Applies a face mask effect. See the Face Mask Guide for more information.

// Run this in the "Frame Updated" event to switch between drawn faces twice a second
// Make sure "Use Orig. Face" is enabled on the FaceMask

//@input Component.FaceMaskVisual faceMask
//@input Component.Head head

var numFaces = script.head.getFacesCount();
script.faceMask.originalFaceIndex = Math.floor(getTime() * 2.0) % numFaces;
interface FaceMaskVisual {
    customMaskOnMouthClosed: Texture;
    enabled: boolean;
    extentsTarget: ScreenTransform;
    faceIndex: number;
    hidesMaskOnMouthClosed: boolean;
    horizontalAlignment: HorizontalAlignment;
    mainMaterial: Material;
    mainPass: Pass;
    materials: Material[];
    meshShadowMode: MeshShadowMode;
    originalFaceIndex: number;
    sceneObject: SceneObject;
    shadowColor: vec4;
    shadowDensity: number;
    stretchMode: StretchMode;
    swapsMaskOnMouthClosed: boolean;
    teethAlpha: number;
    uniqueIdentifier: string;
    useOriginalTexCoords: boolean;
    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

customMaskOnMouthClosed: Texture
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 effect is attached to.

hidesMaskOnMouthClosed: boolean
horizontalAlignment: HorizontalAlignment

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

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

originalFaceIndex: number

If "Use Orig. Face" is enabled for this FaceMaskVisual in the Inspector panel, this property specifies the face index to use for drawing the mask.

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.

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.

swapsMaskOnMouthClosed: boolean
teethAlpha: number
uniqueIdentifier: string
useOriginalTexCoords: boolean
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