The base class for all gizmos.

Hierarchy (view full)

Constructors

Properties

_app: AppBase

Internal reference to the app containing the gizmo.

Internal reference to camera component to view the gizmo.

_coordSpace: string = GIZMO_WORLD

Internal version of coordinate space. Defaults to GIZMO_WORLD.

Internal reference to the graphics device of the app.

_deviceStartWidth: number

Internal device start width.

_layer: Layer

Internal reference to layer to render the gizmo..

_scale: number = 1

Internal version of the gizmo scale. Defaults to 1.

_size: number = 1

Internal version of the gizmo size. Defaults to 1.

intersectData: IntersectData[] = []

The intersection data object.

nodes: GraphNode[] = []

The graph nodes attached to the gizmo.

root: Entity

The root gizmo entity.

Accessors

Methods

  • Attach an array of graph nodes to the gizmo.

    Parameters

    • Optional nodes: GraphNode[] = []

      The graph nodes. Defaults to [].

    Returns void

    Example

    const gizmo = new pc.Gizmo(app, camera, layer);
    gizmo.attach([boxA, boxB]);
  • Destroys the gizmo instance; detaches all graph nodes.

    Returns void

    Example

    const gizmo = new pc.Gizmo(app, camera, layer);
    gizmo.attach([boxA, boxB]);
    gizmo.destroy();
  • Detaches all graph nodes from the gizmo.

    Returns void

    Example

    const gizmo = new pc.Gizmo(app, camera, layer);
    gizmo.attach([boxA, boxB]);
    gizmo.detach();
  • Fire an event, all additional arguments are passed on to the event listener.

    Parameters

    • name: string

      Name of event to fire.

    • Optional arg1: any

      First argument that is passed to the event handler.

    • Optional arg2: any

      Second argument that is passed to the event handler.

    • Optional arg3: any

      Third argument that is passed to the event handler.

    • Optional arg4: any

      Fourth argument that is passed to the event handler.

    • Optional arg5: any

      Fifth argument that is passed to the event handler.

    • Optional arg6: any

      Sixth argument that is passed to the event handler.

    • Optional arg7: any

      Seventh argument that is passed to the event handler.

    • Optional arg8: any

      Eighth argument that is passed to the event handler.

    Returns EventHandler

    Self for chaining.

    Example

    obj.fire('test', 'This is the message');
    
  • Test if there are any handlers bound to an event name.

    Parameters

    • name: string

      The name of the event to test.

    Returns boolean

    True if the object has handlers bound to the specified event name.

    Example

    obj.on('test', function () { }); // bind an event to 'test'
    obj.hasEvent('test'); // returns true
    obj.hasEvent('hello'); // returns false
  • Detach an event handler from an event. If callback is not provided then all callbacks are unbound from the event, if scope is not provided then all events with the callback will be unbound.

    Parameters

    • Optional name: string

      Name of the event to unbind.

    • Optional callback: HandleEventCallback

      Function to be unbound.

    • Optional scope: object

      Scope that was used as the this when the event is fired.

    Returns EventHandler

    Self for chaining.

    Example

    const handler = function () {
    };
    obj.on('test', handler);

    obj.off(); // Removes all events
    obj.off('test'); // Removes all events called 'test'
    obj.off('test', handler); // Removes all handler functions, called 'test'
    obj.off('test', handler, this); // Removes all handler functions, called 'test' with scope this
  • Attach an event handler to an event.

    Parameters

    • name: string

      Name of the event to bind the callback to.

    • callback: HandleEventCallback

      Function that is called when event is fired. Note the callback is limited to 8 arguments.

    • Optional scope: object = ...

      Object to use as 'this' when the event is fired, defaults to current this.

    Returns EventHandle

    Can be used for removing event in the future.

    Example

    obj.on('test', function (a, b) {
    console.log(a + b);
    });
    obj.fire('test', 1, 2); // prints 3 to the console

    Example

    const evt = obj.on('test', function (a, b) {
    console.log(a + b);
    });
    // some time later
    evt.off();
  • Attach an event handler to an event. This handler will be removed after being fired once.

    Parameters

    • name: string

      Name of the event to bind the callback to.

    • callback: HandleEventCallback

      Function that is called when event is fired. Note the callback is limited to 8 arguments.

    • Optional scope: object = ...

      Object to use as 'this' when the event is fired, defaults to current this.

    Returns EventHandle

    • can be used for removing event in the future.

    Example

    obj.once('test', function (a, b) {
    console.log(a + b);
    });
    obj.fire('test', 1, 2); // prints 3 to the console
    obj.fire('test', 1, 2); // not going to get handled

Events

EVENT_NODESATTACH: string = 'nodes:attach'

Fired when graph nodes are attached.

Example

const gizmo = new pc.Gizmo(app, camera, layer);
gizmo.on('nodes:attach', () => {
console.log('Graph nodes attached');
});
EVENT_NODESDETACH: string = 'nodes:detach'

Fired when graph nodes are detached.

Example

const gizmo = new pc.Gizmo(app, camera, layer);
gizmo.on('nodes:detach', () => {
console.log('Graph nodes detached');
});
EVENT_POINTERDOWN: string = 'pointer:down'

Fired when the pointer is down on the gizmo.

Example

const gizmo = new pc.Gizmo(app, camera, layer);
gizmo.on('pointer:down', (x, y, meshInstance) => {
console.log(`Pointer was down on ${meshInstance.node.name} at ${x}, ${y}`);
});
EVENT_POINTERMOVE: string = 'pointer:move'

Fired when the pointer is moving over the gizmo.

Example

const gizmo = new pc.Gizmo(app, camera, layer);
gizmo.on('pointer:move', (x, y, meshInstance) => {
console.log(`Pointer was moving on ${meshInstance.node.name} at ${x}, ${y}`);
});
EVENT_POINTERUP: string = 'pointer:up'

Fired when the pointer is up off the gizmo.

Example

const gizmo = new pc.Gizmo(app, camera, layer);
gizmo.on('pointer:up', (x, y, meshInstance) => {
console.log(`Pointer was up on ${meshInstance.node.name} at ${x}, ${y}`);
})
EVENT_POSITIONUPDATE: string = 'position:update'

Fired when the gizmo's position is updated.

Example

const gizmo = new pc.Gizmo(app, camera, layer);
gizmo.on('position:update', (position) => {
console.log(`The gizmo's position was updated to ${position}`);
})
EVENT_RENDERUPDATE: string = 'render:update'

Fired when when the gizmo render has updated.

Example

const gizmo = new pc.TransformGizmo(app, camera, layer);
gizmo.on('render:update', () => {
console.log('Gizmo render has been updated');
});
EVENT_ROTATIONUPDATE: string = 'rotation:update'

Fired when the gizmo's rotation is updated.

Example

const gizmo = new pc.Gizmo(app, camera, layer);
gizmo.on('rotation:update', (rotation) => {
console.log(`The gizmo's rotation was updated to ${rotation}`);
});
EVENT_SCALEUPDATE: string = 'scale:update'

Fired when the gizmo's scale is updated.

Example

const gizmo = new pc.Gizmo(app, camera, layer);
gizmo.on('scale:update', (scale) => {
console.log(`The gizmo's scale was updated to ${scale}`);
});