Engine API Reference
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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

    • Parameters

      • url: any

        Either the URL of the resource to load or a structure containing the load and original URL.

      • callback: ResourceHandlerCallback

        The callback used when the resource is loaded or an error occurs.

      • Optionalasset: Asset

        Optional asset that is passed by ResourceLoader.

      Returns void

    • Parameters

      • url: string

        The URL of the resource to open.

      • data: any

        The raw resource data passed by callback from ResourceHandler#load.

      • Optionalasset: Asset

        Optional asset that is passed by ResourceLoader.

      Returns any

      The parsed resource data.

    • The patch function performs any operations on a resource that requires a dependency on its asset data or any other asset data. The base implementation does nothing.

      Parameters

      Returns void