Model

Model API documentation

cursor

number model cursor

The normalized animation cursor. The type of the property is number. Please note that model events may not fire as expected when the cursor is manipulated directly.

EXAMPLES

How to get the normalized cursor value:

function init(self)
  -- Get the cursor value on component "model"
  cursor = go.get("#model", "cursor")
end
How to animate the cursor from 0.0 to 1.0 using linear easing for 2.0 seconds:
function init(self)
  -- Get the current value on component "model"
  go.set("#model", "cursor", 0.0)
  -- Animate the cursor value
  go.animate("#model", "cursor", go.PLAYBACK_LOOP_FORWARD, 1.0, go.EASING_LINEAR, 2)
end


playback_rate

number model playback_rate

The animation playback rate. A multiplier to the animation playback rate. The type of the property is number.

EXAMPLES

How to set the playback_rate on component "model" to play at double the current speed:

function init(self)
  -- Get the current value on component "model"
  playback_rate = go.get("#model", "playback_rate")
  -- Set the playback_rate to double the previous value.
  go.set("#model", "playback_rate", playback_rate * 2)
end
The playback_rate is a non-negative number, a negative value will be clamped to 0.


animation

hash model animation

The current animation set on the component. The type of the property is hash.

EXAMPLES

How to read the current animation from a model component:

function init(self)
  -- Get the current animation on component "model"
  local animation = go.get("#model", "animation")
  if animation == hash("run_left") then
    -- Running left. Do something...
  end
end


textureN

hash model textureN where N is 0-7

The texture hash id of the model. Used for getting/setting model texture for unit 0-7

EXAMPLES

How to set texture using a script property (see resource.texture):

go.property("my_texture", texture("/texture.png"))
function init(self)
  go.set("#model", "texture0", self.my_texture)
end
See resource.set_texture for an example on how to set the texture of an atlas.


material

hash model material

The material used when rendering the model. The type of the property is hash.

EXAMPLES

How to set material using a script property (see resource.material):

go.property("my_material", resource.material("/material.material"))
function init(self)
  go.set("#model", "material", self.my_material)
end


model.play_anim(url, anim_id, playback, [play_properties], [complete_function])

play an animation on a model

Plays an animation on a model component with specified playback mode and parameters. An optional completion callback function can be provided that will be called when the animation has completed playing. If no function is provided, a model_animation_done message is sent to the script that started the animation. The callback is not called (or message sent) if the animation is cancelled with model.cancel. The callback is called (or message sent) only for animations that play with the following playback modes:

PARAMETERS

url - the model for which to play the animation

anim_id - id of the animation to play

playback - playback mode of the animation

[play_properties] - optional table with properties Play properties table:

blend_duration
number Duration of a linear blend between the current and new animation.
offset
number The normalized initial value of the animation cursor when the animation starts playing.
playback_rate
number The rate with which the animation will be played. Must be positive.

[complete_function] - function to call when the animation has completed.

self
object The current object.
message_id
hash The name of the completion message, "model_animation_done".
message
table Information about the completion:
sender
url The invoker of the callback: the model component.

EXAMPLES

The following examples assumes that the model has id "model". How to play the "jump" animation followed by the "run" animation:

local function anim_done(self, message_id, message, sender)
  if message_id == hash("model_animation_done") then
    if message.animation_id == hash("jump") then
      -- open animation done, chain with "run"
      local properties = { blend_duration = 0.2 }
      model.play_anim(url, "run", go.PLAYBACK_LOOP_FORWARD, properties, anim_done)
    end
  end
end

function init(self)
    local url = msg.url("#model")
    local play_properties = { blend_duration = 0.1 }
    -- first blend during 0.1 sec into the jump, then during 0.2 s into the run animation
    model.play_anim(url, "jump", go.PLAYBACK_ONCE_FORWARD, play_properties, anim_done)
end


model.cancel(url)

cancel all animation on a model

Cancels all animation on a model component.

PARAMETERS

url - the model for which to cancel the animation


model.get_go(url, bone_id)

retrieve the game object corresponding to a model skeleton bone

Gets the id of the game object that corresponds to a model skeleton bone. The returned game object can be used for parenting and transform queries. This function has complexity O(n), where n is the number of bones in the model skeleton. Game objects corresponding to a model skeleton bone can not be individually deleted.

PARAMETERS

url - the model to query

bone_id - id of the corresponding bone

RETURN

id - id of the game object

EXAMPLES

The following examples assumes that the model component has id "model". How to parent the game object of the calling script to the "right_hand" bone of the model in a player game object:

function init(self)
    local parent = model.get_go("player#model", "right_hand")
    msg.post(".", "set_parent", {parent_id = parent})
end


model.set_mesh_enabled(url, mesh_id, enabled)

enable or disable a mesh

Enable or disable visibility of a mesh

PARAMETERS

url - the model

mesh_id - the id of the mesh

enabled - true if the mesh should be visible, false if it should be hideen

EXAMPLES

function init(self)
    model.set_mesh_enabled("#model", "Sword", false) -- hide the sword
    model.set_mesh_enabled("#model", "Axe", true)    -- show the axe
end


model.get_mesh_enabled(url, mesh_id)

get the enabled state of a mesh

Get the enabled state of a mesh

PARAMETERS

url - the model

mesh_id - the id of the mesh

RETURN

enabled - true if the mesh is visible, false otherwise

EXAMPLES

function init(self)
    if model.get_mesh_enabled("#model", "Sword") then
       -- set properties specific for the sword
       self.weapon_properties = game.data.weapons["Sword"]
    end
end


model_animation_done

reports the completion of a Model animation

This message is sent when a Model animation has finished playing back to the script that started the animation. No message is sent if a completion callback function was supplied when the animation was started. No message is sent if the animation is cancelled with model.cancel(). This message is sent only for animations that play with the following playback modes:

PARAMETERS

animation_id - the id of the completed animation

playback - the playback mode of the completed animation

EXAMPLES

function on_message(self, message_id, message, sender)
  if message_id == hash("model_animation_done") then
    if message.animation_id == hash("run") and message.playback == go.PLAYBACK_ONCE_FORWARD then
      -- The animation "run" has finished running forward.
    end
  end
end