Description
Supported Script Types: Interface Scripts • Client Entity Scripts • Avatar Scripts
A handle to in-memory model data such as may be used in displaying avatars, 3D entities, or 3D overlays in the rendered scene. Changes made to the model are visible only to yourself; they are not persisted.Note: The model may be used for more than one instance of an item displayed in the scene. Modifying the model updates all instances displayed.
Create using the Graphics API or GraphicsModel.cloneModel.
Properties
Name | Type | Summary |
---|---|---|
objectID | Uuid |
The ID of the entity or avatar that the model is associated with, if any; |
numMeshes | number |
The number of meshes in the model. Read-only. |
meshes | Array.<GraphicsMesh> |
The meshes in the model. Each mesh may have more than one mesh part. Read-only. |
materialNames | Array.<string> |
The names of the materials used by each mesh part in the model. The names are in
the order of the |
materialLayers | Object.<string, Array.<Graphics.MaterialLayer>> |
The mapping from mesh parts and material
names to material layers. The mesh parts are numbered from |
Methods
Name | Return Value | Summary |
---|---|---|
cloneModel
|
GraphicsModel |
Makes a copy of the model. |
toString
|
string |
Gets a string description of the model. |
Method Details
(static) cloneModel( optionsopt ) → {GraphicsModel}
Returns: A copy of the model. |
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Makes a copy of the model. Parameters
|
(static) toString( ) → {string}
Returns: A string description of the model. |
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Gets a string description of the model. Example
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