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Define a task used by AssetsManager to load meshes

Hierarchy

Index

Constructors

  • new MeshAssetTask(name: string, meshesNames: any, rootUrl: string, sceneFilename: string | File): MeshAssetTask
  • Creates a new MeshAssetTask

    Parameters

    • name: string

      defines the name of the task

    • meshesNames: any

      defines the list of mesh's names you want to load

    • rootUrl: string

      defines the root url to use as a base to load your meshes and associated resources

    • sceneFilename: string | File

      defines the filename or File of the scene to load from

    Returns MeshAssetTask

Properties

loadedAnimationGroups: AnimationGroup[]

Gets the list of loaded animation groups

loadedMeshes: AbstractMesh[]

Gets the list of loaded meshes

loadedParticleSystems: IParticleSystem[]

Gets the list of loaded particle systems

loadedSkeletons: Skeleton[]

Gets the list of loaded skeletons

meshesNames: any

Defines the list of mesh's names you want to load

name: string

Defines the name of the task

onError: (task: MeshAssetTask, message?: string, exception?: any) => void

Type declaration

    • Callback called when the task is successful

      Parameters

      • task: MeshAssetTask
      • Optional message: string
      • Optional exception: any

      Returns void

onSuccess: (task: MeshAssetTask) => void

Type declaration

rootUrl: string

Defines the root url to use as a base to load your meshes and associated resources

sceneFilename: string | File

Defines the filename or File of the scene to load from

Accessors

  • get errorObject(): { exception?: any; message?: string }
  • Gets the current error object (if task is in error)

    Returns { exception?: any; message?: string }

    • Optional exception?: any
    • Optional message?: string
  • get isCompleted(): boolean
  • Get if the task is completed

    Returns boolean

  • Gets the current state of the task

    Returns AssetTaskState

Methods

  • reset(): void
  • Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again. This can be used with failed tasks that have the reason for failure fixed.

    Returns void

  • run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void
  • Execute the current task

    Parameters

    • scene: Scene

      defines the scene where you want your assets to be loaded

    • onSuccess: () => void

      is a callback called when the task is successfully executed

        • (): void
        • Returns void

    • onError: (message?: string, exception?: any) => void

      is a callback called if an error occurs

        • (message?: string, exception?: any): void
        • Parameters

          • Optional message: string
          • Optional exception: any

          Returns void

    Returns void

  • runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void
  • Execute the current task

    Parameters

    • scene: Scene

      defines the scene where you want your assets to be loaded

    • onSuccess: () => void

      is a callback called when the task is successfully executed

        • (): void
        • Returns void

    • onError: (message?: string, exception?: any) => void

      is a callback called if an error occurs

        • (message?: string, exception?: any): void
        • Parameters

          • Optional message: string
          • Optional exception: any

          Returns void

    Returns void

Legend

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  • Inherited constructor
  • Inherited method
  • Static method

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