// Get the SceneObject associated with the entity (returns a CompletableFuture)
systemManager.findSystem<SceneObjectSystem>().getSceneObject(entity)?.thenAccept { sceneObject ->
if (sceneObject is PanelSceneObject) {
// Now you can work with the panel
}
}
class PanelSceneObject : SceneObject
PanelSceneObject
(
scene
, ctx
, intent
, ent
, config
, displayCreator
)
| Parameters scene: Scene?ctx: SpatialContextintent: Intentent: Entity?config: PanelConfigOptionsdisplayCreator: Function4Returns PanelSceneObject |
PanelSceneObject
(
scene
, ctx
, id
, ent
, config
, displayCreator
)
| Parameters scene: Scene?ctx: SpatialContextid: Class?ent: Entity?config: PanelConfigOptionsdisplayCreator: Function4Returns PanelSceneObject |
PanelSceneObject
(
scene
, ctx
, ent
, config
, getView
, displayCreator
)
| Parameters scene: Scene?ctx: SpatialContextent: Entity?config: PanelConfigOptionsgetView: Function1displayCreator: Function4Returns PanelSceneObject |
PanelSceneObject
(
scene
, ctx
, id
, ent
, config
, displayCreator
)
| Parameters scene: Scene?ctx: SpatialContextid: Intent: Entity?config: PanelConfigOptionsdisplayCreator: Function4Returns PanelSceneObject |
PanelSceneObject
(
scene
, ent
, config
)
|
Signature
constructor(scene: Scene?, ent: Entity?, config: PanelConfigOptions = PanelConfigOptions()) Parameters Returns PanelSceneObject |
display
: PanelDisplay?
[Get] |
Gets the PanelDisplay associated with this panel, or null if no display is attached. Most commonly display is null for Direct-To-Surface rendered panels.
Signature
val display: PanelDisplay? |
entity
: Entity?
[Get] |
Signature
val entity: Entity? |
handle
: Long
[Get] |
Signature
var handle: Long |
layer
: SceneLayer?
[Get] |
Gets the layer used by this panel.
Signature
val layer: SceneLayer? |
materials
: List?
[Get] |
Read-only list of SceneMaterials created from this SceneObject's mesh property.
You can read materials from this list and modify their properties (e.g., colors, textures), but you cannot replace a material at a specific index with a different material object. Changes to material properties will be unique to this SceneObject, but these materials will inherit any changes made in the SceneMesh they come from.
Materials are lazily populated on first access. This triggers material instance creation and marks the entity as dirty for rendering. If you don't need to customize materials, avoid accessing this property to improve performance.
Example usage:
// ✅ Allowed: Read and modify material properties
sceneObject.materials?.get(0)?.setColor(Color4(1f, 0f, 0f, 1f))
sceneObject.materials?.getOrNull(1)?.setTexture("albedo", myTexture)
sceneObject.materials?.forEach { it.setRoughness(0.5f) }
// ❌ Not allowed: Replace material at index (compile error)
// sceneObject.materials?.set(0, differentMaterial) // Compile error - List is immutable
// sceneObject.materials[0] = differentMaterial // Compile error - no set operator
Signature
val materials: List<SceneMaterial>? |
mesh
: SceneMesh?
[Get][Set] |
Reference to the SceneMesh used by this SceneObject. This property is a reference to the underlying mesh resource. Changes to the SceneMesh or its SceneMaterials will be reflected across all SceneObjects that reference it.
Signature
var mesh: SceneMesh? |
panelShapeConfig
: PanelShapeConfig?
[Get] |
Gets the config used to create this panel.
Signature
val panelShapeConfig: PanelShapeConfig? |
rootView
: View?
[Get] |
Gets the root View of the panel's display.
Signature
val rootView: View |
shapeType
: PanelShapeType
[Get] |
Signature
val PanelSceneObject.shapeType: PanelShapeType |
surface
: Surface
[Get] |
Gets the Surface associated with this panel.
Signature
val surface: Surface |
swapchain
: SceneSwapchain?
[Get] |
Gets the SceneSwapchain associated with this panel.
Signature
val swapchain: SceneSwapchain? |
texture
: SceneTexture?
[Get] |
Gets the texture used by this panel.
Signature
val texture: SceneTexture? |
addInputListener
(
listener
)
|
Add an input listener to this SceneObject.
Signature
fun addInputListener(listener: InputListener): Long Parameters Returns Long
The id of the input listener.
|
attachDisplay
(
ctxt
, clickButtons
, displayCreator
)
|
Signature
fun attachDisplay(ctxt: SpatialContext, clickButtons: Int, displayCreator: (PanelSurface) -> PanelDisplay) Parameters |
createIsdkComponents
(
entity
)
|
Creates the IsdkPanelDimensions and IsdkCurvedPanel components for the given entity, if they do not already exist. This method also updates the properties of these components from the PanelSceneObject properties.
This method is normally invoked by the IsdkComponentCreationSystem - you will only need to call this method directly if IsdkSystem is disabled.
Signature
fun PanelSceneObject.createIsdkComponents(entity: Entity) Parameters entity: Entity |
destroy
()
|
Destory this SceneObject.
Signature
fun destroy() |
destroyInternal
()
|
Destroy this SceneObject's native components.
Signature
open override fun destroyInternal() |
detachDisplay
()
|
Signature
fun detachDisplay() |
fireInteractivityEvent
(
eventKey
)
|
Fire an interactivity event on this SceneObject's entity.
This dispatches an event to the KHR_interactivity graph executor associated with the entity. The event key determines which graph nodes handle the event.
Signature
fun fireInteractivityEvent(eventKey: String) Parameters eventKey: String
The event identifier (e.g. "__select:5" for a select event on node 5)
|
getDisplay
()
DeprecatedUse property 'display' instead |
Gets the PanelDisplay associated with this panel.
Signature
fun getDisplay(): PanelDisplay Throws IllegalStateException
if no display is attached
|
getLayer
()
DeprecatedUse property 'layer' instead |
Gets the layer used by this panel.
Signature
fun getLayer(): SceneLayer? |
getPanelShapeConfig
()
DeprecatedUse property 'panelShapeConfig' instead |
Gets the config used used to create this panel.
Signature
fun getPanelShapeConfig(): PanelShapeConfig? |
getSurface
()
DeprecatedUse property 'surface' instead |
Gets the Surface associated with this panel.
Signature
fun getSurface(): Surface Returns Surface
The Surface object
|
getSwapchain
()
DeprecatedUse property 'swapchain' instead |
Gets the SceneSwapchain associated with this panel.
Signature
fun getSwapchain(): SceneSwapchain? |
getTexture
()
DeprecatedUse property 'texture' instead |
Gets the texture used by this panel.
Signature
fun getTexture(): SceneTexture? |
onClick
(
hitInfo
, sourceOfInput
)
| |
onClickDown
(
hitInfo
, sourceOfInput
)
|
Handler for click downs on this SceneObject. Use onClick() to ensure user releases the click on the SceneObject.
Signature
fun onClickDown(hitInfo: HitInfo, sourceOfInput: Entity) |
onHoverStart
(
sourceOfInput
)
|
Handler for the start of hovers on this SceneObject.
Signature
open fun onHoverStart(sourceOfInput: Entity) Parameters |
onHoverStop
(
sourceOfInput
)
|
Handler for the termination of hovers on this SceneObject.
Signature
open fun onHoverStop(sourceOfInput: Entity) Parameters |
onInput
(
hitInfo
, sourceOfInput
, changed
, buttonState
, downTime
)
|
Handler to handle generic input.
Signature
open fun onInput(hitInfo: HitInfo, sourceOfInput: Entity, changed: Int, buttonState: Int, downTime: Long): Boolean Parameters changed: Int
A bit mask of changed button state.
buttonState: Int
A bit mask of button state.
downTime: Long
The timestamp when the input interaction began (initial button change)
Returns Boolean
Whether the input was handled.
|
onPointerEvent
(
hitInfo
, type
, sourceOfInput
, scrollInfo
, semanticType
)
|
Handler to handle pointer events on this SceneObject.
Signature
open fun onPointerEvent(hitInfo: HitInfo, type: Int, sourceOfInput: Entity, scrollInfo: Vector2, semanticType: Int = SemanticType.Unknown.id) Parameters type: Int
The type of pointer event.
semanticType: Int
The semantic type (e.g. select, grab, etc).
|
removeInputListener
(
id
)
|
Remove an input listener by id.
Signature
fun removeInputListener(id: Long) Parameters id: Long
The id of the input listnener to remove.
|
reshape
(
shapeConfig
)
|
Destroy and recreate the PanelShape with the given config.
Signature
fun reshape(shapeConfig: PanelShapeConfig) Parameters |
resize
(
newWidthInPx
, newHeightInPx
)
|
Resizes the panel to the specified dimensions in pixels. This will recreate the panel surface and call resize on the panel display.
Signature
fun resize(newWidthInPx: Int, newHeightInPx: Int) Parameters newWidthInPx: Int
The new width in pixels
newHeightInPx: Int
The new height in pixels
|
resolveInput
()
|
Blocks until any pending asynchronous input dispatch on the underlying PanelDisplay has completed. Delegates to PanelDisplayBase.resolveInput to provide a sync point for the Choreographer's doFrame.
Signature
open override fun resolveInput() |
setIsVisible
(
isVisible
)
|
Set whether this SceneObject is visible.
Signature
fun setIsVisible(isVisible: Boolean) Parameters isVisible: Boolean
Whether or not this SceneObjet is visible.
|
setLocalNodePose
(
node
, pose
)
|
Sets the local transform of the node (relative to it's parent) to the input pose
Signature
fun setLocalNodePose(node: Int, pose: Pose) Parameters node: Int
: The node id.
|
setLocalNodePoses
(
nodePoses
)
|
Sets the local transforms of multiple nodes (relative to their parents) using a map of node ids to poses. This is more efficient than calling setLocalNodePose multiple times as it performs a single batch update.
Signature
fun setLocalNodePoses(nodePoses: Map<Int, Pose>) Parameters nodePoses: Map
Map from node id to pose
|
setLocalNodePoses
(
poses
)
|
Sets the local transforms of multiple nodes (relative to their parents) using a list of poses. This is more efficient than calling setLocalNodePose multiple times as it performs a single batch update. Nodes are indexed sequentially starting from 0.
Signature
fun setLocalNodePoses(poses: List<Pose>) Parameters poses: List
List of poses to apply to nodes starting from node 0
|
setLocalNodePosesRange
(
fromNode
, count
, poses
)
|
Sets the local transforms of a range of nodes (relative to their parents) using a list of poses. This is more efficient than calling setLocalNodePose multiple times as it performs a single batch update.
Signature
fun setLocalNodePosesRange(fromNode: Int, count: Int, poses: List<Pose>) Parameters fromNode: Int
Starting node id (inclusive)
count: Intposes: List
List of poses to apply to nodes in the range [fromNode, toNode)
|
setLocalNodeTransformsBatch
(
nodes
, transforms
, components
)
|
Sets the local transforms of multiple nodes (relative to their parents) using direct FloatArray buffers. This is the most efficient way to update multiple nodes as it avoids intermediate object allocations. Use this for performance-critical batch updates.
Transform data format depends on components flags:
Components not set will retain their previous values.
Signature
fun setLocalNodeTransformsBatch(nodes: IntArray, transforms: FloatArray, components: Int = TRANSFORM_TRANSLATION_ROTATION) Parameters nodes: IntArray
Array of node indices to update
transforms: FloatArray
Packed transform data (size depends on components)
components: Int
Bitfield of SceneObject.TRANSFORM_* flags (default: TRANSFORM_TRANSLATION_ROTATION)
|
setLocalNodeTransformsRange
(
fromNode
, toNode
, transforms
, components
)
|
Sets the local transforms of a contiguous range of nodes (relative to their parents) using direct FloatArray buffers. This is the most efficient way to update a range of nodes as it avoids intermediate object allocations. Use this for performance-critical batch updates.
Transform data format depends on components flags:
Components not set will retain their previous values.
Signature
fun setLocalNodeTransformsRange(fromNode: Int, toNode: Int, transforms: FloatArray, components: Int = TRANSFORM_TRANSLATION_ROTATION) Parameters fromNode: Int
Starting node index (inclusive)
toNode: Int
Ending node index (exclusive)
transforms: FloatArray
Packed transform data (size depends on components)
components: Int
Bitfield of SceneObject.TRANSFORM_* flags (default: TRANSFORM_TRANSLATION_ROTATION)
|
setPosition
(
position
)
|
Set the 3D position of this SceneObject.
Signature
fun setPosition(position: Vector3) Parameters |
setPosition
(
x
, y
, z
)
|
Set the 3D position of this SceneObject.
Signature
fun setPosition(x: Float, y: Float, z: Float) Parameters x: Float
The x coordinate of the position.
y: Float
The y coordinate of the position.
z: Float
The z coordinate of the position.
|
setRotation
(
pitch
, yaw
, roll
)
|
Set the rotation of this SceneObject.
Signature
fun setRotation(pitch: Float, yaw: Float, roll: Float) Parameters pitch: Float
The pitch of the rotation in degrees.
yaw: Float
The yaw of the rotation in degrees.
roll: Float
The roll of the rotation in degrees.
|
setRotationQuat
(
quat
)
|
Set the rotation of this SceneObject.
Signature
fun setRotationQuat(quat: Quaternion) Parameters |
setRotationQuat
(
x
, y
, z
, w
)
|
Set the rotation of this SceneObject.
Signature
fun setRotationQuat(x: Float, y: Float, z: Float, w: Float) Parameters x: Float
The x component of the quaternion
y: Float
The y component of the quaternion
z: Float
The z component of the quaternion
w: Float
The w component of the quaternion
|
setScale
(
scale
)
|
Set the scale of the model. The default value is 1.0f.
Signature
open override fun setScale(scale: Vector3) Parameters |
setSceneMesh
(
mesh
, name
)
| |
shouldFrustumCull
(
cull
)
|
Whether this SceneObject can be frustum culled (default is true)
Signature
fun shouldFrustumCull(cull: Boolean) Parameters cull: Boolean
Whether or not this SceneObject can be frustum called.
|
stopInput
(
sourceOfInput
, downTime
)
|
This function calls the stopInput function on all InputListener for this SceneObject. This is called automatically by Scene when handling inputs.
Signature
open fun stopInput(sourceOfInput: Entity, downTime: Long) Parameters downTime: Long
The timestamp when the input interaction began (initial button change)
|
updateAnimationTrackToTime
(
track
, timeInSeconds
)
|
Update the local transforms of the model to match the given animation track at the specified time (matching keyframe time in the glTF).
Track can be found from SceneMesh.getAnimationTracks
Signature
fun updateAnimationTrackToTime(track: Int, timeInSeconds: Float) Parameters track: Int
The track id.
timeInSeconds: Float
The time in seconds.
|
updateIsdkComponentProperties
(
entity
)
|
Updates the properties of the IsdkPanelDimensions and IsdkCurvedPanel components of the given entity to keep them in sync with the SpatialSDK Toolkit PanelSceneObject.
This method is normally invoked by the IsdkSystem - you will only need to call this method directly if IsdkSystem is disabled.
This method updates the dimensions and local offset of the IsdkPanelDimensions component based on the panel's shape configuration. If the entity does not have an IsdkPanelDimensions component, this method will do nothing.
For QUAD-shaped panels, the width and height are updated based on the panel's shape configuration or the quad configuration options. The local offset is recalculated if necessary, and the field of view (FOV) is set to 0.0f.
For CYLINDER-shaped panels, the width, height, and radius are updated based on the panel's shape configuration or the cylinder configuration options. The FOV is calculated from the radius and width to ensure the correct curvature.
If the panel's shape type is neither of these, a warning is logged, and the method returns without making any changes.
Signature
fun PanelSceneObject.updateIsdkComponentProperties(entity: Entity) Parameters entity: Entity
The entity whose IsdkPanelDimensions and IsdkCurvedPanel components are to be updated.
|
updateNodeLocalPoseToObjectPose
(
node
, pose
)
|
Sets the local transform of a node (relative to it's parent) such that the resulting object transform (relative to the model) is placed at the input pose
WARNING: This may be an expensive operation as it recalculates object positions
Signature
fun updateNodeLocalPoseToObjectPose(node: Int, pose: Pose) Parameters node: Int
: The node id.
|
updateSceneMesh
(
meshModifier
)
|
Modify and update this SceneObject's mesh.
Signature
fun updateSceneMesh(meshModifier: SceneMesh.() -> Unit) Parameters meshModifier: Function1
The mesh modifier to apply to this SceneObject's mesh.
|