Reference Source
public class | source

PerformanceModel

Extends:

Component → PerformanceModel

Implements:

A high-performance model representation for efficient rendering and low memory usage.

Examples

Overview

While xeokit's standard scene graph is great for gizmos and medium-sized models, it doesn't scale up to millions of objects in terms of memory and rendering efficiency.

For huge models, we have the PerformanceModel representation, which is optimized to pack large amounts of geometry into memory and render it efficiently using WebGL.

PerformanceModel is the default model representation loaded by (at least) GLTFLoaderPlugin, XKTLoaderPlugin and WebIFCLoaderPlugin.

In this tutorial you'll learn how to use PerformanceModel to create high-detail content programmatically. Ordinarily you'd be learning about PerformanceModel if you were writing your own model loader plugins.

Contents

PerformanceModel

PerformanceModel uses two rendering techniques internally:

  1. Geometry batching for unique geometries, combining those into a single WebGL geometry buffer, to render in one draw call, and
  2. geometry instancing for geometries that are shared by multiple meshes, rendering all instances of each shared geometry in one draw call.


These techniques come with certain limitations:

  • Non-realistic rendering - while scene graphs can use xeokit's full set of material workflows, PerformanceModel uses simple Lambertian shading without textures.
  • Static transforms - transforms within a PerformanceModel are static and cannot be dynamically translated, rotated and scaled the way Nodes and Meshes in scene graphs can.
  • Immutable model representation - while scene graph Nodes and Meshes can be dynamically plugged together, PerformanceModel is immutable, since it packs its geometries into buffers and instanced arrays.

PerformanceModel's API allows us to exploit batching and instancing, while exposing its elements as abstract Entity types.

Entity is the abstract base class for the various xeokit components that represent models, objects, or anonymous visible elements. An Entity has a unique ID and can be individually shown, hidden, selected, highlighted, ghosted, culled, picked and clipped, and has its own World-space boundary.

  • A PerformanceModel is an Entity that represents a model.
  • A PerformanceModel represents each of its objects with an Entity.
  • Each Entity has one or more meshes that define its shape.
  • Each mesh has either its own unique geometry, or shares a geometry with other meshes.

GPU-Resident Geometry

For a low memory footprint, PerformanceModel stores its geometries in GPU memory only, compressed (quantized) as integers. Unfortunately, GPU-resident geometry is not readable by JavaScript.

Example 1: Geometry Instancing

In the example below, we'll use a PerformanceModel to build a simple table model using geometry instancing.

We'll start by adding a reusable box-shaped geometry to our PerformanceModel.

Then, for each object in our model we'll add an Entity that has a mesh that instances our box geometry, transforming and coloring the instance.

[Run this example]

import {Viewer, PerformanceModel} from "xeokit-sdk.es.js";

const viewer = new Viewer({
    canvasId: "myCanvas",
    transparent: true
});

viewer.scene.camera.eye = [-21.80, 4.01, 6.56];
viewer.scene.camera.look = [0, -5.75, 0];
viewer.scene.camera.up = [0.37, 0.91, -0.11];

// Build a PerformanceModel representing a table
// with four legs, using geometry instancing

const performanceModel = new PerformanceModel(viewer.scene, {
    id: "table",
    isModel: true, // <--- Registers PerformanceModel in viewer.scene.models
    position: [0, 0, 0],
    scale: [1, 1, 1],
    rotation: [0, 0, 0]
});

// Create a reusable geometry within the PerformanceModel
// We'll instance this geometry by five meshes

performanceModel.createGeometry({

    id: "myBoxGeometry",

    // The primitive type - allowed values are "points", "lines" and "triangles".
    // See the OpenGL/WebGL specification docs
    // for how the coordinate arrays are supposed to be laid out.
    primitive: "triangles",

    // The vertices - eight for our cube, each
    // one spanning three array elements for X,Y and Z
    positions: [
         1, 1, 1, -1, 1, 1, -1, -1, 1, 1, -1, 1, // v0-v1-v2-v3 front
         1, 1, 1, 1, -1, 1, 1, -1, -1, 1, 1, -1, // v0-v3-v4-v1 right
         1, 1, 1, 1, 1, -1, -1, 1, -1, -1, 1, 1, // v0-v1-v6-v1 top
         -1, 1, 1, -1, 1, -1, -1, -1, -1, -1, -1, 1, // v1-v6-v7-v2 left
         -1, -1, -1, 1, -1, -1, 1, -1, 1, -1, -1, 1, // v7-v4-v3-v2 bottom
         1, -1, -1, -1, -1, -1, -1, 1, -1, 1, 1, -1 // v4-v7-v6-v1 back
    ],

    // Normal vectors, one for each vertex
    normals: [
        0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, // v0-v1-v2-v3 front
        1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, // v0-v3-v4-v5 right
        0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, // v0-v5-v6-v1 top
        -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, // v1-v6-v7-v2 left
        0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, // v7-v4-v3-v2 bottom
        0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1 // v4-v7-v6-v5 back
    ],

    // Indices - these organise the positions and and normals
    // into geometric primitives in accordance with the "primitive" parameter,
    // in this case a set of three indices for each triangle.
    //
    // Note that each triangle is specified in counter-clockwise winding order.
    //
    indices: [
        0, 1, 2, 0, 2, 3, // front
        4, 5, 6, 4, 6, 7, // right
        8, 9, 10, 8, 10, 11, // top
        12, 13, 14, 12, 14, 15, // left
        16, 17, 18, 16, 18, 19, // bottom
        20, 21, 22, 20, 22, 23
    ]
});

// Red table leg

performanceModel.createMesh({
    id: "redLegMesh",
    geometryId: "myBoxGeometry",
    position: [-4, -6, -4],
    scale: [1, 3, 1],
    rotation: [0, 0, 0],
    color: [1, 0.3, 0.3]
});

performanceModel.createEntity({
    id: "redLeg",
    meshIds: ["redLegMesh"],
    isObject: true // <---- Registers Entity by ID on viewer.scene.objects
});

// Green table leg

performanceModel.createMesh({
    id: "greenLegMesh",
    geometryId: "myBoxGeometry",
    position: [4, -6, -4],
    scale: [1, 3, 1],
    rotation: [0, 0, 0],
    color: [0.3, 1.0, 0.3]
});

performanceModel.createEntity({
    id: "greenLeg",
    meshIds: ["greenLegMesh"],
    isObject: true // <---- Registers Entity by ID on viewer.scene.objects
});

// Blue table leg

performanceModel.createMesh({
    id: "blueLegMesh",
    geometryId: "myBoxGeometry",
    position: [4, -6, 4],
    scale: [1, 3, 1],
    rotation: [0, 0, 0],
    color: [0.3, 0.3, 1.0]
});

performanceModel.createEntity({
    id: "blueLeg",
    meshIds: ["blueLegMesh"],
    isObject: true // <---- Registers Entity by ID on viewer.scene.objects
});

// Yellow table leg

performanceModel.createMesh({
     id: "yellowLegMesh",
     geometryId: "myBoxGeometry",
     position: [-4, -6, 4],
     scale: [1, 3, 1],
     rotation: [0, 0, 0],
     color: [1.0, 1.0, 0.0]
});

performanceModel.createEntity({
    id: "yellowLeg",
    meshIds: ["yellowLegMesh"],
    isObject: true // <---- Registers Entity by ID on viewer.scene.objects
});

// Purple table top

performanceModel.createMesh({
    id: "purpleTableTopMesh",
    geometryId: "myBoxGeometry",
    position: [0, -3, 0],
    scale: [6, 0.5, 6],
    rotation: [0, 0, 0],
    color: [1.0, 0.3, 1.0]
});

performanceModel.createEntity({
    id: "purpleTableTop",
    meshIds: ["purpleTableTopMesh"],
    isObject: true // <---- Registers Entity by ID on viewer.scene.objects
});

Finalizing a PerformanceModel

Before we can view and interact with our PerformanceModel, we need to finalize it. Internally, this causes the PerformanceModel to build the vertex buffer objects (VBOs) that support our geometry instances. When using geometry batching (see next example), this causes PerformanceModel to build the VBOs that combine the batched geometries. Note that you can do both instancing and batching within the same PerformanceModel.

Once finalized, we can't add anything more to our PerformanceModel.

performanceModel.finalize();

Finding Entities

As mentioned earlier, Entity is the abstract base class for components that represent models, objects, or just anonymous visible elements.

Since we created configured our PerformanceModel with isModel: true, we're able to find it as an Entity by ID in viewer.scene.models. Likewise, since we configured each of its Entities with isObject: true, we're able to find them in viewer.scene.objects.

// Get the whole table model Entity
const table = viewer.scene.models["table"];

 // Get some leg object Entities
const redLeg = viewer.scene.objects["redLeg"];
const greenLeg = viewer.scene.objects["greenLeg"];
const blueLeg = viewer.scene.objects["blueLeg"];

Example 2: Geometry Batching

Let's once more use a PerformanceModel to build the simple table model, this time exploiting geometry batching.

import {Viewer, PerformanceModel} from "xeokit-sdk.es.js";

const viewer = new Viewer({
    canvasId: "myCanvas",
    transparent: true
});

viewer.scene.camera.eye = [-21.80, 4.01, 6.56];
viewer.scene.camera.look = [0, -5.75, 0];
viewer.scene.camera.up = [0.37, 0.91, -0.11];

// Create a PerformanceModel representing a table with four legs, using geometry batching
const performanceModel = new PerformanceModel(viewer.scene, {
    id: "table",
    isModel: true,  // <--- Registers PerformanceModel in viewer.scene.models
    position: [0, 0, 0],
    scale: [1, 1, 1],
    rotation: [0, 0, 0]
});

// Red table leg

performanceModel.createMesh({
    id: "redLegMesh",

    // Geometry arrays are same as for the earlier batching example
    primitive: "triangles",
    positions: [ 1, 1, 1, -1, 1, 1, -1, -1, 1, 1, -1, 1 ... ],
    normals: [ 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, ... ],
    indices: [ 0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, ... ],
    position: [-4, -6, -4],
    scale: [1, 3, 1],
    rotation: [0, 0, 0],
    color: [1, 0.3, 0.3]
});

performanceModel.createEntity({
    id: "redLeg",
    meshIds: ["redLegMesh"],
    isObject: true // <---- Registers Entity by ID on viewer.scene.objects
});

// Green table leg

performanceModel.createMesh({
    id: "greenLegMesh",
    primitive: "triangles",
    primitive: "triangles",
    positions: [ 1, 1, 1, -1, 1, 1, -1, -1, 1, 1, -1, 1 ... ],
    normals: [ 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, ... ],
    indices: [ 0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, ... ],
    position: [4, -6, -4],
    scale: [1, 3, 1],
    rotation: [0, 0, 0],
    color: [0.3, 1.0, 0.3]
});

performanceModel.createEntity({
    id: "greenLeg",
    meshIds: ["greenLegMesh"],
    isObject: true // <---- Registers Entity by ID on viewer.scene.objects
});

// Blue table leg

performanceModel.createMesh({
    id: "blueLegMesh",
    primitive: "triangles",
    positions: [ 1, 1, 1, -1, 1, 1, -1, -1, 1, 1, -1, 1 ... ],
    normals: [ 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, ... ],
    indices: [ 0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, ... ],
    position: [4, -6, 4],
    scale: [1, 3, 1],
    rotation: [0, 0, 0],
    color: [0.3, 0.3, 1.0]
});

performanceModel.createEntity({
    id: "blueLeg",
    meshIds: ["blueLegMesh"],
    isObject: true // <---- Registers Entity by ID on viewer.scene.objects
});

// Yellow table leg object

performanceModel.createMesh({
    id: "yellowLegMesh",
    positions: [ 1, 1, 1, -1, 1, 1, -1, -1, 1, 1, -1, 1 ... ],
    normals: [ 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, ... ],
    indices: [ 0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, ... ],
    position: [-4, -6, 4],
    scale: [1, 3, 1],
    rotation: [0, 0, 0],
    color: [1.0, 1.0, 0.0]
});

performanceModel.createEntity({
    id: "yellowLeg",
    meshIds: ["yellowLegMesh"],
    isObject: true // <---- Registers Entity by ID on viewer.scene.objects
});

// Purple table top

performanceModel.createMesh({
    id: "purpleTableTopMesh",
    positions: [ 1, 1, 1, -1, 1, 1, -1, -1, 1, 1, -1, 1 ... ],
    normals: [ 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, ... ],
    indices: [ 0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, ... ],
    position: [0, -3, 0],
    scale: [6, 0.5, 6],
    rotation: [0, 0, 0],
    color: [1.0, 0.3, 1.0]
});

performanceModel.createEntity({
    id: "purpleTableTop",
    meshIds: ["purpleTableTopMesh"],
    isObject: true // <---- Registers Entity by ID on viewer.scene.objects
});

// Finalize the PerformanceModel.

performanceModel.finalize();

// Find BigModelNodes by their model and object IDs

// Get the whole table model
const table = viewer.scene.models["table"];

// Get some leg objects
const redLeg = viewer.scene.objects["redLeg"];
const greenLeg = viewer.scene.objects["greenLeg"];
const blueLeg = viewer.scene.objects["blueLeg"];

Classifying with Metadata

In the previous examples, we used PerformanceModel to build two versions of the same table model, to demonstrate geometry batching and geometry instancing.

We'll now classify our Entitys with metadata. This metadata will work the same for both our examples, since they create the exact same structure of Entitys to represent their models and objects. The abstract Entity type is, after all, intended to provide an abstract interface through which differently-implemented scene content can be accessed uniformly.

To create the metadata, we'll create a MetaModel for our model, with a MetaObject for each of it's objects. The MetaModel and MetaObjects get the same IDs as the Entitys that represent their model and objects within our scene.

const furnitureMetaModel = viewer.metaScene.createMetaModel("furniture", {         // Creates a MetaModel in the MetaScene

     "projectId": "myTableProject",
     "revisionId": "V1.0",

     "metaObjects": [
         {                               // Creates a MetaObject in the MetaModel
             "id": "table",
             "name": "Table",            // Same ID as an object Entity
             "type": "furniture",        // Arbitrary type, could be IFC type
             "properties": {             // Arbitrary properties, could be IfcPropertySet
                 "cost": "200"
             }
         },
         {
             "id": "redLeg",
             "name": "Red table Leg",
             "type": "leg",
             "parent": "table",           // References first MetaObject as parent
             "properties": {
                 "material": "wood"
             }
         },
         {
             "id": "greenLeg",           // Node with corresponding id does not need to exist
             "name": "Green table leg",  // and MetaObject does not need to exist for Node with an id
             "type": "leg",
             "parent": "table",
             "properties": {
                 "material": "wood"
             }
         },
         {
             "id": "blueLeg",
             "name": "Blue table leg",
             "type": "leg",
             "parent": "table",
             "properties": {
                 "material": "wood"
             }
         },
         {
             "id": "yellowLeg",
             "name": "Yellow table leg",
             "type": "leg",
             "parent": "table",
             "properties": {
                 "material": "wood"
             }
         },
         {
             "id": "tableTop",
             "name": "Purple table top",
             "type": "surface",
             "parent": "table",
             "properties": {
                 "material": "formica",
                 "width": "60",
                 "depth": "60",
                 "thickness": "5"
             }
         }
     ]
 });

Querying Metadata

Having created and classified our model (either the instancing or batching example), we can now find the MetaModel and MetaObjects using the IDs of their corresponding Entitys.

const furnitureMetaModel = scene.metaScene.metaModels["furniture"];

const redLegMetaObject = scene.metaScene.metaObjects["redLeg"];

In the snippet below, we'll log metadata on each Entity we click on:

viewer.scene.input.on("mouseclicked", function (coords) {

     const hit = viewer.scene.pick({
         canvasPos: coords
     });

     if (hit) {
         const entity = hit.entity;
         const metaObject = viewer.metaScene.metaObjects[entity.id];
         if (metaObject) {
             console.log(JSON.stringify(metaObject.getJSON(), null, "\t"));
         }
     }
 });

Metadata Structure

The MetaModel organizes its MetaObjects in a tree that describes their structural composition:

// Get metadata on the root object
const tableMetaObject = furnitureMetaModel.rootMetaObject;

// Get metadata on the leg objects
const redLegMetaObject = tableMetaObject.children[0];
const greenLegMetaObject = tableMetaObject.children[1];
const blueLegMetaObject = tableMetaObject.children[2];
const yellowLegMetaObject = tableMetaObject.children[3];

Given an Entity, we can find the object or model of which it is a part, or the objects that comprise it. We can also generate UI components from the metadata, such as the tree view demonstrated in this demo.

This hierarchy allows us to express the hierarchical structure of a model while representing it in various ways in the 3D scene (such as with PerformanceModel, which has a non-hierarchical scene representation).

Note also that a MetaObject does not need to have a corresponding Entity and vice-versa.

RTC Coordinates for Double Precision

PerformanceModel can emulate 64-bit precision on GPUs using relative-to-center (RTC) coordinates.

Consider a model that contains many small objects, but with such large spatial extents that 32 bits of GPU precision (accurate to ~7 digits) will not be sufficient to render all of the the objects without jittering.

To prevent jittering, we could spatially subdivide the objects into "tiles". Each tile would have a center position, and the positions of the objects within the tile would be relative to that center ("RTC coordinates").

While the center positions of the tiles would be 64-bit values, the object positions only need to be 32-bit.

Internally, when rendering an object with RTC coordinates, xeokit first temporarily translates the camera viewing matrix by the object's tile's RTC center, on the CPU, using 64-bit math.

Then xeokit loads the viewing matrix into its WebGL shaders, where math happens at 32-bit precision. Within the shaders, the matrix is effectively down-cast to 32-bit precision, and the object's 32-bit vertex positions are transformed by the matrix.

We see no jittering, because with RTC a detectable loss of GPU accuracy only starts happening to objects as they become very distant from the camera viewpoint, at which point they are too small to be discernible anyway.

RTC Coordinates with Geometry Instancing

To use RTC with PerformanceModel geometry instancing, we specify an RTC center for the geometry via its origin parameter. Then PerformanceModel assumes that all meshes that instance that geometry are within the same RTC coordinate system, ie. the meshes position and rotation properties are assumed to be relative to the geometry's origin.

For simplicity, our example's meshes all instance the same geometry. Therefore, our example model has only one RTC center.

Note that the axis-aligned World-space boundary (AABB) of our model is [ -6, -9, -6, 1000000006, -2.5, 1000000006].

const origin = [100000000, 0, 100000000];

performanceModel.createGeometry({
    id: "box",
    origin: origin, // This geometry's positions, and the transforms of all meshes that instance the geometry, are relative to the RTC center
    primitive: "triangles",
    positions: [ 1, 1, 1, -1, 1, 1, -1, -1, 1, 1, -1, 1 ... ],
    normals: [ 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, ... ],
    indices: [ 0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, ... ],
});

performanceModel.createMesh({
    id: "leg1",
    geometryId: "box",
    position: [-4, -6, -4],
    scale: [1, 3, 1],
    rotation: [0, 0, 0],
    color: [1, 0.3, 0.3]
});

performanceModel.createEntity({
    meshIds: ["leg1"],
    isObject: true
});

performanceModel.createMesh({
    id: "leg2",
    geometryId: "box",
    position: [4, -6, -4],
    scale: [1, 3, 1],
    rotation: [0, 0, 0],
    color: [0.3, 1.0, 0.3]
});

performanceModel.createEntity({
    meshIds: ["leg2"],
    isObject: true
});

performanceModel.createMesh({
    id: "leg3",
    geometryId: "box",
    position: [4, -6, 4],
    scale: [1, 3, 1],
    rotation: [0, 0, 0],
    color: [0.3, 0.3, 1.0]
});

performanceModel.createEntity({
    meshIds: ["leg3"],
    isObject: true
});

performanceModel.createMesh({
    id: "leg4",
    geometryId: "box",
    position: [-4, -6, 4],
    scale: [1, 3, 1],
    rotation: [0, 0, 0],
    color: [1.0, 1.0, 0.0]
});

performanceModel.createEntity({
    meshIds: ["leg4"],
    isObject: true
});

performanceModel.createMesh({
    id: "top",
    geometryId: "box",
    position: [0, -3, 0],
    scale: [6, 0.5, 6],
    rotation: [0, 0, 0],
    color: [1.0, 0.3, 1.0]
});

performanceModel.createEntity({
    meshIds: ["top"],
    isObject: true
});

RTC Coordinates with Geometry Batching

To use RTC with PerformanceModel geometry batching, we specify an RTC center (origin) for each mesh. For performance, we try to have as many meshes share the same value for origin as possible. Each mesh's positions, position and rotation properties are assumed to be relative to origin.

For simplicity, the meshes in our example all share the same RTC center.

The axis-aligned World-space boundary (AABB) of our model is [ -6, -9, -6, 1000000006, -2.5, 1000000006].

const origin = [100000000, 0, 100000000];

performanceModel.createMesh({
    id: "leg1",
    origin: origin, // This mesh's positions and transforms are relative to the RTC center
    primitive: "triangles",
    positions: [ 1, 1, 1, -1, 1, 1, -1, -1, 1, 1, -1, 1 ... ],
    normals: [ 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, ... ],
    indices: [ 0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, ... ],
    position: [-4, -6, -4],
    scale: [1, 3, 1],
    rotation: [0, 0, 0],
    color: [1, 0.3, 0.3]
});

performanceModel.createEntity({
    meshIds: ["leg1"],
    isObject: true
});

performanceModel.createMesh({
    id: "leg2",
    origin: origin, // This mesh's positions and transforms are relative to the RTC center
    primitive: "triangles",
    positions: [ 1, 1, 1, -1, 1, 1, -1, -1, 1, 1, -1, 1 ... ],
    normals: [ 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, ... ],
    indices: [ 0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, ... ],
    position: [4, -6, -4],
    scale: [1, 3, 1],
    rotation: [0, 0, 0],
    color: [0.3, 1.0, 0.3]
});

performanceModel.createEntity({
    meshIds: ["leg2"],
    isObject: true
});

performanceModel.createMesh({
    id: "leg3",
    origin: origin, // This mesh's positions and transforms are relative to the RTC center
    primitive: "triangles",
    positions: [ 1, 1, 1, -1, 1, 1, -1, -1, 1, 1, -1, 1 ... ],
    normals: [ 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, ... ],
    indices: [ 0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, ... ],
    position: [4, -6, 4],
    scale: [1, 3, 1],
    rotation: [0, 0, 0],
    color: [0.3, 0.3, 1.0]
});

performanceModel.createEntity({
    meshIds: ["leg3"],
    isObject: true
});

performanceModel.createMesh({
    id: "leg4",
    origin: origin, // This mesh's positions and transforms are relative to the RTC center
    primitive: "triangles",
    positions: [ 1, 1, 1, -1, 1, 1, -1, -1, 1, 1, -1, 1 ... ],
    normals: [ 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, ... ],
    indices: [ 0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, ... ],
    position: [-4, -6, 4],
    scale: [1, 3, 1],
    rotation: [0, 0, 0],
    color: [1.0, 1.0, 0.0]
});

performanceModel.createEntity({
    meshIds: ["leg4"],
    isObject: true
});

performanceModel.createMesh({
    id: "top",
    origin: origin, // This mesh's positions and transforms are relative to the RTC center
    primitive: "triangles",
    positions: [ 1, 1, 1, -1, 1, 1, -1, -1, 1, 1, -1, 1 ... ],
    normals: [ 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, ... ],
    indices: [ 0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, ... ],
    position: [0, -3, 0],
    scale: [6, 0.5, 6],
    rotation: [0, 0, 0],
    color: [1.0, 0.3, 1.0]
});

performanceModel.createEntity({
    meshIds: ["top"],
    isObject: true
});

Positioning at World-space coordinates

To position a PerformanceModel at given double-precision World coordinates, we can configure the origin of the PerformanceModel itself. The origin is a double-precision 3D World-space position at which the PerformanceModel will be located.

Note that position is a single-precision offset relative to origin.

const origin = [100000000, 0, 100000000];

const performanceModel = new PerformanceModel(viewer.scene, {
    id: "table",
    isModel: true,
    origin: origin, // Everything in this PerformanceModel is relative to this RTC center
    position: [0, 0, 0],
    scale: [1, 1, 1],
    rotation: [0, 0, 0]
});

performanceModel.createGeometry({
    id: "box",
    primitive: "triangles",
    positions: [ 1, 1, 1, -1, 1, 1, -1, -1, 1, 1, -1, 1 ... ],
    normals: [ 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, ... ],
    indices: [ 0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, ... ],
});

performanceModel.createMesh({
    id: "leg1",
    geometryId: "box",
    position: [-4, -6, -4],
    scale: [1, 3, 1],
    rotation: [0, 0, 0],
    color: [1, 0.3, 0.3]
});

performanceModel.createEntity({
    meshIds: ["leg1"],
    isObject: true
});

performanceModel.createMesh({
    id: "leg2",
    geometryId: "box",
    position: [4, -6, -4],
    scale: [1, 3, 1],
    rotation: [0, 0, 0],
    color: [0.3, 1.0, 0.3]
});

performanceModel.createEntity({
    meshIds: ["leg2"],
    isObject: true
});

performanceModel.createMesh({
    id: "leg3",
    geometryId: "box",
    position: [4, -6, 4],
    scale: [1, 3, 1],
    rotation: [0, 0, 0],
    color: [0.3, 0.3, 1.0]
});

performanceModel.createEntity({
    meshIds: ["leg3"],
    isObject: true
});

performanceModel.createMesh({
    id: "leg4",
    geometryId: "box",
    position: [-4, -6, 4],
    scale: [1, 3, 1],
    rotation: [0, 0, 0],
    color: [1.0, 1.0, 0.0]
});

performanceModel.createEntity({
    meshIds: ["leg4"],
    isObject: true
});

performanceModel.createMesh({
    id: "top",
    geometryId: "box",
    position: [0, -3, 0],
    scale: [6, 0.5, 6],
    rotation: [0, 0, 0],
    color: [1.0, 0.3, 1.0]
});

performanceModel.createEntity({
    meshIds: ["top"],
    isObject: true
});

Constructor Summary

Public Constructor
public

constructor(owner: Component, cfg: *)

Member Summary

Public Members
public get

Gets the PerformanceModel's World-space 3D axis-aligned bounding box.

Represented by a six-element Float64Array containing the min/max extents of the axis-aligned volume, ie. [xmin, ymin,zmin,xmax,ymax, zmax].

public get

Sets if backfaces are rendered for this PerformanceModel.

public set

Sets if backfaces are rendered for this PerformanceModel.

public get

Gets if this PerformanceModel casts a shadow.

public set

Sets if this PerformanceModel casts a shadow.

public get

Gets if Entitys in this PerformanceModel are clippable.

public set

Sets if Entitys in this PerformanceModel are clippable.

public get

Gets if this PerformanceModel is collidable.

public set

Sets if Entitys in this PerformanceModel are collidable.

public get

Gets the RGB colorize color for this PerformanceModel.

public set

Sets the RGB colorize color for this PerformanceModel.

public get

Gets if this PerformanceModel is culled from view.

public set

Sets if this PerformanceModel is culled from view.

public get

Configures the appearance of edges of Entitys within this PerformanceModel.

public get

Gets if any Entitys in this PerformanceModel have edges emphasised.

public set

Sets if all Entitys in this PerformanceModel have edges emphasised.

public get

Gets the list of Entitys within this PerformanceModel.

public get

Configures the appearance of highlighted Entitys within this PerformanceModel.

public get

Gets if any Entitys in this PerformanceModel are highlighted.

public set

Sets if all Entitys in this PerformanceModel are highlighted.

public get

Returns true to indicate that PerformanceModel is implements Drawable.

public get

Returns true to indicate that PerformanceModel is an Entity.

public get

Returns true if this PerformanceModel represents a model.

public get

Returns false to indicate that PerformanceModel never represents an object.

public get

Returns true to indicate that this Component is a PerformanceModel.

public get

Gets the PerformanceModel's local modeling transform matrix.

Default value is [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1].

public get

The approximate number of line primitives in this PerformanceModel.

public get

The approximate number of point primitives in this PerformanceModel.

public get

The approximate number of triangle primitives in this PerformanceModel.

public get

objects: * | {}: *

Returns the Entitys in this PerformanceModel.

public get

Gets this PerformanceModel's opacity factor.

This is a factor in range [0..1] which multiplies by the rendered fragment alphas.

public set

Sets the opacity factor for this PerformanceModel.

public get abstract

Gets the 3D World-space origin for this PerformanceModel.

public get

Gets if physically-based rendering (PBR) is enabled for this PerformanceModel.

public get

Gets if this PerformanceModel is pickable.

public set

Sets if Entitys in this PerformanceModel are pickable.

public get

Gets the PerformanceModel's local translation.

Default value is [0,0,0].

public get

Gets the PerformanceModels's local rotation quaternion.

Default value is [0,0,0,1].

public get

Sets if this PerformanceModel can have shadow cast upon it.

public set

Sets if this PerformanceModel can have shadow cast upon it.

public get

Gets the PerformanceModel's local rotation, as Euler angles given in degrees, for each of the X, Y and Z axis.

Default value is [0,0,0].

public get

Gets if Scalable Ambient Obscurance (SAO) will apply to this PerformanceModel.

public get

Gets the PerformanceModel's local scale.

Default value is [1,1,1].

public get

Gets if any Entitys in this PerformanceModel are selected.

public set

Sets if all Entitys in this PerformanceModel are selected.

public get

Configures the appearance of selected Entitys within this PerformanceModel.

public get

Gets if any Entitys in this PerformanceModel are visible.

public set

Sets if this PerformanceModel is visible.

public get

Gets the PerformanceModel's World matrix.

public get

Gets the PerformanceModel's World normal matrix.

public get

Configures the appearance of xrayed Entitys within this PerformanceModel.

public get

Gets if any Entitys in this PerformanceModel are xrayed.

public set

Sets if all Entitys in this PerformanceModel are xrayed.

Method Summary

Public Methods
public

Creates an Entity within this PerformanceModel, giving it one or more meshes previously created with PerformanceModel#createMesh.

public

createGeometry(cfg: *)

Creates a reusable geometry within this PerformanceModel.

public

createMesh(cfg: object): *

Creates a mesh within this PerformanceModel.

public

Destroys this PerformanceModel.

public

Finalizes this PerformanceModel.

Inherited Summary

From class Component
public get

The Component that owns the lifecycle of this Component, if any.

public

True as soon as this Component has been destroyed

public

ID of this Component, unique within the Scene.

public

meta: *

Arbitrary, user-defined metadata on this component.

public

The parent Scene that contains this Component.

public

The viewer that contains this Scene.

public

clear()

Destroys all Components that are owned by this.

public

Destroys this component.

public

error(message: String)

Logs an error for this component to the JavaScript console.

public

fire(event: String, value: Object, forget: Boolean)

Fires an event on this component.

public

Returns true if there are any subscribers to the given event on this component.

public

isType(type: *): *: Boolean

Tests if this component is of the given type, or is a subclass of the given type.

public

log(message: String)

Logs a console debugging message for this component.

public

off(subId: String)

Cancels an event subscription that was previously made with Component#on or Component#once.

public

on(event: String, callback: Function, scope: Object): String

Subscribes to an event on this component.

public

once(event: String, callback: Function, scope: Object)

Subscribes to the next occurrence of the given event, then un-subscribes as soon as the event is subIdd.

public

warn(message: String)

Logs a warning for this component to the JavaScript console.

Public Constructors

public constructor(owner: Component, cfg: *) source

Override:

Component#constructor

Params:

NameTypeAttributeDescription
owner Component

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

cfg *
  • optional

Configs

cfg.id String
  • optional

Optional ID, unique among all components in the parent scene, generated automatically when omitted.

cfg.isModel Boolean
  • optional

Specify true if this PerformanceModel represents a model, in which case the PerformanceModel will be registered by PerformanceModel#id in Scene#models and may also have a corresponding MetaModel with matching MetaModel#id, registered by that ID in MetaScene#metaModels.

cfg.origin Number[]
  • optional
  • default: [0,0,0]

World-space double-precision 3D origin.

cfg.position Number[]
  • optional
  • default: [0,0,0]

Local, single-precision 3D position, relative to the origin parameter.

cfg.scale Number[]
  • optional
  • default: [1,1,1]

Local scale.

cfg.rotation Number[]
  • optional
  • default: [0,0,0]

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

cfg.matrix Number[]
  • optional
  • default: [1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1] Local modelling transform matrix. Overrides the position, scale and rotation parameters.
cfg.visible Boolean
  • optional
  • default: true

Indicates if the PerformanceModel is initially visible.

cfg.culled Boolean
  • optional
  • default: false

Indicates if the PerformanceModel is initially culled from view.

cfg.pickable Boolean
  • optional
  • default: true

Indicates if the PerformanceModel is initially pickable.

cfg.clippable Boolean
  • optional
  • default: true

Indicates if the PerformanceModel is initially clippable.

cfg.collidable Boolean
  • optional
  • default: true

Indicates if the PerformanceModel is initially included in boundary calculations.

cfg.xrayed Boolean
  • optional
  • default: false

Indicates if the PerformanceModel is initially xrayed.

cfg.highlighted Boolean
  • optional
  • default: false

Indicates if the PerformanceModel is initially highlighted.

cfg.selected Boolean
  • optional
  • default: false

Indicates if the PerformanceModel is initially selected.

cfg.edges Boolean
  • optional
  • default: false

Indicates if the PerformanceModel's edges are initially emphasized.

cfg.colorize Number[]
  • optional
  • default: [1.0,1.0,1.0]

PerformanceModel's initial RGB colorize color, multiplies by the rendered fragment colors.

cfg.opacity Number
  • optional
  • default: 1.0

PerformanceModel's initial opacity factor, multiplies by the rendered fragment alpha.

cfg.backfaces Number
  • optional
  • default: false

When we set this true, then we force rendering of backfaces for this PerformanceModel. When we leave this false, then we allow the Viewer to decide when to render backfaces. In that case, the Viewer will hide backfaces on watertight meshes, show backfaces on open meshes, and always show backfaces on meshes when we slice them open with SectionPlanes.

cfg.saoEnabled Boolean
  • optional
  • default: true

Indicates if Scalable Ambient Obscurance (SAO) will apply to this PerformanceModel. SAO is configured by the Scene's SAO component.

cfg.pbrEnabled Boolean
  • optional
  • default: false

Indicates if physically-based rendering (PBR) will apply to the PerformanceModel. Only works when Scene#pbrEnabled is also true.

cfg.edgeThreshold Number
  • optional
  • default: 10

When xraying, highlighting, selecting or edging, this is the threshold angle between normals of adjacent triangles, below which their shared wireframe edge is not drawn.

cfg.maxGeometryBatchSize Number
  • optional
  • default: 50000000

Maximum geometry batch size, as number of vertices. This is optionally supplied to limit the size of the batched geometry arrays that PerformanceModel internally creates for batched geometries. A lower value means less heap allocation/de-allocation while creating/loading batched geometries, but more draw calls and slower rendering speed. A high value means larger heap allocation/de-allocation while creating/loading, but less draw calls and faster rendering speed. It's recommended to keep this somewhere roughly between 50000 and `50000000.

Public Members

public get aabb: Number[] source

Gets the PerformanceModel's World-space 3D axis-aligned bounding box.

Represented by a six-element Float64Array containing the min/max extents of the axis-aligned volume, ie. [xmin, ymin,zmin,xmax,ymax, zmax].

public get backfaces: Boolean source

Sets if backfaces are rendered for this PerformanceModel.

Default is false.

public set backfaces: Boolean source

Sets if backfaces are rendered for this PerformanceModel.

Default is false.

When we set this true, then backfaces are always rendered for this PerformanceModel.

When we set this false, then we allow the Viewer to decide whether to render backfaces. In this case, the Viewer will:

  • hide backfaces on watertight meshes,
  • show backfaces on open meshes, and
  • always show backfaces on meshes when we slice them open with SectionPlanes.

public get castsShadow: Boolean source

Gets if this PerformanceModel casts a shadow.

public set castsShadow: Boolean source

Sets if this PerformanceModel casts a shadow.

public get clippable: Boolean source

Gets if Entitys in this PerformanceModel are clippable.

Clipping is done by the SectionPlanes in Scene#sectionPlanes.

public set clippable: Boolean source

Sets if Entitys in this PerformanceModel are clippable.

Clipping is done by the SectionPlanes in Scene#sectionPlanes.

public get collidable: Boolean source

Gets if this PerformanceModel is collidable.

public set collidable: Boolean source

Sets if Entitys in this PerformanceModel are collidable.

public get colorize: Number[] source

Gets the RGB colorize color for this PerformanceModel.

Each element of the color is in range [0..1].

public set colorize: Number[] source

Sets the RGB colorize color for this PerformanceModel.

Multiplies by rendered fragment colors.

Each element of the color is in range [0..1].

public get culled: Boolean source

Gets if this PerformanceModel is culled from view.

The PerformanceModel is only rendered when PerformanceModel#visible is true and PerformanceModel#culled is false.

public set culled: Boolean source

Sets if this PerformanceModel is culled from view.

The PerformanceModel is only rendered when PerformanceModel#visible is true and PerformanceModel#culled is false.

public get edgeMaterial: EdgeMaterial source

Configures the appearance of edges of Entitys within this PerformanceModel.

This is the Scene#edgeMaterial.

public get edges: Boolean source

Gets if any Entitys in this PerformanceModel have edges emphasised.

public set edges: Boolean source

Sets if all Entitys in this PerformanceModel have edges emphasised.

public get entityList: Entity[]: * source

Gets the list of Entitys within this PerformanceModel.

Return:

Entity[]

public get highlightMaterial: EmphasisMaterial source

Configures the appearance of highlighted Entitys within this PerformanceModel.

This is the Scene#highlightMaterial.

public get highlighted: Boolean source

Gets if any Entitys in this PerformanceModel are highlighted.

public set highlighted: Boolean source

Sets if all Entitys in this PerformanceModel are highlighted.

public get isDrawable: Boolean source

Returns true to indicate that PerformanceModel is implements Drawable.

public get isEntity: Boolean source

Returns true to indicate that PerformanceModel is an Entity.

public get isModel: Boolean source

Returns true if this PerformanceModel represents a model.

When true the PerformanceModel will be registered by PerformanceModel#id in Scene#models and may also have a MetaObject with matching MetaObject#id.

public get isObject: Boolean source

Returns false to indicate that PerformanceModel never represents an object.

public get isPerformanceModel: Boolean source

Returns true to indicate that this Component is a PerformanceModel.

public get matrix: Number[] source

Gets the PerformanceModel's local modeling transform matrix.

Default value is [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1].

public get numLines: Number source

The approximate number of line primitives in this PerformanceModel.

public get numPoints: Number source

The approximate number of point primitives in this PerformanceModel.

public get numTriangles: Number source

The approximate number of triangle primitives in this PerformanceModel.

public get objects: * | {}: * source

Returns the Entitys in this PerformanceModel.

Return:

* | {}

public get opacity: Number source

Gets this PerformanceModel's opacity factor.

This is a factor in range [0..1] which multiplies by the rendered fragment alphas.

public set opacity: Number source

Sets the opacity factor for this PerformanceModel.

This is a factor in range [0..1] which multiplies by the rendered fragment alphas.

public get abstract origin: Float64Array source

Gets the 3D World-space origin for this PerformanceModel.

Each geometry or mesh origin, if supplied, is relative to this origin.

Default value is [0,0,0].

public get pbrEnabled: Boolean source

Gets if physically-based rendering (PBR) is enabled for this PerformanceModel.

Only works when Scene#pbrEnabled is also true.

public get pickable: Boolean source

Gets if this PerformanceModel is pickable.

Picking is done via calls to Scene#pick.

public set pickable: Boolean source

Sets if Entitys in this PerformanceModel are pickable.

Picking is done via calls to Scene#pick.

public get position: Number[] source

Gets the PerformanceModel's local translation.

Default value is [0,0,0].

public get quaternion: Number[] source

Gets the PerformanceModels's local rotation quaternion.

Default value is [0,0,0,1].

public get receivesShadow: Boolean source

Sets if this PerformanceModel can have shadow cast upon it.

public set receivesShadow: Boolean source

Sets if this PerformanceModel can have shadow cast upon it.

public get rotation: Number[] source

Gets the PerformanceModel's local rotation, as Euler angles given in degrees, for each of the X, Y and Z axis.

Default value is [0,0,0].

public get saoEnabled: Boolean source

Gets if Scalable Ambient Obscurance (SAO) will apply to this PerformanceModel.

SAO is configured by the Scene's SAO component.

Only works when SAO#enabled is also true.

public get scale: Number[] source

Gets the PerformanceModel's local scale.

Default value is [1,1,1].

public get selected: Boolean source

Gets if any Entitys in this PerformanceModel are selected.

public set selected: Boolean source

Sets if all Entitys in this PerformanceModel are selected.

public get selectedMaterial: EmphasisMaterial source

Configures the appearance of selected Entitys within this PerformanceModel.

This is the Scene#selectedMaterial.

public get visible: Boolean source

Gets if any Entitys in this PerformanceModel are visible.

The PerformanceModel is only rendered when PerformanceModel#visible is true and PerformanceModel#culled is false.

public set visible: Boolean source

Sets if this PerformanceModel is visible.

The PerformanceModel is only rendered when PerformanceModel#visible is true and PerformanceModel#culled is false. *

public get worldMatrix: Number[] source

Gets the PerformanceModel's World matrix.

Properties:

NameTypeAttributeDescription
worldMatrix *

public get worldNormalMatrix: Number[] source

Gets the PerformanceModel's World normal matrix.

public get xrayMaterial: EmphasisMaterial source

Configures the appearance of xrayed Entitys within this PerformanceModel.

This is the Scene#xrayMaterial.

public get xrayed: Boolean source

Gets if any Entitys in this PerformanceModel are xrayed.

public set xrayed: Boolean source

Sets if all Entitys in this PerformanceModel are xrayed.

Public Methods

public createEntity(cfg: Object): Entity source

Creates an Entity within this PerformanceModel, giving it one or more meshes previously created with PerformanceModel#createMesh.

A mesh can only belong to one Entity, so you'll get an error if you try to reuse a mesh among multiple Entitys.

Params:

NameTypeAttributeDescription
cfg Object

Entity configuration.

cfg.id String

Optional ID for the new Entity. Must not clash with any existing components within the Scene.

cfg.meshIds String[]

IDs of one or more meshes created previously with {@link PerformanceModel@createMesh}.

cfg.isObject Boolean
  • optional

Set true if the Entity represents an object, in which case it will be registered by Entity#id in Scene#objects and can also have a corresponding MetaObject with matching MetaObject#id, registered by that ID in MetaScene#metaObjects.

cfg.visible Boolean
  • optional
  • default: true

Indicates if the Entity is initially visible.

cfg.culled Boolean
  • optional
  • default: false

Indicates if the Entity is initially culled from view.

cfg.pickable Boolean
  • optional
  • default: true

Indicates if the Entity is initially pickable.

cfg.clippable Boolean
  • optional
  • default: true

Indicates if the Entity is initially clippable.

cfg.collidable Boolean
  • optional
  • default: true

Indicates if the Entity is initially included in boundary calculations.

cfg.castsShadow Boolean
  • optional
  • default: true

Indicates if the Entity initially casts shadows.

cfg.receivesShadow Boolean
  • optional
  • default: true

Indicates if the Entity initially receives shadows.

cfg.xrayed Boolean
  • optional
  • default: false

Indicates if the Entity is initially xrayed. XRayed appearance is configured by PerformanceModel#xrayMaterial.

cfg.highlighted Boolean
  • optional
  • default: false

Indicates if the Entity is initially highlighted. Highlighted appearance is configured by PerformanceModel#highlightMaterial.

cfg.selected Boolean
  • optional
  • default: false

Indicates if the Entity is initially selected. Selected appearance is configured by PerformanceModel#selectedMaterial.

cfg.edges Boolean
  • optional
  • default: false

Indicates if the Entity's edges are initially emphasized. Edges appearance is configured by PerformanceModel#edgeMaterial.

Return:

Entity

public createGeometry(cfg: *) source

Creates a reusable geometry within this PerformanceModel.

We can then supply the geometry ID to PerformanceModel#createMesh when we want to create meshes that instance the geometry.

If provide a positionsDecodeMatrix , then createGeometry() will assume that the positions and normals arrays are compressed. When compressed, positions will be quantized and in World-space, and normals will be oct-encoded and in World-space.

Note that positions, normals and indices are all required together.

Params:

NameTypeAttributeDescription
cfg *

Geometry properties.

cfg.id String | Number

Mandatory ID for the geometry, to refer to with PerformanceModel#createMesh.

cfg.primitive String

The primitive type. Accepted values are 'points', 'lines', 'triangles', 'solid' and 'surface'.

cfg.positions Number[]

Flat array of positions.

cfg.normals Number[]
  • optional

Flat array of normal vectors. Only used with 'triangles' primitives. When no normals are given, the geometry will be flat shaded using auto-generated face-aligned normals.

cfg.colors Number[]
  • optional

Flat array of RGBA vertex colors as float values in range [0..1]. Ignored when geometryId is given, overidden by color and colorsCompressed.

cfg.colorsCompressed Number[]
  • optional

Flat array of RGBA vertex colors as unsigned short integers in range [0..255]. Ignored when geometryId is given, overrides colors and is overriden by color.

cfg.indices Number[]
  • optional

Array of indices. Not required for points primitives.

cfg.edgeIndices Number[]
  • optional

Array of edge line indices. Used only for Required for 'triangles' primitives. These are automatically generated internally if not supplied, using the edgeThreshold given to the PerformanceModel constructor.

cfg.positionsDecodeMatrix Number[]
  • optional

A 4x4 matrix for decompressing positions.

cfg.origin Number[]
  • optional

Optional geometry origin, relative to PerformanceModel#origin. When this is given, then every mesh created with PerformanceModel#createMesh that uses this geometry will be transformed relative to this origin.

public createMesh(cfg: object): * source

Creates a mesh within this PerformanceModel.

A mesh can either share geometry with other meshes, or have its own unique geometry.

To share a geometry with other meshes, provide the ID of a geometry created earlier with PerformanceModel#createGeometry.

To create unique geometry for the mesh, provide geometry data arrays.

Internally, PerformanceModel will batch all unique mesh geometries into the same arrays, which improves rendering performance.

If you accompany the arrays with a positionsDecodeMatrix , then createMesh() will assume that the positions and normals arrays are compressed. When compressed, positions will be quantized and in World-space, and normals will be oct-encoded and in World-space.

If you accompany the arrays with an origin, then createMesh() will assume that the positions are in relative-to-center (RTC) coordinates, with origin being the origin of their RTC coordinate system.

When providing either positionsDecodeMatrix or origin, createMesh() will start a new batch each time either of those two parameters change since the last call. Therefore, to combine arrays into the minimum number of batches, it's best for performance to create your shared meshes in runs that have the same value for positionsDecodeMatrix and origin.

Note that positions, normals and indices are all required together.

Params:

NameTypeAttributeDescription
cfg object

Object properties.

cfg.id String

Mandatory ID for the new mesh. Must not clash with any existing components within the Scene.

cfg.geometryId String | Number
  • optional

ID of a geometry to instance, previously created with {@link PerformanceModel#createGeometry:method"}}createMesh(){{/crossLink}}. Overrides all other geometry parameters given to this method.

cfg.primitive String
  • optional
  • default: "triangles"

Geometry primitive type. Ignored when geometryId is given. Accepted values are 'points', 'lines' and 'triangles'.

cfg.positions Number[]
  • optional

Flat array of vertex positions. Ignored when geometryId is given.

cfg.colors Number[]
  • optional

Flat array of RGB vertex colors as float values in range [0..1]. Ignored when geometryId is given, overriden by color and colorsCompressed.

cfg.colorsCompressed Number[]
  • optional

Flat array of RGB vertex colors as unsigned short integers in range [0..255]. Ignored when geometryId is given, overrides colors and is overriden by color.

cfg.normals Number[]
  • optional

Flat array of normal vectors. Only used with 'triangles' primitives. When no normals are given, the mesh will be flat shaded using auto-generated face-aligned normals.

cfg.positionsDecodeMatrix Number[]
  • optional

A 4x4 matrix for decompressing positions.

cfg.origin Number[]
  • optional

Optional geometry origin, relative to PerformanceModel#origin. When this is given, then positions are assumed to be relative to this.

cfg.indices Number[]
  • optional

Array of triangle indices. Ignored when geometryId is given.

cfg.edgeIndices Number[]
  • optional

Array of edge line indices. If geometryId is not given, edge line indices are automatically generated internally if not given, using the edgeThreshold given to the PerformanceModel constructor. This parameter is ignored when geometryId is given.

cfg.position Number[]
  • optional
  • default: [0,0,0]

Local 3D position. of the mesh

cfg.scale Number[]
  • optional
  • default: [1,1,1]

Scale of the mesh.

cfg.rotation Number[]
  • optional
  • default: [0,0,0]

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

cfg.matrix Number[]
  • optional
  • default: [1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1]

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

cfg.color Number[]
  • optional
  • default: [1,1,1]

RGB color in range [0..1, 0..`, 0..1]. Overrides colors and colorsCompressed.

cfg.opacity Number
  • optional
  • default: 1

Opacity in range [0..1].

Return:

*

public destroy() source

Destroys this PerformanceModel.

Override:

Component#destroy

public finalize() source

Finalizes this PerformanceModel.

Immediately creates the PerformanceModel's Entitys within the Scene.

Once finalized, you can't add anything more to this PerformanceModel.