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const
int
VB_T2_C4_N3_V3;
const
int
VB_T3_T3_T3_N3_V3;
void
print(
*int
string,
float
val);
void
printv(
*int
string,
val);
int
xmlInt(
*int
path,
int
defaultValue);
float
xmlFloat(
*int
path,
float
defaultValue);
void
xmlString(
*int
dst,
int
dst_size,
*int
path,
*int
defaultValue);
void
jsString(
*int
dst,
int
dst_size,
*int
jScript);
float
atan2(
float
y,
float
x);
float
pow(
float
x,
float
y);
void
fileRead(
*int
fileName,
*void
data,
int
start,
int
count);
float
fInterp(
float
a,
float
b,
float
amt);
float
fInterp(
float
a,
float
b,
float
c,
float
d,
float
amt);
void
matMul(
*float[16]
result,
*float[16]
a,
*float[16]
b);
void
matTranslate(
*float[16]
result,
*float[16]
a,
float
x,
float
y,
float
z);
void
matScale(
*float[16]
result,
*float[16]
a,
float
x,
float
y,
float
z);
void
matRotate(
*float[16]
result,
*float[16]
a,
float
angle,
float
x,
float
y,
float
z);
void
matLookAt(
*float[16]
result,
*float[16]
a,
eye,
obj,
up);
void
matBillboard(
*float[16]
result,
*float[16]
a,
float
scale);
void
vbRender(
int
vb,
int
type,
int
offset,
int
pts);
int
shaderLoad(
*int
vtx_filename,
*int
frag_filename);
const
int
SOUND_BUFFER_SIZE;
const
int
WAVE_HISTORY_SIZE;
const
int
VIS_TIME_SCENE;
const
int
VIS_SOUND_ENERGY;
const
int
VIS_SOUND_BASS;
const
int
VIS_SOUND_TREBLE;
const
int
VIS_SOUND_BEAT;
const
int
VIS_SOUND_WAVE;
const
int
VIS_SOUND_SPECTRUM;
const
int
VIS_SOUND_WAVE_HISTORY;
const
int
VIS_SOUND_BEATAVR;
const
int
VIS_SOUND_SYNC;
const
int
VIS_SOUND_SYNCSMOOTH;
const
int
VIS_SOUND_DEBUG1;
const
int
VIS_SOUND_DEBUG2;
const
int
VIS_TWEAK_XYZ_AMT;
const
int
VIS_TWEAK_RGB_AMT;
const
int
VIS_TWEAK_STEREO_SEP;
const
int
VIS_TWEAK_CAMSHIFTX;
const
int
VIS_TWEAK_SIZE;
const
int
VIS_TWEAK_SPEED_OVERRIDE;
const
int
VIS_TWEAK_BRIGHTNESS;
const
int
VIS_TWEAK_SATURATION;
float
_soundSyncInc_last;
const
int
GL_TEXTURE_WRAP;
const
int
GL_SCREEN_WIDTH;
const
int
GL_SCREEN_HEIGHT;
const
int
GL_VIEWPORT_WIDTH;
const
int
GL_VIEWPORT_HEIGHT;
const
int
GL_TEX_VID_UPDATE_FRAME;
const
int
GL_ONE_MINUS_SRC_ALPHA;
const
int
GL_ONE_MINUS_SRC_COLOR;
const
int
GL_COLOR_BUFFER_BIT;
const
int
GL_DEPTH_BUFFER_BIT;
void
glClear(
float
r,
float
g,
float
b,
float
a,
int
flags);
void
mbBall(
volume,
position,
float
strength,
int
border);
void
mbLookupBall(
volume,
lookup,
position,
float
strength,
int
border);
void
mbDisc(
volume,
position,
int
zPos,
float
strength,
int
border);
void
qSort(
*int
indices,
*float
values,
int
pointCount);
void
step(
this,
float
amt);
}
void
step(
this,
float
timePass,
float
move);
void
bind(
this,
int
unit);
}
void
step(
this,
float
amt,
float
bass,
float
mid,
float
treble);
void
render(
this,
vb,
*float[16]
base);
}
void
create(
this,
int
_sx,
int
_sy);
void
step(
this,
float
timePass);
}
const
int
BIOTUNNEL_SUBSECTIONS;
const
float
BIOTUNNEL_TEX_REPEAT_Y;
void
create(
this,
int
trail_count,
int
vb_format);
void
render(
this,
float
alpha,
float
alpha_max);
}
void
_create(
this,
int
section_count,
int
mesh_size,
int
section_trails,
int
calc_tex_coords,
int
inside_tunnel);
void
create(
this,
int
section_count,
int
mesh_size,
int
section_trails);
}
void
create(
this,
initial_pos);
void
step(
this,
float
timePass,
float
friction);
void
attract(
this,
position,
float
amount);
}
void
create(
this,
int
boid_count,
initialMin,
initialMax);
void
attract(
this,
position,
float
amount);
void
repulse(
this,
position,
float
amount,
float
size);
void
step(
this,
float
timePass);
}
void
render(
this,
a,
b,
float
z,
float
cornerSize,
int
drawMiddle);
}
void
start(
this,
int
particles);
void
start(
this,
particleDirection,
int
particles);
void
add(
this,
pos,
normal,
float
size,
col);
void
addTrail(
this,
pos,
int
count,
float
size,
col);
void
addLine(
this,
a,
b,
float
size,
normal,
col);
void
addRect(
this,
rect,
float
x1,
float
y1,
float
x2,
float
y2,
normal,
col);
void
addCharacterSlice(
this,
int
character,
rect,
normal,
col,
float
xStart,
float
xEnd);
}
const
int
BG_RECURSEWARP;
const
int
FG_ENVMAP_SOLID;
const
int
FG_ENVMAP_TRANSPARENT;
const
int
FG_ENVMAP_BG_SOLID;
const
int
FG_ENVMAP_BG_COLORMAP;
const
int
FG_TEXTURED_SOLID;
const
int
FG_TEXTURED_SOLID_LIT;
const
int
FG_TEXTURED_TRANSPARENT;
const
int
FG_TEXTURED_TRANSPARENT_LIT;
int
colourSchemeInitialised;
const
float
CONROD_LENGTH;
const
float
PISTON_SPACING;
const
float
PISTON_HEIGHT;
const
float
VALVE_HEIGHT;
void
create(
this,
float
_pistonAngle,
float
_crankAngleOffset,
float
_pistonOffset,
float
_conrodOffset);
void
step(
this,
float
currentCrankAngle);
void
render(
this,
*float[16]
baseMatrix,
enginePiston,
engineConRod);
}
void
step(
this,
float
currentCrankAngle);
void
render(
this,
*float[16]
baseMatrix);
}
void
create(
this,
*float[16]
cylinderOffset,
float
timing);
void
step(
this,
float
amt);
}
const
int
FB_NO_USE_MATRIX;
float
feedbackMulitplier;
void
create(
this,
int
flags);
}
const
int
FLOW_PARTICLE_SIZE;
void
add_source(
this,
*float
x,
*float
s,
float
dt);
void
set_bnd(
this,
int
b,
*float
x);
void
lin_solve(
this,
int
b,
*float
x,
*float
x0,
float
a);
void
diffuse(
this,
int
b,
*float
x,
*float
x0,
float
diff,
float
dt);
void
advect(
this,
int
b,
*float
d,
*float
d0,
*float
u,
*float
v,
float
dt);
void
project(
this,
*float
u,
*float
v,
*float
p,
*float
div);
void
dens_step(
this,
*float
x,
*float
x0,
*float
u,
*float
v,
float
diff,
float
dt);
void
vel_step(
this,
*float
u,
*float
v,
*float
u0,
*float
v0,
float
visc,
float
dt);
void
step(
this,
float
dt);
}
void
getTextExtents(
this,
*int
text,
float
size,
*float
extentX,
*float
extentY);
void
appendText(
this,
buf,
*int
text,
float
xOffset,
float
y,
float
size);
void
appendText(
this,
*int
text,
float
xOffset,
float
y,
float
size);
void
setText(
this,
vb,
*int
text,
float
x,
float
y,
float
size);
void
setText(
this,
*int
text,
float
x,
float
y,
float
size);
void
create(
this,
*int
text);
void
scale(
this,
float
size);
void
align(
this,
int
horizontal,
int
vertical);
}
float[256]
FONT_CHAR_SPACING;
const
int
GRAPHER_ELEMENTS;
const
int
GRAPHER_TRACES;
void
step(
this,
float
a,
float
b,
float
c,
float
d);
}
void
create(
this,
int
width,
int
height);
}
const
float
CAMERA_CHANGE_BASS;
void
create(
this,
vEyeMin,
vEyeMax,
vTargetMin,
vTargetMax,
vUp);
void
jumpTo(
this,
eye,
target,
float
eyeMovement);
}
void
create(
this,
int
radius);
}
void
create(
this,
int
x,
int
y,
int
z);
void
clear(
this,
int
v);
void
ball(
this,
pos,
float
strength,
int
margin);
void
lookupBall(
this,
lookup,
pos,
float
strength);
}
void
render(
this,
int
mask_texture,
int
background_texture);
}
void
create(
this,
vMin,
vMax);
}
void
randomize(
this,
float
initial_pos,
float
max_pos);
void
step(
this,
float
amt,
float
bass,
float
mid,
float
treble);
void
render(
this,
vb,
*float[16]
base);
}
void
setMatrix(
this,
*float[16]
res,
*float[16]
x,
float
scale);
}
const
int
ORIENTEDMORPH_PRESETS;
float
animatedSoundCounter;
void
_create(
this,
int
mPoints,
int
mPresets,
int
use_presets);
void
create(
this,
int
mPoints,
int
mPresets);
void
create(
this,
int
mPoints);
void
step(
this,
float
stepAmt);
}
const
int
OSCILLISCOPE_SAMPLES;
void
start(
this,
int
particleCount);
void
add(
this,
pos,
float
size);
}
void
_start(
this,
int
particles);
void
start(
this,
particleDirection,
int
particles);
void
start(
this,
int
particles);
void
add(
this,
pos,
float
size);
void
add(
this,
pos,
float
size,
texMin,
texMax);
void
add(
this,
pos,
float
size,
float
rotation,
texMin,
texMax);
void
addTrail(
this,
pos,
int
count,
float
size);
void
addLine(
this,
a,
b,
float
size);
void
addRect(
this,
rect,
float
x1,
float
y1,
float
x2,
float
y2);
}
float
mag(
float
x,
float
y);
void
strncpy(
*int
dst,
*int
src,
int
n);
void
setup(
this,
int
tex1,
int
tex2,
int
tex3);
}
void
render(
this,
int
tex1,
int
tex2,
int
tex3);
}
void
render(
this,
int
tex1,
int
tex2,
int
tex3);
int
renderTex(
this,
int
tex1,
int
tex2,
int
tex3);
}
int
renderTex(
this,
int
tex1,
int
tex2,
int
tex3);
void
render(
this,
int
tex1,
int
tex2,
int
tex3);
}
void
render(
this,
int
tex1,
int
tex2,
int
tex3);
int
renderTex(
this,
int
tex1,
int
tex2,
int
tex3);
}
void
render(
this,
int
tex1,
int
tex2,
int
tex3);
int
renderTex(
this,
int
tex1,
int
tex2,
int
tex3);
}
void
render(
this,
int
tex1,
int
tex2,
int
tex3);
int
renderTex(
this,
int
tex1,
int
tex2,
int
tex3);
}
const
int
gl_one_minus_src_alpha;
const
int
gl_one_minus_src_color;
const
int
CR4GL_BLOCKBUFFERSIZE;
void
glscale(
this,
float
x,
float
y,
float
z);
void
glrotate(
this,
float
ang,
float
x,
float
y,
float
z);
void
glperspective(
this,
float
fov,
float
aspect,
float
znear,
float
zfar);
void
glortho(
this,
float
xmin,
float
xmax,
float
ymin,
float
ymax,
float
zmin,
float
zmax);
void
gllookat(
this,
float
eyex,
float
eyey,
float
eyez,
float
centerx,
float
centery,
float
centerz,
float
upx,
float
upy,
float
upz);
void
glbegin(
this,
int
renderType);
void
glcolor(
this,
float
r,
float
g,
float
b,
float
a);
void
glnormal(
this,
float
x,
float
y,
float
z);
void
glvertex(
this,
float
x,
float
y,
float
z);
void
glcube(
this,
float
ax,
float
ay,
float
az,
float
bx,
float
by,
float
bz);
void
glparticle(
this,
float
x,
float
y,
float
z,
float
s);
void
render(
this,
int
tex1,
int
tex2,
int
tex3);
}
void
render(
this,
int
tex1,
int
tex2,
int
tex3);
}
void
render(
this,
int
tex1,
int
tex2,
int
tex3);
}
void
render(
this,
int
tex1,
int
tex2,
int
tex3);
}
void
render(
this,
int
tex1,
int
tex2,
int
tex3);
}
void
render(
this,
int
tex1,
int
tex2,
int
tex3);
}
void
render(
this,
int
tex1,
int
tex2,
int
tex3);
}
void
render(
this,
int
tex1,
int
tex2,
int
tex3);
}
void
pointxy(
this,
float
x,
float
y);
void
render(
this,
int
tex1,
int
tex2,
int
tex3);
}
void
step(
this,
data,
float
movAmt,
float
rotAmt);
}
void
create(
this,
int
numObjects);
void
sort(
this,
direction);
void
render(
this,
buf,
int
buffers);
void
step(
this,
float
amount);
}
const
int
RRS_TRANSPARENT;
const
int
RSI_SHAPEINFO_COUNT;
int
findFitting(
this,
int
rsiFlagAllowed,
int
rsiFlagDisallowed);
void
create(
this,
int
rsiFlagAllowed,
int
rsiFlagDisallowed);
void
create(
this,
int
rsiFlagAllowed);
}
int
loadTex(
this,
*int
skyFile,
*int
skyType);
void
create(
this,
*int
skyFile);
}
const
float
CSPACEOBJECTS_SPACEX;
const
float
CSPACEOBJECTS_SPACEY;
const
float
CSPACEOBJECTS_SPACEZ;
void
sort(
this,
direction);
void
step(
this,
float
timePass,
float
amount);
void
create(
this,
int
objectCount);
}
*float
controlPointsValue;
void
create(
this,
int
_controlPoints);
void
getPointsRecurse(
this,
pFrom,
pTo,
points,
int
nPoints,
float
randomness);
}
const
int
SPIDER_LEG_DIV;
void
create(
this,
texa,
texb);
void
renderAt(
this,
float
x1,
float
y1,
float
x2,
float
y2,
float
z);
void
renderAt(
this,
float
x1,
float
y1,
float
x2,
float
y2);
void
renderAt(
this,
float
x1,
float
y1,
float
x2,
float
y2,
float
tx1,
float
ty1,
float
tx2,
float
ty2);
}
float
colour_repulsiveness;
void
create(
this,
int
_sectionCount);
}
const
int
STET_CUBESANGLED;
const
int
STET_SQUARETUBE;
const
int
STET_ROUNDTUBE;
const
int
STET_SPIRALTUBE;
const
int
STET_RANDOM_END;
const
int
STET_BIOTUNNEL_N3V3;
const
int
STET_BIOTUNNEL_T2N3V3;
const
int
STET_BIOTUNNEL_T3T3T3N3V3;
const
int
STE_MAX_SUBTUNNELS;
float[16]
currentOrientation;
float[16]
lastOrientation;
void
create(
this,
int
mesh_size);
}
void
create(
this,
int
_sectionCount);
void
render(
this,
float
lastAlpha);
}
void
create(
this,
int
_subtunnelCount,
int
_elementCount,
int
_sectionCount,
int
_sectionsPerTunnel,
int
_meshSize);
void
render(
this,
int
first,
int
last,
float
lastAlpha);
void
render(
this,
float
lastAlpha);
getPos(
this,
int
subtunnelIdx,
float
pos);
}
void
step(
this,
float
timePass);
void
create(
this,
*float
data,
int
dataSize,
int
stepSize);
}
const
int
TREE_PARTICLES;
void
createBranch(
this,
branch,
*float[16]
matrix,
int
depth,
tweak);
void
construct(
this,
branch,
pos,
float
size,
tweak);
void
construct(
this,
branch,
pos,
float
size);
}
void
create(
this,
vpos,
vup,
vdir,
vside);
void
createFrom(
this,
previous,
float
distance,
float
directionX,
float
directionY,
float
rotate);
}
void
create(
this,
int
section_count,
float
section_spacing);
void
calculateSlice(
this,
points,
float
radius,
int
radialDivisions,
sa,
sb,
sc,
sd,
float
amt);
void
calculateSection(
this,
buffer,
float
radius,
int
radialDivision,
int
lengthDivision,
int
sectionFromFront);
}
void
step(
this,
float
amt);
}
void
create(
this,
int
vertexType,
int
initialSize);
lockV3(
this,
int
requiredSize);
lockPos(
this,
int
requiredSize,
*int
stride);
void
setUsed(
this,
int
actualUsed);
void
scale(
this,
float
x,
float
y,
float
z);
void
rotate(
this,
float
angle,
float
x,
float
y,
float
z);
void
render(
this,
int
renderType);
void
append(
this,
buffer,
*float[16]
matrix);
}
void
create(
this,
int
_sx,
int
_sy);
}
void
step(
this,
float
timePass);
void
render(
this,
zAxis,
particles);
}
void
create(
this,
int
pointCount);
void
step(
this,
float
timePass);
}
void
createTube16(
v,
a,
ax,
ay,
b,
bx,
by,
float
tya,
float
tyb);
void
createTube32(
v,
a,
ax,
ay,
b,
bx,
by,
float
tya,
float
tyb);
void
createTubeExt16(
v,
int
divisions,
float
dia,
ea,
pa,
ax,
ay,
pb,
bx,
by,
eb);
const
int
VB_T2_C4_N3_V3;
const
int
VB_T3_T3_T3_N3_V3;
void
print(
*int
string,
float
val);
void
printv(
*int
string,
val);
int
xmlInt(
*int
path,
int
defaultValue);
float
xmlFloat(
*int
path,
float
defaultValue);
void
xmlString(
*int
dst,
int
dst_size,
*int
path,
*int
defaultValue);
void
jsString(
*int
dst,
int
dst_size,
*int
jScript);
float
atan2(
float
y,
float
x);
float
pow(
float
x,
float
y);
void
fileRead(
*int
fileName,
*void
data,
int
start,
int
count);
float
fInterp(
float
a,
float
b,
float
amt);
float
fInterp(
float
a,
float
b,
float
c,
float
d,
float
amt);
void
matMul(
*float[16]
result,
*float[16]
a,
*float[16]
b);
void
matTranslate(
*float[16]
result,
*float[16]
a,
float
x,
float
y,
float
z);
void
matScale(
*float[16]
result,
*float[16]
a,
float
x,
float
y,
float
z);
void
matRotate(
*float[16]
result,
*float[16]
a,
float
angle,
float
x,
float
y,
float
z);
void
matLookAt(
*float[16]
result,
*float[16]
a,
eye,
obj,
up);
void
matBillboard(
*float[16]
result,
*float[16]
a,
float
scale);
void
vbRender(
int
vb,
int
type,
int
offset,
int
pts);
int
shaderLoad(
*int
vtx_filename,
*int
frag_filename);
const
int
SOUND_BUFFER_SIZE;
const
int
WAVE_HISTORY_SIZE;
const
int
VIS_TIME_SCENE;
const
int
VIS_SOUND_ENERGY;
const
int
VIS_SOUND_BASS;
const
int
VIS_SOUND_TREBLE;
const
int
VIS_SOUND_BEAT;
const
int
VIS_SOUND_WAVE;
const
int
VIS_SOUND_SPECTRUM;
const
int
VIS_SOUND_WAVE_HISTORY;
const
int
VIS_SOUND_BEATAVR;
const
int
VIS_SOUND_SYNC;
const
int
VIS_SOUND_SYNCSMOOTH;
const
int
VIS_SOUND_DEBUG1;
const
int
VIS_SOUND_DEBUG2;
const
int
VIS_TWEAK_XYZ_AMT;
const
int
VIS_TWEAK_RGB_AMT;
const
int
VIS_TWEAK_STEREO_SEP;
const
int
VIS_TWEAK_CAMSHIFTX;
const
int
VIS_TWEAK_SIZE;
const
int
VIS_TWEAK_SPEED_OVERRIDE;
const
int
VIS_TWEAK_BRIGHTNESS;
const
int
VIS_TWEAK_SATURATION;
float
_soundSyncInc_last;
const
int
GL_TEXTURE_WRAP;
const
int
GL_SCREEN_WIDTH;
const
int
GL_SCREEN_HEIGHT;
const
int
GL_VIEWPORT_WIDTH;
const
int
GL_VIEWPORT_HEIGHT;
const
int
GL_TEX_VID_UPDATE_FRAME;
const
int
GL_ONE_MINUS_SRC_ALPHA;
const
int
GL_ONE_MINUS_SRC_COLOR;
const
int
GL_COLOR_BUFFER_BIT;
const
int
GL_DEPTH_BUFFER_BIT;
void
glClear(
float
r,
float
g,
float
b,
float
a,
int
flags);
void
mbBall(
volume,
position,
float
strength,
int
border);
void
mbLookupBall(
volume,
lookup,
position,
float
strength,
int
border);
void
mbDisc(
volume,
position,
int
zPos,
float
strength,
int
border);
void
qSort(
*int
indices,
*float
values,
int
pointCount);
float[16]
velocityMatrix;
void
step(
this,
float
timePass,
float
value);
void
pullback(
this,
float
timePass,
float
speed);
}
float
halfLife(
float
timePass,
float
halflife);
float
clip(
float
val,
float
min,
float
max);
float
min(
float
a,
float
b);
float
max(
float
a,
float
b);
float
avr(
float
a,
float
b);
void
create(
this,
boundsMin,
boundsMax);
}
void
setOrtho(
float
xmin,
float
xmax,
float
ymin,
float
ymax);
void
setPerspective(
float
fovy,
float
aspect,
float
zNear,
float
zFar);
int
rgba(
float
r,
float
g,
float
b,
float
a);
int
rgb(
float
r,
float
g,
float
b);
float[16]
orient(
x,
y,
z,
pos,
float
scale);
void
orient(
*float[16]
res,
*float[16]
old,
x,
y,
z,
pos,
float
scale);
float
hermiteInterpFloat(
float
y0,
float
y1,
float
y2,
float
y3,
float
mu,
float
tension,
float
bias);
int
HSBtoRGB(
float
hue,
float
sat,
float
bri);
float[16]
_PUSHPOP_ORTHO_MODEL;
float[16]
_PUSHPOP_ORTHO_PROJ;
void
pushOrtho(
float
xa,
float
xb,
float
ya,
float
yb);
void
create(
this,
int
_tails,
int
_tailElements,
float
_tailSpacing,
float
_tailHalfLife);
void
step(
this,
*float[16]
matrix,
float
timePass);
}
class { float x <0> ;
float y <1> ;
float z <2> ;
}[256][7]
shapes;
void
step(
this,
float
amt);
}
void
strcpy(
*int
dst,
*int
src);
void
strcat(
*int
dst,
*int
src);
void
strsplit(
*int
dsta,
*int
dstb,
*int
src,
int
sep);
int
strfind(
**int
list,
int
list_size,
*int
str);