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Materials

Manages materials and textures used by Twinfinity for rendering of IFC products and other objects.

Index

Constructors

publicconstructor

  • new Materials(_isBackfaceCullingEnabled?: boolean): Materials
  • Materials constructor.


    Parameters

    • _isBackfaceCullingEnabled: boolean = true

    Returns Materials

Properties

publicreadonlyreservedGpuPickClearColor

reservedGpuPickClearColor: Color4 = ...

Color used to as scene.clearColor when doing gpu picking.

Accessors

publicavailableObjectCount

  • get availableObjectCount(): number
  • Number of objects (IFC products or TextureObject) that can still be added to this instance


    Returns number

publicisBackfaceCullingEnabled

  • get isBackfaceCullingEnabled(): boolean
  • set isBackfaceCullingEnabled(value: boolean): void
  • Gets a value indicating whether backface culling is enabled. Backface culling is a rendering technique used to improve performance by not drawing polygons facing away from the camera.


    Returns boolean

    true if backface culling is enabled; otherwise, false.

  • Sets the backface culling state for the material.


    Parameters

    • value: boolean

      A boolean indicating whether backface culling is enabled. If true, backface culling is enabled; otherwise, it is disabled.

    Returns void

publicmaxObjectCount

  • get maxObjectCount(): number
  • Maximum number of Ifc products and TextureObject instances material can hold.


    Returns number

publicobjectCount

  • get objectCount(): number
  • Number of objects (IFC products or TextureObject) this instance currently holds. Cannot be higher than maxObjectCount.


    Returns number

publicstate

  • get state(): Record<string, never>
  • Changed whenever colors or properties on objects, managed by this Materials instance, change. Useful when performing checks (for exemple during rendering) to determine if something has changed between one frame and another. Let your code keep a reference to state. Whenever you need to check whether something has changed just compare your local reference with state. If they differ then colors or properties of objects have changed since the last frame. Dont forget to update the local reference afterwards.


    Returns Record<string, never>

Methods

publicadd

publicclear

  • clear(): void
  • Returns void

publiccopyColorTo

  • copyColorTo(mesh: BimProductMesh, dst: Writeable<ArrayLike<number>>, dstOffset?: number): void
  • Parameters

    • mesh: BimProductMesh
    • dst: Writeable<ArrayLike<number>>
    • dstOffset: number = 0

    Returns void

publiccreateGpuTextureObject

  • createGpuTextureObject(): undefined | TextureObject
  • Create a TextureObject.


    Returns undefined | TextureObject

    A valid TextureObject or undefined if the maximum number of gpu texture objects have been reached.

publicdeleteGpuTextureObject

  • deleteGpuTextureObject(textureObject: number | TextureObject): boolean
  • Deletes a TextureObject.


    Parameters

    • textureObject: number | TextureObject

      Object to delete.

    Returns boolean

    True if deleted, otherwise false.

publicget

  • get(isTransparent: boolean, scene: Scene): Material
  • Parameters

    • isTransparent: boolean
    • scene: Scene

    Returns Material

publicgetBabylonMeshCustomDepthMaterial

  • getBabylonMeshCustomDepthMaterial(scene: Scene, storeNonLinearDepth: boolean): BabylonMeshDepthMaterial
  • Creates a custom depth material that is used for Babylon meshes for two reasons:

    1. It correctly excludes the invisible fragments from the IFC meshes
    2. It uses a camera with a nearplane that is further away, to increase precision and thereforce reduce z fighting for effects that use depth textures written to with this material

    Parameters

    • scene: Scene

      The scene for which the depth material should be created

    • storeNonLinearDepth: boolean

      Whether the custom depth material should write the depth linearly or logarithmically

    Returns BabylonMeshDepthMaterial

    The custom depth material, which was created for the scene

publicgetBimProductAndMeshById

  • Retrieves a BimProductMesh object by its ID.


    Parameters

    • id: number

      The ID of the BimProductMesh. The alpha component is masked away as it is not part of the ID. The ID is converted to an unsigned value to handle values above 2^31 correctly.

    Returns undefined | BimProductMesh

    The BimProductMesh object associated with the given ID, or undefined if not found.

publicgetColorComponent

  • getColorComponent(mesh: BimProductMesh, colorComponent: RgbaComponent): number
  • Parameters

    Returns number

publicgetGpuPickingMaterial

  • getGpuPickingMaterial(sceneOrMesh: Scene | AbstractMesh): Material
  • Parameters

    • sceneOrMesh: Scene | AbstractMesh

    Returns Material

publicgetIFCMeshCustomDepthMaterial

  • getIFCMeshCustomDepthMaterial(scene: Scene, storeNonLinearDepth: boolean): IfcMeshDepthMaterial
  • Creates a custom depth material that is used for IFC meshes instead of Babylons normal depth material for two reasons:

    1. It correctly excludes the invisible fragments from the IFC meshes
    2. It uses a camera with a nearplane that is further away, to increase precision and thereforce reduce z fighting for effects that use depth textures written to with this material

    Parameters

    • scene: Scene

      The scene for which the depth material should be created

    • storeNonLinearDepth: boolean

      Wheter the custom depth material should write the depth linearly or logarithmic

    Returns IfcMeshDepthMaterial

    The custom depth material, which was created for the scene

publicgetOutlineMaterial

  • getOutlineMaterial(sceneOrMesh: Scene | AbstractMesh): Material
  • Parameters

    • sceneOrMesh: Scene | AbstractMesh

    Returns Material

publicgpuPickRgbToInt32

  • gpuPickRgbToInt32(pixels: ArrayLike<number>, offset: number): number
  • Converts RGB components of a pixel array to a 32-bit unsigned integer.


    Parameters

    • pixels: ArrayLike<number>

      An array-like object containing pixel data.

    • offset: number

      The offset within the pixel array to start reading RGB components.

    Returns number

    The 32-bit integer representation of the RGB components.

publicintToGpuPickRgbaInPlace

  • intToGpuPickRgbaInPlace<T>(pixelValue: number, alpha: number, dst: T): T
  • Converts an integer pixel value to an RGBA array and sets the alpha value in place.


    Type parameters

    • T: Writeable<ArrayLike<number>>

      A writable array-like type that will hold the RGBA values.

    Parameters

    • pixelValue: number

      The integer pixel value to be converted.

    • alpha: number

      The alpha value to be set in the resulting RGBA array.

    • dst: T

      The destination array where the RGBA values will be stored.

    Returns T

    The destination array with the RGBA values and the specified alpha value.

publicrenderPropertiesFor

  • Sets various on/off properties pertaining to rendering of a BimProductMesh instance. A mask representing the bits that you want to flip, Legend: idw: Depth write, single bit, represents a bool, wheter the object is written into the postprocess depth buffer or not v: Visibility, 1 bit wheter the object is visible or not o: Outline, 1 bit wheter the object is outlined or not h: Highlight, 2 bits for a total of 3 different highlight colors, or no highlight if all bits are turned off p1: Plane1, if plane1 can clip the product p2: Plane2, if plane2 can clip the product p3: Plane3, if plane3 can clip the product s: Shininess, 4 bits, represents a number 0: unused bit [0|0|0|0 0|0|0|0] [0|0|0|0 0|p3|p2|p1] [0|0|0|0 s|s|s|s] [0|0|0|o h|h|v|idw]


    Parameters

    Returns Uint32Bits

    A Unit32Bits instance. Use to manipulate the bits in the property mask for the BimProductAndMesh instance.

publicsetColor

publicupdateDitherTexture

  • updateDitherTexture(ditherOptions: DitheringOptions): void
  • Parameters

    • ditherOptions: DitheringOptions

    Returns void