| 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 |
| Camera |
| Camera.Activate |
| Brief |
| Activates the specified camera. |
| Definition |
| ! Camera.Activate( Camera camera, number transitionTime =0.0 ) |
| Arguments |
| camera - The camera to activate.transitionTime - The time taken to smoothly move from the previously active camera's position, to the |
| specified camera's position. |
| Return Values |
| None. |
| Description |
| Activates the specified camera. |
| Examples |
| ! Camera.Activate( gameCamera, 1.0 ) |
| See Also |
| � Camera. Deactivate |
| � Camera. IsActivated |
| Camera. AttachToParent |
| Brief |
| Links the camera to the given entity so that the camera inherits the entity's transform. |
| Definition |
| Camera.AttachToParent( Camera camera, Entity parent ) |
| Arguments |
| camera - The camera to update.parent - The entity to attach this camera to, or nil to detach the camera. |
| Return Values |
| None. |
| Description |
| Links the camera to the given entity so that the camera inherits the entity's transform. This will override any values set via Camera.SetPosition, or |
| Camera.SetLookAtPosition until the connection is cleared by passing in nil as the parent. If the entity is destroyed then the camera will be |
| unparented. It is not possible at present to specify a local transform offset from the entity. |
| Examples |
| ! Camera.AttachToParent( gameCamera, myEntity ) � connect the camera to myEntity |
| ; Camera.AttachToParent( gameCamera, nil ) � detach the camera from any connected entity |
| See Also |
| None |
| Camera.Create |
| Brief |
| Creates a new 3D camera. |
| Definition |
| Camera Camera.Create( string constructionMethod = nil ) |
| Arguments |
| constructionMethod - How to construct the camera, either nil or "current". |
| Return Values |
| Returns a Camera instance. |
| Description |
| Creates a new 3D camera. This camera is, by default, positioned at the origin (0, 0, 0). If constructionMethod is "current" it creates a new camera |
| with the properties of the currently active camera. |
| Examples |
| gameCamera = Camera.Create( "current" ) |
| Camera.SetPosition( gameCamera, Camera.GetPosition() + Vector4.Create( 0, 1, 0 ) ) |
| See Also |
| � Camera.Activate |
| Camera. Deactivate |
| Brief |
| Deactivates the specified camera. |
| Definition |
| Camera.Deactivate( Camera camera, number transitionTime =0.0 ) |
| Arguments |
| camera - The camera to deactivate.transitionTime - The time taken to smoothly move from the specified camera's position back to the |
| previously active camera's position. |
| Return Values |
| None. |
| Description |
| Deactivates the specified camera. |
| Examples |
| ! if Camera.IsActivated( gameCamera ) then |
| Camera.Deactivate( gameCamera, 1.0 ) |
| | end |
| See Also |
| � Camera.Activate |
| � Camera. IsActivated |
| Camera.EnableAvatarCameraSync |
| Brief |
| Tell the normal Avatar camera to face the same direction as a deactivating custom camera, minimizing the camera transition. |
| Definition |
| i Camera.EnableAvatarCameraSync() |
| Arguments |
| None |
| Return Values |
| Description |
| When enabled, the normal Avatar Camera will sync with any active custom camera to face the same direction. This simply means that when the |
| custom camera is deactivated, the normal Avatar Camera will be facing the same direction, and the magnitude of the transition between the two |
| will be minimized. This defaults to on. It�s rare, and generally not advised to disable this. |
| Examples |
| Camera.EnableAvatarCameraSync(false) |
| See Also |
| None |
| Camera.GetlnverseViewMatrix |
| Brief |
| Get the view to world transform for the currently active camera. |
| Definition |
| Camera.GetInverseViewMatrix(Matrix44 matrix) |
| Arguments |
| matrix - The matrix to set. |
| Return Values |
| None. |
| Description |
| Retrieves the view to world transform for the currently active camera. This can be considered as the world transform of the camera object itself. |
| Examples |
| ! local invViewMat = Matrix44.Create () |
| ; Camera.GetlnverseViewMatrix(invViewMat) |
| See Also |
| � Camera.GetViewMatrix |
| � Camera.GetProjectionMatrix |
| Camera.GetLookAtPosition |
| Brief |
| Retrieves the camera's world space target position. |
| Definition |
| Vector4 Camera.GetLookAtPosition( Camera camera ) |
| Camera.GetLookAtPosition( Camera camera, Vector4 outPos ) |
| Vector4 Camera.GetLookAtPosition () |
| Camera.GetLookAtPosition( Vector4 outPos ) |
| Arguments |
| camera - The camera to query.outPos - (out) The vector to receive the target position. |
| Return Values |
| Returns a Vector4 specifying the world space target position of the camera. |
| Description |
| Retrieves the camera's world space target position. Only the X, Y and Z components of the Vector4 are valid. If no camera is specified it uses the |
| currently active camera. |
| Examples |
| ! camtarget = Camera.GetLookAtPosition( gameCamera ) |
| See Also |
| � Camera.SetLookAtPosition |
| Camera.GetPosition |
| Brief |
| Retrieves the camera's world space position. |
| Definition |
| Vector4 Camera.GetPosition( Camera camera ) |
| Camera.GetPosition( Camera camera, Vector4 outPos ) |
| Vector4 Camera.GetPosition() |
| Camera.GetPosition( Vector4 outPos ) |
| Arguments |
| camera - The camera to query.outPos - (out) The vector to receive the camera position. |
| Return Values |
| A Vector4 specifying the world space position of the camera. |
| Description |
| Retrieves the camera's world space position. Only the X, Y and Z components of the Vector4 are valid. If no camera is specified it uses the |
| currently active camera. Note that inactive cameras are not updated, and therefore if a position is requested for an inactive camera the most |
| recent position available will be returned. For the currently active camera the position will match the translation of the inverse view matrix. |
| Examples |
| campos = Camera.GetPosition( gameCamera ) |
| See Also |
| � Camera.SetPosition |
| � Camera.GetlnverseViewMatrix |
| Camera.GetProjectionMatrix |
| Brief |
| Get the projection matrix for the currently active camera. |
| Definition |
| Camera.GetProjectionMatrix(Matrix44 matrix) |
| Arguments |
| matrix - The matrix to set. |
| Return Values |
| None. |
| Description |
| Retrieves the projection transform for the currently active camera. A script should not assume a particular projection transform format. The |
| projection matrix is used to transform a point from view to clip space. |
| Examples |
| j local projMat = Matrix44.Create() |
| ; Camera.GetProjectionMatrix(projMat) |
| See Also |
| � Camera.GetViewMatrix |
| � Camera.GetlnverseViewMatrix |
| Camera.GetViewMatrix |
| Brief |
| Get the world to view transform for the currently active camera. |
| Definition |
| Camera.GetViewMatrix(Matrix44 matrix) |
| Arguments |
| matrix - The matrix to set. |
| Return Values |
| None. |
| Description |
| This matrix will transform from world space to view space. |
| Examples |
| j local worldToViewMat = Matrix44.Create() |
| | Camera.GetViewMatrix(worldToViewMat) |
| See Also |
| Camera.GetlnverseViewMatrix |
| � Camera. GetProjectionMatrix |
| Camera.GetViewPortFOV |
| Brief |
| Retrieves the vertical field of view for the specified camera. |
| Definition |
| ! number Camera.GetViewPortFOV( Camera camera ) |
| i number Camera.GetViewPortFOV() |
| Arguments |
| camera - The camera to query. |
| Return Values |
| The vertical field of view for the camera, specified in degrees. |
| Description |
| Retrieves the vertical field of view (FOV) for the specified camera. If no camera is specified it uses the currently active camera. |
| Examples |
| I fov = Camera.GetViewPortFOV( gameCamera ) |
| See Also |
| � Camera.SetViewPortFOV |
| Camera.GetViewPortZFar |
| Brief |
| Retrieves the camera's far clip plane. |
| Definition |
| number Camera.GetViewPortZFar( Camera camera ) |
| number Camera.GetViewPortZFar() |
| Arguments |
| camera - The camera to query. |
| Return Values |
| The far clip plane of the camera in units of meters. |
| Description |
| Retrieves the camera's far clip plane. Units are specified in meters. The default far clip plane for a newly created camera is 4000.0. If no camera |
| is specified it uses the currently active camera. |
| Examples |
| ! farz = Camera.GetViewPortZFar( gameCamera ) |
| See Also |
| � Camera.SetViewPortZFar |
| Camera.GetViewPortZNear |
| Brief |
| Retrieves the camera's near clip plane. |
| Definition |
| ! number Camera.GetViewPortZNear( Camera camera ) |
| i number Camera.GetViewPortZNear() |
| Arguments |
| camera - The camera to query. |
| Return Values |
| The near clip plane of the camera in units of meters. |
| Description |
| Retrieves the camera's near clip plane. Units are specified in metres. The default near clip plane for a newly created camera is 0.1. If no camera |
| is specified it uses the currently active camera. |
| Examples |
| ! nearz = Camera.GetViewPortZNear( gameCamera ) |
| See Also |
| � Camera.SetViewPortZNear |
| Camera.IsActivated |
| Brief |
| Determines whether the specified camera is currently active. |
| Definition |
| ! boolean Camera.IsActivated( Camera camera ) |
| Arguments |
| camera - The camera to query. |
| Return Values |
| true if the specified camera is activated, false otherwise. |
| Description |
| Determines whether the specified camera is currently active. |
| Examples |
| 1 if Camera.IsActivated( gameCamera ) then |
| Camera.Dectivate( gameCamera, 1.0 ) |
| | end |
| See Also |
| � Camera.Activate |
| � Camera. Deactivate |
| Camera.SetLookAtPosition |
| Brief |
| Sets the camera's world space target position. |
| Definition |
| ! Camera.SetLookAtPosition( Camera camera, Vector4 target ) |
| Arguments |
| camera - The camera to update.target - Vector4 specifying the world space target position for the camera. |
| Return Values |
| None. |
| Description |
| Sets the camera's world space target position. Only the X, Y and Z components of the Vector4 are used to position the camera. The W |
| component is ignored. |
| Examples |
| 1 Camera.SetLookAtPosition( gameCamera, Vector4.Create( 0, 10, 0, 0 ) ) |
| See Also |
| � Camera.GetLookAtPosition |
| Camera.SetPosition |
| Brief |
| Sets the camera's world space position. |
| Definition |
| ! Camera.SetPosition( Camera camera, Vector4 position ) |
| Arguments |
| camera - The camera to update.position - Vector4 specifying the world space position of the camera. |
| Return Values |
| None. |
| Description |
| Sets the camera's world space position. Only the X, Y and Z components of the Vector4 are used to position the camera. The W component is |
| ignored. |
| Examples |
| ! Camera.SetPosition( gameCamera, Vector4.Create( 0, 10, 0, 0 ) ) |
| See Also |
| � Camera.GetPosition |
| Camera.SetViewPortAspect |
| Brief |
| Sets the aspect ratio for the specified camera's viewport. |
| Definition |
| ! Camera.SetViewPortAspect( Camera camera, number aspect ) |
| Arguments |
| camera - The camera to update.aspect - aspect ratio for the camera's viewport (width / height). |
| Return Values |
| None. |
| Description |
| Sets the aspect ratio for the specified camera's viewport. |
| Examples |
| ! Camera.SetViewPortAspect( gameCamera, 16.0 / 9.0 ) |
| See Also |
| Camera.SetViewPortFOV |
| Brief |
| Sets the vertical field of view of the specified camera. |
| Definition |
| ! Camera.SetViewPortFOV( Camera camera, number fov ) |
| Arguments |
| camera - The camera to update.fov - Vertical field of view for the camera, specified in degrees. |
| Return Values |
| None. |
| Description |
| Sets the vertical field of view of the specified camera in degrees. |
| Examples |
| ! Camera.SetViewPortFOV( gameCamera, 60.0 ) |
| See Also |
| � Camera.GetViewPortFOV |
| Camera.SetViewPortZFar |
| Brief |
| Sets the camera's far clip plane. |
| Definition |
| ! Camera.SetViewPortZFar( Camera camera, number zfar ) |
| Arguments |
| camera - The camera to update.znear - The far clip plane of the camera in units of metres. |
| Return Values |
| None. |
| Description |
| Sets the camera's far clip plane. Units are specified in metres. The default far clip plane for a newly created camera is 4000.0. |
| Examples |
| ! Camera.SetViewPortZFar( gameCamera, 5000.0 ) |
| See Also |
| � Camera.GetViewPortZFar |
| Camera.SetViewPortZNear |
| Brief |
| Sets the camera's near clip plane. |
| Definition |
| ! Camera.SetViewPortZNear( Camera camera, number znear ) |
| Arguments |
| camera - The camera to update.znear - The near clip plane of the camera in units of meters. |
| Return Values |
| None. |
| Description |
| Sets the camera's near clip plane. Units are specified in metres. The default near clip plane for a newly created camera is 0.1. The minimum |
| value that the function will accept is 0.001. |
| Examples |
| ! Camera.SetViewPortZNear( gameCamera, 0.2 ) |
| See Also |
| � Camera.GetViewPortZNear |
| Person |
| Person. AttachToEntity |
| Brief |
| Attaches the person to specified entity so when the entity moves around the person moves with it. |
| Definition |
| Person.AttachToEntity( Person person, Entity entity = nil, Matrix44 localTransform = nil ) |
| Arguments |
| entity - the entity to attach to or nil to detach player from current entity. |
| Return Values |
| None. |
| Description |
| When attached to an entity, setting position and rotation will affect the local transform only. The transform must be locked by the calling lua |
| environment otherwise a lua error is generated. If the person is unlocked it automatically detaches from the entity. |
| Examples |
| person = LocalPlayer.GetPerson () |
| car = Entity.Create () |
| Person.AttachToEntity( person, car ) |
| See Also |
| None |
| Person. DoAction |
| Brief |
| Plays an action on a Person |
| Definition |
| Person.DoAction( Person person, string actionName, boolean autoUnlock = false ) |
| Person.DoAction( Person person, string actionName, boolean autoUnlock, number unlockFeatures ) |
| Arguments |
| person - the person to play an action on.actionName - Name of the action to be performed. It can be a custom animation loaded remotely through |
| LocalPlayer.AddRepertoire as well as one of the following standard actions: |
| "agree� |
| "beckon" |
| "bow" |
| "cheer" |
| "clap" |
| "disagree" |
| "frustration" |
| "laugh" |
| "point" |
| "wave" |
| "stand_up_from_seat"autoUnlock - if true, then the animation lock on the person is automatically released after the action has completed. |
| Defaults to false.unlockFeatures - only used if the autoUnlock parameter is true. If omitted then defaults to releasing the locks that were set when |
| Person.DoAction was called, otherwise will only release the locks specified, |
| features specified. |
| Return Values |
| Returns true if the action succeeds. |
| Description |
| The animation must be locked by the calling lua environment otherwise a lua error is generated. If the action isn't recognized a lua error is |
| generated. If it fails and autollnlock is true it unlocks immediately. |
| Examples |
| if Person.HasLock ( person ) then |
| Person.DoAction( person, "clap" ) |
| end |
| See Also |
| � Person.Lock |
| � Person.Unlock |
| � Person.IsLocked |
| � Person.HasLock |
| � Person.SetBehavior |
| � Person.DoActionBroadcast |
| Person.DoActionBroadcast |
| Brief |
| Piays an action on a Person |
| Definition |
| Person.DoActionBroadcast( Person person, string actionName, boolean autoUnlock = false ) |
| Person.DoActionBroadcast( Person person, string actionName, boolean autoUnlock, number unlockFeatures |
| ) |
| Arguments |
| person - the person to play an action on.actionName - Name of the action to be performed. It can be a custom animation loaded remotely through |
| LocalPlayer.AddRepertoire as well as one of the following standard actions: |
| "agree� |
| "beckon" |
| "bow� |
| "cheer" |
| "clap" |
| "disagree" |
| "frustration" |
| "laugh" |
| "point" |
| "wave" |
| "stand_up_from_seat"autoUnlock - if true, then the animation lock on the person is automatically released after the action has completed. |
| Defaults to false.unlockFeatures - only used if the autoUnlock parameter is true. If omitted then defaults to releasing the locks that were set when |
| Person.DoActionBroadcast was called, otherwise will only release the locks specified, |
| features specified. |
| Return Values |
| Returns true if the action succeeds. |
| Description |
| The animation must be locked by the calling lua environment otherwise a lua error is generated. If the action isn't recognized a lua error is |
| generated. If it fails and autoUnlock is true it unlocks immediately. If calling DoActionBroadcast on the LocalPlayer, this function will broadcast the |
| action to other clients in the scene. Using DoActionBroadcast impacts on the amount of network traffic, so avoid calling this function frequently. |
| Examples |
| if Person.HasLock( person ) then |
| Person.DoActionBroadcast( person, "clap" ) |
| end |
| See Also |
| � Person.Lock |
| � Person.Unlock |
| � Person. IsLocked |
| � Person.HasLock |
| � Person.SetBehavior |
| � Person.DoAction |
| Person.EnableChatBubbles |
| Brief |
| Sets chat bubbles on or off. |
| Definition |
| ! Person.EnableChatBubbles( Person person, boolean enabled ) |
| Arguments |
| enabled - True to enable chat bubbles or false to disable. |
| Return Values |
| None. |
| Description |
| With this function, a script can allow chat bubbles to be switched on or off at will. Chat will still appear in the chat log as normal. Please note: In |
| order to use this function, the is_allowed_chat_bubble_change property in the object's mini_game component must be set to true. |
| Examples |
| local person = LocalPlayer.GetPerson( ); |
| if ( Person.Lock( person, PersonLockType.ChatBubbles ) == true ) then |
| Person.EnableChatBubbles( person, false ); |
| end |
| See Also |
| � Person.Lock |
| � Person.Unlock |
| Person.EnableCollision |
| Brief |
| Toggles collision detection for the person's avatar. |
| Definition |
| ! Person.EnableCollision( Person person, boolean value ) |
| Arguments |
| person - the person to modify.value - Whether collision should be on or off. |
| Return Values |
| None. |
| Description |
| Toggles collision detection for the person's avatar. The collision must be locked by the calling lua environment otherwise a lua error is generated. |
| Examples |
| ! if Person.IsCollision ( person ) then |
| Person.EnableCollision( person, false ) |
| | end |
| See Also |
| � Person.IsCollision |
| Person.Findlnlnstance |
| Brief |
| Finds a person in the instance from the person ID. |
| Definition |
| ! Person Person.Findlnlnstance( string personld ) |
| Arguments |
| personld - The person to find. |
| Return Values |
| A Person if found and nil otherwise. |
| Description |
| Finds a person in the instance from the specified person ID. |
| Examples |
| me = Person.Findlnlnstance( LocalPlayer.GetPersonld() ) |
| See Also |
| Local Player.GetPersonld |
| Person. GetAnimReg |
| Brief |
| Returns the value of the specified animation register. |
| Definition |
| number|boolean|string Person.GetAnimReg(Person person, string registerName) |
| Arguments |
| person - person to query.registerName - the name of the animation register to get. |
| Return Values |
| The value of the register, with the type based on the register type. |
| Description |
| If the register doesn't exist or the animation register doesn't have Lua read access an error will be thrown. |
| Examples |
| ! fatness = person:GetAnimReg("Fatness") |
| See Also |
| � Person. SetAnimReg |
| Person.GetAvatarStatusType |
| Brief |
| Returns the current avatar status type of the person specified |
| Definition |
| number Person.GetAvatarStatusId( Person person ) |
| Arguments |
| person - The person to query. |
| Return Values |
| The enumerated value of the current status type. |
| Description |
| The user can change the status of their avatar from the emotes menu. This method returns the current user status type. Changing the status type |
| affects the facial animation (mood) used, and the status text above the avatar that remote users see. The possible status types are: |
| AvatarStatusType.Neutral |
| AvatarStatusT ype. Happy |
| AvatarStatusType.Sad |
| AvatarStatusType. Angry |
| AvatarStatusType.Confused |
| AvatarStatusType. Unwell |
| AvatarStatusType.Busy |
| AvatarStatusType. IsLookingForHelp |
| AvatarStatusT ype. WantT oChat |
| AvatarStatusType. WantToPlayGame |
| Examples |
| me = LocalPlayer.GetPerson() |
| if Person.GetAvatarStatusType( me ) == AvatarStatusType.Happy then |
| DoSomethingHappy() |
| end |
| See Also |
| � Person.GetMood |
| Person.GetBehavior |
| Brief |
| Returns the name of the current behavior playing on the person. |
| Definition |
| string Person.GetBehavior( Person person ) |
| Arguments |
| person - The person to query. |
| Return Values |
| The name of the current behavior playing on the person. |
| Description |
| Returns the name of the current behavior playing on the person or nil if the behavior is a Plome internal behavior. For a list of Home's public |
| behaviors see Person.SetBehavior. For post 1.40 behaviour, if the behaviour belongs to the calling script environment, will only specify the name. |
| If the behaviour belongs to another object, that has allowed its behaviours to be public, then will specify the object id, as well as the name. For |
| pre-1.40 behaviour. For the local player, will only return the name of the behaviour, but for remote persons, will return the fully qualified name |
| (objectld:name) - this is for backwards compatibility. If the behaviour is a system public behaviour, will return the name only. |
| Examples |
| behaviorName = Person.GetBehavior( person ) |
| See Also |
| � Person.SetBehavior |
| Person. GetBehaviorCategory |
| Brief |
| Returns the specified person's behavior state. |
| Definition |
| string|nil Person.GetBehaviorCategory( Person person ) |
| Arguments |
| person - The person to update. |
| Return Values |
| Returns the specified person's behavior state. |
| Description |
| Returns nil if in an internal behavior or be one of the following: "dancing'' "posing" �sitting_on_floor" "sitting_on_seat" "standing" "moving" |
| Behaviors should be catagorized into one of the above states. This function can be used to check if a person is dancing etc. without checking the |
| animation behavior name. |
| Examples |
| ! if Person.GetBehaviorCategory( LocalPlayer.GetPerson() ) == 'dancing* then |
| StartTheParty() |
| | end |
| See Also |
| � Person.GetBehavior |
| � Person.SetBehavior |
| Person. GetBoneCount |
| Brief |
| Get the number of bones in the person's skeleton. |
| Definition |
| ! number Person.GetBoneCount(Person person) |
| Arguments |
| person - Person to query. |
| Return Values |
| Number of bones in the skeleton, or 0 if the skeleton is not available. |
| Description |
| Retrieves the number of bones/joints in the person's skeleton. If no skeleton is present or loaded, 0 is returned. |
| Examples |
| ! local boneCount = LocalPlayer.GetPerson():GetBoneCount() |
| See Also |
| Person.GetBonelndex |
| Person.GetBonelndex |
| Brief |
| Find the index of a bone in the person's skeleton. |
| Definition |
| ! number Person.GetBonelndex(Person person, string boneName) |
| Arguments |
| person - Person 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 person's skeleton. The index is 1 -based. If the bone cannot be found, or there is no skeleton |
| attached or loaded, 0 is returned. |
| Examples |
| 1 local leftHandlndex = LocalPlayer.GetPerson():GetBonelndex("lefthand") |
| See Also |
| � Person.GetBoneCount |
| � Person.GetBoneLocalMatrix |
| � Person.GetBoneWorldMatrix |
| Person.GetBoneLocalMatrix |
| Brief |
| Get the local transform matrix for a bone in the skeleton. |
| Definition |
| ! Person.GetBoneLocalMatrix(Person person, string|number bone, Matrix44 result) |
| Arguments |
| person - Person 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 () |
| LocalPlayer.GetPerson():GetBoneLocalMatrix("lefthand", mat) |
| � or |
| local leftHandlndex = LocalPlayer.GetPerson():GetBonelndex("lefthand") |
| LocalPlayer.GetPerson():GetBoneLocalMatrix(leftHandlndex, mat) |
| See Also |
| � Person. GetBoneWorldMatrix |
| � Person.GetBonelndex |
| Person.GetBoneWorldMatrix |
| Brief |
| Get the world transform matrix for a bone in the skeleton. |
| Definition |
| Person.GetBoneWorldMatrix(Person person, string|number bone, Matrix44 result) |
| Arguments |
| person - Person 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 () |
| LocalPlayer.GetPerson():GetBoneWorldMatrix("lefthand", mat) |
| � or |
| local leftHandlndex = LocalPlayer.GetPerson():GetBonelndex("lefthand") |
| LocalPlayer.GetPerson():GetBoneWorldMatrix(leftHandlndex, mat) |
| See Also |
| � Person.GetBoneLocalMatrix |
| � Person.GetBonelndex |
| Person.GetCurrentAction |
| Brief |
| Returns the name of the current action the person is in, if any. |
| Definition |
| ! string Person.GetCurrentAction( Person person ) |
| Arguments |
| person - The person to query. |
| Return Values |
| Returns the name of the current action. |
| Description |
| If the person is not in an action nil is returned. Home internal actions will also return nil. For a list of Home public actions see Person.DoAction. |
| Examples |
| I actionName = Person.GetCurrentAction( LocalPlayer.GetPerson() ) |
| See Also |
| � Local Player. DoAction |
| � LocalPlayer.IsDoingAction |
| Person. GetGroundllserld |
| Brief |
| Return the userlD of the collision on which the person is standing. |
| Definition |
| ! number Person.GetGroundUserld( Person person ) |
| Arguments |
| person - The person to query |
| Return Values |
| The userlD. |
| Description |
| Return the userlD of the collision on which the person is standing. Check Person.IsOnGround before calling this function; if the person is not on |
| the ground an error will occur. |
| Examples |
| ! if ( person:IsOnGround() ) then |
| print( Person.GetGroundUserld( person ) ) |
| | end |
| See Also |
| � Person.IsOnGround |
| Person.GetHeight |
| Brief |
| Retrieve the avatar's height in meters. |
| Definition |
| ! number Person.GetHeight(Person person) |
| Arguments |
| person - the person to query. |
| Return Values |
| The height of the person's avatar in meters, or nil if the avatar is not yet loaded. |
| Description |
| The value returned is the height of the avatar when in the bind pose, given the current height settings, in meters. This will return nil if the avatar is |
| currently a fallback. |
| Examples |
| ! if ( person:GetHeight() <1.0 ) then print ("Hello shorty") end |
| See Also |
| None |
| Person.Getld |
| Brief |
| Returns the person's ID. |
| Definition |
| j string Person.GetId( Person person ) |
| Arguments |
| person - The person to query. |
| Return Values |
| The person's ID. |
| Description |
| Returns the person's ID. A person's ID value is unique per instance, but not across instances and is not persistent. That is, a person ID can be |
| used within an instance to uniquely identify any person in that instance, but it should be assumed to be assigned at random to players entering |
| the instance, and only valid while that player is in the instance. Players in another instance of the same scene will not be accessible by person ID. |
| Players exiting and re-entering the instance will almost certainly be assigned a different person ID, but a person's ID will not change while they |
| remain in the same instance. |
| Examples |
| me = LocalPlayer.GetPerson() |
| if Person.GetId( me ) ~= LocalPlayer.GetPersonld() then |
| print( "Oh no!" ) |
| end |
| See Also |
| � LocalPlayer.GetPerson |
| � LocalPlayer.GetPersonld |
| Person.GetldsOfFriendsInlnstance |
| Brief |
| Returns a table of people IDs in the current instance that are friends. |
| Definition |
| string[] Person.GetldsOfFriendsInlnstance() |
| Arguments |
| None |
| Return Values |
| A table of person ID strings. |
| Description |
| Returns a table of person IDs in the current instance that are friends. |
| Examples |
| ! ids = Person.GetIdsOfFriendsInlnstance() |
| ; numFriends = #ids |
| j print( "There are " .. numFriends .. " friends in the instance." ) |
| See Also |
| None |
| Person. GetldsOfRemotePeoplelnlnstance |
| Brief |
| Returns a table of all remote person IDs in the current instance. |
| Definition |
| string[] Person.GetldsOfRemotePeoplelnlnstance() |
| Arguments |
| None |
| Return Values |
| A table of person ID strings. |
| Description |
| Returns a table of person IDs for all remote avatars in the current instance. |
| Examples |
| ! ids = Person.GetIdsOfRemotePeoplelnlnstance() |
| i numAvatars = #ids + 1 |
| I print( "There are " .. numAvatars .. " avatars in the instance." ) |
| See Also |
| None |
| Person.GetlnstanceSessionMasterld |
| Brief |
| Returns the current instance's session master Person ID. |
| Definition |
| string Person.GetlnstanceSessionMasterld() |
| Arguments |
| None |
| Return Values |
| A person ID of the session master or nil if not ready yet. |
| Description |
| Returns the current instance's session master Person ID. Each instance has a session master automatically assigned to it. When a new instance |
| is created the first person in that instance will be the session master and if they leave then a new session master is chosen if other users are in |
| the instance. |
| Examples |
| local sessionMasterld = Person.GetInstanceSessionMasterld() |
| local sessionMaster = nil |
| if sessionMasterld ~= nil then |
| sessionMaster = Person.Findlnlnstance( sessionMasterld ) |
| SendNetworkMessageToRequestlnstanceState( sessionMaster ) |
| end |
| See Also |
| � User.GetSceneOwner |
| Person. GetlnventoryltemObjectld |
| Brief |
| Obtain the object id of the currently deployed companion object. |
| Definition |
| ! string Person.GetInventoryltemObjectId(Person person) |
| Arguments |
| person - The person to query. |
| Return Values |
| The object ID of the deployed inventory item if present, and nil otherwise. |
| Description |
| Obtains the object id of the currently deployed companion object, or returns nil if one is not currently active. |
| Examples |
| if (Person.GetlnventoryltemObjectld(person) == "12345678-12345678-12345678-12345678") then |
| isAllowedlntoMiniGame = true |
| | end |
| See Also |
| None |
| Person.GetLocalBounds |
| Brief |
| Retrieve the local-space bounds of a person. |
| Definition |
| ! boolean Person.GetLocalBounds(Person person, Vector4 min, Vector4 max) |
| Arguments |
| person - The person to query.min (out) - Vector4 value to receive the minimum extent.max (out) - Vector4 value to receive the maximum extent. |
| Return Values |
| True if the bounds were retrieved successfully, false if the person is not yet loaded. |
| Description |
| Get the local-space bounds of a person's model. This will reflect the user's clothing choices and height selection. If the person's avatar is not |
| loaded, this function will return false. |
| Examples |
| local min = Vector4.Create () |
| local max = Vector4.Create() |
| if (LocalPlayer.GetPerson():GetLocalBounds(min, max)) then |
| print("Local player avatar is", max:Y() - min:Y(), "metres tall") |
| end |
| See Also |
| � Person.GetWorldBounds |
| Person. GetMood |
| Brief |
| Returns the mood of the specified person. |
| Definition |
| MoodType Person.GetMood(Person person) |
| Arguments |
| person - the person to interrogate the mood value for. |
| Return Values |
| The enumerated value of the mood. |
| Description |
| The mood type is the facial animation that is used on the idling person. This is controlled by the user through the status option in the emotes |
| menu. Different statuses can share the same mood, ie Confused and IsLookingForHelp statuses both use the same mood Confused. The |
| enumerated type of MoodType is: |
| MoodType.Neutral |
| MoodType.Happy |
| MoodType.Sad |
| MoodType.Angry |
| MoodType.Confused |
| Examples |
| if (person:GetMood() == MoodType.Sad) then |
| print("Why the long face?") |
| end |
| See Also |
| � Person. GetAvatarStatusType |
| Person. GetName |
| Brief |
| Returns the person's Online ID. |
| Definition |
| string Person.GetName( Person person ) |
| Arguments |
| person - The person to query. |
| Return Values |
| The person's Online ID. |
| Description |
| Returns the person's Online ID, but only if you launch HomeDeveloper.self in online mode. If launching in offline mode, only the local player's |
| Person will be accessible, and the function will return the string "Me". |
| Examples |
| ! me = LocalPlayer.GetPerson() |
| i print( "My name is " .. Person.GetName( me ) ) |
| See Also |
| � LocalPlayer.GetPerson |
| Person.GetPosition |
| Brief |
| Returns the position of the person. |
| Definition |
| Vector4 Person.GetPosition( Person person ) |
| Person.GetPosition( Person person, Vector4 outVec ) |
| Arguments |
| person - The person to query.outVec - The Vector4 to store the result to. |
| Return Values |
| The position of the person. |
| Description |
| Returns a vector containing the position of the specified person. |
| Examples |
| ! me = LocalPlayer.GetPerson() |
| print( "I am at: ", Person.GetPosition( me ) ) |
| See Also |
| Local Player.GetPerson |
| Person.GetRigComponentObjectld |
| Brief |
| Returns the specified component type's object ID. |
| Definition |
| ! string Person.GetRigComponentObjectId( Person person, string componentType ) |
| Arguments |
| person - The person to query.componentType - The component type to search for. It is case sensitive. |
| Return Values |
| The component's object ID or nil if not found. |
| Description |
| Returns the specified component type's object ID. The component must be loaded to identity its type. |
| Examples |
| ! me = LocalPlayer.GetPerson() |
| i types = Person.GetRigComponentTypes( person ) |
| | print( 'type=* .. types[ 1 ] ' object id=' .. Person.GetRigComponentObjectId( person, types[ 1 ] ) |
| ) |
| See Also |
| � Person.GetRigComponentTypes |
| Person.GetRigComponentTypes |
| Brief |
| Returns a table of strings for the current rig's component types. |
| Definition |
| ! string[] Person.GetRigComponentTypes( Person person ) |
| Arguments |
| person - The person to query. |
| Return Values |
| Table of strings for the rig component types. |
| Description |
| Returns a table of strings for the current rig's component types. The rig must be loaded to obtain the information. |
| Examples |
| me = LocalPlayer.GetPerson() |
| rigCompTypes = Person.GetRigComponentTypes( me ) |
| if rigCompTypes ~= nil then |
| for index, item in ipairs( rigCompTypes ) do |
| print( 'type = ' .. item ) |
| end |
| end |
| See Also |
| � Person.GetRigComponentObjectld |
| Person.GetRigField |
| Brief |
| Returns the value of the field and nil if not found |
| Definition |
| string|number|boolean Person.GetRigField( Person person, string field ) |
| Arguments |
| person - The person to query.field - The field to retrieve. Can be one of the following: |
| "sex" (returns the string "male" or "female") |
| Return Values |
| The value of the field and nil if not found. Supported types are boolean, string and number. |
| Description |
| Returns the value of the field and nil if not found. The rig must be loaded to get the correct result. |
| Examples |
| me = LocalPlayer.GetPerson() |
| | print( "My gender is " .. Person.GetRigField( me, "sex" ) ) |
| See Also |
| � LocalPlayer.GetPerson |
| Person. GetRotationY |
| Brief |
| Returns the y-axis rotation of the person. |
| Definition |
| number Person.GetRotationY( Person person ) |
| Arguments |
| person - The person to query. |
| Return Values |
| The rotation in the y-axis of the person in degrees. |
| Description |
| Returns the rotation in the y-axis of the specified person in degrees. |
| Examples |
| i me = LocalPlayer.GetPerson() |
| ! print( "My rotation is: " .. Person.GetRotationY( me ) ) |
| See Also |
| � LocalPlayer.GetPerson |
| Person.GetUser |
| Brief |
| Returns the User object for this person. |
| Definition |
| User Person.GetUser( Person person ) |
| Arguments |
| person - The person to query. |
| Return Values |
| The User object for the specified person. |
| Description |
| Returns the User object attached to the specified person. |
| Examples |
| local user = person:GetUser() |
| print(person:GetName() .. (user:IsFriend() and " is " or " is not ") .. "your friend!") |
| See Also |
| Person.GetVelocity |
| Brief |
| Returns the current velocity of the person. |
| Definition |
| Vector4 GetVelocity( Person person ) |
| locity( Person person, Vector4 outVec ) |
| Arguments |
| person - the person to queryoutVec - The Vector4 to store the result in |
| Return Values |
| Returns the current velocity of the person specified if no outVec is supplied. |
| Description |
| Returns a vector containing the velocity of the person specified. |
| Examples |
| 1 local me = LocalPlayer.GetPerson() |
| i elocity is: ", Person.GetVelocity( me ) ) |
| See Also |
| None |
| Person.GetWidth |
| Brief |
| Retrieves the width factor of an avatar. |
| Definition |
| ! number Person.GetWidth(Person person) |
| Arguments |
| person - the person to query. |
| Return Values |
| The width factor of the person in the range [ -1, 1 ], or nil if the avatar isn't yet loaded and available. |
| Description |
| Return the width factor of the avatar, which is in the range -1 to 1, with -1 being thin, 0 being average, and 1 being fat. |
| Examples |
| 1 if ( Person.GetWidth() == 1) then BreakChair() end |
| See Also |
| None |
| Person.GetWorldBounds |
| Brief |
| Retrieve the world-space bounds of a person. |
| Definition |
| boolean Person.GetWorldBounds(Person person, Vector4 min, Vector4 max) |
| Arguments |
| person - The person to query.min (out) - Vector4 value to receive the minimum extent.max (out) - Vector4 value to receive the maximum extent. |
| Return Values |
| True if the bounds were retrieved successfully, false if the person is not yet loaded. |
| Description |
| Get the world-space bounds of a person's model. This will reflect the user's clothing choices and height selection. If the person's avatar is not |
| loaded, this function will return false. |
| Examples |
| local min = Vector4.Create () |
| local max = Vector4.Create () |
| if (LocalPlayer.GetPerson():GetWorldBounds(min, max)) then |
| print("Local player avatar is", max:Y() - min:Y(), "metres tall") |
| end |
| See Also |
| � Person.GetLocalBounds |
| Person.HasLock |
| Brief |
| true if the person is locked by the calling Lua environment and false otherwise. |
| Definition |
| boolean Person.HasLock( Person person ) |
| boolean Person.HasLock( Person person , number lockFeatures, boolean any = false ) |
| Arguments |
| person - the person to query.lockFeatures - specific lock features to test to see if they are locked by this lua environmentany - if lockFeatures is |
| specified, then this parameter is used to indicate that if any of the features specified are locked, then return true |
| otherwise will only return true if all the features specified are locked. |
| Return Values |
| true if the person is locked by the calling Lua environment and false otherwise. |
| Description |
| true if the person is locked by the calling Lua environment and false otherwise. |
| Examples |
| if Person.HasLock( person ) == true then |
| Person.DoAction( person, "Clap" ) |
| end |
| See Also |
| � Person.Lock |
| � Person.Unlock |
| � Person.IsLocked |
| � Person.DoAction |
| � Person.SetBehavior |
| Person.InterpolatePosition |
| Brief |
| Allows the client to interpolate the position of the person in the frames between successive calls to InterpolatePosition. |
| Definition |
| ! Person.InterpolatePosition( Person person, Vector4 position, Vector4 velocity, number facingAngle, |
| i number timeOffset = 0) |
| Arguments |
| person - the person to interpolate the position onposition - the position to use for the interpolationvelocity - the velocity to use for the |
| interpolationfacinqAnqle - the anqle the person is facinqtimeOffset - the difference in time between the session clocks (in seconds) - if omitted |
| then defaults to 0.0 |
| Return Values |
| None. |
| Description |
| The calling lua environment must have atleast a Transform lock on the person for the call to succeed This call will only work on NPC persons (will |
| throw a Lua error for the the local player person). |
| Examples |
| person:InterpolatePosition( recvdPos, recvdVel, recvdAngle, timeOffset ) |
| See Also |
| � Person.Lock |
| � Person.GetPosition |
| � Person.GetVelocity |
| Person.IsCollision |
| Brief |
| Reports whether the person's collision is enabled. |
| Definition |
| boolean Person.IsCollision( Person person ) |
| Arguments |
| person - the person to query. |
| Return Values |
| true if collision for the player is on and false otherwise. |
| Description |
| Reports whether the person's collision is enabled. |
| Examples |
| ! if Person.IsCollision( person ) then |
| Person.EnableCollision( person, false ) |
| | end |
| See Also |
| � Person.EnableCollision |
| Person.IsLoaded |
| Brief |
| Indicates when a person's avatar is fully loaded and visible. |
| Definition |
| boolean Person.IsLoaded(Person person) |
| Arguments |
| person - The person to query. |
| Return Values |
| True if the person's avatar is fully loaded and ready, or false if still loading or invalid. |
| Description |
| When a person initially enters the scene, their avatar and associated components may still be loading in the background. Some functionality such |
| as locking is not available until the avatar is ready, so this function can be used to query the loading state of the person. If the person object is |
| invalid, this function will return false. |
| Examples |
| if (person:IsValid() and person:IsLoaded()) then |
| if (not person:Lock(PersonLockType.All)) then |
| print("Unable to get lock!") |
| end |
| end |
| See Also |
| � Person.IsValid |
| Person.IsLocked |
| Brief |
| true if the person is locked by any lua environment and false otherwise. |
| Definition |
| ! boolean Person.IsLocked(Person person) |
| Arguments |
| person - the person to query. |
| Return Values |
| true if the person is locked by any lua environment and false otherwise. |
| Description |
| true if the person is locked by any lua environment and false otherwise. |
| Examples |
| if Person.IsLocked( person ) == true and Person.HasLock( person ) == false then |
| print( �Waiting to get the lock' ) |
| | end |
| See Also |
| � Person.Lock |
| � Person.Unlock |
| � Person.HasLock |
| � Person.DoAction |
| � Person.SetBehavior |
| Person. IsOnGround |
| Brief |
| Return whether the person is on the ground or not. |
| Definition |
| ! boolean Person.IsOnGround( Person person ) |
| Arguments |
| person - The person to query |
| Return Values |
| true if on the ground, false otherwise. |
| Description |
| Return whether the person is on the ground or not. |
| Examples |
| ! print( Person.IsOnGround( person ) ); |
| See Also |
| � Person.GetGroundllserld |
| Person.IsRigUsingComponent |
| Brief |
| Returns true if the specified object is being used and false otherwise. |
| Definition |
| boolean Person.IsRigUsingComponent( Person person, string objectld ) |
| Arguments |
| person - The person to query.objectld - The object ID to test for its usage. |
| Return Values |
| true if the specified object is being used and false otherwise. |
| Description |
| Returns true if the specified object is being used and false otherwise. Does not require the specified object have have completed its loading for |
| the function to succeed. |
| Examples |
| me = LocalPlayer.GetPerson() |
| smartJacketId = "853B950D-ACF84EE7-920D819B-5A9A6C16" |
| if Person.IsRigUsingComponent( me, smartJacketld ) then |
| accessGranted = true |
| end |
| See Also |
| � LocalPlayer.GetPerson |
| Person.IsValid |
| Brief |
| Returns whether the handle to the person is valid or not. |
| Definition |
| boolean Person.IsValid( Person person ) |
| Arguments |
| person - The person to query. |
| Return Values |
| Returns whether the handle to the person is valid or not. |
| Description |
| Returns whether the handle to the person is valid or not. Invalid persons can be caused if the person leaves the scene while you still have a |
| handle to that person. |
| Examples |
| if Person.IsValid( randomPerson ) == false then |
| person = GetAnotherPerson() |
| | end |
| See Also |
| � Person.Findlnlnstance |
| � Person. IsLoaded |
| Person.IsVisible |
| Brief |
| Return whether the person is visible or not to the user. |
| Definition |
| boolean Person.IsVisible( Person person ) |
| Arguments |
| None |
| Return Values |
| Return whether the person is visible or not |
| Description |
| If a user can see a Person in game this will return true, otherwise false. No lock is required since you are only querying the value. |
| Examples |
| Person.SetVisibile( person, true ); |
| print( Person.IsVisible( person ) ); |
| See Also |
| � Person.Lock |
| � Person.Unlock |
| Person.Lock |
| Brief |
| Locks a combination of the person's animation, collision state, transform, label or chatbubbles so it can be controlled by script rather than network |
| messages or pad input. |
| Definition |
| boolean Person.Lock( Person person, number lockType = nil ) |
| Arguments |
| person - the person to query.lockType - Can be one of the following or nil: |
| PersonLockType. Animation |
| PersonLockType.Transform |
| PersonLockType.Collision |
| PersonLockType. Visibility |
| PersonLockType. Label |
| PersonLockType.ChatBubbles |
| PersonLockType. EmoteMenu |
| PersonLockType. Wardrobe |
| PersonLockType.Default = PersonLockType.Animation + PersonLockType.Transform + PersonLockType.Collision + PersonLockType.Visibility |
| PersonLockType.All - all the lock types together |
| If lockType is nil then PersonLockType.Default is used. |
| Return Values |
| True if the Lua environment was able to obtain the lock (or already has the lock) on the person, otherwise false. |
| Description |
| A Lua error is generated if the lockType passed in aren't one of the possible values above. Lua errors are also generated if |
| PersonLockType.Label or PersonLockType.ChatBubbles is used when not in a minigame which supports it. A lock can only be obtained for |
| people currently joined to the active game, and will be released automatically for all people when the local player quits the game. A script should |
| not rely on this automatic behaviour however, and locks should be explicitly released as soon as they are no longer required. *NB To prevent a |
| delay in character loading causing scripts to fail, always ensure that calls to Person.Lock() return true before using any functions which require a |
| locked character. If the function returns false, wait for a short period and then attempt to lock the character again. This can be performed in a |
| co-routine if necessary. 1.55 Added PersonLockType.Wardrobe. This lock type can only be used on the Local Player person, otherwise a Lua |
| error is thrown. |
| Examples |
| � Example 1, locking specific types. |
| Person.Lock( person, PersonLockType.Transform ) � Locked the transform |
| Person.Lock( person, PersonLockType.Collision ) � Unlocked the transform and now locked the collision |
| Person.Lock( person, PersonLockType.Collision + PersonLockType.Visibility ) � Now additionally locked |
| the visibility |
| � Example 2, locking transform, collision, animation and visibility, |
| if Person.Lock ( person ) then |
| Person.DoAction( person, "clap" ) |
| end |
| See Also |
| � Person.Unlock |
| � Person.IsLocked |
| � Person.HasLock |
| � Person.DoAction |
| � Person.SetBehavior |
| Person.ResetCurrentStatusText |
| Brief |
| Reset the status text to show in the over-head person label. |
| Definition |
| | Person.ResetCurrentStatusText( Person person ) |
| Arguments |
| person - The person to update. |
| Return Values |
| None. |
| Description |
| Reset the status text to show in the over-head person label. |
| Examples |
| me = LocalPlayer.GetPerson() |
| j Person.ResetCurrentStatusText( me ) |
| See Also |
| � LocalPlayer.GetPerson |
| Person.SetAnimReg |
| Brief |
| Sets the value of the specified animation register for the specified person. |
| Definition |
| ! Person.SetAnimReg(Person person, string registerName, number|boolean|string value) |
| Arguments |
| person - person to set the animation register for.registerName - the name of the animation register to set.value - the value to set the register (the |
| type should agree with the register type). |
| Return Values |
| None. |
| Description |
| If the register doesn't exist or does not have Lua write access, or the value type and the register type don't match, then an error will be thrown. |
| Examples |
| person:SetAnimReg("myReg", 0.3) |
| See Also |
| � Person. GetAnimReg |
| Person.SetBehavior |
| Brief |
| Sets the current behavior of the person |
| Definition |
| Person.SetBehavior( Person person, string behaviorName, number unlockPeriodSeconds = 0, boolean |
| snapAnimation = false ) |
| Person.SetBehavior( Person person, string behaviorName, number unlockPeriodSeconds, boolean |
| snapAnimation, number unlockFeatures ) |
| Arguments |
| person - The Person to set the behavior onbehaviorName - The name of the behavior.unlockPeriodSeconds - if great than 0 then the animation |
| lock on the person is automatically released after |
| the period specified has elapsed. Defaults to 0.snapAnimation - if true, then removes blend from previous action/behavior (defaults |
| false)unlockFeatures - only used if the unlockPeriodSeconds parameter is greater than 0. If omitted then defaults to releasing the locks that were |
| set when |
| Person.SetBehavior was called, otherwise will only release the locks specified. |
| Return Values |
| Error code. BehaviorError.None if everything was fine, BehaviorError.Invalid if the behavior cannot be set, BehaviorError.NotReady if the person |
| is not ready for setting the behavior |
| Description |
| The following behaviors Home behaviors are available for use: |
| sitjow |
| sit_mid |
| sit_high |
| sit_low_recline |
| sit_mid_recline |
| standing |
| Additionally, any behaviors defined by the developer within an objects repertoire are available for use by the developer. The animation must be |
| locked by the calling lua environment otherwise a lua error is generated. If the behavior specified isn't recognised, then a lua error is thrown. |
| Examples |
| if Person.HasLock ( person ) == true then |
| Person.SetBehavior( person, "sit_mid" ) |
| end |
| See Also |
| � Person.Lock |
| � Person.Unlock |
| � Person. IsLocked |
| Person.HasLock |
| � Person.DoAction |
| Person.SetCurrentStatusText |
| Brief |
| Set the status text to show in the over-head person label. |
| Definition |
| Person.SetCurrentStatusText( Person person, string text, bool persist = false ) |
| Arguments |
| person - The person to update.text - The status text to show in the over-head person label.persist - boolean which determines whether the text is |
| displayed in picture captures. |
| Return Values |
| None. |
| Description |
| Set the status text to show in the over-head person label. The status text is used to indicate an activity that the user is currently partaking in. This |
| function must not be used without first obtaining permission from your RHQ. |
| Examples |
| ! me = LocalPlayer.GetPerson() |
| i Person.SetCurrentStatusText( me, |
| "Racing!" ) |
| See Also |
| None |
| Person.SetLabelText |
| Brief |
| Change the current text label displayed atop the avatar. |
| Definition |
| Person.SetLabelText( Person person, enumeration setting ) |
| Arguments |
| setting - the current setting to use for player labels. |
| PersonLabelText.On |
| PersonLabelText.Off |
| PersonLabelText.Name |
| Return Values |
| None. |
| Description |
| With this function, a script can set the labels above a person to show full labels, just the name, or even switch them off. Please note: In order to |
| use this function, the is_allowed_label_change property in the object's mini_game component must be set to true. |
| Examples |
| local person = LocalPlayer.GetPerson( ); |
| if ( Person.Lock( person, PersonLockType.Label ) == true ) then |
| Person.SetLabelText( person, PersonLabelText.Off ); |
| end |
| See Also |
| � Person.Lock |
| � Person.Unlock |
| Person.SetPosition |
| Brief |
| Sets the position of the the person, assuming the calling Lua environment owns the lock (with transformation attribute) |
| Definition |
| SetPosition( Person person, Vector4 position ) |
| Arguments |
| position - the desired world position of the person |
| Return Values |
| None. |
| Description |
| The transform must be locked by the calling lua environment otherwise a lua error is generated. |
| Examples |
| ! Person.SetPosition( person, pos ) |
| See Also |
| � Person.Lock |
| � Person.Unlock |
| Person.SetRotationY |
| Brief |
| Sets the rotation in the (world) Y axis of the person. |
| Definition |
| Person.SetRotationY( Person person, number angle) |
| Arguments |
| person - The Person to set.angle - The world angle in degrees. |
| Return Values |
| None. |
| Description |
| The transform must be locked by the calling lua environment otherwise a lua error is generated. |
| Examples |
| I Person.SetRotationY( person, 180 ) |
| See Also |
| � Person.Lock |
| � Person.Unlock |
| Person.SetVisible |
| Brief |
| Sets the visibility of the the person. |
| Definition |
| ! Person.SetVisible( Person person, boolean enable ) |
| Arguments |
| enable - whether to switch visibility on or off for that person |
| Return Values |
| None. |
| Description |
| Sets the visibility of the the person. The visibility must be locked with visibility attribute PersonLockType.Visibility by the calling lua environment |
| otherwise a lua error is generated. If the person is not valid the call is ignored. |
| Examples |
| I Person.SetVisible( person, false ) |
| See Also |
| � Person.Lock |
| � Person.Unlock |
| � Person.IsLocked |
| � Person.HasLock |
| Person.Unlock |
| Brief |
| Unlocks the features specified on the person. If all features are unlocked, then lock is released, allowing other Lua environments to get a lock. |
| Definition |
| Arguments |
| person - the Person to unlock.unlockFlags - the features to unlock. If 0 is passed in will return false. |
| Return Values |
| A true return value only indicates that the features requested to be unlocked were unlocked, which may mean that other features are still locked |
| and that the person is not yet free to be locked by another calling environment - Use if (Person.HasLock(person, PersonLockType.AII )==false) |
| to verify if lock has been released on the person. 'Return value behaviour has changed for 1.45 - see history for previous behaviour. |
| Description |
| If all features are unlocked, it then allows other lua environments to lock the person. The features are: |
| PersonLockType. Animation |
| PersonLockType.Transform |
| PersonLockType.Collision |
| PersonLockType. Visibility |
| PersonLockType. Label |
| PersonLockType.ChatBubbles |
| PersonLockType. EmoteMenu |
| PersonLockType.Default = PersonLockType.Animation + PersonLockType.Transform + PersonLockType.Collision + PersonLockType.Visibility |
| PersonLockType.AII - all the lock types together |
| Examples |
| Person.Unlock( person , PersonLockType.Animation + PersonLockType.Transform ) |
| See Also |
| � Person.Lock |
| � Person.IsLocked |
| � Person.HasLock |
| � Person.DoAction |
| � Person.SetBehavior |
| Vector4 |
| Vector4.Abs |
| Brief |
| Compute the component-wise absolute value of a vector. |
| Definition |
| ! Vector4.Abs(Vector4 dest, Vector4 v) |
| Arguments |
| dest - destination vector to store result.v - vector to negate. |
| Return Values |
| None. |
| Description |
| Sets dest to [math.abs(v:XQ), math.abs(v:Y()), math.abs(v:Z()), math.abs(v:W())]. |
| Examples |
| � local v = Vector4.Create(-1, 2 , -3) |
| i v:Abs(v) |
| ; print (v) � [1, 2 , 3] |
| See Also |
| None |
| Vector4.Add |
| Brief |
| Adds one vector or number to another and stores the result in the destination. |
| Definition |
| ! Vector4.Add( Vector4 destination, Vector4|number sourcel, Vector4|number source2 ) |
| Arguments |
| destination - Vector to store the result of the addition.sourcel - Vector or number to be added to source2.source2 - Vector or number to be added |
| to sourcel. |
| Return Values |
| None. |
| Description |
| Adds one vector or number to another and stores the result in the destination. |
| Descriptive notation: |
| destination.x = sourcel .x[source1 + source2.x|source2 |
| destination.y = sourcel ,y|source1 + source2.y|source2 |
| destination.z = sourcel .z|source1 + source2.z|source2 |
| destination, w = sourcel .w|source1 + source2.w|source2 |
| Examples |
| result = Vector4.Create() |
| vl = Vector4.Create( |
| 1, 2, 3, 4 ) |
| v2 = Vector4.Create( |
| 4 , 3, 2, 1 ) |
| Vector4.Add( result, |
| vl, v2 ) |
| Vector4.Add( result. |
| 3, v2 ) |
| See Also |
| � Vector4.Create |
| Vector4.Calculate2dLinelntersection |
| Brief |
| Calculates a 2-dimensional line intersection. |
| Definition |
| boolean Vector4.Calculate2dLineIntersection( Vector4 intersectionPoint, Vector4 pO, Vector4 pi, |
| Vector4 qO, Vector4 ql, boolean infinitelntersection = false ) |
| Arguments |
| intersectionPoint - The result of the line intersection.pO - First endpoint of first line.pi - Second endpoint of first line.qO - First endpoint of second |
| line.ql - Second endpoint of second line.infinitelntersection - true if the supplied lines are to be treated as infinite rays, false otherwise |
| Return Values |
| Returns true if lines intersect, false otherwise. |
| Description |
| Calculates a 2-dimensional line intersection with the line p, defined by points pO and pi, with the line q, defined by points qO and ql. If the |
| infinitelntersection is true it returns false if p and q are parallel. If infinitelntersection is false it returns false if the lines are parallel or the |
| intersection does not lie on both p and q. |
| Examples |
| pO = Vector4.Create( 1, 0 ) |
| pi = Vector4.Create( 0, 0 ) |
| qO = Vector4.Create( 0, 0.5 ) |
| ql = Vector4.Create( 1, 0.5 ) |
| ip = Vector4.Create() |
| if Vector4.Calculate2dLineIntersection( ip, pO, pi, qO, ql ) then |
| print ( "The lines intersect!" ) |
| end |
| See Also |
| � Vector4.Create |
| Vector4.Copy |
| Brief |
| Copies the values of one vector into another. |
| Definition |
| Vector4.Copy( Vector4 destination, Vector4 source ) |
| Arguments |
| destination - The vector to copy to.source - The vector to be copied. |
| Return Values |
| None. |
| Description |
| Copies the values of the source vector and stores them in the destination. This is used to copy the values as opposed to pointing to the same |
| vector as an assignment would do. Use copy as vec2 = vecl does not copy values but instead makes vec2 point to vecl. |
| Examples |
| vecl = Vector4.Create( 4, 3, 2, 1 ) |
| vec2 = Vector4.Create() |
| Vector4.Copy( vec2, vecl ) |
| See Also |
| � Vector4.Create |
| Vector4.Create |
| Brief |
| Creates a new Vector4 object using the specified values. |
| Definition |
| Vector4 Vector4.Create( Vector4 source ) |
| Vector4 Vector4.Create( number x = 0.0, number y = 0.0, number z = 0.0, number w = 0.0 ) |
| Arguments |
| source - Vector whose values are used to initialize newly created vector.x - Number to be written into the first element of the vector (defaults to |
| 0).y - Number to be written into the second element of the vector (defaults to 0).z - Number to be written into the third element of the vector |
| (defaults to 0).w - Number to be written into the fourth element of the vector (defaults to 0). |
| Return Values |
| A new Vector4 instance. |
| Description |
| Creates a new Vector4 object using the specified values. |
| Examples |
| � Create a default zero (0, 0, 0, 0) vector |
| vecl = Vector4.Create () |
| � Create a vector with supplied values |
| vec2 = Vector4.Create ( 1, 2, 3, 4 ) |
| � Create a vector using the values of another |
| vec3 = Vector4.Create( vec2 ) |
| See Also |
| � Vector4.CreateBroadcast |
| Vector4.CreateBroadcast |
| Brief |
| Creates a new Vector4 and sets all its elements to the specified value. |
| Definition |
| Vector4 Vector4.CreateBroadcast( number value ) |
| Arguments |
| value - The value to broadcast to all the elements of the new vector. |
| Return Values |
| A new Vector4 instance. |
| Description |
| Creates a new Vector4 and sets all its elements to the specified value. |
| Examples |
| vecHalf = Vector4.CreateBroadcast( 0.5 ) |
| vec = Vector4.Create( 1, 2 , 3 ) |
| Vector4.Multiply( vec, vec, vecHalf ) |
| See Also |
| � Vector4. Create |
| Vector4.Cross |
| Brief |
| Performs a cross product between two 3-dimensional vectors. |
| Definition |
| Vector4.Cross( Vector4 destination, Vector4 srcl, Vector4 src2 ) |
| Arguments |
| destination - Vector to store the result of the cross product.srcl - First vector to take part in the cross product.src2 - Second vector to take part in |
| the cross product. |
| Return Values |
| None. |
| Description |
| Performs a 3-dimensional cross product between srcl and src2 storing the result in destination. The vector generated will be perpendicular to |
| both srcl and src2. |
| Vector algebra notation: |
| srcl X src2 |
| Descriptive notation: |
| destination.x = ( srcl .y * src2.z ) - ( srcl .z * src2.y ) |
| destination.y = ( srcl .z * src2.x ) - ( srcl .x * src2.z ) |
| destination.z = ( srcl .x * src2.y ) - ( srcl .y * src2.x ) |
| Examples |
| xAxis = Vector4.Create( 1, 0, 0 ) |
| yAxis = Vector4.Create( 0, 1, 0 ) |
| result = Vector4.Create() |
| Vector4.Cross( result, xAxis, yAxis ) |
| See Also |
| � Vector4.Create |
| Vector4.Dist2Sqr |
| Brief |
| Computes the squared Euclidean distance between two points in 2D space. |
| Definition |
| number Vector4.Dist2Sqr( Vector4 pi, Vector4 p2 ) |
| Arguments |
| pi - A point in 2D space.p2 - A second point in 2D space. |
| Return Values |
| The squared Euclidean distance between the two points. |
| Description |
| Computes the squared Euclidean distance between two points in 2D space. |
| Vector algebra notation: |
| ((p2-p1) dot (p2-p1)) |
| Examples |
| vl = Vector4.Create (1, 2) |
| v2 = Vector4.Create (2, 3) |
| print("Distance between", vl, "and", v2, "is:", math.sqrt(Vector4.Dist2Sqr(vl, v2))) |
| See Also |
| � Vector4.Dist3Sqr |
| � Vector4.Dist4Sqr |
| Vector4.Dist3Sqr |
| Brief |
| Computes the squared Euclidean distance between two points in 3D space. |
| Definition |
| number Vector4.Dist3Sqr( Vector4 pi, Vector4 p2 ) |
| Arguments |
| pi - A point in 3D space.p2 - A second point in 3D space. |
| Return Values |
| The squared Euclidean distance between the two points. |
| Description |
| Computes the squared Euclidean distance between two points in 3D space. |
| Vector algebra notation: |
| (( P 2-p1) dot ( P 2-p1)) |
| Examples |
| j vl = Vector4.Create(1, 2, 3) |
| I v2 = Vector4.Create(2, 3, 4) |
| j print("Distance between", vl, "and", v2, "is:", math.sqrt(Vector4.Dist3Sqr(vl, v2))) |
| See Also |
| � Vector4.Dist2Sqr |
| � Vector4.Dist4Sqr |
| Vector4.Dist4Sqr |
| Brief |
| Computes the squared Euclidean distance between two points in 4D space. |
| Definition |
| number Vector4.Dist4Sqr( Vector4 pi, Vector4 p2 ) |
| Arguments |
| pi - A point in 4D space.p2 - A second point in 4D space. |
| Return Values |
| The squared Euclidean distance between the two points. |
| Description |
| Computes the squared Euclidean distance between two points in 4D space. |
| Vector algebra notation: |
| ((p2-p1) dot (p2-p1)) |
| Examples |
| vl = Vector4.Create ( 1, 2, 3, 4 ) |
| v2 = Vector4.Create ( 2 , 3, 4, 5 ) |
| print("Distance between", vl, "and", v2, "is:", math.sqrt(Vector4.Dist4Sqr(vl, v2))) |
| See Also |
| � Vector4.Dist2Sqr |
| � Vector4.Dist3Sqr |
| Vector4. Divide |
| Brief |
| Divides one vector or scalar by the other vector or scalar. |
| Definition |
| Vector4.Divide( Vector4 destination, Vector4|number sourcel, Vector4|number source2 ) |
| Arguments |
| destination - Vector to store the result of the division.sourcel - The dividend of the vector division.source2 - The divisor of the vector division. |
| Return Values |
| None. |
| Description |
| Divides sourcel by source2 storing the result in destination. |
| Descriptive notation: |
| destination.x = sourcel .x|source1 / source2.x]source2 |
| destination.y = sourcel .y|source1 / source2.y|source2 |
| destination, z = sourcel ,z|source1 / source2.z|source2 |
| destination.w = sourcel .w|source1 / source2.w|source2 |
| Examples |
| result = Vector4.Create() |
| vl = Vector4.Create( 1, 2, 3, 4 ) |
| v2 = Vector4.Create( 4, 3 , 2 , 1 ) |
| Vector4.Divide( result, vl, v2 ) |
| Vector4.Divide( result, 1.0, v2 ) |
| See Also |
| � Vector4.Create |
| Vector4.Dot2 |
| Brief |
| Performs a dot product between two 2-dimensional vectors. |
| Definition |
| number Vector4.Dot2( Vector4 srcl, Vector4 src2 ) |
| Arguments |
| srcl - First vector to take part in the dot product.src2 - Second vector to take part in the dot product. |
| Return Values |
| The number representing the dot product of the two supplied 2-dimensional vectors. |
| Description |
| Performs a 2-dimensional dot product with srcl and src2 returning the result. |
| Vector algebra notation: |
| srcl . src2 |
| Descriptive notation: |
| returnvalue = ( srcl .x * src2.x ) + ( srcl .y * src2.y ) |
| Examples |
| vl = Vector4.Create ( 1, 2 ) |
| v2 = Vector4.Create ( 4, 3 ) |
| result = Vector4.Dot2( vl, v2 ) |
| See Also |
| � Vector4.Create |
| � Vector4.Dot3 |
| � Vector4.Dot4 |
| Vector4.Dot3 |
| Brief |
| Performs a dot product between two 3-dimensional vectors. |
| Definition |
| number Vector4.Dot3( Vector4 srcl, Vector4 src2 ) |
| Arguments |
| srcl - First vector to take part in the dot product.src2 - Second vector to take part in the dot product. |
| Return Values |
| The number representing the dot product of the two supplied 3-dimensional vectors. |
| Description |
| Performs a 3-dimensional dot product with srcl and src2 returning the result. |
| Vector algebra notation: |
| srcl . src2 |
| Descriptive notation: |
| returnvalue = ( srcl .x * src2.x ) + ( srcl .y * src2.y ) + ( srcl .z * src2.z ) |
| Examples |
| j vl = Vector4.Create( 1, 2, 3 ) |
| ! v2 = Vector4.Create( 4, 3, 2 ) |
| j result = Vector4.Dot3( vl, v2 ) |
| See Also |
| � Vector4.Create |
| � Vector4.Dot2 |
| � Vector4.Dot4 |
| Vector4.Dot4 |
| Brief |
| Performs a dot product between two 4-dimensional vectors. |
| Definition |
| 1 number Vector4.Dot4( Vector4 srcl, Vector4 src2 ) |
| Arguments |
| srcl - First vector to take part in the dot product.src2 - Second vector to take part in the dot product. |
| Return Values |
| The number representing the dot product of the two supplied 4-dimensional vectors. |
| Description |
| Performs a 4-dimensional dot product with srcl and src2 returning the result. |
| Vector algebra notation: |
| srcl . src2 |
| Descriptive notation: |
| returnvalue = ( srcl .x * src2.x ) + ( srcl .y * src2.y ) + ( srcl .z * src2.z ) + ( srcl .w * src2.w ) |
| Examples |
| vl = Vector4.Create ( 1, 2, 3, 4 ) |
| v2 = Vector4.Create ( 4, 3, 2, 1 ) |
| result = Vector4.Dot4( vl, v2 ) |
| See Also |
| � Vector4.Create |
| � Vector4.Dot2 |
| � Vector4.Dot3 |
| Vector4.HorizAdd3 |
| Brief |
| Compute the horizontal sum of a 3D vector. |
| Definition |
| number Vector4.HorizAdd3(Vector4 v) |
| Arguments |
| v - input vector. |
| Return Values |
| The sum of the X, Y and Z components of the input vector. |
| Description |
| Returns v:X() + v:Y() + v:Z(). W is ignored. |
| Examples |
| ! local v = Vector4.Create(1, 2, 3) |
| I print(v:HorizAdd3()) � 6 |
| See Also |
| � Vector4.HorizAdd4 |
| Vector4.HorizAdd4 |
| Brief |
| Compute the horizontal sum of a 4D vector. |
| Definition |
| number Vector4.HorizAdd4(Vector4 v) |
| Arguments |
| v - input vector. |
| Return Values |
| The sum of the X, Y, Z and W components of the input vector. |
| Description |
| Returns v:X() + v:Y() + v:Z() + v:W(). |
| Examples |
| local v = Vector4.Create (1, 2, 3 , 4) |
| print(v:HorizAdd4()) � 10 |
| See Also |
| � Vector4.HorizAdd3 |
| Vector4.Length2 |
| Brief |
| Calculates the length of a 2-dimensional vector. |
| Definition |
| number Vector4.Length2( Vector4 vector ) |
| Arguments |
| vector - Source vector for the calculation. |
| Return Values |
| A number holding the magnitude of the specified 2-dimensional vector. |
| Description |
| Calculates the length of the specified 2-dimensional vector. |
| Vector algebra notation: |
| vector |
| or sqrt( vector dot vector) |
| Descriptive notation: |
| returnvalue = sqrt( ( vector.x * vector.x ) + ( vector.y * vector.y )) |
| Examples |
| vl = Vector4.Create( 1, 2 ) |
| print( "Vector magnitude is: " .. Vector4.Length2( vl ) ) |
| See Also |
| � Vector4.Create |
| � Vector4.Length3 |
| � Vector4.Length4 |
| Vector4.Length2Sqr |
| Brief |
| Calculates the squared length of a 2-dimensional vector. |
| Definition |
| ! number Vector4.Length2Sqr( Vector4 vector ) |
| Arguments |
| vector - Source vector for the calculation. |
| Return Values |
| A number holding the squared magnitude of the specified 2-dimensional vector. |
| Description |
| Calculates the squared length of the specified 2-dimensional vector. |
| Vector algebra notation: |
| ( vector dot vector) |
| Descriptive notation: |
| returnvalue = ( vector.x * vector.x ) + ( vector.y * vector.y ) |
| Examples |
| ! vl = Vector4.Create( 1, 2 ) |
| j print( "Vector squared magnitude is: " .. Vector4.Length2Sqr( vl ) ) |
| See Also |
| � Vector4. Create |
| � Vector4.Length3Sqr |
| � Vector4.Length4Sqr |
| � Vector4.Length2 |
| Vector4.Length3 |
| Brief |
| Calculates the length of a 3-dimensional vector. |
| Definition |
| number Vector4.Length3( Vector4 vector ) |
| Arguments |
| vector - Source vector for the calculation. |
| Return Values |
| A number holding the magnitude of the specified 3-dimensional vector. |
| Description |
| Calculates the length of the specified 3-dimensional vector. |
| Vector algebra notation: |
| vector |
| or sqrt( vector dot vector) |
| Descriptive notation: |
| returnvalue = sqrt( ( vector.x * vector.x ) + ( vector.y * vector.y ) + ( vector.z * vector.z )) |
| Examples |
| vl = Vector4.Create ( 1, 2, 3 ) |
| print( "Vector magnitude is: " .. Vector4.Length3( vl ) ) |
| See Also |
| � Vector4.Create |
| � Vector4.Length2 |
| � Vector4.Length4 |
| Vector4.Length3Sqr |
| Brief |
| Calculates the squared length of a 3-dimensional vector. |
| Definition |
| ! number Vector4.Length3Sqr( Vector4 vector ) |
| Arguments |
| vector - Source vector for the calculation. |
| Return Values |
| A number holding the squared magnitude of the specified 3-dimensional vector. |
| Description |
| Calculates the squared length of the specified 3-dimensional vector. |
| Vector algebra notation: |
| ( vector dot vector) |
| Descriptive notation: |
| retumvalue = ( vector.x * vector.x ) + ( vector.y * vector.y ) + ( vector.z * vector.z ) |
| Examples |
| vl = Vector4.Create( 1 , 2, 3 ) |
| print( "Vector squared magnitude is: " .. Vector4.Length34Sqr( vl ) ) |
| See Also |
| � Vector4.Create |
| � Vector4.Length2Sqr |
| � Vector4.Length4Sqr |
| � Vector4.Length3 |
| Vector4.Length4 |
| Brief |
| Calculates the length of a 4-dimensional vector. |
| Definition |
| ! number Vector4.Length4( Vector4 vector ) |
| Arguments |
| vector - Source vector for the calculation. |
| Return Values |
| A number holding the magnitude of the specified 4-dimensional vector. |
| Description |
| Calculates the length of the specified 4-dimensional vector. |
| Vector algebra notation: |
| vector |
| or sqrt( vector dot vector) |
| Descriptive notation: |
| returnvalue = sqrt( ( vector.x * vector.x ) + ( vector.y * vector.y ) + ( vector.z * vector.z ) + ( vector.w * vector.w )) |
| Examples |
| vl = Vector4.Create( 1, 2, 3, 4 ) |
| print( "Vector magnitude is: " .. Vector4.Length4( vl ) ) |
| See Also |
| � Vector4.Create |
| � Vector4.Length2 |
| � Vector4.Length3 |
| Vector4.Length4Sqr |
| Brief |
| Calculates the squared length of a 4-dimensional vector. |
| Definition |
| ! number Vector4.Length4Sqr( Vector4 vector ) |
| Arguments |
| vector - Source vector for the calculation. |
| Return Values |
| A number holding the squared magnitude of the specified 4-dimensional vector. |
| Description |
| Calculates the squared length of the specified 4-dimensional vector. |
| Vector algebra notation: |
| ( vector dot vector) |
| Descriptive notation: |
| returnvalue = ( vector.x * vector.x ) + ( vector.y * vector.y ) + ( vector.z * vector.z ) + ( vector.w * vector.w ) |
| Examples |
| j vl = Vector4.Create( 1, 2 , 3 , 4 ) |
| I print( "Vector squared magnitude is: " .. Vector4.Length4Sqr( vl ) ) |
| See Also |
| � Vector4. Create |
| � Vector4.Length2Sqr |
| � Vector4.Length3Sqr |
| � Vector4.Length4 |
| Vector4.Max |
| Brief |
| Compute the maximum element values of two vectors. |
| Definition |
| ! Vector4.Max(Vector4 dest, Vector4 sourcel, Vector4 source2) |
| Arguments |
| dest - Vector to hold result. May be the same vector as either of source vectors if desired.sourcel - First source vector.source2 - Second source |
| vector. |
| Return Values |
| None. |
| Description |
| Compares each element in sourcel with equivalent element in source2 and stores the greater value in the equivalent element of dest. That is: |
| dest = |
| Unknown macro: { max(source1 .x, source2.x), max(source1 .y, source2.y), max(source1 .z, source2.z), max(source1 .w, source2.w)} |
| Examples |
| � assuming verts is an array of Vector4 values |
| local min = Vector4.Create(Const.MaxNum, Const.MaxNum, Const.MaxNum) |
| local max = Vector4.Create(-Const.MaxNum, -Const.MaxNum, -Const.MaxNum) |
| for i = 1, numVerts do |
| Vector4.Min(min, min, verts[i]) |
| Vector4.Max(max, max, verts[i]) |
| end |
| � min and max now store bounds of vert list |
| See Also |
| � Vector4.Min |
| � StreamOps.BoundsVec4 |
| Vector4.Min |
| Brief |
| Compute the minimum element values of two vectors. |
| Definition |
| Vector4.Min(Vector4 dest, Vector4 sourcel, Vector4 source2) |
| Arguments |
| dest - Vector to hold result. May be the same vector as either of source vectors if desired.sourcel - First source vector.source2 - Second source |
| vector. |
| Return Values |
| None. |
| Description |
| Compares each element in sourcel with equivalent element in source2 and stores the lower value in the equivalent element of dest. That is: |
| dest = |
| Unknown macro: { min(source1.x, source2.x), min(source1 .y, source2.y), min(source1 .z, source2.z), minfsourcel .w, source2.w)} |
| Examples |
| � assuming verts is an array of Vector4 values |
| local min = Vector4.Create(Const.MaxNum, Const.MaxNum, Const.MaxNum) |
| local max = Vector4.Create(-Const.MaxNum, -Const.MaxNum, -Const.MaxNum) |
| for i = 1, numVerts do |
| Vector4.Min(min, min, verts[i]) |
| Vector4.Max(max, max, verts[i]) |
| end |
| � min and max now store bounds of vert list |
| See Also |
| � Vector4.Max |
| � StreamOps.BoundsVec4 |
| Vector4.Multiply |
| Brief |
| Multiplies two vectors or scalars together storing the result as a vector. |
| Definition |
| Vector4.Multiply( Vector4 destination, Vector4|number sourcel, Vector4|number source2 ) |
| Arguments |
| destination - Vector to store the result of the multiplication.sourcel - The first argument for the multiplication, can be a Vector4 or a scalar.source2 |
| - The second argument for the multiplication, can be a Vector4 or a scalar. |
| Return Values |
| None. |
| Description |
| Multiplies sourcel and source2 together storing the result in the destination vector. |
| Descriptive notation: |
| destination.x = sourcel .x|source1 * source2.x|source2 |
| destination.y = sourcel ,y|source1 * source2.y|source2 |
| destination.z = sourcel ,z|source1 * source2.z|source2 |
| destination.w = sourcel.w|source1 * source2.w|source2 |
| Examples |
| result = Vector4.Create() |
| vl = Vector4.Create( 1, 2, 3, 4 ) |
| v2 = Vector4.Create( 4, 3, 2, 1 ) |
| Vector4.Multiply( result, vl, v2 ) |
| Vector4.Multiply( result, vl, 4.0 ) |
| Vector4.Multiply( result, -3.0, v2 ) |
| Vector4.Multiply( result, -3.0, 4 ) |
| See Also |
| Vector4. Create |
| Vector4.MultiplyAdd |
| Brief |
| Multiplies two vectors together and then adds the third vector. |
| Definition |
| Vector4.MultiplyAdd( Vector4 destination, Vector4|number sourcel, Vector4|number source2, |
| Vector4|number source3 ) |
| Arguments |
| destination - Vector to store the result of the multiplication.sourcel - The first vector argument for the multiplication.source2 - The second vector |
| argument for the multiplication.source3 - The third vector argument for the addition. |
| Return Values |
| None. |
| Description |
| Multiplies sourcel and source2 together and then adds the third vector, storing the result in destination. |
| Descriptive notation: |
| destination.x = ( sourcel.x|source1 * source2.x|source2 ) + source3.x|source3 |
| destination.y = ( sourcel.y|source1 * source2.y|source2 ) + source3.y|source3 |
| destination.z = ( sourcel.z|source1 * source2.z|source2 ) + source3.z|source3 |
| destination.w = ( sourcel .w]source1 * source2.w|source2 ) + source3.w|source3 |
| Examples |
| result = Vector4.Create() |
| vl = Vector4.Create( 1, 2, 3, 4 ) |
| v2 = Vector4.Create( 4, 3, 2, 1 ) |
| v3 = Vector4.Create( 1, 0, 0, 1 ) |
| Vector4.MultiplyAdd( result, vl, v2, v3 ) |
| Vector4.MultiplyAdd( result, 1, 2, 6 ) |
| See Also |
| � Vector4.Create |
| Vector4.Negate |
| Brief |
| Negate a vector in-place. |
| Definition |
| Vector4.Negate(Vector4 v) |
| Arguments |
| v - vector to negate. |
| Return Values |
| None. |
| Description |
| Sets v to -v. |
| Examples |
| ! local v = Vector4.Create(1, 2, 3) |
| ! v:Negate() |
| | print(v) � [-1, - 2 , -3] |
| See Also |
| None |
| Vector4.Normal2 |
| Brief |
| Returns the normalization of a 2-dimensional vector. |
| Definition |
| Vector4 Vector4.Normal2( Vector4 vector ) |
| Arguments |
| vector - The vector to normalize. |
| Return Values |
| A new Vector4 instance containing a normalized copy of the source vector. |
| Description |
| Returns the normalization of the specified 2-dimensional vector (i.e. a new vector of unit length). The source vector is not modified. |
| Descriptive notation: |
| length = sqrt( src.x * src.x + src.y * src.y ) |
| returnvec.x = src.x / length |
| returnvec.y = src.y / length |
| retumvec.z = 0 |
| returnvec.w = 0 |
| Examples |
| | vec = Vector4.Create( 1, 2 ) |
| ; result = Vector4.Normal2( vec ) |
| j print( result ) |
| See Also |
| Vector4.Create |
| � Vector4.Normal3 |
| � Vector4.Normal4 |
| Vector4.Normal3 |
| Brief |
| Returns the normalization of a 3-dimensional vector. |
| Definition |
| ! Vector4 Vector4.Normal3( Vector4 src ) |
| Arguments |
| src - The vector to use as a source to normalize. |
| Return Values |
| A new Vector4 instance containing a normalized copy of the source vector. |
| Description |
| Returns the normalization of the specified 3-dimensional vector (i.e. a new vector of unit length). The source vector is not modified. |
| Descriptive notation: |
| length = sqrt( src.x*src.x + src.y*src.y + src.z*src.z ) |
| returnvec.x = src.x / length |
| returnvec.y = src.y / length |
| retumvec.z = src.z / length |
| retumvec.w = 0 |
| Examples |
| j vec = Vector4.Create( 1, 2, 3 ) |
| ; result = Vector4.Normal3( vec ) |
| j print( result ) |
| See Also |
| � Vector4.Create |
| � Vector4.Normal2 |
| � Vector4.Normal4 |
| Vector4.Normal4 |
| Brief |
| Returns the normalization of a 4-dimensional vector. |
| Definition |
| Vector4 Vector4.Normal4( Vector4 src ) |
| Arguments |
| src - The vector to use as a source to normalize. |
| Return Values |
| A new Vector4 instance containing a normalized copy of the source vector. |
| Description |
| Returns the normalization of the specified 4-dimensional vector (i.e. a new vector of unit length). The source vector is not modified. |
| Descriptive notation: |
| length = sqrt( src.x*src.x + src.y*src.y + src.z*src.z + src.w*src.w ) |
| returnvec.x = src.x / length |
| returnvec.y = src.y / length |
| returnvec.z = src.z / length |
| returnvec.w = src.z / length |
| Examples |
| j vec = Vector4.Create( 1, 2 , 3, 4 ) |
| ; result = Vector4.Normal4( vec ) |
| | print( result ) |
| See Also |
| � Vector4. Create |
| � Vector4.Normal2 |
| � Vector4.Normal3 |
| Vector4.Normalize2 |
| Brief |
| Normalizes a vector using Length2 of that vector. |
| Definition |
| ! Vector4.Normalize2( Vector4 vector ) |
| Arguments |
| vector - The vector to normalize. |
| Return Values |
| None. |
| Description |
| Normalizes the specified vector using Length2 of the vector. |
| Descriptive notation: |
| length = sqrt( vector.x*vector.x + vector.y'vector.y ) |
| vector.x = vector.x / length |
| vector.y = vector.y / length |
| vector.z = 0 |
| vector.w = 0 |
| Examples |
| ! vector = Vector4.Create( 1, 3 , 2 , 4 ) |
| ! Vector4.Normalize2( vector ) |
| | print( vector ) |
| See Also |
| � Vector4.Create |
| � Vector4.Normalize3 |
| � Vector4.Normalize4 |
| Vector4.Normalizes |
| Brief |
| Normalizes a vector using Length3 of that vector. |
| Definition |
| ! Vector4.Normalize3( Vector4 vector ) |
| Arguments |
| vector - The vector to normalize. |
| Return Values |
| None. |
| Description |
| Normalizes the specified vector using Length3 of the vector. |
| Descriptive notation: |
| length = sqrt( vector.x*vector.x + vector.y'vector.y + vector.z*vector.z ) |
| vector.x = vector.x / length |
| vector.y = vector.y / length |
| vector.z = vector.z / length |
| vector.w = 0 |
| Examples |
| vector = Vector4.Create ( 1 , 3 , 2 , 4 ) |
| Vector4.Normalize3( vector ) |
| print ( vector ) |
| See Also |
| � Vector4.Create |
| � Vector4.Normalize2 |
| � Vector4.Normalize4 |
| Vector4.Normalize4 |
| Brief |
| Normalizes a vector using Length4 of that vector. |
| Definition |
| Vector4.Normalize4( Vector4 vector ) |
| Arguments |
| vector - The vector to normalize. |
| Return Values |
| None. |
| Description |
| Normalizes the specified vector using Length4 of the vector. |
| Descriptive notation: |
| length = sqrt( vector.x*vector.x + vector.y'vector.y + vector.z*vector.z + vector.w'vector.w ) |
| vector.x = vector.x / length |
| vector.y = vector.y / length |
| vector.z = vector.z / length |
| vector.w = vector.w / length |
| Examples |
| j vector = Vector4.Create( 1 , 3 , 2 , 4 ) |
| I Vector4.Normalize4( vector ) |
| | print( vector ) |
| See Also |
| � Vector4. Create |
| � Vector4.Normalize2 |
| � Vector4. Normalizes |
| Vector4.Recip |
| Brief |
| Compute the component-wise reciprocal of a vector. |
| Definition |
| Vector4.Recip(Vector4 dest, Vector4 v) |
| Arguments |
| dest - destination vector to store result.v - input vector. |
| Return Values |
| None. |
| Description |
| Sets dest to [1 / v:X(), 1 / v:Y(), 1 / v:Z(), 1 / v:W()]. If any elements of v are 0 the result is undefined. Note that due to floating point arithmetic |
| precision, Recip(Recip^) is not necessarily x. |
| Examples |
| j local v = Vector4.Create (-1, 2, -3) |
| I v:Recip(v) |
| | print(v) � [-1, 0.5, -0.333333] |
| See Also |
| � Vector4.RecipSqrt |
| Vector4.RecipSqrt |
| Brief |
| Compute the component-wise reciprocal square root of a vector. |
| Definition |
| Vector4.RecipSqrt(Vector4 dest, Vector4 v) |
| Arguments |
| dest - destination vector to store result.v - input vector. |
| Return Values |
| None. |
| Description |
| Sets dest to [1 / math.sqrt(v:X()), 1 / math.sqrt(v:Y()), 1 / math.sqrt(v:Z()), 1 / math.sqrt(v:W()]. If any elements of v are <= 0 the result is |
| undefined. This operation is faster than the equivalent combination of Sqrt and Recip. |
| Examples |
| local v = Vector4.Create(1, 4, 9) |
| v:RecipSqrt(v) |
| print(v) � [1, 0.5, 0.333333] |
| See Also |
| � Vector4.Recip |
| � Vector4.Sqrt |
| Vector4. Rotate |
| Brief |
| Rotate a vector about and axis. |
| Definition |
| Vector4.Rotate( Vector4 destination, Vector4 source, Vector4 axis, number angle ) |
| Arguments |
| destination - Vector to store the result of the rotation.source - Vector to be rotated.axis - Axis to rotate about.angle - Angle (in degrees) to rotate |
| by. |
| Return Values |
| Description |
| Rotate a vector about and axis. |
| Examples |
| src = Vector4.Create( 12, 2, -3 ) |
| axis = Vector4.Create( 0, 0.707, -0.707 ) |
| dst = Vector4.Create() |
| Vector4.Rotate( dst, src, axis, 45 ) |
| See Also |
| � Vector4. Create |
| Vector4.SetBroadcast |
| Brief |
| Sets the all of the vector's elements to the specified value. |
| Definition |
| Vector4 Vector4.SetBroadcast( Vector4 vector, number value ) |
| Arguments |
| vector - Vector to be set.value - The value to broadcast to all the elements of the vector. |
| Return Values |
| None. |
| Description |
| Sets the all of the vector's elements to the specified value. |
| Examples |
| vecHalf = Vector4.Create() |
| Vector4.SetBroadcast( vecHalf, 0.5 ) |
| vec = Vector4.Create( 1, 2, 3 ) |
| Vector4.Multiply( vec, vec, vecHalf ) |
| See Also |
| � Vector4.Create |
| � Vector4.CreateBroadcast |
| Vector4.SetW |
| Brief |
| Sets the w value of the vector. |
| Definition |
| Vector4.SetW( Vector4 vector, number value ) |
| Arguments |
| vector - Vector to be set.value - A numerical value that is copied into the w component of the vector. |
| Return Values |
| None. |
| Description |
| Sets the w value of the vector. |
| Examples |
| j vec = Vector4.Create( 1, 2, 3, 4 ) |
| ! Vector4.SetW( vec, 6 ) |
| See Also |
| � Vector4. Create |
| � Vector4.SetX |
| � Vector4.SetY |
| Vector4.SetZ |
| Vector4.SetX |
| Brief |
| Sets the x value of the vector. |
| Definition |
| Vector4.SetX( Vector4 vector, number value ) |
| Arguments |
| vector - Vector to be set.value - A numerical value that is copied into the x component of the vector. |
| Return Values |
| None. |
| Description |
| Sets the x value of the vector. |
| Examples |
| j vec = Vector4.Create( 1, 2, 3, 4 ) |
| i Vector4.SetX( vec, 6 ) |
| See Also |
| � Vector4.Create |
| � Vector4.SetY |
| � Vector4.SetZ |
| � Vector4.SetW |
| Vector4.SetXyzw |
| Brief |
| Sets a Vector4 object with the specified values. |
| Definition |
| ! Vector4.SetXyzw( Vector4 vector, number x = 0, number y = 0, number z = 0, number w = 0 ) |
| Arguments |
| vector - Vector to be set.x - Number to be written into the first element of the vector (defaults to 0).y - Number to be written into the second |
| element of the vector (defaults to 0).z - Number to be written into the third element of the vector (defaults to 0).w - Number to be written into the |
| fourth element of the vector (defaults to 0). |
| Return Values |
| None. |
| Description |
| Sets a Vector4 object with the specified values. |
| Examples |
| vec = Vector4.Create() |
| Vector4.SetXyzw( vec, 1, 2, 3, 4 ) |
| See Also |
| � Vector4.Create |
| Vector4.SetY |
| Brief |
| Sets the y value of the vector. |
| Definition |
| 1 Vector4.SetY( Vector4 vector, number value ) |
| Arguments |
| vector - Vector to be set.value - A numerical value that is copied into the y component of the vector. |
| Return Values |
| None. |
| Description |
| Sets the y value of the vector. |
| Examples |
| vec = Vector4.Create( 1, 2, 3, 4 ) |
| Vector4.SetY( vec, 6 ) |
| See Also |
| � Vector4.Create |
| � Vector4.SetX |
| � Vector4.SetZ |
| � Vector4.SetW |
| Vector4.SetZ |
| Brief |
| Sets the z value of the vector. |
| Definition |
| Vector4.SetZ( Vector4 vector, number value ) |
| Arguments |
| vector - Vector to be set.value - A numerical value that is copied into the z component of the vector. |
| Return Values |
| None. |
| Description |
| Sets the z value of the vector. |
| Examples |
| j vec = Vector4.Create( 1, 2, 3, 4 ) |
| : Vector4.SetZ( vec, 6 ) |
| See Also |
| � Vector4.Create |
| � Vector4.SetX |
| � Vector4.SetY |
| � Vector4.SetW |
| Vector4.Sign |
| Brief |
| Compute the sign (-1 or 1) of all elements in a vector. |
| Definition |
| ! Vector4.Sign(Vector4 dest, Vector4 v) |
| Arguments |
| dest - destination vector to store result.v - input vector. |
| Return Values |
| None. |
| Description |
| Each element of dest is set to the sign (-1 or 1) of the equivalent element of v. 0 is considered positive and thus becomes 1, if a separate 0 value |
| is required use the Signum function. |
| Examples |
| j local v = Vector4.Create (-3.1, 0, -0.4, 1.2) |
| i v:Sign(v) |
| j print (v) � [-1, 1, -1, 1] |
| See Also |
| Vector4.Signum |
| Vector4.Signum |
| Brief |
| Compute the sign (-1,0 or 1) of all elements in a vector. |
| Definition |
| ! Vector4.Signum(Vector4 dest, Vector4 v) |
| Arguments |
| dest - destination vector to store result.v - input vector. |
| Return Values |
| None. |
| Description |
| Each element of dest is set to the sign (-1,0 or 1) of the equivalent element of v. If a separate 0 value is not required, use the Sign function. |
| Examples |
| ! local v = Vector4.Create(-3.1, 0, -0.4, 1.2) |
| i v:Signum(v) |
| | print (v) � [-1, 0, -1, 1] |
| See Also |
| � Vector4.Sign |
| Vector4.Sqrt |
| Brief |
| Compute the component-wise square root of a vector. |
| Definition |
| j Vector4.Sqrt(Vector4 dest, Vector4 v) |
| Arguments |
| dest - destination vector to store result.v - input vector. |
| Return Values |
| None. |
| Description |
| Sets dest to [math.sqrt(v:XQ), math.sqrt(v:Y()), math.sqrt(v:Z()), math.sqrt(v:W())]. If any elements of v are < 0 the result is undefined. |
| Examples |
| local v = Vector4.Create(1, 4, 9) |
| v: Sqrt (v) |
| print (v) � [1, 2, 3] |
| See Also |
| � Vector4.RecipSqrt |
| Vector4.Subtract |
| Brief |
| Subtracts one vector from another. |
| Definition |
| Vector4.Subtract( Vector4 destination, Vector4|number sourcel, Vector4|number source2 ) |
| Arguments |
| destination - Vector to store the result of the subtraction.sourcel - The minuend for the subtraction.source2 - The subtrahend for the subtraction. |
| Return Values |
| None. |
| Description |
| Subtracts source2 from sourcel storing the result in destination. |
| Descriptive notation: |
| destination.x = sourcel .x|source1 - source2.x|source2 |
| destination.y = sourcel ,y|source1 - source2.y|source2 |
| destination.z = sourcel .z|source1 - source2.z|source2 |
| destination.w = sourcel.w|source1 - source2.w|source2 |
| Examples |
| result = Vector4.Create() |
| vl = Vector4.Create( 1, 2 , 3, 4 ) |
| v2 = Vector4.Create( 4 , 3, 2 , 1 ) |
| Vector4.Subtract( result, vl, v2 ) |
| Vector4.Subtract( result, vl, 3 ) |
| See Also |
| � Vector4.Create |
| Vector4.T ransform |
| Brief |
| Transforms a vector by a matrix. |
| Definition |
| Vector4.Transform( Vector4 destination, Matrix44 matrix, Vector4 source ) |
| Vector4.Transform( table destination, Matrix44 matrix, table source ) |
| Arguments |
| destination - Vector or table of vectors to store the result of the multiplication.matrix - Matrix to transform the source vector or table of |
| vectors.source - Vector or table of vectors to be transformed. |
| Return Values |
| Description |
| Transforms the specified source vector by a matrix and stores the resultant vector in the destination. It is equivalent to: |
| destination = matrix * source |
| It is also possible to transform a table of vectors by the specified matrix. The result is stored in a destination table with the same number of |
| vectors as the source table. This can be considerably faster than transforming vectors individually. |
| Examples |
| � Create the matrix for the example code below |
| matrix = Matrix44.Create() |
| Matrix44.SetRotationXyz( matrix, 45, 12, 7 ) |
| � Example 1: Transform a single vector by a matrix |
| src = Vector4.Create ( 12, 2, -3, 1 ) |
| dst = Vector4.Create () |
| Vector4.Transform( dst, matrix, src ) |
| � Example 2: Transform a table of vectors by a matrix |
| source = {} |
| destination = {} |
| for v = 1, 10 do |
| source[v] = Vector4.Create(v, v, v, v) |
| destination[v] = Vector4.Create () |
| end |
| Vector4.Transform( destination, matrix, source ) |
| See Also |
| � Matrix44. Create |
| � Vector4. Create |
| Vector4.TransformPoint |
| Brief |
| Transforms a point by a matrix. |
| Definition |
| Vector4.TransformPoint( Vector4 destination, Matrix44 matrix, Vector4 source ) |
| Vector4.TransformPoint( table destination, Matrix44 matrix, table source ) |
| Arguments |
| destination - Point or table of points to store the result of the multiplication.matrix - Matrix to transform the source vector or table of vectors.source |
| - Point or table of points to be transformed. |
| Return Values |
| Description |
| Transforms the specified source point by a matrix and stores the resultant point in the destination. It is equivalent to: |
| destination = matrix * source (where source.w is substituted with 1.0) |
| It is also possible to transform a table of points by the specified matrix. The result is stored in a destination table with the same number of points |
| as the source table. This can be considerably faster than transforming points individually. |
| Examples |
| � Create the matrix for the example code below |
| matrix = Matrix44.Create() |
| Matrix44.SetRotationXyz( matrix, 45, 12, 7 ) |
| � Example 1: Transform a single point by a matrix |
| src = Vector4.Create ( 12, 2, -3 ) |
| dst = Vector4.Create () |
| Vector4.TransformPoint( dst, matrix, src ) |
| � Example 2: Transform a table of points by a matrix |
| source = {} |
| destination = {} |
| for v = 1, 10 do |
| source[v] = Vector4.Create(v, v, v) |
| destination[v] = Vector4.Create () |
| end |
| Vector4.TransformPoint( destination, matrix, source ) |
| See Also |
| � Matrix44.Create |
| � Vector4.Create |
| Vector4.T ransform Vector |
| Brief |
| Transforms a vector by a matrix. |
| Definition |
| Vector4.TransformVector( Vector4 destination, Matrix44 matrix, Vector4 source ) |
| Vector4.TransformVector( table destination, Matrix44 matrix, table source ) |
| Arguments |
| destination - Vector or table of vectors to store the result of the multiplication.matrix - Matrix to transform the source vector or table of |
| vectors.source - Vector or table of vectors to be transformed. |
| Return Values |
| Description |
| Transforms the specified source vector by a matrix and stores the resultant vector in the destination. It is equivalent to: |
| destination = matrix * source (where source.w is substituted with 0.0) |
| It is also possible to transform a table of vectors by the specified matrix. The result is stored in a destination table with the same number of |
| vectors as the source table. This can be considerably faster than transforming vectors individually. |
| Examples |
| � Create the matrix for the example code below |
| matrix = Matrix44.Create() |
| Matrix44.SetRotationXyz( matrix, 45, 12, 7 ) |
| � Example 1: Transform a single vector by a matrix |
| src = Vector4.Create ( 12, 2, -3 ) |
| dst = Vector4.Create () |
| Vector4.TransformVector( dst, matrix, src ) |
| � Example 2: Transform a table of vectors by a matrix |
| source = {} |
| destination = {} |
| for v = 1, 10 do |
| source[v] = Vector4.Create(v, v, v) |
| destination[v] = Vector4.Create () |
| end |
| Vector4.TransformVector( destination, matrix, source ) |
| See Also |
| � Matrix44.Create |
| � Vector4.Create |
| Vector4.W |
| Brief |
| Returns the w value of the vector. |
| Definition |
| ! number Vector4.W( Vector4 vector ) |
| Arguments |
| vector - Vector to be queried. |
| Return Values |
| Returns the fourth element of the vector, the w component. |
| Description |
| Returns the w value of the vector. |
| Examples |
| j vec = Vector4.Create( 1, 2, 3, 4 ) |
| j print( "Value of W is: " .. Vector4.W( vec ) ) |
| See Also |
| � Vector4.Create |
| � Vector4.X |
| � Vector4.Y |
| � Vector4.Z |
| Vector4.X |
| Brief |
| Returns the x value of the vector. |
| Definition |
| ! number Vector4.X( Vector4 vector ) |
| Arguments |
| vector - Vector to be queried. |
| Return Values |
| The first element of the vector, the x component. |
| Description |
| Returns the x value of the vector. |
| Examples |
| j vec = Vector4.Create( 10 ) |
| i print( "Value of X is: " .. Vector4.X( vec ) ) |
| See Also |
| � Vector4.Create |
| � Vector4.Y |
| � Vector4.Z |
| � Vector4.W |
| Vector4.Y |
| Brief |
| Returns the y value of the vector. |
| Definition |
| ! number Vector4.Y( Vector4 vector ) |
| Arguments |
| vector - Vector to be queried. |
| Return Values |
| Returns the second element of the vector, the y component. |
| Description |
| Returns the y value of the vector. |
| Examples |
| vec = Vector4.Create( 1, 2 ) |
| print( "Value of Y is: " .. Vector4.Y( vec ) ) |
| See Also |
| � Vector4.Create |
| � Vector4.X |
| � Vector4.Z |
| � Vector4.W |
| Vector4.Z |
| Brief |
| Returns the z value of the vector. |
| Definition |
| ! number Vector4.Z( Vector4 vector ) |
| Arguments |
| vector - Vector to be queried. |
| Return Values |
| Returns the third element of the vector, the z component. |
| Description |
| Returns the z value of the vector. |
| Examples |
| vec = Vector4.Create( 1, 2, 3 ) |
| print( "Value of Z is: " .. Vector4.Z( vec ) ) |
| See Also |
| � Vector4.Create |
| � Vector4.X |
| � Vector4.Y |
| � Vector4.W |
|
|