The hooks are useful to get access to scene or engine object or get access to render loop or hover/click on meshes, etc. The hooks for SceneLoader and AssetManager require that the component using them be enclosed in Suspense.
(This is just generated for now and needs cleanup + examples)
Due to using code generation from the Babylon typings, all of these declarative elements will adhere to the same API as you find on Babylon.js documentation site:
If you want to declaratively use something not listed here create an issue :) Some extensions have been added to allow for declarative scene creation (ie: Shadows, Textures, etc.)
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Node -> Mesh - abstractMesh, groundMesh, instancedLinesMesh, instancedMesh, linesMesh, mesh, node, transformNode, trailMesh
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Cameras - anaglyphArcRotateCamera, anaglyphFreeCamera, anaglyphGamepadCamera, anaglyphUniversalCamera, arcFollowCamera, arcRotateCamera, camera, deviceOrientationCamera, flyCamera, followCamera, freeCamera, gamepadCamera, stereoscopicArcRotateCamera, stereoscopicFreeCamera, stereoscopicGamepadCamera, stereoscopicUniversalCamera, targetCamera, touchCamera, universalCamera, virtualJoysticksCamera, vrDeviceOrientationArcRotateCamera, vrDeviceOrientationFreeCamera, vrDeviceOrientationGamepadCamera, webVrFreeCamera, webXrCamera
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Geometries (meshes) - box, capsule, cylinder, dashedLines, decal, disc, extrudePolygon, extrudeShape, extrudeShapeCustom, ground, groundFromHeightMap, icoSphere, lathe, lines, lineSystem, plane, babylon-polygon/Polygon, polyhedron, ribbon, sphere, tiledBox, tiledGround, tiledPlane, torus, torusKnot, tube
note:
babylon-polygoninstead ofpolygondue to JSX conflict withReact.SVGProps<SVGPolygonElement>
- Materials - backgroundMaterial, fluentMaterial, material, multiMaterial, nodeMaterial, pbrBaseMaterial, pbrBaseSimpleMaterial, pbrMaterial, pbrMetallicRoughnessMaterial, pbrSpecularGlossinessMaterial, pushMaterial, shaderMaterial, standardMaterial
note: Materials can have configuration (read-only) properties as classes. With
assignFromprop you can declare detailMapConfiguration, pbrClearCoatConfiguration, pbrAnisotropicConfiguration, pbrbrdfConfiguration, pbrSheenConfiguration, pbrSubSurfaceConfiguration to attach to declaratively. PBRBaseMaterial has all, while StandardMaterial has only detailMapConfiguration. (prePassConfiguration has no updateable properties, but can be attached).
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Lights - directionalLight, hemisphericLight, light, pointLight, shadowLight, spotLight
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Textures - advancedDynamicTexture, baseTexture, colorGradingTexture, cubeTexture, customProceduralTexture, dynamicTexture, equiRectangularCubeTexture, hdrCubeTexture, htmlElementTexture, mirrorTexture, multiRenderTarget, multiviewRenderTarget, noiseProceduralTexture, proceduralTexture, rawCubeTexture, rawTexture, rawTexture2DArray, rawTexture3D, refractionTexture, renderTargetTexture, texture, videoTexture
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EffectLayers - effectLayer, glowLayer, highlightLayer
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Behaviors - autoRotationBehavior, bouncingBehavior, framingBehavior, attachToBoxBehavior, fadeInOutBehavior, multiPointerScaleBehavior, pointerDragBehavior, sixDofDragBehavior
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PostProcessRenderPipelines: defaultRenderingPipeline, lensRenderingPipeline, postProcessRenderPipeline, ssao2RenderingPipeline, ssaoRenderingPipeline, standardRenderingPipeline
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PostProcesss anaglyphPostProcess, blackAndWhitePostProcess, bloomMergePostProcess, blurPostProcess, chromaticAberrationPostProcess, circleOfConfusionPostProcess, colorCorrectionPostProcess, convolutionPostProcess, depthOfFieldBlurPostProcess, depthOfFieldMergePostProcess, displayPassPostProcess, extractHighlightsPostProcess, filterPostProcess, fxaaPostProcess, grainPostProcess, highlightsPostProcess, imageProcessingPostProcess, motionBlurPostProcess, passCubePostProcess, passPostProcess, postProcess, refractionPostProcess, screenSpaceCurvaturePostProcess, screenSpaceReflectionPostProcess, sharpenPostProcess, stereoscopicInterlacePostProcess, stereoscopicInterlacePostProcessI, subSurfaceScatteringPostProcess, tonemapPostProcess, volumetricLightScatteringPostProcess, vrDistortionCorrectionPostProcess, vrMultiviewToSingleviewPostProcess
note: for
PostProcess(andPostProcessRenderPipeline) theImageProcessingConfigurationandPrePassConfigurationproperties can be declared withassignFrom.
- Others - adtForMesh, adtFullScreenUi, environmentHelper, physicsImpostor, pointsCloudSystem, shadowGenerator, cascadedShadowGenerator, vrExperienceHelper
- GUI3DManager
- 2D Controls - scrollViewerWindow, baseSlider, babylon-button/Button, checkbox, colorPicker, container, control, displayGrid, babylon-ellipse/Ellipse, grid, babylon-image/Image, imageBasedSlider, imageScrollBar, inputPassword, inputText, babylon-line/Line, multiLine, radioButton, rectangle, scrollBar, scrollViewer, selectionPanel, slider, stackPanel, textBlock, virtualKeyboard
note: 'babylon-*' for
button,ellipse,image&linedue to JSX conflict withReact.SVGProps<T>, otherwise use the ProperCase equivalent, but you miss editor auto-completion.
- 3D Controls - abstractButton3D, button3D, container3D, control3D, cylinderPanel, holographicButton, meshButton3D, planePanel, scatterPanel, spherePanel, stackPanel3D, volumeBasedPanel
- dynamicTerrain