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- =================
- 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, rays = 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``, ``linux`` or ``windows``
- **architecture** () : string
- Returns a string identifying what architecture the engine is running on.
- It can be either ``32-bit`` or ``64-bit``.
- **version** () : string
- Returns a string identifying the engine version.
- The form is "major.minor.micro".
- **quit** ([exit_code])
- Quits the application. On platforms that support it, *exit_code* is
- returned to the system after the application exits.
- **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.
- **screenshot** (path)
- Captures a screenshot of the main window's backbuffer and saves it at *path* in PNG format.
- The global callback ``screenshot (path)`` will be called after the file is written to disk.
- .. note::
- Only available in debug and development builds.
- **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.
- **set_timestep_policy** (policy)
- Sets the timestep policy:
- * ``variable``: the timestep is the time it took for the previous frame to simulate. This is the default;
- * ``smoothed``: the timestep is computed as an average of the previous delta times.
- **set_timestep_smoothing** (num_samples, num_outliers, average_cap)
- Sets the number of samples to be averaged, the outliers to be excluded and the maximum
- allowed deviation in percent from the previous average. Given a delta time series DTs, and
- a previous average AVGp:
- * DTs = [ .33; .30; .32; .33; .24; .33; .25; .35; .33; .42 ]
- * AVGp = 0.33
- A call to set_smoothing(10, 2, 0.1) would compute the new average like so:
- 1. Remove the 2 minimum and maximum values in DTs;
- 2. Compute the average for the remaining 6 values in DTs: AVG = 0.323.
- 3. Smooth the newly computed average: AVG = lerp(AVGp, AVG, 0.1) = 0.329.
- 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, depth])
- Draws a triangle defined by vertices *a*, *b* and *c*.
- Objects with a lower depth are drawn in front. If depth is omitted its value
- is set to 0.
- **triangle_3d** (gui, local_pose, a, b, c [, color, depth])
- Draws a 3D triangle defined by vertices *a*, *b* and *c*.
- **rect** (gui, pos, size [, color])
- Draws a rectangle.
- If pos is a Vector3, the z element specifies the drawing depth. Objects with
- a lower depth are drawn in front. If pos is a Vector2, the z elements is set
- to 0.
- **rect_3d** (gui, local_pose, pos, size [, color, depth])
- Draws a 3D rectangle.
- **image** (gui, pos, size, material_resource [, color])
- Draws an image.
- If pos is a Vector3, the z element specifies the drawing depth. Objects with
- a lower depth are drawn in front. If pos is a Vector2, the z elements is set
- to 0.
- **image_3d** (gui, local_pose, pos, size, material_resource [, color, depth])
- Draws a 3D image.
- **image_uv** (gui, pos, size, uv0, uv1, material_resource [, color])
- Draws an image with explicit UV coordinates.
- If pos is a Vector3, the z element specifies the drawing depth. Objects with
- a lower depth are drawn in front. If pos is a Vector2, the z elements is set
- to 0.
- **image_3d_uv** (gui, local_pose, pos, size, uv0, uv1, material_resource [, color, depth])
- Draws a 3D image with explicit UV coordinates.
- **text** (gui, pos, font_size, str, font_resource [, material_resource , color])
- Draws text.
- If pos is a Vector3, the z element specifies the drawing depth. Objects with
- a lower depth are drawn in front. If pos is a Vector2, the z elements is set
- to 0.
- **text_extents** (gui, font_size, str, font_resource) : Vector2
- Returns the extents of the text *str* if drawn using *font_resource* at size
- *font_size*.
- **text_3d** (gui, local_pose, pos, font_size, str, font_resource [, material_resource, color, depth])
- Draws 3D text.
- **material** (material_resource) : Material
- Returns the material *material_resource*.
- Input
- =====
- **events** () : table
- Returns an array of `InputEvent`_ tables.
- InputEvent
- ----------
- InputEvent is a lua table with 4 fields:
- * ``id``: The id of the button or axis as returned by ``Keyboard.button_id()`` for example.
- * ``type``: One of the values from `InputEventType`_.
- * ``value``: The value of the axis as a Vector3 or ``nil`` when ``type`` is not an axis event.
- * ``device``: The input device that generated the event. This is one of ``Keyboard``, ``Mouse``, ``Pad1`` etc.
- InputEventType
- --------------
- * ``BUTTON_PRESSED``: A button has been pressed.
- * ``BUTTON_RELEASED``: A button has been released.
- * ``AXIS_CHANGED``: An axis changed its value.
- 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 ``nil`` if no buttons were pressed at all.
- **any_released** () : bool
- Returns the *id* of the first button that was released in the current frame
- or ``nil`` if 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 ``nil`` if no matching button is found.
- Keyboard Button Names
- ~~~~~~~~~~~~~~~~~~~~~
- * ``tab``, ``enter``, ``escape``, ``space``, ``backspace``
- * ``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``
- * ``f1``, ``f2``, ``f3``, ``f4``, ``f5``, ``f6``, ``f7``, ``f8``, ``f9``, ``f10``, ``f11``, ``f12``
- * ``home``, ``left``, ``up``, ``right``, ``down``, ``page_up``, ``page_down``, ``ins``, ``del``, ``end``
- * ``ctrl_left``, ``ctrl_right``, ``shift_left``, ``shift_right``, ``caps_lock``, ``alt_left``, ``alt_right``, ``super_left``, ``super_right``
- * ``0``, ``1``, ``2``, ``3``, ``4``, ``5``, ``6``, ``7``, ``8``, ``9``
- * ``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``
- 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 ``nil`` if no buttons were pressed at all.
- **any_released** () : bool
- Returns the *id* of the first button that was released in the current frame
- or ``nil`` if 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 ``nil`` if no matching button is found.
- **axis_id** (name) : int
- Returns the *id* of the axis *name* or ``nil`` if no matching axis is found.
- Mouse Button Names
- ~~~~~~~~~~~~~~~~~~
- ``left``, ``middle``, ``right``, ``extra_1``, ``extra_2``
- 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 ``nil`` if no buttons were pressed at all.
- **any_released** () : bool
- Returns the *id* of the first button that was released in the current frame
- or ``nil`` if 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 ``nil`` if no matching button is found.
- **axis_id** (name) : int
- Returns the *id* of the axis *name* or ``nil`` if 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 ``nil`` if no buttons were pressed at all.
- **any_released** () : bool
- Returns the *id* of the first button that was released in the current frame
- or ``nil`` if 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 ``nil`` if no matching button is found.
- **axis_id** (name) : int
- Returns the *id* of the axis *name* or ``nil`` if 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 Button Names
- ~~~~~~~~~~~~~~~~
- * ``up``, ``down``, ``left``, ``right``
- * ``start``, ``back``, ``guide``
- * ``thumb_left``, ``thumb_right``
- * ``shoulder_left``, ``shoulder_right``
- * ``a``, ``b``, ``x``, ``y``
- 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*.
- **set_texture** (material, sampler_name, texture_name)
- Sets the *texture_resource* of the sampler *sampler_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.
- **.x** : float
- Returns/assigns the x value of the vector.
- **.y** : float
- Returns/assigns the y value of the vector.
- **.z** : float
- 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].
- | **forward** () : Vector3
- | **backward** () : Vector3
- | **left** () : Vector3
- | **right** () : Vector3
- | **up** () : Vector3
- | **down** () : Vector3
- | Returns the corresponding semantic axis.
- **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*.
- **translation** (m) : Vector3
- Returns the translation portion of the matrix *m*.
- **set_translation** (m, t)
- Sets the translation portion 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*.
- **scale** (m) : Vector3
- Returns the scale of the matrix *m*.
- **set_scale** (m, r)
- Sets the scale 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].
- | **black** () : Color4
- | **white** () : Color4
- | **red** () : Color4
- | **green** () : Color4
- | **blue** () : Color4
- | **yellow** () : Color4
- | **orange** () : Color4
- | Returns the corresponding mnemonic color.
- **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.
- **obb_vertices** (obb_tm, obb_half_extents) : v0, v1, v2, v3, v4, v5, v6, v7
- Returns the vertices of the oriented bounding box (obb_tm, obb_half_extents).
- **obb_merge** (a_tm, a_half_extents, b_tm, b_half_extents, ...) : Matrix4x4, Vector3
- Returns a new box which encloses both the box A (a_tm, a_half_extents) and B
- (b_tm, b_half_extents) and any number of boxes after B.
- Note that the returned OBB will have the same orientation as A and won't
- necessarily be the smallest enclosing box.
- 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_set_cast_shadows** (rw, mesh, cast_shadows)
- Sets whether the *mesh* cast shadows.
- **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``, ``omni`` or ``spot``.
- **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``, ``omni`` or ``spot``.
- **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_shadow_bias** (rw, light) : float
- Returns the shadow bias 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_set_shadow_bias** (rw, light, bias)
- Sets the shadow *bias* of the *light*.
- **light_set_cast_shadows** (rw, light, cast_shadows)
- Sets whether the *light* casts shadows.
- **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``.
- **owner** (sg, transform) : UnitId
- Returns the unit that owns *transform*.
- **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 *child* is set to its previous world pose.
- **parent** (sg, child) : Id
- Returns the parent of the instance *child* or ``nil``
- if *child* has no parent.
- **first_child** (sg, parent) : Id
- Returns the first child of the instance *parent* or ``nil``
- if *parent* has no children.
- **next_sibling** (sg, child) : Id
- Returns the next sibling of the instance *child* or ``nil``
- if *child* has no sibling.
- 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.
- **set_group_volume** (sound_world, group, volume)
- Sets the *volume* of the sound *group*. The volume of the sounds within
- *group* is multiplied by the group's volume.
- 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_vertical`` or ``wait``.
- **set_cursor_mode** (cursor, mode)
- Sets the mouse cursor *mode* on this window. Mode can be either ``normal``
- or ``disabled``. Setting the mode to ``disabled`` hides 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 ``nil`` if 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 for 2D drawing.
- **create_world_gui** (world) : Gui
- Creates a new Gui for 3D drawing.
- **destroy_gui** (world, gui)
- Destroys the *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 ``orthographic`` or ``perspective``.
- **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 ``orthographic`` or ``perspective``.
- **camera_projection_type** (world, camera) : string
- Returns the projection type of the *camera*.
- It can be either ``orthographic`` or ``perspective``.
- **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, group]) : 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.
- *group* is a string that identifies the sound's group, see SoundWorld.set_group_volume().
- **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*.
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