| y | | | x /— — — — — — / / /z 右手坐标系

Hierarchy

Constructors

Properties

$$turboxProperties: {
    $$turboxProperties?: { id?: string | undefined; name?: string | undefined; position?: Vector3 | undefined; rotation?: Vector3 | undefined; scale?: Vector3 | undefined; size?: Vector3 | undefined; ... 80 more ...; $update?: (<K extends never>(obj: {} | Pick<...>, actionName?: string | undefined, displayName?: string | undefined, forceSav...;
    box2Front: undefined | Vector2[];
    box2FrontAABBWCS: undefined | Vector2[];
    box2FrontWCS: undefined | Vector2[];
    box2Left: undefined | Vector2[];
    box2LeftAABBWCS: undefined | Vector2[];
    box2LeftWCS: undefined | Vector2[];
    box2Top: undefined | Vector2[];
    box2TopAABBWCS: undefined | Vector2[];
    box2TopWCS: undefined | Vector2[];
    box3: undefined | Vector3[];
    box3AABB: undefined | Vector3[];
    box3AABBWCS: undefined | Vector3[];
    box3WCS: undefined | Vector3[];
    children?: Set<EntityObject>;
    concatenatedMatrix: undefined | Matrix4;
    hidden?: boolean;
    id?: string;
    isClickable?: boolean;
    isDraggable?: boolean;
    isHoverable?: boolean;
    isPinchable?: boolean;
    isPressable?: boolean;
    isRotatable?: boolean;
    locked?: boolean;
    matrix3Front: undefined | Matrix3;
    matrix3Left: undefined | Matrix3;
    matrix3Top: undefined | Matrix3;
    matrix4: undefined | Matrix4;
    meshes?: MeshModel[];
    name?: string;
    parent?: EntityObject;
    position?: Vector3;
    renderOrder?: number;
    rotation?: Vector3;
    scale?: Vector3;
    scaledSize: undefined | Vector3;
    size?: Vector3;
    $update?<K>(obj, actionName?, displayName?, forceSaveHistory?, isNeedRecord?, immediately?): void;
    addChild?(child): AssemblyEntityObject;
    addChildren?(children): AssemblyEntityObject;
    clockwisePoints?(points, clockwise?): Vector2[];
    computedPropertyGet?<T>(key, options?, descriptor?): T;
    computedPropertySet?<T>(key, original): void;
    disposeReactivePipeLine?(): void;
    getBox2?(type, useWCS?): Vector2[];
    getBox2AABB?(type, useWCS?): Vector2[];
    getBox3?(matrix4?, useWCS?): Vector3[];
    getBox3AABB?(matrix4?, useWCS?): Vector3[];
    getConcatenatedMatrix?(): Matrix4;
    getConcatenatedMatrix3?(type): Matrix3;
    getDepth?(): number;
    getMatrix3?(type): Matrix3;
    getMatrix4?(order?): Matrix4;
    getParentPathChain?(): EntityObject[];
    getRawBox2?(type): Vector2[];
    getRawBox3?(): Box3;
    getRawBox3Points?(): Vector3[];
    getRoot?(stopCondition?): EntityObject;
    getScaledSize?(): Vector3;
    hide?(): AssemblyEntityObject;
    initDomainContext?(): {
        isNeedRecord: boolean;
    };
    isRoot?(): boolean;
    lock?(): AssemblyEntityObject;
    propertyGet?(key, config, hasInitializer?, defaultValue?): any;
    propertySet?(key, v, config): void;
    removeChild?(child): AssemblyEntityObject;
    removeChildren?(children?): AssemblyEntityObject;
    runReactivePipeLine?(): void;
    setClickable?(clickable): AssemblyEntityObject;
    setDraggable?(draggable): AssemblyEntityObject;
    setHoverable?(hoverable): AssemblyEntityObject;
    setInteractive?(interactive): AssemblyEntityObject;
    setMatrix4?(value): AssemblyEntityObject;
    setMeshes?(value): AssemblyEntityObject;
    setName?(name): AssemblyEntityObject;
    setPinchable?(pinchable): AssemblyEntityObject;
    setPosition?(position): AssemblyEntityObject;
    setPressable?(pressable): AssemblyEntityObject;
    setRenderOrder?(renderOrder): AssemblyEntityObject;
    setRotatable?(rotatable): AssemblyEntityObject;
    setRotation?(rotation): AssemblyEntityObject;
    setScale?(scale): AssemblyEntityObject;
    setSize?(size): AssemblyEntityObject;
    show?(): AssemblyEntityObject;
    traverse?(callback): AssemblyEntityObject;
    unlock?(): AssemblyEntityObject;
}

Type declaration

children: Set<EntityObject> = ...

模型子节点

hidden: boolean = false

是否隐藏

id: string
isClickable: boolean = true

是否可被点击

isDraggable: boolean = true

是否可被拖拽

isHoverable: boolean = true

是否可被 hover

isPinchable: boolean = true

是否可被捏合(移动端)

isPressable: boolean = true

是否可被按压(移动端)

isRotatable: boolean = true

是否可被旋转(移动端)

locked: boolean = false

是否锁定

meshes: MeshModel[] = []

对应的模型网格

name: string = ''

模型名称

parent?: EntityObject

模型父节点

position: Vector3 = ...

模型位置

reactivePipeLine: {
    func: Function;
    options?: {
        deps?: Function[];
        immediately?: boolean;
        name?: string;
    };
}[] = []

响应式的任务管线

Type declaration

  • func: Function
  • Optional options?: {
        deps?: Function[];
        immediately?: boolean;
        name?: string;
    }
    • Optional deps?: Function[]
    • Optional immediately?: boolean
    • Optional name?: string
renderOrder: number = 0

渲染顺序

rotation: Vector3 = ...

模型旋转角度(注意不是弧度)

scale: Vector3 = ...

模型缩放

size: Vector3 = ...

模型尺寸

EPerspectiveType: typeof EPerspectiveType = EPerspectiveType

Accessors

Methods

  • the syntax sweet of updating state out of mutation

    Type Parameters

    • K extends never

    Parameters

    • obj: {} | Pick<{}, K>
    • Optional actionName: string
    • Optional displayName: string
    • Optional forceSaveHistory: boolean
    • Optional isNeedRecord: boolean
    • Optional immediately: boolean

    Returns void

  • Type Parameters

    • T

    Parameters

    • key: string
    • Optional options: ComputedOption
    • Optional descriptor: PropertyDescriptor

    Returns T

  • Type Parameters

    • T

    Parameters

    • key: string
    • original: any

    Returns void

  • Parameters

    • key: string
    • config: ReactorConfig
    • Optional hasInitializer: boolean
    • Optional defaultValue: any

    Returns any

  • Parameters

    • key: string
    • v: any
    • config: ReactorConfig

    Returns void

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