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  • Canvas3D

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Properties

boundingSphere: Readonly<<internal>.Sphere3D>
boundingSphereVisible: Readonly<<internal>.Sphere3D>
camera: Camera
notifyDidDraw: boolean
props: Readonly<<internal>.Values<{ camera: <internal>.Group<Normalize<{ helper: Normalize<{ axes: any }>; manualReset: boolean; mode: "perspective" | "orthographic"; stereo: NamedParams<Normalize<unknown>, "off"> | NamedParams<Normalize<{ eyeSeparation: any; focus: any }>, "on"> }>>; cameraClipping: <internal>.Group<Normalize<{ far: boolean; radius: number }>>; cameraFog: <internal>.Mapped<NamedParams<Normalize<unknown>, "off"> | NamedParams<Normalize<{ intensity: number }>, "on">>; cameraResetDurationMs: <internal>.Numeric; debug: <internal>.Group<Normalize<{ instanceBoundingSpheres: boolean; objectBoundingSpheres: boolean; sceneBoundingSpheres: boolean; visibleSceneBoundingSpheres: boolean }>>; handle: <internal>.Group<Normalize<{ handle: NamedParams<Normalize<unknown>, "off"> | NamedParams<Normalize<{ alpha: any; bumpAmplitude: any; bumpFrequency: any; clip: any; colorX: any; colorY: any; colorZ: any; doubleSided: any; flatShaded: any; flipSided: any; ignoreLight: any; material: any; quality: any; scale: any; transparentBackfaces: any; xrayShaded: any }>, "on"> }>>; interaction: <internal>.Group<Normalize<{ maxFps: number; preferAtomPixelPadding: number }>>; marking: <internal>.Group<Normalize<{ edgeScale: number; enabled: boolean; ghostEdgeStrength: number; highlightEdgeColor: <internal>.Color; innerEdgeFactor: number; selectEdgeColor: <internal>.Color }>>; multiSample: <internal>.Group<Normalize<{ mode: string; sampleLevel: number }>>; postprocessing: <internal>.Group<Normalize<{ antialiasing: NamedParams<Normalize<unknown>, "off"> | NamedParams<Normalize<{ edgeThreshold: any; maxSearchSteps: any }>, "smaa"> | NamedParams<Normalize<{ edgeThresholdMax: any; edgeThresholdMin: any; iterations: any; subpixelQuality: any }>, "fxaa">; occlusion: NamedParams<Normalize<unknown>, "off"> | NamedParams<Normalize<{ bias: any; blurKernelSize: any; radius: any; resolutionScale: any; samples: any }>, "on">; outline: NamedParams<Normalize<unknown>, "off"> | NamedParams<Normalize<{ color: any; scale: any; threshold: any }>, "on"> }>>; renderer: <internal>.Group<Normalize<{ ambientColor: <internal>.Color; ambientIntensity: number; backgroundColor: <internal>.Color; highlightColor: <internal>.Color; highlightStrength: number; interiorColor: <internal>.Color; interiorColorFlag: boolean; interiorDarkening: number; light: Normalize<{ azimuth: number; color: <internal>.Color; inclination: number; intensity: number }>[]; markerPriority: number; pickingAlphaThreshold: number; selectColor: <internal>.Color; selectStrength: number; xrayEdgeFalloff: number }>>; trackball: <internal>.Group<Normalize<{ animate: NamedParams<Normalize<unknown>, "off"> | NamedParams<Normalize<{ speed: any }>, "spin"> | NamedParams<Normalize<{ angle: any; speed: any }>, "rock">; autoAdjustMinMaxDistance: NamedParams<Normalize<unknown>, "off"> | NamedParams<Normalize<{ maxDistanceFactor: any; maxDistanceMin: any; minDistanceFactor: any; minDistancePadding: any }>, "on">; bindings: { dragFocus: <internal>.Binding; dragFocusZoom: <internal>.Binding; dragPan: <internal>.Binding; dragRotate: <internal>.Binding; dragRotateZ: <internal>.Binding; dragZoom: <internal>.Binding; scrollFocus: <internal>.Binding; scrollFocusZoom: <internal>.Binding; scrollZoom: <internal>.Binding }; dynamicDampingFactor: number; gestureScaleFactor: number; maxDistance: number; maxWheelDelta: number; minDistance: number; noScroll: boolean; panSpeed: number; rotateSpeed: number; staticMoving: boolean; zoomSpeed: number }>>; transparentBackground: BooleanParam; viewport: <internal>.Mapped<NamedParams<Normalize<unknown>, "canvas"> | NamedParams<Normalize<{ height: number; width: number; x: number; y: number }>, "static-frame"> | NamedParams<Normalize<{ height: number; width: number; x: number; y: number }>, "relative-frame">> }>>

Returns a copy of the current Canvas3D instance props

reprCount: BehaviorSubject<number>
resized: BehaviorSubject<any>

Methods

  • Parameters

    Returns void

  • animate(): void
  • Returns void

  • clear(): void
  • Returns void

  • commit(isSynchronous?: boolean): void
  • This function must be called if animate() is not set up so that add/remove actions take place.

    Parameters

    • Optional isSynchronous: boolean

    Returns void

  • dispose(): void
  • Returns void

  • handleResize(): void
  • Returns void

  • identify(x: number, y: number): undefined | PickData
  • Parameters

    • x: number
    • y: number

    Returns undefined | PickData

  • pause(noDraw?: boolean): void
  • Pause animation loop and optionally any rendering

    Parameters

    • Optional noDraw: boolean

      pause any rendering (drawPaused = true)

    Returns void

  • Parameters

    Returns void

  • Focuses camera on scene's bounding sphere, centered and zoomed.

    Parameters

    Returns void

  • requestDraw(): void
  • Returns void

  • requestResize(): void
  • performs handleResize on the next animation frame

    Returns void

  • resetTime(t: number): void
  • Reset the timers, used by "animate"

    Parameters

    • t: number

    Returns void

  • resume(): void
  • Sets drawPaused = false without starting the built in animation loop

    Returns void

  • syncVisibility(): void
  • Returns void

  • tick(t: Timestamp, options?: { isSynchronous?: boolean; manualDraw?: boolean }): void
  • Function for external "animation" control Calls commit.

    Parameters

    • t: Timestamp
    • Optional options: { isSynchronous?: boolean; manualDraw?: boolean }
      • Optional isSynchronous?: boolean
      • Optional manualDraw?: boolean

    Returns void

  • update(repr?: <internal>.Any, keepBoundingSphere?: boolean): void
  • Parameters

    • Optional repr: <internal>.Any
    • Optional keepBoundingSphere: boolean

    Returns void

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