KeepAssets

Set of assets to keep when moving a scene into an asset container.

Hierarchy

Index

Properties

actionManagers

actionManagers: ActionManager[]

ActionManagers available on the scene.

animationGroups

animationGroups: AnimationGroup[]

All of the animation groups added to this scene

see

http://doc.babylonjs.com/how_to/group

animations

animations: Animation[]

Gets a list of Animations associated with the scene

cameras

cameras: Camera[]

All of the cameras added to this scene

see

http://doc.babylonjs.com/babylon101/cameras

geometries

geometries: Geometry[]

The list of geometries used in the scene.

lights

lights: Light[]

All of the lights added to this scene

see

http://doc.babylonjs.com/babylon101/lights

materials

materials: Material[]

All of the materials added to this scene

see

http://doc.babylonjs.com/babylon101/materials

meshes

meshes: AbstractMesh[]

All of the (abstract) meshes added to this scene

morphTargetManagers

morphTargetManagers: MorphTargetManager[]

The list of morph target managers added to the scene

see

http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh

multiMaterials

multiMaterials: MultiMaterial[]

All of the multi-materials added to this scene

see

http://doc.babylonjs.com/how_to/multi_materials

particleSystems

particleSystems: IParticleSystem[]

All of the particle systems added to this scene

see

http://doc.babylonjs.com/babylon101/particles

rootNodes

rootNodes: Node[]

Gets the list of root nodes (ie. nodes with no parent)

skeletons

skeletons: Skeleton[]

The list of skeletons added to the scene

see

http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons

textures

textures: BaseTexture[]

Textures to keep.

transformNodes

transformNodes: TransformNode[]

All of the tranform nodes added to this scene

see

http://doc.babylonjs.com/how_to/transformnode

Static effectLayers

effectLayers: Array<EffectLayer>

The list of effect layers (highlights/glow) added to the scene

see

http://doc.babylonjs.com/how_to/highlight_layer

see

http://doc.babylonjs.com/how_to/glow_layer

Static layers

layers: Array<Layer>

The list of layers (background and foreground) of the scene

Static lensFlareSystems

lensFlareSystems: Array<LensFlareSystem>

The list of lens flare system added to the scene

see

http://doc.babylonjs.com/how_to/how_to_use_lens_flares

Static proceduralTextures

proceduralTextures: Array<ProceduralTexture>

The list of procedural textures added to the scene

see

http://doc.babylonjs.com/how_to/how_to_use_procedural_textures

Static sounds

sounds: Nullable<Array<Sound>>

The list of sounds used in the scene.

Methods

Static AddIndividualParser

Static AddParser

  • Adds a parser in the list of available ones

    Parameters

    • name: string

      Defines the name of the parser

    • parser: BabylonFileParser

      Defines the parser to add

    Returns void

Static GetIndividualParser

Static GetParser

Static Parse

  • Parser json data and populate both a scene and its associated container object

    Parameters

    • jsonData: any

      Defines the data to parse

    • scene: Scene

      Defines the scene to parse the data for

    • container: AssetContainer

      Defines the container attached to the parsing sequence

    • rootUrl: string

      Defines the root url of the data

    Returns void

Static addEffectLayer

Static addLensFlareSystem

Static getGlowLayerByName

  • Return a the first highlight layer of the scene with a given name.

    Parameters

    • name: string

      The name of the highlight layer to look for.

    Returns Nullable<GlowLayer>

    The highlight layer if found otherwise null.

Static getHighlightLayerByName

Static getLensFlareSystemByID

Static getLensFlareSystemByName

Static removeEffectLayer

  • Removes the given effect layer from this scene.

    Parameters

    • toRemove: EffectLayer

      defines the effect layer to remove

    Returns number

    the index of the removed effect layer

Static removeLensFlareSystem

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