HPL3/Amnesia: Rebirth/Scripting/cMeshEntity

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Contents

Fields

cMeshEntity has no public fields.

Functions

Return Type Function And Description
void AddChild(iEntity3D@ apEntity)
cNode3D AddSocket(const tString &in asName, const tString &in asAttachedBoneName, const cMatrixf &in a_mtxLocalTransform, bool abRescale = true)
void AlignBodiesToSkeleton(bool abCalculateSpeed)
bool AnimationIsOver(const tString &in asName)
cMatrixf CalculateTransformFromSkeleton()
cMatrixf CalculateTransformFromSkeleton(cVector3f &out apPostion, cVector3f &out apAngles)
bool CheckColliderShapeCollision(iPhysicsWorld@ apWorld, iCollideShape@ apShape, const cMatrixf &in a_mtxShape, array<cVector3f> avPosList, array<int> avBoneIndexList)
void ClearSockets()
cProcAnimation CreateProcAnimation(const tString &in asName)
void FadeInLayer(const tString &in asLayer, float afTime)
void FadeOutLayer(const tString &in asLayer, float afTime)
void FadeSkeletonPhysicsWeight(float afTime)
cActorAnimController GetActorAnimController()
bool GetAnimationEnabled()
cAnimationState GetAnimationState(int alIndex)
cAnimationState GetAnimationStateFromName(const tString &in asName)
int GetAnimationStateIndex(const tString &in asName)
int GetAnimationStateNum()
cBoneState GetBoneState(int alIndex)
cBoneState GetBoneStateFromName(const tString &in asName)
int GetBoneStateIndex(const tString &in asName)
int GetBoneStateIndexFromPtr(cBoneState@ apBoneState)
int GetBoneStateNum()
cNode3D GetBoneStateRoot()
cBoundingVolume GetBoundingVolume()
cEntity3DIterator GetChildIterator()
float GetCoverageAmount()
cColor GetDiffuseColorMul()
iEntity3D GetEntityParent()
eEntityType GetEntityType()
tID GetID()
cColor GetIlluminationColor()
float GetLiquidAmount()
cMatrixf GetLocalMatrix()
cVector3f GetLocalPosition()
cMesh GetMesh()
tString GetName()
cNode3D GetNodeState(int alIndex)
cNode3D GetNodeStateFromName(const tString &in asName)
int GetNodeStateIndex(const tString &in asName)
int GetNodeStateNum()
bool GetNormalizeAnimationLayers()
bool GetNormalizeAnimationWeights()
cProcAnimation GetProcAnimation(int alIdx)
cProcAnimation GetProcAnimationFromName(const tString &in asName)
int GetProcAnimationNum()
int GetRenderLayer()
bool GetScriptableIsSaved()
bool GetSkeletonCollidersActive()
bool GetSkeletonPhysicsActive()
bool GetSkeletonPhysicsCanSleep()
float GetSkeletonPhysicsWeight()
cNode3D GetSocket(const tString &in asName)
cNode3D GetSocketFromIndex(int alIdx)
int GetSocketIndex(const tString &in asName)
int GetSocketNum()
cSubMeshEntity GetSubMeshEntity(uint alIdx)
int GetSubMeshEntityIndex(const tString &in asName)
cSubMeshEntity GetSubMeshEntityName(const tString &in asName)
int GetSubMeshEntityNum()
int GetTransformUpdateCount()
int GetUniqueID()
cMatrixf GetWorldMatrix()
cVector3f GetWorldPosition()
bool HasParent()
bool IsActive()
bool IsChild(iEntity3D@ apEntity)
bool IsStatic()
bool IsVisible()
void Play(int alIndex, bool abLoop, bool bStopPrev)
void PlayFadeTo(int alIndex, bool abLoop, float afTime)
void PlayFadeToName(const tString &in asName, bool abLoop, float afTime)
void PlayName(const tString &in asName, bool abLoop, bool bStopPrev)
void PostUpdateLogic(float afTimeStep)
void ProcPlay(int alIdx, float afAnimTime, bool abLoop, bool abStopPrev)
void ProcPlayFadeTo(int alIndex, float afAnimTime, bool abLoop, float afFadeTime)
void ProcPlayFadeToName(const tString &in asName, float afAnimTime, bool abLoop, float afFadeTime)
void ProcPlayName(const tString &in asName, float afAnimTime, bool abLoop, bool abStopPrev)
void ProcStop()
void RemoveChild(iEntity3D@ apEntity)
void ResetGraphicsUpdated()
void SetActive(bool abActive)
void SetAnimationEnabled(bool abX)
void SetCoverageAmount(float afX)
void SetDiffuseColorMul(const cColor &in aColor)
void SetDisableSleep(bool abX)
void SetIlluminationColor(const cColor &in aColor)
void SetIsOccluder(bool abX)
void SetLayerWeight(const tString &in asLayer, float afWeight)
void SetLiquidAmount(float afX)
void SetMatrix(const cMatrixf &in a_mtxTransform)
void SetName(const tString &in asName)
void SetNormalizeAnimationLayers(bool abX)
void SetNormalizeAnimationWeights(bool abX)
void SetPosition(const cVector3f &in avPos)
void SetRenderFlagBit(int alFlagBit, bool abSet)
void SetRenderLayer(int alX)
void SetScriptableIsSaved(bool abX)
void SetSkeletonCollidersActive(bool abX)
void SetSkeletonPhysicsActive(bool abX)
void SetSkeletonPhysicsCanSleep(bool abX)
void SetSkeletonPhysicsWeight(float afX)
void SetStatic(bool abX)
void SetUpdateBonesWhenCulled(bool abValue)
void SetVariableAnimationUpdate(bool abX)
void SetVisible(bool abVisible)
void SetWorldMatrix(const cMatrixf &in a_mtxWorldTransform)
void SetWorldPosition(const cVector3f &in avWorldPos)
void Stop()
void UpdateAnimation(float afTimeStep)
void UpdateLogic(float afTimeStep)
void UseAutomaticLiquidAmount()

Details

AddChild

void AddChild(iEntity3D@ apEntity)


Parameters

Returns:

  • void

AddSocket

cNode3D@ AddSocket(const tString &in asName,
                   const tString &in asAttachedBoneName,
                   const cMatrixf &in a_mtxLocalTransform,
                   bool abRescale = true)


Parameters

Returns:

  • cNode3D@—

AlignBodiesToSkeleton

void AlignBodiesToSkeleton(bool abCalculateSpeed)


Parameters

  • abCalculateSpeed (bool) —

Returns:

  • void

AnimationIsOver

bool AnimationIsOver(const tString &in asName)


Parameters

Returns:

  • bool—

CalculateTransformFromSkeleton

cMatrixf CalculateTransformFromSkeleton()

Returns:

  • cMatrixf—

CalculateTransformFromSkeleton

cMatrixf CalculateTransformFromSkeleton(cVector3f &out apPostion,
                                        cVector3f &out apAngles)


Parameters

Returns:

  • cMatrixf—

CheckColliderShapeCollision

bool CheckColliderShapeCollision(iPhysicsWorld@ apWorld,
                                 iCollideShape@ apShape,
                                 const cMatrixf &in a_mtxShape,
                                 cVector3f avPosList,
                                 int avBoneIndexList)


Parameters

Returns:

  • bool—

ClearSockets

void ClearSockets()

Returns:

  • void

CreateProcAnimation

cProcAnimation@ CreateProcAnimation(const tString &in asName)


Parameters

Returns:

  • cProcAnimation@—

FadeInLayer

void FadeInLayer(const tString &in asLayer,
                 float afTime)


Parameters

  • asLayer (tString) —
  • afTime (float) —

Returns:

  • void

FadeOutLayer

void FadeOutLayer(const tString &in asLayer,
                  float afTime)


Parameters

  • asLayer (tString) —
  • afTime (float) —

Returns:

  • void

FadeSkeletonPhysicsWeight

void FadeSkeletonPhysicsWeight(float afTime)


Parameters

  • afTime (float) —

Returns:

  • void

GetActorAnimController

cActorAnimController@ GetActorAnimController()

Returns:

  • cActorAnimController@—

GetAnimationEnabled

bool GetAnimationEnabled()

Returns:

  • bool—

GetAnimationState

cAnimationState@ GetAnimationState(int alIndex)


Parameters

  • alIndex (int) —

Returns:

  • cAnimationState@—

GetAnimationStateFromName

cAnimationState@ GetAnimationStateFromName(const tString &in asName)


Parameters

Returns:

  • cAnimationState@—

GetAnimationStateIndex

int GetAnimationStateIndex(const tString &in asName)


Parameters

Returns:

  • int—

GetAnimationStateNum

int GetAnimationStateNum()

Returns:

  • int—

GetBoneState

cBoneState@ GetBoneState(int alIndex)


Parameters

  • alIndex (int) —

Returns:

  • cBoneState@—

GetBoneStateFromName

cBoneState@ GetBoneStateFromName(const tString &in asName)


Parameters

Returns:

  • cBoneState@—

GetBoneStateIndex

int GetBoneStateIndex(const tString &in asName)


Parameters

Returns:

  • int—

GetBoneStateIndexFromPtr

int GetBoneStateIndexFromPtr(cBoneState@ apBoneState)


Parameters

Returns:

  • int—

GetBoneStateNum

int GetBoneStateNum()

Returns:

  • int—

GetBoneStateRoot

cNode3D@ GetBoneStateRoot()

Returns:

  • cNode3D@—

GetBoundingVolume

cBoundingVolume@+ GetBoundingVolume()

Returns:

  • cBoundingVolume@+—

GetChildIterator

cEntity3DIterator@ GetChildIterator()

Returns:

  • cEntity3DIterator@—

GetCoverageAmount

float GetCoverageAmount()

Returns:

  • float—

GetDiffuseColorMul

const cColor& GetDiffuseColorMul()

Returns:

  • const cColor&—

GetEntityParent

iEntity3D@ GetEntityParent()

Returns:

  • iEntity3D@—

GetEntityType

eEntityType GetEntityType()

Returns:

  • eEntityType—

GetID

tID GetID()

Returns:

  • tID—

GetIlluminationColor

const cColor& GetIlluminationColor()

Returns:

  • const cColor&—

GetLiquidAmount

float GetLiquidAmount()

Returns:

  • float—

GetLocalMatrix

cMatrixf& GetLocalMatrix()

Returns:

  • cMatrixf&—

GetLocalPosition

cVector3f GetLocalPosition()

Returns:

  • cVector3f—

GetMesh

cMesh@ GetMesh()

Returns:

  • cMesh@—

GetName

const tString& GetName()

Returns:

  • const tString&—

GetNodeState

cNode3D@ GetNodeState(int alIndex)


Parameters

  • alIndex (int) —

Returns:

  • cNode3D@—

GetNodeStateFromName

cNode3D@ GetNodeStateFromName(const tString &in asName)


Parameters

Returns:

  • cNode3D@—

GetNodeStateIndex

int GetNodeStateIndex(const tString &in asName)


Parameters

Returns:

  • int—

GetNodeStateNum

int GetNodeStateNum()

Returns:

  • int—

GetNormalizeAnimationLayers

bool GetNormalizeAnimationLayers()

Returns:

  • bool—

GetNormalizeAnimationWeights

bool GetNormalizeAnimationWeights()

Returns:

  • bool—

GetProcAnimation

cProcAnimation@ GetProcAnimation(int alIdx)


Parameters

  • alIdx (int) —

Returns:

  • cProcAnimation@—

GetProcAnimationFromName

cProcAnimation@ GetProcAnimationFromName(const tString &in asName)


Parameters

Returns:

  • cProcAnimation@—

GetProcAnimationNum

int GetProcAnimationNum()

Returns:

  • int—

GetRenderLayer

int GetRenderLayer()

Returns:

  • int—

GetScriptableIsSaved

bool GetScriptableIsSaved()

Returns:

  • bool—

GetSkeletonCollidersActive

bool GetSkeletonCollidersActive()

Returns:

  • bool—

GetSkeletonPhysicsActive

bool GetSkeletonPhysicsActive()

Returns:

  • bool—

GetSkeletonPhysicsCanSleep

bool GetSkeletonPhysicsCanSleep()

Returns:

  • bool—

GetSkeletonPhysicsWeight

float GetSkeletonPhysicsWeight()

Returns:

  • float—

GetSocket

cNode3D@ GetSocket(const tString &in asName)


Parameters

Returns:

  • cNode3D@—

GetSocketFromIndex

cNode3D@ GetSocketFromIndex(int alIdx)


Parameters

  • alIdx (int) —

Returns:

  • cNode3D@—

GetSocketIndex

int GetSocketIndex(const tString &in asName)


Parameters

Returns:

  • int—

GetSocketNum

int GetSocketNum()

Returns:

  • int—

GetSubMeshEntity

cSubMeshEntity@ GetSubMeshEntity(uint alIdx)


Parameters

  • alIdx (uint) —

Returns:

  • cSubMeshEntity@—

GetSubMeshEntityIndex

int GetSubMeshEntityIndex(const tString &in asName)


Parameters

Returns:

  • int—

GetSubMeshEntityName

cSubMeshEntity@ GetSubMeshEntityName(const tString &in asName)


Parameters

Returns:

  • cSubMeshEntity@—

GetSubMeshEntityNum

int GetSubMeshEntityNum()

Returns:

  • int—

GetTransformUpdateCount

int GetTransformUpdateCount()

Returns:

  • int—

GetUniqueID

int GetUniqueID()

Returns:

  • int—

GetWorldMatrix

cMatrixf& GetWorldMatrix()

Returns:

  • cMatrixf&—

GetWorldPosition

cVector3f GetWorldPosition()

Returns:

  • cVector3f—

HasParent

bool HasParent()

Returns:

  • bool—

IsActive

bool IsActive()

Returns:

  • bool—

IsChild

bool IsChild(iEntity3D@ apEntity)


Parameters

Returns:

  • bool—

IsStatic

bool IsStatic()

Returns:

  • bool—

IsVisible

bool IsVisible()

Returns:

  • bool—

Play

void Play(int alIndex,
          bool abLoop,
          bool bStopPrev)


Parameters

  • alIndex (int) —
  • abLoop (bool) —
  • bStopPrev (bool) —

Returns:

  • void

PlayFadeTo

void PlayFadeTo(int alIndex,
                bool abLoop,
                float afTime)


Parameters

  • alIndex (int) —
  • abLoop (bool) —
  • afTime (float) —

Returns:

  • void

PlayFadeToName

void PlayFadeToName(const tString &in asName,
                    bool abLoop,
                    float afTime)


Parameters

  • asName (tString) —
  • abLoop (bool) —
  • afTime (float) —

Returns:

  • void

PlayName

void PlayName(const tString &in asName,
              bool abLoop,
              bool bStopPrev)


Parameters

  • asName (tString) —
  • abLoop (bool) —
  • bStopPrev (bool) —

Returns:

  • void

PostUpdateLogic

void PostUpdateLogic(float afTimeStep)


Parameters

  • afTimeStep (float) —

Returns:

  • void

ProcPlay

void ProcPlay(int alIdx,
              float afAnimTime,
              bool abLoop,
              bool abStopPrev)


Parameters

  • alIdx (int) —
  • afAnimTime (float) —
  • abLoop (bool) —
  • abStopPrev (bool) —

Returns:

  • void

ProcPlayFadeTo

void ProcPlayFadeTo(int alIndex,
                    float afAnimTime,
                    bool abLoop,
                    float afFadeTime)


Parameters

  • alIndex (int) —
  • afAnimTime (float) —
  • abLoop (bool) —
  • afFadeTime (float) —

Returns:

  • void

ProcPlayFadeToName

void ProcPlayFadeToName(const tString &in asName,
                        float afAnimTime,
                        bool abLoop,
                        float afFadeTime)


Parameters

  • asName (tString) —
  • afAnimTime (float) —
  • abLoop (bool) —
  • afFadeTime (float) —

Returns:

  • void

ProcPlayName

void ProcPlayName(const tString &in asName,
                  float afAnimTime,
                  bool abLoop,
                  bool abStopPrev)


Parameters

  • asName (tString) —
  • afAnimTime (float) —
  • abLoop (bool) —
  • abStopPrev (bool) —

Returns:

  • void

ProcStop

void ProcStop()

Returns:

  • void

RemoveChild

void RemoveChild(iEntity3D@ apEntity)


Parameters

Returns:

  • void

ResetGraphicsUpdated

void ResetGraphicsUpdated()

Returns:

  • void

SetActive

void SetActive(bool abActive)


Parameters

  • abActive (bool) —

Returns:

  • void

SetAnimationEnabled

void SetAnimationEnabled(bool abX)


Parameters

  • abX (bool) —

Returns:

  • void

SetCoverageAmount

void SetCoverageAmount(float afX)


Parameters

  • afX (float) —

Returns:

  • void

SetDiffuseColorMul

void SetDiffuseColorMul(const cColor &in aColor)


Parameters

Returns:

  • void

SetDisableSleep

void SetDisableSleep(bool abX)


Parameters

  • abX (bool) —

Returns:

  • void

SetIlluminationColor

void SetIlluminationColor(const cColor &in aColor)


Parameters

Returns:

  • void

SetIsOccluder

void SetIsOccluder(bool abX)


Parameters

  • abX (bool) —

Returns:

  • void

SetLayerWeight

void SetLayerWeight(const tString &in asLayer,
                    float afWeight)


Parameters

  • asLayer (tString) —
  • afWeight (float) —

Returns:

  • void

SetLiquidAmount

void SetLiquidAmount(float afX)


Parameters

  • afX (float) —

Returns:

  • void

SetMatrix

void SetMatrix(const cMatrixf &in a_mtxTransform)


Parameters

Returns:

  • void

SetName

void SetName(const tString &in asName)


Parameters

Returns:

  • void

SetNormalizeAnimationLayers

void SetNormalizeAnimationLayers(bool abX)


Parameters

  • abX (bool) —

Returns:

  • void

SetNormalizeAnimationWeights

void SetNormalizeAnimationWeights(bool abX)


Parameters

  • abX (bool) —

Returns:

  • void

SetPosition

void SetPosition(const cVector3f &in avPos)


Parameters

Returns:

  • void

SetRenderFlagBit

void SetRenderFlagBit(int alFlagBit,
                      bool abSet)


Parameters

  • alFlagBit (int) —
  • abSet (bool) —

Returns:

  • void

SetRenderLayer

void SetRenderLayer(int alX)


Parameters

  • alX (int) —

Returns:

  • void

SetScriptableIsSaved

void SetScriptableIsSaved(bool abX)


Parameters

  • abX (bool) —

Returns:

  • void

SetSkeletonCollidersActive

void SetSkeletonCollidersActive(bool abX)


Parameters

  • abX (bool) —

Returns:

  • void

SetSkeletonPhysicsActive

void SetSkeletonPhysicsActive(bool abX)


Parameters

  • abX (bool) —

Returns:

  • void

SetSkeletonPhysicsCanSleep

void SetSkeletonPhysicsCanSleep(bool abX)


Parameters

  • abX (bool) —

Returns:

  • void

SetSkeletonPhysicsWeight

void SetSkeletonPhysicsWeight(float afX)


Parameters

  • afX (float) —

Returns:

  • void

SetStatic

void SetStatic(bool abX)


Parameters

  • abX (bool) —

Returns:

  • void

SetUpdateBonesWhenCulled

void SetUpdateBonesWhenCulled(bool abValue)


Parameters

  • abValue (bool) —

Returns:

  • void

SetVariableAnimationUpdate

void SetVariableAnimationUpdate(bool abX)


Parameters

  • abX (bool) —

Returns:

  • void

SetVisible

void SetVisible(bool abVisible)


Parameters

  • abVisible (bool) —

Returns:

  • void

SetWorldMatrix

void SetWorldMatrix(const cMatrixf &in a_mtxWorldTransform)


Parameters

Returns:

  • void

SetWorldPosition

void SetWorldPosition(const cVector3f &in avWorldPos)


Parameters

Returns:

  • void

Stop

void Stop()

Returns:

  • void

UpdateAnimation

void UpdateAnimation(float afTimeStep)


Parameters

  • afTimeStep (float) —

Returns:

  • void

UpdateLogic

void UpdateLogic(float afTimeStep)


Parameters

  • afTimeStep (float) —

Returns:

  • void

UseAutomaticLiquidAmount

void UseAutomaticLiquidAmount()

Returns:

  • void

References

See all references...