Difference between revisions of "DOMRenderableExtended"

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(Documentation for the DOMRenderableExtended class)
 
(Documentation for the DOMRenderableExtended class)
 
(8 intermediate revisions by the same user not shown)
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* '''Inherits class: [[DOMTransformExtended]]'''
+
Represents a [[DOMRenderable]] in JavaScript
 +
 
 +
*'''Inherits class: [[DOMGeometryExtended]]'''
 
* This is a JavaScript visible object
 
* This is a JavaScript visible object
 
===Remarks <nowiki>[</nowiki>[{{fullurl:DOMRenderableExtended Remarks|action=edit}} edit]<nowiki>]</nowiki>===
 
===Remarks <nowiki>[</nowiki>[{{fullurl:DOMRenderableExtended Remarks|action=edit}} edit]<nowiki>]</nowiki>===
{{:DOMRenderableExtended Remarks}}
+
{{#ifexist:DOMRenderableExtended Remarks|{{:DOMRenderableExtended Remarks}}|}}
  
 
===Properties===
 
===Properties===
:{{CSharp|string AnimationName {get; set;} // Via attribution [[DOMRenderable]] }}
+
:{{CSharp|string AnimationName {get; set;} // Via attribution on DOMRenderable }}
 
::
 
::
::Sets the name of an animation to play. This may be obsolete.
+
::Sets the name of an animation to play.
  
:{{CSharp|string[] AnimatorAnimList {get; set;} // Via attribution [[DOMRenderable]] }}
+
:{{CSharp|string[] AnimatorAnimList {get; set;} // Via attribution on DOMRenderable }}
 
::
 
::
 
::Obsolete. This stuff's on [[DOMAnimationController]] now.
 
::Obsolete. This stuff's on [[DOMAnimationController]] now.
  
:{{CSharp|BlendShapeInfo[] AppliedBlendShapes {get; set;} // Via attribution [[DOMRenderable]] }}
+
:{{CSharp|BlendShapeInfo[] AppliedBlendShapes {get; set;} // Via attribution on DOMRenderable }}
 
::
 
::
 
::Yet more blendshape configuration...
 
::Yet more blendshape configuration...
  
:{{CSharp|string[] BlendShapeNames {get; set;} // Via attribution [[DOMRenderable]] }}
+
:{{CSharp|string[] BlendShapeNames {get; set;} // Via attribution on DOMRenderable }}
 
::
 
::
 
::Blendshape configuration
 
::Blendshape configuration
  
:{{CSharp|string[] BlendShapes {get; set;} // Via attribution [[DOMRenderable]] }}
+
:{{CSharp|string[] BlendShapes {get; set;} // Via attribution on DOMRenderable }}
 
::
 
::
 
::Blendshape configuration
 
::Blendshape configuration
  
:{{CSharp|Point3D BoundsCenter {get; set;} // Via attribution [[DOMRenderable]] }}
+
:{{CSharp|Point3D BoundsCenter {get; set;} // Via attribution on DOMRenderable }}
 
::
 
::
 
::Specified the offset of this object's bounds
 
::Specified the offset of this object's bounds
  
:{{CSharp|bool CamPassable {get; set;} // Via attribution [[DOMRenderable]] }}
+
:{{CSharp|bool CamPassable {get; set;} // Via attribution on DOMRenderable }}
 
::
 
::
 
::True if the camera should be able to pass through this object
 
::True if the camera should be able to pass through this object
  
:{{CSharp|bool CastShadows {get; set;} // Via attribution [[DOMRenderable]] }}
+
:{{CSharp|bool CastShadows {get; set;} // Via attribution on DOMRenderable }}
 
::
 
::
 
::True if this renderable game object should cast shadows
 
::True if this renderable game object should cast shadows
  
:{{CSharp|Single InteractionDistance {get; set;} // Via attribution [[DOMRenderable]] }}
+
:{{CSharp|bool GravityEnabled {get; set;} // Via attribution on DOMRenderable }}
 
::
 
::
::The distance in units at which this object can be interacted with (Interactions fired, clicked, selected, etc)
+
::True if gravity should be enabled for this object (it should have a RigidBody, but only fall and then stop)
  
:{{CSharp|bool IsSkeleton {get; set;} // Via attribution [[DOMRenderable]] }}
+
:{{CSharp|bool IsSkeleton {get; set;} // Via attribution on DOMRenderable }}
 
::
 
::
 
::True if this object represents a skeleton (root of an animatable object)
 
::True if this object represents a skeleton (root of an animatable object)
  
:{{CSharp|Single[] LODCutOffs {get; set;} // Via attribution [[DOMRenderable]] }}
+
:{{CSharp|float[] LODCutOffs {get; set;} // Via attribution on DOMRenderable }}
 
::
 
::
 
::The distances in units at which the LODs apply
 
::The distances in units at which the LODs apply
  
:{{CSharp|bool LightProbes {get; set;} // Via attribution [[DOMRenderable]] }}
+
:{{CSharp|bool LightProbes {get; set;} // Via attribution on DOMRenderable }}
 
::
 
::
 
::True if light probes should affect this object's lighting
 
::True if light probes should affect this object's lighting
  
:{{CSharp|ResourceValue LoadingEffect {get; set;} // Via attribution [[DOMRenderable]] }}
+
:{{CSharp|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.
 
::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.
  
:{{CSharp|bool PhysicsEnabled {get; set;} // Via attribution [[DOMRenderable]] }}
+
:{{CSharp|bool PhysicsEnabled {get; set;} // Via attribution on DOMRenderable }}
 
::
 
::
::True if physics should be enabled for this object (it should have a RidgidBody)
+
::True if physics should be enabled for this object (it should have a RigidBody)
  
:{{CSharp|bool PivotReset {get; set;} // Via attribution [[DOMRenderable]] }}
+
:{{CSharp|bool PivotReset {get; set;} // Via attribution on DOMRenderable }}
 
::
 
::
 
::True if the pivot of the renderable object should be forced to zero
 
::True if the pivot of the renderable object should be forced to zero
  
:{{CSharp|bool ReceiveShadows {get; set;} // Via attribution [[DOMRenderable]] }}
+
:{{CSharp|bool ReceiveShadows {get; set;} // Via attribution on DOMRenderable }}
 
::
 
::
 
::True if this renderable game object should receiveShadows
 
::True if this renderable game object should receiveShadows
  
:{{CSharp|string ResourceName {get; set;} // Via attribution [[DOMRenderable]] }}
+
:{{CSharp|string ResourceName {get; set;} // Via attribution on DOMRenderable }}
 
::
 
::
 
::The name of the resource within the assetbundle if applicable
 
::The name of the resource within the assetbundle if applicable
  
:{{CSharp|ResourceValue ResourceUri {get; set;} // Via attribution [[DOMRenderable]] }}
+
:{{CSharp|ResourceValue ResourceUri {get; set;} // Via attribution on DOMRenderable }}
 
::
 
::
 
::The ResourceValue of the renderable model. Generally a Unity3D assetbundle or an OBJ.
 
::The ResourceValue of the renderable model. Generally a Unity3D assetbundle or an OBJ.
Line 79: Line 81:
 
===Methods===
 
===Methods===
 
:{{CSharp|ReturnType EnablePhysics(bool enabled)}}
 
:{{CSharp|ReturnType EnablePhysics(bool enabled)}}
 +
::
 +
::Apparently sets property PhysicsEnabled
 +
 +
:{{CSharp|float? GetBlendWeight(string blendshapeName)}}
 +
::
 +
::Requests the named blendshape weight from inside the AppliedBlendShapes property
 +
 +
:{{CSharp|bool SetBlendWeight(string blendshapeName, float weight)}}
 +
::
 +
::Sets the named blendshape weight in the AppliedBlendShapes property
  
 
:{{CSharp|ReturnType SetClickable(bool clickable)}}
 
:{{CSharp|ReturnType SetClickable(bool clickable)}}
 +
::
 +
::Apparently sets property Clickable
  
 
__NOTOC____NOEDITSECTION__
 
__NOTOC____NOEDITSECTION__

Latest revision as of 17:38, 19 September 2018

Represents a DOMRenderable in JavaScript

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.

Methods

ReturnType EnablePhysics(bool enabled)
Apparently sets property PhysicsEnabled
float? GetBlendWeight(string blendshapeName)
Requests the named blendshape weight from inside the AppliedBlendShapes property
bool SetBlendWeight(string blendshapeName, float weight)
Sets the named blendshape weight in the AppliedBlendShapes property
ReturnType SetClickable(bool clickable)
Apparently sets property Clickable