Constructors
ModelRenderer() Properties
| Name | Type | Description |
|---|---|---|
Bounds | BBox | |
LocalBounds | BBox | |
Model virtual | Model | |
Tint | Color | |
CreateAttachments | Boolean | |
BodyGroups | UInt64 | |
HasBodyGroups | Boolean | |
MaterialGroup | String | |
HasMaterialGroups | Boolean | |
RenderType | ShadowRenderType | |
LodOverride | Int32? | Force a level of detail. |
SceneObject | SceneObject | |
MaterialOverride | Material | |
Materials | MaterialAccessor | Access to the materials |
Methods
GameObject GetAttachmentObject(String name) Get the GameObject of a specific attachment.
GameObject GetAttachmentObject(Attachment attachment) Get the GameObject of a specific attachment.
virtual GameObject GetBoneObject(Bone bone) Void SetBodyGroup(String name, Int32 value) Set body group value by name
Void SetBodyGroup(String name, String choice) Set body group value by name and choice
Void SetBodyGroup(Int32 part, Int32 value) Set body group value by index
Int32 GetBodyGroup(String name) Get body group value by name
Int32 GetBodyGroup(Int32 part) Get body group value by index
virtual Void SetMaterial(Material material, Int32 triangle = -1) virtual Material GetMaterial(Int32 triangle = -1) virtual Void CopyFrom(Renderer other) Copy everything from another renderer
Void ClearMaterialOverrides() Completely stop overriding materials
Void SetMaterialOverride(Material material, String target) Set a material override for a material with a specific attribute set. For example, if you have a model with lots of different materials, but one of them has an attribute "skin" set to "1", then calling this with a material and "skin" will override only that material.