systemManager.findSystem<SceneObjectSystem>().getSceneObject(myEntity)?.thenAccept { sceneObject -> sceneObject.addInputListener(myInputListener) }
open class SceneObject
SceneObject
(
scene
, mesh
, name
, entity
)
|
Constructor for a SceneObject.
Signature
constructor(scene: Scene, mesh: SceneMesh, name: String, entity: Entity? = null) Parameters Returns SceneObject |
SceneObject
(
scene
, entity
)
|
Constructor for a SceneObject.
Signature
constructor(scene: Scene, entity: Entity? = null) Parameters Returns SceneObject |
entity
: Entity?
[Get] |
Signature
val entity: Entity? |
handle
: Long
[Get] |
Signature
var handle: Long |
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? |
addInputListener
(
listener
)
|
Add an input listener to this SceneObject.
Signature
fun addInputListener(listener: InputListener): Long Parameters Returns Long
The id of the input listener.
|
destroy
()
|
Destory this SceneObject.
Signature
fun destroy() |
destroyInternal
()
|
Destroy this SceneObject's native components.
Signature
open fun destroyInternal() |
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)
|
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.
|
resolveInput
()
|
Resolves any pending asynchronous input dispatches for this SceneObject. By default this is a no-op. Subclasses such as PanelSceneObject override this to block until pending input injection.
This is called by Scene.resolveInput to provide a sync point ensuring all input dispatches are complete before the Choreographer's doFrame finishes.
Signature
open 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
(
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.
|
setPosition
(
position
)
|
Set the 3D position of this SceneObject.
Signature
fun setPosition(position: Vector3) Parameters |
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
(
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
|
setRotationQuat
(
quat
)
|
Set the rotation of this SceneObject.
Signature
fun setRotationQuat(quat: Quaternion) Parameters |
setScale
(
scale
)
|
Set the scale of the model. The default value is 1.0f.
Signature
open 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.
|
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.
|
TRANSFORM_ALL
: Int
[Get] |
Transform component flag for all components (translation, rotation, scale)
Signature
const val TRANSFORM_ALL: Int |
TRANSFORM_RESET_UNSPECIFIED
: Int
[Get] |
Transform flag to reset nodes not explicitly updated to their GLTF default values. When this flag is set, any nodes not included in the update will be reset to their original GLTF local transform (translation, rotation, scale) before applying the specified updates.
When to use this flag:
Use this when animating a subset of nodes and you want to ensure other nodes don't retain stale values from previous updates. This is particularly useful when switching between different animation states that affect different node subsets.
Example: // Animate only nodes [5, 10, 15] and reset all others to GLTF defaults
sceneObject.setLocalNodeTransformsBatch(
nodes = intArrayOf(5, 10, 15),
transforms = animationData,
components = TRANSFORM_TRANSLATION_ROTATION or TRANSFORM_RESET_UNSPECIFIED
)
// Now: nodes 5,10,15 have custom animation, all others are at GLTF defaults
Without this flag, nodes not in the update would retain their previous transform values, which may not be desired when switching animation modes.
Signature
const val TRANSFORM_RESET_UNSPECIFIED: Int = 8 |
TRANSFORM_ROTATION
: Int
[Get] |
Transform component flag for rotation (qw, qx, qy, qz)
Signature
const val TRANSFORM_ROTATION: Int = 2 |
TRANSFORM_SCALE
: Int
[Get] |
Transform component flag for scale (sx, sy, sz)
Signature
const val TRANSFORM_SCALE: Int = 4 |
TRANSFORM_TRANSLATION
: Int
[Get] |
Transform component flag for translation (tx, ty, tz)
Signature
const val TRANSFORM_TRANSLATION: Int = 1 |
TRANSFORM_TRANSLATION_ROTATION
: Int
[Get] |
Default transform components (translation and rotation, no scale)
Signature
const val TRANSFORM_TRANSLATION_ROTATION: Int |
setLocalNodeTransformsBatch
(
sceneObjects
, transforms
, components
)
|
Sets the local transforms of all nodes across multiple SceneObjects using a single JNI call. This is the most efficient way to update multiple SceneObjects as it performs a single batch update across all objects. Use this for performance-critical updates of many SceneObjects.
Performance Characteristics:
Thread Safety:
Error Handling:
Data Format:
Transform data format depends on components flags:
Quaternion order in array: w, x, y, z (matches glm::quat constructor)
The transforms array should contain transform data for all nodes of all SceneObjects concatenated together.
Example: // Update 20 animated characters with 50 nodes each
val characters: Array<SceneObject> = ...
val transforms = FloatArray(20 * 50 * 7) // 7 floats per node (pos + rot)
// Fill transforms with animation data...
for (i in 0 until 20) {
for (j in 0 until 50) {
val offset = (i * 50 + j) * 7
// Set node j of character i
transforms[offset] = tx
transforms[offset + 1] = ty
// ... etc
}
}
// Single JNI call updates all 1000 nodes across 20 objects
SceneObject.setLocalNodeTransformsBatch(characters, transforms)
Example with default (TRANSFORM_TRANSLATION_ROTATION): If you have 2 SceneObjects, the first with 3 nodes and the second with 2 nodes, the transforms array should contain 5 * 7 = 35 floats total:
Signature
fun setLocalNodeTransformsBatch(sceneObjects: Array<SceneObject>, transforms: FloatArray, components: Int = TRANSFORM_TRANSLATION_ROTATION) Parameters sceneObjects: Array
Array of SceneObjects to update (must all be valid)
transforms: FloatArray
Packed transform data for all nodes of all SceneObjects (size depends on components)
components: Int
Bitfield of SceneObject.TRANSFORM_* flags (default: TRANSFORM_TRANSLATION_ROTATION)
Throws IllegalArgumentException
if transforms array size doesn't match expected size
IllegalStateException
if any SceneObject is invalid or has no mesh
|
setLocalNodeTransformsBatch
(
sceneObjects
, nodes
, transforms
, components
)
|
Sets the local transforms of specific nodes across multiple SceneObjects using a single JNI call. This is the most efficient way to update the same subset of nodes across many SceneObjects. Use this for performance-critical sparse updates of many SceneObjects.
Performance Characteristics:
Thread Safety:
Error Handling:
Data Format:
Transform data format depends on components flags:
Quaternion order in array: w, x, y, z (matches glm::quat constructor)
The same nodes are updated on all SceneObjects. The transforms array should contain transform data for each node of each SceneObject concatenated together.
Example: // Update root nodes (1,4,7) on 100 animated characters
val characters: Array<SceneObject> = ...
val rootNodes = intArrayOf(1, 4, 7)
val transforms = FloatArray(100 * 3 * 7) // 7 floats per node (pos + rot)
// Fill transforms for each character's root nodes
for (i in 0 until 100) {
for (j in 0 until 3) {
val offset = (i * 3 + j) * 7
// Set root node j of character i
transforms[offset] = tx
transforms[offset + 1] = ty
// ... etc
}
}
// Single JNI call updates 300 nodes across 100 objects
SceneObject.setLocalNodeTransformsBatch(characters, rootNodes, transforms)
Example with default (TRANSFORM_TRANSLATION_ROTATION): If you have 2 SceneObjects and want to update nodes 1, 4, 7 on both, the transforms array should contain 2 * 3 * 7 = 42 floats total:
Signature
fun setLocalNodeTransformsBatch(sceneObjects: Array<SceneObject>, nodes: IntArray, transforms: FloatArray, components: Int = TRANSFORM_TRANSLATION_ROTATION) Parameters sceneObjects: Array
Array of SceneObjects to update (must all be valid)
nodes: IntArray
Array of node indices to update (same nodes updated on all SceneObjects)
transforms: FloatArray
Packed transform data for specified nodes of all SceneObjects (size depends on components)
components: Int
Bitfield of SceneObject.TRANSFORM_* flags (default: TRANSFORM_TRANSLATION_ROTATION)
Throws IllegalArgumentException
if transforms array size doesn't match expected size
IllegalStateException
if any SceneObject is invalid or has no mesh
|