Difference between revisions of "DOMTransformExtended"

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(Documentation for the DOMTransformExtended class)
(Documentation for the DOMTransformExtended class)
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::The ResourceValue for the hover-over mouse cursor to use
 
::The ResourceValue for the hover-over mouse cursor to use
  
:{{CSharp|Single CursorDistance {get; set;} // Via attribution on DOMTransform }}
+
:{{CSharp|float CursorDistance {get; set;} // Via attribution on DOMTransform }}
 
::
 
::
 
::The distance in units before which the object can be hovered over with the mouse causing cursor change and/or tooltip activation (if configured)
 
::The distance in units before which the object can be hovered over with the mouse causing cursor change and/or tooltip activation (if configured)
Line 35: Line 35:
 
::Gets or sets the transform's position component
 
::Gets or sets the transform's position component
  
:{{CSharp|Single RX {get; set;} // Via attribution on DOMTransform }}
+
:{{CSharp|float RX {get; set;} // Via attribution on DOMTransform }}
 
::
 
::
 
::Gets or sets the X part of the transform's rotation component
 
::Gets or sets the X part of the transform's rotation component
  
:{{CSharp|Single RY {get; set;} // Via attribution on DOMTransform }}
+
:{{CSharp|float RY {get; set;} // Via attribution on DOMTransform }}
 
::
 
::
 
::Gets or sets the Y part of the transform's rotation component
 
::Gets or sets the Y part of the transform's rotation component
  
:{{CSharp|Single RZ {get; set;} // Via attribution on DOMTransform }}
+
:{{CSharp|float RZ {get; set;} // Via attribution on DOMTransform }}
 
::
 
::
 
::Gets or sets the Z part of the transform's rotation component
 
::Gets or sets the Z part of the transform's rotation component
Line 55: Line 55:
 
::A normal expressing the direction of rotation
 
::A normal expressing the direction of rotation
  
:{{CSharp|Single RotationSpeed {get; set;} // Via attribution on DOMTransform }}
+
:{{CSharp|float RotationSpeed {get; set;} // Via attribution on DOMTransform }}
 
::
 
::
 
::The speed by which to multiply the RotationAxis
 
::The speed by which to multiply the RotationAxis
  
:{{CSharp|Single SX {get; set;} // Via attribution on DOMTransform }}
+
:{{CSharp|float SX {get; set;} // Via attribution on DOMTransform }}
 
::
 
::
 
::Gets or sets the X part of the transform's scale component
 
::Gets or sets the X part of the transform's scale component
  
:{{CSharp|Single SY {get; set;} // Via attribution on DOMTransform }}
+
:{{CSharp|float SY {get; set;} // Via attribution on DOMTransform }}
 
::
 
::
 
::Gets or sets the Y part of the transform's scale component
 
::Gets or sets the Y part of the transform's scale component
  
:{{CSharp|Single SZ {get; set;} // Via attribution on DOMTransform }}
+
:{{CSharp|float SZ {get; set;} // Via attribution on DOMTransform }}
 
::
 
::
 
::Gets or sets the Z part of the transform's scale component
 
::Gets or sets the Z part of the transform's scale component
Line 107: Line 107:
 
::If this object is moving, this is how fast (in units per second)
 
::If this object is moving, this is how fast (in units per second)
  
:{{CSharp|Single X {get; set;} // Via attribution on DOMTransform }}
+
:{{CSharp|float X {get; set;} // Via attribution on DOMTransform }}
 
::
 
::
 
::Gets or sets the X part of the transform's position component
 
::Gets or sets the X part of the transform's position component
  
:{{CSharp|Single Y {get; set;} // Via attribution on DOMTransform }}
+
:{{CSharp|float Y {get; set;} // Via attribution on DOMTransform }}
 
::
 
::
 
::Gets or sets the Y part of the transform's position component
 
::Gets or sets the Y part of the transform's position component
  
:{{CSharp|Single Z {get; set;} // Via attribution on DOMTransform }}
+
:{{CSharp|float Z {get; set;} // Via attribution on DOMTransform }}
 
::
 
::
 
::Gets or sets the Z part of the transform's position component
 
::Gets or sets the Z part of the transform's position component
Line 129: Line 129:
  
 
===Methods===
 
===Methods===
:{{CSharp|bool MoveTo(Single x, Single y, Single z, Single speed, JSFlexibleFunction func)}}
+
:{{CSharp|bool MoveTo(float x, float y, float z, float speed, JSFlexibleFunction func {{=}} NULL)}}
 
::
 
::
 
::Moves this object smoothly, and linearly to the specified x,y,z location over time specified by speed. This is accomplished using a child DOMInterpolation node.
 
::Moves this object smoothly, and linearly to the specified x,y,z location over time specified by speed. This is accomplished using a child DOMInterpolation node.
  
:{{CSharp|ReturnType PathTo(Single targetX, Single targetY, Single targetZ, Single speed, JSFlexibleFunction callback)}}
+
:{{CSharp|ReturnType PathTo(float targetX, float targetY, float targetZ, float speed, JSFlexibleFunction callback {{=}} NULL)}}
  
:{{CSharp|ReturnType PathToTarget(DOMTransformExtended target, Single speed, JSFlexibleFunction callback)}}
+
:{{CSharp|ReturnType PathToTarget(DOMTransformExtended target, float speed, JSFlexibleFunction callback {{=}} NULL)}}
  
:{{CSharp|ReturnType PathToVector(JSVector3 target, Single speed, JSFlexibleFunction callback)}}
+
:{{CSharp|ReturnType PathToVector(JSVector3 target, float speed, JSFlexibleFunction callback {{=}} NULL)}}
  
:{{CSharp|DOMObjectExtended PhysicsFollow(DOMTransformExtended target, Single minDistance, Single maxDistance)}}
+
:{{CSharp|DOMObjectExtended PhysicsFollow(DOMTransformExtended target, float minDistance, float maxDistance)}}
 
::
 
::
 
::Creates a DOMPhysics node as a direct child of this node requesting the Follow operation and given the specified parameters. The returned DOMPhysics node can be used to start / stop the operation and monitor for its completion.
 
::Creates a DOMPhysics node as a direct child of this node requesting the Follow operation and given the specified parameters. The returned DOMPhysics node can be used to start / stop the operation and monitor for its completion.
  
:{{CSharp|DOMObjectExtended PhysicsFollowApproach(DOMTransformExtended target, Single targetDistance, Single runDistance, Single abortDistance)}}
+
:{{CSharp|DOMObjectExtended PhysicsFollowApproach(DOMTransformExtended target, float targetDistance, float runDistance, float abortDistance {{=}} 3.40282347E+38)}}
  
:{{CSharp|DOMObjectExtended PhysicsFollowPursuit(DOMTransformExtended target, Single catchDistance, Single escapeDistance)}}
+
:{{CSharp|DOMObjectExtended PhysicsFollowPursuit(DOMTransformExtended target, float catchDistance, float escapeDistance)}}
  
:{{CSharp|DOMObjectExtended PhysicsFollowStayNear(DOMTransformExtended target, Single minDistance, Single maxDistance)}}
+
:{{CSharp|DOMObjectExtended PhysicsFollowStayNear(DOMTransformExtended target, float minDistance, float maxDistance)}}
  
:{{CSharp|ReturnType PhysicsPathTo(Single targetX, Single targetY, Single targetZ, Single speed, JSFlexibleFunction callback)}}
+
:{{CSharp|ReturnType PhysicsPathTo(float targetX, float targetY, float targetZ, float speed, JSFlexibleFunction callback {{=}} NULL)}}
 
::
 
::
 
::Creates a DOMPhysics node as a direct child of this node requesting the PathTo  operation and given the specified parameters. The returned DOMPhysics node can be used to start / stop the operation and monitor for its completion.
 
::Creates a DOMPhysics node as a direct child of this node requesting the PathTo  operation and given the specified parameters. The returned DOMPhysics node can be used to start / stop the operation and monitor for its completion.
  
:{{CSharp|ReturnType PhysicsPathToTarget(DOMTransformExtended target, Single speed, JSFlexibleFunction callback)}}
+
:{{CSharp|ReturnType PhysicsPathToTarget(DOMTransformExtended target, float speed, JSFlexibleFunction callback {{=}} NULL)}}
  
:{{CSharp|ReturnType PhysicsPathToVector(JSVector3 target, Single speed, JSFlexibleFunction callback)}}
+
:{{CSharp|ReturnType PhysicsPathToVector(JSVector3 target, float speed, JSFlexibleFunction callback {{=}} NULL)}}
 
::
 
::
 
::Creates a DOMPhysics node as a direct child of this node requesting the PathToVector operation and given the specified parameters. The returned DOMPhysics node can be used to start / stop the operation and monitor for its completion.
 
::Creates a DOMPhysics node as a direct child of this node requesting the PathToVector operation and given the specified parameters. The returned DOMPhysics node can be used to start / stop the operation and monitor for its completion.
  
:{{CSharp|ReturnType PhysicsProjectile(Single directionX, Single directionY, Single directionZ, Single speed, bool gravity, Single maxDistance)}}
+
:{{CSharp|ReturnType PhysicsProjectile(float directionX, float directionY, float directionZ, float speed, bool gravity, float maxDistance)}}
 
::
 
::
 
::Creates a DOMPhysics node as a direct child of this node requesting the Projectile operation and given the specified parameters. The returned DOMPhysics node can be used to start / stop the operation and monitor for its completion.
 
::Creates a DOMPhysics node as a direct child of this node requesting the Projectile operation and given the specified parameters. The returned DOMPhysics node can be used to start / stop the operation and monitor for its completion.
  
:{{CSharp|ReturnType PhysicsProjectileVector(JSVector3 direction, Single speed, bool gravity, Single maxDistance)}}
+
:{{CSharp|ReturnType PhysicsProjectileVector(JSVector3 direction, float speed, bool gravity, float maxDistance)}}
 
::
 
::
 
::Creates a DOMPhysics node as a direct child of this node requesting the ProjectileVector operation and given the specified parameters. The returned DOMPhysics node can be used to start / stop the operation and monitor for its completion.
 
::Creates a DOMPhysics node as a direct child of this node requesting the ProjectileVector operation and given the specified parameters. The returned DOMPhysics node can be used to start / stop the operation and monitor for its completion.
  
:{{CSharp|ReturnType PhysicsSpawn(Single radius, bool stack)}}
+
:{{CSharp|ReturnType PhysicsSpawn(float radius, bool stack)}}
 
::
 
::
 
::Creates a DOMPhysics node as a direct child of this node requesting the Spawn operation and given the specified parameters. The returned DOMPhysics node can be used to start / stop the operation and monitor for its completion.
 
::Creates a DOMPhysics node as a direct child of this node requesting the Spawn operation and given the specified parameters. The returned DOMPhysics node can be used to start / stop the operation and monitor for its completion.
  
:{{CSharp|ReturnType ResetTransformParent(bool restoreLastPosition)}}
+
:{{CSharp|ReturnType ResetTransformParent(bool restoreLastPosition {{=}} false)}}
 
::
 
::
 
::Resets this object’s transform parent reference to null so that it behaves normaly, transforming relative to the next DOMTransform up the hierarchy.
 
::Resets this object’s transform parent reference to null so that it behaves normaly, transforming relative to the next DOMTransform up the hierarchy.
  
:{{CSharp|bool RotateTo(Single x, Single y, Single z, Single speed, JSFlexibleFunction func)}}
+
:{{CSharp|bool RotateTo(float x, float y, float z, float speed, JSFlexibleFunction func {{=}} NULL)}}
  
:{{CSharp|ReturnType RotateToFaceTarget(DOMTransformExtended target, Single speed, JSFlexibleFunction callback)}}
+
:{{CSharp|ReturnType RotateToFaceTarget(DOMTransformExtended target, float speed, JSFlexibleFunction callback {{=}} NULL)}}
  
:{{CSharp|ReturnType SetPosition(Single x, Single y, Single z)}}
+
:{{CSharp|ReturnType SetPosition(float x, float y, float z)}}
 
::
 
::
 
::Sets the position (transform) of this object from its next parent DOMTransform or from world origin (0,0,0).
 
::Sets the position (transform) of this object from its next parent DOMTransform or from world origin (0,0,0).
  
:{{CSharp|ReturnType SetRotation(Single x, Single y, Single z)}}
+
:{{CSharp|ReturnType SetRotation(float x, float y, float z)}}
 
::
 
::
 
::Sets the rotation of this object relative to its next parent DOMTransform or from (0,0,0)
 
::Sets the rotation of this object relative to its next parent DOMTransform or from (0,0,0)
  
:{{CSharp|ReturnType SetScale(Single x, Single y, Single z)}}
+
:{{CSharp|ReturnType SetScale(float x, float y, float z)}}
 
::
 
::
 
::Sets the scale of this object relative to its next parent DOMTransform or from (1,1,1)
 
::Sets the scale of this object relative to its next parent DOMTransform or from (1,1,1)
  
:{{CSharp|ReturnType SetTransformParent(DOMTransformExtended target, JSVector3 position, JSVector3 rotation, JSVector3 scale)}}
+
:{{CSharp|ReturnType SetTransformParent(DOMTransformExtended target, JSVector3 position {{=}} NULL, JSVector3 rotation {{=}} NULL, JSVector3 scale {{=}} NULL)}}
 
::
 
::
 
::Sets this objects transform parent reference to the specified DOMTransform preventing it from transforming relative to the next DOMTransform up the hierarchy, but rather, the specified object instead. Sets the position, rotation, and scale to new values along with the transform parent change as a single atomic operation.
 
::Sets this objects transform parent reference to the specified DOMTransform preventing it from transforming relative to the next DOMTransform up the hierarchy, but rather, the specified object instead. Sets the position, rotation, and scale to new values along with the transform parent change as a single atomic operation.
  
 
__NOTOC____NOEDITSECTION__
 
__NOTOC____NOEDITSECTION__

Revision as of 17:56, 20 February 2017

Represents a DOMTransform in JavaScript

Remarks [edit]

Properties

string AttachToBone {get; set;} // Via attribution on DOMTransform
The name of a bone in this node's parent's skeleton to which this object should be attached
bool Clickable {get; set;} // Via attribution on DOMTransform
Marks this object as clickable, mainly used node types derived from DOMRenderable or DOMVolume
ResourceValue Cursor {get; set;} // Via attribution on DOMTransform
The ResourceValue for the hover-over mouse cursor to use
float CursorDistance {get; set;} // Via attribution on DOMTransform
The distance in units before which the object can be hovered over with the mouse causing cursor change and/or tooltip activation (if configured)
bool CursorMiddleHotspot {get; set;} // Via attribution on DOMTransform
True if the center of the cursor image should be used as the hotspot... oh dear why is this not an Point2D offset...
bool ExcludeTransform {get; set;} // Via attribution on DOMTransform
When true, this transform's value is excluded when calculating child node transforms
Point3D Position {get; set;} // Via attribution on DOMTransform
Gets or sets the transform's position component
float RX {get; set;} // Via attribution on DOMTransform
Gets or sets the X part of the transform's rotation component
float RY {get; set;} // Via attribution on DOMTransform
Gets or sets the Y part of the transform's rotation component
float RZ {get; set;} // Via attribution on DOMTransform
Gets or sets the Z part of the transform's rotation component
Point3D Rotation {get; set;} // Via attribution on DOMTransform
Gets or sets the transform's rotation component
Point3D RotationAxis {get; set;} // Via attribution on DOMTransform
A normal expressing the direction of rotation
float RotationSpeed {get; set;} // Via attribution on DOMTransform
The speed by which to multiply the RotationAxis
float SX {get; set;} // Via attribution on DOMTransform
Gets or sets the X part of the transform's scale component
float SY {get; set;} // Via attribution on DOMTransform
Gets or sets the Y part of the transform's scale component
float SZ {get; set;} // Via attribution on DOMTransform
Gets or sets the Z part of the transform's scale component
Point3D Scale {get; set;} // Via attribution on DOMTransform
Gets or sets the transform's scale component
bool Selectable {get; set;} // Via attribution on DOMTransform
Marks this object as Selectable, mainly used node types derived from DOMRenderable or DOMVolume
bool Targetable {get; set;} // Via attribution on DOMTransform
Marks this object as targetable, mainly used node types derived from DOMRenderable or DOMVolume
string Tooltip {get; set;} // Via attribution on DOMTransform
The text for a hover-over tool-tip
ResourceValue TooltipIcon {get; set;} // Via attribution on DOMTransform
The ResourceValue for a hover-over tool-tip's icon
string TooltipTitle {get; set;} // Via attribution on DOMTransform
The text for a hover-over tool-tip's title
DOMTransformExtended TransformParent {get; set;}
Gets a reference to this object’s DOMTransform parent, if it has been set to something other than normal node hierarchy.
long TransformParentID {get; set;} // Via attribution on DOMTransform
Sets the ID of another object in the same view that will be used as this object's transform parent instead of the object's natural position in the DOM hierarchy
Point3D Velocity {get; set;} // Via attribution on DOMTransform
If this object is moving, this is how fast (in units per second)
float X {get; set;} // Via attribution on DOMTransform
Gets or sets the X part of the transform's position component
float Y {get; set;} // Via attribution on DOMTransform
Gets or sets the Y part of the transform's position component
float Z {get; set;} // Via attribution on DOMTransform
Gets or sets the Z part of the transform's position component

Events

OnClick(EventHandler<FlexibleEventArgs>)
Fires when a user clicks an object in world. Who is the Participant doing the clicking.
OnRightClick(EventHandler<FlexibleEventArgs>)
Fires when a user right-clicks an object in world. Who is the Participant doing the right-clicking.

Methods

bool MoveTo(float x, float y, float z, float speed, JSFlexibleFunction func = NULL)
Moves this object smoothly, and linearly to the specified x,y,z location over time specified by speed. This is accomplished using a child DOMInterpolation node.
ReturnType PathTo(float targetX, float targetY, float targetZ, float speed, JSFlexibleFunction callback = NULL)
ReturnType PathToTarget(DOMTransformExtended target, float speed, JSFlexibleFunction callback = NULL)
ReturnType PathToVector(JSVector3 target, float speed, JSFlexibleFunction callback = NULL)
DOMObjectExtended PhysicsFollow(DOMTransformExtended target, float minDistance, float maxDistance)
Creates a DOMPhysics node as a direct child of this node requesting the Follow operation and given the specified parameters. The returned DOMPhysics node can be used to start / stop the operation and monitor for its completion.
DOMObjectExtended PhysicsFollowApproach(DOMTransformExtended target, float targetDistance, float runDistance, float abortDistance = 3.40282347E+38)
DOMObjectExtended PhysicsFollowPursuit(DOMTransformExtended target, float catchDistance, float escapeDistance)
DOMObjectExtended PhysicsFollowStayNear(DOMTransformExtended target, float minDistance, float maxDistance)
ReturnType PhysicsPathTo(float targetX, float targetY, float targetZ, float speed, JSFlexibleFunction callback = NULL)
Creates a DOMPhysics node as a direct child of this node requesting the PathTo operation and given the specified parameters. The returned DOMPhysics node can be used to start / stop the operation and monitor for its completion.
ReturnType PhysicsPathToTarget(DOMTransformExtended target, float speed, JSFlexibleFunction callback = NULL)
ReturnType PhysicsPathToVector(JSVector3 target, float speed, JSFlexibleFunction callback = NULL)
Creates a DOMPhysics node as a direct child of this node requesting the PathToVector operation and given the specified parameters. The returned DOMPhysics node can be used to start / stop the operation and monitor for its completion.
ReturnType PhysicsProjectile(float directionX, float directionY, float directionZ, float speed, bool gravity, float maxDistance)
Creates a DOMPhysics node as a direct child of this node requesting the Projectile operation and given the specified parameters. The returned DOMPhysics node can be used to start / stop the operation and monitor for its completion.
ReturnType PhysicsProjectileVector(JSVector3 direction, float speed, bool gravity, float maxDistance)
Creates a DOMPhysics node as a direct child of this node requesting the ProjectileVector operation and given the specified parameters. The returned DOMPhysics node can be used to start / stop the operation and monitor for its completion.
ReturnType PhysicsSpawn(float radius, bool stack)
Creates a DOMPhysics node as a direct child of this node requesting the Spawn operation and given the specified parameters. The returned DOMPhysics node can be used to start / stop the operation and monitor for its completion.
ReturnType ResetTransformParent(bool restoreLastPosition = false)
Resets this object’s transform parent reference to null so that it behaves normaly, transforming relative to the next DOMTransform up the hierarchy.
bool RotateTo(float x, float y, float z, float speed, JSFlexibleFunction func = NULL)
ReturnType RotateToFaceTarget(DOMTransformExtended target, float speed, JSFlexibleFunction callback = NULL)
ReturnType SetPosition(float x, float y, float z)
Sets the position (transform) of this object from its next parent DOMTransform or from world origin (0,0,0).
ReturnType SetRotation(float x, float y, float z)
Sets the rotation of this object relative to its next parent DOMTransform or from (0,0,0)
ReturnType SetScale(float x, float y, float z)
Sets the scale of this object relative to its next parent DOMTransform or from (1,1,1)
ReturnType SetTransformParent(DOMTransformExtended target, JSVector3 position = NULL, JSVector3 rotation = NULL, JSVector3 scale = NULL)
Sets this objects transform parent reference to the specified DOMTransform preventing it from transforming relative to the next DOMTransform up the hierarchy, but rather, the specified object instead. Sets the position, rotation, and scale to new values along with the transform parent change as a single atomic operation.