Engine API Reference - v2.6.1
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    Class Scene

    A scene is graphical representation of an environment. It manages the scene hierarchy, all graphical objects, lights, and scene-wide properties.

    Hierarchy (View Summary)

    Index

    Properties

    ambientBake: boolean = false

    If enabled, the ambient lighting will be baked into lightmaps. This will be either the Scene#skybox if set up, otherwise Scene#ambientLight. Defaults to false.

    ambientBakeOcclusionBrightness: number = 0

    If Scene#ambientBake is true, this specifies the brightness of ambient occlusion. Typical range is -1 to 1. Defaults to 0, representing no change to brightness.

    ambientBakeOcclusionContrast: number = 0

    If Scene#ambientBake is true, this specifies the contrast of ambient occlusion. Typical range is -1 to 1. Defaults to 0, representing no change to contrast.

    ambientLight: Color = ...

    The color of the scene's ambient light, specified in sRGB color space. Defaults to black (0, 0, 0).

    ambientLuminance: number = 0

    The luminosity of the scene's ambient light in lux (lm/m^2). Used if physicalUnits is true. Defaults to 0.

    exposure: number = 1

    The exposure value tweaks the overall brightness of the scene. Ignored if physicalUnits is true. Defaults to 1.

    lightmapFilterEnabled: boolean = false

    Enables bilateral filter on runtime baked color lightmaps, which removes the noise and banding while preserving the edges. Defaults to false. Note that the filtering takes place in the image space of the lightmap, and it does not filter across lightmap UV space seams, often making the seams more visible. It's important to balance the strength of the filter with number of samples used for lightmap baking to limit the visible artifacts.

    lightmapHDR: boolean = false

    Enables HDR lightmaps. This can result in smoother lightmaps especially when many samples are used. Defaults to false.

    lightmapMaxResolution: number = 2048

    The maximum lightmap resolution. Defaults to 2048.

    lightmapMode: number = BAKE_COLORDIR

    The lightmap baking mode. Can be:

    • BAKE_COLOR: single color lightmap
    • BAKE_COLORDIR: single color lightmap + dominant light direction (used for bump or specular). Only lights with bakeDir=true will be used for generating the dominant light direction.

    Defaults to BAKE_COLORDIR.

    lightmapSizeMultiplier: number = 1

    The lightmap resolution multiplier. Defaults to 1.

    physicalUnits: boolean = false

    Use physically based units for cameras and lights. When used, the exposure value is ignored.

    root: Entity = null

    The root entity of the scene, which is usually the only child to the Application root entity.

    Accessors

    • get ambientBakeNumSamples(): number

      Gets the number of samples used to bake the ambient light into the lightmap.

      Returns number

    • set ambientBakeNumSamples(value: number): void

      Sets the number of samples used to bake the ambient light into the lightmap. Note that Scene#ambientBake must be true for this to have an effect. Defaults to 1. Maximum value is 255.

      Parameters

      • value: number

      Returns void

    • get ambientBakeSpherePart(): number

      Gets the part of the sphere which represents the source of ambient light.

      Returns number

    • set ambientBakeSpherePart(value: number): void

      Sets the part of the sphere which represents the source of ambient light. Note that Scene#ambientBake must be true for this to have an effect. The valid range is 0..1, representing a part of the sphere from top to the bottom. A value of 0.5 represents the upper hemisphere. A value of 1 represents a full sphere. Defaults to 0.4, which is a smaller upper hemisphere as this requires fewer samples to bake.

      Parameters

      • value: number

      Returns void

    • get clusteredLightingEnabled(): boolean

      Gets whether clustered lighting is enabled.

      Returns boolean

    • set clusteredLightingEnabled(value: boolean): void

      Sets whether clustered lighting is enabled. Set to false before the first frame is rendered to use non-clustered lighting. Defaults to true.

      Parameters

      • value: boolean

      Returns void

    • get lightmapFilterRange(): number

      Gets the range parameter of the bilateral filter.

      Returns number

    • set lightmapFilterRange(value: number): void

      Sets the range parameter of the bilateral filter. It's used when Scene#lightmapFilterEnabled is enabled. Larger value applies more widespread blur. This needs to be a positive non-zero value. Defaults to 10.

      Parameters

      • value: number

      Returns void

    • get lightmapFilterSmoothness(): number

      Gets the spatial parameter of the bilateral filter.

      Returns number

    • set lightmapFilterSmoothness(value: number): void

      Sets the spatial parameter of the bilateral filter. It's used when Scene#lightmapFilterEnabled is enabled. Larger value blurs less similar colors. This needs to be a positive non-zero value. Defaults to 0.2.

      Parameters

      • value: number

      Returns void

    • get lightmapPixelFormat(): number

      Gets the lightmap pixel format.

      Returns number

    • get prefilteredCubemaps(): Texture[]

      Gets the 6 prefiltered cubemaps acting as the source of image-based lighting.

      Returns Texture[]

    • set prefilteredCubemaps(value: Texture[]): void

      Sets the 6 prefiltered cubemaps acting as the source of image-based lighting.

      Parameters

      Returns void

    • get skybox(): null | Texture

      Gets the base cubemap texture used as the scene's skybox when skyboxMip is 0.

      Returns null | Texture

    • set skybox(value: null | Texture): void

      Sets the base cubemap texture used as the scene's skybox when skyboxMip is 0. Defaults to null.

      Parameters

      Returns void

    • get skyboxHighlightMultiplier(): number

      Gets the highlight multiplied for the skybox.

      Returns number

    • set skyboxHighlightMultiplier(value: number): void

      Sets the highlight multiplier for the skybox. The HDR skybox can represent brightness levels up to a maximum of 64, with any values beyond this being clipped. This limitation prevents the accurate representation of extremely bright sources, such as the Sun, which can affect HDR bloom rendering by not producing enough bloom. The multiplier adjusts the brightness after clipping, enhancing the bloom effect for bright sources. Defaults to 1.

      Parameters

      • value: number

      Returns void

    • get skyboxIntensity(): number

      Gets the multiplier for skybox intensity.

      Returns number

    • set skyboxIntensity(value: number): void

      Sets the multiplier for skybox intensity. Defaults to 1. Unused if physical units are used.

      Parameters

      • value: number

      Returns void

    • get skyboxLuminance(): number

      Gets the luminance (in lm/m^2) of the skybox.

      Returns number

    • set skyboxLuminance(value: number): void

      Sets the luminance (in lm/m^2) of the skybox. Defaults to 0. Only used if physical units are used.

      Parameters

      • value: number

      Returns void

    • get skyboxMip(): number

      Gets the mip level of the skybox to be displayed.

      Returns number

    • set skyboxMip(value: number): void

      Sets the mip level of the skybox to be displayed. Only valid for prefiltered cubemap skyboxes. Defaults to 0 (base level).

      Parameters

      • value: number

      Returns void

    Methods

    • Fire an event, all additional arguments are passed on to the event listener.

      Parameters

      • name: string

        Name of event to fire.

      • Optionalarg1: any

        First argument that is passed to the event handler.

      • Optionalarg2: any

        Second argument that is passed to the event handler.

      • Optionalarg3: any

        Third argument that is passed to the event handler.

      • Optionalarg4: any

        Fourth argument that is passed to the event handler.

      • Optionalarg5: any

        Fifth argument that is passed to the event handler.

      • Optionalarg6: any

        Sixth argument that is passed to the event handler.

      • Optionalarg7: any

        Seventh argument that is passed to the event handler.

      • Optionalarg8: any

        Eighth argument that is passed to the event handler.

      Returns EventHandler

      Self for chaining.

      obj.fire('test', 'This is the message');
      
    • Test if there are any handlers bound to an event name.

      Parameters

      • name: string

        The name of the event to test.

      Returns boolean

      True if the object has handlers bound to the specified event name.

      obj.on('test', () => {}); // bind an event to 'test'
      obj.hasEvent('test'); // returns true
      obj.hasEvent('hello'); // returns false
    • 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.

      Parameters

      • Optionalname: string

        Name of the event to unbind.

      • Optionalcallback: HandleEventCallback

        Function to be unbound.

      • Optionalscope: any

        Scope that was used as the this when the event is fired.

      Returns EventHandler

      Self for chaining.

      const handler = () => {};
      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 handler functions, called 'test' with scope this
    • Attach an event handler to an event.

      Parameters

      • name: string

        Name of the event to bind the callback to.

      • callback: HandleEventCallback

        Function that is called when event is fired. Note the callback is limited to 8 arguments.

      • Optionalscope: any = ...

        Object to use as 'this' when the event is fired, defaults to current this.

      Returns EventHandle

      Can be used for removing event in the future.

      obj.on('test', (a, b) => {
      console.log(a + b);
      });
      obj.fire('test', 1, 2); // prints 3 to the console
      const evt = obj.on('test', (a, b) => {
      console.log(a + b);
      });
      // some time later
      evt.off();
    • Attach an event handler to an event. This handler will be removed after being fired once.

      Parameters

      • name: string

        Name of the event to bind the callback to.

      • callback: HandleEventCallback

        Function that is called when event is fired. Note the callback is limited to 8 arguments.

      • Optionalscope: any = ...

        Object to use as 'this' when the event is fired, defaults to current this.

      Returns EventHandle

      • can be used for removing event in the future.
      obj.once('test', (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
    • Sets the cubemap for the scene skybox.

      Parameters

      • Optionalcubemaps: Texture[]

        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).

      Returns void

    Events

    EVENT_POSTCULL: string = 'postcull'

    Fired after visibility culling is performed for the camera.

    app.scene.on('postcull', (camera) => {
    console.log(`Visibility culling was performed for camera ${camera.entity.name}`);
    });
    EVENT_POSTRENDER: string = 'postrender'

    Fired when the camera renders the scene. The handler is passed the CameraComponent that rendered the scene.

    app.scene.on('postrender', (camera) => {
    console.log(`Camera ${camera.entity.name} rendered the scene`);
    });
    EVENT_POSTRENDER_LAYER: string = 'postrender:layer'

    Fired when the camera renders a layer. The handler is passed the CameraComponent, the Layer that will be rendered, and a boolean parameter set to true if the layer is transparent. This is called during rendering to a render target or a default framebuffer, and additional rendering can be performed here, for example using QuadRender#render.

    app.scene.on('postrender:layer', (camera, layer, transparent) => {
    console.log(`Camera ${camera.entity.name} rendered the layer ${layer.name} (transparent: ${transparent})`);
    });
    EVENT_PRECULL: string = 'precull'

    Fired before visibility culling is performed for the camera.

    app.scene.on('precull', (camera) => {
    console.log(`Visibility culling will be performed for camera ${camera.entity.name}`);
    });
    EVENT_PRERENDER: string = 'prerender'

    Fired before the camera renders the scene. The handler is passed the CameraComponent that will render the scene.

    app.scene.on('prerender', (camera) => {
    console.log(`Camera ${camera.entity.name} will render the scene`);
    });
    EVENT_PRERENDER_LAYER: string = 'prerender:layer'

    Fired before the camera renders a layer. The handler is passed the CameraComponent, the Layer that will be rendered, and a boolean parameter set to true if the layer is transparent. This is called during rendering to a render target or a default framebuffer, and additional rendering can be performed here, for example using QuadRender#render.

    app.scene.on('prerender:layer', (camera, layer, transparent) => {
    console.log(`Camera ${camera.entity.name} will render the layer ${layer.name} (transparent: ${transparent})`);
    });
    EVENT_SETLAYERS: string = 'set:layers'

    Fired when the layer composition is set. Use this event to add callbacks or advanced properties to your layers. The handler is passed the old and the new LayerComposition.

    app.scene.on('set:layers', (oldComp, newComp) => {
    const list = newComp.layerList;
    for (let i = 0; i < list.length; i++) {
    const layer = list[i];
    switch (layer.name) {
    case 'MyLayer':
    layer.onEnable = myOnEnableFunction;
    layer.onDisable = myOnDisableFunction;
    break;
    case 'MyOtherLayer':
    layer.clearColorBuffer = true;
    break;
    }
    }
    });
    EVENT_SETSKYBOX: string = 'set:skybox'

    Fired when the skybox is set. The handler is passed the Texture that is the previously used skybox cubemap texture. The new skybox cubemap texture is in the Scene#skybox property.

    app.scene.on('set:skybox', (oldSkybox) => {
    console.log(`Skybox changed from ${oldSkybox.name} to ${app.scene.skybox.name}`);
    });