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.