Difference between revisions of "IDOMControllerExtended"
From Virtual World Web Wiki
(Documentation for the IDOMControllerExtended class) |
(Documentation for the IDOMControllerExtended class) |
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− | An interface to a | + | An interface to a [[DOMControllerExtended]] javascript object. These will only be passed in to [[Network Architecture#Layer_Two|Layer Two]] methods that are offered to the JavaScript environment, and would be dangerous to access outside of one of those calls which always happen in the context of a JavaScript Isolate thread |
+ | *'''Inherits interface: [[IDOMRenderableExtended]]''' | ||
+ | *'''Inherits interface: [[IDOMGeometryExtended]]''' | ||
+ | *'''Inherits interface: [[IDOMTransformExtended]]''' | ||
+ | *'''Inherits interface: [[IDOMObjectExtended]]''' | ||
* This is a JavaScript visible object | * This is a JavaScript visible object | ||
===Remarks <nowiki>[</nowiki>[{{fullurl:IDOMControllerExtended Remarks|action=edit}} edit]<nowiki>]</nowiki>=== | ===Remarks <nowiki>[</nowiki>[{{fullurl:IDOMControllerExtended Remarks|action=edit}} edit]<nowiki>]</nowiki>=== |
Latest revision as of 12:09, 30 April 2019
An interface to a DOMControllerExtended javascript object. These will only be passed in to Layer Two methods that are offered to the JavaScript environment, and would be dangerous to access outside of one of those calls which always happen in the context of a JavaScript Isolate thread
- Inherits interface: IDOMRenderableExtended
- Inherits interface: IDOMGeometryExtended
- Inherits interface: IDOMTransformExtended
- Inherits interface: IDOMObjectExtended
- This is a JavaScript visible object
Remarks [edit]
Properties
- long ActiveControllerID {get; set;} // Via attribution on DOMController
- The ID of an object to be set as the ActiveController (See the ActiveController property)
- long AnimationControllerID {get; set;} // Via attribution on DOMController
- The ID of an object to be set as the AnimationController (See the AnimationController property)
- int AnimationControllerSlot {get; set;} // Via attribution on DOMController
- 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;} // Via attribution on DOMController
- The ID of another node in the same type that contains blendshape configuration
- bool ControlLocked {get; set;} // Via attribution on DOMController
- 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;} // Via attribution on DOMController
- Pace value for the speed of the controller
- int Direction {get; set;} // Via attribution on DOMController
- The direction this controller is facing (in degrees)
- bool GroundSitting {get; set;} // Via attribution on DOMController
- True if this avatar is sitting on the ground
- bool Grounded {get; set;} // Via attribution on DOMController
- True if this avatar is touching the ground
- bool Jumping {get; set;} // Via attribution on DOMController
- True if this object is jumping
- string LookAtBone {get; set;} // Via attribution on DOMController
- The name of a bone in the LookAt object that this avatar should "Look At"
- long LookAtID {get; set;} // Via attribution on DOMController
- The ID of an object to be set as the LookAt target (See the LookAt property)
- bool PositionLocked {get; set;} // Via attribution on DOMController
- 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;} // Via attribution on DOMController
- The speed this controller is moving (in units per second)
- bool StrafeLocked {get; set;} // Via attribution on DOMController
- True if this avatar is using strafing movement