Class Cloth

Physically animated cloth.

Hierarchy (view full)

Constructors

Accessors

  • get active(): boolean
  • Activates or deactivates the component.

    Returns boolean

    The returned active state also accounts for the active state of the parent SceneObject.

  • set active(value): void
  • Parameters

    • value: boolean

    Returns void

  • get affectedSubMeshIndex(): number
  • Determines the index of the sub-mesh of the attached Renderable which should be affected by the cloth.

    Returns number

  • set affectedSubMeshIndex(value): void
  • Parameters

    • value: number

    Returns void

  • get bakedMesh(): Mesh
  • Returns the baked mesh resource, if any.

    Returns Mesh

  • get clothAttachmentPoints(): Iterable<Sphere>
  • Regions of space in which the cloth is considered to be immovable (attached). Any vertices inside the regions will be immovable.

    Returns Iterable<Sphere>

  • set clothAttachmentPoints(value): void
  • Parameters

    Returns void

  • get editorMetaData(): Settings
  • Get the editor meta data.

    Returns Settings

    The API is only valid in the editor.

  • get isActiveSelf(): boolean
  • Determines whether the component itself is active, without accounting for the active state of the parent scene object.

    Returns boolean

  • get isBaked(): boolean
  • Returns true when the cloth is in baked state and live simulation is suppressed.

    Returns boolean

  • get isBakePreviewActive(): boolean
  • Returns true when a bake preview session is active (between BeginBakePreview and Commit/Cancel).

    Returns boolean

  • get isDestroyed(): boolean
  • Determines if the object has been destroyed.

    Returns boolean

  • get isRunning(): boolean
  • Determines if the component is currently active, enabled and running.

    Returns boolean

  • get layer(): rsx.LayerMask
  • Determines the layer of the cloth. Layer controls with which objects the cloth will collide.

    Returns rsx.LayerMask

  • set layer(value): void
  • Parameters

    Returns void

  • get mass(): number
  • Determines the mass of the entire cloth. The mass is distributed uniformly across the entire mesh.

    Returns number

  • set mass(value): void
  • Parameters

    • value: number

    Returns void

  • get priority(): number
  • The signed execution priority of the component.

    Determines order of execution of this component in relation to other components, higher priorities will execute earlier. The priority value determines the order of initialize, enable and update calls. Valid priorities are in the range [-100...100], other priorities are reserved for internal use.

    The priority should not be modified after onCreate has been called.

    The default priority for user implement components is -10. BuiltinComponent have a default priority of 0. However, instances that have dependencies or are a dependency to another component might have non zero default priorities. For example, the Camera component has a default priority of 50 as other components may depend on the camera being initialized early. The Rigidbody component has a default priority of 22 and Joint components have a priority of 20 as the joint depends on fully initialized rigid bodies.

    Returns number

    If two components have the same priority, the order of execution is undefined, but deterministic as the system uses identifiers such as the internal type ID and UUID to guaranteed stable ordering.

  • set priority(value): void
  • Parameters

    • value: number

    Returns void

  • get uuid(): UUID
  • Returns a universally unique identifier that persists scene save/load.

    Returns UUID

Methods

  • Begins an interactive bake preview. Simulates maxSimulationTime in incremental steps. Progress updates on the bake preview are provided via onBakePreviewProgressChanged. A baked state can be sampled with sampleBakePreview. No-op if the scene is playing.

    Parameters

    • OptionalmaxSimulationTime: number

      Maximum simulation time to pre-simulate, in seconds.

    Returns void

  • Virtual

    Calculates bounds of the visible content for this component.

    Returns {
        box: AABox;
        sphere: Sphere;
    }

    An object with the bounding box and bounding sphere or null, if the component has no bounds.

  • Cancels an in-progress or completed preview session and restores the original mesh. No-op if no session is active.

    Returns void

  • Finalizes the bake at time with optional mesh optimization. Destroys the current preview session. Returns null if no preview session is in progress.

    Parameters

    • time: number

      Desired simulation time, in seconds.

    • OptionaloptimizationPercentage: number

      Target percentage of triangles for mesh optimization.

    Returns Mesh

    The finalized baked mesh, or null on failure.

  • Destroys the component, removing it from its scene object and stopping component updates.

    Parameters

    • Optionalimmediate: boolean

      If true the component will be fully destroyed immediately. This means that objects that are still referencing this component might fail. Normally destruction is delayed until the end of the frame to give other objects a chance to stop using it.

    Returns void

  • Virtual

    Returns the bounds of the visible content for this component in local space, i.e. relative to the scene object's transform.

    Returns {
        box: AABox;
        sphere: Sphere;
    }

    An object with the bounding box and bounding sphere or null, if the component has no bounds.

  • Calls a parameterless method with the specified name, on the component.

    Parameters

    • name: string

      Name of the method to call.

    Returns boolean

    true if the method was invoked.

  • Virtual

    Called once when the component has been created.

    Returns void

    Called regardless of the state the component is in.

  • Virtual

    Called once just before the component is destroyed.

    Returns void

    Called regardless of the state the component is in.

  • Virtual

    Called every time a component is placed into the Stopped state.

    Returns void

    This method may be called during component destruction, if the component wasn't already in ScenePlayState.Stopped state during destruction. When called during destruction, it is called before onDestroy.

  • Virtual

    Called every time a component leaves the ScenePlayState.Stopped state.

    Returns void

    This method might be called during component creation, if the requirements for leaving the stopped state are met. One such case would be a component class that has the runInEditor attribute. When called during creation it is called after onInitialize.

  • Called at fixed time intervals (e.g. 60 times per frame). Only called if the component is in ScenePlayState.Playing state.

    Returns void

    RSX uses the fixed update to perform updates to sub-systems such as physics. Only implement this method if your logic depends on fixed updates (e.g. at 30hz) for stability.

  • Virtual

    Called once when the component first leaves the ScenePlayState.Stopped state.

    Returns void

    This method might be called during component creation, if the requirements for leaving the stopped state are met. One such case would be a component class that has the runInEditor attribute. When called during creation it is called after onCreate.

  • Virtual

    Called once per frame, after all other components received their onUpdate invocation. Only called if the component is in ScenePlayState.Playing state.

    Returns void

    This method should only be implemented if your component needs logic that implements on other component or SceneObject changes performend in onUpdate. An example could be a camera controller logic that updates in response to changes to the object that is being tracked.

  • Virtual

    Called when the script domain has been refreshed or when the component is initialized. During initialization it is called after onInitialize but before onEnable.

    Returns void

    This API will not be called in a deployment build.

  • Restores the renderable's original mesh and re-enables live simulation. No-op if not baked.

    Returns void

  • Rebuilds the renderable mesh interpolated from the cached snapshots nearest to time. Optionally optimizes the mesh.

    Parameters

    • time: number

      Desired simulation time, in seconds.

    • OptionaloptimizationPercentage: number

      Target percentage of triangles for mesh optimization.

    Returns Mesh

    The rebuilt mesh, or null on failure.

  • Registers the coroutine for the specified component using the provided args as arguments.

    Type Parameters

    Parameters

    • coroutine: T

      The coroutine.

    • Rest...args: Parameters<T>

    Returns boolean

    true if the coroutine was registered.

    The coroutine will be called for the first time when the coroutine subsystem runs for update events. There is no guarantee with regards to the order of how coroutines are invoked. Coroutines are a great way for time-deferred or delayed system. To implement a coroutine simply add a generator method to your component and register it as coroutine:

    		public *myCoroutine(text:string)
    {
    const endTime:number = Time.realElapsed + 3;

    while(Time.realElapsed < endTime)
    {
    yield true;
    }

    Debug.log("This code will be invoked after 3 seconds with the text=" + text);
    }

    To register the function simply call

    		this.startCoroutine(this.myCoroutine, "Hello World!");
    

    The function will be invoked once the coroutine runs. The coroutine function can yield the program control flow by using the keyword yield. The coroutine will then stop execution at that point, and pick up the execution in the next update event, right after the yield keyword that caused the coroutine to pause.

    With helper functions such as waitForSeconds or waitForAsyncOp it is easy to create coroutines that pause for a set time interval.

  • Registers the coroutine for the specified component using the provided args as arguments.

    Type Parameters

    Parameters

    • coroutine: T

      The coroutine.

    • Rest...args: Parameters<T>

    Returns boolean

    true if the coroutine was registered.

    The coroutine will be called for the first time when the coroutine subsystem runs for fixedUpdate events. There is no guarantee with regards to the order of how coroutines are invoked. Coroutines are a great way for time-deferred or delayed system. To implement a coroutine simply add a generator method to your component and register it as coroutine:

    		public *myCoroutine(text:string)
    {
    const endTime:number = Time.realElapsed + 3;

    while(Time.realElapsed < endTime)
    {
    yield true;
    }

    Debug.log("This code will be invoked after 3 seconds!");
    }

    To register the function simply call

    		this.startCoroutine(this.myCoroutine, "Hello World!");
    

    The function will be invoked once the coroutine runs. The coroutine function can yield the program control flow by using the keyword yield. The coroutine will then stop execution at that point, and pick up the execution in the next fixedUpdate event, right after the yield keyword that caused the coroutine to pause.

    With helper functions such as waitForSeconds or waitForAsyncOp it is easy to create coroutines that pause for a set time interval.

  • Stops all coroutines for the specified component.

    Returns void

    This API is only available for components that are registered in a scene.

  • Stops the coroutine for the specified component.

    Parameters

    Returns boolean

    true if the coroutine was registered.

  • Locates a rsx object by its sceneRuntimeID and UUID.

    Parameters

    • sceneRuntimeID: number

      The runtime ID of the SceneInstance of the object.

    • uuid: Const<UUID>

      The UUID of the object to retrieve.

    Returns SceneNode

    The object or null if no object with given sceneRuntimeID and uuid has been registered

Events

onBakePreviewProgressChanged: Event<[progress: number], void>

Fired after each simulation step batch with the current progress in [0, 1]. Reaches 1 when all steps are complete.