Difference between revisions of "DOMTransformExtended"

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(Documentation for the DOMTransformExtended class)
(Documentation for the DOMTransformExtended class)
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::Parameters:
 
::Parameters:
:::{{CSharp|ParticipentExtended who}} : The participant who's clicking
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:::{{CSharp|ParticipantExtended who}} : The participant who's clicking
 
:::{{CSharp|DOMObjectExtended source}} : The object being clicked on
 
:::{{CSharp|DOMObjectExtended source}} : The object being clicked on
 
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::Parameters:
 
::Parameters:
:::{{CSharp|ParticipentExtended who}} : The participant who's right-clicking
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:::{{CSharp|ParticipantExtended who}} : The participant who's right-clicking
 
:::{{CSharp|DOMObjectExtended source}} : The object being right-clicked on
 
:::{{CSharp|DOMObjectExtended source}} : The object being right-clicked on
 
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Revision as of 14:58, 22 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(who, source)
Parameters:
ParticipantExtended who : The participant who's clicking
DOMObjectExtended source : The object being clicked on
Fires when a user clicks an object in world. Who is the Participant doing the clicking.
OnRightClick(who, source)
Parameters:
ParticipantExtended who : The participant who's right-clicking
DOMObjectExtended source : The object being right-clicked on
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.
DOMPhysicsExtended PathTo(float targetX, float targetY, float targetZ, float speed, JSFlexibleFunction callback = NULL)
DOMPhysicsExtended PathToTarget(DOMTransformExtended target, float speed, JSFlexibleFunction callback = NULL)
DOMPhysicsExtended PathToVector(JSVector3 target, float speed, JSFlexibleFunction callback = NULL)
DOMPhysicsExtended 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.
DOMPhysicsExtended PhysicsFollowApproach(DOMTransformExtended target, float targetDistance, float runDistance, float abortDistance = 3.40282347E+38)
DOMPhysicsExtended PhysicsFollowPursuit(DOMTransformExtended target, float catchDistance, float escapeDistance)
DOMPhysicsExtended PhysicsFollowStayNear(DOMTransformExtended target, float minDistance, float maxDistance)
DOMPhysicsExtended 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.
DOMPhysicsExtended PhysicsPathToTarget(DOMTransformExtended target, float speed, JSFlexibleFunction callback = NULL)
DOMPhysicsExtended 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.
DOMPhysicsExtended 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.
DOMPhysicsExtended 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.
DOMPhysicsExtended 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.
void 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)
DOMPhysicsExtended RotateToFaceTarget(DOMTransformExtended target, float speed, JSFlexibleFunction callback = NULL)
void 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).
void SetRotation(float x, float y, float z)
Sets the rotation of this object relative to its next parent DOMTransform or from (0,0,0)
void SetScale(float x, float y, float z)
Sets the scale of this object relative to its next parent DOMTransform or from (1,1,1)
void 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.