Visual Methods |
The Visual type exposes the following members.
| Name | Description | |
|---|---|---|
| AddAspect(Object) |
Adds an aspect instance created outside the Visual.
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| AddAspect(Object, Boolean) | Obsolete. | |
| AddAspectT(T) |
Add an aspect instance.
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| AddAspectT(T, Boolean) | Obsolete. | |
| AddCustomProperty(String, Object, String) | Add a custom property to the visual. If the custom property already exists, then this call will update its value and description. | |
| AddCustomProperty(String, Type, Object, String) |
Add a custom property to the visual. If the custom property already exists, then this call will update its value, type and description.
Note: For most uses, AddCustomProperty(String, Object, String) or AddSimpleProperty(String, Object, String) is more suitable, because there is no need to pass the type parameter; it is taken automatically from the value. The only exception is if the value passed in is null, since we can't extract the type. | |
| AddSimpleProperty(String, Object, String) |
Add a custom property and also add a PropertyAlias for that new customer property making it appear as a Simple Property.
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| AddSimpleProperty(String, Type, Object, String) |
Add a custom property and also add a PropertyAlias for that new customer property making it appear as a Simple Property.
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| AddTemporaryProperty(String, Object) |
Create a temporary custom property that won't persistent on disk when saved.
The property will also be hidden in the user interface.
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| AddTemporaryProperty(String, Object, String) |
Create a temporary custom property that won't persistent on disk when saved.
The property will also be hidden in the user interface.
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| AddTemporaryProperty(String, Type, Object) |
Create a temporary custom property that won't persistent on disk when saved.
The property will also be hidden in the user interface.
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| AddTemporaryProperty(String, Type, Object, String) |
Create a temporary custom property that won't persistent on disk when saved.
The property will also be hidden in the user interface.
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| AlignToFloor |
Align the mesh bounding box of the Visual to the default FloorVisual of the Scene.
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| AlignToFloor(Visual) |
Align the mesh bounding box of the Visual to the specified FloorVisual.
Pass 'null' or the SceneVisual to align to the default FloorVisual of the Scene.
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| CancelAnimators |
Cancel any animations that are currently in progress.
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| ChildrenAsList |
Return a List<Visual> representing all the children of this visual
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| Clone |
Create a copy of a visual and its children placed in the
top level scene.
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| ConnectedVisual |
Find the visual that is attached to the supplied connectorName.
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| ConnectTo(String, Visual, String) |
Connect the visual to another visual with the corresponding connector names.
This connection replaces any existing connections on this or the other visual's connector.
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| ConnectTo(String, Visual, String, Boolean) |
Connect the visual to another visual with the corresponding connector names.
This connection replaces any existing connections on this or the other visual's connector,
unless allowMultiple is true, in which case this connection is added to existing connections.
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| Contains |
Is the visual contained by the visual tree from this point down?
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| ContainsChild |
Is the child a direct child of the visual.
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| CustomPropertyDefined | DEPRECATED: USE HasCustomProperty(String) INSTEAD. Determines whether a custom property has been defined or not. | |
| Delete |
Delete this visual. If it is in a Document, it is removed from the document as well.
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| Disconnect |
Disconnect any connections on the supplied connector name.
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| FadeToColorDeep |
Animate the primary color of a visual and all its descendants in a given time.
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| FadeToTransparencyDeep |
Animate the transparency of a visual and all its descendants in a given time.
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| FilteredChildren |
Return the collection of child Visuals that match the given predicate.
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| FilteredDescendants |
Return all visuals below this point in the Visual hierarchy that match the given predicate.
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| FindAncestorsAspectT |
Find the first aspect of type T on one of the visuals ancestors (parent, grand-parent, etc.).
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| FindAncestorsAspectsT |
Finds all aspects of type T on any of this visual's ancestors.
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| FindAspectsT |
Find all aspects that can be cast to the given type.
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| FindChild |
Look through children and their children to find the first visual of a given name.
Breadth first search.
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| FindConnector |
Find a named connector on a conveyor object, e.g. "Start"
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| FindCreateAspect(Type) |
Finds an aspect if it exists or Adds a new one if it doesn't exist.
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| FindCreateAspectT |
Finds an aspect if it exists or adds a new one if it doesn't exist.
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| FindCreateConnector |
Find or create a connector of the supplied name.
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| FindCreateManagedAspectT | ||
| FindCustomProperty |
Find a custom property by name if it exists. Otherwise return null.
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| FindDotNetType | ||
| FindFirstOfType |
Like FindType except it return the first instance of that type.
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| FindImmediateChild |
Look through children to find a named visual.
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| FindImmediateChildren |
Look through children to find all immediate children with a given name.
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| FindImmediateType(Type) | ||
| FindImmediateType(Type, IList) | ||
| FindParent(PredicateVisual) |
Go back up through the parents of visuals to find a particular parent that matches the supplied predicate.
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| FindParent(Type) |
Go back up through the parents of visuals to find a particular parent type.
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| FindType(Type) |
Find all the objects in the Descendants of type Type (all descendants)
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| FindType(Type, IList) |
Find all the objects in the Descendants of type Type (all descendants)
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| FindVisualAndAncestorsAspectT |
Find the first aspect of type T on this visual or one of its ancestors (parents, grand-parents, etc.).
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| FindVisualAndAncestorsAspectsT |
Finds all aspects of type T on this visual or its ancestors.
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| FindVisualAndDescendantsAspectT |
Find the first aspect of type T on this visual or one of its descendents (children recursively)
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| FindVisualAndDescendantsAspectsT |
Find all aspects of type T on this visual or one of its descendents (children recursively)
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| FindVisualType |
Find all the visuals that have their Type field set to 'type'.
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| Freeze |
Hold the load in one position by making it kinematic.
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| GetCustomProperty |
Get the container class for a custom property, or null if it doesn't exist.
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| GetCustomPropertyValue(String) |
Get the value of a custom property, or null if it doesn't exist.
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| GetCustomPropertyValueT(String, T) |
Get the value of a custom property, or a defaultValue if it doesn't exist.
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| GoToInitialPosition |
Set the Location and Rotation of the Visual to be the same as the InitialLocation and InitialRotation.
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| GoToInitialRotation |
Set the Rotation of the Visual to be the same as the InitialRotation. The Location remains unchanged.
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| HasAspectT |
Returns whether an aspect of a given type can be found on the visual.
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| HasCustomProperty |
Determines whether a custom property has been defined or not.
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| InitializeDefault | ||
| IsAncestorOf |
Is this Visual a parent, grandparent, great grandparent etc. of the
potentialChild.
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| IsDeleted |
Determine if the Visual been deleted.
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| MenuSetInitialPosition | ||
| MoveTo(Matrix) |
Move to a new matrix location instantly.
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| MoveTo(Vector3) |
Move to a new location instantly.
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| MoveTo(Matrix, SpeedProfile) |
Move to a new matrix location using a speed profile.
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| MoveTo(Matrix, Double) |
Move to a new matrix location at a given speed.
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| MoveTo(Vector3, SpeedProfile) |
Move to a new location given a speed profile.
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| MoveTo(Vector3, Double) |
Move to a new location given a speed.
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| MoveTo(Matrix, Double, Double) |
Move to a new matrix location at a given speed and acceleration.
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| MoveTo(Vector3, Double, Double) |
Move to a new location given a speed and acceleration.
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| MoveTo(Visual, Matrix, SpeedProfile) |
Move to a new matrix location relative to another visual.
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| MoveTo(Visual, Matrix, Double) |
Move to a new matrix location relative to another visual.
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| MoveTo(Visual, Vector3, SpeedProfile) |
Move to a new location relative to another visual.
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| MoveTo(Visual, Vector3, Double) |
Move to a new location relative to another visual.
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| MoveTo(Matrix, Double, Double, Double) |
Move to a new matrix location at a given speed, acceleration and deceleration.
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| MoveTo(Vector3, Double, Double, Double) |
Move to a new location given a speed, acceleration, and deceleration.
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| MoveTo(Visual, Matrix, Double, Double) |
Move to a new matrix location relative to another visual.
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| MoveTo(Visual, Vector3, Double, Double) |
Move to a new location relative to another visual.
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| MoveTo(Visual, Matrix, Double, Double, Double) |
Move to a new matrix location relative to another visual.
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| MoveTo(Visual, Vector3, Double, Double, Double) |
Move to a new location relative to another visual.
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| MoveToInitialPosition |
Move to the InitialPosition and InitialRotation.
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| NotifyMeshChanged | ||
| NotifyOnMouseUp | ||
| PopRoutingTarget |
Pop a routing target from the current routing target stack, making the next target down the stack the new current routing target.
Remove this visual from the previous target's custom property called "RoutingTargetAllocators".
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| PushRoutingTarget |
Push a new routing target onto the stack of routing targets, making this the new current routing target.
Add this visual to a custom property on the target called "RoutingTargetAllocators".
This is normally called for loads.
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| RecalculateConnections |
Attach or detach connectors and accessories to or from valid connections on this visual and all children.
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| RemoveAspect(Object) |
Removes an aspect instance.
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| RemoveAspect(Type) |
Removes an aspect of a given type.
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| RemoveAspect(Object, Boolean) | Obsolete. | |
| RemoveAspectT |
Removes an aspect.
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| RemoveAspectT(T) |
Removes an aspect instance.
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| RemoveAspectT(T, Boolean) | Obsolete. | |
| RemoveConnector |
Remove a connector with a certain name.
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| RemoveCustomProperty |
Remove a custom property from the Visual.
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| Reparent |
Remove this visual from the current parent's list of children (if current parent is not null),
and add it to the new parent's list of children (if new parent is not null).
The visual's matrix is adjusted accordingly, such that its top-level world location and
orientation is preserved.
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| Rotate(Axis, SpeedProfile) |
Set the visual rotating.
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| Rotate(Axis, Double) |
Set the visual rotating.
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| Rotate(Axis, Double, Double) |
Set the visual rotating.
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| Rotate(Visual, Axis, SpeedProfile) |
Set the visual rotating.
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| Rotate(Visual, Axis, SpeedProfile, RotationDirection) |
Set the visual rotating.
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| RotateByImmediate | ||
| RotateToImmediate |
Rotate immediately around a given local axis to a given angle relative to the visual's initial position.
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| RotateToLocalX |
Rotate around the local X axis a given amount at a given speed.
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| RotateToLocalY |
Rotate around the local Y axis a given amount at a given speed.
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| RotateToLocalZ |
Rotate around the local Z axis a given amount at a given speed.
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| SetCustomPropertyValueT |
Set the value of a custom property or do nothing if it doesn't exist.
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| SetInitialPosition |
Set InitialLocation to be the current Location and InitialRotation to be the current Rotation.
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| SetIsStaticDeep |
Set the IsStatic property for this Visual and all children recursively.
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| SetNativeObject |
Set the native C# scripting class instance for this visual
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| SetScriptNativeTypeName |
Atomically set the Script and NativeTypeName together but only create the NativeObject once.
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| SimulateLoad |
Indicates that this Visual should now be in control of simulating the supplied load.
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| SortChildrenAscendingT | ||
| SortChildrenAscendingDeepT | ||
| Stick |
Reparents this visual to a specified parents and disables physics.
This is intended for use with loads, where parent is generally a vehicle or some visual that will be moving the load.
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| StickKinematic |
Reparents this visual to a specified parents and sets visual to be kinematic
This is intended for use with loads, where parent is generally a vehicle or some visual that will be moving the load.
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| ToStream |
Convert a visual to a stream containing XML.
Use Document.CreateVisual to turn it back into a copy of the original visual.
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| ToXml |
Convert a visual to XML.
Use Document.CreateVisual to turn it back into a copy of the original visual.
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| TransformFromWorld |
Transform a world coordinate to a local coordinate
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| TransformFromWorldNormal |
Transform a world normal to a local normal
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| TransformFromWorldRotationDegrees |
Transform a world rotation (in degrees) to a local rotation (in degrees).
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| TransformFromWorldRotationRadians |
Transform a world rotation (in radians) to a local rotation (in radians).
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| TransformToParent |
Transform a local coordinate to coordinate local to parent.
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| TransformToParentNormal |
Transform a local normal to normal local to parent
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| TransformToWorld |
Transform a local coordinate to a world coordinate.
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| TransformToWorldNormal |
Transform a local normal to a world normal.
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| TransformToWorldRotationDegrees |
Transform a local rotation (in radians) to a world rotation (in radians).
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| TransformToWorldRotationRadians |
Transform a local rotation (in radians) to a world rotation (in radians).
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| TranslateLocalX(Double) |
Instantly move the visual along its local X axis by xOffset units
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| TranslateLocalX(Double, Double) |
Move the visual along its local X axis by xOffset units, at the given speed.
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| TranslateLocalX(Double, Double, Double, Double) |
Move the visual along its local X axis by xOffset units, at the given speed and acceleration
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| TranslateLocalY(Double) |
Instantly move the visual along its local Y axis by yOffset units
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| TranslateLocalY(Double, Double) |
Move the visual along its local Y axis by yOffset units, at the given speed.
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| TranslateLocalY(Double, Double, Double, Double) |
Move the visual along its local Y axis by yOffset units, at the given speed and acceleration
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| TranslateLocalZ(Double) |
Instantly move the visual along its local Z axis by zOffset units
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| TranslateLocalZ(Double, Double) |
Move the visual along its local Z axis by zOffset units, at the given speed.
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| TranslateLocalZ(Double, Double, Double, Double) |
Move the visual along its local Z axis by zOffset units, at the given speed and acceleration
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| TranslateX(Double) |
Instantly move the visual along the model's X axis by xOffset units
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| TranslateX(Double, Double) |
Move the visual along the model's X axis by xOffset units, at the given speed.
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| TranslateX(Double, Double, Double, Double) |
Move the visual along the model's X axis by xOffset units, at the given speed and acceleration
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| TranslateY(Double) |
Instantly move the visual along the model's Y axis by yOffset units
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| TranslateY(Double, Double) |
Move the visual along the model's Y axis by yOffset units, at the given speed.
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| TranslateY(Double, Double, Double, Double) |
Move the visual along the model's Y axis by yOffset units, at the given speed and acceleration.
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| TranslateZ(Double) |
Instantly move the visual along the model's Z axis by zOffset units
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| TranslateZ(Double, Double) |
Move the visual along the model's Z axis by zOffset units, at the given speed.
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| TranslateZ(Double, Double, Double, Double) |
Move the visual along the model's Z axis by zOffset units, at the given speed and acceleration.
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| TurnTo(Matrix) |
Immediate Matrix TurnTo
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| TurnTo(Vector3) |
Turn to a new yaw pitch roll instantly.
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| TurnTo(Matrix, SpeedProfile) |
Main Matrix TurnTo method
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| TurnTo(Matrix, Double) |
Matrix TurnTo method
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| TurnTo(Vector3, Double) |
Turn to a new yaw pitch roll in a fixed time.
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| TurnTo(Axis, Double, SpeedProfile) |
Turns to a target rotation.
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| TurnTo(Axis, Double, Double) |
Turns to a target rotation.
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| TurnTo(Matrix, Double, Double) |
Matrix TurnTo method
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| TurnTo(Visual, Matrix, SpeedProfile) |
Main Matrix TurnTo method
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| TurnTo(Visual, Matrix, Double) |
Matrix TurnTo method
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| TurnTo(Axis, Double, SpeedProfile, RotationDirection) |
Turns to a target rotation.
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| TurnTo(Axis, Double, Double, Double) |
Turns to a target rotation.
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| TurnTo(Matrix, Double, Double, Double) |
Matrix TurnTo method
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| TurnTo(Visual, Axis, Double, SpeedProfile) |
Turns to a target rotation.
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| TurnTo(Visual, Axis, Double, Double) |
Turns to a target rotation.
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| TurnTo(Visual, Matrix, Double, Double) |
Matrix TurnTo method
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| TurnTo(Axis, Double, Double, Double, Double) |
Turns to a target rotation.
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| TurnTo(Visual, Axis, Double, SpeedProfile, RotationDirection) |
Turns to a target rotation.
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| TurnTo(Visual, Axis, Double, Double, Double) |
Turns to a target rotation.
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| TurnTo(Visual, Matrix, Double, Double, Double) |
Matrix TurnTo method
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| TurnTo(Visual, Axis, Double, Double, Double, Double) |
Turns to a target rotation.
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| Unfreeze |
Release the load in one position by making it dynamic.
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| Unstick |
Reparents this (stuck) visual to the scene and restores its physics state.
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| WaitForAnimator | ||
| WakeUpSurroundingVisuals |
Wake up any surrounding loads that might have been disabled so they don't remain in midair.
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