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...