Difference between revisions of "DOMRenderableExtended"
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(Documentation for the DOMRenderableExtended class) |
(Documentation for the DOMRenderableExtended class) |
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* 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=== |
Revision as of 21:06, 12 April 2017
Represents a DOMRenderable in JavaScript
- Inherits class: DOMTransformExtended
- This is a JavaScript visible object
Remarks [edit]
Properties
- string AnimationName {get; set;} // Via attribution on DOMRenderable
- Sets the name of an animation to play. This may be obsolete.
- 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
- float InteractionDistance {get; set;} // Via attribution on DOMRenderable
- The distance in units at which this object can be interacted with (Interactions fired, clicked, selected, etc)
- 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 RidgidBody)
- 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