Methods
(async, static) loadFile(engine, file)
Load a world from a json file: fetch the file and call loadWorld
Parameters:
Name | Type | Default | Description |
---|---|---|---|
engine |
babylon.js engine created elsewhere | ||
file |
scene.json | file name, defaults to scene.json |
- Source:
(async, static) loadString(engine, text)
Load a world from a json string: parse the string and call loadWorld
Parameters:
Name | Type | Description |
---|---|---|
engine |
babylon.js engine created elsewhere | |
text |
json source |
- Source:
(async, static) loadWorld(engine, worldInfo)
Load the world.
Creates new World object, and the Scene then loads
- sky box
- ground
- cameras
- lights
- shadow generator
- scene meshes
- button groups
- logo room (that's only for avatar selection)
- terrain
- portals
- general VRObjects (e.g. created by world editor)
- humanoid avatars
- mesh avatars
- video avatars (without video obviously)
- scripted objects
So everything except HUD and forms.
TODO: make loading these elements optional.
Parameters:
Name | Type | Description |
---|---|---|
engine |
babylon.js engine | |
worldInfo |
serialized world object |
- Source:
(async, static) saveHtml(world)
Serialize the world as json, generate html that creates the scene and loads json, and save the html file.
Calls serializeWorld, then VRSPACEUI.saveFile.
Parameters:
Name | Type | Description |
---|---|---|
world |
World |
- Source:
(async, static) saveJson(world)
Serialize the world as json, and save the file.
Calls serializeWorld, then VRSPACEUI.saveFile.
Parameters:
Name | Type | Description |
---|---|---|
world |
World |
- Source:
(async, static) serializeWorld()
Save the world:
- all dynamically loaded assets
- skybox
- ground
- camera(s)
- light(s)
- terrain
- shadow generator
- physics
- portal(s)
TODO: make loading these elements optional.
- Source:
Returns:
world object