Engine API Reference - v2.6.1
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    Class ContainerHandler

    Loads files that contain multiple resources. For example glTF files can contain textures, models and animations.

    For glTF files, the asset options object can be used to pass load time callbacks for handling the various resources at different stages of loading. The table below lists the resource types and the corresponding supported process functions.

    resource preprocess process processAsync postprocess
    global
    node
    light
    camera
    animation
    material
    image
    texture
    buffer
    bufferView

    Additional options that can be passed for glTF files: [options.morphPreserveData] - When true, the morph target keeps its data passed using the options, allowing the clone operation. [options.morphPreferHighPrecision] - When true, high precision storage for morph targets should be preferred. This is faster to create and allows higher precision, but takes more memory and might be slower to render. Defaults to false. [options.skipMeshes] - When true, the meshes from the container are not created. This can be useful if you only need access to textures or animations and similar.

    For example, to receive a texture preprocess callback:

    const containerAsset = new pc.Asset(filename, 'container', { url: url, filename: filename }, null, {
    texture: {
    preprocess: (gltfTexture) => {
    console.log("texture preprocess");
    }
    }
    });

    Hierarchy (View Summary)

    Index

    Properties

    Accessors

    Methods

    Properties

    _app: AppBase

    The running app instance.

    handlerType: string = ''

    Type of the resource the handler handles.

    Accessors

    • get maxRetries(): any

      Sets the number of times to retry a failed request for the resource.

      Returns any

    • set maxRetries(value: any): void

      Sets the number of times to retry a failed request for the resource.

      Parameters

      • value: any

      Returns void

    Methods