Testing bullet physics.
Testing bullet physics.
onclick is used for the JS that plays the sound, adding collision to the plane allows video to play on click.
With shadow_near and shadow_far you can set the beginning and end of where a light would cast a shadow. This is useful if you have a light inside of a chinese lantern and you don't want the lantern itself to block the shadow. However, if the light is inside of an old fashion or custom lantern with a metal frame you might want those shadows from the object itself. You can set the light_shadow_near close or as far as you want for that.
Next, shadow_receive vs shadow_cast lets you control whether that object will receive shadows, or cast them, respectively. Glass in general doesn't receive or cast shadows and something like a TV screen wouldn't receive shadows because it's an emitter.
Change light_shadow_radius to set the radius of the light which affects how sharp or soft the shadows are.
Create 3D effects with AssetImage by using sbs3d and ou3d.
A Sound plays a specific AssetSound when the player enters a rectangle defined on the XZ plane, which is used to "trigger" the sound. One can also specify whether the sound should loop once triggered, or only play back once. To get ambient sound or music to play for the room upon entry, use a very large rectangle to trigger the sound (or at least contains the room's entrance portal), and set the sound to loop.
loop (default "false") - normally the sound plays only one time, but when this attribute is set to true, the sound will play indefinitely until the player leaves the room
play_once (default "false") - when set to true, the given Sound will only play one time for the duration of the visit. If set to "false" (the default), the sound will play once each time the player enters the room.
pos (default "0 0 0") - when set to any other value than the default, the Sound is 3D spatialized (requires version 45+)
dist (default "1.0") - distance attenuation setting for 3D spatialized sound (requires version 45+)
gain (default "1.0") - gain setting for 3D spatialized sound (requires version 45+)
pitch (default "1.0") - pitch setting for 3D spatialized sound (requires version 45+)
A Ghost refers to an instance of a recorded avatar within the room. Properties for the ghost invariant to the recording, such as scale, colour, and custom geometry used to represent the ghost can all be specified. When no geometry is specified for the "head" and "body" parts of the ghost, a default boxy appearance is used. Since a Ghost is a recording, there are options to set the recording to loop and to auto_play on room entry.
This is an experimental version to fix ghost support.
The Paragraph tag allows the addition a generated image which contains text, use this instead of "Text" when you want to display a large amount of text within the room (either this, or create your own image with text in it).
Users may apply an AssetShader to the entirety of the room's contents, portals and users' avatars through the attributes below. This global shader may be overwritten on a per-Object basis by setting the shader_id attribute for each Object. At the moment only JanusVR native supports glsl shaders.
shader_id - (default "") The AssetShader id to use as the global shader.
An AssetShader allows you to use either a GLSL fragment shader to shade geometry (set src), or a GLSL vertex shader to deform geometry (set vertex_src), or both.
These are videos which can be used within the webspace. You can drag and drop mp4 and webm into JanusVR. Now with libvlc for codecs. AssetVideo supports RTMP streams (.m3u8) for live streaming.
A Video plays a specific AssetVideo. The video can be controlled by left clicking on it (stop and play). You can specify whether the video should loop once playing, and whether the video should start playing automatically when the room is entered. Multiple Video's can be associated with one AssetVideo without any extra performance penalty (useful if you want the same video to appear at multiple locations in the room). The video will appear in the room as a rectangle, and the ratio of the height and width dimensions will match that of the video itself, preserving aspect ratio. All videos in a room are stopped automatically when the user leaves the room.