Difference between revisions of "DOMController"

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(Documentation for the DOMController class)
(Documentation for the DOMController class)
 
(9 intermediate revisions by the same user not shown)
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* '''Inherits class: [[DOMRenderable]]'''
+
Represents a controllable player or NPC avatar.
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 +
*'''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>===
{{:DOMController Remarks}}
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{{#ifexist:DOMController Remarks|{{:DOMController Remarks}}|}}
  
 
===Properties===
 
===Properties===
 
:{{CSharp|DOMController ActiveController {get; set;} }}
 
:{{CSharp|DOMController ActiveController {get; set;} }}
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::
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::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;} }}
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::
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::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;} }}
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::
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::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;} }}
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::
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::The ID of an object to be set as the AnimationController (See the AnimationController property)
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:{{CSharp|int AnimationControllerSlot {get; set;} }}
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::
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::Specifies which animation controller slot this avatar should be in. When an animation controller is animating multiple avatars, this number chooses your slot or role in the animation
  
 
:{{CSharp|int BlendshapeTypeNodeID {get; set;} }}
 
:{{CSharp|int BlendshapeTypeNodeID {get; set;} }}
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::
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::The ID of another node in the same type that contains blendshape configuration
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:{{CSharp|bool ControlLocked {get; set;} }}
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::
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::True if this avatar is control locked, meaning that it should not submit position or rotation updates. This is very similar to PositionLocked except the server will still accept updates from clients. This property is essentially a request.
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:{{CSharp|DOMPhysicsPace CurrentPace {get; set;} }}
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::
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::Pace value for the speed of the controller
  
 
:{{CSharp|int Direction {get; set;} }}
 
:{{CSharp|int Direction {get; set;} }}
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::
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::The direction this controller is facing (in degrees)
  
 
:{{CSharp|bool Grounded {get; set;} }}
 
:{{CSharp|bool Grounded {get; set;} }}
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::
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::True if this avatar is touching the ground
  
 
:{{CSharp|bool GroundSitting {get; set;} }}
 
:{{CSharp|bool GroundSitting {get; set;} }}
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::
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::True if this avatar is sitting on the ground
  
 
:{{CSharp|bool Jumping {get; set;} }}
 
:{{CSharp|bool Jumping {get; set;} }}
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::
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::True if this object is jumping
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:{{CSharp|DOMTransform LookAt {get; set;} }}
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::
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::A [[DOMTransform]] that this avatar should "look at"
  
 
:{{CSharp|string LookAtBone {get; set;} }}
 
:{{CSharp|string LookAtBone {get; set;} }}
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::
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::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;} }}
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::
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::The ID of an object to be set as the LookAt target (See the LookAt property)
  
:{{CSharp|DOMTransform LootAt {get; set;} }}
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:{{CSharp|bool PositionLocked {get; set;} }}
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::
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::True if this avatar is position locked, meaning that the client application should not submit position or rotation updates, and also that the server will not accept changes from any connected clients (eg. the physics host)
  
:{{CSharp|int ParticipantID {get; set;} }}
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:{{CSharp|float Speed {get; set;} }}
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::
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::The speed this controller is moving (in units per second)
  
:{{CSharp|bool PositionLocked {get; set;} }}
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:{{CSharp|bool StrafeLocked {get; set;} }}
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::
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::True if this avatar is using strafing movement
 +
 
 +
===Constructors===
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:{{CSharp|DOMController()}}
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::
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::Constructs a new DOMController with default settings
  
:{{CSharp|int Running {get; set;} }}
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:{{CSharp|DOMController(DOMObject[] children)}}
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::
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::Constructs a new DOMController, adding children at the same time
  
:{{CSharp|Single Speed {get; set;} }}
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:{{CSharp|DOMController(string title, DOMObject[] children)}}
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::
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::Constructs a new DOMController, setting a title and adding children at the same time
  
===Methods===
 
 
__NOTOC____NOEDITSECTION__
 
__NOTOC____NOEDITSECTION__

Latest revision as of 19:21, 5 February 2019

Represents a controllable player or NPC avatar.

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 AnimationControllerSlot {get; set;}
Specifies which animation controller slot this avatar should be in. When an animation controller is animating multiple avatars, this number chooses your slot or role in the animation
int BlendshapeTypeNodeID {get; set;}
The ID of another node in the same type that contains blendshape configuration
bool ControlLocked {get; set;}
True if this avatar is control locked, meaning that it should not submit position or rotation updates. This is very similar to PositionLocked except the server will still accept updates from clients. This property is essentially a request.
DOMPhysicsPace CurrentPace {get; set;}
Pace value for the speed of the controller
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
DOMTransform LookAt {get; set;}
A DOMTransform that this avatar should "look at"
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)
bool PositionLocked {get; set;}
True if this avatar is position locked, meaning that the client application should not submit position or rotation updates, and also that the server will not accept changes from any connected clients (eg. the physics host)
float Speed {get; set;}
The speed this controller is moving (in units per second)
bool StrafeLocked {get; set;}
True if this avatar is using strafing movement

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