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. **translation** (m, a) : Vector3
  165. Returns the translation portion of the matrix *m*.
  166. **set_translation** (m, t)
  167. Sets the translation portion of the matrix *m*.
  168. **identity** ()
  169. Returns the identity matrix.
  170. **to_string** (a)
  171. Returns a string representing the matrix.
  172. Matrix4x4Box
  173. ------------
  174. **Matrix4x4Box** (m)
  175. Creates a new Matrix4x4Box from the Matrix4x4 *m*.
  176. **store** (m)
  177. Stores the Matrix4x4 *m* in the box.
  178. **unbox** () : Matrix4x4
  179. Returns the stored matrix from the box.
  180. Math
  181. ----
  182. **ray_plane_intersection** (from, dir, point, normal) : float
  183. Returns the distance along ray (from, dir) to intersection point with plane defined by
  184. *point* and *normal* or -1.0 if no intersection.
  185. **ray_disc_intersection** (from, dir, center, radius, normal) : float
  186. Returns the distance along ray (from, dir) to intersection point with disc defined by
  187. *center*, *radius* and *normal* or -1.0 if no intersection.
  188. **ray_sphere_intersection** (from, dir, center, radius) : float
  189. Returns the distance along ray (from, dir) to intersection point with sphere defined by
  190. *center* and *radius* or -1.0 if no intersection.
  191. **ray_obb_intersection** (from, dir, tm, extents) : float
  192. Returns the distance along ray (from, dir) to intersection point with the oriented
  193. bounding box (tm, extents) or -1.0 if no intersection.
  194. World
  195. =====
  196. **spawn_unit** (world, name, [position, rotation]) : Unit
  197. Spawns a new instance of the unit *name* at the given *position* and *rotation*.
  198. **destroy_unit** (world, unit)
  199. Destroys the given *unit*.
  200. **num_units** (world) : int
  201. Returns the number of units in the *world*.
  202. **units** (world) : Table
  203. Returns all the the units in the world in a table.
  204. **update_animations** (world, dt)
  205. Update all animations with *dt*.
  206. **update_scene** (world, dt)
  207. Updates the scene with *dt*.
  208. **update** (world, dt)
  209. Updates the world with *dt*.
  210. **play_sound** (world, name, [loop, volume, position, range]) : SoundInstanceId
  211. Plays the sound with the given *name* at the given *position*, with the given
  212. *volume* and *range*. *loop* controls whether the sound must loop or not.
  213. **stop_sound** (world, id)
  214. Stops the sound with the given *id*.
  215. **link_sound** (world, id, unit, node)
  216. Links the sound *id* to the *node* of the given *unit*.
  217. After this call, the sound *id* will follow the unit *unit*.
  218. **set_listener_pose** (world, pose)
  219. Sets the *pose* of the listener.
  220. **set_sound_position** (world, position)
  221. Sets the *position* of the sound *id*.
  222. **set_sound_range** (world, range)
  223. Sets the *range* of the sound *id*.
  224. **set_sound_volume** (world, volume)
  225. Sets the *volume* of the sound *id*.
  226. **create_window_gui** (world) : Gui
  227. Creates a new window-space Gui of size *width* and *height*.
  228. **destroy_gui** (world, id)
  229. Destroys the gui with the given *id*.
  230. **create_debug_line** (world, depth_test) : DebugLine
  231. Creates a new DebugLine. *depth_test* controls whether to
  232. enable depth test when rendering the lines.
  233. **destroy_debug_line** (world, line)
  234. Destroys the debug *line*.
  235. **load_level** (world, name) : Level
  236. Loads the level *name* into the world.
  237. **physics_world** (world) : PhysicsWorld
  238. Returns the physics sub-world.
  239. **sound_world** (world) : SoundWorld
  240. Returns the sound sub-world.
  241. Unit
  242. ----
  243. **local_position** (unit) : Vector3
  244. Returns the local position of the unit.
  245. **local_rotation** (unit) : Quaternion
  246. Returns the local rotation of the unit.
  247. **local_scale** (unit) : Vector3
  248. Returns the local scale of the unit.
  249. **local_pose** (unit) : Matrix4x4
  250. Returns the local pose of the unit.
  251. **world_position** (unit) : Vector3
  252. Returns the world position of the unit.
  253. **world_rotation** (unit) : Quaternion
  254. Returns the world rotation of the unit.
  255. **world_pose** (unit) : Matrix4x4
  256. Returns the world pose of the unit.
  257. **set_local_position** (unit, position)
  258. Sets the local position of the unit.
  259. **set_local_rotation** (unit, rotation)
  260. Sets the local rotation of the unit.
  261. **set_local_scale** (unit, scale)
  262. Sets the local scale of the unit.
  263. **set_local_pose** (unit, n, pose)
  264. Sets the local pose of the unit.
  265. **camera** (unit, name)
  266. Returns the camera *name*.
  267. **material** (unit, name)
  268. Returns the material *name*.
  269. **mesh** (unit, name)
  270. Returns the mesh *name*.
  271. **sprite** (unit, name)
  272. Returns the sprite *name*.
  273. **actor** (unit, name)
  274. Returns the actor *name*.
  275. **controller** (unit, name)
  276. Returns the controller *name*.
  277. **is_a** (unit, type)
  278. Returns whether the unit is of the given *type*.
  279. **play_sprite_animation** (unit, name, loop)
  280. Plays the sprite animation *name*.
  281. **stop_sprite_animation** (unit)
  282. Stops the current playing animation.
  283. Camera
  284. ------
  285. **set_projection_type** (camera, type)
  286. Sets the projection type of the camera.
  287. **projection_type** (camera) : int
  288. Returns the projection type of the camera.
  289. **fov** (camera) : float
  290. Returns the field-of-view of the camera in degrees.
  291. **set_fov** (camera, degrees)
  292. Sets the field-of-view of the camera in degrees.
  293. **aspect** (camera) : float
  294. Returns the aspect ratio of the camera. (Perspective projection only.)
  295. **set_aspect** (camera)
  296. Sets the aspect ratio of the camera. (Perspective projection only.)
  297. **near_clip_distance** (camera) : float
  298. Returns the near clip distance of the camera.
  299. **set_near_clip_distance** (camera, near)
  300. Sets the near clip distance of the camera.
  301. **far_clip_distance** (camera) : float
  302. Returns the far clip distance of the camera.
  303. **set_far_clip_distance** (camera, far)
  304. Sets the far clip distance of the camera.
  305. **set_orthographic_metrics** (camera, left, right, bottom, top)
  306. Sets the coordinates for orthographic clipping planes. (Orthographic projection only.)
  307. **set_viewport_metrics** (camera, x, y, width, height)
  308. Sets the coordinates for the camera viewport in pixels.
  309. **screen_to_world** (camera, pos) : Vector3
  310. Returns *pos* from screen-space to world-space coordinates.
  311. **world_to_screen** (camera, pos) : Vector3
  312. Returns *pos* from world-space to screen-space coordinates.
  313. Sprite
  314. ------
  315. **set_frame** (sprite, num)
  316. Sets the frame of the sprite.
  317. **set_depth** (sprite, depth)
  318. Sets the depth of the sprite.
  319. Sprites with higher depth values are drawn in front of sprites
  320. whith lower depth values.
  321. Mesh
  322. ----
  323. **local_position** (mesh) : Vector3
  324. Returns the local position of the mesh.
  325. **local_rotation** (mesh) : Quaternion
  326. Returns the local rotation of the mesh.
  327. **local_pose** (mesh) : Matrix4x4
  328. Returns the local pose of the mesh.
  329. **set_local_position** (mesh, unit, position)
  330. Sets the local position of the mesh.
  331. **set_local_rotation** (mesh, unit, rotation)
  332. Sets the local rotation of the mesh.
  333. **set_local_pose** (mesh, unit, pose)
  334. Sets the local pose of the mesh.
  335. Material
  336. --------
  337. **set_float** (material, variable, value)
  338. Sets the material variable to the given value.
  339. **set_vector2** (material, variable, value)
  340. Sets the material variable to the given value.
  341. **set_vector3** (material, variable, value)
  342. Sets the material variable to the given value.
  343. Gui
  344. ---
  345. resolution
  346. TODO
  347. move
  348. TODO
  349. screen_to_gui
  350. TODO
  351. draw_rectangle
  352. TODO
  353. draw_image
  354. TODO
  355. draw_image_uv
  356. TODO
  357. draw_text
  358. TODO
  359. PhysicsWorld
  360. =============
  361. **gravity** (physics_world) : Vector3
  362. Returns the gravity.
  363. **set_gravity** (physics_world, gravity)
  364. Sets the gravity.
  365. **make_raycast**
  366. TODO
  367. **overlap_test**
  368. TODO
  369. Controller
  370. ----------
  371. **move** (controller, position)
  372. Moves the controller to *position*.
  373. **position** (controller) : Vector3
  374. Returns the position of the controller.
  375. **collides_up** (controller) : bool
  376. Returns whether the contoller collides upwards.
  377. **collides_down** (controller) : bool
  378. Returns whether the controller collides downwards.
  379. **collides_sides** (controller) : bool
  380. Returns whether the controller collides sidewards.
  381. Actor
  382. -----
  383. **world_position** (actor) : Vector3
  384. Returns the world position of the actor.
  385. **world_rotation** (actor) : Quaternion
  386. Returns the world rotation of the actor.
  387. **world_pose** (actor) : Matrix4x4
  388. Returns the world pose of the actor.
  389. **teleport_world_position** (actor, position)
  390. Teleports the actor to the given world position.
  391. **teleport_world_rotation** (actor, rotation)
  392. Teleports the actor to the given world rotation.
  393. **teleport_world_pose** (actor, pose)
  394. Teleports the actor to the given world pose.
  395. **center_of_mass** (actor) : Vector3
  396. Returns the center of mass of the actor.
  397. **enable_gravity** (actor)
  398. Enables gravity for the actor.
  399. **disable_gravity** (actor)
  400. Disables gravity for the actor.
  401. **enable_collision** (actor)
  402. Enables collision detection for the actor.
  403. **disable_collision** (actor)
  404. Disables collision detection for the actor.
  405. **set_collision_filter** (actor, name)
  406. Sets the collision filter of the actor.
  407. **set_kinematic** (actor, kinematic)
  408. Sets whether the actor is kinematic or not.
  409. Note that this call has no effect on static actors.
  410. **move** (actor, position)
  411. Moves the actor to *pos*
  412. Note that this call only affects nonkinematic actors.
  413. **is_static** (actor) : bool
  414. Returns whether the actor is static.
  415. **is_dynamic** (actor) bool
  416. Returns whether the actor is dynamic.
  417. **is_kinematic** (actor) : bool
  418. Returns whether the actor is kinematic (keyframed).
  419. **is_nonkinematic** (actor) : bool
  420. Returns whether the actor is nonkinematic (i.e. dynamic and not kinematic).
  421. **linear_damping** (actor) : float
  422. Returns the linear damping of the actor.
  423. **set_linear_damping** (actor, damping)
  424. Sets the linear damping of the actor.
  425. **angular_damping** (actor) : float
  426. Returns the angular damping of the actor.
  427. **set_angular_damping** (actor, rate)
  428. Sets the angular damping of the actor.
  429. **linear_velocity** (actor) : Vector3
  430. Returns the linear velocity of the actor.
  431. **set_linear_velocity** (actor, velocity)
  432. Sets the linear velocity of the actor.
  433. Note that this call only affects nonkinematic actors.
  434. **angular_velocity** (actor) : Vector3
  435. Returns the angular velocity of the actor.
  436. **set_angular_velocity** (actor, velocity)
  437. Sets the angular velocity of the actor.
  438. Note that this call only affects nonkinematic actors.
  439. **add_impulse** (actor, impulse)
  440. Adds a linear impulse (acting along the center of mass) to the actor.
  441. Note that this call only affects nonkinematic actors.
  442. **add_impulse_at** (actor, impulse, position)
  443. Adds a linear impulse (acting along the world position *pos*) to the actor.
  444. Note that this call only affects nonkinematic actors.
  445. **add_torque_impulse** (actor, impulse)
  446. Adds a torque impulse to the actor.
  447. **push** (actor, velocity, mass)
  448. Pushes the actor as if it was hit by a point object with the given *mass*
  449. travelling at the given *velocity*.
  450. Note that this call only affects nonkinematic actors.
  451. **push_at** (actor, velocity, mass, position)
  452. Like push() but applies the force at the world position *pos*.
  453. Note that this call only affects nonkinematic actors.
  454. **is_sleeping** (actor) : bool
  455. Returns whether the actor is sleeping.
  456. **wake_up** (actor)
  457. Wakes the actor up.
  458. **unit** (actor) : Unit
  459. Returns the unit that owns the actor or nil;
  460. SoundWorld
  461. ===========
  462. **stop_all** (sound_world)
  463. Stops all the sounds in the world.
  464. **pause_all** (sound_world)
  465. Pauses all the sounds in the world
  466. **resume_all** (sound_world)
  467. Resumes all previously paused sounds in the world.
  468. **is_playing** (sound_world, id) : bool
  469. Returns wheter the sound *id* is playing.
  470. ResourcePackage
  471. ================
  472. **load** (package)
  473. Loads all the resources in the package.
  474. Note that the resources are not immediately available after the call is made,
  475. instead, you have to poll for completion with has_loaded().
  476. **unload** (package)
  477. Unloads all the resources in the package.
  478. **flush** (package)
  479. Waits until the package has been loaded.
  480. **has_loaded** (package) : bool
  481. Returns whether the package has been loaded.
  482. Device
  483. ======
  484. **platform** () : string
  485. Returns a string identifying what platform the engine is running on.
  486. **architecture** () : string
  487. Returns a string identifying what architecture the engine is running on.
  488. **version** () : string
  489. Returns a string identifying the engine version.
  490. **last_delta_time** () : float
  491. Returns the time in seconds needed to render the last frame
  492. **quit** ()
  493. Quits the application.
  494. **resolution** () : Table
  495. Returns the main window resolution.
  496. **create_world** () : World
  497. Creates a new world.
  498. **destroy_world** (world)
  499. Destroys the given *world*.
  500. **render_world** (world, camera)
  501. Renders the given *world* from the point of view of the given *camera*.
  502. **create_resource_package** (name) : ResourcePackage
  503. Returns the resource package with the given *package_name* name.
  504. **destroy_resource_package** (package)
  505. Destroy a previously created resource *package*.
  506. Note that to unload the resources loaded by the package, you have to call
  507. ResourcePackage.unload() first.
  508. **console_send** (table)
  509. Sends the given lua *table* to clients connected to the engine.
  510. Note that the current version only supports explicitly escaped strings as key/value pairs.
  511. **can_get** (type, name) : bool
  512. Returns whether the resource (type, name) is loaded.
  513. When resource autoload is enabled it always returns true.
  514. **enable_resource_autoload** (enable)
  515. Sets whether resources should be automatically loaded when accessed.
  516. DebugLine
  517. =========
  518. **add_line** (debug_line, start, end, color)
  519. Adds a line from *start* to *end* with the given *color*.
  520. **add_axes** (debug_line, tm, length)
  521. Adds lines for each axis with the given *length*.
  522. **add_circle** (debug_line, center, radius, normal, color, [segments = 36])
  523. Adds a circle at *center* with the given *radius* and *normal* vector.
  524. **add_cone** (debug_line, from, to, radius, color, [segments = 36])
  525. Adds a cone with the base centered at *from* and the tip at *to*.
  526. **add_sphere** (debug_line, center, radius, color, [segments = 36])
  527. Adds a sphere at *center* with the given *radius*.
  528. **add_obb** (debug_line, tm, extents, color)
  529. Adds an orientd bounding box. *tm* describes the position and orientation of
  530. the box. *extents* describes the size of the box along the axis.
  531. **reset** (debug_line)
  532. Resets all the lines.
  533. **submit** (debug_line)
  534. Submits the lines to renderer for drawing.
  535. Input
  536. =====
  537. Keyboard
  538. --------
  539. **name** () : string
  540. Returns the name of the input device.
  541. **connected** () : bool
  542. Returns whether the input device is connected and functioning.
  543. **num_buttons** () : int
  544. Returns the number of buttons of the input device.
  545. **num_axes** () : int
  546. Returns the number of axes of the input device.
  547. **pressed** (id) : bool
  548. Returns whether the button *id* is pressed in the current frame.
  549. **released** (id) : bool
  550. Returns whether the button *id* is released in the current frame.
  551. **any_pressed** () : bool
  552. Returns wheter any button is pressed in the current frame.
  553. **any_released** () : bool
  554. Returns whether any button is released in the current frame.
  555. **button_id** (name) : int
  556. Returns the *id* of the button *name*.
  557. Keyboard Button Names
  558. ~~~~~~~~~~~~~~~~~~~~~
  559. * ``tab``, ``enter``, ``escape``, ``space``, ``backspace``
  560. * ``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``
  561. * ``f1``, ``f2``, ``f3``, ``f4``, ``f5``, ``f6``, ``f7``, ``f8``, ``f9``, ``f10``, ``f11``, ``f12``
  562. * ``home``, ``left``, ``up``, ``right``, ``down``, ``page_up``, ``page_down``, ``delete``, ``end``
  563. * ``left_ctrl``, ``right_ctrl``, ``left_shift``, ``right_shift``, ``caps_lock``, ``left_alt``, ``right_alt``, ``left_super``, ``right_super``
  564. * ``0``, ``1``, ``2``, ``3``, ``4``, ``5``, ``6``, ``7``, ``8``, ``9``
  565. * ``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``
  566. Keyboard Axis Names
  567. ~~~~~~~~~~~~~~~~~~~
  568. None.
  569. Mouse
  570. -----
  571. **name** () : string
  572. Returns the name of the input device.
  573. **connected** () : bool
  574. Returns whether the input device is connected and functioning.
  575. **num_buttons** () : int
  576. Returns the number of buttons of the input device.
  577. **num_axes** () : int
  578. Returns the number of axes of the input device.
  579. **pressed** (id) : bool
  580. Returns whether the button *id* is pressed in the current frame.
  581. **released** (id) : bool
  582. Returns whether the button *id* is released in the current frame.
  583. **any_pressed** () : bool
  584. Returns wheter any button is pressed in the current frame.
  585. **any_released** () : bool
  586. Returns whether any button is released in the current frame.
  587. **axis** (id) : Vector3
  588. Returns the value of the axis *id*.
  589. The returned vector holds x and y coordinates of the pointer
  590. in window-space.
  591. **button_id** (name) : int
  592. Returns the *id* of the button *name*.
  593. **axis_id** (name) : int
  594. Returns the *id* of the axis *name*.
  595. Mouse Button Names
  596. ~~~~~~~~~~~~~~~~~~
  597. ``left``, ``middle``, ``right``, ``extra_1``, ``extra_2``
  598. Mouse Axis Names
  599. ~~~~~~~~~~~~~~~~
  600. * ``cursor``: Returns the cursor position (x, y) in screen coordinates.
  601. * ``cursor_delta``: Returns the delta of the cursor position (x, y) since last frame.
  602. * ``wheel``: Returns the movement of the mouse wheel in the y axis. Positive values of y mean upward scrolling, negative values mean downward scrolling.
  603. Touch
  604. -----
  605. **name** () : string
  606. Returns the name of the input device.
  607. **connected** () : bool
  608. Returns whether the input device is connected and functioning.
  609. **num_buttons** () : int
  610. Returns the number of buttons of the input device.
  611. **num_axes** () : int
  612. Returns the number of axes of the input device.
  613. **pressed** (id) : bool
  614. Returns whether the button *id* is pressed in the current frame.
  615. **released** (id) : bool
  616. Returns whether the button *id* is released in the current frame.
  617. **any_pressed** () : bool
  618. Returns wheter any button is pressed in the current frame.
  619. **any_released** () : bool
  620. Returns whether any button is released in the current frame.
  621. **axis** (id) : Vector3
  622. Returns the value of the axis *id*.
  623. The returned vector holds x and y coordinates of the pointer
  624. in window-space.
  625. Pad1, Pad2, Pad3, Pad4
  626. ----------------------
  627. **name** () : string
  628. Returns the name of the input device.
  629. **connected** () : bool
  630. Returns whether the input device is connected and functioning.
  631. **num_buttons** () : int
  632. Returns the number of buttons of the input device.
  633. **num_axes** () : int
  634. Returns the number of axes of the input device.
  635. **pressed** (id) : bool
  636. Returns whether the button *id* is pressed in the current frame.
  637. **released** (id) : bool
  638. Returns whether the button *id* is released in the current frame.
  639. **any_pressed** () : bool
  640. Returns wheter any button is pressed in the current frame.
  641. **any_released** () : bool
  642. Returns whether any button is released in the current frame.
  643. **axis** (id) : Vector3
  644. Returns the value of the axis *id*.
  645. The returned vector holds values in the range [-1;+1]
  646. **button_id** (name) : int
  647. Returns the *id* of the button *name*.
  648. **axis_id** (name) : int
  649. Returns the *id* of the axis *name*.
  650. Pad Button Names
  651. ~~~~~~~~~~~~~~~~
  652. * ``up``, ``down``, ``left``, ``right``
  653. * ``start``, ``back``, ``guide``
  654. * ``left_thumb``, ``right_thumb``
  655. * ``left_shoulder``, ``right_shoulder``
  656. * ``a``, ``b``, ``x``, ``y``
  657. Pad Axis Names
  658. ~~~~~~~~~~~~~~
  659. * ``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].
  660. Window
  661. ======
  662. **show** ()
  663. Shows the window.
  664. **hide** ()
  665. Hides the window.
  666. **resize** (width, height)
  667. Resizes the window to *width* and *height*.
  668. **move** (x, y)
  669. Moves the window to *x* and *y*.
  670. **minimize** ()
  671. Minimizes the window.
  672. **restore** ()
  673. Restores the window.
  674. **is_resizable** () : bool
  675. Returns whether the window is resizable.
  676. **set_resizable** (resizable)
  677. Sets whether the window is resizable.
  678. **title** () : string
  679. Returns the title of the window.
  680. **set_title** (title)
  681. Sets the title of the window.