Class Model
java.lang.Object
com.raylib.Model
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Field Summary
FieldsModifier and TypeFieldDescriptionfinal MemorySegmentThe native FFI MemorySegment that holds the data this object wraps. -
Constructor Summary
ConstructorsConstructorDescriptionModel()Construct with auto memory allocator and fields initialized to zero.Model(Matrix transform, int meshCount, int materialCount, Mesh meshes, Material materials, IntBuffer meshMaterial, int boneCount, BoneInfo bones, Transform bindPose) Construct with auto memory allocator and fields initialized as specifiedModel(MemorySegment memorySegment) Construct by wrapping around an already allocated MemorySegment, perhaps from another objectModel(SegmentAllocator arena) Construct with your owm memory allocator and fields not initializedModel(SegmentAllocator arena, Matrix transform, int meshCount, int materialCount, Mesh meshes, Material materials, IntBuffer meshMaterial, int boneCount, BoneInfo bones, Transform bindPose) Construct with your own memory allocator and fields initialized as specified -
Method Summary
Modifier and TypeMethodDescriptionstatic ModelallocateArray(long elementCount) Allocate an array of Modelstatic ModelallocateArray(long elementCount, SegmentAllocator allocator) Allocate an array of ModelbindPose()Bones base transformation (pose)Bones base transformation (pose)intNumber of bonesboneCount(int value) Number of bonesbones()Bones information (skeleton)Bones information (skeleton)booleanEquality is tested on basis of both wrapper objects must refer to same native memory location to be considered equalgetArrayElement(int index) Bones base transformation (pose)intNumber of bonesgetBones()Bones information (skeleton)intNumber of materialsMaterials arrayintNumber of meshesMeshes arrayMesh material numberLocal transform matrixinthashCode()intNumber of materialsmaterialCount(int value) Number of materialsMaterials arrayMaterials arrayintNumber of meshesmeshCount(int value) Number of meshesmeshes()Meshes arrayMeshes arrayMesh material numbermeshMaterial(IntBuffer value) Mesh material numbervoidsetBindPose(Transform value) Bones base transformation (pose)voidsetBoneCount(int value) Number of bonesvoidBones information (skeleton)voidsetMaterialCount(int value) Number of materialsvoidsetMaterials(Material value) Materials arrayvoidsetMeshCount(int value) Number of meshesvoidMeshes arrayvoidsetMeshMaterial(IntBuffer value) Mesh material numbervoidsetTransform(Matrix value) Local transform matrixLocal transform matrixLocal transform matrix
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Field Details
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memorySegment
The native FFI MemorySegment that holds the data this object wraps.
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Constructor Details
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Model
public Model()Construct with auto memory allocator and fields initialized to zero. -
Model
Construct with your owm memory allocator and fields not initialized -
Model
Construct by wrapping around an already allocated MemorySegment, perhaps from another object -
Model
public Model(Matrix transform, int meshCount, int materialCount, Mesh meshes, Material materials, IntBuffer meshMaterial, int boneCount, BoneInfo bones, Transform bindPose) Construct with auto memory allocator and fields initialized as specified- Parameters:
transform- Local transform matrixmeshCount- Number of meshesmaterialCount- Number of materialsmeshes- Meshes arraymaterials- Materials arraymeshMaterial- Mesh material numberboneCount- Number of bonesbones- Bones information (skeleton)bindPose- Bones base transformation (pose)
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Model
public Model(SegmentAllocator arena, Matrix transform, int meshCount, int materialCount, Mesh meshes, Material materials, IntBuffer meshMaterial, int boneCount, BoneInfo bones, Transform bindPose) Construct with your own memory allocator and fields initialized as specified- Parameters:
transform- Local transform matrixmeshCount- Number of meshesmaterialCount- Number of materialsmeshes- Meshes arraymaterials- Materials arraymeshMaterial- Mesh material numberboneCount- Number of bonesbones- Bones information (skeleton)bindPose- Bones base transformation (pose)
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Method Details
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equals
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hashCode
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getArrayElement
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allocateArray
Allocate an array of Model -
allocateArray
Allocate an array of Model -
getTransform
Local transform matrix -
setTransform
Local transform matrix -
transform
Local transform matrix -
transform
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getMeshCount
public int getMeshCount()Number of meshes -
setMeshCount
public void setMeshCount(int value) Number of meshes -
meshCount
public int meshCount()Number of meshes -
meshCount
Number of meshes -
getMaterialCount
public int getMaterialCount()Number of materials -
setMaterialCount
public void setMaterialCount(int value) Number of materials -
materialCount
public int materialCount()Number of materials -
materialCount
Number of materials -
getMeshes
Meshes array -
setMeshes
Meshes array -
meshes
Meshes array -
meshes
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getMaterials
Materials array -
setMaterials
Materials array -
materials
Materials array -
materials
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getMeshMaterial
Mesh material number -
setMeshMaterial
Mesh material number -
meshMaterial
Mesh material number -
meshMaterial
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getBoneCount
public int getBoneCount()Number of bones -
setBoneCount
public void setBoneCount(int value) Number of bones -
boneCount
public int boneCount()Number of bones -
boneCount
Number of bones -
getBones
Bones information (skeleton) -
setBones
Bones information (skeleton) -
bones
Bones information (skeleton) -
bones
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getBindPose
Bones base transformation (pose) -
setBindPose
Bones base transformation (pose) -
bindPose
Bones base transformation (pose) -
bindPose
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