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@gltf-transform/core

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glTF 2.0 SDK for JavaScript and TypeScript, on Web and Node.js.

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import { RefSet } from 'property-graph'; import { type Nullable, PropertyType } from '../constants.js'; import { ExtensibleProperty, type IExtensibleProperty } from './extensible-property.js'; import type { Node } from './node.js'; import { COPY_IDENTITY } from './property.js'; interface IScene extends IExtensibleProperty { children: RefSet<Node>; } /** * *Scenes represent a set of visual objects to render.* * * Typically a glTF file contains only a single Scene, although more are allowed and useful in some * cases. No particular meaning is associated with additional Scenes, except as defined by the * application. Scenes reference {@link Node}s, and a single Node cannot be a member of more than * one Scene. * * References: * - [glTF → Scenes](https://github.com/KhronosGroup/gltf/blob/main/specification/2.0/README.md#scenes) * - [glTF → Coordinate System and Units](https://github.com/KhronosGroup/gltf/blob/main/specification/2.0/README.md#coordinate-system-and-units) * * @category Properties */ export declare class Scene extends ExtensibleProperty<IScene> { propertyType: PropertyType.SCENE; protected init(): void; protected getDefaults(): Nullable<IScene>; copy(other: this, resolve?: typeof COPY_IDENTITY): this; /** * Adds a {@link Node} to the Scene. * * Requirements: * * 1. Nodes MAY be root children of multiple {@link Scene Scenes} * 2. Nodes MUST NOT be children of >1 Node * 3. Nodes MUST NOT be children of both Nodes and {@link Scene Scenes} * * The `addChild` method enforces these restrictions automatically, and will * remove the new child from previous parents where needed. This behavior * may change in future major releases of the library. */ addChild(node: Node): this; /** Removes a {@link Node} from the Scene. */ removeChild(node: Node): this; /** * Lists all direct child {@link Node Nodes} in the Scene. Indirect * descendants (children of children) are not returned, but may be * reached recursively or with {@link Scene.traverse} instead. */ listChildren(): Node[]; /** Visits each {@link Node} in the Scene, including descendants, top-down. */ traverse(fn: (node: Node) => void): this; } export {};