- cambox (l3dnode node,boolean inside,float outer min x,y,z,float outer max x,y,z,[float inner min x,y,z, float inner max x,y,z])
- returns: ()
sets visibility box, if camera is inside (inside set to true) / outside (inside set to false) the box it will be drawn. If you pass the second box,which must be smaller than the first, we will perform a ranged check. This means the node will be marked as inside if camera is within outer box, and outside of innerbox.
- camsphere (l3dnode node,boolean inside,float outer range, [float inner range])
- returns: ()
sets visibilty
sphere, if camera is inside (inside set to true) / outside (inside set to false) the
sphere it will be drawn. If you pass the inner range we will perform a ranged check. This means the node will be marked as inside if camera is within outer
sphere, and outside of inner
sphere.
- camvolumedelete (l3dnode node)
- returns: ()
removes the extra visibility test based on camera position
- color (l3dnode node,[meshid],[float r,g,b,a])
- returns: ([float r,g,b,a])
returns or sets node's color. Only used when rfNovertexcolor is set. Optionally can pass
meshid for
l3dmodels
- delete (l3dnode node)
- returns: ()
deletes l3dnode, by default children are also deleted
- get (string name)
- returns: ([l3dnode])
returns node with that name
- isanimateable (l3dnode)
- returns: (boolean)
checks if the l3dnode is a
l3dmodel and if yes, if it can be animated. Won't throw an error if a valid l3d is passed.
- lightmap (l3dnode node,[texture])
- returns: ([texture])
sets or returns node's lightmap, if not a
texture is passed as argument, it will be disabled.
- lightmaptexmatrix (l3dnode node,[matrix16])
- returns: ([matrix16])
sets or returns node's lightmap texmatrix, if not a
matrix16 is passed as argument, it will be disabled.
- linkinterface (l3dnode node,[scenenode]/[actornode])
- returns: ([scenenode]/[actornode])
- localmatrix (l3dnode node,[matrix16])
- returns: ([matrix16])
returns or sets local matrix. As visibility culling is based on the scene/
actornode using too much localposition offsets can create problems. You should rather create new actor/
scenenodes in that case.
- localpos (l3dnode node,[float x,y,z])
- returns: ([float x,y,z])
returns or sets local position. As visibility culling is based on the scene/
actornode using too much localposition offsets can create problems. You should rather create new actor/
scenenodes in that case.
- localrotaxis (l3dnode node,[float Xx,Xy,Xz, Yx,Yy,Yz, Zx,Zy,Zz])
- returns: ([float Xx,Xy,Xz, Yx,Yy,Yz, Zx,Zy,Zz])
returns or sets local rotation axis, make sure they make a orthogonal basis.
- localrotdeg (l3dnode node,[float x,y,z])
- returns: ([float x,y,z])
returns or sets local rotation in degrees
- localrotquat (l3dnode node,[float x,y,z,w])
- returns: ([float x,y,z,w])
returns or sets local rotation as quaternion
- localrotrad (l3dnode node,[float x,y,z])
- returns: ([float x,y,z])
returns or sets local rotation in radians
- name (l3dnode node)
- returns: (string name)
returns name
- novistest (l3dnode,[boolean])
- returns: ([boolean])
gets or sets novistest state. If set to true, node will always be drawn, as well as all its children. Not allowed to be set for children
l3dnodes.
- parent (l3dnode node,[l3dnode parent])
- returns: ([l3dnode parent])
links node to a parent. ==parent prevents gc of self
- parentbone (l3dnode node,string bonename)
- returns: ()
tries to link node to parent's bonesystem
- renderscale (l3dnode node,[float x,y,z])
- returns: ([float x,y,z])
returns or sets
render scale factor. (1,1,1) will disable renderscale, which is cheaper to
render. For
l3dpemitters it applies scaling to subsystem offsets.
- rotationlock (l3dnode node,int axis,[boolean state])
- returns: (boolean)
returns or sets rotation lock. axis 0=X 1=Y 2=Z 3=All. Rotation lock is applied before local transforms.
- setlayer (l3dnode,l3dlayerid,[meshid])
- returns: ()
- unlink (l3dnode node)
- returns: ()
fully unlinks l3dnode, wont be drawn until linked again
- unparentbone (l3dnode node)
- returns: ()
unlinks l3dnode from bone
- updateall ()
- returns: ()
updates world positions of all l3d nodes, visible or not. Useful if you need that data after you created and linked l3ds.
- uselocal (l3dnode node,[boolean])
- returns: ([boolean])
enables local matrices, automatically on when you link to another l3dnode. You must not call it before the l3dnode was linked.
- uselookat (l3dnode,[boolean])
- returns: ([boolean])
gets or sets if node should face camera. Local updates are done post align.
- usemanualworld (l3dnode node,[boolean])
- returns: ([boolean])
enables manual world matrices. Bonelinking, inheritlocks and local matrices will be disabled. You must not call it before the l3dnode was linked.
- visflag (l3dnode,int id 0-31,[boolean])
- returns: ([boolean])
gets or sets visiblity status for each id. If a camera's id is set to true, the l3dnode will be visible to it. By default all are visible to id 0, which is the default camera.
- worldmatrix (l3dnode node,[matrix16/ actornode / scenenode])
- returns: ([matrix16])
returns or sets world matrix. Setting only allowed if 'usemanualworld' is true.
- worldpos (l3dnode node,[float x,y,z])
- returns: ([float x,y,z])
returns or sets last world position. Setting only allowed if 'usemanualworld' is true.
- worldrotaxis (l3dnode node,[float Xx,Xy,Xz, Yx,Yy,Yz, Zx,Zy,Zz])
- returns: ([float Xx,Xy,Xz, Yx,Yy,Yz, Zx,Zy,Zz])
returns or sets last world rotation axis, make sure they make a orthogonal basis. Setting only allowed if 'usemanualworld' is true.
- worldrotdeg (l3dnode node,[float x,y,z])
- returns: ([float x,y,z])
returns or sets last world rotation in degrees. Setting only allowed if 'usemanualworld' is true.
- worldrotquat (l3dnode node,[float x,y,z,w])
- returns: ([float x,y,z,w])
returns or sets local rotation as quaternion. Setting only allowed if 'usemanualworld' is true.
- worldrotrad (l3dnode node,[float x,y,z])
- returns: ([float x,y,z])
returns or sets last world rotation in radians. Setting only allowed if 'usemanualworld' is true.