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

Hierarchy

Index

Constructors

Properties

actionManagers: AbstractActionManager[]

ActionManagers available on the scene.

deprecated
animationGroups: AnimationGroup[]

All of the animation groups added to this scene

see

https://doc.babylonjs.com/features/featuresDeepDive/animation/groupAnimations

animations: Animation[]

Gets a list of Animations associated with the scene

cameras: Camera[]

All of the cameras added to this scene

see

https://doc.babylonjs.com/features/featuresDeepDive/cameras

effectLayers: EffectLayer[]
geometries: Geometry[]

The list of geometries used in the scene.

layers: Layer[]

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

lensFlareSystems: LensFlareSystem[]

The list of lens flare system added to the scene

see

https://doc.babylonjs.com/features/featuresDeepDive/environment/lenseFlare

lights: Light[]
materials: Material[]

All of the materials added to this scene In the context of a Scene, it is not supposed to be modified manually. Any addition or removal should be done using the addMaterial and removeMaterial Scene methods. Note also that the order of the Material within the array is not significant and might change.

see

https://doc.babylonjs.com/features/featuresDeepDive/materials/using/materials_introduction

meshes: AbstractMesh[]

All of the (abstract) meshes added to this scene

morphTargetManagers: MorphTargetManager[]

The list of morph target managers added to the scene

see

https://doc.babylonjs.com/features/featuresDeepDive/mesh/dynamicMeshMorph

multiMaterials: MultiMaterial[]
particleSystems: IParticleSystem[]
postProcesses: PostProcess[]

The list of postprocesses added to the scene

prePassRenderer: Nullable<PrePassRenderer>

Gets or Sets the current prepass renderer associated to the scene.

proceduralTextures: ProceduralTexture[]
reflectionProbes: ReflectionProbe[]

The list of reflection probes added to the scene

see

https://doc.babylonjs.com/features/featuresDeepDive/environment/reflectionProbes

rootNodes: Node[]

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

skeletons: Skeleton[]
sounds: Nullable<Sound[]>

The list of sounds used in the scene.

subSurfaceConfiguration: Nullable<SubSurfaceConfiguration>

Gets or Sets the current prepass renderer associated to the scene.

textures: BaseTexture[]

Textures to keep.

transformNodes: TransformNode[]

All of the transform nodes added to this scene In the context of a Scene, it is not supposed to be modified manually. Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods. Note also that the order of the TransformNode within the array is not significant and might change.

see

https://doc.babylonjs.com/features/featuresDeepDive/mesh/transforms/parent_pivot/transform_node

Accessors

  • Texture used in all pbr material as the reflection texture. As in the majority of the scene they are the same (exception for multi room and so on), this is easier to reference from here than from all the materials.

    Returns Nullable<BaseTexture>

  • Texture used in all pbr material as the reflection texture. As in the majority of the scene they are the same (exception for multi room and so on), this is easier to reference from here than from all the materials.

    Parameters

    Returns void

Methods

  • Adds the given effect layer to this scene

    Parameters

    • newEffectLayer: EffectLayer

      defines the effect layer to add

    Returns void

  • disablePrePassRenderer(): void
  • disableSubSurfaceForPrePass(): void
  • 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.

  • 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<HighlightLayer>

    The highlight layer if found otherwise null.

  • Gets a lens flare system using its Id

    deprecated

    Please use getLensFlareSystemById instead

    Parameters

    • id: string

      defines the Id to look for

    Returns Nullable<LensFlareSystem>

    the lens flare system or null if not found

  • Returns Node[]

    all meshes, lights, cameras, transformNodes and bones

  • 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

  • Removes the given lens flare system from this scene.

    Parameters

    Returns number

    The index of the removed lens flare system

  • Removes the given reflection probe from this scene.

    Parameters

    Returns number

    The index of the removed reflection probe

  • 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

  • Gets a general parser from the list of available ones

    Parameters

    • name: string

      Defines the name of the parser

    Returns Nullable<BabylonFileParser>

    the requested parser or null

  • 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

Legend

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