DayZ 1.24
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EnVisual.c
Go to the documentation of this file.
1
7proto native vobject GetObject(string name);
8
14proto native void ReleaseObject(vobject object, int flag = 0);
15
17proto native int GetNumAnimFrames(vobject anim);
18
20proto string vtoa(vobject vobj);
21
27proto int GetObjectMaterials(vobject object, string materials[]);
28
29// dynamic model creation (for dynamic aabb triggers)
30//proto void CreateModel(IEntity ent, vector mins, vector maxs);
31//proto void RemoveModel(IEntity ent);
32
34proto vobject CreateXOB(int nsurfaces, int nverts[], int numindices[], string materials[]);
35proto void UpdateVertsEx(notnull IEntity ent, int surf, vector verts[], float uv[]);
36proto void UpdateIndices(vobject obj, int surf, int indices[]);
37
38proto native void SetBone(notnull IEntity ent, int bone, vector angles, vector trans, float scale);
39proto native bool SetBoneMatrix(notnull IEntity ent, int bone, vector mat[4]);
40proto native void SetBoneGlobal(notnull IEntity ent, int bone, vector mat[4]);
41proto native bool GetBoneMatrix(notnull IEntity ent, int bone, vector mat[4]);
42proto native bool GetBoneLocalMatrix(notnull IEntity ent, int bone, vector mat[4]);
43
44proto native void SetAnimFrame(notnull IEntity ent, int slot, float frame);
45
49{
50 int Mask[8]
51}
52
53enum AnimFlags
54{
62
65
68
73
76
79};
80
81proto native void SetAnimSlot(notnull IEntity ent, int slot, vobject anim, float blendin, float blendout, BoneMask mask, int fps, AnimFlags flags);
82
83// changes a mask and does the blending if the blendin is set
84proto native void ChangeAnimSlotMask(notnull IEntity ent, int slot, float blendin, BoneMask mask);
85
86// changes animation framerate to fps param
87proto native void ChangeAnimSlotFPS(notnull IEntity ent, int slot, int fps);
88
89// set mask for a channel. There are 12 chanels and mask is using first for bits 0..3
90proto native void SetAnimMask(notnull IEntity ent, int mask);
91
92// clears chanal mask, return bits which were cleared
93proto native int ClearAnimMask(notnull IEntity ent, int mask);
94
95//vrati nastavene bity tech kanalu, ktere maji nastavenou animaci, nejsou na konci
96// a pro ktere byla nastavena vstupni maska.
97//Je tim mozno se dotazat na stav vice slotu najednou
98proto native int IsAnimSlotPlaying(notnull IEntity ent, int mask);
99//mask - 16bitu, pro 16 anim slotu. Maximalni hodnota je tedy 0xffff!
100
101//sets how much this morph affect object
102proto native bool SetMorphState(notnull IEntity ent, string morph, float value);
103//morph name
104//value 0...1
106
107
196
197// return total count of active particles in all emitors
198// internally does a sum
199// HasActiveParticles is better when just needing to check if there are any active
200proto native int GetParticleCount(notnull IEntity ent);
201
202// return if there are any active particles
203proto bool HasActiveParticle(notnull IEntity ent);
204
206{
207 return GetParticleCount(ent);
208}
209
211{
212 return HasActiveParticle(ent);
213}
214
215// gets name of defined emitors in a particle effect
216// return number of emitors and their names in an array (max defines max. emitors to return)
217proto int GetParticleEmitors(notnull IEntity ent, out string emitors[], int max);
218
219// return number of emitors
220proto int GetParticleEmitorCount(notnull IEntity ent);
221
222// sets a parametr of the particle emitor
223// if the emitor == - 1, it sets the parameter for all emitors
224proto void SetParticleParm(notnull IEntity ent, int emitor, EmitorParam parameter, void value);
225
226//gets parameter of particle emitor
227proto void GetParticleParm(notnull IEntity ent, int emitor, EmitorParam parameter, out void value);
228
229//gets original parameter of particle emitor
230proto void GetParticleParmOriginal(notnull IEntity ent, int emitor, EmitorParam parameter, out void value);
231
232//Force-changes particle emitor position to the current one.
233//Used for sudden changes of particle position to avoid spreading emitted
234//particles between previous and the new one position
235proto native void ResetParticlePosition(notnull IEntity ent);
236
237//Restart particle effect to its default state. This means no
238//particles, timer reset and so on. Usefull for implementing
239//particle cache.
240proto native void RestartParticle(notnull IEntity ent);
242
243
Object GetObject()
PlayerSpawnPresetDiscreteItemSetSlotData name
one set for cargo
bool RestartParticle()
Method to tell the particle to restart (reset + play)
proto native bool GetBoneMatrix(notnull IEntity ent, int bone, vector mat[4])
proto native void SetAnimFrame(notnull IEntity ent, int slot, float frame)
class BoneMask BLENDOUT
proto void UpdateIndices(vobject obj, int surf, int indices[])
proto native bool GetBoneLocalMatrix(notnull IEntity ent, int bone, vector mat[4])
class BoneMask NOANIMEND
EntityEvent.ANIMEND will not be called.
proto native int ClearAnimMask(notnull IEntity ent, int mask)
proto native void ChangeAnimSlotMask(notnull IEntity ent, int slot, float blendin, BoneMask mask)
proto native void SetBoneGlobal(notnull IEntity ent, int bone, vector mat[4])
class BoneMask USER
animation waits on the first frame. Frame is set by calling SetFrame()
proto native int IsAnimSlotPlaying(notnull IEntity ent, int mask)
proto vobject CreateXOB(int nsurfaces, int nverts[], int numindices[], string materials[])
Dynamic MeshObject.
proto native bool SetMorphState(notnull IEntity ent, string morph, float value)
proto native bool SetBoneMatrix(notnull IEntity ent, int bone, vector mat[4])
class BoneMask RESET
forces animation to start from begining (including blending)
class BoneMask ONCE
animation is played only once and then if freezes at the last frame. EntityEvent.ANIMEND is called
proto native void SetAnimSlot(notnull IEntity ent, int slot, vobject anim, float blendin, float blendout, BoneMask mask, int fps, AnimFlags flags)
class BoneMask FORCEFPS
proto native void ChangeAnimSlotFPS(notnull IEntity ent, int slot, int fps)
proto void UpdateVertsEx(notnull IEntity ent, int surf, vector verts[], float uv[])
proto native void SetAnimMask(notnull IEntity ent, int mask)
proto int GetObjectMaterials(vobject object, string materials[])
proto native void SetBone(notnull IEntity ent, int bone, vector angles, vector trans, float scale)
class BoneMask NOANIMHOOKS
Animhooks will not be called.
proto bool HasActiveParticle(notnull IEntity ent)
proto void SetParticleParm(notnull IEntity ent, int emitor, EmitorParam parameter, void value)
bool ParticleHasActive(IEntity ent)
Definition EnVisual.c:210
proto void GetParticleParmOriginal(notnull IEntity ent, int emitor, EmitorParam parameter, out void value)
proto native int GetParticleCount(notnull IEntity ent)
int ParticleGetCount(IEntity ent)
Definition EnVisual.c:205
proto int GetParticleEmitorCount(notnull IEntity ent)
proto int GetParticleEmitors(notnull IEntity ent, out string emitors[], int max)
proto native void ResetParticlePosition(notnull IEntity ent)
EmitorParam
Definition EnVisual.c:114
proto void GetParticleParm(notnull IEntity ent, int emitor, EmitorParam parameter, out void value)
@ VELOCITY
Float R/W.
Definition EnVisual.c:122
@ RAND_FRAME
Bool R/W.
Definition EnVisual.c:173
@ RANDOM_ANGLE
begin with random rotation. Bool R/W
Definition EnVisual.c:137
@ SORT
Bool R/W.
Definition EnVisual.c:188
@ ACTIVE_PARTICLES
number of active particles. Int R
Definition EnVisual.c:185
@ GRAVITY_SCALE_RND
Float R/W.
Definition EnVisual.c:152
@ AIR_RESISTANCE_RND
Float R/W.
Definition EnVisual.c:146
@ LIFETIME
Float R/W.
Definition EnVisual.c:161
@ LIFETIME_BY_ANIM
Bool R/W.
Definition EnVisual.c:167
@ SIZE
Float R/W.
Definition EnVisual.c:131
@ BIRTH_RATE_RND
Float R/W.
Definition EnVisual.c:158
@ EMITOFFSET
Vector3 R/W.
Definition EnVisual.c:119
@ GRAVITY_SCALE
Float R/W.
Definition EnVisual.c:149
@ WIND
Bool R/W.
Definition EnVisual.c:191
@ ANIM_ONCE
Bool R/W.
Definition EnVisual.c:170
@ SPRING
Float R/W.
Definition EnVisual.c:194
@ CURRENT_TIME
current efector's time. Float R/W
Definition EnVisual.c:182
@ VELOCITY_RND
Float R/W.
Definition EnVisual.c:125
@ EFFECT_TIME
efector's total time. Float R/W
Definition EnVisual.c:176
@ RANDOM_ROT
rotate in random direction. Bool R/W
Definition EnVisual.c:140
@ LIFETIME_RND
Float R/W.
Definition EnVisual.c:164
@ AVELOCITY
Float R/W.
Definition EnVisual.c:128
@ REPEAT
should efector repeate after time up? Bool R/W
Definition EnVisual.c:179
@ STRETCH
Float R/W.
Definition EnVisual.c:134
@ CONEANGLE
Vector3 R/W.
Definition EnVisual.c:116
@ BIRTH_RATE
Float R/W.
Definition EnVisual.c:155
@ AIR_RESISTANCE
Float R/W.
Definition EnVisual.c:143
proto native int GetNumAnimFrames(vobject anim)
Returns number of frames, if the object is animation.
proto string vtoa(vobject vobj)
Returns name of visual object.
proto native void ReleaseObject(vobject object, int flag=0)