
Use this page when the task is about authored 3D content, imported assets, scene graph behavior, materials, or avatar-style clip playback.
aura.scene3daura.meshaura.material| Namespace | Exact Signatures | Additional Method Names | Native | Web |
|---|---|---|---|---|
aura.scene3d |
5 | 22 | supported |
unsupported |
aura.mesh |
16 | 0 | supported |
unsupported |
aura.material |
23 | 0 | supported |
unsupported |
Additive 3D hierarchy helper for deterministic node parenting, world-transform composition, traversal ordering, and clip/skinning runtime helpers.
supportedunsupported522aura.scene3d.pick(pixelX, pixelY, options?)
aura.scene3d.queryRaycast(...)
aura.scene3d.queryRaycast(originOrOptions, maybeDirection?, maybeOptions?)
aura.scene3d.raycast(origin, direction, options?)
aura.scene3d.screenToRay(pixelX, pixelY)
aura.scene3d.createAvatar(...)
aura.scene3d.createClip(...)
aura.scene3d.createNode(...)
aura.scene3d.crossfadeClips(...)
aura.scene3d.getClipState(...)
aura.scene3d.getLocalTransform(...)
aura.scene3d.getParent(...)
aura.scene3d.getWorldTransform(...)
aura.scene3d.onClipEvent(...)
aura.scene3d.pauseClip(...)
aura.scene3d.playClip(...)
aura.scene3d.removeNode(...)
aura.scene3d.resumeClip(...)
aura.scene3d.seekClip(...)
aura.scene3d.setClipLoop(...)
aura.scene3d.setClipSkinning(...)
aura.scene3d.setClipWeight(...)
aura.scene3d.setLocalTransform(...)
aura.scene3d.setParent(...)
aura.scene3d.traverse(...)
aura.scene3d.updateAvatars(...)
aura.scene3d.updateClips(...)
Exact signature extraction is still incomplete for the methods above. Use the canonical contract source if argument or return-value detail matters.
Mesh loading, procedural geometry, morph targets, and instancing helpers.
supportedunsupported160aura.mesh.createBox(width?: number, height?: number, depth?: number): MeshHandle
aura.mesh.createCapsule( radius?: number, height?: number, segments?: number, rings?: number ): MeshHandle
aura.mesh.createCone(radius?: number, height?: number, segments?: number): MeshHandle
aura.mesh.createCylinder(radius?: number, height?: number, segments?: number): MeshHandle
aura.mesh.createExtrude( shape2d: Array<{ x: number; y: number }>, optionsOrDepth?: { depth?: number; segments?: number } | number, segments?: number ): MeshHandle
aura.mesh.createFromVertices( vertices: Float32Array | number[], indices: Uint32Array | Uint16Array | number[], normals?: Float32Array | number[] | null, uvs?: Float32Array | number[] | null, colorsOrSkinning?: Float32Array | number[] | { jointIndices: Uint16Array | Uint32Array | number[]; jointWeights: Float32Array | number[]; } | null, skinning?: { jointIndices: Uint16Array | Uint32Array | number[]; jointWeights: Float32Array | number[]; } | null ): MeshHandle
aura.mesh.createLathe( points: Array<{ x: number; y: number }>, optionsOrSegments?: { segments?: number; phiStart?: number; phiLength?: number; } | number, phiStart?: number, phiLength?: number ): MeshHandle
aura.mesh.createPlane(width?: number, depth?: number): MeshHandle
aura.mesh.createRing( innerRadius?: number, outerRadius?: number, thetaSegments?: number ): MeshHandle
aura.mesh.createSphere(radius?: number, segments?: number): MeshHandle
aura.mesh.createTorus( majorRadius?: number, minorRadius?: number, radialSegments?: number, tubularSegments?: number ): MeshHandle
aura.mesh.getData(handle: MeshHandle): { vertexCount: number; indexCount: number; morphTargetCount: number; bounds: { min: Vec3; max: Vec3 }; } | null
aura.mesh.load(path: string): MeshHandle
aura.mesh.setMorphTargets(handle: MeshHandle, targets: Array<{ positions: Float32Array | number[]; normals?: Float32Array | number[]; }>): void
aura.mesh.setMorphWeights(handle: MeshHandle, weights: Float32Array | number[]): void
aura.mesh.unload(handle: MeshHandle): void
Material creation and runtime mutation surface.
supportedunsupported230aura.material.clone(handle: MaterialHandle): MaterialHandle
aura.material.create(options?: { color?: Color; texture?: string; normalMap?: string; metallic?: number; roughness?: number; alphaMode?: "opaque" | "mask" | "blend" | "hash"; alphaCutoff?: number; doubleSided?: boolean; sheenColor?: ColorRgb; sheenRoughness?: number; specularFactor?: number; specularColor?: ColorRgb; }): MaterialHandle
aura.material.createCustom(options: { vertex: string; fragment: string; uniforms?: Record<string, "float" | "vec2" | "vec3" | "vec4" | "mat4">; texture?: boolean; }): MaterialHandle
aura.material.reset(handle: MaterialHandle): void
aura.material.setAlphaCutoff(handle: MaterialHandle, value: number): void | { ok: false; reasonCode: string; reason: string }
aura.material.setAlphaMode( handle: MaterialHandle, mode: "opaque" | "mask" | "blend" | "hash" ): void | { ok: false; reasonCode: string; reason: string }
aura.material.setColor(handle: MaterialHandle, color: Color): void
aura.material.setCustomTexture( handle: MaterialHandle, texturePath: string | null ): void | { ok: false; reasonCode: string; reason: string }
aura.material.setDoubleSided(handle: MaterialHandle, enabled: boolean): void | { ok: false; reasonCode: string; reason: string }
aura.material.setEmissiveTexture( handle: MaterialHandle, input: string | DataTextureHandle | null ): void | { ok: false; reasonCode: string; reason: string }
aura.material.setMetallic(handle: MaterialHandle, metallic: number): void
aura.material.setMetallicRoughness(handle: MaterialHandle, metallic: number, roughness: number): void
aura.material.setMetallicRoughnessTexture( handle: MaterialHandle, input: string | DataTextureHandle | null ): void | { ok: false; reasonCode: string; reason: string }
aura.material.setNormalMap( handle: MaterialHandle, input: string | DataTextureHandle | null ): void | { ok: false; reasonCode: string; reason: string }
aura.material.setOcclusionStrength( handle: MaterialHandle, value: number ): void | { ok: false; reasonCode: string; reason: string }
aura.material.setOcclusionTexture( handle: MaterialHandle, input: string | DataTextureHandle | null ): void | { ok: false; reasonCode: string; reason: string }
aura.material.setRoughness(handle: MaterialHandle, roughness: number): void
aura.material.setSheen(handle: MaterialHandle, roughness: number, color: ColorRgb): void | { ok: false; reasonCode: string; reason: string }
aura.material.setSpecularColor( handle: MaterialHandle, color: ColorRgb ): void | { ok: false; reasonCode: string; reason: string }
aura.material.setSpecularFactor(handle: MaterialHandle, value: number): void | { ok: false; reasonCode: string; reason: string }
aura.material.setTexture(handle: MaterialHandle, texturePath: string | DataTextureHandle | null): void
aura.material.setUniform( handle: MaterialHandle, name: string, value: number | number[] | { x: number; y?: number; z?: number; w?: number } ): void | { ok: false; reasonCode: string; reason: string }
aura.material.unload(handle: MaterialHandle): void