Kaba class Model ed
...
Syntax ed
class Model extends Data
var binary_file_format: bool
var bone: Bone[]
var dummy: i32
var file_time: i32
var filename: Path
var fx: Effect[]
var material: Material[]
var mesh: Mesh&
var meta_data: MetaData
var move: Move[]
var phys_mesh: Mesh&
var skin: Skin[4]
var type: i32
# constructors
func mut __init__()
# functions
func add_animation(index: i32, type: Type)
func add_polygon(v: i32[], material: i32) -> Polygon&
func add_triangle(a: i32, b: i32, c: i32, material: i32) -> Polygon&
func add_vertex(pos: vec3, bone_index: i32, normal_mode: i32)
func animation_add_frame(index: i32, frame: i32, f: Frame)
func animation_delete_frame(index: i32, frame: i32)
func animation_set_bone(move: i32, frame: i32, bone: i32, dpos: vec3, ang: vec3)
func animation_set_data(index: i32, name: string, fps_const: f32, fps_factor: f32)
func animation_set_frame_duration(index: i32, frame: i32, duration: f32)
func bevel_selected_vertices(radius: f32)
func clear_selection()
func convert_selection_to_triangles()
func delete_animation(index: i32)
func delete_polygon(index: i32)
func delete_selection(s: Selection, greedy: bool)
func duplicate_animation(source: i32, target: i32)
func extrude_selected_polygons(offset: f32)
func invert_polygons(s: Selection)
func paste_geometry(g: Geometry, default_material: i32)
func selection_from_polygons()
func selection_from_vertices()
func subtract_selection()
func triangulate_selected_vertices()
# operators
func mut __assign__(other: Model) # Model = Model
# constants
const MAX_POLY_EDGES: i32
const MAX_POLY_FACES: i32
const MAX_POLY_VERTICES_PER_FACE: i32
# nested classes
class Ball
class Bone
class Effect
class Material
class Mesh
class MetaData
class Move
class Polyhedron
class Selection
class Skin
class SkinVertexDummy
class SubSkin
class Triangle
Nested classes ed
- struct Ball
- struct Bone
- struct Effect
- struct Material
- struct Mesh
- struct MetaData
- struct Move
- struct Polyhedron
- struct Selection
- struct Skin
- struct SkinVertexDummy
- struct SubSkin
- struct Triangle
Functions ed
- func add_animation(index: i32, type: Type)
- ...
- func add_polygon(v: i32[], material: i32) -> Polygon&
- ...
- func add_triangle(a: i32, b: i32, c: i32, material: i32) -> Polygon&
- ...
- func add_vertex(pos: vec3, bone_index: i32, normal_mode: i32)
- ...
- func animation_add_frame(index: i32, frame: i32, f: Frame)
- ...
- func animation_delete_frame(index: i32, frame: i32)
- ...
- func animation_set_bone(move: i32, frame: i32, bone: i32, dpos: vec3, ang: vec3)
- ...
- func animation_set_data(index: i32, name: string, fps_const: f32, fps_factor: f32)
- ...
- func animation_set_frame_duration(index: i32, frame: i32, duration: f32)
- ...
- func bevel_selected_vertices(radius: f32)
- ...
- func clear_selection()
- ...
- func convert_selection_to_triangles()
- ...
- func delete_animation(index: i32)
- ...
- func delete_polygon(index: i32)
- ...
- func delete_selection(s: Selection, greedy: bool)
- ...
- func duplicate_animation(source: i32, target: i32)
- ...
- func extrude_selected_polygons(offset: f32)
- ...
- func invert_polygons(s: Selection)
- ...
- func paste_geometry(g: Geometry, default_material: i32)
- ...
- func selection_from_polygons()
- ...
- func selection_from_vertices()
- ...
- func subtract_selection()
- ...
- func triangulate_selected_vertices()
- ...
Elements ed
- var binary_file_format: bool
- ...
- var bone: Bone[]
- ...
- var dummy: i32
- ...
- var file_time: i32
- ...
- var filename: Path
- ...
- var fx: Effect[]
- ...
- var material: Material[]
- ...
- var mesh: Mesh&
- ...
- var meta_data: MetaData
- ...
- var move: Move[]
- ...
- var phys_mesh: Mesh&
- ...
- var skin: Skin[4]
- ...
- var type: i32
- ...