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

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
...