@aidinabedi/playcanvas
Version:
PlayCanvas WebGL game engine
721 lines (673 loc) • 42.7 kB
HTML
<html lang="en">
<head>
<title>pc.Scene | PlayCanvas API Reference</title>
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<link rel="icon" type="image/png" href="images/playcanvas-favicon.png">
<link href="styles/styles.css" rel="stylesheet">
<link href="styles/playcanvas-theme.css" rel="stylesheet">
<script src="scripts/interface.js"></script>
<script src="scripts/highlight.min.js"></script>
<script>hljs.initHighlightingOnLoad();</script>
</head>
<body>
<header>
<nav class="header-width">
<a href="/" class="header-title"><img src="images/playcanvas-manual.png"></a>
<ul class="header-menu">
<li class="user-manual"><a href="https://developer.playcanvas.com/en/user-manual/">User Manual</a></li>
<li class="tutorials"><a href="https://developer.playcanvas.com/en/tutorials">Tutorials</a></li>
<li class="forum"><a href="https://forum.playcanvas.com/" target="_blank">Forum</a></li>
<li class="api active"><a href="/api/">API Reference</a></li>
</ul>
</nav>
<div class="header-content header-page header-width">
<h1><span class="font-icon"></span>API Reference</h1>
<input id="search" class="search" type="text" placeholder="Search"></input>
</div>
</header>
<div class="container content-width">
<nav class="sidebar">
<div class="sidebarFilter">
<input id="filter-input" type="text" placeholder="Filter">
</div>
<ul>
<li id="nav-pc"><a href="pc.html">pc</a></li>
<li id="nav-pc.callbacks"><a href="pc.callbacks.html">pc.callbacks</a></li>
<li id="nav-pc.guid"><a href="pc.guid.html">pc.guid</a></li>
<li id="nav-pc.math"><a href="pc.math.html">pc.math</a></li>
<li id="nav-pc.path"><a href="pc.path.html">pc.path</a></li>
<li id="nav-pc.platform"><a href="pc.platform.html">pc.platform</a></li>
<li id="nav-pc.script"><a href="pc.script.html">pc.script</a></li>
<li id="nav-pc.string"><a href="pc.string.html">pc.string</a></li>
<li id="nav-pc.Animation"><a href="pc.Animation.html">Animation</a></li>
<li id="nav-pc.AnimationComponent"><a href="pc.AnimationComponent.html">AnimationComponent</a></li>
<li id="nav-pc.AnimationComponentSystem"><a href="pc.AnimationComponentSystem.html">AnimationComponentSystem</a></li>
<li id="nav-pc.AnimationHandler"><a href="pc.AnimationHandler.html">AnimationHandler</a></li>
<li id="nav-pc.AnimCache"><a href="pc.AnimCache.html">AnimCache</a></li>
<li id="nav-pc.AnimClip"><a href="pc.AnimClip.html">AnimClip</a></li>
<li id="nav-pc.AnimController"><a href="pc.AnimController.html">AnimController</a></li>
<li id="nav-pc.AnimCurve"><a href="pc.AnimCurve.html">AnimCurve</a></li>
<li id="nav-pc.AnimData"><a href="pc.AnimData.html">AnimData</a></li>
<li id="nav-pc.AnimSnapshot"><a href="pc.AnimSnapshot.html">AnimSnapshot</a></li>
<li id="nav-pc.AnimTarget"><a href="pc.AnimTarget.html">AnimTarget</a></li>
<li id="nav-pc.AnimTrack"><a href="pc.AnimTrack.html">AnimTrack</a></li>
<li id="nav-pc.Application"><a href="pc.Application.html">Application</a></li>
<li id="nav-pc.Asset"><a href="pc.Asset.html">Asset</a></li>
<li id="nav-pc.AssetReference"><a href="pc.AssetReference.html">AssetReference</a></li>
<li id="nav-pc.AssetRegistry"><a href="pc.AssetRegistry.html">AssetRegistry</a></li>
<li id="nav-pc.AudioHandler"><a href="pc.AudioHandler.html">AudioHandler</a></li>
<li id="nav-pc.AudioListenerComponent"><a href="pc.AudioListenerComponent.html">AudioListenerComponent</a></li>
<li id="nav-pc.AudioListenerComponentSystem"><a href="pc.AudioListenerComponentSystem.html">AudioListenerComponentSystem</a></li>
<li id="nav-pc.BasicMaterial"><a href="pc.BasicMaterial.html">BasicMaterial</a></li>
<li id="nav-pc.Batch"><a href="pc.Batch.html">Batch</a></li>
<li id="nav-pc.BatchGroup"><a href="pc.BatchGroup.html">BatchGroup</a></li>
<li id="nav-pc.BatchManager"><a href="pc.BatchManager.html">BatchManager</a></li>
<li id="nav-pc.BoundingBox"><a href="pc.BoundingBox.html">BoundingBox</a></li>
<li id="nav-pc.BoundingSphere"><a href="pc.BoundingSphere.html">BoundingSphere</a></li>
<li id="nav-pc.ButtonComponent"><a href="pc.ButtonComponent.html">ButtonComponent</a></li>
<li id="nav-pc.ButtonComponentSystem"><a href="pc.ButtonComponentSystem.html">ButtonComponentSystem</a></li>
<li id="nav-pc.CameraComponent"><a href="pc.CameraComponent.html">CameraComponent</a></li>
<li id="nav-pc.CameraComponentSystem"><a href="pc.CameraComponentSystem.html">CameraComponentSystem</a></li>
<li id="nav-pc.CollisionComponent"><a href="pc.CollisionComponent.html">CollisionComponent</a></li>
<li id="nav-pc.CollisionComponentSystem"><a href="pc.CollisionComponentSystem.html">CollisionComponentSystem</a></li>
<li id="nav-pc.Color"><a href="pc.Color.html">Color</a></li>
<li id="nav-pc.Component"><a href="pc.Component.html">Component</a></li>
<li id="nav-pc.ComponentSystem"><a href="pc.ComponentSystem.html">ComponentSystem</a></li>
<li id="nav-pc.ComponentSystemRegistry"><a href="pc.ComponentSystemRegistry.html">ComponentSystemRegistry</a></li>
<li id="nav-pc.ContactPoint"><a href="pc.ContactPoint.html">ContactPoint</a></li>
<li id="nav-pc.ContactResult"><a href="pc.ContactResult.html">ContactResult</a></li>
<li id="nav-pc.ContainerHandler"><a href="pc.ContainerHandler.html">ContainerHandler</a></li>
<li id="nav-pc.ContainerResource"><a href="pc.ContainerResource.html">ContainerResource</a></li>
<li id="nav-pc.Controller"><a href="pc.Controller.html">Controller</a></li>
<li id="nav-pc.CubemapHandler"><a href="pc.CubemapHandler.html">CubemapHandler</a></li>
<li id="nav-pc.Curve"><a href="pc.Curve.html">Curve</a></li>
<li id="nav-pc.CurveSet"><a href="pc.CurveSet.html">CurveSet</a></li>
<li id="nav-pc.ElementComponent"><a href="pc.ElementComponent.html">ElementComponent</a></li>
<li id="nav-pc.ElementComponentSystem"><a href="pc.ElementComponentSystem.html">ElementComponentSystem</a></li>
<li id="nav-pc.ElementDragHelper"><a href="pc.ElementDragHelper.html">ElementDragHelper</a></li>
<li id="nav-pc.ElementInput"><a href="pc.ElementInput.html">ElementInput</a></li>
<li id="nav-pc.ElementInputEvent"><a href="pc.ElementInputEvent.html">ElementInputEvent</a></li>
<li id="nav-pc.ElementMouseEvent"><a href="pc.ElementMouseEvent.html">ElementMouseEvent</a></li>
<li id="nav-pc.ElementTouchEvent"><a href="pc.ElementTouchEvent.html">ElementTouchEvent</a></li>
<li id="nav-pc.Entity"><a href="pc.Entity.html">Entity</a></li>
<li id="nav-pc.EventHandler"><a href="pc.EventHandler.html">EventHandler</a></li>
<li id="nav-pc.Font"><a href="pc.Font.html">Font</a></li>
<li id="nav-pc.FontHandler"><a href="pc.FontHandler.html">FontHandler</a></li>
<li id="nav-pc.ForwardRenderer"><a href="pc.ForwardRenderer.html">ForwardRenderer</a></li>
<li id="nav-pc.Frustum"><a href="pc.Frustum.html">Frustum</a></li>
<li id="nav-pc.GamePads"><a href="pc.GamePads.html">GamePads</a></li>
<li id="nav-pc.GraphicsDevice"><a href="pc.GraphicsDevice.html">GraphicsDevice</a></li>
<li id="nav-pc.GraphNode"><a href="pc.GraphNode.html">GraphNode</a></li>
<li id="nav-pc.Http"><a href="pc.Http.html">Http</a></li>
<li id="nav-pc.I18n"><a href="pc.I18n.html">I18n</a></li>
<li id="nav-pc.IndexBuffer"><a href="pc.IndexBuffer.html">IndexBuffer</a></li>
<li id="nav-pc.Keyboard"><a href="pc.Keyboard.html">Keyboard</a></li>
<li id="nav-pc.KeyboardEvent"><a href="pc.KeyboardEvent.html">KeyboardEvent</a></li>
<li id="nav-pc.Layer"><a href="pc.Layer.html">Layer</a></li>
<li id="nav-pc.LayerComposition"><a href="pc.LayerComposition.html">LayerComposition</a></li>
<li id="nav-pc.LayoutChildComponent"><a href="pc.LayoutChildComponent.html">LayoutChildComponent</a></li>
<li id="nav-pc.LayoutChildComponentSystem"><a href="pc.LayoutChildComponentSystem.html">LayoutChildComponentSystem</a></li>
<li id="nav-pc.LayoutGroupComponent"><a href="pc.LayoutGroupComponent.html">LayoutGroupComponent</a></li>
<li id="nav-pc.LayoutGroupComponentSystem"><a href="pc.LayoutGroupComponentSystem.html">LayoutGroupComponentSystem</a></li>
<li id="nav-pc.LightComponent"><a href="pc.LightComponent.html">LightComponent</a></li>
<li id="nav-pc.LightComponentSystem"><a href="pc.LightComponentSystem.html">LightComponentSystem</a></li>
<li id="nav-pc.Lightmapper"><a href="pc.Lightmapper.html">Lightmapper</a></li>
<li id="nav-pc.Mat3"><a href="pc.Mat3.html">Mat3</a></li>
<li id="nav-pc.Mat4"><a href="pc.Mat4.html">Mat4</a></li>
<li id="nav-pc.Material"><a href="pc.Material.html">Material</a></li>
<li id="nav-pc.MaterialHandler"><a href="pc.MaterialHandler.html">MaterialHandler</a></li>
<li id="nav-pc.Mesh"><a href="pc.Mesh.html">Mesh</a></li>
<li id="nav-pc.MeshInstance"><a href="pc.MeshInstance.html">MeshInstance</a></li>
<li id="nav-pc.Model"><a href="pc.Model.html">Model</a></li>
<li id="nav-pc.ModelComponent"><a href="pc.ModelComponent.html">ModelComponent</a></li>
<li id="nav-pc.ModelComponentSystem"><a href="pc.ModelComponentSystem.html">ModelComponentSystem</a></li>
<li id="nav-pc.ModelHandler"><a href="pc.ModelHandler.html">ModelHandler</a></li>
<li id="nav-pc.Morph"><a href="pc.Morph.html">Morph</a></li>
<li id="nav-pc.MorphInstance"><a href="pc.MorphInstance.html">MorphInstance</a></li>
<li id="nav-pc.MorphTarget"><a href="pc.MorphTarget.html">MorphTarget</a></li>
<li id="nav-pc.Mouse"><a href="pc.Mouse.html">Mouse</a></li>
<li id="nav-pc.MouseEvent"><a href="pc.MouseEvent.html">MouseEvent</a></li>
<li id="nav-pc.Node"><a href="pc.Node.html">Node</a></li>
<li id="nav-pc.OrientedBox"><a href="pc.OrientedBox.html">OrientedBox</a></li>
<li id="nav-pc.ParticleSystemComponent"><a href="pc.ParticleSystemComponent.html">ParticleSystemComponent</a></li>
<li id="nav-pc.ParticleSystemComponentSystem"><a href="pc.ParticleSystemComponentSystem.html">ParticleSystemComponentSystem</a></li>
<li id="nav-pc.Picker"><a href="pc.Picker.html">Picker</a></li>
<li id="nav-pc.PostEffect"><a href="pc.PostEffect.html">PostEffect</a></li>
<li id="nav-pc.PostEffectQueue"><a href="pc.PostEffectQueue.html">PostEffectQueue</a></li>
<li id="nav-pc.Quat"><a href="pc.Quat.html">Quat</a></li>
<li id="nav-pc.Ray"><a href="pc.Ray.html">Ray</a></li>
<li id="nav-pc.RaycastResult"><a href="pc.RaycastResult.html">RaycastResult</a></li>
<li id="nav-pc.RenderTarget"><a href="pc.RenderTarget.html">RenderTarget</a></li>
<li id="nav-pc.ResourceHandler"><a href="pc.ResourceHandler.html">ResourceHandler</a></li>
<li id="nav-pc.ResourceLoader"><a href="pc.ResourceLoader.html">ResourceLoader</a></li>
<li id="nav-pc.RigidBodyComponent"><a href="pc.RigidBodyComponent.html">RigidBodyComponent</a></li>
<li id="nav-pc.RigidBodyComponentSystem"><a href="pc.RigidBodyComponentSystem.html">RigidBodyComponentSystem</a></li>
<li id="nav-pc.Scene"><a href="pc.Scene.html">Scene</a></li>
<li id="nav-pc.SceneHandler"><a href="pc.SceneHandler.html">SceneHandler</a></li>
<li id="nav-pc.ScopeId"><a href="pc.ScopeId.html">ScopeId</a></li>
<li id="nav-pc.ScopeSpace"><a href="pc.ScopeSpace.html">ScopeSpace</a></li>
<li id="nav-pc.ScreenComponent"><a href="pc.ScreenComponent.html">ScreenComponent</a></li>
<li id="nav-pc.ScreenComponentSystem"><a href="pc.ScreenComponentSystem.html">ScreenComponentSystem</a></li>
<li id="nav-pc.ScriptAttributes"><a href="pc.ScriptAttributes.html">ScriptAttributes</a></li>
<li id="nav-pc.ScriptComponent"><a href="pc.ScriptComponent.html">ScriptComponent</a></li>
<li id="nav-pc.ScriptComponentSystem"><a href="pc.ScriptComponentSystem.html">ScriptComponentSystem</a></li>
<li id="nav-pc.ScriptHandler"><a href="pc.ScriptHandler.html">ScriptHandler</a></li>
<li id="nav-pc.ScriptRegistry"><a href="pc.ScriptRegistry.html">ScriptRegistry</a></li>
<li id="nav-pc.ScriptType"><a href="pc.ScriptType.html">ScriptType</a></li>
<li id="nav-pc.ScrollbarComponent"><a href="pc.ScrollbarComponent.html">ScrollbarComponent</a></li>
<li id="nav-pc.ScrollbarComponentSystem"><a href="pc.ScrollbarComponentSystem.html">ScrollbarComponentSystem</a></li>
<li id="nav-pc.ScrollViewComponent"><a href="pc.ScrollViewComponent.html">ScrollViewComponent</a></li>
<li id="nav-pc.ScrollViewComponentSystem"><a href="pc.ScrollViewComponentSystem.html">ScrollViewComponentSystem</a></li>
<li id="nav-pc.Shader"><a href="pc.Shader.html">Shader</a></li>
<li id="nav-pc.SingleContactResult"><a href="pc.SingleContactResult.html">SingleContactResult</a></li>
<li id="nav-pc.Skeleton"><a href="pc.Skeleton.html">Skeleton</a></li>
<li id="nav-pc.Skin"><a href="pc.Skin.html">Skin</a></li>
<li id="nav-pc.SkinInstance"><a href="pc.SkinInstance.html">SkinInstance</a></li>
<li id="nav-pc.Sound"><a href="pc.Sound.html">Sound</a></li>
<li id="nav-pc.SoundComponent"><a href="pc.SoundComponent.html">SoundComponent</a></li>
<li id="nav-pc.SoundComponentSystem"><a href="pc.SoundComponentSystem.html">SoundComponentSystem</a></li>
<li id="nav-pc.SoundInstance"><a href="pc.SoundInstance.html">SoundInstance</a></li>
<li id="nav-pc.SoundInstance3d"><a href="pc.SoundInstance3d.html">SoundInstance3d</a></li>
<li id="nav-pc.SoundManager"><a href="pc.SoundManager.html">SoundManager</a></li>
<li id="nav-pc.SoundSlot"><a href="pc.SoundSlot.html">SoundSlot</a></li>
<li id="nav-pc.Sprite"><a href="pc.Sprite.html">Sprite</a></li>
<li id="nav-pc.SpriteAnimationClip"><a href="pc.SpriteAnimationClip.html">SpriteAnimationClip</a></li>
<li id="nav-pc.SpriteComponent"><a href="pc.SpriteComponent.html">SpriteComponent</a></li>
<li id="nav-pc.SpriteComponentSystem"><a href="pc.SpriteComponentSystem.html">SpriteComponentSystem</a></li>
<li id="nav-pc.SpriteHandler"><a href="pc.SpriteHandler.html">SpriteHandler</a></li>
<li id="nav-pc.StandardMaterial"><a href="pc.StandardMaterial.html">StandardMaterial</a></li>
<li id="nav-pc.StencilParameters"><a href="pc.StencilParameters.html">StencilParameters</a></li>
<li id="nav-pc.Tags"><a href="pc.Tags.html">Tags</a></li>
<li id="nav-pc.Texture"><a href="pc.Texture.html">Texture</a></li>
<li id="nav-pc.TextureAtlas"><a href="pc.TextureAtlas.html">TextureAtlas</a></li>
<li id="nav-pc.TextureAtlasHandler"><a href="pc.TextureAtlasHandler.html">TextureAtlasHandler</a></li>
<li id="nav-pc.TextureHandler"><a href="pc.TextureHandler.html">TextureHandler</a></li>
<li id="nav-pc.Touch"><a href="pc.Touch.html">Touch</a></li>
<li id="nav-pc.TouchDevice"><a href="pc.TouchDevice.html">TouchDevice</a></li>
<li id="nav-pc.TouchEvent"><a href="pc.TouchEvent.html">TouchEvent</a></li>
<li id="nav-pc.TransformFeedback"><a href="pc.TransformFeedback.html">TransformFeedback</a></li>
<li id="nav-pc.Vec2"><a href="pc.Vec2.html">Vec2</a></li>
<li id="nav-pc.Vec3"><a href="pc.Vec3.html">Vec3</a></li>
<li id="nav-pc.Vec4"><a href="pc.Vec4.html">Vec4</a></li>
<li id="nav-pc.VertexAttributeDescription"><a href="pc.VertexAttributeDescription.html">VertexAttributeDescription</a></li>
<li id="nav-pc.VertexAttributeElement"><a href="pc.VertexAttributeElement.html">VertexAttributeElement</a></li>
<li id="nav-pc.VertexBuffer"><a href="pc.VertexBuffer.html">VertexBuffer</a></li>
<li id="nav-pc.VertexFormat"><a href="pc.VertexFormat.html">VertexFormat</a></li>
<li id="nav-pc.VertexIterator"><a href="pc.VertexIterator.html">VertexIterator</a></li>
<li id="nav-pc.VertexIteratorAccessor"><a href="pc.VertexIteratorAccessor.html">VertexIteratorAccessor</a></li>
<li id="nav-pc.XrInput"><a href="pc.XrInput.html">XrInput</a></li>
<li id="nav-pc.XrInputSource"><a href="pc.XrInputSource.html">XrInputSource</a></li>
<li id="nav-pc.XrManager"><a href="pc.XrManager.html">XrManager</a></li>
</ul>
</nav>
<div class='sidebarToggle'><span></span>Class List</div>
<main class="cls">
<h1>pc.Scene</h1>
<p class="extends">Extends: <a href="pc.EventHandler.html">pc.EventHandler</a></p>
<p><p>A scene is graphical representation of an environment. It manages the
scene hierarchy, all graphical objects, lights, and scene-wide properties.</p></p>
<!-- summary -->
<h1>Summary</h1>
<!--type definitions-->
<!--static properties-->
<!--static methods-->
<!--properties-->
<h3>Properties</h3>
<table class="properties">
<tr>
<td><a href="#ambientLight">ambientLight</a></td><td><p>The color of the scene's ambient light.</td>
</tr>
<tr>
<td><a href="#defaultMaterial">defaultMaterial</a></td><td><p>The default material used in case no
other material is available.</td>
</tr>
<tr>
<td><a href="#exposure">exposure</a></td><td><p>The exposure value tweaks the overall brightness of
the scene.</td>
</tr>
<tr>
<td><a href="#fog">fog</a></td><td><p>The type of fog used by the scene.</td>
</tr>
<tr>
<td><a href="#fogColor">fogColor</a></td><td><p>The color of the fog (if enabled).</td>
</tr>
<tr>
<td><a href="#fogDensity">fogDensity</a></td><td><p>The density of the fog (if enabled).</td>
</tr>
<tr>
<td><a href="#fogEnd">fogEnd</a></td><td><p>The distance from the viewpoint where linear fog reaches
its maximum.</td>
</tr>
<tr>
<td><a href="#fogStart">fogStart</a></td><td><p>The distance from the viewpoint where linear fog begins.</td>
</tr>
<tr>
<td><a href="#gammaCorrection">gammaCorrection</a></td><td><p>The gamma correction to apply when rendering the
scene.</td>
</tr>
<tr>
<td><a href="#layers">layers</a></td><td><p>A <a href="pc.LayerComposition.html">pc.LayerComposition</a> that defines
rendering order of this scene.</td>
</tr>
<tr>
<td><a href="#lightmapMaxResolution">lightmapMaxResolution</a></td><td><p>The maximum lightmap resolution.</td>
</tr>
<tr>
<td><a href="#lightmapMode">lightmapMode</a></td><td><p>The lightmap baking mode.</td>
</tr>
<tr>
<td><a href="#lightmapSizeMultiplier">lightmapSizeMultiplier</a></td><td><p>The lightmap resolution multiplier.</td>
</tr>
<tr>
<td><a href="#root">root</a></td><td><p>The root entity of the scene, which is usually the only
child to the Application root entity.</td>
</tr>
<tr>
<td><a href="#skybox">skybox</a></td><td><p>The base cubemap texture used as the scene's skybox, if mip level is 0.</td>
</tr>
<tr>
<td><a href="#skyboxIntensity">skyboxIntensity</a></td><td><p>Multiplier for skybox intensity.</td>
</tr>
<tr>
<td><a href="#skyboxMip">skyboxMip</a></td><td><p>The mip level of the skybox to be displayed.</td>
</tr>
<tr>
<td><a href="#skyboxPrefiltered128">skyboxPrefiltered128</a></td><td><p>The prefiltered cubemap texture (size 128x128) used as the scene's skybox, if mip level 1.</td>
</tr>
<tr>
<td><a href="#skyboxPrefiltered16">skyboxPrefiltered16</a></td><td><p>The prefiltered cubemap texture (size 16x16) used as the scene's skybox, if mip level 4.</td>
</tr>
<tr>
<td><a href="#skyboxPrefiltered32">skyboxPrefiltered32</a></td><td><p>The prefiltered cubemap texture (size 32x32) used as the scene's skybox, if mip level 3.</td>
</tr>
<tr>
<td><a href="#skyboxPrefiltered4">skyboxPrefiltered4</a></td><td><p>The prefiltered cubemap texture (size 4x4) used as the scene's skybox, if mip level 6.</td>
</tr>
<tr>
<td><a href="#skyboxPrefiltered64">skyboxPrefiltered64</a></td><td><p>The prefiltered cubemap texture (size 64x64) used as the scene's skybox, if mip level 2.</td>
</tr>
<tr>
<td><a href="#skyboxPrefiltered8">skyboxPrefiltered8</a></td><td><p>The prefiltered cubemap texture (size 8x8) used as the scene's skybox, if mip level 5.</td>
</tr>
<tr>
<td><a href="#toneMapping">toneMapping</a></td><td><p>The tonemapping transform to apply when writing
fragments to the frame buffer.</td>
</tr>
</table>
<!--methods-->
<h3>Methods</h3>
<table class="properties">
<tr>
<td><a href="#setSkybox">setSkybox</a></td><td><p>Sets the cubemap for the scene skybox.</td>
</tr>
</table>
<!--events-->
<h3>Events</h3>
<table class="properties">
<tr>
<td><a href="#event:set:layers">set:layers</a></td><td><p>Fired when the layer composition is set.</td>
</tr>
<tr>
<td><a href="#event:set:skybox">set:skybox</a></td><td><p>Fired when the skybox is set.</td>
</tr>
</table>
<h2>Inherited</h2>
<!--inherited methods-->
<!--inherited properties-->
<!--inherited static methods-->
<h3>Methods</h3>
<table class="properties">
<tr>
<td><a href="#fire">fire</a></td><td><p>Fire an event, all additional arguments are passed on to the event listener.</td>
</tr>
<tr>
<td><a href="#hasEvent">hasEvent</a></td><td><p>Test if there are any handlers bound to an event name.</td>
</tr>
<tr>
<td><a href="#off">off</a></td><td><p>Detach an event handler from an event.</td>
</tr>
<tr>
<td><a href="#on">on</a></td><td><p>Attach an event handler to an event.</td>
</tr>
<tr>
<td><a href="#once">once</a></td><td><p>Attach an event handler to an event.</td>
</tr>
</table>
<!--inherited events-->
<h1>Details</h1>
<!--type definitions-->
<!--static members-->
<!--static methods-->
<h2>Constructor</h2>
<!-- Constructor -->
<div id="Scene">
<h3 class="methodname">Scene() <a class="font-icon" href="#Scene"></a></h3>
<p><p>Creates a new Scene.</p></p>
</div>
<!--properties-->
<h2>Properties</h2>
<div id="ambientLight">
<span class="property"><a href="pc.Color.html">pc.Color</a></span><span class="property">ambientLight <a class="font-icon" href="#ambientLight"></a></span>
<p><p>The color of the scene's ambient light. Defaults
to black (0, 0, 0).</p></p>
</div>
<div id="defaultMaterial">
<span class="property"><a href="pc.StandardMaterial.html">pc.StandardMaterial</a></span><span class="property">defaultMaterial <a class="font-icon" href="#defaultMaterial"></a></span>
<p><p>The default material used in case no
other material is available.</p></p>
</div>
<div id="exposure">
<span class="property"><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number">number</a></span><span class="property">exposure <a class="font-icon" href="#exposure"></a></span>
<p><p>The exposure value tweaks the overall brightness of
the scene. Defaults to 1.</p></p>
</div>
<div id="fog">
<span class="property"><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/String">string</a></span><span class="property">fog <a class="font-icon" href="#fog"></a></span>
<p><p>The type of fog used by the scene. Can be:</p>
<ul>
<li><a href="pc.html#FOG_NONE">pc.FOG_NONE</a></li>
<li><a href="pc.html#FOG_LINEAR">pc.FOG_LINEAR</a></li>
<li><a href="pc.html#FOG_EXP">pc.FOG_EXP</a></li>
<li><a href="pc.html#FOG_EXP2">pc.FOG_EXP2</a></li>
</ul>
<p>Defaults to pc.FOG_NONE.</p></p>
</div>
<div id="fogColor">
<span class="property"><a href="pc.Color.html">pc.Color</a></span><span class="property">fogColor <a class="font-icon" href="#fogColor"></a></span>
<p><p>The color of the fog (if enabled). Defaults to black
(0, 0, 0).</p></p>
</div>
<div id="fogDensity">
<span class="property"><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number">number</a></span><span class="property">fogDensity <a class="font-icon" href="#fogDensity"></a></span>
<p><p>The density of the fog (if enabled). This property
is only valid if the fog property is set to pc.FOG_EXP or pc.FOG_EXP2. Defaults to 0.</p></p>
</div>
<div id="fogEnd">
<span class="property"><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number">number</a></span><span class="property">fogEnd <a class="font-icon" href="#fogEnd"></a></span>
<p><p>The distance from the viewpoint where linear fog reaches
its maximum. This property is only valid if the fog property is set to pc.FOG_LINEAR.
Defaults to 1000.</p></p>
</div>
<div id="fogStart">
<span class="property"><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number">number</a></span><span class="property">fogStart <a class="font-icon" href="#fogStart"></a></span>
<p><p>The distance from the viewpoint where linear fog begins.
This property is only valid if the fog property is set to pc.FOG_LINEAR. Defaults to 1.</p></p>
</div>
<div id="gammaCorrection">
<span class="property"><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number">number</a></span><span class="property">gammaCorrection <a class="font-icon" href="#gammaCorrection"></a></span>
<p><p>The gamma correction to apply when rendering the
scene. Can be:</p>
<ul>
<li><a href="pc.html#GAMMA_NONE">pc.GAMMA_NONE</a></li>
<li><a href="pc.html#GAMMA_SRGB">pc.GAMMA_SRGB</a></li>
</ul>
<p>Defaults to pc.GAMMA_NONE.</p></p>
</div>
<div id="layers">
<span class="property"><a href="pc.LayerComposition.html">pc.LayerComposition</a></span><span class="property">layers <a class="font-icon" href="#layers"></a></span>
<p><p>A <a href="pc.LayerComposition.html">pc.LayerComposition</a> that defines
rendering order of this scene.</p></p>
</div>
<div id="lightmapMaxResolution">
<span class="property"><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number">number</a></span><span class="property">lightmapMaxResolution <a class="font-icon" href="#lightmapMaxResolution"></a></span>
<p><p>The maximum lightmap resolution. Defaults to
2048.</p></p>
</div>
<div id="lightmapMode">
<span class="property"><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number">number</a></span><span class="property">lightmapMode <a class="font-icon" href="#lightmapMode"></a></span>
<p><p>The lightmap baking mode. Can be:</p>
<ul>
<li><a href="pc.html#BAKE_COLOR">pc.BAKE_COLOR</a>: single color lightmap</li>
<li><a href="pc.html#BAKE_COLORDIR">pc.BAKE_COLORDIR</a>: single color lightmap + dominant light direction (used for
bump/specular). Only lights with bakeDir=true will be used for generating the dominant
light direction.</li>
</ul>
<p>Defaults to pc.BAKE_COLORDIR.</p></p>
</div>
<div id="lightmapSizeMultiplier">
<span class="property"><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number">number</a></span><span class="property">lightmapSizeMultiplier <a class="font-icon" href="#lightmapSizeMultiplier"></a></span>
<p><p>The lightmap resolution multiplier.
Defaults to 1.</p></p>
</div>
<div id="root">
<span class="property"><a href="pc.Entity.html">pc.Entity</a></span><span class="property">root <a class="font-icon" href="#root"></a></span>
<p><p>The root entity of the scene, which is usually the only
child to the Application root entity.</p></p>
</div>
<div id="skybox">
<span class="property"><a href="pc.Texture.html">pc.Texture</a></span><span class="property">skybox <a class="font-icon" href="#skybox"></a></span>
<p><p>The base cubemap texture used as the scene's skybox, if mip level is 0. Defaults to null.</p></p>
</div>
<div id="skyboxIntensity">
<span class="property"><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number">number</a></span><span class="property">skyboxIntensity <a class="font-icon" href="#skyboxIntensity"></a></span>
<p><p>Multiplier for skybox intensity. Defaults to 1.</p></p>
</div>
<div id="skyboxMip">
<span class="property"><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number">number</a></span><span class="property">skyboxMip <a class="font-icon" href="#skyboxMip"></a></span>
<p><p>The mip level of the skybox to be displayed. Only valid
for prefiltered cubemap skyboxes. Defaults to 0 (base level).</p></p>
</div>
<div id="skyboxPrefiltered128">
<span class="property"><a href="pc.Texture.html">pc.Texture</a></span><span class="property">skyboxPrefiltered128 <a class="font-icon" href="#skyboxPrefiltered128"></a></span>
<p><p>The prefiltered cubemap texture (size 128x128) used as the scene's skybox, if mip level 1. Defaults to null.</p></p>
</div>
<div id="skyboxPrefiltered16">
<span class="property"><a href="pc.Texture.html">pc.Texture</a></span><span class="property">skyboxPrefiltered16 <a class="font-icon" href="#skyboxPrefiltered16"></a></span>
<p><p>The prefiltered cubemap texture (size 16x16) used as the scene's skybox, if mip level 4. Defaults to null.</p></p>
</div>
<div id="skyboxPrefiltered32">
<span class="property"><a href="pc.Texture.html">pc.Texture</a></span><span class="property">skyboxPrefiltered32 <a class="font-icon" href="#skyboxPrefiltered32"></a></span>
<p><p>The prefiltered cubemap texture (size 32x32) used as the scene's skybox, if mip level 3. Defaults to null.</p></p>
</div>
<div id="skyboxPrefiltered4">
<span class="property"><a href="pc.Texture.html">pc.Texture</a></span><span class="property">skyboxPrefiltered4 <a class="font-icon" href="#skyboxPrefiltered4"></a></span>
<p><p>The prefiltered cubemap texture (size 4x4) used as the scene's skybox, if mip level 6. Defaults to null.</p></p>
</div>
<div id="skyboxPrefiltered64">
<span class="property"><a href="pc.Texture.html">pc.Texture</a></span><span class="property">skyboxPrefiltered64 <a class="font-icon" href="#skyboxPrefiltered64"></a></span>
<p><p>The prefiltered cubemap texture (size 64x64) used as the scene's skybox, if mip level 2. Defaults to null.</p></p>
</div>
<div id="skyboxPrefiltered8">
<span class="property"><a href="pc.Texture.html">pc.Texture</a></span><span class="property">skyboxPrefiltered8 <a class="font-icon" href="#skyboxPrefiltered8"></a></span>
<p><p>The prefiltered cubemap texture (size 8x8) used as the scene's skybox, if mip level 5. Defaults to null.</p></p>
</div>
<div id="toneMapping">
<span class="property"><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number">number</a></span><span class="property">toneMapping <a class="font-icon" href="#toneMapping"></a></span>
<p><p>The tonemapping transform to apply when writing
fragments to the frame buffer. Can be:</p>
<ul>
<li><a href="pc.html#TONEMAP_LINEAR">pc.TONEMAP_LINEAR</a></li>
<li><a href="pc.html#TONEMAP_FILMIC">pc.TONEMAP_FILMIC</a></li>
<li><a href="pc.html#TONEMAP_HEJL">pc.TONEMAP_HEJL</a></li>
<li><a href="pc.html#TONEMAP_ACES">pc.TONEMAP_ACES</a></li>
</ul>
<p>Defaults to pc.TONEMAP_LINEAR.</p></p>
</div>
<!--methods-->
<h2>Methods</h2>
<div id="setSkybox">
<h3 class="methodname">setSkybox([cubemaps]) <a class="font-icon" href="#setSkybox"></a></h3>
<p><p>Sets the cubemap for the scene skybox.</p></p>
<h4>Parameters</h4>
<table>
<tr>
<td>cubemaps</td><td><a href="pc.Texture.html">pc.Texture[]</a></td><td><p>An array of cubemaps corresponding to the skybox at different mip levels. If undefined, scene will remove skybox.
Cubemap array should be of size 7, with the first element (index 0) corresponding to the base cubemap (mip level 0) with original resolution.
Each remaining element (index 1-6) corresponds to a fixed prefiltered resolution (128x128, 64x64, 32x32, 16x16, 8x8, 4x4).</p></td>
</tr>
</table>
</div>
<!--events-->
<h2>Events</h2>
<div id="event:set:layers">
<h3 class="methodname">set:layers <a class="font-icon" href="#event:set:layers"></a></h3>
<p><p>Fired when the layer composition is set. Use this event to add callbacks or advanced properties to your layers.</p></p>
<pre><code class="javascript">this.app.scene.on('set:layers', function (oldComp, newComp) {
var list = newComp.layerList;
var layer;
for (var i = 0; i < list.length; i++) {
layer = list[i];
switch (layer.name) {
case 'MyLayer':
layer.onEnable = myOnEnableFunction;
layer.onDisable = myOnDisableFunction;
break;
case 'MyOtherLayer':
layer.shaderPass = myShaderPass;
break;
}
}
});</code></pre>
<h4>Parameters</h4>
<table>
<tr>
<td>oldComp</td><td><a href="pc.LayerComposition.html">pc.LayerComposition</a></td><td><p>Previously used <a href="pc.LayerComposition.html">pc.LayerComposition</a>.</p></td>
</tr>
<tr>
<td>newComp</td><td><a href="pc.LayerComposition.html">pc.LayerComposition</a></td><td><p>Newly set <a href="pc.LayerComposition.html">pc.LayerComposition</a>.</p></td>
</tr>
</table>
</div>
<div id="event:set:skybox">
<h3 class="methodname">set:skybox <a class="font-icon" href="#event:set:skybox"></a></h3>
<p><p>Fired when the skybox is set.</p></p>
<h4>Parameters</h4>
<table>
<tr>
<td>usedTex</td><td><a href="pc.Texture.html">pc.Texture</a></td><td><p>Previously used cubemap texture. New is in the pc.Scene#skybox.</p></td>
</tr>
</table>
</div>
<h2>Inherited</h2>
<!--inherited properties-->
<!--inherited methods-->
<h2>Methods</h2>
<div id="fire">
<h3 class="methodname">fire(name, [arg1], [arg2], [arg3], [arg4], [arg5], [arg6], [arg7], [arg8]) <a class="font-icon" href="#fire"></a></h3>
<p><p>Fire an event, all additional arguments are passed on to the event listener.</p></p>
<pre><code class="javascript">obj.fire('test', 'This is the message');</code></pre>
<h4>Parameters</h4>
<table>
<tr>
<td>name</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object">object</a></td><td><p>Name of event to fire.</p></td>
</tr>
<tr>
<td>arg1</td><td><a href="#">*</a></td><td><p>First argument that is passed to the event handler.</p></td>
</tr>
<tr>
<td>arg2</td><td><a href="#">*</a></td><td><p>Second argument that is passed to the event handler.</p></td>
</tr>
<tr>
<td>arg3</td><td><a href="#">*</a></td><td><p>Third argument that is passed to the event handler.</p></td>
</tr>
<tr>
<td>arg4</td><td><a href="#">*</a></td><td><p>Fourth argument that is passed to the event handler.</p></td>
</tr>
<tr>
<td>arg5</td><td><a href="#">*</a></td><td><p>Fifth argument that is passed to the event handler.</p></td>
</tr>
<tr>
<td>arg6</td><td><a href="#">*</a></td><td><p>Sixth argument that is passed to the event handler.</p></td>
</tr>
<tr>
<td>arg7</td><td><a href="#">*</a></td><td><p>Seventh argument that is passed to the event handler.</p></td>
</tr>
<tr>
<td>arg8</td><td><a href="#">*</a></td><td><p>Eighth argument that is passed to the event handler.</p></td>
</tr>
</table>
<h4>Returns</h4>
<a href="pc.EventHandler.html">pc.EventHandler</a> <p>Self for chaining.</p>
</div>
<div id="hasEvent">
<h3 class="methodname">hasEvent(name) <a class="font-icon" href="#hasEvent"></a></h3>
<p><p>Test if there are any handlers bound to an event name.</p></p>
<pre><code class="javascript">obj.on('test', function () { }); // bind an event to 'test'
obj.hasEvent('test'); // returns true
obj.hasEvent('hello'); // returns false</code></pre>
<h4>Parameters</h4>
<table>
<tr>
<td>name</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/String">string</a></td><td><p>The name of the event to test.</p></td>
</tr>
</table>
<h4>Returns</h4>
<a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Boolean">boolean</a> <p>True if the object has handlers bound to the specified event name.</p>
</div>
<div id="off">
<h3 class="methodname">off([name], [callback], [scope]) <a class="font-icon" href="#off"></a></h3>
<p><p>Detach an event handler from an event. If callback is not provided then all callbacks are unbound from the event,
if scope is not provided then all events with the callback will be unbound.</p></p>
<pre><code class="javascript">var handler = function () {
};
obj.on('test', handler);
obj.off(); // Removes all events
obj.off('test'); // Removes all events called 'test'
obj.off('test', handler); // Removes all handler functions, called 'test'
obj.off('test', handler, this); // Removes all hander functions, called 'test' with scope this</code></pre>
<h4>Parameters</h4>
<table>
<tr>
<td>name</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/String">string</a></td><td><p>Name of the event to unbind.</p></td>
</tr>
<tr>
<td>callback</td><td><a href="pc.callbacks.html#HandleEvent">pc.callbacks.HandleEvent</a></td><td><p>Function to be unbound.</p></td>
</tr>
<tr>
<td>scope</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object">object</a></td><td><p>Scope that was used as the this when the event is fired.</p></td>
</tr>
</table>
<h4>Returns</h4>
<a href="pc.EventHandler.html">pc.EventHandler</a> <p>Self for chaining.</p>
</div>
<div id="on">
<h3 class="methodname">on(name, callback, [scope]) <a class="font-icon" href="#on"></a></h3>
<p><p>Attach an event handler to an event.</p></p>
<pre><code class="javascript">obj.on('test', function (a, b) {
console.log(a + b);
});
obj.fire('test', 1, 2); // prints 3 to the console</code></pre>
<h4>Parameters</h4>
<table>
<tr>
<td>name</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/String">string</a></td><td><p>Name of the event to bind the callback to.</p></td>
</tr>
<tr>
<td>callback</td><td><a href="pc.callbacks.html#HandleEvent">pc.callbacks.HandleEvent</a></td><td><p>Function that is called when event is fired. Note the callback is limited to 8 arguments.</p></td>
</tr>
<tr>
<td>scope</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object">object</a></td><td><p>Object to use as 'this' when the event is fired, defaults to current this.</p></td>
</tr>
</table>
<h4>Returns</h4>
<a href="pc.EventHandler.html">pc.EventHandler</a> <p>Self for chaining.</p>
</div>
<div id="once">
<h3 class="methodname">once(name, callback, [scope]) <a class="font-icon" href="#once"></a></h3>
<p><p>Attach an event handler to an event. This handler will be removed after being fired once.</p></p>
<pre><code class="javascript">obj.once('test', function (a, b) {
console.log(a + b);
});
obj.fire('test', 1, 2); // prints 3 to the console
obj.fire('test', 1, 2); // not going to get handled</code></pre>
<h4>Parameters</h4>
<table>
<tr>
<td>name</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/String">string</a></td><td><p>Name of the event to bind the callback to.</p></td>
</tr>
<tr>
<td>callback</td><td><a href="pc.callbacks.html#HandleEvent">pc.callbacks.HandleEvent</a></td><td><p>Function that is called when event is fired. Note the callback is limited to 8 arguments.</p></td>
</tr>
<tr>
<td>scope</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object">object</a></td><td><p>Object to use as 'this' when the event is fired, defaults to current this.</p></td>
</tr>
</table>
<h4>Returns</h4>
<a href="pc.EventHandler.html">pc.EventHandler</a> <p>Self for chaining.</p>
</div>
<!--inherited events-->
</main>
</div>
</body>
</html>