au3Irr2 Function Reference
_IrrPlayNodeMD2AnimationSelects the animation sequence of MD2 to be played.
#Include <au3Irrlicht2.au3>
_IrrPlayNodeMD2Animation($h_Node, $i_Animation)
Parameters
$h_Node | Handle to a character scene node. |
$i_Animation | sequence should be one of the following values: $IRR_EMAT_STAND $IRR_EMAT_RUN $IRR_EMAT_ATTACK $IRR_EMAT_PAIN_A $IRR_EMAT_PAIN_B $IRR_EMAT_PAIN_C $IRR_EMAT_JUMP $IRR_EMAT_FLIP $IRR_EMAT_SALUTE $IRR_EMAT_FALLBACK $IRR_EMAT_WAVE $IRR_EMAT_POINT $IRR_EMAT_CROUCH_STAND $IRR_EMAT_CROUCH_WALK $IRR_EMAT_CROUCH_ATTACK $IRR_EMAT_CROUCH_PAIN $IRR_EMAT_CROUCH_DEATH $IRR_EMAT_DEATH_FALLBACK $IRR_EMAT_DEATH_FALLFORWARD $IRR_EMAT_DEATH_FALLBACKSLOW $IRR_EMAT_BOOM |
Return Value
Success: TrueFailure: False
Remarks
MD2 format models have specific animation sequences contained within them that can be played back with a simple call.
Related
_IrrGetMesh, _IrrAddMeshToScene, _IrrGetMeshFrameCount, _IrrGetNodeAnimationFrame, _IrrSetNodeAnimationRange, _IrrSetNodeAnimationSpeed
Example
#include "au3Irrlicht2.au3"
_IrrStart()
local $MD2Mesh = _IrrGetMesh( "./media/zumlin.md2" )
local $MeshTexture = _IrrGetTexture( "./media/zumlin.pcx" )
local $SceneNode = _IrrAddMeshToScene( $MD2Mesh )
_IrrSetNodeMaterialTexture( $SceneNode, $MeshTexture, 0 )
_IrrSetNodeMaterialFlag( $SceneNode, $IRR_EMF_LIGHTING, $IRR_OFF )
_IrrPlayNodeMD2Animation( $SceneNode, $IRR_EMAT_SALUTE )
local $camera = _IrrAddCamera( 50,0,0, 0,0,0 )
WHILE _IrrRunning()
_IrrBeginScene(0, 0, 0)
_IrrDrawScene()
_IrrEndScene()
WEND