I want to understand how Autodesk Forge viewer stores node elements in multiple THREE.Scene objects. There are several scenes:
viewer.impl.scene // The main scen
Here are two methods that shows you how to access the bounding boxes of specific components based on their fragmentIds:
//returns bounding box as it appears in the viewer
// (transformations could be applied)
function getModifiedWorldBoundingBox(fragIds, fragList) {
var fragbBox = new THREE.Box3();
var nodebBox = new THREE.Box3();
fragIds.forEach(function(fragId) {
fragList.getWorldBounds(fragId, fragbBox);
nodebBox.union(fragbBox);
});
return nodebBox;
}
// Returns bounding box as loaded in the file
// (no explosion nor transformation)
function getOriginalWorldBoundingBox(fragIds, fragList) {
var fragBoundingBox = new THREE.Box3();
var nodeBoundingBox = new THREE.Box3();
var fragmentBoxes = fragList.boxes;
fragIds.forEach(function(fragId) {
var boffset = fragId * 6;
fragBoundingBox.min.x = fragmentBoxes[boffset];
fragBoundingBox.min.y = fragmentBoxes[boffset+1];
fragBoundingBox.min.z = fragmentBoxes[boffset+2];
fragBoundingBox.max.x = fragmentBoxes[boffset+3];
fragBoundingBox.max.y = fragmentBoxes[boffset+4];
fragBoundingBox.max.z = fragmentBoxes[boffset+5];
nodeBoundingBox.union(fragBoundingBox);
});
return nodeBoundingBox;
}
You can find a comprehensive sample from the blog post below:
Getting bounding boxes of each component in the viewer