| 1.76 Scene .650 |
| 1.76.1 Scene.FindEntity .650 |
| 1.76.2 Scene.FindScreen .651 |
| 1.76.3 Scene.FindTriggerVolume .651 |
| 1.76.4 Scene.GetGraphicsEngineParam .652 |
| 1.76.5 Scene.Getlnstanceld .653 |
| 1.76.6 Scene.GetLaunchParam .653 |
| 1.76.7 Scene.GetLayerCollisionDefault .654 |
| 1.76.8 Scene.GetListenerObjects .654 |
| 1.76.9 Scene.GetMaxSaveDataSize .655 |
| 1.76.10 Scene.GetSaveDataPermission .656 |
| 1.76.11 Scene. GetStartupInstanceParam .656 |
| 1.76.12 Scene.GetStartupValueParam .657 |
| 1.76.13 Scene.GetVirtualObject .658 |
| 1.76.14 Scene.IsLoading .658 |
| 1.76.15 Scene.IsLoadingObjects .659 |
| 1.76.16 Scene.IsSaveDataBusy .659 |
| 1.76.17 Scene.LoadData .660 |
| 1.76.18 Scene.LockPadControls .661 |
| 1.76.19 Scene.OverrideAvatarCloseUpCamAspect .661 |
| 1.76.20 Scene.OverrideAvatarCloseUpCamFov .662 |
| 1.76.21 Scene. OverrideAvatarCloseUpCamZFar .663 |
| 1.76.22 Scene.OverrideAvatarCloseUpCamZNear .663 |
| 1.76.23 Scene.OverrideAvatarStandardCamAspect .664 |
| 1.76.24 Scene.OverrideAvatarStandardCamFov .665 |
| 1.76.25 Scene.OverrideAvatarStandardCamZFar .665 |
| 1.76.26 Scene.OverrideAvatarStandardCamZNear .666 |
| 1.76.27 Scene.ResetAvatarCamOverrides .667 |
| 1.76.28 Scene.SaveData .667 |
| 1.76.29 Scene.SetGraphicsEngineParam .668 |
| 1.76.30 Scene.SetLayerCollisionDefault .669 |
| 1.76.31 Scene.SetLightProbeData .669 |
| 1.76.32 Scene.SetLightProbeTransform .670 |
|
|
| Scene |
| Scene.FindEntity |
| Brief |
| Finds an entity that was created from the scene |
| Definition |
| Entity Scene.FindEntity( string name ) |
| Arguments |
| name - The name of the entity as set in the HDK's Scene Editor application. |
| Return Values |
| The entity if it is found and nil otherwise. |
| Description |
| Finds an entity that was created from the scene, (i.e. one added to the world as part of the .scene file) |
| Examples |
| ! anotherDancingMonkey = Scene.FindEntity( "DancingMonkey342" ) |
| i Entity.SetAnim( anotherDancingMonkey, "monkey_excited" ) |
| See Also |
| Scene.FindScreen |
| Brief |
| Finds a screen in the active scene. |
| Definition |
| Screen Scene.FindScreen( string name ) |
| Arguments |
| name - The name of the screen as set in the FIDK's Scene Editor application. |
| Return Values |
| The screen matching the specified name or nil if the screen is not found. |
| Description |
| Finds a screen in the active scene. |
| Examples |
| screen = Scene.FindScreen( "MyVideoScreen" ) |
| if screen ~= nil then |
| Screen.SetContent( screen, "http://www.example.com/myvideo.mp4" ) |
| end |
| See Also |
| � Screen.SetContent |
| Scene.FindTriggerVolume |
| Brief |
| Finds a trigger volume that was created from the scene |
| Definition |
| ! TriggerVolume Scene.FindTriggerVolume( string name ) |
| Arguments |
| name - The name of the trigger volume as set in the HDK's Scene Editor application. |
| Return Values |
| The trigger volume if it is found and nil otherwise. |
| Description |
| Finds a trigger volume that was created from the scene, (i.e. one added to the world as part of the .scene file) |
| Examples |
| trigVol = Scene.FindTriggerVolume( "sceneTriggerVolumel" ) |
| TriggerVolume.AddCallback( trigVol, MySceneTriggerVolumeCallback ) |
| See Also |
| � TriggerVolume.AddCallback |
| Scene.GetGraphicsEngineParam |
| Brief |
| Get the value of a parameter from the graphics engine. |
| Definition |
| Scene.GetGraphicsEngineParam(paramName) |
| Arguments |
| paramName - a valid graphics engine param name. Valid values are: |
| GraphicsEngine.ShadowEnable |
| GraphicsEngine.ShadowQuality |
| GraphicsEngine.SunlightColor |
| GraphicsEngine.SunlightDir |
| GraphicsEngine.ColorBalance |
| GraphicsEngine.Saturation |
| GraphicsEngine.Contrast |
| GraphicsEngine.ShadowPlaneDistance |
| GraphicsEngine.ShadowPlaneMultiplier |
| GraphicsEngine.ShadowPlaneCount |
| GraphicsEngine.ShadowDarkness |
| GraphicsEngine. AlphaSortEnable |
| GraphicsEngine. LightProbeTint |
| GraphicsEngine.GlowType |
| GraphicsEngine.GlowColor |
| GraphicsEngine. GlowBlendMode |
| Return Values |
| The current value of the graphics engine parameter in question. |
| Description |
| For details of the types returned by this function, see Scene.SetGraphicsEngineParam. |
| Examples |
| print(Scene.GetGraphicsEngineParam(GraphicsEngine.SunlightColor)) � output is "[1.64, 1.52, 1.08, 0] |
| i print(Scene.GetGraphicsEngineParam(GraphicsEngine.ShadowEnable)) � output is "true" |
| See Also |
| � Scene.SetGraphicsEngineParam |
| Scene.Getlnstanceld |
| Brief |
| Returns a unique id for the scene instance the user is currently in |
| Definition |
| ! string Scene.GetInstanceld() |
| Arguments |
| None. |
| Return Values |
| string - The unique scene instance id |
| Description |
| Returns a unique id for the scene instance the user is currently in |
| Examples |
| ! scenelnstaceld = Scene.GetInstanceld() |
| See Also |
| None |
| Scene.GetLaunchParam |
| Brief |
| Returns one of the text parameters that may have been passed to PS Plome when launched. |
| Definition |
| ! string Scene.GetLaunchParam( number index = 1 ) |
| Arguments |
| index - index of the parameter to fetch (1-16). |
| Return Values |
| The indexed string that PS Home was launched with, or "none" if none. |
| Description |
| This function allows your script to query optional values passed to Home through a configuration file either set up by SCE regional teams or |
| generated from a game launched by Home. This allows you to gamelaunch from Home into your external title, then when the user selects to |
| return to PS Home they are directed to different spaces depending on whether they won or lost (for instance). Note that these values are only |
| valid in the first scene the user enters after returning to Home. See external documentation for more details on setting up this system. |
| Examples |
| param = Scene.GetLaunchParam( 1 ) |
| if ( param ~= "none" ) then |
| if ( param == "winner" ) then � custom string passed to PS Home by title |
| print("You won!") |
| else |
| print("You lost.") |
| end |
| end |
| See Also |
| None |
| Scene.GetLayerCollisionDefault |
| Brief |
| Query the default enabledness of collision detection between collision of the specified layers. |
| Definition |
| boolean Scene.GetLayerCollisionDefault( enum layerA, enum layerB ) |
| Arguments |
| layerA - The first layer.layerB - The second layer. |
| Return Values |
| true if collision detection is enabled by default, false otherwise. |
| Description |
| Query the default enabledness of collision detection between collision of the specified layers. |
| Examples |
| ! print( Scene.GetLayerCollisionDefault( CollisionLayer.Userl, CollisionLayer.FurniturePlacement ) ) |
| See Also |
| � Scene.SetLayerCollisionDefault |
| Scene.GetListenerObjects |
| Brief |
| Returns an array of scene objects that are listening for data. |
| Definition |
| Object[] Scene.GetListenerObjects( number startIndex = 1, number maxCount = -1 ) |
| Arguments |
| startlndex - The position to start from. Previous indices are not added to the results.maxCount - The maximum size the results array can be. |
| Return Values |
| A table of Object instances. |
| Description |
| Returns an array of scene objects that are listening for data. |
| Examples |
| sceneListenerObjects = Scene.GetListenerObjects() |
| t = { letters={ "a", "b", "c" }, type="letter_message" } |
| for i, sceneListenerObject in ipairs( sceneListenerObjects ) do |
| resultl, result2, result3 = Object.SendListenerData( sceneListenerObject, t ) |
| end |
| See Also |
| None |
| Scene.GetMaxSaveDataSize |
| Brief |
| Indicates the maximum size in bytes of the available save data storage area. |
| Definition |
| ! number Scene.GetMaxSaveDataSize() |
| Arguments |
| None |
| Return Values |
| The maximum size in bytes of the save data storage area. |
| Description |
| This function will return the maximum size in bytes of the available save data storage area. This number will never decrease. The number is valid |
| only if the scene has save data access. |
| Examples |
| local access = Scene.GetSaveDataPermission() |
| i if access == SaveDataPermission.ReadWrite and not Scene.IsSaveDataBusy() then |
| me = MemoryContainer.Create( Scene.GetMaxSaveDataSize() ) |
| � modify container here |
| Scene.SaveData( me ) |
| j end |
| L_I |
| See Also |
| None |
| Scene.GetSaveDataPermission |
| Brief |
| Obtain the level of save data access available to the current user in this scene. |
| Definition |
| SaveDataPermission Scene.GetSaveDataPermission() |
| Arguments |
| None |
| Return Values |
| A permission level (see details). |
| Description |
| Some scenes (currently personal spaces and clubhouses) provide the ability for a script to save data. Public scenes will not provide this ability. |
| Only the owner or club leader is currently able to read or write the save data, so the Readonly permission level below is not yet available. This |
| function will return the save data access level for the current user in the current scene, from the following values: |
| SaveDataPermission.None |
| SaveDataPermission. Readonly |
| SaveDataPermission. ReadWrite |
| For convenience these values can also be compared in the expected order (see example). Note that the save data system may also temporarily |
| be busy, even if the user has permission. This can be checked with the IsSaveDataBusy function. |
| Examples |
| local access = Scene.GetSaveDataPermission() |
| if (access > SaveDataPermission.None and not Scene.IsSaveDataBusy()) then |
| Scene.LoadData(memContainer) |
| end |
| See Also |
| � Scene.IsSaveDataBusy |
| Scene.GetStartupInstanceParam |
| Brief |
| Returns the Instance parameter that was passed to the scene when it was initialised |
| Definition |
| number Scene.GetStartupInstanceParam() |
| Arguments |
| None. |
| Return Values |
| number - The Instance parameter that the scene was started with |
| Description |
| When the user is relocated to a new scene (either by using a relocate region placed in another scene, or by the Local Player. Relocate function), |
| an optional 'instance' parameter can be passed. The instance parameter is used to create different instances of the scene, and can then be |
| queried by the destination scene's scene script to change the behaviour in this new instance of the scene. For example, you might have a 'lobby' |
| scene and a 'game-room' scene connected to it. When the user chooses to move from the lobby to the game-room, the lobby's script might decide |
| (for instance), to send all European users to game-room instance 1, and all US users to game-room instance 2. European users would all appear |
| in one set of instances of the game-room, US users would all appear in another set of instances of the game-room. The game-room script could |
| then use this function to determine if the current instance is a European or US one and change behaviour appropriately. |
| Examples |
| param = Scene.GetStartupInstanceParam() |
| See Also |
| Scene.GetStartupValueParam |
| Brief |
| Returns the value parameter that was passed to the scene when it was initialised |
| Definition |
| number Scene.GetStartupValueParam() |
| Arguments |
| None. |
| Return Values |
| number - The value parameter that the scene was started with |
| Description |
| The value parameter is usually derived from relocation regions in the scene editor, e.g. You might have one scene that has 2 doorways leading to |
| copies of the same scene When placing the relocation region for the doorways, you add the name of the scene the doorways lead to and |
| (optionally) a value and text parameter. Hence, the first doorway could lead to space B with value parameter 1, and the second doorway could |
| lead to space B with value parameter 2. The scene script in space B could then use this function to, for instance, set different screen content |
| depending on which doorway the user came through. Note that users entering the same scene will see other users in that scene, even though |
| they might have entered with a different value parameter To create separate instances of the scene controlled by parameter, see |
| Scene.GetStartuplnstanceParam() |
| Examples |
| param = Scene.GetStartupValueParam() |
| See Also |
| Scene.GetVirtualObject |
| Brief |
| Returns the current scene's virtual Object and nil if not present. |
| Definition |
| Object Scene.GetVirtualObject() |
| Arguments |
| None |
| Return Values |
| the current scene's virtual Object and nil if not present. |
| Description |
| Returns the current scene's virtual Object and nil if not present. |
| Examples |
| sceneObject = Scene.GetVirtualObject() |
| t = { letters={ "a", "b", "c" }, type="letter_message" } |
| results = Object.SendListenerData( sceneObject, t ) |
| See Also |
| None |
| Scene.IsLoading |
| Brief |
| Indicates if current scene is currently loading. |
| Definition |
| boolean Scene.IsLoading() |
| Arguments |
| None |
| Return Values |
| True if a scene is currently loading or false if fully loaded. |
| Description |
| A scene is considered loaded once the scene itself and all objects marked as load before spawn are loaded, and the local player is spawned. |
| Object and scene scripts will start to run before a scene is fully loaded, this is by design as it allows background loading to continue where |
| necessary. If a script wishes to disable certain functionality while the scene is still loading, this function can be used to identify this state. Note that |
| scene objects not marked as load before spawn will continue to load after this function returns true; to detect this state use |
| Scene. IsLoadingObjects. |
| Examples |
| if (Scene.IsLoading()) then |
| g_canStartGame = false � disallow playing a game until scene is loaded |
| end |
| See Also |
| � Scene. IsLoadingObjects |
| Scene.IsLoadingObjects |
| Brief |
| Indicates if current scene is currently loading scene objects. |
| Definition |
| boolean Scene.IsLoadingObjects() |
| Arguments |
| None |
| Return Values |
| True if a scene is currently loading scene objects or false if all scene objects are loaded. |
| Description |
| A scene is considered loaded once the scene itself and all objects marked as load before spawn are loaded, and the local player is spawned. |
| Scene objects not marked as load before spawn will however continue to be downloaded after this point. This function will return true while there |
| are still scene objects downloading and loading in the scene, and will only return false when all scene objects are loaded and active. If you only |
| wish to detect when the scene and local player and all load before spawn objects are loaded, use Scene.IsLoading. |
| Examples |
| if (g_isLoading and not Scene.IsLoadingObjects()) then |
| g_isLoading = false |
| SendListenerDataToAllObjects() � user function |
| end |
| See Also |
| � Scene.IsLoading |
| Scene.lsSaveDataBusy |
| Brief |
| Returns true if the save data system is currently busy indicating a save data request would fail. |
| Definition |
| boolean Scene.IsSaveDataBusy() |
| Arguments |
| None |
| Return Values |
| true if the save data system is busy and false otherwise. |
| Description |
| This function is only useful if the user has save data access (see GetSaveDataPermission). If this function returns true, any attempt to use the |
| save data system will cause a Lua error. |
| Examples |
| local access = Scene.GetSaveDataPermission() |
| if access == SaveDataPermission.ReadWrite and not Scene.IsSaveDataBusy() then |
| me = MemoryContainer.Create( Scene.GetMaxSaveDataSize() ) |
| � modify container here |
| Scene.SaveData( me ) |
| end |
| See Also |
| � Scene.GetSaveDataPermission |
| Scene.LoadData |
| Brief |
| Copies the scene's save data (if available) into the supplied memory container. |
| Definition |
| void Scene.LoadData( MemoryContainer memContainer, int size = Scene.GetMaxSaveDataSize( ), int offset |
| = 0 ) |
| Arguments |
| memContainer - The memory container to load into.size - Number of bytes to obtain.offset - Offset in bytes into the memory container at which to |
| store the data. |
| Return Values |
| None. |
| Description |
| All scenes which allow saving (clubhouses and personal space), have an allocated save data area which allow embedded objects and |
| scenescripts to save data about the scene. Note that nothing should rely on specific data being present in the save data (as the user may delete |
| their Home save data at any time) and thus actives should be able to recognise and handle the case where no save data is present. When a |
| scene is accessed for the first time, all of its save data is set to zero. |
| Examples |
| local access = Scene.GetSaveDataPermission() |
| if access > SaveDataPermission.None and not Scene.IsSaveDataBusy() then |
| local memContainer = MemoryContainer.Create( Scene.GetMaxSaveDataSize( ) ) |
| Scene.LoadData(memContainer) |
| if (memContainer:GetUintl6(0) == 48879) then -- OxBEEF |
| print('Save data is valid: found the beef') |
| g_mySize = memContainer:GetFloat32(4) |
| end |
| end |
| See Also |
| � Scene.SaveData |
| � Scene.GetSaveDataPermission |
| � Scene.IsSaveDataBusy |
| Scene.LockPadControls |
| Brief |
| Locks the pad controls. |
| Definition |
| Scene.LockPadControls(boolean val) |
| Arguments |
| val - true or false to lock or unlock the pad controls respectively. |
| Return Values |
| Description |
| Locks the input pad controls, bar the SELECT button (for the Safe Screen). The developer is advised to use this with care, and to interact with the |
| user appropriately during the time the controls are locked. If it's not obvious why the controls are locked, the user should be informed. |
| Examples |
| ! Scene.LockPadControls(true) |
| See Also |
| None |
| Scene.OverrideAvatarCloseUpCamAspect |
| Brief |
| Set the aspect for the standard close-up camera that follows the Avatar. |
| Definition |
| Scene.OverrideAvatarCloseUpCamAspect(boolean isOverride, number value) |
| Arguments |
| isOverride - whether or not to override the default setting.value - the value to set. |
| Return Values |
| None. |
| Description |
| Examples |
| ! Scene.OverrideAvatarCloseUpCamAspect(true, 16.0 / 9.0) |
| ! Scene.OverrideAvatarCloseUpCamAspect(false) |
| See Also |
| � Scene.OverrideAvatarClosellpCamFov |
| � Scene.OverrideAvatarClosellpCamZNear |
| � Scene.OverrideAvatarStandardCamAspect |
| � Scene.OverrideAvatarStandardCamZNear |
| � Scene.OverrideAvatarStandardCamZFar |
| Scene.OverrideAvatarCloseUpCamFov |
| Brief |
| Set the Field Of View for the standard close-up camera that follows the Avatar. |
| Definition |
| ! Scene.OverrideAvatarCloseUpCamFov(boolean isOverride, number value) |
| Arguments |
| isOverride - whether or not to override the default setting.value - the value to set. |
| Return Values |
| None. |
| Description |
| Examples |
| ! Scene.OverrideAvatarCloseUpCamFov(true, 60) |
| ! Scene.OverrideAvatarCloseUpCamFov(false) |
| See Also |
| Scene.OverrideAvatarCloseUpCamAspect |
| � Scene.OverrideAvatarClosellpCamZNear |
| � Scene.OverrideAvatarStandardCamAspect |
| � Scene. OverrideAvatarStandardCamZNear |
| � Scene. OverrideAvatarStandardCamZFar |
| Scene. OverrideAvatarCloseUpCamZFar |
| Brief |
| Set the far clipping for the standard close-up camera that follows the Avatar. |
| Definition |
| ! Scene.OverrideAvatarCloseUpCamZFar(boolean isOverride, number value) |
| Arguments |
| isOverride - whether or not to override the default setting.value - the value to set. |
| Return Values |
| None. |
| Description |
| Examples |
| ! Scene.OverrideAvatarCloseUpCamZFar(true, 1000) |
| 1 Scene.OverrideAvatarCloseUpCamZFar(false) |
| See Also |
| � Scene. OverrideAvatarClosellpCamFov |
| � Scene. OverrideAvatarClosellpCamAspect |
| � Scene.OverrideAvatarStandardCamAspect |
| � Scene.OverrideAvatarStandardCamZNear |
| � Scene.OverrideAvatarStandardCamZFar |
| Scene.OverrideAvatarCloseUpCamZNear |
| Brief |
| Set the near clipping for the standard close-up camera that follows the Avatar. |
| Definition |
| ! Scene.OverrideAvatarCloseUpCamZNear(boolean isOverride, number value) |
| Arguments |
| isOverride - whether or not to override the default setting.value - the value to set. |
| Return Values |
| None. |
| Description |
| Examples |
| 1 Scene.OverrideAvatarCloseUpCamZNear(true, 0.1) |
| ! Scene.OverrideAvatarCloseUpCamZNear(false) |
| See Also |
| � Scene.OverrideAvatarClosellpCamFov |
| � Scene.OverrideAvatarClosellpCamAspect |
| � Scene.OverrideAvatarStandardCamAspect |
| � Scene.OverrideAvatarStandardCamZNear |
| � Scene.OverrideAvatarStandardCamZFar |
| Scene.OverrideAvatarStandardCamAspect |
| Brief |
| Set the aspect for the standard close-up camera that follows the Avatar. |
| Definition |
| ! Scene.OverrideAvatarStandardCamAspect(boolean isOverride, number value) |
| Arguments |
| isOverride - whether or not to override the default setting.value - the value to set. |
| Return Values |
| None. |
| Description |
| Examples |
| ! Scene.OverrideAvatarStandardCamAspect(true, 16.0 / 9.0) |
| ! Scene.OverrideAvatarStandardCamAspect(false) |
| See Also |
| � Scene. OverrideAvatarStandardCam Fov |
| � Scene.OverrideAvatarStandardCamZNear |
| � Scene.OverrideAvatarClosellpCamAspect |
| � Scene. OverrideAvatarClosellpCamZNear |
| � Scene. OverrideAvatarClosellpCamZFar |
| Scene.OverrideAvatarStandardCamFov |
| Brief |
| Set the Field Of View for the standard close-up camera that follows the Avatar. |
| Definition |
| ! Scene.OverrideAvatarStandardCamFov(boolean isOverride, number value) |
| Arguments |
| isOverride - whether or not to override the default setting.value - the value to set. |
| Return Values |
| None. |
| Description |
| Examples |
| ! Scene.OverrideAvatarStandardCamFov(true, 60) |
| ! Scene.OverrideAvatarStandardCamFov(false) |
| See Also |
| � Scene. OverrideAvatarStandardCamAspect |
| � Scene. OverrideAvatarStandardCamZNear |
| � Scene. OverrideAvatarClosellpCamAspect |
| � Scene.OverrideAvatarClosellpCamZNear |
| � Scene.OverrideAvatarClosellpCamZFar |
| Scene.OverrideAvatarStandardCamZFar |
| Brief |
| Set the far clipping for the standard close-up camera that follows the Avatar. |
| Definition |
| ! Scene.OverrideAvatarStandardCamZFar(boolean isOverride, number value) |
| Arguments |
| isOverride - whether or not to override the default setting.value - the value to set. |
| Return Values |
| None. |
| Description |
| Examples |
| ! Scene.OverrideAvatarStandardCamZFar(true, 1000) |
| ! Scene.OverrideAvatarStandardCamZFar(false) |
| See Also |
| � Scene.OverrideAvatarStandardCamFov |
| � Scene.OverrideAvatarStandardCamAspect |
| � Scene.OverrideAvatarClosellpCamAspect |
| � Scene. OverrideAvatarClosellpCamZNear |
| � Scene. OverrideAvatarClosellpCamZFar |
| Scene. OverrideAvatarStandardCamZNear |
| Brief |
| Set the Far clipping for the standard close-up camera that follows the Avatar. |
| Definition |
| ! Scene.OverrideAvatarStandardCamZNear(boolean isOverride, number value) |
| Arguments |
| isOverride - whether or not to override the default setting.value - the value to set. |
| Return Values |
| None. |
| Description |
| Examples |
| ! Scene.OverrideAvatarStandardCamZNear(true, 0.1) |
| ! Scene.OverrideAvatarStandardCamZNear(false) |
| See Also |
| � Scene.OverrideAvatarStandardCamFov |
| � Scene.OverrideAvatarStandardCamAspect |
| � Scene. OverrideAvatarClosellpCamAspect |
| � Scene.OverrideAvatarClosellpCamZNear |
| � Scene.OverrideAvatarClosellpCamZFar |
| Scene. ResetAvatarCamOverrides |
| Brief |
| Resets all previously set Avatar Camera overrides. |
| Definition |
| ! Scene.ResetAvatarCamOverrides() |
| Arguments |
| None |
| Return Values |
| None. |
| Description |
| Examples |
| ! Scene.ResetAvatarCamOverrides() |
| See Also |
| � Scene. OverrideAvatarStandardCamFov |
| � Scene.OverrideAvatarStandardCamAspect |
| � Scene.OverrideAvatarStandardCamZNear |
| � Scene. OverrideAvatarClosellpCamAspect |
| � Scene.OverrideAvatarClosellpCamZNear |
| � Scene.OverrideAvatarClosellpCamZFar |
| Scene.SaveData |
| Brief |
| Copies the data from the supplied memory container into the scene's save data area and requests it to save. |
| Definition |
| ! Scene.SaveData( MemoryContainer memContainer, number size = Scene.GetMaxSaveDataSize( ), int offset = |
| I 0 ) |
| Arguments |
| memContainer - The memory container to read data from.size - Number of bytes to obtain.offset - Offset in bytes into the memory container at |
| which to start reading the data to save. |
| Return Values |
| None. |
| Description |
| All scenes which allow saving (clubhouses and personal spaces), have an allocated save data area which allow embedded objects and scene |
| scripts to save data about the scene. Note that nothing should rely on specific data being present in the save data (as the user may delete their |
| Home save data at any time) and thus a script should be able to recognise and handle the case where no or invalid save data is present. When a |
| scene is accessed for the first time, all of its save data is set to zero. Note: If size is not specified and your memory container is bigger than the |
| maximum save data size an error will occur to catch accidental data truncation. |
| Examples |
| local access = Scene.GetSaveDataPermission() |
| if (access == SaveDataPermission.ReadWrite and not Scene.IsSaveDataBusy()) then |
| local memContainer = MemoryContainer.Create( 8 ) |
| memContainer:SetUint16(0, 48879) � OxBEEF, tags our data as valid |
| memContainer:SetFloat32(4, mySize) � save our current size so we can keep growing next time |
| Scene.SaveData(memContainer, 8) |
| end |
| See Also |
| � Scene. Load Data |
| � Scene.GetSaveDataPermission |
| � Scene. IsSaveDataBusy |
| Scene.SetGraphicsEngineParam |
| Brief |
| Set the value of a parameter in the graphics engine. |
| Definition |
| ! Scene.SetGraphicsEngineParam(paramName, value) |
| Arguments |
| paramName - a valid graphics engine param name. Valid values are: |
| GraphicsEngine.ShadowEnable boolean - enable or disable shadows, defaults to true) |
| GraphiceEngine.ShadowQuality set the sun shadow quality. Should be one of: |
| ShadowQuality.Low |
| ShadowQuality.Medium |
| ShadowQuality.High |
| GraphicsEngine.SunlightColor Vector4 - set the color/brightness of the sun, w component is ignored. Each channel range is 0=>3 |
| GraphicsEngine.SunlightDir Vector4 - set the direction of the sun. The value does not need to be normalized |
| GraphicsEngine.ColorBalance Vector4 - set the post-process color balance, components should be in the range -1 =>1, defaults to (0,0,0) |
| GraphicsEngine.Saturation scalar - set the post-process saturation, should be in the range -2=>2, defaults to 1 |
| GraphicsEngine.Contrast scalar - set the post-process contrast, should be in the range -1 =>1, defaults to 0 |
| GraphicsEngine.ShadowPlaneDistance scalar - distance to the first shadow plane in metres, defaults to 2.0 |
| GraphicsEngine.ShadowPlaneMultiplier scalar - value to muliply each shadow plane distance by to get the distance to the next plane, defaults to |
| 3.0 and must be greater than 1.0 |
| GraphicsEngine.ShadowPlaneCount scalar - number of shadow planes to render, should be in the range 0=>4, defaults to 4 |
| GraphicsEngine.ShadowDarkness scalar - set the darkness of indoor shadows (has no effect in sunlit scenes), should be in the range 0=>1, |
| defaults to 0.2 |
| GraphicsEngine.AlphaSortEnable boolean - enable or disable sorting of semitransparent meshes, for scenes exported with HDK1.40 onwards, |
| this defaults to true. |
| GraphicsEngine.LightProbeTint Vector4 - set a global tint colour for the light probes, defaults to (1,1,1) |
| GraphicsEngine.GlowType set the type of glow. Should be one of: |
| GlowType.Disabled |
| GlowType.Small |
| GlowType.Default |
| GlowType.Large |
| GlowType. ExtraLarge |
| GlowType. Horizontal |
| GlowType.Vertical |
| GraphicsEngine.GlowColor Vector4 - set the tint colour for the glow |
| GraphicsEngine.GlowBlendMode set the blend type for the glow, should be one of: |
| GlowBlend.Default |
| GlowBlend.Add - add the glow buffer to the framebuffer |
| GlowBlend.Squared - square the glow buffer and add it to the framebuffer |
| GraphicsEngine.EnvironmentMap Set the current environment map for dynamic objects. |
| The argument should be the name of a texture resource, or the resource itselfvalue - the value to set. |
| Return Values |
| None. |
| Description |
| Examples |
| Scene.SetGraphicsEngineParam(GraphicsEngine.SunlightColor, Vector4.Create(2, 2,0)) � set the sun color |
| to bright yellow |
| Scene.SetGraphicsEngineParam(GraphicsEngine.ShadowEnable, false) � disable shadows in this scene |
| See Also |
| None |
| Scene.SetLayerCollisionDefault |
| Brief |
| Set the default enabledness of collision detection between collision of the specified layers. |
| Definition |
| ! Scene.SetLayerCollisionDefault( enum layerA, enum layerB, boolean enabled ) |
| Arguments |
| layerA - The first layer; must be a "user layer".layerB - The second layer.enabled - true to enable collision detection by default, false otherwise. |
| Return Values |
| None. |
| Description |
| Set the default enabledness of collision detection between collision of the specified layers. |
| Examples |
| ! Scene.SetLayerCollisionDefault( CollisionLayer.Userl, CollisionLayer.FurniturePlacement, false ) |
| See Also |
| � Scene.GetLayerCollisionDefault |
| Scene.SetLightProbeData |
| Brief |
| Set the light probe data for the scene |
| Definition |
| Scene.SetLightProbeData(string resourcename, number slotlndex, bool updateSun=false) |
| Scene.SetLightProbeData(Resource resource, number slotlndex, bool updateSun=false) |
| Arguments |
| resource - The probe data file resource, or resource name, or nil to clear the slot |
| This resource can not be released whilst it is in use on a slot. Set the slot to another resource or nil before |
| attempting to release it.slotlndex - The light probe volume index to set. There are 9 slots (numbered 0-8) available.updateSun - If this is true, |
| update the sun parameters based on the values from the given probe data |
| Return Values |
| none |
| Description |
| Sets the light probe volume at the given index to the given data. If this volume overlaps an existing volume, then the one with the lowest slot |
| number will have precedence. Note, there is no way to query the light probe slots once assigned. |
| Examples |
| � load in new scene geometry � |
| entity = Entity.Create () |
| entity:SetModel( "my_new_scene_geometry.mdl" ) |
| � load corresponding lighting data � |
| Scene.SetLightProbeData( "mylighting.probe", 1 ) |
| � clear old lighting � |
| Scene.SetLightProbeData( nil, 0 ) |
| See Also |
| � Scene.SetLightProbeTransform |
| Scene.SetLightProbeTransform |
| Brief |
| Set the transform for the light probe volume in the given slot |
| Definition |
| Scene.SetLightProbeTransform(Matrix44 transform, number slotlndex) |
| Arguments |
| transform - The transform to apply to the light probe volume in the given slotslotlndex - The light probe volume index to set. There are 9 slots |
| (numbered 0-8) available. |
| Return Values |
| none |
| Description |
| Sets the transform for the light probe volume at the given index |
| Examples |
| � load in new scene geometry � |
| entity = Entity.Create () |
| entity:SetModel( "my_new_scene_geometry.mdl" ) |
| � load corresponding lighting data � |
| Scene.SetLightProbeData( "mylighting.probe", 1 ) |
| � reposition model and probes � |
| pos = Vector4.Create(10, 10, 0) |
| entity:SetPosition( pos ) |
| Scene.SetLightProbeTransform( Matrix44.Create( Quaternion.Create (), pos ), 1 ) |
| See Also |
| � Scene.SetLightProbeData |