Draws a section of a tracked face.

// Sets the face inset to use the left eye
var faceInset = script.getSceneObject().getFirstComponent("Component.FaceInsetVisual");
faceInset.faceRegion = FaceInsetRegion.LeftEye;
interface FaceInsetVisual {
    enabled: boolean;
    extentsTarget: ScreenTransform;
    faceIndex: number;
    faceRegion: FaceInsetRegion;
    flipX: boolean;
    flipY: boolean;
    horizontalAlignment: HorizontalAlignment;
    innerBorderRadius: number;
    mainMaterial: Material;
    mainPass: Pass;
    materials: Material[];
    meshShadowMode: MeshShadowMode;
    outerBorderRadius: number;
    sceneObject: SceneObject;
    shadowColor: vec4;
    shadowDensity: number;
    sourceScale: vec2;
    stretchMode: StretchMode;
    subdivisionsCount: number;
    uniqueIdentifier: string;
    verticalAlignment: VerticalAlignment;
    addMaterial(material: Material): void;
    clearMaterials(): void;
    destroy(): void;
    getMaterial(index: number): Material;
    getMaterialsCount(): number;
    getRenderOrder(): number;
    getSceneObject(): SceneObject;
    getTransform(): Transform;
    getTypeName(): string;
    isOfType(type: string): boolean;
    isSame(other: ScriptObject): boolean;
    localAabbMax(): vec3;
    localAabbMin(): vec3;
    setRenderOrder(value: number): void;
    snap(camera: Camera): void;
    worldAabbMax(): vec3;
    worldAabbMin(): vec3;
}

Hierarchy (view full)

Properties

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.

faceIndex: number

The index of the face this FaceInsetVisual uses.

faceRegion: FaceInsetRegion

The region of the face this FaceInsetVisual draws.

flipX: boolean

Flips the drawn face region horizontally if enabled.

flipY: boolean

Flips the drawn face region vertically if enabled.

horizontalAlignment: HorizontalAlignment

When a ScreenTransform is attached to the same SceneObject, this controls how the mesh will be positioned horizontally depending on stretchMode.

innerBorderRadius: number

The amount of alpha fading applied from the border of the face inset inward. This value must be in the range 0-1.

mainMaterial: Material

Returns the first Material.

mainPass: Pass

Returns the mainPass of the mainMaterial.

materials: Material[]

Get the array of materials used by the MaterialMeshVisual.

meshShadowMode: MeshShadowMode

None = 0, Caster = 1, Receiver = 2

outerBorderRadius: number

The amount of alpha fading applied from the border of the face inset outward. This value must be in the range 0-1.

sceneObject: SceneObject
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.

sourceScale: vec2

The x and y scaling used to draw the face region. Think of scaling as meaning how many times the face region could fit into the drawing area. Higher values will zoom away from the face region, and lower values will zoom into it. The normal, unzoomed scaling value is (1,1).

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.

subdivisionsCount: number

Determines the quality of the face inset's borders. A higher value means better looking borders but lower performance. This value must be greater than 10 and less than 100.

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

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

    Parameters

    • type: string

    Returns boolean

  • Returns true if this object is the same as other. Useful for checking if two references point to the same thing.

    Parameters

    Returns boolean

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

    Parameters

    • value: number

    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