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Model_Bone

Back to model interface

int Model_Bone_Create_InSB(int Model);

Model is a valid model and the name in the string buffer is a "SimpleString" in model format specification.

Returns the index to the new bone in Model.

void Model_Bone_Delete(int Model, int BoneIndex);

Model is a valid model and 0 <= BoneIndex < number of bones in Model.

Removes the bone in Model at BoneIndex, fills the hole with the last bone and preserve reference integrity for any bone and vertice affected by the move.

void Model_Bone_Delete_PreserveOrder(int Model, int BoneIndex);

Model is a valid model and 0 <= BoneIndex < number of bones in Model.

Removes the bone in Model at BoneIndex, fills the hole by shifting every bone with a higher index and preserve reference integrity for any bone and vertice affected by the move.

int Model_GetNumberOfBones(int Model);

Model is a valid model.

Returns the number of bones in Model.

void Model_Bone_SwapHierarchyOrder(int Model, int BoneIndexA, int BoneIndexB);

Model is a valid model, 0 <= BoneIndexA < number of bones in Model and 0 <= BoneIndexB < number of bones in Model.

Swaps places between BoneIndexA and BoneIndexB in Model while preserving reference integrity for any bone and vertice affected by the move.

void Model_Bone_GetName_OutSB(int Model, int BoneIndex);

Model is a valid model and 0 <= BoneIndex < number of bones in Model.

Writes the name of the bone in Model at BoneIndex to the string buffer.

void Model_Bone_SetName_InSB(int Model, int BoneIndex);

Model is a valid model, 0 <= BoneIndex < number of bones in Model and the name in the string buffer is a "SimpleString" in model format specification.

Sets the name of the bone in Model at BoneIndex to the content of the string buffer.

void Model_Bone_SetParentIndex(int Model, int BoneIndex, int ParentIndex);

The parent index is the index of the bone to inherit position from.

Model is a valid model, 0 <= BoneIndex < number of bones in Model and -1 <= ParentIndex < number of bones in Model.

Sets the parent index of the bone in Model at BoneIndex to ParentIndex.

int Model_Bone_GetParentIndex(int Model, int BoneIndex);

Model is a valid model and 0 <= BoneIndex < number of bones in Model.

Returns the parent index of the bone in Model at BoneIndex.

void Model_Bone_SetLength(int Model, int BoneIndex, float Length);

Model is a valid model and 0 <= BoneIndex < number of bones in Model.

Sets the length of the bone in Model at BoneIndex to Length.

float Model_Bone_GetLength(int Model, int BoneIndex);

Model is a valid model and 0 <= BoneIndex < number of bones in Model.

Returns the length of the bone in Model at BoneIndex.

void Model_Bone_SetObjectSpacePos(int Model, int BoneIndex, float X, float Y, float Z);

Model is a valid model and 0 <= BoneIndex < number of bones in Model.

Sets the object space position of the bone in Model at BoneIndex to (X,Y,Z).

void Model_Bone_GetObjectSpacePos_OutV3(int Model, int BoneIndex);

Model is a valid model and 0 <= BoneIndex < number of bones in Model.

Writes the object space position of the bone in Model to (X1,Y1,Z1).

void Model_Bone_SetParentSpacePos(int Model, int BoneIndex, float X, float Y, float Z);

Model is a valid model and 0 <= BoneIndex < number of bones in Model.

Sets the parent space position of the bone in Model at BoneIndex to (X,Y,Z).

void Model_Bone_GetParentSpacePos_OutV3(int Model, int BoneIndex);

Model is a valid model and 0 <= BoneIndex < number of bones in Model.

Writes the parent space position of the bone in Model to (X1,Y1,Z1).

void Model_Bone_SetYAxis(int Model, int BoneIndex, float X, float Y, float Z);

Model is a valid model and 0 <= BoneIndex < number of bones in Model.

Sets the Y axis of the bone in Model at BoneIndex to (X,Y,Z).

void Model_Bone_GetYAxis_OutV3(int Model, int BoneIndex);

Model is a valid model and 0 <= BoneIndex < number of bones in Model.

Writes the Y axis of the bone in Model to (X1,Y1,Z1).

void Model_Bone_SetZAxis(int Model, int BoneIndex, float X, float Y, float Z);

Model is a valid model and 0 <= BoneIndex < number of bones in Model.

Sets the Z axis of the bone in Model at BoneIndex to (X,Y,Z).

void Model_Bone_GetZAxis_OutV3(int Model, int BoneIndex);

Model is a valid model and 0 <= BoneIndex < number of bones in Model.

Writes the Z axis of the bone in Model to (X1,Y1,Z1).

void Model_Bone_SetUserData(int Model, int BoneIndex, float X, float Y, float Z);

Model is a valid model and 0 <= BoneIndex < number of bones in Model.

Sets the user data of the bone in Model at BoneIndex to (X,Y,Z).

void Model_Bone_GetUserData_OutV3(int Model, int BoneIndex);

Model is a valid model and 0 <= BoneIndex < number of bones in Model.

Writes the user data of the bone in Model to (X1,Y1,Z1).