DIFF

Mesh object (XOB)

Part of Visual objects

Topics

Classes

Enums

Values

BLENDOUTdefaultne zustava animace pri prehravani a AF_ONCE po skonceni na posledni frame "zamrzla", dokud neni nahrazena jinou, nebo neni kanal vynulovan. Pokud se nastavi AF_BLENDOUT, postara se engine o vyhozeni animace sam a pro preblendovani pouzije hodnotu blendout. Pokud je odchycen EOnAnimEnd a byla zmenena animace na jinou, nebo byl kanal rucne vynulovan, tak se tato funkcnost neprovede.
FORCEFPSdefaul framerate is from anim.def. If it is missing, parametr fps applies It is possible to use fps parameter even when the framerate is defined in the anim.def, is using this flag
NOANIMENDEntityEvent.ANIMEND will not be called
NOANIMHOOKSAnimhooks will not be called
ONCEanimation is played only once and then if freezes at the last frame. EntityEvent.ANIMEND is called
RESETforces animation to start from begining (including blending)
USERanimation waits on the first frame. Frame is set by calling SetFrame()

Functions

proto native void ChangeAnimSlotFPS(notnull IEntity ent, int slot, int fps)
proto native void ChangeAnimSlotMask(notnull IEntity ent, int slot, float blendin, BoneMask mask)
proto native int ClearAnimMask(notnull IEntity ent, int mask)
proto vobject CreateXOB(int nsurfaces, int nverts[], int numindices[], string materials[])Dynamic MeshObject
proto native bool GetBoneLocalMatrix(notnull IEntity ent, int bone, vector mat[4])
proto native bool GetBoneMatrix(notnull IEntity ent, int bone, vector mat[4])
proto int GetObjectMaterials(vobject object, string materials[])
proto native int IsAnimSlotPlaying(notnull IEntity ent, int mask)
proto native void SetAnimFrame(notnull IEntity ent, int slot, float frame)
proto native void SetAnimMask(notnull IEntity ent, int mask)
proto native void SetAnimSlot(notnull IEntity ent, int slot, vobject anim, float blendin, float blendout, BoneMask mask, int fps, AnimFlags flags)
proto native void SetBone(notnull IEntity ent, int bone, vector angles, vector trans, float scale)
proto native void SetBoneGlobal(notnull IEntity ent, int bone, vector mat[4])
proto native bool SetBoneMatrix(notnull IEntity ent, int bone, vector mat[4])
proto native bool SetMorphState(notnull IEntity ent, string morph, float value)
proto void UpdateIndices(vobject obj, int surf, int indices[])
proto void UpdateVertsEx(notnull IEntity ent, int surf, vector verts[], float uv[])

Variables

int Mask[8]