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    Interface ImportFilesOptions

    interface ImportFilesOptions {
        _testDataTextureComplete?: boolean;
        allowedExtensions?: string[];
        autoImportZipContents?: boolean;
        createUniqueNames?: boolean | "auto";
        fileExtension?: string;
        fileHandler?: ILoader<any, any>;
        forceImporterReprocess?: boolean;
        generateMipmaps?: boolean;
        importAsModelRoot?: boolean;
        processImported?: boolean;
        processRaw?: boolean;
        queryString?: string;
        replaceCameras?: boolean;
        replaceLights?: boolean;
        replaceMaterials?: boolean;
        rootPath?: string;
        useMeshLines?: boolean;
        [key: string]: any;
    }

    Hierarchy (View Summary)

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    Properties

    _testDataTextureComplete?: boolean

    default = false, if set to true, it will test if the data textures are complete. [internal use]

    allowedExtensions?: string[]

    Allowed file extensions. If undefined, all files are allowed.

    autoImportZipContents?: boolean

    default = true, if true, the importer will automatically import the contents of zip files, if zip importer is registered.

    createUniqueNames?: boolean | "auto"

    If true, the loader will create unique names for objects in the gltf file when multiple objects with the same name are found.

    Note - Only for gltf, glb files or files loaded with GLTFLoader2. If this flag is not passed, the default value is the value of the static property GLTFLoader2.CreateUniqueNames. If set to 'auto'(default), it will only create unique names when loading a rootSceneModelRoot, i.e. the scene object exported with AssetExporter

    fileExtension?: string

    The file extension to use for the file. If not specified, the importer will try to determine the file extension from the file name/url.

    fileHandler?: ILoader<any, any>

    The custom ILoader to use for the file. If not specified, the importer will try to determine the loader from the file extension.

    forceImporterReprocess?: boolean

    default = false. If true, the importer will reprocess the imported objects, even if they are already processed.

    generateMipmaps?: boolean

    default = undefined, only used for textures

    importAsModelRoot?: boolean

    If true, the imported asset will be treated as a model root, and its objects will be imported under a root scene object. This is useful when importing assets that are meant to be used as root scenes, but not exported with AssetExporter as a scene. When this is not set (or set to undefined), it will be determined automatically based on the presence of rootSceneModelRoot in the asset. Note - Only for gltf, glb files or files loaded with @default - undefined

    processImported?: boolean

    use processRaw instead

    processRaw?: boolean

    default = true, toggle to control the processing of the raw objects in the proecssRaw method

    queryString?: string

    Query string to add to the url. Default = undefined

    replaceCameras?: boolean

    If true, the importer will replace any three.js camera instances with upgraded cameras default = true

    replaceLights?: boolean

    If true, the importer will replace any three.js light instances with upgraded lights default = true

    replaceMaterials?: boolean

    If true, the importer will replace any three.js material instances with upgraded materials default = true

    rootPath?: string

    for internal use

    useMeshLines?: boolean

    Use MeshLine(an extension of three.js Line2) instead of default Line for lines. This allows changing line width(fat lines) and other properties.

    Note - Only for gltf, glb files or files loaded with GLTFLoader2. If this flag is not passed, the default value is the value of the static property GLTFLoader2.UseMeshLines.