Root property of a glTF asset.

Any properties to be exported with a particular asset must be referenced (directly or indirectly) by the root. Metadata about the asset's license, generator, and glTF specification version are stored in the asset, accessible with .getAsset().

Properties are added to the root with factory methods on its Document, and removed by calling Property.dispose() on the resource. Any properties that have been created but not disposed will be included when calling the various root.list*() methods.

A document's root cannot be removed, and no other root may be created. Unlike other Property types, the .dispose(), .detach() methods have no useful function on a Root property.

Usage:

const root = document.getRoot();
const scene = document.createScene('myScene');
const node = document.createNode('myNode');
scene.addChild(node);

console.log(root.listScenes()); // → [scene x 1]

Reference: glTF → Concepts

Hierarchy

Properties

propertyType: ROOT

Property type.

Methods

  • copy(other: Root, resolve?: <T>(t: T) => T): Root
  • dispatchEvent(event: BaseEvent): Root
  • Events.

  • dispose(): void
  • 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.

  • equals(other: Root): boolean
  • Returns true if two properties are deeply equivalent, recursively comparing the attributes of the properties. For example, two Primitives are equivalent if they have accessors and materials with equivalent content — but not necessarily the same specific accessors and materials.

  • getAsset(): IAsset
  • getDefaultScene(): Scene
  • getDefaults(): Nullable<IRoot>
  • getExtension<Prop>(name: string): Prop
  • getExtras(): Record<string, unknown>
  • getName(): string
  • init(): void
  • isDisposed(): boolean
  • Returns true if the node has been permanently removed from the graph.

  • listAccessors(): Accessor[]
  • listAnimations(): Animation[]
  • listBuffers(): Buffer[]
  • listCameras(): Camera[]
  • listExtensions(): ExtensionProperty<IProperty>[]
  • listExtensionsRequired(): Extension[]
  • listExtensionsUsed(): Extension[]
  • listMaterials(): Material[]
  • listMeshes(): Mesh[]
  • listNodes(): Node[]
  • listParents(): Property<IProperty>[]
  • 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.

    Usage:

    const materials = texture
        .listParents()
        .filter((p) => p instanceof Material)
    
  • listScenes(): Scene[]
  • listSkins(): Skin[]
  • listTextures(): Texture[]
  • setExtension<Prop>(name: string, extensionProperty: Prop): Root
  • setExtras(extras: Record<string, unknown>): Root
  • setName(name: string): Root
Function symbol, f(📦) → 📦, where the argument and output are a box labeled 'glTF'.

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