Adobe 65036570 User Guide - Page 351

User Guide, Property, Access, Description, Value

Page 351 highlights

ADOBE DIRECTOR 11.0 340 User Guide Property resource shaderList Access Get and set Get and set shaderList. count shaderList. [index] shader bounding Sphere Get Get and set Get and set Get world Position visibility Get and set Get and set debug Get and set bounding Get Sphere pointAt Orientation Get and set Description Value Model resource object defining model's geometry. Model resource object. List of all shaders used by the model. Setting this List. property to a single shader sets every element of the shaderList to that shader. Number of shaders the model uses. Positive integer. Provides access to a particular shader used in a List. specific region of the model. Provides access to the first shader in the shader list. Shader object. A list containing a vector and a floating-point value. The vector represents the world position and the value represents the radius of a bounding sphere surrounding the model and all its children. [vector (0,0,0), 0.0]. Position of the model in world coordinates. Shortcut for the method node.getWorldTransform ().position. Vector object. The way in which the sides of the model's resource are #none: drawn. The choices are as follows: #front #none, in which no polygons are drawn and the model is invisible. #back #both #front, in which only polygons on the outer surface of the model are drawn, so that, if the camera were inside the model, the model wouldn't be seen. Also known as "back face culling," this option optimizes performance. #back, in which only polygons on the inside of the object are drawn, so that if the camera were outside the model, the model wouldn't be seen. #both, in which all polygons are drawn and the model is visible regardless of orientation. This might solve drawing problems, but it can also affect performance because twice as many polygons must be drawn. The default is #front. Value indicating whether debug information is drawn for this model. If the value is TRUE (1), lines from the x, y, and z axes are drawn sprouting up from the model to indicate its orientation, and a bounding sphere is drawn around the model. TRUE (1) or FALSE (0). The default is FALSE (0). A list containing a vector and a floating-point value. The vector represents the position of the model in world space, and the floating-point value represents the radius of the bounding sphere that contains the model and its children. bounding Sphere A list of two orthogonal vectors, [objectRelativeDirecton, objectRelativeUp], that control how the model's pointAt() method works. pointAt Orientation

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ADOBE DIRECTOR 11.0
User Guide
340
resource
Get and set
Model resource object defining model’s geometry.
Model resource
object.
shaderList
Get and set
List of all shaders used by the model. Setting this
property to a single shader sets every element of the
shaderList
to that shader.
List.
shaderList.
count
Get
Number of shaders the model uses.
Positive integer.
shaderList.
[
index
]
Get and set
Provides access to a particular shader used in a
specific region of the model.
List.
shader
Get and set
Provides access to the first shader in the shader list.
Shader object.
bounding
Sphere
Get
A list containing a vector and a floating-point value.
The vector represents the world position and the
value represents the radius of a bounding sphere
surrounding the model and all its children.
[vector
(0,0,0), 0.0].
world
Position
Get and set
Position of the model in world coordinates. Shortcut
for the method
node.getWorldTransform
().position
.
Vector object.
visibility
Get and set
The way in which the sides of the model’s resource are
drawn. The choices are as follows:
#none
, in which no polygons are drawn and the
model is invisible.
#front
, in which only polygons on the outer surface
of the model are drawn, so that, if the camera were
inside the model, the model wouldn’t be seen. Also
known as “back face culling,” this option optimizes
performance.
#back
, in which only polygons on the inside of the
object are drawn, so that if the camera were outside
the model, the model wouldn’t be seen.
#both
, in which all polygons are drawn and the
model is visible regardless of orientation. This might
solve drawing problems, but it can also affect perfor-
mance because twice as many polygons must be
drawn.
The default is
#front
.
#none:
#front
#back
#both
debug
Get and set
Value indicating whether debug information is drawn
for this model. If the value is
TRUE (1)
, lines from the
x, y, and z axes are drawn sprouting up from the model
to indicate its orientation, and a bounding sphere is
drawn around the model.
TRUE (1)
or
FALSE (0)
. The
default is
FALSE
(0)
.
bounding
Sphere
Get
A list containing a vector and a floating-point value.
The vector represents the position of the model in
world space, and the floating-point value represents
the radius of the bounding sphere that contains the
model and its children.
bounding
Sphere
pointAt
Orientation
Get and set
A list of two orthogonal vectors,
[
objectRelativeDirecton,
objectRelativeUp
], that control how the model’s
pointAt()
method works.
pointAt
Orientation
Property
Access
Description
Value