Lens Scripting API

    Class Image

    Used to display 2D textures within a scene.

    Commonly used with ScreenTransform for drawing images on the screen.

    See the Image guide.

    //@input Component.Image image
    //@input Asset.Texture texture

    // Set the Image component's texture
    script.image.mainPass.baseTex = script.texture;

    // Set the Image's pivot point
    script.image.pivot = new vec2(1, 1);

    Hierarchy (View Summary, Expand)

    Index

    Constructors

    Properties

    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.

    flipX: boolean

    If enabled, the drawn image will be flipped horizontally.

    flipY: boolean

    If enabled, the drawn image will be flipped vertically.

    horizontalAlignment: HorizontalAlignment

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

    mainMaterial: Material

    Returns the first Material.

    mainPass: Pass

    Returns the mainPass of the mainMaterial.

    mainPassOverrides: any
    materials: Material[]

    Get the array of materials used by the MaterialMeshVisual.

    meshShadowMode: MeshShadowMode

    None = 0, Caster = 1, Receiver = 2

    pivot: vec2

    The location of the Image's pivot point relative to its boundaries. Where (-1, -1) is the bottom left corner, (0, 0) is the center, and (1, 1) is the top right corner of the Image.

    propertyOverrides: PropertyOverrides
    rotationAngle: number
    sceneObject: SceneObject

    The scene object this component is on.

    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.

    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.

    Methods

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

      Parameters

      • type: string

      Returns boolean

    • 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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