Scenes allow you to set up what and where is to be rendered by the engine.
This is where you place objects, lights and cameras.
A program may contain multiple scenes, its possible to change between scene using scripts.
Scene three.js documentation available here https:// threejs.org/docs/index.html#Reference/Scenes/Scene.
Add camera to active cameras list.
Get camera from scene using cameras uuid.
UUID of the camera
Camera if found, else null
Check is camera is active.
Camera to be removed
Remove camera from active camera list.
Camera to be removed
Render scene using all active cameras.
Set scene fog mode.
It recreates the fog object attached to the scene and set the same color.
Update scene objects and the physics world.
Also updates the global raycaster object used for object culling.
The time since the last frame.
Update active camera lister order.
This method should be called after changing order value for an active camera.
THREE.Color | THREE.Texture
Background of the scene.
The background of the scene is drawn after the renderer clears the buffers.
It can be a color, a texture or a cubemap.
List of active cameras currently being displayed.
The cameras are rendered by their render order.
Canvas used to draw this scene.
Default camera of the scene used where there is no active camera.
While using the editor the scene default camera gets set as the last camera configuration used.
Stores the time since the last frame.
Normalized mouse coordinates used by the scene internal raycaster.
Program that contains this scene.
Raycaster used for mouse interaction with 3D objects.
This raycaster is automatically updated using the first camera being drawn.
Indicates if the scene is using octree indexation for raycasting.
Cannon.js world used for physics simulation.
The world is configured by default with a NaiveBroadphase and a SplitSolver.
Documentation for cannon.js physics World object can be found here http:// schteppe.github.io/cannon.js/docs/classes/World.html.
Octree used to index all the unoObject in the scene being visualized.
It is used to filter the visiblity of objects and raycast them.