Dayz Explorer  1.24.157551 (v105080)
Dayz Code Explorer by Zeroy
Mesh object (XOB)

Modules

 Particle effect API
 

Data Structures

class  BoneMask
 

Functions

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

Variables

class BoneMask ONCE
 animation is played only once and then if freezes at the last frame. EntityEvent.ANIMEND is called More...
 
class BoneMask BLENDOUT
 
class BoneMask USER
 animation waits on the first frame. Frame is set by calling SetFrame() More...
 
class BoneMask RESET
 forces animation to start from begining (including blending) More...
 
class BoneMask FORCEFPS
 
class BoneMask NOANIMEND
 EntityEvent.ANIMEND will not be called. More...
 
class BoneMask NOANIMHOOKS
 Animhooks will not be called. More...
 

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()