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→ModelPart Methods: Capitalization Tag: 2017 source edit |
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A ModelPart represents a Cube, Mesh, or Group from Blockbench. | A ModelPart represents a Cube, Mesh, or Group from Blockbench. | ||
Via scripting, ModelParts can be modified dynamically to | Via scripting, ModelParts can be modified dynamically to achieve whatever visuals you need (limited to Minecraft's rendering engine) | ||
== Accessing ModelParts == | == Accessing ModelParts == | ||
<code>models</code> is the global that acts as the Root of your avatar | <code>models</code> is the global that acts as the Root of your avatar and is where all ModelParts are stored, either as a child of <code>models</code>, a child of a child, or further down the tree. | ||
Specifically, <code>models</code>'s children are Blockbench models. When an avatar is selected, not only are a bbmodel's Cubes, Meshes, and Groups converted into ModelParts, but the bbmodel file itself is converted into | Specifically, <code>models</code>'s children are Blockbench models. When an avatar is selected, not only are a bbmodel's Cubes, Meshes, and Groups converted into ModelParts, but the bbmodel file itself is converted into a ModelPart. | ||
To access a child ModelPart from a parent ModelPart, [https://www.lua.org/pil/2.5.html index] the parent using the child's name as a string. | To access a child ModelPart from a parent ModelPart, [https://www.lua.org/pil/2.5.html index] the parent using the child's name as a string. | ||
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Example: | Example: | ||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
local bbmodel = models["model"] | local bbmodel = models["model"] -- access the bbmodel "model.bbmodel" | ||
</syntaxhighlight> | </syntaxhighlight> | ||
This logic is the same for every single ModelPart. If you want to access a child, index the parent with the child's name. | This logic is the same for every single ModelPart. If you want to access a child, index the parent with the child's name. | ||
< | {{note|<code>models</code> itself is a ModelPart. This allows you to apply transformations to the entire model, using e.g. <code>models:setScale(0.5)</code>.|tag=Trivia|color=#A155DA}} | ||
The below example accesses the Head Group from the [[WikiExampleAvatar]] | The below example accesses the Head Group from the [[WikiExampleAvatar]] | ||
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local head = models.model.root.Head | local head = models.model.root.Head | ||
-- Below is invalid, as the name contains spaces | |||
local superMegaAwsomeThing = models.model.root.Super Mega Awsome Thing | local superMegaAwsomeThing = models.model.root.Super Mega Awsome Thing | ||
-- Super Mega Awsome Thing would need to be indexed with the normal method | |||
local superMegaAwsomeThing = models.model.root["Super Mega Awsome Thing"] | local superMegaAwsomeThing = models.model.root["Super Mega Awsome Thing"] | ||
</syntaxhighlight> | </syntaxhighlight> | ||
Line 42: | Line 41: | ||
</syntaxhighlight> | </syntaxhighlight> | ||
== | == ParentTypes == | ||
In Figura, a ParentType is applied to a ModelPart causing the ModelPart to behave in a predefined | In Figura, a [[ParentType]] is applied to a ModelPart causing the ModelPart to behave in a predefined way. This behavior includes acting as a vanilla part like the Head or LeftLeg, moving the rendering of special parts like held items, armor, or parrots, and binding the ModelPart to the World instead of the Player. | ||
ParentTypes can either be applied in Blockbench itself | ParentTypes can either be applied in Blockbench itself or via script. | ||
=== ParentTypes via BlockBench === | === ParentTypes via BlockBench === | ||
To define a ParentType in Blockbench, the name of a Group must begin with a ParentType | To define a ParentType in Blockbench, the name of a Group must begin with a case-sensitive ParentType. | ||
For example, the <code>Head</code> ParentType causes the ModelPart to move and rotate like the vanilla Head. If you name a Group the following, it will have this ParentType: | For example, the <code>Head</code> ParentType causes the ModelPart to move and rotate like the vanilla Head. If you name a Group the following, it will have this ParentType: | ||
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If you name a group the following, <b>it will not</b> have the <code>Head</code> ParentType: | If you name a group the following, <b>it will not</b> have the <code>Head</code> ParentType: | ||
* head => | * head => 'head' is not a valid ParentType. Capitalization matters! | ||
* BigHead => Does not begin with ParentType | * BigHead => Does not begin with ParentType | ||
* HeAd => | * HeAd => 'HeAd' is not a valid ParentType. Capitalization matters! | ||
Do note that some English words naturally start with a ParentType | Do note that some English words naturally start with a ParentType which can cause unintended behavior! | ||
For example, the word "Guitar". Seems innocent, right? Well, "Guitar" starts with "Gui", and "Gui" is an alias for the ParentType <code>Hud</code>, a ParentType that binds the ModelPart to the Heads Up Display where the hotbar and inventory reside. This causes the ModelPart to not be visible, as <code>Hud</code> parts have special rules. Be careful! | For example, the word "Guitar". Seems innocent, right? Well, "Guitar" starts with "Gui", and "Gui" is an alias for the ParentType <code>Hud</code>, a ParentType that binds the ModelPart to the Heads Up Display where the hotbar and inventory reside. This causes the ModelPart to not be visible, as [[ParentType/Hud|<code>Hud</code> parts have special rules]]. Be careful! | ||
<pre>Note: ParentTypes are sometimes called Keywords by legacy Figura users</pre> | <pre>Note: ParentTypes are sometimes called Keywords by legacy Figura users</pre> | ||
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Calling the <code>setParentType</code> on <em>any</em> ModelPart will override it's ParentType. | Calling the <code>setParentType</code> on <em>any</em> ModelPart will override it's ParentType. | ||
Simply [[ | Simply [[#Accessing_ModelParts|access]] the ModelPart, then call <code>setParentType</code> on it, passing in the ParentType as a string. | ||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
local head = models.model.root.Head | local head = models.model.root.Head | ||
Line 87: | Line 86: | ||
head:setParentType("None") | head:setParentType("None") | ||
</syntaxhighlight> | </syntaxhighlight> | ||
== ModelPart Methods == | == ModelPart methods == | ||
This is | |||
=== ModelPart properties === | |||
Read-only properties of a ModelPart | |||
==== getName ==== | |||
---- | |||
Returns the name of this ModelPart. ModelParts can have duplicate names. | |||
{| class="wikitable" | |||
! Arguments !! Return Type | |||
|- | |||
| <code>getName()</code> | |||
| {{type|string}} | |||
|} | |||
<syntaxhighlight lang="lua"> | |||
local head = models.model.root.Head | |||
print(head:getName()) --> "Head" | |||
</syntaxhighlight> | |||
==== getType ==== | |||
---- | |||
Returns the original type of this ModelPart. Can be <code>Cube</code>, <code>Mesh</code>, or <code>Group</code>. BBModels and folders are considered Groups. Cubes with no texture data are also considered Groups, as with no texture data their face data is stripped. | |||
{| class="wikitable" | |||
! Arguments !! Return Type | |||
|- | |||
| <code>getType()</code> | |||
|| <code>"Cube" | "Mesh" | "Group"</code> | |||
|} | |||
<syntaxhighlight lang="lua"> | |||
local head = models.model.root.Head | |||
print(head:getType()) --> "Group" | |||
</syntaxhighlight> | |||
=== Editing ModelPart hierarchy === | |||
Methods relating to getting other ModelParts and manipulating the ModelPart tree | |||
==== getParent ==== | |||
---- | |||
Returns the parent of this ModelPart, or <code>nil</code> if this is <code>models</code> or a loose ModelPart created via script. | |||
{| class="wikitable" | |||
! Arguments !! Return Type | |||
|- | |||
| <code>getParent()</code> | |||
| {{type|ModelPart|?}} | |||
|} | |||
<syntaxhighlight lang="lua"> | |||
local head = models.model.root.Head | |||
print(head:getParent()) --> ModelPart(root) | |||
</syntaxhighlight> | |||
==== getChildren ==== | |||
---- | |||
Returns an array containing all children of this ModelPart | |||
{| class="wikitable" | |||
! Arguments !! Return Type | |||
|- | |||
| <code>getChildren()</code> | |||
|| {{type|ModelPart|[]}} | |||
|} | |||
<syntaxhighlight lang="lua"> | |||
local root = models.model.root | |||
printTable(root:getChildren()) --[[ | |||
ModelPart(Head), | |||
ModelPart(Body), | |||
ModelPart(RightArm), | |||
ModelPart(LeftArm), | |||
ModelPart(RightLeg), | |||
ModelPart(LeftLeg), | |||
]]-- | |||
</syntaxhighlight> | |||
==== isChildOf ==== | |||
---- | |||
Recursively checks if this child is a decedent of the provided ModelPart. | |||
{| class="wikitable" | |||
! Arguments !! Return Type | |||
|- | |||
| <code>isChildOf(part {{type|ModelPart}})</code> | |||
|| {{type|boolean}} | |||
|} | |||
<syntaxhighlight lang="lua"> | |||
local model = models.model | |||
local head = model.root.Head | |||
print(head:isChildOf(model)) --> true | |||
</syntaxhighlight> | |||
==== copy ==== | |||
---- | |||
Copies the data of this ModelPart, assigning it a new name, then returning it. The new name has nothing to do with ParentTypes. The children of the copy are references to the original ModelPart's children. Extra work needs to be done to recursively copy it's children. The [[ModelPart#ModelPart_addChild|addChild]] method can then be used to add the copy to the ModelPart tree. | |||
{| class="wikitable" | |||
! Arguments !! Return Type | |||
|- | |||
| <code>copy(newName {{type|string}})</code> | |||
|| {{type|ModelPart}} | |||
|} | |||
<syntaxhighlight lang="lua"> | |||
local head = models.model.root.Head | |||
local headCopy = head:copy("NewHead") | |||
print(headCopy) --> ModelPart(NewHead) | |||
</syntaxhighlight> | |||
<syntaxhighlight lang="lua"> | |||
-- The parentType is copied with the ModelPart | |||
local head = models.model.root.Head | |||
local headCopy = head:copy("NewHead") | |||
print(headCopy:getParentType()) --> "Head" | |||
headCopy:setParentType("None") | |||
print(headCopy:getParentType()) --> "None" | |||
</syntaxhighlight> | |||
'''@see''' [[#setParentType|setParentType]],, [[#getParentType|getParentType]], | |||
<syntaxhighlight lang="lua"> | |||
-- Extra work is needed to deep copy a ModelPart's children as well | |||
local function deepCopy(model) | |||
local copy = model:copy(model:getName()) | |||
for _, child in pairs(copy:getChildren()) do | |||
copy:removeChild(child):addChild(deepCopy(child)) | |||
end | |||
return copy | |||
end | |||
local head = models.model.root.Head | |||
local headCube = head.Head | |||
-- headCopyA contains references to head's children because it is a shallow copy | |||
local headCopyA = head:copy("NewHead") | |||
print(headCopyA.Head == headCube) --> true | |||
-- headCopyB contains true copies of head's children as it was passed through a function that recursively copies children | |||
local headCopyB = deepCopy(head) | |||
print(headCopyB.Head == headCube) --> false | |||
</syntaxhighlight> | |||
'''@see''' [[#getName|getName]],, [[#getChildren|getChildren]],, [[#addChild|addChild]],, [[#removeChild|removeChild]], | |||
==== addChild ==== | |||
---- | |||
Adds the provided ModelPart as one of this ModelPart's children. Beware of adding a parent of this ModelPart as a child! This method returns this ModelPart for method chaining. | |||
{| class="wikitable" | |||
! Arguments !! Return Type | |||
|- | |||
| <code>addChild(part {{type|ModelPart}})</code> | |||
|| self {{type|ModelPart}} | |||
|} | |||
<syntaxhighlight lang="lua"> | |||
local root = models.model.root | |||
local headCopy = root.Head:copy("NewHead") | |||
root:addChild(headCopy) | |||
headCopy:setPos(10,0,0) | |||
</syntaxhighlight> | |||
'''@see''' [[#copy|copy]],, [[#setPos|setPos]], | |||
==== removeChild ==== | |||
---- | |||
Removes a child from this ModelPart. Takes in the child ModelPart itself. This method returns this ModelPart for method chaining. | |||
{| class="wikitable" | |||
! Arguments !! Return Type | |||
|- | |||
| <code>removeChild(partToRemove {{type|ModelPart}})</code> | |||
| self {{type|ModelPart}} | |||
|} | |||
<syntaxhighlight lang="lua"> | |||
local root = models.model.root | |||
local head = root.Head | |||
root:removeChild(head) -- Bye bye Head! | |||
-- Head is still valid and can be re-added later, so long as we keep a variable referencing it. | |||
print(head) --> ModelPart(Head) | |||
</syntaxhighlight> | |||
==== remove ==== | |||
---- | |||
Removes this ModelPart from the parent's child list. Returns self | |||
{| class="wikitable" | |||
! Arguments !! Return Type | |||
|- | |||
| <code>remove()</code> | |||
| self {{type|ModelPart}} | |||
|} | |||
<syntaxhighlight lang="lua"> | |||
local head = models.model.root.Head | |||
head:remove() -- Bye bye Head! | |||
-- Head is still valid and can be re-added, so long as we keep a variable referencing it. | |||
print(head) --> ModelPart(Head) | |||
models.model.root.LeftLeg:addChild(head) | |||
</syntaxhighlight> | |||
'''@see''' [[#addChild|addChild]], | |||
=== Manipulation === | |||
Methods relating to manipulating the ModelPart within physical space | |||
==== setPos ==== | |||
---- | |||
Sets the offset of the the position of the ModelPart. Position translation applies on the local rotation axis. | |||
<code>nil</code> values are interpreted as 0. | |||
{| class="wikitable" | |||
! Arguments !! Return Type | |||
|- | |||
| <code>setPos(pos {{type|Vector3}})</code> | |||
| self {{type|ModelPart}} | |||
|- | |||
| <code>setPos(x {{type|number}}, y {{type|number}}, z {{type|number}})</code> | |||
| self {{type|ModelPart}} | |||
|} | |||
<syntaxhighlight lang="lua"> | |||
local head = models.model.root.Head | |||
-- Move 10 units on the local y axis | |||
head:setPos(0, 10, 0) | |||
</syntaxhighlight> | |||
==== getPos ==== | |||
---- | |||
Returns the value that was used for <code>setPos</code>. Always 0,0,0 when script begins. | |||
{| class="wikitable" | |||
! Arguments !! Return Type | |||
|- | |||
| <code>getPos()</code> | |||
| {{type|Vector3}} | |||
|} | |||
<syntaxhighlight lang="lua"> | |||
local head = models.model.root.Head | |||
print(head:getPos()) --> vec(0,0,0) | |||
head:setPos(0, 10, 0) | |||
print(head:getPos()) --> vec(0,10,0) | |||
</syntaxhighlight> | |||
'''@see''' [[#setPos|setPos]], | |||
==== setRot ==== | |||
---- | |||
Sets the rotation of the ModelPart. Rotates the ModelPart around the PivotPoint. | |||
Angles are interpreted as degrees. <code>nil</code> values are interpreted as 0. | |||
{| class="wikitable" | |||
! Arguments !! Return Type | |||
|- | |||
| <code>setRot(rot {{type|Vector3}})</code> | |||
| self {{type|ModelPart}} | |||
|- | |||
| <code>setRot(pitch {{type|number}}, yaw {{type|number}}, roll {{type|number}})</code> | |||
| self {{type|ModelPart}} | |||
|} | |||
<syntaxhighlight lang="lua"> | |||
local head = models.model.root.Head | |||
-- Rotate 45 degrees on the x axis, causing the avatar to look down | |||
head:setRot(0, 45, 0) | |||
</syntaxhighlight> | |||
==== getRot ==== | |||
---- | |||
Returns the value that was used for <code>setRot</code>. Will be the Rotation values defined in BlockBench when script begins. | |||
{| class="wikitable" | |||
! Arguments !! Return Type | |||
|- | |||
| <code>getRot()</code> | |||
| {{type|Vector3}} | |||
|} | |||
<syntaxhighlight lang="lua"> | |||
local head = models.model.root.Head | |||
print(head:getRot()) --> vec(0,0,0) -- Most ModelParts will not have a rotation set in blockbench | |||
head:setRot(45, 0, 0) | |||
print(head:getRot()) --> vec(45,0,0) | |||
</syntaxhighlight> | |||
'''@see''' [[#setRot|setRot]], | |||
==== setScale ==== | |||
---- | |||
Sets the scale of the ModelPart. Scales the ModelPart around the PivotPoint. | |||
<code>nil</code> values are interpreted as 1. If a number is provided for x and both y and z are not defined, x will be used for all 3 axis. | |||
{| class="wikitable" | |||
! Arguments !! Return Type | |||
|- | |||
| <code>setScale(scale {{type|Vector3}})</code> | |||
| self {{type|ModelPart}} | |||
|- | |||
| <code>setScale(scaleAll {{type|number}})</code> | |||
| self {{type|ModelPart}} | |||
|- | |||
| <code>setScale(x {{type|number}}, y {{type|number}}, z {{type|number}})</code> | |||
| self {{type|ModelPart}} | |||
|} | |||
<syntaxhighlight lang="lua"> | |||
local head = models.model.root.Head | |||
-- Double the size of the head | |||
head:setScale(2) | |||
-- Squishes and stretches the entire model | |||
models.model:setScale(1.5, 0.75, 1.5) | |||
</syntaxhighlight> | |||
==== getScale ==== | |||
---- | |||
Returns the value that was used for <code>setScale</code>. Always 1,1,1 when script begins. | |||
{| class="wikitable" | |||
! Arguments !! Return Type | |||
|- | |||
| <code>getScale()</code> | |||
| {{type|Vector3}} | |||
|} | |||
<syntaxhighlight lang="lua"> | |||
local head = models.model.root.Head | |||
print(head:getScale()) --> vec(1,1,1) | |||
head:setScale(2) | |||
print(head:getScale()) --> vec(2,2,2) | |||
</syntaxhighlight> | |||
'''@see''' [[#setScale|setScale]], | |||
==== setPivot ==== | |||
---- | |||
Sets the pivot point of the ModelPart. ''This overrides the pivot point defined in blockbench.'' It is recommended to use [[#setOffsetPivot|setOffsetPivot]], instead. | |||
<code>nil</code> values are interpreted as 0. | |||
{| class="wikitable" | |||
! Arguments !! Return Type | |||
|- | |||
| <code>setPivot(pivot {{type|Vector3}})</code> | |||
| self {{type|ModelPart}} | |||
|- | |||
| <code>setPivot(x {{type|number}}, y {{type|number}}, z {{type|number}})</code> | |||
| self {{type|ModelPart}} | |||
|} | |||
<syntaxhighlight lang="lua"> | |||
local head = models.model.root.Head | |||
-- For a normal size humanoid model, the Head's pivot point is usually at 0,24,0 | |||
-- If we assume that the Head cube is an 8x8x8 cube, | |||
-- then the head will rotate around the center of the cube instead of the neck | |||
head:setPivot(0, 28, 0) | |||
</syntaxhighlight> | |||
==== getPivot ==== | |||
---- | |||
Returns the Pivot Point defined in BlockBench, or the value set by <code>setPivot</code> if it was already overwritten. | |||
{| class="wikitable" | |||
! Arguments !! Return Type | |||
|- | |||
| <code>getPivot()</code> | |||
| {{type|Vector3}} | |||
|} | |||
<syntaxhighlight lang="lua"> | |||
local head = models.model.root.Head | |||
-- The Head group's pivot point for a humanoid model is usually at 0,24,0 | |||
print(head:getPivot()) --> vec(0,24,0) | |||
head:setPivot(0,0,0) | |||
-- We have completely ruined the rendering of this ModelPart | |||
print(head:getPivot()) --> vec(0,0,0) | |||
</syntaxhighlight> | |||
'''@see''' [[#setPivot|setPivot]], | |||
==== setOffsetRot ==== | |||
---- | |||
Sets a rotation value that will be added to the ModelPart's rotation. | |||
Angles are interpreted as degrees. <code>nil</code> values are interpreted as 0. | |||
{| class="wikitable" | |||
! Arguments !! Return Type | |||
|- | |||
| <code>setOffsetRot(rot {{type|Vector3}})</code> | |||
| self {{type|ModelPart}} | |||
|- | |||
| <code>setOffsetRot(pitch {{type|number}}, yaw {{type|number}}, roll {{type|number}})</code> | |||
| self {{type|ModelPart}} | |||
|} | |||
<syntaxhighlight lang="lua"> | |||
local head = models.model.root.Head | |||
-- ModelParts inherit their rotation from blockbench. The Head usually has a rotation of 0,0,0 for consistency with the vanilla model | |||
print(head:getRot()) --> vec(0,0,0) | |||
-- Set the offset to 45 degrees on the x axis, causing the avatar to look down | |||
head:setOffsetRot(0, 45, 0) | |||
-- The original rotation is unchanged. | |||
print(head:getRot()) --> vec(0,0,0) | |||
-- setOffsetRot is not additive. | |||
head:setOffsetRot(0, 25, 0) | |||
print(head:getOffsetRot()) --> vec(0,25,0) | |||
</syntaxhighlight> | |||
'''@see''' [[#getRot|getRot]], [[#getOffsetRot|getOffsetRot]], | |||
==== getOffsetRot ==== | |||
---- | |||
Returns the value that was used for <code>setOffsetRot</code>. Will be 0,0,0 when the script begins | |||
{| class="wikitable" | |||
! Arguments !! Return Type | |||
|- | |||
| <code>getOffsetRot()</code> | |||
| {{type|Vector3}} | |||
|} | |||
<syntaxhighlight lang="lua"> | |||
local head = models.model.root.Head | |||
print(head:getOffsetRot()) --> vec(0,0,0) | |||
head:setOffsetRot(45, 0, 0) | |||
print(head:getOffsetRot()) --> vec(45,0,0) | |||
</syntaxhighlight> | |||
'''@see''' [[#setOffsetRot|setOffsetRot]], | |||
==== setOffsetScale ==== | |||
---- | |||
Sets a scale value that will be multiplied with the ModelPart's scale. | |||
<code>nil</code> values are interpreted as 1. If a number is provided for x and both y and z are not defined, x will be used for all 3 axis. | |||
{| class="wikitable" | |||
! Arguments !! Return Type | |||
|- | |||
| <code>setOffsetScale(scale {{type|Vector3}})</code> | |||
| self {{type|ModelPart}} | |||
|- | |||
| <code>setOffsetScale(scaleAll {{type|number}})</code> | |||
| self {{type|ModelPart}} | |||
|- | |||
| <code>setOffsetScale(x {{type|number}}, y {{type|number}}, z {{type|number}})</code> | |||
| self {{type|ModelPart}} | |||
|} | |||
<syntaxhighlight lang="lua"> | |||
local head = models.model.root.Head | |||
-- Double the size of the head | |||
head:setScale(2) | |||
-- Half the size of the head | |||
head:setOffsetScale(0.5) | |||
-- Results in no changes | |||
-- I have no idea what this is used for | |||
</syntaxhighlight> | |||
==== getOffsetScale ==== | |||
---- | |||
Returns the value that was used for <code>setOffsetScale</code>. Always 1,1,1 when script begins. | |||
{| class="wikitable" | |||
! Arguments !! Return Type | |||
|- | |||
| <code>getOffsetScale()</code> | |||
| {{type|Vector3}} | |||
|} | |||
<syntaxhighlight lang="lua"> | |||
local head = models.model.root.Head | |||
print(head:getOffsetScale()) --> vec(1,1,1) | |||
head:setOffsetScale(2) | |||
print(head:getOffsetScale()) --> vec(2,2,2) | |||
</syntaxhighlight> | |||
'''@see''' [[#setOffsetScale|setOffsetScale]], | |||
==== setOffsetPivot ==== | |||
---- | |||
Sets a value that will be added to the ModelPart's pivot point. | |||
<code>nil</code> values are interpreted as 0. | |||
{| class="wikitable" | |||
! Arguments !! Return Type | |||
|- | |||
| <code>setOffsetPivot(pivot {{type|Vector3}})</code> | |||
| self {{type|ModelPart}} | |||
|- | |||
| <code>setOffsetPivot(x {{type|number}}, y {{type|number}}, z {{type|number}})</code> | |||
| self {{type|ModelPart}} | |||
|} | |||
<syntaxhighlight lang="lua"> | |||
local head = models.model.root.Head | |||
-- If we assume that the Head cube is an 8x8x8 cube and offset the pivot up by 4, | |||
-- then the head will rotate around the center of the cube instead of the neck | |||
head:setOffsetPivot(0, 4, 0) | |||
-- Notice that we did not need to know the original pivot point to do this | |||
</syntaxhighlight> | |||
==== getOffsetPivot ==== | |||
---- | |||
Returns the value that was used for <code>setOffsetPivot</code>. Always 0,0,0 when script begins. | |||
{| class="wikitable" | |||
! Arguments !! Return Type | |||
|- | |||
| <code>getOffsetPivot()</code> | |||
| {{type|Vector3}} | |||
|} | |||
<syntaxhighlight lang="lua"> | |||
local head = models.model.root.Head | |||
print(head:getOffsetPivot()) --> vec(0,0,0) | |||
head:setOffsetPivot(0,4,0) | |||
print(head:getOffsetPivot()) --> vec(0,4,0) | |||
</syntaxhighlight> | |||
'''@see''' [[#setOffsetPivot|setOffsetPivot]], | |||
==== setMatrix ==== | |||
---- | |||
Allows you to manually define the matrix used for positioning this ModelPart. Returns self for method chaining. | |||
Using <code>setPos</code>, <code>setRot</code>, <code>setScale</code>, <code>setPivot</code>, <code>setOffsetRot</code>, <code>setOffsetScale</code>, or <code>setOffsetPivot</code> will undo <code>setMatrix</code> | |||
Using <code>getPos</code>, <code>getRot</code>, <code>getScale</code>, <code>getPivot</code>, <code>getOffsetRot</code>, <code>getOffsetScale</code>, or <code>getOffsetPivot</code> will return invalid values while <code>setMatrix</code> is in effect. | |||
<code>getTruePos</code>, <code>getTrueRot</code>, <code>getTrueScale</code>, and <code>getTruePivot</code> are probably also affected, but nobody tested them yet. | |||
{| class="wikitable" | |||
! Arguments !! Return Type | |||
|- | |||
| <code>setMatrix(matrix {{type|Matrix4}})</code> | |||
| self {{type|ModelPart}} | |||
|} | |||
<syntaxhighlight lang="lua"> | |||
-- no example provided | |||
</syntaxhighlight> | |||
==== getTruePos ==== | |||
---- | |||
Returns the position after all calculations are done. This includes <code>setPos</code> and the data from all playing Animations. | |||
This does not include ParentTypes or transformations applied from a parent part. | |||
{| class="wikitable" | |||
! Arguments !! Return Type | |||
|- | |||
| <code>getTruePos()</code> | |||
| {{type|Vector3}} | |||
|} | |||
<syntaxhighlight lang="lua"> | |||
-- no example provided | |||
</syntaxhighlight> | |||
==== getTrueRot ==== | |||
---- | |||
Returns the rotation after all calculations are done. This includes <code>setRot</code>, <code>setOffsetRot</code>, and the data from all playing Animations. | |||
This does not include ParentTypes or transformations applied from a parent part. | |||
{| class="wikitable" | |||
! Arguments !! Return Type | |||
|- | |||
| <code>getTruePos()</code> | |||
| {{type|Vector3}} | |||
|} | |||
<syntaxhighlight lang="lua"> | |||
-- no example provided | |||
</syntaxhighlight> | |||
==== getTrueScale ==== | |||
---- | |||
Returns the scale after all calculations are done. This includes <code>setScale</code>, <code>setOffsetScale</code>, and the data from all playing Animations. | |||
This does not include ParentTypes or transformations applied from a parent part. | |||
{| class="wikitable" | |||
! Arguments !! Return Type | |||
|- | |||
| <code>getTrueScale()</code> | |||
| {{type|Vector3}} | |||
|} | |||
<syntaxhighlight lang="lua"> | |||
-- no example provided | |||
</syntaxhighlight> | |||
==== getTruePivot ==== | |||
---- | |||
Returns the pivot point after all calculations are done. This includes <code>setPivot</code> and <code>setOffsetPivot</code> | |||
This does not include ParentTypes or transformations applied from a parent part. | |||
{| class="wikitable" | |||
! Arguments !! Return Type | |||
|- | |||
| <code>getTruePivot()</code> | |||
| {{type|Vector3}} | |||
|} | |||
<syntaxhighlight lang="lua"> | |||
-- no example provided | |||
</syntaxhighlight> | |||
=== Visual manipulation === | |||
Methods relating to modifying how a ModelPart looks | |||
todo: put anything related to renderType, textures, and other visual modifications in here | |||
==== setVisible ==== | |||
---- | |||
Sets if this ModelPart is visible or not. Children of this ModelPart will also be invisible while this part is invisible. | |||
A value of <code>nil</code> is interpreted as <code>true</code> on 0.1.4 and below, and <code>false</code> on 0.1.5 and above. This message will disappear <s>if</s> when 0.1.6 is released. | |||
{| class="wikitable" | |||
! Arguments !! Return Type | |||
|- | |||
| <code>setVisible(visible {{type|boolean}})</code> | |||
| self {{type|ModelPart}} | |||
|} | |||
<syntaxhighlight lang="lua"> | |||
local head = models.model.root.Head | |||
head:setVisible(false) -- Bye bye Head! | |||
</syntaxhighlight> | |||
==== getVisible ==== | |||
---- | |||
Recursively goes up the ModelPart tree until it finds a ModelPart that is invisible, or the ModelPart is <code>models</code> | |||
In other words, if a parent part is invisible, this function returns <code>false</code>. If all parent parts are visible, this function will return <code>true</code> or <code>nil</code>. Kinda stupid. This is fixed in 0.1.5 to never return <code>nil</code>. | |||
{| class="wikitable" | |||
! Arguments !! Return Type | |||
|- | |||
| <code>getVisible()</code> | |||
| {{type|bool|?}} {{until|0.1.5}} | |||
|- | |||
| <code>getVisible()</code> | |||
| {{type|bool}} {{since|0.1.5}} | |||
|} | |||
<syntaxhighlight lang="lua"> | |||
local root = models.model.root.Head | |||
print(root.Head:getVisible()) --> nil --< this is stupid | |||
root:setVisible(false) -- Bye bye root! | |||
print(root.Head:getVisible()) --> false | |||
root:setVisible(true) -- Welcome back root! | |||
print(root.Head:getVisible()) --> true --< aaaaaaaa | |||
</syntaxhighlight> | |||
==== setColor ==== | |||
---- | |||
Sets a value to multiply with all pixels on the ModelPart's texture. Children of this ModelPart inherit the color, multiplied with their own. | |||
1,1,1 multiplies all color channels by 1, resulting in the texture unchanged. 0,0,0 results in all channels being black. | |||
Expects values between 0 and 1. Numbers larger than 1 results in undocumented behaviour. <code>nil</code> values are interpreted as 1. If only <code>r</code> is defined as a number and both <code>g</code> and <code>b</code> are omitted, <code>r</code> is used for all 3 color channels. | |||
{| class="wikitable" | |||
! Arguments !! Return Type | |||
|- | |||
| <code>setColor(color {{type|Vector3}})</code> | |||
| self {{type|ModelPart}} | |||
|- | |||
| <code>setColor(colorAll {{type|number}})</code> | |||
| self {{type|ModelPart}} | |||
|- | |||
| <code>setColor(r {{type|number}}, g {{type|number}}, b {{type|number}})</code> | |||
| self {{type|ModelPart}} | |||
|} | |||
<syntaxhighlight lang="lua"> | |||
local root = models.model.root | |||
-- Darken the entire model | |||
root:setColor(0.5,0.5,0.5) | |||
-- Tint the Head red by reducing the other color channels. | |||
-- Color is inherited from parents, so the effective color is (0.5, 0.45, 0.45) | |||
root.Head:setColor(1,0.7,0.7) | |||
</syntaxhighlight> | |||
<syntaxhighlight lang="lua"> | |||
-- If you want to 'reset' a child's color value, extra work is needed. | |||
-- Color is max red | |||
local color = vec(1,0,0) | |||
local root = models.model.root | |||
-- root has color | |||
root:setColor(color) | |||
-- Through magic and wizardry, this 'resets' the color of Head back to white, dispite it's parent having a non-white color | |||
root.Head:setColor(-color + 2) | |||
</syntaxhighlight> | |||
==== getColor ==== | |||
---- | |||
Gets the value set by <code>setColor</code>. Returns 1,1,1 when script begins. | |||
{| class="wikitable" | |||
! Arguments !! Return Type | |||
|- | |||
| <code>getColor()</code> | |||
| {{type|Vector3}} | |||
|} | |||
<syntaxhighlight lang="lua"> | |||
local root = models.model.root | |||
root:setColor(0.5) | |||
print(root:getColor()) --> (0.5, 0.5, 0.5) | |||
root.Head:setColor(1,0.7,0.7) | |||
// getColor is not recursive | |||
print(root.Head:getColor()) --> (1, 0.7, 0.7) | |||
</syntaxhighlight> | |||
'''@see''' [[#setColor|setColor]], | |||
==== setOpacity ==== | |||
---- | |||
Sets the opacity of the ModelPart. Children of this ModelPart inherit the opacity, multiplied with their own. | |||
Minecraft has a minimum visible opacity of 0.1. Opacity values lower than 0.1 will not render at all. Needs verification. | |||
Only supported on [[RenderType|RenderTypes]] that support translucency. The default primary RenderType is <code>TRANSLUCENT</code>, so most don't have to worry about it. | |||
Expects a value between 0 and 1. | |||
{| class="wikitable" | |||
! Arguments !! Return Type | |||
|- | |||
| <code>setOpacity(opacity {{type|number}})</code> | |||
| self {{type|ModelPart}} | |||
|} | |||
<syntaxhighlight lang="lua"> | |||
local root = models.model.root | |||
-- Half opacity | |||
root:setOpacity(0.5) | |||
-- Half of half opacity | |||
root.Head:setColor(0.5) | |||
</syntaxhighlight> | |||
==== getOpacity ==== | |||
---- | |||
Gets the value set by <code>setOpacity</code>. Returns 1 when script begins. | |||
{| class="wikitable" | |||
! Arguments !! Return Type | |||
|- | |||
| <code>getOpacity()</code> | |||
| {{type|number}} | |||
|} | |||
<syntaxhighlight lang="lua"> | |||
local root = models.model.root | |||
root:setOpacity(0.5) | |||
print(root:getOpacity()) --> 0.5 | |||
root.Head:setOpacity(0.5) | |||
// getOpacity is not recursive | |||
print(root.Head:getOpacity()) --> 0.5 | |||
</syntaxhighlight> | |||
'''@see''' [[#setOpacity|setOpacity]], | |||
==== setLight ==== | |||
---- | |||
Overrides the lightlevels used to render the ModelPart. Children of this ModelPart inherit the lightlevel. | |||
Expects 2 values between 0 and 15, or <code>nil</code>. Providing <code>nil</code> will undo the override, allowing Minecraft to control the lightlevel again. | |||
{| class="wikitable" | |||
! Arguments !! Return Type | |||
|- | |||
| <code>setLight(light {{type|Vector2|?}})</code> | |||
| self {{type|ModelPart}} | |||
|- | |||
| <code>setLight(blockLight {{type|integer|?}}, skyLight {{type|integer|?}})</code> | |||
| self {{type|ModelPart}} | |||
|} | |||
<syntaxhighlight lang="lua"> | |||
local root = models.model.root | |||
-- Max light | |||
root:setLight(15, 15) | |||
</syntaxhighlight> | |||
<syntaxhighlight lang="lua"> | |||
local root = models.model.root | |||
-- set light based on position (This is a fix for broken lighting on World parts) | |||
function events.tick() | |||
local pos = player:getPos() | |||
local blockLight = world.getBlockLightLevel(pos) | |||
local skyLight = world.getSkyLightLevel(pos) | |||
root:setLight(blockLight, skyLight) | |||
end | |||
</syntaxhighlight> | |||
'''@see''' [[PlayerAPI#PlayerAPI:getPos|player:getPos]] [[WorldAPI#WorldAPI.getBlockLightLevel|world.getBlockLightLevel]] [[WorldAPI#WorldAPI.getSkyLightLevel|world.getSkyLightLevel]] | |||
==== getLight ==== | |||
---- | |||
Gets the value set by <code>setLight</code>. Returns <code>nil</code> when script begins. | |||
{| class="wikitable" | |||
! Arguments !! Return Type | |||
|- | |||
| <code>getLight()</code> | |||
| {{type|Vector2}} | |||
|} | |||
<syntaxhighlight lang="lua"> | |||
local root = models.model.root | |||
print(root:getLight()) --> nil | |||
root:setLight(12, 8) | |||
let light = root:getLight() | |||
print(light) --> vec(12, 8) | |||
print("BlockLightLevel -> ", light.x) --> "BlockLightLevel -> 12" | |||
print("SkyLightLevel -> ", light.y) --> "BlockLightLevel -> 8" | |||
</syntaxhighlight> | |||
'''@see''' [[#setLight|setLight]], | |||
==== setOverlay ==== | |||
---- | |||
Overrides the values used for rendering the red damage tint and the white creeper fuse effect. Really only useful for preventing the damage overlay from rendering on stuff like armor. | |||
Valid values for whiteOverlay: 0-15 | |||
Valid values for hurtOverlay: 0-7 | |||
whiteOverlay is a gradually increasing white tint from 0 - 15 | |||
hurtOverlay is an unchanging red tint from 0 - 7. | |||
When set, hurtOverlay overrides whiteOverlay. For whiteOverlay to not be overriden, hurtOverlay needs to be 8 or more. | |||
Providing <code>nil</code> will undo the override, allowing Minecraft to control the overlay again. | |||
{| class="wikitable" | |||
! Arguments !! Return Type | |||
|- | |||
| <code>setOverlay(overlayVector {{type|Vector2|?}})</code> | |||
| self {{type|ModelPart}} | |||
|- | |||
| <code>setOverlay(whiteOverlay {{type|integer|?}}, hurtOverlay {{type|integer}})</code> | |||
| self {{type|ModelPart}} | |||
|} | |||
<syntaxhighlight lang="lua"> | |||
local root = models.model.root | |||
-- Damage overlay | |||
root:setOverlay(0, 0) | |||
-- Literally no difference | |||
root:setOverlay(0, 5) | |||
root:setOverlay(0, 7) | |||
-- Doesnt work. Damage overlay overrides white | |||
root:setOverlay(15, 0) | |||
-- This works. Max white overlay | |||
root:setOverlay(15, 15) | |||
-- This can be used to for preventing the damage overlay on armor | |||
root:setOverlay(0, 15) | |||
-- Give control back to Minecraft | |||
root:setOverlay(nil) | |||
</syntaxhighlight> | |||
==== getOverlay ==== | |||
---- | |||
Gets the value set by <code>setOverlay</code>. Returns <code>nil</code> when script begins. | |||
{| class="wikitable" | |||
! Arguments !! Return Type | |||
|- | |||
| <code>getOverlay()</code> | |||
| {{type|Vector2}} | |||
|} | |||
<syntaxhighlight lang="lua"> | |||
local root = models.model.root | |||
print(root:getOverlay()) --> nil | |||
root:setOverlay(8, 15) | |||
let overlay = root:getOverlay() | |||
print(overlay) --> vec(8, 15) | |||
print("whiteOverlay -> ", overlay.x) --> "whiteOverlay -> 8" | |||
print("hurtOverlay -> ", overlay.y) --> "hurtOverlay -> 15" | |||
</syntaxhighlight> | |||
'''@see''' [[#setOverlay|setOverlay]], | |||
=== renderTasks === | |||
todo: put all rendertask functions in here | |||
=== Render methods === | |||
todo: Put partToWorldMatrix, preRender, midRender, and PostRender in here | |||
=== Animation methods === | |||
todo: put getAnimPos/Rot/Scale and overrideVanillaPos/Rot/Scale in here | |||
== Navigation == | |||
{{Navbox documentation}} |
Latest revision as of 21:17, 28 September 2024
A ModelPart represents a Cube, Mesh, or Group from Blockbench.
Via scripting, ModelParts can be modified dynamically to achieve whatever visuals you need (limited to Minecraft's rendering engine)
Accessing ModelParts
models
is the global that acts as the Root of your avatar and is where all ModelParts are stored, either as a child of models
, a child of a child, or further down the tree.
Specifically, models
's children are Blockbench models. When an avatar is selected, not only are a bbmodel's Cubes, Meshes, and Groups converted into ModelParts, but the bbmodel file itself is converted into a ModelPart.
To access a child ModelPart from a parent ModelPart, index the parent using the child's name as a string.
Example:
local bbmodel = models["model"] -- access the bbmodel "model.bbmodel"
This logic is the same for every single ModelPart. If you want to access a child, index the parent with the child's name.
models
itself is a ModelPart. This allows you to apply transformations to the entire model, using e.g. models:setScale(0.5)
.
The below example accesses the Head Group from the WikiExampleAvatar
local head = models["model"]["root"]["Head"]
If the above seems tedious, Lua provides a shorthand way of indexing with strings. It only works when the string contains no spaces or special characters.
local head = models.model.root.Head
-- Below is invalid, as the name contains spaces
local superMegaAwsomeThing = models.model.root.Super Mega Awsome Thing
-- Super Mega Awsome Thing would need to be indexed with the normal method
local superMegaAwsomeThing = models.model.root["Super Mega Awsome Thing"]
BBModels within folders
When a bbmodel is within a folder, Figura will actually turn the folder itself into a ModelPart. This can be confusing as ModelParts are the only thing that does this.
local folderHead = models.folder.model.root.Head
ParentTypes
In Figura, a ParentType is applied to a ModelPart causing the ModelPart to behave in a predefined way. This behavior includes acting as a vanilla part like the Head or LeftLeg, moving the rendering of special parts like held items, armor, or parrots, and binding the ModelPart to the World instead of the Player.
ParentTypes can either be applied in Blockbench itself or via script.
ParentTypes via BlockBench
To define a ParentType in Blockbench, the name of a Group must begin with a case-sensitive ParentType.
For example, the Head
ParentType causes the ModelPart to move and rotate like the vanilla Head. If you name a Group the following, it will have this ParentType:
- Head
- HEAD
- Head2
- HeadPhones
If you name a group the following, it will not have the Head
ParentType:
- head => 'head' is not a valid ParentType. Capitalization matters!
- BigHead => Does not begin with ParentType
- HeAd => 'HeAd' is not a valid ParentType. Capitalization matters!
Do note that some English words naturally start with a ParentType which can cause unintended behavior!
For example, the word "Guitar". Seems innocent, right? Well, "Guitar" starts with "Gui", and "Gui" is an alias for the ParentType Hud
, a ParentType that binds the ModelPart to the Heads Up Display where the hotbar and inventory reside. This causes the ModelPart to not be visible, as Hud
parts have special rules. Be careful!
Note: ParentTypes are sometimes called Keywords by legacy Figura users
ParentTypes via Script
Calling the setParentType
on any ModelPart will override it's ParentType.
Simply access the ModelPart, then call setParentType
on it, passing in the ParentType as a string.
local head = models.model.root.Head
head:setParentType("RightArm")
To remove a ParentType from a ModelPart, call setParentType
with the string "None"
local head = models.model.root.Head
head:setParentType("None")
ModelParts do not remember their original ParentType! If you need a ModelPart's original ParentType, store it in a variable for later:
local head = models.model.root.Head
local headParentType = head:getParentType()
head:setParentType("None")
ModelPart methods
ModelPart properties
Read-only properties of a ModelPart
getName
Returns the name of this ModelPart. ModelParts can have duplicate names.
Arguments | Return Type |
---|---|
getName()
|
string |
local head = models.model.root.Head
print(head:getName()) --> "Head"
getType
Returns the original type of this ModelPart. Can be Cube
, Mesh
, or Group
. BBModels and folders are considered Groups. Cubes with no texture data are also considered Groups, as with no texture data their face data is stripped.
Arguments | Return Type |
---|---|
getType()
|
"Cube" | "Mesh" | "Group"
|
local head = models.model.root.Head
print(head:getType()) --> "Group"
Editing ModelPart hierarchy
Methods relating to getting other ModelParts and manipulating the ModelPart tree
getParent
Returns the parent of this ModelPart, or nil
if this is models
or a loose ModelPart created via script.
Arguments | Return Type |
---|---|
getParent()
|
ModelPart | nil |
local head = models.model.root.Head
print(head:getParent()) --> ModelPart(root)
getChildren
Returns an array containing all children of this ModelPart
Arguments | Return Type |
---|---|
getChildren()
|
ModelPart[] |
local root = models.model.root
printTable(root:getChildren()) --[[
ModelPart(Head),
ModelPart(Body),
ModelPart(RightArm),
ModelPart(LeftArm),
ModelPart(RightLeg),
ModelPart(LeftLeg),
]]--
isChildOf
Recursively checks if this child is a decedent of the provided ModelPart.
Arguments | Return Type |
---|---|
isChildOf(part ModelPart)
|
boolean |
local model = models.model
local head = model.root.Head
print(head:isChildOf(model)) --> true
copy
Copies the data of this ModelPart, assigning it a new name, then returning it. The new name has nothing to do with ParentTypes. The children of the copy are references to the original ModelPart's children. Extra work needs to be done to recursively copy it's children. The addChild method can then be used to add the copy to the ModelPart tree.
Arguments | Return Type |
---|---|
copy(newName string)
|
ModelPart |
local head = models.model.root.Head
local headCopy = head:copy("NewHead")
print(headCopy) --> ModelPart(NewHead)
-- The parentType is copied with the ModelPart
local head = models.model.root.Head
local headCopy = head:copy("NewHead")
print(headCopy:getParentType()) --> "Head"
headCopy:setParentType("None")
print(headCopy:getParentType()) --> "None"
@see setParentType,, getParentType,
-- Extra work is needed to deep copy a ModelPart's children as well
local function deepCopy(model)
local copy = model:copy(model:getName())
for _, child in pairs(copy:getChildren()) do
copy:removeChild(child):addChild(deepCopy(child))
end
return copy
end
local head = models.model.root.Head
local headCube = head.Head
-- headCopyA contains references to head's children because it is a shallow copy
local headCopyA = head:copy("NewHead")
print(headCopyA.Head == headCube) --> true
-- headCopyB contains true copies of head's children as it was passed through a function that recursively copies children
local headCopyB = deepCopy(head)
print(headCopyB.Head == headCube) --> false
@see getName,, getChildren,, addChild,, removeChild,
addChild
Adds the provided ModelPart as one of this ModelPart's children. Beware of adding a parent of this ModelPart as a child! This method returns this ModelPart for method chaining.
Arguments | Return Type |
---|---|
addChild(part ModelPart)
|
self ModelPart |
local root = models.model.root
local headCopy = root.Head:copy("NewHead")
root:addChild(headCopy)
headCopy:setPos(10,0,0)
removeChild
Removes a child from this ModelPart. Takes in the child ModelPart itself. This method returns this ModelPart for method chaining.
Arguments | Return Type |
---|---|
removeChild(partToRemove ModelPart)
|
self ModelPart |
local root = models.model.root
local head = root.Head
root:removeChild(head) -- Bye bye Head!
-- Head is still valid and can be re-added later, so long as we keep a variable referencing it.
print(head) --> ModelPart(Head)
remove
Removes this ModelPart from the parent's child list. Returns self
Arguments | Return Type |
---|---|
remove()
|
self ModelPart |
local head = models.model.root.Head
head:remove() -- Bye bye Head!
-- Head is still valid and can be re-added, so long as we keep a variable referencing it.
print(head) --> ModelPart(Head)
models.model.root.LeftLeg:addChild(head)
@see addChild,
Manipulation
Methods relating to manipulating the ModelPart within physical space
setPos
Sets the offset of the the position of the ModelPart. Position translation applies on the local rotation axis.
nil
values are interpreted as 0.
Arguments | Return Type |
---|---|
setPos(pos Vector3)
|
self ModelPart |
setPos(x number, y number, z number)
|
self ModelPart |
local head = models.model.root.Head
-- Move 10 units on the local y axis
head:setPos(0, 10, 0)
getPos
Returns the value that was used for setPos
. Always 0,0,0 when script begins.
Arguments | Return Type |
---|---|
getPos()
|
Vector3 |
local head = models.model.root.Head
print(head:getPos()) --> vec(0,0,0)
head:setPos(0, 10, 0)
print(head:getPos()) --> vec(0,10,0)
@see setPos,
setRot
Sets the rotation of the ModelPart. Rotates the ModelPart around the PivotPoint.
Angles are interpreted as degrees. nil
values are interpreted as 0.
Arguments | Return Type |
---|---|
setRot(rot Vector3)
|
self ModelPart |
setRot(pitch number, yaw number, roll number)
|
self ModelPart |
local head = models.model.root.Head
-- Rotate 45 degrees on the x axis, causing the avatar to look down
head:setRot(0, 45, 0)
getRot
Returns the value that was used for setRot
. Will be the Rotation values defined in BlockBench when script begins.
Arguments | Return Type |
---|---|
getRot()
|
Vector3 |
local head = models.model.root.Head
print(head:getRot()) --> vec(0,0,0) -- Most ModelParts will not have a rotation set in blockbench
head:setRot(45, 0, 0)
print(head:getRot()) --> vec(45,0,0)
@see setRot,
setScale
Sets the scale of the ModelPart. Scales the ModelPart around the PivotPoint.
nil
values are interpreted as 1. If a number is provided for x and both y and z are not defined, x will be used for all 3 axis.
Arguments | Return Type |
---|---|
setScale(scale Vector3)
|
self ModelPart |
setScale(scaleAll number)
|
self ModelPart |
setScale(x number, y number, z number)
|
self ModelPart |
local head = models.model.root.Head
-- Double the size of the head
head:setScale(2)
-- Squishes and stretches the entire model
models.model:setScale(1.5, 0.75, 1.5)
getScale
Returns the value that was used for setScale
. Always 1,1,1 when script begins.
Arguments | Return Type |
---|---|
getScale()
|
Vector3 |
local head = models.model.root.Head
print(head:getScale()) --> vec(1,1,1)
head:setScale(2)
print(head:getScale()) --> vec(2,2,2)
@see setScale,
setPivot
Sets the pivot point of the ModelPart. This overrides the pivot point defined in blockbench. It is recommended to use setOffsetPivot, instead.
nil
values are interpreted as 0.
Arguments | Return Type |
---|---|
setPivot(pivot Vector3)
|
self ModelPart |
setPivot(x number, y number, z number)
|
self ModelPart |
local head = models.model.root.Head
-- For a normal size humanoid model, the Head's pivot point is usually at 0,24,0
-- If we assume that the Head cube is an 8x8x8 cube,
-- then the head will rotate around the center of the cube instead of the neck
head:setPivot(0, 28, 0)
getPivot
Returns the Pivot Point defined in BlockBench, or the value set by setPivot
if it was already overwritten.
Arguments | Return Type |
---|---|
getPivot()
|
Vector3 |
local head = models.model.root.Head
-- The Head group's pivot point for a humanoid model is usually at 0,24,0
print(head:getPivot()) --> vec(0,24,0)
head:setPivot(0,0,0)
-- We have completely ruined the rendering of this ModelPart
print(head:getPivot()) --> vec(0,0,0)
@see setPivot,
setOffsetRot
Sets a rotation value that will be added to the ModelPart's rotation.
Angles are interpreted as degrees. nil
values are interpreted as 0.
Arguments | Return Type |
---|---|
setOffsetRot(rot Vector3)
|
self ModelPart |
setOffsetRot(pitch number, yaw number, roll number)
|
self ModelPart |
local head = models.model.root.Head
-- ModelParts inherit their rotation from blockbench. The Head usually has a rotation of 0,0,0 for consistency with the vanilla model
print(head:getRot()) --> vec(0,0,0)
-- Set the offset to 45 degrees on the x axis, causing the avatar to look down
head:setOffsetRot(0, 45, 0)
-- The original rotation is unchanged.
print(head:getRot()) --> vec(0,0,0)
-- setOffsetRot is not additive.
head:setOffsetRot(0, 25, 0)
print(head:getOffsetRot()) --> vec(0,25,0)
@see getRot, getOffsetRot,
getOffsetRot
Returns the value that was used for setOffsetRot
. Will be 0,0,0 when the script begins
Arguments | Return Type |
---|---|
getOffsetRot()
|
Vector3 |
local head = models.model.root.Head
print(head:getOffsetRot()) --> vec(0,0,0)
head:setOffsetRot(45, 0, 0)
print(head:getOffsetRot()) --> vec(45,0,0)
@see setOffsetRot,
setOffsetScale
Sets a scale value that will be multiplied with the ModelPart's scale.
nil
values are interpreted as 1. If a number is provided for x and both y and z are not defined, x will be used for all 3 axis.
Arguments | Return Type |
---|---|
setOffsetScale(scale Vector3)
|
self ModelPart |
setOffsetScale(scaleAll number)
|
self ModelPart |
setOffsetScale(x number, y number, z number)
|
self ModelPart |
local head = models.model.root.Head
-- Double the size of the head
head:setScale(2)
-- Half the size of the head
head:setOffsetScale(0.5)
-- Results in no changes
-- I have no idea what this is used for
getOffsetScale
Returns the value that was used for setOffsetScale
. Always 1,1,1 when script begins.
Arguments | Return Type |
---|---|
getOffsetScale()
|
Vector3 |
local head = models.model.root.Head
print(head:getOffsetScale()) --> vec(1,1,1)
head:setOffsetScale(2)
print(head:getOffsetScale()) --> vec(2,2,2)
@see setOffsetScale,
setOffsetPivot
Sets a value that will be added to the ModelPart's pivot point.
nil
values are interpreted as 0.
Arguments | Return Type |
---|---|
setOffsetPivot(pivot Vector3)
|
self ModelPart |
setOffsetPivot(x number, y number, z number)
|
self ModelPart |
local head = models.model.root.Head
-- If we assume that the Head cube is an 8x8x8 cube and offset the pivot up by 4,
-- then the head will rotate around the center of the cube instead of the neck
head:setOffsetPivot(0, 4, 0)
-- Notice that we did not need to know the original pivot point to do this
getOffsetPivot
Returns the value that was used for setOffsetPivot
. Always 0,0,0 when script begins.
Arguments | Return Type |
---|---|
getOffsetPivot()
|
Vector3 |
local head = models.model.root.Head
print(head:getOffsetPivot()) --> vec(0,0,0)
head:setOffsetPivot(0,4,0)
print(head:getOffsetPivot()) --> vec(0,4,0)
@see setOffsetPivot,
setMatrix
Allows you to manually define the matrix used for positioning this ModelPart. Returns self for method chaining.
Using setPos
, setRot
, setScale
, setPivot
, setOffsetRot
, setOffsetScale
, or setOffsetPivot
will undo setMatrix
Using getPos
, getRot
, getScale
, getPivot
, getOffsetRot
, getOffsetScale
, or getOffsetPivot
will return invalid values while setMatrix
is in effect.
getTruePos
, getTrueRot
, getTrueScale
, and getTruePivot
are probably also affected, but nobody tested them yet.
Arguments | Return Type |
---|---|
setMatrix(matrix Matrix4)
|
self ModelPart |
-- no example provided
getTruePos
Returns the position after all calculations are done. This includes setPos
and the data from all playing Animations.
This does not include ParentTypes or transformations applied from a parent part.
Arguments | Return Type |
---|---|
getTruePos()
|
Vector3 |
-- no example provided
getTrueRot
Returns the rotation after all calculations are done. This includes setRot
, setOffsetRot
, and the data from all playing Animations.
This does not include ParentTypes or transformations applied from a parent part.
Arguments | Return Type |
---|---|
getTruePos()
|
Vector3 |
-- no example provided
getTrueScale
Returns the scale after all calculations are done. This includes setScale
, setOffsetScale
, and the data from all playing Animations.
This does not include ParentTypes or transformations applied from a parent part.
Arguments | Return Type |
---|---|
getTrueScale()
|
Vector3 |
-- no example provided
getTruePivot
Returns the pivot point after all calculations are done. This includes setPivot
and setOffsetPivot
This does not include ParentTypes or transformations applied from a parent part.
Arguments | Return Type |
---|---|
getTruePivot()
|
Vector3 |
-- no example provided
Visual manipulation
Methods relating to modifying how a ModelPart looks
todo: put anything related to renderType, textures, and other visual modifications in here
setVisible
Sets if this ModelPart is visible or not. Children of this ModelPart will also be invisible while this part is invisible.
A value of nil
is interpreted as true
on 0.1.4 and below, and false
on 0.1.5 and above. This message will disappear if when 0.1.6 is released.
Arguments | Return Type |
---|---|
setVisible(visible boolean)
|
self ModelPart |
local head = models.model.root.Head
head:setVisible(false) -- Bye bye Head!
getVisible
Recursively goes up the ModelPart tree until it finds a ModelPart that is invisible, or the ModelPart is models
In other words, if a parent part is invisible, this function returns false
. If all parent parts are visible, this function will return true
or nil
. Kinda stupid. This is fixed in 0.1.5 to never return nil
.
Arguments | Return Type |
---|---|
getVisible()
|
bool | nil [until 0.1.5] |
getVisible()
|
bool [since 0.1.5] |
local root = models.model.root.Head
print(root.Head:getVisible()) --> nil --< this is stupid
root:setVisible(false) -- Bye bye root!
print(root.Head:getVisible()) --> false
root:setVisible(true) -- Welcome back root!
print(root.Head:getVisible()) --> true --< aaaaaaaa
setColor
Sets a value to multiply with all pixels on the ModelPart's texture. Children of this ModelPart inherit the color, multiplied with their own.
1,1,1 multiplies all color channels by 1, resulting in the texture unchanged. 0,0,0 results in all channels being black.
Expects values between 0 and 1. Numbers larger than 1 results in undocumented behaviour. nil
values are interpreted as 1. If only r
is defined as a number and both g
and b
are omitted, r
is used for all 3 color channels.
Arguments | Return Type |
---|---|
setColor(color Vector3)
|
self ModelPart |
setColor(colorAll number)
|
self ModelPart |
setColor(r number, g number, b number)
|
self ModelPart |
local root = models.model.root
-- Darken the entire model
root:setColor(0.5,0.5,0.5)
-- Tint the Head red by reducing the other color channels.
-- Color is inherited from parents, so the effective color is (0.5, 0.45, 0.45)
root.Head:setColor(1,0.7,0.7)
-- If you want to 'reset' a child's color value, extra work is needed.
-- Color is max red
local color = vec(1,0,0)
local root = models.model.root
-- root has color
root:setColor(color)
-- Through magic and wizardry, this 'resets' the color of Head back to white, dispite it's parent having a non-white color
root.Head:setColor(-color + 2)
getColor
Gets the value set by setColor
. Returns 1,1,1 when script begins.
Arguments | Return Type |
---|---|
getColor()
|
Vector3 |
local root = models.model.root
root:setColor(0.5)
print(root:getColor()) --> (0.5, 0.5, 0.5)
root.Head:setColor(1,0.7,0.7)
// getColor is not recursive
print(root.Head:getColor()) --> (1, 0.7, 0.7)
@see setColor,
setOpacity
Sets the opacity of the ModelPart. Children of this ModelPart inherit the opacity, multiplied with their own.
Minecraft has a minimum visible opacity of 0.1. Opacity values lower than 0.1 will not render at all. Needs verification.
Only supported on RenderTypes that support translucency. The default primary RenderType is TRANSLUCENT
, so most don't have to worry about it.
Expects a value between 0 and 1.
Arguments | Return Type |
---|---|
setOpacity(opacity number)
|
self ModelPart |
local root = models.model.root
-- Half opacity
root:setOpacity(0.5)
-- Half of half opacity
root.Head:setColor(0.5)
getOpacity
Gets the value set by setOpacity
. Returns 1 when script begins.
Arguments | Return Type |
---|---|
getOpacity()
|
number |
local root = models.model.root
root:setOpacity(0.5)
print(root:getOpacity()) --> 0.5
root.Head:setOpacity(0.5)
// getOpacity is not recursive
print(root.Head:getOpacity()) --> 0.5
@see setOpacity,
setLight
Overrides the lightlevels used to render the ModelPart. Children of this ModelPart inherit the lightlevel.
Expects 2 values between 0 and 15, or nil
. Providing nil
will undo the override, allowing Minecraft to control the lightlevel again.
Arguments | Return Type |
---|---|
setLight(light Vector2 | nil)
|
self ModelPart |
setLight(blockLight integer | nil, skyLight integer | nil)
|
self ModelPart |
local root = models.model.root
-- Max light
root:setLight(15, 15)
local root = models.model.root
-- set light based on position (This is a fix for broken lighting on World parts)
function events.tick()
local pos = player:getPos()
local blockLight = world.getBlockLightLevel(pos)
local skyLight = world.getSkyLightLevel(pos)
root:setLight(blockLight, skyLight)
end
@see player:getPos world.getBlockLightLevel world.getSkyLightLevel
getLight
Gets the value set by setLight
. Returns nil
when script begins.
Arguments | Return Type |
---|---|
getLight()
|
Vector2 |
local root = models.model.root
print(root:getLight()) --> nil
root:setLight(12, 8)
let light = root:getLight()
print(light) --> vec(12, 8)
print("BlockLightLevel -> ", light.x) --> "BlockLightLevel -> 12"
print("SkyLightLevel -> ", light.y) --> "BlockLightLevel -> 8"
@see setLight,
setOverlay
Overrides the values used for rendering the red damage tint and the white creeper fuse effect. Really only useful for preventing the damage overlay from rendering on stuff like armor.
Valid values for whiteOverlay: 0-15
Valid values for hurtOverlay: 0-7
whiteOverlay is a gradually increasing white tint from 0 - 15
hurtOverlay is an unchanging red tint from 0 - 7.
When set, hurtOverlay overrides whiteOverlay. For whiteOverlay to not be overriden, hurtOverlay needs to be 8 or more.
Providing nil
will undo the override, allowing Minecraft to control the overlay again.
Arguments | Return Type |
---|---|
setOverlay(overlayVector Vector2 | nil)
|
self ModelPart |
setOverlay(whiteOverlay integer | nil, hurtOverlay integer)
|
self ModelPart |
local root = models.model.root
-- Damage overlay
root:setOverlay(0, 0)
-- Literally no difference
root:setOverlay(0, 5)
root:setOverlay(0, 7)
-- Doesnt work. Damage overlay overrides white
root:setOverlay(15, 0)
-- This works. Max white overlay
root:setOverlay(15, 15)
-- This can be used to for preventing the damage overlay on armor
root:setOverlay(0, 15)
-- Give control back to Minecraft
root:setOverlay(nil)
getOverlay
Gets the value set by setOverlay
. Returns nil
when script begins.
Arguments | Return Type |
---|---|
getOverlay()
|
Vector2 |
local root = models.model.root
print(root:getOverlay()) --> nil
root:setOverlay(8, 15)
let overlay = root:getOverlay()
print(overlay) --> vec(8, 15)
print("whiteOverlay -> ", overlay.x) --> "whiteOverlay -> 8"
print("hurtOverlay -> ", overlay.y) --> "hurtOverlay -> 15"
@see setOverlay,
renderTasks
todo: put all rendertask functions in here
Render methods
todo: Put partToWorldMatrix, preRender, midRender, and PostRender in here
Animation methods
todo: put getAnimPos/Rot/Scale and overrideVanillaPos/Rot/Scale in here
Documentation | |||||
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Globals | |||||
APIs (Types) | |||||
Visuals (Types) | |||||
Other Types | |||||
Enums |