lua_api.txt 26 KB

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  1. .. contents::
  2. Math
  3. ====
  4. Vector3
  5. -------
  6. **Vector3** (x, y, z) : Vector3
  7. Constructor.
  8. **x** (v) : float
  9. Returns the x value of the vector.
  10. **y** (v) : float
  11. Returns the y value of the vector.
  12. **z** (v) : float
  13. Returns the z value of the vector.
  14. **.x** : float
  15. Returns/assigns the x value of the vector.
  16. **.y** : float
  17. Returns/assigns the y value of the vector.
  18. **.z** : float
  19. Returns/assigns the z value of the vector.
  20. **set_x** (v, x)
  21. Sets the value of the x value of the vector.
  22. **set_y** (v, y)
  23. Sets the value of the y value of the vector.
  24. **set_z** (v, z)
  25. Sets the value of the z value of the vector.
  26. **values** (v) : float, float, float
  27. Returns the x, y and z values of the vector.
  28. **add** (a, b) : Vector3
  29. Adds the vector *a* to *b* and returns the result.
  30. **subtract** (a, b) : Vector3
  31. Subtracts the vector *b* from *a* and returns the result.
  32. **multiply** (a, k) : Vector3
  33. Multiplies the vector *a* by the scalar *k* and returns the result.
  34. **divide** (a, k) : Vector3
  35. Divides the vector *a* by the scalar *k* and returns the result.
  36. **dot** (a, b) : float
  37. Returns the dot product between the vectors *a* and *b*.
  38. **cross** (a, b) : Vector3
  39. Returns the cross product between the vectors *a* and *b*.
  40. **equal** (a, b) : bool
  41. Returns true whether the vectors *a* and *b* are equal.
  42. **length** (a) : float
  43. Returns the lenght of *a*.
  44. **squared_length** (a) : float
  45. Returns the squared length of *a*.
  46. **set_length** (a, len)
  47. Sets the lenght of *a* to *len*.
  48. **normalize** (a) : Vector3
  49. Normalizes *a* and returns the result.
  50. **distance** (a, b) : float
  51. Returns the distance between the points *a* and *b*.
  52. **angle** (a, b) : float
  53. Returns the angle between the vectors *a* and *b*.
  54. **max** (a, b) : Vector3
  55. Returns a vector that contains the largest value for each component from *a* and *b*.
  56. **min** (a, b) : Vector3
  57. Returns a vector that contains the smallest value for each component from *a* and *b*.
  58. **forward** () : Vector3
  59. **backward** () : Vector3
  60. **left** () : Vector3
  61. **right** () : Vector3
  62. **up** () : Vector3
  63. **down** () : Vector3
  64. Returns the corresponding semantic axis.
  65. **zero** () : Vector3
  66. Returns a vector with all values set to zero.
  67. Vector3Box
  68. ----------
  69. **Vector3Box** ()
  70. Creates a new Vector3Box.
  71. **Vector3Box** (v)
  72. Creates a new Vector3Box from the Vector3 *v*.
  73. **Vector3Box** (x, y, z)
  74. Creates a new Vector3Box from components.
  75. **store** (v)
  76. Stores the Vector3 *v* in the box.
  77. **store** (x, y, z)
  78. Stores Vector3(x, y, z) in the box.
  79. **unbox** () : Vector3
  80. Returns the stored vector from the box.
  81. Quaternion
  82. ----------
  83. **Quaternion** (v, w) : Quaternion
  84. Constructor.
  85. **negate** (q) : Quaternion
  86. Negates the quaternion *q* and returns the result.
  87. **identity** () : Quaternion
  88. Returns the identity quaternion.
  89. **multiply** (a, b) : Quaternion
  90. Multiplies the quaternions *a* and *b*. (i.e. rotates first by *a* then by *b*).
  91. **multiply_by_scalar** (a, k) : Quaternion
  92. Multiplies the quaternion *a* by the scalar *k*.
  93. **length** (q) : float
  94. Returns the length of *q*.
  95. **normalize** (q) : Quaternion
  96. Normalizes the quaternion *q* and returns the result.
  97. **conjugate** (q) : Quaternion
  98. Returns the conjugate of quaternion *q*.
  99. **inverse** (q) : Quaternion
  100. Returns the inverse of quaternion *q*.
  101. **power** (q, exp) : Quaternion
  102. Returns the quaternion *q* raised to the power of *exp*.
  103. **elements** (q) : x, y, z, w
  104. Returns the elements of the quaternion.
  105. **look** (dir, [up]) : Quaternion
  106. Returns the quaternion describing the rotation needed to face towards *dir*.
  107. If *up* is not specified, Vector3.up() is used.
  108. **right** (q) : Vector3
  109. Returns the right axis of the rotation described by *q*.
  110. **up** (q) : Vector3
  111. Returns the up axis of the rotation described by *q*.
  112. **forward** (q) : Vector3
  113. Returns the forward axis of the rotation described by *q*.
  114. QuaternionBox
  115. -------------
  116. **QuaternionBox** ()
  117. Creates a new QuaternionBox.
  118. **QuaternionBox** (q)
  119. Creates a new QuaternionBox from the Quaternion *q*.
  120. **QuaternionBox** (x, y, z, w)
  121. Creates a new QuaternionBox from elements.
  122. **store(q)** ()
  123. Stores the Quaternion *q* in the box.
  124. **store** (x, y, z, w)
  125. Stores Quaternion(x, y, z, w) in the box.
  126. **unbox** () : Quaternion
  127. Returns the stored quaternion from the box.
  128. Matrix4x4
  129. ---------
  130. **Matrix4x4** (m0, m1, ..., m15) : Matrix4x4
  131. Constructor.
  132. **from_quaternion** (q) : Matrix4x4
  133. Returns a new matrix from *q*.
  134. **from_translation** (t) : Matrix4x4
  135. Returns a new matrix from *t*.
  136. **from_quaternion_translation** (q, t) : Matrix4x4
  137. Returns a new matrix from *q* and *t*.
  138. **from_axes** (x, y, z, t) : Matrix4x4
  139. Returns a new matrix from *x*, *y*, *z* and *t*.
  140. **add** (a, b) : Matrix4x4
  141. Adds the matrix *a* to *b* and returns the result.
  142. **subtract** (a, b) : Matrix4x4
  143. Subtracts the matrix *b* from *a* and returns the result.
  144. **multiply** (a, b) : Matrix4x4
  145. Multiplies the matrix *a* by *b* and returns the result. (i.e. transforms first by *a* then by *b*)
  146. **transpose** (m) : Matrix4x4
  147. Transposes the matrix *m* and returns the result.
  148. **determinant** (m) : float
  149. Returns the determinant of the matrix *m*.
  150. **invert** (m) : Matrix4x4
  151. Inverts the matrix *m* and returns the result.
  152. **x** (m) : Vector3
  153. Returns the x asis of the matrix *m*.
  154. **y** (m) : Vector3
  155. Returns the y asis of the matrix *m*.
  156. **z** (m) : Vector3
  157. Returns the z asis of the matrix *m*.
  158. **set_x** (m, x)
  159. Sets the x axis of the matrix *m*.
  160. **set_y** (m, y)
  161. Sets the y axis of the matrix *m*.
  162. **set_z** (m, z)
  163. Sets the z axis of the matrix *m*.
  164. **rotation** (m) : Quaternion
  165. Returns the rotation portion of the matrix *m*.
  166. **set_rotation** (m, r)
  167. Sets the rotation portion of the matrix *m*.
  168. **translation** (m, a) : Vector3
  169. Returns the translation portion of the matrix *m*.
  170. **set_translation** (m, t)
  171. Sets the translation portion of the matrix *m*.
  172. **identity** ()
  173. Returns the identity matrix.
  174. **transform** (m, v) : Vector3
  175. Transforms the vector *v* by the matrix *m* and returns the result.
  176. **to_string** (a)
  177. Returns a string representing the matrix.
  178. Matrix4x4Box
  179. ------------
  180. **Matrix4x4Box** (m)
  181. Creates a new Matrix4x4Box from the Matrix4x4 *m*.
  182. **store** (m)
  183. Stores the Matrix4x4 *m* in the box.
  184. **unbox** () : Matrix4x4
  185. Returns the stored matrix from the box.
  186. Math
  187. ----
  188. **ray_plane_intersection** (from, dir, point, normal) : float
  189. Returns the distance along ray (from, dir) to intersection point with plane defined by
  190. *point* and *normal* or -1.0 if no intersection.
  191. **ray_disc_intersection** (from, dir, center, radius, normal) : float
  192. Returns the distance along ray (from, dir) to intersection point with disc defined by
  193. *center*, *radius* and *normal* or -1.0 if no intersection.
  194. **ray_sphere_intersection** (from, dir, center, radius) : float
  195. Returns the distance along ray (from, dir) to intersection point with sphere defined by
  196. *center* and *radius* or -1.0 if no intersection.
  197. **ray_obb_intersection** (from, dir, tm, extents) : float
  198. Returns the distance along ray (from, dir) to intersection point with the oriented
  199. bounding box (tm, extents) or -1.0 if no intersection.
  200. World
  201. =====
  202. **spawn_unit** (world, name, [position, rotation]) : Unit
  203. Spawns a new instance of the unit *name* at the given *position* and *rotation*.
  204. **destroy_unit** (world, unit)
  205. Destroys the given *unit*.
  206. **num_units** (world) : int
  207. Returns the number of units in the *world*.
  208. **units** (world) : Table
  209. Returns all the the units in the world in a table.
  210. **update_animations** (world, dt)
  211. Update all animations with *dt*.
  212. **update_scene** (world, dt)
  213. Updates the scene with *dt*.
  214. **update** (world, dt)
  215. Updates the world with *dt*.
  216. **play_sound** (world, name, [loop, volume, position, range]) : SoundInstanceId
  217. Plays the sound with the given *name* at the given *position*, with the given
  218. *volume* and *range*. *loop* controls whether the sound must loop or not.
  219. **stop_sound** (world, id)
  220. Stops the sound with the given *id*.
  221. **link_sound** (world, id, unit, node)
  222. Links the sound *id* to the *node* of the given *unit*.
  223. After this call, the sound *id* will follow the unit *unit*.
  224. **set_listener_pose** (world, pose)
  225. Sets the *pose* of the listener.
  226. **set_sound_position** (world, position)
  227. Sets the *position* of the sound *id*.
  228. **set_sound_range** (world, range)
  229. Sets the *range* of the sound *id*.
  230. **set_sound_volume** (world, volume)
  231. Sets the *volume* of the sound *id*.
  232. **create_window_gui** (world) : Gui
  233. Creates a new window-space Gui of size *width* and *height*.
  234. **destroy_gui** (world, id)
  235. Destroys the gui with the given *id*.
  236. **create_debug_line** (world, depth_test) : DebugLine
  237. Creates a new DebugLine. *depth_test* controls whether to
  238. enable depth test when rendering the lines.
  239. **destroy_debug_line** (world, line)
  240. Destroys the debug *line*.
  241. **load_level** (world, name) : Level
  242. Loads the level *name* into the world.
  243. **physics_world** (world) : PhysicsWorld
  244. Returns the physics sub-world.
  245. **sound_world** (world) : SoundWorld
  246. Returns the sound sub-world.
  247. Unit
  248. ----
  249. **local_position** (unit) : Vector3
  250. Returns the local position of the unit.
  251. **local_rotation** (unit) : Quaternion
  252. Returns the local rotation of the unit.
  253. **local_scale** (unit) : Vector3
  254. Returns the local scale of the unit.
  255. **local_pose** (unit) : Matrix4x4
  256. Returns the local pose of the unit.
  257. **world_position** (unit) : Vector3
  258. Returns the world position of the unit.
  259. **world_rotation** (unit) : Quaternion
  260. Returns the world rotation of the unit.
  261. **world_pose** (unit) : Matrix4x4
  262. Returns the world pose of the unit.
  263. **set_local_position** (unit, position)
  264. Sets the local position of the unit.
  265. **set_local_rotation** (unit, rotation)
  266. Sets the local rotation of the unit.
  267. **set_local_scale** (unit, scale)
  268. Sets the local scale of the unit.
  269. **set_local_pose** (unit, n, pose)
  270. Sets the local pose of the unit.
  271. **camera** (unit, name)
  272. Returns the camera *name*.
  273. **material** (unit, name)
  274. Returns the material *name*.
  275. **mesh** (unit, name)
  276. Returns the mesh *name*.
  277. **sprite** (unit, name)
  278. Returns the sprite *name*.
  279. **actor** (unit, name)
  280. Returns the actor *name*.
  281. **controller** (unit, name)
  282. Returns the controller *name*.
  283. **is_a** (unit, type)
  284. Returns whether the unit is of the given *type*.
  285. **play_sprite_animation** (unit, name, loop)
  286. Plays the sprite animation *name*.
  287. **stop_sprite_animation** (unit)
  288. Stops the current playing animation.
  289. Camera
  290. ------
  291. **set_projection_type** (camera, type)
  292. Sets the projection type of the camera.
  293. **projection_type** (camera) : int
  294. Returns the projection type of the camera.
  295. **fov** (camera) : float
  296. Returns the field-of-view of the camera in degrees.
  297. **set_fov** (camera, degrees)
  298. Sets the field-of-view of the camera in degrees.
  299. **aspect** (camera) : float
  300. Returns the aspect ratio of the camera. (Perspective projection only.)
  301. **set_aspect** (camera)
  302. Sets the aspect ratio of the camera. (Perspective projection only.)
  303. **near_clip_distance** (camera) : float
  304. Returns the near clip distance of the camera.
  305. **set_near_clip_distance** (camera, near)
  306. Sets the near clip distance of the camera.
  307. **far_clip_distance** (camera) : float
  308. Returns the far clip distance of the camera.
  309. **set_far_clip_distance** (camera, far)
  310. Sets the far clip distance of the camera.
  311. **set_orthographic_metrics** (camera, left, right, bottom, top)
  312. Sets the coordinates for orthographic clipping planes. (Orthographic projection only.)
  313. **set_viewport_metrics** (camera, x, y, width, height)
  314. Sets the coordinates for the camera viewport in pixels.
  315. **screen_to_world** (camera, pos) : Vector3
  316. Returns *pos* from screen-space to world-space coordinates.
  317. **world_to_screen** (camera, pos) : Vector3
  318. Returns *pos* from world-space to screen-space coordinates.
  319. Sprite
  320. ------
  321. **set_frame** (sprite, num)
  322. Sets the frame of the sprite.
  323. **set_depth** (sprite, depth)
  324. Sets the depth of the sprite.
  325. Sprites with higher depth values are drawn in front of sprites
  326. whith lower depth values.
  327. Mesh
  328. ----
  329. **local_position** (mesh) : Vector3
  330. Returns the local position of the mesh.
  331. **local_rotation** (mesh) : Quaternion
  332. Returns the local rotation of the mesh.
  333. **local_pose** (mesh) : Matrix4x4
  334. Returns the local pose of the mesh.
  335. **set_local_position** (mesh, unit, position)
  336. Sets the local position of the mesh.
  337. **set_local_rotation** (mesh, unit, rotation)
  338. Sets the local rotation of the mesh.
  339. **set_local_pose** (mesh, unit, pose)
  340. Sets the local pose of the mesh.
  341. Material
  342. --------
  343. **set_float** (material, variable, value)
  344. Sets the material variable to the given value.
  345. **set_vector2** (material, variable, value)
  346. Sets the material variable to the given value.
  347. **set_vector3** (material, variable, value)
  348. Sets the material variable to the given value.
  349. Gui
  350. ---
  351. resolution
  352. TODO
  353. move
  354. TODO
  355. screen_to_gui
  356. TODO
  357. draw_rectangle
  358. TODO
  359. draw_image
  360. TODO
  361. draw_image_uv
  362. TODO
  363. draw_text
  364. TODO
  365. PhysicsWorld
  366. =============
  367. **gravity** (physics_world) : Vector3
  368. Returns the gravity.
  369. **set_gravity** (physics_world, gravity)
  370. Sets the gravity.
  371. **make_raycast**
  372. TODO
  373. **overlap_test**
  374. TODO
  375. Controller
  376. ----------
  377. **move** (controller, position)
  378. Moves the controller to *position*.
  379. **position** (controller) : Vector3
  380. Returns the position of the controller.
  381. **collides_up** (controller) : bool
  382. Returns whether the contoller collides upwards.
  383. **collides_down** (controller) : bool
  384. Returns whether the controller collides downwards.
  385. **collides_sides** (controller) : bool
  386. Returns whether the controller collides sidewards.
  387. Actor
  388. -----
  389. **world_position** (actor) : Vector3
  390. Returns the world position of the actor.
  391. **world_rotation** (actor) : Quaternion
  392. Returns the world rotation of the actor.
  393. **world_pose** (actor) : Matrix4x4
  394. Returns the world pose of the actor.
  395. **teleport_world_position** (actor, position)
  396. Teleports the actor to the given world position.
  397. **teleport_world_rotation** (actor, rotation)
  398. Teleports the actor to the given world rotation.
  399. **teleport_world_pose** (actor, pose)
  400. Teleports the actor to the given world pose.
  401. **center_of_mass** (actor) : Vector3
  402. Returns the center of mass of the actor.
  403. **enable_gravity** (actor)
  404. Enables gravity for the actor.
  405. **disable_gravity** (actor)
  406. Disables gravity for the actor.
  407. **enable_collision** (actor)
  408. Enables collision detection for the actor.
  409. **disable_collision** (actor)
  410. Disables collision detection for the actor.
  411. **set_collision_filter** (actor, name)
  412. Sets the collision filter of the actor.
  413. **set_kinematic** (actor, kinematic)
  414. Sets whether the actor is kinematic or not.
  415. Note that this call has no effect on static actors.
  416. **move** (actor, position)
  417. Moves the actor to *pos*
  418. Note that this call only affects nonkinematic actors.
  419. **is_static** (actor) : bool
  420. Returns whether the actor is static.
  421. **is_dynamic** (actor) bool
  422. Returns whether the actor is dynamic.
  423. **is_kinematic** (actor) : bool
  424. Returns whether the actor is kinematic (keyframed).
  425. **is_nonkinematic** (actor) : bool
  426. Returns whether the actor is nonkinematic (i.e. dynamic and not kinematic).
  427. **linear_damping** (actor) : float
  428. Returns the linear damping of the actor.
  429. **set_linear_damping** (actor, damping)
  430. Sets the linear damping of the actor.
  431. **angular_damping** (actor) : float
  432. Returns the angular damping of the actor.
  433. **set_angular_damping** (actor, rate)
  434. Sets the angular damping of the actor.
  435. **linear_velocity** (actor) : Vector3
  436. Returns the linear velocity of the actor.
  437. **set_linear_velocity** (actor, velocity)
  438. Sets the linear velocity of the actor.
  439. Note that this call only affects nonkinematic actors.
  440. **angular_velocity** (actor) : Vector3
  441. Returns the angular velocity of the actor.
  442. **set_angular_velocity** (actor, velocity)
  443. Sets the angular velocity of the actor.
  444. Note that this call only affects nonkinematic actors.
  445. **add_impulse** (actor, impulse)
  446. Adds a linear impulse (acting along the center of mass) to the actor.
  447. Note that this call only affects nonkinematic actors.
  448. **add_impulse_at** (actor, impulse, position)
  449. Adds a linear impulse (acting along the world position *pos*) to the actor.
  450. Note that this call only affects nonkinematic actors.
  451. **add_torque_impulse** (actor, impulse)
  452. Adds a torque impulse to the actor.
  453. **push** (actor, velocity, mass)
  454. Pushes the actor as if it was hit by a point object with the given *mass*
  455. travelling at the given *velocity*.
  456. Note that this call only affects nonkinematic actors.
  457. **push_at** (actor, velocity, mass, position)
  458. Like push() but applies the force at the world position *pos*.
  459. Note that this call only affects nonkinematic actors.
  460. **is_sleeping** (actor) : bool
  461. Returns whether the actor is sleeping.
  462. **wake_up** (actor)
  463. Wakes the actor up.
  464. **unit** (actor) : Unit
  465. Returns the unit that owns the actor or nil;
  466. SoundWorld
  467. ===========
  468. **stop_all** (sound_world)
  469. Stops all the sounds in the world.
  470. **pause_all** (sound_world)
  471. Pauses all the sounds in the world
  472. **resume_all** (sound_world)
  473. Resumes all previously paused sounds in the world.
  474. **is_playing** (sound_world, id) : bool
  475. Returns wheter the sound *id* is playing.
  476. ResourcePackage
  477. ================
  478. **load** (package)
  479. Loads all the resources in the package.
  480. Note that the resources are not immediately available after the call is made,
  481. instead, you have to poll for completion with has_loaded().
  482. **unload** (package)
  483. Unloads all the resources in the package.
  484. **flush** (package)
  485. Waits until the package has been loaded.
  486. **has_loaded** (package) : bool
  487. Returns whether the package has been loaded.
  488. Device
  489. ======
  490. **platform** () : string
  491. Returns a string identifying what platform the engine is running on.
  492. **architecture** () : string
  493. Returns a string identifying what architecture the engine is running on.
  494. **version** () : string
  495. Returns a string identifying the engine version.
  496. **last_delta_time** () : float
  497. Returns the time in seconds needed to render the last frame
  498. **quit** ()
  499. Quits the application.
  500. **resolution** () : Table
  501. Returns the main window resolution.
  502. **create_world** () : World
  503. Creates a new world.
  504. **destroy_world** (world)
  505. Destroys the given *world*.
  506. **render_world** (world, camera)
  507. Renders the given *world* from the point of view of the given *camera*.
  508. **create_resource_package** (name) : ResourcePackage
  509. Returns the resource package with the given *package_name* name.
  510. **destroy_resource_package** (package)
  511. Destroy a previously created resource *package*.
  512. Note that to unload the resources loaded by the package, you have to call
  513. ResourcePackage.unload() first.
  514. **console_send** (table)
  515. Sends the given lua *table* to clients connected to the engine.
  516. Note that the current version only supports explicitly escaped strings as key/value pairs.
  517. **can_get** (type, name) : bool
  518. Returns whether the resource (type, name) is loaded.
  519. When resource autoload is enabled it always returns true.
  520. **enable_resource_autoload** (enable)
  521. Sets whether resources should be automatically loaded when accessed.
  522. DebugLine
  523. =========
  524. **add_line** (debug_line, start, end, color)
  525. Adds a line from *start* to *end* with the given *color*.
  526. **add_axes** (debug_line, tm, length)
  527. Adds lines for each axis with the given *length*.
  528. **add_circle** (debug_line, center, radius, normal, color, [segments = 36])
  529. Adds a circle at *center* with the given *radius* and *normal* vector.
  530. **add_cone** (debug_line, from, to, radius, color, [segments = 36])
  531. Adds a cone with the base centered at *from* and the tip at *to*.
  532. **add_sphere** (debug_line, center, radius, color, [segments = 36])
  533. Adds a sphere at *center* with the given *radius*.
  534. **add_obb** (debug_line, tm, extents, color)
  535. Adds an orientd bounding box. *tm* describes the position and orientation of
  536. the box. *extents* describes the size of the box along the axis.
  537. **reset** (debug_line)
  538. Resets all the lines.
  539. **submit** (debug_line)
  540. Submits the lines to renderer for drawing.
  541. Input
  542. =====
  543. Keyboard
  544. --------
  545. **name** () : string
  546. Returns the name of the input device.
  547. **connected** () : bool
  548. Returns whether the input device is connected and functioning.
  549. **num_buttons** () : int
  550. Returns the number of buttons of the input device.
  551. **num_axes** () : int
  552. Returns the number of axes of the input device.
  553. **pressed** (id) : bool
  554. Returns whether the button *id* is pressed in the current frame.
  555. **released** (id) : bool
  556. Returns whether the button *id* is released in the current frame.
  557. **any_pressed** () : bool
  558. Returns wheter any button is pressed in the current frame.
  559. **any_released** () : bool
  560. Returns whether any button is released in the current frame.
  561. **button_id** (name) : int
  562. Returns the *id* of the button *name*.
  563. Keyboard Button Names
  564. ~~~~~~~~~~~~~~~~~~~~~
  565. * ``tab``, ``enter``, ``escape``, ``space``, ``backspace``
  566. * ``num_lock``, ``numpad_enter``, ``numpad_.``, ``numpad_*``, ``numpad_+``, ``numpad_-``, ``numpad_/``, ``numpad_0``, ``numpad_1``, ``numpad_2``, ``numpad_3``, ``numpad_4``, ``numpad_5``, ``numpad_6``, ``numpad_7``, ``numpad_8``, ``numpad_9``
  567. * ``f1``, ``f2``, ``f3``, ``f4``, ``f5``, ``f6``, ``f7``, ``f8``, ``f9``, ``f10``, ``f11``, ``f12``
  568. * ``home``, ``left``, ``up``, ``right``, ``down``, ``page_up``, ``page_down``, ``delete``, ``end``
  569. * ``left_ctrl``, ``right_ctrl``, ``left_shift``, ``right_shift``, ``caps_lock``, ``left_alt``, ``right_alt``, ``left_super``, ``right_super``
  570. * ``0``, ``1``, ``2``, ``3``, ``4``, ``5``, ``6``, ``7``, ``8``, ``9``
  571. * ``a``, ``b``, ``c``, ``d``, ``e``, ``f``, ``g``, ``h``, ``i``, ``j``, ``k``, ``l``, ``m``, ``n``, ``o``, ``p``, ``q``, ``r``, ``s``, ``t``, ``u``, ``v``, ``w``, ``x``, ``y``, ``z``
  572. Keyboard Axis Names
  573. ~~~~~~~~~~~~~~~~~~~
  574. None.
  575. Mouse
  576. -----
  577. **name** () : string
  578. Returns the name of the input device.
  579. **connected** () : bool
  580. Returns whether the input device is connected and functioning.
  581. **num_buttons** () : int
  582. Returns the number of buttons of the input device.
  583. **num_axes** () : int
  584. Returns the number of axes of the input device.
  585. **pressed** (id) : bool
  586. Returns whether the button *id* is pressed in the current frame.
  587. **released** (id) : bool
  588. Returns whether the button *id* is released in the current frame.
  589. **any_pressed** () : bool
  590. Returns wheter any button is pressed in the current frame.
  591. **any_released** () : bool
  592. Returns whether any button is released in the current frame.
  593. **axis** (id) : Vector3
  594. Returns the value of the axis *id*.
  595. The returned vector holds x and y coordinates of the pointer
  596. in window-space.
  597. **button_id** (name) : int
  598. Returns the *id* of the button *name*.
  599. **axis_id** (name) : int
  600. Returns the *id* of the axis *name*.
  601. Mouse Button Names
  602. ~~~~~~~~~~~~~~~~~~
  603. ``left``, ``middle``, ``right``, ``extra_1``, ``extra_2``
  604. Mouse Axis Names
  605. ~~~~~~~~~~~~~~~~
  606. * ``cursor``: Returns the cursor position (x, y) in screen coordinates.
  607. * ``cursor_delta``: Returns the delta of the cursor position (x, y) since last frame.
  608. * ``wheel``: Returns the movement of the mouse wheel in the y axis. Positive values of y mean upward scrolling, negative values mean downward scrolling.
  609. Touch
  610. -----
  611. **name** () : string
  612. Returns the name of the input device.
  613. **connected** () : bool
  614. Returns whether the input device is connected and functioning.
  615. **num_buttons** () : int
  616. Returns the number of buttons of the input device.
  617. **num_axes** () : int
  618. Returns the number of axes of the input device.
  619. **pressed** (id) : bool
  620. Returns whether the button *id* is pressed in the current frame.
  621. **released** (id) : bool
  622. Returns whether the button *id* is released in the current frame.
  623. **any_pressed** () : bool
  624. Returns wheter any button is pressed in the current frame.
  625. **any_released** () : bool
  626. Returns whether any button is released in the current frame.
  627. **axis** (id) : Vector3
  628. Returns the value of the axis *id*.
  629. The returned vector holds x and y coordinates of the pointer
  630. in window-space.
  631. Pad1, Pad2, Pad3, Pad4
  632. ----------------------
  633. **name** () : string
  634. Returns the name of the input device.
  635. **connected** () : bool
  636. Returns whether the input device is connected and functioning.
  637. **num_buttons** () : int
  638. Returns the number of buttons of the input device.
  639. **num_axes** () : int
  640. Returns the number of axes of the input device.
  641. **pressed** (id) : bool
  642. Returns whether the button *id* is pressed in the current frame.
  643. **released** (id) : bool
  644. Returns whether the button *id* is released in the current frame.
  645. **any_pressed** () : bool
  646. Returns wheter any button is pressed in the current frame.
  647. **any_released** () : bool
  648. Returns whether any button is released in the current frame.
  649. **axis** (id) : Vector3
  650. Returns the value of the axis *id*.
  651. The returned vector holds values in the range [-1;+1]
  652. **button_id** (name) : int
  653. Returns the *id* of the button *name*.
  654. **axis_id** (name) : int
  655. Returns the *id* of the axis *name*.
  656. Pad Button Names
  657. ~~~~~~~~~~~~~~~~
  658. * ``up``, ``down``, ``left``, ``right``
  659. * ``start``, ``back``, ``guide``
  660. * ``left_thumb``, ``right_thumb``
  661. * ``left_shoulder``, ``right_shoulder``
  662. * ``a``, ``b``, ``x``, ``y``
  663. Pad Axis Names
  664. ~~~~~~~~~~~~~~
  665. * ``left``, ``right``: Returns the direction (x, y) of the left or right thumbstick [-1; +1]. The z component represents the left or right trigger [0; +1].
  666. Window
  667. ======
  668. **show** ()
  669. Shows the window.
  670. **hide** ()
  671. Hides the window.
  672. **resize** (width, height)
  673. Resizes the window to *width* and *height*.
  674. **move** (x, y)
  675. Moves the window to *x* and *y*.
  676. **minimize** ()
  677. Minimizes the window.
  678. **restore** ()
  679. Restores the window.
  680. **is_resizable** () : bool
  681. Returns whether the window is resizable.
  682. **set_resizable** (resizable)
  683. Sets whether the window is resizable.
  684. **title** () : string
  685. Returns the title of the window.
  686. **set_title** (title)
  687. Sets the title of the window.