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Tags can be added to ANY javascript object (not necessarily reserved to BabylonJS) by calling BABYLON.Tags.AddTagsTo.
BABYLON.Tags.MatchesQuery can be used to check if a javascript object matches a "boolean" query:
var myObject = {};
BABYLON.Tags.AddTagsTo(myObject, "tag1 tag2");
BABYLON.Tags.MatchesQuery(myObject, "tag1"); // => true
BABYLON.Tags.MatchesQuery(myObject, "tag2"); // => true
BABYLON.Tags.MatchesQuery(myObject, "tag3"); // => false
BABYLON.Tags.MatchesQuery(myObject, "!tag3"); // => false
BABYLON.Tags.MatchesQuery(myObject, "tag3 || tag1"); // => true
BABYLON.Tags.MatchesQuery(myObject, "tag1 && tag2"); // => true
BABYLON.Tags.MatchesQuery(myObject, "tag1 && !tag2"); // => false
BABYLON.Tags.MatchesQuery(myObject, "(tag1 && !tag2) || !tag3"); // => true
BABYLON.Tags.MatchesQuery(myObject, ""); // => true since it has at least one tag
var myObject2 = {};
BABYLON.Tags.MatchesQuery(myObject2, ""); // => false since it has no tag
BABYLON.Tags.MatchesQuery(myObject, undefined); // => true
BABYLON.Tags.MatchesQuery(myObject2, undefined); // => true
BABYLON.Tags.MatchesQuery doesn't use eval which is prohibited in win8
BABYLON.Scene.prototype.getMeshesByTags uses this system. This is an example of how to use the system. Of course, we could add BABYLON.Scene.prototype.getLightsByTags, BABYLON.Scene.prototype.getCamerasByTags...
This system uses AndOrNotEvaluator
TODO: import/export of tags from/to .babylon files (for meshes, lights...)