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→ModelPart Methods: new categories |
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-- no example provided | -- no example provided | ||
</syntaxhighlight> | </syntaxhighlight> | ||
=== Visual Manipulation === | |||
Methods relating to modifying how a ModelPart looks | |||
todo: put anything related to renderType, textures, and other visual modifications in here | |||
==== ModelPart: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> | |||
==== ModelPart:getVisible ==== | |||
Recursivly 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}} | {{type|nil}} | |||
|} | |||
<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> | |||
==== ModelPart:setColor ==== | |||
Sets a value to multiply with all pixels on the ModelPart's texture. | |||
=== 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 |
Revision as of 01:32, 27 September 2024
A ModelPart represents a Cube, Mesh, or Group from Blockbench.
Via scripting, ModelParts can be modified dynamically to do 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 ModelParts.
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.
Fun Fact: models itself is a ModelPart
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 index 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
ModelPart ParentTypes
In Figura, a ParentType is applied to a ModelPart causing the ModelPart to behave in a predefined behaviour. This behaviour includes behaving like a vanilla part like the Head or LeftLeg, moving the rendering of special parts like held items, armor, and parrots, or 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 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 and can cause unintended behaviour!
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
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"
ModelPart: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"
Child Manipulation
Methods relating to getting other ModelParts and manipulating the ModelPart tree
ModelPart: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)
ModelPart:getChildren
Returns an array of all children of this ModelPart
Arguments | Return Type |
---|---|
getChildren()
|
ModelPart[] |
local root = models.model.root
print(root:getChildren()) --[[
ModelPart(Head),
ModelPart(Body),
ModelPart(RightArm),
ModelPart(LeftArm),
ModelPart(RightLeg),
ModelPart(LeftLeg),
]]--
ModelPart:isChildOf
Recursivly 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
ModelPart: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 cause 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
ModelPart: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)
ModelPart: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)
ModelPart: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
ModelPart: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)
ModelPart: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
ModelPart: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)
ModelPart: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:getPos()) --> vec(45,0,0)
@see setRot
ModelPart: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)
ModelPart: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
ModelPart: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)
ModelPart: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
ModelPart: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
ModelPart: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
ModelPart: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
ModelPart: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
ModelPart: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
ModelPart: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
ModelPart: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
ModelPart: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
ModelPart: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
ModelPart: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
ModelPart: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
ModelPart: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!
ModelPart:getVisible
Recursivly 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()
|
nil |
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
ModelPart:setColor
Sets a value to multiply with all pixels on the ModelPart's texture.
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