Interface IParticleModelObject ​
Namespace: ValveResourceFormat.Particles
Assembly: ValveResourceFormat.dll
The object a control point is bound to when it carries a model, such as the entity an effect is attached to: where it stands, how its skeleton is posed and which sequence it plays. The model functions place particles on its hitboxes and bones, skin snapshots to it and read its scale.
public interface IParticleModelObjectProperties ​
Model ​
The model the object shows.
Model Model { get; }Property Value ​
SequenceIndex ​
The index of the sequence the object plays among the model's sequences, or -1 when it plays none.
int SequenceIndex { get; }Property Value ​
int
SequenceRate ​
How fast the object plays IParticleModelObject.SequenceIndex, 1 at its authored speed.
float SequenceRate { get; }Property Value ​
float
Transform ​
Carries the model's space into the world, scale included.
Matrix4x4 Transform { get; }Property Value ​
Methods ​
GetBonePose(Span<Matrix4x4>) ​
Writes every bone of IParticleModelObject.Model's skeleton in its current pose, in model space and indexed by bone index. bones is as long as the skeleton.
void GetBonePose(Span<Matrix4x4> bones)Parameters ​
Receives one transform per bone.

