Difference between revisions of "DOMController"
From Virtual World Web Wiki
(Documentation for the DOMController class) |
(Documentation for the DOMController class) |
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+ | Represents a controllable player or NPC avatar. | ||
+ | |||
* '''Inherits class: [[DOMRenderable]]''' | * '''Inherits class: [[DOMRenderable]]''' | ||
===Remarks <nowiki>[</nowiki>[{{fullurl:DOMController Remarks|action=edit}} edit]<nowiki>]</nowiki>=== | ===Remarks <nowiki>[</nowiki>[{{fullurl:DOMController Remarks|action=edit}} edit]<nowiki>]</nowiki>=== | ||
Line 5: | Line 7: | ||
===Properties=== | ===Properties=== | ||
:{{CSharp|DOMController ActiveController {get; set;} }} | :{{CSharp|DOMController ActiveController {get; set;} }} | ||
+ | :: | ||
+ | ::A reference to another DOMController that should be used to "control" this avatar. Intended to support vehicles or other "assumption of control" situations. | ||
:{{CSharp|long ActiveControllerID {get; set;} }} | :{{CSharp|long ActiveControllerID {get; set;} }} | ||
+ | :: | ||
+ | ::The ID of an object to be set as the ActiveController (See the ActiveController property) | ||
:{{CSharp|DOMAnimationController AnimationController {get; set;} }} | :{{CSharp|DOMAnimationController AnimationController {get; set;} }} | ||
+ | :: | ||
+ | ::A reference to another [[DOMAnimationController]], besides the default first-child DOMAnimationController, which should be used to animate this object. Can be used to have multiple controllers reference a single animator for synchronized animation. | ||
:{{CSharp|long AnimationControllerID {get; set;} }} | :{{CSharp|long AnimationControllerID {get; set;} }} | ||
+ | :: | ||
+ | ::The ID of an object to be set as the AnimationController (See the AnimationController property) | ||
:{{CSharp|int BlendshapeTypeNodeID {get; set;} }} | :{{CSharp|int BlendshapeTypeNodeID {get; set;} }} | ||
+ | :: | ||
+ | ::The ID of another node in the same type that contains blendshape configuration | ||
:{{CSharp|int Direction {get; set;} }} | :{{CSharp|int Direction {get; set;} }} | ||
+ | :: | ||
+ | ::The direction this controller is facing (in degrees) | ||
:{{CSharp|bool Grounded {get; set;} }} | :{{CSharp|bool Grounded {get; set;} }} | ||
+ | :: | ||
+ | ::True if this avatar is touching the ground | ||
:{{CSharp|bool GroundSitting {get; set;} }} | :{{CSharp|bool GroundSitting {get; set;} }} | ||
+ | :: | ||
+ | ::True if this avatar is sitting on the ground | ||
:{{CSharp|bool Jumping {get; set;} }} | :{{CSharp|bool Jumping {get; set;} }} | ||
+ | :: | ||
+ | ::True if this object is jumping | ||
:{{CSharp|string LookAtBone {get; set;} }} | :{{CSharp|string LookAtBone {get; set;} }} | ||
+ | :: | ||
+ | ::The name of a bone in the LookAt object that this avatar should "Look At" | ||
:{{CSharp|long LookAtID {get; set;} }} | :{{CSharp|long LookAtID {get; set;} }} | ||
+ | :: | ||
+ | ::The ID of an object to be set as the LookAt target (See the LookAt property) | ||
:{{CSharp|DOMTransform LootAt {get; set;} }} | :{{CSharp|DOMTransform LootAt {get; set;} }} | ||
+ | :: | ||
+ | ::Misspelled. Should be LookAt. A [[DOMTransform]] that this avatar should "look at" | ||
:{{CSharp|int ParticipantID {get; set;} }} | :{{CSharp|int ParticipantID {get; set;} }} | ||
+ | :: | ||
+ | ::Oh gross someone made this a formal property? how could this ever be confused with the concept of Participant... This is NOT what is seems. Don't use it. | ||
:{{CSharp|bool PositionLocked {get; set;} }} | :{{CSharp|bool PositionLocked {get; set;} }} | ||
+ | :: | ||
+ | ::True if this avatar is position locked, meaning that it should be restricted from moving by the client application | ||
:{{CSharp|int Running {get; set;} }} | :{{CSharp|int Running {get; set;} }} | ||
+ | :: | ||
+ | ::True if this avatar is running | ||
:{{CSharp|Single Speed {get; set;} }} | :{{CSharp|Single Speed {get; set;} }} | ||
+ | :: | ||
+ | ::The speed this controller is moving (in units per second) | ||
===Constructors=== | ===Constructors=== | ||
:{{CSharp|DOMController()}} | :{{CSharp|DOMController()}} | ||
+ | :: | ||
+ | ::Constructs a new DOMController with default settings | ||
:{{CSharp|DOMController(DOMObject[] children)}} | :{{CSharp|DOMController(DOMObject[] children)}} | ||
+ | :: | ||
+ | ::Constructs a new DOMController, adding children at the same time | ||
:{{CSharp|DOMController(string title, DOMObject[] children)}} | :{{CSharp|DOMController(string title, DOMObject[] children)}} | ||
+ | :: | ||
+ | ::Constructs a new DOMController, setting a title and adding children at the same time | ||
__NOTOC____NOEDITSECTION__ | __NOTOC____NOEDITSECTION__ |
Revision as of 20:07, 16 October 2016
Represents a controllable player or NPC avatar.
- Inherits class: DOMRenderable
Remarks [edit]
Properties
- DOMController ActiveController {get; set;}
- A reference to another DOMController that should be used to "control" this avatar. Intended to support vehicles or other "assumption of control" situations.
- long ActiveControllerID {get; set;}
- The ID of an object to be set as the ActiveController (See the ActiveController property)
- DOMAnimationController AnimationController {get; set;}
- A reference to another DOMAnimationController, besides the default first-child DOMAnimationController, which should be used to animate this object. Can be used to have multiple controllers reference a single animator for synchronized animation.
- long AnimationControllerID {get; set;}
- The ID of an object to be set as the AnimationController (See the AnimationController property)
- int BlendshapeTypeNodeID {get; set;}
- The ID of another node in the same type that contains blendshape configuration
- int Direction {get; set;}
- The direction this controller is facing (in degrees)
- bool Grounded {get; set;}
- True if this avatar is touching the ground
- bool GroundSitting {get; set;}
- True if this avatar is sitting on the ground
- bool Jumping {get; set;}
- True if this object is jumping
- string LookAtBone {get; set;}
- The name of a bone in the LookAt object that this avatar should "Look At"
- long LookAtID {get; set;}
- The ID of an object to be set as the LookAt target (See the LookAt property)
- DOMTransform LootAt {get; set;}
- Misspelled. Should be LookAt. A DOMTransform that this avatar should "look at"
- int ParticipantID {get; set;}
- Oh gross someone made this a formal property? how could this ever be confused with the concept of Participant... This is NOT what is seems. Don't use it.
- bool PositionLocked {get; set;}
- True if this avatar is position locked, meaning that it should be restricted from moving by the client application
- int Running {get; set;}
- True if this avatar is running
- Single Speed {get; set;}
- The speed this controller is moving (in units per second)
Constructors
- DOMController()
- Constructs a new DOMController with default settings
- DOMController(DOMObject[] children)
- Constructs a new DOMController, adding children at the same time
- DOMController(string title, DOMObject[] children)
- Constructs a new DOMController, setting a title and adding children at the same time