code
multiline string |
Script
|
currentNode
integer |
currently selected node
|
defaultStyle
string |
default style
|
matrix00
float |
matrix[0,0]
|
matrix01
float |
matrix[1,0]
|
matrix02
float |
matrix[0,2]
|
matrix03
float |
matrix[0,3]
|
matrix10
float |
matrix[1,0]
|
matrix11
float |
matrix[1,1]
|
matrix12
float |
matrix[1,2]
|
matrix13
float |
matrix[1,3]
|
matrix20
float |
matrix[2,0]
|
matrix21
float |
matrix[2,1]
|
matrix22
float |
matrix[2,2]
|
matrix23
float |
matrix[2,3]
|
matrix30
float |
matrix[3,0]
|
matrix31
float |
matrix[3,1]
|
matrix32
float |
matrix[3,2]
|
matrix33
float |
matrix[3,3]
|
rootNode
integer |
object's root node
|
updatingNode
integer |
geometry node to be associated with current creature's element
|
add
doesn't return a value |
add
function add(integer node)
add a child node to the current node
|
addBranch
|
addBranch
function addBranch()
create the branch node as a child of the current node and make it the new current node
|
addTransform
|
addTransform
function addTransform()
create the transform node as a child of the current node and make it the new current node.
|
dump
doesn't return a value |
dump object hierarchy
function dump(integer node, integer level)
|
getBranch
returns integer |
getBranch
function getBranch(integer branch_node, integer branch_index)
|
matrixMove
doesn't return a value |
translate matrix
function matrixMove(float x, float y, float z)
|
matrixMove1
doesn't return a value |
translate matrix
function matrixMove1(integer xyz)
MechPart.pos can be used here
|
matrixOrient
doesn't return a value |
set matrix orientation
function matrixOrient(float x, float y, float z)
|
matrixOrient1
doesn't return a value |
set matrix orientation
function matrixOrient1(integer xyz)
MechPart.orient can be used here
|
matrixReset
|
load identity matrix
function matrixReset()
|
matrixRotate
doesn't return a value |
rotate matrix
function matrixRotate(float x, float y, float z)
|
matrixRotate1
doesn't return a value |
rotate matrix
function matrixRotate1(integer xyz)
|
matrixScale
doesn't return a value |
scale matrix
function matrixScale(float x, float y, float z)
|
setMatrix
doesn't return a value |
set matrix
function setMatrix(integer transform_node)
copy current matrix into specified node
|