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1.17 Entity . 124
1.17.1 Entity.ApplyAngularlmpulse . 124
1.17.2 Entity.Applylmpulse . 124
1.17.3 Entity.AttachPersonLabel . 125
1.17.4 Entity.AttachToBone . 125
1.17.5 Entity.AttachToParent . 126
1.17.6 Entity.BlendAnimln . 127
1.17.7 Entity.BlendAnimOut . 128
1.17.8 Entity.Copy . 129
1.17.9 Entity.Create . 129
1.17.10 Entity.CreateForceAction . 130
1.17.11 Entity.CreatePointForceAction . 131
1.17.12 Entity.CreateTorqueAction . 131
1.17.13 Entity.DebugSetAxesVisible . 132
1.17.14 Entity.DebugSetCollisionVisible . 133
1.17.15 Entity.DebugSetPlierarchyVisible. 133
1.17.16 Entity. DestroyAction . 134
1.17.17 Entity.DetachPersonLabel . 135
1.17.18 Entity.EnableAction . 135
1.17.19 Entity.EnableCollision . 136
1.17.20 Entity.EnableCollisionCallbacks . 136
1.17.21 Entity.EnableDynamics . 137
1.17.22 Entity.EnableDynamicsAutoDeactivation . 138
1.17.23 Entity.EnablelnterpolatedMode . 139
1.17.24 Entity.EnableKeepUpright . 139
1.17.25 Entity.EnableLayerCollision . 140
1.17.26 Entity.EvaluateAnims . 140
1.17.27 Entity.FindMaterials . 141
1.17.28 Entity.GetActiveAnim . 142
1.17.29 Entity.GetAngularDamping . 143
1.17.30 Entity.GetAngularVelocity . 143
1.17.31 Entity.GetBoneCount . 144
1.17.32 Entity.GetBonelndex . 144
1.17.33 Entity.GetBoneLocalMatrix . 145
1.17.34 Entity.GetBoneWorldMatrix . 145
1.17.35 Entity.GetCenterOfMassLocal . 146
1.17.36 Entity.GetCenterOfMassWorld . 147
1.17.37 Entity.GetChildren . 147
1.17.38 Entity.GetCloth . 148
1.17.39 Entity.GetCollisionLayer . 149
1.17.40 Entity.GetContactCount . 149
1.17.41 Entity.GetContactEntity . 150
1.17.42 Entity.GetContactld . 151
1.17.43 Entity.GetContactPoint . 151
1.17.44 Entity.GetContactRelVelocity . 152
1.17.45 Entity.GetContactUserld . 153
1.17.46 Entity.GetCullDistance. 153
1.17.47 Entity.GetGravity . 154
1.17.48 Entity.GetlndexOfAnim . 155
1.17.49 Entity.GetLinearDamping . 155
1.17.50 Entity.GetLinearVelocity . 156
1.17.51 Entity.GetLocalBounds . 157
1.17.52 Entity.GetLocalMatrix . 157
1.17.53 Entity.GetMass . 158
1.17.54 Entity.GetNumActiveAnims . 158
1.17.55 Entity.GetParent . 159
1.17.56 Entity.GetPointVelocity . 160
1.17.57 Entity.GetPosition . 160
1.17.58 Entity.GetRotationQuat . 161
1.17.59 Entity.GetRotationXyz . 161
1.17.60 Entity.GetScale . 162
1.17.61 Entity.GetSiblings . 162
1.17.62 Entity.GetUniqueld . 163
1.17.63 Entity.GetWorldBounds . 164
1.17.64 Entity.GetWorldMatrix . 164
1.17.65 Entity.HasActiveAnims . 165
1.17.66 Entity.IsActionEnabled . 166
1.17.67 Entity. IsDynamicsActive . 166
1.17.68 Entity.IsDynamicsAutoDeactivationEnabled . 167
1.17.69 Entity.IsinterpolatedModeEnabled . 168
1.17.70 Entity.IsKeepUprightEnabled . 168
1.17.71 Entity.IsLayerCollisionEnabled . 169
1.17.72 Entity.IsVisiblc . 169
1.17.73 Entity.LookAt . 170
1.17.74 Entity.LookAtWorld . 170
1.17.75 Entity.ParticlelsAlive . 171
1.17.76 Entity.ParticleReset . 172
1.17.77 Entity.ParticleSetAttachType . 172
1.17.78 Entity. ParticleSetEffect . 173
1.17.79 Entity.ParticleSetEmitting . 173
1.17.80 Entity.ParticleSetUpdate . 174
1.17.81 Entity.ParticleSetUserParam . 175
1.17.82 Entity.PauseAnim . 175
1.17.83 Entity.PlayAnim . 176
1.17.84 Entity.RegisterCollisionCallback . 177
1.17.85 Entity.Reset . 177
1.17.86 Entity.ResumeAnim . 178
1.17.87 Entity.SetActionForce . 179
1.17.88 Entity.SetActionPosition . 179
1.17.89 Entity.SetActionTorque . 180
1.17.90 Entity.SetAngularDamping . 181
1.17.91 Entity.SetAngularVelocity . 181
1.17.92 Entity.SetAttachType . 182
1.17.93 Entity.SetCenterOfMassLocal . 183
1.17.94 Entity.SetCollision . 183
1.17.95 Entity.SetCollisionLayer. 184
1.17.96 Entity.SetCullDistance . 185
1.17.97 Entity.SetDynamicsActive . 185
1.17.98 Entity.SetFrictionCoeff . 186
1.17.99 Entity.SetGravity . 186
1.17.100 Entity.SelLight . 187
1.17.101 Entity.SetLinearDamping . 187
1.17.102 Entity.SetLinearVelocity . 188
1.17.103 Entity.SetLocalMatrix . 189
1.17.104 Entity.SetMass . 189
1.17.105 Entity.SetMaxContacts . 190
1.1 7.106 Entity.SetModel . 191
1.17.107 Entity.SetPosition . 191
1.17.108 Entity.SetRestitutionCoeff . 192
1.17.109 Entity.SetRotationQuat . 193
1.17.110 Entity.SetRotationX . 193
1.17.111 Entity.SetRotationXyz . 194
1.17.112 Entity.SetRotationY . 194
1.17.113 Entity.SetRotationZ . 195
1.17.114 Entity.SotScaio . 195
1.17.115 Entity.SetScreen . 196
1.17.116 Entity.SetSkeleton . 196
1.17.117 Entity.SetVisible. 197
1.17.118 Entity.StopAnim . 198
Entity
Entity. ApplyAngularlmpulse
Brief
Applies an angular impulse to the entity.
Definition
Entity.ApplyAngularlmpulse( Entity entity, Vector4 impulse )
Arguments
entity - The entity to update.impulse - World space vector specifying angular impulse to be applied to the entity.
Return Values
None.
Description
Applies an angular impulse to the entity around the center of mass, creating angular velocity.
Examples
! � Apply angular impulse around Y axis
! Entity.ApplyAngularlmpulse( entity, Vector4.Create( 0, 0.1, 0.0) )
See Also
None
Entity. Applylmpulse
Brief
Applies an impulse around a point.
Definition
Entity.Applylmpulse( Entity entity, Vector4 impulse )
Entity.Applylmpulse( Entity entity, Vector4 impulse, Vector4 point )
Arguments
entity - The entity to update.impulse - World space vector specifying impulse (or force) to be applied to the entity.point - World space vector
specifying the point around which the impulse acts.
Return Values
None.
Description
Applies an impulse around a point. If no point is specified, the center of mass of the entity's rigid body is used.
Examples
! � Apply an impulse around the entity's center of mass
i Entity.Applylmpulse( entity, Vector4.Create( 5, 10, 5 ) )
! � Apply an impulse around the origin of world space
? Entity.Applylmpulse( entity, Vector4.Create( 0, 10, 0 ), Vector4.Create( 0, 0, 0 ) )
See Also
None
Entity. AttachPersonLabel
Brief
Attach a person label to the entity.
Definition
! Entity.AttachPersonLabel(Entity entity. Person person, Vector4 offset)
Arguments
person - The person to take the label from.offset - The offset of the label from the entity's position. (Optional. Defaults to 0, 0, 0).
Return Values
Description
This function will detach the person label from the given person, and attach it to the entity instead. Any number of person labels can be attached
to the entity.
Examples
j Entity.AttachPersonLabel(entity, person, labelOffset)
See Also
� Entity.DetachPersonLabel
Entity. AttachToBone
Brief
Attach the entity to the specified bone of its parent.
Definition
Entity.AttachToBone( Entity entity, string boneName )
Arguments
entity - The entity to update.boneName - The name of the bone to attach to or nil to clear it. Can be one of the following:
"pelvis�
"hips"
"leftleg"
"leftfoot"
"rightleg"
"rightfoot"
"spine"
"neck"
"head"
"leftshoulder�
"leftarm"
"leftforearm"
"lefthand"
"rightshoulder"
"rightarm"
"rightforearm"
"righthand"
Return Values
None.
Description
Attach the entity to the specified bone of its parent. In addition to specifying the bone to which the entity is to be attached, it is also necessary to
specify the person to which the bone belongs. This is done by calling Entity.AttachToParent and supplying the desired person.
Examples
entity = Entity.Create()
Entity.AttachToParent( entity, LocalPlayer.GetPerson() )
Entity.AttachToBone( entity, "head" )
See Also
� Entity.Create
� Entity.AttachToParent
� Entity.SetAttachType
Entity. AttachToParent
Brief
Attaches the entity to the specified parent.
Definition
Entity.AttachToParent( Entity child. Entity parent, string boneName = nil )
Entity.AttachToParent( Entity child. Person parent, string boneName = nil )
Arguments
entity - The entity to update.parent - The parent to attach the entity to or nil to remove it.boneName - The name of the bone to attach to, if any.
For a person, it must be from the following list:
"pelvis�
"hips"
"leftleg"
"leftfoot"
"rightleg"
"rightfoot"
"spine"
"neck"
"head"
"leftshoulder�
"leftarm"
"leftforearm"
"lefthand"
"rightshoulder"
"rightarm"
"rightforearm"
"righthand"
Return Values
None.
Description
Attaches the entity to the specified parent. The parent�s world matrix will be applied to the entity so the entity's position, rotation and scale are
relative to the parent. If a bone is specified, the entity will be attached to the specified bone in the parent's skeleton.
Examples
� Parent an entity to an entity
entityl = Entity.Create()
parent = Entity.Create()
Entity.AttachToParent( entityl, parent );
� Parent an entity to a person's right hand
entity2 = Entity.Create()
person = Person.Findlnlnstance( personld )
Entity.AttachToParent( entity2, person, "righthand" )
See Also
� Entity.Create
� Person.Findlnlnstance
� Entity.SetAttachType
Entity. BlendAnimln
Brief
Blends an animation into, and alongside the currently playing animations.
Definition
Entity.BlendAnimln( Entity entity, string resourceName, boolean isLooping = true, number time = 0,
number easeType = AnimBlendType.Linear, number blendDuration = 0.25, number priority = 0, Animation
anim = nil)
Entity.BlendAnimln( Entity entity, Resource animResource, boolean isLooping = true, number time = 0,
number easeType = AnimBlendType.Linear, number blendDuration = 0.25, number priority = 0, Animation
anim = nil)
Arguments
entity - entity to blend animation ontoresourceName - the name of the animation resource to blend inanimResource - the animation resource to
blend inisLooping - flag indicating if the animation played should loop, (default is true)time - point in at which the animation should start playing
from (default is 0.0)easeType - the easing method to be used. The values used are in the enumerated type AnimBlendType (default value is
AnimBlendType.Linear )blendDuration - the period in seconds, over which the blend factor will increase from 0.0 to 1.0 (default is 0.25)priority -
The priority affects where in the animation list an animation will be played. The higher the number, the later it will be played.
If a prior animation is being played at the same priority, then the new animation will be placed after the old animation in the list, (default is 0)anim
if supplied, the animation handle is set to the newly created active animation
Return Values
None.
Description
Values for the ease type are provided by the enumeration AnimBlendType:
AnimBlendType.None
AnimBlendType. Linear
AnimBlendType.SCurve
AnimBlendType. Accelerate
AnimBlendType. Decelerate
Examples
Entity.BlendAnimln( entity, "myAnim" )
Entity.BlendAnimln( entity, "myWalk", true, 0.0, AnimBlendType.Linear, 0.25, 0, animHandleToSave)
See Also
� Entity. GetlndexOfAnim
� Entity. GetActiveAnim
Entity. BlendAnimOut
Brief
Blends the specified active animation out.
Definition
Entity.BlendAnimOut(Entity entity. Animation anim, number easeType = AnimBlendType.Linear, number
blendDuration = 0.25)
Arguments
entity - entity to blend anim out fromanim - animation to blend outeaseType - the blend curve to use when blending out, default is
AnimBlendType.LinearblendDuration - the duration over which the animation is blended out, default is 0.25
Return Values
None.
Description
Begins to blend out a currently active animation. To check the progress of the blend, use Animation.GetBlendState and/or
Animation.GetBlendTime. An invalid animation handle will have no effect.
Examples
local animlndex = Entity.GetlndexOfAnim( entity, "idleAnim" )
local hAnim = Entity.GetActiveAnim( entity, animlndex )
Entity.BlendAnimOut( entity, hAnim, AnimBlendType.Linear, 0.25 )
See Also
� Entity. BlendAnimln
� Entity.GetlndexOfAnim
� Entity.GetActiveAnim
� Entity. PlayAnim
� Animation.GetBlendWeight
Entity.Copy
Brief
Clone an entity's state to another entity.
Definition
! Entity.Copy(Entity dest, Entity source)
Arguments
dest - Destination entity to modify.source - Source entity to copy.
Return Values
None.
Description
Copies all state from the source entity to the destination entity, leaving the source entity unchanged. The only state that will not be copied is
transform state (position and orientation), as having two identical entities in the same place may cause issues with collision and other systems.
The destination entity is still a different entity (it will not compare equal and will have a different unique ID) but will have the same state as the
source entity. Similarly to Reset, the hierarchy state of the destination entity will not be modified; if the script wishes to detach the entity and its
children this must be done explicitly.
Examples
! myDestEntity:Copy(mySourceEntity)
See Also
� Entity. Reset
Entity.Create
Brief
Creates a new entity.
Definition
j Entity Entity.Create()
Arguments
None
Return Values
A new Entity instance.
Description
Creates a new entity.
Examples
! entity = Entity.Create()
See Also
None
Entity.CreateForceAction
Brief
Creates a new 'force' action for an entity.
Definition
number Entity.CreateForceAction( Entity entity, boolean autoEnable = false )
Arguments
entity - The entity to which the action will belong.autoEnable - true to automatically enable the action, false otherwise.
Return Values
A numerical action ID.
Description
Creates a new 'force' action for an entity. If autoEnable is false, the action can be enabled with Entity.EnableAction. This action applies a force to
an entity every physics update. This function is only available if the entity has a collision item.
Examples
entity = Entity.Create()
e:SetCollision("kCollisionResource")
e:EnableDynamics()
actionld = Entity.CreateForceAction( e, false )
f = Vector4.Create( 10.0, 0.0, 0.0 )
Entity.EnableAction( e, actionld )
Entity.SetActionForce( e, actionld, f )
See Also
� Entity.CreateTorqueAction
� Entity. CreatePointForceAction
� Entity.EnableAction
� Entity.SetActionForce
Entity.CreatePointForceAction
Brief
Creates a new 'point-force' action for an entity.
Definition
number Entity.CreatePointForceAction( Entity entity, boolean localSpace = true, boolean autoEnable =
i false )
Arguments
entity - The entity to which the action will belonglocalSpace - true to use a local-space point, false to use a world-space point.autoEnable - true to
automatically enable the action, false otherwise.
Return Values
A numerical action ID.
Description
Creates a new 'point-force' action for an entity. If autoEnable is false, the action can be enabled with Entity.EnableAction. This action applies a
force at a given position to an entity. The position can a local-space point or a world-space point. This function is only available if the entity has a
collision item.
Examples
entity = Entity.Create()
e:SetCollision("kCollisionResource" )
e:EnableDynamics()
actionld = Entity.CreatePointForceAction( e, true, false )
f = Vector4.Create( 10.0, 0.0, 0.0 )
p = Vector4.Create( 0.0, 1.0, 0.0 )
Entity.EnableAction( e, actionld )
Entity.SetActionForce( e, actionld, f )
Entity.SetActionPosition( e, actionld, p )
See Also
� Entity.CreateTorqueAction
� Entity.CreateForceAction
� Entity.SetActionPosition
Entity.CreateTorqueAction
Brief
Creates a new 'torque' action for an entity.
Definition
number Entity.CreateTorqueAction( Entity entity, boolean autoEnable = false )
Arguments
entity - The entity to which the action will belong.autoEnable - true to automatically enable the action, false otherwise.
Return Values
A numerical action ID.
Description
Creates a new 'torque' action for an entity. If autoEnable is false, the action can be enabled with Entity.EnableAction. This action applies a torque
to an entity every physics update. This function is only available if the entity has a collision item.
Examples
entity = Entity.Create()
e : SetCollision ( ,, kCollisionResource ,, )
e:EnableDynamics()
actionld = Entity.CreateTorqueAction( e, false )
t = Vector4.Create( 10.0, 0.0, 0.0 )
Entity.EnableAction( e, actionld )
Entity.SetActionTorque( e, actionld, t )
See Also
� Entity.CreateForceAction
� Entity.CreatePointForceAction
� Entity.EnableAction
� Entity.SetActionTorque
Entity.DebugSetAxesVisible
Brief
Sets the entity to show its axis or not.
Definition
Entity.DebugSetAxesVisible( Entity entity, boolean value, boolean recursive, number size = 1)
Arguments
entity - The entity to update.value - If true the entity shows its axis and if false it hides it.recursive - If true the entity also sets the values of all the
children below it.size - The size of the line drawn to represent the axis (in meters).
Return Values
None.
Description
Sets the entity to show its axis or not. Entities default to not show their axis when created. Note that this function is provided for debugging
purposes and should not be used in a finalized script.
Examples
entity = Entity.Create()
Entity.DebugSetAxesVisible( entity, true, true, 1.0 )
See Also
� Entity.DebugSetHierarchyVisible
� Entity.DebugSetCollisionVisible
Entity.DebugSetCollisionVisible
Brief
Sets the entity to show its collision or not.
Definition
! Entity.DebugSetCollisionVisible( Entity entity, boolean value, boolean recursive )
Arguments
entity - The entity to update.value - If true the entity shows its collision shape.recursive - If true the entity also sets the values of all the children
below it.
Return Values
None.
Description
Sets the entity to show its collision or not. Entities default to not show their collision when created. Note that this function is provided for
debugging purposes and should not be used in a finalized script.
Examples
j entity = Entity.Create()
1 Entity.DebugSetCollisionVisible( entity, true, true )
See Also
� Entity.DebugSetAxesVisible
� Entity.DebugSetHierarchyVisible
Entity.DebugSetHierarchyVisible
Brief
Sets the entity to show its hierarchy or not.
Definition
Entity.DebugSetHierarchyVisible( Entity entity, boolean value, boolean recursive )
Arguments
entity - The entity to update.value - If true the entity shows its hierarchy with its immediate children and if false it hides it.recursive - If true the
entity also sets the values of all the children below it.
Return Values
None.
Description
Sets the entity to show its hierarchy or not. Entities default to not show their hierarchy when created. Note that this function is provided for
debugging purposes and should not be used in a finalized script.
Examples
entity = Entity.Create()
Entity.DebugSetHierarchyVisible( entity, true, true )
See Also
� Entity.DebugSetAxesVisible
� Entity.DebugSetCollisionVisible
Entity.DestroyAction
Brief
Destroy an entity action.
Definition
Entity.DestroyAction( Entity entity, number actionld )
Arguments
entity - The entity to which the action belongsactionld - The numerical action ID, obtained at action creation time
Return Values
None.
Description
Destroy an entity action. It is good practice to destroy ail actions when no longer required, however the system will also automatically destroy
them if the target entity is destroyed. This function is only available if the entity has a collision item.
Examples
entity = Entity.Create()
e:SetCollision("kCollisionResource")
e:EnableDynamics()
actionld = Entity.CreatePointForceAction( e, false )
f = Vector4.Create( 10.0, 0.0, 0.0 )
p = Vector4.Create( 0.0, 1.0, 0.0 )
Entity.EnableAction( e, actionld )
Entity.SetActionForce( e, actionld, f )
Entity.SetActionPosition( e, actionld, p )
Entity.DestroyAction( e, actionld )
See Also
� Entity.CreateForceAction
� Entity.CreateTorqueAction
Entity.DetachPersonLabel
Brief
Detaches a previously attached person label from the entity.
Definition
Entity.DetachPersonLabel(Entity entity. Person person)
Arguments
person - The person the label was taken from.
Return Values
Description
This function will detach the person label previously attached to the entity, and will re-attach it to the person it was taken from.
Examples
1 Entity.DetachPersonLabel(entity, person)
See Also
� Entity.AttachPersonLabel
Entity.EnableAction
Brief
Make entity action take effect.
Definition
1 Entity.EnableAction( Entity entity, number actionld, boolean enable = true )
Arguments
entity - The entity to which the action belongsactionld - The numerical action IDenable - true to enable the action, false otherwise
Return Values
None.
Description
Make entity action take effect. A disabled action will not be applied to the entity. This function is only available if the entity has a collision item.
Examples
entity = Entity.Create()
e:SetCollision("kCollisionResource" )
e:EnableDynamics()
actionld = Entity.CreatePointForceAction( e, false )
f = Vector4.Create( 10.0, 0.0, 0.0 )
p = Vector4.Create( 0.0, 1.0, 0.0 )
Entity.EnableAction( e, actionld, true )
Entity.SetActionForce( e, actionld, f )
Entity.SetActionPosition( e, actionld, p )
Entity.DestroyAction( e, actionld )
See Also
� Entity. IsActionEnabled
Entity.EnableCollision
Brief
Enables/disables collision on the specified entity.
Definition
Entity.EnableCollision( Entity entity, boolean enable = true, Phys3dWorld world = nil )
Arguments
entity - The entity to update.enable - true to enable collision, false otherwise (defaults to true if not specified).world - The Phys3dWorld to add to
the entity to, or nil to add to the default world.
Return Values
None.
Description
If collision is enabled for the specified entity, the local player's avatar and other physical entities can collide with it, thereby preventing
penetrations. If collision is disabled, the local player's avatar and other physical entities will be able to pass through this entity. Note that the
collision world specified in this call will override the collision world specified to SetCollision, if any; specifying nil here will cause the item to be
removed from the world specified in SetCollision and added to the default Phys3dWorld. Limitation: Although collision can be enabled for
translated and/or rotated entities, scaling is not supported.
Examples
� Turn off collisions
Entity.EnableCollision( entity, false )
� Turn on collisions
Entity.EnableCollision( entity )
See Also
� Entity.EnableDynamics
� Phys3dWorld.Create
Entity.EnableCollisionCallbacks
Brief
Enable or disable collision callbacks for the specified entity.
Definition
Entity.EnableCollisionCallbacks(Entity entity, boolean enable)
Arguments
entity - the entity to enable/disable collision callbacks forenable - enable or disable
Return Values
None.
Description
Enable or disable collision callbacks for the specified entity. Note that in order to receive callbacks, you must register your interest in the particular
type(s) of collision event you want to receive, using Entity.RegisterCollisionCallbackQ. You must also set the maximum contacts using
Entity.SetMaxContacts(). Finally, the entity must have collision set and enabled for the callback(s) to occur. The entity need not have dynamics
enabled as static entities will also report collisions.
Examples
� set up a collision data buffer
Entity.SetMaxContacts( 64 )
foo = Entity.Create()
foo:SetModel("model")
foo:SetCollision("collision" )
foo:SetPosition(Vector4.Create(0, 5, 0))
foo:SetVisible(true)
foo:EnableCollision(true)
foo:EnableDynamics(true)
foo:EnableCollisionCallbacks(true)
foo:RegisterCollisionCallback(EntityCollision.ContactAdded, ContactAddedCallback, foo)
See Also
� Entity. RegisterCollisionCallback
� Entity.SetMaxContacts
� Entity.SetCollision
� Entity.EnableCollision
Entity.EnableDynamics
Brief
Enables/disables dynamics on the specified entity.
Definition
! Entity.EnableDynamics( Entity entity, boolean enable = true )
Arguments
entity - The entity to update.enable - true to enable dynamics, false otherwise (defaults to true if not specified).
Return Values
None.
Description
If dynamics is enabled, the rigid body attached to the entity will be activated in PS Home's physics simulation. If dynamics is disabled, the entity
will become fixed in its current position and will no longer be affected by the simulation. Note that collision must be enabled on the entity if
dynamics is to be enabled. Attempts to set absolute translations or rotations on an entity that has dynamics enabled will be ignored. For this to
succeed, dynamics must be temporarily disabled while the transformation is explicitly applied to the entity. Limitation: This function must not be
called for entities that have been scaled in any way.
Examples
� Turn off dynamics
Entity.EnableDynamics( entity, false )
� Turn on dynamics (collision must be enabled as well)
Entity.EnableCollision ( entity )
Entity.EnableDynamics( entity )
See Also
� Entity.EnableCollision
Entity.EnableDynamicsAutoDeactivation
Brief
Enable/disable auto-deactivation of dynamics on the specified entity.
Definition
Entity.EnableDynamicsAutoDeactivation( Entity entity, boolean enable = true )
Arguments
entity - The entity to update.enable - true to enable auto-deactivation, false otherwise (defaults to true if not specified).
Return Values
None.
Description
Dynamics must be enabled with Entity.EnableDynamicsf) for the activated/deactivated state to take effect. An Entity with activated dynamics is
one that is having it's motion updated. If dynamics are deactivated, Home's physics engine will stop updating the Entity's motion, until it is
activated again. Entities can be activated by another call to Entity.SetDynamicsActive or by the application of forces/torques/impulses or by
coming into contact with other activated Entities. Entities can be deactivated with Entity.SetDynamicsActive or by allowing auto-deactivation which
will deactivate the Entity if it has not been moving for a while. Auto-deactivation can be enabled/disabled with this function.
Examples
� Disable auto-deactivation
Entity.EnableDynamicsAutoDeactivation( entity, false )
� Enable auto-deactivation
Entity.EnableCollision( entity )
Entity.EnableDynamics( entity )
Entity.SetDynamicsActive( entity )
Entity.EnableDynamicsAutoDeactivation( entity )
See Also
� Entity.EnableDynamics
� Entity.SetDynamicsActive
� Entity. IsDynamicsAutoDeactivationEnabled
Entity.EnablelnterpolatedMode
Brief
Enable/disable interpolated mode.
Definition
| Entity.EnablelnterpolatedMode( Entity entity, boolean enable )
Arguments
entity - The entity.enable - true to enable interpolated mode, false otherwise.
Return Values
None
Description
Enable/disable interpolated mode. Interpolated mode can help smooth the motion of dynamic entities, however there is an extra processing
overhead.
Examples
j Entity.EnablelnterpolatedMode( entity, true )
See Also
� Entity. IsinterpolatedModeEnabled
Entity.EnableKeepUpright
Brief
Set whether or not to keep the entity upright.
Definition
! Entity.EnableKeepUpright( Entity entity, boolean keepUpright = true, number softness =0.0 )
Arguments
entity - entity to be affected.keepUpright - true to keep the entity upright, false otherwisesoftness - the softness of the constraint: 0 is strongest, 1
is weakest.
Return Values
None.
Description
Adds a dynamic constraint to try to keep the entity upright. The softness value is only necessary when enabling the keep upright constraint.
Examples
e = Entity.Create()
e:SetCollision("kCollisionResource")
e:EnableCollision()
e:EnableDynamics()
e:EnableKeepUpright( true, 0.1 )
See Also
� Entity.IsKeepUprightEnabled
Entity. EnableLayerCollision
Brief
Set whether or not an entity can collide with collision of the specified layer.
Definition
Entity.EnableLayerCollision( Entity entity, enum layer, boolean enable )
Arguments
entity - The entity.layer - The collision layer (a CollisionLayer enum).enable - true to enabled collision, false otherwise.
Return Values
None.
Description
Set whether or not an entity can collide with collision of the specified layer. Changes will only take effect for new collisions/overlaps. If two objects
are already colliding (or very close), disabling their collisions via this function will not take effect until they separate. Also, if two objects are
overlapping but do not currently collide with each other (due to disabled layer collisions), then enabling their collision via this function will not take
effect until they separate.
Examples
Entity.EnableLayerCollision( entityl. Entity.GetCollisionLayer ( entity2 ), false )
See Also
� Entity.IsLayerCollisionEnabled
Entity. EvaluateAnims
Brief
Evaluates all current animation(s) active on the entity, and updates the skeleton.
Definition
Entity.EvaluateAnims( Entity entity )
Arguments
entity - The entity to update.
Return Values
None.
Description
In the general case, changes made to the animation state on an entity will be reflected in the next frame. In certain situations, a script may wish to
modify the animation list and have it immediately reflected in the current frame. In this event, the script can call this function, and PS Home will
re-evaluate the entire animation blend list on the entity, and apply the results to the entity's skeleton. Use this function sparingly, as this evaluation
is synchronous and significantly slower than the core animation update. Generally the single-frame delay in the normal case can be hidden with
appropriate blending, rather than relying on this function.
Examples
entity = Entity.Create()
Entity.SetModel( entity, "mymodel" )
Entity.SetSkeleton( entity, "myskel" )
Entity.PlayAnim( entity, "myanim" )
function OnUpdateO
if (playlnstantDeathAnim) then
local animlndex = Entity.GetIndexOfAnim( entity, "myanim" )
local anim = Entity.GetActiveAnim( entity, animlndex )
Entity.BlendAnimOut( entity, anim, AnimBlendType.Linear, 0.1 )
Entity.BlendAnimln( entity, "instantDeath", false, 0.0, AnimBlendType.Linear, 0.1, 0)
Entity.EvaluateAnims( entity )
end
end
See Also
None
Entity.FindMaterials
Brief
Get an array of materials on an entity's model.
Definition
Material[] Entity.FindMaterials( Entity entity, string materialld=nil)
Arguments
entity - The entity to search on.materialld - The material's scriptld as set in max/maya, or nil to get all materials on the entity
Return Values
An array of Materials that matches the given materialld, or all materials on the entity if no id is given.
Description
Gets an array of Materials that matches the given materialld, or all materials on the entity if no id is given.
Examples
entity = Entity.Create()
Entity.SetModel( entity, "mymodel" )
allMaterials = Entity.FindMaterials(entity)
print( "Found " .. #allMaterials .. " materials." );
for i, v in ipairs(array) do
print( tostring( v ) )
end
See Also
� Material. GetParam
� Material.SetAlphaRef
� Material.SetBlendMode
� Material.SetMatrix
� Material.SetTexture
� Material.SetVector
Entity.GetActiveAnim
Brief
Returns a handle to a currently active animation
Definition
Animation Entity.GetActiveAnim( Entity entity, number index )
Entity.GetActiveAnim( Entity entity, number index. Animation anim )
Arguments
entity - the entity to accessindex - the index of the animation handle (within the entity's animation list) to retrieve.anim - the animation object to set,
instead of returning a new one
Return Values
If animation is not specified as a parameter, either a handle to the animation, or nil if no current anim.
If an animation is specified as a parameter, there is no return value.
Description
Get a handle to the current active animation. Note that if there is no current active animation and the user has specified an animation object to set,
the animation object will be marked as invalid. To check this, use Animation.IsValid.
Examples
local animlndex = entity:GetlndexOfAnim("myAnim")
local anim = entity:GetActiveAnim( animlndex )
See Also
� Animation.IsValid
� Animation.Create
Entity. GetAngularDamping
Brief
Gets the angular damping of the collision resource attached to the entity.
Definition
! number Entity.GetAngularDamping( Entity entity )
Arguments
entity - The entity to query.
Return Values
The angular damping for the entity.
Description
Gets the angular damping of the collision resource attached to the entity. This function is only valid if the entity has a collision item.
Examples
! local damping = Entity.GetAngularDamping( entity )
See Also
� Entity.EnableCollision
� Entity. EnableDynamics
� Entity. SetCollision
� Entity. SetAngularDamping
Entity.GetAngularVelocity
Brief
Returns the angular velocity around the center of mass of the entity.
Definition
! Vector4 Entity.GetAngularVelocity( Entity entity )
i Entity.GetAngularVelocity( Entity entity, Vector4 outVec )
Arguments
entity - The entity to query.outVec - The Vector4 to store the result to.
Return Values
The entity's current angular velocity.
Description
Returns the angular velocity around the center of mass of the entity's rigid body in world space. The W component of the returned vector is zero.
If outVec is specified it stores the result in there instead of returning a new Vector4.
Examples
� Add the entity to the physics simulation
Entity.EnableCollision ( entity, true )
Entity.EnableDynamics( entity, true )
� Query the angular velocity
angularVel = Entity.GetAngularVelocity( entity )
See Also
� Entity.GetLinearVelocity
Entity.GetBoneCount
Brief
Get the number of bones in the entity's skeleton.
Definition
number Entity.GetBoneCount(Entity entity)
Arguments
entity - Entity to query.
Return Values
Number of bones in the skeleton, or 0 if the entity has no skeleton attached.
Description
Retrieves the number of bones/joints in the entity's skeleton. If no skeleton is present, 0 is returned.
Examples
! local boneCount = myEntity:GetBoneCount()
See Also
� Entity.GetBonelndex
Entity. GetBonelndex
Brief
Find the index of a bone in the entity's skeleton.
Definition
number Entity.GetBonelndex(Entity entity, string boneName)
Arguments
entity - Entity to query.boneName - Name of bone to locate.
Return Values
The index of the bone in the skeleton (in range 1 - GetBoneCount()), or 0 if not found.
Description
Retrieves the index of the specified bone/joint in the entity's skeleton. The index is 1 -based. If the bone cannot be found, or there is no skeleton
attached, 0 is returned.
Examples
! local leftHandlndex = myEntity:GetBonelndex("lefthand")
See Also
� Entity.GetBoneCount
� Entity.GetBoneLocalMatrix
� Entity.GetBoneWorldMatrix
Entity.GetBoneLocalMatrix
Brief
Get the local transform matrix for a bone in the skeleton.
Definition
! Entity.GetBoneLocalMatrix(Entity entity, string|number bone, Matrix44 result)
Arguments
entity - Entity to query.bone - Bone name or index.result (out) - Matrix44 value to store result into.
Return Values
None.
Description
Retrieve the local-space transform matrix for a specified bone in the skeleton. If the bone is not found an error will result. Retrieving the matrix by
index will be more efficient if done more than once.
Examples
local mat = Matrix44.Create()
myEntity:GetBoneLocalMatrix("lefthand", mat)
� or
local leftHandlndex = myEntity:GetBonelndex("lefthand")
myEntity:GetBoneLocalMatrix(leftHandlndex, mat)
See Also
� Entity.GetBoneWorldMatrix
� Entity.GetBonelndex
Entity.GetBoneWorldMatrix
Brief
Get the world transform matrix for a bone in the skeleton.
Definition
Entity.GetBoneWorldMatrix(Entity entity, string|number bone, Matrix44 result)
Arguments
entity - Entity to query.bone - Bone name or index.result (out) - Matrix44 value to store result into.
Return Values
None.
Description
Retrieve the world-space transform matrix for a specified bone in the skeleton. If the bone is not found an error will result. Retrieving the matrix by
index will be more efficient if done more than once.
Examples
local mat = Matrix44.Create()
myEntity:GetBoneWorldMatrix("lefthand", mat)
� or
local leftHandlndex = myEntity:GetBonelndex("lefthand")
myEntity:GetBoneWorldMatrix(leftHandlndex, mat)
See Also
� Entity.GetBoneLocalMatrix
� Entity.GetBonelndex
Entity.GetCenterOfMassLocal
Brief
Returns the position of the entity's center of mass in local space.
Definition
Vector4 Entity.GetCenterOfMassLocal( Entity entity )
Entity.GetCenterOfMassLocal( Entity entity, Vector4 outVec )
Arguments
entity - The entity to query.outVec - The Vector4 to store the result to.
Return Values
The position of the entity's center of mass in local space.
Description
Returns the position of the entity's center of mass in local space. This may be offset from the coordinate origin of the entity depending on its
physics configuration. If outVec is specified it is used to store the result instead of returning a new Vector4. This function is only available if the
entity has a collision item.
Examples
print( "Entity COM = " .. Entity.GetCenterOfMassLocal( entity ) )
See Also
� Entity. EnableDynamics
� Entity.GetCenterOfMassLocal
Entity.GetCenterOfMassWorld
Brief
Returns the position of the entity's center of mass in world space.
Definition
Vector4 Entity.GetCenterOfMassWorld( Entity entity )
Entity.GetCenterOfMassWorld( Entity entity, Vector4 outVec )
Arguments
entity - The entity to query.outVec - The Vector4 to store the result to.
Return Values
The position of the entity's center of mass in world space.
Description
Returns the position of the entity's center of mass in world space. This may differ from the position of the entity depending on its physics
configuration. If outVec is specified it stores the result in there instead of returning a new Vector4.
Examples
! print( "Entity COM = " .. Entity.GetCenterOfMassWorld( entity ) )
See Also
� Entity.EnableDynamics
Entity.GetChildren
Brief
Get an array of the child entities of a specified entity.
Definition
table Entity.GetChildren(Entity entity)
Arguments
entity - entity to obtain children from.
Return Values
An array of the child entities of the specified entity.
Description
If an entity has had children attached using Entity.AttachToParent, this function will return an array of all the child entities, in the order in which
they were attached. If there are no children, an empty table will be returned.
Examples
parent = Entity.Create()
childl = Entity.Create()
child2 = Entity.Create()
childl:AttachToParent(parent)
child2:AttachToParent(parent)
children = parent:GetChildren()
print(#children) � prints 2 , children[1] == childl and children[2] == child2
print(#childl:GetChildren()) � prints 0, childl has no children
See Also
� Entity.AttachToParent
� Entity.GetParent
� Entity.GetSiblings
Entity.GetCloth
Brief
Retrieve a handle to the entity's cloth meshes, if any.
Definition
Cloth Entity.GetCloth(Entity entity)
Arguments
entity - Entity to query.
Return Values
A Cloth object, or nil if the entity has no model or model contains no cloth elements.
Description
If the entity's model contains cloth elements, this function can be used to obtain a handle to the cloth elements to alter their parameters. All cloth
elements in the model are modified when using the cloth handle.
Examples
myEntity:SetModel("ModelWithCloth")
local cloth = myEntity:GetCloth()
if (cloth) then
cloth:SetWindAngle(135)
end
See Also
� Cloth.SetWindAngle
Entity.GetCollisionLayer
Brief
Query the collision layer of an entity.
Definition
! enum Entity.GetCollisionLayer( Entity entity )
Arguments
entity - The entity.
Return Values
The collision layer (a CollisionLayer enum).
Description
Query the collision layer of an entity.
Examples
i print( "collisionLayer="..Entity.GetCollisionLayer( entity )
See Also
� Entity.SetCollisionLayer
Entity.GetContactCount
Brief
Retrieve the number of contacts passed to a collision callback.
Definition
! number Entity.GetContactCount()
Arguments
None
Return Values
Number of contacts passed to collision callback.
Description
Retrieve the number of contacts available in a collision callback. This function is only valid inside a collision callback.
Examples
function ContactAddedCallback(entity)
local numContacts = Entity.GetContactCount()
print(numContacts .. ' contacts added')
end
See Also
� Entity.GetContactPoint
� Entity.GetContactEntity
� Entity.GetContactRelVelocity
� Entity.GetContactld
Entity.GetContactEntity
Brief
Retrieve the other entity that has been contacted in a collision.
Definition
! Entity Entity.GetContactEntity(number index)
Arguments
index - index of the contact point
Return Values
The contacted entity, or nil in a collision with the world.
Description
Retrieve the other entity contacted in a collision, that is, the entity that is not reporting the collision. In a collision with world geometry or another
physics object not owned by an Entity, nil is returned. It is important to realise that the entity returned is not the exact same entity instance from
Lua's perspective. It will compare equal using == or ~=, and all API functions are available, but if used as a table key it will not match the "original''
entity. If you wish to match the entities using a table, it is recommended to insert them using a unique key based on the entity itself. Note that this
function is only valid from within a collision callback, and will not be available for ContactRemoved callbacks.
Examples
function ContactAddedCallback(entity)
local numContacts = Entity.GetContactCount ()
for i = 1, numContacts do
local entity = Entity.GetContactEntity(i)
if (entity == nil) then
print("I've hit the world!\n")
end
end
end
See Also
� Entity.GetContactCount
� Entity.GetContactPoint
� Entity.GetContactRelVelocity
Entity. GetContactld
Entity.GetContactld
Brief
Retrieve the unique contact ID.
Definition
number Entity.GetContactld(number index)
Arguments
index - index of the contact point
Return Values
The contact ID.
Description
Retrieve the unique ID number assigned the contact. This number will be preserved across multiple frames and so can be used to track individual
contacts over the duration of the collision. Do not make any assumptions about the ID numbers returned. Note that this function is only valid from
within a collision callback.
Examples
function ContactProcessCallback(entity)
local numContacts = Entity.GetContactCount ()
for i = 1, numContacts do
local id = Entity.GetContactld(i)
UpdateContactTracker(id) � do something with contacts being tracked
end
end
See Also
Entity.GetContactPoint
Brief
Retrieve the position and/or normal of the specified contact.
Definition
Entity.GetContactPoint(number index, Vector4 position = nil, Vector4 normal = nil)
Arguments
index - index of the contact pointposition - Vector4 to store the position into, or nil if unwantednormal - Vector4 to store the normal into, or nil if
unwanted
Return Values
None.
Description
Retrieve the position and/or normal of a contact, specified by an index which must be between 1 and the contact count. Passing nil to position
and/or normal will skip retrieval of that value. Both values will be given in world space. Note that this function is only valid from within a collision
callback, and will not be available for ContactRemoved callbacks.
Examples
function ContactAddedCallback(entity)
local numContacts = Entity.GetContactCount ()
local pos = Vector4.Create ()
local norm = Vector4.Create()
for i = l r numContacts do
Entity.GetContactPoint(i, pos, norm)
SpawnlmpactEffeet(pos, norm) � user function to spawn an impact particle effect
end
end
See Also
� Entity.GetContactCount
� Entity.GetContactEntity
� Entity.GetContactRelVelocity
� Entity.GetContactld
Entity.GetContactRelVelocity
Brief
Retrieve the relative velocity of the colliding objects.
Definition
number Entity.GetContactRelVelocity(number index)
Arguments
index - index of the contact point
Return Values
The relative velocity, projected onto the contact normal.
Description
Retrieve the relative velocity of the colliding objects, projected onto the contact normal. Note that the value may be negative or positive. Note also
that this function is only valid from within a collision callback, and only in reponse to the ContactAdded event.
Examples
function ContactAddedCallback(entity)
local numContacts = Entity.GetContactCount()
local pos = Vector4.Create()
local norm = Vector4.Create()
for i = 1, numContacts do
local relVel = math.abs(Entity.GetContactRelVelocity(i))
Entity.GetContactPoint(i, pos, norm)
if (relVel > 10) then
SpawnBigParticle(pos, norm)
else
SpawnSmallParticle(pos, norm)
end
end
end
See Also
Entity.GetContactUserld
Brief
Retrieve the user ID of the part of a party (entity or collision geometry) involved in a contact.
Definition
number, number Entity.GetContactUserld(number contactIndex)
number Entity.GetContactUserld(number contactlndex, number partylndex)
Arguments
contactlndex - index of the contact pointpartylndex - index of the party; 1 or 2
Return Values
In the first usage, both user IDs in order, or the single user ID requested in the second usage. If a value is
nil, no user ID is available.
Description
Retrieve the user ID(s) of the part of a party (entity or collision geometry) involved in a contact. Note that this function is only valid from within a
collision callback. Note that there are two collision items involved in a contact, so there are two corresponding user IDs. The user IDs are ordered
such that party 1 is the entity registered for collision callbacks, and party 2 is the other collision item.
Examples
function ContactProcessCallback(entity)
local numContacts = Entity.GetContactCount()
for i = 1, numContacts do
local idA = Entity.GetContactUserld(i, 1)
local idB = Entity.GetContactUserld(i, 2)
� or local idA, idB = Entity.GetContactUserld(i)
if idA == 100 then
print("UserlD 100 has been hit!")
end
end
end
See Also
Entity.GetCullDistance
Brief
Get the cull distance for an entity.
Definition
! number Entity.GetCullDistance(Entity entity)
Arguments
entity - The entity to modify.
Return Values
The cull distance of the entity, or 0 if disabled.
Description
Get the cull distance of an entity set with SetCullDistance.
Examples
! if (myEntity:GetCullDistance() > 500) then
print("This entity has a very large cull distance!")
| end
See Also
� Entity.SetCullDistance
Entity.GetGravity
Brief
Query the gravity vector of the entity.
Definition
Vector4 Entity.GetGravity( Entity entity )
Entity.GetGravity( Entity entity, Vector4 gravityVectorOut )
Arguments
entity - entity to be queried.gravityVectorOut - gravity vector storage.
Return Values
The gravity vector
Description
Query the gravity vector of the entity. This function is only valid if the entity has a collision item.
Examples
� first form
print( Entity.GetGravity( entity ) )
� second form
local grav = Vector4.Create()
Entity.GetGravity( entity, grav )
print( grav )
See Also
� Entity.SetGravity
Entity. GetlndexOfAnim
Brief
Find the index of the active animation that is using the specified animation resource.
Definition
number Entity.GetIndexOfAnim( Entity entity, string resourceName, number startlndex = 1 )
Arguments
entity - the entity to queryresourceName - the name of the animation we are looking forstartlndex - index to begin search at
Return Values
The index of the animation being queried, or nil if not found.
Description
The start index is provided so that multiple searches can be made if the same resorce is being played multiple times.
Examples
; local animlndex = Entity.GetlndexOfAnim( myEntity, "myAnim" )
See Also
� Entity. GetActiveAnim
� Entity. BlendAnimln
� Entity. BlendAnimOut
� Entity. StopAnim
Entity. GetLinearDamping
Brief
Gets the linear damping of the collision resource attached to the entity.
Definition
number Entity.GetLinearDamping( Entity entity )
Arguments
entity - The entity to query.
Return Values
The linear damping for the entity.
Description
Gets the linear damping of the collision resource attached to the entity. This function is only valid if the entity has a collision item.
Examples
I local damping = Entity.GetLinearDamping( entity )
See Also
� Entity.EnableCollision
� Entity. EnableDynamics
� Entity.SetCollision
� Entity. SetLinearDamping
Entity.GetLinearVelocity
Brief
Returns the linear velocity of the entity.
Definition
! Vector4 Entity.GetLinearVelocity( Entity entity )
! Entity.GetLinearVelocity( Entity entity, Vector4 outVec )
Arguments
entity - The entity to query.outVec - The vector to write the result to.
Return Values
The entity's current linear velocity.
Description
Returns the linear velocity of the center of mass of the entity's rigid body in world space. The W component of the returned vector is zero. If
outVec is specified it stores the result in there instead of returning a new Vector4.
Examples
� Add the entity to the physics simulation
Entity.EnableCollision ( entity, true )
Entity.EnableDynamics( entity, true )
� Query the linear velocity
linearVel = Entity.GetLinearVelocity( entity )
See Also
� Entity. GetAngularVelocity
Entity. GetLocalBounds
Brief
Retrieve the local-space bounds of an entity's model.
Definition
Entity.GetLocalBounds(Entity entity, Vector4 min, Vector4 max)
Arguments
entity - The entity to query.min (out) - Vector4 to receive the minimum extents.max (out) - Vector4 to receive the maximum extents.
Return Values
None.
Description
This function will retrieve the local-space bounds of the entity's model. If no model is set then an error will be raised. The returned vectors indicate
the minimum and maximum extents on each axis in local space, and define an axis-aligned bounding box. The W components will be 1.
Examples
Vector4 min = Vector4.Create()
Vector4 max = Vector4.Create()
myEntity:GetLocalBounds(min, max)
local center = (min + max) * 0.5
local extents = max - center
See Also
� Entity.GetWorldBounds
Entity.GetLocalMatrix
Brief
Returns the current local transformation matrix of the entity.
Definition
Matrix44 Entity.GetLocalMatrix( Entity entity )
Entity.GetLocalMatrix( Entity entity, Matrix44 outMat )
Arguments
entity - The entity to query.outMat - The Matrix44 to store the result to.
Return Values
The current local matrix of the entity.
Description
Returns the current local transformation matrix of the entity. This matrix is relative to the coordinate system of the entity's parent, if one exists. If
the entity has no parent, the matrix is relative to the world space coordinate system. If outMat is specified it stores the result in there instead of
returning a new Matrix44.
Examples
entity = Entity.Create()
mat = Entity.GetLocalMatrix( entity )
print( mat )
See Also
� Entity.Create
Entity.GetMass
Brief
Returns the mass of the collision resource attached to the entity.
Definition
number Entity.GetMass( Entity entity )
Arguments
entity - The entity to query.
Return Values
The mass of the collision resource attached to the entity.
Description
Gets the mass of the rigid body that is attached to the entity. This function can only be called if the entity has a collision resource.
Examples
! local mass = Entity.GetMass( entity )
See Also
� Entity.EnableCollision
� Entity. EnableDynamics
� Entity.SetColiision
� Entity.SetMass
Entity.GetNumActiveAnims
Brief
Returns the number of active animations currently being played on the specified entity.
Definition
! number Entity.GetNumActiveAnims( Entity entity )
Arguments
entity - the entity to query
Return Values
The number of active anims running.
Description
Returns the number of active animations currently being played on the specified entity.
Examples
! local numAnims = Entity.GetNumActiveAnims( myEntity )
See Also
None
Entity.GetParent
Brief
Get the parent entity for the specified entity, if any.
Definition
Entity Entity.GetParent(Entity entity)
Arguments
entity - entity to obtain parent from.
Return Values
The parent entity, or nil if no parent.
Description
If an entity has been attached to another entity using Entity.AttachToParent, the parent entity can be retrieved with this function.
Examples
! parent = Entity.Create()
i entity = Entity.Create()
| entity:AttachToParent(parent)
if (entity:GetParent () == parent) then
print("Attached!") � prints Attached!
| end
L_I
See Also
Entity.AttachToParent
� Entity.GetChildren
� Entity.GetSiblings
Entity.GetPointVelocity
Brief
Returns the velocity of a point on a physics collision item.
Definition
Vector4 Entity.GetPointVelocity( Entity entity, Vector4 point )
Entity.GetPointVelocity( Entity entity, Vector4 point, Vector4 outVec )
Arguments
entity - The entity to query.point - The point of which you wish to know the velocity.outVec - The Vector4 to store the result to.
Return Values
The velocity of the point on the rigid body.
Description
Returns the velocity of a point on a physics collision item in world space. If outVec is specified it stores the result it is used to store the result
instead of returning a new Vector4. This function is only available if the entity has a collision item.
Examples
j print( "Point velocity lm up = " .. Entity.GetPointVelocity( entity, Vector4.Create( 0, 1, 0 ) )
See Also
� Entity. EnableDynamics
Entity.GetPosition
Brief
Returns the entity's position.
Definition
Vector4 Entity.GetPosition( Entity entity )
Entity.GetPosition( Entity entity, Vector4 outVec )
Arguments
entity - The entity to query.outVec - The Vector4 to store the result to.
Return Values
The entity's position.
Description
Returns the entity's position. If the entity has a parent, the returned position is relative to the parent's coordinate system. If outVec is specified it
stores the result in there instead of returning a new Vector4.
Examples
print( "Entity position = " .. Entity.GetPosition( entity ) )
See Also
None
Entity.GetRotationQuat
Brief
Gets the rotation as a quaternion.
Definition
Quaternion Entity.GetRotationQuat( Entity entity )
Entity.GetRotationQuat( Entity entity, Quaternion outQuat )
Arguments
entity - The entity to query.outQuat - The Quaternion to store the result to.
Return Values
The rotation of the entity in quaternion form, or none using the second syntax.
Description
Gets the rotation of the entity in quaternion form. If outQuat is specified it is used for storing the result instead of returning a new Quaternion.
Examples
j entity = Entity.Create()
i rotation = entity:GetRotationQuat()
See Also
� Entity.SetRotationQuat
Entity.GetRotationXyz
Brief
Gets the rotation about the x, y, and z-axis in degrees.
Definition
Vector4 Entity.GetRotationXyz( Entity entity )
Entity.GetRotationXyz( Entity entity, Vector4 outVec )
Arguments
entity - The entity to query.outVec - The Vector4 to store the result to.
Return Values
The XYZ-ordered axis rotation of the entity.
Description
Gets the rotation about the x, y, and z-axis of the entity's local coordinate system in degrees. The rotation order is x, y, z. The W component of the
returned vector is set to 0.0. If outVec is specified it stores the result in there instead of returning a new Vector4.
Examples
j entity = Entity.Create()
i rotation = Entity.GetRotationXyz( entity )
See Also
� Entity.SetRotationXyz
Entity.GetScale
Brief
Returns the entity's scale.
Definition
Vector4 Entity.GetScale( Entity entity )
Entity.GetScale( Entity entity, Vector4 outVec )
Arguments
entity - The entity to query.outVec - The Vector4 to store the result to.
Return Values
The entity's scale.
Description
Returns the entity's scale. If the entity has a parent, the returned scale is relative to the parent's coordinate system. If outVec is specified it stores
the result in there instead of returning a new Vector4.
Examples
! print( "Entity scale = " .. Entity.GetScale( entity ) )
See Also
� Entity.AttachToParent
� Entity.SetScale
Entity.GetSiblings
Brief
Get an array of the sibling entities of a specified entity.
Definition
table Entity.GetSiblings(Entity entity)
Arguments
entity - entity to obtain siblings from.
Return Values
An array of the sibling entities of the specified entity.
Description
If an entity has been attached to a parent entity using Entity.AttachToParent, this function will return an array of all other entities attached to the
same parent, excluding this entity. If this entity is the only child, the table will be empty.
Examples
parent = Entity.Create()
childl = Entity.Create()
child2 = Entity.Create()
childl:AttachToParent(parent)
child2:AttachToParent(parent)
childlSiblings = childl:GetSiblings()
child2Siblings = child2:GetSiblings()
if (childlSublings[1] ~= child2 or child2Siblings[1] ~= childl) then
error("This will never happen")
end
See Also
� Entity.AttachToParent
� Entity.GetParent
� Entity.GetChildren
Entity.GetUniqueld
Brief
Returns a unique integer ID that identifies the entity.
Definition
number Entity.GetUniqueld(Entity entity)
Arguments
entity - The entity to query.
Return Values
A unique integer ID value.
Description
The integer ID returned is guaranteed to be unique for all currently active entities on the local client, and it is guaranteed that if entityl == entity2
is true, then entityl :GetUniqueld() == entity2:GetUniqueld() is also true, and vice versa. No assumptions should be made about the nature of the
ID value, and it is not guaranteed to be persistent or reproducible across instances or PS Home versions. Note that the ID value isn't replicated in
any way, it only applies to local entities.
Examples
local hitEntity = raycast:GetHitEntity()
if (myEntityTable[ hitEntity:GetUniqueld() ] == nil) then
print("New entity hit!")
myEntityTable[ hitEntity:GetUniqueld() ] = hitEntity
end
See Also
None
Entity.GetWorldBounds
Brief
Retrieve the world-space bounds of an entity's model.
Definition
Entity.GetWorldBounds(Entity entity, Vector4 min, Vector4 max)
Arguments
entity - The entity to query.min (out) - Vector4 to receive the minimum extents.max (out) - Vector4 to receive the maximum extents.
Return Values
None.
Description
This function will retrieve the world-space bounds of the entity's model. If no model is set then an error will be raised. The returned vectors
indicate the minimum and maximum extents on each axis in world space, and define a world-space axis-aligned bounding box. The W
components will be 1. NOTE: the world bounds are only updated when the model renders. Thus if you move the object in current frame, the world
bounds will be out of date until the following frame. If you wish to compute up to date world bounds in this specific case, transform the local
bounds and take the AABB of the OBB thus formed.
Examples
Vector4 min = Vector4.Create()
Vector4 max = Vector4.Create()
myEntity:GetWorldBounds(min, max)
local center = (min + max) * 0.5
local extents = max - center
See Also
� Entity.GetLocalBounds
Entity. GetWorldMatrix
Brief
Returns the current world matrix of the entity.
Definition
Matrix44 Entity.GetWorldMatrix( Entity entity )
Entity.GetWorldMatrix( Entity entity, Matrix44 outMat )
Arguments
entity - The entity to query.outMat - The Matrix44 to store the result to.
Return Values
The current world matrix of the entity.
Description
Returns the current world matrix of the entity. If outMat is specified it stores the result in there instead of returning a new Matrix44.
Examples
j entity = Entity.Create()
; mat = Entity.GetWorldMatrix( entity )
j print( mat )
See Also
� Entity.Create
Entity.HasActiveAnims
Brief
Indicates if there are any active animations on the entity.
Definition
boolean Entity.HasActiveAnims( Entity entity )
Arguments
entity - the entity to query
Return Values
True if there are any active animations being played on the entity, or false if not.
Description
This function is more efficient than checking if Entity.GetNumActiveAnims() is 0.
Examples
! if ( Entity.HasActiveAnims( myEntity ) ) then
Entity.StopAnim( myEntity )
| end
See Also
Entity. BlendAnimln
� Entity. BlendAnimOut
� Entity.GetlndexOfAnim
� Entity.GetActiveAnim
Entity. IsActionEnabled
Brief
Query whether entity action is enabled.
Definition
! boolean Entity.IsActionEnabled( Entity entity, number actionld )
Arguments
entity - The entity to which the action belongsactionld - The numerical action ID
Return Values
true if enabled, false otherwise
Description
Query whether an entity action is currently enabled.
Examples
entity = Entity.Create()
e:SetCollision("kCollisionResource" )
e:EnableDynamics()
actionld = Entity.CreatePointForceAction( e, false )
f = Vector4.Create( 10.0, 0.0, 0.0 )
p = Vector4.Create( 0.0, 1.0, 0.0 )
Entity.EnableAction( e, actionld, true )
print( Entity.IsActionEnabled( e, actionld ) )
Entity.SetActionForce( e, actionld, f )
Entity.SetActionPosition( e, actionld, p )
Entity.DestroyAction( e, actionld )
See Also
� Entity.EnableAction
Entity.lsDynamicsActive
Brief
Query whether dynamics is active on the specified entity.
Definition
boolean Entity.IsDynamicsActive( Entity entity )
Arguments
entity - The entity to update.
Return Values
true if dynamics is active, false otherwise.
Description
Query whether dynamics is active on the specified entity. See Entity.SetDynamicsActive documentation for more information. This function is only
valid if the entity has a collision item.
Examples
� Activate dynamics (collision must be enabled as well)
Entity.EnableCollision( entity )
Entity.EnableDynamics( entity )
Entity.SetDynamicsActive( entity )
print( Entity.IsDynamicsActive( entity ) )
See Also
� Entity.EnableDynamics
� Entity.SetDynamicsActive
Entity.lsDynamicsAutoDeactivationEnabled
Brief
Query whether auto-deactivation of dynamics is enabled on the specified entity.
Definition
boolean Entity.IsDynamicsAutoDeactivationEnabled( Entity entity )
Arguments
entity - The entity to update.
Return Values
true if enabled, false otherwise.
Description
Query whether auto-deactivation of dynamics is enabled on the specified entity. See Entity.EnableDynamicsAutoDeactivation for more
information.
Examples
� Enable auto-deactivation
Entity.EnableCollision ( entity )
Entity.EnableDynamics( entity )
Entity.SetDynamicsActive( entity )
Entity.EnableDynamicsAutoDeactivation( entity )
print( ( Entity.IsDynamicsAutoDeactivationEnabled( entity ) ) )
See Also
Entity. EnableDynamics
� Entity.SetDynamicsActive
� Entity. EnableDynamicsAutoDeactivation
Entity.IsInterpolatedModeEnabled
Brief
Query whether or not interpolated mode is enabled.
Definition
! boolean Entity.IsInterpolatedModeEnabled( Entity entity )
Arguments
entity - The entity.
Return Values
true if interpolated mode is enabled, false otherwise.
Description
Query whether or not interpolated mode is enabled. Interpolated mode can help smooth the motion of dynamic entities, particularly those that are
directly controlled by the user; however, there is an extra processing overhead.
Examples
! print( Entity.IsInterpolatedModeEnabled( entity ) )
See Also
� Entity.EnablelnterpolatedMode
Entity. IsKeepUprightEnabled
Brief
Query whether or not the entity is being kept upright.
Definition
! boolean Entity.IsKeepUprightEnabled( Entity entity )
Arguments
entity - entity to be queried.
Return Values
true if the entity is being kept upright, false otherwise.
Description
Query whether or not the entity is being kept upright, e = Entity.Create() e:SetCollision("kCollisionResource") e:EnableCollision()
e:EnableDynamics() e:EnableKeepUpright( true, 0.1 ) print( e:lsKeepUprightEnabled())
Examples
! Entity.EnableKeepUpright
See Also
None
Entity.IsLayerCollisionEnabled
Brief
Query whether or not an entity can collide with collision of the specified layer.
Definition
! boolean Entity.IsLayerCollisionEnabled( Entity entity, enum layer )
Arguments
entity - The entity.layer - The collision layer (a CollisionLayer enum).
Return Values
true if collision is enabled, false otherwise.
Description
Query whether or not an entity can collide with collision of the specified layer.
Examples
: print( Entity.IsLayerCollisionEnabled( entityl, Entity.GetCollisionLayer( entity2 ) ) )
See Also
� Entity.EnableLayerCollision
Entity.IsVisible
Brief
Indicates if the entity is currently marked as visible.
Definition
! Entity.IsVisible(Entity entity)
Arguments
entity - the entity to query.
Return Values
true if the object is marked as visible, false otherwise.
Description
An entity can be marked as invisible for several reasons: the script can do so using SetVisible, entities attached to a person that is invisible or too
close to the camera, and entities that represent scene objects hidden by the client (for example, active furniture during removal). This function will
indicate whether an entity has been marked invisible for any reason. It is not possible to tell from the return value why the entity is invisible, but it
may be helpful to a script if it is desired to hide other entities/effects when one entity is invisible. It is not required to check this for all entities, as
only entities attached to scene objects as indicated above can be affected outside the script's control. Visibility is also inherited, so children of an
invisible entity are automatically made invisible also, and this functionality should be leveraged if it is desired to hide groups of entities when a
parent entity is made invisible for any reason.
Examples
if (not Active.GetEntity():IsVisible()) then
� active has been hidden, pause our special unattached particle effects
PauseParticles()
end
See Also
� Active.GetEntity
� Entity.SetVisible
Entity. LookAt
Brief
Rotate an entity to look at a specified point.
Definition
Entity.LookAt( Entity entity, Vector4 targetPoint, Vector up=[0,l,0,0] )
Arguments
entity - The entity to update.targetPoint - The point to look at, in the entity's parent space.up - The up vector of the entity, in the entity's parent
space.
Return Values
None.
Description
Rotate the entity to look at the specified point. The entity looks down its forward/front vector, the z-axis. Note that this is a one-off reorientation of
the entity, it will not track the look-at point if the entity (or its parent) moves.
Examples
! entity = Entity.Create()
Entity.LookAt( entity, Vector4.Create( 0.5, 0.5, 0 ) )
See Also
� Entity.Create
� Vector4. Create
Entity. LookAtWorld
Entity.LookAtWorld
Brief
Rotate an entity to look at a specified point in world space.
Definition
! Entity.LookAtWorld( Entity entity, Vector4 targetPoint, Vector up=[0,l,0,0] )
Arguments
entity - The entity to update.targetPoint - The point to look at in world space.up - The up vector of the entity in world space.
Return Values
None.
Description
Rotate the entity to look at the specified point in world space. The entity looks down its forward/front vector, the z-axis. Note that this is a one-off
reorientation of the entity, it will not track the look-at point if the entity (or its parent) moves.
Examples
1 entity = Entity.Create()
j Entity.LookAtWorld( entity, Vector4.Create( 0.5, 0.5, 0 ) )
See Also
� Entity.Create
� Vector4.Create
� Entity.LookAt
Entity.ParticlelsAlive
Brief
Returns true if particle effect is still alive.
Definition
! boolean Entity.ParticlelsAlive( Entity entity )
Arguments
entity - The entity to query.
Return Values
true if any particles are still active, false otherwise.
Description
Returns true if particle effect is still alive.
Examples
entity = Entity.Create()
Entity.ParticleSetEffeet( entity, "myparticle" )
if Entity.ParticlelsAlive( entity ) then
print( "Particle system still active!" )
end
See Also
� Entity.Create
� Entity. ParticleSetEffect
Entity.ParticleReset
Brief
Resets the particle effect.
Definition
Entity.ParticleReset( Entity entity )
Arguments
entity - The entity to update.
Return Values
None.
Description
Resets the particle effect by clearing the particle buffer and resetting time to 0.0.
Examples
! entity = Entity.Create()
| Entity.ParticleSetEffeet( entity, "myparticle" )
j Entity.ParticleReset( entity )
See Also
� Entity.Create
� Entity. ParticleSetEffect
Entity.ParticleSetAttachType
Brief
Sets how the particle is attached to the entity's world matrix.
Definition
Entity.ParticleSetAttachType( Entity entity, string type )
Arguments
entity - The entity to update.type - The type of attachment the entity has over the particle effect. Can be one of the following:
"render"
"emitter"
Return Values
None.
Description
Sets how the particle is attached to the entity's world matrix. Can be one of the following: "render" - The entity's world matrix is used as the render
matrix of the particle effect. This is the default, "emitter� - The entity's world matrix is used as the emitter matrix of the particle effect.
Examples
e = Entity.Create()
Entity.ParticleSetEffeet( e, "flaming_torch" )
Entity.ParticleSetAttachType( e, "emitter" )
See Also
� Entity. ParticleSetEffect
Entity.ParticleSetEffect
Brief
Sets the entity's particle effect.
Definition
Entity.ParticleSetEffeet( Entity entity, string resourceName )
Entity.ParticleSetEffeet( Entity entity. Resource particleResource )
Arguments
entity - The entity to update.resourceName - The resource name of the particle effect or nil to remove it.particleResource - The particle effect
resource or nil to remove it.
Return Values
None.
Description
Sets the entity's particle effect to the named resource as specified in the HDK's Object Editor application.
Examples
! entity = Entity.Create()
i Entity.ParticleSetEffeet( entity, "myparticle" )
See Also
None
Entity.ParticleSetEmitting
Brief
Starts/Stops particle emission.
Definition
Entity.ParticleSetEmitting( Entity entity, boolean value )
Arguments
entity - The entity to update.value - true to enable emission and false to stop emission.
Return Values
None.
Description
Starts/Stops particle emission.
Examples
| entity = Entity.Create()
Entity.ParticleSetEffeet( entity, "myparticle" )
j Entity.ParticleSetEmitting( entity, false )
See Also
� Entity.Create
Entity.ParticleSetUpdate
Brief
Starts/stops particle updating.
Definition
Entity.ParticleSetUpdate( Entity entity, boolean value )
Arguments
entity - The entity to update.value - true to enable particle updates and false to disable them.
Return Values
None.
Description
Starts/stops particle updating. This effectively starts/stops time.
Examples
! entity = Entity.Create()
Entity.ParticleSetEffeet( entity, "myparticle" )
| Entity.ParticleSetUpdate( entity, false )
See Also
� Entity.Create
� Entity. ParticleSetEffect
Entity.ParticleSetUserParam
Brief
Sets a user parameter in the particle system
Definition
boolean Entity.ParticleSetUserParam( Entity entity, string paramName, number paramValue )
boolean Entity.ParticleSetUserParam( Entity entity, string paramName, Vector4 paramValue )
Arguments
entity - The entity to update.paramName - The name of the parameter to set in the particle graph.paramValue - The value to set.
Return Values
true if the assignment was made, false if parameter not present in particle system.
Description
The particle editor tool allows for input of user parameters from runtime code. Access this via the "HomeLua..." nodes in the particle editor. There
are many supported types. 1->4 float components. (Scalar, Scale, Vector, Colour, etc...) The Scalar types can use the number or Vector4
interface. All other types need to use the Vector4 interface.
Examples
entity = Entity.Create()
Entity.ParticleSetEffeet( entity, "myparticle" )
Entity.ParticleSetUserParam( entity, "homelua_scalarl"
Entity.ParticleSetUserParam( entity, "homelua_scalar2"
Entity.ParticleSetUserParam( entity, "homelua_colourl"
Entity.ParticleSetUserParam( entity, "homelua_vector5"
5.0 )
Vector4(5.0) )
Vector4(0.3,0.4,0.5,1.0) )
Vector4(1.0,0.0,1.0) )
See Also
None
Entity.PauseAnim
Brief
Pauses all current animation(s) if any are playing.
Definition
Entity.PauseAnim( Entity entity )
Arguments
entity - The entity to update.
Return Values
None.
Description
Pauses all current animation(s) if any are playing. Use ResumeAnim to continue to play the animation(s).
Examples
entity = Entity.Create()
Entity.SetModel( entity, "mymodel" )
Entity.SetSkeleton( entity, "myskel" )
Entity.PlayAnim( entity, "myanim" )
Entity.PauseAnim( entity )
See Also
� Entity.ResumeAnim
Entity.PlayAnim
Brief
Plays the specified animation resource.
Definition
Entity.PlayAnim( Entity entity,
priority = 0 )
Entity.PlayAnim( Entity entity,
priority = 0 )
string resourceName, boolean looping = true, number time = 0, number
Resource animResource, boolean looping = true, number time = 0, number
Arguments
entity - The entity to update.resourceName - The resource name of the animation.animResource - The animation resource.looping - flag indicating
if animation should loop, or only play once. Default is true.time - the time at which the animation is played from. If the time is greater than the
duration, is taken as 0. Default is 0.priority - The priority affects where in the animation list an animation will be played. The higher the number, the
later it will be played.
If a prior animation is being played at the same priority, then the new animation will be placed after the old animation in the list, (default is 0).
*NB Internally, priority is treated as an integer.
Return Values
None.
Description
Plays the specified animation resource as specified in the HDK's Object Editor application. Stops all other animations that are currently playing.
Examples
entity = Entity.Create()
Entity.SetModel( entity, "mymodel" )
Entity.SetSkeleton( entity, "myskel" )
Entity.PlayAnim( entity, "myanim" )
See Also
Entity.Create
� Entity. SetModel
� Entity.SetSkeleton
Entity.RegisterCollisionCallback
Brief
Register a function to be called in response to a collision event involving the specified entity.
Definition
Entity.RegisterCollisionCallback( Entity entity, EntityCollision eventType, function callback,
userData = nil )
Arguments
entity - the entity to register for the collision callbackeventType - an EntityCollision enum value:
EntityCollision.ContactAdded - a new contact point has been added
EntityCollision.ContactProcess - called for all active contact points each frame while they exist
EntityCollision.ContactRemoved - a contact point has been removedcallback - the Lua function to be calleduserData - arbitrary user data of the
user's choice
Return Values
None.
Description
Register a function to be called in response to a collision event involving the specified entity. You must enable collision callbacks for the specified
entity using EnableCollisionCallbacksQ in order to begin receiving callbacks to your registered function(s). You must also set the maximum
contacts buffer using Entity.SetMaxContacts(). Finally, the entity must have collision set and enabled for the callbacks to occur.
Examples
� set up a collision data buffer
Entity.SetMaxContacts( 128 )
foo = Entity.Create ()
foo:SetModel("model")
foo:SetCollision("collision")
foo:SetPosition(Vector4.Create(0, 5, 0))
foo:SetVisible(true)
foo:EnableCollision(true)
foo:EnableDynamics(true)
foo:EnableCollisionCallbacks(true)
foo:RegisterCollisionCallback(EntityCollision.ContactAdded, ContactAddedCallback, foo)
foo:RegisterCollisionCallback(EntityCollision.ContactRemoved, ContactRemovedCallback, foo)
See Also
� Entity. RegisterCollisionCallback
� Entity.SetMaxContacts
� Entity.SetCollision
� Entity.EnableCollision
Entity. Reset
Brief
Reset an entity to a newly-created state.
Definition
Entity.Reset(Entity entity)
Arguments
entity - Entity to reset.
Return Values
None.
Description
Resets all non-hierarchy entity state, including model, animation, collision, particles, attached cameras, lights and other state. The entity's
hierarchy state (parent and children) and transform state (position and rotation) will not be reset, if this is desired it must be done explicitly. Of
particular use if using a pool of entities, as entities can be reset upon being released back into the pool (or when allocated from the pool).
Examples
myEntity:Reset()
See Also
� Entity.Copy
Entity.ResumeAnim
Brief
Resumes all current animation(s) if they are paused.
Definition
Entity.ResumeAnim( Entity entity )
Arguments
entity - The entity to update.
Return Values
None.
Description
Resumes all current animation(s) if they are paused. Use PauseAnim to pause the animation(s).
Examples
entity = Entity.Create()
Entity.SetModel( entity, "mymodel" )
Entity.SetSkeleton( entity, "myskel" )
Entity.PlayAnim( entity, "myanim" )
Entity.PauseAnim( entity )
Entity.ResumeAnim( entity )
See Also
� Entity.PauseAnim
Entity.SetActionForce
Brief
Set the force of an entity action.
Definition
Entity.SetActionForce( Entity entity, number actionld, Vector4 force )
Arguments
entity - The entity to which the action belongsactionld - The numerical action IDforce - The force in world-space
Return Values
None.
Description
Set the force of an entity action. Only applicable to force-based actions. This function is only available if the entity has a collision item.
Examples
entity = Entity.Create()
e:SetCollision("kCollisionResource" )
e:EnableDynamics()
actionld = Entity.CreatePointForceAction( e, false )
f = Vector4.Create( 10.0, 0.0, 0.0 )
p = Vector4.Create( 0.0, 1.0, 0.0 )
Entity.EnableAction( e, actionld )
Entity.SetActionForce( e, actionld, f )
Entity.SetActionPosition( e, actionld, p )
Entity.DestroyAction( e, actionld )
See Also
� Entity. SetActionTorque
� Entity.SetActionPosition
Entity.SetActionPosition
Brief
Set the position of an entity action.
Definition
Entity.SetActionPosition( Entity entity, number actionld, Vector4 position )
Arguments
entity - The entity to which the action belongsactionld - The numerical action IDposition - The position in world-space.
Return Values
None.
Description
Set the position of an entity action. Only applicable to position-based actions. This function is only available if the entity has a collision item.
Examples
entity = Entity.Create()
e:SetCollision("kCollisionResource" )
e:EnableDynamics()
actionld = Entity.CreatePointForceAction( e, false )
f = Vector4.Create( 10.0, 0.0, 0.0 )
p = Vector4.Create( 0.0, 1.0, 0.0 )
Entity.EnableAction( e, actionld )
Entity.SetActionForce( e, actionld, f )
Entity.SetActionPosition( e, actionld, p )
Entity.DestroyAction( e, actionld )
See Also
� Entity.SetActionTorque
� Entity.SetActionForce
Entity.SetActionTorque
Brief
Set the torque of an entity action.
Definition
Entity.SetActionTorque( Entity entity, number actionld, Vector4 torque )
Arguments
entity - The entity to which the action belongsactionld - The numerical action IDtorque - The torque in world-space.
Return Values
None.
Description
Set the torque of an entity action. Only applicable to torque-based actions. This function is only available if the entity has a collision item.
Examples
entity = Entity.Create()
e:SetCollision("kCollisionResource" )
e:EnableDynamics()
actionld = Entity.CreateTorqueAction( e, false )
t = Vector4.Create( 10.0, 0.0, 0.0 )
p = Vector4.Create( 0.0, 1.0, 0.0 )
Entity.EnableAction( e, actionld )
Entity.SetActionTorque( e, actionld, t )
Entity.DestroyAction( e, actionld )
See Also
� Entity.SetActionForce
� Entity.SetActionPosition
Entity. SetAngularDamping
Brief
Sets the angular damping of the collision resource attached to the entity.
Definition
! Entity.SetAngularDamping( Entity entity, number damping )
Arguments
entity - The entity to update.damping - The angular damping to apply to the entity.
Return Values
None.
Description
Sets the angular damping of the collision resource attached to the entity. Angular damping reduces the rotational velocity of the entity over time.
For example, if you set the angular damping to 0.2, then every second about 20% of the object's angular velocity will be removed. This function is
only valid if the entity has a collision item.
Examples
! Entity.SetAngularDamping( entity, 0.2 )
See Also
� Entity.EnableCollision
� Entity.EnableDynamics
� Entity.SetCollision
� Entity.GetAngularDamping
Entity.SetAngularVelocity
Brief
Sets the angular velocity around the center of mass of the entity.
Definition
Entity.SetAngularVelocity( Entity entity, Vector4 velocity )
Arguments
entity - The entity to update.velocity - vector specifying angular velocity.
Return Values
None.
Description
Sets the angular velocity around the center of mass of the entity's rigid body in world space. The W component of the specified vector is ignored.
Examples
! � Add the entity to the physics simulation
i Entity.EnableCollision( entity, true )
| Entity.EnableDynamics( entity, true )
| Entity.SetAngularVelocity( entity, Vector4.Create( 0, 10, 0 ) )
See Also
� Entity. SetLinearVelocity
� Vector4.Create
Entity .Set AttachT ype
Brief
Set the type of attachment used by the entity.
Definition
Entity.SetAttachType( Entity entity, AttachType type )
Arguments
entity - The entity to affect (must be attached to another entity or person).type - The type of attachment to use:
AttachType.T ranslation
AttachType. Rotation
AttachType.Scale
AttachType.Transform (default)
Return Values
None.
Description
The default behaviour for attached entities is to inherit all of their parent's transform, including translation, rotation and scaling. A script can use
this function to only inherit some of the parent's transform, to only translate an object with its parent and not alter its rotation for example. Scale is
handled so that if translation and scale are both inherited, then the local translation of the child entity will be scaled also, as per normal
attachment. If translation is not inherited, the local translation will not be scaled.
Examples
child:AttachToParent(parent)
child:SetAttachType(AttachType.Translation) � only inherit parent translation
child:SetAttachType(AttachType.Translation + AttachType.Rotation) � ignore parent scale
child:SetAttachType(AttachType.Transform) � same as default
See Also
� Entity.AttachToParent
� Entity.AttachToBone
Entity.SetCenterOfMassLocal
Brief
Sets the position of the entity's center of mass in local space.
Definition
Entity.SetCenterOfMassLocal( Entity entity, Vector4 com )
Arguments
entity - The entity to update.com - The position of the entity's center of mass in local space.
Return Values
None.
Description
Sets the position of the entity's center of mass in local space. This may be offset from the coordinate origin of the entity depending on its physics
configuration. This function is only available if the entity has a collision item.
Examples
: Entity.SetCenterOfMassLocal( entity, Vector4.Create( 0.5, 0.5, 0.5 ) )
See Also
� Entity. EnableDynamics
Entity.SetCollision
Brief
Sets the entity's collision.
Definition
Entity.SetCollision( Entity entity, string resourceName, Phys3dWorld world = nil )
Entity.SetCollision( Entity entity, Resource collisionResource, Phys3dWorld world = nil )
Arguments
entity - The entity to update.resourceName - The collision's resource name or nil to remove it.collisionResource - The collision resource or nil to
remove it.world - Phys3dWorld to add the entity to, or nil for the default.
Return Values
None.
Description
Sets the entity's collision to the named resource as specified in the HDK�s Object Editor application. Note that an entity with collision will no longer
respect attachments specified prior to calling SetCollision. The current world transform of the entity is preserved across this function call. This
function will automatically enable collision on the entity.
Examples
entity = Entity.Create()
Entity.SetCollision( entity, "mycollision" )
� Remove the collision from the entity
Entity.SetCollision( entity, nil )
See Also
� Entity.Create
� Phys3dWorld.Create
Entity.SetCollision Layer
Brief
Set the collision layer of an entity.
Definition
Entity.SetCollisionLayer( Entity entity, enum layer, boolean preserveCurrentLayerCollisions = true )
Arguments
entity - The entity.layer - The collision layer; can be either CollisionLayer.Entity or a "User Layer".preserveCurrentLayerCollisions - true to
preserve which layers the entity collides with, false otherwise.
Return Values
None.
Description
Set the collision layer of an entity. If preserveCurrentLayerCollisions is false, the layers with which the entity collides are reset to the default for the
specified layer. The defaults can be changed using Scene.SetLayerCollisionDefault.
Examples
Entity.SetCollisionLayer( entity, CollisionLayer.Userl, false )
See Also
� Entity.GetCollisionLayer
� Scene.SetLayerCollisionDefault
Entity.SetCullDistance
Brief
Set a distance at which the entity will be automatically made invisible.
Definition
! Entity.SetCullDistance(Entity entity, number distance)
Arguments
entity - The entity to modify.distance - The distance from camera at which to visibility cull the entity, or 0 to disable.
Return Values
None.
Description
For situations involving a large scene, it may be beneficial for efficiency reasons to set objects to invisible when they are located far away. Setting
a cull distance will automatically compute the entity's distance from camera every frame and hide it and any child entities if the distance is greater
than the specified cull distance. Note that internally squared distances are compared, so the cull distance should not overflow a floating point
number when squared.
Examples
! myEntity:SetCullDistance(80) � set cull distance to 80m
See Also
� Entity.GetCullDistance
Entity.SetDynamicsActive
Brief
Activate/deactivate dynamics on the specified entity.
Definition
! Entity.SetDynamicsActive( Entity entity, boolean activate = true )
Arguments
entity - The entity to update.activate - true to activate dynamics, false otherwise (defaults to true if not specified).
Return Values
None.
Description
Dynamics must be enabled with Entity.EnableDynamicsf) for the activated/deactivated state to take effect. An Entity with activated dynamics is
one that is having it�s motion updated. If dynamics are deactivated with this function, Flome's physics engine will stop updating the Entity's motion,
until it is activated again. Entities can be activated by another call to this function or by the application of forces/torques/impulses or by coming
into contact with other activated Entities. Entities can be deactivated with this function or by allowing auto-deactivation which will deactivate the
Entity if it has not been moving for a while. Auto-deactivation can be enabled/disabled with Entity.EnableDynamicsAutoDeactivation. This function
is only valid if the entity has a collision item.
Examples
� Deactivate dynamics
Entity.SetDynamicsActive( entity, false )
� Activate dynamics (collision must be enabled as well)
Entity.EnableCollision( entity )
Entity.EnableDynamics( entity )
Entity.SetDynamicsActive( entity )
See Also
� Entity.EnableDynamics
� Entity. EnableDynamicsAutoDeactivation
Entity.SetFrictionCoeff
Brief
Set the friction coefficient of the collision resource attached to the entity.
Definition
Entity.SetFrictionCoeff( Entity entity, number f )
Arguments
entity - The entity to updated - the coefficient of friction.
Return Values
None.
Description
Set the coefficient of friction for the surface of the rigid body that is attached to the entity. This affects the entity's motion relative to surfaces it
comes into contact with. Although this is actually a pair-wise coefficient, friction is specified on a per rigid body basis. When affecting the relative
motion of two surfaces, the surfaces' friction coefficients are combined to produce a coefficient for the interaction. Usual values for friction are
between 0 and 1. Values greater than 1, although physically invalid, are allowed. However, values must be less than or equal to 255.
Examples
Entity.SetFrictionCoeff( entity, 0.0 )
See Also
� Entity.EnableCollision
� Entity.EnableDynamics
� Entity. SetCollision
Entity.SetGravity
Brief
Set the gravity vector to apply to the entity.
Definition
Entity.SetGravity( Entity entity, Vector4 gravityVector )
Arguments
entity - entity to be affected.gravityVector - new gravity vector.
Return Values
None.
Description
Only the specified entity is affected by the new gravity force.
Examples
! � set gravity to half strength
j local g = Scene.GetGravity() * 0.5
j entity:SetGravity( g )
See Also
� Entity.GetGravity
Entity.SetLight
Brief
Set the entity's light.
Definition
Entity.SetLight( Entity entity, Light light = nil )
Arguments
entity - The entity to update.light - The Light to attach to the entity or nil to detach the existing light.
Return Values
None.
Description
Set the entity's light.
Examples
i entity = Entity.Create()
! Entity.SetLight( entity, light )
See Also
Entity.Create
Entity. SetLinearDamping
Brief
Sets the linear damping of the collision resource attached to the entity.
Definition
! Entity.SetLinearDamping( Entity entity, number damping )
Arguments
entity - The entity to update.damping - The linear damping to apply to the entity.
Return Values
None.
Description
Sets the linear damping of the collision resource attached to the entity. Linear damping reduces the linear velocity of the entity over time. For
example, if you set the linear damping to 0.2, then every second about 20% of the object's linear velocity will be removed. This function is only
valid if the entity has a collision item.
Examples
! Entity.SetLinearDamping( entity, 0.2 )
See Also
� Entity.EnableCollision
� Entity. EnableDynamics
� Entity.SetCollision
� Entity.GetLinearDamping
Entity.SetLinearVelocity
Brief
Sets the linear velocity of this object.
Definition
! Entity.SetLinearVelocity( Entity entity, Vector4 velocity )
Arguments
entity - The entity to update.velocity - Vector specifying linear velocity.
Return Values
None.
Description
Sets the linear velocity of the center of mass of the entity's rigid body in world space. The W component of the specified vector is ignored.
Examples
� Add the entity to the physics simulation
Entity.EnableCollision( entity, true )
Entity.EnableDynamics( entity, true )
Entity.SetLinearVelocity( entity, Vector4.Create( 0, 10, 0 ) )
See Also
� Entity.SetAngularVelocity
� Vector4.Create
Entity.SetLocalMatrix
Brief
Sets the entity's local transformation matrix.
Definition
Entity.SetLocalMatrix( Entity entity, Matrix44 matrix )
Arguments
entity - The entity to update.matrix - The matrix to set the entity's transform to.
Return Values
None.
Description
Sets the entity's local transformation matrix. The specified matrix is relative to the coordinate system of the entity's parent, if one exists. If the
entity has no parent, the matrix is relative to the world space coordinate system.
Examples
entity = Entity.Create()
matrix = Matrix44.Create()
� Set up a uniform scale matrix
Matrix44.SetScale( matrix, 2, 2, 2, 1, MATRIX_REPLACE )
Entity.SetLocalMatrix( entity, matrix )
print( mat )
See Also
� Entity.Create
� Matrix44.Create
� Matrix44.SetScale
Entity.SetMass
Brief
Sets the mass of the collision resource attached to the entity.
Definition
! Entity.SetMass( Entity entity, number mass )
Arguments
entity - The entity to update.mass - The mass of the entity's collision resource in kilograms.
Return Values
None.
Description
Sets the mass of the collision resource that is attached to the specified entity. Very large or very small masses should be avoided, as these can
create instability in the simulation. This function can only be called if the entity has a collision resource.
Examples
! Entity.SetMass( entity, 5 )
See Also
� Entity.EnableCollision
� Entity. EnableDynamics
� Entity.SetCollision
� Entity.GetMass
Entity.SetMaxContacts
Brief
Specify the maximum number of contacts to buffer for collision callbacks.
Definition
boolean Entity.SetMaxContacts(number maxContacts)
Arguments
maxContacts - maximum number of contact events to buffer
Return Values
true if sufficient memory could be allocated or false otherwise.
Description
Allocates an internal buffer to record contact events for provision via collision callbacks. Each contact event generated by PS Home for the types
for which the script has registered callbacks will be buffered in this internal buffer, until the contacts are passed to the script via the callbacks. All
entities registered for callbacks in the current script environment will share this buffer. If more contacts are generated than the buffer can store,
subsequent contacts will not be buffered and will not be available to the script, and a message indicating this will be displayed in the console.
Note that each contact currently requires 64 bytes of memory. If this function fails, there was insufficient memory available to the script to allocate
the buffer. In this case, collision callbacks will be disabled until a subsequent call to this function (with a lower maximum) succeeds. This function
is not available from within a collision callback and will generate an error.
Examples
! Entity.SetMaxContacts(128) � enough memory for 128 contact events (added/processed/removed) per
; frame
See Also
� Entity. RegisterCollisionCallback
� Entity. EnableCollisionCallbacks
� Entity.SetColiision
� Entity. EnableCollision
Entity.SetModel
Brief
Set the entity's model.
Definition
Entity.SetModel( Entity entity, string resourceName )
Entity.SetModel( Entity entity, Resource modelResource )
Arguments
entity - The entity to update.resourceName - The model's resource name or nil to remove the model.modelResource - The model resource or nil
to remove the model.
Return Values
None.
Description
Set the entity's model to the named resource as specified in the HDK's Object Editor application.
Examples
! entity = Entity.Create()
i Entity.SetModel( entity, "mymodel" )
! � Remove the model from the entity
; Entity.SetModel( entity, nil )
See Also
� Entity.Create
Entity.SetPosition
Brief
Sets the entity's position.
Definition
Entity.SetPosition( Entity entity, Vector4 position )
Arguments
entity - The entity to update.position - The new position for the entity.
Return Values
None.
Description
Sets the entity's position. If the entity has a parent, the specified position is relative to local coordinate system of the parent.
Examples
! entity = Entity.Create()
Entity.SetPosition( entity, Vector4.Create( 10, 10, 0 ) )
See Also
� Entity.Create
Entity.SetRestitutionCoeff
Brief
Sets the restitution coefficient of the collision resource attached to the entity.
Definition
! Entity.SetRestitutionCoeff( Entity entity, number r )
Arguments
entity - The entity to update.r - the coefficient of restitution.
Return Values
None.
Description
Sets the restitution (or elasticity) coefficient for the rigid body attached to the entity. This governs the effect that collisions have on the velocities of
colliding entities. Like friction, this is a pair-wise coefficient - when two physical entities collide, their restitution values are combined to produce a
coefficient for the interaction. Usual values for restitution are between 0 and 1. Values greater than 1, although physically invalid, are allowed.
However, values must be less than 1.99.
Examples
� Prevent entity from bouncing
Entity.SetRestitutionCoeff( entity, 0.0 )
See Also
Entity. EnableCollision
� Entity.EnableDynamics
� Entity.SetCollision
Entity.SetRotationQuat
Brief
Sets the rotation using the supplied quaternion.
Definition
| Entity.SetRotationQuat( Entity entity, Quaternion quat )
Arguments
entity - The entity to update.quat - The quaternion.
Return Values
None.
Description
Sets the rotation of the specified entity using the supplied quaternion.
Examples
! entity = Entity.Create()
j quat = Quaternion.Create()
| entity:SetRotationQuat(quat)
See Also
� Entity.GetRotationQuat
Entity.SetRotationX
Brief
Sets the rotation about the x-axis in degrees.
Definition
! Entity.SetRotationX( Entity entity, number rotation )
Arguments
entity - The entity to update.rotation - The specified angle of rotation about the x-axis in degrees.
Return Values
None.
Description
Sets the rotation about the x-axis of the entity's local coordinate system in degrees. The rotation order is x, y, z.
Examples
entity = Entity.Create()
Entity.SetRotationX( entity, 90.0 )
See Also
� Entity.Create
Entity.SetRotationXyz
Brief
Sets the rotation about the x, y, and z-axis in degrees.
Definition
Entity.SetRotationXyz( Entity entity, Vector4 rotation )
Arguments
entity - The entity to update.rotation - The specified x, y, and z angles of rotation in degrees.
Return Values
None.
Description
Sets the rotation about the x, y, and z-axis of the entity's local coordinate system in degrees. The rotation order is x, y, z.
Examples
! entity = Entity.Create()
i Entity.SetRotationXyz( entity, Vector4.Create( 45, 30, 90 ) )
See Also
� Entity.Create
Entity.SetRotationY
Brief
Sets the rotation about the y-axis in degrees.
Definition
! Entity.SetRotationY( Entity entity, number rotation )
Arguments
entity - The entity to update.rotation - The specified angle of rotation about the y-axis in degrees.
Return Values
None.
Description
Sets the rotation about the y-axis of the entity's local coordinate system in degrees. The rotation order is x, y, z.
Examples
: entity = Entity.Create()
i Entity.SetRotationY( entity, 90.0 )
See Also
� Entity.Create
Entity.SetRotationZ
Brief
Sets the rotation about the z-axis in degrees.
Definition
Entity.SetRotationZ( Entity entity, number rotation )
Arguments
entity - The entity to update.rotation - The specified angle of rotation about the z-axis in degrees.
Return Values
None.
Description
Sets the rotation about the z-axis of the entity's local coordinate system in degrees. The rotation order is x, y, z.
Examples
! entity = Entity.Create()
i Entity.SetRotationZ( entity, 90.0 )
See Also
� Entity.Create
Entity.SetScale
Brief
Sets the entity's scale.
Definition
Entity.SetScale( Entity entity, Vector4 scale )
Arguments
entity - The entity to update.scale - The new scale of the entity.
Return Values
None.
Description
Sets the entity's scale. The specified scale is applied to the local transformation matrix of the entity. On creation, an entity has a scale of (1,1,1)
or no scaling, in other words. Note that the W component of the specified vector is ignored. Note that scale should not be applied to entities with
collision enabled.
Examples
entity = Entity.Create()
Entity.SetScale( entity, Vector4.Create( 45, 30, 90 ) )
See Also
� Entity.Create
� Vector4. Create
Entity.SetScreen
Brief
Set the entity's screen.
Definition
Entity.SetScreen( Entity entity, Screen screen )
Arguments
entity - The entity to update.screen - The screen to attach to the entity or nil to remove it.
Return Values
None.
Description
Set the entity's screen. The screen's corner coordinates will be transformed by the entity's world transformation matrix.
Examples
j entity = Entity.Create()
i Entity.SetScreen( entity, screen )
! � Remove the screen from the entity
Entity.SetScreen( entity, nil )
See Also
Entity.Create
Entity.SetSkeleton
Brief
Set the entity's skeleton.
Definition
Entity.SetSkeleton( Entity entity, string resourceName )
Entity.SetSkeleton( Entity entity. Resource skeletonResource )
Arguments
entity - The entity to update.resourceName - The skeleton's resource name or nil to remove it.skeletonResource - Pre-loaded skeleton resource
object.
Return Values
None.
Description
Set the entity's skeleton to the named resource as specified in the HDK's Object Editor application.
Examples
! entity = Entity.Create()
i Entity.SetSkeleton( entity, "myskel" )
! � Remove the skeleton from the entity
i Entity.SetSkeleton( entity, nil )
See Also
� Entity.Create
Entity.SetVisible
Brief
Sets the entity to visible or invisible.
Definition
Entity.SetVisible( Entity entity, boolean value )
Arguments
entity - The entity to update.value - If true the entity is visible and it false it is invisible.
Return Values
None.
Description
Sets the entity to visible or invisible. Entities default to visible when created.
Examples
entity = Entity.Create()
Entity.SetVisible( entity, false )
See Also
� Entity.Create
Entity.StopAnim
Brief
Stops the current animation if it is playing.
Definition
Entity.StopAnim( Entity entity )
Entity.StopAnim( Entity entity, Animation anim )
Arguments
entity - The entity to update.anim - The animation to stop.
Return Values
None.
Description
If the Animation anim passed in is nil, or invalid, nothing is done. If an animation is specified, it will be stopped immediately with no blend out. If no
animation is specified, all animations on the entity will be stopped immediately, with no blend out.
Examples
entity = Entity.Create()
local animHandle = Animation.Create()
Entity.SetModel( entity, "mymodel" )
Entity.SetSkeleton( entity, "myskel" )
Entity.PlayAnim( entity, "mylstAnim" )
Entity. BlendAnim ( entity, "my2ndAnim ,, , true, 0, 0, animHandle )
Entity.StopAnim( entity, animHandle ) � stops specific animation
Entity.StopAnim( entity ) � stops all other animations
See Also
� Entity.Create
� Entity.PlayAnim
� Entity.SetModel
� Entity.SetSkeleton