Difference between revisions of "DOMController"

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(Documentation for the DOMController class)
(Documentation for the DOMController class)
 
(6 intermediate revisions by the same user not shown)
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Represents a controllable player or NPC avatar.
 
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>===
{{:DOMController Remarks}}
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{{#ifexist:DOMController Remarks|{{:DOMController Remarks}}|}}
  
 
===Properties===
 
===Properties===
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::
 
::
 
::The ID of an object to be set as the AnimationController (See the AnimationController property)
 
::The ID of an object to be set as the AnimationController (See the AnimationController property)
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 +
:{{CSharp|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
  
 
:{{CSharp|int BlendshapeTypeNodeID {get; set;} }}
 
:{{CSharp|int BlendshapeTypeNodeID {get; set;} }}
 
::
 
::
 
::The ID of another node in the same type that contains blendshape configuration
 
::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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::
 
::
 
::True if this object is jumping
 
::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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::
 
::
 
::The ID of an object to be set as the LookAt target (See the LookAt property)
 
::The ID of an object to be set as the LookAt target (See the LookAt property)
 
:{{CSharp|DOMTransform LootAt {get; set;} }}
 
::
 
::Misspelled. Should be LookAt. A [[DOMTransform]] that this avatar should "look at"
 
 
:{{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
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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 Running {get; set;} }}
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:{{CSharp|float Speed {get; set;} }}
 
::
 
::
::True if this avatar is running
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::The speed this controller is moving (in units per second)
  
:{{CSharp|Single Speed {get; set;} }}
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:{{CSharp|bool StrafeLocked {get; set;} }}
 
::
 
::
::The speed this controller is moving (in units per second)
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::True if this avatar is using strafing movement
  
 
===Constructors===
 
===Constructors===

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