Extends
Members
# lookPitch :number
The pitch angle of the avatar in radians. Pitch is ignored in determining the avatar's facing, but affects camera direction. This is the pawn-side value and is interpolated every frame.
Type:
- number
# lookYaw :number
The yaw angle of the avatar in radians. Yaw is used to determine the actor's facing. This is the pawn-side value and is interpolated every frame.
Type:
- number
# translation :Array.<number>
The local translation of the pawn relative to its parent. The value is a 3D vector. This is the interpolated value. If you
want the actor's true value, use this.actor.translation
.
Type:
- Array.<number>
- Inherited From:
# rotation :Array.<number>
The local rotation of the pawn relative to its parent. The value is a quaternion. This is the interpolated value. If you
want the actor's true value, use this.actor.translation
.
Type:
- Array.<number>
- Inherited From:
# scale :Array.<number>
The local scale of the pawn relative to its parent. The value is a 3D vector. This is the interpolated value. If you
want the actor's true value, use this.actor.scale
.
Type:
- Array.<number>
- Inherited From:
# tug :number
A value ranging from 0 to 1 that determines how quickly the pawn will converge on the actor's position during interpolation. If it's set to 0, the pawn will never move at all. If the tug is set to 1, the pawn will snap to the actor's current position every frame.
A pawn's tug is a trade-off between smoothness and responsiveness. Higher tug values converge faster, but also more jittery, and vice versa.
Note: If pawns are arranged in a hierachy in the scene graph, the children will use the tug of their parents. (Mixing different tug values leads to jitter.)
Type:
- number
- Inherited From:
Example:
class SmoothedPawn extends mix(Pawn).with(PM_Smoothed) {
constructor(...args) {
super(...args);
this.tug = 0.02. // Converge slowly.
}
}
# local :Array.<number>
The local 4x4 transformation matrix. This is the pawn's transform relative to its parent, and is derived from its translation, rotation, and scale. This value is read directly from the spatial pawn's actor.
Type:
- Array.<number>
- Inherited From:
# global :Array.<number>
The global 4x4 transformation matrix. This is the pawn's transform relative to world space, taking into account its local transform and the local transforms of all of its parents.
Type:
- Array.<number>
- Inherited From:
# lookGlobal :Array.<number>
By default, this is the same as global. However you can override it if you want to add an additional transform for a camera attached to the pawn. (For example, first-person avatars should override lookGlobal to let the user look up and down without changing the pawn's facing.)
Type:
- Array.<number>
- Inherited From:
# parent :Pawn
The parent of the pawn in the hierarchical tree. This is the pawn associated with the parent of this pawn's actor. This property is updated automatically, when the actor's parent changes.
Type:
- Inherited From:
Example:
if (treePawn.parent.actor === treePawn.actor.parent ) {console.log("Always true!")};
Methods
# lookTo(pitch, yaw)
Sends an event through the reflector telling the actor to rotate to a new position. The pawn will speculatively perform the same rotation under the assumption that the actor will successfully complete it. The rotation is specified using separate pitch and yaw values. Only the yaw value controls the facing of the avatar, but the pitch and yaw are combined to determine camera facing.
Note: If you're frequently calling lookTo() , consider using throttledLookTo() instead to avoid flooding the reflector with events.
Name | Type | Description |
---|---|---|
pitch |
number | in radians |
yaw |
number | in radians |
# throttledLookTo(pitch, yaw)
The same as lookTo(), but limits the number of events that are sent to the reflector. The frequency of the throttled events is determined by the lookThrottle
Name | Type | Description |
---|---|---|
pitch |
number | in radians |
yaw |
number | in radians |
# moveTo(translation)
Sends an event through the reflector telling the actor to move to a new position. The pawn will speculatively perform the same move under the assumption that the actor will successfully complete it.
Note: If you're frequently calling moveTo(), consider using throttledMoveTo() instead to avoid flooding the reflector with events.
Name | Type | Description |
---|---|---|
translation |
Array.<number> |
- Inherited From:
myAvatarPawn.moveTo([10,0,0]);
# throttledMoveTo(translation)
The same as moveTo(), but limits the number of events that are sent to the reflector. The frequency of the throttled events is determined by the moveThrottle
Name | Type | Description |
---|---|---|
translation |
Array.<number> |
- Inherited From:
myAvatarPawn.throttledMoveTo([10,0,0]);
# rotateTo(rotation)
Sends an event through the reflector telling the actor to rotate to a new position. The pawn will speculatively perform the same rotation under the assumption that the actor will successfully complete it.
Note: If you're frequently calling rotateTo() , consider using throttledRotateTo() instead to avoid flooding the reflector with events.
Name | Type | Description |
---|---|---|
rotation |
Array.<number> |
- Inherited From:
myAvatarPawn.rotateTo(q_axisAngle([1,0,0], toRad(45))); // Rotate to 45 degrees around the x axis.
# throttledRotateTo(rotation)
The same as rotateTo(), but limits the number of events that are sent to the reflector. The frequency of the throttled events is determined by the rotateThrottle
Name | Type | Description |
---|---|---|
rotation |
Array.<number> |
- Inherited From:
myAvatarPawn.throttledRotateTo(q_axisAngle([1,0,0], toRad(45))); // Rotate to 45 degrees around the x axis.
# setVelocity(velocity)
Sends an event through the reflector setting the actor's velocity in xyz units per millisecond. Both the actor and the pawn will then move at this velocity every tick/frame. The pawn's movement will be speculative under the assumption that it's matching the actor, but if the actor does something else, the pawn will smoothly blend to the actor's true position.
Note: Try to use setVelocity() whenever possible instead of moveTo(). It's a much more efficient way for the pawn to control the actor.
Name | Type | Description |
---|---|---|
velocity |
Array.<number> | 3-vector in units per millisecond |
- Inherited From:
myAvatarPawn.setVelocity([10,0,0]);
# setSpin(spin)
Sends an event through the reflector setting the actor's spin in radians per millisecond. Both the actor and the pawn will then rotate at this spin every tick/frame. The pawn's rotation will be speculative under the assumption that it's matching the actor, but if the actor does something else, the pawn will smoothly blend to the actor's true position.
Note: Try to use setSpin() whenever possible instead of rotateTo(). It's a much more efficient way for the pawn to control the actor.
Name | Type | Description |
---|---|---|
spin |
Array.<number> | quaternion in radians per millisecond |
- Inherited From:
myAvatarPawn.setSpin(q_axisAngle([1,0,0], toRad(2))); // Rotate at 2 radians per millisecond around the x axis.
myAvatarPawn.setSpin(q_identity()); // Stop the rotation
# update(time, delta)
Called every frame by ViewRoot. Overload this to create your pawn's custom update.
Name | Type | Description |
---|---|---|
time |
number | The view time in milliseconds of the current frame. |
delta |
number | The elapsed time in milliseconds since the previous frame. |
- Inherited From:
# preUpdate(time, delta)
Called every frame by ViewRoot right before update(). Use this only for operations that must occur before everything else.
Name | Type | Description |
---|---|---|
time |
number | The view time in milliseconds of the current frame. |
delta |
number | The elapsed time in milliseconds since the previous frame. |
- Inherited From:
# postUpdate(time, delta)
Called every frame by ViewRoot right after update(). Use this only for operations that must occur after everything else.
Name | Type | Description |
---|---|---|
time |
number | The view time in milliseconds of the current frame. |
delta |
number | The elapsed time in milliseconds since the previous frame. |
- Inherited From: