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Room

Extends:

three~EventDispatcher → Room

A Room is the combination of a Floorplan with a floor plane.

Constructor Summary

Public Constructor
public

ordered CCW

Member Summary

Public Members
public
public
public

center: *

public

corners: *

public
public
public
public
public
public
public

max: *

public

min: *

public set
public get

name: *

public
public get
Private Members
private
private

Method Summary

Public Methods
public

cycleIndex(index: *): *

public

fireOnFloorChange(callback: *)

public
public
public

getTexture(): *

public

getUuid(): *

public
public

hasAllCornersById(ids: *): *

public

pointInRoom(pt: *): *

public
public

setRoomWallsTexture(textureUrl: *, textureStretch: *, textureScale: *)

public

setTexture(textureUrl: *, textureStretch: *, textureScale: *)

textureStretch always true, just an argument for consistency with walls

public
public
public

Populates each wall's half edge relating to this room this creates a fancy doubly connected edge list (DCEL)

Public Constructors

public constructor() source

ordered CCW

Public Members

public area: number source

public areaCenter: * source

public center: * source

public corners: * source

public customTexture: boolean source

public edgePointer: * source

public floorChangeCallbacks: * source

public floorPlane: * source

public floorplan: * source

public interiorCorners: *[] source

public max: * source

public min: * source

public set name source

public get name: * source

public roofPlane: * source

public get roomByCornersId: * source

Private Members

private _name: string source

private _roomByCornersId: * source

Public Methods

public cycleIndex(index: *): * source

Params:

NameTypeAttributeDescription
index *

Return:

*

public fireOnFloorChange(callback: *) source

Params:

NameTypeAttributeDescription
callback *

public generatePlane() source

public generateRoofPlane() source

public getTexture(): * source

Return:

*

public getUuid(): * source

Return:

*

public hasACornerById(id: *): number source

Params:

NameTypeAttributeDescription
id *

Return:

number

public hasAllCornersById(ids: *): * source

Params:

NameTypeAttributeDescription
ids *

Return:

*

public pointInRoom(pt: *): * source

Params:

NameTypeAttributeDescription
pt *

Return:

*

public roomIdentifier(): * source

Return:

*

public setRoomWallsTexture(textureUrl: *, textureStretch: *, textureScale: *) source

Params:

NameTypeAttributeDescription
textureUrl *
textureStretch *
textureScale *

public setTexture(textureUrl: *, textureStretch: *, textureScale: *) source

textureStretch always true, just an argument for consistency with walls

Params:

NameTypeAttributeDescription
textureUrl *
textureStretch *
textureScale *

public updateArea() source

public updateInteriorCorners() source

public updateWalls() source

Populates each wall's half edge relating to this room this creates a fancy doubly connected edge list (DCEL)