DarkBASIC Professional Help File

DX11:LIMB

Limbs are the nodes making up an object hierarchy; each limb has one parent limb (or none if it is a root limb) and zero or more child limbs.
Each limb has an independent transform that is relative to that of its parent (the root limb's transform in turn is relative to that of the
object to which it belongs) and zero or more meshes. Several limbs may use the same mesh.

    DX11 ADD LIMB : Return Dword = DX11 ADD LIMB(object, parentLimb, mesh, shaderTechnique, [limbName])

    DX11 REMOVE LIMB : DX11 REMOVE LIMB object, limb

    DX11 LIMB EXISTS : Return Boolean = DX11 LIMB EXISTS(limb)

    DX11 SET LIMB TEXTURE : DX11 SET LIMB TEXTURE limb, image, [stage]

    DX11 SET LIMB BUFFER : DX11 SET LIMB BUFFER limb, buffer, [stage]

    DX11 SET LIMB TEXCOORD SCALING : DX11 SET LIMB TEXCOORD SCALING limb, uScale, vScale, [updateChildLimbs]

    DX11 GET LIMB BOUNDING BOX : DX11 GET LIMB BOUNDING BOX limb, minVector, maxVector, [absolute]

    DX11 SET EXCLUDE LIMB : DX11 SET EXCLUDE LIMB limb, exclude

    DX11 IS LIMB EXCLUDED : Return Boolean = DX11 IS LIMB EXCLUDED(limb)

    DX11 SET LIMB CAMERA MASK : DX11 SET LIMB CAMERA MASK limb, mask

    DX11 GET LIMB CAMERA MASK : Return Dword = DX11 GET LIMB CAMERA MASK(limb)

    DX11 SET LIMB SORT MODE : DX11 SET LIMB SORT MODE limb, sortMode

    DX11 GET LIMB NAME : Return String = DX11 GET LIMB NAME(limb)

    DX11 SET LIMB NAME : DX11 SET LIMB NAME limb, name

    DX11 GET LIMB CHILD COUNT : Return Dword limbcount  = DX11 GET LIMB CHILD COUNT(limb)

    DX11 GET LIMB CHILD : Return Dword = DX11 GET LIMB CHILD(parentLimb, n)

    DX11 GET LIMB MESH COUNT : Return Dword meshcount  = DX11 GET LIMB MESH COUNT(limb)

    DX11 GET LIMB MESH : Return Dword = DX11 GET LIMB MESH(limb, n)

    DX11 SET LIMB POSITION : DX11 SET LIMB POSITION limb, x, y, Z

    DX11 SET LIMB ANGLE : DX11 SET LIMB ANGLE limb, x, y, Z

    DX11 SET LIMB SCALE : DX11 SET LIMB SCALE limb, x, y, Z

    DX11 APPLY LIMB POSITION : DX11 APPLY LIMB POSITION limb, x, y, Z

    DX11 APPLY LIMB ANGLE : DX11 APPLY LIMB ANGLE limb, x, y, Z

    DX11 MOVE LIMB : DX11 MOVE LIMB limb, distance

    DX11 MOVE LIMB UP : DX11 MOVE LIMB UP limb, distance

    DX11 MOVE LIMB DOWN : DX11 MOVE LIMB DOWN limb, distance

    DX11 MOVE LIMB LEFT : DX11 MOVE LIMB LEFT limb, distance

    DX11 MOVE LIMB RIGHT : DX11 MOVE LIMB RIGHT limb, distance

    DX11 TURN LIMB LEFT : DX11 TURN LIMB LEFT limb, angle

    DX11 TURN LIMB RIGHT : DX11 TURN LIMB RIGHT limb, angle

    DX11 PITCH LIMB UP : DX11 PITCH LIMB UP limb, angle

    DX11 PITCH LIMB DOWN : DX11 PITCH LIMB DOWN limb, angle

    DX11 ROLL LIMB LEFT : DX11 ROLL LIMB LEFT limb, angle

    DX11 ROLL LIMB RIGHT : DX11 ROLL LIMB RIGHT limb, angle

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

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

    DX11 SET LIMB TO CAMERA ORIENTATION : DX11 SET LIMB TO CAMERA ORIENTATION limb, camera

    DX11 SET LIMB LOOKAT : DX11 SET LIMB LOOKAT limb, x, y, z

    DX11 GET LIMB POSITION X : Return Float = DX11 GET LIMB POSITION X(limb, [absolute])

    DX11 GET LIMB POSITION Y : Return Float = DX11 GET LIMB POSITION Y(limb, [absolute])

    DX11 GET LIMB POSITION Z : Return Float = DX11 GET LIMB POSITION Z(limb, [absolute])

    DX11 GET LIMB ANGLE X : Return Float = DX11 GET LIMB ANGLE X(limb)

    DX11 GET LIMB ANGLE Y : Return Float = DX11 GET LIMB ANGLE Y(limb)

    DX11 GET LIMB ANGLE Z : Return Float = DX11 GET LIMB ANGLE Z(limb)

    DX11 GET LIMB SCALE X : Return Float = DX11 GET LIMB SCALE X(limb)

    DX11 GET LIMB SCALE Y : Return Float = DX11 GET LIMB SCALE Y(limb)

    DX11 GET LIMB SCALE Z : Return Float = DX11 GET LIMB SCALE Z(limb)

    DX11 GET LIMB WORLD MATRIX : Return Dword = DX11 GET LIMB WORLD MATRIX(limb, [matrixResult])

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

    DX11 GET LIMB UP VECTOR : Return Dword = DX11 GET LIMB UP VECTOR(limb, [resultVector])

    DX11 GET LIMB RIGHT VECTOR : Return Dword = DX11 GET LIMB RIGHT VECTOR(limb, [resultVector])

    DX11 FIX LIMB PIVOT : DX11 FIX LIMB PIVOT limb, [flags]

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

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

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

    DX11 UNGLUE LIMB : DX11 UNGLUE LIMB limb

    DX11 SET LIMB SHADER TECHNIQUE : DX11 SET LIMB SHADER TECHNIQUE limb, technique, [pass]

    DX11 CALCULATE SMOOTH LIMB NORMALS : DX11 CALCULATE SMOOTH LIMB NORMALS limb