OptionalmodelIndex: numberOptionalappearanceOptionalisStreaming: booleanOptionalclearOptionalbudgetMs: numberOptionaltrace: LoadTraceOptionalbudgetMs: numberOptionaltrace: LoadTraceOptionaldeterministicUploads: booleanVisits every flat mesh piece in the scene. getAllMeshDataExpressIds
gives only the id set; this is the accessor for consumers that need the
mesh data itself while walking it, such as feeding a whole-scene
geometry pass (#4357).
The overrides currently installed, or null when nothing is painted. The
store's pendingColorUpdates is a one-shot signal that is nulled after it
flushes, so this retained map is the only readable record of what is
painted — useColorOverlaySync re-hands it back to setColorOverrides so
meshes that streamed in after the flush get their colour (#3890).
An entity's bounds in its OWN local (pre-transform) frame, unioned across
every occurrence sharing the expressId — unlike getEntityBoundingBox,
which is a post-transform, world-axis-aligned box and cannot be unioned
meaningfully across differently-placed occurrences (#4357).
The resolved local→world placement transform for one entity: row-major
4×4 (16 numbers), Float64Array for full georeferenced precision.
Pairs with getEntityLocalBounds to reconstruct an entity's true
oriented world box — getEntityBoundingBox above is post-transform and
world-axis-aligned instead (#4357).
The single-mesh accessor: one representative mesh per entity, or
undefined when the entity has no flat mesh data. When an entity's
pieces share a colour their geometry is MERGED into that one mesh; when
colours differ, the first piece is returned so per-piece colours stay
correct (mirrors Scene.getMeshData).
getMeshDataPieces returns every piece; reach for this one when a
caller is written against one representative mesh per entity (#4357).
OptionalmodelIndex: numberOptionalmodelIndex: numberO(1) "is this id in the flat mesh map" — the presence question, without
getMeshDataPieces' per-entity extraction out of a colour-merged batch.
Pair it with isInstancedEntity to ask the same thing of both geometry
paths (useColorOverlaySync does, per settled geometry batch).
OptionalmodelIndex: numberO(1) instanced-membership test. getInstancedMeshDataPieces MATERIALIZES
world-space triangles per occurrence, so it is never the right way to ask
whether an id exists.
OptionalplaceOptionalbudgetMs: numberTurn modelIndex's GPU-instanced occurrences about the render-frame
pivot (pivot[0], *, pivot[2]); angle === 0 clears the rotation
(#4890). The GPU-instanced counterpart to Renderer.setModelTranslation
— flat/authored/batched geometry rotates through the viewer's bake, not
this method.
The measured external scene surface. See the module doc before widening.