Lua API reference¶
AnimationStateMachine¶
- instance (asm, unit) : Id
- Returns the ID of the state machine owned by the unit, or
nil
. - variable_id (asm, state_machine, name) : Id
- Returns the ID of the variable name in the state_machine.
- variable (asm, state_machine, variable_id) : number
- Returns the value of the variable_id in the state_machine.
- set_variable (asm, state_machine, variable_id, value)
- Sets the value of the variable_id in the state_machine.
- trigger (asm, state_machine, event)
- Triggers the event in the state_machine.
DebugLine¶
- add_line (debug_line, start, end, color)
- Adds a line from start to end with the given color.
- add_axes (debug_line, tm, length)
- Adds lines for each axis with the given length.
- add_arc (debug_line, center, radius, plane_normal, midpoint_normal, color, [circle_segments = 36]);
- Adds an arc at center with the given radius and plane_normal and midpoint_normal vectors.
- add_circle (debug_line, center, radius, normal, color, [segments = 36])
- Adds a circle at center with the given radius and normal vector.
- add_cone (debug_line, from, to, radius, color, [segments = 36])
- Adds a cone with the base centered at from and the tip at to.
- add_sphere (debug_line, center, radius, color, [segments = 36])
- Adds a sphere at center with the given radius.
- add_obb (debug_line, tm, half_extents, color)
- Adds an orientd bounding box. tm describes the position and orientation of the box. half_extents describes the size of the box along the axis.
- add_frustum (debug_line, mvp, color)
- Adds a frustum defined by mvp.
- reset (debug_line)
- Resets all the lines.
- submit (debug_line)
- Submits the lines to renderer for drawing.
Device¶
- argv () : table
- Returns a table containing the command line parameters the engine was started with.
- platform () : string
- Returns a string identifying what platform the engine is running on.
It can be either
android
,linux
orwindows
- architecture () : string
- Returns a string identifying what architecture the engine is running on.
It can be either
32-bit
or64-bit
. - version () : string
- Returns a string identifying the engine version. The form is “major.minor.micro”.
- quit ()
- Quits the application.
- resolution () : float, float
- Returns the main window resolution (width, height).
- create_world () : World
- Creates a new world.
- destroy_world (world)
- Destroys the given world.
- render (world, camera)
- Renders world using camera.
- create_resource_package (name) : ResourcePackage
- Returns the resource package with the given package_name name.
- destroy_resource_package (package)
Destroy a previously created resource package.
Note
To unload the resources loaded by the package, you have to call ResourcePackage.unload() first.
- 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:
- Remove the 2 minimum and maximum values in DTs;
- Compute the average for the remaining 6 values in DTs: AVG = 0.323.
- 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, 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, 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, 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, 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_3d (gui, 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 byKeyboard.button_id()
for example.type
: One of the values from InputEventType.value
: The value of the axis as a Vector3 ornil
whentype
is not an axis event.device
: The input device that generated the event. This is one ofKeyboard
,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].
- 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].
- 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).
PhysicsWorld¶
- gravity (pw) : Vector3
- Returns the gravity.
- set_gravity (pw, gravity)
- Sets the gravity.
- cast_ray (pw, from, dir, length) : hit, collision_pos, normal, time, UnitId, Actor
- Casts a ray into the physics world and returns the closest actor it intersects with. If hit is true the following return values contain the collision_pos in world space, the normal of the surface that was hit, the time of impact in [0..1] and the unit and the actor that was hit.
- cast_ray_all (pw, from, dir, length) : table
- Casts a ray into the physics world and returns all the actors it intersects with as an array of RaycastHit tables.
- cast_sphere (pw, from, radius, dir, length) : hit, collision_pos, normal, time, UnitId, Actor
- Casts a sphere into the physics world and returns the closest actor it intersects with. If hit is true the following return values contain the collision_pos in world space, the normal of the surface that was hit, the time of impact in [0..1] and the unit and the actor that was hit.
- cast_box (pw, from, half_extents, dir, length) : hit, collision_pos, normal, time, UnitId, Actor
- Casts a box into the physics world and returns the closest actor it intersects with. If hit is true the following return values contain the collision_pos in world space, the normal of the surface that was hit, the time of impact in [0..1] and the unit and the actor that was hit.
- enable_debug_drawing (pw, enable)
- Sets whether to enable debug drawing.
RaycastHit¶
RaycastHit is a lua table with 5 fields:
[1]
: The collision position in world space.[2]
: The normal of the surface that was hit.[3]
: The time of impact in [0..1].[4]
: The unit that was hit.[5]
: The actor that was hit.
Actor¶
- actor_destroy (pw, actor)
- Destroys the actor instance.
- actor_instance (pw, unit) : Id
- Returns the ID of the actor owned by the unit, or
nil
. - actor_world_position (pw, actor) : Vector3
- Returns the world position of the actor.
- actor_world_rotation (pw, actor) : Quaternion
- Returns the world rotation of the actor.
- actor_world_pose (pw, actor) : Matrix4x4
- Returns the world pose of the actor.
- actor_teleport_world_position (pw, actor, position)
- Teleports the actor to the given world position.
- actor_teleport_world_rotation (pw, actor, rotation)
- Teleports the actor to the given world rotation.
- actor_teleport_world_pose (pw, actor, pose)
- Teleports the actor to the given world pose.
- actor_center_of_mass (pw, actor) : Vector3
- Returns the center of mass of the actor.
- actor_enable_gravity (pw, actor)
- Enables gravity for the actor.
- actor_disable_gravity (pw, actor)
- Disables gravity for the actor.
- actor_enable_collision (pw, actor)
- Enables collision detection for the actor.
- actor_disable_collision (pw, actor)
- Disables collision detection for the actor.
- actor_set_collision_filter (pw, actor, name)
- Sets the collision filter of the actor.
- actor_set_kinematic (pw, actor, kinematic)
Sets whether the actor is kinematic or not.
Note
This call has no effect on static actors.
- actor_is_static (pw, actor) : bool
- Returns whether the actor is static.
- actor_is_dynamic (pw, actor) bool
- Returns whether the actor is dynamic.
- actor_is_kinematic (pw, actor) : bool
- Returns whether the actor is kinematic (keyframed).
- actor_is_nonkinematic (pw, actor) : bool
- Returns whether the actor is nonkinematic (i.e. dynamic and not kinematic).
- actor_linear_damping (pw, actor) : float
- Returns the linear damping of the actor.
- actor_set_linear_damping (pw, actor, damping)
- Sets the linear damping of the actor.
- actor_angular_damping (pw, actor) : float
- Returns the angular damping rate of the actor.
- actor_set_angular_damping (pw, actor, rate)
- Sets the angular damping rate of the actor.
- actor_linear_velocity (pw, actor) : Vector3
- Returns the linear velocity of the actor.
- actor_set_linear_velocity (pw, actor, velocity)
Sets the linear velocity of the actor.
Note
This call only affects nonkinematic actors.
- actor_angular_velocity (pw, actor) : Vector3
- Returns the angular velocity of the actor.
- actor_set_angular_velocity (pw, actor, velocity)
Sets the angular velocity of the actor.
Note
This call only affects nonkinematic actors.
- actor_add_impulse (pw, actor, impulse)
Adds a linear impulse (acting along the center of mass) to the actor.
Note
This call only affects nonkinematic actors.
- actor_add_impulse_at (pw, actor, impulse, position)
Adds a linear impulse (acting along the world position pos) to the actor.
Note
This call only affects nonkinematic actors.
- actor_add_torque_impulse (pw, actor, impulse)
- Adds a torque impulse to the actor.
- actor_push (pw, actor, velocity, mass)
Pushes the actor as if it was hit by a point object with the given mass travelling at the given velocity.
Note
This call only affects nonkinematic actors.
- actor_push_at (pw, actor, velocity, mass, position)
Like push() but applies the force at the world position.
Note
This call only affects nonkinematic actors.
- actor_is_sleeping (pw, actor) : bool
- Returns whether the actor is sleeping.
- actor_wake_up (pw, actor)
- Wakes the actor up.
Profiler¶
- enter_scope (name)
- Starts a new profile scope with the given name.
- leave_scope ()
- Ends the last profile scope.
- record (name, value)
- Records value with the given name. Value can be either number or Vector3.
RenderWorld¶
- enable_debug_drawing (rw, enable)
- Sets whether to enable debug drawing.
Mesh¶
- mesh_create (rw, unit, mesh_resource, geometry_name, material_resource, visible, pose) : Id
- Creates a new mesh instance for unit and returns its id.
- mesh_destroy (rw, mesh)
- Destroys the mesh instance.
- mesh_instance (rw, unit) : Id
- Returns the ID of the mesh owned by the unit, or
nil
. - mesh_material (rw, mesh) : Material
- Returns the material of the mesh.
- mesh_set_material (rw, mesh, material)
- Sets the material of the mesh.
- mesh_set_visible (rw, mesh, visible)
- Sets whether the mesh is visible.
- mesh_obb (rw, mesh) : Matrix4x4, Vector3
- Returns the Oriented-Bounding-Box of the mesh as (pose, half_extents).
- mesh_cast_ray (rw, mesh, from, dir) : float
- Returns the distance along ray (from, dir) to intersection point with the mesh or -1.0 if no intersection.
Sprite¶
- sprite_create (rw, unit, sprite_resource, material_resource, visible, pose) : Id
- Creates a new sprite instance for the unit and returns its id.
- sprite_destroy (rw, sprite)
- Destroys the sprite instance.
- sprite_instance (rw, unit) : Id
- Returns the ID of the sprite owned by the unit, or
nil
. - sprite_material (rw, sprite) : Material
- Returns the material of the sprite.
- sprite_set_material (rw, sprite, material)
- Sets the material of the sprite.
- sprite_set_frame (rw, sprite, index)
- Sets the frame index of the sprite. The index automatically wraps if it greater than the total number of frames in the sprite.
- sprite_set_visible (rw, sprite, visible)
- Sets whether the sprite is visible.
- sprite_flip_x (rw, sprite, flip)
- Sets whether to flip the sprite on the x-axis.
- sprite_flip_y (rw, sprite, flip)
- Sets whether to flip the sprite on the y-axis.
- sprite_set_layer (rw, sprite, layer)
- Sets the rendering layer of the sprite.
- sprite_set_depth (rw, sprite, depth)
- Sets the rendering depth of the sprite.
- sprite_obb (rw, sprite) : Matrix4x4, Vector3
- Returns the Oriented-Bounding-Box of the sprite as (pose, half_extents).
- sprite_cast_ray (rw, sprite, from, dir) : float, int, int
- Returns (t, layer, depth), where t is the distance along ray (from, dir) to intersection point with the sprite or -1.0 if no intersection.
Light¶
- light_create (rw, unit, type, range, intensity, spot_angle, color, pose) : Id
- Creates a new light for the unit and returns its id.
Type can be either
directional
,omni
orspot
. - 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
orspot
. - light_color (rw, light) : Color4
- Returns the color of the light.
- light_range (rw, light) : float
- Returns the range of the light.
- light_intensity (rw, light) : float
- Returns the intensity of the light.
- light_spot_angle (rw, light) : float
- Returns the spot angle of the light.
- light_set_type (rw, light, type)
- Sets the type of the light.
- light_set_color (rw, light, color)
- Sets the color of the light.
- light_set_range (rw, light, range)
- Sets the range of the light.
- light_set_intensity (rw, light, intensity)
- Sets the intensity of the light.
- light_set_spot_angle (rw, light, angle)
- Sets the spot angle of the light.
- light_debug_draw (rw, light, debug_line)
- Fills debug_line with debug lines from the light.
ResourcePackage¶
- load (package)
Loads all the resources in the package.
Note
The resources are not immediately available after the call is made, instead, you have to poll for completion with has_loaded().
- unload (package)
- Unloads all the resources in the package.
- flush (package)
- Waits until the package has been loaded.
- has_loaded (package) : bool
- Returns whether the package has been loaded.
SceneGraph¶
- create (sg, unit, position, rotation, scale) : Id
- Creates the transform for the unit and returns its ID.
- destroy (sg, transform)
- Destroys the transform instance.
- instance (sg, unit) : Id
- Returns the ID of the transform owned by the unit, or
nil
. - local_position (sg, transform) : Vector3
- Returns the local position of the transform.
- local_rotation (sg, transform) : Quaternion
- Returns the local rotation of the transform.
- local_scale (sg, transform) : Vector3
- Returns the local scale of the transform.
- local_pose (sg, transform) : Matrix4x4
- Returns the local pose of the transform.
- world_position (sg, transform) : Vector3
- Returns the world position of the transform.
- world_rotation (sg, transform) : Quaternion
- Returns the world rotation of the transform.
- world_pose (sg, transform) : Matrix4x4
- Returns the world pose of the transform.
- set_local_position (sg, transform, position)
- Sets the local position of the transform.
- set_local_rotation (sg, transform, rotation)
- Sets the local rotation of the transform.
- set_local_scale (sg, transform, scale)
- Sets the local scale of the transform.
- set_local_pose (sg, transform, pose)
- Sets the local pose of the transform.
- link (sg, parent, child, child_local_position, child_local_rotation, child_local_scale)
- Links child to parent. After linking the child will follow its parent. Set child_local_* to modify the child position after it has been linked to the parent, otherwise che child will be positioned at the location of its parent.
- unlink (sg, child)
- Unlinks child from its parent if it has any. After unlinking, the local pose of the @a child is set to its previous world pose.
SoundWorld¶
- stop_all (sound_world)
- Stops all the sounds in the world.
- pause_all (sound_world)
- Pauses all the sounds in the world
- resume_all (sound_world)
- Resumes all previously paused sounds in the world.
- is_playing (sound_world, id) : bool
- Returns whether the sound id is playing.
UnitManager¶
- create ([world]) : UnitId
- Creates a new empty unit. If world is specified, the unit will be owned by that world.
- destroy (unit)
- Destroys the given unit.
- alive (unit) : bool
- Returns whether the unit is alive.
Window¶
- show ()
- Shows the window.
- hide ()
- Hides the window.
- resize (width, height)
- Resizes the window to width and height.
- move (x, y)
- Moves the window to x and y.
- minimize ()
- Minimizes the window.
- maximize ()
- Maximizes the window.
- restore ()
- Restores the window.
- title () : string
- Returns the title of the window.
- set_title (title)
- Sets the title of the window.
- show_cursor (show)
- Sets whether to show the cursor.
- set_fullscreen (fullscreen)
- Sets whether the window is fullscreen.
- set_cursor (cursor)
- Sets the mouse cursor on this window. Cursor can be any of
arrow
,hand
,text_input
,corner_top_left
,corner_top_right
,corner_bottom_left
,corner_bottom_right
,size_horizontal
,size_vertical
orwait
. - set_cursor_mode (cursor, mode)
- Sets the mouse cursor mode on this window. Mode can be either
normal
ordisabled
. Setting the mode todisabled
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
orperspective
. - 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
orperspective
. - camera_projection_type (world, camera) : string
- Returns the projection type of the camera.
It can be either
orthographic
orperspective
. - camera_fov (world, camera) : float
- Returns the field-of-view of the camera in degrees.
- camera_set_fov (world, camera, fov)
- Sets the field-of-view of the camera in degrees.
- camera_near_clip_distance (world, camera) : float
- Returns the near clip distance of the camera.
- camera_set_near_clip_distance (world, camera, near)
- Sets the near clip distance of the camera.
- camera_far_clip_distance (world, camera) : float
- Returns the far clip distance of the camera.
- camera_set_far_clip_distance (world, camera, far)
- Sets the far clip distance of the camera.
- camera_set_orthographic_size (world, camera, half_size)
- Sets the vertical half_size of the orthographic view volume. The horizontal size is proportional to the viewport’s aspect ratio.
- camera_screen_to_world (world, camera, pos) : Vector3
- Returns pos from screen-space to world-space coordinates.
- camera_world_to_screen (world, camera, pos) : Vector3
- Returns pos from world-space to screen-space coordinates.
Sound¶
- play_sound (world, name, [loop, volume, position, range]) : SoundInstanceId
- Plays the sound with the given name at the given position, with the given volume and range. loop controls whether the sound must loop or not.
- stop_sound (world, id)
- Stops the sound with the given id.
- link_sound (world, id, unit, node)
- Links the sound id to the node of the given unit. After this call, the sound id will follow the unit unit.
- set_listener_pose (world, pose)
- Sets the pose of the listener.
- set_sound_position (world, id, position)
- Sets the position of the sound id.
- set_sound_range (world, id, range)
- Sets the range of the sound id.
- set_sound_volume (world, id, volume)
- Sets the volume of the sound id.
Level¶
- load_level (world, name, [pos, rot]) : Level
- Loads the level name into the world at the given position and rotation.