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