IDOMRenderableExtended

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An interface to a DOMRenderableExtended javascript object. These will only be passed in to Layer Two methods that are offered to the JavaScript environment, and would be dangerous to access outside of one of those calls which always happen in the context of a JavaScript Isolate thread

Remarks [edit]

Properties

string AnimationName {get; set;} // Via attribution on DOMRenderable
Sets the name of an animation to play.
string[] AnimatorAnimList {get; set;} // Via attribution on DOMRenderable
Obsolete. This stuff's on DOMAnimationController now.
BlendShapeInfo[] AppliedBlendShapes {get; set;} // Via attribution on DOMRenderable
Yet more blendshape configuration...
string[] BlendShapeNames {get; set;} // Via attribution on DOMRenderable
Blendshape configuration
string[] BlendShapes {get; set;} // Via attribution on DOMRenderable
Blendshape configuration
Point3D BoundsCenter {get; set;} // Via attribution on DOMRenderable
Specified the offset of this object's bounds
bool CamPassable {get; set;} // Via attribution on DOMRenderable
True if the camera should be able to pass through this object
bool CastShadows {get; set;} // Via attribution on DOMRenderable
True if this renderable game object should cast shadows
bool GravityEnabled {get; set;} // Via attribution on DOMRenderable
True if gravity should be enabled for this object (it should have a RigidBody, but only fall and then stop)
bool IsSkeleton {get; set;} // Via attribution on DOMRenderable
True if this object represents a skeleton (root of an animatable object)
float[] LODCutOffs {get; set;} // Via attribution on DOMRenderable
The distances in units at which the LODs apply
bool LightProbes {get; set;} // Via attribution on DOMRenderable
True if light probes should affect this object's lighting
ResourceValue LoadingEffect {get; set;} // Via attribution on DOMRenderable
The ResourceValue of an object to render in this object's place while resources specified in this object and its children are being prepared. It's best if this resource is small and downloads quickly and is shared by many objects so it can be cached. Even better is to ship your client with some kind of built-in loading resource and reference it here using the internal:// uri scheme.
bool PhysicsEnabled {get; set;} // Via attribution on DOMRenderable
True if physics should be enabled for this object (it should have a RigidBody)
bool PivotReset {get; set;} // Via attribution on DOMRenderable
True if the pivot of the renderable object should be forced to zero
bool ReceiveShadows {get; set;} // Via attribution on DOMRenderable
True if this renderable game object should receiveShadows
string ResourceName {get; set;} // Via attribution on DOMRenderable
The name of the resource within the assetbundle if applicable
ResourceValue ResourceUri {get; set;} // Via attribution on DOMRenderable
The ResourceValue of the renderable model. Generally a Unity3D assetbundle or an OBJ.