

  • x Number

    Scale on X-axis.

  • y Number

    Scale on Y-axis.

  • z Number

    Scale on Z-axis.

translate

(
  • axis
  • distance
)

Translates along local space vector by the given increment.

Parameters:

  • axis Float32Array

    Normalized local space 3D vector along which to translate.

  • distance Number

    Distance to translate along the vector.

translateX

(
  • distance
)

Translates along the local X-axis by the given increment.

Parameters:

  • distance Number

    Distance to translate along the X-axis.

warn

(
  • message
)

Logs a warning for this component to the JavaScript console.

The console message will have this format: [WARN] [<component type> =<component id>: <message>

Also fires the message as a warn event on the parent Scene.

Parameters:

  • message String

    The message to log

Properties

aabb

Float32Array final

World-space 3D axis-aligned bounding box (AABB).

Represented by a six-element Float32Array containing the min/max extents of the axis-aligned volume, ie. [xmin, ymin,zmin,xmax,ymax, zmax].

aabbVisible

Boolean

Indicates if the 3D World-space axis-aligned bounding box (AABB) is visible.

Default: false

castShadow

Boolean

Indicates if casting shadows.

Default: true

center

Float32Array final

World-space 3D center.

childIDs

Array final

IDs of child Objects.

childMap

final

Child Objects mapped to their IDs.

children

Array final

Array of child Objects.

clippable

Boolean

Indicates if clippable.

Clipping is done by the Scene's Clips component.

Default: true

collidable

Boolean

Indicates if included in boundary calculations.

Default: true

colorize

Float32Array

RGB colorize color, multiplies by the rendered fragment color.

Default: [1.0, 1.0, 1.0]

components

String:Component

All contained Components, mapped to their IDs.

culled

Boolean

Indicates if culled from view.

Only rendered when visible is true and culled is false.

Default: false

DEGTORAD

Number

The number of radiians in a degree (0.0174532925).

destroyed

Boolean

True as soon as this Component has been destroyed

edges

Boolean

Indicates if edges are emphasized.

Default: false

entities

String:Object final

Objects in this Model that have entity types, mapped to their IDs.

Each Object is registered in this map when its entityType is set to value.

entityIds

Array of String final

Convenience array of IDs in entities.

entityType

String final

Optional entity classification when using within a semantic data model.

See the Object documentation on "Applying a semantic data model" for usage.

Default: null

entityTypeIds

Array of String final

Convenience array of entity type IDs in entityTypes.

entityTypes

String:{String:xeogl.Component} final

For each entity type, a map of IDs to Objects of that entity type.

Each Object is registered in this map when its entityType is assigned a value.

ghosted

Boolean

Indicates if ghosted.

Each ghosted Object is registered in its Scene's ghostedEntities map while its entityType is set to a value.

Default: false

guid

String final

Globally unique identifier.

This is unique not only within the Scene, but throughout the entire universe.

Only defined when given to the constructor.

guidObjects

String:Object final

Objects in this Model that have GUIDs, mapped to their GUIDs.

Each Object is registered in this map when its guid is assigned a value.

highlighted

Boolean

Indicates if highlighted.

Each highlighted Object is registered in its Scene's highlightedEntities map while its entityType is set to a value.

Default: false

id

String final

Unique ID for this Component within its parent Scene.

matrix

Float32Array

Local matrix.

Default: [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]

meshes

String:xeogl.Mesh final

All contained Meshes, mapped to their IDs.

metadata

Object

Arbitrary, user-defined metadata on this component.

model

Model final

The Model which contains this Component, if any.

Will be null if this Component is not in a Model.

numChildren

Number final

Number of child Objects.

numComponents

Number

Number of contained Components.

objects

String:Object final

All contained Objects, mapped to their IDs.

opacity

Number

Opacity factor, multiplies by the rendered fragment alpha.

This is a factor in range [0..1].

Default: 1.0

outlined

Boolean

Indicates if outlined.

Default: false

parent

Group

The parent.

The parent Group may also be set by passing the Object to the Group/Model's Group/addChild:method method.

pickable

Boolean

Whether or not to allow picking.

Picking is done via calls to Scene#pick().

Default: true

position

Float32Array

Local translation.

Default: [0,0,0]

quaternion

Float32Array

Local rotation quaternion.

Default: [0,0,0, 1]

RADTODEG

Number

The number of degrees in a radian.

receiveShadow

Boolean

Indicates if receiving shadows.

Default: true

rotation

Float32Array

Local rotation, as Euler angles given in degrees, for each of the X, Y and Z axis.

Default: [0,0,0]

scale

Float32Array

Local scale.

Default: [1,1,1]

scene

Scene final

The parent Scene that contains this Component.

selected

Boolean

Indicates if selected.

Each selected Object is registered in its Scene's selectedEntities map while its entityType is set to a value.

Default: false

type

String final

JavaScript class name for this Component.

For example: "xeogl.AmbientLight", "xeogl.MetallicMaterial" etc.

types

String:{String:xeogl.Component}

A map of maps; for each contained Component type, a map to IDs to Component instances, eg.

"xeogl.Geometry": {
       "alpha": <xeogl.Geometry>,
       "beta": <xeogl.Geometry>
     },
"xeogl.Rotate": {
       "charlie": <xeogl.Rotate>,
       "delta": <xeogl.Rotate>,
       "echo": <xeogl.Rotate>,
     },
//...

visible

Boolean

Indicates if visible.

Only rendered when visible is true and culled is false.

Each visible Object is registered in its Scene's visibleEntities map while its entityType is set to a value.

Default: true

worldMatrix

Float32Array

The World matrix.

worldNormalMatrix

Float32Array

This World normal matrix.

Default: [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]

Events

destroyed

Fired when this Component is destroyed.