- new (string name,|l3dlayerid|,model,[boolean boneanim],[boolean meshanim])
- returns: (l3dmodel)
creates l3dmodel. If you want to be able to apply
animations on it set boneanim to true. If you want it to have unique vertices or allow morphing set meshanim to true. (both default to false)
- bonematrix (l3dmodel,boneid/string bonename)
- returns: (matrix4x4)
gets bone matrix
- bonepos (l3dmodel,boneid/string bonename)
- returns: (float x,y,z)
gets bone position
- bonereset (l3dmodel)
- returns: ()
sets bones to reference positions
- bonerotaxis (l3dmodel,boneid/string bonename)
- returns: (float Xx,Xy,Xz,Yx,Yy,Yz,Zx,Zy,Zz)
gets bone rotation axis
- bonerotdeg (l3dmodel,boneid/string bonename)
- returns: (float x,y,z)
gets bone rotation degrees
- bonerotrad (l3dmodel,boneid/string bonename)
- returns: (float x,y,z)
gets bone rotation radians
- bonesinworldspace (l3dmodel,[boolean])
- returns: ([boolean])
returns or sets if bones should be calculated in world space. If set in worldspace you cannot instance this l3dmodel, and you will get problems when others were already instanced.
- getindexarray (l3dmodel,meshid)
- returns: (vertexarray)
- getl3dbatchbuffer (l3dmodel)
- returns: ([l3dbatchbuffer])
returns batchbuffer of the
model, if it was batched.
- getmodel (l3dnode)
- returns: (model)
- getvertexarray (l3dmodel,meshid)
- returns: (vertexarray)
returns
vertexarray of a batched or morphable l3dmodel's mesh.
- matsurface (l3dnode,meshid,[matsurface])
- returns: ([material/texture])
sets or returns
material of specific mesh
- morphreset (l3dmodel)
- returns: ()
sets morphdata to reference positions
- newinstance (string name,|l3dlayerid|,l3dmodel)
- returns: (l3dmodel)
creates instance of another l3dmodel, they will share bone and morph data. Only works if bone data is not set to worldspace.
- nonbatchable (l3dmodel,[boolean])
- returns: ([boolean])
returns or sets state. If a batchbuffer affects this
model it will not be included.
- projectorflag (l3dnode,int id,[boolean])
- returns: ([boolean])
returns or sets to which projectors the
model reacts to. id is 0-31.
- seqAnimMax ()
- returns: ([int])
returns how many anims per sequence can be set
- seqAnimlength (l3dmodel,int sequence,int anim,[int])
- returns: ([int])
sets or returns sequence:anim length
- seqAnimsource (l3dmodel,int sequence,int anim,[animation])
- returns: ([animation])
- seqAnimstart (l3dmodel,int sequence,int anim,[int])
- returns: ([int])
sets or returns sequence:anim start time
- seqBlendfactor (l3dmodel,int sequence,[float])
- returns: ([float])
sets or returns blendfactor of sequence
- seqBlendmanual (l3dmodel,int sequence,[boolean])
- returns: ([boolean])
sets or returns if sequence is blended manually
- seqDuration (l3dmodel,int sequence)
- returns: (int)
returns duration of sequence
- seqLoop (l3dmodel,int sequence,[boolean])
- returns: ([boolean])
sets or returns if sequence loops, default is true
- seqMax ()
- returns: ([int])
returns how many sequences can be set.
- seqOffset (l3dmodel,int sequence,[int])
- returns: ([int])
sets or returns current offset between anims of sequence, negative means overlapping. Dont call before anims were set. It will also set the proper duration for the sequence.
- seqSpeed (l3dmodel,int sequence,[float])
- returns: ([float])
sets or returns speed of sequence, default is 1
- seqState (l3dmodel,int sequence,[int state])
- returns: ([int])
sets or returns state of sequence. 0 inactive, 1 run, 2 pause, 3 singleframe
- seqTime (l3dmodel,int sequence,[int])
- returns: ([int])
sets or returns current time of sequence