ModelInstanceDef

Constructors

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constructor()

Properties

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Functions

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open fun __init(_i: Int, _bb: ByteBuffer)
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open fun __reset()
Resets the internal state with a null ByteBuffer and a zero position.
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open fun aabbs(j: Int): SubmeshAabb
A bounding Aabb for each submesh.
open fun aabbs(obj: SubmeshAabb, j: Int): SubmeshAabb
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open fun aabbsLength(): Int
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open fun addAabbs(builder: FlatBufferBuilder, aabbsOffset: Int)
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open fun addBlendAttributes(builder: FlatBufferBuilder, blendAttributesOffset: Int)
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open fun addBlendShapes(builder: FlatBufferBuilder, blendShapesOffset: Int)
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open fun addIndices16(builder: FlatBufferBuilder, indices16Offset: Int)
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open fun addIndices32(builder: FlatBufferBuilder, indices32Offset: Int)
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open fun addInterleaved(builder: FlatBufferBuilder, interleaved: Boolean)
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open fun addMaterials(builder: FlatBufferBuilder, materialsOffset: Int)
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open fun addNumVertices(builder: FlatBufferBuilder, numVertices: Long)
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open fun addRanges(builder: FlatBufferBuilder, rangesOffset: Int)
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open fun addShaderToMeshBones(builder: FlatBufferBuilder, shaderToMeshBonesOffset: Int)
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open fun addVertexAttributes(builder: FlatBufferBuilder, vertexAttributesOffset: Int)
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open fun addVertexData(builder: FlatBufferBuilder, vertexDataOffset: Int)
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Describes the structure of the vertex data for the blend shapes.
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open fun blendShapes(j: Int): BlendShape
A collection of blendshapes, if they exist.
open fun blendShapes(obj: BlendShape, j: Int): BlendShape
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open fun createAabbsVector(builder: FlatBufferBuilder, data: Array<Int>): Int
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open fun createModelInstanceDef(builder: FlatBufferBuilder, vertex_dataOffset: Int, indices16Offset: Int, indices32Offset: Int, rangesOffset: Int, materialsOffset: Int, vertex_attributesOffset: Int, num_vertices: Long, interleaved: Boolean, shader_to_mesh_bonesOffset: Int, blend_shapesOffset: Int, blend_attributesOffset: Int, aabbsOffset: Int): Int
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Get the underlying ByteBuffer.
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open fun indices16(j: Int): Int
Indices into the vertex data.
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open fun indices16Length(): Int
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open fun indices32(j: Int): Long
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open fun indices32Length(): Int
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open fun interleaved(): Boolean
Whether or not the attributes in the vertex data are interleaved.
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open fun materials(j: Int): MaterialDef
The material describing the "look" of each submesh.
open fun materials(obj: MaterialDef, j: Int): MaterialDef
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open fun materialsLength(): Int
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open fun numVertices(): Long
The total number of vertices stored in the vertex data.
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open fun ranges(j: Int): ModelIndexRange
The range of indices for each submesh.
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open fun rangesLength(): Int
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open fun shaderToMeshBones(j: Int): Int
Maps the skeleton bone index to the shader bone index.
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open fun startAabbsVector(builder: FlatBufferBuilder, numElems: Int)
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open fun startBlendAttributesVector(builder: FlatBufferBuilder, numElems: Int)
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open fun startBlendShapesVector(builder: FlatBufferBuilder, numElems: Int)
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open fun startIndices16Vector(builder: FlatBufferBuilder, numElems: Int)
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open fun startIndices32Vector(builder: FlatBufferBuilder, numElems: Int)
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open fun startMaterialsVector(builder: FlatBufferBuilder, numElems: Int)
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open fun startRangesVector(builder: FlatBufferBuilder, numElems: Int)
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open fun startShaderToMeshBonesVector(builder: FlatBufferBuilder, numElems: Int)
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open fun startVertexAttributesVector(builder: FlatBufferBuilder, numElems: Int)
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open fun startVertexDataVector(builder: FlatBufferBuilder, numElems: Int)
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Describes the structure of the vertex data, effectively the VertexFormat.
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open fun vertexData(j: Int): Int
The "raw" vertex data stored as a byte array.
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open fun vertexDataLength(): Int