Version: alpha
FUNCTIONS | |
---|---|
model.cancel() | cancel all animation on a model |
model.get_go() | retrieve the game object corresponding to a model skeleton bone |
model.get_mesh_enabled() | get the enabled state of a mesh |
model.play_anim() | play an animation on a model |
model.set_mesh_enabled() | enable or disable a mesh |
MESSAGES | |
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model_animation_done | reports the completion of a Model animation |
PROPERTIES | |
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animation | hash model animation |
cursor | number model cursor |
material | hash model material |
playback_rate | number model playback_rate |
textureN | hash model textureN where N is 0-7 |
model.cancel(url)
Cancels all animation on a model component.
PARAMETERS
url |
string, hash, url |
the model for which to cancel the animation |
model.get_go(url,bone_id)
Gets the id of the game object that corresponds to a model skeleton bone.
The returned game object can be used for parenting and transform queries.
This function has complexity O(n)
, where n
is the number of bones in the model skeleton.
Game objects corresponding to a model skeleton bone can not be individually deleted.
PARAMETERS
url |
string, hash, url |
the model to query |
bone_id |
string, hash |
id of the corresponding bone |
RETURNS
id |
hash | id of the game object |
EXAMPLES
The following examples assumes that the model component has id "model". How to parent the game object of the calling script to the "right_hand" bone of the model in a player game object:function init(self)
local parent = model.get_go("player#model", "right_hand")
msg.post(".", "set_parent", {parent_id = parent})
end
model.get_mesh_enabled(url,mesh_id)
Get the enabled state of a mesh
PARAMETERS
url |
string, hash, url |
the model |
mesh_id |
string, hash, url |
the id of the mesh |
RETURNS
enabled |
boolean | true if the mesh is visible, false otherwise |
EXAMPLES
function init(self)
if model.get_mesh_enabled("#model", "Sword") then
-- set properties specific for the sword
self.weapon_properties = game.data.weapons["Sword"]
end
end
model.play_anim(url,anim_id,playback,[play_properties],[complete_function])
Plays an animation on a model component with specified playback mode and parameters. An optional completion callback function can be provided that will be called when the animation has completed playing. If no function is provided, a model_animation_done message is sent to the script that started the animation. The callback is not called (or message sent) if the animation is cancelled with model.cancel. The callback is called (or message sent) only for animations that play with the following playback modes:
go.PLAYBACK_ONCE_FORWARD
go.PLAYBACK_ONCE_BACKWARD
go.PLAYBACK_ONCE_PINGPONG
PARAMETERS
url |
string, hash, url |
the model for which to play the animation |
anim_id |
string, hash |
id of the animation to play |
playback |
constant |
playback mode of the animation
|
[play_properties] |
table |
optional table with properties
Play properties table:
|
[complete_function] |
function(self, message_id, message, sender) |
function to call when the animation has completed.
|
EXAMPLES
The following examples assumes that the model has id "model". How to play the "jump" animation followed by the "run" animation:local function anim_done(self, message_id, message, sender)
if message_id == hash("model_animation_done") then
if message.animation_id == hash("jump") then
-- open animation done, chain with "run"
local properties = { blend_duration = 0.2 }
model.play_anim(url, "run", go.PLAYBACK_LOOP_FORWARD, properties, anim_done)
end
end
end
function init(self)
local url = msg.url("#model")
local play_properties = { blend_duration = 0.1 }
-- first blend during 0.1 sec into the jump, then during 0.2 s into the run animation
model.play_anim(url, "jump", go.PLAYBACK_ONCE_FORWARD, play_properties, anim_done)
end
model.set_mesh_enabled(url,mesh_id,enabled)
Enable or disable visibility of a mesh
PARAMETERS
url |
string, hash, url |
the model |
mesh_id |
string, hash, url |
the id of the mesh |
enabled |
boolean |
true if the mesh should be visible, false if it should be hideen |
EXAMPLES
function init(self)
model.set_mesh_enabled("#model", "Sword", false) -- hide the sword
model.set_mesh_enabled("#model", "Axe", true) -- show the axe
end
This message is sent when a Model animation has finished playing back to the script that started the animation. No message is sent if a completion callback function was supplied when the animation was started. No message is sent if the animation is cancelled with model.cancel(). This message is sent only for animations that play with the following playback modes:
go.PLAYBACK_ONCE_FORWARD
go.PLAYBACK_ONCE_BACKWARD
go.PLAYBACK_ONCE_PINGPONG
animation_id |
hash |
the id of the completed animation |
playback |
constant |
the playback mode of the completed animation |
EXAMPLES
function on_message(self, message_id, message, sender)
if message_id == hash("model_animation_done") then
if message.animation_id == hash("run") and message.playback == go.PLAYBACK_ONCE_FORWARD then
-- The animation "run" has finished running forward.
end
end
end
The current animation set on the component. The type of the property is hash.
EXAMPLES
How to read the current animation from a model component:function init(self)
-- Get the current animation on component "model"
local animation = go.get("#model", "animation")
if animation == hash("run_left") then
-- Running left. Do something...
end
end
The normalized animation cursor. The type of the property is number. Please note that model events may not fire as expected when the cursor is manipulated directly.
EXAMPLES
How to get the normalized cursor value:function init(self)
-- Get the cursor value on component "model"
cursor = go.get("#model", "cursor")
end
function init(self)
-- Get the current value on component "model"
go.set("#model", "cursor", 0.0)
-- Animate the cursor value
go.animate("#model", "cursor", go.PLAYBACK_LOOP_FORWARD, 1.0, go.EASING_LINEAR, 2)
end
The material used when rendering the model. The type of the property is hash.
EXAMPLES
How to set material using a script property (see resource.material):go.property("my_material", resource.material("/material.material"))
function init(self)
go.set("#model", "material", self.my_material)
end
The animation playback rate. A multiplier to the animation playback rate. The type of the property is number.
EXAMPLES
How to set the playback_rate on component "model" to play at double the current speed:function init(self)
-- Get the current value on component "model"
playback_rate = go.get("#model", "playback_rate")
-- Set the playback_rate to double the previous value.
go.set("#model", "playback_rate", playback_rate * 2)
end
The texture hash id of the model. Used for getting/setting model texture for unit 0-7
EXAMPLES
How to set texture using a script property (see resource.texture):go.property("my_texture", texture("/texture.png"))
function init(self)
go.set("#model", "texture0", self.my_texture)
end