Private
_animationPrivate
_disposedPrivate
_namePrivate
_pixelPrivate
_renderPrivate
_zoomPrivate
animationIDWhether to rotate the player along the y axis.
false
The angular velocity of the player, in rad/s.
Private
backgroundReadonly
cameraReadonly
cameraReadonly
canvasThe canvas where the renderer draws its output.
Readonly
capePrivate
capePrivate
clockReadonly
composerReadonly
controlsThe OrbitControls component which is used to implement the mouse control function.
Private
deviceReadonly
earsPrivate
earsReadonly
fxaaReadonly
globalPrivate
isPrivate
onPrivate
onPrivate
onReadonly
playerThe player object.
Readonly
playerA group that wraps the player object. It is used to center the player in the world.
Readonly
renderReadonly
rendererReadonly
sceneReadonly
skinPrivate
skinThe animation that is current playing, or null
if no animation is playing.
Setting this property to a different value will change the current animation. The player's pose and the progress of the new animation will be reset before playing.
Setting this property to null
will stop the current animation and reset the player's pose.
The name tag to display above the player, or null
if there is none.
When setting this property to a string
value, a NameTagObject
will be automatically created with default options.
skinViewer.nameTag = "hello";
skinViewer.nameTag = new NameTagObject("hello", { textStyle: "yellow" });
skinViewer.nameTag = null;
Whether rendering and animations are paused. Setting this property to true will stop both rendering and animation loops. Setting it back to false will resume them.
Private
drawOptional
options: CapeLoadOptionsOptional
options: EarsLoadOptionsOptional
options: SkinLoadOptionsPrivate
recreatePrivate
recreatePrivate
recreatePrivate
updateGenerated using TypeDoc
The SkinViewer renders the player on a canvas.