Properties represent distinct resources in a glTF asset, referenced by other properties.
For example, each material and texture is a property, with material properties holding references to the textures. All properties are created with factory methods on the Document in which they should be constructed. Properties are destroyed by calling dispose().
const texture = doc.createTexture('myTexture'); doc.listTextures(); // → [texture x 1] // Attach a texture to a material. material.setBaseColorTexture(texture); material.getBaseColortexture(); // → texture // Detaching a texture removes any references to it, except from the doc. texture.detach(); material.getBaseColorTexture(); // → null doc.listTextures(); // → [texture x 1] // Disposing a texture removes all references to it, and its own references. texture.dispose(); doc.listTextures(); // → 
Makes a copy of this property, with the same resources (by reference) as the original.
Copies all data from another property to this one. Child properties are copied by reference, unless a 'resolve' function is given to override that.
Removes both inbound references to and outbound references from this object. At the end of the process the object holds no references, and nothing holds references to it. A disposed object is not reusable.
Returns true if two properties are deeply equivalent, recursively comparing the attributes of the properties. Optionally, a 'skip' set may be included, specifying attributes whose values should not be considered in the comparison.
Example: Two Primitives are equivalent if they have accessors and materials with equivalent content — but not necessarily the same specific accessors and materials.
Returns default attributes for the property. Empty lists and maps should be initialized
to empty arrays and objects. Always invoke
super.getDefaults() and extend the result.
Returns a reference to the Extras object, containing application-specific data for this Property. Extras should be an Object, not a primitive value, for best portability.
Returns the name of this property. While names are not required to be unique, this is encouraged, and non-unique names will be overwritten in some tools. For custom data about a property, prefer to use Extras.
Returns true if the node has been permanently removed from the graph.
Returns a list of all properties that hold a reference to this property. For example, a material may hold references to various textures, but a texture does not hold references to the materials that use it.
It is often necessary to filter the results for a particular type: some resources, like Accessors, may be referenced by different types of properties. Most properties include the Root as a parent, which is usually not of interest.
const materials = texture .listParents() .filter((p) => p instanceof Material)
Updates the Extras object, containing application-specific data for this Property. Extras should be an Object, not a primitive value, for best portability.
Sets the name of this property. While names are not required to be unique, this is encouraged, and non-unique names will be overwritten in some tools. For custom data about a property, prefer to use Extras.