Lens Scripting API

    Class RenderMeshVisual

    Extends MaterialMeshVisual, adding the capability to utilize specific RenderMesh assets to depict 3D models within a scene.

    Hierarchy (View Summary, Expand)

    Index

    Constructors

    Properties

    blendNormals: boolean

    If enabled, normal directions are also blended by blend shapes.

    blendShape: BlendShapes

    The BlendShapes component used for rendering this mesh.

    blendShapesEnabled: boolean

    If enabled, blend shapes will affect the component.

    emitter: boolean

    If enabled, rays are generated from this object during raytracing so that it can receive ray-traced reflections.

    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.

    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.

    The RenderMesh asset to render.

    meshShadowMode: MeshShadowMode

    None = 0, Caster = 1, Receiver = 2

    propertyOverrides: PropertyOverrides
    receiver: boolean

    If enabled, rays can hit this object during raytracing so that it may be visible in ray-traced reflections.

    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

    • Resets all blend shape weights on the component.

      Returns void

    • Returns the names of the blend shapes on this RenderMeshVisual.

      Returns string[]

    • Returns the weight of the blend shape with the matching name.

      Parameters

      • name: string

      Returns number

    • Returns whether this component has a weight for the blend shape with matching name.

      Parameters

      • name: string

      Returns boolean

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

      Parameters

      • type: string

      Returns boolean

    • Sets the weight of the blend shape with the matching name.

      Parameters

      • name: string
      • weight: number

      Returns void

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

      Parameters

      • value: number

      Returns void

    • Sets the Skin to use for rendering this mesh.

      Parameters

      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

    • Clears the blend shape with the matching name.

      Parameters

      • name: string

      Returns void

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