API Reference

Class List

Asset

Extends: EventHandler

An asset record of a file or data resource that can be loaded by the engine. The asset contains four important fields:

See the AssetRegistry for details on loading resources from assets.

const asset = new pc.Asset("a texture", "texture", {
    url: "http://example.com/my/assets/here/texture.png"
});

Summary

Properties

data

Optional JSON data that contains either the complete resource data.

file

The file details or null if no file.

id

The asset id.

loaded

True if the asset has finished attempting to load the resource.

loading

True if the resource is currently being loaded.

name

The asset name.

options

Optional JSON data that contains the asset handler options.

preload

If true the asset will be loaded during the preload phase of application set up.

registry

The asset registry that this Asset belongs to.

resource

A reference to the resource when the asset is loaded.

resources

A reference to the resources of the asset when it's loaded.

tags

Asset tags.

type

The type of the asset.

Methods

getFileUrl

Return the URL required to fetch the file for this asset.

ready

Take a callback which is called as soon as the asset is loaded.

unload

Destroys the associated resource and marks asset as unloaded.

Events

add:localized

Fired when we add a new localized asset id to the asset.

change

Fired when one of the asset properties file, data, resource or resources is changed.

error

Fired if the asset encounters an error while loading.

load

Fired when the asset has completed loading.

remove

Fired when the asset is removed from the asset registry.

unload

Fired just before the asset unloads the resource.

remove:localized

Fired when we remove a localized asset id from the asset.

Inherited

Methods

fire

Fire an event, all additional arguments are passed on to the event listener.

hasEvent

Test if there are any handlers bound to an event name.

off

Detach an event handler from an event.

on

Attach an event handler to an event.

once

Attach an event handler to an event.

Details

Constructor

Asset(name, type, [file], [data], [options])

Create a new Asset record. Generally, Assets are created in the loading process and you won't need to create them by hand.

const asset = new pc.Asset("a texture", "texture", {
    url: "http://example.com/my/assets/here/texture.png"
});

Parameters

namestring

A non-unique but human-readable name which can be later used to retrieve the asset.

typestring

Type of asset. One of ["animation", "audio", "binary", "container", "cubemap", "css", "font", "json", "html", "material", "model", "script", "shader", "sprite", "template", text", "texture", "textureatlas"]

fileobject

Details about the file the asset is made from. At the least must contain the 'url' field. For assets that don't contain file data use null.

file.urlstring

The URL of the resource file that contains the asset data.

file.filenamestring

The filename of the resource file or null if no filename was set (e.g from using AssetRegistry#loadFromUrl).

file.sizenumber

The size of the resource file or null if no size was set (e.g. from using AssetRegistry#loadFromUrl).

file.hashstring

The MD5 hash of the resource file data and the Asset data field or null if hash was set (e.g from using AssetRegistry#loadFromUrl).

file.contentsArrayBuffer

Optional file contents. This is faster than wrapping the data in a (base64 encoded) blob. Currently only used by container assets.

dataobject, string

JSON object or string with additional data about the asset. (e.g. for texture and model assets) or contains the asset data itself (e.g. in the case of materials).

optionsobject

The asset handler options. For container options see ContainerHandler.

options.crossOrigin'anonymous', 'use-credentials', null

For use with texture assets that are loaded using the browser. This setting overrides the default crossOrigin specifier. For more details on crossOrigin and its use, see https://developer.mozilla.org/en-US/docs/Web/API/HTMLImageElement/crossOrigin.

Properties

objectdata

Optional JSON data that contains either the complete resource data. (e.g. in the case of a material) or additional data (e.g. in the case of a model it contains mappings from mesh to material).

objectfile

The file details or null if no file.

numberid

The asset id.

booleanloaded

True if the asset has finished attempting to load the resource. It is not guaranteed that the resources are available as there could have been a network error.

booleanloading

True if the resource is currently being loaded.

stringname

The asset name.

objectoptions

Optional JSON data that contains the asset handler options.

booleanpreload

If true the asset will be loaded during the preload phase of application set up.

AssetRegistry, nullregistry

The asset registry that this Asset belongs to.

objectresource

A reference to the resource when the asset is loaded. e.g. a Texture or a Model.

object[]resources

A reference to the resources of the asset when it's loaded. An asset can hold more runtime resources than one e.g. cubemaps.

Tagstags

Asset tags. Enables finding of assets by tags using the AssetRegistry#findByTag method.

"animation", "audio", "binary", "container", "cubemap", "css", "font", "json", "html", "material", "model", "render", "script", "shader", "sprite", "template", "text", "texture", "textureatlas"type

The type of the asset. One of ["animation", "audio", "binary", "container", "cubemap", "css", "font", "json", "html", "material", "model", "render", "script", "shader", "sprite", "template", "text", "texture", "textureatlas"]

Methods

getFileUrl()

Return the URL required to fetch the file for this asset.

const assets = app.assets.find("My Image", "texture");
const img = "<img src='" + assets[0].getFileUrl() + "'>";

Returns

string, null

The URL. Returns null if the asset has no associated file.

ready(callback, [scope])

Take a callback which is called as soon as the asset is loaded. If the asset is already loaded the callback is called straight away.

const asset = app.assets.find("My Asset");
asset.ready(function (asset) {
  // asset loaded
});
app.assets.load(asset);

Parameters

callbackAssetReadyCallback

The function called when the asset is ready. Passed the (asset) arguments.

scopeobject

Scope object to use when calling the callback.

unload()

Destroys the associated resource and marks asset as unloaded.

const asset = app.assets.find("My Asset");
asset.unload();
// asset.resource is null

Events

add:localized

Fired when we add a new localized asset id to the asset.

Parameters

localestring

The locale.

assetIdnumber

The asset id we added.

change

Fired when one of the asset properties file, data, resource or resources is changed.

Parameters

assetAsset

The asset that was loaded.

propertystring

The name of the property that changed.

value*

The new property value.

oldValue*

The old property value.

error

Fired if the asset encounters an error while loading.

Parameters

errstring

The error message.

assetAsset

The asset that generated the error.

load

Fired when the asset has completed loading.

Parameters

assetAsset

The asset that was loaded.

remove

Fired when the asset is removed from the asset registry.

Parameters

assetAsset

The asset that was removed.

unload

Fired just before the asset unloads the resource. This allows for the opportunity to prepare for an asset that will be unloaded. E.g. Changing the texture of a model to a default before the one it was using is unloaded.

Parameters

assetAsset

The asset that is due to be unloaded.

remove:localized

Fired when we remove a localized asset id from the asset.

Parameters

localestring

The locale.

assetIdnumber

The asset id we removed.

Inherited

Methods

fire(name, [arg1], [arg2], [arg3], [arg4], [arg5], [arg6], [arg7], [arg8])

Fire an event, all additional arguments are passed on to the event listener.

obj.fire('test', 'This is the message');

Parameters

namestring

Name of event to fire.

arg1*

First argument that is passed to the event handler.

arg2*

Second argument that is passed to the event handler.

arg3*

Third argument that is passed to the event handler.

arg4*

Fourth argument that is passed to the event handler.

arg5*

Fifth argument that is passed to the event handler.

arg6*

Sixth argument that is passed to the event handler.

arg7*

Seventh argument that is passed to the event handler.

arg8*

Eighth argument that is passed to the event handler.

Returns

EventHandler

Self for chaining.

hasEvent(name)

Test if there are any handlers bound to an event name.

obj.on('test', function () { }); // bind an event to 'test'
obj.hasEvent('test'); // returns true
obj.hasEvent('hello'); // returns false

Parameters

namestring

The name of the event to test.

Returns

boolean

True if the object has handlers bound to the specified event name.

off([name], [callback], [scope])

Detach an event handler from an event. If callback is not provided then all callbacks are unbound from the event, if scope is not provided then all events with the callback will be unbound.

const handler = function () {
};
obj.on('test', handler);

obj.off(); // Removes all events
obj.off('test'); // Removes all events called 'test'
obj.off('test', handler); // Removes all handler functions, called 'test'
obj.off('test', handler, this); // Removes all handler functions, called 'test' with scope this

Parameters

namestring

Name of the event to unbind.

callbackHandleEventCallback

Function to be unbound.

scopeobject

Scope that was used as the this when the event is fired.

Returns

EventHandler

Self for chaining.

on(name, callback, [scope])

Attach an event handler to an event.

obj.on('test', function (a, b) {
    console.log(a + b);
});
obj.fire('test', 1, 2); // prints 3 to the console
const evt = obj.on('test', function (a, b) {
    console.log(a + b);
});
// some time later
evt.off();

Parameters

namestring

Name of the event to bind the callback to.

callbackHandleEventCallback

Function that is called when event is fired. Note the callback is limited to 8 arguments.

scopeobject

Object to use as 'this' when the event is fired, defaults to current this.

Returns

EventHandle

Can be used for removing event in the future.

once(name, callback, [scope])

Attach an event handler to an event. This handler will be removed after being fired once.

obj.once('test', function (a, b) {
    console.log(a + b);
});
obj.fire('test', 1, 2); // prints 3 to the console
obj.fire('test', 1, 2); // not going to get handled

Parameters

namestring

Name of the event to bind the callback to.

callbackHandleEventCallback

Function that is called when event is fired. Note the callback is limited to 8 arguments.

scopeobject

Object to use as 'this' when the event is fired, defaults to current this.

Returns

EventHandle
  • can be used for removing event in the future.