API Docs for:

Object

An Object is a 3D element within a xeogl Scene.

Overview

Object is an abstract base class that's subclassed by:

  • Mesh, which represents a drawable 3D primitive.
  • Group, which is a composite Object that represents a group of child Objects.
  • Model, which is a Group and is subclassed by GLTFModel, STLModel, OBJModel etc. A Model can contain child Groups and Meshes that represent its component parts.

As shown in the examples below, these component types can be connected into flexible scene hierarchies that contain content loaded from multiple sources and file formats. Since a Group implements the Composite pattern, property updates on a Group will apply recursively to all the Objects within it.

This page mostly covers the base functionality provided by Object, while the pages for the subclasses document the functionality specific to those subclasses.

Usage

Creating an Object hierarchy

Let's create a Group that represents a table, with five child Meshes for its top and legs:

var boxGeometry = new xeogl.BoxGeometry(); // We'll reuse the same geometry for all our Meshes

var table = new xeogl.Group({

    id: "table",
    rotation: [0, 50, 0],
    position: [0, 0, 0],
    scale: [1, 1, 1],

    children: [

        new xeogl.Mesh({ // Red table leg
            id: "redLeg",                                  // <<-------- Optional ID within Scene
            guid: "5782d454-9f06-4d71-aff1-78c597eacbfb",  // <<-------- Optional GUID
            position: [-4, -6, -4],
            scale: [1, 3, 1],
            rotation: [0, 0, 0],
            geometry: boxGeometry,
            material: new xeogl.PhongMaterial({
                diffuse: [1, 0.3, 0.3]
            })
        }),

        new xeogl.Mesh({ // Green table leg
            id: "greenLeg",                                // <<-------- Optional ID within Scene
            guid: "c37e421f-5440-4ce1-9b4c-9bd06d8ab5ed",  // <<-------- Optional GUID
            position: [4, -6, -4],
            scale: [1, 3, 1],
            rotation: [0, 0, 0],
            geometry: boxGeometry,
            material: new xeogl.PhongMaterial({
                diffuse: [0.3, 1.0, 0.3]
            })
        }),

        new xeogl.Mesh({// Blue table leg
            id: "blueLeg",
            position: [4, -6, 4],
            scale: [1, 3, 1],
            rotation: [0, 0, 0],
            geometry: boxGeometry,
            material: new xeogl.PhongMaterial({
                diffuse: [0.3, 0.3, 1.0]
            })
        }),

        new xeogl.Mesh({  // Yellow table leg
            id: "yellowLeg",
            position: [-4, -6, 4],
            scale: [1, 3, 1],
            rotation: [0, 0, 0],
            geometry: boxGeometry,
            material: new xeogl.PhongMaterial({
                diffuse: [1.0, 1.0, 0.0]
            })
        })

        new xeogl.Mesh({ // Purple table top
            id: "tableTop",
            position: [0, -3, 0],
            scale: [6, 0.5, 6],
            rotation: [0, 0, 0],
            geometry: boxGeometry,
            material: new xeogl.PhongMaterial({
                diffuse: [1.0, 0.3, 1.0]
            })
        })
    ]
});

Accessing Objects

We can then get those Mesh Objects by index from the Group's children property:

var blueLeg = table.children[2];
blueLeg.highlighted = true;

We can also get them by ID from the Group's childMap property:

var blueLeg = table.childMap["blueLeg"];
blueLeg.highlighted = true;

or by ID from the Scene's components map:

var blueLeg = table.scene.components["blueLeg"];
blueLeg.highlighted = true;

or from the Scene's objects map (only Objects are in this map, and Meshes are Objects):

var blueLeg = table.scene.objects["blueLeg"];
blueLeg.highlighted = true;

or from the Scene's meshes map (only Meshes are in that map):

var blueLeg = table.scene.meshes["blueLeg"];
blueLeg.highlighted = true;

For convenience, the Scene's objects map explicitly registers what Objects exist within the Scene, while its meshes map explicitly registers what Meshes exist.

GUIDs

Note the optional globally unique identifiers (GUIDs) on the first two Objects. While regular IDs are unique within the Scene, GUIDs are unique throughout the entire universe, and are often used to identify elements in things like architectural models. We can find those Objects within their Scene using their GUIDs, like this:

var redLeg = scene.guidObjects["5782d454-9f06-4d71-aff1-78c597eacbfb"];
var greenLeg = scene.guidObjects["c37e421f-5440-4ce1-9b4c-9bd06d8ab5ed"];

Updating Objects

As mentioned earlier, property updates on a Group Object will apply recursively to all sub-Objects within it, eventually updating the Mesh Objects at the leaves.

These properties, defined in Object, are:

Let's highlight the whole table in one shot:

table.highlighted = true;

That property value will then recursively propagate down our five Meshes.

Each Object has a local transformation that's applied within the coordinate space set up the transform of its parent, if it has one.

Let's rotate the table:

table.rotation = [0, 45, 0]; // (X,Y,Z)
table.childMap["tableTop"].position = [0, -10, 0]; // (X,Y,Z)

That will rotate the coordinate space containing the five child Meshes.

Now let's translate the table top Mesh:

table.childMap["tableTop"].position = [0, -10, 0]; // (X,Y,Z)

As we translated table top Mesh, we updated the extents its World-space boundary. That update, in addition to rotating the table Group, has updated the collective boundary of the whole table.

We can get the boundary of the table top like this:

var tableTopMesh = table.childMap["tableTop"].aabb;

We can get the collective boundary of the whole table, like this:

var tableTopMesh = table.aabb;

Just for fun, let's fit the view to the table top:

var cameraFlight = new xeogl.CameraFlightAnimation(); // Fit the boundary in view
cameraFlight.flyTo(tableTopMesh.aabb);

Those boundaries will automatically update whenever we add or remove child Objects or Meshes, or update child Meshes' Geometries or modeling transforms.

Let's follow the table top wherever it goes:

tableTopMesh.on("boundary", function() {
   cameraFlight.flyTo(this.aabb); // "this" is the table top Mesh
});

Or perhaps keep the whole table fitted to view whenever we transform any Objects or Meshes within the hierarchy, or add or remove Objects within the hierarchy:

table.on("boundary", function() {
    var aabb = this.aabb; // "this" is the table Group
    cameraFlight.flyTo(aabb);
});

Adding and removing Objects

Let's add another Mesh to our table Group, a sort of spherical ornament sitting on the table top:

table.addChild(new xeogl.Mesh({
    id: "myExtraObject",
    geometry: new xeogl.SphereGeometry({ radius: 1.0 }),
    position: [2, -3, 0],
    geometry: boxGeometry,
    material: new xeogl.PhongMaterial({
        diffuse: [0.3, 0.3, 1.0]
    })
});

That's going to update the Group's boundary, as mentioned earlier.

To remove it, just destroy it:

table.childMap["myExtraObject"].destroy();

Models within Groups

Now let's create a Group that contains three Models. Recall that Models are Groups, which are Objects.

var myModels = new xeogl.Group({

    rotation: [0, 0, 0],
    position: [0, 0, 0],
    scale: [1, 1, 1],

    children: [

        new xeogl.GLTFModel({
            id: "engine",
            src: "models/gltf/2CylinderEngine/glTF/2CylinderEngine.gltf",
            scale: [.2, .2, .2],
            position: [-110, 0, 0],
            rotation: [0, 90, 0],
            objectTree: true // <<----------------- Loads Object tree from glTF scene node graph
        }),

        new xeogl.GLTFModel({
            id: "hoverBike",
            src: "models/gltf/hover_bike/scene.gltf",
            scale: [.5, .5, .5],
            position: [0, -40, 0]
        }),

        new xeogl.STLModel({
            id: "f1Car",
            src: "models/stl/binary/F1Concept.stl",
            smoothNormals: true,
            scale: [3, 3, 3],
            position: [110, -20, 60],
            rotation: [0, 90, 0]
        })
    ]
});

Like with the Mesh Objects in the previous example, we can then get those Models by index from the Group's children property:

var hoverBike = myModels.children[1];
hoverBike.scale = [0.5, 0.5, 0.5];

or by ID from the Group's childMap property:

var hoverBike = myModels.childMap["hoverBike"];
hoverBike.scale = [0.5, 0.5, 0.5];

or by ID from the Scene's components map:

var hoverBike = myModels.scene.components["hoverBike"];
hoverBike.scale = [0.75, 0.75, 0.75];

or from the Scene's objects map (only Objects are in this map, and Models are Objects):

var hoverBike = myModels.scene.objects["hoverBike"];
hoverBike.scale = [0.75, 0.75, 0.75];

or from the Scene's models map (which only contains Models):

var hoverBike = myModels.scene.models["hoverBike"];
hoverBike.scale = [0.5, 0.5, 0.5];

For convenience, the Scene's objects map explicitly registers what Objects exist within the Scene, while its models map explicitly registers what Models exist.

As mentioned earlier, property updates on a Group will apply recursively to all the Objects within it. Let's highlight all the Models in the Group, in one shot:

myModels.highlighted = true;

and just for fun, let's scale the Group down, then rotate one of the Models, relative to the Group:

myModels.scale = [0.5, 0.5, 0.5]; // (X,Y,Z)
myModels.childMap["engine"].rotation = [0, 45, 0]; // (X,Y,Z)

Objects within Models

Models are Objects that plug into the scene graph, containing child Objects of their own. The GLTFModel in the previous example loads its child Objects from the glTF scene node graph.

The root Objects within the GLTFModel will be available in the GLTFModel's children and childMap properties, while all its Objects and Meshes (at the leaves) will be available in the GLTFModel's GLTFModel/objects:property property.

models.childMap["engine"].childMap["engine#0"].highlighted = true;
models.childMap["engine"].objects["engine#3.0"].highlighted=true;
models.childMap["engine"].meshes["engine#3.0"].highlighted=true;

Applying a semantic data model

xeogl allows us to organize our Objects using a generic conceptual data model that describes the semantics of our application domain. We do this by assigning "entity classes" to those Objects that we consider to be entities within our domain, and then we're able to reference those Objects according to their entity classes.

entityType

In xeogl, we classify an Object as an entity by setting its entityType to an arbitrary string value that represents its class. Once we've done that, we regard the Object as being an "entity" within our semantic data model, in addition to being a regular Object within our scene graph. Note that entities in xeogl are not to be confused with entity-component systems, which are a completely different concept.

This classification mechanism is useful for building IFC viewers on xeogl, in which case our entity classes would be the IFC element types. However, since xeogl's concept of entity classes is generic, our semantic model could include any arbitrary set of classes, such as "fluffy", "insulator", "essential" or "optional", for example.

This mechanism only goes as far as allowing us to assign entity classes to our Objects, for the purpose of finding them within the Scene using their classes. If we wanted to go a step further and model relationships between our classes, we would need to additionally use some sort of entity-relationship data structure, externally to xeogl, such as an IFC structure model in which the relation elements would reference our classes.

Objects that are not part of any semantic model, such as helpers and gizmos, would not get an entityType, and so would be effectively invisible to maps and methods that deal with specifically with entities. Use component IDs and "lower-level" maps like Scene#components, Scene#objects, Scene#meshes and Scene#models to work with such Objects as non-semantic scene elements, and "higher-level" maps like Scene#entities and Scene#entityTypes to work with Objects that are entities.

To show how to use a semantic model with xeogl, let's redefine the Object hierarchy we created earlier, this time assigning some imaginary domain-specific entity classes to our table Mesh Objects:

var boxGeometry = new xeogl.BoxGeometry(); // We'll reuse the same geometry for all our Meshes

var table = new xeogl.Group({

    id: "table",
    rotation: [0, 50, 0],
    position: [0, 0, 0],
    scale: [1, 1, 1],

    children: [

        new xeogl.Mesh({ // Red table leg
            id: "redLeg",
            entityType: "supporting",  // <<------------ Entity class
            position: [-4, -6, -4],
            scale: [1, 3, 1],
            rotation: [0, 0, 0],
            geometry: boxGeometry,
            material: new xeogl.PhongMaterial({
                diffuse: [1, 0.3, 0.3]
            })
        }),

        new xeogl.Mesh({ // Green table leg
            id: "greenLeg",
            entityType: "supporting",  // <<------------ Entity class
            position: [4, -6, -4],
            scale: [1, 3, 1],
            rotation: [0, 0, 0],
            geometry: boxGeometry,
            material: new xeogl.PhongMaterial({
                diffuse: [0.3, 1.0, 0.3]
            })
        }),

        new xeogl.Mesh({// Blue table leg
            id: "blueLeg",
            entityType: "supporting",  // <<------------ Entity class
            position: [4, -6, 4],
            scale: [1, 3, 1],
            rotation: [0, 0, 0],
            geometry: boxGeometry,
            material: new xeogl.PhongMaterial({
                diffuse: [0.3, 0.3, 1.0]
            })
        }),

        new xeogl.Mesh({  // Yellow table leg
            id: "yellowLeg",
            entityType: "supporting",  // <<------------ Entity class
            position: [-4, -6, 4],
            scale: [1, 3, 1],
            rotation: [0, 0, 0],
            geometry: boxGeometry,
            material: new xeogl.PhongMaterial({
                diffuse: [1.0, 1.0, 0.0]
            })
        })

        new xeogl.Mesh({ // Purple table top
            id: "tableTop",
            entityType: "surface",     // <<------------ Entity class
            position: [0, -3, 0],
            scale: [6, 0.5, 6],
            rotation: [0, 0, 0],
            geometry: boxGeometry,
            material: new xeogl.PhongMaterial({
                diffuse: [1.0, 0.3, 1.0]
            })
        })
    ]
});

This time, we've set the entityType property on our Mesh Objects, to assign our entity classes to them. Our arbitrary semantic model is very simple, with just two classes:

  • "supporting" for entities that support things (eg. table legs), and
  • "surface" for entities that provide a surface that you can put things on (eg. table tops).

Note that we can assign entity classes to any component type that extends Object, including Group, Mesh, Model, GLTFModel etc.

We can now conveniently work with our Mesh Objects as entities, in addition working with them as ordinary Objects.

We can find our entities in a dedicated map, that contains only the Objects that have the "entityType" property set:

var yellowLegMesh = scene.entities["yellowLeg"];

We can get a map of all Objects of a given entity class:

var supportingEntities = scene.entityTypes["supporting"];
var yellowLegMesh = supportingEntities["yellowLeg"];

We can do state updates on entity Objects by their entity class, in a batch:

scene.setVisible(["supporting"], false);               // Hide the legs
scene.setVisible(["supporting"], true);                // Show the legs again
scene.setHighlighted(["supporting", "surface"], true); // Highlight the legs and the table top

The Scene also has convenience maps dedicated to tracking the visibility, ghosted, highlighted and selected states of entity Objects:

var yellowLegMesh = scene.visibleEntities["yellowLeg"];
var isYellowLegVisible = yellowLegMesh !== undefined;

yellowLegMesh.highlighted = false;
var isYellowLegHighlighted = scene.highlightedEntities["yellowLeg"];

Limitations with state inheritance

Note that you can't currently nest entity Objects within a hierarchy. If we were to set an entityType on our Group, say "furniture", and then do this:

scene.setVisible(["furniture"], false);                // Hide the table

Then all our entity Meshes would be hidden, even though they are not "furniture" entities. The entity classification system does not currently work alongside the way xeogl does state inheritance within Object hierarchies, so keep your entities non-hierarchical.

Destroying Objects

Call an Object's Object#destroy() method to destroy it:

myObject.destroy();

That will also destroy all Objects in its subtree.

Constructor

Object

(
  • [owner]
  • [cfg]
)

Parameters:

  • [owner] Component optional

    Owner component. When destroyed, the owner will destroy this component as well. Creates this component within 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.

    • [guid] String optional

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

    • [meta] String:Object optional

      Optional map of user-defined metadata.

    • [entityType] String optional

      Optional entity classification when using within a semantic data model.

    • [parent] Object optional

      The parent.

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

      Local 3D position.

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

      Local scale.

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

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

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

      Local modelling transform matrix. Overrides the position, scale and rotation parameters.

    • [visible=true] Boolean optional

      Indicates if visible.

    • [culled=false] Boolean optional

      Indicates if culled from view.

    • [pickable=true] Boolean optional

      Indicates if pickable.

    • [clippable=true] Boolean optional

      Indicates if clippable.

    • [collidable=true] Boolean optional

      Indicates if included in boundary calculations.

    • [castShadow=true] Boolean optional

      Indicates if casting shadows.

    • [receiveShadow=true] Boolean optional

      Indicates if receiving shadows.

    • [outlined=false] Boolean optional

      Indicates if outline is rendered.

    • [ghosted=false] Boolean optional

      Indicates if ghosted.

    • [highlighted=false] Boolean optional

      Indicates if highlighted.

    • [selected=false] Boolean optional

      Indicates if selected.

    • [edges=false] Boolean optional

      Indicates if edges are emphasized.

    • [aabbVisible=false] Boolean optional

      Indicates if axis-aligned World-space bounding box is visible.

    • [colorize=[1.0,1.0,1.0] Float32Array optional

      RGB colorize color, multiplies by the rendered fragment colors.

    • [opacity=1.0] Number optional

      Opacity factor, multiplies by the rendered fragment alpha.

    • [children] Array(Object) optional

      Children to add. Children must be in the same Scene and will be removed from whatever parents they may already have.

    • [inheritStates=true] Boolean optional

      Indicates if children given to this constructor should inherit state from this parent as they are added. State includes visible, culled, pickable, clippable, castShadow, receiveShadow, outlined, ghosted, highlighted, selected, colorize and opacity.

Methods

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:

:

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

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

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.

rotate

(
  • angle
)

Rotates about the given local axis by the given increment.

Parameters:

  • angle Number

    Angle increment in degrees.

rotate

(
  • angle
)

Rotates about the given World-space 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.

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 Y-axis by the given increment.

Parameters:

  • distance Number

    Distance to translate along the Y-axis.

translateX

(
  • distance
)

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

Parameters:

  • distance Number

    Distance to translate along the X-axis.

translateX

(
  • distance
)

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

Parameters:

  • distance Number

    Distance to translate along the Z-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]

culled

Boolean

Indicates if culled from view.

Only rendered when visible is true and culled is false.

Default: false

destroyed

Boolean

True as soon as this Component has been destroyed

edges

Boolean

Indicates if edges are emphasized.

Default: false

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

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.

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]

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.

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]

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.

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.