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Define a task used by AssetsManager to load cube textures

Hierarchy

Implements

Index

Constructors

  • new CubeTextureAssetTask(name: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[], prefiltered?: boolean): CubeTextureAssetTask
  • Creates a new CubeTextureAssetTask

    Parameters

    • name: string

      defines the name of the task

    • url: string

      defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)

    • Optional extensions: string[]

      defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)

    • Optional noMipmap: boolean

      defines if mipmaps should not be generated (default is false)

    • Optional files: string[]

      defines the explicit list of files (undefined by default)

    • Optional prefiltered: boolean

    Returns CubeTextureAssetTask

Properties

extensions?: string[]

Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)

files?: string[]

Defines the explicit list of files (undefined by default)

name: string

Defines the name of the task

noMipmap?: boolean

Defines if mipmaps should not be generated (default is false)

onError: ((task: CubeTextureAssetTask, message?: string, exception?: any) => void)

Type declaration

    • Callback called when the task is successful

      Parameters

      Returns void

onSuccess: ((task: CubeTextureAssetTask) => void)

Type declaration

prefiltered?: boolean

Defines the prefiltered texture option (default is false)

texture: CubeTexture

Gets the loaded texture

url: string

Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)

Accessors

  • get errorObject(): { exception?: any; message?: string }
  • Gets the current error object (if task is in error)

    Returns { exception?: any; message?: string }

    • Optional exception?: any
    • Optional message?: string
  • get isCompleted(): boolean
  • Get if the task is completed

    Returns boolean

  • Gets the current state of the task

    Returns AssetTaskState

Methods

  • reset(): void
  • 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

  • run(scene: Scene, onSuccess: (() => void), onError: ((message?: string, exception?: any) => void)): void
  • 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

        • (): void
        • Returns void

    • onError: ((message?: string, exception?: any) => void)

      is a callback called if an error occurs

        • (message?: string, exception?: any): void
        • Parameters

          • Optional message: string
          • Optional exception: any

          Returns void

    Returns void

  • runTask(scene: Scene, onSuccess: (() => void), onError: ((message?: string, exception?: any) => void)): void
  • 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

        • (): void
        • Returns void

    • onError: ((message?: string, exception?: any) => void)

      is a callback called if an error occurs

        • (message?: string, exception?: any): void
        • Parameters

          • Optional message: string
          • Optional exception: any

          Returns void

    Returns void

Legend

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  • Inherited constructor
  • Inherited property
  • Inherited method
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