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Model_Part_Vertice

void Model_Part_Vertice_SetPos(int Model, int PartIndex, int TriangleIndex, int VerticeIndex, float X, float Y, float Z);

Model is a valid model, 0 ≤ PartIndex < number of parts in Model, 0 ≤ TriangleIndex < number of triangles in the part at index Part and 0 ≤ VerticeIndex ≤ 2.

Sets the position of the vertice at VerticeIndex in the triangle at TriangleIndex in the part at PartIndex in Model to (X,Y,Z).

void Model_Part_Vertice_GetPos_OutV3(int Model, int PartIndex, int TriangleIndex, int VerticeIndex);

Model is a valid model, 0 ≤ PartIndex < number of parts in Model and 0 ≤ TriangleIndex < number of triangles in the part at index Part in Model.

Writes the position of the vertice at VerticeIndex in the triangle at TriangleIndex in the part at PartIndex in Model to (X1,Y1,Z1).

void Model_Part_Vertice_SetTexCoord(int Model, int PartIndex, int TriangleIndex, int VerticeIndex, float U1, float V1, float U2, float V2);

Model is a valid model, 0 ≤ PartIndex < number of parts in Model, 0 ≤ TriangleIndex < number of triangles in the part at index Part and 0 ≤ VerticeIndex ≤ 2.

Sets the texture coordinates of the vertice at VerticeIndex in the triangle at TriangleIndex in the part at PartIndex in Model to (U1,V1,U2,V2).

void Model_Part_Vertice_GetTexCoord_OutV4(int Model, int PartIndex, int TriangleIndex, int VerticeIndex);

Model is a valid model, 0 ≤ PartIndex < number of parts in Model and 0 ≤ TriangleIndex < number of triangles in the part at index Part in Model.

Writes the texture coordinates of the vertice at VerticeIndex in the triangle at TriangleIndex in the part at PartIndex in Model to (X1,Y1,Z1,W1).

void Model_Part_Vertice_SetColor(int Model, int PartIndex, int TriangleIndex, int VerticeIndex, float Red, float Green, float Blue, float Alpha);

Model is a valid model, 0 ≤ PartIndex < number of parts in Model and 0 ≤ TriangleIndex < number of triangles in the part at index Part in Model.

Sets the color of the vertice at VerticeIndex in the triangle at TriangleIndex in the part at PartIndex in Model to (Red,Green,Blue,Alpha).

void Model_Part_Vertice_GetColor_OutV4(int Model, int PartIndex, int TriangleIndex, int VerticeIndex);

Model is a valid model, 0 ≤ PartIndex < number of parts in Model and 0 ≤ TriangleIndex < number of triangles in the part at index Part in Model.

Writes the color of the vertice at VerticeIndex in the triangle at TriangleIndex in the part at PartIndex in Model to (X1,Y1,Z1,W1).

void Model_Part_Vertice_SetNormal(int Model, int PartIndex, int TriangleIndex, int VerticeIndex, float X, float Y, float Z);

Model is a valid model, 0 ≤ PartIndex < number of parts in Model and 0 ≤ TriangleIndex < number of triangles in the part at index Part in Model.

Sets the normal of the vertice at VerticeIndex in the triangle at TriangleIndex in the part at PartIndex in Model to (X,Y,Z).

void Model_Part_Vertice_GetNormal_OutV3(int Model, int PartIndex, int TriangleIndex, int VerticeIndex);

Model is a valid model, 0 ≤ PartIndex < number of parts in Model and 0 ≤ TriangleIndex < number of triangles in the part at index Part in Model.

Writes the normal of the vertice at VerticeIndex in the triangle at TriangleIndex in the part at PartIndex in Model to (X1,Y1,Z1).

void Model_Part_Vertice_SetA(int Model, int PartIndex, int TriangleIndex, int VerticeIndex, float X, float Y, float Z, float W);

Model is a valid model, 0 ≤ PartIndex < number of parts in Model and 0 ≤ TriangleIndex < number of triangles in the part at index Part in Model.

Sets the userdefined vector A of the vertice at VerticeIndex in the triangle at TriangleIndex in the part at PartIndex in Model to (X,Y,Z,W).

void Model_Part_Vertice_GetA_OutV4(int Model, int PartIndex, int TriangleIndex, int VerticeIndex);

Model is a valid model, 0 ≤ PartIndex < number of parts in Model and 0 ≤ TriangleIndex < number of triangles in the part at index Part in Model.

Writes the userdefined vector A of the vertice at VerticeIndex in the triangle at TriangleIndex in the part at PartIndex in Model to (X1,Y1,Z1,W1).

void Model_Part_Vertice_SetB(int Model, int PartIndex, int TriangleIndex, int VerticeIndex, float X, float Y, float Z, float W);

Model is a valid model, 0 ≤ PartIndex < number of parts in Model and 0 ≤ TriangleIndex < number of triangles in the part at index Part in Model.

Sets the userdefined vector B of the vertice at VerticeIndex in the triangle at TriangleIndex in the part at PartIndex in Model to (X,Y,Z,W).

void Model_Part_Vertice_GetB_OutV4(int Model, int PartIndex, int TriangleIndex, int VerticeIndex);

Model is a valid model, 0 ≤ PartIndex < number of parts in Model and 0 ≤ TriangleIndex < number of triangles in the part at index Part in Model.

Writes the userdefined vector B of the vertice at VerticeIndex in the triangle at TriangleIndex in the part at PartIndex in Model to (X1,Y1,Z1,W1).

void Model_Part_Vertice_SetBoneData(int Model, int PartIndex, int TriangleIndex, int VerticeIndex, float X, float Y, float Z, float W);

Model is a valid model, 0 ≤ PartIndex < number of parts in Model and 0 ≤ TriangleIndex < number of triangles in the part at index Part in Model.

Sets the bone data of the vertice at VerticeIndex in the triangle at TriangleIndex in the part at PartIndex in Model to (X,Y,Z,W).

void Model_Part_Vertice_GetBoneData_OutV4(int Model, int PartIndex, int TriangleIndex, int VerticeIndex);

Model is a valid model, 0 ≤ PartIndex < number of parts in Model and 0 ≤ TriangleIndex < number of triangles in the part at index Part in Model.

Writes the bone data of the vertice at VerticeIndex in the triangle at TriangleIndex in the part at PartIndex in Model to (X1,Y1,Z1,W1).

void Model_Part_Vertice_SetSelected(int Model, int PartIndex, int TriangleIndex, int VerticeIndex, float Selected);

Model is a valid model, 0 ≤ PartIndex < number of parts in Model and 0 ≤ TriangleIndex < number of triangles in the part at index Part in Model.

Sets the level of selection in the vertice at VerticeIndex in the triangle at TriangleIndex in the part at PartIndex in Model to Selected);.

float Model_Part_Vertice_GetSelected(int Model, int PartIndex, int TriangleIndex, int VerticeIndex);

A possible mistake is to expect results from the matrix buffer because most vertice properties are stored as vectors.

Model is a valid model, 0 ≤ PartIndex < number of parts in Model and 0 ≤ TriangleIndex < number of triangles in the part at index Part in Model.

Returns the level of selection in the vertice at VerticeIndex in the triangle at TriangleIndex in the part at PartIndex in Model.