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Chapter 16: Working with Models and Model Resources
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 may solve drawing problems, but it can
also affect performance 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
Summary of Contents for DIRECTOR MX 2004-USING DIRECTOR
Page 1: ...DIRECTOR MX 2004 Using Director...
Page 16: ...16 Chapter 1 Introduction...
Page 82: ...82 Chapter 3 Sprites...
Page 98: ...98 Chapter 4 Animation...
Page 134: ...134 Chapter 5 Bitmaps...
Page 242: ...242 Chapter 10 Sound and Synchronization...
Page 274: ...274 Chapter 11 Using Digital Video...
Page 290: ...290 Chapter 12 Behaviors...
Page 302: ...302 Chapter 13 Navigation and User Interaction...
Page 334: ...334 Chapter 15 The 3D Cast Member 3D Text and 3D Behaviors...
Page 392: ...392 Chapter 16 Working with Models and Model Resources...
Page 418: ...418 Chapter 18 Movies in a Window...
Page 446: ...446 Chapter 22 Managing and Testing Director Projects...