Create a texture from a Lottie animation to apply to a surface.

Root element: THREE.Texture

animation

three/Texture/LottieTexture

three/Material/**

Hierarchy

Implements

  • Stream

Accessors

  • get disposed(): boolean
  • Gets the disposed status of the entity.

    Returns boolean

    The disposed status.

  • get elementsResolved(): any[]
  • An array of the elements that this component instance exposes. In the case that this component does not expose any elements of its own, this will be an array of the elements exposed by this component's children.

    Returns any[]

  • get lockedResolved(): boolean
  • Returns true if this component, or any of its parents, are marked as locked.

    Returns boolean

Constructors

Methods

  • Adds a behavior to the component.

    Parameters

    • b: Behavior<Component<any, ConstructorProps>>

      The behavior to add.

    Returns void

  • Adds the supplied component instance as a child of this component, removing it from any existing parent.

    Parameters

    • c: Component<any, ConstructorProps>

      The component instance to add

    Returns void

  • Constructs the children of this component.

    Parameters

    • children: ComponentChildren
    • OptionalcontextManager: ContextManager

    Returns void

  • Gets a behavior of a specific type from the component.

    Type Parameters

    • T extends (new (contextManager: ContextManager, instance: Component<any, ConstructorProps>, ...args: any[]) => Behavior<Component<any, ConstructorProps>>)

      The behavior type.

    Parameters

    • type: T

      The type of behavior to get.

    Returns undefined | InstanceType<T>

    The behavior of the specified type, or undefined if no such behavior exists.

  • Gets all behaviors of a specific type from the component.

    Type Parameters

    • T extends (new (contextManager: ContextManager, instance: Component<any, ConstructorProps>, ...args: any[]) => Behavior<Component<any, ConstructorProps>>)

      The behavior type.

    Parameters

    • type: T

      The type of behaviors to get.

    Returns InstanceType<T>[]

    An array of behaviors of the specified type.

  • Get the instance of the ZComponent that constructed this entity.

    If you pass the class of a ZComponent as the type parameter, this function will ensure that it returns an instance of that ZComponent. If this component or behavior was constructed by a different ZComponent class, or by a different entity altogether, the function with throw an error.

    Type Parameters

    • T extends ZComponent<any, T> = ZComponent<any>

    Parameters

    • Optionaltype: ConstructorForComponent<T>

      The ZComponent class that you are expecting to receive

    Returns T

    The instance of the ZComponent that constructed this component or behavior

  • Register a function to be called when an Event is fired, or an Observable's value changes. The function will only be bound to the underlying Event or Observable while this entity is enabled.

    Using this function, rather than attaching your handler directly to the Event or Observable, ensures your handler is automatically released when this entity is disposed.

    Type Parameters

    • Args extends any[]

    Parameters

    • evt: Event<Args>

      The Event or Observable to listen to

    • fn: ((...args: Args) => void)

      A function that will be called when the event fires, or the Observable value changes

        • (...args): void
        • Parameters

          Returns void

    • Optionalpriority: number

    Returns any

  • Type Parameters

    • Args extends any[]

    Parameters

    Returns any

  • Type Parameters

    • Type

    Parameters

    • observable: Observable<Type, never>
    • fn: ((v: Type) => void)
        • (v): void
        • Parameters

          Returns void

    • Optionalpriority: number

    Returns any

  • Type Parameters

    • Type

    Parameters

    Returns any

  • Removes this component from its parent component.

    Returns void

  • Removes a behavior from the component.

    Parameters

    • b: Behavior<Component<any, ConstructorProps>>

      The behavior to remove.

    Returns void

  • Removes the supplied component instance from the list of children.

    Parameters

    • c: Component<any, ConstructorProps>

      The component to remove

    Returns void

  • Unregisters a function that was previously registered to an Event or Observable.

    Type Parameters

    • Args extends any[]

    Parameters

    • evt: Event<Args>

      The Event or Observable

    • fn: ((...args: Args) => void)

      The function that was passed in the call to register

        • (...args): void
        • Parameters

          Returns void

    Returns any

  • Type Parameters

    • Type

    Parameters

    • observable: Observable<Type, never>
    • fn: ((v: Type) => void)
        • (v): void
        • Parameters

          Returns void

    Returns any

Other

tags: Observable<string[], never>

An array of string 'tags' assocated with this component.

The getComponentsByTag(mgr, tag) function can be used to get an array of components with the supplied tag.

By default, tags are scoped to the ZComponent instance that a component is constructed by. Tags that begin with global: are scoped to the experience as a whole.

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Properties - Behavior

enabled: Observable<boolean, never>

If false, this entity and its children will no longer participate in the experience.

Note - to read this value, you may wish to use enabledResolved which will be false if this entity, or any of its parents, have enabled set to false.

The precise implications of enabled being false will vary between entities, but in general disabled entities:

  • should not emit any events,
  • should not take any action, e.g. navigate the user to a different page,
  • should not perform any network communication,
  • should not make changes to other behaviors or components in the experience,
  • should minimise any runtime performance cost (e.g. detach from any frame handlers).

true

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Properties - Other

behaviors: Behavior<Component<any, ConstructorProps>>[]

The behaviors attached to this component.

children: Component<any, ConstructorProps>[]

The children of this component.

contextManager: ContextManager
enabledResolved: Observable<boolean, never>

This will have value false if this entity, or any of its parents, have enabled set to false.

To change the enabled status of this entity, use the enabled property instead.

The precise implications of enabled being false will vary between entities, but in general disabled entities:

  • should not emit any events,
  • should not take any action, e.g. navigate the user to a different page,
  • should not perform any network communication,
  • should not make changes to other behaviors or components in the experience,
  • should minimise any runtime performance cost.

Disabled entities will typically remain visible (if they have a visible appearance).

loaded: Promise<void>
locked?: boolean

If true, this component can't be selected at design time in the 3D preview.

onDispose: Event<[]>

An event that is fired as the last act of this entity being destroyed.

onEnded: Event<[LottieTexture]> = ...
onPause: Event<[LottieTexture]> = ...
onPlay: Event<[LottieTexture]> = ...
parent?: Component<any, ConstructorProps>

The parent of this component.

Properties - Play Settings

loop: Observable<boolean, never> = ...

Whether the animation should loop

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false

Properties - Texture

anisotropy: Observable<number, never> = ...

The number of samples taken along the axis through the pixel that has the highest density of texels. By default, this value is 1. A higher value gives a less blurry result than a basic mipmap, at the cost of more texture samples being used.

Use renderer.capabilities.getMaxAnisotropy() to find the maximum valid anisotropy value for the GPU; this value is usually a power of 2.

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1

attachTo: Observable<AttachTo, never> = ...

Which property of the material to attach the texture to.

e.g map, normalMap, specularMap, etc.

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map

center: Observable<[number, number], never> = ...

The point around which rotation occurs. A value of (0.5, 0.5) corresponds to the center of the texture. Default is (0, 0), the lower left.

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[0, 0]

encoding: Observable<EncodingType, never> = ...

The texture encoding.

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sRGBEncoding

flipY: Observable<boolean, never> = ...

Whether the texture is flipped horizontally on the UV axis.

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true

offset: Observable<[number, number], never> = ...

How much a single repetition of the texture is offset from the beginning, in each direction U and V. Typical range is 0.0 to 1.0.

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[0, 0]

premultiplyAlpha: Observable<boolean, never> = ...

If set to true, the alpha channel, if present, is multiplied into the color channels when the texture is uploaded to the GPU.

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false

repeat: Observable<[number, number], never> = ...

How many times the texture is repeated across the surface, in each direction U and V. If repeat is set greater than 1 in either direction, the corresponding Wrap parameter should also be set to THREE.RepeatWrapping or THREE.MirroredRepeatWrapping to achieve the desired tiling effect.

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[1, 1]

rotation: Observable<number, never> = ...

How much the texture is rotated around the center point, in radians. Positive values are counter-clockwise.

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0

unpackAlignment: Observable<number, never> = ...

Specifies the alignment requirements for the start of each pixel row in memory. The allowable values are:

  • 1 (byte-alignment)
  • 2 (rows aligned to even-numbered bytes)
  • 4 (word-alignment)
  • 8 (rows start on double-word boundaries)

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4