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WasmGPU.createAnnotation.toolkit().attach

Summary

WasmGPU.createAnnotation.toolkit().attach binds the toolkit to active scene/camera context and optional controls/overlay pointers. It attaches marker rendering to the scene, wires overlay label integration, and optionally binds pointer events. Use this when creating the toolkit detached or when switching to a different scene/view pair.

Syntax

WasmGPU.createAnnotation.toolkit().attach(desc: AnnotationAttachDescriptor): this
toolkit.attach(desc);

Parameters

Name Type Required Description
desc AnnotationAttachDescriptor Yes Scene/view attachment payload and optional control/overlay/pointer target overrides.

Returns

this - Returns the same toolkit instance.

Type Details

type AnnotationAttachDescriptor = {
    scene: Scene;
    camera: Camera;
    controls?: NavigationControls | null;
    overlaySystem?: OverlaySystem | null;
    pointerTarget?: HTMLElement | null;
};

Example

const canvas = document.querySelector("canvas");
const wgpu = await WasmGPU.create(canvas);
const scene = wgpu.createScene();
const camera = wgpu.createCamera.perspective({ fov: 55, aspect: canvas.clientWidth / canvas.clientHeight, near: 0.1, far: 1000 });
const controls = wgpu.createControls.orbit(camera, canvas, { target: [0, 0, 0] });
const toolkit = wgpu.createAnnotation.toolkit({ autoBindPointerEvents: false });

toolkit.attach({ scene, camera, controls, pointerTarget: canvas });
toolkit.setAutoBindPointerEvents(true);

See Also