An easy way of managing armatures for model groups

Constructor

Variables

@:value(null)skin:FoxSkinData = null

Binds for this mesh, affects every model in this group.

Methods

checkModel(member:FoxObject):FoxObject

Checks a model and assigns the skin bindings to it.

Inherited Variables

Defined by FoxObjectGroup

@:value([])members:Array<FoxObject> = []

@:value(new FlxTypedSignalImpl())finalonMemberAdded:FlxTypedSignalImpl<(member:FoxObject) ‑> Void> = new FlxTypedSignalImpl()

@:value(new FlxTypedSignalImpl())finalonMemberRemoved:FlxTypedSignalImpl<(member:FoxObject) ‑> Void> = new FlxTypedSignalImpl()

read onlylength:Int

Defined by FoxObject

parent:FoxObject

If set, will adapt parent transform. Make sure the parent has a higher priority so it updates in order

position:Vector3D

@:value(new Vector3D())rotation:Vector3D = new Vector3D()

@:value(new Vector3D(1, 1, 1))scale:Vector3D = new Vector3D(1, 1, 1)

x:Float

y:Float

z:Float

angleX:Float

angleY:Float

angleZ:Float

@:value(EulerOrder.ZYX)rotationOrder:EulerOrder = EulerOrder.ZYX

This controls the way this object is rotated (via rotation)

The rotation is applied per-axis sequentially, meaning the way one axis rotate can influence the next rotation.

By default, the Z axis rotates first, this makes the object roll.

Then the Y axis is rotated next, this orients the rolled object horizontally, think of it as a swiveling floor fan.

And last, the X axis is rotated, this has the effect of tilting the Y rotation.

This is done in this order so there is no gimbal-lock when converting euler angles from quaternions. However, this order affects camera rotations.

Custom camera controllers should use ZXY order instead so no tilting occurs.

@: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

@:value(new Vector3D())read onlyglobalPosition:Vector3D = new Vector3D()

@:value(new Vector3D())read onlyglobalRotation:Vector3D = new Vector3D()

@:value(new Vector3D())read onlyglobalScale:Vector3D = new Vector3D()

Defined by FoxBasic

@:value("FoxBasic")name:String = "FoxBasic"

@:value(true)visible:Bool = true

@:value(true)active:Bool = true

@:value(null)scene:FoxScene = null

@:value(false)__destroyed:Bool = false

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({ splice : false })remove(member:FoxObject, splice:Bool = false):FoxObject

@: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

getByName(name:String):Array<FoxObject>

@:value({ recurse : false })inlineforEach(func:(member:FoxObject) ‑> Void, recurse:Bool = false):Void

inlineiterator():ArrayIterator<FoxObject>

inlinekeyValueIterator():ArrayKeyValueIterator<FoxObject>

computeBounds(output:BoundingBox):Void

Gets the expanded combined bounding box of all objects inside this group

Parameters:

output

the Bounding Box where to store the result

privateget_length():Int

Defined by FoxObject

@:value({ z : 0, y : 0, x : 0 })setPosition(x:Float = 0, y:Float = 0, z:Float = 0):Void

@:value({ z : 0, y : 0, x : 0 })setRotation(x:Float = 0, y:Float = 0, z:Float = 0):Void

@:value({ z : 0, y : 0, x : 0 })setAngle(x:Float = 0, y:Float = 0, z:Float = 0):Void

Same as setRotation() but for angle degrees.

setAngleFromVector(angles:Vector3D):Void

Sets the object's angle degrees from a Vector3D

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

setRotationQuaternionFromVector(quat:Vector3D):Vector3D

@:value({ z : 1, y : 1, x : 1 })setScale(x:Float = 1, y:Float = 1, z:Float = 1):Void

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

privateget_globalPosition():Vector3D

privateget_globalRotation():Vector3D

privateget_globalScale():Vector3D

privateget_x():Float

privateget_y():Float

privateget_z():Float

privateinlineset_x(v:Float):Float

privateinlineset_y(v:Float):Float

privateinlineset_z(v:Float):Float

privateset_angleX(v:Float):Float

privateset_angleY(v:Float):Float

privateset_angleZ(v:Float):Float

privateget_angleX():Float

privateget_angleY():Float

privateget_angleZ():Float

Defined by FoxBasic

testAndCull(camera:FoxCamera):Void

Performs frustum culling by checking the bounding box against a camera frustum

isVisible():Bool

Template function that returns the final visibility for the basic. Frustum culling can affect this.

isActive():Bool

Template function that returns the final activated state for the basic. Frustum culling can affect this.