Model in Anark Studio 2.5

A visual object in the scene.

Inherits from:

Instance Properties

name type description
prototype Object The prototype for a class. [from Object]
constructor Object A reference to the constructor class for the current object instance. [from Object]
id Number (read only) Unique ID for the asset. [from Asset]
type String (read only) Type of the asset. [from Asset]
name String User-defined name for the asset. [from Asset]
parent Object (read only) Parent object of this asset. [from Asset]
active Boolean Should this asset be drawn? [from Asset]
startLifeTime Number Starting time of the asset. [from Asset]
endLifeTime Number Ending time of the asset. [from Asset]
behaviors Collection (read only) All Behavior objects attached under this asset. [from Asset]
sounds Collection (read only) All Sounds objects attached under this asset. [from Asset]
music Collection (read only) All Music objects attached under this asset. [from Asset]
context TimeContext (read only) The asset's local TimeContext object. [from Asset]
contextType Number Type of the TimeContext for this asset. [from Asset]
position Vector Location of the object. [from Node]
rotation Rotation Rotation of the object. [from Node]
scale Vector Scale of the object. [from Node]
pivot Vector Pivot point location. [from Node]
lastGlobalTransform Matrix (read only) Cumulative transformation applied to this object. [from Node]
opacity Number Opacity of the object. [from Node]
cameras Collection (read only) All cameras attached to this object. [from Node]
groups Collection (read only) All groups attached to this object. [from Node]
lights Collection (read only) All lights attached to this node. [from Node]
models Collection (read only) All models attached to this node. [from Node]
materials Collection (read only) All materials for this model.
boxMax Vector (read only) Maximum bounding-box point.
clickable Boolean Can this object be clicked on? [from Node]
boxMin Vector (read only) Minimum bounding-box point.

Instance Methods

name returns description
toLocaleString() String For most objects, the same as toString() unless explicitly overridden. [from Object]
valueOf() String Returns the internal this value of the object. [from Object]
hasOwnProperty() Boolean Determines if the object/instance itself has the named property or method. [from Object]
isPrototypeOf() Boolean Determines if the calling object prototype is in the inheritance chain for the supplied argument. [from Object]
propertyIsEnumerable() Boolean Determines if the object/instance itself has a property or method of the supplied name which will appear in a for (prop in obj) enumeration. [from Object]
swapMaterial() Material Use a new material in place of an existing material.
intersect() Number Does the model intersect the supplied vector?
attach() (none) Attach the argument underneath the asset. [from Asset]
detach() (none) Remove an asset from this asset. [from Asset]
copy() Asset Create a copy of the asset. [from Asset]
removeChildren() (none) Remove all children from this node. [from Node]
toString() String Returns a string representation of the object. [from Object]
createPrimitive() (none) Create primitive geometry in the model.

Description

The Model object contains geometry to be rendered on the screen and is a specific type of node. Models are the fundamental visible element within a scene. They may be attached to other models, groups or layers, creating a hierarchy.

There are two types of object constructors for models. The Library asset constructor creates a new instance of the object from a resource in the Anark Studio Library. The scripting object constructor creates an empty model. Objects created via scripting are not available to the Anark Studio interface, but they do appear in the finished project.

Library asset constructor syntax

var theModel = new Model( "library://libraryAssetName" [, objectToAttachTo] );
libraryAssetName
required — A String with the name of the asset in the Anark Studio Library from which to create this object.
objectToAttachTo
optional — The String name of the object to which the model will be attached. The model must be attached to an object in the scene either now or later in order to appear in the scene during playback.

Scripting object constructor syntax

var theModel = new Model( [sceneGraphName] [, objectToAttachTo] );
sceneGraphName
optional — A String with the name for the new model in the scene graph.
objectToAttachTo
optional — The String name of the object to which the model will be attached. The model must be attached to an object in the scene either now or later in order to appear in the scene during playback.

Model Examples

// Create a group of models from a resource in the library.  
var theGroup = new Group( "library://BoxesGroup" );  

// Access the first box in the group.  
var theBox = theGroup.models[0];  

// Create a new material.
var aMaterial = new Material ( );
aMaterial.diffuse.r = 255;

// Swap two materials.
var OldMaterial = theBox.swapMaterial ( "materialA", aMaterial );

// Since we created a variable name for the old material, it can be used again.  
anotherModel.swapMaterial ( "materialA", OldMaterial );