Class: Scene

Scene

Scene forms the base to contain the entire scene graph. It contains a hierarchical structure including {@linknode ModelInstance}, lights, cameras, etc.


new Scene( [rootNode])

Parameters:
Name Type Argument Description
rootNode SceneNode <optional>

An optional scene node to use as a root. Useful if an entire scene hierarchy was already loaded.

Author:
  • derschmale <http://www.derschmale.com>

Members


name

The name of the scene.


numChildren

The amount of children in the scene root node.


rootNode

The rootnode of the scene.


skybox

The Skybox to use when rendering the scene.


worldBounds

The bounding volume for the entire scene in world coordinates.

Methods


applyFunction(func [, thisRef])

Applies a function recursively to all child nodes.

Parameters:
Name Type Argument Description
func

The function to call (using the traversed node as argument)

thisRef <optional>

Optional reference to "this" in the calling function, to keep the scope of "this" in the called method.


attach()

Attaches a child to the root node.


contains()

Returns whether or not the child object is attached to the root node.


destroy()

Destroys the scene and all its children


detach()

Removes a child from the root node.


findMaterialByName()

Finds a material with the given name somewhere in the Scene.


findNodeByName()

Finds a scene node with the given name somewhere in the Scene.


getChild()

Gets the child object at the given index.


startSystem()

Starts a EntitySystem. These are systems that allow adding more complex behaviours using components. The order of updates happen in the order they're added.


stopSystem()

Stops a EntitySystem.