Lens Scripting API

    Class HairVisual

    Used to simulate and render hairstyles with realistic lighting and physics.

    //@input Component.HairVisual hair

    var width = 1;
    var wind = new vec3(5,0,0);

    script.hair.onInitialized = InitializeHair;

    function InitializeHair(hv){
    //change hair width
    hv.strandWidth = width;

    //add wind to hair
    hv.windEnabled = true;
    hv.windForce = wind;
    }

    Hierarchy (View Summary, Expand)

    Index

    Constructors

    Properties

    clumpDensity: number

    Density of each clump, higher number would result in "messier" looking hair.

    clumpRadius: number

    Offset amount of hair roots.

    clumpTipScale: number

    Offset amount of hair tips.

    colliders: ColliderComponent[]

    List of all colliders assigned to the hair simulation of the current hair visual.

    collisionEnabled: boolean

    Determines if collision is enabled for hair.

    collisionFriction: number

    Determines amount of friction for collision between hair strands.

    collisionOffset: number

    Determines how much position offset collision will cause.

    collisionStiffness: number

    Determines how stiff the collision is.

    damp: number

    Higher value of damp will cause hair to have less free movement.

    density: number

    Amount of density created to thicken hair.

    enabled: boolean

    If disabled, the Component will stop enacting its behavior.

    extentsTarget: ScreenTransform

    When a ScreenTransform is present on this SceneObject, and extentsTarget is a child of this SceneObject, extentsTarget will be repositioned to match the exact area this MeshVisual is being rendered. Very useful for Image and Text components.

    fallbackHairMaterial: Material
    fallbackModeEnabled: boolean

    This enables fallback mode which turns off physics simulations; it is recommended to enable fallback mode on lower-end devices. It will be enabled automatically if device doesn't support hair simulation feature.

    friction: number

    Amount of friction for hair strands.

    gravity: vec3

    Gravity force that gets added for hair's physics simulation.

    hairMaterial: Material

    Material used by this simulation to render hair.

    hairResolution: number

    Determines the amount of vertices on each strand. 0 means using original number of the strands. 1 is the smallest resolution for hair. Keep in mind when you change this property, the hair geometry will be regenerated.

    horizontalAlignment: HorizontalAlignment

    When a ScreenTransform is attached to the same SceneObject, this controls how the mesh will be positioned horizontally depending on stretchMode.

    meshShadowMode: MeshShadowMode

    None = 0, Caster = 1, Receiver = 2

    noise: number

    Offset of hair density.

    onInitialized: (hairVisual: HairVisual) => void

    This function gets called when the hair visual is initialized in the Lens.

    primaryHairMaterial: Material
    sceneObject: SceneObject

    The scene object this component is on.

    selfCollisionEnabled: boolean

    If enabled, hair strands will collide with themselves.

    selfCollisionFriction: number

    Friction of collisions between hair strands.

    selfCollisionRadius: number

    Radius limit of collisions between hair strands.

    selfCollisionStiffness: number

    Determines how stiff collision between hair strands are.

    shadowColor: vec4

    Affects the color of shadows being cast by this MeshVisual. The color of the cast shadow is a mix between shadowColor and the material's base texture color. The alpha value of shadowColor controls the mixing of these two colors, with 0 = shadowColor and 1 = shadowColor * textureColor.

    shadowDensity: number

    Density of shadows cast by this MeshVisual.

    stiffness: number

    Higher value of stiffness will make hair move less.

    strandTaper: number

    The taper size of each hair towards the tip.

    strandWidth: number

    The Width of each hair strand.

    stretchMode: StretchMode

    When a ScreenTransform is attached to the same SceneObject, this controls how the mesh will be stretched relative to the ScreenTransform's boundaries.

    uniqueIdentifier: string
    verticalAlignment: VerticalAlignment

    When a ScreenTransform is attached to the same SceneObject, this controls how the mesh will be positioned vertically depending on stretchMode.

    windEnabled: boolean

    If checked will add wind force to hair simulation.

    windForce: vec3

    Amount of wind force added to hair simulation.

    Methods

    • Removes all hair colliders from the hair simulation.

      Returns void

    • Returns true if hair simulation is supported by the device.

      Returns boolean

    • Returns true if the hair resources are initialized.

      Returns boolean

    • Returns true if the object matches or derives from the passed in type.

      Parameters

      • type: string

      Returns boolean

    • Returns true if this object is the same as other. Useful for checking if two references point to the same thing.

      Parameters

      Returns boolean

    • Resets the simulation. May be called if the object with the hair simulation is toggled between enabled and disabled.

      Returns void

    • Sets the order of this Visual in the render queue.

      Parameters

      • value: number

      Returns void

    • Projects screen positions from camera's view onto the mesh's UVs. If the MeshVisual's material uses the same texture as the camera input, the MeshVisual will look identical to the part of the screen it covers.

      Parameters

      Returns void

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