Class: PlumSceneAssetTask
Defined in: packages/core/sdk/src/manager/assetsManager/PlumSceneAssetTask.ts:3
Extends
MeshAssetTask
Constructors
Constructor
new PlumSceneAssetTask(
name
,meshesNames
,rootUrl
,sceneFilename
,extension
?):PlumSceneAssetTask
Defined in: packages/core/sdk/src/manager/assetsManager/PlumSceneAssetTask.ts:4
Parameters
name
string
Defines the name of the task
meshesNames
any
Defines the list of mesh's names you want to load
rootUrl
string
Defines the root url to use as a base to load your meshes and associated resources
sceneFilename
Defines the filename or File of the scene to load from
string
| File
extension?
string
Defines the extension to use to load the scene (if not defined, ".babylon" will be used)
Returns
PlumSceneAssetTask
Overrides
MeshAssetTask.constructor
Properties
extension?
optional
extension:string
Defined in: packages/core/sdk/src/manager/assetsManager/PlumSceneAssetTask.ts:24
Defines the extension to use to load the scene (if not defined, ".babylon" will be used)
Inherited from
MeshAssetTask.extension
loadedAnimationGroups
loadedAnimationGroups:
AnimationGroup
[]
Defined in: node_modules/@babylonjs/core/Misc/assetsManager.d.ts:282
Gets the list of loaded animation groups
Inherited from
MeshAssetTask.loadedAnimationGroups
loadedMeshes
loadedMeshes:
AbstractMesh
[]
Defined in: node_modules/@babylonjs/core/Misc/assetsManager.d.ts:270
Gets the list of loaded meshes
Inherited from
MeshAssetTask.loadedMeshes
loadedParticleSystems
loadedParticleSystems:
IParticleSystem
[]
Defined in: node_modules/@babylonjs/core/Misc/assetsManager.d.ts:274
Gets the list of loaded particle systems
Inherited from
MeshAssetTask.loadedParticleSystems
loadedSkeletons
loadedSkeletons:
Skeleton
[]
Defined in: node_modules/@babylonjs/core/Misc/assetsManager.d.ts:278
Gets the list of loaded skeletons
Inherited from
MeshAssetTask.loadedSkeletons
loadedTransformNodes
loadedTransformNodes:
TransformNode
[]
Defined in: node_modules/@babylonjs/core/Misc/assetsManager.d.ts:266
Gets the list of loaded transforms
Inherited from
MeshAssetTask.loadedTransformNodes
meshesNames
meshesNames:
any
Defined in: packages/core/sdk/src/manager/assetsManager/PlumSceneAssetTask.ts:12
Defines the list of mesh's names you want to load
Inherited from
MeshAssetTask.meshesNames
name
name:
string
Defined in: packages/core/sdk/src/manager/assetsManager/PlumSceneAssetTask.ts:8
Defines the name of the task
Inherited from
MeshAssetTask.name
onError()
onError: (
task
,message
?,exception
?) =>void
Defined in: node_modules/@babylonjs/core/Misc/assetsManager.d.ts:290
Callback called when the task is successful
Parameters
task
MeshAssetTask
message?
string
exception?
any
Returns
void
Inherited from
MeshAssetTask.onError
onProgress()
onProgress: (
event
) =>void
Defined in: packages/core/sdk/src/manager/assetsManager/PlumSceneAssetTask.ts:29
Parameters
event
ISceneLoaderProgressEvent
Returns
void
onSuccess()
onSuccess: (
task
) =>void
Defined in: node_modules/@babylonjs/core/Misc/assetsManager.d.ts:286
Callback called when the task is successful
Parameters
task
MeshAssetTask
Returns
void
Inherited from
MeshAssetTask.onSuccess
rootUrl
rootUrl:
string
Defined in: packages/core/sdk/src/manager/assetsManager/PlumSceneAssetTask.ts:16
Defines the root url to use as a base to load your meshes and associated resources
Inherited from
MeshAssetTask.rootUrl
sceneFilename
sceneFilename:
string
|File
Defined in: packages/core/sdk/src/manager/assetsManager/PlumSceneAssetTask.ts:20
Defines the filename or File of the scene to load from
Inherited from
MeshAssetTask.sceneFilename
Accessors
errorObject
Get Signature
get errorObject():
object
Defined in: node_modules/@babylonjs/core/Misc/assetsManager.d.ts:74
Gets the current error object (if task is in error)
Returns
object
exception?
optional
exception:any
message?
optional
message:string
Inherited from
MeshAssetTask.errorObject
isCompleted
Get Signature
get isCompleted():
boolean
Defined in: node_modules/@babylonjs/core/Misc/assetsManager.d.ts:66
Get if the task is completed
Returns
boolean
Inherited from
MeshAssetTask.isCompleted
taskState
Get Signature
get taskState():
AssetTaskState
Defined in: node_modules/@babylonjs/core/Misc/assetsManager.d.ts:70
Gets the current state of the task
Returns
AssetTaskState
Inherited from
MeshAssetTask.taskState
Methods
_setErrorObject()
_setErrorObject(
message
?,exception
?):void
Defined in: node_modules/@babylonjs/core/Misc/assetsManager.d.ts:82
Internal
Internal only
Parameters
message?
string
exception?
any
Returns
void
Inherited from
MeshAssetTask._setErrorObject
reset()
reset():
void
Defined in: node_modules/@babylonjs/core/Misc/assetsManager.d.ts:101
Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again. This can be used with failed tasks that have the reason for failure fixed.
Returns
void
Inherited from
MeshAssetTask.reset
run()
run(
scene
,onSuccess
,onError
):void
Defined in: node_modules/@babylonjs/core/Misc/assetsManager.d.ts:89
Execute the current task
Parameters
scene
Scene
defines the scene where you want your assets to be loaded
onSuccess
() => void
is a callback called when the task is successfully executed
onError
(message
?, exception
?) => void
is a callback called if an error occurs
Returns
void
Inherited from
MeshAssetTask.run
runTask()
runTask(
scene
,onSuccess
,onError
):void
Defined in: packages/core/sdk/src/manager/assetsManager/PlumSceneAssetTask.ts:33
Execute the current task
Parameters
scene
Scene
defines the scene where you want your assets to be loaded
onSuccess
() => void
is a callback called when the task is successfully executed
onError
(message
?, exception
?) => void
is a callback called if an error occurs
Returns
void
Overrides
MeshAssetTask.runTask