Scene

Scenes represent a set of visual objects to render.

Typically a glTF file contains only a single Scene, although more are allowed and useful in some cases. No particular meaning is associated with additional Scenes, except as defined by the application. Scenes reference Nodes, and a single Node cannot be a member of more than one Scene.

References:

Hierarchy

Properties

propertyType: PropertyType.SCENE

Methods

  • addEventListener(type: string, listener: EventListener<T>): this
  • dispatchEvent(event: BaseEvent): this

  • 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: Property, skip?: Set<string>): boolean
  • 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.

  • getExtension(name: string): Prop | null
  • getExtras(): Record<string, unknown>
  • 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.

  • getName(): string
  • 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.

  • isDisposed(): boolean
  • Returns true if the node has been permanently removed from the graph.

  • listChildren(): Node[]
  • listExtensions(): ExtensionProperty[]
  • listParents(): Property[]
  • 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)
    
  • removeEventListener(type: string, listener: EventListener<T>): this
  • setExtras(extras: Record<string, unknown>): Property
  • 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.

  • traverse(fn: (node: Node) => void): Scene
Function symbol, where the argument and output are a box labeled 'glTF'.

Made by Don McCurdy Documented with greendoc © 2023 MIT License