ui/map/aircraft/Aircraft3DFleet¶
Classes¶
Aircraft3DFleet¶
Defined in: ui/map/aircraft/Aircraft3DFleet.ts:43
Aircraft3DFleet - mesh CRUD and bookkeeping for the 3D aircraft layer, extracted from Aircraft3DCustomLayer.
Owns the live mesh registry and the queue of aircraft waiting for their model to load, creates/updates/removes meshes in the projection-correct group, and re-applies transforms across the whole fleet.
Constructors¶
Constructor¶
Defined in: ui/map/aircraft/Aircraft3DFleet.ts:48
Parameters¶
deps¶
Returns¶
Accessors¶
size¶
Get Signature¶
Defined in: ui/map/aircraft/Aircraft3DFleet.ts:50
Returns¶
number
Methods¶
get()¶
Defined in: ui/map/aircraft/Aircraft3DFleet.ts:54
Parameters¶
id¶
string
Returns¶
Aircraft3DMesh | undefined
forEach()¶
Defined in: ui/map/aircraft/Aircraft3DFleet.ts:58
Parameters¶
cb¶
(entry, id) => void
Returns¶
void
create()¶
Defined in: ui/map/aircraft/Aircraft3DFleet.ts:88
Create 3D mesh for a new aircraft using the specified model. If the model isn't cached yet, queues the aircraft and kicks off the load; the mesh is created when the model becomes available.
Parameters¶
id¶
string
data¶
modelPath¶
string
Returns¶
void
update()¶
Defined in: ui/map/aircraft/Aircraft3DFleet.ts:136
Update existing aircraft mesh
Parameters¶
id¶
string
data¶
Returns¶
void
remove()¶
Defined in: ui/map/aircraft/Aircraft3DFleet.ts:165
Detach an aircraft mesh from its group. The mesh is a clone that shares the cached model's geometry/materials, so those GPU resources are NOT disposed here — the model loader owns and disposes them when its cache is cleared. Disposing per-clone would tear down resources still used by every other aircraft of the same type.
Parameters¶
id¶
string
Returns¶
void
advanceAnimations()¶
Defined in: ui/map/aircraft/Aircraft3DFleet.ts:183
Advance every playing animation mixer by delta seconds. Called once
per rendered frame by the owning layer; a no-op for static models.
Parameters¶
delta¶
number
Returns¶
void
refreshPending()¶
Defined in: ui/map/aircraft/Aircraft3DFleet.ts:203
Keep queued aircraft data fresh until their model loads
Parameters¶
id¶
string
data¶
Returns¶
void
prunePending()¶
Defined in: ui/map/aircraft/Aircraft3DFleet.ts:213
Drop queued aircraft that no longer exist in the simulation
Parameters¶
activeIds¶
Set\<string>
Returns¶
void
processPending()¶
Defined in: ui/map/aircraft/Aircraft3DFleet.ts:225
Create meshes for aircraft that were queued waiting for path to load.
Parameters¶
path¶
string
Returns¶
void
redirectPending()¶
Defined in: ui/map/aircraft/Aircraft3DFleet.ts:248
Re-queue aircraft waiting on a model that failed to load. With a fallback path they are created with that model instead (queueing again if it isn't loaded yet); without one they are dropped and stay absent from the 3D scene.
Parameters¶
fromPath¶
string
toPath¶
string | null
Returns¶
void
reapplyAllTransforms()¶
Defined in: ui/map/aircraft/Aircraft3DFleet.ts:269
Re-apply the projection-appropriate transform to every aircraft mesh.
Returns¶
void
applyGlobeTransforms()¶
Defined in: ui/map/aircraft/Aircraft3DFleet.ts:279
Re-apply the origin-relative globe transform to every mesh (per frame).
Returns¶
void
switchGroups()¶
Defined in: ui/map/aircraft/Aircraft3DFleet.ts:288
Switch all aircraft meshes between globe and mercator groups
Parameters¶
toGlobe¶
boolean
Returns¶
void
removeAllForReload()¶
Defined in: ui/map/aircraft/Aircraft3DFleet.ts:309
Remove and dispose every live mesh, keeping the pending queue (used when the user changes the fallback model: in-flight loads still complete and rebuild queued aircraft).
Returns¶
void
clear()¶
Defined in: ui/map/aircraft/Aircraft3DFleet.ts:316
Full teardown: remove and dispose every mesh and forget the queue.
Returns¶
void
Interfaces¶
Aircraft3DMesh¶
Defined in: ui/map/aircraft/Aircraft3DFleet.ts:14
Aircraft mesh bookkeeping entry
Properties¶
mesh¶
Defined in: ui/map/aircraft/Aircraft3DFleet.ts:15
data¶
Defined in: ui/map/aircraft/Aircraft3DFleet.ts:16
modelPath¶
Defined in: ui/map/aircraft/Aircraft3DFleet.ts:17
currentGroup¶
Defined in: ui/map/aircraft/Aircraft3DFleet.ts:18
mixer?¶
Defined in: ui/map/aircraft/Aircraft3DFleet.ts:20
Plays the GLB's baked animation clips; absent for static models.
Aircraft3DFleetDeps¶
Defined in: ui/map/aircraft/Aircraft3DFleet.ts:27
Everything the fleet needs from the owning custom layer. Groups are fetched through getters because they only exist once the scene is ready.
Properties¶
modelLoader¶
Defined in: ui/map/aircraft/Aircraft3DFleet.ts:28
transforms¶
Defined in: ui/map/aircraft/Aircraft3DFleet.ts:29
getMercatorGroup¶
Defined in: ui/map/aircraft/Aircraft3DFleet.ts:30
Returns¶
Group\<Object3DEventMap> | null
getGlobeGroup¶
Defined in: ui/map/aircraft/Aircraft3DFleet.ts:31
Returns¶
Group\<Object3DEventMap> | null
isGlobeProjection¶
Defined in: ui/map/aircraft/Aircraft3DFleet.ts:32
Returns¶
boolean