DX11:OBJECT


An object is actually nothing more than an extra top-level limb node; it contains a single root limb which in turn contains an arbitrary hierarchy of child limbs.
The object has its own transform that is added to the local transforms of its limbs in order to determine their final transforms.
Generally any operation that can be carried out on an object can also be carried out for a single limb; doing it for the object will simply have the effect of
setting the same setting for all of its child limbs.



DX11 LOAD OBJECT : Return Dword = DX11 LOAD OBJECT(fileName, [vertLayout])

DX11 CREATE OBJECT QUAD : Return Dword = DX11 CREATE OBJECT QUAD(width, height, [faceNegativeZ], [vertLayout])

DX11 CREATE OBJECT CUBE : Return Dword = DX11 CREATE OBJECT CUBE(side, [vertLayout])

DX11 CREATE OBJECT BOX : Return Dword = DX11 CREATE OBJECT BOX(width, height, depth, [vertLayout])

DX11 CREATE OBJECT SPHERE : Return Dword = DX11 CREATE OBJECT SPHERE(radius, [segsAcross], [segsDown], [vertLayout])

DX11 CREATE OBJECT CYLINDER : Return Dword = DX11 CREATE OBJECT CYLINDER(bottomRadius, topRadius, length, [segsAcross], [segsDown], [vertLayout])

DX11 CREATE OBJECT : Return Dword = DX11 CREATE OBJECT(mesh)

DX11 INSTANCE OBJECT : Return Dword = DX11 INSTANCE OBJECT(sourceObject)

DX11 CLONE OBJECT : Return Dword = DX11 CLONE OBJECT(sourceObject)

DX11 DELETE OBJECT : DX11 DELETE OBJECT object

DX11 OBJECT EXISTS : Return Boolean = DX11 OBJECT EXISTS(object)

DX11 SET OBJECT TEXTURE : DX11 SET OBJECT TEXTURE object, image, [stage]

DX11 SET OBJECT BUFFER : DX11 SET OBJECT BUFFER object, buffer, [stage]

DX11 SET OBJECT TEXCOORD SCALING : DX11 SET OBJECT TEXCOORD SCALING object, uScale, vScale

DX11 GET OBJECT ROOT LIMB : Return Dword limb  = DX11 GET OBJECT ROOT LIMB(object)

DX11 GET OBJECT LIMB : Return Dword limb  = DX11 GET OBJECT LIMB(object, name)

DX11 GET OBJECT BOUNDING BOX : DX11 GET OBJECT BOUNDING BOX object, minVector, maxVector, [absolute]

DX11 SET OBJECT BOUNDING BOX : DX11 SET OBJECT BOUNDING BOX object, minX, minY, minZ, maxX, maxY, maxZ

DX11 SET OBJECT TO CATCH ALL SECTOR : DX11 SET OBJECT TO CATCH ALL SECTOR object, useCatchAllSector

DX11 GET OBJECT SECTOR X : Return Integer = DX11 GET OBJECT SECTOR X(object)

DX11 GET OBJECT SECTOR Y : Return Integer = DX11 GET OBJECT SECTOR Y(object)

DX11 GET OBJECT SECTOR Z : Return Integer = DX11 GET OBJECT SECTOR Z(object)

DX11 SET EXCLUDE OBJECT : DX11 SET EXCLUDE OBJECT object, exclude

DX11 IS OBJECT EXCLUDED : Return Boolean = DX11 IS OBJECT EXCLUDED(object)

DX11 SET OBJECT CAMERA MASK : DX11 SET OBJECT CAMERA MASK object, mask

DX11 GET OBJECT CAMERA MASK : Return Dword = DX11 GET OBJECT CAMERA MASK(object)

DX11 SET OBJECT SORT MODE : DX11 SET OBJECT SORT MODE object, sortMode

DX11 ENUMERATE OBJECT LIMBS : DX11 ENUMERATE OBJECT LIMBS limbs(), object

DX11 SET OBJECT POSITION : DX11 SET OBJECT POSITION object, x, y, z

DX11 SET OBJECT ANGLE : DX11 SET OBJECT ANGLE object, x, y, z

DX11 SET OBJECT SCALE : DX11 SET OBJECT SCALE object, x, y, z

DX11 APPLY OBJECT POSITION : DX11 APPLY OBJECT POSITION object, x, y, z

DX11 APPLY OBJECT ANGLE : DX11 APPLY OBJECT ANGLE object, x, y, z

DX11 MOVE OBJECT : DX11 MOVE OBJECT object, distance

DX11 MOVE OBJECT UP : DX11 MOVE OBJECT UP object, distance

DX11 MOVE OBJECT DOWN : DX11 MOVE OBJECT DOWN object, distance

DX11 MOVE OBJECT LEFT : DX11 MOVE OBJECT LEFT object, distance

DX11 MOVE OBJECT RIGHT : DX11 MOVE OBJECT RIGHT object, distance

DX11 TURN OBJECT LEFT : DX11 TURN OBJECT LEFT object, angle

DX11 TURN OBJECT RIGHT : DX11 TURN OBJECT RIGHT object, angle

DX11 PITCH OBJECT UP : DX11 PITCH OBJECT UP object, angle

DX11 PITCH OBJECT DOWN : DX11 PITCH OBJECT DOWN object, angle

DX11 ROLL OBJECT LEFT : DX11 ROLL OBJECT LEFT object, angle

DX11 ROLL OBJECT RIGHT : DX11 ROLL OBJECT RIGHT object, angle

DX11 SET OBJECT TO OBJECT ORIENTATION : DX11 SET OBJECT TO OBJECT ORIENTATION target, source

DX11 SET OBJECT TO LIMB ORIENTATION : DX11 SET OBJECT TO LIMB ORIENTATION object, limb

DX11 SET OBJECT TO CAMERA ORIENTATION : DX11 SET OBJECT TO CAMERA ORIENTATION object, camera

DX11 SET OBJECT LOOKAT : DX11 SET OBJECT LOOKAT object, x, y, z

DX11 GET OBJECT POSITION X : Return Float = DX11 GET OBJECT POSITION X(object)

DX11 GET OBJECT POSITION Y : Return Float = DX11 GET OBJECT POSITION Y(object)

DX11 GET OBJECT POSITION Z : Return Float = DX11 GET OBJECT POSITION Z(object)

DX11 GET OBJECT ANGLE X : Return Float = DX11 GET OBJECT ANGLE X(object)

DX11 GET OBJECT ANGLE Y : Return Float = DX11 GET OBJECT ANGLE Y(object)

DX11 GET OBJECT ANGLE Z : Return Float = DX11 GET OBJECT ANGLE Z(object)

DX11 GET OBJECT SCALE X : Return Float = DX11 GET OBJECT SCALE X(object)

DX11 GET OBJECT SCALE Y : Return Float = DX11 GET OBJECT SCALE Y(object)

DX11 GET OBJECT SCALE Z : Return Float = DX11 GET OBJECT SCALE Z(object)

DX11 GET OBJECT WORLD MATRIX : Return Dword = DX11 GET OBJECT WORLD MATRIX(object, [matrixResult])

DX11 GET OBJECT FORWARD VECTOR : Return Dword = DX11 GET OBJECT FORWARD VECTOR(object, [resultVector])

DX11 GET OBJECT UP VECTOR : Return Dword = DX11 GET OBJECT UP VECTOR(object, [resultVector])

DX11 GET OBJECT RIGHT VECTOR : Return Dword = DX11 GET OBJECT RIGHT VECTOR(object, [resultVector])

DX11 FIX OBJECT PIVOT : DX11 FIX OBJECT PIVOT object, [flags]

DX11 GLUE OBJECT TO CAMERA : DX11 GLUE OBJECT TO CAMERA source, target

DX11 GLUE OBJECT TO OBJECT : DX11 GLUE OBJECT TO OBJECT source, target

DX11 GLUE OBJECT TO LIMB : DX11 GLUE OBJECT TO LIMB source, target

DX11 UNGLUE OBJECT : DX11 UNGLUE OBJECT object

DX11 SET OBJECT SHADER TECHNIQUE : DX11 SET OBJECT SHADER TECHNIQUE object, technique, [pass]

DX11 PICK OBJECT : Return Float = DX11 PICK OBJECT(object, screenX, screenY)

DX11 GET PICK VECTOR X : Return Float = DX11 GET PICK VECTOR X()

DX11 GET PICK VECTOR y : Return Float = DX11 GET PICK VECTOR y()

DX11 GET PICK VECTOR Z : Return Float = DX11 GET PICK VECTOR Z()

DX11 GET PICK DISTANCE : Return Float = DX11 GET PICK DISTANCE()

DX11 INTERSECT OBJECT : Return Float = DX11 INTERSECT OBJECT(object, originX, originY, originZ, directionX, directionY, directionZ)

DX11 GET INTERSECTED MESH : Return Dword = DX11 GET INTERSECTED MESH()

DX11 GET INTERSECTED MESH : Return Dword = DX11 GET INTERSECTED MESH(index)

DX11 CALCULATE SMOOTH OBJECT NORMALS : DX11 CALCULATE SMOOTH OBJECT NORMALS object

DX11 SET OBJECT TOPOLOGY : DX11 SET OBJECT TOPOLOGY object, [limb], [applyToChildren], topology