Constructor
new(_rest:Matrix3D)
Creates a new bone for an armature.
Parameters:
rest | The rest pose transform for this bone |
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Variables
@:value(true)poseEnabled:Bool = true
If disabled, this bone won't calculate its position/rotation/scale
rest:Matrix3D
The rest transform of this bone.
This is used as offset (pivot) for bone transform.
Note: This matrix should be inverted and in global-space
@:value(-1)parentIndex:Int = -1
The index of the parent of this bone.
Currently, this is purely informational.
Methods
Inherited Variables
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(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
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 FoxObject
@: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.
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 |
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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
Defined by FoxBasic
physicsUpdate(dt:Float):Void
Called when a physics frame occurs, this is a constant update regardless of framerate for a consistant physics simulation.
draw(camera:FoxCamera):Void
Intended for transforms, actual drawing happens in the camera render pass
pushDrawData(scene:FoxScene):Void
This function gets called when the scene starts building draw groups.
It should call the scene's addToDrawGroups() function for every drawable of this object.
Override this with your custom draw data function.
Note: Internal use only, it is a performance critical operation, keep it fast.
computeBounds(output:BoundingBox):Void
Gets the bounding box of all meshes and models inside groups
In FoxBasic this is just a template, do the actual implementation in
your models and groups
Parameters:
output | the Bounding Box where to store the result |
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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.