Dayz Build 1.29.163047, Scripts Rev. 123548
Dayz Code Explorer by Zeroy
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Mesh object (XOB)

Topics

 Particle effect API

Data Structures

class  BoneMask
 BoneMask == NULL means that all bits are set WARNING: Non-managed, needs manual delete call, should not be ref'd. More...

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

class BoneMask BLENDOUT
 defaultne zustava animace pri prehravani a AF_ONCE po skonceni na posledni frame "zamrzla", dokud neni nahrazena jinou, nebo neni kanal vynulovan.
class BoneMask FORCEFPS
 defaul framerate is from anim.def.
class BoneMask NOANIMEND
 EntityEvent.ANIMEND will not be called.
class BoneMask NOANIMHOOKS
 Animhooks will not be called.
class BoneMask ONCE
 animation is played only once and then if freezes at the last frame. EntityEvent.ANIMEND is called
class BoneMask RESET
 forces animation to start from begining (including blending)
class BoneMask USER
 animation waits on the first frame. Frame is set by calling SetFrame()

Detailed Description

Function Documentation

◆ ChangeAnimSlotFPS()

proto native void ChangeAnimSlotFPS ( notnull IEntity ent,
int slot,
int fps )

◆ ChangeAnimSlotMask()

proto native void ChangeAnimSlotMask ( notnull IEntity ent,
int slot,
float blendin,
BoneMask mask )

◆ ClearAnimMask()

proto native int ClearAnimMask ( notnull IEntity ent,
int mask )

◆ CreateXOB()

proto vobject CreateXOB ( int nsurfaces,
int nverts[],
int numindices[],
string materials[] )

Dynamic MeshObject.

◆ GetBoneLocalMatrix()

proto native bool GetBoneLocalMatrix ( notnull IEntity ent,
int bone,
vector mat[4] )

◆ GetBoneMatrix()

proto native bool GetBoneMatrix ( notnull IEntity ent,
int bone,
vector mat[4] )

◆ GetObjectMaterials()

proto int GetObjectMaterials ( vobject object,
string materials[] )

◆ IsAnimSlotPlaying()

proto native int IsAnimSlotPlaying ( notnull IEntity ent,
int mask )

◆ SetAnimFrame()

proto native void SetAnimFrame ( notnull IEntity ent,
int slot,
float frame )

◆ SetAnimMask()

proto native void SetAnimMask ( notnull IEntity ent,
int mask )

◆ SetAnimSlot()

proto native void SetAnimSlot ( notnull IEntity ent,
int slot,
vobject anim,
float blendin,
float blendout,
BoneMask mask,
int fps,
AnimFlags flags )

◆ SetBone()

proto native void SetBone ( notnull IEntity ent,
int bone,
vector angles,
vector trans,
float scale )

◆ SetBoneGlobal()

proto native void SetBoneGlobal ( notnull IEntity ent,
int bone,
vector mat[4] )

◆ SetBoneMatrix()

proto native bool SetBoneMatrix ( notnull IEntity ent,
int bone,
vector mat[4] )

◆ SetMorphState()

proto native bool SetMorphState ( notnull IEntity ent,
string morph,
float value )

◆ UpdateIndices()

proto void UpdateIndices ( vobject obj,
int surf,
int indices[] )

◆ UpdateVertsEx()

proto void UpdateVertsEx ( notnull IEntity ent,
int surf,
vector verts[],
float uv[] )

Variable Documentation

◆ BLENDOUT

class BoneMask BLENDOUT

defaultne 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.

◆ FORCEFPS

class BoneMask FORCEFPS

defaul 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

◆ NOANIMEND

class BoneMask NOANIMEND

EntityEvent.ANIMEND will not be called.

◆ NOANIMHOOKS

class BoneMask NOANIMHOOKS

Animhooks will not be called.

◆ ONCE

class BoneMask ONCE

animation is played only once and then if freezes at the last frame. EntityEvent.ANIMEND is called

◆ RESET

class BoneMask RESET

forces animation to start from begining (including blending)

◆ USER

class BoneMask USER

animation waits on the first frame. Frame is set by calling SetFrame()