User Guide

Chapter 19482
Models
Models can be referred to by name or number. Models can be added to or removed from the
world at any time.
In the member’s parent-child hierarchy, each model must have one parent, but it can have an
unlimited number of children. A child’s position and orientation depend on its parent’s position
and orientation, and it changes when the position and orientation of the parent changes. Models
that dont have another model and a parent have the group named world as their parent. In this
case, their
transform property describes their position and rotation in the 3D world, and is
identical to their
getWorldTransform() property. All models that have models as parents have a
relationship both to their immediate parent and to the world parent. You can add or remove
models from the 3D world at any time by using the
addToWorld() or removeFromWorld()
commands.
For example, if the first child of the model named
car1 is a wheel model, the following
transform Lingo would refer to the position of the wheel relative to the model named car1:
car1.child(1).transform.position
To refer to the position of the wheel model relative to the world itself, use
getWorldTransform():
car1.child(1).getWorldTransform().position
Node types
A model is one of four types of objects that share the same transform, parent, and child
properties. The others are cameras, lights, and groups. Models, cameras, lights, and groups are
generically referred to as node types or nodes. Nodes can be each other’s parents or children, so long
as any one node has exactly one parent. A node can have any number of children. A model, for
example, can be the child of a light and the parent of a group.
cloneMotion
FromCastMember
(name, motion,
castmember)
Performs a deep clone of a motion from one cast member
and puts it into another cast member.
A motion object
newModel
Resource(
name,
type)
Creates a new model resource and adds it to the model
resource palette. The
type can be #plane, #box,
#sphere, #cylinder, or #particle.
The
type cannot be #mesh. To create a new mesh model
resource, use the
newMesh command detailed below.
New model resource
object
newMesh(name,
numFaces,
numVertices,
numNormals
numColors,
numTexture
Coordinates
)
Creates a new mesh model resource.
numFaces is the user-specified number of triangles.
numVertices is the user-specified number of vertices. A
vertex can be used by more than one face.
numNormals is the user-specified number of normals.
Enter
0 or omit this step to use the generateNormals()
method.
numColors is the user-specified number of colors. You
can specify a color for each point of a triangle.
numTextureCoordinates is the number of user-
specified texture coordinates. Enter
0 or omit this step to
get the default coordinates.
New mesh model
resource
Command Description Returns