Visual Class |
Namespace: Demo3D.Visuals
public class Visual : NotifyPropertyChangedBase, IDisposable, ISerializableValue
The Visual type exposes the following members.
| Name | Description | |
|---|---|---|
| AllConnectors | Gets all connectors. | |
| 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> | |
| Ancestors |
Return all ancestor visuals above this point in the Visual hierarchy.
| |
| AngularVelocity |
The current angular velocity of the Visual in radians/second.
| |
| AnimatorInProgress |
Determine if any animations are currently in progress for this Visual.
| |
| App |
The global application object.
| |
| 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. | |
| 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. | |
| BillOfMaterialsCostExpr | The cost of the component as it appears in the bill of materials, e.g. "1595.95". | |
| 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. | |
| BoundingBox |
Get the bounding box of this visual including all its children.
| |
| BoundingBoxExcludingChildren |
Get the bounding box of the visual excluding children.
| |
| BoundingSphere |
Get the bounding sphere of this visual, including its children.
| |
| BoundingSphereExcludingChildren |
Get the bounding sphere of this visual, excluding its children.
| |
| Children |
Return the collection of child Visuals.
| |
| ClientOwnerUsername | ||
| 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>
| |
| 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>
| |
| ConnectorPairs |
All pairs of connectors from this visual.
| |
| ControlPointsAllowed | A white list of control points that should be shown and editable. | |
| ControlPointsDisallowed | A black list of control points that should be hidden and not editable. | |
| 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.
| |
| 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.
| |
| CurrentTransfer |
Information about the current transfer in progress for this visual using the Transfer Protocol.
This is normally set for loads.
| |
| CustomProperties |
The collection of CustomProperty objects for this Visual.
| |
| Descendants |
Return all visuals below this point in the Visual hierarchy .
| |
| DescendantsDepthFirst |
Return all visuals below this point in the Visual hierarchy .
| |
| Description |
A description of the Visual.
| |
| Document |
The document that this Visual belongs to.
| |
| Draggable |
Whether the visual be dragged using the mouse.
| |
| FaceCount |
Number of faces in Mesh for Visual.
| |
| FaceCountDeep |
Number of faces in Mesh for Visual and all its children.
| |
| FirstChild |
The first child visual of this visual, or null if this visual has no children.
| |
| 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. | |
| FullName |
The full name of this Visual, including the names of all Parent Visual separated by '.' characters.
| |
| HasChildren |
Determine if this Visual has any children or not.
| |
| HasNextSibling |
Determine if this Visual has any siblings or not.
| |
| HideAdvancedProperties | ||
| Id |
A unique identifier for this Visual.
| |
| IncludeChildContextMenus | When right clicking on the object should child objects menu items be included. Default is false. | |
| InitialLocation |
The InitialLocation of the Visual in meters from the Origin of the Parent Visual.
| |
| InitialMatrix |
The InitialLocation and InitialRotation in Matrix form.
| |
| 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. | |
| InitialPositionOnReset | Moves the visual back to its initial location and rotation when Reset is pressed. | |
| InitialRotationDegrees |
The InitialRotation of the Visual in degrees relative to the Rotation of Parent Visual.
| |
| InitialRotationMatrix |
The InitialRotation in Matrix form.
| |
| InitialRotationRadians |
The InitialRotation of the Visual in radians relative to the Rotation of Parent Visual.
| |
| InitialWorldLocation |
The InitialLocation of this Visual and all its Parent Visuals in Matrix form.
| |
| InitialWorldMatrix |
The InitialLocation and InitialRotation of this Visual and all its Parent Visuals in Matrix form.
| |
| IsSimulationTransferInProgress | ||
| 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.
| |
| IsVisible |
Determines whether the Visual is currently visible given the state of layers, etc.
| |
| IsWorldStatic |
Whether this visual and all its ancestor visuals are Static.
| |
| Kinematic |
Whether the visual's body is kinematic.
| |
| 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. | |
| Location |
The visual's X, Y, and Z coordinates relative to its parent.
| |
| LocationX |
The visual's X coordinate relative to its parent.
| |
| LocationY |
The visual's Y coordinate relative to its parent.
| |
| LocationZ |
The visual's Z coordinate relative to its parent.
| |
| Matrix |
The current matrix transform of the Visual local to its Parent Visual.
| |
| MeshBoundingBox |
Get the bounding box of the mesh for this visual.
| |
| MeshBoundingSphere |
Get the bounding sphere for the mesh of this visual.
| |
| 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>
| |
| Name |
The name of the Visual.
| |
| NativeObject |
The native C# scripting class instance for this 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) | |
| 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. | |
| NextSibling |
The next sibling of this visual, or null if this visual has no siblings.
| |
| OnAfterParentPropertyUpdated | Occurs after a property of the parent visual is updated. | |
| OnAfterPropertyUpdated | Occurs after a property of the visual is updated. | |
| OnAfterSubscribedPropertyUpdated | Occurs after a property of a visual that has this visual in its PropertyUpdatedSubscribers list is updated. | |
| OnAnimatorCompleted | Occurs when an animator completes. | |
| 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. | |
| OnBeforeParentPropertyUpdated | Occurs before a property of the parent visual is updated. | |
| OnBeforePropertyUpdated | Occurs before a property of the visual is updated. | |
| OnChildAdded | Occurs when a child is parented to this visual after the reparenting has been performed. | |
| OnChildRemoved | Occurs when a child is unparented from this visual after the reparenting has been performed. | |
| OnClick | Occurs when the visual is clicked on in demonstration/navigation mode. | |
| OnConnected | Occurs when this visual is connected to another visual | |
| OnCustomPropertyRenamed | Occurs after a custom property of the visual is renamed. | |
| OnCustomPropertyUpdated | Occurs after a custom property of the visual is updated. | |
| OnDisconnected | Occurs when this visual is disconnected from another visual | |
| OnDragEnd | Occurs when a visual has finished being dragged to a new location. | |
| OnDragStart | Occurs when a visual is about to be dragged to a new location. | |
| OnExperimentFinished | Occurs at the end of each experiment. This allows finalization of any data collection, for example. | |
| 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. | |
| OnExperimentStarted | Occurs at the start of each experiment. This allows for initialization of any data collection, for example. | |
| 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. | |
| OnInitialize | Occurs when Play is pressed at time 0. | |
| OnKey | Occurs when a key is pressed or released and this visual is selected. | |
| OnKeyPress | Occurs when a key is pressed and this visual is selected. | |
| OnLoaded | Occurs when the document is loaded. | |
| OnMessage | Occurs when a message is sent from another visual's MessageListeners list. | |
| OnMouseLeave | Occurs when the mouse moves away from the visual. | |
| OnMouseMove | Occurs when the mouse moves over the visual. | |
| OnMouseOver | Occurs when the mouse enters the visual. | |
| OnMouseUp | Occurs when a mouse button is released after being pressed on the visual. | |
| OnMoved | Occurs when a visual has moved or rotated. NOTE: For fast moving objects like loads this can be a performance hit. | |
| OnMoveToCompleted | Occurs when a MoveTo or TurnTo has finished. | |
| 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. | |
| OnParentUpdated | Occurs when the parent for the visual changes. | |
| 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. | |
| 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. | |
| OnReset | Occurs when Reset is pressed. | |
| OnShortcut | ||
| OnShowDirections | Occurs when the status of the "Show Direction Arrows" configuration is changed. | |
| OnUnloaded | Occurs when the document is unloaded | |
| OnVisualAdded | Occurs when this visual is added to the model. The scene's "OnVisualAdded" is also called for each visual that is added. | |
| OnVisualRemoved | Occurs when this visual is removed from the model. The scene's "OnVisualRemoved" script is also called whenever any visual is removed. | |
| Parent |
The parent Visual for this Visual.
| |
| PhysicsCollisionMargin |
The default collision margin for physics collision geometry belonging to the visual's
PhysicsBody.
| |
| PhysicsEnabled |
Whether the physics for the visual is enabled or not.
| |
| 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> | |
| RotationDegrees |
The rotation of the Visual (in degrees) relative to ts Parent Visual.
| |
| RotationMatrix |
The rotation of this Visual relative to its Parent in Matrix form.
| |
| RotationRadians |
The rotation of the Visual (in radians) relative to its Parent Visual.
| |
| RotationXDegrees |
The X rotation of the Visual (in degrees) relative to its Parent Visual.
| |
| RotationXRadians |
The X rotation of the Visual (in radians) relative to its Parent Visual.
| |
| RotationYDegrees |
The Y rotation of the Visual (in degrees) relative to its Parent Visual.
| |
| RotationYRadians |
The Y rotation of the Visual (in radians) relative to its Parent Visual.
| |
| RotationZDegrees |
The Z rotation of the Visual (in degrees) relative to its Parent Visual.
| |
| RotationZRadians |
The Z rotation of the Visual (in radians) relative to its Parent Visual.
| |
| 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. | |
| ShowControlPoints |
Whether the control points for this visual should be rendered.
| |
| SimpleProperties | Enter a non-empty name for each property that should be shown in the Simple Properties view. | |
| SurfaceArea |
Surface area of Visual.
| |
| SurfaceAreaDeep |
Surface area of Visual and all its children.
| |
| 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. | |
| ToolTipExpr | The format string for the tooltip that appears for an object. | |
| TopParent |
Get the top level visual, the one which has no parent.
| |
| 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).
| |
| TransferStateEnabled |
Whether this visual supports the Transfer Protocol.
This is normally set for transfer enabled equipment (not loads).
| |
| Type |
A type string for the Visual.
| |
| 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. | |
| UserVars | A dictionary of user key value pairs that can be used to store any custom data about the visual. | |
| Velocity |
The current linear velocity of the Visual in meters/second.
| |
| VertexCount |
Number of vertices in Mesh for Visual.
| |
| VertexCountDeep |
Number of vertices in Mesh for Visual and all its children.
| |
| VisualAndAncestors |
Return all ancestor visuals above this point in the Visual hierarchy, including the Visual itself.
| |
| VisualAndDescendants |
Return all visuals below this point in the Visual hierarchy including the Visual itself.
| |
| Volume |
Volume of Visual.
| |
| VolumeDeep |
Volume of Visual and all its children.
| |
| WorldBoundingBox |
The world axis aligned bounding box of this Visual
including the bounding boxes of all the child visuals and their children.
| |
| WorldBoundingBoxExcludingChildren |
The world axis aligned bounding box of this Visual only (excluding any children).
| |
| WorldBoundingSphere |
Get the bounding sphere of this visual, including its children, in world space relative to the Scene.
| |
| WorldBoundingSphereExcludingChildren |
Get the bounding sphere of this visual, excluding its children, in world space relative to the Scene.
| |
| WorldLocation |
The visual's world X, Y, and Z coordinates relative to the Scene.
| |
| WorldLocationX |
The visual's world X coordinate relative to the Scene.
| |
| WorldLocationY |
The visual's world Y coordinate relative to the Scene.
| |
| WorldLocationZ |
The visual's world Z coordinate relative to the Scene.
| |
| WorldMatrix |
The Location and Rotation of this Visual in Matrix form.
| |
| WorldRotationDegrees |
The world rotation of the Visual (in degrees) relative to the Scene.
| |
| WorldRotationMatrix |
The rotation of this Visual relative to the Scene in Matrix form.
| |
| WorldRotationRadians |
The world rotation of the Visual (in radians) relative to the Scene.
| |
| WorldRotationXDegrees |
The world X rotation of the Visual (in degrees) relative to the Scene.
| |
| WorldRotationXRadians |
The world X rotation of the Visual (in radians) relative to the Scene.
| |
| WorldRotationYDegrees |
The world Y rotation of the Visual (in degrees) relative to the Scene.
| |
| WorldRotationYRadians |
The world Y rotation of the Visual (in radians) relative to the Scene.
| |
| WorldRotationZDegrees |
The world Z rotation of the Visual (in degrees) relative to the Scene.
| |
| WorldRotationZRadians |
The world Z rotation of the Visual (in radians) relative to the Scene.
| |
| WorldXAxis |
The world X-Axis for the visual
| |
| WorldYAxis |
The world Y-Axis for the visual
| |
| WorldZAxis |
The world Z-Axis for the visual
|
| Name | Description | |
|---|---|---|
| AddAspect(Object) |
Adds an aspect instance created outside the Visual.
| |
| AddAspect(Object, Boolean) | Obsolete. | |
| AddAspectT(T) |
Add an aspect instance.
| |
| 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.
| |
| 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.
| |
| 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.
| |
| 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.
| |
| 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.
| |
| 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.
| |
| AlignToFloor |
Align the mesh bounding box of the Visual to the default FloorVisual of the Scene.
| |
| 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.
| |
| CancelAnimators |
Cancel any animations that are currently in progress.
| |
| ChildrenAsList |
Return a List<Visual> representing all the children of this visual
| |
| Clone |
Create a copy of a visual and its children placed in the
top level scene.
| |
| ConnectedVisual |
Find the visual that is attached to the supplied connectorName.
| |
| 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.
| |
| 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.
| |
| Contains |
Is the visual contained by the visual tree from this point down?
| |
| ContainsChild |
Is the child a direct child of the visual.
| |
| 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.
| |
| Disconnect |
Disconnect any connections on the supplied connector name.
| |
| FadeToColorDeep |
Animate the primary color of a visual and all its descendants in a given time.
| |
| FadeToTransparencyDeep |
Animate the transparency of a visual and all its descendants in a given time.
| |
| FilteredChildren |
Return the collection of child Visuals that match the given predicate.
| |
| FilteredDescendants |
Return all visuals below this point in the Visual hierarchy that match the given predicate.
| |
| FindAncestorsAspectT |
Find the first aspect of type T on one of the visuals ancestors (parent, grand-parent, etc.).
| |
| FindAncestorsAspectsT |
Finds all aspects of type T on any of this visual's ancestors.
| |
| FindAspectsT |
Find all aspects that can be cast to the given type.
| |
| FindChild |
Look through children and their children to find the first visual of a given name.
Breadth first search.
| |
| FindConnector |
Find a named connector on a conveyor object, e.g. "Start"
| |
| FindCreateAspect(Type) |
Finds an aspect if it exists or Adds a new one if it doesn't exist.
| |
| FindCreateAspectT |
Finds an aspect if it exists or adds a new one if it doesn't exist.
| |
| FindCreateConnector |
Find or create a connector of the supplied name.
| |
| FindCreateManagedAspectT | ||
| FindCustomProperty |
Find a custom property by name if it exists. Otherwise return null.
| |
| FindDotNetType | ||
| FindFirstOfType |
Like FindType except it return the first instance of that type.
| |
| FindImmediateChild |
Look through children to find a named visual.
| |
| FindImmediateChildren |
Look through children to find all immediate children with a given name.
| |
| 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.
| |
| FindParent(Type) |
Go back up through the parents of visuals to find a particular parent type.
| |
| FindType(Type) |
Find all the objects in the Descendants of type Type (all descendants)
| |
| FindType(Type, IList) |
Find all the objects in the Descendants of type Type (all descendants)
| |
| FindVisualAndAncestorsAspectT |
Find the first aspect of type T on this visual or one of its ancestors (parents, grand-parents, etc.).
| |
| FindVisualAndAncestorsAspectsT |
Finds all aspects of type T on this visual or its ancestors.
| |
| FindVisualAndDescendantsAspectT |
Find the first aspect of type T on this visual or one of its descendents (children recursively)
| |
| FindVisualAndDescendantsAspectsT |
Find all aspects of type T on this visual or one of its descendents (children recursively)
| |
| FindVisualType |
Find all the visuals that have their Type field set to 'type'.
| |
| Freeze |
Hold the load in one position by making it kinematic.
| |
| GetCustomProperty |
Get the container class for a custom property, or null if it doesn't exist.
| |
| GetCustomPropertyValue(String) |
Get the value of a custom property, or null if it doesn't exist.
| |
| GetCustomPropertyValueT(String, T) |
Get the value of a custom property, or a defaultValue if it doesn't exist.
| |
| GoToInitialPosition |
Set the Location and Rotation of the Visual to be the same as the InitialLocation and InitialRotation.
| |
| GoToInitialRotation |
Set the Rotation of the Visual to be the same as the InitialRotation. The Location remains unchanged.
| |
| HasAspectT |
Returns whether an aspect of a given type can be found on the visual.
| |
| HasCustomProperty |
Determines whether a custom property has been defined or not.
| |
| InitializeDefault | ||
| IsAncestorOf |
Is this Visual a parent, grandparent, great grandparent etc. of the
potentialChild.
| |
| IsDeleted |
Determine if the Visual been deleted.
| |
| MenuSetInitialPosition | ||
| MoveTo(Matrix) |
Move to a new matrix location instantly.
| |
| MoveTo(Vector3) |
Move to a new location instantly.
| |
| MoveTo(Matrix, SpeedProfile) |
Move to a new matrix location using a speed profile.
| |
| MoveTo(Matrix, Double) |
Move to a new matrix location at a given speed.
| |
| MoveTo(Vector3, SpeedProfile) |
Move to a new location given a speed profile.
| |
| MoveTo(Vector3, Double) |
Move to a new location given a speed.
| |
| MoveTo(Matrix, Double, Double) |
Move to a new matrix location at a given speed and acceleration.
| |
| MoveTo(Vector3, Double, Double) |
Move to a new location given a speed and acceleration.
| |
| MoveTo(Visual, Matrix, SpeedProfile) |
Move to a new matrix location relative to another visual.
| |
| MoveTo(Visual, Matrix, Double) |
Move to a new matrix location relative to another visual.
| |
| MoveTo(Visual, Vector3, SpeedProfile) |
Move to a new location relative to another visual.
| |
| MoveTo(Visual, Vector3, Double) |
Move to a new location relative to another visual.
| |
| MoveTo(Matrix, Double, Double, Double) |
Move to a new matrix location at a given speed, acceleration and deceleration.
| |
| MoveTo(Vector3, Double, Double, Double) |
Move to a new location given a speed, acceleration, and deceleration.
| |
| MoveTo(Visual, Matrix, Double, Double) |
Move to a new matrix location relative to another visual.
| |
| MoveTo(Visual, Vector3, Double, Double) |
Move to a new location relative to another visual.
| |
| MoveTo(Visual, Matrix, Double, Double, Double) |
Move to a new matrix location relative to another visual.
| |
| MoveTo(Visual, Vector3, Double, Double, Double) |
Move to a new location relative to another visual.
| |
| MoveToInitialPosition |
Move to the InitialPosition and InitialRotation.
| |
| 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".
| |
| 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.
| |
| RecalculateConnections |
Attach or detach connectors and accessories to or from valid connections on this visual and all children.
| |
| RemoveAspect(Object) |
Removes an aspect instance.
| |
| 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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| Name | Description | |
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| AspectRemoved |
Raised when an aspect is removed from this Visual.
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| ControlPointEndDragListeners |
Occurs when a ControlPoint drag operation is completed.
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| ControlPointStartDragListeners |
Occurs when a ControlPoint drag operation is started.
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| DeletedListeners |
Occurs when the visual is deleted (Delete).
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| InitializeListeners |
Occurs when the visual is initialized (OnInitialize).
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| MeshChanged |
Occurs when the mesh of the visual is changed.
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| ResetListeners |
Occurs when the visual is reset (OnReset).
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