Class: AnchoredObjects
Defined in: src/world/anchors/AnchoredObjects.ts:62
Keeps THREE.Object3Ds attached to spatial anchors.
AnchorManager deals in anchors and poses; every app on top of it otherwise repeats the same work of holding a map from anchor to object and copying poses across each frame. This owns that, so an app anchors an object and then forgets about it.
Constructors
Constructor
new AnchoredObjects(
manager,parent):AnchoredObjects
Defined in: src/world/anchors/AnchoredObjects.ts:69
Parameters
manager
The anchor subsystem to attach through.
parent
Object to add anchored content to, usually the scene.
Returns
AnchoredObjects
Methods
anchor()
anchor(
object,label):Promise<TrackedAnchor|null>
Defined in: src/world/anchors/AnchoredObjects.ts:81
Anchors an object where it currently sits, and saves it.
Parameters
object
Object to pin. Added to the parent if not already in it.
label
string
Label to restore it by later.
Returns
Promise<TrackedAnchor | null>
The tracked anchor, or null when anchoring is unavailable.
clear()
clear():
void
Defined in: src/world/anchors/AnchoredObjects.ts:180
Detaches everything and forgets every saved anchor.
Returns
void
get()
get(
id):Object3D<Object3DEventMap> |undefined
Defined in: src/world/anchors/AnchoredObjects.ts:167
The object attached to an anchor.
Parameters
id
string
Id of the anchor.
Returns
Object3D<Object3DEventMap> | undefined
The object, or undefined.
getAll()
getAll():
ReadonlyMap<string,Object3D<Object3DEventMap>>
Defined in: src/world/anchors/AnchoredObjects.ts:175
Every attached object, keyed by anchor id.
Returns
ReadonlyMap<string, Object3D<Object3DEventMap>>
The attached objects.
remove()
remove(
id):void
Defined in: src/world/anchors/AnchoredObjects.ts:153
Detaches an anchored object and forgets its anchor.
Parameters
id
string
Id of the anchor to remove.
Returns
void
restore()
restore(
factory):Promise<number>
Defined in: src/world/anchors/AnchoredObjects.ts:108
Rebuilds objects for every anchor saved in a previous session.
Parameters
factory
Builds the object for a restored anchor.
Returns
Promise<number>
How many objects were restored.
update()
update(
referenceSpace?):void
Defined in: src/world/anchors/AnchoredObjects.ts:134
Moves every attached object onto its anchor's current pose.
Call once per frame. Anchors drift as the platform refines its map of the room, which is the whole point of anchoring rather than storing a position.
Parameters
referenceSpace?
Space to read poses in. Not needed for simulated anchors, which hold their own pose.
Returns
void