ImportedMeshVisual Properties |
The ImportedMeshVisual type exposes the following members.
| Name | Description | |
|---|---|---|
| AllAspectKeys | (Inherited from CoreVisual.) | |
| AllAspects |
Returns all the aspects for this Visual.
(Inherited from CoreVisual.) | |
| AllConnectors | Gets all connectors. (Inherited from Visual.) | |
| AllowWaitOnMove | When true, allows scripting to wait for the OnMoved event. This is false by default to avoid performance degradation for visuals that move frequently.
<p>
Example scripting:
<pre>
sender.AllowWaitOnMove = true;
Wait( sender.OnMoved );
</pre> (Inherited from Visual.) | |
| Ancestors |
Return all ancestor visuals above this point in the Visual hierarchy.
(Inherited from Visual.) | |
| AngularDamping | Angular damping threshold for physics-based rotations (Inherited from PhysicsObject.) | |
| AngularFactor | The world-space axes in which the rigid body is permitted to rotate. Values of one and zero specify that rotation is disabled and enabled respectively. (Inherited from PhysicsObject.) | |
| AngularVelocity |
The current angular velocity of the Visual in radians/second.
(Inherited from Visual.) | |
| AnimatorInProgress |
Determine if any animations are currently in progress for this Visual.
(Inherited from Visual.) | |
| App |
The global application object.
(Inherited from Visual.) | |
| AttachDirection | When attaching to a conveyor snap with the X axis align Forwards, Reverse or Nearest where Nearest means snap either way favoring the current relative orientation of the object. (Inherited from PhysicsObject.) | |
| AttachPosition | The offset to snap to on a conveyor, useful for building vehicles which track the inner side of a conveyor loop. (Inherited from PhysicsObject.) | |
| AttachToConveyor | If True, then the object will snap itself to the center line of a conveyor surface. (Inherited from PhysicsObject.) | |
| AutoDisable | If True, then the body will disable itself after a certain period of inactivity. This is a physics optimization; inactive bodies will appear red in the physics view (press F8 to see physics view). (Inherited from PhysicsObject.) | |
| AutoMeshUpdate | Recreate mesh when any dimensions change. If true, you don't need a PropertiesUpdated() call | |
| BeingDragged | (Inherited from PhysicsObject.) | |
| Billboard | If true, then the visual will always face the camera. This is useful for text that should always face the user, for example.
<p>
Note that the visual's Rotation property will be set automatically, and so will overwrite any updates made from scripting or from the property grid. (Inherited from Visual.) | |
| BillOfMaterialsCodeExpr | The catalog order code of the component as it appears in the bill of materials, e.g. "'XYZ-203-37.TZ1'". If this is blank there will be no entry in the bill of materials for this component. (Inherited from Visual.) | |
| BillOfMaterialsCostExpr | The cost of the component as it appears in the bill of materials, e.g. "1595.95". (Inherited from Visual.) | |
| BillOfMaterialsDescriptionExpr | The description of the component as it appears in the bill of materials, e.g. "Driven Roller Module". If this is blank there will be no entry in the bill of materials for this component. (Inherited from Visual.) | |
| BlockedTime | The time the sensor was last blocked. (Inherited from PhysicsObject.) | |
| BlockedTimeout | The amount of time to wait from a blocking event until the OnBlockedTimeout occurs. The event is not raised if the sensor is cleared during the timeout period. (Inherited from PhysicsObject.) | |
| BlockingLoad | (Inherited from PhysicsObject.) | |
| BlockingLoads | (Inherited from PhysicsObject.) | |
| BodyType | 'Visual Only' is just the graphics. 'Load' will be available to load creators and be affected by gravity. 'Vehicle' is like a load but isn't transient and remains in the scene after a Reset. 'Deflector' is fixed in space and will deflect other objects. 'Sensor' is fixed in space but will fire scripts when other objects come into contact with it. (Inherited from PhysicsObject.) | |
| BoundingBox |
Get the bounding box of this visual including all its children.
(Inherited from Visual.) | |
| BoundingBoxExcludingChildren | (Inherited from MeshObject.) | |
| BoundingSphere |
Get the bounding sphere of this visual, including its children.
(Inherited from Visual.) | |
| BoundingSphereExcludingChildren | (Inherited from MeshObject.) | |
| CastsShadow | Shows whether this object casts a shadow or not. Useful for large objects such as warehouses where the walls shouldn't cast shadows on the conveyors. (Inherited from MeshObject.) | |
| CcdMotionThreshold | The distance in one time step above which continuous collision detection is enabled. Setting this to zero disables continuous collision detection for the body. (Inherited from PhysicsObject.) | |
| Children |
Return the collection of child Visuals.
(Inherited from Visual.) | |
| ClearedTime | The time the sensor was last cleared. (Inherited from PhysicsObject.) | |
| ClearedTimeout | The amount of time to wait from a clearing event until the OnClearedTimeout occurs. The event is not raised if the sensor is blocked during the timeout period. (Inherited from PhysicsObject.) | |
| ClientOwnerUsername | (Inherited from Visual.) | |
| Color |
The diffuse color of the first mesh material on the mesh object.
(Inherited from MeshObject.) | |
| Colors |
The diffuse colors of the all the mesh materials on the mesh object.
(Inherited from MeshObject.) | |
| ConnectAllowed | A list of visual Types that are allowed to connect to this visual. If empty, then all visuals are allowed to connect, provided they are not specified in the ConnectDisallowed list, and that the connector-specific rules also allow the connection.
<p>
See also:
<ul>
<li>Demo3D.Visuals.Visual.ConnectDisallowed
<li>Demo3D.Visuals.Connector.Allowed
<li>Demo3D.Visuals.Connector.Disallowed
</ul>
(Inherited from Visual.) | |
| ConnectDisallowed | A list of visual Types that are not allowed to connect to this visual. If a Type appears in both ConnectAllowed and ConnectDisallowed, then ConnectDisallowed takes priority and the connection is not allowed.
<p>
See also:
<ul>
<li>Demo3D.Visuals.Visual.ConnectAllowed
<li>Demo3D.Visuals.Connector.Allowed
<li>Demo3D.Visuals.Connector.Disallowed
</ul>
(Inherited from Visual.) | |
| ConnectorPairs |
All pairs of connectors from this visual.
(Inherited from Visual.) | |
| ContactEnabled | If True, then the object will fire the OnContact event when another object collides with it. Objects usually bounce against other objects, so this property is set False after the event is raised. (Inherited from PhysicsObject.) | |
| ContactTimeout | The amount of time to wait from a contact event until the OnContactTimeout is fired. (Inherited from PhysicsObject.) | |
| ControlPointsAllowed | A white list of control points that should be shown and editable. (Inherited from Visual.) | |
| ControlPointsDisallowed | A black list of control points that should be hidden and not editable. (Inherited from Visual.) | |
| ConvexHullDecomposition | Parameters that control the fidelity when decomposing the mesh into a set of convex-hulls. | |
| CSGOperations | (Inherited from MeshObject.) | |
| CurrentRoutingTarget |
The current destination for this visual (usually a load).
This can be used by equipment to decide which direction to transfer a load, or it can be ignored.
It is specific to the equipment processing the load.
(Inherited from Visual.) | |
| CurrentStation |
The Visual that the load is current at waiting to be ordered.
Any Visual can be a Station but LoadCreatorVisual the first station set when calling LoadCreatorVisual.OrderLoad().
This is normally set for loads.
(Inherited from Visual.) | |
| CurrentTransfer |
Information about the current transfer in progress for this visual using the Transfer Protocol.
This is normally set for loads.
(Inherited from Visual.) | |
| CustomProperties |
The collection of CustomProperty objects for this Visual.
(Inherited from Visual.) | |
| DeflectorBlocksSensors |
If true then the deflector is able to block and clear sensors. Useful when attached to a moving conveyor or vehicle to see when it reaches a certain position.
(Inherited from PhysicsObject.) | |
| DeleteOnReset | Whether the object should be deleted on reset or not. (Inherited from PhysicsObject.) | |
| DeleteWhenFloorHit | If this is true and the body type is set to 'Load' and the load touches the floor at any time it will be deleted after the number of seconds defined by the 'Delete Loads After' setting for the project. (Inherited from PhysicsObject.) | |
| Depth | The depth of the bounding box of the imported 3D model. | |
| Descendants |
Return all visuals below this point in the Visual hierarchy .
(Inherited from Visual.) | |
| DescendantsDepthFirst |
Return all visuals below this point in the Visual hierarchy .
(Inherited from Visual.) | |
| Description |
A description of the Visual.
(Inherited from Visual.) | |
| Dimensions | ||
| Document |
The document that this Visual belongs to.
(Inherited from Visual.) | |
| Draggable |
Whether the visual be dragged using the mouse.
(Inherited from Visual.) | |
| FaceCount |
Number of triangular faces in the mesh
(Inherited from MeshObject.) | |
| FaceCountDeep |
Number of faces in Mesh for Visual and all its children.
(Inherited from Visual.) | |
| FirstChild |
The first child visual of this visual, or null if this visual has no children.
(Inherited from Visual.) | |
| FixToParent | For a load or vehicle this will create a fixed joint between it and its parent unless there is another joint in the way. This should be true for creating composite loads or vehicles or false where there is just a logical connection to the parent, e.g. boxes in a tote. (Inherited from Visual.) | |
| FrictionMaterial | 'Visual Only' is just the graphics. 'Load' will be available to load creators and be affected by gravity. 'Vehicle' is like a load but isn't transient and remains in the scene after a Reset. 'Deflector' is fixed in space and will deflect other objects. 'Sensor' is fixed in space but will fire scripts when other objects come into contact with it. (Inherited from PhysicsObject.) | |
| FullName |
The full name of this Visual, including the names of all Parent Visual separated by '.' characters.
(Inherited from Visual.) | |
| GravityEnabled | Whether the object is affected by gravity or not. (Inherited from PhysicsObject.) | |
| HasChildren |
Determine if this Visual has any children or not.
(Inherited from Visual.) | |
| HasNextSibling |
Determine if this Visual has any siblings or not.
(Inherited from Visual.) | |
| Height | The height of the bounding box of the imported 3D model. | |
| HideAdvancedProperties | (Inherited from Visual.) | |
| Id |
A unique identifier for this Visual.
(Inherited from Visual.) | |
| IncludeChildContextMenus | When right clicking on the object should child objects menu items be included. Default is false. (Inherited from Visual.) | |
| InitialLocation |
The InitialLocation of the Visual in meters from the Origin of the Parent Visual.
(Inherited from Visual.) | |
| InitialMatrix |
The InitialLocation and InitialRotation in Matrix form.
(Inherited from Visual.) | |
| InitialParentOnReset | The parent that should be assigned upon reset. This is useful for vehicle-type components that should reset their position to a particular track section, for example. Note this is only applied if InitialPositionOnReset is set to True. (Inherited from Visual.) | |
| InitialPositionOnReset | Moves the visual back to its initial location and rotation when Reset is pressed. (Inherited from Visual.) | |
| InitialRotationDegrees |
The InitialRotation of the Visual in degrees relative to the Rotation of Parent Visual.
(Inherited from Visual.) | |
| InitialRotationMatrix |
The InitialRotation in Matrix form.
(Inherited from Visual.) | |
| InitialRotationRadians |
The InitialRotation of the Visual in radians relative to the Rotation of Parent Visual.
(Inherited from Visual.) | |
| InitialWorldLocation |
The InitialLocation of this Visual and all its Parent Visuals in Matrix form.
(Inherited from Visual.) | |
| InitialWorldMatrix |
The InitialLocation and InitialRotation of this Visual and all its Parent Visuals in Matrix form.
(Inherited from Visual.) | |
| IsBlocked | (Inherited from PhysicsObject.) | |
| IsCleared | (Inherited from PhysicsObject.) | |
| IsFloorVisual |
Is this visual a floor visual.
(Inherited from MeshObject.) | |
| IsSimulationTransferInProgress | (Inherited from Visual.) | |
| IsStatic |
Can this visual change its Location/Rotation relative to its parent at runtime.
This is used to improve simulation and graphical performance
by analyzing what can and can't move during a model run.
(Inherited from Visual.) | |
| IsVisible |
There is a mesh and the properties are set to visible.
(Inherited from MeshObject.) | |
| IsWorldStatic |
Whether this visual and all its ancestor visuals are Static.
(Inherited from Visual.) | |
| Kinematic | If True and BodyType is Vehicle, then this body may be animated (with MoveTo, for example) such that it will interact correctly with loads. This is useful for building lift platforms, shuttles, etc. (Inherited from PhysicsObject.) | |
| Layer | The layer for this object. If (As Parent) it inherits its layer from its parent, which may in turn inherit the layer from its parent, etc. (Inherited from Visual.) | |
| LinearDamping | The percentage of the rigid body's linear velocity that is lost per second. This can be used to simulate air resistance. (Inherited from PhysicsObject.) | |
| LinearFactor | The world-space axes in which the rigid body is permitted to rotate. Values of one and zero specify that rotation is disabled and enabled respectively. (Inherited from PhysicsObject.) | |
| LocalCenterOfMassOffset | The local-space offset that is applied to the rigid body's center of gravity. Not supported by ODE. (Inherited from PhysicsObject.) | |
| Location |
The visual's X, Y, and Z coordinates relative to its parent.
(Inherited from Visual.) | |
| LocationX |
The visual's X coordinate relative to its parent.
(Inherited from Visual.) | |
| LocationY |
The visual's Y coordinate relative to its parent.
(Inherited from Visual.) | |
| LocationZ |
The visual's Z coordinate relative to its parent.
(Inherited from Visual.) | |
| MaintainAspectRatio | Keep the ratios of the width, height and depth the same as the 3D model is scaled. | |
| Mass | Set the mass of the body. Setting this changes the density according to the bounding box. (Inherited from PhysicsObject.) | |
| Material | The main material for the imported mesh. | |
| Materials | A list of colors and optional textures associated with parts of the 3D model. | |
| Matrix |
The current matrix transform of the Visual local to its Parent Visual.
(Inherited from Visual.) | |
| MeshAccuracy | The accuracy with which to draw the mesh. When set to 1.0 the full mesh is rendered. Lower will attempt to reduce the face and vertex count to reduce the burden on the graphics card. | |
| MeshBoundingBox | (Inherited from MeshObject.) | |
| MeshBoundingSphere | (Inherited from MeshObject.) | |
| MoveToEventsEnabled | If True, then MoveTo, TurnTo will issue events that indicate when the visual has started accelerating, cruising, decelerating and has stopped.
<p>
When enabled, the events are issued as OnAnimatorEvent. <p>An example function that will handle these events is:
<pre>
function Box_OnAnimatorEvent( sender : Visual, args : AnimatorEventArgs )
{
switch (args.EventType) {
case AnimatorEventType.Accelerate:
print("Accelerating");
break;
case AnimatorEventType.Cruise:
print("Cruising");
break;
case AnimatorEventType.Decelerate:
print("Decelerating");
break;
case AnimatorEventType.Stop:
print("Stopped");
break;
}
}
</pre>
(Inherited from Visual.) | |
| Name |
The name of the Visual.
(Inherited from Visual.) | |
| NativeObject |
The native C# scripting class instance for this visual
(Inherited from Visual.) | |
| NativeTypeName | The namespace and class name to instantiate for this Visual, e.g. Demo3D.Components.Component (in this case Demo3D.Components.dll will be loaded to try to find the class) (Inherited from Visual.) | |
| NewNameExpr | The string used to format the new name of this component if it is copied or added to the project from a catalog. The variable name "ID" will generate a unique number for that type of component in the current project. (Inherited from Visual.) | |
| NextSibling |
The next sibling of this visual, or null if this visual has no siblings.
(Inherited from Visual.) | |
| OnAfterParentPropertyUpdated | Occurs after a property of the parent visual is updated. (Inherited from Visual.) | |
| OnAfterPropertyUpdated | Occurs after a property of the visual is updated. (Inherited from Visual.) | |
| OnAfterSubscribedPropertyUpdated | Occurs after a property of a visual that has this visual in its PropertyUpdatedSubscribers list is updated. (Inherited from Visual.) | |
| OnAnimatorCompleted | Occurs when an animator completes. (Inherited from Visual.) | |
| OnAnimatorEvent | Occurs when the visual starts to accelerate, cruise, decelerate and stop during a MoveTo or TurnTo command. Note that this event will only be issued if MoveToEventsEnabled is set to True. (Inherited from Visual.) | |
| OnAttachToVisual | Occurs when the physics object is attached to a conveyor. (Inherited from PhysicsObject.) | |
| OnBeforeParentPropertyUpdated | Occurs before a property of the parent visual is updated. (Inherited from Visual.) | |
| OnBeforePropertyUpdated | Occurs before a property of the visual is updated. (Inherited from Visual.) | |
| OnBlocked | Occurs when the sensor is blocked. (Inherited from PhysicsObject.) | |
| OnBlockedTimeout | Occurs when the sensor has been blocked for BlockedTimeout seconds (BodyType must be Sensor). (Inherited from PhysicsObject.) | |
| OnChildAdded | Occurs when a child is parented to this visual after the reparenting has been performed. (Inherited from Visual.) | |
| OnChildRemoved | Occurs when a child is unparented from this visual after the reparenting has been performed. (Inherited from Visual.) | |
| OnCleared | Occurs when the sensor is cleared (BodyType must be Sensor). (Inherited from PhysicsObject.) | |
| OnClearedTimeout | Occurs when the sensor has been cleared for ClearedTimeout seconds (BodyType must be Sensor). (Inherited from PhysicsObject.) | |
| OnClick | Occurs when the visual is clicked on in demonstration/navigation mode. (Inherited from Visual.) | |
| OnConnected | Occurs when this visual is connected to another visual (Inherited from Visual.) | |
| OnContact | Occurs when BodyType is Deflector and something collides with the object. (Inherited from PhysicsObject.) | |
| OnContactTimeout | Occurs when BodyType is Deflector and the OnContactTimeout occurs. (Inherited from PhysicsObject.) | |
| OnCustomPropertyRenamed | Occurs after a custom property of the visual is renamed. (Inherited from Visual.) | |
| OnCustomPropertyUpdated | Occurs after a custom property of the visual is updated. (Inherited from Visual.) | |
| OnDetachFromVisual | Occurs when the physics object is detached from a conveyor. (Inherited from PhysicsObject.) | |
| OnDisconnected | Occurs when this visual is disconnected from another visual (Inherited from Visual.) | |
| OnDragEnd | Occurs when a visual has finished being dragged to a new location. (Inherited from Visual.) | |
| OnDragStart | Occurs when a visual is about to be dragged to a new location. (Inherited from Visual.) | |
| OnExperimentFinished | Occurs at the end of each experiment. This allows finalization of any data collection, for example. (Inherited from Visual.) | |
| OnExperimentPreInitialize | Occurs at the before each experiment starts running but after the current experiment row variables have been set. This allows initialization of the model to be done before OnInitialize has been called. (Inherited from Visual.) | |
| OnExperimentStarted | Occurs at the start of each experiment. This allows for initialization of any data collection, for example. (Inherited from Visual.) | |
| OnExportBindableItem | Occurs when Export is called from the Tag Browser. This allows custom information to be written about each tag in addition to the default data. (Inherited from Visual.) | |
| OnInitialize | Occurs when Play is pressed at time 0. (Inherited from Visual.) | |
| OnKey | Occurs when a key is pressed or released and this visual is selected. (Inherited from Visual.) | |
| OnKeyPress | Occurs when a key is pressed and this visual is selected. (Inherited from Visual.) | |
| OnLoaded | Occurs when the document is loaded. (Inherited from Visual.) | |
| OnMessage | Occurs when a message is sent from another visual's MessageListeners list. (Inherited from Visual.) | |
| OnMouseLeave | Occurs when the mouse moves away from the visual. (Inherited from Visual.) | |
| OnMouseMove | Occurs when the mouse moves over the visual. (Inherited from Visual.) | |
| OnMouseOver | Occurs when the mouse enters the visual. (Inherited from Visual.) | |
| OnMouseUp | Occurs when a mouse button is released after being pressed on the visual. (Inherited from Visual.) | |
| OnMoved | Occurs when a visual has moved or rotated. NOTE: For fast moving objects like loads this can be a performance hit. (Inherited from Visual.) | |
| OnMoveToCompleted | Occurs when a MoveTo or TurnTo has finished. (Inherited from Visual.) | |
| OnParentMoved | Occurs when a parent or parent's parent, etc. has moved or rotated. NOTE: For fast moving objects like loads this can be a performance hit. (Inherited from Visual.) | |
| OnParentUpdated | Occurs when the parent for the visual changes. (Inherited from Visual.) | |
| OnPreInitialize | Occurs before OnInitialize is called. The OnPreInitialize is called for every visual in one pass. Then a second pass calls OnInitialize for every visual. (Inherited from Visual.) | |
| OnProcessContact | Occurs when processing volumetric physics contact points. Arguments are the sender, the load visual and the contact details (of type ContactInfo). Implementing this handler can severely impact performance. (Inherited from PhysicsObject.) | |
| OnRenderType | Occurs whenever the render status of a visual type is changed. This is usually in response to the user pressing one of the "Show X" buttons on the toolbar; for example, "Show Lights", "Show Support Stands", etc. (Inherited from Visual.) | |
| OnReportCollisionImpulse | Reports collision impulses. Reporting of impulses must be enabled on the Scene. Implementing this handler can severely impact performance. (Inherited from PhysicsObject.) | |
| OnReset | Occurs when Reset is pressed. (Inherited from Visual.) | |
| OnShortcut | (Inherited from Visual.) | |
| OnShowDirections | Occurs when the status of the "Show Direction Arrows" configuration is changed. (Inherited from Visual.) | |
| OnUnloaded | Occurs when the document is unloaded (Inherited from Visual.) | |
| OnVisualAdded | Occurs when this visual is added to the model. The scene's "OnVisualAdded" is also called for each visual that is added. (Inherited from Visual.) | |
| OnVisualRemoved | Occurs when this visual is removed from the model. The scene's "OnVisualRemoved" script is also called whenever any visual is removed. (Inherited from Visual.) | |
| Parent |
The parent Visual for this Visual.
(Inherited from Visual.) | |
| PhysicsCollisionMargin |
The default collision margin for physics collision geometry belonging to the visual's
PhysicsBody.
(Inherited from Visual.) | |
| PhysicsEnabled |
Whether the physics for the visual is enabled or not.
(Inherited from Visual.) | |
| PropertyUpdatedSubscribers | Visuals that will be notified when any custom property on this visual is updated. Each visual will be notified via its "OnAfterSubscribedPropertyUpdated" script.
<p>
See also:
<ul>
<li>OnAfterSubscribedPropertyUpdated
</ul> (Inherited from Visual.) | |
| ReportSpecificChildVisual | (Inherited from PhysicsObject.) | |
| RotationDegrees |
The rotation of the Visual (in degrees) relative to ts Parent Visual.
(Inherited from Visual.) | |
| RotationMatrix |
The rotation of this Visual relative to its Parent in Matrix form.
(Inherited from Visual.) | |
| RotationRadians |
The rotation of the Visual (in radians) relative to its Parent Visual.
(Inherited from Visual.) | |
| RotationXDegrees |
The X rotation of the Visual (in degrees) relative to its Parent Visual.
(Inherited from Visual.) | |
| RotationXRadians |
The X rotation of the Visual (in radians) relative to its Parent Visual.
(Inherited from Visual.) | |
| RotationYDegrees |
The Y rotation of the Visual (in degrees) relative to its Parent Visual.
(Inherited from Visual.) | |
| RotationYRadians |
The Y rotation of the Visual (in radians) relative to its Parent Visual.
(Inherited from Visual.) | |
| RotationZDegrees |
The Z rotation of the Visual (in degrees) relative to its Parent Visual.
(Inherited from Visual.) | |
| RotationZRadians |
The Z rotation of the Visual (in radians) relative to its Parent Visual.
(Inherited from Visual.) | |
| SaveSensorState | (Inherited from PhysicsObject.) | |
| Scale | A scale factor for the whole 3D model. The ratios of the width, depth and height and maintained. | |
| SelectParentWhenPicked | If this component is clicked on or is included in a selection rectangle then the parent is selected instead and its properties are shown instead. Once this is set the properties can only be changed from the Project Explorer Window. (Inherited from Visual.) | |
| SenseMultipleLoads | If true the OnBlocked and OnCleared are called for every load that blocks or clears the sensor. If false the events are only fired for the first load that blocks the sensor. Subsequent touching loads keep it blocked and the OnCleared occurs for the first load when the last load is cleared. (Inherited from PhysicsObject.) | |
| SimpleProperties | Enter a non-empty name for each property that should be shown in the Simple Properties view. (Inherited from Visual.) | |
| Softness | How tolerant this object is to penetration from other objects. (Inherited from PhysicsObject.) | |
| Speed | The current speed of the visual. (Inherited from PhysicsObject.) | |
| SurfaceArea |
Surface area of shape - for certain shapes (e.g. box, sphere, cylinder) this is overridden and it is accurate
Otherwise it is the surface area of the triangular faces in the mesh. This requires a "closed" mesh, that the
mesh does not have both front and back faces, and any overlap in the mesh will be counted multiple times.
(Inherited from MeshObject.) | |
| SurfaceAreaDeep |
Surface area of Visual and all its children.
(Inherited from Visual.) | |
| Tags | List of names that can be used to provide multiple categories of components in a catalog. The catalog can show only components with tag "Pallets", for example. (Inherited from Visual.) | |
| ToolTipExpr | The format string for the tooltip that appears for an object. (Inherited from Visual.) | |
| TopParent |
Get the top level visual, the one which has no parent.
(Inherited from Visual.) | |
| Tracking | The properties to allow the object to track along and/or from side to side on a conveyor it is attached to. This allows vehicle movements like sorters, magic shoes, palletizers, etc. (Inherited from PhysicsObject.) | |
| TransferState |
The current state of transfers in or out of this visual using the Transfer Protocol.
This is normally set for transfer enabled equipment (not loads).
(Inherited from Visual.) | |
| TransferStateEnabled |
Whether this visual supports the Transfer Protocol.
This is normally set for transfer enabled equipment (not loads).
(Inherited from Visual.) | |
| Type |
A type string for the Visual.
(Inherited from Visual.) | |
| UseParentBody | When true, this visual will not create a rigid body of its own, but add its geom to its parent. This is useful for creating components from several visuals that must remain internally stable. (Inherited from PhysicsObject.) | |
| UserData | A string that can be used to store any custom data about the visual. This is passed to the WebGL and VR renderers to be used in remote applications. (Inherited from Visual.) | |
| UserVars | A dictionary of user key value pairs that can be used to store any custom data about the visual. (Inherited from Visual.) | |
| Velocity |
The current linear velocity of the Visual in meters/second.
(Inherited from Visual.) | |
| VertexCount |
Number of vertices in the mesh
(Inherited from MeshObject.) | |
| VertexCountDeep |
Number of vertices in Mesh for Visual and all its children.
(Inherited from Visual.) | |
| Visible | Indicates if the built-in visual is drawn. If not visible, the component will still operate as normal, allowing it to be grouped with an imported graphic for custom component types. (Inherited from MeshObject.) | |
| VisibleFrom | The object becomes visible when it's center is this distance from the camera or greater. The default is 0. Useful for level of detail control. (Inherited from MeshObject.) | |
| VisibleTo | The object becomes invisible when it's center is this distance from the camera or greater. The default is Infinity. Useful for level of detail control, such as hiding small objects like bolts when they get far from the camera. (Inherited from MeshObject.) | |
| VisualAndAncestors |
Return all ancestor visuals above this point in the Visual hierarchy, including the Visual itself.
(Inherited from Visual.) | |
| VisualAndDescendants |
Return all visuals below this point in the Visual hierarchy including the Visual itself.
(Inherited from Visual.) | |
| Volume |
Volume of material in shape - for certain shapes (e.g. box, sphere, cylinder) this is overridden and it is accurate
Otherwise it is the volume enclosed by the triangular faces in the mesh. This requires a "closed" mesh, that the
mesh does not have both front and back faces, and any overlap in the mesh will be counted multiple times.
(Inherited from MeshObject.) | |
| VolumeDeep |
Volume of Visual and all its children.
(Inherited from Visual.) | |
| Width | The width of the bounding box of the imported 3D model. | |
| WorldBoundingBox |
The world axis aligned bounding box of this Visual
including the bounding boxes of all the child visuals and their children.
(Inherited from Visual.) | |
| WorldBoundingBoxExcludingChildren |
The world axis aligned bounding box of this Visual only (excluding any children).
(Inherited from Visual.) | |
| WorldBoundingSphere |
Get the bounding sphere of this visual, including its children, in world space relative to the Scene.
(Inherited from Visual.) | |
| WorldBoundingSphereExcludingChildren |
Get the bounding sphere of this visual, excluding its children, in world space relative to the Scene.
(Inherited from Visual.) | |
| WorldLocation |
The visual's world X, Y, and Z coordinates relative to the Scene.
(Inherited from Visual.) | |
| WorldLocationX |
The visual's world X coordinate relative to the Scene.
(Inherited from Visual.) | |
| WorldLocationY |
The visual's world Y coordinate relative to the Scene.
(Inherited from Visual.) | |
| WorldLocationZ |
The visual's world Z coordinate relative to the Scene.
(Inherited from Visual.) | |
| WorldMatrix |
The Location and Rotation of this Visual in Matrix form.
(Inherited from Visual.) | |
| WorldMinimumY | (Inherited from MeshObject.) | |
| WorldRotationDegrees |
The world rotation of the Visual (in degrees) relative to the Scene.
(Inherited from Visual.) | |
| WorldRotationMatrix |
The rotation of this Visual relative to the Scene in Matrix form.
(Inherited from Visual.) | |
| WorldRotationRadians |
The world rotation of the Visual (in radians) relative to the Scene.
(Inherited from Visual.) | |
| WorldRotationXDegrees |
The world X rotation of the Visual (in degrees) relative to the Scene.
(Inherited from Visual.) | |
| WorldRotationXRadians |
The world X rotation of the Visual (in radians) relative to the Scene.
(Inherited from Visual.) | |
| WorldRotationYDegrees |
The world Y rotation of the Visual (in degrees) relative to the Scene.
(Inherited from Visual.) | |
| WorldRotationYRadians |
The world Y rotation of the Visual (in radians) relative to the Scene.
(Inherited from Visual.) | |
| WorldRotationZDegrees |
The world Z rotation of the Visual (in degrees) relative to the Scene.
(Inherited from Visual.) | |
| WorldRotationZRadians |
The world Z rotation of the Visual (in radians) relative to the Scene.
(Inherited from Visual.) | |
| WorldXAxis |
The world X-Axis for the visual
(Inherited from Visual.) | |
| WorldYAxis |
The world Y-Axis for the visual
(Inherited from Visual.) | |
| WorldZAxis |
The world Z-Axis for the visual
(Inherited from Visual.) |