Libraries.Game.Graphics.ModelBlueprint Documentation

Inherits from: Libraries.Language.Object, Libraries.Game.Disposable

Summary

Variable Summary Table

VariablesDescription
text idUsed to store a copy of the hash identifier for this ModelBlueprint in the Model plugi
Libraries.Containers.Array meshParts
Libraries.Containers.Array materials
Libraries.Containers.Array disposablesUsed to store a copy of the hash identifier for this ModelBlueprint in the Model plugi
Libraries.Containers.Array animations
Libraries.Containers.Array nodes
Libraries.Containers.Array meshes

Actions Summary Table

ActionsDescription
CalculateBoundingBox(Libraries.Game.BoundingBox box)CalculateBoundingBox will compute the bounds of this Model, and then store them inside the provided BoundingBox object.
CalculateBoundingBox()CalculateBoundingBox will create a new BoundingBox object that contains the bounds of the Mode
CalculateTransforms()This action will calculate the local and world transforms of all Nodes in this model, and then calculate the updated bone matrice
Compare(Libraries.Language.Object object)This action compares two object hash codes and returns an integer.
Dispose()
Equals(Libraries.Language.Object object)This action determines if two objects are equal based on their hash code values.
ExtendBoundingBox(Libraries.Game.BoundingBox box)ExtendBoundingBox will expand the bounds of the given BoundingBox to fully encapsulate the bounds of this Mode
GetAnimation(text id)This action will calculate the local and world transforms of all Nodes in this model, and then calculate the updated bone matrice
GetHashCode()This action gets the hash code for an object.
Load(Libraries.Game.Graphics.ModelData.ModelData data)

Actions Documentation

CalculateBoundingBox(Libraries.Game.BoundingBox box)

CalculateBoundingBox will compute the bounds of this Model, and then store them inside the provided BoundingBox object. If any data was previously stored in this BoundingBox, it will be overwritte

Parameters

Return

Libraries.Game.BoundingBox:

CalculateBoundingBox()

CalculateBoundingBox will create a new BoundingBox object that contains the bounds of the Mode

Return

Libraries.Game.BoundingBox:

CalculateTransforms()

This action will calculate the local and world transforms of all Nodes in this model, and then calculate the updated bone matrice

Compare(Libraries.Language.Object object)

This action compares two object hash codes and returns an integer. The result is larger if this hash code is larger than the object passed as a parameter, smaller, or equal. In this case, -1 means smaller, 0 means equal, and 1 means larger. This action was changed in Quorum 7 to return an integer, instead of a CompareResult object, because the previous implementation was causing efficiency issues.

Example Code

Object o
        Object t
        integer result = o:Compare(t) //1 (larger), 0 (equal), or -1 (smalle

Parameters

Return

integer: The Compare result, Smaller, Equal, or Larger.

Dispose()

Equals(Libraries.Language.Object object)

This action determines if two objects are equal based on their hash code values.

Example Code

use Libraries.Language.Object
        use Libraries.Language.Types.Text
        Object o
        Text t
        boolean result = o:Equals(

Parameters

Return

boolean: True if the hash codes are equal and false if they are not equal.

ExtendBoundingBox(Libraries.Game.BoundingBox box)

ExtendBoundingBox will expand the bounds of the given BoundingBox to fully encapsulate the bounds of this Mode

Parameters

Return

Libraries.Game.BoundingBox:

GetAnimation(text id)

This action will calculate the local and world transforms of all Nodes in this model, and then calculate the updated bone matrice

Parameters

Return

Libraries.Game.Graphics.ModelData.Animation:

GetHashCode()

This action gets the hash code for an object.

Example Code

Object o
        integer hash = o:GetHashCode

Return

integer: The integer hash code of the object.

Load(Libraries.Game.Graphics.ModelData.ModelData data)

Parameters