model
objects function similary to lovr models with the added support of transform
objects and different material options.model
objects can be fixed to body
objects. This makes the globalTransform
of the model
object the affixer transform multiplied by the offsetTransform
of the model
object.model
object is not fixed to an object, then the initial transform will be the parent node
object tranform.type
string: The class type of the object. This will always be "model"
.node
node object: The parent node of the model.name
string: The name of the model.offsetTransform
transform object: The local transform of the model.globalTransform
transform object: The final transform of the model.modelInstance
lovr model: A lovr model instance.diffuseMap
lovr texture: The diffuse texture for the model.normalMap
lovr texture: The normal texture for the model.specularMap
lovr texture: The specular texture for the model.textureMode
string: The mode that changes how the textures are rendered for the model. Can either be "UV"
or "Tile"
.affixer
body object: The object that the model is fixed to.body
object is done by passing in a node
object and an array.
LGE.Model(
myNode,
{
model_name = myName, [string] -- Optional
model_filepath = FilepathToModel, [string] -- Necessary, this is the filepath to the model
diffuseMap_filepath = diffusePath, [string] -- Optional, defaulted to brick texture in assets_default
normalMap_filepath = normalPath, [string] -- Optional, defaulted to brick texture in assets_default
specularMap_filepath = specularPath, [string] -- Optional, defaulted to brick texture in assets_default
texture_mode = textureMode [string] -- Optional, defaulted to "UV"
}
)
globalTransform
information of the model.
Model:update()
globalTransform
of the model.
Model:updateGlobalTransform()
pass
.model
can either be "depth"
or "full"
."full"
mode should be done during the lovr.draw(pass)
function.
Model:draw(pass, mode)