Entity Entity. ApplyAngularlmpulse Brief Applies an angular impulse to the entity. Definition Entity.ApplyAngularlmpulse( Entity entity, Vector4 impulse ) Arguments entity - The entity to update.impulse - World space vector specifying angular impulse to be applied to the entity. Return Values None. Description Applies an angular impulse to the entity around the center of mass, creating angular velocity. Examples ! — Apply angular impulse around Y axis ! Entity.ApplyAngularlmpulse( entity, Vector4.Create( 0, 0.1, 0.0) ) See Also None Entity. Applylmpulse Brief Applies an impulse around a point. Definition Entity.Applylmpulse( Entity entity, Vector4 impulse ) Entity.Applylmpulse( Entity entity, Vector4 impulse, Vector4 point ) Arguments entity - The entity to update.impulse - World space vector specifying impulse (or force) to be applied to the entity.point - World space vector specifying the point around which the impulse acts. Return Values None. Description Applies an impulse around a point. If no point is specified, the center of mass of the entity's rigid body is used. Examples ! — Apply an impulse around the entity's center of mass i Entity.Applylmpulse( entity, Vector4.Create( 5, 10, 5 ) ) ! — Apply an impulse around the origin of world space ? Entity.Applylmpulse( entity, Vector4.Create( 0, 10, 0 ), Vector4.Create( 0, 0, 0 ) ) See Also None Entity. AttachPersonLabel Brief Attach a person label to the entity. Definition ! Entity.AttachPersonLabel(Entity entity. Person person, Vector4 offset) Arguments person - The person to take the label from.offset - The offset of the label from the entity's position. (Optional. Defaults to 0, 0, 0). Return Values Description This function will detach the person label from the given person, and attach it to the entity instead. Any number of person labels can be attached to the entity. Examples j Entity.AttachPersonLabel(entity, person, labelOffset) See Also • Entity.DetachPersonLabel Entity. AttachToBone Brief Attach the entity to the specified bone of its parent. Definition Entity.AttachToBone( Entity entity, string boneName ) Arguments entity - The entity to update.boneName - The name of the bone to attach to or nil to clear it. Can be one of the following: "pelvis” "hips" "leftleg" "leftfoot" "rightleg" "rightfoot" "spine" "neck" "head" "leftshoulder” "leftarm" "leftforearm" "lefthand" "rightshoulder" "rightarm" "rightforearm" "righthand" Return Values None. Description Attach the entity to the specified bone of its parent. In addition to specifying the bone to which the entity is to be attached, it is also necessary to specify the person to which the bone belongs. This is done by calling Entity.AttachToParent and supplying the desired person. Examples entity = Entity.Create() Entity.AttachToParent( entity, LocalPlayer.GetPerson() ) Entity.AttachToBone( entity, "head" ) See Also • Entity.Create • Entity.AttachToParent • Entity.SetAttachType Entity. AttachToParent Brief Attaches the entity to the specified parent. Definition Entity.AttachToParent( Entity child. Entity parent, string boneName = nil ) Entity.AttachToParent( Entity child. Person parent, string boneName = nil ) Arguments entity - The entity to update.parent - The parent to attach the entity to or nil to remove it.boneName - The name of the bone to attach to, if any. For a person, it must be from the following list: "pelvis” "hips" "leftleg" "leftfoot" "rightleg" "rightfoot" "spine" "neck" "head" "leftshoulder” "leftarm" "leftforearm" "lefthand" "rightshoulder" "rightarm" "rightforearm" "righthand" Return Values None. Description Attaches the entity to the specified parent. The parent’s world matrix will be applied to the entity so the entity's position, rotation and scale are relative to the parent. If a bone is specified, the entity will be attached to the specified bone in the parent's skeleton. Examples — Parent an entity to an entity entityl = Entity.Create() parent = Entity.Create() Entity.AttachToParent( entityl, parent ); — Parent an entity to a person's right hand entity2 = Entity.Create() person = Person.Findlnlnstance( personld ) Entity.AttachToParent( entity2, person, "righthand" ) See Also • Entity.Create • Person.Findlnlnstance • Entity.SetAttachType Entity. BlendAnimln Brief Blends an animation into, and alongside the currently playing animations. Definition Entity.BlendAnimln( Entity entity, string resourceName, boolean isLooping = true, number time = 0, number easeType = AnimBlendType.Linear, number blendDuration = 0.25, number priority = 0, Animation anim = nil) Entity.BlendAnimln( Entity entity, Resource animResource, boolean isLooping = true, number time = 0, number easeType = AnimBlendType.Linear, number blendDuration = 0.25, number priority = 0, Animation anim = nil) Arguments entity - entity to blend animation ontoresourceName - the name of the animation resource to blend inanimResource - the animation resource to blend inisLooping - flag indicating if the animation played should loop, (default is true)time - point in at which the animation should start playing from (default is 0.0)easeType - the easing method to be used. The values used are in the enumerated type AnimBlendType (default value is AnimBlendType.Linear )blendDuration - the period in seconds, over which the blend factor will increase from 0.0 to 1.0 (default is 0.25)priority - The priority affects where in the animation list an animation will be played. The higher the number, the later it will be played. If a prior animation is being played at the same priority, then the new animation will be placed after the old animation in the list, (default is 0)anim if supplied, the animation handle is set to the newly created active animation Return Values None. Description Values for the ease type are provided by the enumeration AnimBlendType: AnimBlendType.None AnimBlendType. Linear AnimBlendType.SCurve AnimBlendType. Accelerate AnimBlendType. Decelerate Examples Entity.BlendAnimln( entity, "myAnim" ) Entity.BlendAnimln( entity, "myWalk", true, 0.0, AnimBlendType.Linear, 0.25, 0, animHandleToSave) See Also • Entity. GetlndexOfAnim • Entity. GetActiveAnim Entity. BlendAnimOut Brief Blends the specified active animation out. Definition Entity.BlendAnimOut(Entity entity. Animation anim, number easeType = AnimBlendType.Linear, number blendDuration = 0.25) Arguments entity - entity to blend anim out fromanim - animation to blend outeaseType - the blend curve to use when blending out, default is AnimBlendType.LinearblendDuration - the duration over which the animation is blended out, default is 0.25 Return Values None. Description Begins to blend out a currently active animation. To check the progress of the blend, use Animation.GetBlendState and/or Animation.GetBlendTime. An invalid animation handle will have no effect. Examples local animlndex = Entity.GetlndexOfAnim( entity, "idleAnim" ) local hAnim = Entity.GetActiveAnim( entity, animlndex ) Entity.BlendAnimOut( entity, hAnim, AnimBlendType.Linear, 0.25 ) See Also • Entity. BlendAnimln • Entity.GetlndexOfAnim • Entity.GetActiveAnim • Entity. PlayAnim • Animation.GetBlendWeight Entity.Copy Brief Clone an entity's state to another entity. Definition ! Entity.Copy(Entity dest, Entity source) Arguments dest - Destination entity to modify.source - Source entity to copy. Return Values None. Description Copies all state from the source entity to the destination entity, leaving the source entity unchanged. The only state that will not be copied is transform state (position and orientation), as having two identical entities in the same place may cause issues with collision and other systems. The destination entity is still a different entity (it will not compare equal and will have a different unique ID) but will have the same state as the source entity. Similarly to Reset, the hierarchy state of the destination entity will not be modified; if the script wishes to detach the entity and its children this must be done explicitly. Examples ! myDestEntity:Copy(mySourceEntity) See Also • Entity. Reset Entity.Create Brief Creates a new entity. Definition j Entity Entity.Create() Arguments None Return Values A new Entity instance. Description Creates a new entity. Examples ! entity = Entity.Create() See Also None Entity.CreateForceAction Brief Creates a new 'force' action for an entity. Definition number Entity.CreateForceAction( Entity entity, boolean autoEnable = false ) Arguments entity - The entity to which the action will belong.autoEnable - true to automatically enable the action, false otherwise. Return Values A numerical action ID. Description Creates a new 'force' action for an entity. If autoEnable is false, the action can be enabled with Entity.EnableAction. This action applies a force to an entity every physics update. This function is only available if the entity has a collision item. Examples entity = Entity.Create() e:SetCollision("kCollisionResource") e:EnableDynamics() actionld = Entity.CreateForceAction( e, false ) f = Vector4.Create( 10.0, 0.0, 0.0 ) Entity.EnableAction( e, actionld ) Entity.SetActionForce( e, actionld, f ) See Also • Entity.CreateTorqueAction • Entity. CreatePointForceAction • Entity.EnableAction • Entity.SetActionForce Entity.CreatePointForceAction Brief Creates a new 'point-force' action for an entity. Definition number Entity.CreatePointForceAction( Entity entity, boolean localSpace = true, boolean autoEnable = i false ) Arguments entity - The entity to which the action will belonglocalSpace - true to use a local-space point, false to use a world-space point.autoEnable - true to automatically enable the action, false otherwise. Return Values A numerical action ID. Description Creates a new 'point-force' action for an entity. If autoEnable is false, the action can be enabled with Entity.EnableAction. This action applies a force at a given position to an entity. The position can a local-space point or a world-space point. This function is only available if the entity has a collision item. Examples entity = Entity.Create() e:SetCollision("kCollisionResource" ) e:EnableDynamics() actionld = Entity.CreatePointForceAction( e, true, false ) f = Vector4.Create( 10.0, 0.0, 0.0 ) p = Vector4.Create( 0.0, 1.0, 0.0 ) Entity.EnableAction( e, actionld ) Entity.SetActionForce( e, actionld, f ) Entity.SetActionPosition( e, actionld, p ) See Also • Entity.CreateTorqueAction • Entity.CreateForceAction • Entity.SetActionPosition Entity.CreateTorqueAction Brief Creates a new 'torque' action for an entity. Definition number Entity.CreateTorqueAction( Entity entity, boolean autoEnable = false ) Arguments entity - The entity to which the action will belong.autoEnable - true to automatically enable the action, false otherwise. Return Values A numerical action ID. Description Creates a new 'torque' action for an entity. If autoEnable is false, the action can be enabled with Entity.EnableAction. This action applies a torque to an entity every physics update. This function is only available if the entity has a collision item. Examples entity = Entity.Create() e : SetCollision ( ,, kCollisionResource ,, ) e:EnableDynamics() actionld = Entity.CreateTorqueAction( e, false ) t = Vector4.Create( 10.0, 0.0, 0.0 ) Entity.EnableAction( e, actionld ) Entity.SetActionTorque( e, actionld, t ) See Also • Entity.CreateForceAction • Entity.CreatePointForceAction • Entity.EnableAction • Entity.SetActionTorque Entity.DebugSetAxesVisible Brief Sets the entity to show its axis or not. Definition Entity.DebugSetAxesVisible( Entity entity, boolean value, boolean recursive, number size = 1) Arguments entity - The entity to update.value - If true the entity shows its axis and if false it hides it.recursive - If true the entity also sets the values of all the children below it.size - The size of the line drawn to represent the axis (in meters). Return Values None. Description Sets the entity to show its axis or not. Entities default to not show their axis when created. Note that this function is provided for debugging purposes and should not be used in a finalized script. Examples entity = Entity.Create() Entity.DebugSetAxesVisible( entity, true, true, 1.0 ) See Also • Entity.DebugSetHierarchyVisible • Entity.DebugSetCollisionVisible Entity.DebugSetCollisionVisible Brief Sets the entity to show its collision or not. Definition ! Entity.DebugSetCollisionVisible( Entity entity, boolean value, boolean recursive ) Arguments entity - The entity to update.value - If true the entity shows its collision shape.recursive - If true the entity also sets the values of all the children below it. Return Values None. Description Sets the entity to show its collision or not. Entities default to not show their collision when created. Note that this function is provided for debugging purposes and should not be used in a finalized script. Examples j entity = Entity.Create() 1 Entity.DebugSetCollisionVisible( entity, true, true ) See Also • Entity.DebugSetAxesVisible • Entity.DebugSetHierarchyVisible Entity.DebugSetHierarchyVisible Brief Sets the entity to show its hierarchy or not. Definition Entity.DebugSetHierarchyVisible( Entity entity, boolean value, boolean recursive ) Arguments entity - The entity to update.value - If true the entity shows its hierarchy with its immediate children and if false it hides it.recursive - If true the entity also sets the values of all the children below it. Return Values None. Description Sets the entity to show its hierarchy or not. Entities default to not show their hierarchy when created. Note that this function is provided for debugging purposes and should not be used in a finalized script. Examples entity = Entity.Create() Entity.DebugSetHierarchyVisible( entity, true, true ) See Also • Entity.DebugSetAxesVisible • Entity.DebugSetCollisionVisible Entity.DestroyAction Brief Destroy an entity action. Definition Entity.DestroyAction( Entity entity, number actionld ) Arguments entity - The entity to which the action belongsactionld - The numerical action ID, obtained at action creation time Return Values None. Description Destroy an entity action. It is good practice to destroy ail actions when no longer required, however the system will also automatically destroy them if the target entity is destroyed. This function is only available if the entity has a collision item. Examples entity = Entity.Create() e:SetCollision("kCollisionResource") e:EnableDynamics() actionld = Entity.CreatePointForceAction( e, false ) f = Vector4.Create( 10.0, 0.0, 0.0 ) p = Vector4.Create( 0.0, 1.0, 0.0 ) Entity.EnableAction( e, actionld ) Entity.SetActionForce( e, actionld, f ) Entity.SetActionPosition( e, actionld, p ) Entity.DestroyAction( e, actionld ) See Also • Entity.CreateForceAction • Entity.CreateTorqueAction Entity.DetachPersonLabel Brief Detaches a previously attached person label from the entity. Definition Entity.DetachPersonLabel(Entity entity. Person person) Arguments person - The person the label was taken from. Return Values Description This function will detach the person label previously attached to the entity, and will re-attach it to the person it was taken from. Examples 1 Entity.DetachPersonLabel(entity, person) See Also • Entity.AttachPersonLabel Entity.EnableAction Brief Make entity action take effect. Definition 1 Entity.EnableAction( Entity entity, number actionld, boolean enable = true ) Arguments entity - The entity to which the action belongsactionld - The numerical action IDenable - true to enable the action, false otherwise Return Values None. Description Make entity action take effect. A disabled action will not be applied to the entity. This function is only available if the entity has a collision item. Examples entity = Entity.Create() e:SetCollision("kCollisionResource" ) e:EnableDynamics() actionld = Entity.CreatePointForceAction( e, false ) f = Vector4.Create( 10.0, 0.0, 0.0 ) p = Vector4.Create( 0.0, 1.0, 0.0 ) Entity.EnableAction( e, actionld, true ) Entity.SetActionForce( e, actionld, f ) Entity.SetActionPosition( e, actionld, p ) Entity.DestroyAction( e, actionld ) See Also • Entity. IsActionEnabled Entity.EnableCollision Brief Enables/disables collision on the specified entity. Definition Entity.EnableCollision( Entity entity, boolean enable = true, Phys3dWorld world = nil ) Arguments entity - The entity to update.enable - true to enable collision, false otherwise (defaults to true if not specified).world - The Phys3dWorld to add to the entity to, or nil to add to the default world. Return Values None. Description If collision is enabled for the specified entity, the local player's avatar and other physical entities can collide with it, thereby preventing penetrations. If collision is disabled, the local player's avatar and other physical entities will be able to pass through this entity. Note that the collision world specified in this call will override the collision world specified to SetCollision, if any; specifying nil here will cause the item to be removed from the world specified in SetCollision and added to the default Phys3dWorld. Limitation: Although collision can be enabled for translated and/or rotated entities, scaling is not supported. Examples — Turn off collisions Entity.EnableCollision( entity, false ) — Turn on collisions Entity.EnableCollision( entity ) See Also • Entity.EnableDynamics • Phys3dWorld.Create Entity.EnableCollisionCallbacks Brief Enable or disable collision callbacks for the specified entity. Definition Entity.EnableCollisionCallbacks(Entity entity, boolean enable) Arguments entity - the entity to enable/disable collision callbacks forenable - enable or disable Return Values None. Description Enable or disable collision callbacks for the specified entity. Note that in order to receive callbacks, you must register your interest in the particular type(s) of collision event you want to receive, using Entity.RegisterCollisionCallbackQ. You must also set the maximum contacts using Entity.SetMaxContacts(). Finally, the entity must have collision set and enabled for the callback(s) to occur. The entity need not have dynamics enabled as static entities will also report collisions. Examples — set up a collision data buffer Entity.SetMaxContacts( 64 ) foo = Entity.Create() foo:SetModel("model") foo:SetCollision("collision" ) foo:SetPosition(Vector4.Create(0, 5, 0)) foo:SetVisible(true) foo:EnableCollision(true) foo:EnableDynamics(true) foo:EnableCollisionCallbacks(true) foo:RegisterCollisionCallback(EntityCollision.ContactAdded, ContactAddedCallback, foo) See Also • Entity. RegisterCollisionCallback • Entity.SetMaxContacts • Entity.SetCollision • Entity.EnableCollision Entity.EnableDynamics Brief Enables/disables dynamics on the specified entity. Definition ! Entity.EnableDynamics( Entity entity, boolean enable = true ) Arguments entity - The entity to update.enable - true to enable dynamics, false otherwise (defaults to true if not specified). Return Values None. Description If dynamics is enabled, the rigid body attached to the entity will be activated in PS Home's physics simulation. If dynamics is disabled, the entity will become fixed in its current position and will no longer be affected by the simulation. Note that collision must be enabled on the entity if dynamics is to be enabled. Attempts to set absolute translations or rotations on an entity that has dynamics enabled will be ignored. For this to succeed, dynamics must be temporarily disabled while the transformation is explicitly applied to the entity. Limitation: This function must not be called for entities that have been scaled in any way. Examples — Turn off dynamics Entity.EnableDynamics( entity, false ) — Turn on dynamics (collision must be enabled as well) Entity.EnableCollision ( entity ) Entity.EnableDynamics( entity ) See Also • Entity.EnableCollision Entity.EnableDynamicsAutoDeactivation Brief Enable/disable auto-deactivation of dynamics on the specified entity. Definition Entity.EnableDynamicsAutoDeactivation( Entity entity, boolean enable = true ) Arguments entity - The entity to update.enable - true to enable auto-deactivation, false otherwise (defaults to true if not specified). Return Values None. Description Dynamics must be enabled with Entity.EnableDynamicsf) for the activated/deactivated state to take effect. An Entity with activated dynamics is one that is having it's motion updated. If dynamics are deactivated, Home's physics engine will stop updating the Entity's motion, until it is activated again. Entities can be activated by another call to Entity.SetDynamicsActive or by the application of forces/torques/impulses or by coming into contact with other activated Entities. Entities can be deactivated with Entity.SetDynamicsActive or by allowing auto-deactivation which will deactivate the Entity if it has not been moving for a while. Auto-deactivation can be enabled/disabled with this function. Examples — Disable auto-deactivation Entity.EnableDynamicsAutoDeactivation( entity, false ) — Enable auto-deactivation Entity.EnableCollision( entity ) Entity.EnableDynamics( entity ) Entity.SetDynamicsActive( entity ) Entity.EnableDynamicsAutoDeactivation( entity ) See Also • Entity.EnableDynamics • Entity.SetDynamicsActive • Entity. IsDynamicsAutoDeactivationEnabled Entity.EnablelnterpolatedMode Brief Enable/disable interpolated mode. Definition | Entity.EnablelnterpolatedMode( Entity entity, boolean enable ) Arguments entity - The entity.enable - true to enable interpolated mode, false otherwise. Return Values None Description Enable/disable interpolated mode. Interpolated mode can help smooth the motion of dynamic entities, however there is an extra processing overhead. Examples j Entity.EnablelnterpolatedMode( entity, true ) See Also • Entity. IsinterpolatedModeEnabled Entity.EnableKeepUpright Brief Set whether or not to keep the entity upright. Definition ! Entity.EnableKeepUpright( Entity entity, boolean keepUpright = true, number softness =0.0 ) Arguments entity - entity to be affected.keepUpright - true to keep the entity upright, false otherwisesoftness - the softness of the constraint: 0 is strongest, 1 is weakest. Return Values None. Description Adds a dynamic constraint to try to keep the entity upright. The softness value is only necessary when enabling the keep upright constraint. Examples e = Entity.Create() e:SetCollision("kCollisionResource") e:EnableCollision() e:EnableDynamics() e:EnableKeepUpright( true, 0.1 ) See Also • Entity.IsKeepUprightEnabled Entity. EnableLayerCollision Brief Set whether or not an entity can collide with collision of the specified layer. Definition Entity.EnableLayerCollision( Entity entity, enum layer, boolean enable ) Arguments entity - The entity.layer - The collision layer (a CollisionLayer enum).enable - true to enabled collision, false otherwise. Return Values None. Description Set whether or not an entity can collide with collision of the specified layer. Changes will only take effect for new collisions/overlaps. If two objects are already colliding (or very close), disabling their collisions via this function will not take effect until they separate. Also, if two objects are overlapping but do not currently collide with each other (due to disabled layer collisions), then enabling their collision via this function will not take effect until they separate. Examples Entity.EnableLayerCollision( entityl. Entity.GetCollisionLayer ( entity2 ), false ) See Also • Entity.IsLayerCollisionEnabled Entity. EvaluateAnims Brief Evaluates all current animation(s) active on the entity, and updates the skeleton. Definition Entity.EvaluateAnims( Entity entity ) Arguments entity - The entity to update. Return Values None. Description In the general case, changes made to the animation state on an entity will be reflected in the next frame. In certain situations, a script may wish to modify the animation list and have it immediately reflected in the current frame. In this event, the script can call this function, and PS Home will re-evaluate the entire animation blend list on the entity, and apply the results to the entity's skeleton. Use this function sparingly, as this evaluation is synchronous and significantly slower than the core animation update. Generally the single-frame delay in the normal case can be hidden with appropriate blending, rather than relying on this function. Examples entity = Entity.Create() Entity.SetModel( entity, "mymodel" ) Entity.SetSkeleton( entity, "myskel" ) Entity.PlayAnim( entity, "myanim" ) function OnUpdateO if (playlnstantDeathAnim) then local animlndex = Entity.GetIndexOfAnim( entity, "myanim" ) local anim = Entity.GetActiveAnim( entity, animlndex ) Entity.BlendAnimOut( entity, anim, AnimBlendType.Linear, 0.1 ) Entity.BlendAnimln( entity, "instantDeath", false, 0.0, AnimBlendType.Linear, 0.1, 0) Entity.EvaluateAnims( entity ) end end See Also None Entity.FindMaterials Brief Get an array of materials on an entity's model. Definition Material[] Entity.FindMaterials( Entity entity, string materialld=nil) Arguments entity - The entity to search on.materialld - The material's scriptld as set in max/maya, or nil to get all materials on the entity Return Values An array of Materials that matches the given materialld, or all materials on the entity if no id is given. Description Gets an array of Materials that matches the given materialld, or all materials on the entity if no id is given. Examples entity = Entity.Create() Entity.SetModel( entity, "mymodel" ) allMaterials = Entity.FindMaterials(entity) print( "Found " .. #allMaterials .. " materials." ); for i, v in ipairs(array) do print( tostring( v ) ) end See Also • Material. GetParam • Material.SetAlphaRef • Material.SetBlendMode • Material.SetMatrix • Material.SetTexture • Material.SetVector Entity.GetActiveAnim Brief Returns a handle to a currently active animation Definition Animation Entity.GetActiveAnim( Entity entity, number index ) Entity.GetActiveAnim( Entity entity, number index. Animation anim ) Arguments entity - the entity to accessindex - the index of the animation handle (within the entity's animation list) to retrieve.anim - the animation object to set, instead of returning a new one Return Values If animation is not specified as a parameter, either a handle to the animation, or nil if no current anim. If an animation is specified as a parameter, there is no return value. Description Get a handle to the current active animation. Note that if there is no current active animation and the user has specified an animation object to set, the animation object will be marked as invalid. To check this, use Animation.IsValid. Examples local animlndex = entity:GetlndexOfAnim("myAnim") local anim = entity:GetActiveAnim( animlndex ) See Also • Animation.IsValid • Animation.Create Entity. GetAngularDamping Brief Gets the angular damping of the collision resource attached to the entity. Definition ! number Entity.GetAngularDamping( Entity entity ) Arguments entity - The entity to query. Return Values The angular damping for the entity. Description Gets the angular damping of the collision resource attached to the entity. This function is only valid if the entity has a collision item. Examples ! local damping = Entity.GetAngularDamping( entity ) See Also • Entity.EnableCollision • Entity. EnableDynamics • Entity. SetCollision • Entity. SetAngularDamping Entity.GetAngularVelocity Brief Returns the angular velocity around the center of mass of the entity. Definition ! Vector4 Entity.GetAngularVelocity( Entity entity ) i Entity.GetAngularVelocity( Entity entity, Vector4 outVec ) Arguments entity - The entity to query.outVec - The Vector4 to store the result to. Return Values The entity's current angular velocity. Description Returns the angular velocity around the center of mass of the entity's rigid body in world space. The W component of the returned vector is zero. If outVec is specified it stores the result in there instead of returning a new Vector4. Examples — Add the entity to the physics simulation Entity.EnableCollision ( entity, true ) Entity.EnableDynamics( entity, true ) — Query the angular velocity angularVel = Entity.GetAngularVelocity( entity ) See Also • Entity.GetLinearVelocity Entity.GetBoneCount Brief Get the number of bones in the entity's skeleton. Definition number Entity.GetBoneCount(Entity entity) Arguments entity - Entity to query. Return Values Number of bones in the skeleton, or 0 if the entity has no skeleton attached. Description Retrieves the number of bones/joints in the entity's skeleton. If no skeleton is present, 0 is returned. Examples ! local boneCount = myEntity:GetBoneCount() See Also • Entity.GetBonelndex Entity. GetBonelndex Brief Find the index of a bone in the entity's skeleton. Definition number Entity.GetBonelndex(Entity entity, string boneName) Arguments entity - Entity to query.boneName - Name of bone to locate. Return Values The index of the bone in the skeleton (in range 1 - GetBoneCount()), or 0 if not found. Description Retrieves the index of the specified bone/joint in the entity's skeleton. The index is 1 -based. If the bone cannot be found, or there is no skeleton attached, 0 is returned. Examples ! local leftHandlndex = myEntity:GetBonelndex("lefthand") See Also • Entity.GetBoneCount • Entity.GetBoneLocalMatrix • Entity.GetBoneWorldMatrix Entity.GetBoneLocalMatrix Brief Get the local transform matrix for a bone in the skeleton. Definition ! Entity.GetBoneLocalMatrix(Entity entity, string|number bone, Matrix44 result) Arguments entity - Entity to query.bone - Bone name or index.result (out) - Matrix44 value to store result into. Return Values None. Description Retrieve the local-space transform matrix for a specified bone in the skeleton. If the bone is not found an error will result. Retrieving the matrix by index will be more efficient if done more than once. Examples local mat = Matrix44.Create() myEntity:GetBoneLocalMatrix("lefthand", mat) — or local leftHandlndex = myEntity:GetBonelndex("lefthand") myEntity:GetBoneLocalMatrix(leftHandlndex, mat) See Also • Entity.GetBoneWorldMatrix • Entity.GetBonelndex Entity.GetBoneWorldMatrix Brief Get the world transform matrix for a bone in the skeleton. Definition Entity.GetBoneWorldMatrix(Entity entity, string|number bone, Matrix44 result) Arguments entity - Entity to query.bone - Bone name or index.result (out) - Matrix44 value to store result into. Return Values None. Description Retrieve the world-space transform matrix for a specified bone in the skeleton. If the bone is not found an error will result. Retrieving the matrix by index will be more efficient if done more than once. Examples local mat = Matrix44.Create() myEntity:GetBoneWorldMatrix("lefthand", mat) — or local leftHandlndex = myEntity:GetBonelndex("lefthand") myEntity:GetBoneWorldMatrix(leftHandlndex, mat) See Also • Entity.GetBoneLocalMatrix • Entity.GetBonelndex Entity.GetCenterOfMassLocal Brief Returns the position of the entity's center of mass in local space. Definition Vector4 Entity.GetCenterOfMassLocal( Entity entity ) Entity.GetCenterOfMassLocal( Entity entity, Vector4 outVec ) Arguments entity - The entity to query.outVec - The Vector4 to store the result to. Return Values The position of the entity's center of mass in local space. Description Returns the position of the entity's center of mass in local space. This may be offset from the coordinate origin of the entity depending on its physics configuration. If outVec is specified it is used to store the result instead of returning a new Vector4. This function is only available if the entity has a collision item. Examples print( "Entity COM = " .. Entity.GetCenterOfMassLocal( entity ) ) See Also • Entity. EnableDynamics • Entity.GetCenterOfMassLocal Entity.GetCenterOfMassWorld Brief Returns the position of the entity's center of mass in world space. Definition Vector4 Entity.GetCenterOfMassWorld( Entity entity ) Entity.GetCenterOfMassWorld( Entity entity, Vector4 outVec ) Arguments entity - The entity to query.outVec - The Vector4 to store the result to. Return Values The position of the entity's center of mass in world space. Description Returns the position of the entity's center of mass in world space. This may differ from the position of the entity depending on its physics configuration. If outVec is specified it stores the result in there instead of returning a new Vector4. Examples ! print( "Entity COM = " .. Entity.GetCenterOfMassWorld( entity ) ) See Also • Entity.EnableDynamics Entity.GetChildren Brief Get an array of the child entities of a specified entity. Definition table Entity.GetChildren(Entity entity) Arguments entity - entity to obtain children from. Return Values An array of the child entities of the specified entity. Description If an entity has had children attached using Entity.AttachToParent, this function will return an array of all the child entities, in the order in which they were attached. If there are no children, an empty table will be returned. Examples parent = Entity.Create() childl = Entity.Create() child2 = Entity.Create() childl:AttachToParent(parent) child2:AttachToParent(parent) children = parent:GetChildren() print(#children) — prints 2 , children[1] == childl and children[2] == child2 print(#childl:GetChildren()) — prints 0, childl has no children See Also • Entity.AttachToParent • Entity.GetParent • Entity.GetSiblings Entity.GetCloth Brief Retrieve a handle to the entity's cloth meshes, if any. Definition Cloth Entity.GetCloth(Entity entity) Arguments entity - Entity to query. Return Values A Cloth object, or nil if the entity has no model or model contains no cloth elements. Description If the entity's model contains cloth elements, this function can be used to obtain a handle to the cloth elements to alter their parameters. All cloth elements in the model are modified when using the cloth handle. Examples myEntity:SetModel("ModelWithCloth") local cloth = myEntity:GetCloth() if (cloth) then cloth:SetWindAngle(135) end See Also • Cloth.SetWindAngle Entity.GetCollisionLayer Brief Query the collision layer of an entity. Definition ! enum Entity.GetCollisionLayer( Entity entity ) Arguments entity - The entity. Return Values The collision layer (a CollisionLayer enum). Description Query the collision layer of an entity. Examples i print( "collisionLayer="..Entity.GetCollisionLayer( entity ) See Also • Entity.SetCollisionLayer Entity.GetContactCount Brief Retrieve the number of contacts passed to a collision callback. Definition ! number Entity.GetContactCount() Arguments None Return Values Number of contacts passed to collision callback. Description Retrieve the number of contacts available in a collision callback. This function is only valid inside a collision callback. Examples function ContactAddedCallback(entity) local numContacts = Entity.GetContactCount() print(numContacts .. ' contacts added') end See Also • Entity.GetContactPoint • Entity.GetContactEntity • Entity.GetContactRelVelocity • Entity.GetContactld Entity.GetContactEntity Brief Retrieve the other entity that has been contacted in a collision. Definition ! Entity Entity.GetContactEntity(number index) Arguments index - index of the contact point Return Values The contacted entity, or nil in a collision with the world. Description Retrieve the other entity contacted in a collision, that is, the entity that is not reporting the collision. In a collision with world geometry or another physics object not owned by an Entity, nil is returned. It is important to realise that the entity returned is not the exact same entity instance from Lua's perspective. It will compare equal using == or ~=, and all API functions are available, but if used as a table key it will not match the "original'' entity. If you wish to match the entities using a table, it is recommended to insert them using a unique key based on the entity itself. Note that this function is only valid from within a collision callback, and will not be available for ContactRemoved callbacks. Examples function ContactAddedCallback(entity) local numContacts = Entity.GetContactCount () for i = 1, numContacts do local entity = Entity.GetContactEntity(i) if (entity == nil) then print("I've hit the world!\n") end end end See Also • Entity.GetContactCount • Entity.GetContactPoint • Entity.GetContactRelVelocity Entity. GetContactld Entity.GetContactld Brief Retrieve the unique contact ID. Definition number Entity.GetContactld(number index) Arguments index - index of the contact point Return Values The contact ID. Description Retrieve the unique ID number assigned the contact. This number will be preserved across multiple frames and so can be used to track individual contacts over the duration of the collision. Do not make any assumptions about the ID numbers returned. Note that this function is only valid from within a collision callback. Examples function ContactProcessCallback(entity) local numContacts = Entity.GetContactCount () for i = 1, numContacts do local id = Entity.GetContactld(i) UpdateContactTracker(id) — do something with contacts being tracked end end See Also Entity.GetContactPoint Brief Retrieve the position and/or normal of the specified contact. Definition Entity.GetContactPoint(number index, Vector4 position = nil, Vector4 normal = nil) Arguments index - index of the contact pointposition - Vector4 to store the position into, or nil if unwantednormal - Vector4 to store the normal into, or nil if unwanted Return Values None. Description Retrieve the position and/or normal of a contact, specified by an index which must be between 1 and the contact count. Passing nil to position and/or normal will skip retrieval of that value. Both values will be given in world space. Note that this function is only valid from within a collision callback, and will not be available for ContactRemoved callbacks. Examples function ContactAddedCallback(entity) local numContacts = Entity.GetContactCount () local pos = Vector4.Create () local norm = Vector4.Create() for i = l r numContacts do Entity.GetContactPoint(i, pos, norm) SpawnlmpactEffeet(pos, norm) — user function to spawn an impact particle effect end end See Also • Entity.GetContactCount • Entity.GetContactEntity • Entity.GetContactRelVelocity • Entity.GetContactld Entity.GetContactRelVelocity Brief Retrieve the relative velocity of the colliding objects. Definition number Entity.GetContactRelVelocity(number index) Arguments index - index of the contact point Return Values The relative velocity, projected onto the contact normal. Description Retrieve the relative velocity of the colliding objects, projected onto the contact normal. Note that the value may be negative or positive. Note also that this function is only valid from within a collision callback, and only in reponse to the ContactAdded event. Examples function ContactAddedCallback(entity) local numContacts = Entity.GetContactCount() local pos = Vector4.Create() local norm = Vector4.Create() for i = 1, numContacts do local relVel = math.abs(Entity.GetContactRelVelocity(i)) Entity.GetContactPoint(i, pos, norm) if (relVel > 10) then SpawnBigParticle(pos, norm) else SpawnSmallParticle(pos, norm) end end end See Also Entity.GetContactUserld Brief Retrieve the user ID of the part of a party (entity or collision geometry) involved in a contact. Definition number, number Entity.GetContactUserld(number contactIndex) number Entity.GetContactUserld(number contactlndex, number partylndex) Arguments contactlndex - index of the contact pointpartylndex - index of the party; 1 or 2 Return Values In the first usage, both user IDs in order, or the single user ID requested in the second usage. If a value is nil, no user ID is available. Description Retrieve the user ID(s) of the part of a party (entity or collision geometry) involved in a contact. Note that this function is only valid from within a collision callback. Note that there are two collision items involved in a contact, so there are two corresponding user IDs. The user IDs are ordered such that party 1 is the entity registered for collision callbacks, and party 2 is the other collision item. Examples function ContactProcessCallback(entity) local numContacts = Entity.GetContactCount() for i = 1, numContacts do local idA = Entity.GetContactUserld(i, 1) local idB = Entity.GetContactUserld(i, 2) — or local idA, idB = Entity.GetContactUserld(i) if idA == 100 then print("UserlD 100 has been hit!") end end end See Also Entity.GetCullDistance Brief Get the cull distance for an entity. Definition ! number Entity.GetCullDistance(Entity entity) Arguments entity - The entity to modify. Return Values The cull distance of the entity, or 0 if disabled. Description Get the cull distance of an entity set with SetCullDistance. Examples ! if (myEntity:GetCullDistance() > 500) then print("This entity has a very large cull distance!") | end See Also • Entity.SetCullDistance Entity.GetGravity Brief Query the gravity vector of the entity. Definition Vector4 Entity.GetGravity( Entity entity ) Entity.GetGravity( Entity entity, Vector4 gravityVectorOut ) Arguments entity - entity to be queried.gravityVectorOut - gravity vector storage. Return Values The gravity vector Description Query the gravity vector of the entity. This function is only valid if the entity has a collision item. Examples — first form print( Entity.GetGravity( entity ) ) — second form local grav = Vector4.Create() Entity.GetGravity( entity, grav ) print( grav ) See Also • Entity.SetGravity Entity. GetlndexOfAnim Brief Find the index of the active animation that is using the specified animation resource. Definition number Entity.GetIndexOfAnim( Entity entity, string resourceName, number startlndex = 1 ) Arguments entity - the entity to queryresourceName - the name of the animation we are looking forstartlndex - index to begin search at Return Values The index of the animation being queried, or nil if not found. Description The start index is provided so that multiple searches can be made if the same resorce is being played multiple times. Examples ; local animlndex = Entity.GetlndexOfAnim( myEntity, "myAnim" ) See Also • Entity. GetActiveAnim • Entity. BlendAnimln • Entity. BlendAnimOut • Entity. StopAnim Entity. GetLinearDamping Brief Gets the linear damping of the collision resource attached to the entity. Definition number Entity.GetLinearDamping( Entity entity ) Arguments entity - The entity to query. Return Values The linear damping for the entity. Description Gets the linear damping of the collision resource attached to the entity. This function is only valid if the entity has a collision item. Examples I local damping = Entity.GetLinearDamping( entity ) See Also • Entity.EnableCollision • Entity. EnableDynamics • Entity.SetCollision • Entity. SetLinearDamping Entity.GetLinearVelocity Brief Returns the linear velocity of the entity. Definition ! Vector4 Entity.GetLinearVelocity( Entity entity ) ! Entity.GetLinearVelocity( Entity entity, Vector4 outVec ) Arguments entity - The entity to query.outVec - The vector to write the result to. Return Values The entity's current linear velocity. Description Returns the linear velocity of the center of mass of the entity's rigid body in world space. The W component of the returned vector is zero. If outVec is specified it stores the result in there instead of returning a new Vector4. Examples — Add the entity to the physics simulation Entity.EnableCollision ( entity, true ) Entity.EnableDynamics( entity, true ) — Query the linear velocity linearVel = Entity.GetLinearVelocity( entity ) See Also • Entity. GetAngularVelocity Entity. GetLocalBounds Brief Retrieve the local-space bounds of an entity's model. Definition Entity.GetLocalBounds(Entity entity, Vector4 min, Vector4 max) Arguments entity - The entity to query.min (out) - Vector4 to receive the minimum extents.max (out) - Vector4 to receive the maximum extents. Return Values None. Description This function will retrieve the local-space bounds of the entity's model. If no model is set then an error will be raised. The returned vectors indicate the minimum and maximum extents on each axis in local space, and define an axis-aligned bounding box. The W components will be 1. Examples Vector4 min = Vector4.Create() Vector4 max = Vector4.Create() myEntity:GetLocalBounds(min, max) local center = (min + max) * 0.5 local extents = max - center See Also • Entity.GetWorldBounds Entity.GetLocalMatrix Brief Returns the current local transformation matrix of the entity. Definition Matrix44 Entity.GetLocalMatrix( Entity entity ) Entity.GetLocalMatrix( Entity entity, Matrix44 outMat ) Arguments entity - The entity to query.outMat - The Matrix44 to store the result to. Return Values The current local matrix of the entity. Description Returns the current local transformation matrix of the entity. This matrix is relative to the coordinate system of the entity's parent, if one exists. If the entity has no parent, the matrix is relative to the world space coordinate system. If outMat is specified it stores the result in there instead of returning a new Matrix44. Examples entity = Entity.Create() mat = Entity.GetLocalMatrix( entity ) print( mat ) See Also • Entity.Create Entity.GetMass Brief Returns the mass of the collision resource attached to the entity. Definition number Entity.GetMass( Entity entity ) Arguments entity - The entity to query. Return Values The mass of the collision resource attached to the entity. Description Gets the mass of the rigid body that is attached to the entity. This function can only be called if the entity has a collision resource. Examples ! local mass = Entity.GetMass( entity ) See Also • Entity.EnableCollision • Entity. EnableDynamics • Entity.SetColiision • Entity.SetMass Entity.GetNumActiveAnims Brief Returns the number of active animations currently being played on the specified entity. Definition ! number Entity.GetNumActiveAnims( Entity entity ) Arguments entity - the entity to query Return Values The number of active anims running. Description Returns the number of active animations currently being played on the specified entity. Examples ! local numAnims = Entity.GetNumActiveAnims( myEntity ) See Also None Entity.GetParent Brief Get the parent entity for the specified entity, if any. Definition Entity Entity.GetParent(Entity entity) Arguments entity - entity to obtain parent from. Return Values The parent entity, or nil if no parent. Description If an entity has been attached to another entity using Entity.AttachToParent, the parent entity can be retrieved with this function. Examples ! parent = Entity.Create() i entity = Entity.Create() | entity:AttachToParent(parent) if (entity:GetParent () == parent) then print("Attached!") — prints Attached! | end L_I See Also Entity.AttachToParent • Entity.GetChildren • Entity.GetSiblings Entity.GetPointVelocity Brief Returns the velocity of a point on a physics collision item. Definition Vector4 Entity.GetPointVelocity( Entity entity, Vector4 point ) Entity.GetPointVelocity( Entity entity, Vector4 point, Vector4 outVec ) Arguments entity - The entity to query.point - The point of which you wish to know the velocity.outVec - The Vector4 to store the result to. Return Values The velocity of the point on the rigid body. Description Returns the velocity of a point on a physics collision item in world space. If outVec is specified it stores the result it is used to store the result instead of returning a new Vector4. This function is only available if the entity has a collision item. Examples j print( "Point velocity lm up = " .. Entity.GetPointVelocity( entity, Vector4.Create( 0, 1, 0 ) ) See Also • Entity. EnableDynamics Entity.GetPosition Brief Returns the entity's position. Definition Vector4 Entity.GetPosition( Entity entity ) Entity.GetPosition( Entity entity, Vector4 outVec ) Arguments entity - The entity to query.outVec - The Vector4 to store the result to. Return Values The entity's position. Description Returns the entity's position. If the entity has a parent, the returned position is relative to the parent's coordinate system. If outVec is specified it stores the result in there instead of returning a new Vector4. Examples print( "Entity position = " .. Entity.GetPosition( entity ) ) See Also None Entity.GetRotationQuat Brief Gets the rotation as a quaternion. Definition Quaternion Entity.GetRotationQuat( Entity entity ) Entity.GetRotationQuat( Entity entity, Quaternion outQuat ) Arguments entity - The entity to query.outQuat - The Quaternion to store the result to. Return Values The rotation of the entity in quaternion form, or none using the second syntax. Description Gets the rotation of the entity in quaternion form. If outQuat is specified it is used for storing the result instead of returning a new Quaternion. Examples j entity = Entity.Create() i rotation = entity:GetRotationQuat() See Also • Entity.SetRotationQuat Entity.GetRotationXyz Brief Gets the rotation about the x, y, and z-axis in degrees. Definition Vector4 Entity.GetRotationXyz( Entity entity ) Entity.GetRotationXyz( Entity entity, Vector4 outVec ) Arguments entity - The entity to query.outVec - The Vector4 to store the result to. Return Values The XYZ-ordered axis rotation of the entity. Description Gets the rotation about the x, y, and z-axis of the entity's local coordinate system in degrees. The rotation order is x, y, z. The W component of the returned vector is set to 0.0. If outVec is specified it stores the result in there instead of returning a new Vector4. Examples j entity = Entity.Create() i rotation = Entity.GetRotationXyz( entity ) See Also • Entity.SetRotationXyz Entity.GetScale Brief Returns the entity's scale. Definition Vector4 Entity.GetScale( Entity entity ) Entity.GetScale( Entity entity, Vector4 outVec ) Arguments entity - The entity to query.outVec - The Vector4 to store the result to. Return Values The entity's scale. Description Returns the entity's scale. If the entity has a parent, the returned scale is relative to the parent's coordinate system. If outVec is specified it stores the result in there instead of returning a new Vector4. Examples ! print( "Entity scale = " .. Entity.GetScale( entity ) ) See Also • Entity.AttachToParent • Entity.SetScale Entity.GetSiblings Brief Get an array of the sibling entities of a specified entity. Definition table Entity.GetSiblings(Entity entity) Arguments entity - entity to obtain siblings from. Return Values An array of the sibling entities of the specified entity. Description If an entity has been attached to a parent entity using Entity.AttachToParent, this function will return an array of all other entities attached to the same parent, excluding this entity. If this entity is the only child, the table will be empty. Examples parent = Entity.Create() childl = Entity.Create() child2 = Entity.Create() childl:AttachToParent(parent) child2:AttachToParent(parent) childlSiblings = childl:GetSiblings() child2Siblings = child2:GetSiblings() if (childlSublings[1] ~= child2 or child2Siblings[1] ~= childl) then error("This will never happen") end See Also • Entity.AttachToParent • Entity.GetParent • Entity.GetChildren Entity.GetUniqueld Brief Returns a unique integer ID that identifies the entity. Definition number Entity.GetUniqueld(Entity entity) Arguments entity - The entity to query. Return Values A unique integer ID value. Description The integer ID returned is guaranteed to be unique for all currently active entities on the local client, and it is guaranteed that if entityl == entity2 is true, then entityl :GetUniqueld() == entity2:GetUniqueld() is also true, and vice versa. No assumptions should be made about the nature of the ID value, and it is not guaranteed to be persistent or reproducible across instances or PS Home versions. Note that the ID value isn't replicated in any way, it only applies to local entities. Examples local hitEntity = raycast:GetHitEntity() if (myEntityTable[ hitEntity:GetUniqueld() ] == nil) then print("New entity hit!") myEntityTable[ hitEntity:GetUniqueld() ] = hitEntity end See Also None Entity.GetWorldBounds Brief Retrieve the world-space bounds of an entity's model. Definition Entity.GetWorldBounds(Entity entity, Vector4 min, Vector4 max) Arguments entity - The entity to query.min (out) - Vector4 to receive the minimum extents.max (out) - Vector4 to receive the maximum extents. Return Values None. Description This function will retrieve the world-space bounds of the entity's model. If no model is set then an error will be raised. The returned vectors indicate the minimum and maximum extents on each axis in world space, and define a world-space axis-aligned bounding box. The W components will be 1. NOTE: the world bounds are only updated when the model renders. Thus if you move the object in current frame, the world bounds will be out of date until the following frame. If you wish to compute up to date world bounds in this specific case, transform the local bounds and take the AABB of the OBB thus formed. Examples Vector4 min = Vector4.Create() Vector4 max = Vector4.Create() myEntity:GetWorldBounds(min, max) local center = (min + max) * 0.5 local extents = max - center See Also • Entity.GetLocalBounds Entity. GetWorldMatrix Brief Returns the current world matrix of the entity. Definition Matrix44 Entity.GetWorldMatrix( Entity entity ) Entity.GetWorldMatrix( Entity entity, Matrix44 outMat ) Arguments entity - The entity to query.outMat - The Matrix44 to store the result to. Return Values The current world matrix of the entity. Description Returns the current world matrix of the entity. If outMat is specified it stores the result in there instead of returning a new Matrix44. Examples j entity = Entity.Create() ; mat = Entity.GetWorldMatrix( entity ) j print( mat ) See Also • Entity.Create Entity.HasActiveAnims Brief Indicates if there are any active animations on the entity. Definition boolean Entity.HasActiveAnims( Entity entity ) Arguments entity - the entity to query Return Values True if there are any active animations being played on the entity, or false if not. Description This function is more efficient than checking if Entity.GetNumActiveAnims() is 0. Examples ! if ( Entity.HasActiveAnims( myEntity ) ) then Entity.StopAnim( myEntity ) | end See Also Entity. BlendAnimln • Entity. BlendAnimOut • Entity.GetlndexOfAnim • Entity.GetActiveAnim Entity. IsActionEnabled Brief Query whether entity action is enabled. Definition ! boolean Entity.IsActionEnabled( Entity entity, number actionld ) Arguments entity - The entity to which the action belongsactionld - The numerical action ID Return Values true if enabled, false otherwise Description Query whether an entity action is currently enabled. Examples entity = Entity.Create() e:SetCollision("kCollisionResource" ) e:EnableDynamics() actionld = Entity.CreatePointForceAction( e, false ) f = Vector4.Create( 10.0, 0.0, 0.0 ) p = Vector4.Create( 0.0, 1.0, 0.0 ) Entity.EnableAction( e, actionld, true ) print( Entity.IsActionEnabled( e, actionld ) ) Entity.SetActionForce( e, actionld, f ) Entity.SetActionPosition( e, actionld, p ) Entity.DestroyAction( e, actionld ) See Also • Entity.EnableAction Entity.lsDynamicsActive Brief Query whether dynamics is active on the specified entity. Definition boolean Entity.IsDynamicsActive( Entity entity ) Arguments entity - The entity to update. Return Values true if dynamics is active, false otherwise. Description Query whether dynamics is active on the specified entity. See Entity.SetDynamicsActive documentation for more information. This function is only valid if the entity has a collision item. Examples — Activate dynamics (collision must be enabled as well) Entity.EnableCollision( entity ) Entity.EnableDynamics( entity ) Entity.SetDynamicsActive( entity ) print( Entity.IsDynamicsActive( entity ) ) See Also • Entity.EnableDynamics • Entity.SetDynamicsActive Entity.lsDynamicsAutoDeactivationEnabled Brief Query whether auto-deactivation of dynamics is enabled on the specified entity. Definition boolean Entity.IsDynamicsAutoDeactivationEnabled( Entity entity ) Arguments entity - The entity to update. Return Values true if enabled, false otherwise. Description Query whether auto-deactivation of dynamics is enabled on the specified entity. See Entity.EnableDynamicsAutoDeactivation for more information. Examples — Enable auto-deactivation Entity.EnableCollision ( entity ) Entity.EnableDynamics( entity ) Entity.SetDynamicsActive( entity ) Entity.EnableDynamicsAutoDeactivation( entity ) print( ( Entity.IsDynamicsAutoDeactivationEnabled( entity ) ) ) See Also Entity. EnableDynamics • Entity.SetDynamicsActive • Entity. EnableDynamicsAutoDeactivation Entity.IsInterpolatedModeEnabled Brief Query whether or not interpolated mode is enabled. Definition ! boolean Entity.IsInterpolatedModeEnabled( Entity entity ) Arguments entity - The entity. Return Values true if interpolated mode is enabled, false otherwise. Description Query whether or not interpolated mode is enabled. Interpolated mode can help smooth the motion of dynamic entities, particularly those that are directly controlled by the user; however, there is an extra processing overhead. Examples ! print( Entity.IsInterpolatedModeEnabled( entity ) ) See Also • Entity.EnablelnterpolatedMode Entity. IsKeepUprightEnabled Brief Query whether or not the entity is being kept upright. Definition ! boolean Entity.IsKeepUprightEnabled( Entity entity ) Arguments entity - entity to be queried. Return Values true if the entity is being kept upright, false otherwise. Description Query whether or not the entity is being kept upright, e = Entity.Create() e:SetCollision("kCollisionResource") e:EnableCollision() e:EnableDynamics() e:EnableKeepUpright( true, 0.1 ) print( e:lsKeepUprightEnabled()) Examples ! Entity.EnableKeepUpright See Also None Entity.IsLayerCollisionEnabled Brief Query whether or not an entity can collide with collision of the specified layer. Definition ! boolean Entity.IsLayerCollisionEnabled( Entity entity, enum layer ) Arguments entity - The entity.layer - The collision layer (a CollisionLayer enum). Return Values true if collision is enabled, false otherwise. Description Query whether or not an entity can collide with collision of the specified layer. Examples : print( Entity.IsLayerCollisionEnabled( entityl, Entity.GetCollisionLayer( entity2 ) ) ) See Also • Entity.EnableLayerCollision Entity.IsVisible Brief Indicates if the entity is currently marked as visible. Definition ! Entity.IsVisible(Entity entity) Arguments entity - the entity to query. Return Values true if the object is marked as visible, false otherwise. Description An entity can be marked as invisible for several reasons: the script can do so using SetVisible, entities attached to a person that is invisible or too close to the camera, and entities that represent scene objects hidden by the client (for example, active furniture during removal). This function will indicate whether an entity has been marked invisible for any reason. It is not possible to tell from the return value why the entity is invisible, but it may be helpful to a script if it is desired to hide other entities/effects when one entity is invisible. It is not required to check this for all entities, as only entities attached to scene objects as indicated above can be affected outside the script's control. Visibility is also inherited, so children of an invisible entity are automatically made invisible also, and this functionality should be leveraged if it is desired to hide groups of entities when a parent entity is made invisible for any reason. Examples if (not Active.GetEntity():IsVisible()) then — active has been hidden, pause our special unattached particle effects PauseParticles() end See Also • Active.GetEntity • Entity.SetVisible Entity. LookAt Brief Rotate an entity to look at a specified point. Definition Entity.LookAt( Entity entity, Vector4 targetPoint, Vector up=[0,l,0,0] ) Arguments entity - The entity to update.targetPoint - The point to look at, in the entity's parent space.up - The up vector of the entity, in the entity's parent space. Return Values None. Description Rotate the entity to look at the specified point. The entity looks down its forward/front vector, the z-axis. Note that this is a one-off reorientation of the entity, it will not track the look-at point if the entity (or its parent) moves. Examples ! entity = Entity.Create() Entity.LookAt( entity, Vector4.Create( 0.5, 0.5, 0 ) ) See Also • Entity.Create • Vector4. Create Entity. LookAtWorld Entity.LookAtWorld Brief Rotate an entity to look at a specified point in world space. Definition ! Entity.LookAtWorld( Entity entity, Vector4 targetPoint, Vector up=[0,l,0,0] ) Arguments entity - The entity to update.targetPoint - The point to look at in world space.up - The up vector of the entity in world space. Return Values None. Description Rotate the entity to look at the specified point in world space. The entity looks down its forward/front vector, the z-axis. Note that this is a one-off reorientation of the entity, it will not track the look-at point if the entity (or its parent) moves. Examples 1 entity = Entity.Create() j Entity.LookAtWorld( entity, Vector4.Create( 0.5, 0.5, 0 ) ) See Also • Entity.Create • Vector4.Create • Entity.LookAt Entity.ParticlelsAlive Brief Returns true if particle effect is still alive. Definition ! boolean Entity.ParticlelsAlive( Entity entity ) Arguments entity - The entity to query. Return Values true if any particles are still active, false otherwise. Description Returns true if particle effect is still alive. Examples entity = Entity.Create() Entity.ParticleSetEffeet( entity, "myparticle" ) if Entity.ParticlelsAlive( entity ) then print( "Particle system still active!" ) end See Also • Entity.Create • Entity. ParticleSetEffect Entity.ParticleReset Brief Resets the particle effect. Definition Entity.ParticleReset( Entity entity ) Arguments entity - The entity to update. Return Values None. Description Resets the particle effect by clearing the particle buffer and resetting time to 0.0. Examples ! entity = Entity.Create() | Entity.ParticleSetEffeet( entity, "myparticle" ) j Entity.ParticleReset( entity ) See Also • Entity.Create • Entity. ParticleSetEffect Entity.ParticleSetAttachType Brief Sets how the particle is attached to the entity's world matrix. Definition Entity.ParticleSetAttachType( Entity entity, string type ) Arguments entity - The entity to update.type - The type of attachment the entity has over the particle effect. Can be one of the following: "render" "emitter" Return Values None. Description Sets how the particle is attached to the entity's world matrix. Can be one of the following: "render" - The entity's world matrix is used as the render matrix of the particle effect. This is the default, "emitter” - The entity's world matrix is used as the emitter matrix of the particle effect. Examples e = Entity.Create() Entity.ParticleSetEffeet( e, "flaming_torch" ) Entity.ParticleSetAttachType( e, "emitter" ) See Also • Entity. ParticleSetEffect Entity.ParticleSetEffect Brief Sets the entity's particle effect. Definition Entity.ParticleSetEffeet( Entity entity, string resourceName ) Entity.ParticleSetEffeet( Entity entity. Resource particleResource ) Arguments entity - The entity to update.resourceName - The resource name of the particle effect or nil to remove it.particleResource - The particle effect resource or nil to remove it. Return Values None. Description Sets the entity's particle effect to the named resource as specified in the HDK's Object Editor application. Examples ! entity = Entity.Create() i Entity.ParticleSetEffeet( entity, "myparticle" ) See Also None Entity.ParticleSetEmitting Brief Starts/Stops particle emission. Definition Entity.ParticleSetEmitting( Entity entity, boolean value ) Arguments entity - The entity to update.value - true to enable emission and false to stop emission. Return Values None. Description Starts/Stops particle emission. Examples | entity = Entity.Create() Entity.ParticleSetEffeet( entity, "myparticle" ) j Entity.ParticleSetEmitting( entity, false ) See Also • Entity.Create Entity.ParticleSetUpdate Brief Starts/stops particle updating. Definition Entity.ParticleSetUpdate( Entity entity, boolean value ) Arguments entity - The entity to update.value - true to enable particle updates and false to disable them. Return Values None. Description Starts/stops particle updating. This effectively starts/stops time. Examples ! entity = Entity.Create() Entity.ParticleSetEffeet( entity, "myparticle" ) | Entity.ParticleSetUpdate( entity, false ) See Also • Entity.Create • Entity. ParticleSetEffect Entity.ParticleSetUserParam Brief Sets a user parameter in the particle system Definition boolean Entity.ParticleSetUserParam( Entity entity, string paramName, number paramValue ) boolean Entity.ParticleSetUserParam( Entity entity, string paramName, Vector4 paramValue ) Arguments entity - The entity to update.paramName - The name of the parameter to set in the particle graph.paramValue - The value to set. Return Values true if the assignment was made, false if parameter not present in particle system. Description The particle editor tool allows for input of user parameters from runtime code. Access this via the "HomeLua..." nodes in the particle editor. There are many supported types. 1->4 float components. (Scalar, Scale, Vector, Colour, etc...) The Scalar types can use the number or Vector4 interface. All other types need to use the Vector4 interface. Examples entity = Entity.Create() Entity.ParticleSetEffeet( entity, "myparticle" ) Entity.ParticleSetUserParam( entity, "homelua_scalarl" Entity.ParticleSetUserParam( entity, "homelua_scalar2" Entity.ParticleSetUserParam( entity, "homelua_colourl" Entity.ParticleSetUserParam( entity, "homelua_vector5" 5.0 ) Vector4(5.0) ) Vector4(0.3,0.4,0.5,1.0) ) Vector4(1.0,0.0,1.0) ) See Also None Entity.PauseAnim Brief Pauses all current animation(s) if any are playing. Definition Entity.PauseAnim( Entity entity ) Arguments entity - The entity to update. Return Values None. Description Pauses all current animation(s) if any are playing. Use ResumeAnim to continue to play the animation(s). Examples entity = Entity.Create() Entity.SetModel( entity, "mymodel" ) Entity.SetSkeleton( entity, "myskel" ) Entity.PlayAnim( entity, "myanim" ) Entity.PauseAnim( entity ) See Also • Entity.ResumeAnim Entity.PlayAnim Brief Plays the specified animation resource. Definition Entity.PlayAnim( Entity entity, priority = 0 ) Entity.PlayAnim( Entity entity, priority = 0 ) string resourceName, boolean looping = true, number time = 0, number Resource animResource, boolean looping = true, number time = 0, number Arguments entity - The entity to update.resourceName - The resource name of the animation.animResource - The animation resource.looping - flag indicating if animation should loop, or only play once. Default is true.time - the time at which the animation is played from. If the time is greater than the duration, is taken as 0. Default is 0.priority - The priority affects where in the animation list an animation will be played. The higher the number, the later it will be played. If a prior animation is being played at the same priority, then the new animation will be placed after the old animation in the list, (default is 0). *NB Internally, priority is treated as an integer. Return Values None. Description Plays the specified animation resource as specified in the HDK's Object Editor application. Stops all other animations that are currently playing. Examples entity = Entity.Create() Entity.SetModel( entity, "mymodel" ) Entity.SetSkeleton( entity, "myskel" ) Entity.PlayAnim( entity, "myanim" ) See Also Entity.Create • Entity. SetModel • Entity.SetSkeleton Entity.RegisterCollisionCallback Brief Register a function to be called in response to a collision event involving the specified entity. Definition Entity.RegisterCollisionCallback( Entity entity, EntityCollision eventType, function callback, userData = nil ) Arguments entity - the entity to register for the collision callbackeventType - an EntityCollision enum value: EntityCollision.ContactAdded - a new contact point has been added EntityCollision.ContactProcess - called for all active contact points each frame while they exist EntityCollision.ContactRemoved - a contact point has been removedcallback - the Lua function to be calleduserData - arbitrary user data of the user's choice Return Values None. Description Register a function to be called in response to a collision event involving the specified entity. You must enable collision callbacks for the specified entity using EnableCollisionCallbacksQ in order to begin receiving callbacks to your registered function(s). You must also set the maximum contacts buffer using Entity.SetMaxContacts(). Finally, the entity must have collision set and enabled for the callbacks to occur. Examples — set up a collision data buffer Entity.SetMaxContacts( 128 ) foo = Entity.Create () foo:SetModel("model") foo:SetCollision("collision") foo:SetPosition(Vector4.Create(0, 5, 0)) foo:SetVisible(true) foo:EnableCollision(true) foo:EnableDynamics(true) foo:EnableCollisionCallbacks(true) foo:RegisterCollisionCallback(EntityCollision.ContactAdded, ContactAddedCallback, foo) foo:RegisterCollisionCallback(EntityCollision.ContactRemoved, ContactRemovedCallback, foo) See Also • Entity. RegisterCollisionCallback • Entity.SetMaxContacts • Entity.SetCollision • Entity.EnableCollision Entity. Reset Brief Reset an entity to a newly-created state. Definition Entity.Reset(Entity entity) Arguments entity - Entity to reset. Return Values None. Description Resets all non-hierarchy entity state, including model, animation, collision, particles, attached cameras, lights and other state. The entity's hierarchy state (parent and children) and transform state (position and rotation) will not be reset, if this is desired it must be done explicitly. Of particular use if using a pool of entities, as entities can be reset upon being released back into the pool (or when allocated from the pool). Examples myEntity:Reset() See Also • Entity.Copy Entity.ResumeAnim Brief Resumes all current animation(s) if they are paused. Definition Entity.ResumeAnim( Entity entity ) Arguments entity - The entity to update. Return Values None. Description Resumes all current animation(s) if they are paused. Use PauseAnim to pause the animation(s). Examples entity = Entity.Create() Entity.SetModel( entity, "mymodel" ) Entity.SetSkeleton( entity, "myskel" ) Entity.PlayAnim( entity, "myanim" ) Entity.PauseAnim( entity ) Entity.ResumeAnim( entity ) See Also • Entity.PauseAnim Entity.SetActionForce Brief Set the force of an entity action. Definition Entity.SetActionForce( Entity entity, number actionld, Vector4 force ) Arguments entity - The entity to which the action belongsactionld - The numerical action IDforce - The force in world-space Return Values None. Description Set the force of an entity action. Only applicable to force-based actions. This function is only available if the entity has a collision item. Examples entity = Entity.Create() e:SetCollision("kCollisionResource" ) e:EnableDynamics() actionld = Entity.CreatePointForceAction( e, false ) f = Vector4.Create( 10.0, 0.0, 0.0 ) p = Vector4.Create( 0.0, 1.0, 0.0 ) Entity.EnableAction( e, actionld ) Entity.SetActionForce( e, actionld, f ) Entity.SetActionPosition( e, actionld, p ) Entity.DestroyAction( e, actionld ) See Also • Entity. SetActionTorque • Entity.SetActionPosition Entity.SetActionPosition Brief Set the position of an entity action. Definition Entity.SetActionPosition( Entity entity, number actionld, Vector4 position ) Arguments entity - The entity to which the action belongsactionld - The numerical action IDposition - The position in world-space. Return Values None. Description Set the position of an entity action. Only applicable to position-based actions. This function is only available if the entity has a collision item. Examples entity = Entity.Create() e:SetCollision("kCollisionResource" ) e:EnableDynamics() actionld = Entity.CreatePointForceAction( e, false ) f = Vector4.Create( 10.0, 0.0, 0.0 ) p = Vector4.Create( 0.0, 1.0, 0.0 ) Entity.EnableAction( e, actionld ) Entity.SetActionForce( e, actionld, f ) Entity.SetActionPosition( e, actionld, p ) Entity.DestroyAction( e, actionld ) See Also • Entity.SetActionTorque • Entity.SetActionForce Entity.SetActionTorque Brief Set the torque of an entity action. Definition Entity.SetActionTorque( Entity entity, number actionld, Vector4 torque ) Arguments entity - The entity to which the action belongsactionld - The numerical action IDtorque - The torque in world-space. Return Values None. Description Set the torque of an entity action. Only applicable to torque-based actions. This function is only available if the entity has a collision item. Examples entity = Entity.Create() e:SetCollision("kCollisionResource" ) e:EnableDynamics() actionld = Entity.CreateTorqueAction( e, false ) t = Vector4.Create( 10.0, 0.0, 0.0 ) p = Vector4.Create( 0.0, 1.0, 0.0 ) Entity.EnableAction( e, actionld ) Entity.SetActionTorque( e, actionld, t ) Entity.DestroyAction( e, actionld ) See Also • Entity.SetActionForce • Entity.SetActionPosition Entity. SetAngularDamping Brief Sets the angular damping of the collision resource attached to the entity. Definition ! Entity.SetAngularDamping( Entity entity, number damping ) Arguments entity - The entity to update.damping - The angular damping to apply to the entity. Return Values None. Description Sets the angular damping of the collision resource attached to the entity. Angular damping reduces the rotational velocity of the entity over time. For example, if you set the angular damping to 0.2, then every second about 20% of the object's angular velocity will be removed. This function is only valid if the entity has a collision item. Examples ! Entity.SetAngularDamping( entity, 0.2 ) See Also • Entity.EnableCollision • Entity.EnableDynamics • Entity.SetCollision • Entity.GetAngularDamping Entity.SetAngularVelocity Brief Sets the angular velocity around the center of mass of the entity. Definition Entity.SetAngularVelocity( Entity entity, Vector4 velocity ) Arguments entity - The entity to update.velocity - vector specifying angular velocity. Return Values None. Description Sets the angular velocity around the center of mass of the entity's rigid body in world space. The W component of the specified vector is ignored. Examples ! — Add the entity to the physics simulation i Entity.EnableCollision( entity, true ) | Entity.EnableDynamics( entity, true ) | Entity.SetAngularVelocity( entity, Vector4.Create( 0, 10, 0 ) ) See Also • Entity. SetLinearVelocity • Vector4.Create Entity .Set AttachT ype Brief Set the type of attachment used by the entity. Definition Entity.SetAttachType( Entity entity, AttachType type ) Arguments entity - The entity to affect (must be attached to another entity or person).type - The type of attachment to use: AttachType.T ranslation AttachType. Rotation AttachType.Scale AttachType.Transform (default) Return Values None. Description The default behaviour for attached entities is to inherit all of their parent's transform, including translation, rotation and scaling. A script can use this function to only inherit some of the parent's transform, to only translate an object with its parent and not alter its rotation for example. Scale is handled so that if translation and scale are both inherited, then the local translation of the child entity will be scaled also, as per normal attachment. If translation is not inherited, the local translation will not be scaled. Examples child:AttachToParent(parent) child:SetAttachType(AttachType.Translation) — only inherit parent translation child:SetAttachType(AttachType.Translation + AttachType.Rotation) — ignore parent scale child:SetAttachType(AttachType.Transform) — same as default See Also • Entity.AttachToParent • Entity.AttachToBone Entity.SetCenterOfMassLocal Brief Sets the position of the entity's center of mass in local space. Definition Entity.SetCenterOfMassLocal( Entity entity, Vector4 com ) Arguments entity - The entity to update.com - The position of the entity's center of mass in local space. Return Values None. Description Sets the position of the entity's center of mass in local space. This may be offset from the coordinate origin of the entity depending on its physics configuration. This function is only available if the entity has a collision item. Examples : Entity.SetCenterOfMassLocal( entity, Vector4.Create( 0.5, 0.5, 0.5 ) ) See Also • Entity. EnableDynamics Entity.SetCollision Brief Sets the entity's collision. Definition Entity.SetCollision( Entity entity, string resourceName, Phys3dWorld world = nil ) Entity.SetCollision( Entity entity, Resource collisionResource, Phys3dWorld world = nil ) Arguments entity - The entity to update.resourceName - The collision's resource name or nil to remove it.collisionResource - The collision resource or nil to remove it.world - Phys3dWorld to add the entity to, or nil for the default. Return Values None. Description Sets the entity's collision to the named resource as specified in the HDK’s Object Editor application. Note that an entity with collision will no longer respect attachments specified prior to calling SetCollision. The current world transform of the entity is preserved across this function call. This function will automatically enable collision on the entity. Examples entity = Entity.Create() Entity.SetCollision( entity, "mycollision" ) — Remove the collision from the entity Entity.SetCollision( entity, nil ) See Also • Entity.Create • Phys3dWorld.Create Entity.SetCollision Layer Brief Set the collision layer of an entity. Definition Entity.SetCollisionLayer( Entity entity, enum layer, boolean preserveCurrentLayerCollisions = true ) Arguments entity - The entity.layer - The collision layer; can be either CollisionLayer.Entity or a "User Layer".preserveCurrentLayerCollisions - true to preserve which layers the entity collides with, false otherwise. Return Values None. Description Set the collision layer of an entity. If preserveCurrentLayerCollisions is false, the layers with which the entity collides are reset to the default for the specified layer. The defaults can be changed using Scene.SetLayerCollisionDefault. Examples Entity.SetCollisionLayer( entity, CollisionLayer.Userl, false ) See Also • Entity.GetCollisionLayer • Scene.SetLayerCollisionDefault Entity.SetCullDistance Brief Set a distance at which the entity will be automatically made invisible. Definition ! Entity.SetCullDistance(Entity entity, number distance) Arguments entity - The entity to modify.distance - The distance from camera at which to visibility cull the entity, or 0 to disable. Return Values None. Description For situations involving a large scene, it may be beneficial for efficiency reasons to set objects to invisible when they are located far away. Setting a cull distance will automatically compute the entity's distance from camera every frame and hide it and any child entities if the distance is greater than the specified cull distance. Note that internally squared distances are compared, so the cull distance should not overflow a floating point number when squared. Examples ! myEntity:SetCullDistance(80) — set cull distance to 80m See Also • Entity.GetCullDistance Entity.SetDynamicsActive Brief Activate/deactivate dynamics on the specified entity. Definition ! Entity.SetDynamicsActive( Entity entity, boolean activate = true ) Arguments entity - The entity to update.activate - true to activate dynamics, false otherwise (defaults to true if not specified). Return Values None. Description Dynamics must be enabled with Entity.EnableDynamicsf) for the activated/deactivated state to take effect. An Entity with activated dynamics is one that is having it’s motion updated. If dynamics are deactivated with this function, Flome's physics engine will stop updating the Entity's motion, until it is activated again. Entities can be activated by another call to this function or by the application of forces/torques/impulses or by coming into contact with other activated Entities. Entities can be deactivated with this function or by allowing auto-deactivation which will deactivate the Entity if it has not been moving for a while. Auto-deactivation can be enabled/disabled with Entity.EnableDynamicsAutoDeactivation. This function is only valid if the entity has a collision item. Examples — Deactivate dynamics Entity.SetDynamicsActive( entity, false ) — Activate dynamics (collision must be enabled as well) Entity.EnableCollision( entity ) Entity.EnableDynamics( entity ) Entity.SetDynamicsActive( entity ) See Also • Entity.EnableDynamics • Entity. EnableDynamicsAutoDeactivation Entity.SetFrictionCoeff Brief Set the friction coefficient of the collision resource attached to the entity. Definition Entity.SetFrictionCoeff( Entity entity, number f ) Arguments entity - The entity to updated - the coefficient of friction. Return Values None. Description Set the coefficient of friction for the surface of the rigid body that is attached to the entity. This affects the entity's motion relative to surfaces it comes into contact with. Although this is actually a pair-wise coefficient, friction is specified on a per rigid body basis. When affecting the relative motion of two surfaces, the surfaces' friction coefficients are combined to produce a coefficient for the interaction. Usual values for friction are between 0 and 1. Values greater than 1, although physically invalid, are allowed. However, values must be less than or equal to 255. Examples Entity.SetFrictionCoeff( entity, 0.0 ) See Also • Entity.EnableCollision • Entity.EnableDynamics • Entity. SetCollision Entity.SetGravity Brief Set the gravity vector to apply to the entity. Definition Entity.SetGravity( Entity entity, Vector4 gravityVector ) Arguments entity - entity to be affected.gravityVector - new gravity vector. Return Values None. Description Only the specified entity is affected by the new gravity force. Examples ! — set gravity to half strength j local g = Scene.GetGravity() * 0.5 j entity:SetGravity( g ) See Also • Entity.GetGravity Entity.SetLight Brief Set the entity's light. Definition Entity.SetLight( Entity entity, Light light = nil ) Arguments entity - The entity to update.light - The Light to attach to the entity or nil to detach the existing light. Return Values None. Description Set the entity's light. Examples i entity = Entity.Create() ! Entity.SetLight( entity, light ) See Also Entity.Create Entity. SetLinearDamping Brief Sets the linear damping of the collision resource attached to the entity. Definition ! Entity.SetLinearDamping( Entity entity, number damping ) Arguments entity - The entity to update.damping - The linear damping to apply to the entity. Return Values None. Description Sets the linear damping of the collision resource attached to the entity. Linear damping reduces the linear velocity of the entity over time. For example, if you set the linear damping to 0.2, then every second about 20% of the object's linear velocity will be removed. This function is only valid if the entity has a collision item. Examples ! Entity.SetLinearDamping( entity, 0.2 ) See Also • Entity.EnableCollision • Entity. EnableDynamics • Entity.SetCollision • Entity.GetLinearDamping Entity.SetLinearVelocity Brief Sets the linear velocity of this object. Definition ! Entity.SetLinearVelocity( Entity entity, Vector4 velocity ) Arguments entity - The entity to update.velocity - Vector specifying linear velocity. Return Values None. Description Sets the linear velocity of the center of mass of the entity's rigid body in world space. The W component of the specified vector is ignored. Examples — Add the entity to the physics simulation Entity.EnableCollision( entity, true ) Entity.EnableDynamics( entity, true ) Entity.SetLinearVelocity( entity, Vector4.Create( 0, 10, 0 ) ) See Also • Entity.SetAngularVelocity • Vector4.Create Entity.SetLocalMatrix Brief Sets the entity's local transformation matrix. Definition Entity.SetLocalMatrix( Entity entity, Matrix44 matrix ) Arguments entity - The entity to update.matrix - The matrix to set the entity's transform to. Return Values None. Description Sets the entity's local transformation matrix. The specified matrix is relative to the coordinate system of the entity's parent, if one exists. If the entity has no parent, the matrix is relative to the world space coordinate system. Examples entity = Entity.Create() matrix = Matrix44.Create() — Set up a uniform scale matrix Matrix44.SetScale( matrix, 2, 2, 2, 1, MATRIX_REPLACE ) Entity.SetLocalMatrix( entity, matrix ) print( mat ) See Also • Entity.Create • Matrix44.Create • Matrix44.SetScale Entity.SetMass Brief Sets the mass of the collision resource attached to the entity. Definition ! Entity.SetMass( Entity entity, number mass ) Arguments entity - The entity to update.mass - The mass of the entity's collision resource in kilograms. Return Values None. Description Sets the mass of the collision resource that is attached to the specified entity. Very large or very small masses should be avoided, as these can create instability in the simulation. This function can only be called if the entity has a collision resource. Examples ! Entity.SetMass( entity, 5 ) See Also • Entity.EnableCollision • Entity. EnableDynamics • Entity.SetCollision • Entity.GetMass Entity.SetMaxContacts Brief Specify the maximum number of contacts to buffer for collision callbacks. Definition boolean Entity.SetMaxContacts(number maxContacts) Arguments maxContacts - maximum number of contact events to buffer Return Values true if sufficient memory could be allocated or false otherwise. Description Allocates an internal buffer to record contact events for provision via collision callbacks. Each contact event generated by PS Home for the types for which the script has registered callbacks will be buffered in this internal buffer, until the contacts are passed to the script via the callbacks. All entities registered for callbacks in the current script environment will share this buffer. If more contacts are generated than the buffer can store, subsequent contacts will not be buffered and will not be available to the script, and a message indicating this will be displayed in the console. Note that each contact currently requires 64 bytes of memory. If this function fails, there was insufficient memory available to the script to allocate the buffer. In this case, collision callbacks will be disabled until a subsequent call to this function (with a lower maximum) succeeds. This function is not available from within a collision callback and will generate an error. Examples ! Entity.SetMaxContacts(128) — enough memory for 128 contact events (added/processed/removed) per ; frame See Also • Entity. RegisterCollisionCallback • Entity. EnableCollisionCallbacks • Entity.SetColiision • Entity. EnableCollision Entity.SetModel Brief Set the entity's model. Definition Entity.SetModel( Entity entity, string resourceName ) Entity.SetModel( Entity entity, Resource modelResource ) Arguments entity - The entity to update.resourceName - The model's resource name or nil to remove the model.modelResource - The model resource or nil to remove the model. Return Values None. Description Set the entity's model to the named resource as specified in the HDK's Object Editor application. Examples ! entity = Entity.Create() i Entity.SetModel( entity, "mymodel" ) ! — Remove the model from the entity ; Entity.SetModel( entity, nil ) See Also • Entity.Create Entity.SetPosition Brief Sets the entity's position. Definition Entity.SetPosition( Entity entity, Vector4 position ) Arguments entity - The entity to update.position - The new position for the entity. Return Values None. Description Sets the entity's position. If the entity has a parent, the specified position is relative to local coordinate system of the parent. Examples ! entity = Entity.Create() Entity.SetPosition( entity, Vector4.Create( 10, 10, 0 ) ) See Also • Entity.Create Entity.SetRestitutionCoeff Brief Sets the restitution coefficient of the collision resource attached to the entity. Definition ! Entity.SetRestitutionCoeff( Entity entity, number r ) Arguments entity - The entity to update.r - the coefficient of restitution. Return Values None. Description Sets the restitution (or elasticity) coefficient for the rigid body attached to the entity. This governs the effect that collisions have on the velocities of colliding entities. Like friction, this is a pair-wise coefficient - when two physical entities collide, their restitution values are combined to produce a coefficient for the interaction. Usual values for restitution are between 0 and 1. Values greater than 1, although physically invalid, are allowed. However, values must be less than 1.99. Examples — Prevent entity from bouncing Entity.SetRestitutionCoeff( entity, 0.0 ) See Also Entity. EnableCollision • Entity.EnableDynamics • Entity.SetCollision Entity.SetRotationQuat Brief Sets the rotation using the supplied quaternion. Definition | Entity.SetRotationQuat( Entity entity, Quaternion quat ) Arguments entity - The entity to update.quat - The quaternion. Return Values None. Description Sets the rotation of the specified entity using the supplied quaternion. Examples ! entity = Entity.Create() j quat = Quaternion.Create() | entity:SetRotationQuat(quat) See Also • Entity.GetRotationQuat Entity.SetRotationX Brief Sets the rotation about the x-axis in degrees. Definition ! Entity.SetRotationX( Entity entity, number rotation ) Arguments entity - The entity to update.rotation - The specified angle of rotation about the x-axis in degrees. Return Values None. Description Sets the rotation about the x-axis of the entity's local coordinate system in degrees. The rotation order is x, y, z. Examples entity = Entity.Create() Entity.SetRotationX( entity, 90.0 ) See Also • Entity.Create Entity.SetRotationXyz Brief Sets the rotation about the x, y, and z-axis in degrees. Definition Entity.SetRotationXyz( Entity entity, Vector4 rotation ) Arguments entity - The entity to update.rotation - The specified x, y, and z angles of rotation in degrees. Return Values None. Description Sets the rotation about the x, y, and z-axis of the entity's local coordinate system in degrees. The rotation order is x, y, z. Examples ! entity = Entity.Create() i Entity.SetRotationXyz( entity, Vector4.Create( 45, 30, 90 ) ) See Also • Entity.Create Entity.SetRotationY Brief Sets the rotation about the y-axis in degrees. Definition ! Entity.SetRotationY( Entity entity, number rotation ) Arguments entity - The entity to update.rotation - The specified angle of rotation about the y-axis in degrees. Return Values None. Description Sets the rotation about the y-axis of the entity's local coordinate system in degrees. The rotation order is x, y, z. Examples : entity = Entity.Create() i Entity.SetRotationY( entity, 90.0 ) See Also • Entity.Create Entity.SetRotationZ Brief Sets the rotation about the z-axis in degrees. Definition Entity.SetRotationZ( Entity entity, number rotation ) Arguments entity - The entity to update.rotation - The specified angle of rotation about the z-axis in degrees. Return Values None. Description Sets the rotation about the z-axis of the entity's local coordinate system in degrees. The rotation order is x, y, z. Examples ! entity = Entity.Create() i Entity.SetRotationZ( entity, 90.0 ) See Also • Entity.Create Entity.SetScale Brief Sets the entity's scale. Definition Entity.SetScale( Entity entity, Vector4 scale ) Arguments entity - The entity to update.scale - The new scale of the entity. Return Values None. Description Sets the entity's scale. The specified scale is applied to the local transformation matrix of the entity. On creation, an entity has a scale of (1,1,1) or no scaling, in other words. Note that the W component of the specified vector is ignored. Note that scale should not be applied to entities with collision enabled. Examples entity = Entity.Create() Entity.SetScale( entity, Vector4.Create( 45, 30, 90 ) ) See Also • Entity.Create • Vector4. Create Entity.SetScreen Brief Set the entity's screen. Definition Entity.SetScreen( Entity entity, Screen screen ) Arguments entity - The entity to update.screen - The screen to attach to the entity or nil to remove it. Return Values None. Description Set the entity's screen. The screen's corner coordinates will be transformed by the entity's world transformation matrix. Examples j entity = Entity.Create() i Entity.SetScreen( entity, screen ) ! — Remove the screen from the entity Entity.SetScreen( entity, nil ) See Also Entity.Create Entity.SetSkeleton Brief Set the entity's skeleton. Definition Entity.SetSkeleton( Entity entity, string resourceName ) Entity.SetSkeleton( Entity entity. Resource skeletonResource ) Arguments entity - The entity to update.resourceName - The skeleton's resource name or nil to remove it.skeletonResource - Pre-loaded skeleton resource object. Return Values None. Description Set the entity's skeleton to the named resource as specified in the HDK's Object Editor application. Examples ! entity = Entity.Create() i Entity.SetSkeleton( entity, "myskel" ) ! — Remove the skeleton from the entity i Entity.SetSkeleton( entity, nil ) See Also • Entity.Create Entity.SetVisible Brief Sets the entity to visible or invisible. Definition Entity.SetVisible( Entity entity, boolean value ) Arguments entity - The entity to update.value - If true the entity is visible and it false it is invisible. Return Values None. Description Sets the entity to visible or invisible. Entities default to visible when created. Examples entity = Entity.Create() Entity.SetVisible( entity, false ) See Also • Entity.Create Entity.StopAnim Brief Stops the current animation if it is playing. Definition Entity.StopAnim( Entity entity ) Entity.StopAnim( Entity entity, Animation anim ) Arguments entity - The entity to update.anim - The animation to stop. Return Values None. Description If the Animation anim passed in is nil, or invalid, nothing is done. If an animation is specified, it will be stopped immediately with no blend out. If no animation is specified, all animations on the entity will be stopped immediately, with no blend out. Examples entity = Entity.Create() local animHandle = Animation.Create() Entity.SetModel( entity, "mymodel" ) Entity.SetSkeleton( entity, "myskel" ) Entity.PlayAnim( entity, "mylstAnim" ) Entity. BlendAnim ( entity, "my2ndAnim ,, , true, 0, 0, animHandle ) Entity.StopAnim( entity, animHandle ) — stops specific animation Entity.StopAnim( entity ) — stops all other animations See Also • Entity.Create • Entity.PlayAnim • Entity.SetModel • Entity.SetSkeleton Camera Camera.Activate Brief Activates the specified camera. Definition ! Camera.Activate( Camera camera, number transitionTime =0.0 ) Arguments camera - The camera to activate.transitionTime - The time taken to smoothly move from the previously active camera's position, to the specified camera's position. Return Values None. Description Activates the specified camera. Examples ! Camera.Activate( gameCamera, 1.0 ) See Also • Camera. Deactivate • Camera. IsActivated Camera. AttachToParent Brief Links the camera to the given entity so that the camera inherits the entity's transform. Definition Camera.AttachToParent( Camera camera, Entity parent ) Arguments camera - The camera to update.parent - The entity to attach this camera to, or nil to detach the camera. Return Values None. Description Links the camera to the given entity so that the camera inherits the entity's transform. This will override any values set via Camera.SetPosition, or Camera.SetLookAtPosition until the connection is cleared by passing in nil as the parent. If the entity is destroyed then the camera will be unparented. It is not possible at present to specify a local transform offset from the entity. Examples ! Camera.AttachToParent( gameCamera, myEntity ) — connect the camera to myEntity ; Camera.AttachToParent( gameCamera, nil ) — detach the camera from any connected entity See Also None Camera.Create Brief Creates a new 3D camera. Definition Camera Camera.Create( string constructionMethod = nil ) Arguments constructionMethod - How to construct the camera, either nil or "current". Return Values Returns a Camera instance. Description Creates a new 3D camera. This camera is, by default, positioned at the origin (0, 0, 0). If constructionMethod is "current" it creates a new camera with the properties of the currently active camera. Examples gameCamera = Camera.Create( "current" ) Camera.SetPosition( gameCamera, Camera.GetPosition() + Vector4.Create( 0, 1, 0 ) ) See Also • Camera.Activate Camera. Deactivate Brief Deactivates the specified camera. Definition Camera.Deactivate( Camera camera, number transitionTime =0.0 ) Arguments camera - The camera to deactivate.transitionTime - The time taken to smoothly move from the specified camera's position back to the previously active camera's position. Return Values None. Description Deactivates the specified camera. Examples ! if Camera.IsActivated( gameCamera ) then Camera.Deactivate( gameCamera, 1.0 ) | end See Also • Camera.Activate • Camera. IsActivated Camera.EnableAvatarCameraSync Brief Tell the normal Avatar camera to face the same direction as a deactivating custom camera, minimizing the camera transition. Definition i Camera.EnableAvatarCameraSync() Arguments None Return Values Description When enabled, the normal Avatar Camera will sync with any active custom camera to face the same direction. This simply means that when the custom camera is deactivated, the normal Avatar Camera will be facing the same direction, and the magnitude of the transition between the two will be minimized. This defaults to on. It’s rare, and generally not advised to disable this. Examples Camera.EnableAvatarCameraSync(false) See Also None Camera.GetlnverseViewMatrix Brief Get the view to world transform for the currently active camera. Definition Camera.GetInverseViewMatrix(Matrix44 matrix) Arguments matrix - The matrix to set. Return Values None. Description Retrieves the view to world transform for the currently active camera. This can be considered as the world transform of the camera object itself. Examples ! local invViewMat = Matrix44.Create () ; Camera.GetlnverseViewMatrix(invViewMat) See Also • Camera.GetViewMatrix • Camera.GetProjectionMatrix Camera.GetLookAtPosition Brief Retrieves the camera's world space target position. Definition Vector4 Camera.GetLookAtPosition( Camera camera ) Camera.GetLookAtPosition( Camera camera, Vector4 outPos ) Vector4 Camera.GetLookAtPosition () Camera.GetLookAtPosition( Vector4 outPos ) Arguments camera - The camera to query.outPos - (out) The vector to receive the target position. Return Values Returns a Vector4 specifying the world space target position of the camera. Description Retrieves the camera's world space target position. Only the X, Y and Z components of the Vector4 are valid. If no camera is specified it uses the currently active camera. Examples ! camtarget = Camera.GetLookAtPosition( gameCamera ) See Also • Camera.SetLookAtPosition Camera.GetPosition Brief Retrieves the camera's world space position. Definition Vector4 Camera.GetPosition( Camera camera ) Camera.GetPosition( Camera camera, Vector4 outPos ) Vector4 Camera.GetPosition() Camera.GetPosition( Vector4 outPos ) Arguments camera - The camera to query.outPos - (out) The vector to receive the camera position. Return Values A Vector4 specifying the world space position of the camera. Description Retrieves the camera's world space position. Only the X, Y and Z components of the Vector4 are valid. If no camera is specified it uses the currently active camera. Note that inactive cameras are not updated, and therefore if a position is requested for an inactive camera the most recent position available will be returned. For the currently active camera the position will match the translation of the inverse view matrix. Examples campos = Camera.GetPosition( gameCamera ) See Also • Camera.SetPosition • Camera.GetlnverseViewMatrix Camera.GetProjectionMatrix Brief Get the projection matrix for the currently active camera. Definition Camera.GetProjectionMatrix(Matrix44 matrix) Arguments matrix - The matrix to set. Return Values None. Description Retrieves the projection transform for the currently active camera. A script should not assume a particular projection transform format. The projection matrix is used to transform a point from view to clip space. Examples j local projMat = Matrix44.Create() ; Camera.GetProjectionMatrix(projMat) See Also • Camera.GetViewMatrix • Camera.GetlnverseViewMatrix Camera.GetViewMatrix Brief Get the world to view transform for the currently active camera. Definition Camera.GetViewMatrix(Matrix44 matrix) Arguments matrix - The matrix to set. Return Values None. Description This matrix will transform from world space to view space. Examples j local worldToViewMat = Matrix44.Create() | Camera.GetViewMatrix(worldToViewMat) See Also Camera.GetlnverseViewMatrix • Camera. GetProjectionMatrix Camera.GetViewPortFOV Brief Retrieves the vertical field of view for the specified camera. Definition ! number Camera.GetViewPortFOV( Camera camera ) i number Camera.GetViewPortFOV() Arguments camera - The camera to query. Return Values The vertical field of view for the camera, specified in degrees. Description Retrieves the vertical field of view (FOV) for the specified camera. If no camera is specified it uses the currently active camera. Examples I fov = Camera.GetViewPortFOV( gameCamera ) See Also • Camera.SetViewPortFOV Camera.GetViewPortZFar Brief Retrieves the camera's far clip plane. Definition number Camera.GetViewPortZFar( Camera camera ) number Camera.GetViewPortZFar() Arguments camera - The camera to query. Return Values The far clip plane of the camera in units of meters. Description Retrieves the camera's far clip plane. Units are specified in meters. The default far clip plane for a newly created camera is 4000.0. If no camera is specified it uses the currently active camera. Examples ! farz = Camera.GetViewPortZFar( gameCamera ) See Also • Camera.SetViewPortZFar Camera.GetViewPortZNear Brief Retrieves the camera's near clip plane. Definition ! number Camera.GetViewPortZNear( Camera camera ) i number Camera.GetViewPortZNear() Arguments camera - The camera to query. Return Values The near clip plane of the camera in units of meters. Description Retrieves the camera's near clip plane. Units are specified in metres. The default near clip plane for a newly created camera is 0.1. If no camera is specified it uses the currently active camera. Examples ! nearz = Camera.GetViewPortZNear( gameCamera ) See Also • Camera.SetViewPortZNear Camera.IsActivated Brief Determines whether the specified camera is currently active. Definition ! boolean Camera.IsActivated( Camera camera ) Arguments camera - The camera to query. Return Values true if the specified camera is activated, false otherwise. Description Determines whether the specified camera is currently active. Examples 1 if Camera.IsActivated( gameCamera ) then Camera.Dectivate( gameCamera, 1.0 ) | end See Also • Camera.Activate • Camera. Deactivate Camera.SetLookAtPosition Brief Sets the camera's world space target position. Definition ! Camera.SetLookAtPosition( Camera camera, Vector4 target ) Arguments camera - The camera to update.target - Vector4 specifying the world space target position for the camera. Return Values None. Description Sets the camera's world space target position. Only the X, Y and Z components of the Vector4 are used to position the camera. The W component is ignored. Examples 1 Camera.SetLookAtPosition( gameCamera, Vector4.Create( 0, 10, 0, 0 ) ) See Also • Camera.GetLookAtPosition Camera.SetPosition Brief Sets the camera's world space position. Definition ! Camera.SetPosition( Camera camera, Vector4 position ) Arguments camera - The camera to update.position - Vector4 specifying the world space position of the camera. Return Values None. Description Sets the camera's world space position. Only the X, Y and Z components of the Vector4 are used to position the camera. The W component is ignored. Examples ! Camera.SetPosition( gameCamera, Vector4.Create( 0, 10, 0, 0 ) ) See Also • Camera.GetPosition Camera.SetViewPortAspect Brief Sets the aspect ratio for the specified camera's viewport. Definition ! Camera.SetViewPortAspect( Camera camera, number aspect ) Arguments camera - The camera to update.aspect - aspect ratio for the camera's viewport (width / height). Return Values None. Description Sets the aspect ratio for the specified camera's viewport. Examples ! Camera.SetViewPortAspect( gameCamera, 16.0 / 9.0 ) See Also Camera.SetViewPortFOV Brief Sets the vertical field of view of the specified camera. Definition ! Camera.SetViewPortFOV( Camera camera, number fov ) Arguments camera - The camera to update.fov - Vertical field of view for the camera, specified in degrees. Return Values None. Description Sets the vertical field of view of the specified camera in degrees. Examples ! Camera.SetViewPortFOV( gameCamera, 60.0 ) See Also • Camera.GetViewPortFOV Camera.SetViewPortZFar Brief Sets the camera's far clip plane. Definition ! Camera.SetViewPortZFar( Camera camera, number zfar ) Arguments camera - The camera to update.znear - The far clip plane of the camera in units of metres. Return Values None. Description Sets the camera's far clip plane. Units are specified in metres. The default far clip plane for a newly created camera is 4000.0. Examples ! Camera.SetViewPortZFar( gameCamera, 5000.0 ) See Also • Camera.GetViewPortZFar Camera.SetViewPortZNear Brief Sets the camera's near clip plane. Definition ! Camera.SetViewPortZNear( Camera camera, number znear ) Arguments camera - The camera to update.znear - The near clip plane of the camera in units of meters. Return Values None. Description Sets the camera's near clip plane. Units are specified in metres. The default near clip plane for a newly created camera is 0.1. The minimum value that the function will accept is 0.001. Examples ! Camera.SetViewPortZNear( gameCamera, 0.2 ) See Also • Camera.GetViewPortZNear Person Person. AttachToEntity Brief Attaches the person to specified entity so when the entity moves around the person moves with it. Definition Person.AttachToEntity( Person person, Entity entity = nil, Matrix44 localTransform = nil ) Arguments entity - the entity to attach to or nil to detach player from current entity. Return Values None. Description When attached to an entity, setting position and rotation will affect the local transform only. The transform must be locked by the calling lua environment otherwise a lua error is generated. If the person is unlocked it automatically detaches from the entity. Examples person = LocalPlayer.GetPerson () car = Entity.Create () Person.AttachToEntity( person, car ) See Also None Person. DoAction Brief Plays an action on a Person Definition Person.DoAction( Person person, string actionName, boolean autoUnlock = false ) Person.DoAction( Person person, string actionName, boolean autoUnlock, number unlockFeatures ) Arguments person - the person to play an action on.actionName - Name of the action to be performed. It can be a custom animation loaded remotely through LocalPlayer.AddRepertoire as well as one of the following standard actions: "agree” "beckon" "bow" "cheer" "clap" "disagree" "frustration" "laugh" "point" "wave" "stand_up_from_seat"autoUnlock - if true, then the animation lock on the person is automatically released after the action has completed. Defaults to false.unlockFeatures - only used if the autoUnlock parameter is true. If omitted then defaults to releasing the locks that were set when Person.DoAction was called, otherwise will only release the locks specified, features specified. Return Values Returns true if the action succeeds. Description The animation must be locked by the calling lua environment otherwise a lua error is generated. If the action isn't recognized a lua error is generated. If it fails and autollnlock is true it unlocks immediately. Examples if Person.HasLock ( person ) then Person.DoAction( person, "clap" ) end See Also • Person.Lock • Person.Unlock • Person.IsLocked • Person.HasLock • Person.SetBehavior • Person.DoActionBroadcast Person.DoActionBroadcast Brief Piays an action on a Person Definition Person.DoActionBroadcast( Person person, string actionName, boolean autoUnlock = false ) Person.DoActionBroadcast( Person person, string actionName, boolean autoUnlock, number unlockFeatures ) Arguments person - the person to play an action on.actionName - Name of the action to be performed. It can be a custom animation loaded remotely through LocalPlayer.AddRepertoire as well as one of the following standard actions: "agree” "beckon" "bow” "cheer" "clap" "disagree" "frustration" "laugh" "point" "wave" "stand_up_from_seat"autoUnlock - if true, then the animation lock on the person is automatically released after the action has completed. Defaults to false.unlockFeatures - only used if the autoUnlock parameter is true. If omitted then defaults to releasing the locks that were set when Person.DoActionBroadcast was called, otherwise will only release the locks specified, features specified. Return Values Returns true if the action succeeds. Description The animation must be locked by the calling lua environment otherwise a lua error is generated. If the action isn't recognized a lua error is generated. If it fails and autoUnlock is true it unlocks immediately. If calling DoActionBroadcast on the LocalPlayer, this function will broadcast the action to other clients in the scene. Using DoActionBroadcast impacts on the amount of network traffic, so avoid calling this function frequently. Examples if Person.HasLock( person ) then Person.DoActionBroadcast( person, "clap" ) end See Also • Person.Lock • Person.Unlock • Person. IsLocked • Person.HasLock • Person.SetBehavior • Person.DoAction Person.EnableChatBubbles Brief Sets chat bubbles on or off. Definition ! Person.EnableChatBubbles( Person person, boolean enabled ) Arguments enabled - True to enable chat bubbles or false to disable. Return Values None. Description With this function, a script can allow chat bubbles to be switched on or off at will. Chat will still appear in the chat log as normal. Please note: In order to use this function, the is_allowed_chat_bubble_change property in the object's mini_game component must be set to true. Examples local person = LocalPlayer.GetPerson( ); if ( Person.Lock( person, PersonLockType.ChatBubbles ) == true ) then Person.EnableChatBubbles( person, false ); end See Also • Person.Lock • Person.Unlock Person.EnableCollision Brief Toggles collision detection for the person's avatar. Definition ! Person.EnableCollision( Person person, boolean value ) Arguments person - the person to modify.value - Whether collision should be on or off. Return Values None. Description Toggles collision detection for the person's avatar. The collision must be locked by the calling lua environment otherwise a lua error is generated. Examples ! if Person.IsCollision ( person ) then Person.EnableCollision( person, false ) | end See Also • Person.IsCollision Person.Findlnlnstance Brief Finds a person in the instance from the person ID. Definition ! Person Person.Findlnlnstance( string personld ) Arguments personld - The person to find. Return Values A Person if found and nil otherwise. Description Finds a person in the instance from the specified person ID. Examples me = Person.Findlnlnstance( LocalPlayer.GetPersonld() ) See Also Local Player.GetPersonld Person. GetAnimReg Brief Returns the value of the specified animation register. Definition number|boolean|string Person.GetAnimReg(Person person, string registerName) Arguments person - person to query.registerName - the name of the animation register to get. Return Values The value of the register, with the type based on the register type. Description If the register doesn't exist or the animation register doesn't have Lua read access an error will be thrown. Examples ! fatness = person:GetAnimReg("Fatness") See Also • Person. SetAnimReg Person.GetAvatarStatusType Brief Returns the current avatar status type of the person specified Definition number Person.GetAvatarStatusId( Person person ) Arguments person - The person to query. Return Values The enumerated value of the current status type. Description The user can change the status of their avatar from the emotes menu. This method returns the current user status type. Changing the status type affects the facial animation (mood) used, and the status text above the avatar that remote users see. The possible status types are: AvatarStatusType.Neutral AvatarStatusT ype. Happy AvatarStatusType.Sad AvatarStatusType. Angry AvatarStatusType.Confused AvatarStatusType. Unwell AvatarStatusType.Busy AvatarStatusType. IsLookingForHelp AvatarStatusT ype. WantT oChat AvatarStatusType. WantToPlayGame Examples me = LocalPlayer.GetPerson() if Person.GetAvatarStatusType( me ) == AvatarStatusType.Happy then DoSomethingHappy() end See Also • Person.GetMood Person.GetBehavior Brief Returns the name of the current behavior playing on the person. Definition string Person.GetBehavior( Person person ) Arguments person - The person to query. Return Values The name of the current behavior playing on the person. Description Returns the name of the current behavior playing on the person or nil if the behavior is a Plome internal behavior. For a list of Home's public behaviors see Person.SetBehavior. For post 1.40 behaviour, if the behaviour belongs to the calling script environment, will only specify the name. If the behaviour belongs to another object, that has allowed its behaviours to be public, then will specify the object id, as well as the name. For pre-1.40 behaviour. For the local player, will only return the name of the behaviour, but for remote persons, will return the fully qualified name (objectld:name) - this is for backwards compatibility. If the behaviour is a system public behaviour, will return the name only. Examples behaviorName = Person.GetBehavior( person ) See Also • Person.SetBehavior Person. GetBehaviorCategory Brief Returns the specified person's behavior state. Definition string|nil Person.GetBehaviorCategory( Person person ) Arguments person - The person to update. Return Values Returns the specified person's behavior state. Description Returns nil if in an internal behavior or be one of the following: "dancing'' "posing" ”sitting_on_floor" "sitting_on_seat" "standing" "moving" Behaviors should be catagorized into one of the above states. This function can be used to check if a person is dancing etc. without checking the animation behavior name. Examples ! if Person.GetBehaviorCategory( LocalPlayer.GetPerson() ) == 'dancing* then StartTheParty() | end See Also • Person.GetBehavior • Person.SetBehavior Person. GetBoneCount Brief Get the number of bones in the person's skeleton. Definition ! number Person.GetBoneCount(Person person) Arguments person - Person to query. Return Values Number of bones in the skeleton, or 0 if the skeleton is not available. Description Retrieves the number of bones/joints in the person's skeleton. If no skeleton is present or loaded, 0 is returned. Examples ! local boneCount = LocalPlayer.GetPerson():GetBoneCount() See Also Person.GetBonelndex Person.GetBonelndex Brief Find the index of a bone in the person's skeleton. Definition ! number Person.GetBonelndex(Person person, string boneName) Arguments person - Person to query.boneName - Name of bone to locate. Return Values The index of the bone in the skeleton (in range 1 - GetBoneCount()), or 0 if not found. Description Retrieves the index of the specified bone/joint in the person's skeleton. The index is 1 -based. If the bone cannot be found, or there is no skeleton attached or loaded, 0 is returned. Examples 1 local leftHandlndex = LocalPlayer.GetPerson():GetBonelndex("lefthand") See Also • Person.GetBoneCount • Person.GetBoneLocalMatrix • Person.GetBoneWorldMatrix Person.GetBoneLocalMatrix Brief Get the local transform matrix for a bone in the skeleton. Definition ! Person.GetBoneLocalMatrix(Person person, string|number bone, Matrix44 result) Arguments person - Person to query.bone - Bone name or index.result (out) - Matrix44 value to store result into. Return Values None. Description Retrieve the local-space transform matrix for a specified bone in the skeleton. If the bone is not found an error will result. Retrieving the matrix by index will be more efficient if done more than once. Examples local mat = Matrix44.Create () LocalPlayer.GetPerson():GetBoneLocalMatrix("lefthand", mat) — or local leftHandlndex = LocalPlayer.GetPerson():GetBonelndex("lefthand") LocalPlayer.GetPerson():GetBoneLocalMatrix(leftHandlndex, mat) See Also • Person. GetBoneWorldMatrix • Person.GetBonelndex Person.GetBoneWorldMatrix Brief Get the world transform matrix for a bone in the skeleton. Definition Person.GetBoneWorldMatrix(Person person, string|number bone, Matrix44 result) Arguments person - Person to query.bone - Bone name or index.result (out) - Matrix44 value to store result into. Return Values None. Description Retrieve the world-space transform matrix for a specified bone in the skeleton. If the bone is not found an error will result. Retrieving the matrix by index will be more efficient if done more than once. Examples local mat = Matrix44.Create () LocalPlayer.GetPerson():GetBoneWorldMatrix("lefthand", mat) — or local leftHandlndex = LocalPlayer.GetPerson():GetBonelndex("lefthand") LocalPlayer.GetPerson():GetBoneWorldMatrix(leftHandlndex, mat) See Also • Person.GetBoneLocalMatrix • Person.GetBonelndex Person.GetCurrentAction Brief Returns the name of the current action the person is in, if any. Definition ! string Person.GetCurrentAction( Person person ) Arguments person - The person to query. Return Values Returns the name of the current action. Description If the person is not in an action nil is returned. Home internal actions will also return nil. For a list of Home public actions see Person.DoAction. Examples I actionName = Person.GetCurrentAction( LocalPlayer.GetPerson() ) See Also • Local Player. DoAction • LocalPlayer.IsDoingAction Person. GetGroundllserld Brief Return the userlD of the collision on which the person is standing. Definition ! number Person.GetGroundUserld( Person person ) Arguments person - The person to query Return Values The userlD. Description Return the userlD of the collision on which the person is standing. Check Person.IsOnGround before calling this function; if the person is not on the ground an error will occur. Examples ! if ( person:IsOnGround() ) then print( Person.GetGroundUserld( person ) ) | end See Also • Person.IsOnGround Person.GetHeight Brief Retrieve the avatar's height in meters. Definition ! number Person.GetHeight(Person person) Arguments person - the person to query. Return Values The height of the person's avatar in meters, or nil if the avatar is not yet loaded. Description The value returned is the height of the avatar when in the bind pose, given the current height settings, in meters. This will return nil if the avatar is currently a fallback. Examples ! if ( person:GetHeight() <1.0 ) then print ("Hello shorty") end See Also None Person.Getld Brief Returns the person's ID. Definition j string Person.GetId( Person person ) Arguments person - The person to query. Return Values The person's ID. Description Returns the person's ID. A person's ID value is unique per instance, but not across instances and is not persistent. That is, a person ID can be used within an instance to uniquely identify any person in that instance, but it should be assumed to be assigned at random to players entering the instance, and only valid while that player is in the instance. Players in another instance of the same scene will not be accessible by person ID. Players exiting and re-entering the instance will almost certainly be assigned a different person ID, but a person's ID will not change while they remain in the same instance. Examples me = LocalPlayer.GetPerson() if Person.GetId( me ) ~= LocalPlayer.GetPersonld() then print( "Oh no!" ) end See Also • LocalPlayer.GetPerson • LocalPlayer.GetPersonld Person.GetldsOfFriendsInlnstance Brief Returns a table of people IDs in the current instance that are friends. Definition string[] Person.GetldsOfFriendsInlnstance() Arguments None Return Values A table of person ID strings. Description Returns a table of person IDs in the current instance that are friends. Examples ! ids = Person.GetIdsOfFriendsInlnstance() ; numFriends = #ids j print( "There are " .. numFriends .. " friends in the instance." ) See Also None Person. GetldsOfRemotePeoplelnlnstance Brief Returns a table of all remote person IDs in the current instance. Definition string[] Person.GetldsOfRemotePeoplelnlnstance() Arguments None Return Values A table of person ID strings. Description Returns a table of person IDs for all remote avatars in the current instance. Examples ! ids = Person.GetIdsOfRemotePeoplelnlnstance() i numAvatars = #ids + 1 I print( "There are " .. numAvatars .. " avatars in the instance." ) See Also None Person.GetlnstanceSessionMasterld Brief Returns the current instance's session master Person ID. Definition string Person.GetlnstanceSessionMasterld() Arguments None Return Values A person ID of the session master or nil if not ready yet. Description Returns the current instance's session master Person ID. Each instance has a session master automatically assigned to it. When a new instance is created the first person in that instance will be the session master and if they leave then a new session master is chosen if other users are in the instance. Examples local sessionMasterld = Person.GetInstanceSessionMasterld() local sessionMaster = nil if sessionMasterld ~= nil then sessionMaster = Person.Findlnlnstance( sessionMasterld ) SendNetworkMessageToRequestlnstanceState( sessionMaster ) end See Also • User.GetSceneOwner Person. GetlnventoryltemObjectld Brief Obtain the object id of the currently deployed companion object. Definition ! string Person.GetInventoryltemObjectId(Person person) Arguments person - The person to query. Return Values The object ID of the deployed inventory item if present, and nil otherwise. Description Obtains the object id of the currently deployed companion object, or returns nil if one is not currently active. Examples if (Person.GetlnventoryltemObjectld(person) == "12345678-12345678-12345678-12345678") then isAllowedlntoMiniGame = true | end See Also None Person.GetLocalBounds Brief Retrieve the local-space bounds of a person. Definition ! boolean Person.GetLocalBounds(Person person, Vector4 min, Vector4 max) Arguments person - The person to query.min (out) - Vector4 value to receive the minimum extent.max (out) - Vector4 value to receive the maximum extent. Return Values True if the bounds were retrieved successfully, false if the person is not yet loaded. Description Get the local-space bounds of a person's model. This will reflect the user's clothing choices and height selection. If the person's avatar is not loaded, this function will return false. Examples local min = Vector4.Create () local max = Vector4.Create() if (LocalPlayer.GetPerson():GetLocalBounds(min, max)) then print("Local player avatar is", max:Y() - min:Y(), "metres tall") end See Also • Person.GetWorldBounds Person. GetMood Brief Returns the mood of the specified person. Definition MoodType Person.GetMood(Person person) Arguments person - the person to interrogate the mood value for. Return Values The enumerated value of the mood. Description The mood type is the facial animation that is used on the idling person. This is controlled by the user through the status option in the emotes menu. Different statuses can share the same mood, ie Confused and IsLookingForHelp statuses both use the same mood Confused. The enumerated type of MoodType is: MoodType.Neutral MoodType.Happy MoodType.Sad MoodType.Angry MoodType.Confused Examples if (person:GetMood() == MoodType.Sad) then print("Why the long face?") end See Also • Person. GetAvatarStatusType Person. GetName Brief Returns the person's Online ID. Definition string Person.GetName( Person person ) Arguments person - The person to query. Return Values The person's Online ID. Description Returns the person's Online ID, but only if you launch HomeDeveloper.self in online mode. If launching in offline mode, only the local player's Person will be accessible, and the function will return the string "Me". Examples ! me = LocalPlayer.GetPerson() i print( "My name is " .. Person.GetName( me ) ) See Also • LocalPlayer.GetPerson Person.GetPosition Brief Returns the position of the person. Definition Vector4 Person.GetPosition( Person person ) Person.GetPosition( Person person, Vector4 outVec ) Arguments person - The person to query.outVec - The Vector4 to store the result to. Return Values The position of the person. Description Returns a vector containing the position of the specified person. Examples ! me = LocalPlayer.GetPerson() print( "I am at: ", Person.GetPosition( me ) ) See Also Local Player.GetPerson Person.GetRigComponentObjectld Brief Returns the specified component type's object ID. Definition ! string Person.GetRigComponentObjectId( Person person, string componentType ) Arguments person - The person to query.componentType - The component type to search for. It is case sensitive. Return Values The component's object ID or nil if not found. Description Returns the specified component type's object ID. The component must be loaded to identity its type. Examples ! me = LocalPlayer.GetPerson() i types = Person.GetRigComponentTypes( person ) | print( 'type=* .. types[ 1 ] ' object id=' .. Person.GetRigComponentObjectId( person, types[ 1 ] ) ) See Also • Person.GetRigComponentTypes Person.GetRigComponentTypes Brief Returns a table of strings for the current rig's component types. Definition ! string[] Person.GetRigComponentTypes( Person person ) Arguments person - The person to query. Return Values Table of strings for the rig component types. Description Returns a table of strings for the current rig's component types. The rig must be loaded to obtain the information. Examples me = LocalPlayer.GetPerson() rigCompTypes = Person.GetRigComponentTypes( me ) if rigCompTypes ~= nil then for index, item in ipairs( rigCompTypes ) do print( 'type = ' .. item ) end end See Also • Person.GetRigComponentObjectld Person.GetRigField Brief Returns the value of the field and nil if not found Definition string|number|boolean Person.GetRigField( Person person, string field ) Arguments person - The person to query.field - The field to retrieve. Can be one of the following: "sex" (returns the string "male" or "female") Return Values The value of the field and nil if not found. Supported types are boolean, string and number. Description Returns the value of the field and nil if not found. The rig must be loaded to get the correct result. Examples me = LocalPlayer.GetPerson() | print( "My gender is " .. Person.GetRigField( me, "sex" ) ) See Also • LocalPlayer.GetPerson Person. GetRotationY Brief Returns the y-axis rotation of the person. Definition number Person.GetRotationY( Person person ) Arguments person - The person to query. Return Values The rotation in the y-axis of the person in degrees. Description Returns the rotation in the y-axis of the specified person in degrees. Examples i me = LocalPlayer.GetPerson() ! print( "My rotation is: " .. Person.GetRotationY( me ) ) See Also • LocalPlayer.GetPerson Person.GetUser Brief Returns the User object for this person. Definition User Person.GetUser( Person person ) Arguments person - The person to query. Return Values The User object for the specified person. Description Returns the User object attached to the specified person. Examples local user = person:GetUser() print(person:GetName() .. (user:IsFriend() and " is " or " is not ") .. "your friend!") See Also Person.GetVelocity Brief Returns the current velocity of the person. Definition Vector4 GetVelocity( Person person ) locity( Person person, Vector4 outVec ) Arguments person - the person to queryoutVec - The Vector4 to store the result in Return Values Returns the current velocity of the person specified if no outVec is supplied. Description Returns a vector containing the velocity of the person specified. Examples 1 local me = LocalPlayer.GetPerson() i elocity is: ", Person.GetVelocity( me ) ) See Also None Person.GetWidth Brief Retrieves the width factor of an avatar. Definition ! number Person.GetWidth(Person person) Arguments person - the person to query. Return Values The width factor of the person in the range [ -1, 1 ], or nil if the avatar isn't yet loaded and available. Description Return the width factor of the avatar, which is in the range -1 to 1, with -1 being thin, 0 being average, and 1 being fat. Examples 1 if ( Person.GetWidth() == 1) then BreakChair() end See Also None Person.GetWorldBounds Brief Retrieve the world-space bounds of a person. Definition boolean Person.GetWorldBounds(Person person, Vector4 min, Vector4 max) Arguments person - The person to query.min (out) - Vector4 value to receive the minimum extent.max (out) - Vector4 value to receive the maximum extent. Return Values True if the bounds were retrieved successfully, false if the person is not yet loaded. Description Get the world-space bounds of a person's model. This will reflect the user's clothing choices and height selection. If the person's avatar is not loaded, this function will return false. Examples local min = Vector4.Create () local max = Vector4.Create () if (LocalPlayer.GetPerson():GetWorldBounds(min, max)) then print("Local player avatar is", max:Y() - min:Y(), "metres tall") end See Also • Person.GetLocalBounds Person.HasLock Brief true if the person is locked by the calling Lua environment and false otherwise. Definition boolean Person.HasLock( Person person ) boolean Person.HasLock( Person person , number lockFeatures, boolean any = false ) Arguments person - the person to query.lockFeatures - specific lock features to test to see if they are locked by this lua environmentany - if lockFeatures is specified, then this parameter is used to indicate that if any of the features specified are locked, then return true otherwise will only return true if all the features specified are locked. Return Values true if the person is locked by the calling Lua environment and false otherwise. Description true if the person is locked by the calling Lua environment and false otherwise. Examples if Person.HasLock( person ) == true then Person.DoAction( person, "Clap" ) end See Also • Person.Lock • Person.Unlock • Person.IsLocked • Person.DoAction • Person.SetBehavior Person.InterpolatePosition Brief Allows the client to interpolate the position of the person in the frames between successive calls to InterpolatePosition. Definition ! Person.InterpolatePosition( Person person, Vector4 position, Vector4 velocity, number facingAngle, i number timeOffset = 0) Arguments person - the person to interpolate the position onposition - the position to use for the interpolationvelocity - the velocity to use for the interpolationfacinqAnqle - the anqle the person is facinqtimeOffset - the difference in time between the session clocks (in seconds) - if omitted then defaults to 0.0 Return Values None. Description The calling lua environment must have atleast a Transform lock on the person for the call to succeed This call will only work on NPC persons (will throw a Lua error for the the local player person). Examples person:InterpolatePosition( recvdPos, recvdVel, recvdAngle, timeOffset ) See Also • Person.Lock • Person.GetPosition • Person.GetVelocity Person.IsCollision Brief Reports whether the person's collision is enabled. Definition boolean Person.IsCollision( Person person ) Arguments person - the person to query. Return Values true if collision for the player is on and false otherwise. Description Reports whether the person's collision is enabled. Examples ! if Person.IsCollision( person ) then Person.EnableCollision( person, false ) | end See Also • Person.EnableCollision Person.IsLoaded Brief Indicates when a person's avatar is fully loaded and visible. Definition boolean Person.IsLoaded(Person person) Arguments person - The person to query. Return Values True if the person's avatar is fully loaded and ready, or false if still loading or invalid. Description When a person initially enters the scene, their avatar and associated components may still be loading in the background. Some functionality such as locking is not available until the avatar is ready, so this function can be used to query the loading state of the person. If the person object is invalid, this function will return false. Examples if (person:IsValid() and person:IsLoaded()) then if (not person:Lock(PersonLockType.All)) then print("Unable to get lock!") end end See Also • Person.IsValid Person.IsLocked Brief true if the person is locked by any lua environment and false otherwise. Definition ! boolean Person.IsLocked(Person person) Arguments person - the person to query. Return Values true if the person is locked by any lua environment and false otherwise. Description true if the person is locked by any lua environment and false otherwise. Examples if Person.IsLocked( person ) == true and Person.HasLock( person ) == false then print( ’Waiting to get the lock' ) | end See Also • Person.Lock • Person.Unlock • Person.HasLock • Person.DoAction • Person.SetBehavior Person. IsOnGround Brief Return whether the person is on the ground or not. Definition ! boolean Person.IsOnGround( Person person ) Arguments person - The person to query Return Values true if on the ground, false otherwise. Description Return whether the person is on the ground or not. Examples ! print( Person.IsOnGround( person ) ); See Also • Person.GetGroundllserld Person.IsRigUsingComponent Brief Returns true if the specified object is being used and false otherwise. Definition boolean Person.IsRigUsingComponent( Person person, string objectld ) Arguments person - The person to query.objectld - The object ID to test for its usage. Return Values true if the specified object is being used and false otherwise. Description Returns true if the specified object is being used and false otherwise. Does not require the specified object have have completed its loading for the function to succeed. Examples me = LocalPlayer.GetPerson() smartJacketId = "853B950D-ACF84EE7-920D819B-5A9A6C16" if Person.IsRigUsingComponent( me, smartJacketld ) then accessGranted = true end See Also • LocalPlayer.GetPerson Person.IsValid Brief Returns whether the handle to the person is valid or not. Definition boolean Person.IsValid( Person person ) Arguments person - The person to query. Return Values Returns whether the handle to the person is valid or not. Description Returns whether the handle to the person is valid or not. Invalid persons can be caused if the person leaves the scene while you still have a handle to that person. Examples if Person.IsValid( randomPerson ) == false then person = GetAnotherPerson() | end See Also • Person.Findlnlnstance • Person. IsLoaded Person.IsVisible Brief Return whether the person is visible or not to the user. Definition boolean Person.IsVisible( Person person ) Arguments None Return Values Return whether the person is visible or not Description If a user can see a Person in game this will return true, otherwise false. No lock is required since you are only querying the value. Examples Person.SetVisibile( person, true ); print( Person.IsVisible( person ) ); See Also • Person.Lock • Person.Unlock Person.Lock Brief Locks a combination of the person's animation, collision state, transform, label or chatbubbles so it can be controlled by script rather than network messages or pad input. Definition boolean Person.Lock( Person person, number lockType = nil ) Arguments person - the person to query.lockType - Can be one of the following or nil: PersonLockType. Animation PersonLockType.Transform PersonLockType.Collision PersonLockType. Visibility PersonLockType. Label PersonLockType.ChatBubbles PersonLockType. EmoteMenu PersonLockType. Wardrobe PersonLockType.Default = PersonLockType.Animation + PersonLockType.Transform + PersonLockType.Collision + PersonLockType.Visibility PersonLockType.All - all the lock types together If lockType is nil then PersonLockType.Default is used. Return Values True if the Lua environment was able to obtain the lock (or already has the lock) on the person, otherwise false. Description A Lua error is generated if the lockType passed in aren't one of the possible values above. Lua errors are also generated if PersonLockType.Label or PersonLockType.ChatBubbles is used when not in a minigame which supports it. A lock can only be obtained for people currently joined to the active game, and will be released automatically for all people when the local player quits the game. A script should not rely on this automatic behaviour however, and locks should be explicitly released as soon as they are no longer required. *NB To prevent a delay in character loading causing scripts to fail, always ensure that calls to Person.Lock() return true before using any functions which require a locked character. If the function returns false, wait for a short period and then attempt to lock the character again. This can be performed in a co-routine if necessary. 1.55 Added PersonLockType.Wardrobe. This lock type can only be used on the Local Player person, otherwise a Lua error is thrown. Examples — Example 1, locking specific types. Person.Lock( person, PersonLockType.Transform ) — Locked the transform Person.Lock( person, PersonLockType.Collision ) — Unlocked the transform and now locked the collision Person.Lock( person, PersonLockType.Collision + PersonLockType.Visibility ) — Now additionally locked the visibility — Example 2, locking transform, collision, animation and visibility, if Person.Lock ( person ) then Person.DoAction( person, "clap" ) end See Also • Person.Unlock • Person.IsLocked • Person.HasLock • Person.DoAction • Person.SetBehavior Person.ResetCurrentStatusText Brief Reset the status text to show in the over-head person label. Definition | Person.ResetCurrentStatusText( Person person ) Arguments person - The person to update. Return Values None. Description Reset the status text to show in the over-head person label. Examples me = LocalPlayer.GetPerson() j Person.ResetCurrentStatusText( me ) See Also • LocalPlayer.GetPerson Person.SetAnimReg Brief Sets the value of the specified animation register for the specified person. Definition ! Person.SetAnimReg(Person person, string registerName, number|boolean|string value) Arguments person - person to set the animation register for.registerName - the name of the animation register to set.value - the value to set the register (the type should agree with the register type). Return Values None. Description If the register doesn't exist or does not have Lua write access, or the value type and the register type don't match, then an error will be thrown. Examples person:SetAnimReg("myReg", 0.3) See Also • Person. GetAnimReg Person.SetBehavior Brief Sets the current behavior of the person Definition Person.SetBehavior( Person person, string behaviorName, number unlockPeriodSeconds = 0, boolean snapAnimation = false ) Person.SetBehavior( Person person, string behaviorName, number unlockPeriodSeconds, boolean snapAnimation, number unlockFeatures ) Arguments person - The Person to set the behavior onbehaviorName - The name of the behavior.unlockPeriodSeconds - if great than 0 then the animation lock on the person is automatically released after the period specified has elapsed. Defaults to 0.snapAnimation - if true, then removes blend from previous action/behavior (defaults false)unlockFeatures - only used if the unlockPeriodSeconds parameter is greater than 0. If omitted then defaults to releasing the locks that were set when Person.SetBehavior was called, otherwise will only release the locks specified. Return Values Error code. BehaviorError.None if everything was fine, BehaviorError.Invalid if the behavior cannot be set, BehaviorError.NotReady if the person is not ready for setting the behavior Description The following behaviors Home behaviors are available for use: sitjow sit_mid sit_high sit_low_recline sit_mid_recline standing Additionally, any behaviors defined by the developer within an objects repertoire are available for use by the developer. The animation must be locked by the calling lua environment otherwise a lua error is generated. If the behavior specified isn't recognised, then a lua error is thrown. Examples if Person.HasLock ( person ) == true then Person.SetBehavior( person, "sit_mid" ) end See Also • Person.Lock • Person.Unlock • Person. IsLocked Person.HasLock • Person.DoAction Person.SetCurrentStatusText Brief Set the status text to show in the over-head person label. Definition Person.SetCurrentStatusText( Person person, string text, bool persist = false ) Arguments person - The person to update.text - The status text to show in the over-head person label.persist - boolean which determines whether the text is displayed in picture captures. Return Values None. Description Set the status text to show in the over-head person label. The status text is used to indicate an activity that the user is currently partaking in. This function must not be used without first obtaining permission from your RHQ. Examples ! me = LocalPlayer.GetPerson() i Person.SetCurrentStatusText( me, "Racing!" ) See Also None Person.SetLabelText Brief Change the current text label displayed atop the avatar. Definition Person.SetLabelText( Person person, enumeration setting ) Arguments setting - the current setting to use for player labels. PersonLabelText.On PersonLabelText.Off PersonLabelText.Name Return Values None. Description With this function, a script can set the labels above a person to show full labels, just the name, or even switch them off. Please note: In order to use this function, the is_allowed_label_change property in the object's mini_game component must be set to true. Examples local person = LocalPlayer.GetPerson( ); if ( Person.Lock( person, PersonLockType.Label ) == true ) then Person.SetLabelText( person, PersonLabelText.Off ); end See Also • Person.Lock • Person.Unlock Person.SetPosition Brief Sets the position of the the person, assuming the calling Lua environment owns the lock (with transformation attribute) Definition SetPosition( Person person, Vector4 position ) Arguments position - the desired world position of the person Return Values None. Description The transform must be locked by the calling lua environment otherwise a lua error is generated. Examples ! Person.SetPosition( person, pos ) See Also • Person.Lock • Person.Unlock Person.SetRotationY Brief Sets the rotation in the (world) Y axis of the person. Definition Person.SetRotationY( Person person, number angle) Arguments person - The Person to set.angle - The world angle in degrees. Return Values None. Description The transform must be locked by the calling lua environment otherwise a lua error is generated. Examples I Person.SetRotationY( person, 180 ) See Also • Person.Lock • Person.Unlock Person.SetVisible Brief Sets the visibility of the the person. Definition ! Person.SetVisible( Person person, boolean enable ) Arguments enable - whether to switch visibility on or off for that person Return Values None. Description Sets the visibility of the the person. The visibility must be locked with visibility attribute PersonLockType.Visibility by the calling lua environment otherwise a lua error is generated. If the person is not valid the call is ignored. Examples I Person.SetVisible( person, false ) See Also • Person.Lock • Person.Unlock • Person.IsLocked • Person.HasLock Person.Unlock Brief Unlocks the features specified on the person. If all features are unlocked, then lock is released, allowing other Lua environments to get a lock. Definition Arguments person - the Person to unlock.unlockFlags - the features to unlock. If 0 is passed in will return false. Return Values A true return value only indicates that the features requested to be unlocked were unlocked, which may mean that other features are still locked and that the person is not yet free to be locked by another calling environment - Use if (Person.HasLock(person, PersonLockType.AII )==false) to verify if lock has been released on the person. 'Return value behaviour has changed for 1.45 - see history for previous behaviour. Description If all features are unlocked, it then allows other lua environments to lock the person. The features are: PersonLockType. Animation PersonLockType.Transform PersonLockType.Collision PersonLockType. Visibility PersonLockType. Label PersonLockType.ChatBubbles PersonLockType. EmoteMenu PersonLockType.Default = PersonLockType.Animation + PersonLockType.Transform + PersonLockType.Collision + PersonLockType.Visibility PersonLockType.AII - all the lock types together Examples Person.Unlock( person , PersonLockType.Animation + PersonLockType.Transform ) See Also • Person.Lock • Person.IsLocked • Person.HasLock • Person.DoAction • Person.SetBehavior Vector4 Vector4.Abs Brief Compute the component-wise absolute value of a vector. Definition ! Vector4.Abs(Vector4 dest, Vector4 v) Arguments dest - destination vector to store result.v - vector to negate. Return Values None. Description Sets dest to [math.abs(v:XQ), math.abs(v:Y()), math.abs(v:Z()), math.abs(v:W())]. Examples « local v = Vector4.Create(-1, 2 , -3) i v:Abs(v) ; print (v) — [1, 2 , 3] See Also None Vector4.Add Brief Adds one vector or number to another and stores the result in the destination. Definition ! Vector4.Add( Vector4 destination, Vector4|number sourcel, Vector4|number source2 ) Arguments destination - Vector to store the result of the addition.sourcel - Vector or number to be added to source2.source2 - Vector or number to be added to sourcel. Return Values None. Description Adds one vector or number to another and stores the result in the destination. Descriptive notation: destination.x = sourcel .x[source1 + source2.x|source2 destination.y = sourcel ,y|source1 + source2.y|source2 destination.z = sourcel .z|source1 + source2.z|source2 destination, w = sourcel .w|source1 + source2.w|source2 Examples result = Vector4.Create() vl = Vector4.Create( 1, 2, 3, 4 ) v2 = Vector4.Create( 4 , 3, 2, 1 ) Vector4.Add( result, vl, v2 ) Vector4.Add( result. 3, v2 ) See Also • Vector4.Create Vector4.Calculate2dLinelntersection Brief Calculates a 2-dimensional line intersection. Definition boolean Vector4.Calculate2dLineIntersection( Vector4 intersectionPoint, Vector4 pO, Vector4 pi, Vector4 qO, Vector4 ql, boolean infinitelntersection = false ) Arguments intersectionPoint - The result of the line intersection.pO - First endpoint of first line.pi - Second endpoint of first line.qO - First endpoint of second line.ql - Second endpoint of second line.infinitelntersection - true if the supplied lines are to be treated as infinite rays, false otherwise Return Values Returns true if lines intersect, false otherwise. Description Calculates a 2-dimensional line intersection with the line p, defined by points pO and pi, with the line q, defined by points qO and ql. If the infinitelntersection is true it returns false if p and q are parallel. If infinitelntersection is false it returns false if the lines are parallel or the intersection does not lie on both p and q. Examples pO = Vector4.Create( 1, 0 ) pi = Vector4.Create( 0, 0 ) qO = Vector4.Create( 0, 0.5 ) ql = Vector4.Create( 1, 0.5 ) ip = Vector4.Create() if Vector4.Calculate2dLineIntersection( ip, pO, pi, qO, ql ) then print ( "The lines intersect!" ) end See Also • Vector4.Create Vector4.Copy Brief Copies the values of one vector into another. Definition Vector4.Copy( Vector4 destination, Vector4 source ) Arguments destination - The vector to copy to.source - The vector to be copied. Return Values None. Description Copies the values of the source vector and stores them in the destination. This is used to copy the values as opposed to pointing to the same vector as an assignment would do. Use copy as vec2 = vecl does not copy values but instead makes vec2 point to vecl. Examples vecl = Vector4.Create( 4, 3, 2, 1 ) vec2 = Vector4.Create() Vector4.Copy( vec2, vecl ) See Also • Vector4.Create Vector4.Create Brief Creates a new Vector4 object using the specified values. Definition Vector4 Vector4.Create( Vector4 source ) Vector4 Vector4.Create( number x = 0.0, number y = 0.0, number z = 0.0, number w = 0.0 ) Arguments source - Vector whose values are used to initialize newly created vector.x - Number to be written into the first element of the vector (defaults to 0).y - Number to be written into the second element of the vector (defaults to 0).z - Number to be written into the third element of the vector (defaults to 0).w - Number to be written into the fourth element of the vector (defaults to 0). Return Values A new Vector4 instance. Description Creates a new Vector4 object using the specified values. Examples — Create a default zero (0, 0, 0, 0) vector vecl = Vector4.Create () — Create a vector with supplied values vec2 = Vector4.Create ( 1, 2, 3, 4 ) — Create a vector using the values of another vec3 = Vector4.Create( vec2 ) See Also • Vector4.CreateBroadcast Vector4.CreateBroadcast Brief Creates a new Vector4 and sets all its elements to the specified value. Definition Vector4 Vector4.CreateBroadcast( number value ) Arguments value - The value to broadcast to all the elements of the new vector. Return Values A new Vector4 instance. Description Creates a new Vector4 and sets all its elements to the specified value. Examples vecHalf = Vector4.CreateBroadcast( 0.5 ) vec = Vector4.Create( 1, 2 , 3 ) Vector4.Multiply( vec, vec, vecHalf ) See Also • Vector4. Create Vector4.Cross Brief Performs a cross product between two 3-dimensional vectors. Definition Vector4.Cross( Vector4 destination, Vector4 srcl, Vector4 src2 ) Arguments destination - Vector to store the result of the cross product.srcl - First vector to take part in the cross product.src2 - Second vector to take part in the cross product. Return Values None. Description Performs a 3-dimensional cross product between srcl and src2 storing the result in destination. The vector generated will be perpendicular to both srcl and src2. Vector algebra notation: srcl X src2 Descriptive notation: destination.x = ( srcl .y * src2.z ) - ( srcl .z * src2.y ) destination.y = ( srcl .z * src2.x ) - ( srcl .x * src2.z ) destination.z = ( srcl .x * src2.y ) - ( srcl .y * src2.x ) Examples xAxis = Vector4.Create( 1, 0, 0 ) yAxis = Vector4.Create( 0, 1, 0 ) result = Vector4.Create() Vector4.Cross( result, xAxis, yAxis ) See Also • Vector4.Create Vector4.Dist2Sqr Brief Computes the squared Euclidean distance between two points in 2D space. Definition number Vector4.Dist2Sqr( Vector4 pi, Vector4 p2 ) Arguments pi - A point in 2D space.p2 - A second point in 2D space. Return Values The squared Euclidean distance between the two points. Description Computes the squared Euclidean distance between two points in 2D space. Vector algebra notation: ((p2-p1) dot (p2-p1)) Examples vl = Vector4.Create (1, 2) v2 = Vector4.Create (2, 3) print("Distance between", vl, "and", v2, "is:", math.sqrt(Vector4.Dist2Sqr(vl, v2))) See Also • Vector4.Dist3Sqr • Vector4.Dist4Sqr Vector4.Dist3Sqr Brief Computes the squared Euclidean distance between two points in 3D space. Definition number Vector4.Dist3Sqr( Vector4 pi, Vector4 p2 ) Arguments pi - A point in 3D space.p2 - A second point in 3D space. Return Values The squared Euclidean distance between the two points. Description Computes the squared Euclidean distance between two points in 3D space. Vector algebra notation: (( P 2-p1) dot ( P 2-p1)) Examples j vl = Vector4.Create(1, 2, 3) I v2 = Vector4.Create(2, 3, 4) j print("Distance between", vl, "and", v2, "is:", math.sqrt(Vector4.Dist3Sqr(vl, v2))) See Also • Vector4.Dist2Sqr • Vector4.Dist4Sqr Vector4.Dist4Sqr Brief Computes the squared Euclidean distance between two points in 4D space. Definition number Vector4.Dist4Sqr( Vector4 pi, Vector4 p2 ) Arguments pi - A point in 4D space.p2 - A second point in 4D space. Return Values The squared Euclidean distance between the two points. Description Computes the squared Euclidean distance between two points in 4D space. Vector algebra notation: ((p2-p1) dot (p2-p1)) Examples vl = Vector4.Create ( 1, 2, 3, 4 ) v2 = Vector4.Create ( 2 , 3, 4, 5 ) print("Distance between", vl, "and", v2, "is:", math.sqrt(Vector4.Dist4Sqr(vl, v2))) See Also • Vector4.Dist2Sqr • Vector4.Dist3Sqr Vector4. Divide Brief Divides one vector or scalar by the other vector or scalar. Definition Vector4.Divide( Vector4 destination, Vector4|number sourcel, Vector4|number source2 ) Arguments destination - Vector to store the result of the division.sourcel - The dividend of the vector division.source2 - The divisor of the vector division. Return Values None. Description Divides sourcel by source2 storing the result in destination. Descriptive notation: destination.x = sourcel .x|source1 / source2.x]source2 destination.y = sourcel .y|source1 / source2.y|source2 destination, z = sourcel ,z|source1 / source2.z|source2 destination.w = sourcel .w|source1 / source2.w|source2 Examples result = Vector4.Create() vl = Vector4.Create( 1, 2, 3, 4 ) v2 = Vector4.Create( 4, 3 , 2 , 1 ) Vector4.Divide( result, vl, v2 ) Vector4.Divide( result, 1.0, v2 ) See Also • Vector4.Create Vector4.Dot2 Brief Performs a dot product between two 2-dimensional vectors. Definition number Vector4.Dot2( Vector4 srcl, Vector4 src2 ) Arguments srcl - First vector to take part in the dot product.src2 - Second vector to take part in the dot product. Return Values The number representing the dot product of the two supplied 2-dimensional vectors. Description Performs a 2-dimensional dot product with srcl and src2 returning the result. Vector algebra notation: srcl . src2 Descriptive notation: returnvalue = ( srcl .x * src2.x ) + ( srcl .y * src2.y ) Examples vl = Vector4.Create ( 1, 2 ) v2 = Vector4.Create ( 4, 3 ) result = Vector4.Dot2( vl, v2 ) See Also • Vector4.Create • Vector4.Dot3 • Vector4.Dot4 Vector4.Dot3 Brief Performs a dot product between two 3-dimensional vectors. Definition number Vector4.Dot3( Vector4 srcl, Vector4 src2 ) Arguments srcl - First vector to take part in the dot product.src2 - Second vector to take part in the dot product. Return Values The number representing the dot product of the two supplied 3-dimensional vectors. Description Performs a 3-dimensional dot product with srcl and src2 returning the result. Vector algebra notation: srcl . src2 Descriptive notation: returnvalue = ( srcl .x * src2.x ) + ( srcl .y * src2.y ) + ( srcl .z * src2.z ) Examples j vl = Vector4.Create( 1, 2, 3 ) ! v2 = Vector4.Create( 4, 3, 2 ) j result = Vector4.Dot3( vl, v2 ) See Also • Vector4.Create • Vector4.Dot2 • Vector4.Dot4 Vector4.Dot4 Brief Performs a dot product between two 4-dimensional vectors. Definition 1 number Vector4.Dot4( Vector4 srcl, Vector4 src2 ) Arguments srcl - First vector to take part in the dot product.src2 - Second vector to take part in the dot product. Return Values The number representing the dot product of the two supplied 4-dimensional vectors. Description Performs a 4-dimensional dot product with srcl and src2 returning the result. Vector algebra notation: srcl . src2 Descriptive notation: returnvalue = ( srcl .x * src2.x ) + ( srcl .y * src2.y ) + ( srcl .z * src2.z ) + ( srcl .w * src2.w ) Examples vl = Vector4.Create ( 1, 2, 3, 4 ) v2 = Vector4.Create ( 4, 3, 2, 1 ) result = Vector4.Dot4( vl, v2 ) See Also • Vector4.Create • Vector4.Dot2 • Vector4.Dot3 Vector4.HorizAdd3 Brief Compute the horizontal sum of a 3D vector. Definition number Vector4.HorizAdd3(Vector4 v) Arguments v - input vector. Return Values The sum of the X, Y and Z components of the input vector. Description Returns v:X() + v:Y() + v:Z(). W is ignored. Examples ! local v = Vector4.Create(1, 2, 3) I print(v:HorizAdd3()) — 6 See Also • Vector4.HorizAdd4 Vector4.HorizAdd4 Brief Compute the horizontal sum of a 4D vector. Definition number Vector4.HorizAdd4(Vector4 v) Arguments v - input vector. Return Values The sum of the X, Y, Z and W components of the input vector. Description Returns v:X() + v:Y() + v:Z() + v:W(). Examples local v = Vector4.Create (1, 2, 3 , 4) print(v:HorizAdd4()) — 10 See Also • Vector4.HorizAdd3 Vector4.Length2 Brief Calculates the length of a 2-dimensional vector. Definition number Vector4.Length2( Vector4 vector ) Arguments vector - Source vector for the calculation. Return Values A number holding the magnitude of the specified 2-dimensional vector. Description Calculates the length of the specified 2-dimensional vector. Vector algebra notation: vector or sqrt( vector dot vector) Descriptive notation: returnvalue = sqrt( ( vector.x * vector.x ) + ( vector.y * vector.y )) Examples vl = Vector4.Create( 1, 2 ) print( "Vector magnitude is: " .. Vector4.Length2( vl ) ) See Also • Vector4.Create • Vector4.Length3 • Vector4.Length4 Vector4.Length2Sqr Brief Calculates the squared length of a 2-dimensional vector. Definition ! number Vector4.Length2Sqr( Vector4 vector ) Arguments vector - Source vector for the calculation. Return Values A number holding the squared magnitude of the specified 2-dimensional vector. Description Calculates the squared length of the specified 2-dimensional vector. Vector algebra notation: ( vector dot vector) Descriptive notation: returnvalue = ( vector.x * vector.x ) + ( vector.y * vector.y ) Examples ! vl = Vector4.Create( 1, 2 ) j print( "Vector squared magnitude is: " .. Vector4.Length2Sqr( vl ) ) See Also • Vector4. Create • Vector4.Length3Sqr • Vector4.Length4Sqr • Vector4.Length2 Vector4.Length3 Brief Calculates the length of a 3-dimensional vector. Definition number Vector4.Length3( Vector4 vector ) Arguments vector - Source vector for the calculation. Return Values A number holding the magnitude of the specified 3-dimensional vector. Description Calculates the length of the specified 3-dimensional vector. Vector algebra notation: vector or sqrt( vector dot vector) Descriptive notation: returnvalue = sqrt( ( vector.x * vector.x ) + ( vector.y * vector.y ) + ( vector.z * vector.z )) Examples vl = Vector4.Create ( 1, 2, 3 ) print( "Vector magnitude is: " .. Vector4.Length3( vl ) ) See Also • Vector4.Create • Vector4.Length2 • Vector4.Length4 Vector4.Length3Sqr Brief Calculates the squared length of a 3-dimensional vector. Definition ! number Vector4.Length3Sqr( Vector4 vector ) Arguments vector - Source vector for the calculation. Return Values A number holding the squared magnitude of the specified 3-dimensional vector. Description Calculates the squared length of the specified 3-dimensional vector. Vector algebra notation: ( vector dot vector) Descriptive notation: retumvalue = ( vector.x * vector.x ) + ( vector.y * vector.y ) + ( vector.z * vector.z ) Examples vl = Vector4.Create( 1 , 2, 3 ) print( "Vector squared magnitude is: " .. Vector4.Length34Sqr( vl ) ) See Also • Vector4.Create • Vector4.Length2Sqr • Vector4.Length4Sqr • Vector4.Length3 Vector4.Length4 Brief Calculates the length of a 4-dimensional vector. Definition ! number Vector4.Length4( Vector4 vector ) Arguments vector - Source vector for the calculation. Return Values A number holding the magnitude of the specified 4-dimensional vector. Description Calculates the length of the specified 4-dimensional vector. Vector algebra notation: vector or sqrt( vector dot vector) Descriptive notation: returnvalue = sqrt( ( vector.x * vector.x ) + ( vector.y * vector.y ) + ( vector.z * vector.z ) + ( vector.w * vector.w )) Examples vl = Vector4.Create( 1, 2, 3, 4 ) print( "Vector magnitude is: " .. Vector4.Length4( vl ) ) See Also • Vector4.Create • Vector4.Length2 • Vector4.Length3 Vector4.Length4Sqr Brief Calculates the squared length of a 4-dimensional vector. Definition ! number Vector4.Length4Sqr( Vector4 vector ) Arguments vector - Source vector for the calculation. Return Values A number holding the squared magnitude of the specified 4-dimensional vector. Description Calculates the squared length of the specified 4-dimensional vector. Vector algebra notation: ( vector dot vector) Descriptive notation: returnvalue = ( vector.x * vector.x ) + ( vector.y * vector.y ) + ( vector.z * vector.z ) + ( vector.w * vector.w ) Examples j vl = Vector4.Create( 1, 2 , 3 , 4 ) I print( "Vector squared magnitude is: " .. Vector4.Length4Sqr( vl ) ) See Also • Vector4. Create • Vector4.Length2Sqr • Vector4.Length3Sqr • Vector4.Length4 Vector4.Max Brief Compute the maximum element values of two vectors. Definition ! Vector4.Max(Vector4 dest, Vector4 sourcel, Vector4 source2) Arguments dest - Vector to hold result. May be the same vector as either of source vectors if desired.sourcel - First source vector.source2 - Second source vector. Return Values None. Description Compares each element in sourcel with equivalent element in source2 and stores the greater value in the equivalent element of dest. That is: dest = Unknown macro: { max(source1 .x, source2.x), max(source1 .y, source2.y), max(source1 .z, source2.z), max(source1 .w, source2.w)} Examples — assuming verts is an array of Vector4 values local min = Vector4.Create(Const.MaxNum, Const.MaxNum, Const.MaxNum) local max = Vector4.Create(-Const.MaxNum, -Const.MaxNum, -Const.MaxNum) for i = 1, numVerts do Vector4.Min(min, min, verts[i]) Vector4.Max(max, max, verts[i]) end — min and max now store bounds of vert list See Also • Vector4.Min • StreamOps.BoundsVec4 Vector4.Min Brief Compute the minimum element values of two vectors. Definition Vector4.Min(Vector4 dest, Vector4 sourcel, Vector4 source2) Arguments dest - Vector to hold result. May be the same vector as either of source vectors if desired.sourcel - First source vector.source2 - Second source vector. Return Values None. Description Compares each element in sourcel with equivalent element in source2 and stores the lower value in the equivalent element of dest. That is: dest = Unknown macro: { min(source1.x, source2.x), min(source1 .y, source2.y), min(source1 .z, source2.z), minfsourcel .w, source2.w)} Examples — assuming verts is an array of Vector4 values local min = Vector4.Create(Const.MaxNum, Const.MaxNum, Const.MaxNum) local max = Vector4.Create(-Const.MaxNum, -Const.MaxNum, -Const.MaxNum) for i = 1, numVerts do Vector4.Min(min, min, verts[i]) Vector4.Max(max, max, verts[i]) end — min and max now store bounds of vert list See Also • Vector4.Max • StreamOps.BoundsVec4 Vector4.Multiply Brief Multiplies two vectors or scalars together storing the result as a vector. Definition Vector4.Multiply( Vector4 destination, Vector4|number sourcel, Vector4|number source2 ) Arguments destination - Vector to store the result of the multiplication.sourcel - The first argument for the multiplication, can be a Vector4 or a scalar.source2 - The second argument for the multiplication, can be a Vector4 or a scalar. Return Values None. Description Multiplies sourcel and source2 together storing the result in the destination vector. Descriptive notation: destination.x = sourcel .x|source1 * source2.x|source2 destination.y = sourcel ,y|source1 * source2.y|source2 destination.z = sourcel ,z|source1 * source2.z|source2 destination.w = sourcel.w|source1 * source2.w|source2 Examples result = Vector4.Create() vl = Vector4.Create( 1, 2, 3, 4 ) v2 = Vector4.Create( 4, 3, 2, 1 ) Vector4.Multiply( result, vl, v2 ) Vector4.Multiply( result, vl, 4.0 ) Vector4.Multiply( result, -3.0, v2 ) Vector4.Multiply( result, -3.0, 4 ) See Also Vector4. Create Vector4.MultiplyAdd Brief Multiplies two vectors together and then adds the third vector. Definition Vector4.MultiplyAdd( Vector4 destination, Vector4|number sourcel, Vector4|number source2, Vector4|number source3 ) Arguments destination - Vector to store the result of the multiplication.sourcel - The first vector argument for the multiplication.source2 - The second vector argument for the multiplication.source3 - The third vector argument for the addition. Return Values None. Description Multiplies sourcel and source2 together and then adds the third vector, storing the result in destination. Descriptive notation: destination.x = ( sourcel.x|source1 * source2.x|source2 ) + source3.x|source3 destination.y = ( sourcel.y|source1 * source2.y|source2 ) + source3.y|source3 destination.z = ( sourcel.z|source1 * source2.z|source2 ) + source3.z|source3 destination.w = ( sourcel .w]source1 * source2.w|source2 ) + source3.w|source3 Examples result = Vector4.Create() vl = Vector4.Create( 1, 2, 3, 4 ) v2 = Vector4.Create( 4, 3, 2, 1 ) v3 = Vector4.Create( 1, 0, 0, 1 ) Vector4.MultiplyAdd( result, vl, v2, v3 ) Vector4.MultiplyAdd( result, 1, 2, 6 ) See Also • Vector4.Create Vector4.Negate Brief Negate a vector in-place. Definition Vector4.Negate(Vector4 v) Arguments v - vector to negate. Return Values None. Description Sets v to -v. Examples ! local v = Vector4.Create(1, 2, 3) ! v:Negate() | print(v) — [-1, - 2 , -3] See Also None Vector4.Normal2 Brief Returns the normalization of a 2-dimensional vector. Definition Vector4 Vector4.Normal2( Vector4 vector ) Arguments vector - The vector to normalize. Return Values A new Vector4 instance containing a normalized copy of the source vector. Description Returns the normalization of the specified 2-dimensional vector (i.e. a new vector of unit length). The source vector is not modified. Descriptive notation: length = sqrt( src.x * src.x + src.y * src.y ) returnvec.x = src.x / length returnvec.y = src.y / length retumvec.z = 0 returnvec.w = 0 Examples | vec = Vector4.Create( 1, 2 ) ; result = Vector4.Normal2( vec ) j print( result ) See Also Vector4.Create • Vector4.Normal3 • Vector4.Normal4 Vector4.Normal3 Brief Returns the normalization of a 3-dimensional vector. Definition ! Vector4 Vector4.Normal3( Vector4 src ) Arguments src - The vector to use as a source to normalize. Return Values A new Vector4 instance containing a normalized copy of the source vector. Description Returns the normalization of the specified 3-dimensional vector (i.e. a new vector of unit length). The source vector is not modified. Descriptive notation: length = sqrt( src.x*src.x + src.y*src.y + src.z*src.z ) returnvec.x = src.x / length returnvec.y = src.y / length retumvec.z = src.z / length retumvec.w = 0 Examples j vec = Vector4.Create( 1, 2, 3 ) ; result = Vector4.Normal3( vec ) j print( result ) See Also • Vector4.Create • Vector4.Normal2 • Vector4.Normal4 Vector4.Normal4 Brief Returns the normalization of a 4-dimensional vector. Definition Vector4 Vector4.Normal4( Vector4 src ) Arguments src - The vector to use as a source to normalize. Return Values A new Vector4 instance containing a normalized copy of the source vector. Description Returns the normalization of the specified 4-dimensional vector (i.e. a new vector of unit length). The source vector is not modified. Descriptive notation: length = sqrt( src.x*src.x + src.y*src.y + src.z*src.z + src.w*src.w ) returnvec.x = src.x / length returnvec.y = src.y / length returnvec.z = src.z / length returnvec.w = src.z / length Examples j vec = Vector4.Create( 1, 2 , 3, 4 ) ; result = Vector4.Normal4( vec ) | print( result ) See Also • Vector4. Create • Vector4.Normal2 • Vector4.Normal3 Vector4.Normalize2 Brief Normalizes a vector using Length2 of that vector. Definition ! Vector4.Normalize2( Vector4 vector ) Arguments vector - The vector to normalize. Return Values None. Description Normalizes the specified vector using Length2 of the vector. Descriptive notation: length = sqrt( vector.x*vector.x + vector.y'vector.y ) vector.x = vector.x / length vector.y = vector.y / length vector.z = 0 vector.w = 0 Examples ! vector = Vector4.Create( 1, 3 , 2 , 4 ) ! Vector4.Normalize2( vector ) | print( vector ) See Also • Vector4.Create • Vector4.Normalize3 • Vector4.Normalize4 Vector4.Normalizes Brief Normalizes a vector using Length3 of that vector. Definition ! Vector4.Normalize3( Vector4 vector ) Arguments vector - The vector to normalize. Return Values None. Description Normalizes the specified vector using Length3 of the vector. Descriptive notation: length = sqrt( vector.x*vector.x + vector.y'vector.y + vector.z*vector.z ) vector.x = vector.x / length vector.y = vector.y / length vector.z = vector.z / length vector.w = 0 Examples vector = Vector4.Create ( 1 , 3 , 2 , 4 ) Vector4.Normalize3( vector ) print ( vector ) See Also • Vector4.Create • Vector4.Normalize2 • Vector4.Normalize4 Vector4.Normalize4 Brief Normalizes a vector using Length4 of that vector. Definition Vector4.Normalize4( Vector4 vector ) Arguments vector - The vector to normalize. Return Values None. Description Normalizes the specified vector using Length4 of the vector. Descriptive notation: length = sqrt( vector.x*vector.x + vector.y'vector.y + vector.z*vector.z + vector.w'vector.w ) vector.x = vector.x / length vector.y = vector.y / length vector.z = vector.z / length vector.w = vector.w / length Examples j vector = Vector4.Create( 1 , 3 , 2 , 4 ) I Vector4.Normalize4( vector ) | print( vector ) See Also • Vector4. Create • Vector4.Normalize2 • Vector4. Normalizes Vector4.Recip Brief Compute the component-wise reciprocal of a vector. Definition Vector4.Recip(Vector4 dest, Vector4 v) Arguments dest - destination vector to store result.v - input vector. Return Values None. Description Sets dest to [1 / v:X(), 1 / v:Y(), 1 / v:Z(), 1 / v:W()]. If any elements of v are 0 the result is undefined. Note that due to floating point arithmetic precision, Recip(Recip^) is not necessarily x. Examples j local v = Vector4.Create (-1, 2, -3) I v:Recip(v) | print(v) — [-1, 0.5, -0.333333] See Also • Vector4.RecipSqrt Vector4.RecipSqrt Brief Compute the component-wise reciprocal square root of a vector. Definition Vector4.RecipSqrt(Vector4 dest, Vector4 v) Arguments dest - destination vector to store result.v - input vector. Return Values None. Description Sets dest to [1 / math.sqrt(v:X()), 1 / math.sqrt(v:Y()), 1 / math.sqrt(v:Z()), 1 / math.sqrt(v:W()]. If any elements of v are <= 0 the result is undefined. This operation is faster than the equivalent combination of Sqrt and Recip. Examples local v = Vector4.Create(1, 4, 9) v:RecipSqrt(v) print(v) — [1, 0.5, 0.333333] See Also • Vector4.Recip • Vector4.Sqrt Vector4. Rotate Brief Rotate a vector about and axis. Definition Vector4.Rotate( Vector4 destination, Vector4 source, Vector4 axis, number angle ) Arguments destination - Vector to store the result of the rotation.source - Vector to be rotated.axis - Axis to rotate about.angle - Angle (in degrees) to rotate by. Return Values Description Rotate a vector about and axis. Examples src = Vector4.Create( 12, 2, -3 ) axis = Vector4.Create( 0, 0.707, -0.707 ) dst = Vector4.Create() Vector4.Rotate( dst, src, axis, 45 ) See Also • Vector4. Create Vector4.SetBroadcast Brief Sets the all of the vector's elements to the specified value. Definition Vector4 Vector4.SetBroadcast( Vector4 vector, number value ) Arguments vector - Vector to be set.value - The value to broadcast to all the elements of the vector. Return Values None. Description Sets the all of the vector's elements to the specified value. Examples vecHalf = Vector4.Create() Vector4.SetBroadcast( vecHalf, 0.5 ) vec = Vector4.Create( 1, 2, 3 ) Vector4.Multiply( vec, vec, vecHalf ) See Also • Vector4.Create • Vector4.CreateBroadcast Vector4.SetW Brief Sets the w value of the vector. Definition Vector4.SetW( Vector4 vector, number value ) Arguments vector - Vector to be set.value - A numerical value that is copied into the w component of the vector. Return Values None. Description Sets the w value of the vector. Examples j vec = Vector4.Create( 1, 2, 3, 4 ) ! Vector4.SetW( vec, 6 ) See Also • Vector4. Create • Vector4.SetX • Vector4.SetY Vector4.SetZ Vector4.SetX Brief Sets the x value of the vector. Definition Vector4.SetX( Vector4 vector, number value ) Arguments vector - Vector to be set.value - A numerical value that is copied into the x component of the vector. Return Values None. Description Sets the x value of the vector. Examples j vec = Vector4.Create( 1, 2, 3, 4 ) i Vector4.SetX( vec, 6 ) See Also • Vector4.Create • Vector4.SetY • Vector4.SetZ • Vector4.SetW Vector4.SetXyzw Brief Sets a Vector4 object with the specified values. Definition ! Vector4.SetXyzw( Vector4 vector, number x = 0, number y = 0, number z = 0, number w = 0 ) Arguments vector - Vector to be set.x - Number to be written into the first element of the vector (defaults to 0).y - Number to be written into the second element of the vector (defaults to 0).z - Number to be written into the third element of the vector (defaults to 0).w - Number to be written into the fourth element of the vector (defaults to 0). Return Values None. Description Sets a Vector4 object with the specified values. Examples vec = Vector4.Create() Vector4.SetXyzw( vec, 1, 2, 3, 4 ) See Also • Vector4.Create Vector4.SetY Brief Sets the y value of the vector. Definition 1 Vector4.SetY( Vector4 vector, number value ) Arguments vector - Vector to be set.value - A numerical value that is copied into the y component of the vector. Return Values None. Description Sets the y value of the vector. Examples vec = Vector4.Create( 1, 2, 3, 4 ) Vector4.SetY( vec, 6 ) See Also • Vector4.Create • Vector4.SetX • Vector4.SetZ • Vector4.SetW Vector4.SetZ Brief Sets the z value of the vector. Definition Vector4.SetZ( Vector4 vector, number value ) Arguments vector - Vector to be set.value - A numerical value that is copied into the z component of the vector. Return Values None. Description Sets the z value of the vector. Examples j vec = Vector4.Create( 1, 2, 3, 4 ) : Vector4.SetZ( vec, 6 ) See Also • Vector4.Create • Vector4.SetX • Vector4.SetY • Vector4.SetW Vector4.Sign Brief Compute the sign (-1 or 1) of all elements in a vector. Definition ! Vector4.Sign(Vector4 dest, Vector4 v) Arguments dest - destination vector to store result.v - input vector. Return Values None. Description Each element of dest is set to the sign (-1 or 1) of the equivalent element of v. 0 is considered positive and thus becomes 1, if a separate 0 value is required use the Signum function. Examples j local v = Vector4.Create (-3.1, 0, -0.4, 1.2) i v:Sign(v) j print (v) — [-1, 1, -1, 1] See Also Vector4.Signum Vector4.Signum Brief Compute the sign (-1,0 or 1) of all elements in a vector. Definition ! Vector4.Signum(Vector4 dest, Vector4 v) Arguments dest - destination vector to store result.v - input vector. Return Values None. Description Each element of dest is set to the sign (-1,0 or 1) of the equivalent element of v. If a separate 0 value is not required, use the Sign function. Examples ! local v = Vector4.Create(-3.1, 0, -0.4, 1.2) i v:Signum(v) | print (v) — [-1, 0, -1, 1] See Also • Vector4.Sign Vector4.Sqrt Brief Compute the component-wise square root of a vector. Definition j Vector4.Sqrt(Vector4 dest, Vector4 v) Arguments dest - destination vector to store result.v - input vector. Return Values None. Description Sets dest to [math.sqrt(v:XQ), math.sqrt(v:Y()), math.sqrt(v:Z()), math.sqrt(v:W())]. If any elements of v are < 0 the result is undefined. Examples local v = Vector4.Create(1, 4, 9) v: Sqrt (v) print (v) — [1, 2, 3] See Also • Vector4.RecipSqrt Vector4.Subtract Brief Subtracts one vector from another. Definition Vector4.Subtract( Vector4 destination, Vector4|number sourcel, Vector4|number source2 ) Arguments destination - Vector to store the result of the subtraction.sourcel - The minuend for the subtraction.source2 - The subtrahend for the subtraction. Return Values None. Description Subtracts source2 from sourcel storing the result in destination. Descriptive notation: destination.x = sourcel .x|source1 - source2.x|source2 destination.y = sourcel ,y|source1 - source2.y|source2 destination.z = sourcel .z|source1 - source2.z|source2 destination.w = sourcel.w|source1 - source2.w|source2 Examples result = Vector4.Create() vl = Vector4.Create( 1, 2 , 3, 4 ) v2 = Vector4.Create( 4 , 3, 2 , 1 ) Vector4.Subtract( result, vl, v2 ) Vector4.Subtract( result, vl, 3 ) See Also • Vector4.Create Vector4.T ransform Brief Transforms a vector by a matrix. Definition Vector4.Transform( Vector4 destination, Matrix44 matrix, Vector4 source ) Vector4.Transform( table destination, Matrix44 matrix, table source ) Arguments destination - Vector or table of vectors to store the result of the multiplication.matrix - Matrix to transform the source vector or table of vectors.source - Vector or table of vectors to be transformed. Return Values Description Transforms the specified source vector by a matrix and stores the resultant vector in the destination. It is equivalent to: destination = matrix * source It is also possible to transform a table of vectors by the specified matrix. The result is stored in a destination table with the same number of vectors as the source table. This can be considerably faster than transforming vectors individually. Examples — Create the matrix for the example code below matrix = Matrix44.Create() Matrix44.SetRotationXyz( matrix, 45, 12, 7 ) — Example 1: Transform a single vector by a matrix src = Vector4.Create ( 12, 2, -3, 1 ) dst = Vector4.Create () Vector4.Transform( dst, matrix, src ) — Example 2: Transform a table of vectors by a matrix source = {} destination = {} for v = 1, 10 do source[v] = Vector4.Create(v, v, v, v) destination[v] = Vector4.Create () end Vector4.Transform( destination, matrix, source ) See Also • Matrix44. Create • Vector4. Create Vector4.TransformPoint Brief Transforms a point by a matrix. Definition Vector4.TransformPoint( Vector4 destination, Matrix44 matrix, Vector4 source ) Vector4.TransformPoint( table destination, Matrix44 matrix, table source ) Arguments destination - Point or table of points to store the result of the multiplication.matrix - Matrix to transform the source vector or table of vectors.source - Point or table of points to be transformed. Return Values Description Transforms the specified source point by a matrix and stores the resultant point in the destination. It is equivalent to: destination = matrix * source (where source.w is substituted with 1.0) It is also possible to transform a table of points by the specified matrix. The result is stored in a destination table with the same number of points as the source table. This can be considerably faster than transforming points individually. Examples — Create the matrix for the example code below matrix = Matrix44.Create() Matrix44.SetRotationXyz( matrix, 45, 12, 7 ) — Example 1: Transform a single point by a matrix src = Vector4.Create ( 12, 2, -3 ) dst = Vector4.Create () Vector4.TransformPoint( dst, matrix, src ) — Example 2: Transform a table of points by a matrix source = {} destination = {} for v = 1, 10 do source[v] = Vector4.Create(v, v, v) destination[v] = Vector4.Create () end Vector4.TransformPoint( destination, matrix, source ) See Also • Matrix44.Create • Vector4.Create Vector4.T ransform Vector Brief Transforms a vector by a matrix. Definition Vector4.TransformVector( Vector4 destination, Matrix44 matrix, Vector4 source ) Vector4.TransformVector( table destination, Matrix44 matrix, table source ) Arguments destination - Vector or table of vectors to store the result of the multiplication.matrix - Matrix to transform the source vector or table of vectors.source - Vector or table of vectors to be transformed. Return Values Description Transforms the specified source vector by a matrix and stores the resultant vector in the destination. It is equivalent to: destination = matrix * source (where source.w is substituted with 0.0) It is also possible to transform a table of vectors by the specified matrix. The result is stored in a destination table with the same number of vectors as the source table. This can be considerably faster than transforming vectors individually. Examples — Create the matrix for the example code below matrix = Matrix44.Create() Matrix44.SetRotationXyz( matrix, 45, 12, 7 ) — Example 1: Transform a single vector by a matrix src = Vector4.Create ( 12, 2, -3 ) dst = Vector4.Create () Vector4.TransformVector( dst, matrix, src ) — Example 2: Transform a table of vectors by a matrix source = {} destination = {} for v = 1, 10 do source[v] = Vector4.Create(v, v, v) destination[v] = Vector4.Create () end Vector4.TransformVector( destination, matrix, source ) See Also • Matrix44.Create • Vector4.Create Vector4.W Brief Returns the w value of the vector. Definition ! number Vector4.W( Vector4 vector ) Arguments vector - Vector to be queried. Return Values Returns the fourth element of the vector, the w component. Description Returns the w value of the vector. Examples j vec = Vector4.Create( 1, 2, 3, 4 ) j print( "Value of W is: " .. Vector4.W( vec ) ) See Also • Vector4.Create • Vector4.X • Vector4.Y • Vector4.Z Vector4.X Brief Returns the x value of the vector. Definition ! number Vector4.X( Vector4 vector ) Arguments vector - Vector to be queried. Return Values The first element of the vector, the x component. Description Returns the x value of the vector. Examples j vec = Vector4.Create( 10 ) i print( "Value of X is: " .. Vector4.X( vec ) ) See Also • Vector4.Create • Vector4.Y • Vector4.Z • Vector4.W Vector4.Y Brief Returns the y value of the vector. Definition ! number Vector4.Y( Vector4 vector ) Arguments vector - Vector to be queried. Return Values Returns the second element of the vector, the y component. Description Returns the y value of the vector. Examples vec = Vector4.Create( 1, 2 ) print( "Value of Y is: " .. Vector4.Y( vec ) ) See Also • Vector4.Create • Vector4.X • Vector4.Z • Vector4.W Vector4.Z Brief Returns the z value of the vector. Definition ! number Vector4.Z( Vector4 vector ) Arguments vector - Vector to be queried. Return Values Returns the third element of the vector, the z component. Description Returns the z value of the vector. Examples vec = Vector4.Create( 1, 2, 3 ) print( "Value of Z is: " .. Vector4.Z( vec ) ) See Also • Vector4.Create • Vector4.X • Vector4.Y • Vector4.W