Class: Scene

Scene

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


new Scene( [rootNode])

Parameters:
Name Type Argument Description
rootNode Entity <optional>

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

Properties:
Name Type Description
name

The name of the scene.

skybox

The Skybox to use when rendering the scene.

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

Members


numChildren

The amount of children in the scene root node.


partitioning

Set the spatial partitioning for the current scene. Defaults to FlatPartitioning


rootNode

The rootnode of the scene.

Methods


applyFunction(func)

Applies a function recursively to all child nodes.

Parameters:
Name Type Description
func

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


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.


getEntitySet(components)

Returns the set of all entities with the given components. All components must be present in an Entity to be in the set.

Parameters:
Name Type Description
components

An Array of components.


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.