Unigine.ObjectMeshSkinned Class
Inherits from: | Object |
This class is used to create or modify skinned meshes.
Creating and Playing Animation#
To add the animation to the ObjectMeshSkinned and play it, do the following:
- Set the number of animation layers with NumLayers. There is only one layer by default.
- Enable the layer and set the animation weight for blending by calling the SetLayer() function.
-
Add the animation *.anim file by using the SetLayerAnimationFilePath() function.
- Play the added animation by calling the SetLayerFrame() function for each animation layer.
Blending is performed between all layers. The contribution of each layer depends on its weight. Also, you can optionally define single bone transformations by hand, if needed, using either SetBoneTransform() or SetBoneTransformWithChildren().
Usage Example
The following example shows how to blend 2 different animations assigned to a mesh. In this example we use the mesh and animations from UNIGINE samples located in <UnigineSDK>/data/samples/animation/meshes and <UnigineSDK>/data/samples/animation/animations folders, respectively. Animations are added by using the SetLayerAnimationFilePath() function.
using Unigine;
[Component(PropertyGuid = "_______________(generated automatically)__________________")]
public class SkinnedMeshController : Component
{
public AssetLink meshAsset;
public AssetLink animAsset1;
public AssetLink animAsset2;
private ObjectMeshSkinned skinnedMesh;
void Init()
{
// create the new ObjectMeshSkinned mesh based on an existing mesh
skinnedMesh = new ObjectMeshSkinned(meshAsset.Path);
// set the number of animation layers
skinnedMesh.NumLayers = 2;
// load animations from the files
skinnedMesh.SetLayerAnimationFilePath(0, animAsset1.Path);
skinnedMesh.SetLayerAnimationFilePath(1, animAsset2.Path);
// enable each layer and set an animation weight
skinnedMesh.SetLayer(0, true, 0.7f);
skinnedMesh.SetLayer(1, true, 0.3f);
}
void Update()
{
// play each animation
skinnedMesh.SetLayerFrame(0, Game.Time * 25.0f);
skinnedMesh.SetLayerFrame(1, Game.Time * 25.0f);
}
}
Usage Example
The example here demonstrates blending animations using the gradient band interpolation. You can add all animations for ObjectMeshSkinned on separate layers and then update their weights.
This is a C# Component System component. Assign this component to your ObjectMeshSkinned and add the necessary animation files.
The complete source code:
using System;
using System.Collections;
using System.Collections.Generic;
using Unigine;
[Component(PropertyGuid = "_______________(generated automatically)__________________")]
public class Blend2D : Component
{
private ObjectMeshSkinned meshSkinned = null;
public struct Animation
{
public string name;
[ParameterAsset(Filter = "anim")]
public AssetLink asset;
public vec2 point;
}
[ShowInEditor]
[ParameterSlider(Min = MathLib.EPSILON)]
private float targetDuration = 2.0f;
[ShowInEditor]
private List<Animation> animations = new List<Animation>()
{
new Animation() { name = "Idle", point = new vec2(0, 0) },
new Animation() { name = "Forward", point = new vec2(0, 1) },
new Animation() { name = "Backward", point = new vec2(0, -1) },
new Animation() { name = "Right", point = new vec2(1, 0) },
new Animation() { name = "Left", point = new vec2(-1, 0) },
};
// for playback
private float time = 0.0f;
private List<float> speeds = new List<float>();
// for blending
private List<vec2> points = new List<vec2>();
private List<float> weights = new List<float>();
private vec2 targetPoint = new vec2(0, 0);
private void Init()
{
meshSkinned = node as ObjectMeshSkinned;
if (!meshSkinned)
return;
// remove default layer
meshSkinned.RemoveLayer(0);
for (int i = 0; i < animations.Count; i++)
{
if (animations[i].asset.IsNull || !animations[i].asset.IsFileExist)
continue;
// create layer for each animation
int id = meshSkinned.AddAnimation(animations[i].asset.Path);
meshSkinned.AddLayer();
meshSkinned.SetAnimation(meshSkinned.NumLayers - 1, id);
// enable new layer and set default weight to 1.0
meshSkinned.SetLayer(meshSkinned.NumLayers - 1, true, 1.0f);
// calculate animation speed to play with fixed duration
int numFrames = meshSkinned.GetNumAnimationFrames(id);
float speed = numFrames / targetDuration;
speeds.Add(speed);
// add point and weight for blending
points.Add(animations[i].point);
weights.Add(1.0f);
}
}
private void Update()
{
if (!meshSkinned)
return;
// update weight for each layer
UpdateWeights();
// update layer frames and layer weights
for (int i = 0; i < meshSkinned.NumLayers; i++)
{
float frame = time * speeds[i];
meshSkinned.setLayerFrame(i, frame);
meshSkinned.SetLayerWeight(i, weights[i]);
}
time += Game.IFps;
if (time > targetDuration)
time -= targetDuration;
// update target point for blending
ivec2 movement = new ivec2();
if (Input.IsKeyPressed(Input.KEY.T))
movement += new ivec2(0, 1);
if (Input.IsKeyPressed(Input.KEY.G))
movement -= new ivec2(0, 1);
if (Input.IsKeyPressed(Input.KEY.H))
movement += new ivec2(1, 0);
if (Input.IsKeyPressed(Input.KEY.F))
movement -= new ivec2(1, 0);
if (movement.x != 0)
targetPoint.x += movement.x * Game.IFps * 2.0f;
else
targetPoint.x *= MathLib.Exp(-Game.IFps * 3.0f);
if (movement.y != 0)
targetPoint.y += movement.y * Game.IFps * 2.0f;
else
targetPoint.y *= MathLib.Exp(-Game.IFps * 3.0f);
targetPoint = MathLib.Clamp(targetPoint, new vec2(-1, -1), new vec2(1, 1));
}
private void UpdateWeights()
{
// gradient band interpolation
float totalWeight = 0.0f;
for (int i = 0; i < points.Count; i++)
{
vec2 pi = points[i];
vec2 targetVector = targetPoint - pi;
float weight = 1.0f;
for (int j = 0; j < points.Count; j++)
{
if (j == i)
continue;
vec2 jVector = points[j] - pi;
float newWeight = 1.0f - MathLib.Dot(targetVector, jVector) / jVector.Length2;
newWeight = MathLib.Clamp(newWeight, 0.0f, 1.0f);
weight = MathLib.Min(weight, newWeight);
}
weights[i] = weight;
totalWeight += weight;
}
for (int i = 0; i < weights.Count; i++)
weights[i] = weights[i] / totalWeight;
}
}
Updating Bone Transformations#
Some of the methods require to update the animation data before the renderer makes its update and actually draws the skinned mesh. Such update allows to get the correct result of blending between the frames and layers.
The execution sequence of updating bone transformations is the following:
- Call the method, which sets the update flag. This flag shows that the instance should be updated.
- Update the bone transformations by calling proper functions. These functions check the flag and if the flag is set, they calculate the transformations and set the flag to the default value.
- During the rendering, the engine performs animations and transformations which were calculated on the previous step or recalculates them, if the update flag has been set. If calculations have been performed, the flag is set to the default value.
If you try to update bone transformations before you set the flag to update, functions will not calculate new transformations and the engine doesn't perform them.
When you change the transformation of the bone, you should notify all skinned meshes which use these bone about these transformations to update the mesh. When you change transformations of a bone, skinned mesh instances get the flag to update. When you use the setLayerFrame() function, you set necessary transformations for the specified skinned mesh.
Instancing#
Surfaces of identical skinned meshes which have the same materials assigned to them and the same number of bones attached to their vertices are automatically instanced and drawn in one draw call.
The data buffers for instanced objects that store bones transformations are limited in size; therefore, if skinned meshes have many bones, only a few meshes can populate the instance data buffer to be drawn in one draw call.
Reusing Animations#
Animations from one character can be used for another.
Animation Frame Masks#
Masks are the simplest way of reusing animations, a couple of words about how they work. To each layer of an ObjectMeshSkinned you can assign some animation and based on its frames it will change bone transformations on this layer. You can use masks to choose which components of the animation frame (position, rotation, scale, their combinations, or all of them) are to be used for each particular layer. In case any component is missing in the mask, the corresponding value will be taken from the T-pose.
As an example let's take eyes animation for these two skeletons:
They have absolutely the same bone hierarchy as well as bone names, only the proportions differ. If we use animation for eyes from the left skeleton for the right one, we'll get the following result:
The initial animation has completely changed the proportions of the second skeleton. We can fix it by setting ANIM_FRAME_USES_ROTATION mask to eye bones, and ANIM_FRAME_USES_NONE for the rest of the bones via the SetLayerBoneFrameUses() / GetLayerBoneFrameUses() methods. Thus, all values except for eyes rotation will be taken from the T-pose :
If the skeletons have different bone names you should first apply retargeting and then use masks. In this case it is not that important to have similar skeletons.
Retargeting#
To reuse animation entirely, both source and target skeletons must have similar bone hierarchy and their T-poses must not significantly differ.
This is acceptable and will work fine:
as we have similar bone hierarchies and all bones have similar bases in T-poses, only the proportions differ, but this proportion is almost uniform for all bones.
But we cannot use the following:
Although the hierarchy looks similar, the T-poses differ and bones have different bases.
These limitations can be ignored if you need to retarget only some subset of the bones (e.g.: retarget bones having different names and then use only masks).
Inverse Kinematics (IK)#
ObjectMeshSkinned supports inverse kinematics (IK) for bone chains (IK chains). Inverse kinematics provide a way to handle joint rotation from the location of an end-effector rather than via direct joint rotation. You provide a location of the effector and the IK Solver attempts to find a rotation so that the final joint coincides with that location as best it can. This can be used to position a character's feet properly on uneven ground, and ensure believable interactions with the world. The tolerance value sets a threshold where the target is considered to have reached its destination position, and when the IK Solver stops iterating.
An IK chain can have an arbitrary length (contain an arbitrary number of bones), it has an auxiliary vector enabling you to control bending direction. You can also set rotation for the last joint of the chain.
Each IK chain has a weight value that can be used to control the impact of the target on the last joint of the chain. This enables you to make smooth transitions from the source animation to required target position of the limb.
To visualize IK chains you can use the following methods: AddVisualizeIKChain(), RemoveVisualizeIKChain(), and ClearVisualizeIKChain().
See Also#
- Mesh class
- Article on Mesh File Formats
- Animation sample in C# Component Samples suite
- Samples located in the <UnigineSDK>/data/samples/animation folder
ObjectMeshSkinned Class
Enums
BONE_SPACE#
Defines which transformation of the bone is to be overridden by the bind node's transformation.Name | Description |
---|---|
WORLD = 0 | World coordinates. |
OBJECT = 1 | Coordinates relative to the skinned mesh object. |
LOCAL = 2 | Coordinates relative to the parent bone. |
NODE_SPACE#
Defines the type of transformation of the bind node to be used to override the transformation of the specified bone.Name | Description |
---|---|
WORLD = 0 | World transformation of the node. |
LOCAL = 1 | Local transformation of the node. |
BIND_MODE#
Type of blending of bind node's and bone's transformations.Name | Description |
---|---|
OVERRIDE = 0 | Replace bone's transformation with the transformation of the bind node. |
ADDITIVE = 1 | Bind node's transformation is added to the current transformation of the bone. |
ANIM_FRAME_USES#
Frame components to be used for animation.CHAIN_CONSTRAINT#
INTERPOLATION_ACCURACY#
Properties
int NumBones#
int NumLayers#
bool IsStopped#
bool IsPlaying#
float Speed#
float Time#
bool Loop#
bool Controlled#
bool Quaternion#
float UpdateDistanceLimit#
int FPSInvisible#
int FPSVisibleShadow#
int FPSVisibleCamera#
bool VisualizeAllBones#
int NumIKChains#
Event<ObjectMeshSkinned> EventEndBoneConstraints#
Usage Example
// implement the EndBoneConstraints event handler
void endboneconstraints_handler(ObjectMeshSkinned skinned)
{
Log.Message("\Handling EndBoneConstraints event\n");
}
//////////////////////////////////////////////////////////////////////////////
// 1. Multiple subscriptions can be linked to an EventConnections instance
// class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////
// create an instance of the EventConnections class
EventConnections endboneconstraints_event_connections = new EventConnections();
// link to this instance when subscribing for an event (subscription for various events can be linked)
objectmeshskinned.EventEndBoneConstraints.Connect(endboneconstraints_event_connections, endboneconstraints_event_handler);
// other subscriptions are also linked to this EventConnections instance
// (e.g. you can subscribe using lambdas)
objectmeshskinned.EventEndBoneConstraints.Connect(endboneconstraints_event_connections, (ObjectMeshSkinned skinned) => {
Log.Message("Handling EndBoneConstraints event lambda\n");
}
);
// later all of these linked subscriptions can be removed with a single line
endboneconstraints_event_connections.DisconnectAll();
//////////////////////////////////////////////////////////////////////////////
// 2. You can subscribe and unsubscribe via the handler function directly
//////////////////////////////////////////////////////////////////////////////
// subscribe for the EndBoneConstraints event with a handler function
objectmeshskinned.EventEndBoneConstraints.Connect(endboneconstraints_event_handler);
// remove subscription for the EndBoneConstraints event later by the handler function
objectmeshskinned.EventEndBoneConstraints.Disconnect(endboneconstraints_event_handler);
//////////////////////////////////////////////////////////////////////////////
// 3. Subscribe to an event and unsubscribe later via an EventConnection instance
//////////////////////////////////////////////////////////////////////////////
// define a connection to be used to unsubscribe later
EventConnection endboneconstraints_event_connection;
// subscribe for the EndBoneConstraints event with a lambda handler function and keeping the connection
endboneconstraints_event_connection = objectmeshskinned.EventEndBoneConstraints.Connect((ObjectMeshSkinned skinned) => {
Log.Message("Handling EndBoneConstraints event lambda\n");
}
);
// ...
// you can temporarily disable a particular event connection
endboneconstraints_event_connection.Enabled = false;
// ... perform certain actions
// and enable it back when necessary
leave_event_connection.Enabled = true;
// ...
// remove the subscription later using the saved connection
endboneconstraints_event_connection.Disconnect();
//////////////////////////////////////////////////////////////////////////////
// 4. Ignoring EndBoneConstraints events when necessary
//////////////////////////////////////////////////////////////////////////////
// you can temporarily disable the event to perform certain actions without triggering it
objectmeshskinned.EventEndBoneConstraints.Enabled = false;
// ... actions to be performed
// and enable it back when necessary
objectmeshskinned.EventEndBoneConstraints.Enabled = true;
Usage Example
// implement the EndBoneConstraints event handler
void endboneconstraints_event_handler(ObjectMeshSkinned skinned)
{
Log.Message("\Handling EndBoneConstraints event\n");
}
//////////////////////////////////////////////////////////////////////////////
// 1. Multiple subscriptions can be linked to an EventConnections instance
// class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////
// create an instance of the EventConnections class
EventConnections endboneconstraints_event_connections = new EventConnections();
// link to this instance when subscribing to an event (subscription to various events can be linked)
publisher.EventEndBoneConstraints.Connect(endboneconstraints_event_connections, endboneconstraints_event_handler);
// other subscriptions are also linked to this EventConnections instance
// (e.g. you can subscribe using lambdas)
publisher.EventEndBoneConstraints.Connect(endboneconstraints_event_connections, (ObjectMeshSkinned skinned) => {
Log.Message("Handling EndBoneConstraints event lambda\n");
}
);
// later all of these linked subscriptions can be removed with a single line
endboneconstraints_event_connections.DisconnectAll();
//////////////////////////////////////////////////////////////////////////////
// 2. You can subscribe and unsubscribe via the handler function directly
//////////////////////////////////////////////////////////////////////////////
// subscribe to the EndBoneConstraints event with a handler function
publisher.EventEndBoneConstraints.Connect(endboneconstraints_event_handler);
// remove subscription to the EndBoneConstraints event later by the handler function
publisher.EventEndBoneConstraints.Disconnect(endboneconstraints_event_handler);
//////////////////////////////////////////////////////////////////////////////
// 3. Subscribe to an event and unsubscribe later via an EventConnection instance
//////////////////////////////////////////////////////////////////////////////
// define a connection to be used to unsubscribe later
EventConnection endboneconstraints_event_connection;
// subscribe to the EndBoneConstraints event with a lambda handler function and keeping the connection
endboneconstraints_event_connection = publisher.EventEndBoneConstraints.Connect((ObjectMeshSkinned skinned) => {
Log.Message("Handling EndBoneConstraints event lambda\n");
}
);
// ...
// you can temporarily disable a particular event connection
endboneconstraints_event_connection.Enabled = false;
// ... perform certain actions
// and enable it back when necessary
endboneconstraints_event_connection.Enabled = true;
// ...
// remove the subscription later using the saved connection
endboneconstraints_event_connection.Disconnect();
//////////////////////////////////////////////////////////////////////////////
// 4. Ignoring EndBoneConstraints events when necessary
//////////////////////////////////////////////////////////////////////////////
// you can temporarily disable the event to perform certain actions without triggering it
publisher.EventEndBoneConstraints.Enabled = false;
// ... actions to be performed
// and enable it back when necessary
publisher.EventEndBoneConstraints.Enabled = true;
Event<ObjectMeshSkinned> EventBeginBoneConstraints#
Usage Example
// implement the BeginBoneConstraints event handler
void beginboneconstraints_handler(ObjectMeshSkinned skinned)
{
Log.Message("\Handling BeginBoneConstraints event\n");
}
//////////////////////////////////////////////////////////////////////////////
// 1. Multiple subscriptions can be linked to an EventConnections instance
// class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////
// create an instance of the EventConnections class
EventConnections beginboneconstraints_event_connections = new EventConnections();
// link to this instance when subscribing for an event (subscription for various events can be linked)
objectmeshskinned.EventBeginBoneConstraints.Connect(beginboneconstraints_event_connections, beginboneconstraints_event_handler);
// other subscriptions are also linked to this EventConnections instance
// (e.g. you can subscribe using lambdas)
objectmeshskinned.EventBeginBoneConstraints.Connect(beginboneconstraints_event_connections, (ObjectMeshSkinned skinned) => {
Log.Message("Handling BeginBoneConstraints event lambda\n");
}
);
// later all of these linked subscriptions can be removed with a single line
beginboneconstraints_event_connections.DisconnectAll();
//////////////////////////////////////////////////////////////////////////////
// 2. You can subscribe and unsubscribe via the handler function directly
//////////////////////////////////////////////////////////////////////////////
// subscribe for the BeginBoneConstraints event with a handler function
objectmeshskinned.EventBeginBoneConstraints.Connect(beginboneconstraints_event_handler);
// remove subscription for the BeginBoneConstraints event later by the handler function
objectmeshskinned.EventBeginBoneConstraints.Disconnect(beginboneconstraints_event_handler);
//////////////////////////////////////////////////////////////////////////////
// 3. Subscribe to an event and unsubscribe later via an EventConnection instance
//////////////////////////////////////////////////////////////////////////////
// define a connection to be used to unsubscribe later
EventConnection beginboneconstraints_event_connection;
// subscribe for the BeginBoneConstraints event with a lambda handler function and keeping the connection
beginboneconstraints_event_connection = objectmeshskinned.EventBeginBoneConstraints.Connect((ObjectMeshSkinned skinned) => {
Log.Message("Handling BeginBoneConstraints event lambda\n");
}
);
// ...
// you can temporarily disable a particular event connection
beginboneconstraints_event_connection.Enabled = false;
// ... perform certain actions
// and enable it back when necessary
leave_event_connection.Enabled = true;
// ...
// remove the subscription later using the saved connection
beginboneconstraints_event_connection.Disconnect();
//////////////////////////////////////////////////////////////////////////////
// 4. Ignoring BeginBoneConstraints events when necessary
//////////////////////////////////////////////////////////////////////////////
// you can temporarily disable the event to perform certain actions without triggering it
objectmeshskinned.EventBeginBoneConstraints.Enabled = false;
// ... actions to be performed
// and enable it back when necessary
objectmeshskinned.EventBeginBoneConstraints.Enabled = true;
Usage Example
// implement the BeginBoneConstraints event handler
void beginboneconstraints_event_handler(ObjectMeshSkinned skinned)
{
Log.Message("\Handling BeginBoneConstraints event\n");
}
//////////////////////////////////////////////////////////////////////////////
// 1. Multiple subscriptions can be linked to an EventConnections instance
// class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////
// create an instance of the EventConnections class
EventConnections beginboneconstraints_event_connections = new EventConnections();
// link to this instance when subscribing to an event (subscription to various events can be linked)
publisher.EventBeginBoneConstraints.Connect(beginboneconstraints_event_connections, beginboneconstraints_event_handler);
// other subscriptions are also linked to this EventConnections instance
// (e.g. you can subscribe using lambdas)
publisher.EventBeginBoneConstraints.Connect(beginboneconstraints_event_connections, (ObjectMeshSkinned skinned) => {
Log.Message("Handling BeginBoneConstraints event lambda\n");
}
);
// later all of these linked subscriptions can be removed with a single line
beginboneconstraints_event_connections.DisconnectAll();
//////////////////////////////////////////////////////////////////////////////
// 2. You can subscribe and unsubscribe via the handler function directly
//////////////////////////////////////////////////////////////////////////////
// subscribe to the BeginBoneConstraints event with a handler function
publisher.EventBeginBoneConstraints.Connect(beginboneconstraints_event_handler);
// remove subscription to the BeginBoneConstraints event later by the handler function
publisher.EventBeginBoneConstraints.Disconnect(beginboneconstraints_event_handler);
//////////////////////////////////////////////////////////////////////////////
// 3. Subscribe to an event and unsubscribe later via an EventConnection instance
//////////////////////////////////////////////////////////////////////////////
// define a connection to be used to unsubscribe later
EventConnection beginboneconstraints_event_connection;
// subscribe to the BeginBoneConstraints event with a lambda handler function and keeping the connection
beginboneconstraints_event_connection = publisher.EventBeginBoneConstraints.Connect((ObjectMeshSkinned skinned) => {
Log.Message("Handling BeginBoneConstraints event lambda\n");
}
);
// ...
// you can temporarily disable a particular event connection
beginboneconstraints_event_connection.Enabled = false;
// ... perform certain actions
// and enable it back when necessary
beginboneconstraints_event_connection.Enabled = true;
// ...
// remove the subscription later using the saved connection
beginboneconstraints_event_connection.Disconnect();
//////////////////////////////////////////////////////////////////////////////
// 4. Ignoring BeginBoneConstraints events when necessary
//////////////////////////////////////////////////////////////////////////////
// you can temporarily disable the event to perform certain actions without triggering it
publisher.EventBeginBoneConstraints.Enabled = false;
// ... actions to be performed
// and enable it back when necessary
publisher.EventBeginBoneConstraints.Enabled = true;
Event<ObjectMeshSkinned> EventEndIKSolvers#
Usage Example
// implement the EndIKSolvers event handler
void endiksolvers_handler(ObjectMeshSkinned skinned)
{
Log.Message("\Handling EndIKSolvers event\n");
}
//////////////////////////////////////////////////////////////////////////////
// 1. Multiple subscriptions can be linked to an EventConnections instance
// class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////
// create an instance of the EventConnections class
EventConnections endiksolvers_event_connections = new EventConnections();
// link to this instance when subscribing for an event (subscription for various events can be linked)
objectmeshskinned.EventEndIKSolvers.Connect(endiksolvers_event_connections, endiksolvers_event_handler);
// other subscriptions are also linked to this EventConnections instance
// (e.g. you can subscribe using lambdas)
objectmeshskinned.EventEndIKSolvers.Connect(endiksolvers_event_connections, (ObjectMeshSkinned skinned) => {
Log.Message("Handling EndIKSolvers event lambda\n");
}
);
// later all of these linked subscriptions can be removed with a single line
endiksolvers_event_connections.DisconnectAll();
//////////////////////////////////////////////////////////////////////////////
// 2. You can subscribe and unsubscribe via the handler function directly
//////////////////////////////////////////////////////////////////////////////
// subscribe for the EndIKSolvers event with a handler function
objectmeshskinned.EventEndIKSolvers.Connect(endiksolvers_event_handler);
// remove subscription for the EndIKSolvers event later by the handler function
objectmeshskinned.EventEndIKSolvers.Disconnect(endiksolvers_event_handler);
//////////////////////////////////////////////////////////////////////////////
// 3. Subscribe to an event and unsubscribe later via an EventConnection instance
//////////////////////////////////////////////////////////////////////////////
// define a connection to be used to unsubscribe later
EventConnection endiksolvers_event_connection;
// subscribe for the EndIKSolvers event with a lambda handler function and keeping the connection
endiksolvers_event_connection = objectmeshskinned.EventEndIKSolvers.Connect((ObjectMeshSkinned skinned) => {
Log.Message("Handling EndIKSolvers event lambda\n");
}
);
// ...
// you can temporarily disable a particular event connection
endiksolvers_event_connection.Enabled = false;
// ... perform certain actions
// and enable it back when necessary
leave_event_connection.Enabled = true;
// ...
// remove the subscription later using the saved connection
endiksolvers_event_connection.Disconnect();
//////////////////////////////////////////////////////////////////////////////
// 4. Ignoring EndIKSolvers events when necessary
//////////////////////////////////////////////////////////////////////////////
// you can temporarily disable the event to perform certain actions without triggering it
objectmeshskinned.EventEndIKSolvers.Enabled = false;
// ... actions to be performed
// and enable it back when necessary
objectmeshskinned.EventEndIKSolvers.Enabled = true;
Usage Example
// implement the EndIKSolvers event handler
void endiksolvers_event_handler(ObjectMeshSkinned skinned)
{
Log.Message("\Handling EndIKSolvers event\n");
}
//////////////////////////////////////////////////////////////////////////////
// 1. Multiple subscriptions can be linked to an EventConnections instance
// class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////
// create an instance of the EventConnections class
EventConnections endiksolvers_event_connections = new EventConnections();
// link to this instance when subscribing to an event (subscription to various events can be linked)
publisher.EventEndIKSolvers.Connect(endiksolvers_event_connections, endiksolvers_event_handler);
// other subscriptions are also linked to this EventConnections instance
// (e.g. you can subscribe using lambdas)
publisher.EventEndIKSolvers.Connect(endiksolvers_event_connections, (ObjectMeshSkinned skinned) => {
Log.Message("Handling EndIKSolvers event lambda\n");
}
);
// later all of these linked subscriptions can be removed with a single line
endiksolvers_event_connections.DisconnectAll();
//////////////////////////////////////////////////////////////////////////////
// 2. You can subscribe and unsubscribe via the handler function directly
//////////////////////////////////////////////////////////////////////////////
// subscribe to the EndIKSolvers event with a handler function
publisher.EventEndIKSolvers.Connect(endiksolvers_event_handler);
// remove subscription to the EndIKSolvers event later by the handler function
publisher.EventEndIKSolvers.Disconnect(endiksolvers_event_handler);
//////////////////////////////////////////////////////////////////////////////
// 3. Subscribe to an event and unsubscribe later via an EventConnection instance
//////////////////////////////////////////////////////////////////////////////
// define a connection to be used to unsubscribe later
EventConnection endiksolvers_event_connection;
// subscribe to the EndIKSolvers event with a lambda handler function and keeping the connection
endiksolvers_event_connection = publisher.EventEndIKSolvers.Connect((ObjectMeshSkinned skinned) => {
Log.Message("Handling EndIKSolvers event lambda\n");
}
);
// ...
// you can temporarily disable a particular event connection
endiksolvers_event_connection.Enabled = false;
// ... perform certain actions
// and enable it back when necessary
endiksolvers_event_connection.Enabled = true;
// ...
// remove the subscription later using the saved connection
endiksolvers_event_connection.Disconnect();
//////////////////////////////////////////////////////////////////////////////
// 4. Ignoring EndIKSolvers events when necessary
//////////////////////////////////////////////////////////////////////////////
// you can temporarily disable the event to perform certain actions without triggering it
publisher.EventEndIKSolvers.Enabled = false;
// ... actions to be performed
// and enable it back when necessary
publisher.EventEndIKSolvers.Enabled = true;
Event<ObjectMeshSkinned> EventBeginIKSolvers#
Usage Example
// implement the BeginIKSolvers event handler
void beginiksolvers_handler(ObjectMeshSkinned skinned)
{
Log.Message("\Handling BeginIKSolvers event\n");
}
//////////////////////////////////////////////////////////////////////////////
// 1. Multiple subscriptions can be linked to an EventConnections instance
// class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////
// create an instance of the EventConnections class
EventConnections beginiksolvers_event_connections = new EventConnections();
// link to this instance when subscribing for an event (subscription for various events can be linked)
objectmeshskinned.EventBeginIKSolvers.Connect(beginiksolvers_event_connections, beginiksolvers_event_handler);
// other subscriptions are also linked to this EventConnections instance
// (e.g. you can subscribe using lambdas)
objectmeshskinned.EventBeginIKSolvers.Connect(beginiksolvers_event_connections, (ObjectMeshSkinned skinned) => {
Log.Message("Handling BeginIKSolvers event lambda\n");
}
);
// later all of these linked subscriptions can be removed with a single line
beginiksolvers_event_connections.DisconnectAll();
//////////////////////////////////////////////////////////////////////////////
// 2. You can subscribe and unsubscribe via the handler function directly
//////////////////////////////////////////////////////////////////////////////
// subscribe for the BeginIKSolvers event with a handler function
objectmeshskinned.EventBeginIKSolvers.Connect(beginiksolvers_event_handler);
// remove subscription for the BeginIKSolvers event later by the handler function
objectmeshskinned.EventBeginIKSolvers.Disconnect(beginiksolvers_event_handler);
//////////////////////////////////////////////////////////////////////////////
// 3. Subscribe to an event and unsubscribe later via an EventConnection instance
//////////////////////////////////////////////////////////////////////////////
// define a connection to be used to unsubscribe later
EventConnection beginiksolvers_event_connection;
// subscribe for the BeginIKSolvers event with a lambda handler function and keeping the connection
beginiksolvers_event_connection = objectmeshskinned.EventBeginIKSolvers.Connect((ObjectMeshSkinned skinned) => {
Log.Message("Handling BeginIKSolvers event lambda\n");
}
);
// ...
// you can temporarily disable a particular event connection
beginiksolvers_event_connection.Enabled = false;
// ... perform certain actions
// and enable it back when necessary
leave_event_connection.Enabled = true;
// ...
// remove the subscription later using the saved connection
beginiksolvers_event_connection.Disconnect();
//////////////////////////////////////////////////////////////////////////////
// 4. Ignoring BeginIKSolvers events when necessary
//////////////////////////////////////////////////////////////////////////////
// you can temporarily disable the event to perform certain actions without triggering it
objectmeshskinned.EventBeginIKSolvers.Enabled = false;
// ... actions to be performed
// and enable it back when necessary
objectmeshskinned.EventBeginIKSolvers.Enabled = true;
Usage Example
// implement the BeginIKSolvers event handler
void beginiksolvers_event_handler(ObjectMeshSkinned skinned)
{
Log.Message("\Handling BeginIKSolvers event\n");
}
//////////////////////////////////////////////////////////////////////////////
// 1. Multiple subscriptions can be linked to an EventConnections instance
// class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////
// create an instance of the EventConnections class
EventConnections beginiksolvers_event_connections = new EventConnections();
// link to this instance when subscribing to an event (subscription to various events can be linked)
publisher.EventBeginIKSolvers.Connect(beginiksolvers_event_connections, beginiksolvers_event_handler);
// other subscriptions are also linked to this EventConnections instance
// (e.g. you can subscribe using lambdas)
publisher.EventBeginIKSolvers.Connect(beginiksolvers_event_connections, (ObjectMeshSkinned skinned) => {
Log.Message("Handling BeginIKSolvers event lambda\n");
}
);
// later all of these linked subscriptions can be removed with a single line
beginiksolvers_event_connections.DisconnectAll();
//////////////////////////////////////////////////////////////////////////////
// 2. You can subscribe and unsubscribe via the handler function directly
//////////////////////////////////////////////////////////////////////////////
// subscribe to the BeginIKSolvers event with a handler function
publisher.EventBeginIKSolvers.Connect(beginiksolvers_event_handler);
// remove subscription to the BeginIKSolvers event later by the handler function
publisher.EventBeginIKSolvers.Disconnect(beginiksolvers_event_handler);
//////////////////////////////////////////////////////////////////////////////
// 3. Subscribe to an event and unsubscribe later via an EventConnection instance
//////////////////////////////////////////////////////////////////////////////
// define a connection to be used to unsubscribe later
EventConnection beginiksolvers_event_connection;
// subscribe to the BeginIKSolvers event with a lambda handler function and keeping the connection
beginiksolvers_event_connection = publisher.EventBeginIKSolvers.Connect((ObjectMeshSkinned skinned) => {
Log.Message("Handling BeginIKSolvers event lambda\n");
}
);
// ...
// you can temporarily disable a particular event connection
beginiksolvers_event_connection.Enabled = false;
// ... perform certain actions
// and enable it back when necessary
beginiksolvers_event_connection.Enabled = true;
// ...
// remove the subscription later using the saved connection
beginiksolvers_event_connection.Disconnect();
//////////////////////////////////////////////////////////////////////////////
// 4. Ignoring BeginIKSolvers events when necessary
//////////////////////////////////////////////////////////////////////////////
// you can temporarily disable the event to perform certain actions without triggering it
publisher.EventBeginIKSolvers.Enabled = false;
// ... actions to be performed
// and enable it back when necessary
publisher.EventBeginIKSolvers.Enabled = true;
Event<ObjectMeshSkinned> EventEndLookAtSolvers#
Usage Example
// implement the EndLookAtSolvers event handler
void endlookatsolvers_handler(ObjectMeshSkinned skinned)
{
Log.Message("\Handling EndLookAtSolvers event\n");
}
//////////////////////////////////////////////////////////////////////////////
// 1. Multiple subscriptions can be linked to an EventConnections instance
// class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////
// create an instance of the EventConnections class
EventConnections endlookatsolvers_event_connections = new EventConnections();
// link to this instance when subscribing for an event (subscription for various events can be linked)
objectmeshskinned.EventEndLookAtSolvers.Connect(endlookatsolvers_event_connections, endlookatsolvers_event_handler);
// other subscriptions are also linked to this EventConnections instance
// (e.g. you can subscribe using lambdas)
objectmeshskinned.EventEndLookAtSolvers.Connect(endlookatsolvers_event_connections, (ObjectMeshSkinned skinned) => {
Log.Message("Handling EndLookAtSolvers event lambda\n");
}
);
// later all of these linked subscriptions can be removed with a single line
endlookatsolvers_event_connections.DisconnectAll();
//////////////////////////////////////////////////////////////////////////////
// 2. You can subscribe and unsubscribe via the handler function directly
//////////////////////////////////////////////////////////////////////////////
// subscribe for the EndLookAtSolvers event with a handler function
objectmeshskinned.EventEndLookAtSolvers.Connect(endlookatsolvers_event_handler);
// remove subscription for the EndLookAtSolvers event later by the handler function
objectmeshskinned.EventEndLookAtSolvers.Disconnect(endlookatsolvers_event_handler);
//////////////////////////////////////////////////////////////////////////////
// 3. Subscribe to an event and unsubscribe later via an EventConnection instance
//////////////////////////////////////////////////////////////////////////////
// define a connection to be used to unsubscribe later
EventConnection endlookatsolvers_event_connection;
// subscribe for the EndLookAtSolvers event with a lambda handler function and keeping the connection
endlookatsolvers_event_connection = objectmeshskinned.EventEndLookAtSolvers.Connect((ObjectMeshSkinned skinned) => {
Log.Message("Handling EndLookAtSolvers event lambda\n");
}
);
// ...
// you can temporarily disable a particular event connection
endlookatsolvers_event_connection.Enabled = false;
// ... perform certain actions
// and enable it back when necessary
leave_event_connection.Enabled = true;
// ...
// remove the subscription later using the saved connection
endlookatsolvers_event_connection.Disconnect();
//////////////////////////////////////////////////////////////////////////////
// 4. Ignoring EndLookAtSolvers events when necessary
//////////////////////////////////////////////////////////////////////////////
// you can temporarily disable the event to perform certain actions without triggering it
objectmeshskinned.EventEndLookAtSolvers.Enabled = false;
// ... actions to be performed
// and enable it back when necessary
objectmeshskinned.EventEndLookAtSolvers.Enabled = true;
Usage Example
// implement the EndLookAtSolvers event handler
void endlookatsolvers_event_handler(ObjectMeshSkinned skinned)
{
Log.Message("\Handling EndLookAtSolvers event\n");
}
//////////////////////////////////////////////////////////////////////////////
// 1. Multiple subscriptions can be linked to an EventConnections instance
// class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////
// create an instance of the EventConnections class
EventConnections endlookatsolvers_event_connections = new EventConnections();
// link to this instance when subscribing to an event (subscription to various events can be linked)
publisher.EventEndLookAtSolvers.Connect(endlookatsolvers_event_connections, endlookatsolvers_event_handler);
// other subscriptions are also linked to this EventConnections instance
// (e.g. you can subscribe using lambdas)
publisher.EventEndLookAtSolvers.Connect(endlookatsolvers_event_connections, (ObjectMeshSkinned skinned) => {
Log.Message("Handling EndLookAtSolvers event lambda\n");
}
);
// later all of these linked subscriptions can be removed with a single line
endlookatsolvers_event_connections.DisconnectAll();
//////////////////////////////////////////////////////////////////////////////
// 2. You can subscribe and unsubscribe via the handler function directly
//////////////////////////////////////////////////////////////////////////////
// subscribe to the EndLookAtSolvers event with a handler function
publisher.EventEndLookAtSolvers.Connect(endlookatsolvers_event_handler);
// remove subscription to the EndLookAtSolvers event later by the handler function
publisher.EventEndLookAtSolvers.Disconnect(endlookatsolvers_event_handler);
//////////////////////////////////////////////////////////////////////////////
// 3. Subscribe to an event and unsubscribe later via an EventConnection instance
//////////////////////////////////////////////////////////////////////////////
// define a connection to be used to unsubscribe later
EventConnection endlookatsolvers_event_connection;
// subscribe to the EndLookAtSolvers event with a lambda handler function and keeping the connection
endlookatsolvers_event_connection = publisher.EventEndLookAtSolvers.Connect((ObjectMeshSkinned skinned) => {
Log.Message("Handling EndLookAtSolvers event lambda\n");
}
);
// ...
// you can temporarily disable a particular event connection
endlookatsolvers_event_connection.Enabled = false;
// ... perform certain actions
// and enable it back when necessary
endlookatsolvers_event_connection.Enabled = true;
// ...
// remove the subscription later using the saved connection
endlookatsolvers_event_connection.Disconnect();
//////////////////////////////////////////////////////////////////////////////
// 4. Ignoring EndLookAtSolvers events when necessary
//////////////////////////////////////////////////////////////////////////////
// you can temporarily disable the event to perform certain actions without triggering it
publisher.EventEndLookAtSolvers.Enabled = false;
// ... actions to be performed
// and enable it back when necessary
publisher.EventEndLookAtSolvers.Enabled = true;
Event<ObjectMeshSkinned> EventBeginLookAtSolvers#
Usage Example
// implement the BeginLookAtSolvers event handler
void beginlookatsolvers_handler(ObjectMeshSkinned skinned)
{
Log.Message("\Handling BeginLookAtSolvers event\n");
}
//////////////////////////////////////////////////////////////////////////////
// 1. Multiple subscriptions can be linked to an EventConnections instance
// class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////
// create an instance of the EventConnections class
EventConnections beginlookatsolvers_event_connections = new EventConnections();
// link to this instance when subscribing for an event (subscription for various events can be linked)
objectmeshskinned.EventBeginLookAtSolvers.Connect(beginlookatsolvers_event_connections, beginlookatsolvers_event_handler);
// other subscriptions are also linked to this EventConnections instance
// (e.g. you can subscribe using lambdas)
objectmeshskinned.EventBeginLookAtSolvers.Connect(beginlookatsolvers_event_connections, (ObjectMeshSkinned skinned) => {
Log.Message("Handling BeginLookAtSolvers event lambda\n");
}
);
// later all of these linked subscriptions can be removed with a single line
beginlookatsolvers_event_connections.DisconnectAll();
//////////////////////////////////////////////////////////////////////////////
// 2. You can subscribe and unsubscribe via the handler function directly
//////////////////////////////////////////////////////////////////////////////
// subscribe for the BeginLookAtSolvers event with a handler function
objectmeshskinned.EventBeginLookAtSolvers.Connect(beginlookatsolvers_event_handler);
// remove subscription for the BeginLookAtSolvers event later by the handler function
objectmeshskinned.EventBeginLookAtSolvers.Disconnect(beginlookatsolvers_event_handler);
//////////////////////////////////////////////////////////////////////////////
// 3. Subscribe to an event and unsubscribe later via an EventConnection instance
//////////////////////////////////////////////////////////////////////////////
// define a connection to be used to unsubscribe later
EventConnection beginlookatsolvers_event_connection;
// subscribe for the BeginLookAtSolvers event with a lambda handler function and keeping the connection
beginlookatsolvers_event_connection = objectmeshskinned.EventBeginLookAtSolvers.Connect((ObjectMeshSkinned skinned) => {
Log.Message("Handling BeginLookAtSolvers event lambda\n");
}
);
// ...
// you can temporarily disable a particular event connection
beginlookatsolvers_event_connection.Enabled = false;
// ... perform certain actions
// and enable it back when necessary
leave_event_connection.Enabled = true;
// ...
// remove the subscription later using the saved connection
beginlookatsolvers_event_connection.Disconnect();
//////////////////////////////////////////////////////////////////////////////
// 4. Ignoring BeginLookAtSolvers events when necessary
//////////////////////////////////////////////////////////////////////////////
// you can temporarily disable the event to perform certain actions without triggering it
objectmeshskinned.EventBeginLookAtSolvers.Enabled = false;
// ... actions to be performed
// and enable it back when necessary
objectmeshskinned.EventBeginLookAtSolvers.Enabled = true;
Usage Example
// implement the BeginLookAtSolvers event handler
void beginlookatsolvers_event_handler(ObjectMeshSkinned skinned)
{
Log.Message("\Handling BeginLookAtSolvers event\n");
}
//////////////////////////////////////////////////////////////////////////////
// 1. Multiple subscriptions can be linked to an EventConnections instance
// class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////
// create an instance of the EventConnections class
EventConnections beginlookatsolvers_event_connections = new EventConnections();
// link to this instance when subscribing to an event (subscription to various events can be linked)
publisher.EventBeginLookAtSolvers.Connect(beginlookatsolvers_event_connections, beginlookatsolvers_event_handler);
// other subscriptions are also linked to this EventConnections instance
// (e.g. you can subscribe using lambdas)
publisher.EventBeginLookAtSolvers.Connect(beginlookatsolvers_event_connections, (ObjectMeshSkinned skinned) => {
Log.Message("Handling BeginLookAtSolvers event lambda\n");
}
);
// later all of these linked subscriptions can be removed with a single line
beginlookatsolvers_event_connections.DisconnectAll();
//////////////////////////////////////////////////////////////////////////////
// 2. You can subscribe and unsubscribe via the handler function directly
//////////////////////////////////////////////////////////////////////////////
// subscribe to the BeginLookAtSolvers event with a handler function
publisher.EventBeginLookAtSolvers.Connect(beginlookatsolvers_event_handler);
// remove subscription to the BeginLookAtSolvers event later by the handler function
publisher.EventBeginLookAtSolvers.Disconnect(beginlookatsolvers_event_handler);
//////////////////////////////////////////////////////////////////////////////
// 3. Subscribe to an event and unsubscribe later via an EventConnection instance
//////////////////////////////////////////////////////////////////////////////
// define a connection to be used to unsubscribe later
EventConnection beginlookatsolvers_event_connection;
// subscribe to the BeginLookAtSolvers event with a lambda handler function and keeping the connection
beginlookatsolvers_event_connection = publisher.EventBeginLookAtSolvers.Connect((ObjectMeshSkinned skinned) => {
Log.Message("Handling BeginLookAtSolvers event lambda\n");
}
);
// ...
// you can temporarily disable a particular event connection
beginlookatsolvers_event_connection.Enabled = false;
// ... perform certain actions
// and enable it back when necessary
beginlookatsolvers_event_connection.Enabled = true;
// ...
// remove the subscription later using the saved connection
beginlookatsolvers_event_connection.Disconnect();
//////////////////////////////////////////////////////////////////////////////
// 4. Ignoring BeginLookAtSolvers events when necessary
//////////////////////////////////////////////////////////////////////////////
// you can temporarily disable the event to perform certain actions without triggering it
publisher.EventBeginLookAtSolvers.Enabled = false;
// ... actions to be performed
// and enable it back when necessary
publisher.EventBeginLookAtSolvers.Enabled = true;
Event<float, ObjectMeshSkinned> EventUpdate#
Usage Example
// implement the Update event handler
void update_handler(float ifps, ObjectMeshSkinned skinned)
{
Log.Message("\Handling Update event\n");
}
//////////////////////////////////////////////////////////////////////////////
// 1. Multiple subscriptions can be linked to an EventConnections instance
// class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////
// create an instance of the EventConnections class
EventConnections update_event_connections = new EventConnections();
// link to this instance when subscribing for an event (subscription for various events can be linked)
objectmeshskinned.EventUpdate.Connect(update_event_connections, update_event_handler);
// other subscriptions are also linked to this EventConnections instance
// (e.g. you can subscribe using lambdas)
objectmeshskinned.EventUpdate.Connect(update_event_connections, (float ifps, ObjectMeshSkinned skinned) => {
Log.Message("Handling Update event lambda\n");
}
);
// later all of these linked subscriptions can be removed with a single line
update_event_connections.DisconnectAll();
//////////////////////////////////////////////////////////////////////////////
// 2. You can subscribe and unsubscribe via the handler function directly
//////////////////////////////////////////////////////////////////////////////
// subscribe for the Update event with a handler function
objectmeshskinned.EventUpdate.Connect(update_event_handler);
// remove subscription for the Update event later by the handler function
objectmeshskinned.EventUpdate.Disconnect(update_event_handler);
//////////////////////////////////////////////////////////////////////////////
// 3. Subscribe to an event and unsubscribe later via an EventConnection instance
//////////////////////////////////////////////////////////////////////////////
// define a connection to be used to unsubscribe later
EventConnection update_event_connection;
// subscribe for the Update event with a lambda handler function and keeping the connection
update_event_connection = objectmeshskinned.EventUpdate.Connect((float ifps, ObjectMeshSkinned skinned) => {
Log.Message("Handling Update event lambda\n");
}
);
// ...
// you can temporarily disable a particular event connection
update_event_connection.Enabled = false;
// ... perform certain actions
// and enable it back when necessary
leave_event_connection.Enabled = true;
// ...
// remove the subscription later using the saved connection
update_event_connection.Disconnect();
//////////////////////////////////////////////////////////////////////////////
// 4. Ignoring Update events when necessary
//////////////////////////////////////////////////////////////////////////////
// you can temporarily disable the event to perform certain actions without triggering it
objectmeshskinned.EventUpdate.Enabled = false;
// ... actions to be performed
// and enable it back when necessary
objectmeshskinned.EventUpdate.Enabled = true;
Usage Example
// implement the Update event handler
void update_event_handler(float ifps, ObjectMeshSkinned skinned)
{
Log.Message("\Handling Update event\n");
}
//////////////////////////////////////////////////////////////////////////////
// 1. Multiple subscriptions can be linked to an EventConnections instance
// class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////
// create an instance of the EventConnections class
EventConnections update_event_connections = new EventConnections();
// link to this instance when subscribing to an event (subscription to various events can be linked)
publisher.EventUpdate.Connect(update_event_connections, update_event_handler);
// other subscriptions are also linked to this EventConnections instance
// (e.g. you can subscribe using lambdas)
publisher.EventUpdate.Connect(update_event_connections, (float ifps, ObjectMeshSkinned skinned) => {
Log.Message("Handling Update event lambda\n");
}
);
// later all of these linked subscriptions can be removed with a single line
update_event_connections.DisconnectAll();
//////////////////////////////////////////////////////////////////////////////
// 2. You can subscribe and unsubscribe via the handler function directly
//////////////////////////////////////////////////////////////////////////////
// subscribe to the Update event with a handler function
publisher.EventUpdate.Connect(update_event_handler);
// remove subscription to the Update event later by the handler function
publisher.EventUpdate.Disconnect(update_event_handler);
//////////////////////////////////////////////////////////////////////////////
// 3. Subscribe to an event and unsubscribe later via an EventConnection instance
//////////////////////////////////////////////////////////////////////////////
// define a connection to be used to unsubscribe later
EventConnection update_event_connection;
// subscribe to the Update event with a lambda handler function and keeping the connection
update_event_connection = publisher.EventUpdate.Connect((float ifps, ObjectMeshSkinned skinned) => {
Log.Message("Handling Update event lambda\n");
}
);
// ...
// you can temporarily disable a particular event connection
update_event_connection.Enabled = false;
// ... perform certain actions
// and enable it back when necessary
update_event_connection.Enabled = true;
// ...
// remove the subscription later using the saved connection
update_event_connection.Disconnect();
//////////////////////////////////////////////////////////////////////////////
// 4. Ignoring Update events when necessary
//////////////////////////////////////////////////////////////////////////////
// you can temporarily disable the event to perform certain actions without triggering it
publisher.EventUpdate.Enabled = false;
// ... actions to be performed
// and enable it back when necessary
publisher.EventUpdate.Enabled = true;
int NumBoneConstraints#
ObjectMeshSkinned.INTERPOLATION_ACCURACY InterpolationAccuracy#
string AnimPath#
bool MeshProceduralMode#
bool IsLoaded#
string MeshPath#
Members
ObjectMeshSkinned ( string path ) #
ObjectMeshSkinned constructor.Arguments
- string path - Path to the skinned mesh file.
ObjectMeshSkinned ( ) #
ObjectMeshSkinned constructor.int GetBoneChild ( int bone, int child ) #
Returns the number of a child of the given bone.Arguments
- int bone - Bone number.
- int child - Child number.
Return value
Number of the child in the collection of all bones.void SetBoneTransformWithChildren ( int bone, mat4 transform ) #
Sets transformation for the bone and all of its children (without considering node transformations).Arguments
- int bone - Bone number.
- mat4 transform - Transformation matrix.
string GetBoneName ( int bone ) #
Returns the name of the given bone.Arguments
- int bone - Bone number.
Return value
Bone name.int GetBoneParent ( int bone ) #
Returns the number of the parent bone for a given one.Arguments
- int bone - Number of the bone, for which the parent will be returned.
Return value
Parent bone number, if the parent exists; otherwise, -1.void SetBoneTransform ( int bone, mat4 transform ) #
Sets a transformation matrix for the given bone (without considering node transformations).Arguments
- int bone - Bone number.
- mat4 transform - Transformation matrix.
mat4 GetBoneTransform ( int bone ) #
Returns a transformation matrix of the given bone relatively to the parent object (not considering transformations of the Mesh Skinned node itself).Arguments
- int bone - Bone number.
Return value
Transformation matrix.void SetBoneTransforms ( int[] bones, mat4[] transforms, int num_bones ) #
Sets a transformation matrix for given bones.Arguments
- int[] bones - Bone numbers.
- mat4[] transforms - Transformation matrices.
- int num_bones - Number of bones.
int GetCIndex ( int num, int surface ) #
Returns the coordinate index for the given vertex of the given surface.Arguments
- int num - Vertex number in the range from 0 to the total number of coordinate indices for the given surface.
To get the total number of coordinate indices for the given surface, use the getNumCIndices() method.
- int surface - Mesh surface number.
Return value
Coordinate index.vec4 GetColor ( int num, int surface ) #
Returns the color of the given triangle vertex of the given surface.Arguments
- int num - Triangle vertex number in the range from 0 to the total number of vertex color entries of the given surface.
To get the total number of vertex color entries for the surface, call the getNumColors() method.
- int surface - Mesh surface number.
Return value
Vertex color.void SetLayer ( int layer, bool enabled, float weight ) #
Enables or disables the given animation layer and sets the value of the weight parameter.Arguments
- int layer - Animation layer number.
- bool enabled - Enable flag. true to enable the layer, false to disable it.
- float weight - Animation layer weight.
void SetLayerEnabled ( int layer, bool enabled ) #
Enables or disables a given animation layer.Arguments
- int layer - Animation layer number.
- bool enabled - true to enable the animation layer, false to disable it.
bool IsLayerEnabled ( int layer ) #
Returns a value indicating if a given animation layer is enabled.Arguments
- int layer - Animation layer number.
Return value
true if the layer is disabled; otherwise, false.void SetLayerWeight ( int layer, float weight ) #
Sets a weight for the animation layer.Arguments
- int layer - Animation layer number.
- float weight - Animation layer weight.
float GetLayerWeight ( int layer ) #
Returns the weight of the animation layer.Arguments
- int layer - Animation layer number.
Return value
Weight of the animation layer.bool GetMesh ( Mesh mesh ) #
Copies the current mesh into the source mesh.// a skinned mesh from which geometry will be obtained
ObjectMeshSkinned skinnedMesh = new ObjectMeshSkinned("skinned.mesh");
// create a new mesh
Mesh mesh = new Mesh();
// copy geometry to the created mesh
if (skinnedMesh.getMesh(mesh) == 1) {
// do something with the obtained mesh
}
else {
Log.Error("Failed to copy a mesh\n");
}
Arguments
- Mesh mesh - Source mesh.
Return value
1 if the mesh is copied successfully; otherwise, 0.bool GetMeshSurface ( Mesh mesh, int surface, int target = -1 ) #
Copies the specified mesh surface to the destination mesh.Arguments
- Mesh mesh - Destination Mesh to copy the surface to.
- int surface - Number of the mesh surface to be copied.
- int target - Number of the surface morph target to be copied. The default value is -1 (all morph targets).
Return value
Number of the new added mesh surface.vec3 GetNormal ( int num, int surface, int target = 0 ) #
Returns the normal for the given triangle vertex of the given surface target.Arguments
- int num - Triangle vertex number in the range from 0 to the total number of vertex tangent entries of the given surface target.
Vertex normals are calculated using vertex tangents. To get the total number of vertex tangent entries for the surface target, call the getNumTangents() method.
- int surface - Mesh surface number.
- int target - Surface target number. The default value is 0.
Return value
Vertex normal.int GetNumBoneChildren ( int bone ) #
Returns the number of children for the specified bone.Arguments
- int bone - Bone number.
Return value
Number of child bones.int GetNumCIndices ( int surface ) #
Returns the number of coordinate indices for the given mesh surface.Arguments
- int surface - Mesh surface number.
Return value
Number of coordinate indices.int GetNumColors ( int surface ) #
Returns the total number of vertex color entries for the given surface.Arguments
- int surface - Surface number.
Return value
Number of vertex color entries.int GetNumSurfaceTargets ( int surface ) #
Returns the number of surface morph targets for the given mesh surface.Arguments
- int surface - Mesh surface number.
Return value
Number of surface morph targets.int GetNumTangents ( int surface ) #
Returns the number of vertex tangent entries of the given mesh surface.Arguments
- int surface - Mesh surface number.
Return value
Number of surface tangent vectors.int GetNumTexCoords0 ( int surface ) #
Returns the number of the first UV map texture coordinates for the given mesh surface.Arguments
- int surface - Mesh surface number.
Return value
Number of the first UV map texture coordinates.int GetNumTexCoords1 ( int surface ) #
Returns the number of the second UV map texture coordinates for the given mesh surface.Arguments
- int surface - Mesh surface number.
Return value
Number of the second UV map texture coordinates.int GetNumTIndices ( int surface ) #
Returns the number of triangle indices for the given mesh surface.Arguments
- int surface - Mesh surface number.
Return value
Number of triangle indices.int GetNumVertex ( int surface ) #
Returns the number of coordinate vertices for the given mesh surface.Arguments
- int surface - Mesh surface number.
Return value
Number of the surface vertices.vec3 GetSkinnedNormal ( int num, int index, int surface ) #
Returns the skinned normal for the given triangle vertex.Arguments
- int num - Triangle vertex number in the range from 0 to the total number of vertex tangent entries of the given surface target.
Vertex normals are calculated using vertex tangents. To get the total number of vertex tangent entries for the surface target, call the getNumTangents() method.
- int index - Coordinate index of the vertex.
if -1 is passed, the coordinate index will be obtained for the first vertex having its triangle index equal to the specified triangle vertex number.
- int surface - Mesh surface number.
Return value
Skinned normal.quat GetSkinnedTangent ( int num, int index, int surface ) #
Returns the skinned tangent vector for the given triangle vertex.Arguments
- int num - Triangle vertex number in the range from 0 to the total number of vertex tangent entries of the given surface target.
To get the total number of vertex tangent entries for the surface target, call the getNumTangents() method.
- int index - Coordinate index of the vertex.
if -1 is passed, the coordinate index will be obtained for the first vertex having its triangle index equal to the specified triangle vertex number.
- int surface - Mesh surface number.
Return value
Skinned tangent.vec3 GetSkinnedVertex ( int num, int surface ) #
Returns skinned coordinates of the given coordinate vertex.Arguments
- int num - Coordinate vertex number in the range from 0 to the total number of coordinate vertices for the given surface.
To get the total number of coordinate vertices for the given surface, use the getNumVertex() method.
- int surface - Mesh surface number.
Return value
Vertex coordinates.bool IsNeedUpdate ( ) #
Returns a value indicating if the ObjectMeshSkinned needs to be updated (e.g. after adding new animations).Return value
true if the skinned mesh needs to be updated; otherwise, false.string GetSurfaceTargetName ( int surface, int target ) #
Returns the name of the morph target for the given mesh surface.Arguments
- int surface - Mesh surface number.
- int target - Morph target number.
Return value
Morph target name.quat GetTangent ( int num, int surface, int target = 0 ) #
Returns the tangent for the given triangle vertex of the given surface target.Arguments
- int num - Triangle vertex number in the range from 0 to the total number of vertex tangent entries of the given surface.
To get the total number of vertex tangent entries for the surface, call the getNumTangents() method.
- int surface - Mesh surface number.
- int target - Surface target number. The default value is 0.
Return value
Vertex tangent.vec2 GetTexCoord0 ( int num, int surface ) #
Returns first UV map texture coordinates for the given triangle vertex of the given surface.Arguments
- int num - Triangle vertex number in the range from 0 to the total number of first UV map texture coordinate entries of the given surface.
To get the total number of first UV map texture coordinate entries for the surface, call the getNumTexCoords0() method.
- int surface - Mesh surface number.
Return value
First UV map texture coordinates.vec2 GetTexCoord1 ( int num, int surface ) #
Returns second UV map texture coordinates for the given triangle vertex of the given surface.Arguments
- int num - Triangle vertex number in the range from 0 to the total number of second UV map texture coordinate entries of the given surface.
To get the total number of second UV map texture coordinate entries for the surface, call the getNumTexCoords1() method.
- int surface - Mesh surface number.
Return value
Second UV map texture coordinates.int GetTIndex ( int num, int surface ) #
Returns the triangle index for the given surface by using the index number.Arguments
- int num - Vertex number in the range from 0 to the total number of triangle indices for the given surface.
To get the total number of triangle indices for the given surface, use the getNumTIndices() method.
- int surface - Mesh surface number.
Return value
Triangle index.vec3 GetVertex ( int num, int surface, int target = 0 ) #
Returns coordinates of the given coordinate vertex of the given surface target.Arguments
- int num - Coordinate vertex number in the range from 0 to the total number of coordinate vertices for the given surface.
To get the total number of coordinate vertices for the given surface, use the getNumCVertex() method.
- int surface - Mesh surface number.
- int target - Surface target number. The default value is 0.
Return value
Vertex coordinates.void SetBoneWorldTransformWithChildren ( int bone, mat4 transform ) #
Sets the transformation for the given bone and all of its children in the world coordinate space (considering node transformations).Arguments
- int bone - Bone number.
- mat4 transform - Transformation matrix in the world space.
void SetBoneWorldTransform ( int bone, mat4 transform ) #
Sets the transformation for the given bone in the world coordinate space.Arguments
- int bone - Bone number.
- mat4 transform - Transformation matrix in the world space.
mat4 GetBoneWorldTransform ( int bone ) #
Returns the current transformation matrix applied to the bone in the world coordinate space (considering node transformations).Arguments
- int bone - Bone number.
Return value
Transformation matrix in the world space.int AddLayer ( ) #
Appends a new animation layer to the current mesh.Return value
Number of the new added animation layer.void ClearLayer ( int layer ) #
Clears the given animation layer.Arguments
- int layer - Animation layer number.
void CopyLayer ( int dest, int src ) #
Copies source layer bones transformations to the destination layer. The copying conditions are the following:
- If the destination layer has more bones than the source one, it will keep its former transformations.
- If the source layer has more bones than destination one, those bones will be added to the destination layer.
Arguments
- int dest - Number of the destination layer in the range from 0 to the total number of animation layers.
To get the total number of animation layers, use the getNumLayers() method.
- int src - Number of the source layer in range from 0 to the total number of animation layers.
To get the total number of animation layers, use the getNumLayers() method.
int FindBone ( string name ) #
Searches for a bone with a given name.Arguments
- string name - Bone name.
Return value
Bone number if found; otherwise, -1.int FindSurfaceTarget ( int surface, string name ) #
Searches for a surface morph target with a given name.Arguments
- int surface - Mesh surface number.
- string name - Name of the morph target.
Return value
Number of the morph target, if exists; otherwise, -1.void ImportLayer ( int layer ) #
Copies the current bone state to the given animation layer.Arguments
- int layer - Animation layer number.
void InverseLayer ( int dest, int src ) #
Copies inverse transformations of bones from the source layer to the destination layer.Arguments
- int dest - Number of the destination layer in the range from 0 to the total number of animation layers.
To get the total number of animation layers, use the getNumLayers() method.
- int src - Number of the source layer in the range from 0 to the total number of animation layers.
To get the total number of animation layers, use the getNumLayers() method.
void LerpLayer ( int dest, int layer0, int layer1, float weight ) #
Copies interpolated bone transformations from two source layers to a destination layer.Arguments
- int dest - Number of the destination layer in the range from 0 to the total number of animation layers.
To get the total number of animation layers, use the getNumLayers() method.
- int layer0 - Number of the first source layer in the range from 0 to the total number of animation layers.
To get the total number of animation layers, use the getNumLayers() method.
- int layer1 - Number of the second source layer in range from 0 to the total number of animation layers.
To get the total number of animation layers, use the getNumLayers() method.
- float weight - Interpolation weight.
void MulLayer ( int dest, int layer0, int layer1, float weight = 1.0f ) #
Copies multiplied bone transformations from two source layers to the destination layer.Arguments
- int dest - Number of the destination layer in the range from 0 to the total number of animation layers.
To get the total number of animation layers, use the getNumLayers() method.
- int layer0 - Number of the first source layer in the range from 0 to the total number of animation layers.
To get the total number of animation layers, use the getNumLayers() method.
- int layer1 - Number of the second source layer in the range from 0 to the total number of animation layers.
To get the total number of animation layers, use the getNumLayers() method.
- float weight - Interpolation weight.
void Play ( ) #
Continues playback of the animation, if it was paused, or starts playback if it was stopped.void RemoveLayer ( int layer ) #
Removes an animation layer.Arguments
- int layer - Layer number in the range from 0 to the total number of animation layers.
To get the total number of animation layers, use the getNumLayers() method.
void Stop ( ) #
Stops animation playback. This function saves the playback position so that playing of the animation can be resumed from the same point.static int type ( ) #
Returns the type of the node.Return value
Node type identifier.void UpdateSkinned ( ) #
Forces update of all bone transformations.mat4 GetBoneNotAdditionalBindLocalTransform ( int bone ) #
Returns the bone transformation relative to the parent bone without taking into account the bound node transformation.Arguments
- int bone - Number of the bone, in the range from 0 to the total number of bones.
Return value
Transformation matrix in the local space.mat4 GetBoneNotAdditionalBindObjectTransform ( int bone ) #
Returns the bone transformation relative to the parent object without taking into account the bound node transformation.Arguments
- int bone - Number of the bone, in the range from 0 to the total number of bones.
Return value
Transformation matrix in the object space.mat4 GetBoneNotAdditionalBindWorldTransform ( int bone ) #
Returns the bone transformation relative to the world origin.Arguments
- int bone - Number of the bone, in the range from 0 to the total number of bones.
Return value
Transformation matrix in the world space without taking into account the bound node transformation.void SetBindNode ( int bone, Node node ) #
Sets a new node whose transformation is to be used to control the transformation of the bone with the specified number.Arguments
- int bone - Number of the bone to be controlled by the specified node, in the range from 0 to the total number of bones.
- Node node - Node whose transformation is used to control the transformation of the bone.
void RemoveBindNodeByBone ( int bone ) #
Removes the assigned bind node from the bone with the specified number.Arguments
- int bone - Number of the bone, in the range from 0 to the total number of bones.
void RemoveBindNodeByNode ( Node node ) #
Removes the specified bind node.Arguments
- Node node - Bind node to be removed.
void RemoveAllBindNode ( ) #
Removes all assigned bind nodes.Node GetBindNode ( int bone ) #
Returns the bind node currently assigned to the bone with the specified number.Arguments
- int bone - Number of the bone, in the range from 0 to the total number of bones.
Return value
Node whose transformation is used to control the transformation of the bone if it is assigned; otherwise - nullptr.void SetBindNodeSpace ( int bone, ObjectMeshSkinned.NODE_SPACE space ) #
Sets a new value indicating which transformation of the bind node (World or Local) is to be used to override the transformation of the specified bone.Arguments
- int bone - Number of the bone, in the range from 0 to the total number of bones.
- ObjectMeshSkinned.NODE_SPACE space - Type of transformation of the bind node to be used to override the transformation of the specified bone, one of the NODE_SPACE* values.
ObjectMeshSkinned.NODE_SPACE GetBindNodeSpace ( int bone ) #
Returns the current value indicating which transformation of the bind node (World or Local) is to be used to override the transformation of the specified bone.Arguments
- int bone - Number of the bone, in the range from 0 to the total number of bones.
Return value
Type of transformation of the bind node to be used to override the transformation of the specified bone, one of the NODE_SPACE* values.void SetBindBoneSpace ( int bone, ObjectMeshSkinned.BONE_SPACE space ) #
Sets a value indicating which transformation of the specified bone is to be overridden by the bind node's transformation.Arguments
- int bone - Number of the bone, in the range from 0 to the total number of bones.
- ObjectMeshSkinned.BONE_SPACE space - Type of transformation of the specified bone to be overridden by the bind node's transformation, one of the BONE_SPACE* values.
ObjectMeshSkinned.BONE_SPACE GetBindBoneSpace ( int bone ) #
Returns the current value indicating which transformation of the specified bone is to be overridden by the bind node's transformation.Arguments
- int bone - Number of the bone, in the range from 0 to the total number of bones.
Return value
Current type of transformation of the specified bone overridden by the bind node's transformation, one of the BONE_SPACE* values.void SetBindMode ( int bone, ObjectMeshSkinned.BIND_MODE mode ) #
Sets a new type of blending of bind node's and bone's transformations.Arguments
- int bone - Number of the bone, in the range from 0 to the total number of bones.
- ObjectMeshSkinned.BIND_MODE mode - New type of blending of bind node's and bone's transformations:
- OVERRIDE - replace bone's transformation with the transformation of the node.
- ADDITIVE - node's transformation is added to the current transformation of the bone.
ObjectMeshSkinned.BIND_MODE GetBindMode ( int bone ) #
Returns the current type of blending of bind node's and bone's transformations.Arguments
- int bone - Number of the bone, in the range from 0 to the total number of bones.
Return value
Current type of blending of bind node's and bone's transformations:- OVERRIDE - replace bone's transformation with the transformation of the node.
- ADDITIVE - node's transformation is added to the current transformation of the bone.
void SetBindNodeOffset ( int bone, mat4 offset ) #
Sets a new transformation matrix to be applied to the node's transformation before applying it to bone's transformation. This parameter serves for the purpose of additional correction of the node's transform for the bone's basis.Arguments
- int bone - Number of the bone, in the range from 0 to the total number of bones.
- mat4 offset - Transformation matrix applied to the node's transformation before applying it to bone's transformation.
mat4 GetBindNodeOffset ( int bone ) #
Returns the current transformation matrix which is applied to the node's transformation before applying it to bone's transformation. This parameter serves for the purpose of additional correction of the node's transform for the bone's basis.Arguments
- int bone - Number of the bone, in the range from 0 to the total number of bones.
Return value
Transformation matrix currently applied to the node's transformation before applying it to bone's transformation.void AddVisualizeBone ( int bone ) #
Adds a bone with the specified number to the list of the bones for which the basis vectors are to be visualized.Arguments
- int bone - Number of the bone to be added to the visualizer, in the range from 0 to the total number of bones.
void RemoveVisualizeBone ( int bone ) #
Removes a bone with the specified number from the list of the bones for which the basis vectors are to be visualized.Arguments
- int bone - Number of the bone to be removed from the visualizer, in the range from 0 to the total number of bones.
void ClearVisualizeBones ( ) #
Clears the list of the bones for which the basis vectors are to be visualized.void AddVisualizeIKChain ( int chain_id ) #
Adds an IK chain with the specified ID to the list of chains for which the basis vectors are to be visualized.Arguments
- int chain_id - IK chain ID.
void RemoveVisualizeIKChain ( int chain_id ) #
Removes the IK chain with the specified ID from the list of chains for which the basis vectors are to be visualized.Arguments
- int chain_id - IK chain ID.
void ClearVisualizeIKChain ( ) #
Clears the list of IK chains for which the basis vectors are to be visualized.int AddIKChain ( ) #
Adds a new IK chain to the skinned mesh.Return value
ID of the added IK chain.void RemoveIKChain ( int chain_id ) #
Removes the IK chain with the specified ID.Arguments
- int chain_id - IK chain ID.
void SetIKChainEnabled ( bool enabled, int chain_id ) #
Sets a value indicating if the IK chain with the specified ID is enabled.Arguments
- bool enabled - Set true to enable IK chain with the specified ID, or false - to disable it.
- int chain_id - IK chain ID.
bool IsIKChainEnabled ( int chain_id ) #
Returns a value indicating if the IK chain with the specified ID is enabled.Arguments
- int chain_id - IK chain ID.
Return value
true if the IK chain with the specified ID is enabled; otherwise, false.void SetIKChainWeight ( float weight, int chain_id ) #
Sets a new weight for the IK chain with the specified ID. Weight value defines the impact of the target position on the last joint of the chain.Arguments
- float weight - New weight value to be set in the [0.0f, 1.0f] range. Higher values increase the impact.
- int chain_id - IK chain ID.
float GetIKChainWeight ( int chain_id ) #
Returns the current weight for the IK chain with the specified ID. Weight value defines the impact of the target position on the last joint of the chain.Arguments
- int chain_id - IK chain ID.
Return value
Current weight value in the [0.0f, 1.0f] range. Higher values increase the impact.int AddIKChainBone ( int bone, int chain_id ) #
Adds a bone with the specified number to the IK chain with the specified ID.Arguments
- int bone - Bone number.
- int chain_id - IK chain ID.
Return value
Index of the last added bone in the chain.int GetIKChainNumBones ( int chain_id ) #
Returns the number of bones in the IK chain with the specified ID.Arguments
- int chain_id - IK chain ID.
Return value
Number of bones in the IK chain with the specified ID.void RemoveIKChainBone ( int bone_num, int chain_id ) #
Removes the bone with the specified number from the IK chain with the specified ID.Arguments
- int bone_num - Bone number.
- int chain_id - IK chain ID.
int GetIKChainBone ( int bone_num, int chain_id ) #
Returns the index of the bone with the specified number (within the chain) from the IK chain with the specified ID.Arguments
- int bone_num - Bone number.
- int chain_id - IK chain ID.
Return value
Number of the bone, in the range from 0 to the total number of bones.void SetIKChainTargetPosition ( vec3 position, int chain_id ) #
Sets new local coordinates of the target position of the IK chain with the specified ID.Arguments
- vec3 position - New local coordinates of the target position to be set for the IK chain with the specified ID.
- int chain_id - IK chain ID.
vec3 GetIKChainTargetPosition ( int chain_id ) #
Returns the current local coordinates of the target position of the IK chain with the specified ID.Arguments
- int chain_id - IK chain ID.
Return value
Local coordinates of the target position of the IK chain with the specified ID.void SetIKChainTargetWorldPosition ( vec3 position, int chain_id ) #
Sets new world coordinates of the target position of the IK chain with the specified ID.Arguments
- vec3 position - New world coordinates of the target position to be set for the IK chain with the specified ID.
- int chain_id - IK chain ID.
vec3 GetIKChainTargetWorldPosition ( int chain_id ) #
Returns the current world coordinates of the target position of the IK chain with the specified ID.Arguments
- int chain_id - IK chain ID.
Return value
World coordinates of the target position of the IK chain with the specified ID.void SetIKChainPolePosition ( vec3 position, int chain_id ) #
Sets a new pole position (in local coordinates) for the IK chain with the specified ID.Arguments
- vec3 position - New pole position (in local coordinates) to be set for the IK chain.
- int chain_id - IK chain ID.
vec3 GetIKChainPolePosition ( int chain_id ) #
Returns the current pole position (in local coordinates) for the IK chain with the specified ID.Arguments
- int chain_id - IK chain ID.
Return value
Pole position (in local coordinates) for the IK chain.void SetIKChainPoleWorldPosition ( vec3 position, int chain_id ) #
Sets a new pole position (in world coordinates) for the IK chain with the specified ID.Arguments
- vec3 position - New pole position (in world coordinates) to be set for the IK chain.
- int chain_id - IK chain ID.
vec3 GetIKChainPoleWorldPosition ( int chain_id ) #
Returns the current pole position (in world coordinates) for the IK chain with the specified ID.Arguments
- int chain_id - IK chain ID.
Return value
Pole position (in world coordinates) for the IK chain.void SetIKChainUseEffectorRotation ( bool use, int chain_id ) #
Sets a value indicating if the effector rotation is to be used for the IK chain with the specified ID.Arguments
- bool use - true to use effector rotation for the IK chain with the specified ID; false - not to use.
- int chain_id - IK chain ID.
bool IsIKChainUseEffectorRotation ( int chain_id ) #
Returns a value indicating if the effector rotation is to be used for the IK chain with the specified ID.Arguments
- int chain_id - IK chain ID.
Return value
true if the effector rotation is to be used for the IK chain with the specified ID; otherwise, false.void SetIKChainEffectorRotation ( quat rotation, int chain_id ) #
Sets the rotation of the end-effector (in local coordinates) of the IK chain with the specified ID.Arguments
- quat rotation - Quaternion that defines rotation (local coordinates) of the end-effector of the chain.
- int chain_id - IK chain ID.
quat GetIKChainEffectorRotation ( int chain_id ) #
Returns the current rotation (in local coordinates) of the end-effector of the IK chain with the specified ID.Arguments
- int chain_id - IK chain ID.
Return value
Quaternion that defines rotation (local coordinates) of the end-effector of the chain.void SetIKChainEffectorWorldRotation ( quat rotation, int chain_id ) #
Sets the rotation of the end-effector (in world coordinates) of the IK chain with the specified ID.Arguments
- quat rotation - Quaternion that defines rotation (world coordinates) of the end-effector of the chain.
- int chain_id - IK chain ID.
quat GetIKChainEffectorWorldRotation ( int chain_id ) #
Returns the current rotation (in world coordinates) of the end-effector of the IK chain with the specified ID.Arguments
- int chain_id - IK chain ID.
Return value
Quaternion that defines rotation (world coordinates) of the end-effector of the chain.void SetIKChainNumIterations ( int num, int chain_id ) #
Sets the number of iterations to be used for solving the IK chain with the specified ID (number of times the algorithm runs).Arguments
- int num - Number of iterations to be used for solving the IK chain with the specified ID.
- int chain_id - IK chain ID.
int GetIKChainNumIterations ( int chain_id ) #
Returns the number of iterations used for solving the IK chain with the specified ID (number of times the algorithm runs).Arguments
- int chain_id - IK chain ID.
Return value
Current number of iterations for the IK chain with the specified ID.void SetIKChainTolerance ( float tolerance, int chain_id ) #
Sets a new tolerance value to be used for the IK chain with the specified ID. This value sets a threshold where the target is considered to have reached its destination position, and when the IK Solver stops iterating.Arguments
- float tolerance - Tolerance value to be set for the IK chain.
- int chain_id - IK chain ID.
float GetIKChainTolerance ( int chain_id ) #
Returns the current tolerance value to be used for the IK chain with the specified ID. This value sets a threshold where the target is considered to have reached its destination position, and when the IK Solver stops iterating.Arguments
- int chain_id - IK chain ID.
Return value
Current tolerance value for the IK chain.void CopyBoneTransforms ( ObjectMeshSkinned src ) #
Copies all bone transformations from the specified source skinned mesh.Arguments
- ObjectMeshSkinned src - Source skinned mesh from which bone transforms are to be copied.
void SetMeshProceduralMode ( bool mode ) #
Sets the procedural mesh usage mode for the object. With the procedural mode enabled, the mesh is created in runtime and passed to ObjectMeshSkinned.Arguments
- bool mode - true to enable the procedural mode for the mesh, false to disable it.
bool ApplyMeshProcedural ( Mesh mesh ) #
Copies all information from the specified mesh into the procedural mesh inside the object.Arguments
- Mesh mesh - Source mesh.
Return value
true if the information from the mesh is successfully copied into the procedural mesh, otherwise false.void SetSurfaceTargetEnabled ( int surface, int target, bool enabled ) #
Toggles the use of the morph target for the specified surface.Arguments
- int surface - Number of the surface, to which the morph target is to be appended.
- int target - Number of the morph target to be used.
- bool enabled - true to enable the use of the morph target for the surface, false to disable it.
int IsSurfaceTargetEnabled ( int surface, int target ) #
Returns the value indicating if the use of the morph target for the specified surface is enabled.Arguments
- int surface - Number of the surface, to which the morph target is appended.
- int target - Number of the morph target.
Return value
trueif the use of the morph target for the surface is enabled, otherwise false.void SetSurfaceTargetWeight ( int surface, int target, float weight ) #
Sets the weight of the morph target, i.e. the intensity of it affecting the surface vertices.Arguments
- int surface - Number of the surface, to which the morph target is appended.
- int target - Number of the morph target.
- float weight - Weight of the morph target.
float GetSurfaceTargetWeight ( int surface, int target ) #
Returns the weight of the morph target, i.e. the intensity of it affecting the surface vertices.Arguments
- int surface - Number of the surface, to which the morph target is appended.
- int target - Number of the morph target.
Return value
Weight of the morph target.void SetLayerBoneTransformEnabled ( int layer, int bone, bool enabled ) #
Enables or disables a layer transformation for the given bone.Arguments
- int layer - Animation layer number.
- int bone - Bone number.
- bool enabled - Enabled flag: true to enable layer transformation, false to disable it.
void SetLayerBoneTransform ( int layer, int bone, mat4 transform ) #
Sets a transformation matrix for the given bone. The difference from the setBoneTransform() function is that this method takes into account only the transformation in the specified animation layer (no blending is performed).Arguments
- int layer - Animation layer number.
- int bone - Bone number.
- mat4 transform - Bone transformation matrix.
mat4 GetLayerBoneTransform ( int layer, int bone ) #
Returns a transformation matrix of the given bone relatively to the parent object.Arguments
- int layer - Animation layer number.
- int bone - Bone number.
Return value
Bone transformation matrix.bool IsLayerBoneTransform ( int layer, int bone ) #
Returns a value indicating if the bone transformation is applied only to the animation layer (no blending is performed).Arguments
- int layer - Animation layer number.
- int bone - Bone number.
Return value
true if the bone transformation is applied only to the animation layer; otherwise, false.void SetLayerBonePosition ( int layer, int bone, vec3 position ) #
Sets the position for the given bone.Arguments
- int layer - Animation layer number.
- int bone - Bone number.
- vec3 position - Bone position.
vec3 GetLayerBonePosition ( int layer, int bone ) #
Returns the position for the given bone.Arguments
- int layer - Animation layer number.
- int bone - Bone number.
Return value
Bone position.void SetLayerBoneRotation ( int layer, int bone, quat rotation ) #
Sets the rotation for the given bone.Arguments
- int layer - Animation layer number.
- int bone - Bone number.
- quat rotation - Bone rotation.
quat GetLayerBoneRotation ( int layer, int bone ) #
Returns the rotation for the given bone.Arguments
- int layer - Animation layer number.
- int bone - Bone number.
Return value
Bone rotation.void SetLayerBoneScale ( int layer, int bone, vec3 scale ) #
Sets the scale for the given bone.Arguments
- int layer - Animation layer number.
- int bone - Bone number.
- vec3 scale - Bone scale.
vec3 GetLayerBoneScale ( int layer, int bone ) #
Returns the scale for the given bone.Arguments
- int layer - Animation layer number.
- int bone - Bone number.
Return value
Bone scale.void SetLayerFrameUsesEnabled ( int layer, bool enabled ) #
Toggles the use of animation masks for bones in the specified layer.Arguments
- int layer - Animation layer number.
- bool enabled - true to enable the use of animation masks for bones in the specified layer, false to disable it.
bool IsLayerFrameUsesEnabled ( int layer ) #
Returns the value indicating if the use of animation masks for bones in the specified layer is enabled.Arguments
- int layer - Animation layer number.
Return value
true if the use of animation masks for bones in the specified layer is enabled, otherwise false.void SetLayerBoneFrameUses ( int layer, int bone, ObjectMeshSkinned.ANIM_FRAME_USES uses ) #
Sets the value indicating which components of the frame are to be used to animate the specified bone of the given animation layer.Arguments
- int layer - Animation layer number.
- int bone - Number of the bone, in the range from 0 to the total number of bones.
- ObjectMeshSkinned.ANIM_FRAME_USES uses - Value indicating frame components to be used.
ObjectMeshSkinned.ANIM_FRAME_USES GetLayerBoneFrameUses ( int layer, int bone ) #
Returns the value indicating which components of the frame are to be used to animate the specified bone of the given animation layer.Arguments
- int layer - Animation layer number.
- int bone - Number of the bone, in the range from 0 to the total number of bones.
Return value
Value indicating frame components to be used.int GetLayerNumFrames ( int layer ) #
Returns the number of animation frames for a given layer.Arguments
- int layer - Animation layer number.
Return value
Number of animation frames.float SetLayerFrame ( int layer, float frame, int from = -1, int to = -1 ) #
Sets a frame for the given animation layer.Arguments
- int layer - Animation layer number.
- float frame - Frame number in the "from-to" interval. If the float argument is passed, animation is interpolated between nearby frames. 0 means the from frame. For larger values, a residue of a modulo (from-to) is calculated. If a negative value is provided, interpolation will be done from the current frame to the from frame.
- int from - Start frame. -1 means the first frame of the animation.
- int to - End frame. -1 means the last frame of the animation.
Return value
The number of the frame.float GetLayerFrame ( int layer ) #
Returns the frame number passed as the time argument on the last setLayerFrame() call.Arguments
- int layer - Animation layer number.
Return value
Frame number.int GetLayerFrameFrom ( int layer ) #
Returns the start frame passed as the from argument on the last setLayerFrame() call.Arguments
- int layer - Animation layer number.
Return value
Start frame.int GetLayerFrameTo ( int layer ) #
Returns the end frame passed as the to argument on the last setLayerFrame() call.Arguments
- int layer - Animation layer number.
Return value
End frame.void SetRetargeting ( BonesRetargeting bones_retargeting, string anim_path, string mesh_path ) #
Applies the animation of a source mesh to the bones of the target mesh using bones retargeting.Arguments
- BonesRetargeting bones_retargeting - Instance of the BonesRetargeting class that describes how animation of source mesh bones is retargeted in order to be applied to the bones of the target mesh.
- string anim_path - Path to the animation file. The path can be represented by either a path to the file or its GUID, which is the recommended approach. After loading the animation, its internal representation is identified by the path when using setLayerAnimationFilePath , etc. When you import your model with animations from an FBX container, the following path to your *.anim files should be used: <path_to_your_fbx_file>/<file.fbx>/<your_anim_file.anim>
For example: object->setLayerAnimationFilePath(0,"models/soldier/soldier.fbx/run.anim");
- string mesh_path - Path to the target mesh file, to which animation is to be applied.
void RemoveRetargeting ( string anim_path, string mesh_path ) #
Disables the application of the retargeted animation to the bones of the target mesh.Arguments
- string anim_path - Path to the animation file. The path can be represented by either a path to the file or its GUID, which is the recommended approach. After loading the animation, its internal representation is identified by the path when using setLayerAnimationFilePath , etc. When you import your model with animations from an FBX container, the following path to your *.anim files should be used: <path_to_your_fbx_file>/<file.fbx>/<your_anim_file.anim>
For example: object->setLayerAnimationFilePath(0,"models/soldier/soldier.fbx/run.anim");
- string mesh_path - Path to the target mesh file, to which animation is applied.
BonesRetargeting GetRetargeting ( string anim_path, string mesh_path ) #
Returns the bones retargeting of the specified animation applied to the specified mesh.Arguments
- string anim_path - Path to the animation file. The path can be represented by either a path to the file or its GUID, which is the recommended approach. After loading the animation, its internal representation is identified by the path when using setLayerAnimationFilePath , etc. When you import your model with animations from an FBX container, the following path to your *.anim files should be used: <path_to_your_fbx_file>/<file.fbx>/<your_anim_file.anim>
For example: object->setLayerAnimationFilePath(0,"models/soldier/soldier.fbx/run.anim");
- string mesh_path - Path to the target mesh file, to which animation is applied.
Return value
Instance of the BonesRetargeting class that describes how animation of source mesh bones is retargeted in order to be applied to the bones of the target mesh if it is applied, otherwise NULL.bool IsRetargeting ( string anim_path, string mesh_path ) #
Returns the value indicating if there is bones retargeting between the specified animation and the target mesh.Arguments
- string anim_path - Path to the animation file. The path can be represented by either a path to the file or its GUID, which is the recommended approach. After loading the animation, its internal representation is identified by the path when using setLayerAnimationFilePath , etc. When you import your model with animations from an FBX container, the following path to your *.anim files should be used: <path_to_your_fbx_file>/<file.fbx>/<your_anim_file.anim>
For example: object->setLayerAnimationFilePath(0,"models/soldier/soldier.fbx/run.anim");
- string mesh_path - Path to the target mesh file, to which animation is applied.
Return value
true if there is bones retargeting between the specified animation and the target mesh, otherwise false.long GetAnimationResourceID ( string path ) #
Returns the unique animation ID using the path to it. This method also loads the animation if it hasn't been loaded yet.Arguments
- string path - Path to the animation file. The path can be represented by either a path to the file or its GUID, which is the recommended approach. After loading the animation, its internal representation is identified by the path when using setLayerAnimationFilePath , etc. When you import your model with animations from an FBX container, the following path to your *.anim files should be used: <path_to_your_fbx_file>/<file.fbx>/<your_anim_file.anim>
For example: object->setLayerAnimationFilePath(0,"models/soldier/soldier.fbx/run.anim");
Return value
The unique animation ID.void SetLayerAnimationFilePath ( int layer, string path ) #
Sets the path to animation for the given animation layer.Arguments
- int layer - Layer number.
- string path - Path to the animation file.
When you import your model with animations from an FBX container, the following path to your *.anim files should be used: <path_to_your_fbx_file>/<file.fbx>/<your_anim_file.anim>
For example: object->setLayerAnimationFilePath(0,"models/soldier/soldier.fbx/run.anim");
string GetLayerAnimationFilePath ( int layer ) #
Returns the path to animation for the given animation layer.Arguments
- int layer - Layer number.
Return value
Path to the animation file.void SetLayerAnimationResourceID ( int layer, long resource_id ) #
Sets the animation for the layer using the unique animation ID.Arguments
- int layer - Layer number.
- long resource_id - The unique animation ID.
long GetLayerAnimationResourceID ( int layer ) #
Returns the unique ID of the animation used for the layer.Arguments
- int layer - Layer number.
Return value
The unique animation ID.mat4 GetBoneBindLocalTransform ( int bone ) #
Returns the bone transformation matrix of the bind pose relatively to the parent bone.Arguments
- int bone - Bone number.
Return value
Bind pose transformation matrix.mat4 GetBoneBindLocalITransform ( int bone ) #
Returns the inverse bone transformation matrix of the bind pose relatively to the parent bone.Arguments
- int bone - Bone number.
Return value
Inverse bind pose transformation matrix.mat4 GetBoneBindObjectTransform ( int bone ) #
Returns the bone transformation matrix of the bind pose in the object space.Arguments
- int bone - Bone number.
Return value
Bind pose transformation matrix.mat4 GetBoneBindObjectITransform ( int bone ) #
Returns the inverse bone transformation matrix of the bind pose in the object space.Arguments
- int bone - Bone number.
Return value
Inverse bind pose transformation matrix.mat4 GetBoneSkiningTransform ( int bone ) #
Returns the bone matrix based on which the bone affects the connected vertices, the result of the following multiplication: getBoneTransform(bone) * getBoneBindObjectITransform(bone).Arguments
- int bone - Bone number.
Return value
Bone transformation matrix.void AddVisualizeLookAtChain ( int chain_id ) #
Adds the specified LookAtChain to visualization.Arguments
- int chain_id - LookAtChain ID.
void RemoveVisualizeLookAtChain ( int chain_id ) #
Removes the specified LookAtChain from visualization.Arguments
- int chain_id - LookAtChain ID.
void ClearVisualizeLookAtChain ( ) #
Removes all LookAtChains from visualization.void AddVisualizeConstraint ( int constraint_index ) #
Adds the specified bone constraint to visualization.Arguments
- int constraint_index - Bone constraint index.
void RemoveVisualizeConstraint ( int constraint_index ) #
Removes the specified bone constraint from visualization.Arguments
- int constraint_index - Bone constraint index.
void ClearVisualizeConstraint ( ) #
Removes all bone constraints from visualization.int AddLookAtChain ( ) #
Adds a new LookAtChain and returns its ID.Return value
LookAtChain ID.void RemoveLookAtChain ( int chain_id ) #
Deletes the specified LookAtChain by its ID.Arguments
- int chain_id - LookAtChain ID.
int GetNumLookAtChains ( ) #
Returns the total number of LookAtChains.Return value
Total number of LookAtChains.int GetLookAtChainID ( int num ) #
Returns the ID of LookAtChain by its index.Arguments
- int num - Index of LookAtChain.
Return value
LookAtChain ID.void SetLookAtChainEnabled ( bool enabled, int chain_id ) #
Toggles the use of LookAtChain.Arguments
- bool enabled - true to enable LookAtChain, false to disable it.
- int chain_id - LookAtChain ID.
bool IsLookAtChainEnabled ( int chain_id ) #
Checks if LookAtChain is enabled.Arguments
- int chain_id - LookAtChain ID.
Return value
true if LookAtChain is enabled, otherwise false.void SetLookAtChainConstraint ( ObjectMeshSkinned.CHAIN_CONSTRAINT constraint, int chain_id ) #
Configures the type of bone constraint for the solver of the specified chain.Arguments
- ObjectMeshSkinned.CHAIN_CONSTRAINT constraint - The type of bone constraint for the solver.
- int chain_id - LookAtChain ID.
ObjectMeshSkinned.CHAIN_CONSTRAINT GetLookAtChainConstraint ( int chain_id ) #
Returns the type of bone constraint for the solver of the specified chain.Arguments
- int chain_id - LookAtChain ID.
Return value
The type of bone constraint for the solver.void SetLookAtChainWeight ( float weight, int chain_id ) #
Sets the weight of LookAtChain, which affects the extent of the bone rotation to the target.Arguments
- float weight - Weight of the chain.
- int chain_id - LookAtChain ID.
float GetLookAtChainWeight ( int chain_id ) #
Returns the weight of LookAtChain, which affects the extent of the bone rotation to the target.Arguments
- int chain_id - LookAtChain ID.
Return value
Weight of the chain.int AddLookAtChainBone ( int bone, int chain_id ) #
Adds the bone to LookAtChain and returns its index.Arguments
- int bone - The bone to be added to the chain.
- int chain_id - LookAtChain ID.
Return value
Bone index.int AddLookAtChainBone ( string bone_name, int chain_id ) #
Adds the bone to LookAtChain and returns its index.Arguments
- string bone_name - The name of the bone to be added to the chain.
- int chain_id - LookAtChain ID.
Return value
Bone index.int GetLookAtChainNumBones ( int chain_id ) #
Returns the total number of bones in LookAtChain.Arguments
- int chain_id - LookAtChain ID.
Return value
The total number of bones in LookAtChain.void RemoveLookAtChainBone ( int bone_num, int chain_id ) #
Removes the bone from LookAtChain by its index.Arguments
- int bone_num - The index of the bone to be removed from the chain.
- int chain_id - LookAtChain ID.
int GetLookAtChainBone ( int bone_num, int chain_id ) #
Returns the bone from LookAtChain by its index.Arguments
- int bone_num - The index of the bone in the chain.
- int chain_id - LookAtChain ID.
void SetLookAtChainBoneWeight ( float weight, int bone_num, int chain_id ) #
Set the additional local weight of the bone.Arguments
- float weight - The weight of the bone in the chain.
- int bone_num - The index of the bone in the chain.
- int chain_id - LookAtChain ID.
float GetLookAtChainBoneWeight ( int bone_num, int chain_id ) #
Returns the additional local weight of the bone.Arguments
- int bone_num - The index of the bone in the chain.
- int chain_id - LookAtChain ID.
Return value
The weight of the bone in the chain.void SetLookAtChainBoneUp ( vec3 up, int bone_num, int chain_id ) #
Sets the UP axis for the bone.Arguments
- vec3 up - The UP vector for the bone.
- int bone_num - The index of the bone in the chain.
- int chain_id - LookAtChain ID.
vec3 GetLookAtChainBoneUp ( int bone_num, int chain_id ) #
Returns the UP axis for the bone.Arguments
- int bone_num - The index of the bone in the chain.
- int chain_id - LookAtChain ID.
Return value
The UP vector for the bone.void SetLookAtChainBoneAxis ( vec3 axis, int bone_num, int chain_id ) #
Sets the axis that is directed at the target of LookAtChain.Arguments
- vec3 axis - The axis that is directed at the target.
- int bone_num - The index of the bone in the chain.
- int chain_id - LookAtChain ID.
vec3 GetLookAtChainBoneAxis ( int bone_num, int chain_id ) #
Returns the axis that is directed at the target of LookAtChain.Arguments
- int bone_num - The index of the bone in the chain.
- int chain_id - LookAtChain ID.
Return value
The axis that is directed at the target.void SetLookAtChainTargetPosition ( vec3 position, int chain_id ) #
Sets the position for the rotation in the object space.Arguments
- vec3 position - The position for the rotation in the object space.
- int chain_id - LookAtChain ID.
vec3 GetLookAtChainTargetPosition ( int chain_id ) #
Returns the position for the rotation in the object space.Arguments
- int chain_id - LookAtChain ID.
Return value
The position for the rotation in the object space.void SetLookAtChainTargetWorldPosition ( vec3 position, int chain_id ) #
Sets the position for the rotation in the world space.Arguments
- vec3 position - The position for the rotation in the world space.
- int chain_id - LookAtChain ID.
vec3 GetLookAtChainTargetWorldPosition ( int chain_id ) #
Returns the position for the rotation in the world space.Arguments
- int chain_id - LookAtChain ID.
Return value
The position for the rotation in the world space.void SetLookAtChainPolePosition ( vec3 position, int chain_id ) #
Sets the position of the pole vector in the object space.Arguments
- vec3 position - The position of the pole vector in the object space.
- int chain_id - LookAtChain ID.
vec3 GetLookAtChainPolePosition ( int chain_id ) #
Returns the position of the pole vector in the object space.Arguments
- int chain_id - LookAtChain ID.
Return value
The position of the pole vector in the object space.void SetLookAtChainPoleWorldPosition ( vec3 position, int chain_id ) #
Sets the position of the pole vector in the world space.Arguments
- vec3 position - The position of the pole vector in the world space.
- int chain_id - LookAtChain ID.
vec3 GetLookAtChainPoleWorldPosition ( int chain_id ) #
Returns the position of the pole vector in the world space.Arguments
- int chain_id - LookAtChain ID.
Return value
The position of the pole vector in the world space.int GetIKChainID ( int num ) #
Returns the IKChain ID by its index.Arguments
- int num - IKChain index.
Return value
IKChain ID.void SetIKChainConstraint ( ObjectMeshSkinned.CHAIN_CONSTRAINT constraint, int chain_id ) #
Configures the type of bone constraint for the solver of the specified chain.Arguments
- ObjectMeshSkinned.CHAIN_CONSTRAINT constraint - The type of bone constraint for the solver.
- int chain_id - IK chain ID.
ObjectMeshSkinned.CHAIN_CONSTRAINT GetIKChainConstraint ( int chain_id ) #
Returns the type of bone constraint for the solver of the specified chain.Arguments
- int chain_id - IK chain ID.
Return value
The type of bone constraint for the solver.int AddIKChainBone ( string bone_name, int chain_id ) #
Adds the bone to IKChain and returns its index.Arguments
- string bone_name - The bone name.
- int chain_id - IKChain ID.
Return value
Bone index.int AddBoneConstraint ( int bone ) #
Adds the rotation constraint to the specified bone.Arguments
- int bone - The bone index in the mesh.
Return value
The constraint index.int AddBoneConstraint ( string bone_name ) #
Adds the rotation constraint to the specified bone.Arguments
- string bone_name - The bone name.
Return value
The constraint index.void RemoveBoneConstraint ( int constraint_num ) #
Removes the specified bone rotation constraint.Arguments
- int constraint_num - The constraint index.
int FindBoneConstraint ( int bone ) #
Returns the rotation constraint index for the specified bone.Arguments
- int bone - The bone index in the mesh.
Return value
The constraint index.int FindBoneConstraint ( string bone_name ) #
Returns the rotation constraint index for the specified bone.Arguments
- string bone_name - The bone name.
Return value
The constraint index.void SetBoneConstraintEnabled ( bool enabled, int constraint_num ) #
Enables the use of the rotation constraint for the bone.Arguments
- bool enabled - true to enable the use of the rotation constraint for the bone, false to disable it.
- int constraint_num - The constraint index.
bool IsBoneConstraintEnabled ( int constraint_num ) #
Returns the value indicating if the use of the rotation constraint for the bone is enabled.Arguments
- int constraint_num - The constraint index.
Return value
true if the use of the rotation constraint for the bone is enabled, otherwise false.int GetBoneConstraintBoneIndex ( int constraint_num ) #
Returns the index of the bone for which the rotation constraint is set.Arguments
- int constraint_num - The constraint index.
Return value
The bone index in the mesh.void SetBoneConstraintYawAxis ( vec3 axis, int constraint_num ) #
Sets the yaw axis for the bone rotation constraint.Arguments
- vec3 axis - The yaw axis.
- int constraint_num - The constraint index.
vec3 GetBoneConstraintYawAxis ( int constraint_num ) #
Returns the yaw axis for the bone rotation constraint.Arguments
- int constraint_num - The constraint index.
Return value
The yaw axis.void SetBoneConstraintPitchAxis ( vec3 axis, int constraint_num ) #
Sets the pitch axis for the bone rotation constraint.Arguments
- vec3 axis - The pitch axis.
- int constraint_num - The constraint index.
vec3 GetBoneConstraintPitchAxis ( int constraint_num ) #
Returns the pitch axis for the bone rotation constraint.Arguments
- int constraint_num - The constraint index.
Return value
The pitch axis.void SetBoneConstraintRollAxis ( vec3 axis, int constraint_num ) #
Sets the roll axis for the bone rotation constraint.Arguments
- vec3 axis - The roll axis.
- int constraint_num - The constraint index.
vec3 GetBoneConstraintRollAxis ( int constraint_num ) #
Returns the roll axis for the bone rotation constraint.Arguments
- int constraint_num - The constraint index.
Return value
The roll axis.void SetBoneConstraintYawAngles ( float min_angle, float max_angle, int constraint_num ) #
Sets the minimum and maximum angles restricting the bone rotation along the yaw axis.Arguments
- float min_angle - The minimum rotation angle.
- float max_angle - The maximum rotation angle.
- int constraint_num - The constraint index.
float GetBoneConstraintYawMinAngle ( int constraint_num ) #
Returns the minimum angle restricting the bone rotation along the yaw axis.Arguments
- int constraint_num - The constraint index.
Return value
The minimum rotation angle.float GetBoneConstraintYawMaxAngle ( int constraint_num ) #
Returns the maximum angle restricting the bone rotation along the yaw axis.Arguments
- int constraint_num - The constraint index.
Return value
The maximum rotation angle.void SetBoneConstraintPitchAngles ( float min_angle, float max_angle, int constraint_num ) #
Sets the minimum and maximum angles restricting the bone rotation along the pitch axis.Arguments
- float min_angle - The minimum rotation angle.
- float max_angle - The maximum rotation angle.
- int constraint_num - The constraint index.
float GetBoneConstraintPitchMinAngle ( int constraint_num ) #
Returns the minimum angle restricting the bone rotation along the pitch axis.Arguments
- int constraint_num - The constraint index.
Return value
The minimum rotation angle.float GetBoneConstraintPitchMaxAngle ( int constraint_num ) #
Returns the maximum angle restricting the bone rotation along the pitch axis.Arguments
- int constraint_num - The constraint index.
Return value
The maximum rotation angle.void SetBoneConstraintRollAngles ( float min_angle, float max_angle, int constraint_num ) #
Sets the minimum and maximum angles restricting the bone rotation along the roll axis.Arguments
- float min_angle - The minimum rotation angle.
- float max_angle - The maximum rotation angle.
- int constraint_num - The constraint index.
float GetBoneConstraintRollMinAngle ( int constraint_num ) #
Returns the minimum angle restricting the bone rotation along the roll axis.Arguments
- int constraint_num - The constraint index.
Return value
The minimum rotation angle.float GetBoneConstraintRollMaxAngle ( int constraint_num ) #
Returns the maximum angle restricting the bone rotation along the roll axis.Arguments
- int constraint_num - The constraint index.