ProjectedMeshBaseClass constructor
our CameraRenderer class object
a DOM HTML Element that can be bound to a Mesh
The type of the MeshBaseClass
Readonly
uuidThe universal unique id of the MeshBaseClass
Readonly
indexIndex of this MeshBaseClass, i.e. creation order
RenderMaterial used by this MeshBaseClass
Geometry used by this MeshBaseClass
RenderTarget to render this Mesh to instead of the canvas context, if any.
RenderBundle used to render this Mesh, if any.
Controls the order in which this MeshBaseClass should be rendered by our Scene
Whether this MeshBaseClass should be treated as transparent. Impacts the render pipeline blend properties
Flag indicating whether to draw this MeshBaseClass or not
Flag indicating whether this MeshBaseClass is ready to be drawn
Empty object to store any additional data or custom properties into your Mesh.
function assigned to the onReady callback
function assigned to the onReady callback
function assigned to the onBeforeRender callback
function assigned to the onBeforeRender callback
function assigned to the onRender callback
function assigned to the onRender callback
function assigned to the onAfterRender callback
function assigned to the onAfterRender callback
function assigned to the onAfterResize callback
function assigned to the onAfterResize callback
callback to run when MeshBaseClass is ready
Callback to execute before updating the Scene matrix stack. This means it is called early and allows to update transformations values before actually setting the Mesh matrices (if any). This also means it won't be called if the Mesh has not been added to the Scene. The callback won't be called if the Renderer is not ready or the Mesh itself is neither ready nor visible.
Callback to execute before updating the Scene matrix stack. This means it is called early and allows to update transformations values before actually setting the Mesh matrices (if any). This also means it won't be called if the Mesh has not been added to the Scene. The callback won't be called if the Renderer is not ready or the Mesh itself is neither ready nor visible.
callback to run just before updating the Scene matrix stack.
Callback to execute right before actually rendering the Mesh. Useful to update uniforms for example. The callback won't be called if the Renderer is not ready or the Mesh itself is neither ready nor visible.
Callback to execute right before actually rendering the Mesh. Useful to update uniforms for example. The callback won't be called if the Renderer is not ready or the Mesh itself is neither ready nor visible.
callback to run just before rendering the MeshBaseClass.
Callback to execute just after a Mesh has been rendered. The callback won't be called if the Renderer is not ready or the Mesh itself is neither ready nor visible.
Callback to execute just after a Mesh has been rendered. The callback won't be called if the Renderer is not ready or the Mesh itself is neither ready nor visible.
callback to run just after MeshBaseClass has been rendered
Callback to execute just after a Mesh has been resized.
Callback to execute just after a Mesh has been resized.
callback to run just after MeshBaseClass has been resized
The CameraRenderer used
The ProjectedMesh DOMFrustum class object
Frustum culling check to use. Accepts OBB
, sphere
or a boolean. Default to OBB
. When set to true
, OBB
is used.
Margins (in pixels) to applied to the DOM Frustum to determine if this ProjectedMesh should be frustum culled or not
Options used to create this ProjectedMeshBaseClass
function assigned to the onReEnterView callback
function assigned to the onReEnterView callback
function assigned to the onLeaveView callback
function assigned to the onLeaveView callback
Callback to execute when a Mesh is reentering the view frustum.
Callback to execute when a Mesh is reentering the view frustum.
callback to run when ProjectedMeshBaseClass is reentering the view frustum
callback to run when ProjectedMeshBaseClass is reentering the view frustum
Callback to execute when a Mesh is leaving the view frustum.
Callback to execute when a Mesh is leaving the view frustum.
callback to run when ProjectedMeshBaseClass is leaving the view frustum
callback to run when ProjectedMeshBaseClass is leaving the view frustum
Get private #autoRender value
Get/set whether a Mesh is ready or not
Get the transparent property value
Set the transparent property value. Update the RenderMaterial rendering options and Scene stack if needed.
new transparency value
Get our RenderMaterial domTextures array
Get our RenderMaterial textures array
Get the current RenderMaterial uniforms
Get the current RenderMaterial storages
Get the visible property value
Set the visible property value
new visibility value
Get our DOMFrustum projected bounding rectangle
Add a Mesh to the renderer and the Scene
Remove a Mesh from the renderer and the Scene
Called when the device has been lost to prepare everything for restoration. Basically set all the GPUBuffer to null so they will be reset next time we try to draw the Mesh
Called when the device has been restored
Set or update the Mesh Geometry
Set or update the RenderMaterial rendering options to match the RenderPass descriptor used to draw this Mesh.
RenderPass used to draw this Mesh, default to the renderer renderPass.
Hook used to clean up parameters before sending them to the material.
parameters to clean before sending them to the RenderMaterial
Set or update the Mesh RenderMaterial
new RenderMaterial to use
Create a new DOMTexture
Add a DOMTexture
DOMTexture to add
Callback run when a new DOMTexture has been created
newly created DOMTexture
Create a new Texture
Add a Texture
Assign or remove a RenderTarget to this Mesh Since this manipulates the Scene stacks, it can be used to remove a RenderTarget as well.
the RenderTarget to assign or null if we want to remove the current RenderTarget
Execute onBeforeRender callback if needed. Called by the Scene before updating the matrix stack.
Render our Mesh
current render pass encoder
Remove the Mesh from the Scene and destroy it
Set or reset this Mesh renderer.
New CameraRenderer or GPUCurtains instance to use.
Assign or remove a RenderBundle to this Mesh.
Optional
renderBundle: RenderBundlethe RenderBundle to assign or null if we want to remove the current RenderBundle.
Optional
updateScene: booleanWhether to remove and then re-add the Mesh from the Scene or not.
Reset the matrices buffer binding parent and offset and tell its bind group to update.
Optional
offset: numberNew offset to use in the parent RenderBundle binding.
Set a Mesh matrices uniforms inputs then call MeshBaseClass super method
Resize our Mesh
the new bounding rectangle
Check if the Mesh lies inside the camera view frustum or not.
Tell our matrices bindings to update if needed and call Mesh base onBeforeRenderPass super.
This class describes the properties and methods to set up a Projected Mesh (i.e. a basic Mesh with ProjectedObject3D transformations matrices and a Camera to use for projection), implemented in the ProjectedMeshBaseMixin: