@gltf-transform/core
Version:
glTF 2.0 SDK for JavaScript and TypeScript, on Web and Node.js.
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text/typescript
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 class Scene extends ExtensibleProperty<IScene> {
public declare propertyType: PropertyType.SCENE;
protected init(): void {
this.propertyType = PropertyType.SCENE;
}
protected getDefaults(): Nullable<IScene> {
return Object.assign(super.getDefaults() as IExtensibleProperty, { children: new RefSet<Node>() });
}
public copy(other: this, resolve: typeof COPY_IDENTITY = COPY_IDENTITY): this {
// Scene cannot be copied, only cloned. Copying is shallow, but nodes cannot have more than
// one parent. Rather than leaving one of the two Scenes without children, throw an error here.
if (resolve === COPY_IDENTITY) throw new Error('Scene cannot be copied.');
return super.copy(other, resolve);
}
/**
* 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.
*/
public addChild(node: Node): this {
// Remove existing parent.
const parentNode = node.getParentNode();
if (parentNode) parentNode.removeChild(node);
return this.addRef('children', node);
}
/** Removes a {@link Node} from the Scene. */
public removeChild(node: Node): this {
return this.removeRef('children', node);
}
/**
* 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.
*/
public listChildren(): Node[] {
return this.listRefs('children');
}
/** Visits each {@link Node} in the Scene, including descendants, top-down. */
public traverse(fn: (node: Node) => void): this {
for (const node of this.listChildren()) node.traverse(fn);
return this;
}
}