Abstract
The event map of the entity.
The type of the userData
property.
Creates an entity with the specified unique identifier.
Readonly
idThe unique identifier of this entity.
Readonly
isRead-only flag to check if a given object is of type Entity.
The name of this entity.
The name of the type of this object.
Readonly
userAn object that can be used to store custom data about the Entity.
Gets or sets the frozen status of this entity. A frozen entity is still visible but will not be updated automatically.
Useful for debugging purposes.
Gets whether this entity is currently loading data.
Gets the current loading progress (between 0 and 1).
Note: This property is only meaningful if loading is true
.
Determine if this entity is ready to use.
Adds a listener to an event type.
The type of event to listen to.
The function that gets called when the event is fired.
Disposes this entity and all resources associated with it.
The default implementation of this method does nothing. You should implement it in your custom entities to handle any special logic of disposal.
For example: disposing materials, geometries, stopping HTTP requests, etc.
Filters what objects need to be updated, based on updatedSources
.
The returned objects are then passed to preUpdate and postUpdate.
Inherited classes should override shouldFullUpdate and shouldUpdate if they need to change this behavior.
Sources that triggered an update
Set of objects to update
Checks if listener is added to an event type.
The type of event to listen to.
The function that gets called when the event is fired.
Protected
notifyMethod called after Entity.update.
the update context.
the objects that triggered an update step. This is useful to filter out unnecessary updates if no sources are relevant to this entity. For example, if one of the sources is a camera that moved during the previous frame, any entity that depends on the camera's field of view should be updated.
Protected
preprocessAsynchronously preprocess the entity. This method may be overriden to perform any operation that must be done before the entity can be used in the scene, such as fetching metadata about a dataset, etc.
A promise that resolves when the entity is ready to be used.
This method is called just before update()
to filter and select
which elements should be actually updated. For example, in the
case of complex entities made of a hierarchy of elements, the entire
hierarchy may not need to be updated.
Use this method to optimize the update step by reducing the number of elements to process.
Note: if this functions returns nothing, update()
will not be called.
the update context.
the objects that triggered an update step. This is useful to filter out unnecessary updates if no sources are relevant to this entity. For example, if one of the sources is a camera that moved during the previous frame, any entity that depends on the camera's field of view should be updated.
the elements to update during update()
.
Removes a listener from an event type.
The type of the listener that gets removed.
The listener function that gets removed.
This method is called before update
to check if the MainLoop
should try to update this entity or not. For better performances,
it should return false
if the entity has no impact on the
rendering (e.g. the element is not visible).
The inherited child can completely ignore this value if it makes sense.
true
if should check for update
This method is called at the beginning of the update
step to determine
if we should do a full render of the object. This should be the case if, for
instance, the source is the camera.
You can override this depending on your needs. The inherited child should
not ignore this value, it should do a boolean OR, e.g.:
return super.shouldFullUpdate(updateSource) || this.contains(updateSource);
Source of change
true
if requires a full update of this object
This method is called at the beginning of the update
step to determine
if we should re-render updateSource
.
Not used when shouldFullUpdate
returns true
.
You can override this depending on your needs. The inherited child should
not ignore this value, it should do a boolean OR, e.g.:
return super.shouldUpdate(updateSource) || this.contains(updateSource);
Source of change
true
if requires an update of updateSource
Abstract base class for all entities in Giro3D. The Entity is the core component of Giro3D and represent an updatable object that is added to an Instance.
The class inherits three.js'
EventDispatcher
.The
userData
propertyThe
userData
property can be used to attach custom data to the entity, in a type safe manner. It is recommended to use this property instead of attaching arbitrary properties to the object:Lifetime
The lifetime of an entity follows this pattern: when the entity is added to an instance, its preprocess method is called. When the promise returned by this method resolves, the entity can be used in the main loop, where the update methods (see below) will be used to update the entity over time. Finally, when the entity is removed from the instance, its dispose method is called to cleanup memory.
The update methods
This class exposes three methods to update the object:
preUpdate()
A note on "parts"
The notion of "part to be updated" is entity-specific. For example, if the entity is a tiled map, the parts may be map tiles. If the entity is a point cloud, it may be point clusters, and so on. On the other hand, if the entity is not made of distinct objects, the "part to update" may be the entity itself, or a dummy object.