49 lines
1.6 KiB
Markdown
49 lines
1.6 KiB
Markdown
# gfx.skeletons library
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A library for working with named skeletons, such as 'hand',
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used to control the hand and the carried item displayed in first-person view.
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The set of functions is similar to the skeleton component of entities.
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The first argument to the function is the name of the skeleton.
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```lua
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-- Returns an object wrapper over the skeleton
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local skeleton = gfx.skeletons.get(name: str)
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-- Returns the index of the bone by name or nil
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skeleton:index(name: str) -> int
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-- Returns the name of the model assigned to the bone with the specified index
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skeleton:get_model(index: int) -> str
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-- Reassigns the model of the bone with the specified index
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-- Resets to the original if you do not specify a name
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skeleton:set_model(index: int, name: str)
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-- Returns the transformation matrix of the bone with the specified index
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skeleton:get_matrix(index: int) -> mat4
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-- Sets the transformation matrix of the bone with the specified index
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skeleton:set_matrix(index: int, matrix: mat4)
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-- Returns the texture by key (dynamically assigned textures - '$name')
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skeleton:get_texture(key: str) -> str
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-- Assigns a texture by key
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skeleton:set_texture(key: str, value: str)
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-- Checks the visibility status of a bone by index
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-- or the entire skeleton if index is not specified
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skeleton:is_visible([optional] index: int) -> bool
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-- Sets the visibility status of a bone by index
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-- or the entire skeleton if index is not specified
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skeleton:set_visible([optional] index: int, status: bool)
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-- Returns the color of the entity
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skeleton:get_color() -> vec3
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-- Sets the color of the entity
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skeleton:set_color(color: vec3)
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```
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