User Guide

286 APPENDIX E
if (myObject.loaded) { ... }
parent
A reference to the parent SceneGroup containing the object
myParent = myObject.parent;
position
The position of the object as a Vector.
// set the position of the object to a known anchor
myObject.position = myAnchor3.position;
orientation
The rotational orientation of the object (as a Rotation).
// set the orientation of the object to a known anchor
myObject.orientation = myAnchor3.orientation;
transform
The Transform is the combined position and orientation of the object.
// set the transform of the object to a known anchor
myObject.transform = myAnchor3.transform;
worldSpacePosition
The worldSpacePosition of the object as a Vector.
// set the worldSpacePosition of the object to a known anchor
myObject.worldSpacePosition = myAnchor3.worldSpacePosition;
worldSpaceOrientation
The worldSpaceOrientation of the object (as a Rotation).
// set the worldSpaceOrientation of the object to a known anchor
myObject.worldSpaceOrientation = myAnchor3.worldSpaceOrientation;
worldSpaceTransform
The worldSpaceTransform is the combined worldSpacePosition and worldSpaceOrientation of the object.
// set the worldSpaceTransform of the object to a known anchor
myObject.worldSpaceTransform = myAnchor3.worldSpaceTransform;
Camera
The Camera module represents virtual cameras that are used to render a 2-D view from a 3-D SceneGroup. It has
properties that control the projection of the camera, such as fi eld of view, position and orientation. There is a fl ag that
may be used to lock the camera to the fi rst person view from the actor, and a fl ag that determines whether the avatar
is visible in the image generated by the camera. (This is useful when implementing third person camera controllers.)