class com.babylonhx.Scene

Available on all platforms

... @author Krtolica Vujadin

Class Fields

static var FOGMODE_EXP:Int

static var FOGMODE_EXP2:Int

static var FOGMODE_LINEAR:Int

static var FOGMODE_NONE:Int

static var MaxDeltaTime:Float

static var MinDeltaTime:Float

Instance Fields

function new(engine:Engine):Void

function _checkIsReady():Void

function _getNewPosition(position:Vector3, velocity:Vector3, collider:Collider, maximumRetry:Int, finalPosition:Vector3, ?excludedMesh:AbstractMesh):Void

function addCamera(newCamera:Camera):Void

function addLight(newLight:Light):Void

function addMesh(newMesh:AbstractMesh):Void

function afterRender():Void

function attachControl():Void

function beforeRender():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 createOrUpdateSelectionOctree(?maxCapacity:Int, ?maxDepth:Int):Octree<AbstractMesh>

function createPickingRay(x:Float, y:Float, world:Matrix, camera:Camera, ?cameraViewSpace:Bool):Ray

function detachControl():Void

function dispose():Void

function enablePhysics(?gravity:Vector3, ?plugin:IPhysicsEnginePlugin):Bool

function executeWhenReady(func:Void ->Void):Void

function getActiveBones():Int

function getCameraByUniqueID(uniqueId:Int):Camera

function getEngine():Engine

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 getLightByName(name:String):Light

function getLightByUniqueID(uniqueId:Int):Light

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 getNodeByID(id:String):Node

function getNodeByName(name:String):Node

function getRenderId():Int

function isActiveMesh(mesh:Mesh):Bool

function isReady():Bool

function onDispose():Void

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 pickWithRay(ray:Ray, predicate:Mesh ->Bool?fastCheck:Bool):PickingInfo

function pushGeometry(geometry:Geometry, ?force:Bool):Bool

function removeCamera(toRemove:Camera):Int

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

function removeLight(toRemove:Light):Int

function removeMesh(toRemove:AbstractMesh):Int

function removeSkeleton(toRemove:Skeleton):Int

function render():Void

function setGravity(gravity:Vector3):Void

function setTransformMatrix(view:Matrix, projection:Matrix):Void

function stopAnimation(target:Dynamic):Void