Interface ISceneEventMap

interface ISceneEventMap {
    activateMain: {
        bubbleToParent: boolean;
        camera?: null | ICamera;
        ui?: boolean;
    };
    activeCameraChange: { camera: ICamera; lastCamera: ICamera };
    activeCameraUpdate: {
        bubbleToParent: boolean;
        camera?: ICamera;
        ui?: boolean;
    } & IObjectSetDirtyOptions;
    added: {};
    addSceneObject: {
        geometryChanged?: boolean;
        object: IObject3D;
        options?: AddObjectOptions;
        updateGround?: boolean;
    };
    backgroundChanged: {
        background: null
        | Color
        | Texture
        | "environment";
        backgroundColor: null | Color;
    };
    beforeDeserialize: { material: IMaterial } & {
        bubbleToObject: boolean;
        bubbleToParent: boolean;
        data: unknown;
        meta?: SerializationMetaType;
    };
    cameraUpdate: { bubbleToParent: boolean; camera?: ICamera; ui?: boolean } & IObjectSetDirtyOptions;
    dispose: { bubbleToParent: false };
    environmentChanged: { environment: null | ITexture };
    geometryChanged: {
        bubbleToParent: boolean;
        geometry: null | IGeometry;
        object: IObject3D;
        oldGeometry: null | IGeometry;
    };
    geometryUpdate: {
        bubbleToParent: boolean;
        geometry: IGeometry;
        object: IObject3D;
    };
    mainCameraChange: { camera: ICamera; lastCamera: ICamera };
    mainCameraUpdate: {
        bubbleToParent: boolean;
        camera?: ICamera;
        ui?: boolean;
    } & IObjectSetDirtyOptions;
    materialChanged: {
        bubbleToParent: boolean;
        material: null
        | IMaterial
        | IMaterial[];
        object: IObject3D;
        oldMaterial: null | IMaterial | IMaterial[];
    };
    materialUpdate: { material: IMaterial
    | IMaterial[] };
    objectUpdate: {
        args?: any[];
        bubbleToParent: boolean;
        change?: string;
        object: IObject3D;
    };
    removed: {};
    renderCameraChange: { camera: ICamera; lastCamera: undefined
    | ICamera };
    sceneMaterialUpdate: { material: IMaterial | IMaterial[] };
    sceneUpdate: {
        bubbleToParent?: boolean;
        change?: string;
        geometry?: null | IGeometry;
        hierarchyChanged?: boolean;
        object?: IObject3D;
        oldGeometry?: null | IGeometry;
        refreshScene?: boolean;
        sceneUpdate?: boolean;
    } & ISceneSetDirtyOptions;
    select: {
        bubbleToParent?: boolean;
        focusCamera?: boolean;
        object: IObject3D;
        source?: string;
        ui?: boolean;
        value?: IObject3D;
    };
    setView: { bubbleToParent: boolean; camera: ICamera; ui?: boolean };
    textureUpdate: {};
    update: {
        args?: any[];
        bubbleToParent: boolean;
        change?: string;
        object: IObject3D;
    };
}

Hierarchy (View Summary)

Properties

activateMain: { bubbleToParent: boolean; camera?: null | ICamera; ui?: boolean }
activeCameraChange: { camera: ICamera; lastCamera: ICamera }

use mainCameraChange instead

activeCameraUpdate: { bubbleToParent: boolean; camera?: ICamera; ui?: boolean } & IObjectSetDirtyOptions

use mainCameraUpdate instead

added: {}
addSceneObject: {
    geometryChanged?: boolean;
    object: IObject3D;
    options?: AddObjectOptions;
    updateGround?: boolean;
}
backgroundChanged: {
    background: null | Color | Texture | "environment";
    backgroundColor: null | Color;
}
beforeDeserialize: { material: IMaterial } & {
    bubbleToObject: boolean;
    bubbleToParent: boolean;
    data: unknown;
    meta?: SerializationMetaType;
}
cameraUpdate: { bubbleToParent: boolean; camera?: ICamera; ui?: boolean } & IObjectSetDirtyOptions
dispose: { bubbleToParent: false }
environmentChanged: { environment: null | ITexture }
geometryChanged: {
    bubbleToParent: boolean;
    geometry: null | IGeometry;
    object: IObject3D;
    oldGeometry: null | IGeometry;
}
geometryUpdate: {
    bubbleToParent: boolean;
    geometry: IGeometry;
    object: IObject3D;
}
mainCameraChange: { camera: ICamera; lastCamera: ICamera }
mainCameraUpdate: { bubbleToParent: boolean; camera?: ICamera; ui?: boolean } & IObjectSetDirtyOptions
materialChanged: {
    bubbleToParent: boolean;
    material: null | IMaterial | IMaterial[];
    object: IObject3D;
    oldMaterial: null | IMaterial | IMaterial[];
}
materialUpdate: { material: IMaterial | IMaterial[] }
objectUpdate: {
    args?: any[];
    bubbleToParent: boolean;
    change?: string;
    object: IObject3D;
}
removed: {}
renderCameraChange: { camera: ICamera; lastCamera: undefined | ICamera }
sceneMaterialUpdate: { material: IMaterial | IMaterial[] }

use materialUpdate instead

sceneUpdate: {
    bubbleToParent?: boolean;
    change?: string;
    geometry?: null | IGeometry;
    hierarchyChanged?: boolean;
    object?: IObject3D;
    oldGeometry?: null | IGeometry;
    refreshScene?: boolean;
    sceneUpdate?: boolean;
} & ISceneSetDirtyOptions

Type declaration

  • OptionalbubbleToParent?: boolean
  • Optionalchange?: string
  • Optionalgeometry?: null | IGeometry
  • OptionalhierarchyChanged?: boolean
  • Optionalobject?: IObject3D
  • OptionaloldGeometry?: null | IGeometry
  • OptionalrefreshScene?: boolean
  • OptionalsceneUpdate?: boolean

    use refreshScene instead

select: {
    bubbleToParent?: boolean;
    focusCamera?: boolean;
    object: IObject3D;
    source?: string;
    ui?: boolean;
    value?: IObject3D;
}
setView: { bubbleToParent: boolean; camera: ICamera; ui?: boolean }
textureUpdate: {}
update: {
    args?: any[];
    bubbleToParent: boolean;
    change?: string;
    object: IObject3D;
}

use objectUpdate or sceneUpdate instead