World of Hello
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a 3D object. More...
Public Member Functions | |
CreateMesh (string serverMeshFile, float x=0, float y=0, float z=0, float scaleX=1, float scaleY=scaleX, float scaleZ=scaleY) | |
create a mesh. More... | |
mesh | setMesh (string serverMeshFile) |
sets the mesh file. More... | |
bool | isLoaded () |
checks if the mesh has loaded yet. More... | |
string | getMesh () |
gets the last set mesh file. More... | |
bool | setImage (string filePath, int layer=0) |
sets the image texture of the mesh from a file path. More... | |
string | getImage () |
gets the last set image file. More... | |
mesh | copyImageTo (string imagePath, int toX=0, int toY=0, int fromX=0, int fromY=0, int fromW=-1, int fromH=-1, int layer=0, string storeAs=getImage(), int totalW=-1, int totalH=-1) |
copy part of an image to this texture. More... | |
mesh | setAnimation (int start, int end, int speed) |
sets the animation loop and speed. More... | |
mesh | setChildAnimation (bool childAnimation=true) |
sets whether the child mesh bones should follow this mesh's animation. More... | |
bool | hasCollisionWith (CreateMesh *m) |
checks if this mesh has collision with another mesh. More... | |
mesh | setCollisionWith (CreateMesh *m) |
sets collision with another mesh. More... | |
bool | collidesWith (CreateMesh *m) |
checks if this mesh is colliding with another mesh. More... | |
bool | collides () |
checks if this mesh is colliding with any mesh. More... | |
CreateMesh[] | getColliders () |
gets a table of mesh that this mesh has set collision with. More... | |
mesh | setCastShadow (bool cast=true) |
Sets whether or not the mesh casts a shadow. More... | |
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mesh | addMesh (mesh *m) |
add a child mesh. More... | |
mesh | getParent () |
get the parent mesh. More... | |
string | getType () |
get the type of this mesh. More... | |
mesh | setPosition (float X, float Y, float Z) |
sets the position of the mesh. More... | |
multiReturn< float, float, float > | getPosition () |
gets the position of the mesh. More... | |
mesh | moveForward (float speed=1, float xRotation=0, float yRotation=0, float zRotation=0) |
moves the mesh forward or toward a direction. More... | |
mesh | setX (float X) |
sets the X axis of the mesh. More... | |
mesh | setY (float Y) |
sets the Y axis of the mesh. More... | |
mesh | setZ (float Z) |
sets the Z axis of the mesh. More... | |
float | getX () |
gets the X axis of the mesh. More... | |
float | getY () |
gets the Y axis of the mesh. More... | |
float | getZ () |
gets the Z axis of the mesh. More... | |
mesh | setRotation (float Rx, float Ry, float Rz) |
sets the X, Y, and Z rotation of the mesh. More... | |
multiReturn< float, float, float > | getRotation () |
gets the rotation of the mesh. More... | |
mesh | setRx (float Rx) |
sets the X rotation of the mesh. More... | |
mesh | setRy (float Ry) |
sets the Y rotation of the mesh. More... | |
mesh | setRz (float Rz) |
sets the Z rotation of the mesh. More... | |
float | getRx () |
gets the X rotational axis of the mesh. More... | |
float | getRy () |
gets the Y rotational axis of the mesh. More... | |
float | getRy () |
gets the Y rotational axis of the mesh. More... | |
mesh | hide () |
hide the mesh. More... | |
mesh | show () |
shows the mesh. More... | |
mesh | setVisible (bool visible=true) |
sets the visibility of the mesh. More... | |
bool | isVisible () |
gets the visibility of the mesh. More... | |
mesh | setLighting (bool lit=true) |
sets whether the mesh is fully lit or needs a light source. More... | |
mesh | setZBuffer (bool ZBuffer=true) |
sets whether the mesh has a ZBuffer or not. More... | |
mesh | setScale (float X=-1, float Y=-1, float Z=-1) |
sets the X, Y, and Z scale. More... | |
multiReturn< float, float, float > | getScale () |
gets the X, Y and Z scale. More... | |
mesh | setColor (int r, int g, int b, int a=255) |
sets the color of the mesh. More... | |
mesh | remove () |
removes the mesh. More... | |
mesh | setProperty (string property, string value) |
sets a property of the mesh. More... | |
string | getProperty (string property) |
gets the value of a set property. More... | |
string[] | getProperties () |
gets all properties from the object. More... | |
mesh | removeProperty (string property) |
removes a property from the object. More... | |
mesh | clearProperties () |
removes all properties from the object. See removeProperty() More... | |
mesh | doCommands (string cmd) |
creates the mesh from an object like a server command. More... | |
mesh[] | getChildren () |
gets a list of added children. More... | |
string | getObject (bool includeChildren=true) |
get the mesh as a total object. More... | |
mesh | sendToClients (bool removeOthers=false, string key="", string keyAns="") |
sends the mesh to all connected clients who meet the criteria. More... | |
mesh | removeFromClients () |
removes the mesh from all online clients. More... | |
bool | setID (string ID) |
set the ID of the mesh. More... | |
string | getID () |
get the ID of the mesh. More... | |
a 3D object.
CreateMesh::CreateMesh | ( | string | serverMeshFile, |
float | x = 0 , |
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float | y = 0 , |
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float | z = 0 , |
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float | scaleX = 1 , |
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float | scaleY = scaleX , |
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float | scaleZ = scaleY |
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create a mesh.
Create a 3D object. If the mesh file does not exist, gets it from the server if it exists on the server. If the file is out of date from the server's file, it will be replaced. If the server mesh file and the local file does not exist, it does not appear but is still created.\n Derives all mesh functions.\n There are also pre-defined mesh that can be created. Set the serverMeshFile to:\n \t"plane"\t->\tCreates a plane mesh.
The | 3D mesh's server file. |
(optional) | The X axis of the mesh. |
(optional) | The Y (up/down) axis of the mesh. |
(optional) | The Z axis of the mesh. |
(optional) | The scale of the mesh along the X axis. |
(optional) | The scale of the mesh along the Y axis. |
(optional) | The scale of the mesh along the Z axis. |
bool CreateMesh::collides | ( | ) |
checks if this mesh is colliding with any mesh.
Checks if this mesh is colliding with any mesh set with mesh:setCollisionWith().
bool CreateMesh::collidesWith | ( | CreateMesh * | m | ) |
checks if this mesh is colliding with another mesh.
Checks if this mesh is touching the given mesh.
The | mesh to check collision against. |
mesh CreateMesh::copyImageTo | ( | string | imagePath, |
int | toX = 0 , |
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int | toY = 0 , |
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int | fromX = 0 , |
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int | fromY = 0 , |
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int | fromW = -1 , |
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int | fromH = -1 , |
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int | layer = 0 , |
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string | storeAs = getImage() , |
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int | totalW = -1 , |
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int | totalH = -1 |
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) |
copy part of an image to this texture.
Copies part, or the whole, image to this mesh's texture.\n If this mesh does not have a texture, one will be created; see totalW and totalH for determining the size of the texture created.\n The new texture can also be stored into the driver and later set by another mesh; see storeAs.
The | image file to copy onto this mesh's texture. |
(optional) | The X axis of the texture to place the image at. |
(optional) | The Y axis of the texture to place the image at. |
(optional) | The X source of the image to start copying to the mesh's texture. |
(optional) | The Y source of the image to start copying to the mesh's texture. |
(optional) | The width of the image to copy to the mesh's texture. If negative, it is the whole image's width. |
(optional) | The height of the image to copy to the mesh's texture. If negative, it is the whole image's height. |
(optional) | The layer of the mesh's texture to copy to. If the layer doesn't exist, one will be created. |
(optional) | The name of the new texture to be stored in the driver. |
(optional) | The total width of the new texture. If negative and a texture has been set, then uses the texture's width. If negative and no texture set, then uses the mesh's X scale. |
(optional) | The total height of the new texture. If negative and a texture has been set, then uses the texture's height. If negative and no texture set, then uses the mesh's Y scale. |
CreateMesh [] CreateMesh::getColliders | ( | ) |
gets a table of mesh that this mesh has set collision with.
Gets a list of mesh that this mesh has set collision with (see mesh:setCollisionWith()).
string CreateMesh::getImage | ( | ) |
gets the last set image file.
Gets the last set image file.\n WARNING: gets the last set image file, NOT the current image file. This means that if you load an image file that doesn't exist, it returns the file that doesn't exist.
string CreateMesh::getMesh | ( | ) |
gets the last set mesh file.
Gets the last set mesh file.\n WARNING: gets the last set mesh file, NOT the current mesh file. This means that if you load a mesh file that doesn't exist, it returns the file that doesn't exist.
bool CreateMesh::hasCollisionWith | ( | CreateMesh * | m | ) |
checks if this mesh has collision with another mesh.
Checks if this mesh has collision with another mesh.\n This is not checking the collision against the mesh (see mesh:collidesWith() for that), but rather if this mesh has set a collision with another mesh (see mesh:setCollisionWith()).
The | mesh to check collision against. |
bool CreateMesh::isLoaded | ( | ) |
checks if the mesh has loaded yet.
Checks if the mesh successfully loaded the mesh file.
mesh CreateMesh::setAnimation | ( | int | start, |
int | end, | ||
int | speed | ||
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sets the animation loop and speed.
Sets the animation loop and speed.\n The animation speed is in delta time, so you don't have to worry about slow animations due to FPS.
The | start frame of the loop. |
The | end frame of the loop. |
The | speed of the loop. |
mesh CreateMesh::setCastShadow | ( | bool | cast = true | ) |
Sets whether or not the mesh casts a shadow.
Casts a shadow of the mesh, drawn from a light source that casts shadows with Create3DLight:setCastShadows().\n
(optional) | Whether or not the mesh casts a shadow. |
mesh CreateMesh::setChildAnimation | ( | bool | childAnimation = true | ) |
sets whether the child mesh bones should follow this mesh's animation.
Sets whether or not the child mesh (see mesh:addMesh()) bones should follow this mesh's bones during animation.\n In order for the child's bone to follow this mesh's bone, the bones must both have the same name. The bone names can be modified in your 3D modeling program.
(optional) | Whether or not the child bones should follow the mesh's bones. |
mesh CreateMesh::setCollisionWith | ( | CreateMesh * | m | ) |
sets collision with another mesh.
The | mesh to set collision with. |
bool CreateMesh::setImage | ( | string | filePath, |
int | layer = 0 |
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sets the image texture of the mesh from a file path.
Sets the image file of the mesh.\n If the image file does not exist, gets it from the server if it exists on the server. If the file is out of date from the server's file, it will be replaced. If the server image file and the local file does not exist, it does not change.\n If a texture has been created and stored in the driver, and all of the above have not occurred, uses the texture stored in the driver.\n
The | image file path. |
(optional) | The layer to set as the texture. |
mesh CreateMesh::setMesh | ( | string | serverMeshFile | ) |
sets the mesh file.
Sets the mesh to be displayed.\n If the mesh file does not exist, gets it from the server if it exists on the server. If the file is out of date from the server's file, it will be replaced. If the server mesh file and the local file does not exist, it does not change.\n
The | 3D mesh's server file. |