Adobe 65036570 Scripting Guide - Page 443

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Page 443 highlights

ADOBE DIRECTOR 11.0 406 Scripting Dictionary directionVector Required. A vector that specifies the direction the ray is pointing. optionsList Optional. A list that specifies the maximum number of models to return, the level of information detail, a list of models among which to cast, and the maximum distance to draw the ray. All of these properties are optional. maxNumberOfModels Optional. An integer that specifies the maximum length of the returned list. If omitted, the command returns a list containing references for all of the models found under the specified ray. levelOfDetail Optional. A symbol that specifies the level of detail of the information returned. Valid values include the following: • #simple returns a list containing references to the models found under the point. This is the default setting. • #detailed returns a list of property lists, each representing an intersected model. Each property list will have the following properties: • #model is a reference to the intersected model object. • #distance is the distance from the world position specified by locationVector to the point of intersection with the model. • #isectPosition is a vector representing the world space position of the point of intersection. • #isectNormal is the world space normal vector to the mesh at the point of intersection. • #meshID is the meshID of the intersected mesh which can be used to index into the mesh list of the meshDeform modifier. • #faceID is the face ID of the intersected face which can be used to index into the face list of the meshDeform modifier. • #vertices is a 3-element list of vectors that represent the world space positions of the vertices of the intersected face. • #uvCoord is a property list with properties #u and #v that represent the u and v barycentric coordinates of the face. modelList Optional. A list of model references that are included if they are found under the specified ray. Model references not included in this list are ignored, even if they are under the specified ray. Use the model references, not the string names of the models. Specify each model you want to include. Adding a parent model reference does not automatically include its child model references. maxDistance Optional. The maximum distance from the world position specified by locationVector. If a model's bounding sphere is within the maximum distance specified, that model is included. If the bounding sphere is in range, then it may contain polygons in range and thus might be intersected. Example This statement creates a list of ten models: tModelList = [member("3D").model("foo"),member("3D").model[10]] This statement builds a list of options that would return a maximum of ten models, include simple detail, draw results from tModelList, and have a maximum ray distance of 50: tOptionsList = [#maxNumberOfModels: 10, #levelOfDetail: #simple, #modelList: tModelList, #maxDistance: 50] After the option list is built, this statement includes it under a ray drawn from the position vector (0, 0, 300) and pointing down the -z axis:

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ADOBE DIRECTOR 11.0
Scripting Dictionary
406
directionVector
Required. A vector that specifies the direction the ray is pointing.
optionsList
Optional. A list that specifies the maximum number of models to return, the level of information
detail, a list of models among which to cast, and the maximum distance to draw the ray. All of these properties are
optional.
maxNumberOfModels
Optional. An integer that specifies the maximum length of the returned list. If omitted, the
command returns a list containing references for all of the models found under the specified ray.
levelOfDetail
Optional. A symbol that specifies the level of detail of the information returned. Valid values
include the following:
#simple
returns a list containing references to the models found under the point. This is the default setting.
#detailed
returns a list of property lists, each representing an intersected model. Each property list will have
the following properties:
#model
is a reference to the intersected model object.
#distance
is the distance from the world position specified by
locationVector
to the point of intersection
with the model.
#isectPosition
is a vector representing the world space position of the point of intersection.
#isectNormal
is the world space normal vector to the mesh at the point of intersection.
#meshID
is the meshID of the intersected mesh which can be used to index into the mesh list of the
meshDeform
modifier.
#faceID
is the face ID of the intersected face which can be used to index into the face list of the
meshDeform
modifier.
#vertices
is a 3-element list of vectors that represent the world space positions of the vertices of the inter-
sected face.
#uvCoord
is a property list with properties
#u
and
#v
that represent the u and v barycentric coordinates of
the face.
modelList
Optional. A list of model references that are included if they are found under the specified ray. Model
references not included in this list are ignored, even if they are under the specified ray. Use the model references, not
the string names of the models. Specify each model you want to include. Adding a parent model reference does not
automatically include its child model references.
maxDistance
Optional. The maximum distance from the world position specified by
locationVector
. If a model's
bounding sphere is within the maximum distance specified, that model is included. If the bounding sphere is in
range, then it may contain polygons in range and thus might be intersected.
Example
This statement creates a list of ten models:
tModelList = [member("3D").model("foo"),member("3D").model[10]]
This statement builds a list of options that would return a maximum of ten models, include simple detail, draw
results from
tModelList
, and have a maximum ray distance of 50:
tOptionsList = [#maxNumberOfModels: 10, #levelOfDetail: #simple, #modelList: tModelList,
#maxDistance: 50]
After the option list is built, this statement includes it under a ray drawn from the position vector (0, 0, 300) and
pointing down the -z axis: