Lua API reference¶
AnimationStateMachine¶
- instance (asm, unit)Id
Returns the ID of the state machine owned by the unit, or
nil.- variable_id (asm, state_machine, name)Id
Returns the ID of the variable name in the state_machine.
- variable (asm, state_machine, variable_id)number
Returns the value of the variable_id in the state_machine.
- set_variable (asm, state_machine, variable_id, value)
Sets the value of the variable_id in the state_machine.
- trigger (asm, state_machine, event)
Triggers the event in the state_machine.
DebugLine¶
- add_line (debug_line, start, end, color)
Adds a line from start to end with the given color.
- add_axes (debug_line, tm, length)
Adds lines for each axis with the given length.
- add_arc (debug_line, center, radius, plane_normal, midpoint_normal, color, [circle_segments = 36]);
Adds an arc at center with the given radius and plane_normal and midpoint_normal vectors.
- add_circle (debug_line, center, radius, normal, color, [segments = 36])
Adds a circle at center with the given radius and normal vector.
- add_cone (debug_line, from, to, radius, color, [segments = 36])
Adds a cone with the base centered at from and the tip at to.
- add_sphere (debug_line, center, radius, color, [segments = 36])
Adds a sphere at center with the given radius.
- add_obb (debug_line, tm, half_extents, color)
Adds an orientd bounding box. tm describes the position and orientation of the box. half_extents describes the size of the box along the axis.
- add_frustum (debug_line, mvp, color)
Adds a frustum defined by mvp.
- reset (debug_line)
Resets all the lines.
- submit (debug_line)
Submits the lines to renderer for drawing.
Device¶
- argv ()table
Returns a table containing the command line parameters the engine was started with.
- platform ()string
Returns a string identifying what platform the engine is running on. It can be either
android,linuxorwindows- architecture ()string
Returns a string identifying what architecture the engine is running on. It can be either
32-bitor64-bit.- version ()string
Returns a string identifying the engine version. The form is “major.minor.micro”.
- quit ()
Quits the application.
- resolution ()float, float
Returns the main window resolution (width, height).
- create_world ()World
Creates a new world.
- destroy_world (world)
Destroys the given world.
- render (world, camera)
Renders world using camera.
- create_resource_package (name)ResourcePackage
Returns the resource package with the given package_name name.
- destroy_resource_package (package)
Destroy a previously created resource package.
Note
To unload the resources loaded by the package, you have to call ResourcePackage.unload() first.
- console_send (table)
Sends the given lua table to clients connected to the engine. Values can be either
nil, bool, number, string, table, array, Vector2, Vector3, Quaternion, Matrix4x4 or Color4.- can_get (type, name)bool
Returns whether the resource (type, name) is loaded. When resource autoload is enabled it always returns true.
- enable_resource_autoload (enable)
Sets whether resources should be automatically loaded when accessed.
- temp_count ()int, int, int
Returns the number of temporary objects used by Lua.
- set_temp_count (nv, nq, nm)
Sets the number of temporary objects used by Lua.
- guid ()string
Returns a new GUID.
Display¶
- modes ()table
Returns an array of DisplayMode tables.
- set_mode (id)
Sets the display mode id. The initial display mode is automatically reset when the program terminates.
DisplayMode¶
DisplayMode is a lua table with 3 fields:
id: The id of the display mode.width: The width of the display mode.height: The height of the display mode.
Gui¶
- move (gui, pos)
Moves the Gui to pos.
- triangle (gui, a, b, c, color)
Draws a triangle defined by vertices a, b and c.
- rect (gui, pos, size, color)
Draws a rectangle.
- image (gui, pos, size, material_resource, color)
Draws an image.
- image_uv (gui, pos, size, uv0, uv1, material_resource, color)
Draws an image with explicit UV coordinates.
- text (gui, pos, font_size, str, font_resource, material_resource, color)
Draws text.
Input¶
Keyboard¶
- name ()string
Returns the name of keyboard.
- connected ()bool
Returns whether the keyboard is connected and functioning.
- num_buttons ()int
Returns the number of buttons of the keyboard.
- num_axes ()int
Returns the number of axes of the keyboard.
- pressed (id)bool
Returns whether the button id is pressed in the current frame.
- released (id)bool
Returns whether the button id is released in the current frame.
- any_pressed ()bool
Returns the id of the first button that was pressed in the current frame or
nilif no buttons were pressed at all.- any_released ()bool
Returns the id of the first button that was released in the current frame or
nilif no buttons were released at all.- button (id)float
Returns the value of the button id in the range [0..1].
- button_name (id)string
Returns the name of the button id.
- button_id (name)int
Returns the id of the button name or
nilif no matching button is found.
Keyboard Axis Names¶
None.
Mouse¶
- name ()string
Returns the name of the mouse.
- connected ()bool
Returns whether the mouse is connected and functioning.
- num_buttons ()int
Returns the number of buttons of the mouse.
- num_axes ()int
Returns the number of axes of the mouse.
- pressed (id)bool
Returns whether the button id is pressed in the current frame.
- released (id)bool
Returns whether the button id is released in the current frame.
- any_pressed ()bool
Returns the id of the first button that was pressed in the current frame or
nilif no buttons were pressed at all.- any_released ()bool
Returns the id of the first button that was released in the current frame or
nilif no buttons were released at all.- button (id)float
Returns the value of the button id in the range [0..1].
- axis (id)Vector3
Returns the value of the axis id.
- button_name (id)string
Returns the name of the button id.
- axis_name (id)string
Returns the name of the axis id.
- button_id (name)int
Returns the id of the button name or
nilif no matching button is found.- axis_id (name)int
Returns the id of the axis name or
nilif no matching axis is found.
Mouse Axis Names¶
cursor: Returns the cursor position (x, y) in screen coordinates.cursor_delta: Returns the delta of the cursor position (x, y) since last frame.wheel: Returns the movement of the mouse wheel in the y axis. Positive values of y mean upward scrolling, negative values mean downward scrolling.
Touch¶
- name ()string
Returns the name of the touch.
- connected ()bool
Returns whether the touch is connected and functioning.
- num_buttons ()int
Returns the number of buttons of the touch.
- num_axes ()int
Returns the number of axes of the touch.
- pressed (id)bool
Returns whether the button id is pressed in the current frame.
- released (id)bool
Returns whether the button id is released in the current frame.
- any_pressed ()bool
Returns the id of the first button that was pressed in the current frame or
nilif no buttons were pressed at all.- any_released ()bool
Returns the id of the first button that was released in the current frame or
nilif no buttons were released at all.- button (id)float
Returns the value of the button id in the range [0..1].
- axis (id)Vector3
Returns the value of the axis id.
- button_name (id)string
Returns the name of the button id.
- axis_name (id)string
Returns the name of the axis id.
- button_id (name)int
Returns the id of the button name or
nilif no matching button is found.- axis_id (name)int
Returns the id of the axis name or
nilif no matching axis is found.
Pad1, Pad2, Pad3, Pad4¶
- name ()string
Returns the name of the pad.
- connected ()bool
Returns whether the pad is connected and functioning.
- num_buttons ()int
Returns the number of buttons of the pad.
- num_axes ()int
Returns the number of axes of the pad.
- pressed (id)bool
Returns whether the button id is pressed in the current frame.
- released (id)bool
Returns whether the button id is released in the current frame.
- any_pressed ()bool
Returns the id of the first button that was pressed in the current frame or
nilif no buttons were pressed at all.- any_released ()bool
Returns the id of the first button that was released in the current frame or
nilif no buttons were released at all.- button (id)float
Returns the value of the button id in the range [0..1].
- axis (id)Vector3
Returns the value of the axis id.
- button_name (id)string
Returns the name of the button id.
- axis_name (id)string
Returns the name of the axis id.
- button_id (name)int
Returns the id of the button name or
nilif no matching button is found.- axis_id (name)int
Returns the id of the axis name or
nilif no matching axis is found.- deadzone (id)deadzone_mode, deadzone_size
Returns the deadzone mode and size for the axis id.
- set_deadzone (id, deadzone_mode, deadzone_size)
Sets the deadzone_mode and deadzone_size for the axis id.
Pad Axis Names¶
left,right: Returns the direction (x, y) of the left or right thumbstick [-1; +1].trigger_left,trigger_right: The z element represents the left or right trigger [0; +1].
Material¶
- set_float (material, name, value)
Sets the value of the variable name.
- set_vector2 (material, name, value)
Sets the value of the variable name.
- set_vector3 (material, name, value)
Sets the value of the variable name.
- set_vector4 (material, name, value)
Sets the value of the variable name.
- set_matrix4x4 (material, name, value)
Sets the value of the variable name.
Math¶
Vector3¶
Constructors¶
- Vector3 (x, y, z)Vector3
Returns a new vector from individual elements.
Functions¶
- x (v)float
Returns the x value of the vector.
- y (v)float
Returns the y value of the vector.
- z (v)float
Returns the z value of the vector.
- .xfloat
Returns/assigns the x value of the vector.
- .yfloat
Returns/assigns the y value of the vector.
- .zfloat
Returns/assigns the z value of the vector.
- set_x (v, x)
Sets the value of the x value of the vector.
- set_y (v, y)
Sets the value of the y value of the vector.
- set_z (v, z)
Sets the value of the z value of the vector.
- elements (v)float, float, float
Returns the x, y and z elements of the vector.
- add (a, b)Vector3
Adds the vector a to b and returns the result.
- subtract (a, b)Vector3
Subtracts the vector b from a and returns the result.
- multiply (a, k)Vector3
Multiplies the vector a by the scalar k and returns the result.
- dot (a, b)float
Returns the dot product between the vectors a and b.
- cross (a, b)Vector3
Returns the cross product between the vectors a and b.
- equal (a, b)bool
Returns true whether the vectors a and b are equal.
- length (a)float
Returns the length of a.
- length_squared (a)float
Returns the squared length of a.
- set_length (a, len)
Sets the length of a to len.
- normalize (a)Vector3
Normalizes a and returns the result.
- distance (a, b)float
Returns the distance between the points a and b.
- distance_squared (a, b)float
Returns the squared distance between the points a and b.
- angle (a, b)float
Returns the angle between the vectors a and b.
- max (a, b)Vector3
Returns a vector that contains the largest value for each element from a and b.
- min (a, b)Vector3
Returns a vector that contains the smallest value for each element from a and b.
- lerp (a, b, t)Vector3
Returns the linearly interpolated vector between a and b at time t in [0, 1].
- zero ()Vector3
Returns a vector with all values set to zero.
- to_string (v)string
Returns a string representing the vector v.
Vector3Box¶
Constructors¶
- Vector3Box ()Vector3Box
Returns a new Vector3Box initialized with the zero vector.
- Vector3Box (v)Vector3Box
Returns a new Vector3Box from the Vector3 v.
- Vector3Box (x, y, z)Vector3Box
Returns a new Vector3Box from individual elements.
Functions¶
- store (v)
Stores the Vector3 v in the box.
- store (x, y, z)
Stores Vector3(x, y, z) in the box.
- unbox ()Vector3
Returns the stored vector from the box.
Quaternion¶
Constructors¶
- Quaternion (axis, angle)Quaternion
Returns a new quaternion from axis and angle.
- from_elements (x, y, z, w)Quaternion
Returns a new quaternion from individual elements.
- from_axis_angle (axis, angle)Quaternion
Returns a new quaternion from axis and angle.
Functions¶
- negate (q)Quaternion
Negates the quaternion q and returns the result.
- identity ()Quaternion
Returns the identity quaternion.
- multiply (a, b)Quaternion
Multiplies the quaternions a and b. (i.e. rotates first by a then by b).
- multiply_by_scalar (a, k)Quaternion
Multiplies the quaternion a by the scalar k.
- dot (a, b)float
Returns the dot product between quaternions a and b.
- length (q)float
Returns the length of q.
- normalize (q)Quaternion
Normalizes the quaternion q and returns the result.
- conjugate (q)Quaternion
Returns the conjugate of quaternion q.
- inverse (q)Quaternion
Returns the inverse of quaternion q.
- power (q, exp)Quaternion
Returns the quaternion q raised to the power of exp.
- elements (q)float, float, float, float
Returns the x, y, z and w elements of the quaternion.
- look (dir, [up])Quaternion
Returns the quaternion describing the rotation needed to face towards dir. If up is not specified, Vector3.up() is used.
- right (q)Vector3
Returns the right axis of the rotation described by q.
- up (q)Vector3
Returns the up axis of the rotation described by q.
- forward (q)Vector3
Returns the forward axis of the rotation described by q.
- lerp (a, b, t)Quaternion
Returns the linearly interpolated quaternion between a and b at time t in [0, 1]. It uses NLerp.
- to_string (q)string
Returns a string representing the quaternion q.
QuaternionBox¶
Constructors¶
- QuaternionBox ()QuaternionBox
Returns a new QuaternionBox initialized with the identity quaternion.
- QuaternionBox (q)QuaternionBox
Returns a new QuaternionBox from the Quaternion q.
- QuaternionBox (x, y, z, w)QuaternionBox
Returns a new QuaternionBox from individual elements.
Functions¶
- store (q)
Stores the Quaternion q in the box.
- store (x, y, z, w)
Stores Quaternion(x, y, z, w) in the box.
- unbox ()Quaternion
Returns the stored quaternion from the box.
Matrix4x4¶
Constructors¶
- Matrix4x4 (xx, xy, xz, xw, yx, yy, yz, yw, zx, zy, zz, zw, tx, ty, tz, tw)Matrix4x4
Returns a new matrix from individual elements.
- from_quaternion (q)Matrix4x4
Returns a new matrix from q.
- from_translation (t)Matrix4x4
Returns a new matrix from t.
- from_quaternion_translation (q, t)Matrix4x4
Returns a new matrix from q and t.
- from_axes (x, y, z, t)Matrix4x4
Returns a new matrix from x, y, z and t.
Functions¶
- copy (m)Matrix4x4
Returns a copy of the matrix m.
- add (a, b)Matrix4x4
Adds the matrix a to b and returns the result.
- subtract (a, b)Matrix4x4
Subtracts the matrix b from a and returns the result.
- multiply (a, b)Matrix4x4
Multiplies the matrix a by b and returns the result. (i.e. transforms first by a then by b)
- equal (a, b)bool
Returns true whether the matrices a and b are equal.
- transpose (m)Matrix4x4
Transposes the matrix m and returns the result.
- invert (m)Matrix4x4
Inverts the matrix m and returns the result.
- x (m)Vector3
Returns the x axis of the matrix m.
- y (m)Vector3
Returns the y axis of the matrix m.
- z (m)Vector3
Returns the z axis of the matrix m.
- set_x (m, x)
Sets the x axis of the matrix m.
- set_y (m, y)
Sets the y axis of the matrix m.
- set_z (m, z)
Sets the z axis of the matrix m.
- rotation (m)Quaternion
Returns the rotation portion of the matrix m.
- set_rotation (m, r)
Sets the rotation portion of the matrix m.
- translation (m)Vector3
Returns the translation portion of the matrix m.
- set_translation (m, t)
Sets the translation portion of the matrix m.
- identity ()
Returns the identity matrix.
- transform (m, v)Vector3
Transforms the vector v by the matrix m and returns the result.
- to_string (m)string
Returns a string representing the matrix m.
Matrix4x4Box¶
Constructors¶
- Matrix4x4Box ()Matrix4x4Box
Returns a new Matrix4x4Box initialized with the identity matrix.
- Matrix4x4Box (m)Matrix4x4Box
Returns a new Matrix4x4Box from the Matrix4x4 m.
Functions¶
- store (m)
Stores the Matrix4x4 m in the box.
- unbox ()Matrix4x4
Returns the stored matrix from the box.
Color4¶
Constructors¶
- Color4 (r, g, b, a)Color4
Returns a new Color4 from individual elements.
Functions¶
- lerp (a, b, t)Color4
Returns the linearly interpolated color between a and b at time t in [0, 1].
- to_string (c)string
Returns a string representing the color c.
Math¶
- ray_plane_intersection (from, dir, point, normal)float
Returns the distance along ray (from, dir) to intersection point with plane defined by point and normal or -1.0 if no intersection.
- ray_disc_intersection (from, dir, center, radius, normal)float
Returns the distance along ray (from, dir) to intersection point with disc defined by center, radius and normal or -1.0 if no intersection.
- ray_sphere_intersection (from, dir, center, radius)float
Returns the distance along ray (from, dir) to intersection point with sphere defined by center and radius or -1.0 if no intersection.
- ray_obb_intersection (from, dir, tm, half_extents)float
Returns the distance along ray (from, dir) to intersection point with the oriented bounding box (tm, half_extents) or -1.0 if no intersection.
- ray_triangle_intersection (from, dir, v0, v1, v2)float
Returns the distance along ray (from, dir) to intersection point with the triangle (v0, v1, v2) or -1.0 if no intersection.
- obb_intersects_frustum (obb_tm, obb_half_extents, n0, d0, n1, d1, n2, d2, n3, d3, n4, d4, n4, d5)bool
Returns whether the oriented bounding box (obb_tm, obb_half_extents) intersects the frustum defined by the planes ((n0, d0), (n1, d1), …, (n5, d5)). The planes be given in BRTLNF order, where B = bottom plane, R = right plane etc.
PhysicsWorld¶
- gravity (pw)Vector3
Returns the gravity.
- set_gravity (pw, gravity)
Sets the gravity.
- cast_ray (pw, from, dir, length)hit, collision_pos, normal, time, UnitId, Actor
Casts a ray into the physics world and returns the closest actor it intersects with. If hit is true the following return values contain the collision_pos in world space, the normal of the surface that was hit, the time of impact in [0..1] and the unit and the actor that was hit.
- cast_ray_all (pw, from, dir, length)table
Casts a ray into the physics world and returns all the actors it intersects with as an array of RaycastHit tables.
- cast_sphere (pw, from, radius, dir, length)hit, collision_pos, normal, time, UnitId, Actor
Casts a sphere into the physics world and returns the closest actor it intersects with. If hit is true the following return values contain the collision_pos in world space, the normal of the surface that was hit, the time of impact in [0..1] and the unit and the actor that was hit.
- cast_box (pw, from, half_extents, dir, length)hit, collision_pos, normal, time, UnitId, Actor
Casts a box into the physics world and returns the closest actor it intersects with. If hit is true the following return values contain the collision_pos in world space, the normal of the surface that was hit, the time of impact in [0..1] and the unit and the actor that was hit.
- enable_debug_drawing (pw, enable)
Sets whether to enable debug drawing.
RaycastHit¶
RaycastHit is a lua table with 5 fields:
[1]: The collision position in world space.[2]: The normal of the surface that was hit.[3]: The time of impact in [0..1].[4]: The unit that was hit.[5]: The actor that was hit.
Actor¶
- actor_destroy (pw, actor)
Destroys the actor instance.
- actor_instance (pw, unit)Id
Returns the ID of the actor owned by the unit, or
nil.- actor_world_position (pw, actor)Vector3
Returns the world position of the actor.
- actor_world_rotation (pw, actor)Quaternion
Returns the world rotation of the actor.
- actor_world_pose (pw, actor)Matrix4x4
Returns the world pose of the actor.
- actor_teleport_world_position (pw, actor, position)
Teleports the actor to the given world position.
- actor_teleport_world_rotation (pw, actor, rotation)
Teleports the actor to the given world rotation.
- actor_teleport_world_pose (pw, actor, pose)
Teleports the actor to the given world pose.
- actor_center_of_mass (pw, actor)Vector3
Returns the center of mass of the actor.
- actor_enable_gravity (pw, actor)
Enables gravity for the actor.
- actor_disable_gravity (pw, actor)
Disables gravity for the actor.
- actor_enable_collision (pw, actor)
Enables collision detection for the actor.
- actor_disable_collision (pw, actor)
Disables collision detection for the actor.
- actor_set_collision_filter (pw, actor, name)
Sets the collision filter of the actor.
- actor_set_kinematic (pw, actor, kinematic)
Sets whether the actor is kinematic or not.
Note
This call has no effect on static actors.
- actor_is_static (pw, actor)bool
Returns whether the actor is static.
- actor_is_dynamic (pw, actor) bool
Returns whether the actor is dynamic.
- actor_is_kinematic (pw, actor)bool
Returns whether the actor is kinematic (keyframed).
- actor_is_nonkinematic (pw, actor)bool
Returns whether the actor is nonkinematic (i.e. dynamic and not kinematic).
- actor_linear_damping (pw, actor)float
Returns the linear damping of the actor.
- actor_set_linear_damping (pw, actor, damping)
Sets the linear damping of the actor.
- actor_angular_damping (pw, actor)float
Returns the angular damping rate of the actor.
- actor_set_angular_damping (pw, actor, rate)
Sets the angular damping rate of the actor.
- actor_linear_velocity (pw, actor)Vector3
Returns the linear velocity of the actor.
- actor_set_linear_velocity (pw, actor, velocity)
Sets the linear velocity of the actor.
Note
This call only affects nonkinematic actors.
- actor_angular_velocity (pw, actor)Vector3
Returns the angular velocity of the actor.
- actor_set_angular_velocity (pw, actor, velocity)
Sets the angular velocity of the actor.
Note
This call only affects nonkinematic actors.
- actor_add_impulse (pw, actor, impulse)
Adds a linear impulse (acting along the center of mass) to the actor.
Note
This call only affects nonkinematic actors.
- actor_add_impulse_at (pw, actor, impulse, position)
Adds a linear impulse (acting along the world position pos) to the actor.
Note
This call only affects nonkinematic actors.
- actor_add_torque_impulse (pw, actor, impulse)
Adds a torque impulse to the actor.
- actor_push (pw, actor, velocity, mass)
Pushes the actor as if it was hit by a point object with the given mass travelling at the given velocity.
Note
This call only affects nonkinematic actors.
- actor_push_at (pw, actor, velocity, mass, position)
Like push() but applies the force at the world position.
Note
This call only affects nonkinematic actors.
- actor_is_sleeping (pw, actor)bool
Returns whether the actor is sleeping.
- actor_wake_up (pw, actor)
Wakes the actor up.
Profiler¶
- enter_scope (name)
Starts a new profile scope with the given name.
- leave_scope ()
Ends the last profile scope.
- record (name, value)
Records value with the given name. Value can be either number or Vector3.
RenderWorld¶
- enable_debug_drawing (rw, enable)
Sets whether to enable debug drawing.
Mesh¶
- mesh_create (rw, unit, mesh_resource, geometry_name, material_resource, visible, pose)Id
Creates a new mesh instance for unit and returns its id.
- mesh_destroy (rw, mesh)
Destroys the mesh instance.
- mesh_instance (rw, unit)Id
Returns the ID of the mesh owned by the unit, or
nil.- mesh_material (rw, mesh)Material
Returns the material of the mesh.
- mesh_set_material (rw, mesh, material)
Sets the material of the mesh.
- mesh_set_visible (rw, mesh, visible)
Sets whether the mesh is visible.
- mesh_obb (rw, mesh)Matrix4x4, Vector3
Returns the Oriented-Bounding-Box of the mesh as (pose, half_extents).
- mesh_cast_ray (rw, mesh, from, dir)float
Returns the distance along ray (from, dir) to intersection point with the mesh or -1.0 if no intersection.
Sprite¶
- sprite_create (rw, unit, sprite_resource, material_resource, visible, pose)Id
Creates a new sprite instance for the unit and returns its id.
- sprite_destroy (rw, sprite)
Destroys the sprite instance.
- sprite_instance (rw, unit)Id
Returns the ID of the sprite owned by the unit, or
nil.- sprite_material (rw, sprite)Material
Returns the material of the sprite.
- sprite_set_material (rw, sprite, material)
Sets the material of the sprite.
- sprite_set_frame (rw, sprite, index)
Sets the frame index of the sprite. The index automatically wraps if it greater than the total number of frames in the sprite.
- sprite_set_visible (rw, sprite, visible)
Sets whether the sprite is visible.
- sprite_flip_x (rw, sprite, flip)
Sets whether to flip the sprite on the x-axis.
- sprite_flip_y (rw, sprite, flip)
Sets whether to flip the sprite on the y-axis.
- sprite_set_layer (rw, sprite, layer)
Sets the rendering layer of the sprite.
- sprite_set_depth (rw, sprite, depth)
Sets the rendering depth of the sprite.
- sprite_obb (rw, sprite)Matrix4x4, Vector3
Returns the Oriented-Bounding-Box of the sprite as (pose, half_extents).
- sprite_cast_ray (rw, sprite, from, dir)float, int, int
Returns (t, layer, depth), where t is the distance along ray (from, dir) to intersection point with the sprite or -1.0 if no intersection.
Light¶
- light_create (rw, unit, type, range, intensity, spot_angle, color, pose)Id
Creates a new light for the unit and returns its id. Type can be either
directional,omniorspot.- light_destroy (rw, light)
Destroys the light instance.
- light_instance (rw, unit)Id
Returns the ID of the light owned by the unit, or
nil.- light_type (rw, light)string
Returns the type of the light. It can be either
directional,omniorspot.- light_color (rw, light)Color4
Returns the color of the light.
- light_range (rw, light)float
Returns the range of the light.
- light_intensity (rw, light)float
Returns the intensity of the light.
- light_spot_angle (rw, light)float
Returns the spot angle of the light.
- light_set_type (rw, light, type)
Sets the type of the light.
- light_set_color (rw, light, color)
Sets the color of the light.
- light_set_range (rw, light, range)
Sets the range of the light.
- light_set_intensity (rw, light, intensity)
Sets the intensity of the light.
- light_set_spot_angle (rw, light, angle)
Sets the spot angle of the light.
- light_debug_draw (rw, light, debug_line)
Fills debug_line with debug lines from the light.
ResourcePackage¶
- load (package)
Loads all the resources in the package.
Note
The resources are not immediately available after the call is made, instead, you have to poll for completion with has_loaded().
- unload (package)
Unloads all the resources in the package.
- flush (package)
Waits until the package has been loaded.
- has_loaded (package)bool
Returns whether the package has been loaded.
SceneGraph¶
- create (sg, unit, position, rotation, scale)Id
Creates the transform for the unit and returns its ID.
- destroy (sg, transform)
Destroys the transform instance.
- instance (sg, unit)Id
Returns the ID of the transform owned by the unit, or
nil.- local_position (sg, transform)Vector3
Returns the local position of the transform.
- local_rotation (sg, transform)Quaternion
Returns the local rotation of the transform.
- local_scale (sg, transform)Vector3
Returns the local scale of the transform.
- local_pose (sg, transform)Matrix4x4
Returns the local pose of the transform.
- world_position (sg, transform)Vector3
Returns the world position of the transform.
- world_rotation (sg, transform)Quaternion
Returns the world rotation of the transform.
- world_pose (sg, transform)Matrix4x4
Returns the world pose of the transform.
- set_local_position (sg, transform, position)
Sets the local position of the transform.
- set_local_rotation (sg, transform, rotation)
Sets the local rotation of the transform.
- set_local_scale (sg, transform, scale)
Sets the local scale of the transform.
- set_local_pose (sg, transform, pose)
Sets the local pose of the transform.
- link (sg, parent, child, child_local_position, child_local_rotation, child_local_scale)
Links child to parent. After linking the child will follow its parent. Set child_local_* to modify the child position after it has been linked to the parent, otherwise che child will be positioned at the location of its parent.
- unlink (sg, child)
Unlinks child from its parent if it has any. After unlinking, the local pose of the @a child is set to its previous world pose.
SoundWorld¶
- stop_all (sound_world)
Stops all the sounds in the world.
- pause_all (sound_world)
Pauses all the sounds in the world
- resume_all (sound_world)
Resumes all previously paused sounds in the world.
- is_playing (sound_world, id)bool
Returns whether the sound id is playing.
UnitManager¶
- create ([world])UnitId
Creates a new empty unit. If world is specified, the unit will be owned by that world.
- destroy (unit)
Destroys the given unit.
- alive (unit)bool
Returns whether the unit is alive.
Window¶
- show ()
Shows the window.
- hide ()
Hides the window.
- resize (width, height)
Resizes the window to width and height.
- move (x, y)
Moves the window to x and y.
- minimize ()
Minimizes the window.
- maximize ()
Maximizes the window.
- restore ()
Restores the window.
- title ()string
Returns the title of the window.
- set_title (title)
Sets the title of the window.
- show_cursor (show)
Sets whether to show the cursor.
- set_fullscreen (fullscreen)
Sets whether the window is fullscreen.
- set_cursor (cursor)
Sets the mouse cursor on this window. Cursor can be any of
arrow,hand,text_input,corner_top_left,corner_top_right,corner_bottom_left,corner_bottom_right,size_horizontal,size_verticalorwait.- set_cursor_mode (cursor, mode)
Sets the mouse cursor mode on this window. Mode can be either
normalordisabled. Setting the mode todisabledhides the cursor and automatically re-centers it every time it is moved.
World¶
- spawn_unit (world, name, [position, rotation, scale])UnitId
Spawns a new instance of the unit name at the given position, rotation and scale.
- spawn_empty_unit (world)UnitId
Spawns a new empty unit and returns its id.
- destroy_unit (world, unit)
Destroys the given unit.
- num_units (world)int
Returns the number of units in the world.
- units (world)table
Returns all the the units in the world in a table.
- unit_by_name (world, name)UnitId
Returns the unit with the given Level Editor name or
nilif no such unit is found. If there are multiple units with the same name, a random one will be returned.- update_animations (world, dt)
Update all animations with dt.
- update_scene (world, dt)
Updates the scene with dt.
- update (world, dt)
Updates the world with dt.
- create_debug_line (world, depth_test)DebugLine
Creates a new DebugLine. depth_test controls whether to enable depth test when rendering the lines.
- destroy_debug_line (world, line)
Destroys the debug line.
- create_screen_gui (world)Gui
Creates a new Gui.
- scene_graph (world)SceneGraph
Returns the scene graph.
- render_world (world)RenderWorld
Returns the render sub-world.
- physics_world (world)PhysicsWorld
Returns the physics sub-world.
- sound_world (world)SoundWorld
Returns the sound sub-world.
- animation_state_machine (world)AnimationStateMachine
Returns the animation state machine.
Camera¶
- camera_create (world, unit, projection, fov, far_range, near_range, pose)Id
Creates a new camera for unit and returns its id. Projection can be either
orthographicorperspective.- camera_destroy (world, camera)
Destroys the camera instance.
- camera_instance (world, unit)Id
Returns the ID of the camera owned by the unit, or
nil.- camera_set_projection_type (world, camera, projection)
Sets the projection type of the camera. Projection can be either
orthographicorperspective.- camera_projection_type (world, camera)string
Returns the projection type of the camera. It can be either
orthographicorperspective.- camera_fov (world, camera)float
Returns the field-of-view of the camera in degrees.
- camera_set_fov (world, camera, fov)
Sets the field-of-view of the camera in degrees.
- camera_near_clip_distance (world, camera)float
Returns the near clip distance of the camera.
- camera_set_near_clip_distance (world, camera, near)
Sets the near clip distance of the camera.
- camera_far_clip_distance (world, camera)float
Returns the far clip distance of the camera.
- camera_set_far_clip_distance (world, camera, far)
Sets the far clip distance of the camera.
- camera_set_orthographic_size (world, camera, half_size)
Sets the vertical half_size of the orthographic view volume. The horizontal size is proportional to the viewport’s aspect ratio.
- camera_screen_to_world (world, camera, pos)Vector3
Returns pos from screen-space to world-space coordinates.
- camera_world_to_screen (world, camera, pos)Vector3
Returns pos from world-space to screen-space coordinates.
Sound¶
- play_sound (world, name, [loop, volume, position, range])SoundInstanceId
Plays the sound with the given name at the given position, with the given volume and range. loop controls whether the sound must loop or not.
- stop_sound (world, id)
Stops the sound with the given id.
- link_sound (world, id, unit, node)
Links the sound id to the node of the given unit. After this call, the sound id will follow the unit unit.
- set_listener_pose (world, pose)
Sets the pose of the listener.
- set_sound_position (world, id, position)
Sets the position of the sound id.
- set_sound_range (world, id, range)
Sets the range of the sound id.
- set_sound_volume (world, id, volume)
Sets the volume of the sound id.
Level¶
- load_level (world, name, [pos, rot])Level
Loads the level name into the world at the given position and rotation.