An easy way of managing armatures for model groups
Constructor
Variables
Methods
Inherited Variables
Defined by FoxObjectGroup
@:value(new FlxTypedSignalImpl())finalonMemberAdded:FlxTypedSignalImpl<(member:FoxObject) ‑> Void> = new FlxTypedSignalImpl()
@:value(new FlxTypedSignalImpl())finalonMemberRemoved:FlxTypedSignalImpl<(member:FoxObject) ‑> Void> = new FlxTypedSignalImpl()
Defined by FoxObject
parent:FoxObject
If set, will adapt parent transform. Make sure the parent has a higher priority so it updates in order
@:value(new Matrix3D())transform:Matrix3D = new Matrix3D()
This is the global transform for this Object, it encodes position, rotation and scale in a 4x4 matrix
Defined by FoxBasic
animation:FoxAnimationPlayer
An animation controller for this basic. Although properties have to be manually linked, this is intended to be a general-purpose animator for this object
Inherited Methods
Defined by FoxObjectGroup
@:value({ index : -1 })setOrder(member:FoxObject, index:Int = -1):FoxObject
Changes the index of a member so it's processed before or after other members
If index is smaller than 0, the member will move to the start of the list.
If the index exceeds member count, the member will move to the end of the list.
Note: If there index is a free null space, the object will occupy it.
Note 2: This doesn't affect anything visually aside from transformations, if you want members to show over other members, configure their materials or render passes
Defined by FoxObject
@:value({ z : 0, y : 0, x : 0 })inlinesetAngle(x:Float = 0, y:Float = 0, z:Float = 0):Void
Same as setRotation() but for angle degrees.
getAngle(?output:Vector3D):Vector3D
Gets the object's rotation as degrees, as a Vector3D
Parameters:
output | (Optional) the output vector to store the angles without allocating a new one |
|---|
Returns:
a Vector3D containing angleX, angleY and angleZ
@:value({ w : 1, z : 0, y : 0, x : 0 })setRotationQuaternion(x:Float = 0, y:Float = 0, z:Float = 0, w:Float = 1):Vector3D
Sets the object's rotation from a Quaternion, which is needed for accurate rotation representation when interpolating.
How dows it work? hell if i know
copyComponentsFrom(object:FoxObject):Void
Copies position, rotation and scale from another FoxObject,
so the other object's components doesn't affect this one when changing them