open class SceneObject
systemManager.findSystem<SceneObjectSystem>().getSceneObject(myEntity)?.thenAccept { sceneObject -> sceneObject.addInputListener(myInputListener) }
| Name | Summary |
|---|---|
SceneObject |
| Name | Summary |
|---|---|
Companion | object Companion |
| Name | Summary |
|---|---|
entity | val entity: Entity? |
handle | var handle: Long |
materials | var materials: Array<SceneMaterial>? Array of SceneMaterials created from this SceneObject’s mesh property. Changes to the materials in this array will be unique to this SceneObject, but these materials will inhererit any changes made in the SceneMesh they come from. |
mesh | var mesh: SceneMesh? 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. |
| Name | Summary |
|---|---|
addInputListener | |
destroy | fun destroy() Destory this SceneObject. |
destroyInternal | open fun destroyInternal() Destroy this SceneObject’s native components. |
onClick | |
onClickDown | |
onHoverStart | |
onHoverStop | open fun onHoverStop(sourceOfInput: Entity) Handler for the termination of hovers on this SceneObject. |
onInput | |
onPointerEvent | |
removeInputListener | fun removeInputListener(id: Long) Remove an input listener by id. |
setIsVisible | fun setIsVisible(isVisible: Boolean) Set whether this SceneObject is visible. |
setLocalNodePose | fun setLocalNodePose(node: Int, pose: Pose) Sets the local transform of the node (relative to it’s parent) to the input pose |
setPosition | fun setPosition(position: Vector3) fun setPosition(x: Float, y: Float, z: Float) Set the 3D position of this SceneObject. |
setRotation | fun setRotation(pitch: Float, yaw: Float, roll: Float) Set the rotation of this SceneObject. |
setRotationQuat | fun setRotationQuat(quat: Quaternion) fun setRotationQuat(x: Float, y: Float, z: Float, w: Float) Set the rotation of this SceneObject. |
setScale | |
setSceneMesh | |
shouldFrustumCull | fun shouldFrustumCull(cull: Boolean) Whether this SceneObject can be frustum culled (default is true) |
stopInput | open fun stopInput(sourceOfInput: Entity, downTime: Long) This function calls the stopInput function on all InputListener for this SceneObject. This is called automatically by Scene when handling inputs. |
updateAnimationTrackToTime | fun updateAnimationTrackToTime(track: Int, timeInSeconds: Float) Update the local transforms of the model to match the given animation track at the specified time (matching keyframe time in the glTF). |
updateNodeLocalPoseToObjectPose | fun updateNodeLocalPoseToObjectPose(node: Int, pose: 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 |
updateSceneMesh |
object Companion