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AVEVA™ XR Studio

Item

  • Last UpdatedSep 05, 2024
  • 7 minute read

The Item node is the base node for items. All its parameters are inherited by default from all its derived nodes.

Item-derived nodes are based on naming conventions. This means that several fields are automatically filled based on this naming convention.

  • You can override this convention, if needed, when defining the item.

  • You can override the active value when defining the node, or at runtime.

Platform support

This node is fully supported on XR-Windows platform.

It is partially supported on XR-Portable Windows, XR-Portable iOS, XR-Portable Android, and XR-P WASM platforms.

XR-WIN

XR-P-WIN

XR-P-IOS

XR-P-AND

XR-P-WASM

Full support

Partial support

Partial support

Partial support

Partial support

Full support

Limited support

Limited support

Limited support

Limited support

Actions

Actions have replaced what was previously called action events in user interaction handling.

  • Each item action is made up of several elements, such as name, text, hotkey.

  • Every item can have both predefined actions based on the item characteristics and user actions defined by script code.

  • You can implement any kind of action on every item.

  • User-defined actions do not modify the item aspect and behavior. They can be used to register that the user has selected a certain action on a certain item.

  • An action can be assigned an avatar animation.

Grouping

You can group items together to create a complex group. To implement grouping, give the same group name to the selected items.

Moving and Parenting

Items are movable, since they inherit from NodeBaseMovable.

  • You change item space transformations and visibility.

  • You can define a hierarchy of item nodes and apply transformations to a parent node and they will be applied to its children too.

Custom coloring

For some item types, such as ItemLiquidLevel, ItemPushButton, or ItemAlarm you might want to customize item coloring by code, or by using the XR Studio without the need to instantiate a Material node.

For example, XR Instructor may need to represent items with correct coloring.

  • You can use the customColorMaterial parameter to define which material attribute to manage item node-based coloring using customColor.

  • If set to None, the item ignores the customColor parameter.

  • InstructorStation refers to customColor, in both cases.

Label Autogeneration

When the LabelViewerautoGenerate is set to true and Mode is set to label3D, the item can use the label automatic generation system.

Code example

Cannot be instantiated.

Item fields

These are the fields for Item node. Only the node-specific fields are indicated, not fields obtained by inheritance.

Field inheritance: NodeBase > NodeBaseMovable > Item

Fields

Type

Use

Default value

Description

_debug

sbool

Optional

false

When true, the item silhouette displays. This parameter should be used only during development to recognize an item inside a graphical context.

actionable

sbool

Optional

true

When false, the item is selectable but the InteractionSelector raises a wrongAction event when trying to perform an action on the item. The item does not react to the action.

actionPerformed

sevent

Optional

Not set

Raised when an action is executed over the item. Raised when action (action button) is performed on the item.

active

sbool

Optional

true

Specifies whether the node is active.

additionalMeshes

mstring

Optional

Can be used to add one or multiple meshes to the item, so that they are highlighted and selectable as the main meshes. For example, additionalMeshes can be used to add the containing box to an instrument, or a flange to a valve.

Additional meshes are not parented to the item, so when changing the transform of the item they will not be modified.

avatarPickDistance

sfloat

Optional

0

This parameter makes the item selectable from the specified distance, instead of InteractionSelector avatarPickDistance and highlight distance.

This is useful for big items with inspection. If value is different than 0, the object is selectable from a different distance than the defined avatar selection distance.

cmesh

sstring

Optional

Auto-populated

Automatically filled with recognized meshes.

customColor

svec4

optional

Depends on item type

When custom color material is set, can be used to change the color of the item or a part of it. Also used by XR Instructor.

customColorMaterial

sstring

Optional

When set to a color attribute of a material, enables you to use customColor on the item.

displayValue

sstring

Optional

@itemName.value@

Represents the formatting to present the item value. Each kind of item has a different default. You can also modify them at item node definition.

displayName

sstring

Optional

item.name

The text string that describes the display value type, such as level, percentage, pressure.

displayOverPostEffects

sbool

Optional

false

If set to true all the Item meshes get visualized over any Filler and Silhouette.

generateLabelTexture

sbool

Optional

true

When set to false, the label texture is not overridden by the system. It supports old labeling with text manually set on the label.

group

sstring

Optional

No default

Used to add the simple item into a complex item group. If no value is set, the item is not grouped. For more information about how to use groups, see Items grouping page.

groupOrder

sint

Optional

0

Used to order the item inside the group items sorting. Set to -1 to avoid the item handler to displaying inside IS even when the item is active.

groupDisplay

sbool

Optional

true

Set to false to prevent the item state information being included in the grouped item InteractionViewer representation.

highlightMesh

sstring

Optional

Auto-populated

Automatically filled with recognized meshes.

highlightMeshShader

sint

Optional

0

Currently not used.

icon

sstring

Optional

Depends on item type

The icon shown in the display panel near displayName and displayValue.

inspectionable

sbool

Read only

false

If an inspectmov_xxx mesh is found, the item is considered to be inspectionable.

inspectFade

sbool

Read only

true

If no inspecmov_anim_xxx is provided, the inspection is made by a default fade behavior.

inspect

sbool

Optional

false

Sets item inspectionable state. (0 not inspected-closed, 1 inspected-opened). Can be used to trigger inspection.

inspectionTime

sfloat

Optional

0.5

The time needed to perform inspection animation (both opening and closing).

interactive

sbool

Optional

true

Specifies whether the node can be operated by user.

item

sstring

Optional

Auto-populated

Automatically filled with node name.

labelMesh

sstring

Optional

Auto-populated

Automatically filled with recognized meshes.

labelNormal

svec3

Optional

0 0 0

Label normal vector. Currently not used.

labelPosition

svec3

Optional

Scene coordinate

Can be used to move a label from the original position. Works only when labelPositionOverride is set to true.

labelPositionOverride

sbool

Optional

false

When set to true, the label is moved to labelPosition instead of original position.

labelTextureBackground

sstring

Optional

label_default.tga

Texture used as background for the label. Every type of item has a different default, such as label_valve.tga for valves. If the type default is not found, the item default is used.

labelTextureFont

sstring

Optional

Arial,Bold,20

The font to use for text. The font name must be a system font. Only Bold and Regular parameters are accepted.

labelTextureColor

svec3

Optional

1 1 1

Text color. The color is expressed in normalized (0-1) RGB (0 0 0 for black, 1 1 1 for white).

labelTexturePosition

svec2

Optional

128 32

Position of the center of the text expressed in pixels, in reference to the top-left corner of the texture.

labelVisible

sbool

Optional

true

Enables you to set up label visibility.

overToItemOrientation

svec2

Optional

0 0

This parameter refers to Avatar overToItem parameter. It allows you to define the final camera orientation after jump.

setActionableActions

sstring

Optional

Not set

Can be called at runtime to change the list of actionable actions. Use all, none, or a comma-separated list of action names.

selectionMesh

sstring

Optional

Auto-populated

Automatically filled with recognized meshes.

showItemWhenInactive

sbool

Optional

false

When set, displays item information label and silhouette (inactive color) if the object is not active.

skipScreenSpaceCulling

sbool

Optional

false

If set to True, then tall the Item meshes are never culled.

tags

mstring

Optional

No default

List of words to filter nodes in the Instructor Station. A good practice is to put at least the item type and the plant section.

userActions

mstring

Optional

Not set

This parameter can be used, in node definition, to inject actions to an item. Pass in a comma-separated list of action names.

zoom

sbool

Optional

false

Specifies whether the item supports automatic zoom. Currently not used.

Action parameter

The attributes of the action parameter of an item can be accessed with the syntax:

item.action\[ACTION NAME]\[ATTRIBUTE NAME]

Note that when patching one of these fields, you need to use dots instead of back-slash characters:

<patch name="item" action.check.text="My Text" />

Also note that when resolving these type of fields at runtime, you need to double backslashes like in the following example since the back-slash is also used for character escape.

<setfield name="mySStringVar.value" value="[@item.action\\check\\text]" />

Attribute

Type

Use

Default value

Description

actionOrder

sint

Optional

-1

Enables you to manually define the position of the action in the item/group actions list. Check InteractionActionMenu for details about the sorting mechanism.

active

sbool

Optional

true

Specifies whether the action is available

actionable

sbool

Optional

true

When false, the action is selectable, but the InteractionSelector raises a wrongAction event when trying to perform it.

anim

sstring

Optional

None

Specifies one default action to be associated to the execution of the action.

hotkey

senum

Optional

None

Assigns a gamepad button as shortcut to action execution. Select None to have no hotkey.

name

sstring

Mandatory

Not set

Identifies the action.

state

senum

Read only

Internally calculated

Shows current action state as started, running, and stopped.

When running, this is an internal state so it is never shown to the user. This state always shows started or stopped.

text

sstring

Optional

Not set

The text assigned to the action.

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