diff --git "a/DEV/1.86 Docs/lua_api_chatgpt_friendly.txt" "b/DEV/1.86 Docs/lua_api_chatgpt_friendly.txt" new file mode 100644--- /dev/null +++ "b/DEV/1.86 Docs/lua_api_chatgpt_friendly.txt" @@ -0,0 +1,5094 @@ +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