class com.babylonhx.Scene
Available on all platforms
... @author Krtolica Vujadin
Class Fields
Instance Fields
function _getNewPosition(position:Vector3, velocity:Vector3, collider:Collider, maximumRetry:Int, finalPosition:Vector3, ?excludedMesh:AbstractMesh):Void
function beginAnimation(target:Dynamic, from:Int, to:Int, ?loop:Bool, ?speedRatio:Float, ?onAnimationEnd:Void ->Void, ?animatable:Animatable):Animatable
function beginDirectAnimation(target:Dynamic, animations:Array<Animation>, from:Int, to:Int, ?loop:Bool, ?speedRatio:Float, ?onAnimationEnd:Void ->Void):Animatable
function getLastEntryByID(id:String):Node
Get a the last added node (Mesh, Camera, Light) found of a given ID
{string} | id - the id to search for |
returns | {BABYLON.Node|null} the node found or null if not found at all. |
function getLastMeshByID(id:String):AbstractMesh
Get a the last added mesh found of a given ID
{string} | id - the id to search for |
returns | {BABYLON.AbstractMesh|null} the mesh found or null if not found at all. |
function getMeshByID(id:String):AbstractMesh
Get the first added mesh found of a given ID
{string} | id - the id to search for |
returns | {BABYLON.AbstractMesh|null} the mesh found or null if not found at all. |
function getMeshByUniqueID(uniqueId:Int):AbstractMesh
Get a mesh with its auto-generated unique id
{number} | uniqueId - the unique id to search for |
returns | {BABYLON.AbstractMesh|null} the mesh found or null if not found at all. |
function pick(x:Float, y:Float, ?predicate:AbstractMesh ->Bool?fastCheck:Bool, ?camera:Camera):PickingInfo
function pickSprite(x:Float, y:Float, ?predicate:Sprite ->Bool?fastCheck:Bool, ?camera:Camera):PickingInfo
function removeGeometry(geometry:Geometry):Bool
Removes an existing geometry
{BABYLON.Geometry} | geometry - the geometry to be removed from the scene. |
returns | {boolean} was the geometry removed or not |