diff --git "a/DEV/1.86 Docs/lua_api_removed_spaces.txt" "b/DEV/1.86 Docs/lua_api_removed_spaces.txt" new file mode 100644--- /dev/null +++ "b/DEV/1.86 Docs/lua_api_removed_spaces.txt" @@ -0,0 +1,29543 @@ +1. Lua API Reference .20 +1.1 Misc .20 +1.1.1 Const .20 +1.1.2 CreateTable .21 +1.1.3 DebugGetProfileTime .21 +1.1.4 GetDeltaTime .22 +1.1.5 GetlnstanceTime .22 +1.1.6 GetThreadld .23 +1.1.7 IsPaused .23 +1.1.8 KillThread .24 +1.1.9 LoadLibrary .25 +1.1.10 Pause .25 +1.1.11 Resume .26 +1.1.12 Sleep .26 +1.1.13 SpawnFunction .27 +1.1.14 Type .27 +1.2 Active .28 +1.2.1 Active.GetEntity .28 +1.2.2 Active.GetMaxSaveDataSize .29 +1.2.3 Active.IsMoving .29 +1.2.4 Active.IsSafeVolumelntersected .30 +1.2.5 Active.IsSaveDataAccess .30 +1.2.6 Active.IsUpright .31 +1.2.7 Active.LoadData .31 +1.2.8 Active.SaveData .32 +1.3 ActivityChannel .33 +1.3.1 ActivityChannel.GetConnectionState .33 +1.3.2 ActivityChannel.Initialize .33 +1.3.3 ActivityChannel.SetCommunicationPermissions .34 +1.3.4 ActivityChannel.SetTitle .35 +1.4 Animation .35 +1.4.1 Animation.Create .35 +1.4.2 Animation.GetBlendState .36 +1.4.3 Animation.GetBlendTime .37 +1.4.4 Animation.GetBlendWeight .37 +1.4.5 Animation.GetDuration .38 +1.4.6 Animation.GetName .38 +1.4.7 Animation.GetPlaybackRate .39 +1.4.8 Animation.GetTime .39 +1.4.9 Animation.IsValid .40 +1.4.10 Animation.SetBlendWeight .41 +1.4.11 Animation.SetLoopCallback .41 +1.4.12 Animation.SetPlaybackRate .42 +1.4.13 Animation.SetTime .43 +1.5 ArcadeGame .43 +1.5.1 ArcadeGame.EnableMlaa .43 +1.5.2 ArcadeGame.EnableSceneRender .44 +1.5.3 ArcadeGame.EnableVsync .45 +1.5.4 ArcadeGame.GetScreen .45 +1.5.5 ArcadeGame.LeaveGame .46 +1.6 AsyncCommand .46 +1.6.1 AsyncCommand.Cancel .46 +1.6.2 AsyncCommand.Create .47 +1.6.3 AsyncCommand.Execute .48 +1.6.4 AsyncCommand.GetErrorCode .48 +1.6.5 AsyncCommand.GetNpErrorCode .49 +1.6.6 AsyncCommand.GetResultCount .50 +1.6.7 AsyncCommand.GetResults .50 +1.6.8 AsyncCommand.IsFinished .51 +1.6.9 AsyncCommand.IsInProgress .52 +1.6.10 AsyncCommand.Succeeded .52 +1.7 AsyncContext .53 +1.7.1 AsyncContext.Create .53 +1.8 Atmos .53 +1.8.1 Atmos.GetParam .53 +1.8.2 Atmos.SetParam .54 +1.9 Base64 .55 +1.9.1 Base64.Decode .55 +1.9.2 Base64.DecodeFromString .55 +1.9.3 Base64.Encode .56 +1.10 BasicGenx .57 +1.10.1 BasicGenx.AddAttribute .57 +1.10.2 BasicGenx.AddAttributelnt .58 +1.10.3 BasicGenx.AddText .59 +1.10.4 BasicGenx.AddTextAsint.60 +1.10.5 BasicGenx.CheckText .60 +1.10.6 BasicGenx.Create .61 +1.10.7 BasicGenx.EndDocument .62 +1.10.8 BasicGenx.EndElement .62 +1.10.9 BasicGenx.StartDocument .63 +1.10.10 BasicGenx.StartElement .64 +1.11 Biglnt .65 +1.11.1 Biglnt.Add .65 +1.11.2 Biglnt.And .65 +1.11.3 Biglnt.AsHexString .66 +1.11.4 Biglnt.Create .66 +1.11.5 Biglnt.Divide .67 +1.11.6 Biglnt.GetBit .67 +1.11.7 Biglnt.Multiply .68 +1.11.8 Biglnt.Negate .69 +1.11.9 Biglnt.Not .69 +1.11.10 Biglnt.Or .70 +1.11.11 Biglnt.Set .70 +1.11.12 Biglnt.SetBit .71 +1.11.13 Biglnt.SetZero .71 +1.11.14 Biglnt.ShiftLeft .72 +1.11.15 Biglnt.ShiftRight .72 +1.11.16 Biglnt.Subtract .73 +1.11.17 Biglnt.ToNumber .74 +1.11.18 Biglnt.Xor .74 +1.12 Camera .75 +1.12.1 Camera. Activate .75 +1.12.2 Camera.AttachToParent .75 +1.12.3 Camera.Create .76 +1.12.4 Camera. Deactivate .76 +1.12.5 Camera.EnableAvatarCameraSync .77 +1.12.6 Camera.GetlnverseViewMatrix .78 +1.12.7 Camera.GetLookAtPosition .78 +1.12.8 Camera.GetPosition .79 +1.12.9 Camera.GetProjectionMatrix .79 +1.12.10 Camera.GetViewMatrix .80 +1.12.11 Camera.GetViewPortFOV .81 +1.12.12 Camera.GetViewPortZFar .81 +1.12.13 Camera.GetViewPortZNear.82 +1.12.14 Camera. IsActivated .82 +1.12.15 Camera.SetLookAtPosition .83 +1.12.16 Camera.SetPosition .83 +1.12.17 Camera.SetViewPortAspect .84 +1.12.18 Camera.SetViewPortFOV .84 +1.12.19 Camera.SetViewPortZFar .85 +1.12.20 Camera.SetViewPortZNear .85 +1.13 Cloth .86 +1.13.1 Cloth. SetWindAngle .86 +1.14 Clubs .87 +1.14.1 Clubs.GetClubCount .87 +1.14.2 Clubs.GetClublnfo .87 +1.14.3 Clubs.GetClubList .88 +1.14.4 Clubs.GetlnstanceMemberList .89 +1.14.5 Clubs.GetMemberCount .90 +1.14.6 Clubs.GetMemberlnfo .91 +1.14.7 Clubs.GetMemberList .92 +1.14.8 Clubs.IsRefreshed .93 +1.14.9 Clubs.IsRefreshing .93 +1.14.10 Clubs.RequestRefresh .94 +1.15 Collision .95 +1.15.1 Collision.Create .95 +1.15.2 Collision.CreateLinearCast .96 +1.15.3 Collision.CreateRaycast .97 +1.16 Debug .98 +1.16.1 Debug. ArcadeGameGetActive .98 +1.16.2 Debug.ArcadeGameLoad .99 +1.16.3 Debug.ArcadeGameReset .99 +1.16.4 Debug.ArcadeGameSetBorderColor . 100 +1.16.5 Debug.DebuggerRegister . 101 +1.16.6 Debug.DebuggerSetupProject. 101 +1.16.7 Debug.DebuggerllnRegister . 102 +1.16.8 Debug.DrawBox3d . 102 +1.16.9 Debug.DrawCone3d . 103 +1.16.10 Debug.DrawCylinder3d . 104 +1.16.11 Debug.DrawLine3d . 104 +1.16.12 Debug.DrawQuad3d . 105 +1.16.13 Debug.DrawRect . 106 +1.16.14 Debug.DrawSphere3d . 106 +1.16.15 Debug.DrawText . 107 +1.16.16 Debug.DrawTriangle3d . 107 +1.16.17 Debug.GetDevMode . 108 +1.16.18 Debug.GetStack . 109 +1.16.19 Debug.GetThreadlds . 109 +1.16.20 Debug.GetWorldToScreen . 110 +1.16.21 Debug.KeylsHeld . 110 +1.16.22 Debug.KeylsPressed . Ill +1.16.23 Debug.KeylsReleased . 112 +1.16.24 Debug.MemGetLargestBlock . 113 +1.16.25 Debug.MemGetTotal . 114 +1.16.26 Debug.MemGetUsed . 115 +1.16.27 Debug.MiniGameGetActive . 115 +1.16.28 Debug.MiniGameGetClosest . 116 +1.16.29 Debug.MiniGameReset . 116 +1.16.30 Debug.MouseGetVelocityX . 117 +1.16.31 Debug.MouseGetVelocityY . 118 +1.16.32 Debug.MouselsButtonHeld . 118 +1.16.33 Debug.MouselsButtonPressed . 119 +1.16.34 Debug.MouselsButtonReleased . 120 +1.16.35 Debug.RunScript . 120 +1.16.36 Debug.ScenelsReady . 121 +1.16.37 Debug.SceneReset . 121 +1.16.38 Debug.ScreenSetContent . 122 +1.16.39 Debug.SetErrorCallback . 122 +1.16.40 Debug.System . 123 +1.17 Entity . 124 +1.17.1 Entity.ApplyAngularlmpulse . 124 +1.17.2 Entity.Applylmpulse . 124 +1.17.3 Entity.AttachPersonLabel . 125 +1.17.4 Entity.AttachToBone . 125 +1.17.5 Entity.AttachToParent . 126 +1.17.6 Entity.BlendAnimln . 127 +1.17.7 Entity.BlendAnimOut . 128 +1.17.8 Entity.Copy . 129 +1.17.9 Entity.Create . 129 +1.17.10 Entity.CreateForceAction . 130 +1.17.11 Entity.CreatePointForceAction . 131 +1.17.12 Entity.CreateTorqueAction . 131 +1.17.13 Entity.DebugSetAxesVisible . 132 +1.17.14 Entity.DebugSetCollisionVisible . 133 +1.17.15 Entity.DebugSetPlierarchyVisible. 133 +1.17.16 Entity. DestroyAction . 134 +1.17.17 Entity.DetachPersonLabel . 135 +1.17.18 Entity.EnableAction . 135 +1.17.19 Entity.EnableCollision . 136 +1.17.20 Entity.EnableCollisionCallbacks . 136 +1.17.21 Entity.EnableDynamics . 137 +1.17.22 Entity.EnableDynamicsAutoDeactivation . 138 +1.17.23 Entity.EnablelnterpolatedMode . 139 +1.17.24 Entity.EnableKeepUpright . 139 +1.17.25 Entity.EnableLayerCollision . 140 +1.17.26 Entity.EvaluateAnims . 140 +1.17.27 Entity.FindMaterials . 141 +1.17.28 Entity.GetActiveAnim . 142 +1.17.29 Entity.GetAngularDamping . 143 +1.17.30 Entity.GetAngularVelocity . 143 +1.17.31 Entity.GetBoneCount . 144 +1.17.32 Entity.GetBonelndex . 144 +1.17.33 Entity.GetBoneLocalMatrix . 145 +1.17.34 Entity.GetBoneWorldMatrix . 145 +1.17.35 Entity.GetCenterOfMassLocal . 146 +1.17.36 Entity.GetCenterOfMassWorld . 147 +1.17.37 Entity.GetChildren . 147 +1.17.38 Entity.GetCloth . 148 +1.17.39 Entity.GetCollisionLayer . 149 +1.17.40 Entity.GetContactCount . 149 +1.17.41 Entity.GetContactEntity . 150 +1.17.42 Entity.GetContactld . 151 +1.17.43 Entity.GetContactPoint . 151 +1.17.44 Entity.GetContactRelVelocity . 152 +1.17.45 Entity.GetContactUserld . 153 +1.17.46 Entity.GetCullDistance. 153 +1.17.47 Entity.GetGravity . 154 +1.17.48 Entity.GetlndexOfAnim . 155 +1.17.49 Entity.GetLinearDamping . 155 +1.17.50 Entity.GetLinearVelocity . 156 +1.17.51 Entity.GetLocalBounds . 157 +1.17.52 Entity.GetLocalMatrix . 157 +1.17.53 Entity.GetMass . 158 +1.17.54 Entity.GetNumActiveAnims . 158 +1.17.55 Entity.GetParent . 159 +1.17.56 Entity.GetPointVelocity . 160 +1.17.57 Entity.GetPosition . 160 +1.17.58 Entity.GetRotationQuat . 161 +1.17.59 Entity.GetRotationXyz . 161 +1.17.60 Entity.GetScale . 162 +1.17.61 Entity.GetSiblings . 162 +1.17.62 Entity.GetUniqueld . 163 +1.17.63 Entity.GetWorldBounds . 164 +1.17.64 Entity.GetWorldMatrix . 164 +1.17.65 Entity.HasActiveAnims . 165 +1.17.66 Entity.IsActionEnabled . 166 +1.17.67 Entity. IsDynamicsActive . 166 +1.17.68 Entity.IsDynamicsAutoDeactivationEnabled . 167 +1.17.69 Entity.IsinterpolatedModeEnabled . 168 +1.17.70 Entity.IsKeepUprightEnabled . 168 +1.17.71 Entity.IsLayerCollisionEnabled . 169 +1.17.72 Entity.IsVisiblc . 169 +1.17.73 Entity.LookAt . 170 +1.17.74 Entity.LookAtWorld . 170 +1.17.75 Entity.ParticlelsAlive . 171 +1.17.76 Entity.ParticleReset . 172 +1.17.77 Entity.ParticleSetAttachType . 172 +1.17.78 Entity. ParticleSetEffect . 173 +1.17.79 Entity.ParticleSetEmitting . 173 +1.17.80 Entity.ParticleSetUpdate . 174 +1.17.81 Entity.ParticleSetUserParam . 175 +1.17.82 Entity.PauseAnim . 175 +1.17.83 Entity.PlayAnim . 176 +1.17.84 Entity.RegisterCollisionCallback . 177 +1.17.85 Entity.Reset . 177 +1.17.86 Entity.ResumeAnim . 178 +1.17.87 Entity.SetActionForce . 179 +1.17.88 Entity.SetActionPosition . 179 +1.17.89 Entity.SetActionTorque . 180 +1.17.90 Entity.SetAngularDamping . 181 +1.17.91 Entity.SetAngularVelocity . 181 +1.17.92 Entity.SetAttachType . 182 +1.17.93 Entity.SetCenterOfMassLocal . 183 +1.17.94 Entity.SetCollision . 183 +1.17.95 Entity.SetCollisionLayer. 184 +1.17.96 Entity.SetCullDistance . 185 +1.17.97 Entity.SetDynamicsActive . 185 +1.17.98 Entity.SetFrictionCoeff . 186 +1.17.99 Entity.SetGravity . 186 +1.17.100 Entity.SelLight . 187 +1.17.101 Entity.SetLinearDamping . 187 +1.17.102 Entity.SetLinearVelocity . 188 +1.17.103 Entity.SetLocalMatrix . 189 +1.17.104 Entity.SetMass . 189 +1.17.105 Entity.SetMaxContacts . 190 +1.1 7.106 Entity.SetModel . 191 +1.17.107 Entity.SetPosition . 191 +1.17.108 Entity.SetRestitutionCoeff . 192 +1.17.109 Entity.SetRotationQuat . 193 +1.17.110 Entity.SetRotationX . 193 +1.17.111 Entity.SetRotationXyz . 194 +1.17.112 Entity.SetRotationY . 194 +1.17.113 Entity.SetRotationZ . 195 +1.17.114 Entity.SotScaio . 195 +1.17.115 Entity.SetScreen . 196 +1.17.116 Entity.SetSkeleton . 196 +1.17.117 Entity.SetVisible. 197 +1.17.118 Entity.StopAnim . 198 +1.18 Environment . 198 +1.18.1 Environment.DebugProfileBegin . 198 +1.18.2 Environment.DebugProfileEnd . 199 +1.18.3 Environment.EnableCallbackGc .200 +1.18.4 Environment.EnableFrameGc .200 +1.18.5 Environment.SetCallbackGcInterval .201 +1.18.6 Environment.SetCallbackGcStep .202 +1.18.7 Environment.SetFrameGcStep .202 +1.19 Font .203 +1.19.1 Font.Create .203 +1.20 Furniture .203 +1.20.1 Furniture.ClearLayout .203 +1.20.2 Furniture.ExportLayout .204 +1.20.3 Furniture.GetCategories .205 +1.20.4 Furniture.GetltemCount .205 +1.20.5 Furniture.GetltemData .206 +1.20.6 Furniture.ImportLayout .207 +1.20.7 Furniture.IsSystemBusy .207 +1.20.8 Furniture.LoadLayout .208 +1.20.9 Furniture.SaveLayout .209 +1.20.10 Furniture.SetCallback .209 +1.21 Gamelnfo .210 +1.21.1 Gamelnfo.GetSearchResults.210 +1.21.2 Gamelnfo.IsGamesListBusy .211 +1.21.3 Gamelnfo.IsSearchFinished .212 +1.21.4 Gamelnfo.SearchByTitleld .213 +1.22 GameLaunch .214 +1.22.1 GameLaunch.CreateSession .214 +1.22.2 GameLaunch.GetCurrentFocusPersonld .214 +1.22.3 GameLaunch.GetMaxPlayers .215 +1.22.4 GameLaunch.GetNumberOfPlayers .215 +1.22.5 GameLaunch.GetSessionMasterPersonld .216 +1.22.6 GameLaunch.GetTitle .217 +1.22.7 GameLaunch.GetUserComment .217 +1.22.8 GameLaunch.InitiateLaunch .218 +1.22.9 GameLaunch.LeaveSession .218 +1.22.10 GameLaunch.OnHideUI .219 +1.22.11 GameLaunch.OnShowUI .219 +1.22.12 GameLaunch.FteturnJoinGameFtesult.220 +1.22.13 GameLaunch.FteturnLaunchFtequestResult .220 +1.22.14 GameLaunch.SetMaxPlayers .221 +1.22.15 GameLaunch.SetNumPrivateSlots .222 +1.22.16 GameLaunch.SetUserComment .222 +1.23 GameLaunchButton .223 +1.23.1 GameLaunchButton. GetNameRef.223 +1.23.2 GameLaunchButton.SetCallbackOnPressed .223 +1.23.3 GameLaunchButton.SetText .224 +1.24 GameLaunchExporter .225 +1.24.1 GameLaunchExporter.BeginSection .225 +1.24.2 GameLaunchExporter.BeginSessionExport .225 +1.24.3 GameLaunchExporter.EndSection .226 +1.24.4 GameLaunchExporter.EndSessionExport .227 +1.24.5 GameLaunchExporter.ExportOption .227 +1.25 GameLaunchListltem .228 +1.25.1 GameLaunchListltem.Addltem .228 +1.25.2 GameLaunchListltem.AddltemRaw .228 +1.25.3 GameLaunchListltem.GetCallbackFocusItem .229 +1.25.4 GameLaunchListltem.GetFocusItem .230 +1.25.5 GameLaunchListltem.GetNameRef .230 +1.25.6 GameLaunchListltem.RemoveAllltems .231 +1.25.7 GameLaunchListltem.Removeltem .231 +1.25.8 GameLaunchListltem.SetCallbackOnChange .232 +1.25.9 GameLaunchListltem.SetFocusItem .232 +1.26 GameLaunchMenu .233 +1.26.1 GameLaunchMenu.AddltemButton .233 +1.26.2 GameLaunchMenu.AddltemList .234 +1.26.3 GameLaunchMenu.AddltemSIider .234 +1.26.4 GameLaunchMenu.FindltemByNameRef .235 +1.26.5 GameLaunchMenu.GetFirstltem .236 +1.26.6 GameLaunchMenu.Getld .236 +1.26.7 GameLaunchMenu.GetNextltem .237 +1.27 GameLaunchMenuSys .238 +1.27.1 GameLaunchMenuSys.AddMenu .238 +1.27.2 GameLaunchMenuSys.CreateMenu .239 +1.27.3 GameLaunchMenuSys.FindMenuByld .239 +1.27.4 GameLaunchMenuSys.GetFirstMenu .240 +1.27.5 GameLaunchMenuSys.GetNextMenu .240 +1.27.6 GameLaunchMenuSys.RemoveMenu .241 +1.28 GameLaunchSlider .242 +1.28.1 GameLaunchSlider.GetNameRef .242 +1.28.2 GameLaunchSlider.GetValue .243 +1.28.3 GameLaunchSlider.SetlntegerSlider .243 +1.28.4 GameLaunchSlider.SetPercentageSlider .244 +1.28.5 GameLaunchSlider.SetValue .244 +1.29 GfxEffect .245 +1.29.1 GfxEdcct.Create .245 +1.29.2 GfxEffect.Enable .245 +1.29.3 GfxEffect.IsEnabled .246 +1.29.4 GfxEffect.SetAlphaRef .246 +1.29.5 GfxEffect.SetBlendMode .247 +1.29.6 GfxEffect.SetBounds .248 +1.29.7 GfxEffect.SetDepthPrepass .248 +1.29.8 GfxEffect.SetDrawRange .249 +1.29.9 GfxEffect.SetlndexData .249 +1.29.10 GfxEffect.SetRenderStage .250 +1.29.11 GfxEffect.SetShadowEnable .251 +1.29.12 GfxEffect.SetTexture .251 +1.29.13 GfxEffect.SetTransform .252 +1.29.14 GfxEffect.SetTwoSided .252 +1.29.15 GfxEffect.SetVertexData .253 +1.30 Group .253 +1.30.1 Group.Create .253 +1.30.2 Group.Getld .254 +1.30.3 Group.GetMemberCount .255 +1.30.4 Group.GetMemberList .255 +1.30.5 Group.IsInGroup .256 +1.30.6 Group.Join .257 +1.30.7 Group.Leave .258 +1.31 GroupDoor .258 +1.31.1 GroupDoor.Create .258 +1.31.2 GroupDoor.Enter .259 +1.31.3 GroupDoor.GetFailedEnterMessage .260 +1.32 Hash .260 +1.32.1 Hash.Create .260 +1.32.2 Hash.Finalize .261 +1.32.3 Hash.Start .261 +1.32.4 Hash.Update .262 +1.33 HelpSystem .262 +1.33.1 HelpSystem.GetObjectHelpText .262 +1.34 HttpPostData .263 +1.34.1 HttpPostData.AddDataHeader .263 +1.34.2 HttpPostData.AddHttpHeader .263 +1.34.3 HttpPostData.AddValue .264 +1.34.4 HttpPostData.Create .265 +1.34.5 HttpPostData.Finalize .265 +1.34.6 HttpPostData.FinalizeData .266 +1.34.7 HttpPostData.FinalizeHttpHeaders .266 +1.34.8 HttpPostData.Reset .267 +1.35 Intersect .267 +1.35.1 lntersect.AabbAabb2d .267 +1.35.2 lntersect.AabbAabb3d .268 +1.35.3 Intersect.AabbPlane3d .269 +1.35.4 lntersect.CircleAabb2d .269 +1.35.5 lntersect.CircleCircle2d .270 +1.35.6 lntersect.DistSqLineLine3d .271 +1.35.7 lntersect.LineAabb2d .272 +1.35.8 lntersect.LineAabb3d .272 +1.35.9 lntersect.LineCircle2d .273 +1.35.10 Intersect.LineLine2d .274 +1.35.11 Intersect.LinePlane3d .275 +1.35.12 Intersect.LineSegment2d .276 +1.35.13 Intersect.LineSphere3d .276 +1.35.14 Intersect.PlanePlane3d .277 +1.35.15 Intersect.RayAabb2d .278 +1.35.16 Intersect.RayAabb3d .279 +1.35.17 Intersect.RayCircle2d .280 +1.35.18 Intersect.RayLine2d .280 +1.35.19 Intersect.RayPlane3d .281 +1.35.20 Intersect.RayRay2d .282 +1.35.21 Intersect.RaySegment2d .283 +1.35.22 Intersect.RaySphere3d .284 +1.35.23 Intersect.SegmentAabb2d .285 +1.35.24 Intersect.SegmentAabb3d .286 +1.35.25 Intersect.SegmentCircle2d .287 +1.35.26 Intersect.SegmentPlane3d .287 +1.35.27 Intersect.SegmentSegment2d .288 +1.35.28 Intersect.SegmentSphere3d .289 +1.35.29 Intersect.SphereAabb3d .290 +1.35.30 Intersect.SpherePlane3d .290 +1.35.31 Intersect.SphereSphere3d .291 +1.36 Json .292 +1.36.1 Json.Decode .292 +1.36.2 Json.DecodeFromString .293 +1.36.3 Json.Encode .293 +1.37 Light .294 +1.37.1 Light.Create .294 +1.37.2 Light.SetAttenuationEnd .295 +1.37.3 Light.SetAttenuationPower .295 +1.37.4 Light.SetAttenuationStart .296 +1.37.5 Light.SetColor .296 +1.37.6 Light.SetMask .297 +1.37.7 Light.SetShadowQuality .298 +1.37.8 Light.SetSpotFov .298 +1.37.9 Light.SetSpotShadow .299 +1.38 LinearCast .300 +1.38.1 LinearCast.DebugDraw .300 +1.38.2 LinearCast.GetEndPoint .300 +1.38.3 LinearCast.GetPlitCount .301 +1.38.4 LinearCast.GetHitData .302 +1.38.5 LinearCast.GetHitDistance .303 +1.38.6 LinearCast.GetHitNormal .304 +1.38.7 LinearCast.GetHitPoint .306 +1.38.8 LinearCast.GetPlitType .307 +1.38.9 LinearCast.GetStartPoint.308 +1.38.10 LinearCast. IsReady .309 +1.38.11 LinearCast.SetCollisionLayersToPlit .310 +1.38.12 LinearCast.SetRotation .311 +1.38.13 LinearCast.Start.312 +1.39 LocalPlayer .313 +1.39.1 LocalPlayer.AddRepertoire .313 +1.39.2 LocalPlayer.AddToPlayersMetList.314 +1.39.3 LocalPlayer.DebugRemovePortable .314 +1.39.4 LocalPlayer.DebugSetPortable .315 +1.39.5 LocalPlayer.DoAction .315 +1.39.6 LocalPlayer.EnableAutoFliding .316 +1.39.7 LocalPlayer.GetAccountRegion .317 +1.39.8 LocalPlayer.GetAccountTerritory .317 +1.39.9 LocalPlayer.GetAge .318 +1.39.10 LocalPlayer.GetAvatarRig .318 +1.39.11 LocalPlayer.GetCurrentLogin .319 +1.39.12 LocalPlayer.GetCurrentRegion .320 +1.39.13 LocalPlayer.GetFirstLogin .320 +1.39.14 LocalPlayer.GetFriendCount .321 +1.39.15 LocalPlayer.GetFriends .322 +1.39.16 LocalPlayer.GetFlomeAccountld .322 +1.39.17 LocalPlayer.GetFlomeRegion .323 +1.39.18 LocalPlayer.GetLastLogin .323 +1.39.19 LocalPlayer.GetLoginCount.324 +1.39.20 LocalPlayer.GetPerson .325 +1.39.21 LocalPlayer.GetPersonld .325 +1.39.22 LocalPlayer.GetPreviousUserType .326 +1.39.23 LocalPlayer.GetUser .326 +1.39.24 LocalPlayer.GetUserType .327 +1.39.25 LocalPlayer.lsChatAllowed .328 +1.39.26 LocalPlayer.lsDoingAction.328 +1.39.27 LocalPlayer.lsInWardrobe .329 +1.39.28 Local Player. Relocate .329 +1.39.29 LocalPlayer.RelocateToGroupInstance .330 +1.39.30 LocalPlayer.RelocateToUniquelnstance .331 +1.39.31 LocalPlayer.RemoveRepertoire .331 +1.39.32 Local Player. RestoreAvatar .332 +1.39.33 LocalPlayer.SetAvatarRig .332 +1.39.34 LocalPlayer.SetClothingltems .333 +1.39.35 LocalPlayer.SetRelocateObject .333 +1.39.36 LocalPlayer.SetRigComponentObjectld .334 +1.40 Material .335 +1.40.1 Material.GetParam .335 +1.40.2 Material.SetAlphaRef. +1.40.3 Material.SetBlendMode . +1.40.4 Material.SetDepthPrepass. +1.40.5 Material.SetMatrix . +1.40.6 Material.SetTexture . +1.40.7 Material.SetVector . +1.41 Matrix44 . +1.41.1 Matrix44.Add . +1.41.2 Matrix44.Copy . +1.41.3 Matrix44.Create . +1.41.4 Matrix44.GetRotationXyz . +1.41.5 Matrix44.GetRow . +1.41.6 Matrix44.Invert . +1.41.7 Matrix44.lnvertAffine . +1.41.8 Matrix44.lnvertAffineOrthogonal . +1.41.9 Matrix44.lsEqual . +1.41.10 Matrix44.Isldentity . +1.41.11 Matrix44.Multiply . +1.41.12 Matrix44.0rthonormalize . +1.41.13 Matrix44.SetAxisRotation . +1.41.14 Matrix44.Setldentity . +1.41.15 Matrix44.SetRotationQuat . +1.41.16 Matrix44.SetRotationXyz . +1.41.17 Matrix44.SetRow . +1.41.18 Matrix44.SetScale . +1.41.19 Matrix44.SetTranslation . +1.41.20 Matrix44.Subtract . +1.41.21 Matrix44.Transpose . +1.42 MediaLibrary . +1.42.1 MediaLibrary.Exportlmage . +1.42.2 MediaLibrary.ExportVideo . +1.42.3 MediaLibrary.GetSearchResults . +1.42.4 MediaLibrary.IsExporting . +1.42.5 MediaLibrary.IsSearchFinished . +1.42.6 MediaLibrary.IsSearching . +1.42.7 MediaLibrary.Search . +1.42.8 MediaLibrary.SetPrepareSearchFiles .... +1.42.9 MediaLibrary.SetPrepareSearchThumbnails +1.42.10 MediaLibrary.SetResultsToinclude . +1.42.11 MediaLibrary.StartSearch . +1.42.12 MediaLibrary.StopSearch . +1.43 MemoryContainer . +1.43.1 MemoryContainer.Create . +1.43.2 MemoryContainer.DebugLoad . +1.43.3 MemoryContainer.DebugPrint . +1.43.4 MemoryContainer.DebugSave . +1.43.5 MemoryContainer.GetBiglnt . +1.43.6 MemoryContainer.GetBit . +1.43.7 MemoryContainer.GetBits . +1.43.8 MemoryContainer.GetFloat16 . +1.43.9 MemoryContainer.GetFloat32 . +1.43.10 MemoryContainer.Getlnt8 . +1.43.11 MemoryContainer.Getlntl 6 . +1.43.12 MemoryContainer.GetSize . +1.43.13 MemoryContainer.GetString . +1.43.14 MemoryContainer.GetUlnt8. +1.43.15 MemoryContainer.GetUIntl 6. +1.43.16 MemoryContainer.GetUsedSize . +1.43.17 MemoryContainer.MemCopy . +1.43.18 MemoryContainer.MemSet . +1.43.19 MemoryContainer.ReadBiglnt . +1.43.20 MemoryContainer.ReadFloatl 6 . +1.43.21 MemoryContainer.ReadFloat32 . +1.43.22 MemoryContainer.Readlnt8 . +1.43.23 MemoryContainer.Readlntl 6 . +1.43.24 MemoryContainer.ReadString . +1.43.25 MemoryContainer.ReadUlnt8 . +1.43.26 MemoryContainer.ReadUIntl 6 . +1.43.27 MemoryContainer.Reset . +1.43.28 MemoryContainer.Seek . +1.43.29 MemoryContainer.SetBiglnt . +1.43.30 MemoryContainer.SetBit . +1.43.31 MemoryContainer.SetBits . +1.43.32 MemoryContainer.SetFloatl 6 . +1.43.33 MemoryContainer.SetFloat32 . +1.43.34 MemoryContainer.Setlnt8 . +1.43.35 MemoryContainer.Setlnt16 . +1.43.36 MemoryContainer.SetString . +1.43.37 MemoryContainer.SetUsedSize . +1.43.38 MemoryContainer.Tell . +1.43.39 MemoryContainer.WriteBiglnt . +1.43.40 MemoryContainer.WriteFloatl 6. +1.43.41 MemoryContainer.WriteFloat32. +1.43.42 MemoryContainer.Writelnt8. +1.43.43 MemoryContainer.Writelntl 6. +1.43.44 MemoryContainer.WriteString . +1.44MiniGame . +1.44.1 MiniGame.AddCustomExitMenuOption . +1.44.2 MiniGame.CloseSession . +1.44.3 MiniGame.ConfirmReceivedWelcomeMessage . . . +1.44.4 MiniGame.DisableWelcomeMessages . +1.44.5 MiniGame.EnableQueue . +1.44.6 MiniGame.GetCurrentFocusPersonld . +1.44.7 MiniGame.GetCurrentFocusPlayerSlot . +1.44.8 MiniGame.GetJoinType . +1.44.9 MiniGame.GetMaxPlayerSlots . +1.44.10 MiniGame.GetNumberOfUsedPlayerSlots . +1.44.11 MiniGame.GetPersonldFromPlayerSlot . +1.44.12 MiniGame.GetPlayerSlotUsedByPersonld . +1.44.13 MiniGame.GetQueueSize . +1.44.14 MiniGame.GetTriggerFtadius . +1.44.15 MiniGame.lsAbleToChangeCustomExitMenuOption +1.44.16 MiniGame.lsPersonJoined . +1.44.17 MiniGame.lsSessionOpen . +1.44.18 MiniGame.lsSessionOwner . +1.44.19 MiniGame.LocalPlayerLeaveGame . +1.44.20 MiniGame.OpenSession . +1.44.21 MiniGame.RemoveCustomExitMenuOption . +1.44.22 MiniGame.SetJoinType . +1.44.23 MiniGame.SetLocalPlayerExcludeMessage . +1.44.24 MiniGame.SetSafeToSendWelcomeMessage ... +1.45 NetPropertyBag . +1.45.1 NetPropertyBag.Create . +1.45.2 NetPropertyBag.DeleteFromNet . +1.45.3 NetPropertyBag.GetBaglndex . +1.45.4 NetPropertyBag.GetEventBag . +1.45.5 NetPropertyBag.GetField . +1.45.6 NetPropertyBag.GetOwnerld . +1.45.7 NetPropertyBag.GetTypeld . +1.45.8 NetPropertyBag.GetTypeldForBag . +1.45.9 NetPropertyBag.IsOwnedLocally. +1.45.10 NetPropertyBag.IsReplicated . +1.45.11 NetPropertyBag.ReplicateToNet . +1.45.12 NetPropertyBag.SetField . +1.46 Object . +1.46.1 Object. DebugCreate . +1.46.2 Object.DebugDestroy . +1.46.3 Object.DebugEnableDebugRendering . +1.46.4 Object.DebugFind . +1.46.5 Object.DebugGetAlllnstancelds . +1.46.6 Object.DebugReport . +1.46.7 Object.DebugRun . +1.46.8 Object.EnableTargeting . +1.46.9 Object.GetCurrentListenerData . +1.46.10 Object.GetlnitialPosition . +1.46.11 Object.GetlnitialRotation . +1.46.12 Object.GetlnitialScale . +1.46.13 Object.Getlnstanceld . +1.46.14 Object.GetlnstanceName . +1.46.15 Object.GetlnstanceParameter . +1.46.16 Object.GetListenerObjects . +1.46.17 Object.GetLocalizedText . +1.46.18 Object.GetMe . +1.46.19 Object.GetNameRef . +1.46.20 Object.GetObjectld . +1.46.21 Object.GetPersonld . +1.46.22 Object.FlasFocus . +1.46.23 Object.FlasLocalizedText. +1.46.24 Object.IsOwnedLocally . +1.46.25 Object.IsPaused . +1.46.26 Object.Pause . +1.46.27 Object.Resume . +1.46.28 Object.SendListenerData . +1.46.29 Object.SetFaceActiveTarget . +1.46.30 Object.SetTargetableLegend . +1.46.31 Object.SetTargetablePosition . +1.46.32 Object.SetTargetableText . +1.47 Osd . +1.47.1 Osd.GetRoot . +1.48 OsdBasicAnimGraphic . +1.48.1 OsdBasicAnimGraphic. AddFrame. +1.48.2 OsdBasicAnimGraphic.GetNumFrames . +1.48.3 OsdBasicAnimGraphic.lsAnimating . +1.48.4 OsdBasicAnimGraphic.SetAnimating . +1.48.5 OsdBasicAnimGraphic.SetCurrentFrame . +1.48.6 OsdBasicAnimGraphic.SetFrameRate . +1.49 OsdBasicChip . +1.49.1 OsdBasicChip.AddLegendltem . +1.49.2 OsdBasicChip.CreateContentObject . +1.49.3 OsdBasicChip.RemoveAllLegendltems. +1.49.4 OsdBasicChip.SetBannerPleadline . +1.49.5 OsdBasicChip.SetBannerlconBackTexture . +1.49.6 OsdBasicChip.SetBannerlconFrontTexture . +1.49.7 OsdBasicChip.SetBannerlconVisible . +1.49.8 OsdBasicChip.SetBannerSubheader . +1.49.9 OsdBasicChip.SetBannerWantVisible . +1.49.10 OsdBasicChip.SetContentFleight . +1.49.11 OsdBasicChip. SetContentFleightSetFromChildren +1.49.12 OsdBasicChip.SetContentFleightSetFromChip . . +1.49.13 OsdBasicChip.SetContentObjectlnFocus . +1.49.14 OsdBasicChip.SetContentPointlnFocus . +1.49.15 OsdBasicChip.SetContentWidth . +1.49.16 OsdBasicChip.SetContentWidthSetFromChildren +1.49.17 OsdBasicChip.SetContentWidthSetFromChip +1.49.18 OsdBasicChip.SetPleightSetFromContent. +1.49.19 OsdBasicChip.SetSize . +1.49.20 OsdBasicChip.UpdateContentPleight . +1.49.21 OsdBasicChip.UpdateContentWidth . +1.50 OsdBasicLegend . +1.50.1 OsdBasicLegend.Addltem . +1.50.2 OsdBasicLegend.BeginAddingltems . +1.50.3 OsdBasicLegend.EndAddingltems . +1.50.4 OsdBasicLegend.RemoveAllltems . +1.50.5 OsdBasicLegend.SetBorderWidth . +1.50.6 OsdBasicLegend.SetFixedWidth . +1.50.7 OsdBasicLegend.SetltemSpacing . +1.50.8 OsdBasicLegend.SetMaxWidth . +1.50.9 OsdBasicLegend.SetMinWidth . +1.50.10 OsdBasicLegend.SetText . +1.51 OsdBasicMenu . +1.51.1 OsdBasicMenu.Addltem . +1.51.2 OsdBasicMenu.BeginChanges . +1.51.3 OsdBasicMenu.EndChanges . +1.51.4 OsdBasicMenu.GetCurrentltemld . +1.51.5 OsdBasicMenu.GetltemByld . +1.51.6 OsdBasicMenu.IsCurrentltemSet . +1.51.7 OsdBasicMenu.OnlnputDown . +1.51.8 OsdBasicMenu.OnlnputUp . +1.51.9 OsdBasicMenu.Reset . +1.51.10 OsdBasicMenu.SetCurrentltem . +1.51.11 OsdBasicMenu.SetltemEnabled . +1.51.12 OsdBasicMenu.SetltemSpacing . +1.51.13 OsdBasicMenu.SetOnSetltemEnabledCallback . +1.51.14 OsdBasicMenu.SetOnSetltemSelectedCallback . +1.52 OsdBasicPopup . +1.52.1 OsdBasicPopup.SetMessage . +1.52.2 OsdBasicPopup.SetTitle . +1.53 OsdBasicSingleGraphic . +1.53.1 OsdBasicSingleGraphic.SetBackColorType . +1.53.2 OsdBasicSingleGraphic.SetBackTexture . +1.53.3 OsdBasicSingleGraphic.SetFrontColorType . +1.53.4 OsdBasicSingleGraphic.SetFrontTexture . +1.54 OsdBasicText . +1.54.1 OsdBasicText.GetText . +1.54.2 OsdBasicText.SetClipping . +1.54.3 OsdBasicText.SetFont.463 +1.54.4 OsdBasicText.SetlgnoreSpecialCharacters .464 +1.54.5 OsdBasicText.SetScrolling .464 +1.54.6 OsdBasicText.SetText .465 +1.55 OsdObject .466 +1.55.1 OsdObject.Activate .466 +1.55.2 OsdObject.CreateChildObject .466 +1.55.3 OsdObject.Deactivate .467 +1.55.4 OsdObject.DestroyObject .468 +1.55.5 OsdObject.FindObject .468 +1.55.6 OsdObject.GetColorValue .469 +1.55.7 OsdObject.GetFleight .469 +1.55.8 OsdObject.GetPositionX .470 +1.55.9 OsdObject.GetPositionY .470 +1.55.10 OsdObject.GetUniqueld .471 +1.55.11 OsdObject.GetWidth .471 +1.55.12 OsdObject.Flandlelnput .472 +1.55.13 OsdObject. IsActive .473 +1.55.14 OsdObject.SetAlphaType .473 +1.55.15 OsdObject.SetAlphaValue .474 +1.55.16 OsdObject.SetAngle .474 +1.55.17 OsdObject.SetColorType.475 +1.55.18 OsdObject.SetColorValue .476 +1.55.19 OsdObject.SetFleight .476 +1.55.20 OsdObject.SetFleightFromChildren .477 +1.55.21 OsdObject.SetLocalSpaceAlignPoint .477 +1.55.22 OsdObject.SetName .478 +1.55.23 OsdObject.SetParentSpaceAlignPoint .478 +1.55.24 OsdObject.SetPosition .479 +1.55.25 OsdObject.SetScale .480 +1.55.26 OsdObject.SetUniqueld .480 +1.55.27 OsdObject.SetVisible .481 +1.55.28 OsdObject.SetWidth .481 +1.55.29 OsdObject.SetWidthFromChildren .482 +1.56 OsdSelectionParent .482 +1.56.1 OsdSelectionParent.BeginChanges .483 +1.56.2 OsdSelectionParent.EndChanges .483 +1.56.3 OsdSelectionParent.GetCurrentSelectionld .484 +1.56.4 OsdSelectionParent.SetObjectEnabled .484 +1.57 OsdSimpleMenu .485 +1.57.1 OsdSimpleMenu.Addltem .485 +1.57.2 OsdSimpleMenu.SetltemTitle .485 +1.58 OsdSkinnedBox .486 +1.58.1 OsdSkinnedBox.ResetTextures .486 +1.58.2 OsdSkinnedBox.SetColorGradientEnabled .487 +1.58.3 OsdSkinnedBox.SetColorGradientMagnitude .487 +1.58.4 OsdSkinnedBox.SetColorGradientReversed .488 +1.58.5 OsdSkinnedBox.SetColorGradientSubtractive .489 +1.58.6 OsdSkinnedBox.SetTexture .489 +1.58.7 OsdSkinnedBox.SetTextures .490 +1.59 OsdTextLines .491 +1.59.1 OsdTextLines.GetNumTextLines .491 +1.59.2 OsdTextLines.SetFont .491 +1.59.3 OsdTextLines.SetJustification .492 +1.59.4 OsdTextLines.SetLineSpacing .493 +1.59.5 OsdTextLines.SetText .493 +1.60 OsdTextPanel .494 +1.60.1 OsdTextPanel.GetTextBorder .494 +1.60.2 OsdTextPanel.GetTextLines .494 +1.60.3 OsdTextPanel.IsFitHeightToText .495 +1.60.4 OsdTextPanel.IsPanelVisible .495 +1.60.5 OsdTextPanel.IsScrollBarVisible .496 +1.60.6 OsdTextPanel.SetFitHeightToText .497 +1.60.7 OsdTextPanel.SetFont .497 +1.60.8 OsdTextPanel.SetJustification.498 +1.60.9 OsdTextPanel.SetLineSpacing .498 +1.60.10 OsdTextPanel.SetPanelVisible .499 +1.60.11 OsdTextPanel.SetScrollBarVisible .499 +1.60.12 OsdTextPanel.SetScrollType .500 +1.60.13 OsdTextPanel.SetText .500 +1.60.14 OsdTextPanel.SetTextBorder .501 +1.60.15 OsdTextPanel.SetTextColorType .502 +1.61 Osk .502 +1.61.1 Osk.Close .502 +1.61.2 Osk.GetText .503 +1.61.3 Osk.lsAvailable .503 +1.61.4 Osk.Open .504 +1.62 OutboundMessage .505 +1.62.1 OutboundMessage.Create .505 +1.62.2 OutboundMessage.GetRemainingBufferSize .505 +1.62.3 OutboundMessage.Reset .506 +1.62.4 OutboundMessage.Send .506 +1.62.5 OutboundMessage.SendUnguaranteed .507 +1.62.6 OutboundMessage.WriteBiglnt .508 +1.62.7 OutboundMessage.WriteFloat .508 +1.62.8 OutboundMessage.Writelnt8 .509 +1.62.9 OutboundMessage.Writelntl 6 .510 +1.62.10 OutboundMessage.Writelnt32 .510 +1.62.11 OutboundMessage.WriteString .511 +1.63 Pad .512 +1.63.1 Pad.CreatePads .512 +1.63.2 Pad.GetAnalogExtent .512 +1.63.3 Pad.GetPad .513 +1.63.4 Pad.GetSensorForwards .513 +1.63.5 Pad.GetSensorRight .514 +1.63.6 Pad.GetSensorllp .515 +1.63.7 Pad.IsCircleAccept .515 +1.63.8 Pad.IsConnected .516 +1.63.9 Pad.IsHeld .516 +1.63.10 Pad.Reserve .517 +1.63.11 Pad.SetActuator .518 +1.63.12 Pad.UnReserve .519 +1.63.13 Pad.UnReserveAll .520 +1.63.14 Pad.WasAnyJustPressed .520 +1.63.15 Pad.WasJustPressed .521 +1.63.16 Pad.WasJustReleased .522 +1.64 Person .522 +1.64.1 Person.AttachToEntity .522 +1.64.2 Person.DoAction .523 +1.64.3 Person.DoActionBroadcast .524 +1.64.4 Person.EnableChatBubbles .525 +1.64.5 Person.EnableCollision .525 +1.64.6 Person.Findlnlnstance .526 +1.64.7 Person.GetAnimReg .527 +1.64.8 Person.GetAvatarStatusType .527 +1.64.9 Person.GetBehavior .528 +1.64.10 Person.GetBehaviorCategory .528 +1.64.11 Person.GetBoneCount .529 +1.64.12 Person.GetBonelndex .530 +1.64.13 Person.GetBoneLocalMatrix .530 +1.64.14 Person.GetBoneWorldMatrix .531 +1.64.15 Person.GetCurrentAction .531 +1.64.16 Person.GetGroundllserld .532 +1.64.17 Person.GetPleight .532 +1.64.18 Person.Getld .533 +1.64.19 Person.GetldsOfFriendsInlnstance .534 +1.64.20 Person.GetldsOfRemotePeoplelnlnstance .534 +1.64.21 Person.GetlnstanceSessionMasterld .535 +1.64.22 Person.GetlnventoryltemObjectld .535 +1.64.23 Person.GetLocalBounds .536 +1.64.24 Person.GetMood .537 +1.64.25 Person.GetName .537 +1.64.26 Person.GetPosition .538 +1.64.27 Person.GetRigComponentObjectld .538 +1.64.28 Person.GetRigComponentTypes.539 +1.64.29 Person.GetRigField .540 +1.64.30 Person.GetRotationY.540 +1.64.31 Person.GetUser .541 +1.64.32 Person.GetVelocity .541 +1.64.33 Person.GetWidth .542 +1.64.34 Person.GetWorldBounds .542 +1.64.35 Person.HasLock .543 +1.64.36 Person.InterpolatePosition .544 +1.64.37 Person.IsCollision .544 +1.64.38 Person.IsLoaded .545 +1.64.39 Person.IsLocked .546 +1.64.40 Person.IsOnGround .546 +1.64.41 Person. IsRigUsingComponent .547 +1.64.42 Person.IsValid .547 +1.64.43 Person.IsVisible .548 +1.64.44 Person.Lock.549 +1.64.45 Person.ResetCurrentStatusText .550 +1.64.46 Person.SetAnimReg .550 +1.64.47 Person.SetBehavior.551 +1.64.48 Person.SetCurrentStatusText .552 +1.64.49 Person.SetLabelText .552 +1.64.50 Person.SetPosition .553 +1.64.51 Person.SetRotationY .553 +1.64.52 Person.SetVisible .554 +1.64.53 Person.Unlock .554 +1.65 Phys3dWorld .555 +1.65.1 Phys3dWorld.Create .555 +1.65.2 PhysSdWorld.Reset .556 +1.65.3 Phys3dWorld.SetEnabled .556 +1.66 Quaternion .557 +1.66.1 Quaternion.Add .557 +1.66.2 Quaternion.Conjugate .558 +1.66.3 Quaternion.Copy .558 +1.66.4 Quaternion.Create .559 +1.66.5 Quaternion.Divide .560 +1.66.6 Quaternion.Dot .560 +1.66.7 Quaternion.Length .561 +1.66.8 Quaternion.Multiply .562 +1.66.9 Quaternion.Negate .562 +1.66.10 Quaternion.Nlerp .563 +1.66.11 Quaternion.Normalize .563 +1.66.12 Quaternion.SetAxisAngle .564 +1.66.13 Quaternion.Setldentity .564 +1.66.14 Quaternion.SetRotationMatrix .565 +1.66.15 Quaternion.SetW .566 +1.66.16 Quaternion.SetX .566 +1.66.17 Quaternion.SetXyzw .567 +1.66.18 Quaternion.SetY .567 +1.66.19 Quaternion.SetZ .568 +1.66.20 Quaternion.Slerp .569 +1.66.21 Quaternion.Subtract .569 +1.66.22 Quaternion.ToAxisAngle .570 +1.66.23 Quaternion.W .570 +1.66.24 Quaternion.X .571 +1.66.25 Quaternion.Y .572 +1.66.26 Quaternion.Z .572 +1.67 Raycast .573 +1.67.1 Raycast.GetEndPoint .573 +1.67.2 Raycast.GetHitEntity .574 +1.67.3 Raycast.GetHitPoint .575 +1.67.4 Raycast.GetReflectedVector .576 +1.67.5 Raycast.GetStartPoint .577 +1.67.6 Raycast.GetSurfaceNormal .578 +1.67.7 Raycast.GetSurfaceUserld .579 +1.67.8 Raycast.HasHit .580 +1.67.9 Raycast. IsReady .581 +1.67.10 Raycast.Start .582 +1.68 ReceivedMessage .583 +1.68.1 ReceivedMessage.GetEventMessage .583 +1.68.2 ReceivedMessage.GetRemainingSize .584 +1.68.3 ReceivedMessage.GetSenderPersonld .584 +1.68.4 ReceivedMessage.GetTotalSize .585 +1.68.5 ReceivedMessage.GetType .585 +1.68.6 ReceivedMessage.ReadBiglnt .586 +1.68.7 ReceivedMessage.ReadFloat .587 +1.68.8 ReceivedMessage.Readlnt8 .587 +1.68.9 ReceivedMessage.Readlntl 6 .588 +1.68.10 ReceivedMessage.Readlnt32 . 589 +1.68.11 ReceivedMessage.ReadString .589 +1.69Renderer .590 +1.69.1 Renderer.Camera2dGetPosition .590 +1.69.2 Renderer.Camera2dGetRotation.591 +1.69.3 Renderer.Camera2dGetScale .591 +1.69.4 Renderer.Camera2dSetPosition .592 +1.69.5 Renderer.Camera2dSetRotation .592 +1.69.6 Renderer.Camera2dSetScale .593 +1.69.7 Renderer.Create .593 +1.69.8 Renderer.DrawCircle2d .594 +1.69.9 Renderer.DrawLine2d .595 +1.69.10 Renderer.DrawLineList2d .595 +1.69.11 Renderer.DrawQuad2d .596 +1.69.12 Renderer.DrawQuads2d .596 +1.69.13 Renderer.DrawRect2d .597 +1.69.14 Renderer.DrawSprite .598 +1.69.15 Renderer.DrawSprites .599 +1.69.16 Renderer.DrawText2d .599 +1.69.17 Renderer.DrawTriList2d .600 +1.69.18 Renderer.GetOverlay .601 +1.69.19 Renderer.GetPosition .601 +1.69.20 Renderer.GetScale .602 +1.69.21 Renderer.GetSize .602 +1.69.22 Renderer.GetTextSize .603 +1.69.23 Renderer.SetBlendMode2d .603 +1.69.24 Renderer.SetFont .604 +1.69.25 Renderer.SetFontHorzAlignment .605 +1.69.26 Renderer.SetFontScale .605 +1.69.27 Renderer.SetFontVertAlignment .606 +1.69.28 Renderer.SetOverlay .606 +1.69.29 Renderer.SetPosition .607 +1.69.30 Renderer.SetScale .608 +1.69.31 Renderer.SetSize .608 +1.69.32 Renderer.SetTarget .609 +1.70 Resource .609 +1.70.1 Resource.CancelRequest .609 +1.70.2 Resource.DebugDumpToTty .610 +1.70.3 Resource.DebugSave .611 +1.70.4 Resource.Exists.611 +1.70.5 Resource.Find .612 +1.70.6 Resource.GetData .612 +1.70.7 Resource.GetDownloadProgress .613 +1.70.8 Resource.GetName .614 +1.70.9 Resource.GetStatusCode .614 +1.70.10 Resource.GetSystemResource .615 +1.70.11 Resource.IsLoaded .616 +1.70.12 Resource.IsLoading .616 +1.70.13 Resource.Release .617 +1.70.14 Resource.Request .618 +1.70.15 Resource.RequestSecure .618 +1.70.16 Resource.RequestTexture .619 +1.70.17 Resource.Run .620 +1.70.18 Resource.StartLoading .620 +1.71 ResourcePack .621 +1.71.1 ResourcePack.DebugGetLoadError .621 +1.71.2 ResourcePack.GetLoadProgress .622 +1.71.3 ResourcePack.GetLoadState .623 +1.71.4 ResourcePack.IsLoading .623 +1.71.5 ResourcePack.Load .624 +1.71.6 ResourcePack.Unload .625 +1.72 Rewards .625 +1.72.1 Rewards.AddTicket .625 +1.72.2 Rewards.CollectTicket .626 +1.72.3 Rewards.DoesFlaveTicket .627 +1.72.4 Rewards.GetCurrentFocusObjectld .627 +1.72.5 Rewards.GetCurrentFocusState .628 +1.73RtGame .629 +1.73.1 RtGame.AddCustomExitMenuOption .629 +1.73.2 RtGame.CreateGame .629 +1.73.3 RtGame.CreateGameObject .630 +1.73.4 RtGame.DestroyGameObject .631 +1.73.5 RtGame.GetConnectionlnfo .631 +1.73.6 RtGame.GetMaxPlayers .632 +1.73.7 RtGame.GetMemberldFromUser .633 +1.73.8 RtGame.GetNumTokens .633 +1.73.9 RtGame.GetOwnerMemberld .634 +1.73.10 RtGame.GetPlayer .634 +1.73.11 RtGame.GetPlayerCount.635 +1.73.12 RtGame.GetRoomld .635 +1.73.13 RtGame.GetSentlnstanceTime .636 +1.73.14 RtGame.GetTokenOwnerMemberld .637 +1.73.15 RtGame.GetUserFromMemberld .637 +1.73.16 RtGame.lsAbleToChangeCustomExitMenuOption .638 +1.73.17 RtGame.IsJoined .638 +1.73.18 RtGame.lsSessionOpen .639 +1.73.19 RtGame.JoinGame .640 +1.73.20 RtGame.Leave .640 +1.73.21 RtGame.ReleaseToken .641 +1.73.22 RtGame.RemoveCustomExitMenuOption .642 +1.73.23 RtGame.ReplicateToNet .642 +1.73.24 RtGame.RequestToken .643 +1.73.25 RtGame.ReturnJoinGameResult .643 +1.73.26 RtGame.SendMessage .644 +1.73.27 RtGame.SetSessionClosed .644 +1.74 RtGameObject .645 +1.74.1 RtGameObject.Getlnstanceld .645 +1.74.2 RtGameObject.GetName .646 +1.74.3 RtGameObject.GetOwnerMemberld .646 +1.74.4 RtGameObject.GetOwnershipType .647 +1.75SaveData .648 +1.75.1 SaveData.Create .648 +1.75.2 SaveData.GetState .648 +1.75.3 SaveData.StartLoading .649 +1.75.4 SaveData.StartSaving .650 +1.76 Scene .650 +1.76.1 Scene.FindEntity .650 +1.76.2 Scene.FindScreen .651 +1.76.3 Scene.FindTriggerVolume .651 +1.76.4 Scene.GetGraphicsEngineParam .652 +1.76.5 Scene.Getlnstanceld .653 +1.76.6 Scene.GetLaunchParam .653 +1.76.7 Scene.GetLayerCollisionDefault .654 +1.76.8 Scene.GetListenerObjects .654 +1.76.9 Scene.GetMaxSaveDataSize .655 +1.76.10 Scene.GetSaveDataPermission .656 +1.76.11 Scene. GetStartupInstanceParam .656 +1.76.12 Scene.GetStartupValueParam .657 +1.76.13 Scene.GetVirtualObject .658 +1.76.14 Scene.IsLoading .658 +1.76.15 Scene.IsLoadingObjects .659 +1.76.16 Scene.IsSaveDataBusy .659 +1.76.17 Scene.LoadData .660 +1.76.18 Scene.LockPadControls .661 +1.76.19 Scene.OverrideAvatarCloseUpCamAspect .661 +1.76.20 Scene.OverrideAvatarCloseUpCamFov .662 +1.76.21 Scene. OverrideAvatarCloseUpCamZFar .663 +1.76.22 Scene.OverrideAvatarCloseUpCamZNear .663 +1.76.23 Scene.OverrideAvatarStandardCamAspect .664 +1.76.24 Scene.OverrideAvatarStandardCamFov .665 +1.76.25 Scene.OverrideAvatarStandardCamZFar .665 +1.76.26 Scene.OverrideAvatarStandardCamZNear .666 +1.76.27 Scene.ResetAvatarCamOverrides .667 +1.76.28 Scene.SaveData .667 +1.76.29 Scene.SetGraphicsEngineParam .668 +1.76.30 Scene.SetLayerCollisionDefault .669 +1.76.31 Scene.SetLightProbeData .669 +1.76.32 Scene.SetLightProbeTransform .670 +1.77 SceneDownload .671 +1.77.1 SceneDownload.CancelDownload .671 +1.77.2 SceneDownload.GetCurrentDownload .671 +1.77.3 SceneDownload.GetDownloadProgress .672 +1.77.4 SceneDownload.GetDownloadSize .673 +1.77.5 SceneDownload.QuerySceneCacheStatus .673 +1.77.6 SceneDownload.StartDownload .674 +1.78 Scenelnfo .674 +1.78.1 Scenelnfo.GetSceneld .674 +1.78.2 Scenelnfo.GetSceneName .675 +1.78.3 Scenelnfo.GetUniquelnstanceld .675 +1.79 SceneTransition .676 +1.79.1 SceneTransition. ExitScript .676 +1.79.2 SceneTransition.GetDestinationScene .677 +1.79.3 SceneTransition.GetObject .677 +1.79.4 SceneTransition.GetOriginScene .678 +1.79.5 SceneTransition.GetSceneChangeProgress.678 +1.79.6 SceneTransition.IsSceneChangeComplete .679 +1.79.7 SceneTransition.StartSceneChange .679 +1.80 Screen .680 +1.80.1 Screen.AreSceneSoundsMuted .680 +1.80.2 Screen.Create .681 +1.80.3 Screen.EnableBackground .681 +1.80.4 Screen.GetCenter .682 +1.80.5 Screen.GetContentCount .683 +1.80.6 Screen.GetCurrentContentlndex +1.80.7 Screen.GetCurrentTime . +1.80.8 Screen.GetMatrix . +1.80.9 Screen.GetNormal . +1.80.10 Screen.GetSize . +1.80.11 Screen.GetTotalTime . +1.80.12 Screen.GetTriggerPosition . . . +1.80.13 Screen.GetTriggerRadius +1.80.14 Screen.GetVolume . +1.80.15 Screen.IsContentPlaying . +1.80.16 Screen.IsContentReady . +1.80.17 Screen.IsFogEnabled . +1.80.18 Screen.IsHDFullScreenModeSet +1.80.19 Screen.IsInFullScreenMode +1.80.20 Screen.IsProtected . +1.80.21 Screen.IsVisible . +1.80.22 Screen.Pause . +1.80.23 Screen.RestartStream . +1.80.24 Screen.Resume . +1.80.25 Screen.SetChannel . +1.80.26 Screen.SetContent . +1.80.27 Screen.SetCurrentContentlndex +1.80.28 Screen.SetCurrentTime . +1.80.29 Screen.SetData . +1.80.30 Screen.SetFogEnabled . +1.80.31 Screen. SetPIDFullScreenMode +1.80.32 Screen.SetHighPriority . +1.80.33 Screen.SetMuteSceneSounds +1.80.34 Screen.SetProtected . +1.80.35 Screen.SetTargetable . +1.80.36 Screen.SetTriggerPosition +1.80.37 Screen.SetTriggerRadius +1.80.38 Screen.SetType . +1.80.39 Screen.SetVisible . +1.80.40 Screen.SetVolume . +1.81 Screenshot . +1.81.1 Screenshot.Capture . +1.81.2 Screenshot.Create. +1.81.3 Screenshot.IsInProgress . +1.81.4 Screenshot.Succeeded . +1.82 Sound . +1.82.1 Sound.Create . +1.82.2 Sound.GetVolume . +1.82.3 Sound.IsPaused . +1.82.4 Sound.IsPlaying . +1.82.5 Sound.IsValid . +1.82.6 Sound.Pause . +1.82.7 Sound.Play2d . +1.82.8 Sound.Play3d . +1.82.9 Sound.Resume . +1.82.10 Sound.SetPosition . +1.82.11 Sound.SetRegister . +1.82.12 Sound.SetVolume . +1.82.13 Sound.Stop . +1.83 SoundBank . +1.83.1 SoundBank.Find . +1.83.2 SoundBank.Play2d . +1.83.3 SoundBank.Play3d . +1.84 SoundStream . +1.84.1 SoundStream.Find . +1.84.2 SoundStream.GetCurrentTime . +1.84.3 SoundStream.GetTotalTime . . . +1.84.4 SoundStream.GetVolume . +1.84.5 SoundStream.IsPaused . +1.84.6 SoundStream.IsPlaying . +1.84.7 SoundStream.Pause . +1.84.8 SoundStream.Play2d. +1.84.9 SoundStream.Play3d. +1.84.10 SoundStream.Resume . +1.84.11 SoundStream.SetCurrentTime +1.84.12 SoundStream.SetPosition +1.84.13 SoundStream.SetVolume +1.84.14 SoundStream.Stop . +1.85 Sprite . +1.85.1 Sprite.Create . +1.85.2 Sprite.GetColor .725 +1.85.3 Sprite.GetElapsedAnimTime .726 +1.85.4 Sprite.GetPosition .727 +1.85.5 Sprite.GetRotation .727 +1.85.6 Sprite.GetScale .728 +1.85.7 Sprite.GetTotalAnimTime .728 +1.85.8 Sprite.IsAnimPaused .729 +1.85.9 Sprite.IsAnimPlaying .730 +1.85.10 Sprite.PauseAnim .730 +1.85.11 Sprite.PlayAnim .731 +1.85.12 Sprite.ResumeAnim .731 +1.85.13 Sprite.SetColor .732 +1.85.14 Sprite.SetPosition .733 +1.85.15 Sprite.SetRotation .733 +1.85.16 Sprite.SetScale .734 +1.85.17 Sprite.SetTexture.734 +1.85.18 Sprite.SetUvs .735 +1.85.19 Sprite.StopAnim .736 +1.86 SpriteAnim .736 +1.86.1 SpriteAnim.AddFrames .736 +1.86.2 SpriteAnim.Create .737 +1.86.3 SpriteAnim.IsLooping .738 +1.86.4 SpriteAnim.SetLooping .738 +1.87 StreamOps .739 +1.87.1 StreamOps.Add Float32 . 739 +1.87.2 StreamOps.BoundsVec4 .740 +1.87.3 StreamOps.DivFloat32 . 740 +1.87.4 StreamOps.Float32Tolllnt8 .741 +1.87.5 StreamOps.FlorizAddFloat32 . 742 +1.87.6 StreamOps.MulFloat32 . 742 +1.87.7 StreamOps.ShufFloat32 . 743 +1.87.8 StreamOps.Shuflnt8 .744 +1.87.9 StreamOps.SubFloat32 . 744 +1.88 System .745 +1.88.1 System.AddChatLogMessage .745 +1.88.2 System.CommercePointlsClosed .746 +1.88.3 System.CommercePointOpen .746 +1.88.4 System.DrawText2dlnScene .748 +1.88.5 System.EnableldleDisconnect .748 +1.88.6 System.ExecTitle .749 +1.88.7 System.GetChatLogMode .750 +1.88.8 System.GetConsoleTestValue .750 +1.88.9 System.GetExecTitleErrorCode .751 +1.88.10 System.GetNatType .751 +1.88.11 System.GetRegionsTerritory .752 +1.88.12 System.GetScreenBottomRight.753 +1.88.13 System.GetScreenTopLeft .753 +1.88.14 System.GetUserValue .754 +1.88.15 System.GetVideollploadResult .754 +1.88.16 System.GetVideollploadStatus .755 +1.88.17 System.GetVideollploadllrl .756 +1.88.18 System.IsGameLaunchSessionActive.756 +1.88.19 System.IsLookXInverted .757 +1.88.20 System.IsLookYInverted .757 +1.88.21 System. IsVideoSystemLocked .758 +1.88.22 System.IsWideScreen .759 +1.88.23 System.PostScore .759 +1.88.24 System.ProfanityFilterText .760 +1.88.25 System.SendNpMessage .760 +1.88.26 System.SetChatLogMode .761 +1.88.27 System.UploadVideo .761 +1.88.28 System.VideoSystemLock.762 +1.88.29 System.VideoSystemllnlock .763 +1.88.30 System.WebBrowserlsClosed .764 +1.88.31 System.WebBrowserOpen .764 +1.88.32 System.WriteScriptedGameLaunchXML .765 +1.89 Texture .766 +1.89.1 Texture.Find .766 +1.89.2 Texture.GetFHeight .766 +1.89.3 Texture.GetWidth .767 +1.90 Time .768 +1.90.1 Time.AddDays .768 +1.90.2 Time.AddFlours .768 +1.90.3 Time.AddMinutes .769 +1.90.4 Time.AddMonths .770 +1.90.5 Time.AddSeconds .770 +1.90.6 Time.AddWeeks .771 +1.90.7 Time.AddYears .772 +1.90.8 Time.ConvertToLocal .772 +1.90.9 Time.ConvertTolltc .773 +1.90.10 Time.Copy .774 +1.90.11 Time.Create .774 +1.90.12 Time.GetAsPosixTimestamp .775 +1.90.13 Time.GetDate .775 +1.90.14 Time.GetDayOfMonth .776 +1.90.15 Time.GetDayOfWeek .776 +1.90.16 Time.GetDifference .777 +1.90.17 Time.GetDifferencelnDays .778 +1.90.18 Time.GetDifferencelnHours .779 +1.90.19 Time.GetDifferencelnMinutes .779 +1.90.20 Time.GetDifferencelnMonths.780 +1.90.21 Time.GetDifferencelnSeconds .781 +1.90.22 Time.GetDifferencelnWeeks .781 +1.90.23 Time.GetDifferencelnYears .782 +1.90.24 Time.GetHour .783 +1.90.25 Time.GetMinute .783 +1.90.26 Time.GetMonth .784 +1.90.27 Time.GetSecond .785 +1.90.28 Time.GetTime .785 +1.90.29 Time.GetYear .786 +1.90.30 Time.lsValid .786 +1.90.31 Time.SetDayOfMonth .787 +1.90.32 Time.SetFromLocal .787 +1.90.33 Time.SetFromPosixTimestamp .788 +1.90.34 Time.SetFromServer .788 +1.90.35 Time.SetFlour .789 +1.90.36 Time.SetMinute .790 +1.90.37 Time.SetMonth .790 +1.90.38 Time.SetSecond .791 +1.90.39 Time.SetYear .791 +1.91 TriggerVolume .792 +1.91.1 TriggerVolume.AddCallback .792 +1.91.2 TriggerVolume.Enable .793 +1.91.3 TriggerVolume.EnableDebugRender .795 +1.91.4 TriggerVolume.EnableLayerOverlaps .796 +1.91.5 TriggerVolume.GetLocalMatrix .797 +1.91.6 TriggerVolume.GetOverlapCount .799 +1.91.7 TriggerVolume.GetOverlapData .801 +1.91.8 TriggerVolume.GetOverlapType .803 +1.91.9 TriggerVolume.GetPosition .805 +1.91.10 TriggerVolume.IsEnabled .807 +1.91.11 TriggerVolume.IsLayerOverlapsEnabled .809 +1.91.12 TriggerVolume.RemoveAllCallbacks .811 +1.91.13 TriggerVolume.RemoveCallback .813 +1.91.14 TriggerVolume.SetLocalMatrix .815 +1.91.15 TriggerVolume.SetPosition .817 +1.92 User .819 +1.92.1 User.GetName .819 +1.92.2 User.GetPerson .820 +1.92.3 User.GetSceneOwner .821 +1.92.4 User.GoToLocation .821 +1.92.5 User.InviteToLocation .822 +1.92.6 User.IsFriend .822 +1.92.7 User.lsInHome .823 +1.92.8 User.lsOnline .824 +1.93 Vectorl .824 +1.93.1 Vector4.Abs .824 +1.93.2 Voctor4.Acd .825 +1.93.3 Vector4.Calculate2dLinelntersection .826 +1.93.4 Vector4.Copy .826 +1.93.5 Vector4.Create .827 +1.93.6 Vector4.CreateBroadcast .828 +1.93.7 Vector4.Cross .828 +1.93.8 Vector4.Dist2Sqr .829 +1.93.9 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Vector4.SetZ .852 +1.93.43 Vector4.Sign .853 +1.93.44 Vector4.Signum .853 +1.93.45 Vector4.Sqrt.854 +1.93.46 Vector4.Subtract .855 +1.93.47 Vector4.Transform .855 +1.93.48 Vector4.TransformPoint.856 +1.93.49 Vector4.Transform Vector .857 +1.93.50 Vecto'4.W .858 +1.93.51 VectoM.X .859 +1.93.52 VcctO'4.Y .859 +1.93.53 Vector4.Z .860 +1.94 View .860 +1.94.1 View.CalculatePickRay .860 +1.94.2 View.WorldToScreen .861 +1.95 Wardrobe .862 +1.95.1 Wardrobe.ResetCommercePoints .862 +1.95.2 Wardrobe.SetCommercePoint.863 +1.96 Xml .863 +1.96.1 Xml.Create .863 +1.96.2 Xml.FindAttribute .864 +1.96.3 Xml.FindElement .864 +1.96.4 Xml.FindNextElement .865 +1.96.5 Xml.GetAttributeName .866 +1.96.6 Xml.GetAttributeValueESool .866 +1.96.7 Xml.GetAttributeValueFloat .867 +1.96.8 Xml.GetAttributeValuelnt .867 +1.96.9 Xml.GetAttributeValueText .868 +1.96.10 Xml.GetElementName .868 +1.96.11 Xml.GetElementValueBool .869 +1.96.12 Xml.GetElementValueFloat .869 +1.96.13 Xml.GetElementValuelnt .870 +1.96.14 Xml.GetElementValueText .870 +1.96.15 Xml.IntoElement .871 +1.96.16 Xml.OutOfElement.872 +1.96.17 Xml.SetData .872 +1.96.18 Xml.SetDataFromContainer .873 +Lua API Reference +Lua API is the full scripting cookbook which serves as reference for all of your library and function needs. +Download the CHM from SCEDev or from the download area of this page (see the paperclip just under the title). +See a list of new and changed functions in What's New in Lua. +^ The functions will soon be incorporated into the wiki itself - right here in this section! Check the Recent Changes in the HDK +Help Wiki for updates. +! Errors with CHM +If your CHM doesn't open or display properly, it may be due to Windows security. +The error is caused by a Windows security patch that prevents CHM files from being seen properly displayed initially when +downloaded online or shared on a network. +To fix: +1. Right-click on the CHM > Properties. +2. Select 'Unblock.' +3. Open the .CHM. +Collapse all +Expand all Collapse all +Misc +Const +Brief +A variety of useful constant values. +Definition +Arguments +None +Return Values +Description +The available constant values are: +MinNum - The smallest positive normalized number. Note that this is a very small positive number, +not the most negative normalized number. For this, use -Const.MaxNum. +MaxNum - The largest positive normalized number. +MaxContiglnt - The largest representable contiguous integer, that is the integer x such that +x, x -1, x - 2,..., 0 are all exactly representable as a Lua numbers, but x + 1 is not. +Examples +See Also +None +CreateTable +Brief +Create an empty Lua table pre-allocated to the specified size. +Definition +! table CreateTable( number arraySize = 0, number recSize = 0 ) +Arguments +arraySize - The number of array elements to allocate space for.recSize - The number of records (map elements) to allocate space for. +Return Values +An empty table, with space for arraySize array elements and recSize record (map) elements. +Description +Lua doesn't provide a native function to create a table pre-allocated to a certain size, which means that tables without an initializer list perform +O(logN) allocations when inserting N elements. This function will create a table with sufficient space for a requested number of array and record +elements. The size of the table will however be 0, as it has no elements (only the memory has been pre-allocated). +Examples +local cache = CreateTable( 100 ) +local dictionary = CreateTable( 0, 50 ) +local pointless = CreateTable () +print(#cache, #dictionary, #pointless) +— create an empty table with space for 100 array elements +— create an empty table with space for 50 records +— default of 0, 0 is same as { } +— prints "0 0 0" +See Also +None +DebugGetProfileTime +Brief +Return a debug timing value. +Definition +number DebugGetProfileTime() +Arguments +None +Return Values +Current time in seconds. +Description +Returns a timing value in seconds. +Examples +See Also +None +GetDeltaTime +Brief +Returns the time in seconds between this frame and the last frame. +Definition +! number GetDeltaTime() +Arguments +None +Return Values +The time in seconds between this frame and the last frame. +Description +Returns the time in seconds between this frame and the last frame. +Examples +print( "Delta time is " .. GetDeltaTime() ) +See Also +• GetlnstanceTime +GetlnstanceTime +Brief +Returns the current instance's time in milliseconds. +Definition +! number, number GetlnstanceTime() +Arguments +None +Return Values +The current instance time in milliseconds and nil if not in an instance. +Description +This returns the current world instance's time in milliseconds. The instance time starts counting when the instance was created and wraps almost +every 50 days. Due to the precision of a lua number the time is split into two values. The bottom value contains 3 bytes and the top half contains +the most significant 2 bytes. The majority of applications will not require the top number. The Home client must be run in online mode in order for +this function to work as above. If the client is running offline for testing, the time since startup will be returned, in the same format. The following +only applies to the online mode. Instance time is not designed for tracking real-world time with 100% accuracy due to latency between clients. It +can slow down, speed up and even run backwards and is best used as a mechanism to sync short-term events between clients (e.g. launch a +firework in 500ms and explode it 1200ms after that). This creates the effect of events occurring at the same time as far as the player is concerned, +regardless of lag. If you need a mechanism to sync over longer periods of time, use Time.SetFromLocal. But note that keeping it updated by +adding deltas to it will also cause it to eventually drift out of sync due to a build up of tiny errors. Long term syncing of events between clients +should use the NP time with the Lua script checking it once every thirty seconds or so. Once the desired time is near, switch to another timer that +is better suited for short time measurements. +Examples +! b,t = GetlnstanceTime() +i print( string.format( "The instance time in hex is %#.2x%.6x" +t, b ) ) +See Also +• GetDeltaTime +GetThreadld +Brief +Returns the thread ID for the Lua environment. +Definition +number GetThreadld() +Arguments +None +Return Values +The thread ID. +Description +Returns the thread ID for the Lua environment. +Examples +! print( "My id is " .. GetThreadld() ) +See Also +None +IsPaused +Brief +Returns true if the environment is paused and false otherwise. +Definition +: boolean IsPausedO +Arguments +None +Return Values +true if the environment is paused and false otherwise. +Description +Returns true if the environment is paused and false otherwise. +Examples +! print ( "I am paused = " . . IsPausedO ) +See Also +• Pause +• Resume +KillThread +Brief +Kills the specified thread. +Definition +! KillThread( number threadld ) +Arguments +threadld - The thread to kill. +Return Values +None +Description +Kills the specified thread when the thread has yeilded or teminated. +Examples +j KillThread( GetThreadld() ) +| print( "This will still print" ) +| Sleep( 0.0 ) +See Also +None +LoadLibrary +Brief +Loads the specified library. +Definition +! LoadLibrary( string name ) +Arguments +name - Name of the library to load. +Return Values +None +Description +Loads the specified library. You may not have permision for specific libraries as components can grant library permission. +Examples +! LoadLibrary( "Vector4" ) +See Also +None +Pause +Brief +Pauses the Lua environment. +Definition +! Pause() +Arguments +None +Return Values +None +Description +Pauses the Lua environment. Threads are suspended and update functions are not called. +Examples +j Pause() +See Also +• Resume +• IsPaused +Resume +Brief +Resumes a paused Lua environment. +Definition +! Resume() +Arguments +None +Return Values +None +Description +Resumes a paused Lua environment. +Examples +: Resume() +See Also +• Pause +Sleep +Brief +Sleeps the current thread for a specified amount of time. +Definition +! Sleep( number timeToSleep ) +Arguments +timeToSleep - The time to sleep in seconds. +Return Values +None +Description +Sleeps the current thread for a specified amount of time. Only works for child threads. +Examples +function Hello() +while true do +print( "hello" ) +Sleep ( 10.0 ) +end +end +SpawnFunction( Hello ) +See Also +• SpawnFunction +SpawnFunction +Brief +Spawns the specified function in a child Lua thread. +Definition +number SpawnFunction( function functionName ) +Arguments +functionName - The name of the function to spawn. +Return Values +The child thread ID value, or -1 on failure. +Description +Spawns the specified function in a child Lua thread. The function must sleep or yield otherwise it will execute forever. +Examples +function Hello () +while true do +print( "hello" ) +Sleep ( 10.0 ) +end +end +SpawnFunction( Hello ) +See Also +• Sleep +Type +Brief +Returns the type of the Home specific object. +Definition +string Type( userdata object ) +Arguments +object - A Home specific type. +Return Values +The name of the type. +Description +Returns the type of the Home specific object. Similar to the Lua native type() command, except that where Lua's type() function will only return +"userdata" for all API types, the Type function will return a string representing the API object type. +Examples +j v = Vector4.Create() +i print( type ( v ) ) — Prints "userdata" +| print( Type ( v ) ) — Prints "Vector4" +See Also +None +Active +Active.GetEntity +Brief +Returns the entity for the active item model. +Definition +! Entity Active.GetEntity() +Arguments +None +Return Values +The entity for the active item model. +Description +Returns the entity for the active item model so other entities can attach themselves to it or query it such as its position. +Examples +j e = Active.GetEntity() +See Also +• Entity.GetPosition +Active.GetMaxSaveDataSize +Brief +Returns the maximum size for the save data allowed for this object. +Definition +! number Active.GetMaxSaveDataSize() +Arguments +None +Return Values +The maximum size in bytes. +Description +Gets the maximum size in bytes of the save data for this object. Any attempt to save or read beyond this will generate an error. This value is +guaranteed not to decrease between revisions, and will be at least 4096 bytes. +Examples +! local maxSize = Active.GetMaxSaveDataSize() +See Also +None +Active. IsMoving +Brief +Returns true if the active item is currently being moved. +Definition +! boolean Active.IsMoving() +Arguments +None +Return Values +Returns true if the active item is being moved, or false if it has been placed. +Description +Indicates whether the active item is moving or placed. +Examples +! myActiveAnimationEnabled = Active.IsMoving() +See Also +None +Active. IsSafeVolumelntersected +Brief +Returns true if the active item's safe volume is currently obstructed by another furniture item. +Definition +! Entity Active.IsSafeVolumelntersected() +Arguments +None +Return Values +True if the active item's safe volume is obstructed, or false if not. +Description +Indicates whether the active item's safe volume is currently intersected by any furniture items. +Examples +! g_miniGameDisabled = Active.IsSafeVolumelntersected() +See Also +None +Active. IsSaveDataAccess +Brief +Returns true if this instance is allowed to save data and false otherwise. +Definition +! boolean Active.IsSaveDataAccess() +Arguments +None +Return Values +true if this instance is allowed to save data and false otherwise. +Description +The only instance that can save data is the owner of the apartment. +Examples +if Active.IsSaveDataAccess() == true then +me = MemoryContainer.Create( Active.GetMaxSaveDataSize() ) +Active.LoadData( me ) +end +See Also +None +Active. Isllpright +Brief +Returns true if the active item is currently upright. +Definition +1 boolean Active.IsUpright() +Arguments +None +Return Values +Returns true if the active item's safe volume is upright, or false if not. +Description +Indicates whether the active item is currently upright, that is, if it is considered to be in the correct orientation to be usable. +Examples +! g_miniGameDisabled = not Active.IsUpright() +See Also +None +Active.Load Data +Brief +Copies the Active's save data into the supplied memory container. +Definition +void Active.LoadData(MemoryContainer memContainer, int size = Active.GetMaxSaveDataSize (), int offset += 0 ) +Arguments +memContainer - The memory container to load into.size - Number of bytes to obtain.offset - Offset in bytes into the memory container at which to +store the data. +Return Values +None. +Description +All actives have an allocated save data area which will be persistent across loads of the same object instance. Each instance has a separate save +data area. Note that an active should not rely on specific data being present in the save data (as the user may delete their Home save data at any +time) and thus actives should be able to recognise and handle the case where no save data is present. When an Active is created all of its save +data is set to zero. +Examples +local memContainer = MemoryContainer.Create(Active.GetMaxSaveDataSize()) +Active.LoadData(memContainer) +if (memContainer:GetUintl6(0) == 48879) then — OxBEEF +print('Save data is valid: found the beef') +g_mySize = memContainer:GetFloat32(4) +end +See Also +None +Active.SaveData +Brief +Copies the data from the supplied memory container into the Active's save data area and requests it to save. +Definition +Active.SaveData(MemoryContainer memContainer, number size = Active.GetMaxSaveDataSize(), int offset = +0 ) +Arguments +memContainer - The memory container to obtain the data from.size - Number of bytes to obtain.offset - Offset in bytes into the memory container +at which to start reading data. +Return Values +None. +Description +All actives have an allocated save data area which will be persistent across loads of the same object instance. Each instance has a separate save +data area. Note that an active should not rely on specific data being present in the save data (as the user may delete their Home save data at any +time) and thus actives should be able to recognize and handle the case where no save data is present. +Note: If size is not specified and your memory container is bigger than the maximum save data size an error will occur to catch accidental data +truncation. +Examples +local memContainer = MemoryContainer.Create(8) +memContainer:SetUintl6(0, 48879) — OxBEEF, tags our data as valid +memContainer:SetFloat32(4, mySize) — save our current size so we can keep growing next time +Active.SaveData(memContainer, 8) +See Also +None +ActivityChannel +ActivityChannel.GetConnectionState +Brief +Used to determine the connection state of the Activity Channel. +Definition +ActivityChannelState ActivityChannel.GetConnectionState() +Arguments +None +Return Values +The connection state of the Activity Channel. +One of the following status codes: +ActivityChannelState.Disconnected - disconnected from Activity Channel. +ActivityChannelState.Connecting - connecting to Activity Channel. +ActivityChannelState.Connected - connected to Activity Channel. +ActivityChannelState.Disconnecting - disconnecting from Activity Channel. +Description +Sometimes it is useful to know whether the Activity Channel is connected or not, or indeed if the channel is in the process of connecting or +disconnecting, e.g. for telling the user when they are able to chat, or ensuring an RTGame can be successfully started (which requires the Activity +Channel to be disconnected). +Examples +if ActivityChannel.GetConnectionState() == ActivityChannelState.Disconnected then +StartRTGame() +end +See Also +• ActivityChannel. Initialize +ActivityChannel.lnitialize +Brief +Used to initialize or shut down the Chat Log Activity Channel. +Definition +ActivityChannel.Initialize( boolean value = true ) +Arguments +value - true to initialize the activity channel, or false stop the activity channel. +Return Values +None. +Description +While players are joined to the game they can communicate privately via the Activity Channel, if initialized with this function. By default, an Activity +Channel will not be initialized, and therefore will not be available. In all cases a channel is only created if the minigame/RTGame has a session +size of 2 or more, and at least 2 people must be joined to the game in order to initialize the channel. This function should be called during +initialization of the mini-game, before joining the game. +Examples +ActivityChannel.Initialize () +See Also +None +ActivityChannel.SetCommunicationPermissions +Brief +Set communication permissions for who each remote user in the activity channel (text and/or voice). +Definition +ActivityChannel.SetCommunicationPermissions( Person otherPerson, boolean isAllowedReceiveTextFrom, +boolean isAllowedReceiveVoiceFrom, boolean isAllowedSendTextTo, boolean isAllowedSendVoiceTo ) +Arguments +remotePerson - remote person to set activity channel permissions onisAllowedReceiveTextFrom - whether we receive text from this remote +personisAllowedReceiveVoiceFrom - whether we receive voice from this remote personisAllowedSendTextTo - currently +ignoredisAllowedSendVoiceTo - whether we can send voice to this remote person +Return Values +None. +Description +This allows developers to set communications permissions between the local person and a remote person. Params isAllowedSendTextTo and +isAllowedSendVoiceTo are used to determine whether the local user is able to send text or speech to another user, and affect whether a person +will be visible in the chat-log. Note though that the client does not currently block outgoing communication on text, only incoming. The permissions +are not replicated and so must be done on each client. +Examples +j if (inHotSeat) then +ActivityChannel.SetCommunicationPermissions( otherPlayerlnQuizGame, false, false, false, false ) +| end +See Also +• ActivityChannel. Initialize +ActivityChannel.SetTitle +Brief +Set a descriptive title to the activity chat channel. +Definition +! ActivityChannel.SetTitle( string channelTitle = nil ) +Arguments +channelTitle - New channel title (if null or none supplied will default to default name) +Return Values +None. +Description +Lets people personalize their chat channel. Must be set after initializing the channel. +Examples +! ActivityChannel.Initialize( ); +i ActivityChannel.SetTitle( "Team A" ); +See Also +• ActivityChannel. Initialize +Animation +Animation.Create +Brief +Create an uninitialized animation object. +Definition +! Animation Animation.Create() +Arguments +None +Return Values +An uninitialized animation object. +Description +Create a new uninitialized animation object. Can be passed to Entity.GetActiveAnim() to avoid uncontrolled memory allocation. No other +Animation functions are valid on this instance until it is initialized with an active animation. +Examples +local anim = Animation.Create() +myEntity:GetActiveAnim(index, anim) +print(anim:GetDuration() ) +See Also +• Entity.GetActiveAnim +Animation.GetBlendState +Brief +Access the current blend state of the active animation. +Definition +AnimBlendState Animation.GetBlendState(Animation anim) +Arguments +anim - active animation to query +Return Values +An AnimBlendState value: +AnimBlendState.Zero - animation has blended out to zero. +AnimBlendState.In - animation is being blended in. +AnimBlendState.Out - animation is being blended out. +AnimBlendState.Playing - animation is playing at full blend weighting +Description +Returns the current blend state of an active animation +Examples +if (anim:GetBlendState() == AnimBlendState.Playing) then +print("Anim is playing at max blend") +end +See Also +• Entity. BlendAnimln +• Entity.BlendAnimOut +• Animation.GetBlendWeight +• Animation.GetBlendTime +Animation. GetBlendTime +Brief +Access the time within the ease in/out period. +Definition +! number Animation.GetBlendTime( Animation anim ) +Arguments +anim - active animation to query +Return Values +The time within the ease in/out period +Description +Access the time within the ease in/out period. +Examples +if (anim:GetBlendTime() == 0) then +print("Blend hasn't started yet") +end +See Also +• Entity. BlendAnimln +• Entity. BlendAnimOut +• Animation.GetBlendWeight +• Animation.GetBlendState +Animation.GetBlendWeight +Brief +Access the current blending weight of the specified active animation. +Definition +! number Animation.GetBlendWeight(Animation anim) +Arguments +anim - active animation to query +Return Values +The current blending weight of the active animation, in the range [ 0, 1 ] +Description +Returns the current blending weight of the specified active animation. +Examples +local w = anim:GetBlendWeight() +if (w > 0) then +print("Animation is blended in!") +end +See Also +• Entity. BlendAnimln +• Entity. BlendAnimOut +• Animation. GetBlendTime +• Animation. GetBlendState +Animation.GetDuration +Brief +Get the duration of the animation in seconds. +Definition +! number Animation.GetDuration( Animation anim ) +Arguments +anim - A valid active animation. +Return Values +Duration of the animation in seconds. +Description +Get the duration of the animation in seconds. +Examples +local duration = anim:GetDuration () +See Also +• Animation.GetTime +Animation.GetName +Brief +Access the name of the animation resource being played. +Definition +! string Animation.GetName( anim ) +Arguments +anim - the active animation to be queried +Return Values +The name of the animation resource that is being played by the active animation, or nil if no active anim. +Description +Access the name of the animation resource being played by the active animation. +Examples +local name = anim:GetName() +See Also +None +Animation.GetPlaybackRate +Brief +Returns the current playback rate of the animation +Definition +! number Animation.GetPlaybackRate(Animation anim) +Arguments +anim - the animation of which to query the playback rate +Return Values +the playback rate of the animation +Description +The value returned is a multiple of the normal playback rate, so 1 is normal rate, and -1 is reversed +Examples +! number animSpeed = Animation.GetPlaybackRate(anim) +See Also +• Animation.SetPlaybackRate +Animation. GetTime +Brief +Get the current playback time within a specified animation. +Definition +number Animation.GetTime( Animation anim ) +Arguments +anim - A valid active animation. +Return Values +Current playback time in seconds. +Description +Get the current animation playback time. This is the time index within the animation that the animation is currently located at. +Examples +local currAnimTime = anim:GetTime() +if (currAnimTime > 5.0) then +ChangeAnim() +end +See Also +• Animation. SetTime +Animation. IsValid +Brief +Returns true if the animation object is valid. +Definition +boolean Animation.IsValid( Animation anim ) +Arguments +anim - The animation object. +Return Values +True if the animation object is valid, false otherwise. +Description +When using the function variants that modify existing animation objects rather than return new instances, if an object has no active animation to +return then the animation object will become invalid to reflect this. A script should check this before using the animation object, similarly to +checking for nil when using the original "return new instance" version. +Examples +local anim = Animation.Create() +myEntity:GetActiveAnim(index, anim) +if (anim:IsValid()) then +print("Entity has an active anim") +end +See Also +• Animation.Create +• Entity.GetActiveAnim +Animation.SetBlendWeight +Brief +Sets the blend weight of the specified active animation. +Definition +Animation.SetBlendWeight(Animation anim, number weight) +Arguments +anim - active animation to set weighting of.weight - the desired weighting for the animation (mut be between 0 and 1). +Return Values +None. +Description +If an animation is currently blending in or out, then setting the blend weight directly will stop the automatic blending, and leave the animations +weighting to the one set through lua. Animation.GetBlendTime will return 0, and Animation.GetBlendState will return AnimBlendState.Playing. Use +this function to manually control the animation blend weights without using the automatic blending. +Examples +! animl:SetBlendWeight (0.5) +See Also +• Entity. BlendAnimln +• Entity. BlendAnimOut +• Entity. PlayAnim +• Animation.GetBlendTime +• Animation.GetBlendState +Animation.SetLoopCallback +Brief +Define a Lua function to be called when an animation loops or finishes. +Definition +Animation.SetLoopCallback(function callback, userData = nil) +Arguments +callback - The Lua function to call. Should be a globally-scoped function.userData - An object to pass to the callback function. Can be any valid +Lua or API type. +Return Values +None. +Description +If a script wishes to trigger a new anim or perform other processing as soon as an existing anim finishes or loops, it can register a callback to +occur on this event using this function. PS Home will call the specified function at the exact time of finishing or looping, prior to applying the +animation to the skeleton. The callbacks are only valid while the Animation object on which they were registered exists; if the Animation object is +garbage collected the callbacks will be deactivated. The animation object must be valid in order to set a callback. +Examples +entity = Entity.Create() +walkToDoorAnim = Animation.Create() +entity:SetModel("Model") +entity:SetSkeleton("Skeleton") +entity:BlendAnimln("WalkToDoor", false, 0, AnimBlendType.Linear, 0.2, 0, walkToDoorAnim) +— set up a callback to occur at end of WalkToDoor, and make it pass us walkToDoorAnim as userdata +walkToDoorAnim:SetLoopCallback(AnimCallback, walkToDoorAnim) +function AnimCallback(anim) +if (anim == walkToDoorAnim) then +entity:BlendAnimOut(walkToDoorAnim, AnimBlendType.Linear, 0.1) +entity:BlendAnimln("OpenDoor", false, 0, AnimBlendType.Linear, 0.1) +— if you want to register a new callback here, make sure the anim object lives beyond the +callback scope +end +end +See Also +• Entity.BlendAnimln +Animation.SetPlaybackRate +Brief +Sets the playback rate of an animation +Definition +Animation.SetPlaybackRate(Animation anim, number pbRate) +Arguments +anim - animation on which to set the playback ratepbRate - playback rate to set (can be zero, effectively pausing the anim). The playback rate is +multiplier, so 1 is normal speed, 0.5 is half speed +e, and -1 is reverse, and so on. +Return Values +none +Description +If the playback rate is set such that the animation will loop more than once in a single frame, any loop callbacks will only be called once. +Examples +! Animation.SetPlaybackRate(reverseAnim, -1) +See Also +• Animation.GetPlaybackRate +• Entity.PlayAnim +• Entity. BlendAnimln +Animation.SetTime +Brief +Set the current playback time within the specified animation. +Definition +! Animation.SetTime( Animation anim, number time ) +Arguments +anim - A valid active animation.time - Playback time to set in seconds. +Return Values +None +Description +Set the current animation playback time. +Examples +! anim:SetTime(0.0) — set animation back to beginning +See Also +• Animation.GetTime +ArcadeGame +ArcadeGame.EnableMlaa +Brief +Enable or disable the MLAA (morphological anti-aliasing) process. +Definition +! ArcadeGame.EnableMlaa(boolean enable) +Arguments +enable - True to enable or false to disable. +Return Values +None. +Description +PS Home uses the MLAA technique to perform anti-aliasing, and the implementation of this technique introduces one frame of rendering latency +into the rendering pipeline. If the arcade game wishes to reduce latency this function can be used to disable the MLAA to remove this additional +frame delay. Ensure that you re-enable it upon game exit. +Examples +! ArcadeGame.EnableMlaa(false) +See Also +• ArcadeGame.EnableSceneRender +• ArcadeGame.EnableVsync +ArcadeGame.EnableSceneRender +Brief +Enable or disable the render of the 3D scene. +Definition +! ArcadeGame.EnableSceneRender(boolean enable) +Arguments +enable - True to enable or false to disable. +Return Values +None. +Description +When playing an arcade game the current 3D scene is invisible, so it may be advantageous to a script to disable the render to reclaim some +performance for the arcade game. Ensure that you re-enable it upon game exit. +Examples +! ArcadeGame.EnableSceneRender(false) +See Also +ArcadeGame.EnableMlaa +• ArcadeGame.EnableVsync +ArcadeGame.EnableVsync +Brief +Enable or disable the standard vsync timing. +Definition +! ArcadeGame.EnableVsync(boolean enable) +Arguments +enable - True to enable or false to disable. +Return Values +None. +Description +By default PS Home enables vertical syncing (vsync) which limits the frame rate to 30 frames per second (fps). This function can be used to +disable this and allow the arcade game to run at 60 fps, which will make the game feel more reactive and be more suitable for fast "twitch" style +games. +Examples +! ArcadeGame.EnableVsync(false) +See Also +• ArcadeGame.EnableSceneRender +• ArcadeGame.EnableMlaa +ArcadeGame.GetScreen +Brief +Returns the Arcade Game's screen. +Definition +! Screen ArcadeGame.GetScreen() +Arguments +None +Return Values +The Arcade Game's screen. +Description +Returns the active Arcade Game's screen. +Examples +screen = ArcadeGame.GetScreen () +renderer = Renderer.Create( Vector4.Create( 0, 0 ), Screen.GetSize( screen ) ) +Renderer.SetTarget( renderer, screen ) +See Also +• Renderer.Create +• Renderer.SetTarget +• Screen.GetSize +• Vector4.Create +ArcadeGame.LeaveGame +Brief +Leave an Arcade Game. +Definition +! ArcadeGame.LeaveGame() +Arguments +None +Return Values +None. +Description +Tells the local player to leave the Arcade Game (if one is being played). +Examples +if (wantQuit) then +ArcadeGame.LeaveGame() +end +See Also +None +AsyncCommand +AsyncCommand.Cancel +Brief +Cancels an in progress command. +Definition +! boolean AsyncCommand.Cancel( AsyncCommand asyncCmd ) +Arguments +asyncCmd - async command to cancel. +Return Values +It returns true if the command was successfully canceled and false otherwise. +Description +Cancels an executing command. +Examples +local result = AsyncCommand.Cancel( asyncCmd ) +See Also +• AsyncCommand.Create +• AsyncCommand.Execute +AsyncCommand.Create +Brief +Create a new asynchronous command. +Definition +! AsyncCommand.Create(commandType, ...) +Arguments +commandType - a valid command type value. See specific AsyncCommand.Create functions for valid command types. +Return Values +AsyncCommand object on success, nil on failure. +Description +Creates a new asynchronous command with the specified parameters, if any. If nil is returned and there is no associated Lua error provided, then +this indicates that the specified command type is unavailable. If the command type is unavailable, the script should make no further attempts to +create it. +Examples +! ticketCmd = AsyncCommand.Create( AsyncCommands.TicketRequest ) +See Also +AsyncCommand.Create +AsyncCommand.IsFinished +AsyncCommand.GetErrorCode +AsyncCommand. Execute +Brief +Marks an asynchronous command for execution. +Definition +boolean AsyncCommand.Execute( asyncCmd, ...) +boolean AsyncCommand.Execute( AsyncCommand command, string serviceld, MemoryContainer container ) +Arguments +asyncCmd - command to executeserviceld - The service id to request a ticket forcontainer - The container to store the ticket in +Return Values +false if command could not be executed, true if command successfully marked for execution. +Description +Submits the command to be executed. Note that success does not indicate that the command has finished, nor that it must successfully complete, +rather that the command is in progress and will at some later stage either return successfully or with an error. The user should poll the command +for completion, either within a coroutine or the game update loop. For the period between executing the command and receiving the result, the +command is considered in progress. In this period the user can request cancellation of the command; this may or may not succeed depending on +the execution stage of the command, and so should not be relied upon explicitly. No upper time limit is provided for the completion of command +execution, nor are are any guarantees provided that commands will execute in the order they were submitted; in other words, a script should not +rely on either a specific execution time or order. If required, execution order can be implemented by the script by waiting for preceding commands +to finish before issuing dependent commands. +If Execute returns false, then this is most likely due to invalid or missing arguments passed to the function, and will be indicated by a Lua error - +check the documentation for the command. If there is no Lua error, then the command execution has failed due to the NP services system being +currently too busy to accept another command. In this case, wait some time and try to execute the command again, and repeat if necessary. This +situation should be rare and transient, and only occur under very high load. +Examples +local container = MemoryContainer.Create ( 1024 ) +local ticketCmd = AsyncCommand.Create( AsyncCommands.TicketRequest ) +AsyncCommand:Execute( ticketCmd, "XX1234-XXXX12345_00", container ) +See Also +• AsyncCommand.Create +• AsyncCommand.IsFinished +• AsyncCommand.IsInProgress +• AsyncCommand.Cancel +AsyncCommand.GetErrorCode +Brief +Indicates the command result code if the command failed. +Definition +number AsyncCommand.GetErrorCode(asyncCmd) +Arguments +asyncCmd - async command to query. +Return Values +A result code indicating the error that occurred. +The result returned can be one of the following: +AsyncErr.Unspecified = 1 +AsyncErr.System = 2 +AsyncErr.Fatal = 3 +AsyncErr.ServerError = 4 +AsyncErr.SystemUnavailabie = 5 +AsyncErr.Aborted = 6 +AsyncErr. PermissionDenied = 7 +AsyncErr. LimitExceeded = 8 +AsyncErr.AuthenticationFail = 10 +AsyncErr.NotFound = 11 +AsyncErr.Blacklisted = 12 +AsyncErr. AlreadyExists = 13 +AsyncErr.Timeout = 14 +AsyncErr.Busy = 15 +AsyncErr.Censored = 16 +AsyncErrRanking.ScoreNotFound = 101 +AsyncErrFtanking.BoardNotFound = 102 +AsyncErrFtanking.InvalidScore = 103 +AsyncErrRanking.NotBestScore = 105 +AsyncErrTrophy.UnknownTitle = 300 +AsyncErrTrophy.InvalidCommld = 301 +Description +The result code is only valid if the command failed; the code should not expect any specific result code for a pending or successful command. +Result codes will be fixed, in that the same error will always produce the same result code. +Examples +if (not asyncCmd:Succeeded()) then +print('Async command failed with result: ' .. asyncCmd:GetErrorCode()) +end +See Also +• AsyncCommand.Succeeded +AsyncCommand.GetNpErrorCode +Brief +Gets the internal result code in the event of a command error result. +Definition +string AsyncCommand.GetNpErrorCode(asyncCmd) +Arguments +asyncCmd - async command to query. +Return Values +A result code indicating the error that occurred. +Description +The result code is only valid if the command failed; the code should not expect any specific result code for a pending or successful command. +Result codes will be fixed, in that the same error will always produce the same result code. This command can be used to identify the cause of an +error more exactly. +Examples +if (not asyncCmd:Succeeded()) then +print('DEBUG: Async command failed with result: ' .. asyncCmd:GetNpErrorCode()) +end +See Also +• AsyncCommand.Succeeded +• AsyncCommand.GetErrorCode +AsyncCommand.GetResultCount +Brief +Indicates the number of results available. +Definition +! number AsyncCommand.GetResultCount( AsyncCommand asyncCmd ) +Arguments +asyncCmd - async command to query. +Return Values +The number of results available. +Description +Returns the number of results available from the most recent execution of the command. +Examples +! print(AsyncCommand.GetResultCount( asyncCmd ) .. ' results.') +See Also +AsyncCommand.GetResults +Brief +Access the results of the command. +Definition +value|table|array AsyncCommand.GetResults(AsyncCommand asyncCmd) +Arguments +asyncCmd - async command to query. +Return Values +A command-dependent value or table of values representing the results of the command. +Description +If the command has not successfully completed, nil will be returned. The exact format of the results is command-dependent, see the +documentation for individual commands. +Examples +! if (asyncCmd:IsFinished() and asyncCmd:Succeeded()) then +print('Command results were: asyncCmd:GetResults()) +| end +See Also +• AsyncCommand.Succeeded +AsyncCommand.IsFinished +Brief +Indicates if the command has completed, either successfully or with an error. +Definition +boolean AsyncCommand.IsFinished(asyncCmd) +Arguments +asyncCmd - async command to query. +Return Values +true if the command has completed, false if not submitted or still in progress. +Description +Note that if a command has not yet been executed (only created), both IsinProgress and IsFinished will return false. This function will still return +true if the command finishes with an error; to determine whether the command succeeded or failed query AsyncCommand.Succeeded(). +Examples +! if (asyncCmd:IsFinished() and asyncCmd:Succeeded()) then +print('Results were: asyncCmd:GetResult()) +| end +See Also +AsyncCommand. IsinProgress +• AsyncCommand.Succeeded +• AsyncCommand.GetErrorCode +AsyncCommand. IsInProgress +Brief +Indicates if the command has been submitted but has not yet completed. +Definition +! boolean AsyncCommand.IsInProgress(asyncCmd) +Arguments +asyncCmd - async command to query. +Return Values +Returns true if command has been submitted and is not yet complete, or false otherwise. +Description +Note that if a command has not yet been executed (only created), both IsInProgress and IsFinished will return false. +Examples +! if (asyncCmd:IsInProgress()) then +print('Processing...') +| end +See Also +• AsyncCommand.IsFinished +AsyncCommand.Succeeded +Brief +Indicates if the command succeeded or failed. +Definition +! boolean AsyncCommand.Succeeded(asyncCmd) +Arguments +asyncCmd - async command to query. +Return Values +Returns true if the command is complete and succeeded, false otherwise. +Description +If the command has not been submitted or is still in progress, false will be returned. This should not be confused with the command failing, which +can only be determined once the command is finished. +Examples +if (not asyncCmd:Succeeded()) then +print('Async command failed with result: ', asyncCmd:GetErrorCode()) +end +See Also +• AsyncCommand.GetErrorCode +• AsyncCommand.GetResults +AsyncContext +AsyncContext.Create +Brief +Creates a new asynchronous execution context. +Definition +AsyncContext AsyncContext.Create(AsyncContexts type, ...) +Arguments +type - the type of context to create. Can be one of the following: +AsyncContexts.TitleUserStorage +AsyncContexts.Trophy +AsyncContexts.ScoreRanking +AsyncContexts. Inventory +AsyncContexts. ObjectCatalog +AsyncContexts.Stream +AsyncContexts.SaveData +Return Values +The new async execution context, or nil if creation failed. +Description +Most async commands require the creation of an execution context in order to run. The context will typically specify details of the title and/or user +the script wishes to target with the command. Note: It is good practice to nil your context if you will not use it again for the life of the script. +Examples +— this creates a context to access the current user's TUS data for (non-existent) title NPWR99999 +local passphrase = Resource.Find('passphrase') +local context = AsyncContext.Create(AsyncContexts.TitleUserStorage, "NPWR99999", passphrase) +See Also +• AsyncCommand.Create +Atmos +Atmos.GetParam +Brief +Reads a parameter from the scene atmosphere. +Definition +boolean|number|string|Vector4 Atmos.GetParam( string paramName ) +boolean|number|string|Vector4 Atmos.GetParam( string paramName, number index ) +Arguments +paramName - name of parameter to read.index - index of parameter, (if required) +Return Values +nil if parameter does not exist in scene. If successful the value of the parameter is returned. +Description +This function tries to retrieve a parameter value from the scene atmosphere, e.g. BASICSKYJHORIZONCOLOUR. If the parameter does not exist +in the current atmosphere, nil is returned. The type of values returned back depend on the type of parameter. All parameter names and types can +be found in the SkyTool documentation. Some parameters require an index because more than one can exist in a scene, e.g. +SPRITECLOUD_TINTCOLOUR. +Examples +horizonColor = Atmos.GetParam( "BASICSKY_HORIZONCOLOUR" ) — horizonColor will become a +Vector4 +numSpriteClouds = Atmos.GetParam( "NUM_SPRITECLOUDS" ) — numSpriteClouds will become a +number +spriteCloudTint = Atmos.GetParam( "SPRITECLOUD_TINTCOLOUR", 4 ) — spriteCloudTint will become a +Vector4 +See Also +None +Atmos.SetParam +Brief +Sets a parameter to the scene atmosphere +Definition +boolean Atmos.SetParam( string paramName, boolean|number|string|Vector4 paramVal ) +boolean Atmos.SetParam( string paramName, number index, boolean|number|string|Vector4 paramVal ) +Arguments +paramName - name of parameter to be set.index - index of parameter, (if required)paramVal - value of parameter to be set. +Return Values +false if parameter does not exist in scene, or if the type given is incorrect, true if parameter set correctly. +Description +This function sets a parameter in the scene atmosphere, e.g. BASICSKY_HORIZONCOLOUR. If the parameter does not exist in the current +atmosphere, false is returned. The type of value to assign depends on the type of parameter. If the type given is incorrect, false is returned. All +parameter names and types can be found in the SkyTool documentation. Access to the Atmos library is only granted for scene objects such as +mini games and embedded objects. Some parameters require an index because more than one can exist in a scene, e.g. +SPRITECLOUD_TINTCOLOUR. +Examples +Atmos.SetParam( "BASICSKY_HORIZONCOLOUR", horizonColor ); +Atmos.SetParam( "EXPHEIGHTFOG_FOGDENSITY", fogDensity ); +Atmos.SetParam( "SPRITECLOUD_TINTCOLOUR", 4, spriteCloudTint ); +horizonColor is a Vector4 +fogDensity is a number +spriteCloudTint is a Vector4 +See Also +None +Base64 +Base64.Decode +Brief +Decodes the base64 contents of a memory container. +Definition +number Base64.Decode( MemoryContainer out, MemoryContainer in, number offset = -1, number size = -1 ) +Arguments +out - The memory container to write the decoded data to.in - The memory container to read the base64 data from.offset - The offset of the data in +the input memory container. Defaults to -1 .size - The size of data to read from the input memory container. Defaults to -1. +Return Values +The number of bytes written to the output memory container or a negative number on error. +-1 - Invalid arg +-2 - Not enough space in the target memory container +Description +Decodes the base64 contents of a memory container. Data is always written to the output container as a stream. If no size or offset are supplied +(or are set to -1), all available data from the input memory container will be encoded. This function will not alter the input memory container in +anyway. +Examples +local output = MemoryContainer.Create( 1024 ) +local numBytesDecoded = Base64.Decode( output, input ) +See Also +• Base64.Encode +• Base64.DecodeFromString +Base64.DecodeFromString +Brief +Decodes the base64 contents of a string. +Definition +number Base64.DecodeFromString( MemoryContainer out, string in ) +Arguments +out - The memory container to write the decoded data to.in - The string containing the base64 data. +Return Values +The number of bytes written to the output memory container or a negative number on error. +-1 - Invalid arg +-2 - Not enough space in the target memory container +Description +Decodes the base64 string and writes the decoded data to the output memory container. Data is always written to the output container as a +stream. +Examples +local output = MemoryContainer.Create( 1024 ) +local numBytesDecoded = Base64.DecodeFromString( output, 'QmFzZTY0IHRlc3QgMw==' ) +print( MemoryContainer.GetString( output, 0 ) ) +See Also +• Base64. Encode +• Base64. Decode +Base64.Encode +Brief +Encodes the contents of a memory container into base64. +Definition +number Base64.Encode( MemoryContainer out, MemoryContainer in, number offset = -1, number size = -1 ) +Arguments +out - The memory container to write the encoded data to.in - The memory container to read the original data from.offset - The offset of the data in +the input memory container.size - The size of data to read from the input memory container. +Return Values +The number of bytes written to the output memory container or a negative number on error. +-1 - Invalid arg +-2 - Not enough space in the target memory container +Description +Encodes the contents of a memory container into base64. Data is always written to the output container as a stream. If no size or offset are +supplied (or are set to -1), all available data from the input memory container will be encoded. This function will not alter the input memory +container in anyway. +Examples +local input = MemoryContainer.Create ( 1024 ) +local output = MemoryContainer.Create( 1024 ) +MemoryContainer.Setstring( input, 0, 'Base64 test 1* ) +local numBytesEncoded = Base64.Encode( output, input ) +See Also +• Base64.Decode +• Base64.DecodeFromString +BasicGenx +BasicGenx.AddAttribute +Brief +Adds an attribute to the current element. +Definition +number BasicGenx.AddAttribute( BasicGenx writer, string name, string|boolean|number value ) +Arguments +writer - The instance of the XML writer.name - The name of the new attribute.value - A string, boolean or number to be used as the attribute +value. +Return Values +0 on success, any other value is an error. BasicGenx error codes are: +1 - Bad UTF-8 +2 - Non-XML character +3 - Bad name +4 - Memory allocation failed +5 - Bad namespace name +6 - Internal error +7 - Duplicate prefix +8 - Call out of sequence +9 - No start tag for EndElement call +10-1/0 error +11 - Missing attribute value +12 - Malformed comment body +13 - ?> in Processing Instruction +14 - Target of Processing Instruction matches [ xX ][ mM ][ IL ] +15 - Same attribute specified more than once +16 - Attribute cannot be in default namespace +17 - Namespace declared twice with different prefixes on one element +18 - Default namespace declared on an element which is in no namespace +Description +Adds an attribute to the current element. If the value passed is a boolean and it is set to true, then "true" is written, otherwise, "false" is written. If +the value passed is a number, it will always be written in floating point representation even if it is a whole number. In order to write a number in +integer format, it is necessary to use BasicGenx.AddAttributelnt. A string value is written as specified. Passing nil as the value parameter will +result in the string "nil" being written. +Examples +— Example 1: Write "Hello World" to the XML +stringValue = "John Smith" +result = BasicGenx.AddAttribute( writer, "playerName", stringValue ) +— Example 2: Write "true" to the XML +booleanValue = true +result = BasicGenx.AddAttribute( writer, "enableStats", booleanValue ) +— Example 3: Write "100.000000" to the XML +numberValue = 100 +result = BasicGenx.AddAttribute( writer, "percentComplete", numberValue ) +See Also +• BasicGenx.AddAttributelnt +BasicGenx.AddAttributelnt +Brief +Adds a new attribute to the current XML element with integer formatting. +Definition +number BasicGenx.AddAttributelnt( BasicGenx writer, string name, number value ) +Arguments +writer - The instance of the XML writer.name - The name of the new attribute.value - The value of the attribute. +Return Values +0 on success, any other value is an error. BasicGenx error codes are: +1 - Bad UTF-8 +2 - Non-XML character +3 - Bad name +4 - Memory allocation failed +5 - Bad namespace name +6 - Internal error +7 - Duplicate prefix +8 - Call out of sequence +9 - No start tag for EndElement call +10-1/0 error +11 - Missing attribute value +12 - Malformed comment body +13 - ?> in Processing Instruction +14 - Target of Processing Instruction matches [ xX ][ mWI ][ IL ] +15 - Same attribute specified more than once +16 - Attribute cannot be in default namespace +17 - Namespace declared twice with different prefixes on one element +18 - Default namespace declared on an element which is in no namespace +Description +Adds a new attribute to the current XML element with integer formatting. The value is written specifically as an integer, as opposed to +BasicGenx.AddAttribute which writes numbers in floating point format. If the specified number is not an integer, it is truncated in some +non-specified way. +Examples +local result = BasicGenx.AddAttributelnt( writer, "numltems", 10 ) +See Also +• BasicGenx.AddAttribute +BasicGenx.AddText +Brief +Sets the value of an XML element. +Definition +number BasicGenx.AddText( BasicGenx writer, string|boolean|number value ) +Arguments +writer - The instance of the XML writer.value - A string, boolean or number to set as the value in the XML element. +Return Values +0 on success, any other value is an error. BasicGenx error codes are: +1 - Bad UTF-8 +2 - Non-XML character +3 - Bad name +4 - Memory allocation failed +5 - Bad namespace name +6 - Internal error +7 - Duplicate prefix +8 - Call out of sequence +9 - No start tag for EndElement call +10-1/0 error +11 - Missing attribute value +12 - Malformed comment body +13 - ?> in Processing Instruction +14 - Target of Processing Instruction matches [ xX ][ mM ][ IL ] +15 - Same attribute specified more than once +16 - Attribute cannot be in default namespace +17 - Namespace declared twice with different prefixes on one element +18 - Default namespace declared on an element which is in no namespace +Description +Sets the value of an XML element. If the value passed is a boolean and it is set to true, then "true" is written, otherwise, "false" is written. If the +value passed is a number, it will always be written in floating point representation even if it is a whole number. In order to write a number in integer +format, it is necessary to use BasicGenx.AddTextAsInt. A string value is written as specified. Passing nil as the value parameter will result in the +string "nil” being written. +Examples +— Example 1: Write "Hello World" to the XML +stringValue = "Hello World" +result = BasicGenx.AddText( writer, stringValue ) +— Example 2: Write "true" to the XML +booleanValue = true +result = BasicGenx.AddText( writer, booleanValue ) +— Example 3: Write "10.000000" to the XML +numberValue = 10 +result = BasicGenx.AddText( writer, numberValue ) +See Also +• BasicGenx.AddTextAsInt +BasicGenx.AddTextAsInt +Brief +Sets the value of an XML element with integer formatting. +Definition +number BasicGenx.AddTextAsInt( BasicGenx writer, number value ) +Arguments +writer - The instance of the XML writer.value - The value to set in the XML element. +Return Values +0 on success, any other value is an error. BasicGenx error codes are: +1 - Bad UTF-8 +2 - Non-XML character +3 - Bad name +4 - Memory allocation failed +5 - Bad namespace name +6 - Internal error +7 - Duplicate prefix +8 - Call out of sequence +9 - No start tag for EndElement call +10-1/0 error +11 - Missing attribute value +12 - Malformed comment body +13 - ?> in Processing Instruction +14 - Target of Processing Instruction matches [ xX ][ mM ][ IL ] +15 - Same attribute specified more than once +16 - Attribute cannot be in default namespace +17 - Namespace declared twice with different prefixes on one element +18 - Default namespace declared on an element which is in no namespace +Description +Sets the value of an XML element with integer formatting. The value is written specifically as an integer, as opposed to BasicGenx.AddText which +writes numbers in floating point format. If the specified number is not an integer, it is truncated in some non-specified way. +Examples +— Example: Write "10" to the XML +numberValue = 10 +result = BasicGenx.AddTextAsInt( writer, numberValue ) +See Also +• BasicGenx.AddText +BasicGenx.CheckText +Brief +Scan a string and report problems. +Definition +number BasicGenx.CheckText( BasicGenx writer, string text ) +Arguments +writer - The instance of the XML writer.text - The string to check. +Return Values +0 on success, any other value is an error. BasicGenx error codes are: +1 - Bad UTF-8 +2 - Non-XML character +3 - Bad name +4 - Memory allocation failed +5 - Bad namespace name +6 - Internal error +7 - Duplicate prefix +8 - Call out of sequence +9 - No start tag for EndElement call +10-1/0 error +11 - Missing attribute value +12 - Malformed comment body +13 - ?> in Processing Instruction +14 - Target of Processing Instruction matches [ xX ][ mM ][ IL ] +15 - Same attribute specified more than once +16 - Attribute cannot be in default namespace +17 - Namespace declared twice with different prefixes on one element +18 - Default namespace declared on an element which is in no namespace +Description +Scan a string to be written by BasicGenx and report problems with UTF-8 encoding or non-XML characters. +Examples +local result = BasicGenx.CheckText( writer, "My test text" ) +See Also +None +BasicGenx.Create +Brief +Creates a new XML writer. +Definition +! BasicGenx.Create( MemoryContainer container ) +Arguments +container - The memory container to write the XML data to. +Return Values +A new instance of an XML writer. +Description +Creates a new XML writer. The memory container is written to as if it were a stream so it can be used to write data to an existing container. +Examples +local container = MemoryContainer.Create ( 4096 ) +local writer = BasicGenx.Create ( container ) +See Also +• MemoryContainer.Create +BasicGenx. EndDocument +Brief +Ends writing an XML document. +Definition +BasicGenx.EndDocument( BasicGenx writer ) +Arguments +writer - The instance of the XML writer. +Return Values +None. +Description +Ends writing an XML document. +Examples +local container = MemoryContainer.Create ( 4096 ) +local writer = BasicGenx.Create ( container ) +| BasicGenx.StartDocument( writer ) +; — Write XML element hierarchy here... +! BasicGenx.EndDocument( writer ) +See Also +• BasicGenx.StartDocument +BasicGenx.EndElement +Brief +Closes an XML element. +Definition +number BasicGenx.EndElement( BasicGenx writer ) +Arguments +writer - The instance of the XML writer. +Return Values +0 on success, any other value is an error. BasicGenx error codes are: +1 - Bad UTF-8 +2 - Non-XML character +3 - Bad name +4 - Memory allocation failed +5 - Bad namespace name +6 - Internal error +7 - Duplicate prefix +8 - Call out of sequence +9 - No start tag for EndElement call +10-1/0 error +11 - Missing attribute value +12 - Malformed comment body +13 - ?> in Processing Instruction +14 - Target of Processing Instruction matches [ xX ][ mM ][ IL ] +15 - Same attribute specified more than once +16 - Attribute cannot be in default namespace +17 - Namespace declared twice with different prefixes on one element +18 - Default namespace declared on an element which is in no namespace +Description +Closes an XML element which must have previously been opened with BasicGenx.StartElement. +Examples +local result = BasicGenx.EndElement( writer ) +See Also +• BasicGenx.StartElement +BasicGenx.StartDocument +Brief +Starts writing an XML document. +Definition +! BasicGenx.StartDocument( BasicGenx writer ) +Arguments +writer - The instance of the XML writer. +Return Values +None. +Description +Starts writing an XML document. +Examples +local container = MemoryContainer.Create ( 4096 ) +local writer = BasicGenx.Create ( container ) +BasicGenx.StartDocument( writer ) +— Write XML element hierarchy here... +BasicGenx.EndDocument( writer ) +See Also +• BasicGenx.Create +• BasicGenx.EndDocument +• MemoryContainer.Create +BasicGenx.StartElement +Brief +Starts writing an XML element. +Definition +number BasicGenx.StartElement( BasicGenx writer, string name ) +Arguments +writer - The instance of the XML writer.name - The name of the new XML element. +Return Values +0 on success, any other value is an error. BasicGenx error codes are: +1 - Bad UTF-8 +2 - Non-XML character +3 - Bad name +4 - Memory allocation failed +5 - Bad namespace name +6 - Internal error +7 - Duplicate prefix +8 - Call out of sequence +9 - No start tag for EndElement call +10-1/0 error +11 - Missing attribute value +12 - Malformed comment body +13 - ?> in Processing Instruction +14 - Target of Processing Instruction matches [ xX ][ mM ][ IL ] +15 - Same attribute specified more than once +16 - Attribute cannot be in default namespace +17 - Namespace declared twice with different prefixes on one element +18 - Default namespace declared on an element which is in no namespace +Description +Starts writing an XML element. It is valid to nest calls to BasicGenx.StartElement. +Examples +local result = BasicGenx.StartElement( writer, "XML" ) +See Also +• BasicGenx.EndElement +Biglnt +Biglnt.Add +Brief +Add the specified value to a Biglnt. +Definition +! Biglnt.Add(Biglnt dst, Biglnt|number|string srcl, Biglnt|number|string src2) +Arguments +dst - the Biglnt to modifysrcl - the first/left sourcesrc2 - the second/right source +Return Values +Description +Adds the specified values to the specified Biglnt. dst = srcl + src2. +Examples +biglntl:Add(biglntl, 32) +; biglnt2:Add(biglntl, "0x393823") +j biglnt3:Add("723523", biglnt3) +j biglnt4:Add(biglnt3, biglnt3) +See Also +• Biglnt.Create +Biglnt.And +Brief +Perform a bitwise AND operation with a Biglnt and a specified value. +Definition +! Biglnt.And(Biglnt dst, Biglnt|number|string srcl, Biglnt|number|string src2) +Arguments +dst - the Biglnt to modifysrcl - the first/left sourcesrc2 - the second/right source +Return Values +Description +Perform a bitwise AND operation with a Biglnt and a specified value. String values may be decimal, or if prefixed with Ox or OX, hexadecimal. The +string will be checked to ensure it is a valid number and fits within the Bigint's precision limit. +Examples +j biglntl:And(32) +; biglnt2:And("0x8000" ) +; biglnt3:And("128" ) +! biglnt4:And(biglnt3) +See Also +• Biglnt.Create +Biglnt.AsHexString +Brief +Generates a hexadecimal string representation of the Biglnt. +Definition +! string Biglnt.AsHexString(Biglnt i) +Arguments +i - a Biglnt +Return Values +A string containing the Biglnt value in hexadecimal. +Description +Generates a hexadecimal string representation of the Biglnt. The string will contain only hexadecimal digits (0-9, A-F) with no prefix (Ox or similar). +Examples +i local i = Biglnt.Create(64, "ABCDEF01234456789") +; print(i:AsHexString()) — prints "ABCDEF01234456789" +See Also +• Biglnt.Create +Biglnt.Create +Brief +Create a signed big integer with the specified number of bits. +Definition +! Biglnt Biglnt.Create(number numberOfBits, number|Biglnt|string initialValue = 0 ) +Arguments +numberOfBits - size of integer in bits +initialValue - value to initialise returned big integer in either number, string or Biglnt. +Return Values +A big integer with the specified size, or nil on failure. +Description +Create a big integer with the specified number of bits of precision. At present only 32 and 64 bit integers are supported. Note that these are not +"native" types and therefore have a significant performance penalty, and should only be used where necessary. Normal integer arithmetic should +be done using the built-in Lua number type. String values may be either decimal or, if prefixed with Ox or OX, hexadecimal. The string will be +checked to ensure it is a valid number and fits within the Biglnt's precision limit. +Examples +local biglnt = Biglnt.Create(64, "0xl234567890ABCDEF") +local biglnt2 = Biglnt.Create (64, ,, 1234567890123456") +local biglnt3 = Biglnt.Create(32, 123321) +local biglnt4 = Biglnt.Create (32, biglnt3) +See Also +• Biglnt.Set +Biglnt.Divide +Brief +Divide a Biglnt by a specified value. +Definition +Biglnt.Divide(Biglnt dst, Biglnt|number|string srcl, Biglnt|number|string src2) +Arguments +dst - the Biglnt to modifysrcl - the first/left sourcesrc2 - the second/right source +Return Values +Description +Divide the specified Biglnt by the specified value. String values may be decimal, or if prefixed with Ox or OX, hexadecimal. The string will be +checked to ensure it is a valid number and fits within the Biglnt's precision limit. +Examples +biglntl:Divide(32) +biglnt2:Divide("0x393823") +biglnt3:Divide("723523") +biglnt4:Divide(biglnt3) +See Also +• Biglnt.Create +Biglnt.GetBit +Brief +Returns the value of the specified bit. +Definition +boolean Biglnt.GetBit( Biglnt i, number bitlndex ) +Arguments +i - a Biglntbitlndex - Which bit to get the value of. bitlndex starts at 0. +Return Values +Returns the value of the specified bit. +Description +Returns the value of the specified bit. +Examples +j local i = Biglnt.Create ( 64, -1 ) +i print( 'top bit is Biglnt.GetBit(i, 63 ) ) +See Also +• Biglnt.Create +• Biglnt.SetBit +Biglnt.Multiply +Brief +Multiply the specified value with a Biglnt. +Definition +Biglnt.Multiply(Biglnt dst, Biglnt|number|string srcl, Biglnt|number|string src2) +Arguments +dst - the Biglnt to modifysrcl - the first/left sourcesrc2 - the second/right source +Return Values +Description +Multiply the specified value with the specified Biglnt. String values may be decimal, or if prefixed with Ox or OX, hexadecimal. The string will be +checked to ensure it is a valid number and fits within the Biglnt's precision limit. +Examples +biglntl:Multiply (32) +biglnt2:Multiply ( "0x393823") +biglnt3:Multiply ( "723523") +biglnt4:Multiply(biglnt3) +See Also +Biglnt.Create +Biglnt.Negate +Brief +Negate a Biglnt. +Definition +! Biglnt.Negate(Biglnt i) +Arguments +i - the Biglnt to negate +Return Values +Description +Negate the specified Biglnt, that is, if it's current value is x, set it to -x. +Examples +biglnt1:Negate() +See Also +• Biglnt.Create +Biglnt.Not +Brief +Perform a bitwise NOT operation on the specified Biglnt. +Definition +j Biglnt.Not(Biglnt i) +Arguments +i - the Biglnt on which to perform bitwise NOT +Return Values +Description +Perform a bitwise NOT operation on the specified Biglnt. +Examples +biglntl:Not() +See Also +Biglnt.Create +Biglnt.Or +Brief +Perform a bitwise OR operation with a Biglnt and a specified value. +Definition +i Biglnt.Or(Biglnt dst, Biglnt|number|string srcl, Biglnt|number|string src2) +Arguments +dst - the Biglnt to modifysrcl - the first/left sourcesrc2 - the second/right source +Return Values +Description +Perform a bitwise OR operation with a Biglnt and a specified value. String values may be decimal, or if prefixed with Ox or OX, hexadecimal. The +string will be checked to ensure it is a valid number and fits within the Biglnt's precision limit. +Examples +! biglntl:Or(32) +i biglnt2:Or("0x8000") +| biglnt3:0r("128") +! biglnt4:Or(biglnt3) +See Also +• Biglnt.Create +Biglnt.Set +Brief +Set a big integer to the specified value +Definition +! Biglnt.Set(Biglnt|number|string value) +Arguments +value - value to set +Return Values +Description +Set a big integer to the specified value. String values may be either decimal or, if prefixed with Ox or OX, hexadecimal. The string will be checked +to ensure it is a valid number and fits within the Biglnt's precision limit. +Examples +biglnt:Set("0xl234567890ABCDEF") +biglnt2:Set("1234567890123456") +bigInt3:Set (123321) +biglnt4:Set(biglnt3) +See Also +• Biglnt.Create +Biglnt.SetBit +Brief +Sets the the specified bit to the specified value. +Definition +! boolean Biglnt.SetBit( Biglnt i, number bitlndex, boolean value ) +Arguments +i - a Biglntbitlndex - Which bit to get the value of. bitlndex starts at 0.value - The value to set the bit to, true is on and false is off. +Return Values +None +Description +Sets the the specified bit to the specified value. +Examples +! local i = Biglnt.Create ( 64, 1234 ) +i Biglnt.SetBit( i, 63, true ) ) — Make it negative. +See Also +• Biglnt.Create +• Biglnt.GetBit +Biglnt.SetZero +Brief +Set the specified Biglnt to zero. +Definition +Biglnt.SetZero(Biglnt i) +Arguments +i - the Biglnt to set to zero +Return Values +Description +Set the specified Biglnt to zero. +Examples +! biglntl:SetZero() +See Also +• Biglnt.Create +Biglnt.ShiftLeft +Brief +Bit shifts the source integer left by the specified amount of bits and saves in the destination. +Definition +Biglnt.ShiftLeft( Biglnt dst, Biglnt|number|string src, Biglnt|number|string shift ) +Arguments +dst - The Biglnt to save the result to.src - The value to shift.shift - the amount to shift by. +Return Values +None +Description +Bit shifts the source integer left by the specified amount of bits and saves the result in the destination. +Examples +j dst = Biglnt.Create( 64 ) +! src = Biglnt.Create ( 64, "OxFFOOOO" ) +Biglnt.ShiftLeft ( dst, src, 5 ) +See Also +• Biglnt.Create +• Biglnt.ShiftRight +• Biglnt.GetBit +• Biglnt. SetBit +Biglnt.ShiftRight +Brief +Bit shifts the source integer right by the specified amount of bits and saves the result in the destination. +Definition +Biglnt.ShiftRight( Biglnt dst, Biglnt|number|string src, Biglnt|number|string shift ) +Arguments +dst - The Biglnt to save the result to.src - The value to shift.shift - the amount to shift by. +Return Values +None +Description +Bit shifts the source integer right by the specified amount of bits and saves the result in the destination. +Examples +dst = Biglnt.Create ( 64 ) +src = Biglnt.Create ( 64, "OxFFOOOO" ) +Biglnt.ShiftRight( dst, src, 5 ) +See Also +• Biglnt.Create +• Biglnt.ShiftRight +• Biglnt.GetBit +• Biglnt.SetBit +Biglnt.Subtract +Brief +Subtract the specified value from a Biglnt. +Definition +! Biglnt.Subtract(Biglnt dst, Biglnt|number|string srcl, Biglnt|number|string src2) +Arguments +dst - the Biglnt to modifysrcl - the first/left sourcesrc2 - the second/right source +Return Values +Description +Subtract the specified value from the specified Biglnt. String values may be decimal, or if prefixed with Ox or OX, hexadecimal. The string will be +checked to ensure it is a valid number and fits within the Biglnt's precision limit. +Examples +biglnt1:Subtract (32) +biglnt2:Subtract("0x393823") +biglnt3:Subtract ("723523") +biglnt4:Subtract(biglnt3) +See Also +• Biglnt.Create +Biglnt.ToNumber +Brief +Converts a Biglnt to a native Lua number value if possible. +Definition +! number Biglnt.ToNumber( Biglnt i ) +Arguments +i - a Biglnt +Return Values +The Lua number value equivalent to the Biglnt. +Description +Converts a Biglnt to a native Lua number value if possible. If the Biglnt is out of range, a Lua error will occur. +Examples +j local i = Biglnt.Create ( 32, 1234 ) +i print(i:ToNumber() +1) — prints 1235 +j i:Set("121223523262") +! —print(i:ToNumber()) this will error +See Also +• Biglnt.Create +Biglnt.Xor +Brief +Perform a bitwise XOR operation with a Biglnt and a specified value. +Definition +! Biglnt.Xor(Biglnt dst, Biglnt|number|string srcl, Biglnt|number|string src2) +Arguments +dst - the Biglnt to modifysrcl - the first/left sourcesrc2 - the second/right source +Return Values +Description +Perform a bitwise XOR operation with a Biglnt and a specified value. String values may be decimal, or if prefixed with Ox or OX, hexadecimal. The +string will be checked to ensure it is a valid number and fits within the Bigint's precision limit. +Examples +biglntl:Xor (32) +; biglnt2:Xor("0x8000") +; biglnt3:Xor ("128") +j biglnt4:Xor(biglnt3) +See Also +• Biglnt. Create +Camera +Camera.Activate +Brief +Activates the specified camera. +Definition +! Camera.Activate( Camera camera, number transitionTime =0.0 ) +Arguments +camera - The camera to activate.transitionTime - The time taken to smoothly move from the previously active camera's position, to the +specified camera's position. +Return Values +None. +Description +Activates the specified camera. +Examples +! Camera.Activate( gameCamera, 1.0 ) +See Also +• Camera. Deactivate +• Camera. IsActivated +Camera. AttachToParent +Brief +Links the camera to the given entity so that the camera inherits the entity's transform. +Definition +Camera.AttachToParent( Camera camera, Entity parent ) +Arguments +camera - The camera to update.parent - The entity to attach this camera to, or nil to detach the camera. +Return Values +None. +Description +Links the camera to the given entity so that the camera inherits the entity's transform. This will override any values set via Camera.SetPosition, or +Camera.SetLookAtPosition until the connection is cleared by passing in nil as the parent. If the entity is destroyed then the camera will be +unparented. It is not possible at present to specify a local transform offset from the entity. +Examples +! Camera.AttachToParent( gameCamera, myEntity ) — connect the camera to myEntity +; Camera.AttachToParent( gameCamera, nil ) — detach the camera from any connected entity +See Also +None +Camera.Create +Brief +Creates a new 3D camera. +Definition +Camera Camera.Create( string constructionMethod = nil ) +Arguments +constructionMethod - How to construct the camera, either nil or "current". +Return Values +Returns a Camera instance. +Description +Creates a new 3D camera. This camera is, by default, positioned at the origin (0, 0, 0). If constructionMethod is "current" it creates a new camera +with the properties of the currently active camera. +Examples +gameCamera = Camera.Create( "current" ) +Camera.SetPosition( gameCamera, Camera.GetPosition() + Vector4.Create( 0, 1, 0 ) ) +See Also +• Camera.Activate +Camera. Deactivate +Brief +Deactivates the specified camera. +Definition +Camera.Deactivate( Camera camera, number transitionTime =0.0 ) +Arguments +camera - The camera to deactivate.transitionTime - The time taken to smoothly move from the specified camera's position back to the +previously active camera's position. +Return Values +None. +Description +Deactivates the specified camera. +Examples +! if Camera.IsActivated( gameCamera ) then +Camera.Deactivate( gameCamera, 1.0 ) +| end +See Also +• Camera.Activate +• Camera. IsActivated +Camera.EnableAvatarCameraSync +Brief +Tell the normal Avatar camera to face the same direction as a deactivating custom camera, minimizing the camera transition. +Definition +i Camera.EnableAvatarCameraSync() +Arguments +None +Return Values +Description +When enabled, the normal Avatar Camera will sync with any active custom camera to face the same direction. This simply means that when the +custom camera is deactivated, the normal Avatar Camera will be facing the same direction, and the magnitude of the transition between the two +will be minimized. This defaults to on. It’s rare, and generally not advised to disable this. +Examples +Camera.EnableAvatarCameraSync(false) +See Also +None +Camera.GetlnverseViewMatrix +Brief +Get the view to world transform for the currently active camera. +Definition +Camera.GetInverseViewMatrix(Matrix44 matrix) +Arguments +matrix - The matrix to set. +Return Values +None. +Description +Retrieves the view to world transform for the currently active camera. This can be considered as the world transform of the camera object itself. +Examples +! local invViewMat = Matrix44.Create () +; Camera.GetlnverseViewMatrix(invViewMat) +See Also +• Camera.GetViewMatrix +• Camera.GetProjectionMatrix +Camera.GetLookAtPosition +Brief +Retrieves the camera's world space target position. +Definition +Vector4 Camera.GetLookAtPosition( Camera camera ) +Camera.GetLookAtPosition( Camera camera, Vector4 outPos ) +Vector4 Camera.GetLookAtPosition () +Camera.GetLookAtPosition( Vector4 outPos ) +Arguments +camera - The camera to query.outPos - (out) The vector to receive the target position. +Return Values +Returns a Vector4 specifying the world space target position of the camera. +Description +Retrieves the camera's world space target position. Only the X, Y and Z components of the Vector4 are valid. If no camera is specified it uses the +currently active camera. +Examples +! camtarget = Camera.GetLookAtPosition( gameCamera ) +See Also +• Camera.SetLookAtPosition +Camera.GetPosition +Brief +Retrieves the camera's world space position. +Definition +Vector4 Camera.GetPosition( Camera camera ) +Camera.GetPosition( Camera camera, Vector4 outPos ) +Vector4 Camera.GetPosition() +Camera.GetPosition( Vector4 outPos ) +Arguments +camera - The camera to query.outPos - (out) The vector to receive the camera position. +Return Values +A Vector4 specifying the world space position of the camera. +Description +Retrieves the camera's world space position. Only the X, Y and Z components of the Vector4 are valid. If no camera is specified it uses the +currently active camera. Note that inactive cameras are not updated, and therefore if a position is requested for an inactive camera the most +recent position available will be returned. For the currently active camera the position will match the translation of the inverse view matrix. +Examples +campos = Camera.GetPosition( gameCamera ) +See Also +• Camera.SetPosition +• Camera.GetlnverseViewMatrix +Camera.GetProjectionMatrix +Brief +Get the projection matrix for the currently active camera. +Definition +Camera.GetProjectionMatrix(Matrix44 matrix) +Arguments +matrix - The matrix to set. +Return Values +None. +Description +Retrieves the projection transform for the currently active camera. A script should not assume a particular projection transform format. The +projection matrix is used to transform a point from view to clip space. +Examples +j local projMat = Matrix44.Create() +; Camera.GetProjectionMatrix(projMat) +See Also +• Camera.GetViewMatrix +• Camera.GetlnverseViewMatrix +Camera.GetViewMatrix +Brief +Get the world to view transform for the currently active camera. +Definition +Camera.GetViewMatrix(Matrix44 matrix) +Arguments +matrix - The matrix to set. +Return Values +None. +Description +This matrix will transform from world space to view space. +Examples +j local worldToViewMat = Matrix44.Create() +| Camera.GetViewMatrix(worldToViewMat) +See Also +Camera.GetlnverseViewMatrix +• Camera. GetProjectionMatrix +Camera.GetViewPortFOV +Brief +Retrieves the vertical field of view for the specified camera. +Definition +! number Camera.GetViewPortFOV( Camera camera ) +i number Camera.GetViewPortFOV() +Arguments +camera - The camera to query. +Return Values +The vertical field of view for the camera, specified in degrees. +Description +Retrieves the vertical field of view (FOV) for the specified camera. If no camera is specified it uses the currently active camera. +Examples +I fov = Camera.GetViewPortFOV( gameCamera ) +See Also +• Camera.SetViewPortFOV +Camera.GetViewPortZFar +Brief +Retrieves the camera's far clip plane. +Definition +number Camera.GetViewPortZFar( Camera camera ) +number Camera.GetViewPortZFar() +Arguments +camera - The camera to query. +Return Values +The far clip plane of the camera in units of meters. +Description +Retrieves the camera's far clip plane. Units are specified in meters. The default far clip plane for a newly created camera is 4000.0. If no camera +is specified it uses the currently active camera. +Examples +! farz = Camera.GetViewPortZFar( gameCamera ) +See Also +• Camera.SetViewPortZFar +Camera.GetViewPortZNear +Brief +Retrieves the camera's near clip plane. +Definition +! number Camera.GetViewPortZNear( Camera camera ) +i number Camera.GetViewPortZNear() +Arguments +camera - The camera to query. +Return Values +The near clip plane of the camera in units of meters. +Description +Retrieves the camera's near clip plane. Units are specified in metres. The default near clip plane for a newly created camera is 0.1. If no camera +is specified it uses the currently active camera. +Examples +! nearz = Camera.GetViewPortZNear( gameCamera ) +See Also +• Camera.SetViewPortZNear +Camera.IsActivated +Brief +Determines whether the specified camera is currently active. +Definition +! boolean Camera.IsActivated( Camera camera ) +Arguments +camera - The camera to query. +Return Values +true if the specified camera is activated, false otherwise. +Description +Determines whether the specified camera is currently active. +Examples +1 if Camera.IsActivated( gameCamera ) then +Camera.Dectivate( gameCamera, 1.0 ) +| end +See Also +• Camera.Activate +• Camera. Deactivate +Camera.SetLookAtPosition +Brief +Sets the camera's world space target position. +Definition +! Camera.SetLookAtPosition( Camera camera, Vector4 target ) +Arguments +camera - The camera to update.target - Vector4 specifying the world space target position for the camera. +Return Values +None. +Description +Sets the camera's world space target position. Only the X, Y and Z components of the Vector4 are used to position the camera. The W +component is ignored. +Examples +1 Camera.SetLookAtPosition( gameCamera, Vector4.Create( 0, 10, 0, 0 ) ) +See Also +• Camera.GetLookAtPosition +Camera.SetPosition +Brief +Sets the camera's world space position. +Definition +! Camera.SetPosition( Camera camera, Vector4 position ) +Arguments +camera - The camera to update.position - Vector4 specifying the world space position of the camera. +Return Values +None. +Description +Sets the camera's world space position. Only the X, Y and Z components of the Vector4 are used to position the camera. The W component is +ignored. +Examples +! Camera.SetPosition( gameCamera, Vector4.Create( 0, 10, 0, 0 ) ) +See Also +• Camera.GetPosition +Camera.SetViewPortAspect +Brief +Sets the aspect ratio for the specified camera's viewport. +Definition +! Camera.SetViewPortAspect( Camera camera, number aspect ) +Arguments +camera - The camera to update.aspect - aspect ratio for the camera's viewport (width / height). +Return Values +None. +Description +Sets the aspect ratio for the specified camera's viewport. +Examples +! Camera.SetViewPortAspect( gameCamera, 16.0 / 9.0 ) +See Also +Camera.SetViewPortFOV +Brief +Sets the vertical field of view of the specified camera. +Definition +! Camera.SetViewPortFOV( Camera camera, number fov ) +Arguments +camera - The camera to update.fov - Vertical field of view for the camera, specified in degrees. +Return Values +None. +Description +Sets the vertical field of view of the specified camera in degrees. +Examples +! Camera.SetViewPortFOV( gameCamera, 60.0 ) +See Also +• Camera.GetViewPortFOV +Camera.SetViewPortZFar +Brief +Sets the camera's far clip plane. +Definition +! Camera.SetViewPortZFar( Camera camera, number zfar ) +Arguments +camera - The camera to update.znear - The far clip plane of the camera in units of metres. +Return Values +None. +Description +Sets the camera's far clip plane. Units are specified in metres. The default far clip plane for a newly created camera is 4000.0. +Examples +! Camera.SetViewPortZFar( gameCamera, 5000.0 ) +See Also +• Camera.GetViewPortZFar +Camera.SetViewPortZNear +Brief +Sets the camera's near clip plane. +Definition +! Camera.SetViewPortZNear( Camera camera, number znear ) +Arguments +camera - The camera to update.znear - The near clip plane of the camera in units of meters. +Return Values +None. +Description +Sets the camera's near clip plane. Units are specified in metres. The default near clip plane for a newly created camera is 0.1. The minimum +value that the function will accept is 0.001. +Examples +! Camera.SetViewPortZNear( gameCamera, 0.2 ) +See Also +• Camera.GetViewPortZNear +Cloth +Cloth.SetWindAngle +Brief +Set the wind angle for all cloth meshes. +Definition +Cloth.SetWindAngle(number angle) +Arguments +angle - The wind angle in degrees. +Return Values +None. +Description +Set the angle for the wind simulation applied to cloth meshes. The angle is measured such that 0 degrees points down the positive X axis, and +moves anti-clockwise so that 90 is +Y, 180 is -X and 270 is -Y. All cloth meshes have the same wind angle. +Examples +local cloth = myEntity:GetCloth() +if (cloth) then +cloth:SetWindAngle(135) +end +See Also +• Entity.GetCloth +Clubs +Clubs.GetClubCount +Brief +Returns the number of clubs the current user is associated with. +Definition +number Clubs.GetClubCount() +Arguments +None +Return Values +The number of clubs. +Description +Returns The number of clubs the current user belongs to, or is associated with via invites or requests. Users are listed as "members" of clubs that +they are currently invited to or have requested membership to, even if the invite or request has not been accepted. In this case, the member's +status field will indicate this. +Examples +local numClubs = Clubs.GetClubCount() +print('The user belongs to ' .. numClubs .. ' clubs') +See Also +Clubs.GetClublnfo +Brief +Returns the full data relating to a specified club to which the user belongs. +Definition +table Clubs.GetClublnfo(number index | string clubld) +Arguments +index - The index of which club to get information from. Indicies start at 1 .clubld - The club ID to get club information from. This can be retrieved +from Clubs.GetClubList. +Return Values +Information about the specified club in the form of a table, or nil if the clubld is not accessible to this user. +Description +Retrieves the full club data for a specified club that the user belongs to. The format of the table is: +{ +string id, +string name, +string tag, +number memberCount, +ClubRole role, +ClubMemberStatus status, +Time dateCreated, +string description +} +The role can be one of the following values: +ClubRole.Unknown +ClubRole. NonMember +ClubRole.Member +ClubRole.Subleader +ClubRole.Leader +The status can be one of the following values: +ClubMemberStatus.Member +ClubMemberStatus.Invited +ClubMemberStatus.Requested +The dateCreated is the date/time of the club creation, in server time in UTC. The status and role are for the current user. The club membership +data may be a maximum of 1 hour out of date, as it is based on a local cache of the PSN club data, which is periodically refreshed. All data is +read only. Only club IDs obtained from Clubs.GetClubList() are valid, any others will generate a Lua error. +Examples +local clubs = Clubs.GetClubList () +print('User is in ' .. #clubs .. ' clubs:') +for i, club in ipairs(clubs) do +local info = Clubs.GetClublnfo(club.id) +print('Club ' .. club.name .. ' description: ' .. info.description) +end +See Also +• Clubs.GetClubList +• Clubs. GetMemberList +• Clubs.GetMemberlnfo +Clubs.GetClubList +Brief +Returns the list of Home clubs to which the current user belongs. +Definition +table[] Clubs.GetClubList() +Arguments +None +Return Values +The information as an array (integer-indexed table) of tables. +Description +Obtains the list of Home clubs to which the current user belongs, returned as an array of tables. Each entry in the array is of the following form: +{ +string id, +string name, +string tag, +number memberCount, +ClubRole role, +ClubMemberStatus status +} +The role can be one of the following values: +ClubRole.Unknown +ClubRole. NonMember +ClubRole.Member +ClubRole.Subleader +ClubRole.Leader +The status can be one of the following values: +ClubMemberStatus.Member +ClubMemberStatus.Invited +ClubMemberStatus.Requested +The club membership data may be a maximum of 1 hour out of date, as it is based on a local cache of the PSN club data, which is periodically +refreshed. All data is read only. The status and role are for the current user. +Examples +local clubs = Clubs.GetClubList () +print('User is in ' .. #clubs .. ' clubs:') +for i, club in ipairs(clubs) do +print('Club ' .. club.id .. ' ' .. club.name) +end +See Also +• Clubs.GetClublnfo +• Clubs. GetMemberList +• Clubs. GetMemberlnfo +Clubs.GetlnstanceMemberList +Brief +Returns the list of members of a specified club that are within the current instance. +Definition +table[] Clubs.GetInstanceMemberList(number index | string clubld) +Arguments +index - The index of which club to get information from. Indicies start at 1 .clubld - The club ID to get club information from. This can be retrieved +from Clubs.GetClubList. +Return Values +The information as an array (integer-indexed table) of tables, or nil if the clubld is not accessible to this user. +Description +Obtains the list of club members within the current instance at the time of calling, returned as an array of tables. The local player is implicit and is +not included in the list. Each entry in the arry is of the following form: +{ +Person person, +ClubRole role, +ClubMemberStatus status +} +The role can be one of the following values: +ClubRole.Unknown +ClubRole. NonMember +ClubRole.Member +ClubRole.Subleader +ClubRole.Leader +The status can be one of the following values: +ClubMemberStatus.Member +ClubMemberStatus. Invited +ClubMemberStatus.Requested +The member list data may be a maximum of 1 hour out of date, as it is based on a local cache of the PSN club data, which is periodically +refreshed. All data is read only. Only club IDs obtained from Clubs.GetClubList() are valid, any others will generate a Lua error. Note that users +are listed as "members" of clubs that they are currently invited to or have requested membership to, even if the invite or request has not been +accepted. In this case, the member's status field will indicate this. Only users who are full members of the specified club will be able to retrieve the +member list, for invited or pending users this function will return nil. +Examples +local clubs = Clubs.GetClubList () +local members = Clubs.GetInstanceMemberList(clubs[1].id) +for j, member in ipairs(members) do +print( 1 ' .. member.user:GetName()) +end +See Also +• Clubs.GetClubList +• Clubs. GetMemberlnfo +• Clubs. GetMemberList +Clubs.GetMemberCount +Brief +Obtain the number of members in a given club. +Definition +number Clubs.GetMemberCount(number index | string clubld) +Arguments +index - club indexclubld - club ID obtained from GetClubList +Return Values +The number of members in the club, or nil if the clubld is not accessible to this user. +Description +If the user is not a full member of the club, this function will return the number of full members of the club, not including any pending or invited +members. If the user is a full member of the club it returns the total number of users that are associated with the club. This includes users that +have been invited or have requested to join, but are not full members. +Examples +if (Clubs.GetMemberCount(0) == 32) then +print("Club 0 is full!") +end +See Also +• Clubs.GetClubList +Clubs. GetMemberlnfo +Brief +Returns the member data, if any, relating to a specified user/person in a club the they belongs to. +Definition +table Clubs.GetMemberlnfo(string clubld, User|Person user) +Arguments +clubld - the ID of the club to retrieve the member info foruser - a User or Person object identifying the user to retrieve membership info for +Return Values +The information as a table or nil if the user is not associated with the club, or nil if the clubld is not accessible to this user. +Description +Returns the member data, if any, relating to a specified user in a club the user belongs to. If the user is a member of the club, a table of the +following form is returned: +{ +ClubRole role, +ClubMemberStatus status +} +The role can be one of the following values: +ClubRole.Unknown +ClubRole. NonMember +ClubRole.Member +ClubRole.Subleader +ClubRole.Leader +The status can be one of the following values: +ClubMemberStatus.Member +ClubMemberStatus.Invited +ClubMemberStatus.Requested +The club membership data may be a maximum of 1 hour out of date, as it is based on a local cache of the PSN club data, which is periodically +refreshed. All data is read only. Only club IDs obtained from Clubs.GetClubList() are valid, any others will generate a Lua error. Only users who +are full members of the specified club will be able to retrieve the member info, for invited or pending users this function will return nil. +Examples +local clubs = Clubs.GetClubList() +if (#clubs > 0) then +local friends = LocalPlayer.GetFriends() +print('The following of your friends also belong to the ' .. clubs[1].name .. ' club:') +for i, friend in ipairs(friends) do +local memlnfo = Clubs.GetMemberlnfo(clubs[1].id, friend) +if (memlnfo ~= nil and memlnfo.status == ClubMemberStatus.Member) then +print(' ' .. friend:GetName()) +end +end +end +See Also +Clubs.GetMemberList +Brief +Returns the member list of a specified club to which the current user belongs. +Definition +table[] Clubs.GetMemberList(number index | string clubld) +Arguments +None +Return Values +The information as an array (integer-indexed table) of tables,, or nil if the clubld is not accessible to this user. +Description +Obtains the member list of a club to which the current user belongs, returned as an array of tables. Each entry in the array is of the following form: +{ +User user, +ClubRole role, +ClubMemberStatus status +} +The role can be one of the following values: +ClubRole.Unknown +ClubRole. NonMember +ClubRole.Member +ClubRole.Subleader +ClubRole.Leader +The status can be one of the following values: +ClubMemberStatus.Member +ClubMemberStatus.Invited +ClubMemberStatus.Requested +The member list data may be a maximum of 1 hour out of date, as it is based on a local cache of the PSN club data, which is periodically +refreshed. All data is read only. Only club IDs obtained from Clubs.GetClubList() are valid, any others will generate a Lua error. Note that users +are listed as "members" of clubs that they are currently invited to or have requested membership to, even if the invite or request has not been +accepted. In this case, the member's status field will indicate this. Only users who are full members of the specified club will be able to retrieve the +member list, for invited or pending users this function will return nil. +Examples +local clubs = Clubs.GetClubList() +for i, club in ipairs(clubs) do +print( 1 Members of ' .. club.name .. +local members = Clubs.GetMemberList(club.id) +for j, member in ipairs(members) do +print(' ' .. member.user:GetName()) +end +end +See Also +• Clubs.GetClubList +• Clubs. GetClublnfo +• Clubs.GetMemberlnfo +Clubs.IsRefreshed +Brief +Returns true if the club data is up-to-date and false otherwise. +Definition +! boolean Clubs.IsRefreshed() +Arguments +None +Return Values +true if the club data is up-to-date, false if data is not up-to-date or is currently refreshing. +Description +Checks if the club data is up-to-date and ready to be accessed. If a refresh has been requested, this function will return false, and if the data is +out-of-date it will also return false. +Examples +if (Clubs.RequestRefresh()) then +state = RefreshState.Refreshing — custom user "enum" +end +if (state == RefreshState.Refreshing and Clubs.IsRefreshed()) then +print('Club data up to date') +state = RefreshState.Idle +end +See Also +• Clubs.RequestRefresh +Clubs.IsRefreshing +Brief +Returns true if the club data is currently refreshing. +Definition +boolean Clubs.IsRefreshing() +Arguments +None +Return Values +true if the club data is refreshing, false if the club data system is idle. +Description +Checks if the club data is currently refreshing. If a refresh has been requested, this function will return true until the data is full refreshed. The old +club data is still valid while the refresh is in progress. +Examples +! if (Clubs.IsRefreshing()) then +ShowRefreshingClubsIcon () — user function +j end +See Also +• Clubs.RequestRefresh +• Clubs. IsRefreshed +Clubs.RequestRefresh +Brief +Request an update of the club data. +Definition +! boolean Clubs.RequestRefresh() +Arguments +None +Return Values +true if the refresh was started, false if the club data is already up-to-date. +Description +Requests a refresh of the local club data cache. If false is returned, the club data is already up-to-date and can be used by the script. The current +club data remains accessible while the refresh is taking place and is atomically replaced once complete, so scripts can rely on the data being +consistent during the refresh. +Examples +if (Clubs.RequestRefresh()) then +state = RefreshState.Refreshing — custom user "enum" +end +if (state == RefreshState.Refreshing and Clubs.IsRefreshed()) then +print('Club data up to date') +state = RefreshState.Idle +end +See Also +• Clubs. IsRefreshed +Collision +Collision.Create +Brief +Creates a new trigger volume. +Definition +TriggerVolume Collision.CreateTriggerVolume( string triggerVolumeName, number maxOverlaps, enum +shapeType, number shapeDiml, ... ) +TriggerVolume Collision.CreateTriggerVolume( string triggerVolumeName, number maxOverlaps, string +shapeResourceName ) +TriggerVolume Collision.CreateTriggerVolume( string triggerVolumeName, number maxOverlaps, Resource +shapeResource ) +Arguments +triggerVolumeName - The name to give to the trigger volume.maxOverlaps - The maximum number of overlaps to process.shapeType - The +TriggerVolumeShape enum defining the shape of the trigger volume.shapeDimN - The Nth dimension of the shape of the trigger +volume.shapeResourceName - The name of the collision resource representing the shape of the trigger volume.shapeResource - The collision +resource representing the shape of the trigger volume. +Return Values +A new TriggerVolume instance. +Description +Creates a new trigger volume. Valid values for shapeType are: +TriggerVolumeShape.Sphere +TriggerVolumeShape.Box +TriggerVolumeShape.Cylinder +TriggerVolumeShape.Capsule +Examples +function MyTriggerVolumeCallbackl( triggerVolume, state, count ) +if state == TriggerVolumeOverlapState.Enter then +print( count .. " new overlaps for trigger volume " .. tostring( triggerVolume ) .. " this +frame" ) +elseif state == TriggerVolumeOverlapState.Exit then +print( count .. " old overlaps for trigger volume " .. tostring( triggerVolume ) .. " this +frame" ) +end +end +function MyTriggerVolumeCallback2( triggerVolume, state, count ) +for i = 1, count do +local overlapType = TriggerVolume.GetOverlapType( triggerVolume, i ) +local overlapData = TriggerVolume.GetOverlapData( triggerVolume, i ) +print( "trigger volume " .. tostring( triggerVolume ) " overlap " .. tostring( i ) .. ": +type=" .. tostring( overlapType ) .. ", object=" .. tostring( overlapData.object ) ) +end +end +triggerVolumes = {} +triggerVolumes[1] = Collision.CreateTriggerVolume( "simpleTriggerVolumel", 16, +TriggerVolumeShape.Sphere, 1.0 ) +triggerVolumes[2] = Collision.CreateTriggerVolume( "simpleTriggerVolume2", 16, TriggerVolumeShape.Box, +3.0, 2.0, 4.0 ) +triggerVolumes[3] = Collision.CreateTriggerVolume( "resourceTriggerVolumel", 16, +"kTriggerVolumeShapeResourcel" ) +triggerVolumes[4] = Collision.CreateTriggerVolume( "resourceTriggerVolume2", 16, Resource.Find( +"kTriggerVolumeShapeResource2" ) ) +TriggerVolume.SetLocalMatrix( triggerVolumes[1], triggerVolumeTransformMatrix[1] ) +TriggerVolume.SetLocalMatrix( triggerVolumes[2], TriggerVolume.GetLocalMatrix( triggerVolumes[1] ) ) +TriggerVolume.SetPosition( triggerVolumes[3], triggerVolumePosition[1] ) +TriggerVolume.SetPosition( triggerVolumes[4], TriggerVolume.GetPosition( triggerVolumes[3] ) ) +for i = 1, #triggerVolumes do +TriggerVolume.AddCallback( triggerVolumes[i], MyTriggerVolumeCallbackl ) +TriggerVolume.AddCallback( triggerVolumes[i], MyTriggerVolumeCallback2 ) +if TriggerVolume.IsLayerOverlapsEnabled( triggerVolumes[i], CollisionLayer.Scene ) then +TriggerVolume.SetLayerOverlapsEnabled( triggerVolumes[i], CollisionLayer.Scene, false ) +end +if not TriggerVolume.IsEnabled( triggerVolumes[i] ) then +TriggerVolume.SetEnabled( triggerVolumes[i], true ) +end +end +TriggerVolume.RemoveCallback( triggerVolumes[3], MyTriggerVolumeCallback2 ) +TriggerVolume.RemoveAllCallbacks( triggerVolumes[4] ) +local numOverlaps = TriggerVolume.GetOverlapCount( triggerVolumes[1] ) +for i = 1, numOverlaps do +local overlapType = TriggerVolume.GetOverlapType( triggerVolumes[1], i ) +local overlapData = TriggerVolume.GetOverlapData( triggerVolumes[1], i ) +print( "trigger volume " .. tostring( triggerVolumes[1] ) .. " overlap " .. tostring( i ) .. ": +type=" .. tostring( overlapType ) .. ", object=" .. tostring( overlapData.object ) ) +end +See Also +None +Collision.CreateLinearCast +Brief +Create a linear cast object of a specified shape. +Definition +LinearCast Collision.CreateLinearCast(ShapeType|string|Resource shape, . .., number maxOverlaps = 1) +Arguments +shape - Either a ShapeType enum value, or a string or resource representing a collision shape. +If a ShapeType is specified, the value defines the immediately following parameters: +ShapeType.Sphere: number radius - sphere radius. +ShapeType.Box: Vector4 halfExtents - X, Y, Z half-extents. +ShapeType.Capsule: Vector4 pointl, Vector4 point2, number radius - capsule points and radius.maxOverlaps - Maximum number of overlaps to +store, must be at least 1. +Return Values +A LinearCast object if successful, or nil otherwise. +Description +A linear cast will sweep a shape through a physics world and return collision items that overlap the swept volume. Hits will be stored until +maxOverlaps hits have been recorded, at which point the sweet will stop. More complex shapes will be less efficient to sweep through the world. +Examples +cast = Collision.CreateLinearCast(ShapeType.Box, Vector4.Create(0.2, 0.8, 0.2), 5) — create cast +of box of half-extents [0.2, 0.8, 0.2], 5 max overlaps +rot = Matrix44.Create () +rot:SetRotationXyz(0, 45, 0) +cast:SetRotation (rot) +cast:Start(Vector4.Create(0,0,0), Vector4.Create(5,0,0)) +while (not cast:IsReady()) do +coroutine.yield() +end +local v = Vector4.Create() +for i = 1, cast:GetHitCount() do +cast:GetHitPoint(i, v) +print("Hit point:", v) +cast:GetHitNormal(i, v) +print("Hit normal:", v) +local type = cast:GetHitType (i) +print("Hit type:", type) +print("Hit distance:", cast:GetHitDistance(i)) +local data = cast:GetHitData (i) +if (type == HitType.Entity) then +— data is an entity +elseif (type == HitType.Person) then +— data is a person +elseif (type == HitType.Furniture) then +— data is a table (see GetHitData) +elseif (type == HitType.Scene) then +— data is user ID of scene feature hit +else +— data is nil - no further info available +end +end +See Also +• LinearCast.Start +Collision. CreateRaycast +Brief +Creates a new Raycast object. +Definition +! Raycast Collision.CreateRaycast() +Arguments +None +Return Values +A new Raycast instance. +Description +Creates a new Raycast object. +Examples +! raycast = Collision.CreateRaycast() +See Also +• Raycast. Start +Debug +Debug .ArcadeGameGet Active +Brief +Returns the object of the currently active arcade game. +Definition +| Object Debug.ArcadeGameGetActive() +Arguments +None +Return Values +The object of the currently active arcade game and nil if there is not one. +Description +Returns the object of the currently active arcade game and nil if there is not one. +Examples +arcadeGame = Debug.ArcadeGameGetActive() +print( "The active game is " .. Object.GetObjectld( arcadeGame ) ) +See Also +• Object.GetObjectld +Debug. ArcadeGameLoad +Brief +Loads the specified arcade game. +Definition +! Debug.ArcadeGameLoad( string objectld ) +Arguments +objectld - The object id of the arcade game. +Return Values +None +Description +Loads the specified arcade game. +Examples +! — The object ID of the game as shown in Object Editor +myGame = "4626CD25-2B27433A-983EB874-7061BBAB" +| Debug.ArcadeGameLoad( myGame ) +See Also +None +Debug.ArcadeGameReset +Brief +Resets the currently playing arcade game. +Definition +! Debug.ArcadeGameReset() +Arguments +None +Return Values +None +Description +Resets the currently playing arcade game. As part of the reset process, the arcade game object is completely reloaded, including all script +resources. This removes the need for reloading the Home runtime during the development of an arcade game. Typically, this function is called +from the debug console (via the 'lc' command), or from a script run from the console via the RunScript function. +Examples +function ResetArcadeGameThread() +while ( true ) do +if Debug.KeylsPressed( KEY_F2 ) then +Debug.ArcadeGameReset() +end +end +end +ResetArcadeGameThreadld = SpawnFunction( ResetArcadeGameThread ) +See Also +• Debug.KeylsPressed +• Debug. MiniGameReset +• Debug.SceneReset +• Debug.RunScript +• SpawnFunction +Debug.ArcadeGameSetBorderColor +Brief +Sets the color of the arcade game's border when running it fullscreen. +Definition +j Debug.ArcadeGameSetBorderColor( Vector4 rgb ) +Arguments +rgb - The color to set the border to. +Return Values +None +Description +Sets the color of the arcade game's left and right borders when running it in fullscreen mode (using the --game command line argument for +HomeDeveloper.self). The screen space of a Home arcade game is fixed to 1024x720. However, the screen space of the entire display device is +1280x720 which leaves vertical borders on the left and right hand sides of the screen. By default, the border color is set to magenta. +Examples +! — Set border color to green +: Debug.ArcadeGameSetBorderColor( Vector4.Create( 0, 1, 0 ) ) +! — Set border color to magenta, the default color +j Debug.ArcadeGameSetBorderColor( Vector4.Create( 1, 0, 1 ) ) +See Also +• Vector4.Create +Debug. DebuggerRegister +Brief +Registers the Lua environment with the debugger. +Definition +! Debug.DebuggerRegister() +Arguments +None +Return Values +None +Description +Registers the Lua environment with the debugger. When registered with the debugger you can debug the Lua script using SLED, the HDK's Lua +debugger. +Examples +! Debug.DebuggerRegister() +i Debug.DebuggerSetupProject() +See Also +• Debug.DebuggerSetupProject +• Debug.DebuggerUnRegister +Debug.DebuggerSetupProject +Brief +Sets up the project for the debugger before connecting to the debugger. +Definition +! Debug.DebuggerSetupProject( string projectName = "Home" ) +Arguments +projectName - The name of the debugger project. +Return Values +None +Description +Sets up the project for the debugger before connecting to the debugger. All the files opened in the registered Lua environments are added to the +project at the time the function is called. +Examples +! Debug.DebuggerRegister() +i Debug.DebuggerSetupProject() +See Also +• Debug.DebuggerRegister +• Debug.DebuggerllnRegister +Debug.DebuggerUnRegister +Brief +Unregisters the Lua environment with the debugger. +Definition +! Debug.DebuggerUnRegister() +Arguments +None +Return Values +None +Description +Unregisters the Lua environment with the debugger. By default the environment is unregistered. +Examples +! Debug.DebuggerUnRegister() +See Also +• Debug.DebuggerRegister +• Debug.DebuggerSetupProject +Debug.DrawBox3d +Brief +Draws a 3-dimensional box in the scene. +Definition +! Debug.DrawBox3d( Matrix44 transform, Vector4 rgba ) +Arguments +transform - Transform of box.rgba - The color of the box. +Return Values +None +Description +Draws a 3-dimensional box in the scene. For debug purposes only. The origin is at the center of the box. +Examples +matrix = Matrix44.Create() +Matrix44.SetScale( matrix, 1, 0.4, 3, 1 ) +Matrix44.SetRotationXyz( matrix, 0, 30, 18, 0 ) +Matrix44.SetTranslation( matrix, 0, 2, 0, 0 ) +Debug.DrawBox3d( matrix, Vector4.Create( 1, 0, 1, 0.5 ) ) +See Also +• Debug.DrawSphere3d +• Debug.DrawLine3d +• Debug.DrawCone3d +• Debug.DrawCylinder3d +Debug. DrawCone3d +Brief +Draws a 3-dimensional Cone in the scene. +Definition +Debug.DrawCone3d( Matrix44 transform, Vector4 rgba ) +Arguments +transform - Transform of Cone.rgba - The color of the cone. +Return Values +None +Description +Draws a 3-dimensional Cone in the scene. For debug purposes only. The origin is the top of the cone and the cone points down the Z axis. +Examples +matrix = Matrix44.Create() +Matrix44.SetScale( matrix, 1, 0.4, 3, 1 ) +| Matrix44.SetRotationXyz( matrix, 0, 30, 18, 0 ) +j Matrix44.SetTranslation ( matrix, 0, 2, 0, 0 ) +j Debug.DrawCone3d( matrix, Vector4.Create( 1, 0, 1, 0.5 ) ) +See Also +• Debug.DrawSphere3d +• Debug.DrawLine3d +• Debug.DrawBox3d +• Debug.DrawCylinder3d +Debug. DrawCylinder3d +Brief +Draws a 3-dimensional Cylinder in the scene. +Definition +Debug.DrawCylinder3d( Matrix44 transform, Vector4 rgba ) +Debug.DrawCylinder3d( Vector4 pointO, Vector4 pointl, number radius, Vector4 rgba ) +Arguments +transform - Transform of Cylinder.rgba - The color of the cylinder.pointO - One end of the cylinder axispointl - Opposite end of the cylinder +axisradius - Radius of the cylinder +Return Values +None +Description +Draws a 3-dimensional Cylinder in the scene. For debug purposes only. The origin is the center of its first side. +Examples +matrix = Matrix44.Create() +Matrix44.SetScale( matrix, 1, 0.4, 3, 1 ) +Matrix44.SetRotationXyz( matrix, 0, 30, 18, 0 ) +Matrix44.SetTranslation( matrix, 0, 2, 0, 0 ) +Debug.DrawCylinder3d( matrix, Vector4.Create( 1, 0, 1, 0.5 ) ) +See Also +• Debug.DrawSphere3d +• Debug.DrawLine3d +• Debug.DrawCone3d +• Debug. DrawBox3d +Debug. DrawLine3d +Brief +Draws a 3-dimensional line in the scene. +Definition +Debug.DrawLine3d( Vector4 start, Vector4 end, Vector4 rgba ) +Arguments +start - The first point of the line.end - The last point of the line.rgba - The color of the line. +Return Values +None +Description +Draws a 3-dimensional line in the scene. For debug purposes only. +Examples +j Debug.DrawLine3d( Vector4.Create( 0, 0, 0 ), Vector4.Create( 10, 10, 0 ), Vector4.Create( 1, 0, 0, 1 ) +) +See Also +• Debug.DrawRect +• Debug.DrawText +Debug. DrawQuad3d +Brief +Draws a 3-dimensional quad in the scene. +Definition +! Debug.DrawQuad3d( Vector4 vl, Vector4 v2, Vector4 v3, Vector4 v4, Vector4 rgba, boolean isWireFrame = +i false ) +Arguments +vl - First quad vertex.v2 - Second quad vertex.v3 - Third quad vertex.v4 - Fourth quad vertex.rgba - The color of the quad.isWireFrame - Render +quad wire-frame or solid (default). +Return Values +None +Description +Draws a 3-dimensional quad in the scene. For debug purposes only. +Examples +— Draw a solid red quad +vl = Vector4.Create( 0, 0, 0 ) +v2 = Vector4.Create( 10, 0, 0 ) +v3 = Vector4.Create( 10, 10, 0 ) +v4 = Vector4.Create( 0, 10, 0 ) +rgba = Vector4.Create( 1, 0, 0, 1 ) +Debug.DrawQuad3d( vl, v2, v3, v4, rgba, false ) +See Also +• Debug.DrawSphere3d +• Debug.DrawLine3d +• Debug.DrawCone3d +• Debug.DrawBox3d +• Debug.DrawCylinder3d +• Debug.DrawTriangle3d +Debug.DrawRect +Brief +Debug function used to display a quad on the 2d overlay. +Definition +! Debug.DrawRect( number x, number y, number w, number h, rgba = [1, 1, 1, 1] ) +Arguments +x - The x-component of the top left screen space coordinate of the quad.y - The y-component of the top left screen space coordinate of the +quad.w - The width in pixels of the quad.h - The height in pixels of the quad.rgba - The color for the rectangle. +Return Values +None +Description +This function is available to aid debugging, allowing the LUA script to display untextured quads on the main 2d overlay. +Examples +! — Render a 100x100 square in the top left corner of the screen +! Debug.DrawRect( 0, 0, 100, 100 ) +See Also +• Debug.DrawLine3d +• Debug.DrawText +Debug. DrawSphere3d +Brief +Draws a 3-dimensional Sphere in the scene. +Definition +Debug.DrawSphere3d( Matrix44 transform, Vector4 rgba ) +Debug.DrawSphere3d( Vector4 center, number radius, Vector4 rgba ) +Arguments +transform - Transform of the sphere.center - Center point of the sphere.radius - Sphere radius.rgba - The color of the sphere. +Return Values +None +Description +Draws a 3-dimensional Sphere in the scene. For debug purposes only. The origin is the center of the sphere. +Examples +matrix = Matrix44.Create() +Matrix44.SetScale( matrix, 1, 0.4, 3, 1 ) +Matrix44.SetRotationXyz( matrix, 0, 30, 18, 0 ) +Matrix44.SetTranslation( matrix, 0, 2, 0, 0 ) +Debug.DrawSphere3d( matrix, Vector4.Create( 1, 0, 1, 0.5 ) ) +See Also +• Debug.DrawLine3d +• Debug.DrawCone3d +• Debug.DrawBox3d +• Debug.DrawCylinder3d +Debug. DrawText +Brief +Debug function used to display text on the 2d overlay +Definition +! Debug.DrawText( number x, number y, string message ) +Arguments +x - Screen space x-coordinate marking the start position of the string.y - Screen space y-coordinate marking the start position of the +string.message - Text to display. +Return Values +None +Description +This function is available to aid debugging, allowing the LUA script to display text on the main 2d overlay. The rendered text is near-white with a +black drop shadow. +Examples +Debug.DrawText(200, 200, "Hello World!" ) +See Also +• Debug.DrawLine3d +• Debug.DrawRect +Debug. DrawTriangle3d +Brief +Draws a 3-dimensional triangle in the scene. +Definition +Debug.DrawTriangle3d( Vector4 vl, Vector4 v2, Vector4 v3, Vector4 rgba, boolean isWireFrame = false ) +Arguments +vl - First triangle vertex.v2 - Second triangle vertex.v3 - Third triangle vertex.rgba - The color of the triangle.isWireFrame - Render triangle +wire-frame or solid (default). +Return Values +None +Description +Draws a 3-dimensional triangle in the scene. For debug purposes only. +Examples +— Draw a solid red triangle +vl = Vector4.Create( 0, 0, 0 ) +v2 = Vector4.Create( 10, 0, 0 ) +v3 = Vector4.Create( 0, 10, 0 ) +rgba = Vector4.Create( 1, 0, 0, 1 ) +Debug.DrawTriangle3d( vl, v2, v3, rgba, false ) +See Also +• Debug.DrawSphere3d +• Debug.DrawLine3d +• Debug.DrawCone3d +• Debug.DrawBox3d +• Debug.DrawCylinder3d +• Debug.DrawQuad3d +Debug.GetDevMode +Brief +Returns the user defined dev mode. +Definition +string Debug.GetDevMode() +Arguments +None +Return Values +The user defined dev mode. +Description +Returns the user defined dev mode specified with the command line argument -devmode such as -devmode lua_debug. +Examples +j function Update() +if ( Debug.GetDevMode() == "lua_debug" ) then +print( "a = " .. a .. " b = " .. b ) +end +i end +See Also +None +Debug.GetStack +Brief +Returns the stack as a string. +Definition +! string Debug.GetStack() +Arguments +None +Return Values +The stack as a string. +Description +Returns the stack as a string. For debug purposes only. +Examples +5 print( "The stack at this point is " .. Debug.GetStack() ) +See Also +None +Debug.GetThreadlds +Brief +Returns a table of thread IDs for all the Lua threads. +Definition +• number[] Debug.GetThreadlds() +Arguments +None +Return Values +A table of numbers representing thread IDs. +Description +Returns a table of thread IDs for all the Lua threads. +Examples +: ids = Debug.GetThreadlds() +See Also +None +Debug.GetWorldToScreen +Brief +Converts a 3d world position to a screen position. +Definition +! Vector4 Debug.GetWorldToScreen( Vector4 worldPosition ) +Arguments +worldPosition - The 3d position in the world. +Return Values +The screen space coordinate in the range [ 0,0 ] -> [ 1280,720 ]. +Description +Converts a 3d world position to a screen position. +Examples +! screenPos = Debug.GetWorldToScreen( worldPos ) +See Also +None +Debug. KeylsHeld +Brief +Returns true if the specified key is held and false otherwise. +Definition +boolean Debug.KeylsHeld( number key ) +Arguments +key - The key to test. Can be one of the following: +Function keys: +KEY_F1 to KEY_F24 +Alpabetic keys: +KEY_A to KEY Z +Numeric keys: +KEY_0 to KEY_9 +Number pad numeric keys: +KEYJSIUMO to KEY_NUM9 +Miscellaneous keys: +KEY_ESCAPE, KEY_GRAVE, KEY_MINUS, KEY_EQUALS, +KEY_BACK, KEY_TAB, KEY_LEFTBRACKET, KEY_RIGHTBRACKET, +KEY_RETURN, KEY_CAPSLOCK, KEY_SEMICOLON, KEY_QUOTE, +KEY_CONSOLE, KEY_LEFTSHIFT, KEY_BACKSLASH, KEY_COMMA, +KEY_PERIOD, KEY_FORWARDSLASH, KEY_RIGHTSHIFT, +KEY_LEFTCONTROL, KEY_LEFTWINDOWS, KEY_LEFTALT, +KEY_SPACE, KEY_RIGHTALT, KEY_RIGHTWINDOWS, +KEY_RIGHTCONTROL, KEY_PRINTSCREEN, KEY_SCROLLLOCK, +KEY_PAUSE, KEY_HOME, KEY_PAGEUP, KEY_END, KEY_PAGEDOWN, +KEY_DELETE, KEY_INSERT, KEY_UP, KEY_LEFT, KEY_DOWN, +KEY_RIGHT, KEY_NUMLOCK, KEY_NUMDIV, KEY_NUMMUL, +KEY_NUMSUB, KEY_NUMADD, KEY_NUMENTER, KEY_NUMDEL. +KEY_APP, KEY_POWER, KEY_NUMEQUALS, KEY_EXECUTE, +KEYJHELP, KEY_MENU, KEY_SELECT, KEY_STOP1, KEY_AGAIN, +KEY_UNDO, KEY_CUT, KEY_COPY, KEY_PASTE, KEY_FIND, +KEY_MUTE1, KEY_VOLUMEUP1, KEY_VOLUMEDOWN1, +KEY_NEXTTRACK, KEY_PREVTRACK, KEY_STOP2, KEY_PLAY, +KEY_MUTE2, KEY_VOLUMEUP2, KEY_VOLUMEDOWN2 +Return Values +true if the specified key is held and false otherwise. +Description +Returns true if the specified key is held and false otherwise. +Examples +print( "Escape held = " .. Debug.KeylsHeld( KEY_ESCAPE ) ) +See Also +• Debug.KeylsPressed +• Debug.KeylsReleased +Debug.KeylsPressed +Brief +Returns true if the specified key is pressed and false otherwise. +Definition +boolean Debug.KeylsPressed( number key ) +Arguments +key - The key to test. Can be one of the following: +Function keys: +KEY_F1 to KEY_F24 +Alpabetic keys: +KEY_A to KEY Z +Numeric keys: +KEY_0 to KEY_9 +Number pad numeric keys: +KEYJSIUMO to KEY_NUM9 +Miscellaneous keys: +KEY_ESCAPE, KEY_GRAVE, KEY_MINUS, KEY_EQUALS, +KEY_BACK, KEY_TAB, KEY_LEFTBRACKET, KEY_RIGHTBRACKET, +KEY_RETURN, KEY_CAPSLOCK, KEY_SEMICOLON, KEY_QUOTE, +KEY_CONSOLE, KEY_LEFTSHIFT, KEY_BACKSLASH, KEY_COMMA, +KEY_PERIOD, KEY_FORWARDSLASH, KEY_RIGHTSHIFT, +KEY_LEFTCONTROL, KEY_LEFTWINDOWS, KEY_LEFTALT, +KEY_SPACE, KEY_RIGHTALT, KEY_RIGHTWINDOWS, +KEY_RIGHTCONTROL, KEY_PRINTSCREEN, KEY_SCROLLLOCK, +KEY_PAUSE, KEY_HOME, KEY_PAGEUP, KEY_END, KEY_PAGEDOWN, +KEY_DELETE, KEY_INSERT, KEY_UP, KEY_LEFT, KEY_DOWN, +KEY_RIGHT, KEY_NUMLOCK, KEY_NUMDIV, KEY_NUMMUL, +KEY_NUMSUB, KEY_NUMADD, KEY_NUMENTER, KEY_NUMDEL. +KEY_APP, KEY_POWER, KEY_NUMEQUALS, KEY_EXECUTE, +KEYJHELP, KEY_MENU, KEY_SELECT, KEY_STOP1, KEY_AGAIN, +KEY_UNDO, KEY_CUT, KEY_COPY, KEY_PASTE, KEY_FIND, +KEY_MUTE1, KEY_VOLUMEUP1, KEY_VOLUMEDOWN1, +KEY_NEXTTRACK, KEY_PREVTRACK, KEY_STOP2, KEY_PLAY, +KEY_MUTE2, KEY_VOLUMEUP2, KEY_VOLUMEDOWN2 +Return Values +true if the specified key is pressed and false otherwise. +Description +Returns true if the specified key is pressed and false otherwise. Note, the keyboard is set to text entry mode and key repeat will kick in if a key +held down for too long. Use Debug.SetKeyMode to change this behaviour. +Examples +print( "Escape pressed = " .. Debug.KeylsPressed( KEY_ESCAPE ) ) +See Also +• Debug. KeylsFHeld +• Debug.KeylsReleased +Debug. KeylsReleased +Brief +Returns true if the specified key is released and false otherwise. +Definition +boolean Debug.KeylsReleased( number key ) +Arguments +key - The key to test. Can be one of the following: +Function keys: +KEY_F1 to KEY_F24 +Alpabetic keys: +KEY_A to KEY Z +Numeric keys: +KEY_0 to KEY_9 +Number pad numeric keys: +KEYJSIUMO to KEY_NUM9 +Miscellaneous keys: +KEY_ESCAPE, KEY_GRAVE, KEY_MINUS, KEY_EQUALS, +KEY_BACK, KEY_TAB, KEY_LEFTBRACKET, KEY_RIGHTBRACKET, +KEY_RETURN, KEY_CAPSLOCK, KEY_SEMICOLON, KEY_QUOTE, +KEY_CONSOLE, KEY_LEFTSHIFT, KEY_BACKSLASH, KEY_COMMA, +KEY_PERIOD, KEY_FORWARDSLASH, KEY_RIGHTSHIFT, +KEY_LEFTCONTROL, KEY_LEFTWINDOWS, KEY_LEFTALT, +KEY_SPACE, KEY_RIGHTALT, KEY_RIGHTWINDOWS, +KEY_RIGHTCONTROL, KEY_PRINTSCREEN, KEY_SCROLLLOCK, +KEY_PAUSE, KEY_HOME, KEY_PAGEUP, KEY_END, KEY_PAGEDOWN, +KEY_DELETE, KEY_INSERT, KEY_UP, KEY_LEFT, KEY_DOWN, +KEY_RIGHT, KEY_NUMLOCK, KEY_NUMDIV, KEY_NUMMUL, +KEY_NUMSUB, KEY_NUMADD, KEY_NUMENTER, KEY_NUMDEL. +KEY_APP, KEY_POWER, KEY_NUMEQUALS, KEY_EXECUTE, +KEYJHELP, KEY_MENU, KEY_SELECT, KEY_STOP1, KEY_AGAIN, +KEYJJNDO, KEY_CUT, KEY_COPY, KEY_PASTE, KEY_FIND, +KEY_MUTE1, KEY_VOLUMEUP1, KEY_VOLUMEDOWN1, +KEY_NEXTTRACK, KEY_PREVTRACK, KEY_STOP2, KEY_PLAY, +KEY_MUTE2, KEY_VOLUMEUP2, KEY_VOLUMEDOWN2 +Return Values +true if the specified key is released and false otherwise. +Description +Returns true if the specified key is released and false otherwise. +Examples +print( "Escape released = " .. Debug.KeylsReleased( KEY_ESCAPE ) ) +See Also +• Debug.KeylsFleld +• Debug.KeylsPressed +Debug. MemGetLargestBlock +Brief +Retrieves the largest block available within the budget. +Definition +Debug.MemGetLargestBlock( MemoryType memoryType = MemoryType.Main ) +Arguments +memoryType - The memory type to check for this budget. Can be one of the following: +Memory Type: +MemoryType.Main +MemoryType.Host +MemoryType. Vram +Return Values +Size in kilobytes (KB) or 0 if there was an error. +Description +Gets the largest available memory block. This isn't guaranteed to be the size of an allocatable block due to alignment restrictions and headers +used within the memory system. This is intended to be used as an indication of fragmentation within the budget. +Examples +block = Debug.MemGetLargestBlock( MemoryType.Main ) +See Also +• Debug.MemGetTotal +• Debug. MemGetUsed +Debug.MemGetTotal +Brief +Retrieves the total size of the budget the object is using. +Definition +Debug.MemGetTotal( MemoryType memoryType = MemoryType.Main ) +Arguments +memoryType - The memory type to check for this budget. Can be one of the following: +Memory Type: +MemoryType.Main +MemoryType.Host +MemoryType.Vram +Return Values +Size in kilobytes (KB) or 0 if there was an error. +Description +Gets the total size of the budget for the specified memory type. Defaults to main memory. +Examples +! total = Debug.MemGetTotal( MemoryType.Main ) +See Also +• Debug. MemGetUsed +• Debug. MemGetLargestBlock +Debug.MemGetUsed +Brief +Retrieves the amount of memory currently being used. +Definition +! Debug.MemGetUsed( MemoryType memoryType = MemoryType.Main ) +Arguments +memoryType - The memory type to check for this budget. Can be one of the following: +Memory Type: +MemoryType.Main +MemoryType.Host +MemoryType. Vram +Return Values +Size in kilobytes (KB) or 0 if there was an error. +Description +Gets the amount of used memory. +Examples +; used = Debug.MemGetUsed( MemoryType.Main ) +See Also +• Debug.MemGetTotal +• Debug.MemGetLargestBlock +Debug. MiniGameGetActive +Brief +Returns the mini game the user is joined to and nil if there is not one. +Definition +j Object Debug.MiniGameGetActive() +Arguments +None +Return Values +The mini game the user is joined to and nil if there is not one. +Description +Returns the mini game the user is joined to and nil if there is not one. +Examples +! miniGame = Debug.MiniGameGetActive() +! print( "The active game is " .. Object.GetObjectld( miniGame ) ) +See Also +• Object.GetObjectld +Debug. MiniGameGetClosest +Brief +Returns the closest mini game and nil if there is not one. +Definition +Object Debug.MiniGameGetClosest( boolean onlyJoinable = false ) +Arguments +onlyJoinable - If true it only returns the closest joinable game. +Return Values +The closest mini game and nil if there is not one. +Description +Returns the closest mini game and nil if there is not one. +Examples +! miniGame = Debug.MiniGameGetClosest() +i print( "The closest game is " .. Object.GetObjectId( miniGame ) ) +See Also +• Object.GetObjectld +Debug. MiniGameReset +Brief +Resets the closest mini-game to the player's avatar. +Definition +Debug.MiniGameReset( string resetType = nil ) +Arguments +resetType - Can be 'all' or an object ID to reset. If nil it resets the closest game. +Return Values +None +Description +Resets the closest mini-game to the player's avatar. As part of the reset process, the mini-game object is completely reloaded, including all script +resources. This removes the need for reloading the Home runtime during the development of a mini-game. Typically, this function is called from +the debug console (via the 'lc' command), or from a script run from the console via the RunScript function. +Examples +function ResetMiniGameThread() +while ( true ) do +if Debug.KeylsPressed( KEY_F3 ) then +Debug.MiniGameReset() +end +end +end +ResetMiniGameThreadld = SpawnFunction( ResetMiniGameThread ) +See Also +• Debug. ArcadeGameReset +• Debug.KeylsPressed +• Debug.SceneReset +• Debug.RunScript +• SpawnFunction +Debug. MouseGetVelocityX +Brief +Returns the horizontal velocity of the mouse. +Definition +number Debug.MouseGetVelocityX() +Arguments +None +Return Values +The horizontal velocity of the mouse. +Description +Returns the horizontal velocity of the mouse. If the mouse if dragged to the left, it will return a negative number and if it is dragged to the right, it +will return a positive number. +Examples +j mouseX = Debug.MouseGetVelocityX() +See Also +• Debug.MouseGetVelocityY +• Debug.MouselsButtonHeld +Debug.MouseGetVelocityY +Brief +Returns the vertical velocity of the mouse. +Definition +! number Debug.MouseGetVelocityY() +Arguments +None +Return Values +The vertical velocity of the mouse. +Description +Returns the vertical velocity of the mouse. If the mouse is pushed forwards, it will return a negative number and if it is pulled backwards, it will +return a positive number. +Examples +mouseY = Debug.MouseGetVelocityY() +See Also +• Debug.MouseGetVelocityX +• Debug.MouselsButtonHeld +Debug.MouselsButtonHeld +Brief +Returns true if the button is held and false otherwise. +Definition +! boolean Debug.MouselsButtonHeld( number button ) +Arguments +button - The button to check if it is held. Can be one of the following: +MOUSE_BUTTON_LEFT +MOUSE_BUTTON_MIDDLE +MOUSE_BUTTON_RIGHT +Return Values +true if the button is held and false otherwise. +Description +Returns true if the button is held and false otherwise. +Examples +if ( Debug.MouselsButtonHeld( MOUSE_BUTTON_RIGHT ) ) then +print( "Right mouse button held" ) +end +See Also +• Debug.MouseGetVelocityX +• Debug.MouseGetVelocityY +Debug. MouselsButtonPressed +Brief +Returns true if the button is pressed and false otherwise. +Definition +boolean Debug.MouselsButtonPressed( number button ) +Arguments +button - The button to check if it is pressed. Can be one of the following: +MOUSE_BUTTON_LEFT +MOUSE_BUTTON_MIDDLE +MOUSE_BUTTON_RIGHT +Return Values +true if the button is pressed and false otherwise. +Description +Returns true if the button is pressed and false otherwise. +Examples +if Debug.MouselsButtonPressed( MOUSE_BUTTON_RIGHT ) then +print( "Right mouse button pressed" ) +end +See Also +Debug. MouseGetVelocityX +Debug. MouseGetVelocityY +Debug. MouselsButtonReleased +Brief +Returns true if the button is released and false otherwise. +Definition +boolean Debug.MouselsButtonReleased( number button ) +Arguments +button - The button to check if it is released. Can be one of the following: +MOUSE_BUTTON_LEFT +MOUSE_BUTTON_MIDDLE +MOUSE_BUTTON_RIGHT +Return Values +true if the button is released and false otherwise. +Description +Returns true if the button is released and false otherwise. +Examples +if Debug.MouselsButtonReleased( MOUSE_BUTTON_RIGHT ) then +print( "Right mouse button released" ) +end +See Also +• Debug.MouseGetVelocityX +• Debug.MouseGetVelocityY +Debug. RunScript +Brief +Loads and runs the specified file. +Definition +boolean Debug.RunScript( string fileName ) +Arguments +fileName - The name of the file to load. +Return Values +None +Description +Loads and runs the specified file. The path is relative to the build folder. If you are running scripts in objects then you must have the Lua files as +lua resources and run them with Resource.Run instead. +Examples +Debug.RunScript( "myscripts/jumpthread.lua" ) +See Also +• Resource. Run +Debug.ScenelsReady +Brief +Returns true if the scene is ready and false otherwise. +Definition +boolean Debug.ScenelsReady() +Arguments +None +Return Values +true if the scene is ready and false otherwise. +Description +Returns true if the scene is ready and false otherwise. +Examples +if Debug.ScenelsReady() == true then +game = Debug.MiniGameGetClosest() +end +See Also +None +Debug.SceneReset +Brief +Resets the scene object for dynamic and scripted content. +Definition +Debug.SceneReset() +Arguments +None +Return Values +None +Description +Resets the scene object for dynamic and scripted content such as scene entity animations and the scene script. +Examples +! Debug.SceneReset() +See Also +• Debug.ArcadeGameReset +• Debug. MiniGameReset +Debug.ScreenSetContent +Brief +Sets a content source or sources on the screen. +Definition +Debug.ScreenSetContent( Screen screen, string[] contentList ) +Debug.ScreenSetContent( Screen screen, string content, number contentlndex = 1 ) +Arguments +screen - The screen to update.contentList - An array of strings specifying multiple content sources.content - A string for the content +source.contentlndex - The index to set the content to. Ranges from 1 to the number of content sources. Defaults to 1. +Return Values +None. +Description +Sets a content source or sources on the screen. The source string will be a path relative to the HDK's build root directory. Note that paths relative +to the HDK's build root directory can only be used for testing/development purposes. Scripts uploaded to a content server must reference content +served over HTTP and use the Screen.SetContent function. +Examples +— Examplel: Testing a video served from the host PC’s hard drive for debug +localSource = "localvideo/testvideo.mp4" +Debug.ScreenSetContent( myScreenl, localSource ) +— Example 2: Play back a video served from an HTTP server +onlineSource = "http://mycontentserver.com/onlinevideo.mp4" +Screen.SetContent( myScreen2, onlineSource ) +See Also +• Screen.SetContent +Debug.SetErrorCallback +Brief +Specify a function to be called in the event of a script error. +Definition +Debug.SetErrorCallback(string callbackFuncName) +Arguments +callbackFuncName - Name of global function to call when script environment errors. +Return Values +None. +Description +Sets a function to be called in the event of a script error. During development often a script will contain errors which cause the script to be shut +down, and if the script has modified global state it is not given a chance to clean up these changes, which can make re-running the fixed script +problematic. If this function is called, it will set the name of a global script function which will be called when the script environment errors, and can +be used to perform this clean up. It is only necessary to call this function once upon script initialization, it will be retained until the environment is +destroyed. Note that this function is not available outside of developer builds and is not a substitute for proper script clean up in the normal game +situations (player leaving game, object destroyed, etc). +Examples +Debug.SetErrorCallback("MyErrorFunc") +function MyErrorFunc() +myCustomCamera:Deactivate() +myCustomCamera = nil +end +See Also +None +Debug.System +Brief +Runs the command string in the console window. +Definition +Debug.System( string command ) +Arguments +command - The command to run. +Return Values +None +Description +Runs the command string in the console window. +Examples +Debug.System( "lc print( 'Hello' )" ) +See Also +None +Entity +Entity. ApplyAngularlmpulse +Brief +Applies an angular impulse to the entity. +Definition +Entity.ApplyAngularlmpulse( Entity entity, Vector4 impulse ) +Arguments +entity - The entity to update.impulse - World space vector specifying angular impulse to be applied to the entity. +Return Values +None. +Description +Applies an angular impulse to the entity around the center of mass, creating angular velocity. +Examples +! — Apply angular impulse around Y axis +! Entity.ApplyAngularlmpulse( entity, Vector4.Create( 0, 0.1, 0.0) ) +See Also +None +Entity. Applylmpulse +Brief +Applies an impulse around a point. +Definition +Entity.Applylmpulse( Entity entity, Vector4 impulse ) +Entity.Applylmpulse( Entity entity, Vector4 impulse, Vector4 point ) +Arguments +entity - The entity to update.impulse - World space vector specifying impulse (or force) to be applied to the entity.point - World space vector +specifying the point around which the impulse acts. +Return Values +None. +Description +Applies an impulse around a point. If no point is specified, the center of mass of the entity's rigid body is used. +Examples +! — Apply an impulse around the entity's center of mass +i Entity.Applylmpulse( entity, Vector4.Create( 5, 10, 5 ) ) +! — Apply an impulse around the origin of world space +■ Entity.Applylmpulse( entity, Vector4.Create( 0, 10, 0 ), Vector4.Create( 0, 0, 0 ) ) +See Also +None +Entity. AttachPersonLabel +Brief +Attach a person label to the entity. +Definition +! Entity.AttachPersonLabel(Entity entity. Person person, Vector4 offset) +Arguments +person - The person to take the label from.offset - The offset of the label from the entity's position. (Optional. Defaults to 0, 0, 0). +Return Values +Description +This function will detach the person label from the given person, and attach it to the entity instead. Any number of person labels can be attached +to the entity. +Examples +j Entity.AttachPersonLabel(entity, person, labelOffset) +See Also +• Entity.DetachPersonLabel +Entity. AttachToBone +Brief +Attach the entity to the specified bone of its parent. +Definition +Entity.AttachToBone( Entity entity, string boneName ) +Arguments +entity - The entity to update.boneName - The name of the bone to attach to or nil to clear it. Can be one of the following: +"pelvis” +"hips" +"leftleg" +"leftfoot" +"rightleg" +"rightfoot" +"spine" +"neck" +"head" +"leftshoulder” +"leftarm" +"leftforearm" +"lefthand" +"rightshoulder" +"rightarm" +"rightforearm" +"righthand" +Return Values +None. +Description +Attach the entity to the specified bone of its parent. In addition to specifying the bone to which the entity is to be attached, it is also necessary to +specify the person to which the bone belongs. This is done by calling Entity.AttachToParent and supplying the desired person. +Examples +entity = Entity.Create() +Entity.AttachToParent( entity, LocalPlayer.GetPerson() ) +Entity.AttachToBone( entity, "head" ) +See Also +• Entity.Create +• Entity.AttachToParent +• Entity.SetAttachType +Entity. AttachToParent +Brief +Attaches the entity to the specified parent. +Definition +Entity.AttachToParent( Entity child. Entity parent, string boneName = nil ) +Entity.AttachToParent( Entity child. Person parent, string boneName = nil ) +Arguments +entity - The entity to update.parent - The parent to attach the entity to or nil to remove it.boneName - The name of the bone to attach to, if any. +For a person, it must be from the following list: +"pelvis” +"hips" +"leftleg" +"leftfoot" +"rightleg" +"rightfoot" +"spine" +"neck" +"head" +"leftshoulder” +"leftarm" +"leftforearm" +"lefthand" +"rightshoulder" +"rightarm" +"rightforearm" +"righthand" +Return Values +None. +Description +Attaches the entity to the specified parent. The parent’s world matrix will be applied to the entity so the entity's position, rotation and scale are +relative to the parent. If a bone is specified, the entity will be attached to the specified bone in the parent's skeleton. +Examples +— Parent an entity to an entity +entityl = Entity.Create() +parent = Entity.Create() +Entity.AttachToParent( entityl, parent ); +— Parent an entity to a person's right hand +entity2 = Entity.Create() +person = Person.Findlnlnstance( personld ) +Entity.AttachToParent( entity2, person, "righthand" ) +See Also +• Entity.Create +• Person.Findlnlnstance +• Entity.SetAttachType +Entity. BlendAnimln +Brief +Blends an animation into, and alongside the currently playing animations. +Definition +Entity.BlendAnimln( Entity entity, string resourceName, boolean isLooping = true, number time = 0, +number easeType = AnimBlendType.Linear, number blendDuration = 0.25, number priority = 0, Animation +anim = nil) +Entity.BlendAnimln( Entity entity, Resource animResource, boolean isLooping = true, number time = 0, +number easeType = AnimBlendType.Linear, number blendDuration = 0.25, number priority = 0, Animation +anim = nil) +Arguments +entity - entity to blend animation ontoresourceName - the name of the animation resource to blend inanimResource - the animation resource to +blend inisLooping - flag indicating if the animation played should loop, (default is true)time - point in at which the animation should start playing +from (default is 0.0)easeType - the easing method to be used. The values used are in the enumerated type AnimBlendType (default value is +AnimBlendType.Linear )blendDuration - the period in seconds, over which the blend factor will increase from 0.0 to 1.0 (default is 0.25)priority - +The priority affects where in the animation list an animation will be played. The higher the number, the later it will be played. +If a prior animation is being played at the same priority, then the new animation will be placed after the old animation in the list, (default is 0)anim +if supplied, the animation handle is set to the newly created active animation +Return Values +None. +Description +Values for the ease type are provided by the enumeration AnimBlendType: +AnimBlendType.None +AnimBlendType. Linear +AnimBlendType.SCurve +AnimBlendType. Accelerate +AnimBlendType. Decelerate +Examples +Entity.BlendAnimln( entity, "myAnim" ) +Entity.BlendAnimln( entity, "myWalk", true, 0.0, AnimBlendType.Linear, 0.25, 0, animHandleToSave) +See Also +• Entity. GetlndexOfAnim +• Entity. GetActiveAnim +Entity. BlendAnimOut +Brief +Blends the specified active animation out. +Definition +Entity.BlendAnimOut(Entity entity. Animation anim, number easeType = AnimBlendType.Linear, number +blendDuration = 0.25) +Arguments +entity - entity to blend anim out fromanim - animation to blend outeaseType - the blend curve to use when blending out, default is +AnimBlendType.LinearblendDuration - the duration over which the animation is blended out, default is 0.25 +Return Values +None. +Description +Begins to blend out a currently active animation. To check the progress of the blend, use Animation.GetBlendState and/or +Animation.GetBlendTime. An invalid animation handle will have no effect. +Examples +local animlndex = Entity.GetlndexOfAnim( entity, "idleAnim" ) +local hAnim = Entity.GetActiveAnim( entity, animlndex ) +Entity.BlendAnimOut( entity, hAnim, AnimBlendType.Linear, 0.25 ) +See Also +• Entity. BlendAnimln +• Entity.GetlndexOfAnim +• Entity.GetActiveAnim +• Entity. PlayAnim +• Animation.GetBlendWeight +Entity.Copy +Brief +Clone an entity's state to another entity. +Definition +! Entity.Copy(Entity dest, Entity source) +Arguments +dest - Destination entity to modify.source - Source entity to copy. +Return Values +None. +Description +Copies all state from the source entity to the destination entity, leaving the source entity unchanged. The only state that will not be copied is +transform state (position and orientation), as having two identical entities in the same place may cause issues with collision and other systems. +The destination entity is still a different entity (it will not compare equal and will have a different unique ID) but will have the same state as the +source entity. Similarly to Reset, the hierarchy state of the destination entity will not be modified; if the script wishes to detach the entity and its +children this must be done explicitly. +Examples +! myDestEntity:Copy(mySourceEntity) +See Also +• Entity. Reset +Entity.Create +Brief +Creates a new entity. +Definition +j Entity Entity.Create() +Arguments +None +Return Values +A new Entity instance. +Description +Creates a new entity. +Examples +! entity = Entity.Create() +See Also +None +Entity.CreateForceAction +Brief +Creates a new 'force' action for an entity. +Definition +number Entity.CreateForceAction( Entity entity, boolean autoEnable = false ) +Arguments +entity - The entity to which the action will belong.autoEnable - true to automatically enable the action, false otherwise. +Return Values +A numerical action ID. +Description +Creates a new 'force' action for an entity. If autoEnable is false, the action can be enabled with Entity.EnableAction. This action applies a force to +an entity every physics update. This function is only available if the entity has a collision item. +Examples +entity = Entity.Create() +e:SetCollision("kCollisionResource") +e:EnableDynamics() +actionld = Entity.CreateForceAction( e, false ) +f = Vector4.Create( 10.0, 0.0, 0.0 ) +Entity.EnableAction( e, actionld ) +Entity.SetActionForce( e, actionld, f ) +See Also +• Entity.CreateTorqueAction +• Entity. CreatePointForceAction +• Entity.EnableAction +• Entity.SetActionForce +Entity.CreatePointForceAction +Brief +Creates a new 'point-force' action for an entity. +Definition +number Entity.CreatePointForceAction( Entity entity, boolean localSpace = true, boolean autoEnable = +i false ) +Arguments +entity - The entity to which the action will belonglocalSpace - true to use a local-space point, false to use a world-space point.autoEnable - true to +automatically enable the action, false otherwise. +Return Values +A numerical action ID. +Description +Creates a new 'point-force' action for an entity. If autoEnable is false, the action can be enabled with Entity.EnableAction. This action applies a +force at a given position to an entity. The position can a local-space point or a world-space point. This function is only available if the entity has a +collision item. +Examples +entity = Entity.Create() +e:SetCollision("kCollisionResource" ) +e:EnableDynamics() +actionld = Entity.CreatePointForceAction( e, true, false ) +f = Vector4.Create( 10.0, 0.0, 0.0 ) +p = Vector4.Create( 0.0, 1.0, 0.0 ) +Entity.EnableAction( e, actionld ) +Entity.SetActionForce( e, actionld, f ) +Entity.SetActionPosition( e, actionld, p ) +See Also +• Entity.CreateTorqueAction +• Entity.CreateForceAction +• Entity.SetActionPosition +Entity.CreateTorqueAction +Brief +Creates a new 'torque' action for an entity. +Definition +number Entity.CreateTorqueAction( Entity entity, boolean autoEnable = false ) +Arguments +entity - The entity to which the action will belong.autoEnable - true to automatically enable the action, false otherwise. +Return Values +A numerical action ID. +Description +Creates a new 'torque' action for an entity. If autoEnable is false, the action can be enabled with Entity.EnableAction. This action applies a torque +to an entity every physics update. This function is only available if the entity has a collision item. +Examples +entity = Entity.Create() +e : SetCollision ( ,, kCollisionResource ,, ) +e:EnableDynamics() +actionld = Entity.CreateTorqueAction( e, false ) +t = Vector4.Create( 10.0, 0.0, 0.0 ) +Entity.EnableAction( e, actionld ) +Entity.SetActionTorque( e, actionld, t ) +See Also +• Entity.CreateForceAction +• Entity.CreatePointForceAction +• Entity.EnableAction +• Entity.SetActionTorque +Entity.DebugSetAxesVisible +Brief +Sets the entity to show its axis or not. +Definition +Entity.DebugSetAxesVisible( Entity entity, boolean value, boolean recursive, number size = 1) +Arguments +entity - The entity to update.value - If true the entity shows its axis and if false it hides it.recursive - If true the entity also sets the values of all the +children below it.size - The size of the line drawn to represent the axis (in meters). +Return Values +None. +Description +Sets the entity to show its axis or not. Entities default to not show their axis when created. Note that this function is provided for debugging +purposes and should not be used in a finalized script. +Examples +entity = Entity.Create() +Entity.DebugSetAxesVisible( entity, true, true, 1.0 ) +See Also +• Entity.DebugSetHierarchyVisible +• Entity.DebugSetCollisionVisible +Entity.DebugSetCollisionVisible +Brief +Sets the entity to show its collision or not. +Definition +! Entity.DebugSetCollisionVisible( Entity entity, boolean value, boolean recursive ) +Arguments +entity - The entity to update.value - If true the entity shows its collision shape.recursive - If true the entity also sets the values of all the children +below it. +Return Values +None. +Description +Sets the entity to show its collision or not. Entities default to not show their collision when created. Note that this function is provided for +debugging purposes and should not be used in a finalized script. +Examples +j entity = Entity.Create() +1 Entity.DebugSetCollisionVisible( entity, true, true ) +See Also +• Entity.DebugSetAxesVisible +• Entity.DebugSetHierarchyVisible +Entity.DebugSetHierarchyVisible +Brief +Sets the entity to show its hierarchy or not. +Definition +Entity.DebugSetHierarchyVisible( Entity entity, boolean value, boolean recursive ) +Arguments +entity - The entity to update.value - If true the entity shows its hierarchy with its immediate children and if false it hides it.recursive - If true the +entity also sets the values of all the children below it. +Return Values +None. +Description +Sets the entity to show its hierarchy or not. Entities default to not show their hierarchy when created. Note that this function is provided for +debugging purposes and should not be used in a finalized script. +Examples +entity = Entity.Create() +Entity.DebugSetHierarchyVisible( entity, true, true ) +See Also +• Entity.DebugSetAxesVisible +• Entity.DebugSetCollisionVisible +Entity.DestroyAction +Brief +Destroy an entity action. +Definition +Entity.DestroyAction( Entity entity, number actionld ) +Arguments +entity - The entity to which the action belongsactionld - The numerical action ID, obtained at action creation time +Return Values +None. +Description +Destroy an entity action. It is good practice to destroy ail actions when no longer required, however the system will also automatically destroy +them if the target entity is destroyed. This function is only available if the entity has a collision item. +Examples +entity = Entity.Create() +e:SetCollision("kCollisionResource") +e:EnableDynamics() +actionld = Entity.CreatePointForceAction( e, false ) +f = Vector4.Create( 10.0, 0.0, 0.0 ) +p = Vector4.Create( 0.0, 1.0, 0.0 ) +Entity.EnableAction( e, actionld ) +Entity.SetActionForce( e, actionld, f ) +Entity.SetActionPosition( e, actionld, p ) +Entity.DestroyAction( e, actionld ) +See Also +• Entity.CreateForceAction +• Entity.CreateTorqueAction +Entity.DetachPersonLabel +Brief +Detaches a previously attached person label from the entity. +Definition +Entity.DetachPersonLabel(Entity entity. Person person) +Arguments +person - The person the label was taken from. +Return Values +Description +This function will detach the person label previously attached to the entity, and will re-attach it to the person it was taken from. +Examples +1 Entity.DetachPersonLabel(entity, person) +See Also +• Entity.AttachPersonLabel +Entity.EnableAction +Brief +Make entity action take effect. +Definition +1 Entity.EnableAction( Entity entity, number actionld, boolean enable = true ) +Arguments +entity - The entity to which the action belongsactionld - The numerical action IDenable - true to enable the action, false otherwise +Return Values +None. +Description +Make entity action take effect. A disabled action will not be applied to the entity. This function is only available if the entity has a collision item. +Examples +entity = Entity.Create() +e:SetCollision("kCollisionResource" ) +e:EnableDynamics() +actionld = Entity.CreatePointForceAction( e, false ) +f = Vector4.Create( 10.0, 0.0, 0.0 ) +p = Vector4.Create( 0.0, 1.0, 0.0 ) +Entity.EnableAction( e, actionld, true ) +Entity.SetActionForce( e, actionld, f ) +Entity.SetActionPosition( e, actionld, p ) +Entity.DestroyAction( e, actionld ) +See Also +• Entity. IsActionEnabled +Entity.EnableCollision +Brief +Enables/disables collision on the specified entity. +Definition +Entity.EnableCollision( Entity entity, boolean enable = true, Phys3dWorld world = nil ) +Arguments +entity - The entity to update.enable - true to enable collision, false otherwise (defaults to true if not specified).world - The Phys3dWorld to add to +the entity to, or nil to add to the default world. +Return Values +None. +Description +If collision is enabled for the specified entity, the local player's avatar and other physical entities can collide with it, thereby preventing +penetrations. If collision is disabled, the local player's avatar and other physical entities will be able to pass through this entity. Note that the +collision world specified in this call will override the collision world specified to SetCollision, if any; specifying nil here will cause the item to be +removed from the world specified in SetCollision and added to the default Phys3dWorld. Limitation: Although collision can be enabled for +translated and/or rotated entities, scaling is not supported. +Examples +— Turn off collisions +Entity.EnableCollision( entity, false ) +— Turn on collisions +Entity.EnableCollision( entity ) +See Also +• Entity.EnableDynamics +• Phys3dWorld.Create +Entity.EnableCollisionCallbacks +Brief +Enable or disable collision callbacks for the specified entity. +Definition +Entity.EnableCollisionCallbacks(Entity entity, boolean enable) +Arguments +entity - the entity to enable/disable collision callbacks forenable - enable or disable +Return Values +None. +Description +Enable or disable collision callbacks for the specified entity. Note that in order to receive callbacks, you must register your interest in the particular +type(s) of collision event you want to receive, using Entity.RegisterCollisionCallbackQ. You must also set the maximum contacts using +Entity.SetMaxContacts(). Finally, the entity must have collision set and enabled for the callback(s) to occur. The entity need not have dynamics +enabled as static entities will also report collisions. +Examples +— set up a collision data buffer +Entity.SetMaxContacts( 64 ) +foo = Entity.Create() +foo:SetModel("model") +foo:SetCollision("collision" ) +foo:SetPosition(Vector4.Create(0, 5, 0)) +foo:SetVisible(true) +foo:EnableCollision(true) +foo:EnableDynamics(true) +foo:EnableCollisionCallbacks(true) +foo:RegisterCollisionCallback(EntityCollision.ContactAdded, ContactAddedCallback, foo) +See Also +• Entity. RegisterCollisionCallback +• Entity.SetMaxContacts +• Entity.SetCollision +• Entity.EnableCollision +Entity.EnableDynamics +Brief +Enables/disables dynamics on the specified entity. +Definition +! Entity.EnableDynamics( Entity entity, boolean enable = true ) +Arguments +entity - The entity to update.enable - true to enable dynamics, false otherwise (defaults to true if not specified). +Return Values +None. +Description +If dynamics is enabled, the rigid body attached to the entity will be activated in PS Home's physics simulation. If dynamics is disabled, the entity +will become fixed in its current position and will no longer be affected by the simulation. Note that collision must be enabled on the entity if +dynamics is to be enabled. Attempts to set absolute translations or rotations on an entity that has dynamics enabled will be ignored. For this to +succeed, dynamics must be temporarily disabled while the transformation is explicitly applied to the entity. Limitation: This function must not be +called for entities that have been scaled in any way. +Examples +— Turn off dynamics +Entity.EnableDynamics( entity, false ) +— Turn on dynamics (collision must be enabled as well) +Entity.EnableCollision ( entity ) +Entity.EnableDynamics( entity ) +See Also +• Entity.EnableCollision +Entity.EnableDynamicsAutoDeactivation +Brief +Enable/disable auto-deactivation of dynamics on the specified entity. +Definition +Entity.EnableDynamicsAutoDeactivation( Entity entity, boolean enable = true ) +Arguments +entity - The entity to update.enable - true to enable auto-deactivation, false otherwise (defaults to true if not specified). +Return Values +None. +Description +Dynamics must be enabled with Entity.EnableDynamicsf) for the activated/deactivated state to take effect. An Entity with activated dynamics is +one that is having it's motion updated. If dynamics are deactivated, Home's physics engine will stop updating the Entity's motion, until it is +activated again. Entities can be activated by another call to Entity.SetDynamicsActive or by the application of forces/torques/impulses or by +coming into contact with other activated Entities. Entities can be deactivated with Entity.SetDynamicsActive or by allowing auto-deactivation which +will deactivate the Entity if it has not been moving for a while. Auto-deactivation can be enabled/disabled with this function. +Examples +— Disable auto-deactivation +Entity.EnableDynamicsAutoDeactivation( entity, false ) +— Enable auto-deactivation +Entity.EnableCollision( entity ) +Entity.EnableDynamics( entity ) +Entity.SetDynamicsActive( entity ) +Entity.EnableDynamicsAutoDeactivation( entity ) +See Also +• Entity.EnableDynamics +• Entity.SetDynamicsActive +• Entity. IsDynamicsAutoDeactivationEnabled +Entity.EnablelnterpolatedMode +Brief +Enable/disable interpolated mode. +Definition +| Entity.EnablelnterpolatedMode( Entity entity, boolean enable ) +Arguments +entity - The entity.enable - true to enable interpolated mode, false otherwise. +Return Values +None +Description +Enable/disable interpolated mode. Interpolated mode can help smooth the motion of dynamic entities, however there is an extra processing +overhead. +Examples +j Entity.EnablelnterpolatedMode( entity, true ) +See Also +• Entity. IsinterpolatedModeEnabled +Entity.EnableKeepUpright +Brief +Set whether or not to keep the entity upright. +Definition +! Entity.EnableKeepUpright( Entity entity, boolean keepUpright = true, number softness =0.0 ) +Arguments +entity - entity to be affected.keepUpright - true to keep the entity upright, false otherwisesoftness - the softness of the constraint: 0 is strongest, 1 +is weakest. +Return Values +None. +Description +Adds a dynamic constraint to try to keep the entity upright. The softness value is only necessary when enabling the keep upright constraint. +Examples +e = Entity.Create() +e:SetCollision("kCollisionResource") +e:EnableCollision() +e:EnableDynamics() +e:EnableKeepUpright( true, 0.1 ) +See Also +• Entity.IsKeepUprightEnabled +Entity. EnableLayerCollision +Brief +Set whether or not an entity can collide with collision of the specified layer. +Definition +Entity.EnableLayerCollision( Entity entity, enum layer, boolean enable ) +Arguments +entity - The entity.layer - The collision layer (a CollisionLayer enum).enable - true to enabled collision, false otherwise. +Return Values +None. +Description +Set whether or not an entity can collide with collision of the specified layer. Changes will only take effect for new collisions/overlaps. If two objects +are already colliding (or very close), disabling their collisions via this function will not take effect until they separate. Also, if two objects are +overlapping but do not currently collide with each other (due to disabled layer collisions), then enabling their collision via this function will not take +effect until they separate. +Examples +Entity.EnableLayerCollision( entityl. Entity.GetCollisionLayer ( entity2 ), false ) +See Also +• Entity.IsLayerCollisionEnabled +Entity. EvaluateAnims +Brief +Evaluates all current animation(s) active on the entity, and updates the skeleton. +Definition +Entity.EvaluateAnims( Entity entity ) +Arguments +entity - The entity to update. +Return Values +None. +Description +In the general case, changes made to the animation state on an entity will be reflected in the next frame. In certain situations, a script may wish to +modify the animation list and have it immediately reflected in the current frame. In this event, the script can call this function, and PS Home will +re-evaluate the entire animation blend list on the entity, and apply the results to the entity's skeleton. Use this function sparingly, as this evaluation +is synchronous and significantly slower than the core animation update. Generally the single-frame delay in the normal case can be hidden with +appropriate blending, rather than relying on this function. +Examples +entity = Entity.Create() +Entity.SetModel( entity, "mymodel" ) +Entity.SetSkeleton( entity, "myskel" ) +Entity.PlayAnim( entity, "myanim" ) +function OnUpdateO +if (playlnstantDeathAnim) then +local animlndex = Entity.GetIndexOfAnim( entity, "myanim" ) +local anim = Entity.GetActiveAnim( entity, animlndex ) +Entity.BlendAnimOut( entity, anim, AnimBlendType.Linear, 0.1 ) +Entity.BlendAnimln( entity, "instantDeath", false, 0.0, AnimBlendType.Linear, 0.1, 0) +Entity.EvaluateAnims( entity ) +end +end +See Also +None +Entity.FindMaterials +Brief +Get an array of materials on an entity's model. +Definition +Material[] Entity.FindMaterials( Entity entity, string materialld=nil) +Arguments +entity - The entity to search on.materialld - The material's scriptld as set in max/maya, or nil to get all materials on the entity +Return Values +An array of Materials that matches the given materialld, or all materials on the entity if no id is given. +Description +Gets an array of Materials that matches the given materialld, or all materials on the entity if no id is given. +Examples +entity = Entity.Create() +Entity.SetModel( entity, "mymodel" ) +allMaterials = Entity.FindMaterials(entity) +print( "Found " .. #allMaterials .. " materials." ); +for i, v in ipairs(array) do +print( tostring( v ) ) +end +See Also +• Material. GetParam +• Material.SetAlphaRef +• Material.SetBlendMode +• Material.SetMatrix +• Material.SetTexture +• Material.SetVector +Entity.GetActiveAnim +Brief +Returns a handle to a currently active animation +Definition +Animation Entity.GetActiveAnim( Entity entity, number index ) +Entity.GetActiveAnim( Entity entity, number index. Animation anim ) +Arguments +entity - the entity to accessindex - the index of the animation handle (within the entity's animation list) to retrieve.anim - the animation object to set, +instead of returning a new one +Return Values +If animation is not specified as a parameter, either a handle to the animation, or nil if no current anim. +If an animation is specified as a parameter, there is no return value. +Description +Get a handle to the current active animation. Note that if there is no current active animation and the user has specified an animation object to set, +the animation object will be marked as invalid. To check this, use Animation.IsValid. +Examples +local animlndex = entity:GetlndexOfAnim("myAnim") +local anim = entity:GetActiveAnim( animlndex ) +See Also +• Animation.IsValid +• Animation.Create +Entity. GetAngularDamping +Brief +Gets the angular damping of the collision resource attached to the entity. +Definition +! number Entity.GetAngularDamping( Entity entity ) +Arguments +entity - The entity to query. +Return Values +The angular damping for the entity. +Description +Gets the angular damping of the collision resource attached to the entity. This function is only valid if the entity has a collision item. +Examples +! local damping = Entity.GetAngularDamping( entity ) +See Also +• Entity.EnableCollision +• Entity. EnableDynamics +• Entity. SetCollision +• Entity. SetAngularDamping +Entity.GetAngularVelocity +Brief +Returns the angular velocity around the center of mass of the entity. +Definition +! Vector4 Entity.GetAngularVelocity( Entity entity ) +i Entity.GetAngularVelocity( Entity entity, Vector4 outVec ) +Arguments +entity - The entity to query.outVec - The Vector4 to store the result to. +Return Values +The entity's current angular velocity. +Description +Returns the angular velocity around the center of mass of the entity's rigid body in world space. The W component of the returned vector is zero. +If outVec is specified it stores the result in there instead of returning a new Vector4. +Examples +— Add the entity to the physics simulation +Entity.EnableCollision ( entity, true ) +Entity.EnableDynamics( entity, true ) +— Query the angular velocity +angularVel = Entity.GetAngularVelocity( entity ) +See Also +• Entity.GetLinearVelocity +Entity.GetBoneCount +Brief +Get the number of bones in the entity's skeleton. +Definition +number Entity.GetBoneCount(Entity entity) +Arguments +entity - Entity to query. +Return Values +Number of bones in the skeleton, or 0 if the entity has no skeleton attached. +Description +Retrieves the number of bones/joints in the entity's skeleton. If no skeleton is present, 0 is returned. +Examples +! local boneCount = myEntity:GetBoneCount() +See Also +• Entity.GetBonelndex +Entity. GetBonelndex +Brief +Find the index of a bone in the entity's skeleton. +Definition +number Entity.GetBonelndex(Entity entity, string boneName) +Arguments +entity - Entity to query.boneName - Name of bone to locate. +Return Values +The index of the bone in the skeleton (in range 1 - GetBoneCount()), or 0 if not found. +Description +Retrieves the index of the specified bone/joint in the entity's skeleton. The index is 1 -based. If the bone cannot be found, or there is no skeleton +attached, 0 is returned. +Examples +! local leftHandlndex = myEntity:GetBonelndex("lefthand") +See Also +• Entity.GetBoneCount +• Entity.GetBoneLocalMatrix +• Entity.GetBoneWorldMatrix +Entity.GetBoneLocalMatrix +Brief +Get the local transform matrix for a bone in the skeleton. +Definition +! Entity.GetBoneLocalMatrix(Entity entity, string|number bone, Matrix44 result) +Arguments +entity - Entity to query.bone - Bone name or index.result (out) - Matrix44 value to store result into. +Return Values +None. +Description +Retrieve the local-space transform matrix for a specified bone in the skeleton. If the bone is not found an error will result. Retrieving the matrix by +index will be more efficient if done more than once. +Examples +local mat = Matrix44.Create() +myEntity:GetBoneLocalMatrix("lefthand", mat) +— or +local leftHandlndex = myEntity:GetBonelndex("lefthand") +myEntity:GetBoneLocalMatrix(leftHandlndex, mat) +See Also +• Entity.GetBoneWorldMatrix +• Entity.GetBonelndex +Entity.GetBoneWorldMatrix +Brief +Get the world transform matrix for a bone in the skeleton. +Definition +Entity.GetBoneWorldMatrix(Entity entity, string|number bone, Matrix44 result) +Arguments +entity - Entity to query.bone - Bone name or index.result (out) - Matrix44 value to store result into. +Return Values +None. +Description +Retrieve the world-space transform matrix for a specified bone in the skeleton. If the bone is not found an error will result. Retrieving the matrix by +index will be more efficient if done more than once. +Examples +local mat = Matrix44.Create() +myEntity:GetBoneWorldMatrix("lefthand", mat) +— or +local leftHandlndex = myEntity:GetBonelndex("lefthand") +myEntity:GetBoneWorldMatrix(leftHandlndex, mat) +See Also +• Entity.GetBoneLocalMatrix +• Entity.GetBonelndex +Entity.GetCenterOfMassLocal +Brief +Returns the position of the entity's center of mass in local space. +Definition +Vector4 Entity.GetCenterOfMassLocal( Entity entity ) +Entity.GetCenterOfMassLocal( Entity entity, Vector4 outVec ) +Arguments +entity - The entity to query.outVec - The Vector4 to store the result to. +Return Values +The position of the entity's center of mass in local space. +Description +Returns the position of the entity's center of mass in local space. This may be offset from the coordinate origin of the entity depending on its +physics configuration. If outVec is specified it is used to store the result instead of returning a new Vector4. This function is only available if the +entity has a collision item. +Examples +print( "Entity COM = " .. Entity.GetCenterOfMassLocal( entity ) ) +See Also +• Entity. EnableDynamics +• Entity.GetCenterOfMassLocal +Entity.GetCenterOfMassWorld +Brief +Returns the position of the entity's center of mass in world space. +Definition +Vector4 Entity.GetCenterOfMassWorld( Entity entity ) +Entity.GetCenterOfMassWorld( Entity entity, Vector4 outVec ) +Arguments +entity - The entity to query.outVec - The Vector4 to store the result to. +Return Values +The position of the entity's center of mass in world space. +Description +Returns the position of the entity's center of mass in world space. This may differ from the position of the entity depending on its physics +configuration. If outVec is specified it stores the result in there instead of returning a new Vector4. +Examples +! print( "Entity COM = " .. Entity.GetCenterOfMassWorld( entity ) ) +See Also +• Entity.EnableDynamics +Entity.GetChildren +Brief +Get an array of the child entities of a specified entity. +Definition +table Entity.GetChildren(Entity entity) +Arguments +entity - entity to obtain children from. +Return Values +An array of the child entities of the specified entity. +Description +If an entity has had children attached using Entity.AttachToParent, this function will return an array of all the child entities, in the order in which +they were attached. If there are no children, an empty table will be returned. +Examples +parent = Entity.Create() +childl = Entity.Create() +child2 = Entity.Create() +childl:AttachToParent(parent) +child2:AttachToParent(parent) +children = parent:GetChildren() +print(#children) — prints 2 , children[1] == childl and children[2] == child2 +print(#childl:GetChildren()) — prints 0, childl has no children +See Also +• Entity.AttachToParent +• Entity.GetParent +• Entity.GetSiblings +Entity.GetCloth +Brief +Retrieve a handle to the entity's cloth meshes, if any. +Definition +Cloth Entity.GetCloth(Entity entity) +Arguments +entity - Entity to query. +Return Values +A Cloth object, or nil if the entity has no model or model contains no cloth elements. +Description +If the entity's model contains cloth elements, this function can be used to obtain a handle to the cloth elements to alter their parameters. All cloth +elements in the model are modified when using the cloth handle. +Examples +myEntity:SetModel("ModelWithCloth") +local cloth = myEntity:GetCloth() +if (cloth) then +cloth:SetWindAngle(135) +end +See Also +• Cloth.SetWindAngle +Entity.GetCollisionLayer +Brief +Query the collision layer of an entity. +Definition +! enum Entity.GetCollisionLayer( Entity entity ) +Arguments +entity - The entity. +Return Values +The collision layer (a CollisionLayer enum). +Description +Query the collision layer of an entity. +Examples +i print( "collisionLayer="..Entity.GetCollisionLayer( entity ) +See Also +• Entity.SetCollisionLayer +Entity.GetContactCount +Brief +Retrieve the number of contacts passed to a collision callback. +Definition +! number Entity.GetContactCount() +Arguments +None +Return Values +Number of contacts passed to collision callback. +Description +Retrieve the number of contacts available in a collision callback. This function is only valid inside a collision callback. +Examples +function ContactAddedCallback(entity) +local numContacts = Entity.GetContactCount() +print(numContacts .. ' contacts added') +end +See Also +• Entity.GetContactPoint +• Entity.GetContactEntity +• Entity.GetContactRelVelocity +• Entity.GetContactld +Entity.GetContactEntity +Brief +Retrieve the other entity that has been contacted in a collision. +Definition +! Entity Entity.GetContactEntity(number index) +Arguments +index - index of the contact point +Return Values +The contacted entity, or nil in a collision with the world. +Description +Retrieve the other entity contacted in a collision, that is, the entity that is not reporting the collision. In a collision with world geometry or another +physics object not owned by an Entity, nil is returned. It is important to realise that the entity returned is not the exact same entity instance from +Lua's perspective. It will compare equal using == or ~=, and all API functions are available, but if used as a table key it will not match the "original'' +entity. If you wish to match the entities using a table, it is recommended to insert them using a unique key based on the entity itself. Note that this +function is only valid from within a collision callback, and will not be available for ContactRemoved callbacks. +Examples +function ContactAddedCallback(entity) +local numContacts = Entity.GetContactCount () +for i = 1, numContacts do +local entity = Entity.GetContactEntity(i) +if (entity == nil) then +print("I've hit the world!\n") +end +end +end +See Also +• Entity.GetContactCount +• Entity.GetContactPoint +• Entity.GetContactRelVelocity +Entity. GetContactld +Entity.GetContactld +Brief +Retrieve the unique contact ID. +Definition +number Entity.GetContactld(number index) +Arguments +index - index of the contact point +Return Values +The contact ID. +Description +Retrieve the unique ID number assigned the contact. This number will be preserved across multiple frames and so can be used to track individual +contacts over the duration of the collision. Do not make any assumptions about the ID numbers returned. Note that this function is only valid from +within a collision callback. +Examples +function ContactProcessCallback(entity) +local numContacts = Entity.GetContactCount () +for i = 1, numContacts do +local id = Entity.GetContactld(i) +UpdateContactTracker(id) — do something with contacts being tracked +end +end +See Also +Entity.GetContactPoint +Brief +Retrieve the position and/or normal of the specified contact. +Definition +Entity.GetContactPoint(number index, Vector4 position = nil, Vector4 normal = nil) +Arguments +index - index of the contact pointposition - Vector4 to store the position into, or nil if unwantednormal - Vector4 to store the normal into, or nil if +unwanted +Return Values +None. +Description +Retrieve the position and/or normal of a contact, specified by an index which must be between 1 and the contact count. Passing nil to position +and/or normal will skip retrieval of that value. Both values will be given in world space. Note that this function is only valid from within a collision +callback, and will not be available for ContactRemoved callbacks. +Examples +function ContactAddedCallback(entity) +local numContacts = Entity.GetContactCount () +local pos = Vector4.Create () +local norm = Vector4.Create() +for i = l r numContacts do +Entity.GetContactPoint(i, pos, norm) +SpawnlmpactEffeet(pos, norm) — user function to spawn an impact particle effect +end +end +See Also +• Entity.GetContactCount +• Entity.GetContactEntity +• Entity.GetContactRelVelocity +• Entity.GetContactld +Entity.GetContactRelVelocity +Brief +Retrieve the relative velocity of the colliding objects. +Definition +number Entity.GetContactRelVelocity(number index) +Arguments +index - index of the contact point +Return Values +The relative velocity, projected onto the contact normal. +Description +Retrieve the relative velocity of the colliding objects, projected onto the contact normal. Note that the value may be negative or positive. Note also +that this function is only valid from within a collision callback, and only in reponse to the ContactAdded event. +Examples +function ContactAddedCallback(entity) +local numContacts = Entity.GetContactCount() +local pos = Vector4.Create() +local norm = Vector4.Create() +for i = 1, numContacts do +local relVel = math.abs(Entity.GetContactRelVelocity(i)) +Entity.GetContactPoint(i, pos, norm) +if (relVel > 10) then +SpawnBigParticle(pos, norm) +else +SpawnSmallParticle(pos, norm) +end +end +end +See Also +Entity.GetContactUserld +Brief +Retrieve the user ID of the part of a party (entity or collision geometry) involved in a contact. +Definition +number, number Entity.GetContactUserld(number contactIndex) +number Entity.GetContactUserld(number contactlndex, number partylndex) +Arguments +contactlndex - index of the contact pointpartylndex - index of the party; 1 or 2 +Return Values +In the first usage, both user IDs in order, or the single user ID requested in the second usage. If a value is +nil, no user ID is available. +Description +Retrieve the user ID(s) of the part of a party (entity or collision geometry) involved in a contact. Note that this function is only valid from within a +collision callback. Note that there are two collision items involved in a contact, so there are two corresponding user IDs. The user IDs are ordered +such that party 1 is the entity registered for collision callbacks, and party 2 is the other collision item. +Examples +function ContactProcessCallback(entity) +local numContacts = Entity.GetContactCount() +for i = 1, numContacts do +local idA = Entity.GetContactUserld(i, 1) +local idB = Entity.GetContactUserld(i, 2) +— or local idA, idB = Entity.GetContactUserld(i) +if idA == 100 then +print("UserlD 100 has been hit!") +end +end +end +See Also +Entity.GetCullDistance +Brief +Get the cull distance for an entity. +Definition +! number Entity.GetCullDistance(Entity entity) +Arguments +entity - The entity to modify. +Return Values +The cull distance of the entity, or 0 if disabled. +Description +Get the cull distance of an entity set with SetCullDistance. +Examples +! if (myEntity:GetCullDistance() > 500) then +print("This entity has a very large cull distance!") +| end +See Also +• Entity.SetCullDistance +Entity.GetGravity +Brief +Query the gravity vector of the entity. +Definition +Vector4 Entity.GetGravity( Entity entity ) +Entity.GetGravity( Entity entity, Vector4 gravityVectorOut ) +Arguments +entity - entity to be queried.gravityVectorOut - gravity vector storage. +Return Values +The gravity vector +Description +Query the gravity vector of the entity. This function is only valid if the entity has a collision item. +Examples +— first form +print( Entity.GetGravity( entity ) ) +— second form +local grav = Vector4.Create() +Entity.GetGravity( entity, grav ) +print( grav ) +See Also +• Entity.SetGravity +Entity. GetlndexOfAnim +Brief +Find the index of the active animation that is using the specified animation resource. +Definition +number Entity.GetIndexOfAnim( Entity entity, string resourceName, number startlndex = 1 ) +Arguments +entity - the entity to queryresourceName - the name of the animation we are looking forstartlndex - index to begin search at +Return Values +The index of the animation being queried, or nil if not found. +Description +The start index is provided so that multiple searches can be made if the same resorce is being played multiple times. +Examples +; local animlndex = Entity.GetlndexOfAnim( myEntity, "myAnim" ) +See Also +• Entity. GetActiveAnim +• Entity. BlendAnimln +• Entity. BlendAnimOut +• Entity. StopAnim +Entity. GetLinearDamping +Brief +Gets the linear damping of the collision resource attached to the entity. +Definition +number Entity.GetLinearDamping( Entity entity ) +Arguments +entity - The entity to query. +Return Values +The linear damping for the entity. +Description +Gets the linear damping of the collision resource attached to the entity. This function is only valid if the entity has a collision item. +Examples +I local damping = Entity.GetLinearDamping( entity ) +See Also +• Entity.EnableCollision +• Entity. EnableDynamics +• Entity.SetCollision +• Entity. SetLinearDamping +Entity.GetLinearVelocity +Brief +Returns the linear velocity of the entity. +Definition +! Vector4 Entity.GetLinearVelocity( Entity entity ) +! Entity.GetLinearVelocity( Entity entity, Vector4 outVec ) +Arguments +entity - The entity to query.outVec - The vector to write the result to. +Return Values +The entity's current linear velocity. +Description +Returns the linear velocity of the center of mass of the entity's rigid body in world space. The W component of the returned vector is zero. If +outVec is specified it stores the result in there instead of returning a new Vector4. +Examples +— Add the entity to the physics simulation +Entity.EnableCollision ( entity, true ) +Entity.EnableDynamics( entity, true ) +— Query the linear velocity +linearVel = Entity.GetLinearVelocity( entity ) +See Also +• Entity. GetAngularVelocity +Entity. GetLocalBounds +Brief +Retrieve the local-space bounds of an entity's model. +Definition +Entity.GetLocalBounds(Entity entity, Vector4 min, Vector4 max) +Arguments +entity - The entity to query.min (out) - Vector4 to receive the minimum extents.max (out) - Vector4 to receive the maximum extents. +Return Values +None. +Description +This function will retrieve the local-space bounds of the entity's model. If no model is set then an error will be raised. The returned vectors indicate +the minimum and maximum extents on each axis in local space, and define an axis-aligned bounding box. The W components will be 1. +Examples +Vector4 min = Vector4.Create() +Vector4 max = Vector4.Create() +myEntity:GetLocalBounds(min, max) +local center = (min + max) * 0.5 +local extents = max - center +See Also +• Entity.GetWorldBounds +Entity.GetLocalMatrix +Brief +Returns the current local transformation matrix of the entity. +Definition +Matrix44 Entity.GetLocalMatrix( Entity entity ) +Entity.GetLocalMatrix( Entity entity, Matrix44 outMat ) +Arguments +entity - The entity to query.outMat - The Matrix44 to store the result to. +Return Values +The current local matrix of the entity. +Description +Returns the current local transformation matrix of the entity. This matrix is relative to the coordinate system of the entity's parent, if one exists. If +the entity has no parent, the matrix is relative to the world space coordinate system. If outMat is specified it stores the result in there instead of +returning a new Matrix44. +Examples +entity = Entity.Create() +mat = Entity.GetLocalMatrix( entity ) +print( mat ) +See Also +• Entity.Create +Entity.GetMass +Brief +Returns the mass of the collision resource attached to the entity. +Definition +number Entity.GetMass( Entity entity ) +Arguments +entity - The entity to query. +Return Values +The mass of the collision resource attached to the entity. +Description +Gets the mass of the rigid body that is attached to the entity. This function can only be called if the entity has a collision resource. +Examples +! local mass = Entity.GetMass( entity ) +See Also +• Entity.EnableCollision +• Entity. EnableDynamics +• Entity.SetColiision +• Entity.SetMass +Entity.GetNumActiveAnims +Brief +Returns the number of active animations currently being played on the specified entity. +Definition +! number Entity.GetNumActiveAnims( Entity entity ) +Arguments +entity - the entity to query +Return Values +The number of active anims running. +Description +Returns the number of active animations currently being played on the specified entity. +Examples +! local numAnims = Entity.GetNumActiveAnims( myEntity ) +See Also +None +Entity.GetParent +Brief +Get the parent entity for the specified entity, if any. +Definition +Entity Entity.GetParent(Entity entity) +Arguments +entity - entity to obtain parent from. +Return Values +The parent entity, or nil if no parent. +Description +If an entity has been attached to another entity using Entity.AttachToParent, the parent entity can be retrieved with this function. +Examples +! parent = Entity.Create() +i entity = Entity.Create() +| entity:AttachToParent(parent) +if (entity:GetParent () == parent) then +print("Attached!") — prints Attached! +| end +L_I +See Also +Entity.AttachToParent +• Entity.GetChildren +• Entity.GetSiblings +Entity.GetPointVelocity +Brief +Returns the velocity of a point on a physics collision item. +Definition +Vector4 Entity.GetPointVelocity( Entity entity, Vector4 point ) +Entity.GetPointVelocity( Entity entity, Vector4 point, Vector4 outVec ) +Arguments +entity - The entity to query.point - The point of which you wish to know the velocity.outVec - The Vector4 to store the result to. +Return Values +The velocity of the point on the rigid body. +Description +Returns the velocity of a point on a physics collision item in world space. If outVec is specified it stores the result it is used to store the result +instead of returning a new Vector4. This function is only available if the entity has a collision item. +Examples +j print( "Point velocity lm up = " .. Entity.GetPointVelocity( entity, Vector4.Create( 0, 1, 0 ) ) +See Also +• Entity. EnableDynamics +Entity.GetPosition +Brief +Returns the entity's position. +Definition +Vector4 Entity.GetPosition( Entity entity ) +Entity.GetPosition( Entity entity, Vector4 outVec ) +Arguments +entity - The entity to query.outVec - The Vector4 to store the result to. +Return Values +The entity's position. +Description +Returns the entity's position. If the entity has a parent, the returned position is relative to the parent's coordinate system. If outVec is specified it +stores the result in there instead of returning a new Vector4. +Examples +print( "Entity position = " .. Entity.GetPosition( entity ) ) +See Also +None +Entity.GetRotationQuat +Brief +Gets the rotation as a quaternion. +Definition +Quaternion Entity.GetRotationQuat( Entity entity ) +Entity.GetRotationQuat( Entity entity, Quaternion outQuat ) +Arguments +entity - The entity to query.outQuat - The Quaternion to store the result to. +Return Values +The rotation of the entity in quaternion form, or none using the second syntax. +Description +Gets the rotation of the entity in quaternion form. If outQuat is specified it is used for storing the result instead of returning a new Quaternion. +Examples +j entity = Entity.Create() +i rotation = entity:GetRotationQuat() +See Also +• Entity.SetRotationQuat +Entity.GetRotationXyz +Brief +Gets the rotation about the x, y, and z-axis in degrees. +Definition +Vector4 Entity.GetRotationXyz( Entity entity ) +Entity.GetRotationXyz( Entity entity, Vector4 outVec ) +Arguments +entity - The entity to query.outVec - The Vector4 to store the result to. +Return Values +The XYZ-ordered axis rotation of the entity. +Description +Gets the rotation about the x, y, and z-axis of the entity's local coordinate system in degrees. The rotation order is x, y, z. The W component of the +returned vector is set to 0.0. If outVec is specified it stores the result in there instead of returning a new Vector4. +Examples +j entity = Entity.Create() +i rotation = Entity.GetRotationXyz( entity ) +See Also +• Entity.SetRotationXyz +Entity.GetScale +Brief +Returns the entity's scale. +Definition +Vector4 Entity.GetScale( Entity entity ) +Entity.GetScale( Entity entity, Vector4 outVec ) +Arguments +entity - The entity to query.outVec - The Vector4 to store the result to. +Return Values +The entity's scale. +Description +Returns the entity's scale. If the entity has a parent, the returned scale is relative to the parent's coordinate system. If outVec is specified it stores +the result in there instead of returning a new Vector4. +Examples +! print( "Entity scale = " .. Entity.GetScale( entity ) ) +See Also +• Entity.AttachToParent +• Entity.SetScale +Entity.GetSiblings +Brief +Get an array of the sibling entities of a specified entity. +Definition +table Entity.GetSiblings(Entity entity) +Arguments +entity - entity to obtain siblings from. +Return Values +An array of the sibling entities of the specified entity. +Description +If an entity has been attached to a parent entity using Entity.AttachToParent, this function will return an array of all other entities attached to the +same parent, excluding this entity. If this entity is the only child, the table will be empty. +Examples +parent = Entity.Create() +childl = Entity.Create() +child2 = Entity.Create() +childl:AttachToParent(parent) +child2:AttachToParent(parent) +childlSiblings = childl:GetSiblings() +child2Siblings = child2:GetSiblings() +if (childlSublings[1] ~= child2 or child2Siblings[1] ~= childl) then +error("This will never happen") +end +See Also +• Entity.AttachToParent +• Entity.GetParent +• Entity.GetChildren +Entity.GetUniqueld +Brief +Returns a unique integer ID that identifies the entity. +Definition +number Entity.GetUniqueld(Entity entity) +Arguments +entity - The entity to query. +Return Values +A unique integer ID value. +Description +The integer ID returned is guaranteed to be unique for all currently active entities on the local client, and it is guaranteed that if entityl == entity2 +is true, then entityl :GetUniqueld() == entity2:GetUniqueld() is also true, and vice versa. No assumptions should be made about the nature of the +ID value, and it is not guaranteed to be persistent or reproducible across instances or PS Home versions. Note that the ID value isn't replicated in +any way, it only applies to local entities. +Examples +local hitEntity = raycast:GetHitEntity() +if (myEntityTable[ hitEntity:GetUniqueld() ] == nil) then +print("New entity hit!") +myEntityTable[ hitEntity:GetUniqueld() ] = hitEntity +end +See Also +None +Entity.GetWorldBounds +Brief +Retrieve the world-space bounds of an entity's model. +Definition +Entity.GetWorldBounds(Entity entity, Vector4 min, Vector4 max) +Arguments +entity - The entity to query.min (out) - Vector4 to receive the minimum extents.max (out) - Vector4 to receive the maximum extents. +Return Values +None. +Description +This function will retrieve the world-space bounds of the entity's model. If no model is set then an error will be raised. The returned vectors +indicate the minimum and maximum extents on each axis in world space, and define a world-space axis-aligned bounding box. The W +components will be 1. NOTE: the world bounds are only updated when the model renders. Thus if you move the object in current frame, the world +bounds will be out of date until the following frame. If you wish to compute up to date world bounds in this specific case, transform the local +bounds and take the AABB of the OBB thus formed. +Examples +Vector4 min = Vector4.Create() +Vector4 max = Vector4.Create() +myEntity:GetWorldBounds(min, max) +local center = (min + max) * 0.5 +local extents = max - center +See Also +• Entity.GetLocalBounds +Entity. GetWorldMatrix +Brief +Returns the current world matrix of the entity. +Definition +Matrix44 Entity.GetWorldMatrix( Entity entity ) +Entity.GetWorldMatrix( Entity entity, Matrix44 outMat ) +Arguments +entity - The entity to query.outMat - The Matrix44 to store the result to. +Return Values +The current world matrix of the entity. +Description +Returns the current world matrix of the entity. If outMat is specified it stores the result in there instead of returning a new Matrix44. +Examples +j entity = Entity.Create() +; mat = Entity.GetWorldMatrix( entity ) +j print( mat ) +See Also +• Entity.Create +Entity.HasActiveAnims +Brief +Indicates if there are any active animations on the entity. +Definition +boolean Entity.HasActiveAnims( Entity entity ) +Arguments +entity - the entity to query +Return Values +True if there are any active animations being played on the entity, or false if not. +Description +This function is more efficient than checking if Entity.GetNumActiveAnims() is 0. +Examples +! if ( Entity.HasActiveAnims( myEntity ) ) then +Entity.StopAnim( myEntity ) +| end +See Also +Entity. BlendAnimln +• Entity. BlendAnimOut +• Entity.GetlndexOfAnim +• Entity.GetActiveAnim +Entity. IsActionEnabled +Brief +Query whether entity action is enabled. +Definition +! boolean Entity.IsActionEnabled( Entity entity, number actionld ) +Arguments +entity - The entity to which the action belongsactionld - The numerical action ID +Return Values +true if enabled, false otherwise +Description +Query whether an entity action is currently enabled. +Examples +entity = Entity.Create() +e:SetCollision("kCollisionResource" ) +e:EnableDynamics() +actionld = Entity.CreatePointForceAction( e, false ) +f = Vector4.Create( 10.0, 0.0, 0.0 ) +p = Vector4.Create( 0.0, 1.0, 0.0 ) +Entity.EnableAction( e, actionld, true ) +print( Entity.IsActionEnabled( e, actionld ) ) +Entity.SetActionForce( e, actionld, f ) +Entity.SetActionPosition( e, actionld, p ) +Entity.DestroyAction( e, actionld ) +See Also +• Entity.EnableAction +Entity.lsDynamicsActive +Brief +Query whether dynamics is active on the specified entity. +Definition +boolean Entity.IsDynamicsActive( Entity entity ) +Arguments +entity - The entity to update. +Return Values +true if dynamics is active, false otherwise. +Description +Query whether dynamics is active on the specified entity. See Entity.SetDynamicsActive documentation for more information. This function is only +valid if the entity has a collision item. +Examples +— Activate dynamics (collision must be enabled as well) +Entity.EnableCollision( entity ) +Entity.EnableDynamics( entity ) +Entity.SetDynamicsActive( entity ) +print( Entity.IsDynamicsActive( entity ) ) +See Also +• Entity.EnableDynamics +• Entity.SetDynamicsActive +Entity.lsDynamicsAutoDeactivationEnabled +Brief +Query whether auto-deactivation of dynamics is enabled on the specified entity. +Definition +boolean Entity.IsDynamicsAutoDeactivationEnabled( Entity entity ) +Arguments +entity - The entity to update. +Return Values +true if enabled, false otherwise. +Description +Query whether auto-deactivation of dynamics is enabled on the specified entity. See Entity.EnableDynamicsAutoDeactivation for more +information. +Examples +— Enable auto-deactivation +Entity.EnableCollision ( entity ) +Entity.EnableDynamics( entity ) +Entity.SetDynamicsActive( entity ) +Entity.EnableDynamicsAutoDeactivation( entity ) +print( ( Entity.IsDynamicsAutoDeactivationEnabled( entity ) ) ) +See Also +Entity. EnableDynamics +• Entity.SetDynamicsActive +• Entity. EnableDynamicsAutoDeactivation +Entity.IsInterpolatedModeEnabled +Brief +Query whether or not interpolated mode is enabled. +Definition +! boolean Entity.IsInterpolatedModeEnabled( Entity entity ) +Arguments +entity - The entity. +Return Values +true if interpolated mode is enabled, false otherwise. +Description +Query whether or not interpolated mode is enabled. Interpolated mode can help smooth the motion of dynamic entities, particularly those that are +directly controlled by the user; however, there is an extra processing overhead. +Examples +! print( Entity.IsInterpolatedModeEnabled( entity ) ) +See Also +• Entity.EnablelnterpolatedMode +Entity. IsKeepUprightEnabled +Brief +Query whether or not the entity is being kept upright. +Definition +! boolean Entity.IsKeepUprightEnabled( Entity entity ) +Arguments +entity - entity to be queried. +Return Values +true if the entity is being kept upright, false otherwise. +Description +Query whether or not the entity is being kept upright, e = Entity.Create() e:SetCollision("kCollisionResource") e:EnableCollision() +e:EnableDynamics() e:EnableKeepUpright( true, 0.1 ) print( e:lsKeepUprightEnabled()) +Examples +! Entity.EnableKeepUpright +See Also +None +Entity.IsLayerCollisionEnabled +Brief +Query whether or not an entity can collide with collision of the specified layer. +Definition +! boolean Entity.IsLayerCollisionEnabled( Entity entity, enum layer ) +Arguments +entity - The entity.layer - The collision layer (a CollisionLayer enum). +Return Values +true if collision is enabled, false otherwise. +Description +Query whether or not an entity can collide with collision of the specified layer. +Examples +: print( Entity.IsLayerCollisionEnabled( entityl, Entity.GetCollisionLayer( entity2 ) ) ) +See Also +• Entity.EnableLayerCollision +Entity.IsVisible +Brief +Indicates if the entity is currently marked as visible. +Definition +! Entity.IsVisible(Entity entity) +Arguments +entity - the entity to query. +Return Values +true if the object is marked as visible, false otherwise. +Description +An entity can be marked as invisible for several reasons: the script can do so using SetVisible, entities attached to a person that is invisible or too +close to the camera, and entities that represent scene objects hidden by the client (for example, active furniture during removal). This function will +indicate whether an entity has been marked invisible for any reason. It is not possible to tell from the return value why the entity is invisible, but it +may be helpful to a script if it is desired to hide other entities/effects when one entity is invisible. It is not required to check this for all entities, as +only entities attached to scene objects as indicated above can be affected outside the script's control. Visibility is also inherited, so children of an +invisible entity are automatically made invisible also, and this functionality should be leveraged if it is desired to hide groups of entities when a +parent entity is made invisible for any reason. +Examples +if (not Active.GetEntity():IsVisible()) then +— active has been hidden, pause our special unattached particle effects +PauseParticles() +end +See Also +• Active.GetEntity +• Entity.SetVisible +Entity. LookAt +Brief +Rotate an entity to look at a specified point. +Definition +Entity.LookAt( Entity entity, Vector4 targetPoint, Vector up=[0,l,0,0] ) +Arguments +entity - The entity to update.targetPoint - The point to look at, in the entity's parent space.up - The up vector of the entity, in the entity's parent +space. +Return Values +None. +Description +Rotate the entity to look at the specified point. The entity looks down its forward/front vector, the z-axis. Note that this is a one-off reorientation of +the entity, it will not track the look-at point if the entity (or its parent) moves. +Examples +! entity = Entity.Create() +Entity.LookAt( entity, Vector4.Create( 0.5, 0.5, 0 ) ) +See Also +• Entity.Create +• Vector4. Create +Entity. LookAtWorld +Entity.LookAtWorld +Brief +Rotate an entity to look at a specified point in world space. +Definition +! Entity.LookAtWorld( Entity entity, Vector4 targetPoint, Vector up=[0,l,0,0] ) +Arguments +entity - The entity to update.targetPoint - The point to look at in world space.up - The up vector of the entity in world space. +Return Values +None. +Description +Rotate the entity to look at the specified point in world space. The entity looks down its forward/front vector, the z-axis. Note that this is a one-off +reorientation of the entity, it will not track the look-at point if the entity (or its parent) moves. +Examples +1 entity = Entity.Create() +j Entity.LookAtWorld( entity, Vector4.Create( 0.5, 0.5, 0 ) ) +See Also +• Entity.Create +• Vector4.Create +• Entity.LookAt +Entity.ParticlelsAlive +Brief +Returns true if particle effect is still alive. +Definition +! boolean Entity.ParticlelsAlive( Entity entity ) +Arguments +entity - The entity to query. +Return Values +true if any particles are still active, false otherwise. +Description +Returns true if particle effect is still alive. +Examples +entity = Entity.Create() +Entity.ParticleSetEffeet( entity, "myparticle" ) +if Entity.ParticlelsAlive( entity ) then +print( "Particle system still active!" ) +end +See Also +• Entity.Create +• Entity. ParticleSetEffect +Entity.ParticleReset +Brief +Resets the particle effect. +Definition +Entity.ParticleReset( Entity entity ) +Arguments +entity - The entity to update. +Return Values +None. +Description +Resets the particle effect by clearing the particle buffer and resetting time to 0.0. +Examples +! entity = Entity.Create() +| Entity.ParticleSetEffeet( entity, "myparticle" ) +j Entity.ParticleReset( entity ) +See Also +• Entity.Create +• Entity. ParticleSetEffect +Entity.ParticleSetAttachType +Brief +Sets how the particle is attached to the entity's world matrix. +Definition +Entity.ParticleSetAttachType( Entity entity, string type ) +Arguments +entity - The entity to update.type - The type of attachment the entity has over the particle effect. Can be one of the following: +"render" +"emitter" +Return Values +None. +Description +Sets how the particle is attached to the entity's world matrix. Can be one of the following: "render" - The entity's world matrix is used as the render +matrix of the particle effect. This is the default, "emitter” - The entity's world matrix is used as the emitter matrix of the particle effect. +Examples +e = Entity.Create() +Entity.ParticleSetEffeet( e, "flaming_torch" ) +Entity.ParticleSetAttachType( e, "emitter" ) +See Also +• Entity. ParticleSetEffect +Entity.ParticleSetEffect +Brief +Sets the entity's particle effect. +Definition +Entity.ParticleSetEffeet( Entity entity, string resourceName ) +Entity.ParticleSetEffeet( Entity entity. Resource particleResource ) +Arguments +entity - The entity to update.resourceName - The resource name of the particle effect or nil to remove it.particleResource - The particle effect +resource or nil to remove it. +Return Values +None. +Description +Sets the entity's particle effect to the named resource as specified in the HDK's Object Editor application. +Examples +! entity = Entity.Create() +i Entity.ParticleSetEffeet( entity, "myparticle" ) +See Also +None +Entity.ParticleSetEmitting +Brief +Starts/Stops particle emission. +Definition +Entity.ParticleSetEmitting( Entity entity, boolean value ) +Arguments +entity - The entity to update.value - true to enable emission and false to stop emission. +Return Values +None. +Description +Starts/Stops particle emission. +Examples +| entity = Entity.Create() +Entity.ParticleSetEffeet( entity, "myparticle" ) +j Entity.ParticleSetEmitting( entity, false ) +See Also +• Entity.Create +Entity.ParticleSetUpdate +Brief +Starts/stops particle updating. +Definition +Entity.ParticleSetUpdate( Entity entity, boolean value ) +Arguments +entity - The entity to update.value - true to enable particle updates and false to disable them. +Return Values +None. +Description +Starts/stops particle updating. This effectively starts/stops time. +Examples +! entity = Entity.Create() +Entity.ParticleSetEffeet( entity, "myparticle" ) +| Entity.ParticleSetUpdate( entity, false ) +See Also +• Entity.Create +• Entity. ParticleSetEffect +Entity.ParticleSetUserParam +Brief +Sets a user parameter in the particle system +Definition +boolean Entity.ParticleSetUserParam( Entity entity, string paramName, number paramValue ) +boolean Entity.ParticleSetUserParam( Entity entity, string paramName, Vector4 paramValue ) +Arguments +entity - The entity to update.paramName - The name of the parameter to set in the particle graph.paramValue - The value to set. +Return Values +true if the assignment was made, false if parameter not present in particle system. +Description +The particle editor tool allows for input of user parameters from runtime code. Access this via the "HomeLua..." nodes in the particle editor. There +are many supported types. 1->4 float components. (Scalar, Scale, Vector, Colour, etc...) The Scalar types can use the number or Vector4 +interface. All other types need to use the Vector4 interface. +Examples +entity = Entity.Create() +Entity.ParticleSetEffeet( entity, "myparticle" ) +Entity.ParticleSetUserParam( entity, "homelua_scalarl" +Entity.ParticleSetUserParam( entity, "homelua_scalar2" +Entity.ParticleSetUserParam( entity, "homelua_colourl" +Entity.ParticleSetUserParam( entity, "homelua_vector5" +5.0 ) +Vector4(5.0) ) +Vector4(0.3,0.4,0.5,1.0) ) +Vector4(1.0,0.0,1.0) ) +See Also +None +Entity.PauseAnim +Brief +Pauses all current animation(s) if any are playing. +Definition +Entity.PauseAnim( Entity entity ) +Arguments +entity - The entity to update. +Return Values +None. +Description +Pauses all current animation(s) if any are playing. Use ResumeAnim to continue to play the animation(s). +Examples +entity = Entity.Create() +Entity.SetModel( entity, "mymodel" ) +Entity.SetSkeleton( entity, "myskel" ) +Entity.PlayAnim( entity, "myanim" ) +Entity.PauseAnim( entity ) +See Also +• Entity.ResumeAnim +Entity.PlayAnim +Brief +Plays the specified animation resource. +Definition +Entity.PlayAnim( Entity entity, +priority = 0 ) +Entity.PlayAnim( Entity entity, +priority = 0 ) +string resourceName, boolean looping = true, number time = 0, number +Resource animResource, boolean looping = true, number time = 0, number +Arguments +entity - The entity to update.resourceName - The resource name of the animation.animResource - The animation resource.looping - flag indicating +if animation should loop, or only play once. Default is true.time - the time at which the animation is played from. If the time is greater than the +duration, is taken as 0. Default is 0.priority - The priority affects where in the animation list an animation will be played. The higher the number, the +later it will be played. +If a prior animation is being played at the same priority, then the new animation will be placed after the old animation in the list, (default is 0). +*NB Internally, priority is treated as an integer. +Return Values +None. +Description +Plays the specified animation resource as specified in the HDK's Object Editor application. Stops all other animations that are currently playing. +Examples +entity = Entity.Create() +Entity.SetModel( entity, "mymodel" ) +Entity.SetSkeleton( entity, "myskel" ) +Entity.PlayAnim( entity, "myanim" ) +See Also +Entity.Create +• Entity. SetModel +• Entity.SetSkeleton +Entity.RegisterCollisionCallback +Brief +Register a function to be called in response to a collision event involving the specified entity. +Definition +Entity.RegisterCollisionCallback( Entity entity, EntityCollision eventType, function callback, +userData = nil ) +Arguments +entity - the entity to register for the collision callbackeventType - an EntityCollision enum value: +EntityCollision.ContactAdded - a new contact point has been added +EntityCollision.ContactProcess - called for all active contact points each frame while they exist +EntityCollision.ContactRemoved - a contact point has been removedcallback - the Lua function to be calleduserData - arbitrary user data of the +user's choice +Return Values +None. +Description +Register a function to be called in response to a collision event involving the specified entity. You must enable collision callbacks for the specified +entity using EnableCollisionCallbacksQ in order to begin receiving callbacks to your registered function(s). You must also set the maximum +contacts buffer using Entity.SetMaxContacts(). Finally, the entity must have collision set and enabled for the callbacks to occur. +Examples +— set up a collision data buffer +Entity.SetMaxContacts( 128 ) +foo = Entity.Create () +foo:SetModel("model") +foo:SetCollision("collision") +foo:SetPosition(Vector4.Create(0, 5, 0)) +foo:SetVisible(true) +foo:EnableCollision(true) +foo:EnableDynamics(true) +foo:EnableCollisionCallbacks(true) +foo:RegisterCollisionCallback(EntityCollision.ContactAdded, ContactAddedCallback, foo) +foo:RegisterCollisionCallback(EntityCollision.ContactRemoved, ContactRemovedCallback, foo) +See Also +• Entity. RegisterCollisionCallback +• Entity.SetMaxContacts +• Entity.SetCollision +• Entity.EnableCollision +Entity. Reset +Brief +Reset an entity to a newly-created state. +Definition +Entity.Reset(Entity entity) +Arguments +entity - Entity to reset. +Return Values +None. +Description +Resets all non-hierarchy entity state, including model, animation, collision, particles, attached cameras, lights and other state. The entity's +hierarchy state (parent and children) and transform state (position and rotation) will not be reset, if this is desired it must be done explicitly. Of +particular use if using a pool of entities, as entities can be reset upon being released back into the pool (or when allocated from the pool). +Examples +myEntity:Reset() +See Also +• Entity.Copy +Entity.ResumeAnim +Brief +Resumes all current animation(s) if they are paused. +Definition +Entity.ResumeAnim( Entity entity ) +Arguments +entity - The entity to update. +Return Values +None. +Description +Resumes all current animation(s) if they are paused. Use PauseAnim to pause the animation(s). +Examples +entity = Entity.Create() +Entity.SetModel( entity, "mymodel" ) +Entity.SetSkeleton( entity, "myskel" ) +Entity.PlayAnim( entity, "myanim" ) +Entity.PauseAnim( entity ) +Entity.ResumeAnim( entity ) +See Also +• Entity.PauseAnim +Entity.SetActionForce +Brief +Set the force of an entity action. +Definition +Entity.SetActionForce( Entity entity, number actionld, Vector4 force ) +Arguments +entity - The entity to which the action belongsactionld - The numerical action IDforce - The force in world-space +Return Values +None. +Description +Set the force of an entity action. Only applicable to force-based actions. This function is only available if the entity has a collision item. +Examples +entity = Entity.Create() +e:SetCollision("kCollisionResource" ) +e:EnableDynamics() +actionld = Entity.CreatePointForceAction( e, false ) +f = Vector4.Create( 10.0, 0.0, 0.0 ) +p = Vector4.Create( 0.0, 1.0, 0.0 ) +Entity.EnableAction( e, actionld ) +Entity.SetActionForce( e, actionld, f ) +Entity.SetActionPosition( e, actionld, p ) +Entity.DestroyAction( e, actionld ) +See Also +• Entity. SetActionTorque +• Entity.SetActionPosition +Entity.SetActionPosition +Brief +Set the position of an entity action. +Definition +Entity.SetActionPosition( Entity entity, number actionld, Vector4 position ) +Arguments +entity - The entity to which the action belongsactionld - The numerical action IDposition - The position in world-space. +Return Values +None. +Description +Set the position of an entity action. Only applicable to position-based actions. This function is only available if the entity has a collision item. +Examples +entity = Entity.Create() +e:SetCollision("kCollisionResource" ) +e:EnableDynamics() +actionld = Entity.CreatePointForceAction( e, false ) +f = Vector4.Create( 10.0, 0.0, 0.0 ) +p = Vector4.Create( 0.0, 1.0, 0.0 ) +Entity.EnableAction( e, actionld ) +Entity.SetActionForce( e, actionld, f ) +Entity.SetActionPosition( e, actionld, p ) +Entity.DestroyAction( e, actionld ) +See Also +• Entity.SetActionTorque +• Entity.SetActionForce +Entity.SetActionTorque +Brief +Set the torque of an entity action. +Definition +Entity.SetActionTorque( Entity entity, number actionld, Vector4 torque ) +Arguments +entity - The entity to which the action belongsactionld - The numerical action IDtorque - The torque in world-space. +Return Values +None. +Description +Set the torque of an entity action. Only applicable to torque-based actions. This function is only available if the entity has a collision item. +Examples +entity = Entity.Create() +e:SetCollision("kCollisionResource" ) +e:EnableDynamics() +actionld = Entity.CreateTorqueAction( e, false ) +t = Vector4.Create( 10.0, 0.0, 0.0 ) +p = Vector4.Create( 0.0, 1.0, 0.0 ) +Entity.EnableAction( e, actionld ) +Entity.SetActionTorque( e, actionld, t ) +Entity.DestroyAction( e, actionld ) +See Also +• Entity.SetActionForce +• Entity.SetActionPosition +Entity. SetAngularDamping +Brief +Sets the angular damping of the collision resource attached to the entity. +Definition +! Entity.SetAngularDamping( Entity entity, number damping ) +Arguments +entity - The entity to update.damping - The angular damping to apply to the entity. +Return Values +None. +Description +Sets the angular damping of the collision resource attached to the entity. Angular damping reduces the rotational velocity of the entity over time. +For example, if you set the angular damping to 0.2, then every second about 20% of the object's angular velocity will be removed. This function is +only valid if the entity has a collision item. +Examples +! Entity.SetAngularDamping( entity, 0.2 ) +See Also +• Entity.EnableCollision +• Entity.EnableDynamics +• Entity.SetCollision +• Entity.GetAngularDamping +Entity.SetAngularVelocity +Brief +Sets the angular velocity around the center of mass of the entity. +Definition +Entity.SetAngularVelocity( Entity entity, Vector4 velocity ) +Arguments +entity - The entity to update.velocity - vector specifying angular velocity. +Return Values +None. +Description +Sets the angular velocity around the center of mass of the entity's rigid body in world space. The W component of the specified vector is ignored. +Examples +! — Add the entity to the physics simulation +i Entity.EnableCollision( entity, true ) +| Entity.EnableDynamics( entity, true ) +| Entity.SetAngularVelocity( entity, Vector4.Create( 0, 10, 0 ) ) +See Also +• Entity. SetLinearVelocity +• Vector4.Create +Entity .Set AttachT ype +Brief +Set the type of attachment used by the entity. +Definition +Entity.SetAttachType( Entity entity, AttachType type ) +Arguments +entity - The entity to affect (must be attached to another entity or person).type - The type of attachment to use: +AttachType.T ranslation +AttachType. Rotation +AttachType.Scale +AttachType.Transform (default) +Return Values +None. +Description +The default behaviour for attached entities is to inherit all of their parent's transform, including translation, rotation and scaling. A script can use +this function to only inherit some of the parent's transform, to only translate an object with its parent and not alter its rotation for example. Scale is +handled so that if translation and scale are both inherited, then the local translation of the child entity will be scaled also, as per normal +attachment. If translation is not inherited, the local translation will not be scaled. +Examples +child:AttachToParent(parent) +child:SetAttachType(AttachType.Translation) — only inherit parent translation +child:SetAttachType(AttachType.Translation + AttachType.Rotation) — ignore parent scale +child:SetAttachType(AttachType.Transform) — same as default +See Also +• Entity.AttachToParent +• Entity.AttachToBone +Entity.SetCenterOfMassLocal +Brief +Sets the position of the entity's center of mass in local space. +Definition +Entity.SetCenterOfMassLocal( Entity entity, Vector4 com ) +Arguments +entity - The entity to update.com - The position of the entity's center of mass in local space. +Return Values +None. +Description +Sets the position of the entity's center of mass in local space. This may be offset from the coordinate origin of the entity depending on its physics +configuration. This function is only available if the entity has a collision item. +Examples +: Entity.SetCenterOfMassLocal( entity, Vector4.Create( 0.5, 0.5, 0.5 ) ) +See Also +• Entity. EnableDynamics +Entity.SetCollision +Brief +Sets the entity's collision. +Definition +Entity.SetCollision( Entity entity, string resourceName, Phys3dWorld world = nil ) +Entity.SetCollision( Entity entity, Resource collisionResource, Phys3dWorld world = nil ) +Arguments +entity - The entity to update.resourceName - The collision's resource name or nil to remove it.collisionResource - The collision resource or nil to +remove it.world - Phys3dWorld to add the entity to, or nil for the default. +Return Values +None. +Description +Sets the entity's collision to the named resource as specified in the HDK’s Object Editor application. Note that an entity with collision will no longer +respect attachments specified prior to calling SetCollision. The current world transform of the entity is preserved across this function call. This +function will automatically enable collision on the entity. +Examples +entity = Entity.Create() +Entity.SetCollision( entity, "mycollision" ) +— Remove the collision from the entity +Entity.SetCollision( entity, nil ) +See Also +• Entity.Create +• Phys3dWorld.Create +Entity.SetCollision Layer +Brief +Set the collision layer of an entity. +Definition +Entity.SetCollisionLayer( Entity entity, enum layer, boolean preserveCurrentLayerCollisions = true ) +Arguments +entity - The entity.layer - The collision layer; can be either CollisionLayer.Entity or a "User Layer".preserveCurrentLayerCollisions - true to +preserve which layers the entity collides with, false otherwise. +Return Values +None. +Description +Set the collision layer of an entity. If preserveCurrentLayerCollisions is false, the layers with which the entity collides are reset to the default for the +specified layer. The defaults can be changed using Scene.SetLayerCollisionDefault. +Examples +Entity.SetCollisionLayer( entity, CollisionLayer.Userl, false ) +See Also +• Entity.GetCollisionLayer +• Scene.SetLayerCollisionDefault +Entity.SetCullDistance +Brief +Set a distance at which the entity will be automatically made invisible. +Definition +! Entity.SetCullDistance(Entity entity, number distance) +Arguments +entity - The entity to modify.distance - The distance from camera at which to visibility cull the entity, or 0 to disable. +Return Values +None. +Description +For situations involving a large scene, it may be beneficial for efficiency reasons to set objects to invisible when they are located far away. Setting +a cull distance will automatically compute the entity's distance from camera every frame and hide it and any child entities if the distance is greater +than the specified cull distance. Note that internally squared distances are compared, so the cull distance should not overflow a floating point +number when squared. +Examples +! myEntity:SetCullDistance(80) — set cull distance to 80m +See Also +• Entity.GetCullDistance +Entity.SetDynamicsActive +Brief +Activate/deactivate dynamics on the specified entity. +Definition +! Entity.SetDynamicsActive( Entity entity, boolean activate = true ) +Arguments +entity - The entity to update.activate - true to activate dynamics, false otherwise (defaults to true if not specified). +Return Values +None. +Description +Dynamics must be enabled with Entity.EnableDynamicsf) for the activated/deactivated state to take effect. An Entity with activated dynamics is +one that is having it’s motion updated. If dynamics are deactivated with this function, Flome's physics engine will stop updating the Entity's motion, +until it is activated again. Entities can be activated by another call to this function or by the application of forces/torques/impulses or by coming +into contact with other activated Entities. Entities can be deactivated with this function or by allowing auto-deactivation which will deactivate the +Entity if it has not been moving for a while. Auto-deactivation can be enabled/disabled with Entity.EnableDynamicsAutoDeactivation. This function +is only valid if the entity has a collision item. +Examples +— Deactivate dynamics +Entity.SetDynamicsActive( entity, false ) +— Activate dynamics (collision must be enabled as well) +Entity.EnableCollision( entity ) +Entity.EnableDynamics( entity ) +Entity.SetDynamicsActive( entity ) +See Also +• Entity.EnableDynamics +• Entity. EnableDynamicsAutoDeactivation +Entity.SetFrictionCoeff +Brief +Set the friction coefficient of the collision resource attached to the entity. +Definition +Entity.SetFrictionCoeff( Entity entity, number f ) +Arguments +entity - The entity to updated - the coefficient of friction. +Return Values +None. +Description +Set the coefficient of friction for the surface of the rigid body that is attached to the entity. This affects the entity's motion relative to surfaces it +comes into contact with. Although this is actually a pair-wise coefficient, friction is specified on a per rigid body basis. When affecting the relative +motion of two surfaces, the surfaces' friction coefficients are combined to produce a coefficient for the interaction. Usual values for friction are +between 0 and 1. Values greater than 1, although physically invalid, are allowed. However, values must be less than or equal to 255. +Examples +Entity.SetFrictionCoeff( entity, 0.0 ) +See Also +• Entity.EnableCollision +• Entity.EnableDynamics +• Entity. SetCollision +Entity.SetGravity +Brief +Set the gravity vector to apply to the entity. +Definition +Entity.SetGravity( Entity entity, Vector4 gravityVector ) +Arguments +entity - entity to be affected.gravityVector - new gravity vector. +Return Values +None. +Description +Only the specified entity is affected by the new gravity force. +Examples +! — set gravity to half strength +j local g = Scene.GetGravity() * 0.5 +j entity:SetGravity( g ) +See Also +• Entity.GetGravity +Entity.SetLight +Brief +Set the entity's light. +Definition +Entity.SetLight( Entity entity, Light light = nil ) +Arguments +entity - The entity to update.light - The Light to attach to the entity or nil to detach the existing light. +Return Values +None. +Description +Set the entity's light. +Examples +i entity = Entity.Create() +! Entity.SetLight( entity, light ) +See Also +Entity.Create +Entity. SetLinearDamping +Brief +Sets the linear damping of the collision resource attached to the entity. +Definition +! Entity.SetLinearDamping( Entity entity, number damping ) +Arguments +entity - The entity to update.damping - The linear damping to apply to the entity. +Return Values +None. +Description +Sets the linear damping of the collision resource attached to the entity. Linear damping reduces the linear velocity of the entity over time. For +example, if you set the linear damping to 0.2, then every second about 20% of the object's linear velocity will be removed. This function is only +valid if the entity has a collision item. +Examples +! Entity.SetLinearDamping( entity, 0.2 ) +See Also +• Entity.EnableCollision +• Entity. EnableDynamics +• Entity.SetCollision +• Entity.GetLinearDamping +Entity.SetLinearVelocity +Brief +Sets the linear velocity of this object. +Definition +! Entity.SetLinearVelocity( Entity entity, Vector4 velocity ) +Arguments +entity - The entity to update.velocity - Vector specifying linear velocity. +Return Values +None. +Description +Sets the linear velocity of the center of mass of the entity's rigid body in world space. The W component of the specified vector is ignored. +Examples +— Add the entity to the physics simulation +Entity.EnableCollision( entity, true ) +Entity.EnableDynamics( entity, true ) +Entity.SetLinearVelocity( entity, Vector4.Create( 0, 10, 0 ) ) +See Also +• Entity.SetAngularVelocity +• Vector4.Create +Entity.SetLocalMatrix +Brief +Sets the entity's local transformation matrix. +Definition +Entity.SetLocalMatrix( Entity entity, Matrix44 matrix ) +Arguments +entity - The entity to update.matrix - The matrix to set the entity's transform to. +Return Values +None. +Description +Sets the entity's local transformation matrix. The specified matrix is relative to the coordinate system of the entity's parent, if one exists. If the +entity has no parent, the matrix is relative to the world space coordinate system. +Examples +entity = Entity.Create() +matrix = Matrix44.Create() +— Set up a uniform scale matrix +Matrix44.SetScale( matrix, 2, 2, 2, 1, MATRIX_REPLACE ) +Entity.SetLocalMatrix( entity, matrix ) +print( mat ) +See Also +• Entity.Create +• Matrix44.Create +• Matrix44.SetScale +Entity.SetMass +Brief +Sets the mass of the collision resource attached to the entity. +Definition +! Entity.SetMass( Entity entity, number mass ) +Arguments +entity - The entity to update.mass - The mass of the entity's collision resource in kilograms. +Return Values +None. +Description +Sets the mass of the collision resource that is attached to the specified entity. Very large or very small masses should be avoided, as these can +create instability in the simulation. This function can only be called if the entity has a collision resource. +Examples +! Entity.SetMass( entity, 5 ) +See Also +• Entity.EnableCollision +• Entity. EnableDynamics +• Entity.SetCollision +• Entity.GetMass +Entity.SetMaxContacts +Brief +Specify the maximum number of contacts to buffer for collision callbacks. +Definition +boolean Entity.SetMaxContacts(number maxContacts) +Arguments +maxContacts - maximum number of contact events to buffer +Return Values +true if sufficient memory could be allocated or false otherwise. +Description +Allocates an internal buffer to record contact events for provision via collision callbacks. Each contact event generated by PS Home for the types +for which the script has registered callbacks will be buffered in this internal buffer, until the contacts are passed to the script via the callbacks. All +entities registered for callbacks in the current script environment will share this buffer. If more contacts are generated than the buffer can store, +subsequent contacts will not be buffered and will not be available to the script, and a message indicating this will be displayed in the console. +Note that each contact currently requires 64 bytes of memory. If this function fails, there was insufficient memory available to the script to allocate +the buffer. In this case, collision callbacks will be disabled until a subsequent call to this function (with a lower maximum) succeeds. This function +is not available from within a collision callback and will generate an error. +Examples +! Entity.SetMaxContacts(128) — enough memory for 128 contact events (added/processed/removed) per +; frame +See Also +• Entity. RegisterCollisionCallback +• Entity. EnableCollisionCallbacks +• Entity.SetColiision +• Entity. EnableCollision +Entity.SetModel +Brief +Set the entity's model. +Definition +Entity.SetModel( Entity entity, string resourceName ) +Entity.SetModel( Entity entity, Resource modelResource ) +Arguments +entity - The entity to update.resourceName - The model's resource name or nil to remove the model.modelResource - The model resource or nil +to remove the model. +Return Values +None. +Description +Set the entity's model to the named resource as specified in the HDK's Object Editor application. +Examples +! entity = Entity.Create() +i Entity.SetModel( entity, "mymodel" ) +! — Remove the model from the entity +; Entity.SetModel( entity, nil ) +See Also +• Entity.Create +Entity.SetPosition +Brief +Sets the entity's position. +Definition +Entity.SetPosition( Entity entity, Vector4 position ) +Arguments +entity - The entity to update.position - The new position for the entity. +Return Values +None. +Description +Sets the entity's position. If the entity has a parent, the specified position is relative to local coordinate system of the parent. +Examples +! entity = Entity.Create() +Entity.SetPosition( entity, Vector4.Create( 10, 10, 0 ) ) +See Also +• Entity.Create +Entity.SetRestitutionCoeff +Brief +Sets the restitution coefficient of the collision resource attached to the entity. +Definition +! Entity.SetRestitutionCoeff( Entity entity, number r ) +Arguments +entity - The entity to update.r - the coefficient of restitution. +Return Values +None. +Description +Sets the restitution (or elasticity) coefficient for the rigid body attached to the entity. This governs the effect that collisions have on the velocities of +colliding entities. Like friction, this is a pair-wise coefficient - when two physical entities collide, their restitution values are combined to produce a +coefficient for the interaction. Usual values for restitution are between 0 and 1. Values greater than 1, although physically invalid, are allowed. +However, values must be less than 1.99. +Examples +— Prevent entity from bouncing +Entity.SetRestitutionCoeff( entity, 0.0 ) +See Also +Entity. EnableCollision +• Entity.EnableDynamics +• Entity.SetCollision +Entity.SetRotationQuat +Brief +Sets the rotation using the supplied quaternion. +Definition +| Entity.SetRotationQuat( Entity entity, Quaternion quat ) +Arguments +entity - The entity to update.quat - The quaternion. +Return Values +None. +Description +Sets the rotation of the specified entity using the supplied quaternion. +Examples +! entity = Entity.Create() +j quat = Quaternion.Create() +| entity:SetRotationQuat(quat) +See Also +• Entity.GetRotationQuat +Entity.SetRotationX +Brief +Sets the rotation about the x-axis in degrees. +Definition +! Entity.SetRotationX( Entity entity, number rotation ) +Arguments +entity - The entity to update.rotation - The specified angle of rotation about the x-axis in degrees. +Return Values +None. +Description +Sets the rotation about the x-axis of the entity's local coordinate system in degrees. The rotation order is x, y, z. +Examples +entity = Entity.Create() +Entity.SetRotationX( entity, 90.0 ) +See Also +• Entity.Create +Entity.SetRotationXyz +Brief +Sets the rotation about the x, y, and z-axis in degrees. +Definition +Entity.SetRotationXyz( Entity entity, Vector4 rotation ) +Arguments +entity - The entity to update.rotation - The specified x, y, and z angles of rotation in degrees. +Return Values +None. +Description +Sets the rotation about the x, y, and z-axis of the entity's local coordinate system in degrees. The rotation order is x, y, z. +Examples +! entity = Entity.Create() +i Entity.SetRotationXyz( entity, Vector4.Create( 45, 30, 90 ) ) +See Also +• Entity.Create +Entity.SetRotationY +Brief +Sets the rotation about the y-axis in degrees. +Definition +! Entity.SetRotationY( Entity entity, number rotation ) +Arguments +entity - The entity to update.rotation - The specified angle of rotation about the y-axis in degrees. +Return Values +None. +Description +Sets the rotation about the y-axis of the entity's local coordinate system in degrees. The rotation order is x, y, z. +Examples +: entity = Entity.Create() +i Entity.SetRotationY( entity, 90.0 ) +See Also +• Entity.Create +Entity.SetRotationZ +Brief +Sets the rotation about the z-axis in degrees. +Definition +Entity.SetRotationZ( Entity entity, number rotation ) +Arguments +entity - The entity to update.rotation - The specified angle of rotation about the z-axis in degrees. +Return Values +None. +Description +Sets the rotation about the z-axis of the entity's local coordinate system in degrees. The rotation order is x, y, z. +Examples +! entity = Entity.Create() +i Entity.SetRotationZ( entity, 90.0 ) +See Also +• Entity.Create +Entity.SetScale +Brief +Sets the entity's scale. +Definition +Entity.SetScale( Entity entity, Vector4 scale ) +Arguments +entity - The entity to update.scale - The new scale of the entity. +Return Values +None. +Description +Sets the entity's scale. The specified scale is applied to the local transformation matrix of the entity. On creation, an entity has a scale of (1,1,1) +or no scaling, in other words. Note that the W component of the specified vector is ignored. Note that scale should not be applied to entities with +collision enabled. +Examples +entity = Entity.Create() +Entity.SetScale( entity, Vector4.Create( 45, 30, 90 ) ) +See Also +• Entity.Create +• Vector4. Create +Entity.SetScreen +Brief +Set the entity's screen. +Definition +Entity.SetScreen( Entity entity, Screen screen ) +Arguments +entity - The entity to update.screen - The screen to attach to the entity or nil to remove it. +Return Values +None. +Description +Set the entity's screen. The screen's corner coordinates will be transformed by the entity's world transformation matrix. +Examples +j entity = Entity.Create() +i Entity.SetScreen( entity, screen ) +! — Remove the screen from the entity +Entity.SetScreen( entity, nil ) +See Also +Entity.Create +Entity.SetSkeleton +Brief +Set the entity's skeleton. +Definition +Entity.SetSkeleton( Entity entity, string resourceName ) +Entity.SetSkeleton( Entity entity. Resource skeletonResource ) +Arguments +entity - The entity to update.resourceName - The skeleton's resource name or nil to remove it.skeletonResource - Pre-loaded skeleton resource +object. +Return Values +None. +Description +Set the entity's skeleton to the named resource as specified in the HDK's Object Editor application. +Examples +! entity = Entity.Create() +i Entity.SetSkeleton( entity, "myskel" ) +! — Remove the skeleton from the entity +i Entity.SetSkeleton( entity, nil ) +See Also +• Entity.Create +Entity.SetVisible +Brief +Sets the entity to visible or invisible. +Definition +Entity.SetVisible( Entity entity, boolean value ) +Arguments +entity - The entity to update.value - If true the entity is visible and it false it is invisible. +Return Values +None. +Description +Sets the entity to visible or invisible. Entities default to visible when created. +Examples +entity = Entity.Create() +Entity.SetVisible( entity, false ) +See Also +• Entity.Create +Entity.StopAnim +Brief +Stops the current animation if it is playing. +Definition +Entity.StopAnim( Entity entity ) +Entity.StopAnim( Entity entity, Animation anim ) +Arguments +entity - The entity to update.anim - The animation to stop. +Return Values +None. +Description +If the Animation anim passed in is nil, or invalid, nothing is done. If an animation is specified, it will be stopped immediately with no blend out. If no +animation is specified, all animations on the entity will be stopped immediately, with no blend out. +Examples +entity = Entity.Create() +local animHandle = Animation.Create() +Entity.SetModel( entity, "mymodel" ) +Entity.SetSkeleton( entity, "myskel" ) +Entity.PlayAnim( entity, "mylstAnim" ) +Entity. BlendAnim ( entity, "my2ndAnim ,, , true, 0, 0, animHandle ) +Entity.StopAnim( entity, animHandle ) — stops specific animation +Entity.StopAnim( entity ) — stops all other animations +See Also +• Entity.Create +• Entity.PlayAnim +• Entity.SetModel +• Entity.SetSkeleton +Environment +Environment.DebugProfileBegin +Brief +Begins profiling using the built in object profiler. +Definition +! Environment.DebugProfileBegin( number profilelndex ) +Arguments +profilelndex - Which user profile to use. Ranges from 1 - 4. +Return Values +None +Description +Begins profiling using the built in object profiler. Stop profiling the section with Environment.DebugProfileEnd. +Examples +! function Update() +Environment.DebugProfileBegin( 1 ) +RunAllMyCode() +Environment.DebugProfileEnd( 1 ) +i end +See Also +• Environment.DebugProfileEnd +Environment.DebugProfileEnd +Brief +Ends the current profiling section. +Definition +! Environment.DebugProfileEnd( number profilelndex ) +Arguments +profilelndex - Which user profile to use. Ranges from 1 - 4. +Return Values +None +Description +Ends the current profiling section. This requires calling Environment.DebugProfileBegin with the matching profile index beforehand. +Examples +function Update() +Environment.DebugProfileBegin( 3 ) +RunAllMyCode() +Environment.DebugProfileEnd( 3 ) +end +See Also +• Environment.DebugProfileBegin +Environment. EnableCallbackGc +Brief +Enable/Disable automatic garbage collection from callbacks +Definition +Environment.EnableCallbackGc( boolean value ) +Arguments +value - true if you want to enable the callback GC and false to disable it +Return Values +None +Description +By default any lua environment created in Home will be subject to a garbage collection cycle. Callback Gc occurs after X non frame based +callbacks, for example OnMessageReceived(), and does not include update callbacks such as OnDecidelfLocalPlayerCanJoinGame(), +Onllpdate() and OnLocalPlayerllpdateGamePlay(). The garbage collection operation can take several milliseconds to complete, the cost +increasing in proportion to the amount of data being handled by the script so it can be beneficial to control the garbage collection. +Note: See the HDK Lua Scripting User Guide for full details on Garbage Collection. +Examples +Environment.EnableCallbackGc( true ) — enables garbage collection +Environment.EnableCallbackGc( false ) — disables garbage collection +See Also +• Environment.EnableFrameGc +• Environment.SetCallbackGcinterval +Environment.EnableFrameGc +Brief +Enable/Disable per-frame automatic garbage collection +Definition +Environment.EnableFrameGc( boolean value) +Arguments +value - true if you want to enable the frame GC and false to disable it +Return Values +Description +By default any lua environment created in Home will be subject to a garbage collection cycle. This occurs after every frame. The garbage +collection operation can take several milliseconds to complete, the cost increasing in proportion to the amount of data being handled by the script +so it can be beneficial to control the garbage collection. +Note: See the HDK Lua Scripting User Guide for full details on Garbage Collection. +Examples +Environment.EnableFrameGc( true ) — enables garbage collection +Environment.EnableFrameGc( false ) — disables garbage collection +See Also +• Environment.EnableCallbackGc +Environment.SetCallbackGcInterval +Brief +Sets the intervals that the callback garbage collector is initiated +Definition +Environment.SetCallbackGcInterval(n) +Arguments +n - the number of times a callback hook is called before a garbage collection is initiated. +Return Values +None +Description +This interval applies to any non-update related callback hooks (such as network bag or message related callbacks). It is possible for several such +callbacks to be made inside one frame which can cause lua script to run out of memory, for example 50 callbacks of OnMessageReceived could +happen in a single frame. These callbacks are counted and if they reach the specified interval PS Home will force a garbage collect. If any frame +garbage collection occurs it will reset the count so the system will not unnecessarily run more than one garbage collection cycle per frame. +By default the interval has a value of 10. +Note: See the HDK Lua Scripting User Guide for full details on Garbage Collection. +Examples +Environment.EnableCallbackGc( true ) +Environment.SetCallbackGcStep( 0 ) +Environment.SetCallbackGcInterval( 2 ) +collect +— enable gc +— full garbage collection +— after two callbacks the system will do a garbage +See Also +• Environment.EnableCallbackGc +Environment.SetCallbackGcStep +Brief +Sets the heuristic value used for doing a step of garbage collection per callback update +Definition +Environment.SetCallbackGcStep( number step ) +Arguments +step - 0 for full garbage collection or > 0 for smaller steps. +Return Values +None +Description +The step controls how much the callback garbage collector collects per call (when enabled) and has hit the number of required invervals. The +default is for the garbage collector to do a full collect, but by using any number greater than 0 a user can instruct the garbage collector to do +smaller steps of work. Larger values equate to more steps during garbage collection. A step value greater than 0 is equivalent to the lua function +collectgarbagefstep", step). A step value of 0 is equivalent to the lua function collectgarbagefcollect"). +Note: See the HDK Lua Scripting User Guide for full details on Garbage Collection. +Examples +Environment.EnableCallbackGc( true ) — enable gc +Environment.SetCallbackGcStep( 2 ) — do a small amount of gc per update +See Also +• Environment.EnableCallbackGc +• Environment. SetCallbackGcInterval +Environment.SetFrameGcStep +Brief +Sets the heuristic value used for doing a step of garbage collection per frame +Definition +! Environment.SetFrameGcStep( number step ) +Arguments +step - 0 for full garbage collection or > 0 for smaller steps. +Return Values +None +Description +The step controls how much the frame update garbage collector collects per call (when enabled). The default is for the garbage collector to do a +full collect, but by using any number greater than 0 a user can instruct the garbage collector to do smaller steps of work. Larger values equate to +more steps during garbage collection. A step value greater than 0 is equivalent to the lua function collectgarbagefstep", step). A step value of 0 is +equivalent to the lua function collectgarbage("collecf). +Note: See the HDK Lua Scripting User Guide for full details on Garbage Collection. +Examples +Environment.EnableFrameGc( true ) — enable gc +Environment.SetFrameGcStep( 2 ) — do a small amount of gc per update +See Also +• Environment.EnableFrameGc +Font +Font.Create +Brief +Create a font object given a font resource and parameters. +Definition +Font Font.Create( Resource fontResource, float fontSize, float fontSlant = 0 ) +Font Font.Create( string resourceName, float fontSize, float fontSlant = 0 ) +Arguments +fontResource - The font file resource.resourceName - The name of a font file resource in the object.fontSize - The size for the font (value must be +positive).fontSlant - The slant for the font in range -1 to 1 (optional parameter, default is 0). +Return Values +The new font instance. +Description +A font resource is a file resource that references a TTF font file. This function will create a font object from the resource, which must be already +loaded, that can be passed to Renderer.SetFont to specify a font used for text rendering. Note that both the font object and its associated +resource must continue to exist while the font is in use. To allow the font and resource to be garbage collected, any Tenderers referencing the font +should be changed to another custom font or back to a system font. +Examples +font = Font.Create(myFontResource, 8) +myRenderer:SetFont(font) +myRenderer:DrawText2d(textPos, "Look at my custom font!") +See Also +• Renderer.SetFont +Furniture +Furniture.ClearLayout +Brief +Remove all furniture from the current personal space. +Definition +Furniture.ClearLayout() +Arguments +None +Return Values +Description +Remove all furniture from the current personal space. This function should only be called if the furniture system is not busy. This function should +only be called if the current scene is one in which the local player is allowed to use the furniture placement system. +Examples +if not Furniture.IsSystemBusy() then +Furniture.ClearLayout() +end +See Also +• Furniture. IsSystemBusy +Furniture. ExportLayout +Brief +Export the furniture layout of the current scene to a memory container. +Definition +MemoryContainer Furniture.ExportLayout() +Arguments +None +Return Values +Description +Export the furniture layout of the current scene to a memory container. This function should only be called if the furniture system is not busy. This +function should only be called if the current scene is one in which the local player is allowed to use the furniture placement system. +Examples +if not Furniture.IsSystemBusy() then +me = Furniture.ExportLayout() +end +See Also +• Furniture. IsSystemBusy +• Furniture. ImportLayout +Furniture.GetCategories +Brief +Get information about furniture categories. +Definition +table Furniture.GetCategories() +Arguments +None +Return Values +A table containing information about furniture categories. +Description +Get information about furniture categories. The table will contain an entry for each furniture category, indexed from 1 to the number of categories. +Each entry will be a table with the following members: 'id' - the furniture system unique id for the category, 'name' - the localised name for the +category, 'thumb' - a handle to the thumbnail for the category. +Examples +local function GetCategoryData() +local data = {} +local categories = Furniture.GetCategories() +local numCategories = #categories +for i = l r numCategories do +data[ categories[i].id ] = {} +data[ categories[i].id ].name = categories[i].name +data[ categories[i].id ].thumb = categories[i].thumb +data[ categories[i].id ].objects = {} +end +local numltems = Furniture.GetItemCount() +for i = 1, numltems do +local itemData = Furniture.GetltemData( i ) +data[ itemData.categoryld ].objects[ itemData.objectld ] = true +end +return data +end +See Also +• Furniture.GetltemCount +• Furniture.GetltemData +Furniture.GetltemCount +Brief +Get number of furniture items in the current scene. +Definition +number Furniture.GetltemCount() +Arguments +None +Return Values +The number of furniture items in the current scene. +Description +Get number of furniture items in the current scene. This function should only be called if the furniture system is not busy. +Examples +if Furniture.IsSystemBusy() == false then +local numltems = Furniture.GetItemCount() +for i = 1, numltems do +local itemData = Furniture.GetItemData( i ) +print( itemData ) +end +end +See Also +• Furniture.GetltemData +• Furniture. IsSystemBusy +Furniture.GetltemData +Brief +Get information about an item of furniture in the current scene. +Definition +table Furniture.GetltemData( number index ) +Arguments +index - the index of the furniture item (1 <= index <= numltems ) +Return Values +A table containing information about the furniture item. +Description +Get information about an item of furniture in the current scene. The table will contain the following information: 'id' - the furniture system unique id +for the item, 'categoryld' - a FurnitureCategory enum. 'objectld 1 - the object id for the item, 'pos' - the position of the item as a Vector4. 'rot' - the +rotation of the item as a Quaternion. This function should only be called if the furniture system is not busy. +Examples +if Furniture.IsSystemBusy() == false then +local numltems = Furniture.GetItemCount() +for i — 1, numltems do +local itemData = Furniture.GetItemData( i ) +print( itemData ) +end +end +See Also +• Furniture.GetltemCount +• Furniture. IsSystemBusy +Furniture. ImportLayout +Brief +Import a furniture layout from a memory container into the current scene. +Definition +Furniture.ImportLayout( MemoryContainer container ) +Arguments +None +Return Values +Description +Import a furniture layout from a memory container into the current scene. This function should only be called if the furniture system is not busy. +This function should only be called if the current scene is one in which the local player is allowed to use the furniture placement system. +Examples +! if not Furniture.IsSystemBusy() then +Furniture.ImportLayout( me ) +| end +See Also +• Furniture. IsSystemBusy +• Furniture.ExportLayout +Furniture.IsSystemBusy +Brief +Query whether or not the furniture system is busy. +Definition +boolean Furniture.IsSystemBusy() +Arguments +None +Return Values +true if the furniture system is busy, false otherwise. +Description +Query whether or not the furniture system is busy. +Examples +! if Furniture.IsSystemBusy() == false then +Furniture.ClearLayout() +| end +See Also +• Furniture.ClearLayout +• Furniture. LoadLayout +• Furniture.SaveLayout +Furniture.LoadLayout +Brief +Load the user's saved furniture layout into the current scene. +Definition +! Furniture.LoadLayout() +Arguments +None +Return Values +Description +Load the user's saved furniture layout into the current scene. If the call was successful, Furniture.IsSystemBusy should now return true. This +function should only be called if the furniture system is not busy. This function should not be called from the furniture callback. This function +should only be called if the current scene is one in which the local player is allowed to use the furniture placement system. +Examples +if not Furniture.IsSystemBusy() then +Furniture.LoadLayout() +if not Furniture.IsSystemBusy() then +print( "Failed" ) +end +end +See Also +Furniture. IsSystemBusy +Furniture.SaveLayout +Furniture.SaveLayout +Brief +Save the furniture layout of the current scene to the user's save-data. +Definition +Furniture.SaveLayout() +Arguments +None +Return Values +Description +Save the furniture layout of the current scene to the user's save-data. If the call was successful, Furniture.IsSystemBusy should now return true. +This function should only be called if the furniture system is not busy. This function should not be called from the furniture callback. This function +should only be called if the current scene is one in which the local player is allowed to use the furniture placement system. +Examples +if not Furniture.IsSystemBusy() then +Furniture.SaveLayout() +if not Furniture.IsSystemBusy() then +print( "Failed" ) +end +end +See Also +• Furniture. IsSystemBusy +• Furniture.LoadLayout +Furniture.SetCallback +Brief +Set the callback to receive FurnitureEvents for this script. +Definition +Furniture.SetCallback( function callback ) +Arguments +callback - the callback function object +Return Values +Description +Set the callback to receive FurnitureEvents for this script. Only one callback per script. +Examples +function FurnitureCallback( eventld, eventData ) +if eventld == FurnitureEvent.SaveSuccess then +me = Furniture.SaveLayout() +end +end +Furniture.SetCallback( FurnitureCallback ) +See Also +• Furniture. IsSystemBusy +• Furniture.LoadLayout +Gamelnfo +Gamelnfo.GetSearchResults +Brief +Obtains the results of the search. +Definition +table Gamelnfo.GetSearchResults() +Arguments +None +Return Values +A table containing information on the game searched for, nil if the search was unsuccessful. +Accessible fields within the table: +title - Localized title name. +parentalLevel - Game parental level. +supportsGameLaunching - Indicates whether this game supports Game Launching explicitly. +Description +Obtains the results of the search. +Examples +j function Update() +if state == STATE_TITLE_SEARCH then +if Gamelnfo.IsSearchFinished() == true then +local gamelnfo = Gamelnfo.GetSearchResults() +if gamelnfo ~= nil then +print( string.format("Search Results:\n============\ntitle: %s\nparentalLevel: +j %d\nsupportsGameLaunching: %s\n\n", +gamelnfo.title, gamelnfo.parentalLevel, +| tostring(gamelnfo.supportsGameLaunching) ) ) +else +print( "Gamelnfo: title not found.\n" ) +end +end +end +| end +See Also +Gamelnfo.lsGamesListBusy +Brief +Checks to see if the games list is busy. +Definition +! boolean Gamelnfo.IsGamesListBusy() +Arguments +None +Return Values +true if games list is busy and false otherwise. +Description +Checks to see if the games list is busy. Games list can become busy, for example, when a disc is inserted/ejected from the BD drive. +Examples +j function Update() +if Gamelnfo.IsGamesListBusy() == false then +GameInfo.SearchByTitleld("GLMSOOOOl") +state = S TATE_TITLE_SEARCH +end +! end +See Also +None +Gamelnfo.lsSearchFinished +Brief +Checks to see if the current search query has finished. +Definition +! boolean Gamelnfo.IsSearchFinished() +Arguments +None +Return Values +true if search has finished, false otherwise. +Description +Checks to see if the current search query has finished. +Examples +function Update() +if state == STATE_TITLE_SEARCH then +if Gamelnfo.IsSearchFinished() == true then +local gamelnfo = Gamelnfo.GetSearchResults() +if gamelnfo ~= nil then +print( string.format("Search Results:\n============\ntitle: %s\nparentalLevel: +j %d\nsupportsGameLaunching : %s\n\n", +gamelnfo.title, gamelnfo.parentalLevel, +| tostring(gamelnfo.supportsGameLaunching) ) ) +else +print( "Gamelnfo: title not found.\n" ) +end +end +end +| end +See Also +Gamelnfo.SearchByTitleld +Brief +Search for a game by title ID. +Definition +! Gamelnfo.SearchByTitleld() +Arguments +None +Return Values +none. +Description +Search for a game by title ID. Both games installed on HDD and also currently in the BD drive will be checked. +Examples +j function Update() +if Gamelnfo.IsGamesListBusy() == false then +GameInfo.SearchByTitleld("GLMSOOOOl") +state = S TAT E_TIT LE_SEARCH +end +! end +See Also +None +GameLaunch +GameLaunch.CreateSession +Brief +Creates a Game Launching session and advertises it to other players in the scene. +Definition +j GameLaunch.CreateSession() +Arguments +None +Return Values +None +Description +Creates a Game Launching session and advertises it to other players in the scene. Note: This should be called by the session master only. +Examples +See Also +None +GameLaunch. GetCurrentFocusPersonld +Brief +Get the personld of the person in context. +Definition +GameLaunch.GetCurrentFocusPersonld() +Arguments +None +Return Values +person ID +Description +Get the personld of the person in context. +Examples +! function OnAddPlayer() +local personld = GameLaunch.GetCurrentFocusPersonld(); +print( string.format("New player has joined the session. Personld = %s", personld) ); +! end +See Also +GameLaunch.GetMaxPlayers +Brief +Retrieves the maximum number of players for this session. +Definition +number GameLaunch.GetMaxPlayers() +Arguments +None +Return Values +Maximum number of players (including session master), nil if session is invalid/not yet available. +Description +Retrieves the maximum number of players for this session. For Lua scripted GameLaunch objects, this value is set using +GameLaunch.SetMaxPlayers(), For objects which use the XML menu format (specified using menu_options_xml of the gamejaunch object +component), this value will be the user selected value from the osd item created using the tag. For the session master this +value will become available once the session has been created using GameLaunch.CreateSessionQ For all other members, this value will +become available only after successfully joining a session, indicated by the onJoin_game callback. +Examples +function MaxPlayersOsdltemChangeCallback() +local maxPlayers = tonumber(maxPlayersList:GetFocusItem()) — read value from osd item +GameLaunch.SetMaxPlayers( maxPlayers ) +end +See Also +GameLaunch.SetMaxPlayers +GameLaunch.GetNumberOf Players +Brief +Retrieves the number of players currently participating in the session. +Definition +! number GameLaunch.GetNumberOfPlayers() +Arguments +None +Return Values +Number of players (including session master), nil if session is invaiid/not yet available. +Description +Retrieves the number of players currently participating in the session. For the session master this value will become available once the session +has been created, for all other members, this value will become available only after successfully joining a session. +Examples +See Also +None +GameLaunch.GetSessionMasterPersonld +Brief +Queries the Session Master person ID for the current session that the local player is part of. +Definition +! GameLaunch.GetSessionMasterPersonld() +Arguments +None +Return Values +Session Master person ID. +Description +Queries the Session Master person ID for the current session that the local player is part of. +Examples +! local isSessionMaster = LocalPlayer.GetMyld() == GameLaunch.GetSessionMasterPersonld(); +See Also +None +GameLaunch.GetTitle +Brief +Retrieves information on the title used in the current Game Launch session. +Definition +table GameLaunch.GetTitle() +Arguments +None +Return Values +A table containing title information, nil if information not available. +Accessible fields within the table: +titleld - Title ID of the title, +title - Localized title name. +Description +Retrieves information on the title associated with the Game Launch session. For the Session Master it is the title chosen when creating a session. +For other members it is the title that has been selected as compatible with the joining session. +Examples +funcation OnLocalPlayerJoinGame() +local titlelnfo = GameLaunch.GetTitle() +if titlelnfo ~= nil then +print( string.format("Session details:\n title: %s\ntitleld: %s\n\n", titlelnfo.title, +titlelnfo.titleld) ) +end +end +See Also +None +GameLaunch.GetUserComment +Brief +Retrieves the user comment associated with the current Game Launching session. +Definition +string GameLaunch.GetUserComment() +Arguments +Return Values +The user comment set for the session (if any), nil if the session is not available. +Description +User comments are only valid once the user is part of the session. +Examples +See Also +None +GameLaunch.lnitiateLaunch +Brief +Initiate the Game Launch sequence. +Definition +! GameLaunch.InitiateLaunch() +Arguments +None +Return Values +None +Description +When players are ready, call this function to begin the launch sequence which includes exporting of the session options and actually launching +into the title. +Examples +See Also +None +GameLaunch. LeaveSession +Brief +Submits a request to leave an existing Game Launching session. +Definition +! GameLaunch.LeaveSession() +Arguments +None +Return Values +None +Description +Submits a request to leave an existing Game Launching session. This can be called by any player in a session including the session master. If a +session master leaves the session will be cancelled. +Examples +See Also +• GameLaunch.CreateSession +GameLaunch.OnHideUI +Brief +Sends notification to the Game Launching system that the Ul has been hidden. +Definition +! GameLaunch.OnHideUI() +Arguments +None +Return Values +None +Description +Sends notification to the Game Launching system that the Ul has been hidden. The session will remain active and any pad buttons reserved will +be deactivated. +Examples +See Also +None +GameLaunch.OnShowlll +Brief +Sends notification to the Game Launching system that object intends to activate its Ul. +Definition +! GameLaunch.OnShowUI() +Arguments +None +Return Values +None +Description +Sends notification to the Game Launching system that object intends to activate its Ul. Any pad buttons reserved will become activate. If the +standard Game Launching Osd is used, that will be also become active. Use this function for situations when the script needs to display the +object's Ul and is not in response to the show_ui callback function invoked by the system. For example, the system invokes the +on_launch_request callback which results in a denied launch, it maybe desirable to display a fail message using the object's Ul instead of the +standard pop-up Osd. +Examples +See Also +None +GameLaunch.ReturnJoinGameResult +Brief +Returns the result for the custom join game step of the joining process. +Definition +GameLaunch.ReturnJoinGameResult( boolean result, string localisedString, boolean showPopup ) +Arguments +result - true = successful, false = failed.localisedString - If not nil then this string will be displayed in a popup and will replacethe standard join +fail/successful message (optional argumentjdisablePopup - If 'localisedString' == nil then setting this to true will prevent the standard popupbeing +shown. It will be the responsibility of the developer to display an appopriatemessage. (Optional argument. Default: false) +Return Values +None +Description +When a callback function in onJoin_game is specified, the Game Launch system will wait for this call before proceeding. Passing 'result' as false +will result in the object being immediately destroyed and all resources freed, therefore, any messages to be manually displayed should be done +prior to this call. +Examples +localisedFailMessage = me:GetLocalisedText("fail_noEntitlement") +GameLaunch.ReturnJoinGameResult(true, localisedFailMessage) +See Also +GameLaunch.ReturnLaunchRequestResult +Brief +Returns the result for the custom validation step of the launch process. +Definition +GameLaunch.ReturnLaunchRequestResult( boolean result, string localisedString, boolean showPopup ) +Arguments +result - true = successful, false = failed.localisedString - If not nil then this string will be displayed in a standard Game Launching systempopup +(optional argument)disablePopup - If 'localisedString' == nil then setting this to true will prevent the standard popupbeing shown. It will be the +responsibility of the developer to display an appopriatemessage. (Optional argument. Default: false) +Return Values +None +Description +When a callback function in on_launch_request is specified, the Game Launch system will wait for this call before proceeding. Passing 'result' as +false will result in the object being immediately destroyed and all resources freed, therefore, any messages to be manually displayed should be +done prior to this call. +Examples +localisedFailMessage = me:GetLocalisedText("fail_notEnoughPlayers") +GameLaunch.ReturnlnitiateLaunchResult(true, localisedFailMessage) +See Also +GameLaunch.SetMaxPlayers +Brief +Sets the maximum number of players for the current game launching session. +Definition +GameLaunch.SetMaxPlayers( maxPlayers ) +Arguments +maxPlayers - maximum number of players that can participate in a session. This value is inclusive +of the session master. +Return Values +None +Description +Sets the maximum number of players for the current game launching session. Note: This should be called by the session master only and prior to +GameLaunch.CreateSession. After a session is created, subsequent calls using this function will have no effect. Note: This should be called by +the session master only. +Examples +GameLaunch.SetMaxPlayers(12) +See Also +• GameLaunch.SetNumPrivateSlots +GameLaunch.SetNumPrivateSlots +Brief +Marks a set number of slots as private for the current game launching session. +Definition +! GameLaunch.SetNumPrivateSlots( numPrivateSlots ) +Arguments +numPrivateSlots - number of slots to be marked private. Does not include the session master. +Return Values +None +Description +Marks a set number of slots as private for the current game launching session. Note: This should be called by the session master only and must +be less than the maximum number of players. The call must be made prior to GameLaunch.CreateSession. After a session is created, +subsequent calls using this function will have no effect. +Examples +! GameLaunch.SetNumPrivateSlots(6) +See Also +• GameLaunch.SetMaxPlayers +GameLaunch.SetUserComment +Brief +Allows the user to attach a short comment string to the Game Launching session. +Definition +! GameLaunch.SetUserComment( string userComment ) +Arguments +userComment - comment string +Return Values +None +Description +The comment string will be visible to other players and is designed to help them decide which session to join. Maximum comment length is 64 +bytes. +Examples +! GameLaunch.SetUserComment("Noobs only") +See Also +None +GameLaunchButton +GameLaunchButton.GetNameRef +Brief +Obtains a button's reference name. +Definition +! string GameLaunchButton.GetNameRef(GameLaunchButton buttonltem) +Arguments +Return Values +Returns the name reference string of the button item passed in. +Description +For buttons which contain localized text, the reference string is returned. For buttons non localized text, the non-localized string is returned. +GetNameRefQ can be useful for debug purposes and also in cases where a developer wishes to manually write out a custom session XML file +upon launching. Note: Contents of GameLaunchButton types are not exported to an GAMELAUNCFISESSION.XML +Examples +! local item = myMenul:GetFirstltem() +while item ~= nil do +if Type(item) == "GameLaunchButton" then +local buttonName = item:GetNameRef() +if buttonName == "myButtonNameRef" then +GameLaunchButton.SetText( item, "My Localized String", false ) +end +end +item = myMenul:GetNextltem(item) +end +See Also +GameLaunchButton.SetCallbackOnPressed +Brief +Specifies a callback function to executed when the button is pressed. +Definition +GameLaunchButton.SetCallbackOnPressed(GameLaunchButton button, string callbackFunction) +Arguments +Return Values +Description +Specifies a callback function to executed when the button is pressed. +Examples +! myButton = mainMenu:AddltemButton( "REF_MyUserButton" ); +i GameLaunchButton.SetCallbackOnPressed( myButton, "MyButtonCB()" ) +! function MyButtonCB () +GameLaunchButton( myButton, "REF_buttonPressed", true ) +i end +See Also +GameLaunchButton.SetText +Brief +Sets the text displayed in the button. +Definition +GameLaunchButton.SetText(GameLaunchButton button, string buttonText, boolean needsLocalization) +Arguments +button - This button object.buttonText - The text which should be displayed in the button.needsLocalization - Specifies whether 'buttonText' should +be localized before it is displayed. This is +an optional parameter and defaults to true if unspecified. +Return Values +Description +Sets the text displayed in the button. If the parameter ’needsLocalization’ is true, this button’s refernce string will become the value of ’buttonText' +and will be the string returned by GameLaunchButton.GetNameRef() +Examples +myButton = mainMenu:AddltemButton( "REF_MyUserButton" ); +GameLaunchButton.SetCallbackOnPressed( myButton, "MyButtonCB()" ) +function MyButtonCB() +GameLaunchButton ( myButton, "REF_buttonPressed", true ) +end +See Also +GameLaunchExporter +GameLaunchExporter.BeginSection +Brief +Begins a new section with the name specified. +Definition +! GameLaunchExporter.BeginSection() +Arguments +Section name +Return Values +None +Description +Begins a new section with the name specified. Must be called after BeginSessionExport and EndSessionExport, and must be accompanied by an +EndSection. +Examples +GameLaunchExporter.BeginSessionExport() +GameLaunchExporter.BeginSection("sessionOptions") +GameLaunchExporter.ExportOption("Track", "TrackA") +GameLaunchExporter.EndSection() +GameLaunchExporter.EndSessionExport() +See Also +• GameLaunchExporter. EndSessionExport +• GameLaunchExporter.EndSection +GameLaunchExporter.BeginSessionExport +Brief +Begins the export of the GAMELAUNCHSESSION.XML file +Definition +GameLaunchExporter.BeginSessionExport() +Arguments +None +Return Values +None +Description +Begins the export of the GAMELAUNCHSESSION.XML file. Call GameLaunchExporter.EndSessionExport() to finish exporting. +Examples +! GameLaunchExporter.BeginSessionExport() +— your Sections here ... +jj GameLaunchExporter.EndSessionExport() +See Also +• GameLaunchExporter. EndSessionExport +GameLaunchExporter.EndSection +Brief +Ends a section that was began with BeginSection +Definition +GameLaunchExporter.EndSection() +Arguments +None +Return Values +None +Description +Ends a section that was began with BeginSection +Examples +! GameLaunchExporter.BeginSessionExport() +GameLaunchExporter.BeginSection("sessionOptions") +GameLaunchExporter.ExportOption("Track", "TrackA") +GameLaunchExporter.EndSection() +i GameLaunchExporter.EndSessionExport() +See Also +• GameLaunchExporter.BeginSessionExport +• GameLaunchExporter.BeginSection +GameLaunchExporter.EndSessionExport +Brief +Finalizes and writes out the GAMELAUNCHSESSION.XML file +Definition +1 GameLaunchExporter.EndSessionExport() +Arguments +None +Return Values +None +Description +Finalizes and writes out the GAMELAUNCHSESSION.XML file +Examples +I GameLaunchExporter.BeginSessionExport() +— your Sections here ... +j GameLaunchExporter.EndSessionExport() +See Also +• GameLaunchExporter.BeginSessionExport +GameLaunchExporter.ExportOption +Brief +Exports nodes item and value based on two passed string values. +Definition +! GameLaunchExporter.ExportOption() +Arguments +String item, String value +Return Values +None +Description +Exports nodes item and value based on two passed string values. +Examples +GameLaunchExporter.BeginSection("sessionOptions") +GameLaunchExporter.ExportOption("Track", "TrackA") +GameLaunchExporter.ExportOption("Ambiance", "1") +GameLaunchExporter.EndSection() +See Also +• GameLaunchExporter.BeginSessionExport +GameLaunchListltem +GameLaunchListltem.Addltem +Brief +Adds a item to a GameLaunchListltem menu item. +Definition +string GameLaunchListltem.Addltem(GameLaunchListltem listltem, string itemNameRef) +Arguments +listltem - The list item object to which the item is to be added. +itemNameRef - The localisation reference name of the item to be added. +Return Values +Description +Items added via AddltemQ must have an entry in the object's localisation database. If raw values are desired which are not subject to any +localisation then AddltemRawQ can be used. +Examples +trackList = myMenul:AddItemList("track") +trackList:Addltem("trackA" ) +trackList:Addltem("trackB" ) +trackList:Addltem("trackC" ) +See Also +None +GameLaunchListltem.AddltemRaw +Brief +Adds a item to a GameLaunchListltem menu item. +Definition +string GameLaunchListltem.AddltemRaw(GameLaunchListltem listltem, string itemRawText) +Arguments +listltem - The list item object to which the item is to be added. +itemRawText - The actual text string for the item to be added. +Return Values +Description +When using AddltemRaw() the string specified by itemRawText will be directly displayed without localisation. If localised strings are required +AddltemQ should be used. +Examples +maxPlayersList = myMenul:AddltemList("maxPlayers") +maxPlayersList:AddltemRaw("2") +maxPlayersList:AddltemRaw("4") +maxPlayersList:AddltemRaw("6") +See Also +None +GameLaunchListltem.GetCallbackFocusItem +Brief +Gets the GameLaunchListltem object for which a focus item has changed. +Definition +GameLaunchListltem GameLaunchListltem.GetCallbackFocusItem() +Arguments +Return Values +The GameLaunchListltem object for which a focus item has changed. +Description +This function is valid when used within a callback function that was registered with GameLaunchListltem.SetCallbackOnChange() +Examples +function OnSessionSetup() +maxPlayersList = myMenul:AddltemList("maxPlayers") +maxPlayersList:AddltemRaw("2") +maxPlayersList:AddltemRaw("4") +maxPlayersList:AddltemRaw("6") +maxPlayersList:SetCallbackOnChange("MaxPlayersChangeCB()") +end +function MaxPlayersChangeCB() +local listltem = GameLaunchListltem.GetCallbackFocusItem() +maxPlayers = tonumber( listltem:GetFocusItem() ) +end +See Also +None +GameLaunchListltem.GetFocusItem +Brief +Queries the current item under focus. +Definition +! string GameLaunchListltem.GetFocusItem(GameLaunchListItem listltem) +Arguments +listltem - The GameLaunchListltem object on which the query is performed. +Return Values +If the item was added using Addltem(), the localisation reference string is returned. +If the item was added using AddltemRaw(), the raw string will be returned. +Description +Examples +local listltem = myMenu:GetltemByNameRef("numTracks") +! numTracks = tonumber( listltem:GetFocusItem() ) +See Also +None +GameLaunchListltem.GetNameRef +Brief +Obtains a list item's reference name. +Definition +! string GameLaunchListltem.GetNameRef(GameLaunchListltem listltem) +Arguments +Return Values +Returns the name reference string of the list item item passed in. +Description +GetNameRefQ can be useful for debug purposes and also in cases where a developer wishes to manually write out a custom session XML file +upon launching. +Examples +local item = myMenul:GetFirstltem() +while item ~= nil do +— Reset all sliders +if Type(item) == "GameLaunchListItem" then +local listName = item:GetNameRef() +— Insert code here. +end +item = myMenul:GetNextItem(item) +end +See Also +None +GameLaunchListltem.RemoveAllltems +Brief +Removes all the items from a GameLaunchListltem menu item. +Definition +GameLaunchListItem.RemoveAllItems(GameLaunchListltem listItem) +Arguments +listltem - The GameLaunchListltem object +Return Values +Description +Examples +! local myList = myMenul:FindltemByNameRef("stage3") +! myList:RemoveAllltems() +See Also +None +GameLaunchListltem.Removeltem +Brief +Removes an item from a GameLaunchListltem menu item. +Definition +GameLaunchListltem.Removeltem(GameLaunchListltem listltem, string itemNameRef) +Arguments +listltem - The GameLaunchListltem object +itemNameRef - The reference string of the item to be removed. If the item was added using +AddltemQ then the localisation reference string should be passed in, if AddltemRawQ was used then pass +in the raw string instead. +Return Values +Description +Examples +local myList = myMenul:FindltemByNameRef("stage3") +myList:Removeltem("option2") +See Also +None +GameLaunchListltem.SetCallbackOnChange +Brief +Sets a callback function to be called when an item selection changes. +Definition +GameLaunchListltem.SetCallbackOnChange(string callbackFunction) +Arguments +callbackFunction - The name of the callback function. The exact string of a function call should be specified +including parenthesis. +Return Values +Description +Examples +function OnSessionSetup() +maxPlayersList = myMenul:AddltemList("maxPlayers") +maxPlayersList:AddltemRaw("2") +maxPlayersList:AddltemRaw("4") +maxPlayersList:AddltemRaw("6") +maxPlayersList:SetCallbackOnChange("MaxPlayersChangeCB()") +end +function MaxPlayersChangeCB() +local listltem = GameLaunchListltem.GetCallbackFocusItem() +maxPlayers = tonumber( listltem:GetFocusItem() ) +end +See Also +None +GameLaunchListltem.SetFocusItem +Brief +Sets the current item under focus. +Definition +GameLaunchListItem.SetFocusItem(GameLaunchListItem listltem, string itemNameRef) +Arguments +listltem - The GameLaunchListltem object +itemNameRef - The reference string of the item that is to become the focus item. If the item was added using +AddltemQ then the localisation reference string should be passed in, if AddltemRawQ was used then just +the raw string instead. +Return Values +Description +Examples +maxPlayersList = myMenul:AddltemList("maxPlayers") +maxPlayersList:AddltemRaw("2") +maxPlayersList:AddltemRaw("4") +maxPlayersList:AddltemRaw("8") +maxPlayersList:SetFocusItem("8") +See Also +None +GameLaunchMenu +GameLaunchMenu.AddltemButton +Brief +Adds a button item to the menu specified. +Definition +GameLaunchButton GameLaunchMenu.AddltemButton(GameLaunchMenu menu, string itemNameRef, string +insertRef) +Arguments +menu - Menu to where the button should be added to.itemNameRef - Localization reference string for the display name of this button.insertRef - +Specifies the position of where the item should be inserted. The 'itemNameRef of an existing item can be passed. This is an optional argument, +not specifying +a value will result in the button being appended as the last item. +Return Values +The newly added GameLaunchButton instance. +Description +Adds a button item to the menu specified. +Examples +! mainMenu = GameLaunchMenuSys.CreateMenu("mainMenu", "mainMenu", true) +| if mainMenu ~= nil then +local userComments = me:GetLocalisedText("ref_userComments") +myButton = myMenul:AddltemButton(userComments) +; end +See Also +GameLaunchMenu.AddltemList +Brief +Adds a list item to the menu specified. +Definition +GameLaunchListItem GameLaunchMenu.AddltemList(GameLaunchMenu menu, string listltemNameRef) +Arguments +menu - Menu to where the list should be added to.itemNameRef - Localization reference string for the display name of this slider.insertPosition - +Specifies the position of where the item should be inserted. The 'itemNameRef of an existing item can be passed. This is an optional argument, +not specifying +a value will result in the slider being appended as the last item. +Return Values +The newly added GameLaunchListltem instance. +Description +Adds a list item to the menu specified. +Examples +mainMenu = GameLaunchMenuSys.CreateMenu("mainMenu", "mainMenu", true) +if mainMenu ~= nil then +spawnDelayList = mainMenu:AddltemList("spawnDelay") +spawnDelayList:Addltem("none") +spawnDelayList:Addltem("oneSecond") +spawnDelayList:Addltem("twoSeconds") +spawnDelayList:Addltem("threeSeconds" ) +spawnDelayList:Addltem("sixSeconds" ) +spawnDelayList:SetFocusItem("none") +end +See Also +GameLaunchMenu.AddltemSIider +Brief +Adds a slider item to the menu specified. +Definition +GameLaunchSlider GameLaunchMenu.AddltemSlider(GameLaunchMenu menu, string itemNameRef, number +minValue, number maxValue, number stepValue, number defaultValue, string insertRef) +Arguments +menu - Menu to where the slider should be added to.itemNameRef - Localization reference string for the display name of this slider.minValue - +The slider's minimum value.maxValue - The slider's maximum value.stepValue - The step value.defauitValue - Default valueinsertRef - Specifies +the position of where the item should be inserted. The 'itemNameRef of an existing item can be passed. This is an optional argument, not +specifying +a value will result in the slider being appended as the last item. +Return Values +The newly added GameLaunchSlider instance. +Description +Adds a slider item to the menu specified. +Examples +mainMenu = GameLaunchMenuSys.CreateMenu("mainMenu", "mainMenu", true) +if mainMenu ~= nil then +mySliderl = myMenul:AddltemSlider("difficulty", 1, 8, 1, 1) +mySliderl:SetPercentageSlider(false) +mySliderl:SetIntegerSlider(true) +end +See Also +GameLaunchMenu. FindltemByNameRef +Brief +Finds a menu item within a given menu. +Definition +! GameLaunchltem GameLaunchMenu.FindltemByNameRef(GameLaunchMenu menu, string itemNameRef) +Arguments +menu - The menu to query.itemNameRef - The localization reference string of the item being searched for. +Return Values +If the search was successful the object of the item is returned. Valid return types are GameLaunchltemList +and GameLaunchSlider. If the search failed nil will be returned. +Description +Finds a menu item within a given menu. +Examples +local brightnessSlider = menul:FindltemByNameRef("brightness") +if brightnessSlider ~= nil then +brightnessSlider:SetValue("20") +end +See Also +GameLaunchMenu.GetFirstltem +Brief +Returns the first menu item in a given menu. +Definition +[GameLaunchltemList | GameLaunchSlider] GameLaunchMenu.GetFirstltem(GameLaunchMenu menu) +Arguments +menu - The menu to query. +Return Values +If successful the object of the item is returned. Valid return types are GameLaunchltemList +and GameLaunchSlider. If the search failed nil will be returned. +Description +To be used in conjunction with GameLaunchMenu.GetNextltemQ +Examples +! local item = myMenul:GetFirstltem() +| while item ~= nil do +— Reset all sliders +if Type(item) == "GameLaunchSlider" then +item:SetValue("0") +end +item = myMenul:GetNextItem(item) +i end +See Also +GameLaunchMenu.Getld +Brief +Obtains a menu's Id string. +Definition +! string GameLaunchMenu.Getld(GameLaunchMenu menu) +Arguments +menu - The menu to query. +Return Values +Returns the Id of the menu passed in. +Description +Obtains a menu's Id string. +Examples +! local menul = GameLaunchMenuSys.GetFirstMenu() +| while menul ~= nil do +if menul:Getld() == "settings" then +local brightnessSlider = menul:FindltemByNameRef("brightness") +if brightnessSlider ~= nil then +brightnessSlider:SetValue("20") +end +break +end +menul = GameLaunchMenuSys.GetNextMenu(menul) +| end +See Also +GameLaunchMenu.GetNextltem +Brief +Returns the next menu item in a given menu. +Definition +[GameLaunchltemList | GameLaunchSlider] GameLaunchMenu.GetNextltem(GameLaunchMenu menu, +[GameLaunchltemSlider|GameLaunchSlider] item) +Arguments +menu - The menu to query.item - The item return from the previous call to GetFirstltem() or GetNextltem(), whichever was the most recent. +Return Values +If successful the object of the item is returned. Valid return types are GameLaunchltemList +and GameLaunchSlider. If the search failed nil will be returned. +Description +To be used in conjunction with GameLaunchMenu.GetFirstltem() +Examples +local item = myMenul:GetFirstltem() +while item ~= nil do +— Reset all sliders +if Type(item) == "GameLaunchSlider" then +item:SetValue(" 0 " ) +end +item = myMenul:GetNextItem(item) +end +See Also +GameLaunchMenuSys +GameLaunchMenuSys.AddMenu +Brief +Adds an menu screen to the menu system. +Definition +GameLaunchMenuSys.AddMenu( GameLaunchMenu menu, string insertPosition ) +Arguments +menu - GameLaunchMenu object return from GameLaunchMenuSys.CreateMenuQinsertPosition - specifies the position where the menu should +be inserted. The menu will be inserted before the +menu with the Id given. This is an optional argument, if it is not specified the menu will be appended to the end. +Return Values +None. +Description +Adds an menu screen to the menu system. +Examples +! myMenul = GameLaunchMenuSys.CreateMenu( "myMenul", "mainMenu", true ) +jj friendlyFireltem = GameLaunchMenu.AddltemList( myMenul, "friendlyFire" ) +I GameLaunchListItem.Addltem( friendlyFireltem, "on" ) +j GameLaunchListltem.Addltem( friendlyFireltem, "off" ) +! GameLaunchMenuSys.AddMenu( myMenul ) +See Also +None +GameLaunchMenuSys.CreateMenu +Brief +Creates and returns a GameLaunchMenu object. +Definition +! GameLaunchMenu GameLaunchMenuSys.CreateMenu( string menuld, string menuNameRef, boolean isSessionMenu +) +Arguments +menuld - A unique Id string used to identify this menu screen and is used when exporting the session XML file.menuNameRef - Name given to +the menu which will be displayed on screen. Reference string used to look up the translated string in the object's localisation +database.isSessionMenu - Session menus are controlled by the Session Master, options contained within such menus become read only once +the session has been created. +Return Values +GameLaunchMenu +Description +Creates and returns a GameLaunchMenu object. +Examples +! menul = GameLaunchMenuSys.CreateMenu( "myMenul", "mainMenu", true ) +See Also +None +GameLaunchMenuSys.FindMenuByld +Brief +Finds a menu from within the menu system. +Definition +! GameLaunchMenu GameLaunchMenuSys.FindMenuByld( string menuld ) +Arguments +menuld - Menu Id of the menu to search for. +Return Values +GameLaunchMenu object, or nil if not found. +Description +Finds a menu from within the menu system. +Examples +local menu = GameLaunchMenuSys.FindMenuByld( "myMenu3" ) +if menu ~= nil then +local mySliderl = GameLaunchMenu.AddltemSlider( menu, "difficulty", 1, 10, 1, 3 ) +GameLaunchSlider.SetPercentageSlider( mySliderl, false ) +GameLaunchSlider.SetIntegerSlider( mySliderl, true ) +end +See Also +None +GameLaunchMenuSys.GetFirstMenu +Brief +Retrieves the first menu from the menu system. +Definition +! GameLaunchMenu GameLaunchMenuSys.GetFirstMenu() +Arguments +None +Return Values +GameLaunchMenu object, or nil if none found. +Description +Retrieves the first menu from the menu system. Useful when searching for active menus where the GameLaunchMenu object isn't already known, +for example, menus created by the Game Launching XML menu format. +Examples +! local myMenu = GameLaunchMenuSys.GetFirstMenu() +j if myMenu ~= nil then +! end +See Also +None +GameLaunchMenuSys.GetNextMenu +Brief +Retrieves the next menu from the menu system. +Definition +! GameLaunchMenu GameLaunchMenuSys.GetNextMenu( GameLaunchMenu myMenu ) +Arguments +myMenu - GameLaunchMenu object return from the previous GetFirstMenuQ or GetNextMenu() call, whichever was the most recent. +Return Values +GameLaunchMenu object, or nil if none found. +Description +Retrieves the next menu from the menu system. To be used in conjunction with GameLaunchMenuSys.GetFirstMenu() Useful when searching for +active menus where the GameLaunchMenu object isn't already known, for example, menus created by the Game Launching XML menu format. +Examples +! local aMenu = GameLaunchMenuSys.GetFirstMenu() +; if aMenu ~= nil then +numMenus = 1 +repeat +aMenu = GameLaunchMenuSys.GetNextMenu(aMenu) +if aMenu ~= nil then +numMenus = numMenus + 1 +end +until aMenu == nil +j end +See Also +• GameLaunchMenuSys.GetFirstMenu +• GameLaunchMenuSys.GetNextMenu +GameLaunchMenuSys.RemoveMenu +Brief +Removes an active menu from the menu system. +Definition +1 GameLaunchMenuSys.RemoveMenu( string menuld ) +Arguments +menuld - Id of the menu to be removed. +Return Values +None. +Description +Removes an active menu from the menu system. This does not destroy the object instance. If the destruction of the object instance is required, +this should be done via Lua garbage collection. +Examples +local myMenu = GameLaunchMenuSys.FindMenuByld( "rnyMenul" ) +if myMenu ~= nil then +GameLaunchMenuSys.RemoveMenu( "myMenu" ) +end +See Also +None +GameLaunchSlider +GameLaunchSlider.GetNameRef +Brief +Obtains a slider's reference name. +Definition +string GameLaunchSlider.GetNameRef(GameLaunchSlider sliderItem) +Arguments +Return Values +Returns the name reference string of the slider item passed in. +Description +GetNameRef() can be useful for debug purposes and also in cases where a developer wishes to manually write out a custom session XML file +upon launching. +Examples +! local item = rnyMenul:GetFirstItem() +jj while item ~= nil do +— Reset all sliders +if Type(item) == "GameLaunchSlider" then +local sliderName = item:GetNameRef() +— Insert code here. +end +item = rnyMenul:GetNextItem(item) +i end +See Also +None +GameLaunchSlider.GetValue +Brief +Gets the current value of the slider. +Definition +! GameLaunchSlider.GetValue(GameLaunchSlider sliderltem, number value) +Arguments +sliderltem - The slider object +Return Values +Description +Examples +! local levelSlider = myMenul:FindltemByNameRef("level") +jj if levelSlider ~= nil then +currentLevel = levelSlider:GetValue() +i end +See Also +None +GameLaunchSlider.SetlntegerSlider +Brief +Toggles the slider as a integer type slider. +Definition +! GameLaunchSlider.SetlntegerSlider(GameLaunchSlider sliderltem, boolean enable) +Arguments +sliderltem - The slider object +enable - Flag to specify if slider should be a integer type slider. If this value is false, the +slider will use floating point values instead. +Return Values +Description +Examples +levelSlider = myMenul:AddltemSlider("level", 1, 10, 1, 3) +levelSlider:SetPercentageSlider(false) +levelSlider:SetIntegerSlider(true) +See Also +None +GameLaunchSlider.SetPercentageSlider +Brief +Toggles the slider as a percentage type slider. +Definition +GameLaunchSlider.SetPercentageSlider(GameLaunchSlider sliderltem, boolean enable) +Arguments +sliderltem - The slider object +enable - Flag to specify if slider should be a percentage type slider. +Return Values +Description +Note: Percentage sliders using floating point values is not supported. +Examples +i energySlider = myMenul:AddltemSlider("energy", 1, 100, 10, 80) +; energySlider:SetPercentageSlider(true) +| energySlider:SetIntegerSlider(true) +See Also +None +GameLaunchSlider.SetValue +Brief +Sets the value of the slider. +Definition +! GameLaunchSlider.SetValue(GameLaunchSlider sliderltem, number value) +Arguments +sliderltem - The slider object +value - The value to which the slider should be set to. +Return Values +Description +Examples +local slider = myMenul:FindltemByNameRef("level") +if slider ~= nil then +slider:SetValue(3) +end +See Also +None +Gfx Effect +GfxEffect.Create +Brief +Creates a new GfxEffect object. +Definition +j GfxEffect GfxEffect.Create ( ) +Arguments +None +Return Values +A new GfxEffect instance. +Description +Creates a new GfxEffect object. By default, an effect is not enabled and will not render. To enable the effect, call GfxEffect.Enable. +Examples +! gfxEffect = GfxEffeet.Create () +i — set up geometry +| gfxEffeet:Enable (true) +See Also +• GfxEffect.Enable +GfxEffect.Enable +Brief +Enable or disable rendering of the GfxEffect. +Definition +GfxEffeet.Enable(GfxEffeet effect, boolean enable) +Arguments +effect - Effect to modify.enable - True to enable or false to disable. +Return Values +None. +Description +This function controls whether the GfxEffect instance is rendered or not. This state has no effect on the data within the effect, so it can be enabled +and disabled without re-specifying the data. If you wish to delete the effect altogether, allow it to be garbage collected. +Examples +! gfxEffeet:Enable(false) +See Also +• GfxEffect.IsEnabled +GfxEffect.IsEnabled +Brief +Indicates whether the GfxEffect instance is enabled. +Definition +! boolean GfxEffeet.IsEnabled(GfxEffeet effect) +Arguments +effect - Effect to query. +Return Values +True if enabled or false otherwise. +Description +An effect must be enabled in order to render. +Examples +! if (not gfxEffeet:IsEnabled()) then +gfxEffeet:Enable(true) +| end +See Also +• GfxEffect.Enable +GfxEffect.SetAlphaRef +Brief +Set the reference value used for cutout effects. +Definition +! GfxEffect.SetAlphaRef( GfxEffect effect, number alphaRef ) +Arguments +effect - The GfxEffect instance.alphaRef - The reference value to use for alpha testing. +Return Values +None. +Description +An effect rendered with the cutout blend mode will apply an alpha test when rendering, using the value supplied to this function as the reference +value. Any geometry with an alpha value greater than or equal to the reference value will be rendered, alpha values lower than the reference will +not be rendered. +Examples +See Also +• GfxEffect.SetBlendMode +GfxEffect.SetBlendMode +Brief +Set the blending mode for the effect. +Definition +GfxEffeet.SetBlendMode( GfxEffect effect, BlendMode mode ) +Arguments +effect - The effect instance.mode - The desired blend mode. Valid values are: +BlendMode.Opaque => no blend, render opaque +BlendMode.Cutout => render opaque with alpha test using AlphaRef value +BlendMode.Blend => SrcAlpha*Src + (1-SrcAlpha)*Dst +BlendMode.Add => Src + Dst +BlendMode.Multiply => Src * Dst +BlendMode.AlphaAdd => SrcAlpha'Src + Dst +BlendMode.BlendPremultiplied => Src + (1-SrcAlpha)*Dst +Return Values +None. +Description +The blend mode controls how the GfxEffect is blended onto the final frame. Opaque renders the geometry unblended, and cutout applies an alpha +test with the threshold set with SetAlphaRef when rendering. For effect of other modes please refer to BlendMode value list in this help entry. +Examples +See Also +• GfxEffect.SetAlphaRef +• GfxEffect.SetRenderStage +• GfxEffect.SetDepthPrepass +GfxEffect.SetBounds +Brief +Sets the local axis aligned bounding box of the effect. +Definition +I GfxEffect.SetBounds( GfxEffect effect, Vector4 min, Vector4 max ) +Arguments +effect - The instance to modify.min - The local space minimum extent of the effect.max - The local space maximum extent of the effect. +Return Values +None. +Description +GfxEffect instances require a local bounding box in order to be culled when not in view. The bounding box should encompass all of the geometry +created by the effect. +Examples +local vertData = MemoryContainer.Create(numVerts * 4) — 4 bytes per vertex +local offset = 0 +for i = 1, numVerts do +local v = GenerateVert(i) — user function to compute some vertex position +vertData:SetVector4(offset, v) +offset = offset + 4 +end +— compute bounds +local min = Vector4.Create(Const.MaxNum, Const.MaxNum, Const.MaxNum) +local max = -min +StreamOps.BoundsVec4(verts, 0, numVerts, min, max) +— set up gfxeffect +gfxEffect = GfxEffeet.Create() +gfxEffeet:SetVertexData(GfxVertAttrib.Position, vertData, 4) +— will also need some indices here... +gfxEffeet:SetBounds(min, max) +See Also +• StreamOps.BoundsVec4 +GfxEffect.SetDepthPrepass +Brief +Set whether the effect renders a depth prepass. +Definition +! GfxEffeet.SetDepthPrepass( GfxEffect effect, boolean flag ) +Arguments +effect - The GfxEffect instance.flag - True to turn on depth prepass rendering, false otherwise. +Return Values +None. +Description +Setting this flag will render the effect into the depth buffer first, and only render faces passing an equal depth test when rendering to the back +buffer. Defaults to off. +Examples +See Also +• GfxEffect. SetBlendMode +GfxEffect.SetDrawRange +Brief +Sets the range of triangles to draw. +Definition +! GfxEffeet.SetDrawRange( GfxEffect effect, number start, number count ) +Arguments +effect - The instance to set the draw range on.start - Offset into indices at which to start drawing.count - The number of triangles to draw. +Return Values +None. +Description +It is more optimal to create one GfxEffect and render subsections of its geometry than create separate GfxEffects. This function can be used to +draw a subset of the triangles in the GfxEffect. +Examples +gfxEffeet:SetDrawRange(6, 12) — draw 12 triangles starting from index 6 (ie, skip first 2 tris) +See Also +• GfxEffect.SetlndexData +Gfx Eff ect.Setl ndexData +Brief +Sets the triangle indices for the effect. +Definition +GfxEffeet.SetlndexData( GfxEffect effect, MemoryContainer indices, number offset = 0 ) +Arguments +effect - The instance to set the indices on.indices - The memory container with vertex indices as a triangle list, 3 indices per triangle. +The memory container should be allocated in host memory and 128-byte aligned.offset - The offset into the memory container at which to find the +indices. +Return Values +None. +Description +The geometry is specified as a triangle list with 3 indices per triangle. As such there will be triangleCount * 3 indices required. Each index is +assumed to be 2 bytes in size (65k vertex limit). Note that the index data is required to be 128-byte aligned, and located in host memory. The +memory is used by the GfxEffect directly, i.e. no copy is made, so the user should ensure the memory container exists for as long as the GfxEffect +exists. Clockwise winding indicates a front-facing triangle. The number of indices to use is indicated by the SetDrawRange function. +Examples +See Also +• GfxEffect.SetVertexData +• GfxEffect.SetDrawRange +GfxEffect.SetRenderStage +Brief +Set the render stage for semi-transparent effects. +Definition +GfxEffect.SetRenderStage( GfxEffect effect, RenderStage mode ) +Arguments +effect - The effect instance.mode - The desired render stage. Valid values are: +RenderStage. PreWorld +RenderStage. PostWorld +RenderStage. PostParticles +Return Values +None. +Description +For effects being blended into the frame, this function controls the render stage at which the effect is rendered. Geometry rendered in subsequent +stages will be blended on top of geometry rendered at at earlier stage. The render stages are listed in this entry in temporal order. +Examples +See Also +GfxEffect.SetShadowEnable +Brief +Set whether the effect casts a dynamic shadow. +Definition +I GfxEffect.SetShadowEnable( GfxEffect effect, boolean flag ) +Arguments +effect - The GfxEffect instance.flag - True to cast a dynamic shadow from this effect, or false otherwise. +Return Values +None. +Description +Enabling this flag will cause the effect to cast a dynamic shadow onto the scene, at a small performance cost. Defaults to off. +Examples +See Also +None +Gfx Ef f ect .SetT extu re +Brief +Sets the given texture on the given shader uniform parameter. +Definition +! GfxEffect.SetTexture( GfxEffect effect, TextureType type, Texture|string|resource tex ) +Arguments +effect - The GfxEffect instance.type - The texture type to set: +TextureType. ColorMap +tex - The texture, texture resource name, or texture resource. +Return Values +None. +Description +Set the texture to use for the specified texture slot. +Examples +tex = Texture.Find("water") +gfxEffeet:SetTexture( TextureType.ColorMap, tex ) +See Also +• Texture.Find +• Resource.Find +GfxEffect.SetTransform +Brief +Sets the world transform for the effect. +Definition +! GfxEffeet.SetTransform( GfxEffeet effect, Matrix44 transform ) +Arguments +effect - The instance to modify .transform - The world space tranform. +Return Values +None. +Description +Sets the world transform for the effect, used to place it within the scene. +Examples +local transform = Matrix44.Create () +transform:SetTranslation(Vector4.Create(1, 2, 3)) +gfxEffeet:SetTransform(transform) +See Also +None +Gfx Effect.SetT woSided +Brief +Set whether the effect is rendered two-sided. +Definition +GfxEffeet.SetTwoSided( GfxEffeet effect, boolean flag ) +Arguments +effect - The GfxEffect instance.flag - True to render two-sided, false otherwise. +Return Values +None. +Description +If the geometry should be considered two-sided, set this flag to true. Defaults to on. +Examples +See Also +None +GfxEffect.SetVertexData +Brief +Sets a vertex data attribute for the effect. +Definition +boolean GfxEffect.SetVertexData( GfxEffect effect, VertexDataType type, MemoryContainer data, number +numElementsPerVertex, number offset = 0, number mode = DataRepeat.None, number frequency = 0) +Arguments +effect - The instance to set the vertex data into.type - Vertex data type: +VertexDataType. In Position +VertexDataT ype. InT exCoord 1 +VertexDataType.InColordata - Memory container specifying the vertex data. The memory container should be allocated in host +memory.numElementsPerVertex - number of elements, range is [ 1,4 ].mode - The desired vertex data repeat mode. Valid values are: +DataFtepeat.None +DataRepeat. Element +DataRepeat.Bufferfrequency - the data repeat frequency, a value of 0 disables element or buffer repeat. +Return Values +True if the call succeeded, false otherwise. +Description +Supply the vertex data (position, colour, texture coords) for a GfxEffect. Note that the memory is used by the GfxEffect directly, no copy is made. +Therefore the user should ensure the memory container exists for as long as the GfxEffect exists. All elements are floats, including color. All +vertex data streams must be specified for the effect to render. +Examples +See Also +• GfxEffect.SetlndexData +Group +Group.Create +Brief +Create a group. +Definition +! boolean Group.Create() +Arguments +None +Return Values +True if the group creation process started, false otherwise (already a member of a group). +Description +Triggers the group creation process. A script should query for group membership to determine when the group has been created. This function +will fail if the user is already a member of a group. +Examples +! if (Group.Create()) then +state = CREATING_GROUP +| end +See Also +• Group.Leave +• Group.Getld +• Group.IsinGroup +• Group.Join +Group.Getld +Brief +Get the ID of the currently joined group. +Definition +! boolean Group.Getld(Biglnt<64> id) +Arguments +id - 64-bit Biglnt to receive the group ID. +Return Values +True upon success, false if not a member of a group. +Description +Obtain the ID of the group which the current user belongs to. If they are not a member of a group this function will return false and the Biglnt is not +modified. +Examples +local groupld = Biglnt.Create(64) +if (Group.Getld(groupld)) then +local msg = OutboundMessage.Create(JOIN_GROUP, 8) +msg:WriteBiglnt(groupld) +msg:Send() +end +See Also +• Group.Join +• Group.Create +Group.GetMemberCount +Brief +Get the number of members of the current user's group. +Definition +! number Group.GetMemberCount() +Arguments +None +Return Values +The number of group members. +Description +Gets the number of members of the current user's group. If the current user does not have a group, this function will raise an error. +Examples +1 local numMembers = Group.GetMemberCount() +See Also +• Group.GetMemberList +• Group.IsinGroup +Group.GetMemberList +Brief +Get the list of members of the current user's group. +Definition +| table Group.GetMemberList() +Arguments +None +Return Values +An array with one table for each member, with the following fields: +{ +number id, +User user +} +Description +Get the list of members of the current user's group. If the current user does not have a group, this function will raise an error. +Examples +local members = Group.GetMemberList() +print('Group members:') +for i, m in ipairs(members) do +print(m.user:GetName() ) +end +See Also +• Group.GetMemberCount +• Group.IsInGroup +Group. IsInGroup +Brief +Returns true if the current member is in a group. +Definition +boolean Group.IsInGroup () +Arguments +None +Return Values +true if the current user is in a group, false otherwise. +Description +Returns true if the current member is in a group. +Examples +if (Group.IsInGroup ()) then +print(’You have ' .. Group.GetGroupMemberCount() .. ' people in your group!') +end +See Also +• Group. GetMemberCount +• Group.GetMemberList +Group.Join +Brief +Join an existing group. +Definition +boolean Group.Join(Biglnt<64> groupld) +Arguments +None +Return Values +True if the group join process started, false otherwise (already a member of a group, or group doesn't exist). +Description +Triggers the group join process. A script should query for group membership to determine when the group has been joined. This function will fail if +the user is already a member of a group. +Examples +function OnReceivedMessage() +local msg = ReceivedMessage.GetEventMessage() +local id = msg:GetType() +if (id == JOIN_GROUP) then +groupld = Biglnt.Create(64) +msg:ReadBiglnt(groupld) +joinGroup = true +end +end +function Update() +if (joinGroup) then +joinGroup = false +if (Group.Join(groupld)) then +state = JOINING_GROUP +else +print("Group join failed!") +state = JOIN_ERROR — could retry, or ask for group ID to be resent +end +end +end +See Also +Group.Leave +• Group.Getld +• Group.IsInGroup +• Group.Create +Group.Leave +Brief +Leave a script-created group. +Definition +| boolean Group.Leave() +Arguments +None +Return Values +False if the user is in a non-script created group, or true otherwise. +Description +Removes the local user from a group he or she was previously joined to via script. This function will not remove the user from a group they joined +or created themselves. +Examples +! if (Group.Leave()) then +state = LEAVING_GROUP +| else +print("User is in their own group!") +i end +See Also +• Group.IsInGroup +• Group.Create +• Group.Join +GroupDoor +GroupDoor.Create +Brief +Creates a new Group Door. +Definition +GroupDoor GroupDoor.Create(string sceneName, boolean isSimpleDoor = true) +Arguments +sceneName - the Scene Name of the Group Instance.isSimpleDoor - if set to true (default) this will automate letting the user know if/why they +weren't +allowed to enter the door via standard client notifications. Otherwise the user needs to be informed manually, +which will involve using the 'GroupDoor.GetFailedEnterMessage' function. Please see GetFailedEnterMessage +for important details about displaying the message manually. +Note that GroupDoor functionality is currently not available in a personal space. If this function is called +from a personal space, nil is returned. +Return Values +A new Group Door object, or nil on failure. +Description +Creates a new Group Door for accessing a Group Instance, for playing private Group Mini Games. +Examples +groupDoor = GroupDoor.Create(sceneName) +groupDoor:Enter () +See Also +• GroupDoor.Enter +• GroupDoor.GetFailedEnterMessage +GroupDoor.Enter +Brief +Enters the specified Group Door. +Definition +boolean GroupDoor.Enter() +Arguments +None +Return Values +True if successful, false otherwise. The requirements for entering a Group Door include being a Member +of a Group, and there being two or more Members in that Group. +Description +This will trigger the relocation system (if the Group Door entry requirements are met). Note: The term 'GroupDoor' is developer-facing terminology +and should not be presented to users. When using this feature, please describe it in more user-friendly terms, for example: 'Play this game in a +Group Space', 'Play this game with your Group', or 'To play this game with your Group, go through this door'. +Examples +groupDoor = GroupDoor.Create(sceneName) +groupDoor:Enter() +See Also +• GroupDoor.Create +• GroupDoor.GetFailedEnterMessage +GroupDoor.GetFailedEnterMessage +Brief +Provides a localized string, for use by the developer, to inform the user why an attempt to enter the associated Group Door failed. +Definition +string GroupDoor.GetFailedEnterMessage() +Arguments +None +Return Values +The error message. +Description +If deciding to manually present this information, this string can be used. The string returned is localized correctly for the current user. It's important +to note that it should always be assumed that the message string could be of any length. Messages may vary due to additions, updates, and the +language used. The way the message is presented should take this into account, with formatting and scrolling as appropriate. +Examples +groupDoor = GroupDoor.Create(sceneName, false) +if (not groupDoor:Enter()) then +popupMessage = groupDoor:GetFailedEnterMessage() +end +See Also +• GroupDoor.Create +• GroupDoor.Enter +Hash +Hash.Create +Brief +Creates a new hash object. +Definition +Hash.Create( string type ) +Arguments +type - The hash type +Return Values +A new instance of a hash object. +Description +Creates a new hash object. Supported types are "SHA1", "MD5”. +Examples +! myHash = Hash.Create( "SHAl" ) +See Also +Hash.Finalize +Brief +Finalize the hash calculation and return the result. +Definition +! Hash.Finalize() +Arguments +None +Return Values +string - The hash result. +Description +Finalize the hash calculation and return the result. +Examples +! local result = myHash.Finalize () +See Also +Hash.Start +Brief +Prepares a hash object ready for calculating a new hash. +Definition +j Hash.Start () +Arguments +None +Return Values +None +Description +Prepares a hash object ready for calculating a new hash. +Examples +! myHash.Start() +See Also +Hash.Update +Brief +Updates a hash calculation. +Definition +: Hash.Update( variant data ) +Arguments +data - A string, number or MemoryContainer +Return Values +None +Description +Updates a hash calculation. Numbers will be hashed as floats. +Examples +! myHash.Update( "My String" ) +See Also +HelpSystem +HelpSystem.GetObjectHelpText +Brief +Retrieve the help text associated with an object. +Definition +! HelpSystem.GetObjectHelpText() +Arguments +objectld - The ID of the object to retrieve help text for (string) +Return Values +String if help text exists, otherwise nil +Description +Retrieve the help text associated with +Examples +; helpText = HelpSystem.GetObjectHelpText( "12345678-12345678-12345678-12345678" ) +See Also +None +HttpPostData +HttpPostData.AddDataHeader +Brief +Adds a data header to the post data. +Definition +boolean HttpPostData.AddDataHeader( HttpPostData postData, string key, string mimeType = nil, string +filename ) +Arguments +PostData - The instance of the post data.key - The name of the value to be added to the post data.mimeType - Optional. The mime type of the +data to add to the post data (e.g. "text/xml").filename - Optional. A file name to set for the data. May be needed for the Webserver to see the data +as a file +Return Values +True if the header was added. +Description +Adds a data header to the post data. This assumes the the script will add the actual data directly in some other way such as writing an XML file +into the container. The data must be finalized using FinalizeData before any new values can be added to the post data. +Examples +success = HttpPostData.AddDataHeader( postData, "file", "text/xml" ) +See Also +FlttpPostData. FinalizeData +HttpPostData.AddHttpHeader +Brief +Adds an http header key value pair. +Definition +HttpPostData.AddHttpHeader( HttpPostData postData, string key, boolean|number|string|nil value ) +Arguments +PostData - The instance of the post data.key - The name of the value to be added to the header.value - A boolean/number/string/nil to use as the +value to add to the header. +Return Values +Description +Adds a value to the http header. The function will error if there is not enough space in the container to add the value. Headers must be added +before adding of any data, signify the of the header section by calling HttpPostData.FinalizeHttpHeaders. +Examples +container = MemoryContainer.Create ( 4096 ) +postdata = HttpPostData.Create( container, "multipart/form-data" ) +postdata:AddHttpHeader( "keyl", "valuel" ) +postdata:AddHttpHeader( "key2", "value2" ) +postdata:AddHttpHeader( "key3", "value3" ) +postdata:FinalizeHttpHeaders() +postdata:AddValue( "name", "Bob" ) +postdata:AddValue( "password", "abcl23" ) +postdata:Finalize() +See Also +HttpPostData. AddValue +Brief +Adds a value to the post data. +Definition +boolean HttpPostData.AddValue( HttpPostData postData, string key, variant value ) +Arguments +PostData - The instance of the post data.key - The name of the value to be added to the post data.value - A boolean/number/string to use as the +value to add to the post data. +Return Values +True if the value was added. +Description +Adds a value to the post data. The function will return false if there is not enough space in the container to add the value. +Examples +| success = HttpPostData.AddValue( postData, "name", "Bob" ) +See Also +None +HttpPostData.Create +Brief +Creates a new HttpPostData object. +Definition +HttpPostData.Create( MemoryContainer container, string contentType ) +Arguments +container - The memory container to write the post data to.contentType - The encoding used for the post data. Specify either +"application/x-www-form-urlencoded" or "multipart/form-data". +Return Values +HttpPostData - A new instance of post data. +Description +Creates a new HttpPostData object. The memory container used will be reset so an data held in it will be lost. +Examples +container = MemoryContainer.Create( 4096 ) +PostData = HttpPostData.Create( container ) +See Also +HttpPostData.Finalize +Brief +Finalizes the post data. +Definition +boolean HttpPostData.Finalize( HttpPostData postData ) +Arguments +postData - The instance of the post data. +Return Values +True if the post data was finalized. +Description +Finalizes the post data so that it can be sent up to a server. No new data can be added after this call. +Examples +! success = HttpPostData.Finalize( postData ) +See Also +• FlttpPostData.AddDataFleader +HttpPostData.FinalizeData +Brief +Finalizes any data that has been added after calling AddDataFleader. +Definition +j boolean HttpPostData.FinalizeData( HttpPostData postData ) +Arguments +postData - The instance of the post data. +Return Values +True if the data value was finalized. +Description +Finalizes any data that has been added after calling AddDataFleader so that new data values can be added to the post data. +Examples +| success = HttpPostData.FinalizeData ( postData ) +See Also +• FlttpPostData.AddDataFleader +HttpPostData.FinalizeHttpHeaders +Brief +Finalizes the header section after calling AddFIttpFleader. +Definition +HttpPostData.FinalizeHttpHeaders( HttpPostData postData ) +Arguments +PostData - The instance of the post data. +Return Values +Description +Finalizes the header section after calling AddHttpHeader. No further headers can be added after calling this function. +Examples +I HttpPostData.FinalizeHttpHeaders( postData ) +See Also +• HttpPostData.AddHttpHeader +HttpPostData. Reset +Brief +Resets the post data. +Definition +j HttpPostData.Reset( HttpPostData postData ) +Arguments +postData - The instance of the post data. +Return Values +None. +Description +Resets the post data so that a new request can be created using the same object. +Examples +! HttpPostData.Reset( postData ) +See Also +None +Intersect +Intersect. AabbAabb2d +Brief +Intersect two AABBs in 2D. +Definition +boolean [, number, number] Intersect.AabbAabb2d(Vector4 boxlmin, Vector4 boxlmax, Vector4 box2min, +Vector4 box2max, boolean pd = false) +boolean [, number, number] Intersect.AabbAabb2d(number blminX, number blminY, number blmaxX, number +blmaxY, +number b2minX, number b2minY, number b2maxX, number +b2maxY, boolean pd = false) +Arguments +boxl Min - Minimum extents of AABB 1 .boxl Max - Maximum extents of AABB 1 ,box2Min - Minimum extents of AABB 2.box2Max - Maximum +extents of AABB 2.b1 minX - Minimum extent on X axis of AABB 1 .bl maxX - Maximum extent on X axis of AABB 1 .bl minY - Minimum extent on Y +axis of AABB 1 .bl maxY - Maximum extent on Y axis of AABB 1 ,b2minX - Minimum extent on X axis of AABB 2.b2maxX - Maximum extent on X +axis of AABB 2.b2minY - Minimum extent on Y axis of AABB 2.b2maxY - Maximum extent on Y axis of AABB 2.pd - True to calculate and return +penetration distances, or false otherwise. +Return Values +True if the boxes overlap and false if not, and if pd is specified, additionally returns the maximum +penetration depth on the x and y axes in that order. +Description +Intersect two axis-aligned bounding boxes in 2D. +Examples +boxlMin = Vector4.Create(1, 0.5) +boxlMax = Vector4.Create(3, 1.5) +box2Min = Vector4.Create(2.5, 1) +box2Max = Vector4.Create(5, 3) +intersect, pdx, pdy = Intersect.AabbAabb2d(boxlMin, boxlMax, box2Min, box2Max, true) +if (intersect) then +print("Intersection, penetration axis", pdx <= pdy and "X" or "Y") +end +See Also +None +Intersect. AabbAabb3d +Brief +Intersect two AABBs in 3D. +Definition +boolean [, number, number, number] Intersect.AabbAabb3d(Vector4 boxlMin, Vector4 boxlMax, Vector4 +box2Min, Vector4 box2Max, boolean pd) +Arguments +boxl Min - Minimum extents of AABB 1 .boxl Max - Maximum extents of AABB 1 ,box2Min - Minimum extents of AABB 2.box2Max - Maximum +extents of AABB 2.pd - Calculate and return penetration distance on each axis. +Return Values +True if the boxes intersect, or false otherwise. Additionally, if the parameter pd is true, the +penetration distance on each axis (X, Y, Z) is returned, in that order. +Description +Intersect two axis-aligned bounding boxes in 3D. +Examples +boxlMin = Vector4.Create (1, 0.5, 1) +boxlMax = Vector4.Create(3, 1.5, 2) +box2Min = Vector4.Create(2.5, 1, 0) +box2Max = Vector4.Create (5, 3, 1) +intersect, pdx, pdy, pdz = Intersect.AabbAabb3d(boxlMin, boxlMax, box2Min, box2Max, true) +if (intersect) then +print("Intersection, max penetration", math.max(pdx, pdy, pdz)) +end +See Also +None +Intersect. AabbPlane3d +Brief +Intersect an AABB with a plane in 3D. +Definition +IntersectSide, number Intersect.AabbPlane3d(Vector4 boxMin, Vector4 boxMax, Vector4 plane) +Arguments +boxMin - the minimum extents of the AABB.boxMax - the maximum extents of the AABB.plane - plane equation [ normal, distance ]. +Return Values +The classification of the box relative to the plane and the penetration distance of the AABB relative to the plane: +IntersectSide.Positive - In the positive half-space of the plane. +IntersectSide.Intersect - Overlapping (intersecting) the plane. +IntersectSide.Negative - In the negative half-space of the plane. +Description +The AABB is classified as either fully in the positive halfspace of the plane, fully in the negative halfspace, or overlapping the plane. The +penetration distance is also given, which will be positive if any part of the box lies in the negative halfspace of the plane, or negative if fully in the +positive halfspace. The penetration distance is given along the plane normal. +Examples +boxMin = Vector4.Create(1, 0.5, 0) +boxMax = Vector4.Create(3, 1.5, 0) +if (Intersect.AabbPlane3d(boxMin, boxMax, Vector4.Create(0, -1, 0, 1)) == IntersectSide.Intersect) +then +print("Intersection!") +end +See Also +None +Intersect.CircleAabb2d +Brief +Intersect a circle and an AABB in 2D. +Definition +boolean Intersect.CircleAabb2d(Vector4 center, number radius, Vector4 boxMin, Vector4 boxMax) +boolean Intersect.CircleAabb2d(number centerX, number centerY, number radius, number boxMinX, number +boxMinY, number boxMaxX, number boxMaxY) +Arguments +center - Circle center point.radius - Circle radius.boxMin - AABB minimum extents.boxMax - AABB maximum extents.centerX - Circle center X +coordinate.centerY - Circle center Y coordinate.boxMinX - AABB minimum extent on X axis.boxMinY - AABB minimum extent on Y axis.boxMaxX +- AABB maximum extent on X axis.boxMaxY - AABB maximum extent on Y axis. +Return Values +True if the circle and AABB overlap, or false if not. +Description +Intersect a circle and an AABB in 2D. +Examples +center = Vector4.Create(0, 1) +radius = 2 +boxMin = Vector4.Create(1, 0.5) +boxMax = Vector4.Create(3, 1.5) +if (Intersect.CircleAabb2d(center, radius, boxMin, boxMax)) then +print("Intersection!") +end +See Also +None +lntersect.CircleCircle2d +Brief +Intersect two circles in 2D. +Definition +boolean [, number] Intersect.CircleCircle2d(Vector4 centerl, number radiusl, Vector4 center2, number +radius2, boolean pd = false) +Arguments +centerl - center point of circle 1 .radiusl - radius of circle 1 ,center2 - center point of circle 2.radius2 - radius of circle 2.pd - return penetration +distance. +Return Values +True if circles intersect or false otherwise. If pd is true, additionally returns the penetration +distance of the circles. +Description +Intersect two circles in 2D. If pd is true, also returns the penetration distance, which is >= 0 if the circles intersect, or negative otherwise. If the +penetration distance is greater than the smaller radius of the two, the small circle lies wholly inside the large one. The penetration distance lies +along the vector between the circles' centers. +Examples +local intersect, pd = Intersect.CircleCircle2d(centerl, radiusl, center2, radius2, true) +if (intersect) then +if (pd >= math.min(radiusl, radius2)) then +print("Big circle wholly contains smaller circle") +else +print("Circles intersect with penetration distance", pd) +end +end +See Also +None +lntersect.DistSqLineLine3d +Brief +Calculate the squared distance between two lines in 3D at their point of closest approach. +Definition +number [, number, number] Intersect.DistSqLineLine3d(Vector4 linelPoint, Vector4 linelDir, Vector4 +line2Point, Vector4 line2Dir, boolean closest = false) +Arguments +linel Point - a point on line 1 .linel Dir - the normalized direction of line 1 ,line2Point - a point on line 2.line2Dir - the normalized direction of line +2.closest - If true, return the distance parameters for each line at the point of closest approach. +Return Values +The squared distance between the two lines at their point of closest approach. +Description +Two lines in 3D will rarely intersect exactly, so it will probably be more valuable to know the distance between the lines at their closest point. This +function will return the square of that distance, which can be compared to a value suitable to the application. Note that squared distances can +quickly exceed the limits of a floating point number, so it may be best to translate the lines to the origin before calling this function. +Examples +linelPoint = Vector4.Create(0, 1, 0) +linelDir = Vector4.Create (1, 0, 0) +line2Point = Vector4.Create(0, 2, 0) +line2Dir = Vector4.Create (1, 0, 0) +dist, tl, t2 = Intersect.DistSqLineLine3d(linelPoint, linelDir, line2Point, line2Dir, true) +print("Closest approach distance is", dist, "and closet point of approach is", linelPoint + +tl*linelDir) +See Also +None +lntersect.LineAabb2d +Brief +Intersect a line with an AABB in 2D. +Definition +boolean, number, number Intersect.LineAabb2d(Vector4 linePoint, Vector4 lineDir, Vector4 boxMin, +Vector4 boxMax) +boolean, number, number Intersect.LineAabb2d(number linePointX, number linePointY, number lineDirX, +number lineDirY, +number boxMinX, number boxMinY, number boxMaxX, number boxMaxY) +Arguments +linePoint - a point on the line.lineDir - normalized line direction.boxMin - minimum extent of AABB.boxMax - maximum extent of AABB.linePointX - +line point X coordinate.linePointY - line point Y coordinate.lineDirX - normalized line direction X coordinate.lineDirY - normalized line direction Y +coordinate.boxMinX - minimum X extent of AABB.boxMinY - minimum Y extent of AABB.boxMaxX - maximum X extent of AABB.boxMaxY - +maximum Y extent of AABB. +Return Values +True if the line intersects or false otherwise, and if true, the intersection distances on the line. +Description +Intersect a line with an AABB in 2D. If the line intersects the AABB, the intersection parameters are returned also. To compute an intersection +point from these parameters, compute linePoint + t*lineDir, where t is the intersection distance returned from the function. +Examples +linePoint = Vector4.Create (0, 1) +lineDir = Vector4.Create (1, 0) +boxMin = Vector4.Create(1, 0.5) +boxMax = Vector4.Create (3, 1.5) +intersect, tl, t2 = Intersect.LineAabb2d(linePoint, lineDir, boxMin, boxMax) +if (intersect) then +print("Intersection 1 at", tl) +— t2 can be same as tl if intersects a corner +if (t2 ~= tl) then +print("Intersection 2 at", t2) +end +end +See Also +• Intersect.RayAabb2d +• Intersect. SegmentAabb2d +Intersect.LineAabb3d +Brief +Intersect a line with an AABB in 3D. +Definition +boolean, number, number Intersect.LineAabb3d(Vector4 linePoint, Vector4 lineDir, Vector4 boxMin, +Vector4 boxMax) +Arguments +linePoint - a point on the line.lineDir - normalized line direction.boxMin - minimum extent of AABB.boxMax - maximum extent of AABB. +Return Values +True if the line intersects or false otherwise, and if true, the intersection distances on the line. +Description +Intersect a line with an AABB in 3D. If the line intersects the AABB, the intersection parameters are returned also. To compute an intersection +point from these parameters, compute linePoint + t*lineDir, where t is the intersection distance returned from the function. +Examples +linePoint = Vector4.Create(0, 1, 0) +lineDir = Vector4.Create (1, 0, 0) +boxMin = Vector4.Create(1, 0.5, 0) +boxMax = Vector4.Create(3, 1.5, 0) +intersect, tl, t2 = Intersect.LineAabb3d(linePoint, lineDir, boxMin, boxMax) +if (intersect) then +print("Intersection 1 at", tl) +— t2 can be same as tl if intersects a corner +if (t2 ~= tl) then +print("Intersection 2 at", t2) +end +end +See Also +• Intersect.RayAabb3d +• Intersect. SegmentAabb3d +Intersect.LineCircle2d +Brief +Intersect a line with a circle in 2D. +Definition +boolean [, number [, number]] Intersect.LineCircle2d(Vector4 linePoint, Vector4 lineDir, Vector4 +center, number radius, boolean ip = false) +boolean [, number [, number]] Intersect.LineCircle2d(number linePointX, number linePointY, number +lineDirX, number lineDirY, +boolean ip = false) +number centerX, number centerY, number radius, +Arguments +linePoint - a point on the line (any point).lineDir - normalized direction vector of line (sign is unimportant).center - center point of circle.radius - +circle radius.linePointX - X coordinate of a point on the line.linePointY - Y coordinate of a point on the line.lineDirX - X coordinate of normalized +direction vector of line.lineDirY - Y coordinate of normalized direction vector of line.centerX - circle center X coordinate.centerY - circle center Y +coordinate.ip - true to return intersection distances, false if not required. +Return Values +True if the line intersects the circle, or false otherwise. If ip is specified, additionally returns either 0, 1 or 2 intersection +distances, for the point(s) at which the line intersects the circle, if any. +Description +Intersect a line with a circle in 2D, and if requested return the distances along the line of the intersection point(s). If the intersection distance is not +requested it will not be computed, which will be more efficient. Note that a line may intersect a circle at 0 (no intersection), 1 (tangential +intersection) or 2 points (all other cases). The number of return values will reflect these cases. Note that a line is considered infinite and thus the +"order" of intersection points is not considered. If you wish to interpret the intersection distances in terms of distance then you will need to perform +this yourself. +Examples +linePoint = Vector4.Create (0, 1) +lineDir = Vector4.Create (1, 0) +center = Vector4.Create(3, 1) +intersect, tl, t2 = Intersect.LineCircle2d(linePoint, lineDir, center, 2, true) +if (intersect) then +— tl must be valid +print("Intersection 1 at", tl) +— t2 may be equal to tl if line intersects tangentially +if (t2 ~= tl) then +print("Intersection 2 at", t2) +end +end +See Also +• Intersect.RayCircle2d +• Intersect. SegmentCircle2d +Intersect.LineLine2d +Brief +Intersect two lines in 2D. +Definition +boolean [, number, number] Intersect.LineLine2d(Vector4 linelPoint, Vector4 linelDir, Vector4 +line2Point, Vector4 line2Dir, boolean ip = false) +boolean [, number, number] Intersect.LineLine2d(number linelpx, number linelpy, number lineldx, number +lineldy, +number line2px, number line2py, number line2dx, number +line2dy, boolean ip = false) +Arguments +linel Point - a point on line 1 (any point).linel Dir - normalized direction vector of line 1 (sign is unimportant).line2Point - a point on line 2 (any +point).line2Dir - normalized direction vector of line 2 (sign is unimportant).linel PointX - X coordinate of a point on line 1 (any point).linel PointY - Y +coordinate of a point on line 1 (any point).linel DirX - X coordinate of normalized direction vector of line 1 (sign is unimportant).linel DirY - Y +coordinate of normalized direction vector of line 1 (sign is unimportant).Nne2PointX - X coordinate of a point on line 2 (any point).line2PointY - Y +coordinate of a point on line 2 (any point).Nne2DirX - X coordinate of normalized direction vector of line 2 (sign is unimportant).line2DirY - Y +coordinate of normalized direction vector of line 2 (sign is unimportant).ip - true to return intersection distances, false if not required. +Return Values +True if the lines intersect, false otherwise. If ip is specified, additionally returns the intersection distance +for both lines. +Description +Intersect two lines in 2D, and if requested return the intersection distance for both lines if they intersect. Requesting the intersection distances has +no additional computation cost for this function. If the intersection point coordinates are required, it can be computed with linePoint + t*lineDir, +where t is the intersection distance for that line. +Examples +linelPoint = Vector4.Create(1, 1) +linelDir = Vector4.Create (1, 0) +line2Point = Vector4.Create (3, 0) +line2Dir = Vector4.Create (0, 1) +intersect, tl, t2 = Intersect.LineLine2d(linelPoint, linelDir, line2Point, line2Dir, true) +if (intersect) then +ip = linelPoint + tl * linelDir — or line2Point + t2 * line2Dir +end +See Also +• Intersect.RayRay2d +• Intersect.RayLine2d +• lntersect.LineSegment2d +• Intersect. RaySegment2d +• Intersect. SegmentSegment2d +Intersect. LinePlane3d +Brief +Intersect a line with a plane in 3D. +Definition +! IntersectType [ , number ] Intersect.LinePlane3d(Vector4 linePoint, Vector4 lineDir, Vector4 plane) +Arguments +linePoint - a point on the line.lineDir - direction vector of the line.plane - plane equation [ normal, distance ] +Return Values +If the line intersects the plane, IntersectType.Intersect is returned, if not, IntersectType.Disjoint is returned. +If the line lies in the plane, IntersectType.Overlap is returned. If the result is IntersectType.Intersect, the +intersection parameter t is returned (intersection point = linePoint + HineDir). Other results have no additional return values. +Description +A line is directionless, so all queries are effectively "two-sided". If Intersect.Disjoint is returned, this indicates the line is parallel to the plane +(perpendicular to the plane normal). +Examples +if (Intersect.LinePlane3d(linePoint, lineDir, plane) ~= IntersectType.Disjoint) then +print("Line intersects plane") +end +See Also +Intersect. RayPlane3d +Intersect. SegmentPlane3d +Intersect. LineSegment2d +Brief +Intersect a line and a segment in 2D. +Definition +boolean [, number, number] Intersect.LineSegment2d(Vector4 linePoint, Vector4 lineDir, Vector4 +segStart, Vector4 segVec, boolean ip = false) +boolean [, number, number] Intersect.LineSegment2d(number linePointX, number linePointY, number +lineDirX, number lineDirY, +number segStartX, number segStartY, number segVecX, +number segVecY, boolean ip = false) +Arguments +linePoint - a point on the line (any point).lineDir - normalized direction vector of line (sign is unimportant).segStart - first (start) point of +segment.segVec - vector from first (start) point of segment to second (end) point of segment. If the segment points +are A and B, the vector is B-A.linePointX - X coordinate of a point on the line.linePointY - Y coordinate of a point on the line.lineDirX - X +coordinate of normalized direction vector of line.lineDirY - Y coordinate of normalized direction vector of line.segStartX - X coordinate of segment +start point.segStartY - Y coordinate of segment start point.segVecX - X coordinate of segment direction vector (see above).segVecY - Y +coordinate of segment direction vector (see above).ip - true to return intersection distances, false if not required. +Return Values +True if the line and segment intersect, false otherwise. If ip is specified, additionally returns the intersection distance +for the line and segment, in that order. +Description +Intersect a line and a segment in 2D, and if requested return the intersection distance for both line and segment if they intersect. Requesting the +intersection distances has no additional computation cost for this function. If the intersection point coordinates are required, it can be computed +with linePoint + t'iineDir, where t is the intersection distance for the line, or segStart + u'segVec, where u is the intersection distance for the +segment. +Examples +linePoint = Vector4.Create (1, 1) +lineDir = Vector4.Create (1, 0) +segmentStart = Vector4.Create(3, 0) +segmentVec = Vector4.Create(0, 5) +intersect, tl, t2 = Intersect.LineSegment2d(linePoint, lineDir, segmentStart, segmentVec, true) +if (intersect) then +ip = linePoint + tl * lineDir — or segmentStart + t2 * segmentVec +end +See Also +• lntersect.RayRay2d +• lntersect.RayLine2d +• lntersect.RaySegment2d +• Intersect.LineLine2d +• lntersect.SegmentSegment2d +lntersect.LineSphere3d +Brief +Intersect a line with a sphere in 3D. +Definition +boolean [, number, number] Intersect.LineSphere3d(Vector4 linePoint, Vector4 lineDir, Vector4 center, +number radius, boolean ip = false) +Arguments +linePoint - any point on the line.lineDir - line direction (assumed to be normalized).center - center point of sphere.radius - radius of sphere.ip - if +true, compute and return intersection points. +Return Values +True if the line intersects the sphere, false otherwise. If ip is specified, the two intersection distances are returned additionally. +Description +Intersect a line with a sphere in 3D, and if requested return the intersection distances along the line of the intersection points. If the intersection +distance is not requested it will not be computed, which will be more efficient. If the intersection points in space are desired, then the points would +be computed as linePoint + HineDir, with t the intersection distance. Note that a line can either not intersect, intersect at two points, or intersect at +one point. In the latter case, both intersection distances will be the same. The ordering of the returned intersection values is not defined as a line +is not directed, unlike a ray, and the sphere is considered hollow for the purposes of intersection. +Examples +linePoint = Vector4.Create(0, 1, 0) +lineDir = Vector4.Create (1, 0, 0) +center = Vector4.Create(3, 1, 0) +intersect, tl, t2 = Intersect.LineSphere3d(linePoint, lineDir, center, 2, true) +if (intersect) then +— tl must be valid +print("Intersection 1 at", tl) +— t2 be equal to tl if line intersects tangentially +if (t2 ~= tl) then +print("Intersection 2 at", t2) +end +end +See Also +• lntersect.SegmentSphere3d +lntersect.PlanePlane3d +Brief +Intersect two planes in 3D. +Definition +IntersectType Intersect.PlanePlane3d(Vector4 planel, Vector4 plane2, Vector4 linePoint = nil, Vector4 +lineDir = nil) +Arguments +planel - first plane [ normal, distance ].plane2 - second plane [ normal, distance ].linePoint - if specified, will be set to a point on the line of +intersection of the planes if they intersect.lineDir - if specified, will be set to the normalized direction of the line of intersection of the planes if they +intersect. +Return Values +IntersectType.Intersect if the planes are non-parallel. If co-planar, IntersectType.Overlap is returned, +or IntersectType.Disjoint otherwise. +Description +Intersects two planes in 3D. Unless parallel, two planes will always intersect at a line. If the line of intersection is required (if it exists), pass +Vector4 instances to linePoint and/or lineDir. Not requesting the line of intersection will be more efficient. +Examples +linePoint = Vector4.Create () +i lineDir = Vector4.Create () +if (Intersect.PlanePlane3d(Vector4.Create(0, 1, 0, 3), Vector4.Create(1, 0, 0, 5), linePoint, lineDir) +== IntersectType.Intersect) then +print("Lines intersect at line", linePoint, lineDir) +j end +L_I +See Also +None +Intersect. RayAabb2d +Brief +Intersect a ray with an AABB in 2D. +Definition +boolean, +boxMax) +boolean, +rayDirY, +boxMaxY) +number, number Intersect.RayAabb2d(Vector4 rayOrig, Vector4 rayDir, Vector4 boxMin, Vector4 +number, number Intersect.RayAabb2d(number rayOrigX, number rayOrigY, number rayDirX, number +number boxMinX, number boxMinY, number boxMaxX, number +Arguments +rayOrig - ray origin.rayDir - normalized ray direction.boxMin - minimum extents of AABB.boxMax - maximum extents of AABB.rayOrigX - ray origin +X coordinate.rayOrigY - ray origin Y coordinate.rayDirX - normalized ray direction X coordinate.rayDirY - normalized ray direction Y +coordinate.boxMinX - minimum X extent of AABB.boxMinY - minimum Y extent of AABB.boxMaxX - maximum X extent of AABB.boxMaxY - +maximum Y extent of AABB. +Return Values +True if the ray intersects or false otherwise, and if true, the intersection distance(s) along the ray. +Description +Intersect a ray with an axis-aligned bounding box (AABB) in 2D and return the intersection distance(s) if it intersects. The intersection distances +will be returned in order of distance from the ray origin. +Examples +rayOrig = Vector4.Create(0, 1) +rayDir = Vector4.Create(1, 0) +boxMin = Vector4.Create(1, 0.5) +boxMax = Vector4.Create(3, 1.5) +intersect, tl, t2 = Intersect.RayAabb2d(rayOrig, rayDir, boxMin, boxMax) +if (intersect) then +print("First intersection at", tl) +— t2 can be nil if ray starts inside box, or same as tl if intersects a corner +if (t2 ~= nil and t2 ~= tl) then +print("Second intersection at", t2) +end +end +See Also +• lntersect.LineAabb2d +• lntersect.SegmentAabb2d +Intersect. RayAabb3d +Brief +Intersect a ray (half-line) with an AABB in 3D. +Definition +! boolean, number, number Intersect.RayAabb3d(Vector4 rayOrig, Vector4 rayDir, Vector4 boxMin, Vector4 +i boxMax) +Arguments +rayOrig - ray origin.rayDir - normalized ray direction.boxMin - minimum extents of AABB.boxMax - maximum extents of AABB. +Return Values +True if the ray intersects or false otherwise, and if true, the intersection distance(s) along the ray. +Description +Intersect a ray with an AABB in 3D and return the intersection distance(s) if it intersects. +Examples +rayOrig = Vector4.Create(0, 1, 0) +rayDir = Vector4.Create(1, 0, 0) +boxMin = Vector4.Create(1, 0.5, 0) +boxMax = Vector4.Create(3, 1.5, 0) +intersect, tl, t2 = Intersect.RayAabb3d(rayOrig, rayDir, boxMin, boxMax) +if (intersect) then +print("First intersection at", tl) +— t2 can be nil if ray starts inside box, or same as tl if intersects a corner +if (t2 ~= nil and t2 ~= tl) then +print("Second intersection at", t2) +end +end +See Also +• lntersect.LineAabb3d +lntersect.SegmentAabb3d +Intersect. RayCircle2d +Brief +Intersect a ray with a circle in 2D. +Definition +boolean [, number [, number]] Intersect.RayCircle2d(Vector4 rayOrig, Vector4 rayDir, Vector4 center, +number radius, boolean ip = false) +boolean [, number [, number]] Intersect.RayCircle2d(number rayOrigX, number rayOrigY, number rayDirX, +number rayDirY, +number centerX, number centerY, number radius, +boolean ip = false) +Arguments +rayOrig - ray origin.rayDir - normalized direction vector of ray.center - center point of circle.radius - circle radius.rayOrigX - ray origin X +coordinate.rayOrigY - ray origin Y coordinate.rayDirX - X coordinate of normalized direction vector of ray.rayDirY - Y coordinate of normalized +direction vector of ray.centerX - circle center X coordinate.centerY - circle center Y coordinate.ip - true to return intersection distances, false if not +required. +Return Values +True if the ray intersects the circle, or false otherwise. If ip is specified, additionally returns either 0, 1 or 2 intersection +distances, for the point(s) at which the ray intersects the circle, if any. +Description +Intersect a ray (half-line) with a circle in 2D, and if requested return the distances along the ray of the intersection point(s). If the intersection +distance is not requested it will not be computed, which will be more efficient. Note that a ray may intersect a circle at 0 (no intersection), 1 +(tangential intersection, or ray starting inside circle) or 2 points (all other cases). The number of return values will reflect these cases. +Examples +rayOrigin = Vector4.Create(0, 1) +rayDir = Vector4.Create(1, 0) +center = Vector4.Create(3, 1) +intersect, tl, t2 = Intersect.RayCircle2d(rayOrigin, rayDir, center, 2, true) +if (intersect) then +— tl must be valid +print("First intersection at", tl) +— t2 may be nil (ray starts inside circle), may also be equal to tl if ray intersects +tangentially +if (t2 ~= nil and t2 ~= tl) then +print("Second intersection at", t2) +end +end +See Also +• lntersect.LineCircle2d +• lntersect.SegmentCircle2d +Intersect.RayLine2d +Brief +Intersect a ray (half-line) and a line in 2D. +Definition +boolean [, number, number] Intersect.RayLine2d(Vector4 rayOrig, Vector4 rayDir, Vector4 linePoint, +Vector4 lineDir, boolean ip = false) +boolean [, number, number] Intersect.RayLine2d(number rayOrigX, number rayOrigY, number rayDirX, +number rayDirY, +number linePointX, number linePointY, number lineDirX, +number lineDirY, boolean ip = false) +Arguments +rayOrig - ray origin.rayDir - normalized direction vector of ray.linePoint - a point on the line (any point).lineDir - normalized direction vector of line +(sign is unimportant).rayOrigX - ray origin X coordinate.rayOrigY - ray origin Y coordinate.rayDirX - X coordinate of normalized direction vector of +ray.rayDirY - Y coordinate of normalized direction vector of ray.linePointX - X coordinate of a point on the line.linePointY - Y coordinate of a point +on the line.lineDirX - X coordinate of normalized direction vector of line.lineDirY - Y coordinate of normalized direction vector of line.ip - true to +return intersection distances, false if not required. +Return Values +True if the ray and line intersect, false otherwise. If ip is specified, additionally returns the intersection distance +for both the ray and line, in that order. +Description +Intersect a ray (half-line) and a line in 2D, and if requested return the intersection distance for both ray and line if they intersect. Requesting the +intersection distances has no additional computation cost for this function. If the intersection point coordinates are required, it can be computed +with either rayOrigin + frayDir, where t is the intersection distance for the ray, or linePoint + u*lineDir, where u is the intersection distance for the +line. +Examples +rayOrigin = Vector4.Create(1, 1) +rayDir = Vector4.Create(1, 0) +linePoint = Vector4.Create(3, 0) +lineDir = Vector4.Create(0, 1) +intersect, tl, t2 = Intersect.RayLine2d(rayOrigin, rayDir, linePoint, lineDir, true) +if (intersect) then +ip = rayOrigin + tl * rayDir — or linePoint + t2 * lineDir +end +See Also +• Intersect. RaySegment2d +• Intersect.RayRay2d +• lntersect.LineSegment2d +• lntersect.LineLine2d +• Intersect. SegmentSegment2d +lntersect.RayPlane3d +Brief +Intersect a ray (half-line) with a plane in 3D. +Definition +IntersectType [ , number ] Intersect.RayPlane3d(Vector4 rayOrig, Vector4 rayDir, Vector4 plane, bool +twoSided = false) +Arguments +rayOrig - ray origin.rayDir - ray direction (assumed to be normalized).plane - plane equation [ normal, distance jtwoSided - if true, will check for +intersection with the "back" side of the plane (ray origin in negative halfspace) +Return Values +If the ray intersects the plane, IntersectType.Intersect is returned, if not, IntersectType.Disjoint is returned. +If the ray lies in the plane, IntersectType.Overlap is returned, if the result is IntersectType.Intersect, the +intersection distance along the ray is returned additionally. Other results have no additional return values. +Description +Intersect a ray (half-line) with a plane in 3D. The plane can be considered as either 1- or 2-sided using the twoSided parameter: 1-sided planes +will not consider intersections from rays originating in the negative halfspace. +Examples +if (Intersect.RayPlane3d(rayOrig, rayDir, plane) ~= IntersectType.Disjoint) then +print("Ray intersects plane") +end +See Also +• Intersect.LinePlane3d +• Intersect. SegmentPlane3d +Intersect. Ray Ray2d +Brief +Intersect two rays (half-lines) in 2D. +Definition +boolean [, number, number] Intersect.RayRay2d(Vector4 raylOrig, +Vector4 ray2Dir, boolean ip = false) +boolean [, number, number] Intersect.RayRay2d(number raylOrigX, +number raylDirY, +number ray20rigX, +number ray2DirY, boolean ip = false) +Vector4 raylDir, Vector4 ray20rig, +number raylOrigY, number raylDirX, +number ray20rigY, number ray2DirX, +Arguments +raylOrig - ray 1 origin.rayl Dir - normalized direction vector of ray 1 .ray20rig - ray 2 origin.ray2Dir - normalized direction vector of ray 2.raylOrigX +- ray 1 origin X coordinate.raylOrigY - ray 1 origin Y coordinate.raylDirX - X coordinate of normalized direction vector of ray 1 .rayl DirY - Y +coordinate of normalized direction vector of ray 1 .ray20rigX - ray 2 origin X coordinate.ray20rigY - ray 2 origin Y coordinate.ray2DirX - X +coordinate of normalized direction vector of ray 2.ray2DirY - Y coordinate of normalized direction vector of ray 2.ip - true to return intersection +distances, false if not required. +Return Values +True if the rays intersect or false otherwise. If ip is true, additionally returns the distance along +the two rays to the intersection point. +Description +Intersect two rays (half-lines) in 2D, and if requested return the intersection distance for both rays if they intersect. Requesting the intersection +distances has no additional computation cost for this function. If the intersection point coordinates are required, it can be computed with rayOrigin ++ t*rayDir, where t is the intersection distance for that ray. +Examples +raylOrigin = Vector4.Create(1, 1) +raylDir = Vector4.Create(1, 0) +ray20rigin = Vector4.Create(3, 0) +ray2Dir = Vector4.Create(0, 1) +intersect, tl, t2 = Intersect.RayRay2d(raylOrigin, raylDir, ray20rigin, ray2Dir, true) +if (intersect) then +ip = raylOrigin + tl * raylDir — or ray20rigin + t2 * ray2Dir +end +See Also +• lntersect.RaySegment2d +• lntersect.RayLine2d +• lntersect.LineSegment2d +• lntersect.LineLine2d +• lntersect.SegmentSegment2d +Intersect. RaySegment2d +Brief +Intersect a ray (half-line) and a segment in 2D. +Definition +boolean [, number, number] Intersect.RaySegment2d(Vector4 rayOrig, Vector4 rayDir, Vector4 segStart, +Vector4 segVec, boolean ip = false) +boolean [, number, number] Intersect.RaySegment2d(number rayOrigX, number rayOrigY, number rayDirX, +number rayDirY, +number segStartX, number segStartY, number segVecX, +number segVecY, boolean ip = false) +Arguments +rayOrig - ray origin.rayDir - normalized direction vector of ray.segStart - first (start) point of segment.segVec - vector from first (start) point of +segment to second (end) point of segment. If the segment points +are A and B, the vector is B-A.rayOrigX - ray origin X coordinate.rayOrigY - ray origin Y coordinate.rayDirX - X coordinate of normalized direction +vector of ray.rayDirY - Y coordinate of normalized direction vector of ray.segStartX - X coordinate of segment start point.segStartY - Y coordinate +of segment start point.segVecX - X coordinate of segment direction vector (see above).segVecY - Y coordinate of segment direction vector (see +above).ip - true to return intersection distances, false if not required. +Return Values +True if the ray and segment intersect, false otherwise. If ip is specified, additionally returns the intersection distance +for both the ray and segment, in that order. +Description +Intersect a ray (half-line) and a segment in 2D, and if requested return the intersection distance for both ray and segment if they intersect. +Requesting the intersection distances has no additional computation cost for this function. If the intersection point coordinates are required, it can +be computed with either rayOrigin + t*rayDir, where t is the intersection distance for the ray, or segStart + u*segVec, where u is the intersection +distance for the segment. +Examples +rayOrigin = Vector4.Create(1, 1) +rayDir = Vector4.Create(1, 0) +segmentStart = Vector4.Create(3, 0) +segmentVec = Vector4.Create(0, 5) +intersect, tl, t2 = Intersect.RaySegment2d(rayOrigin, rayDir, segmentStart, segmentVec, true) +if (intersect) then +ip = rayOrigin + tl * rayDir — or segmentStart + t2 * segmentVec +end +See Also +• Intersect.RayRay2d +• Intersect.RayLine2d +• lntersect.LineSegment2d +• lntersect.LineLine2d +• Intersect.SegmentSegment2d +Intersect. RaySphere3d +Brief +Intersect a ray with a sphere in 3D. +Definition +boolean [, number, number] Intersect.RaySphere3d(Vector4 rayOrig, Vector4 rayDir, Vector4 center, +number radius, boolean ip = false) +Arguments +rayOrig - ray origin.rayDir - ray direction (assumed to be normalized).center - center point of sphere.radius - radius of sphere.ip - if true, compute +and return intersection distances. +Return Values +True if the ray intersects the sphere, false otherwise. If ip is specified, the intersection distances +along the ray are returned. The first return value is the first intersection, and the second the final. +Description +Intersect a ray (half-line) with a sphere in 3D, and if requested return the distances along the ray of the intersection points. If "ip” is true the +intersection distances will be returned after the boolean return value. If the intersection distance is not requested it will not be computed, which will +be more efficient. If the intersection points in space are desired, they can be computed with rayOrig + t'rayDir, where t is the intersection distance. +Note that a ray can either not intersect, intersect at two points, or intersect at one point. In the latter case, both intersection distances will be the +same. The sphere is considered "solid", so a ray originating inside the sphere will have an initial intersection distance of 0. +Examples +rayOrigin = Vector4.Create(0, 1, 0) +rayDir = Vector4.Create(1, 0, 0) +center = Vector4.Create(3, 1, 0) +intersect, tl, t2 = Intersect.RaySphere3d(rayOrigin, rayDir, center, 2, true) +if (intersect) then +— tl must be valid +print("First intersection at", tl) +— t2 may be nil (ray starts inside sphere), may also be equal to tl if ray intersects +tangentially +if (t2 ~= nil and t2 ~= tl) then +print("Second intersection at", t2) +end +end +See Also +• Intersect. LineSphere3d +• lntersect.SegmentSphere3d +Intersect. SegmentAabb2d +Brief +Intersect a segment with an AABB in 2D. +Definition +boolean [, number [, number]] +boxMin, Vector4 boxMax) +boolean [, number [, number]] +segVecX, number segVecY, +number boxMaxY) +Intersect.SegmentAabb2d(Vector4 segStart, Vector4 segVec, Vector4 +Intersect.SegmentAabb2d(number segStartX, number segStartY, number +number boxMinX, number boxMinY, number boxMaxX, +Arguments +segStart - segment start point.segVec - vector from segment start point to end point.boxMin - minimum extents of AABB.boxMax - maximum +extents of AABB.segStartX - segment start point X coordinate.segStartY - segment start point Y coordinate.segVecX - segment vector X +coordinate.segVecY - segment vector Y coordinate.boxMinX - minimum X extent of AABB.boxMinY - minimum Y extent of AABB.boxMaxX - +maximum X extent of AABB.boxMaxY - maximum Y extent of AABB. +Return Values +True if the segment intersects or false otherwise, and if true, the intersection distance(s) along the segment. +Description +Intersect a segment with an AABB in 2D and return the intersection distance(s) if it intersects. To compute an intersection point from these +parameters, compute segStart + t*segVec, where t is an intersection distance returned from the function. +Examples +segStart = Vector4.Create (0, 1) +segVec = Vector4.Create(6, 0) +boxMin = Vector4.Create (1, 0.5) +boxMax = Vector4.Create (3, 1.5) +intersect, tl, t2 = Intersect.SegmentAabb2d(segStart, segVec, boxMin, boxMax) +if (intersect) then +print("First intersection at", tl) +— t2 can be nil (if segment starts inside box or doesn't cross box), or same as tl if intersects +a corner +if (t2 ~= nil and t2 ~= tl) then +print("Second intersection at", t2) +end +end +See Also +• lntersect.LineAabb2d +• Intersect.RayAabb2d +Intersect. SegmentAabb3d +Brief +Intersect a segment with an AABB in 3D. +Definition +boolean [, number [, number]] Intersect.SegmentAabb3d(Vector4 segStart, Vector4 segVec, Vector4 +boxMin, Vector4 boxMax) +Arguments +segStart - segment start point.segVec - vector from segment start point to end point.boxMin - minimum extents of AABB.boxMax - maximum +extents of AABB. +Return Values +True if the segment intersects or false otherwise, and if true, the intersection distance(s) along the segment. +Description +Intersect a segment with an AABB in 3D and return the intersection distance(s) if it intersects. To compute an intersection point from these +parameters, compute segStart + t’segVec, where t is an intersection distance returned from the function. +Examples +segStart = Vector4.Create (0, 1, 0) +segVec = Vector4.Create(6, 0, 0) +boxMin = Vector4.Create(1, 0.5, 0) +boxMax = Vector4.Create (3, 1.5, 0) +intersect, tl, t2 = Intersect.SegmentAabb2d(segStart, segVec, boxMin, boxMax) +if (intersect) then +print("First intersection at", tl) +— t2 can be nil (if segment starts inside box or doesn't cross box), or same as tl if intersects +a corner +if (t2 ~= nil and t2 ~= tl) then +print("Second intersection at", t2) +end +end +See Also +• Intersect.RayAabb3d +• lntersect.LineAabb3d +lntersect.SegmentCircle2d +Brief +Intersect a segment with a circle in 2D. +Definition +boolean [, number [, number]] Intersect.SegmentCircle2d(Vector4 segStart, Vector4 segVec, Vector4 +center, number radius, boolean ip = false) +boolean [, number [, number]] Intersect.SegmentCircle2d(number segStartX, number segStartY, number +segVecX, number segVecY, number centerX, number centerY, number radius, boolean ip = false) +Arguments +segStart - first (start) point of segment.segVec - vector from first (start) point of segment to second (end) point of segment. If the segment points +are A and B, the vector is B-A.center - center point of circle.radius - radius of circle.segStartX - X coordinate of segment start.segStartY - Y +coordinate of segment start.segVecX - X coordinate of segment vector (see segVec).segVecY - Y coordinate of segment vector (see +segVec).centerX - X coordinate of circle center.centerY - Y coordinate of circle center.ip - true to return intersection distances, false if not +required. +Return Values +True if the segment intersects the circle, or false otherwise. If ip is specified, additionally returns either 0,1 or 2 intersection +distances, for the point(s) at which the segment intersects the circle, if any. +Description +Intersect a segment with a circle in 2D, and if requested return the distances along the segment of the intersection point(s). If the intersection +distance is not requested it will not be computed, which will be more efficient. Note that a segment may intersect a circle at 0 (no intersection, +including segment wholly inside the circle), 1 (tangential intersection, or segment straddles circle boundary) or 2 points (all other cases). The +number of return values will reflect these cases. +Examples +segStart = Vector4.Create(0, 1) +segVec = Vector4.Create(6, 0) +center = Vector4.Create(3, 1) +intersect, tl, t2 = Intersect.SegmentCircle2d(segStart, segVec, center, 2, true) +if (intersect) then +— tl must be valid +print("First intersection at", tl) +— t2 may be nil (segment starts inside circle or doesn't cross circle), may also be equal to tl +if segment intersects tangentially +if (t2 ~= nil and t2 ~= tl) then +print("Second intersection at", t2) +end +end +See Also +• lntersect.RayCircle2d +• Intersect. LineCircle2d +lntersect.SegmentPlane3d +Brief +Intersect a segment with a plane in 3D. +Definition +IntersectType [ , number ] Intersect.SegmentPlane3d(Vector4 segStart, Vector4 segVec, Vector4 plane, +bool twoSided = false) +Arguments +segStart - first segment point.segVec - vector from first segment point to second segment point.plane - plane equation [ normal, distance +jtwoSided - if true, will check for intersection with the "back" side of the plane (segment start in negative halfspace) +Return Values +If the segment intersects the plane, IntersectType.Intersect is returned, if not, IntersectType.Disjoint is returned. +If the segment lies in the plane, IntersectType.Overlap is returned. If the result is IntersectType.Intersect, the +intersection distance along the segment is returned additionally. Other results have no additional return values. +Description +Intersect a line segment with a plane in 3D. The plane can be considered as either 1- or 2-sided using the twoSided parameter: 1-sided planes +will not consider intersections from segments originating in the negative halfspace. +Examples +if (Intersect.SegmentPlane3d(segStart, segEnd - segStart, plane) ~= IntersectType.Disjoint) then +print("Segment intersects plane") +end +See Also +• Intersect. RayPlane3d +• lntersect.LinePlane3d +lntersect.SegmentSegment2d +Brief +Intersect two line segments in 2D. +Definition +boolean [, number, number] Intersect.SegmentSegment2d(Vector4 seglStart, Vector4 seglVec, Vector4 +seg2Start, Vector4 seg2Vec, boolean ip = false) +boolean [, number, number] Intersect.SegmentSegment2d(number seglStartX, number seglStartY, number +seglVecX, number seglVecY, +number seg2StartX, number seg2StartX, number +seg2VecX, number seg2VecY, boolean ip = false) +Arguments +segl Start - first (start) point of segment 1 .segl Vec - vector from first (start) point of segment 1 to second (end) point of segment 1. If the segment +points +are A and B, the vector is B-A.seg2Start - first (start) point of segment 2.seg2Vec - vector from first (start) point of segment 2 to second (end) +point of segment 2. If the segment points +are A and B, the vector is B-A.segIStartX - X coordinate of segment 1 start point.seglStartY - Y coordinate of segment 1 start point.segl VecX - X +coordinate of segment 1 direction vector (see above).segIVecY - Y coordinate of segment 1 direction vector (see above).seg2StartX - X +coordinate of segment 2 start point.seg2StartY - Y coordinate of segment 2 start point.seg2VecX - X coordinate of segment 2 direction vector (see +above).seg2VecY - Y coordinate of segment 2 direction vector (see above).ip - true to return intersection distances, false if not required. +Return Values +True if the segments intersect, false otherwise. If ip is specified, additionally returns the intersection distance +for both segments. +Description +Intersect two segments in 2D, and if requested return the intersection distance for both segments if they intersect. Requesting the intersection +distances has no additional computation cost for this function. If the intersection point coordinates are required, it can be computed with segStart ++ t*segVec, where t is the intersection distance for that segment. +Examples +seglStart = Vector4.Create(1, 1) +seglVec = Vector4.Create(1, 0) +seg2Start = Vector4.Create(3, 0) +seg2Vec = Vector4.Create(0, 1) +intersect, tl, t2 = Intersect.SegmentSegment2d(seglStart, +if (intersect) then +ip = seglStart + tl * seglVec — or seg2Start + +end +seglVec, seg2Start, +t2 * seg2Vec +seg2Vec, +true) +See Also +• Intersect.RayRay2d +• Intersect.RayLine2d +• lntersect.LineSegment2d +• lntersect.LineLine2d +• Intersect. RaySegment2d +lntersect.SegmentSphere3d +Brief +Intersect a segment with a sphere in 3D. +Definition +boolean [, number, number] Intersect.SegmentSphere3d(Vector4 segStart, Vector4 segVec, Vector4 center, +number radius, boolean ip = false) +Arguments +segStart - start point of segment.segVec - segment vector.center - center point of sphere.radius - radius of sphere.ip - if true, compute and return +intersection points. +Return Values +True if the segment intersects the sphere, false otherwise. If ip is specified, the intersection distance +along the segment is returned as the second return value. +Description +Intersect a segment with a sphere in 3D, and if requested return the distance along the segment of the intersection point. If "ip" is true the +intersection distance will be returned after the boolean return value. If the intersection distance is not requested it will not be computed, which will +be more efficient. Of the two forms of this function, the latter (specifying normalized segment direction and length) is more efficient. +Examples +segStart = Vector4.Create(0, 1, 0) +segVec = Vector4.Create(6, 0, 0) +center = Vector4.Create(3, 1, 0) +intersect, tl, t2 = Intersect.SegmentSphere3d(segStart, segVec, center, 2, true) +if (intersect) then +— tl must be valid +print("First intersection at", tl) +— t2 may be nil (segment starts inside sphere or doesn't cross sphere), may also be equal to tl +if segment intersects tangentially +if (t2 ~= nil and t2 ~= tl) then +print("Second intersection at", t2) +end +end +See Also +• Intersect.RaySphere3d +• lntersect.LineSphere3d +Intersect.SphereAabb3d +Brief +Intersect a sphere and an AABB in 3D. +Definition +boolean Intersect.SphereAabb3d(Vector4 center, number radius, Vector4 boxMin, Vector4 boxMax) +Arguments +center - Sphere center point.radius - Sphere radius.boxMin - Minimum extents of AABB.boxMax - Maximum extents of AABB. +Return Values +True if the sphere and AABB overlap, or false if not. +Description +Intersect a sphere and an AABB in 3D. +Examples +center = Vector4.Create(0, 1, 0) +radius = 2 +boxMin = Vector4.Create(1, 0.5, 0) +boxMax = Vector4.Create(3, 1.5, 0) +if (Intersect.CircleSphere3d(center, radius, boxMin, boxMax)) then +print("Intersection!") +end +See Also +None +lntersect.SpherePlane3d +Brief +Intersect a sphere with a plane in 3D. +Definition +number Intersect.SpherePlane3d(Vector4 center, number radius, Vector4 plane) +Arguments +center - center point of sphere.radius - radius of sphere.plane - plane equation [ normal, distance ] +Return Values +Penetration distance of sphere, positive if sphere intersects or lies behind plane, negative otherwise. +Description +Intersect a sphere with a plane in 3D and return the penetration distance, which is positive if the sphere intersects or lies behind the plane, or +negative otherwise. If 0 <= penetration distance <= 2*radius, the sphere overlaps the plane. +Examples +local pen = Intersect.SpherePlane3d(center, radius, plane) +if (pen < 0) then +print("Sphere lies wholly in the positive halfspace of the plane (no intersection)") +else if (pen <= 2*radius) +print("Sphere overlaps the plane (0 <= penetration distance <= diameter)") +else +print("Sphere lies wholly in the negative halfspace of the plane (no intersection)") +end +See Also +None +lntersect.SphereSphere3d +Brief +Intersect two spheres in 3D. +Definition +boolean [, number] Intersect.SphereSphere3d(Vector4 centerl, number radiusl, Vector4 center2, number +radius2, boolean pd = false) +Arguments +centerl - center point of sphere 1 .radiusl - radius of sphere 1 .center2 - center point of sphere 2,radius2 - radius of sphere 2.pd - return +penetration distance. +Return Values +True if spheres intersect or false otherwise. If pd is true, additionally returns the penetration +distance of the spheres. +Description +Intersect two spheres in 2D. If pd is true, also returns the penetration distance, which is >= 0 if the spheres intersect, or negative otherwise. If the +penetration distance is greater than the smaller radius of the two, the small sphere lies wholly inside the large one. The penetration distance is +defined along the vector between the spheres' centers. +Examples +local intersect, pd = Intersect.SphereSphere3d(centerl, radiusl, center2, radius2, true) +if (intersect) then +if (pd >= math.min(radiusl, radius2)) then +print("Big sphere wholly contains smaller sphere") +else +print("Spheres intersect with penetration distance", pd) +end +end +See Also +None +Json +Json. Decode +Brief +Decode a JSON structure (held in a memory container) into a table. +Definition +Json.Decode( MemoryContainer in, number offset = -1, size = -1 ) +Arguments +in - The memory container holding the JSON-formatted block.offset - Offset into the container where the JSON structure begins.size - The size of +the JSON structure. +Return Values +A table containing the decoded data structure, or a negative number on error. +-1 - Invalid argument. +-2 - Parse error. +Description +This function parses a JSON-formatted data structure held in the provided memory container, and returns a corresponding Lua table. Arrays will +be treated as key-value pairs with the array index as the key (the base index will be 1). +Examples +container = MemoryContainer.Create ( 1024 ) +See Also +• Json.DecodeFromString +• Json. Encode +Json.DecodeFromString +Brief +Decode a JSON structure (held in a string) into a table. +Definition +Json.DecodeFromString( string in ) +Arguments +in - A string holding a JSON-formatted data structure. +Return Values +A table containing the decoded data structure, or a negative number on error. +-1 - Invalid argument. +-2 - Parse error. +Description +This function parses a JSON-formatted data structure and returns a corresponding Lua table. Arrays will be treated as key-value pairs with the +array index as the key (the base index will be 1). +Examples +decoded = Json.DecodeFromString( +"{\"session\":{\"@expires\":\"1314268686648V’ ,\"@id\":\"3a50cfb2\",\"person\":{\"@id\":\"e8a41543\",\"di^ +) +See Also +• Json.Decode +• Json. Encode +Json.Encode +Brief +Encode a table into JSON format, storing the results in the provided memory container. +Definition +number Json.Encode( MemoryContainer out, table in ) +Arguments +out - The memory container to write the JSON-encoded data into.in - The table to be encoded. +Return Values +The number of bytes written to the output memory container, or a negative number on error. +-1 - Invalid argument. +-2 - Not enough space in the memory container. +-3 - Unable to encode table in the JSON format. +Description +Write out a JSON-formatted data structure representing the given table to the provided memory container. The structure of the table must conform +to the JSON specification. +Examples +testtable = +{"session":{"service":{"@id":"bb88aea9","display_name":"Testing"},"person":{"@id":"e8a41543","display_nari += MemoryContainer.Create( 1024 ) +result = Json.Encode( container, testtable ) +See Also +• Json.Decode +• Json.DecodeFromString +Light +Light.Create +Brief +Creates a new Light. +Definition +Light.Create ( string lightType ) +Arguments +lightType - The type of light. Can be one of the following: +"spot" +"point" +Return Values +A new Light instance. +Description +Creates a new Light. The light can be created as a point light or a spot light. Point lights apply light to the scene in a sphere centered around the +light’s position. Spot lights apply light to the scene in a frustum (pyramidal) shape. On creation, spot lights point down the positive Z axis. The +orientation and position of a light can be modified by setting the position and rotation of the light's entity. The light's color defaults to white (red = +1.0, green = 1.0, blue = 1.0). By default, the light will start to attenuate from the position of the entity to which it is attached. Additionally, its +contribution will attenuate to zero 2.5m from the position of the entity to which it is attached. The default attenuation power for the light is 2.0. If the +light is a spot light, the default field of view angle on creation is 45 degrees. +Examples +— Create a spot light +spotLight = Light.Create( "spot" ) +Entity.SetLight(spotEntity, spotLight) +— Create a point light +pointLight = Light.Create( "point" ) +Entity.SetLight(pointEntity, pointLight) +See Also +Entity. SetLight +Light. SetAttenuationEnd +Brief +Sets the distance to the end of the light's attenuation. +Definition +Light.SetAttenuationEnd( Light light, number attenuationEnd ) +Arguments +light - The light to update.attenuationEnd - The distance to the end of the attenuation (in meters). +Return Values +None. +Description +Sets the distance to the end of the light's attenuation. At this distance, the light's contribution falls to zero. +Examples +! spotLight = Light.Create( "spot" ) +i Light.SetAttenuationStart( spotLight, 2 ) +! — Attenuate the light to zero brightness 5m from its position +| Light.SetAttenuationEnd( spotLight, 5 ) +See Also +• Light.Create +• Light.SetAttenuationPower +• Light.SetAttenuationStart +Light.SetAttenuationPower +Brief +Sets the light's attenuation power. +Definition +Light.SetAttenuationPower( Light light, number attenuationPower ) +Arguments +light - The light to update.attenuationPower - The attenuation power. +Return Values +None. +Description +Sets the light's attenuation power. By default, a newly created light with have an attenuation power of 2.0. The power of the light affects the +attenuation factor of the light as follows: attenFactor = (1.0- saturate((distanceFromLight - attenStart) / (attenEnd - attenStart))) A power +Examples +pointLight = Light.Create ( "point" ) +Light.SetAttenuationStart ( pointLight, 2 ) +Light.SetAttenuationEnd( pointLight, 5 ) +Light.SetAttenuationPower( pointLight, 4 ) +See Also +• Light.Create +• Light.SetAttenuationEnd +• Light.SetAttenuationStart +Light.SetAttenuationStart +Brief +Sets the distance to the start of the light's attenuation. +Definition +j Light.SetAttenuationStart( Light light, number attenuationStart ) +Arguments +light - The light to update.attenuationStart - The distance to the start of the attenuation (in meters). +Return Values +None. +Description +Sets the distance to the start of the light's attenuation. From the position of the light to the attenuation start distance, the light's contribution is at its +maximum. Its contribution then falls to zero between the attenuation start and end distances. +Examples +! spotLight = Light.Create ( "spot" ) +; — Attenuate the light from full brightness 2m from its position +! Light.SetAttenuationStart( spotLight, 2 ) +| Light.SetAttenuationEnd( spotLight, 5 ) +See Also +• Light.Create +• Light.SetAttenuationPower +• Light.SetAttenuationEnd +Light.SetColor +Brief +Set the color of the light. +Definition +Light.SetColor ( Light light, Vector4 rgb ) +Arguments +light - The light to update.rgb - The color to set the light, stored in red, green, blue order. +Return Values +None. +Description +Set the color of the light. The light color is not clamped and can go above 1.0. The alpha component of the Vector4 is ignored and need not be +specified. +Examples +I spotLight = Light.Create ( "spot" ) +Light.SetColor( spotLight, Vector4.Create( 4.0, 3.0, 2.0 ) ) +See Also +• Light.Create +Light.SetMask +Brief +Sets the mask texture for the light. +Definition +Light.SetMask( Light light, Texture mask ) +Arguments +light - The light to update.mask - The mask texture for the light. +Return Values +None. +Description +Sets the mask texture for the light. Spot lights project a quad of light onto the scene. This quad can be masked with the supplied mask texture. +The lighter the pixel in the mask, the more light will pass through it. For example, a white circle on a black background will project a circle onto the +environment that is the color of the spot light. The mask for a spot light should be a DXT1 DDS texture. Point lights apply light all around them. +Therefore, to mask the light of a point light, specify a cube map texture. Once again, this should be in DXT1 DDS format. +Examples +— Create a masked spot light +spotLight = Light.Create( "spot" ) +Light.SetMask( spotLight, Texture.Find( "circle_mask" ) +— Create a masked spot light +pointLight = Light.Create( "point" ) +Light.SetMask( pointLight, Texture.Find( "cube_map_mask" ) +See Also +• Light.Create +• Texture.Find +Light.SetShadowQuality +Brief +Set the quality of the dynamic shadows. +Definition +Light.SetShadowQuality( Light light, ShadowQuality shadowQuality ) +Arguments +light - The light to update.shadowQuality - A ShadowQuality enum value: +ShadowQuality.Low +ShadowQuality.Medium +ShadowQuality. High +Return Values +None. +Description +Set the quality of dynamic shadows cast by this light. FHigher quality shadows are more expensive to render. The default shadow quality is low. +Examples +spotLight = Light.Create( "spot" ) +Light.SetSpotShadow( spotLight, true ) +Light.SetShadowQuality( spotLight, ShadowQuality.Low ) +See Also +• Light.Create +• Light.SetMask +Light.SetSpotFov +Brief +Sets the field of view of a spot light. +Definition +Light.SetSpotFov( Light light, number fov ) +Arguments +light - The light to update.fov - The field of view of the spot in degrees. +Return Values +None. +Description +Sets the field of view of a spot light's frustum in degrees. This function is only valid for spot lights. The field of view of a newly created light +defaults to 45 degrees. +Examples +! spotLight = Light.Create ( "spot" ) +Light.SetSpotFov( spotLight, 90 ) +See Also +• Light.Create +Light.SetSpotShadow +Brief +Set the spot light to casts shadows or not. +Definition +Light.SetSpotShadow( Light light, boolean useShadow ) +Arguments +light - The light to update.useShadow - If true the spot light casts shadows of objects obstructing it and if false it casts no shadows. +Return Values +None. +Description +If true, the spot light casts shadows of objects obstructing it. If false, the spot light casts no shadows. By default, a newly created spot light casts +no shadows. +Examples +j spotLight = Light.Create( "spot" ) +! Light.SetSpotShadow( spotLight, true ) +See Also +Light.Create +Light.SetMask +LinearCast +LinearCast.DebugDraw +Brief +Render a debug visual of the linear cast. +Definition +LinearCast.DebugDraw(LinearCast cast, Vector4 color) +Arguments +cast - cast to draw.color - color to render with. +Return Values +None. +Description +A debug representation of the linear cast will be drawn. Because the swept shape may be quite complex, this function will render the cast collision +shape at the begin and end points of the cast and draw a line between the two points. This function requires the debug flag to be set on your +object. The render will only persist for one frame, so you will need to call this function every frame while you wish to display the visualization. +Examples +! cast:DebugDraw(Vector.Create(0, 1, 0, 1)) — draw in green +See Also +• Collision.CreateLinearCast +LinearCast.GetEndPoint +Brief +Get the end point of a linear cast. +Definition +LinearCast.GetEndPoint(LinearCast cast, Vector4 point) +Arguments +cast - cast to query.point (out) - Vector4 to receive the point. +Return Values +None. +Description +Get the end point of a linear cast. +Examples +local v = Vector4.Create () +cast:GetStartPoint(v) +print("Cast start point is:", v) +See Also +• LinearCast. GetStartPoint +• LinearCast.GetHitPoint +• LinearCast. IsReady +LinearCast.GetHitCount +Brief +Retrieve the number of objects hit by the linear cast. +Definition +number LinearCast.GetHitCount(LinearCast cast) +Arguments +cast - the cast to query. +Return Values +The number of hits. +Description +The number of hits will be between 0 and the maxOverlaps value passed to the Collision.CreateLinearCast call. +Examples +cast = Collision.CreateLinearCast(ShapeType.Box, Vector4.Create(0.2, 0.8, 0.2), 5) — create cast +of box of half-extents [0.2, 0.8, 0.2], 5 max overlaps +rot = Matrix44.Create() +rot:SetRotationXyz(0, 45, 0) +cast:SetRotation(rot) +cast:Start(Vector4.Create(0,0,0), Vector4.Create(5,0,0)) +while (not cast:IsReady()) do +coroutine.yield() +end +local v = Vector4.Create() +for i = 1, cast:GetHitCount () do +cast:GetHitPoint(i, v) +print("Hit point:", v) +cast:GetHitNormal(i, v) +print("Hit normal:", v) +local type = cast:GetHitType(i) +print("Hit type:", type) +print("Hit distance:", cast:GetHitDistance(i)) +local data = cast:GetHitData(i) +if (type == HitType.Entity) then +— data is an entity +elseif (type == HitType.Person) then +— data is a person +elseif (type == HitType.Furniture) then +— data is a table (see GetHitData) +elseif (type == HitType.Scene) then +— data is user ID of scene feature hit +else +— data is nil - no further info available +end +end +See Also +• LinearCast.GetHitPoint +• LinearCast.GetHitNormal +• LinearCast.GetHitType +• LinearCast.GetHitData +• LinearCast.GetHitDistance +LinearCast.GetHitData +Brief +Retrieve additional data about the object hit by a linear cast. +Definition +! object LinearCast.GetHitData(LinearCast cast, number index) +Arguments +cast - the cast to query.index - the index of the hit to query. +Return Values +If a script entity owned by this object is hit, the Entity will be returned; if the entity is not +owned by the current object, nil will be returned. If the local avatar is +hit, the Person object representing the local person will be hit. If an item of furniture is hit, +a table of information about the furniture item is returned; see Furniture.GetltemData for info. For world collisions, the surface +user ID will be returned, or 0 if there is none. +Description +Depending on the type of object hit (see LinearCast.GetFlitType), this function will access the hit object or further information about the hit object. +Note that if an entity owned by another object is hit, this function will return nil. +Examples +cast = Collision.CreateLinearCast(ShapeType.Box, Vector4.Create(0.2, 0.8, 0.2), 5) — create cast +of box of half-extents [0.2, 0.8, 0.2], 5 max overlaps +rot = Matrix44.Create() +rot:SetRotationXyz(0, 45, 0) +cast:SetRotation(rot) +cast:Start(Vector4.Create(0,0,0), Vector4.Create(5,0,0)) +while (not cast:IsReady()) do +coroutine.yield() +end +local v = Vector4.Create() +for i = 1, cast:GetHitCount() do +cast:GetHitPoint(i, v) +print("Hit point:", v) +cast:GetHitNormal(i, v) +print("Hit normal:", v) +local type = cast:GetHitType (i) +print("Hit type:", type) +print("Hit distance:", cast:GetHitDistance(i)) +local data = cast:GetHitData (i) +if (type == HitType.Entity) then +— data is an entity +elseif (type == HitType.Person) then +— data is a person +elseif (type == HitType.Furniture) then +— data is a table (see GetHitData) +elseif (type == HitType.Scene) then +— data is user ID of scene feature hit +else +— data is nil - no further info available +end +end +See Also +• LinearCast.GetHitPoint +• LinearCast.GetHitNormal +• LinearCast.GetHitType +• LinearCast.GetHitData +• LinearCast.GetHitCount +• Furniture.GetltemData +LinearCast.GetHitDistance +Brief +Retrieve the distance along the linear cast at which a specified hit occurred. +Definition +number LinearCast.GetHitDistance(LinearCast cast, number index) +Arguments +cast - the cast to query.index - the index of the hit to query. +Return Values +The distance along the cast, as a proportion of the total distance of the cast [ 0 to 1 ]. +Description +Returns the TOI (time of impact) along the linear cast path for a specified hit. The distance is in the range [ 0,1 ], and can be converted to a point +along the path by computing startPoint + (endPoint-startPoint)*distance. The contact will always appear on the side of the colliding object facing +the cast, which may cause confusion if the cast is initially intersecting the object, as the contact distance will be 0 but the contact point may lie +"behind” the origin of the cast. Scripts should be sure to check that the hit distance makes sense for their use. +Examples +cast = Collision.CreateLinearCast(ShapeType.Box, Vector4.Create(0.2, 0.8, 0.2), 5) — create cast +of box of half-extents [ 0.2, 0.8, 0.2 ], 5 max overlaps +rot = Matrix44.Create () +rot:SetRotationXyz(0, 45, 0) +cast:SetRotation (rot) +cast:Start(Vector4.Create(0,0,0), Vector4.Create(5,0,0)) +while (not cast:IsReady()) do +coroutine.yield() +end +local v = Vector4.Create() +for i = 1, cast:GetHitCount() do +cast:GetHitPoint(i, v) +print("Hit point:", v) +cast:GetHitNormal(i, v) +print("Hit normal:", v) +local type = cast:GetHitType (i) +print("Hit type:", type) +print("Hit distance:", cast:GetHitDistance(i)) +local data = cast:GetHitData (i) +if (type == HitType.Entity) then +— data is an entity +elseif (type == HitType.Person) then +— data is a person +elseif (type == HitType.Furniture) then +— data is a table (see GetHitData) +elseif (type == HitType.Scene) then +— data is user ID of scene feature hit +else +— data is nil - no further info available +end +end +See Also +• LinearCast.GetHitPoint +• LinearCast.GetHitNormal +• LinearCast.GetHitType +• LinearCast.GetHitData +• LinearCast.GetHitCount +LinearCast.GetHitNormal +Brief +Retrieve the normal of the contact point generated for a specified hit. +Definition +number LinearCast.GetHitNormal(LinearCast cast, number index, Vector4 normal) +Arguments +cast - the cast to query.index - the index of the hit to query.normal (out) - the Vector4 to receive the hit normal. +Return Values +None. +Description +Retrieves the normal of the contact point generated for the specified hit. The contact normal will depend on the shapes of the cast and the +colliding object. The contact will always appear on the side of the colliding object facing the cast, which may cause confusion if the cast is initially +intersecting the object, as the contact point will be "behind" the start of the cast. Scripts should take care to examine hit normals and ensure they +are suitable for the script's purpose. +Examples +cast = Collision.CreateLinearCast(ShapeType.Box, Vector4.Create(0.2, 0.8, 0.2), 5) — create cast +of box of half-extents [0.2, 0.8, 0.2], 5 max overlaps +rot = Matrix44.Create () +rot:SetRotationXyz(0, 45, 0) +cast:SetRotation (rot) +cast:Start(Vector4.Create(0,0,0), Vector4.Create(5,0,0)) +while (not cast:IsReady()) do +coroutine.yield() +end +local v = Vector4.Create() +for i = 1, cast:GetHitCount() do +cast:GetHitPoint(i, v) +print("Hit point:", v) +cast:GetHitNormal(i, v) +print("Hit normal:", v) +local type = cast:GetHitType (i) +print("Hit type:", type) +print("Hit distance:", cast:GetHitDistance(i)) +local data = cast:GetHitData (i) +if (type == HitType.Entity) then +— data is an entity +elseif (type == HitType.Person) then +— data is a person +elseif (type == HitType.Furniture) then +— data is a table (see GetHitData) +elseif (type == HitType.Scene) then +— data is user ID of scene feature hit +else +— data is nil - no further info available +end +end +See Also +• LinearCast.GetHitPoint +• LinearCast.GetHitDistance +LinearCast.GetHitType +LinearCast.GetHitData +• LinearCast.GetHitCount +LinearCast.GetHitPoint +Brief +Retrieve the contact point generated for a specified hit. +Definition +LinearCast.GetHitPoint(LinearCast cast, number index, Vector4 point) +Arguments +cast - the cast to query.index - the index of the hit to query.point (out) - the Vector4 to receive the hit point. +Return Values +None. +Description +Retrieves the position of the contact point generated for the specified hit. The contact point will depend on the shapes of the cast and the colliding +object. The contact will always appear on the side of the colliding object facing the cast, which may cause confusion if the cast is initially +intersecting the object, as the contact point will be "behind" the start of the cast. Scripts should take care to examine hit points and ensure they +are suitable for the script's purpose. +Examples +cast = Collision.CreateLinearCast(ShapeType.Box, Vector4.Create(0.2, 0.8, 0.2), 5) — create cast +of box of half-extents [0.2, 0.8, 0.2], 5 max overlaps +rot = Matrix44.Create() +rot:SetRotationXyz(0, 45, 0) +cast:SetRotation(rot) +cast:Start(Vector4.Create(0,0,0), Vector4.Create(5,0,0)) +while (not cast:IsReady()) do +coroutine.yield() +end +local v = Vector4.Create() +for i = 1, cast:GetHitCount() do +cast:GetHitPoint(i, v) +print("Hit point:", v) +cast:GetHitNormal(i, v) +print("Hit normal:", v) +local type = cast:GetHitType (i) +print("Hit type:", type) +print("Hit distance:", cast:GetHitDistance(i)) +local data = cast:GetHitData (i) +if (type == HitType.Entity) then +— data is an entity +elseif (type == HitType.Person) then +— data is a person +elseif (type == HitType.Furniture) then +— data is a table (see GetHitData) +elseif (type == HitType.Scene) then +— data is user ID of scene feature hit +else +— data is nil - no further info available +end +end +See Also +• LinearCast.GetHitDistance +• LinearCast.GetHitNormal +• LinearCast.GetHitType +• LinearCast.GetHitData +• LinearCast.GetHitCount +LinearCast.GetHitType +Brief +Retrieve the type of the object hit by the cast. +Definition +! HitType LinearCast.GetHitType(LinearCast cast, number index) +Arguments +cast - the cast to query.index - the index of the hit to query. +Return Values +The type of the colliding object. +Description +There are several types of colliding objects in most scenes, including script entities, the local avatar, furniture and the scene itself. This function +will indicate which type of object the cast has hit. For script entities, the local avatar and furniture, further information is available for the collided +object; see LinearCast.GetFlitData. +Examples +cast = Collision.CreateLinearCast(ShapeType.Box, Vector4.Create(0.2, 0.8, 0.2), 5) — create cast +of box of half-extents [0.2, 0.8, 0.2], 5 max overlaps +rot = Matrix44.Create() +rot:SetRotationXyz(0, 45, 0) +cast:SetRotation(rot) +cast:Start(Vector4.Create(0,0,0), Vector4.Create(5,0,0)) +while (not cast:IsReady()) do +coroutine.yield() +end +local v = Vector4.Create() +for i = 1, cast:GetHitCount () do +cast:GetHitPoint(i, v) +print("Hit point:", v) +cast:GetHitNormal(i, v) +print("Hit normal:", v) +local type = cast:GetHitType(i) +print("Hit type:", type) +print("Hit distance:", cast:GetHitDistance(i)) +local data = cast:GetHitData(i) +if (type == HitType.Entity) then +— data is an entity +elseif (type == HitType.Person) then +— data is a person +elseif (type == HitType.Furniture) then +— data is a table (see GetHitData) +elseif (type == HitType.Scene) then +— data is user ID of scene feature hit +else +— data is nil - no further info available +end +end +See Also +• LinearCast.GetHitPoint +• LinearCast.GetHitNormal +• LinearCast.GetHitDistance +• LinearCast.GetHitData +• LinearCast.GetHitCount +LinearCast.GetStartPoint +Brief +Get the start point of a linear cast. +Definition +LinearCast.GetStartPoint(LinearCast cast, Vector4 point) +Arguments +cast - cast to query.point (out) - Vector4 to receive the point. +Return Values +None. +Description +Get the start point of a linear cast. +Examples +local v = Vector4.Create() +cast:GetStartPoint(v) +print("Cast start point is:", v) +See Also +• LinearCast.GetEndPoint +• LinearCast.Start +LinearCast.lsReady +Brief +Query whether a linear cast is complete. +Definition +! boolean LinearCast.IsReady(LinearCast cast) +Arguments +cast - cast to query. +Return Values +True if the cast is complete, false otherwise. +Description +If the cast has not been started, this function will return false. No result retrieval functions will work if this function returns false. +Examples +create cast +cast = Collision.CreateLinearCast(ShapeType.Box, Vector4.Create(0.2, 0.8, 0.2), 5) +of box of half-extents [0.2, 0.8, 0.2], 5 max overlaps +rot = Matrix44.Create() +rot:SetRotationXyz(0, 45, 0) +cast:SetRotation(rot) +cast:Start(Vector4.Create(0,0,0), Vector4.Create(5,0,0)) +while (not cast:IsReady()) do +coroutine.yield() +end +local v = Vector4.Create() +for i = 1, cast:GetHitCount () do +cast:GetHitPoint(i, v) +print("Hit point:", v) +cast:GetHitNormal(i, v) +print("Hit normal:", v) +local type = cast:GetHitType(i) +print("Hit type:", type) +print("Hit distance:", cast:GetHitDistance(i)) +local data = cast:GetHitData(i) +if (type == HitType.Entity) then +— data is an entity +elseif (type == HitType.Person) then +— data is a person +elseif (type == HitType.Furniture) then +— data is a table (see GetHitData) +elseif (type == HitType.Scene) then +— data is user ID of scene feature hit +else +— data is nil - no further info available +end +end +See Also +• LinearCast.Start +LinearCast.SetCollisionLayersToHit +Brief +Specify which collision layers the cast should hit. +Definition +! LinearCast.SetCollisionLayersToHit(LinearCast raycast, ...) +Arguments +cast - the cast to affect.... - collision layer(s) to hit, specified as separate arguments. Pass no args to clear collision filter. +Return Values +None. +Description +Specify which collision layers the cast should hit. The collision layers should be specified using the CollisionLayer enums. A call to this function +will override all previous calls this function. If collision layers are specified, the user should not use the 'collisionLayer' parameter of Raycast.Start. +If no collision filter is specified, the cast will revert to standard behaviour and the user may use the 'collisionLayer' parameter of LinearCast.Start. +Examples +cast:SetCollisionLayersToHit(CollisionLayer.Avatar, CollisionLayer.Entity) +— to clear, cast:SetCollisionLayersToHit () +See Also +• LinearCast.Start +LinearCast.SetRotation +Brief +Set the rotation on the collision shape of a linear cast. +Definition +LinearCast.SetRotation(LinearCast cast, Matrix44 rotation) +Arguments +cast - cast to modify.rotation - rotation matrix to use (top-left 3x3 submatrix used only). +Return Values +None. +Description +The collision shape used for the sweep through the world can be rotated if required. The rotation is fixed, so the same orientation is used for the +whole sweep (the shape cannot rotate during the sweep). Only the top-left 3x3 portion of the matrix is used. Scale is not supported but will not be +validated against, so be sure to not introduce any scale. +Examples +cast = Collision.CreateLinearCast(ShapeType.Box, Vector4.Create(0.2, 0.8, 0.2), 5) — create cast +of box of half-extents [0.2, 0.8, 0.2], 5 max overlaps +rot = Matrix44.Create() +rot:SetRotationXyz(0, 45, 0) +cast:SetRotation(rot) +cast:Start(Vector4.Create(0,0,0), Vector4.Create(5,0,0)) +while (not cast:IsReady()) do +coroutine.yield() +end +local v = Vector4.Create() +for i = 1, cast:GetHitCount () do +cast:GetHitPoint(i, v) +print("Hit point:", v) +cast:GetHitNormal(i, v) +print("Hit normal:", v) +local type = cast:GetHitType(i) +print("Hit type:", type) +print("Hit distance:", cast:GetHitDistance(i)) +local data = cast:GetHitData(i) +if (type == HitType.Entity) then +— data is an entity +elseif (type == HitType.Person) then +— data is a person +elseif (type == HitType.Furniture) then +— data is a table (see GetHitData) +elseif (type == HitType.Scene) then +— data is user ID of scene feature hit +else +— data is nil - no further info available +end +end +See Also +• LinearCast.Start +LinearCast.Start +Brief +Perform a linear cast between two points. +Definition +LinearCast.Start(LinearCast cast, Vector4 start, Vector4 end, CollisionLayer layer = +CollisionLayer.Cast, Phys3dWorld world = nil) +Arguments +start - Start point.end - End point.layer - Collision layer of the cast. Must specify nil here if using the collision filter.world - Phys3dWorld to sweep +through, or nil for the default world. +Return Values +None. +Description +Starts the processing of a linear cast. The results will not be available until LinearCast.IsReady returns true. Note that to set the orientation of the +cast shape, use SetRotation before calling Start. The orientation will be fixed over the cast. +Examples +create cast +cast = Collision.CreateLinearCast(ShapeType.Box, Vector4.Create(0.2, 0.8, 0.2), 5) +of box of half-extents [0.2, 0.8, 0.2], 5 max overlaps +rot = Matrix44.Create() +rot:SetRotationXyz(0, 45, 0) +cast:SetRotation(rot) +cast:Start(Vector4.Create(0,0,0), Vector4.Create(5,0,0)) +while (not cast:IsReady()) do +coroutine.yield() +end +local v = Vector4.Create() +for i = 1, cast:GetHitCount () do +cast:GetHitPoint(i, v) +print("Hit point:", v) +cast:GetHitNormal(i, v) +print("Hit normal:", v) +local type = cast:GetHitType(i) +print("Hit type:", type) +print("Hit distance:", cast:GetHitDistance(i)) +local data = cast:GetHitData(i) +if (type == HitType.Entity) then +— data is an entity +elseif (type == HitType.Person) then +— data is a person +elseif (type == HitType.Furniture) then +— data is a table (see GetHitData) +elseif (type == HitType.Scene) then +— data is user ID of scene feature hit +else +— data is nil - no further info available +end +end +See Also +• Collision.CreateLinearCast +• LinearCast.SetRotation +• LinearCast.IsReady +LocalPlayer +LocalPlayer.AddRepertoire +Brief +Adds the specified repertoire resource from the object provided, to the local player. The action is replicated across the network, so the remote +person will add the repertoire +Definition +Repertoire LocalPlayer.AddRepertoire( string label, number priority ) +Arguments +label - the label of the repertoire to add. +priority - the priority over existing repertoires already added. The higher the number, the greater +the priority. The default repertoire is added with a priority of zero. +Return Values +Reference to the repertoire resource that was added, or nil if failed to add. +Description +Examples +! repertoire = LocalPlayer.AddRepertoire( "level1", 0 ) +See Also +None +LocalPlayer.AddToPlayersMetList +Brief +Add a player to the XMB Players Met List. +Definition +LocalPlayer.AddToPlayersMetList( string playerName ) +Arguments +personld - PSN ID of the player to add. +Return Values +None. +Description +The player won't be added if they're a Friend, or Blocked, or if they're the Local Player. Also, the player won't be added if they're not currently in +the scene. It's advised this function is used sparingly and with care. E.g. if used to add other players in a Mini-game, please limit it to 16. +Examples +LocalPlayer.AddToPlayersMetList("MyPSNId") +See Also +None +LocalPlayer.DebugRemovePortable +Brief +Removes the local player's person's active object. +Definition +LocalPlayer.DebugRemoveActiveObject( string objectld ) +Arguments +None +Return Values +None. +Description +Removes the local player's person's active object. For debug purposes only. +Examples +! LocalPlayer.DebugRemoveActiveObject() +See Also +None +LocalPlayer.DebugSetPortable +Brief +Sets the local player's portable. +Definition +j LocalPlayer.DebugSetPortable( string objectld ) +Arguments +objectld - The object ID of the portable. +Return Values +None. +Description +Sets the local player's portable. For debug purposes only. +Examples +j LocalPlayer.DebugSetPortable( "00000000-00000000-00000000-00000001" ) +See Also +None +LocalPlayer.DoAction +Brief +Makes the local player's avatar perform the specified action. +Definition +LocalPlayer.DoAction( string actionName ) +Arguments +actionName - Name of the action to be performed. It can be a custom animation loaded through +LocalPlayer.AddRepertoire as well as one of the following standard actions: +"agree” +"beckon" +"bow" +"cheer" +"clap" +"disagree" +"frustration" +"laugh" +"point" +"wave" +"stand_up_from_seat" +Return Values +true if the action was recognised, false otherwise. +Description +Makes the local player's avatar perform the specified action. +Examples +LocalPlayer.DoAction( "wave" ) +See Also +• LocalPlayer. IsDoingAction +• LocalPlayer.AddRepertoire +LocalPlayer.EnableAutoHiding +Brief +Enable/Disable the automatic hiding of the LocalPlayer's avatar when the camera gets too close. +Definition +! LocalPlayer.EnableAutoHiding( boolean enable ) +Arguments +enable - false to turn off auto-hiding, or true to re-enable it. +Return Values +None. +Description +The client automatically hides the avatar when the camera gets too close, for usability and aesthetic reasons. In certain circumstances it may be +advantageous to disable this behavior, such as when creating a first person view. +Examples +! LocalPlayer.EnableAutoHiding(false) +See Also +None +LocalPlayer.GetAccountRegion +Brief +Returns a string representing the PSN account region. +Definition +I string LocalPlayer.GetAccountRegion() +Arguments +None +Return Values +A string representing the PSN account region. +Description +Returns a string representing the PSN account region. +Examples +! if ( LocalPlayer.GetAccountRegion() == "en-GB" ) then +print( "I am British!" ) +| end +See Also +• LocalPlayer.GetHomeRegion +• LocalPlayer.GetCurrentRegion +LocalPlayer.GetAccountTerritory +Brief +Returns a string representing the PSN account territory. +Definition +! string LocalPlayer.GetAccountTerritory() +Arguments +None +Return Values +A string representing the PSN account territory. +Description +Returns a string representing the PSN account territory. Can be one of the following: +"SCEE" (Europe) +"SCEA" (North America) +"SCEJ" (Japan) +"SCEAsia" (Rest of Asia) +Examples +| if ( LocalPlayer.GetAccountTerritory() == "SCEE" ) then +print( "I am European!" ) +I end +See Also +• LocalPlayer.GetAccountRegion +• System.GetRegionsTerritory +LocalPlayer.GetAge +Brief +Returns the local player's age in years. +Definition +! number LocalPlayer.GetAge() +Arguments +None +Return Values +The local player's age in years. +Description +Returns the local player's age in years. If there are any errors (such as being signed out), this will return -1. +Examples +: print( 'I am ' .. LocalPlayer.GetAge() .. ' year(s) old.' ) +See Also +None +LocalPlayer.GetAvatarRig +Brief +Returns the rig type (gender) of the LocalPlayer avatar. +Definition +RigType LocalPlayer.GetAvatarRig() +Arguments +None +Return Values +The rig type of the LocalPlayer avatar, as a number from the enumerated type RigType (see description). +Description +Returns the rig type (gender) of the LocalPlayer avatar, as one of the following values: +RigType.Undefined +RigType.Male +RigType.Female +Examples +if (LocalPlayer.GetAvatarRig() == RigType.Male) then +LocalPlayer.SetRigComponentObjectld(kMaleHatObjectld) +else +LocalPlayer.SetRigComponentObjectld(kFemaleHatObjectld) +end +See Also +• LocalPlayer.SetAvatarRig +LocalPlayer.GetCurrentLogin +Brief +Returns the date of the current login. +Definition +bool LocalPlayer.GetCurrentLogin( Time t ) +Arguments +t - a time value to fill in. +Return Values +Returns true if the first session date is set and a valid Time object was provided. +Description +This will return the date/time of the current login. Used to determine how long the user has been online. Note that this value is not guaranteed to +be tamper-proof as it is obtained from the user's hard disk; the value should be sanity-checked, and if its accuracy is critically important, should be +verified with an external source. +Examples +j t = Time.Create() +i if ( LocalPlayer.GetCurrentLogin( t ) ) +print( 'Current login is ' .. Time.GetTime( t ) .. ) +See Also +• LocalPlayer.GetUserType +• LocalPlayer.GetPreviouslIserType +• LocalPlayer.GetFirstLogin +• LocalPlayer.GetLastLogin +• LocalPlayer.GetLoginCount +• Time.Create +LocalPlayer.GetCurrentRegion +Brief +Returns a string representing the region of the space that the local player is currently in. +Definition +1 string LocalPlayer.GetCurrentRegion() +Arguments +None +Return Values +A string representing the current region the local player is in. +Description +Returns a string representing the region of the space that the local player is currently in. This is one of the PS Home supported regions. +Examples +! if ( LocalPlayer.GetCurrentRegion() == "en-US" ) then +print( "I am in an American space!" ) +| end +See Also +• LocalPlayer. GetHomeRegion +• LocalPlayer.GetAccountRegion +LocalPlayer.GetFirstLogin +Brief +Returns the first login date. +Definition +! bool LocalPlayer.GetFirstLogin( Time t ) +Arguments +t - a time value to fill in. +Return Values +Returns true if the first session date is set and a valid Time object was provided. +Description +This will return the date/time of the first login. Login tracking was added for the 1.55 release and therefore this date/time will be dated from this +release. Clearing savedata will reset this date. Note that this value is not guaranteed to be tamper-proof as it is obtained from the user's hard disk; +the value should be sanity-checked, and if its accuracy is critically important, should be verified with an external source. +Examples +t = Time.Create() +if ( LocalPlayer.GetFirstLogin( t ) ) +print( ’First login was ’ .. Time.GetTime( t ) .. ) +See Also +• LocalPlayer.GetUserType +• LocalPlayer.GetPreviousUserType +• LocalPlayer.GetLastLogin +• LocalPlayer.GetCurrentLogin +• LocalPlayer.GetLoginCount +• Time.Create +LocalPlayer.GetFriendCount +Brief +Returns the number of friends. +Definition +! number LocalPlayer.GetFriendCount() +Arguments +None +Return Values +The number of friends. +Description +Returns the number of friends that the local player has. +Examples +! print( ’I have ’ .. LocalPlayer.GetFriendCount() .. ’ friends.’ ) +See Also +Local Player.GetFriends +LocalPlayer.GetFriends +Brief +Returns an array of friends as User objects. +Definition +User[] LocalPlayer.GetFriends() +Arguments +None +Return Values +An array of User objects +Description +Returns an array of friends as User objects. +Examples +friends = LocalPlayer.GetFriends() +for index, friend in ipairs ( friends ) do +print( User.GetName( friend ) ) +end +See Also +• User.GetName +Local Player.GetHomeAccountld +Brief +Fills in the unique accountld for the player +Definition +! LocalPlayer.GetLoginCount() +Arguments +biglnt - Unique account id to set +Return Values +None. +Description +This 32-bit accountld is allocated by the Flome game servers. It is unique and fixed for each account in the current environment. It will not be valid +when running offline. The primary use for this function is to acquire a unique 32-bit ID that can be used in the RelocateToUniquelnstance function +- allowing you to send the user to a space that is unique to their account. +Examples +local myAccountld = Biglnt.Create (32) +LocalPlayer.GetHomeAccountId( myAccountld ) +See Also +None +LocalPlayer.GetHomeRegion +Brief +Returns a string representing the local player's PS Home region. +Definition +string LocalPlayer.GetHomeRegion() +Arguments +None +Return Values +A string representing the PS Home region. +Description +Returns a string representing the local player's PS Home region. The account region is remapped into a supported PS Home region as PS Home +does not support all regions. +Examples +! if ( LocalPlayer.GetHomeRegion() == "en-GB" ) then +print( "My PSN account region is mapped to British in PS Home!" ) +| end +See Also +• LocalPlayer.GetHomeRegion +• LocalPlayer. GetCurrentRegion +Local Player.GetLastLogin +Brief +Returns the last login date. +Definition +bool LocalPlayer.GetLastLogin( Time t ) +Arguments +t - a time value to fill in. +Return Values +Returns true if the last session date is set and a valid Time object was provided. Note that this +value is not guaranteed to be tamper-proof as it is obtained from the user's hard disk; the value +should be sanity-checked, and if its accuracy is critically important, should be verified with an +external source. +Description +This will return the date/time of the last login. +Examples +t = Time.Create() +if ( LocalPlayer.GetLastLogin( t ) ) +print( 'Lost login was ' .. Time.GetTime( t ) .. ) +See Also +• LocalPlayer. GetUserType +• LocalPlayer.GetPreviousUserType +• LocalPlayer.GetFirstLogin +• LocalPlayer. GetCurrentLogin +• LocalPlayer.GetLoginCount +• Time.Create +LocalPlayer.GetLoginCount +Brief +Returns the total number of sessions for the user. +Definition +number LocalPlayer.GetLoginCount() +Arguments +None. +Return Values +number - The number of sessions +Description +The total number of previous sessions the user has logged in. A new user will have a value of 0. Login tracking was added for the 1.55 release +and therefore this count will be since this release. Note that this value is not guaranteed to be tamper-proof as it is obtained from the user's hard +disk; the value should be sanity-checked, and if its accuracy is critically important, should be verified with an external source. Clearing savedata +will reset this count. +Examples +print( ’Number of logins: ' .. LocalPlayer.GetLoginCount() ) +See Also +• LocalPlayer.GetPreviousUserType +• LocalPlayer.GetFirstLogin +• LocalPlayer.GetLastLogin +• LocalPlayer.GetCurrentLogin +LocalPlayer.GetPerson +Brief +Returns the person object of the local player. +Definition +j Person LocalPlayer.GetPerson() +Arguments +None. +Return Values +Returns the person object of the local player. +Description +Returns the person object of the local player. +Examples +! me = LocalPlayer.GetPerson() +See Also +None +LocalPlayer.GetPersonld +Brief +Returns the local player's person ID. +Definition +! string LocalPlayer.GetPersonld() +Arguments +None +Return Values +The local player's person ID. +Description +Returns the local player's person ID. See Person.GetPersonld for more information on person IDs. This will return the same result as +Local Player.GetPerson():Getld(). +Examples +print( 'My person ID is ' ... LocalPlayer.GetPersonld() ) +See Also +LocalPlayer.GetPreviousUserType +Brief +Returns the user type from the previous login. +Definition +UserType LocalPlayer.GetPreviousUserType() +Arguments +None. +Return Values +One of the following user types +UserType.New - This is a new user +UserType.Returning - An old user who has returned +UserTYpe.Regular - A returning frequent user +UserType.Unknown - An unknown user type +Description +Returns the previous session's user type. This can be used to find out if the user type has just changed. +Examples +if ( LocalPlayer.GetUserType() ~= LocalPlayer.GetPrevousUserType() ) +print( 'User type has changed this session' ) +See Also +• LocalPlayer.GetUserType +• LocalPlayer.GetFirstLogin +• LocalPlayer.GetLastLogin +• LocalPlayer.GetCurrentLogin +• LocalPlayer.GetLoginCount +LocalPlayer.GetUser +Brief +Returns the user object of the local player. +Definition +User LocalPlayer.GetUser() +Arguments +None +Return Values +Returns the user object of the local player. +Description +Returns the user object of the local player. +Examples +! me = LocalPlayer.GetUser() +See Also +None +LocalPlayer.GetUserType +Brief +Returns the active user type. +Definition +! UserType LocalPlayer.GetUserType () +Arguments +None. +Return Values +One of the following user types +UserType.New - This is a new user +UserType.Returning - An old user who has returned +UserTYpe.Regular - A returning frequent user +UserType.Unknown - An unknown user type +Description +Returns the current type of user logged in. +Examples +if ( LocalPlayer.GetUserType() == UserType.New ) +print ( ’New user' ) +See Also +Local Player.GetPreviousUserType +• LocalPlayer.GetFirstLogin +• LocalPlayer.GetLastLogin +• LocalPlayer.GetCurrentLogin +• LocalPlayer.GetLoginCount +Local Player.IsChatAllowed +Brief +Returns true if the local player is not allowed to chat. +Definition +j boolean LocalPlayer.IsChatAllowed() +Arguments +None. +Return Values +True if the local player is not allowed to chat, or false otherwise. +Description +If the local player is not allowed to chat, they're unable to send or receive any Text Chat, or use the Voice Comms in any way. +Examples +! if (not LocalPlayer.IsChatAllowed()) +DoNormalUpdate() +j end +See Also +None +LocalPlayer.lsDoingAction +Brief +Returns true if the Local Person is currently performing an action. +Definition +! boolean LocalPlayer.IsDoingAction( boolean nonlnterruptable = true ) +Arguments +nonlnterruptable - If true, only return true if the current action is not interruptable (defaults to true). +Return Values +Returns true if the Local Person is currently performing an action. +Description +Returns true if the Local Person is currently performing an action. An action is a non repeating animation, such as the action "wave". +Examples +! print( LocalPlayer.IsDoingAction() ) +See Also +• Local Player. DoAction +LocalPlayer.lsInWardrobe +Brief +Returns true if the local player is currently located in the wardrobe. +Definition +! boolean LocalPlayer.IsInWardrobe() +Arguments +None. +Return Values +True if the local player is in the wardrobe, or false otherwise. +Description +Returns true if the local player is currently located in the wardrobe. +Examples +! if (not LocalPlayer.IsInWardrobe()) +DoNormalUpdate() +| end +See Also +None +LocalPlayer.Relocate +Brief +Relocates the local player to the specified scene. +Definition +LocalPlayer.Relocate( string sceneName, number instanceParam = 0, number valueParam = 0, string +spawnFrom = nil ) +Arguments +sceneName - The name of the scene as specified in the scene list.instanceParam - Controls the creation of different instances of the same scene +(Optional - defaults to 0)valueParam - Specifies a value parameter that can be read by a script when the player has relocated to the new scene +(Optional - defaults to -1)spawnFrom - [ Optional ] Specifies the scene name that will be used to choose the spawn location in the destination +scene +Return Values +true if the destination scene name was recognised and the relocation process triggered, false if not +Description +Relocates the local player to the specified scene. Note that the relocation process is asynchronous, the user will continue to be considered +present in the scene and joined to a minigame if applicable until the scene transition occurs. Therefore, expect that your script will continue to +execute for some time after this call until the relocation has occurred. The following fixed scene names are also available: +BasicApartment - Harbour Studio +DEFAULT_APARTMENT - The user's default apartment +Examples +if PlayerHasUnlockedTheDoor() then +LocalPlayer.Relocate( 'Secret_Room' ) +end +See Also +• LocalPlayer.SetRelocateObject +LocalPlayer.RelocateToGroupInstance +Brief +Relocates the local player to a group instance of the specified scene. +Definition +LocalPlayer.RelocateToGroupInstance( string sceneName, number valueParam = nil ) +Arguments +sceneName - The name of the scene as specified in the scene list.j optional ] valueParam - A number that can be queried by the destination +scene. +Return Values +True if the destination scene name was recognized and the relocation process triggered, false if not. +Description +Relocates the local player to a group instance of the specified scene. Note that the relocation process is asynchronous, the user will continue to +be considered present in the scene and joined to a minigame if applicable until the scene transition occurs. Therefore, expect that your script will +continue to execute for some time after this call until the relocation has occurred. +Examples +See Also +• Local Player. Relocate +• LocalPlayer.RelocateToUniquelnstance +LocalPlayer.RelocateTollniquelnstance +Brief +Relocates the local player a unique instance of the specified scene. +Definition +LocalPlayer.RelocateToUniquelnstance( number instancelD, string sceneName ) +Arguments +instancelD - Unique ID number of the scene (1 - 65535)sceneName - The name of the scene as specified in the scene list.[ optional ] valueParam +- A number that can be queried by the destination scene +Return Values +true if the destination scene name was recognised and the relocation process triggered, false if not +Description +Relocates the local player to the specified scene. Note that the relocation process is asynchronous, the user will continue to be considered +present in the scene and joined to a minigame if applicable until the scene transition occurs. Therefore, expect that your script will continue to +execute for some time after this call until the relocation has occurred. RelocateToUniquelnstance differs from the standard Relocate method with +an InstanceParam in 2 ways : 1) There will only ever be one instance of a scene with a particular UID. (If it is full, users will be denied access then +returned to a new instance of their current location) 2) It is handled more efficiently on Home's backend (and hence is the preferred method for +creating custom scene instances) +Examples +if PlayerHasSelectedPrivateSession() then +SessionUID = 500 +LocalPlayer.RelocateToUniquelnstance( SessionUID, , Game_Room' ) +end +See Also +• Local Player. Relocate +LocalPlayer.RemoveRepertoire +Brief +Removes the specified repertoire (by label) from the player +Definition +Repertoire LocalPlayer.RemoveRepertoire( string label ) +Arguments +label - the label of the repertoire to remove. +Return Values +none +Description +Examples +! LocalPlayer.RemoveRepertoire( "levell" ) +See Also +None +LocalPlayer.RestoreAvatar +Brief +Returns the avatar (clothing items and rig) to the last user selection made within the wardrobe. +Definition +! LocalPlayer.RestoreAvatar() +Arguments +None +Return Values +None. +Description +This method can only be used if the calling Lua environment has obtained the PersonLockType.Wardrobe lock, otherwise a lua error is thrown. +Examples +! LocalPlayer.RestoreAvatar() +See Also +• LocalPlayer.SetAvatarRig +• LocalPlayer.SetRigComponentObjectld +• Person.Lock +• Person.Unlock +LocalPlayer.SetAvatarRig +Brief +Set the avatar rig type (gender). +Definition +! boolean LocalPlayer.SetAvatarRig(RigType rigType) +Arguments +rigType - The rig type to change to (see description). +Return Values +True if able to change the rig (avatar is fully loaded and ready), otherwise false. +Description +Set the avatar rig type (gender) to one of the following values: +RigType.Male +RigType.Female Note that this function should be used with caution, and only with the user's consent. +Examples +LocalPlayer.SetAvatarRig(RigType.Male) +See Also +• LocalPlayer.GetAvatarRig +• Person.IsLoaded +LocalPlayer.SetClothingltems +Brief +Sets the clothing items on the player in one call +Definition +LocalPlayer.SetClothingltems( args ) +Arguments +args - a table that contains the command arguments, the fields recognised are: +components [ table ] - a table of strings, each representing a component for the avatar to equip +Return Values +none +Description +the script must have the lock PersonLockType.Wardrobe, on the LocalPlayer person, before setting clothing items, otherwise a lua error be +thrown. +Examples +local components = {} +table.insert(components, "00000000-00000000-00000000-01010034") +table.insert(components, "00000000-00000000-00000000-01020001") +table.insert(components, "00000000-00000000-00000000-01030009") +local setting = { components = components } +LocalPlayer.SetClothingltems( setting ); +See Also +None +LocalPlayer.SetRelocateObject +Brief +Sets the optional objectld that can be used to script the relocation process from one scene to another +Definition +LocalPlayer.SetRelocateObject( string objectld, number mode = 0 ) +Arguments +objectld - The Id of the object to usemode - The scripted relocation mode. Default 0 means the relocation script is activated once the download of +the +destination scene has completed. +Mode 1 means the relocate script is started without first confirming the scene download (the scene_transition +object will need to handle the scene download) +Return Values +none +Description +Examples +LocalPlayer.SetRelocateObject( "12345678-12345678-12345678-12345678", 0 ) +See Also +• Local Player. Relocate +LocalPlayer.SetRigComponentObjectld +Brief +Sets the rig's component to the specified object. +Definition +LocalPlayer.SetRigComponentObjectld( string objectld, string componentType ) +Arguments +objectld - The object ID for the component.componentType - The type of the rig component to set. Can be one of the following: +"Hair” +"Tors" +"Hands" +"Legs" +"Feet" +*NB This param is ignored now (1.35 and later) - works out what the componentType is when the object is loaded... +Return Values +true if successful, else false. (Will fail if the player is not ready, ie has not yet been allocated its memory slot) +Description +Sets the rig's component to the specified object. From 1.55, the script must have the lock PersonLockType.Wardrobe, on the LocalPlayer person, +before setting clothing items, otherwise a lua error be thrown. The call may fail if the avatar is not in a state to accept new clothing components. +Examples +LocalPlayer.SetRigComponentObjectld( jacketObjectId, 'Tors’ ) +See Also +• Person.Lock +Material +Material. GetParam +Brief +Get a predefined parameter from the material +Definition +number|nil Material.GetParam(Material material, string name) +Arguments +material - The material to query.name - The parameter as it was named in maya. +Return Values +The value of the given param as it was set in maya, or nil if it doesn't exist. +Description +Gets the value of the given param as it was set in maya, or nil if it doesn't exist. +Examples +entity = Entity.Create( ); +entity:SetModel( "mymodel" ); +allMaterials = entity:FindMaterials( ); +for i, material in ipairs( allMaterials ) do +value = material:GetParam( "scrollSpeed" ); +print( "Scrollspeed is " .. tostring( value ) ); +end +See Also +• Entity.FindMaterials +Material.SetAlphaRef +Brief +Set the alpha reference value of the material +Definition +Material.SetAlphaRef(Material material, number value) +Arguments +material - The material to set.value - The desired alpha reference value, should be between 0 and 1. +Return Values +None. +Description +Sets the alpha reference value of the material, for use with the "cutout" blend mode. +Examples +entity = Entity.Create( ); +entity:SetModel( "mymodel" ); +allMaterials = entity:FindMaterials( ); +material = allMaterials[ 1 ] ; +material:SetBlendMode( BlendMode.Cutout ); +material:SetAlphaRef( 0.1 ); +See Also +• Entity.FindMaterials +• Material.SetBlendMode +Material.SetBlendMode +Brief +Set the blending mode of the material +Definition +Material.SetBlendMode(Material material, number mode) +Arguments +material - The material to set.mode - The desired blend mode. Valid values are: +BlendMode.Opaque +BlendMode.Cutout +BlendMode.Blend => SrcAlpha*Src + (1-SrcAlpha)*Dst +BlendMode.Add => Src + Dst +BlendMode.Multiply => Src * Dst +BlendMode.AlphaAdd => SrcAlpha'Src + Dst +BlendMode.BlendPremultiplied => Src + (1-SrcAlpha)*Dst +Return Values +None. +Description +Sets the blend mode of the material. +Examples +I entity = Entity.Create( ); +i entity:SetModel( "mymodel" ); +| allMaterials = entity:FindMaterials( ); +material = allMaterials[ 1 ] ; +| material:SetBlendMode( BlendMode.Cutout ); +material:SetAlphaRef( 0.1 ); +L_I +See Also +• Entity.FindMaterials +• Material.SetAlphaRef +Material.SetDepthPrepass +Brief +Enable/Disable a depth prepass for this material +Definition +Material.SetDepthPrepass(Material material, boolean enable) +Arguments +material - The material to set.enable - Whether to enable or disable the depth prepass +Return Values +None. +Description +Enables (or disables) a depth prepass for use with semi-transparent materials (Removes internal pieces of a mesh). +Examples +entity = Entity.Create( ); +entity:SetPosition( Vector4.Create( 0, 2, 0 ) ); +entity:SetModel( "mymodel" ); +allMaterials = entity:FindMaterials( ); +material = allMaterials[ 1 ] ; +— enable alpha blending +material:SetBlendMode( BlendMode.Blend ); +— enable depth prepass so the internals of the model are not visible, +material:SetDepthPrepass( true ); +See Also +• Entity.FindMaterials +• Material.SetBlendMode +Material.SetMatrix +Brief +Set a matrix constant on the material +Definition +Material.SetMatrix(Material material, string name, Matrix44 value) +Arguments +material - The material to set.name - The uniform name.value - The value to set. +Return Values +None. +Description +Sets the given matrix shader parameter to the given value +Examples +rotation = 0.0; +change = 0.1; +entity = Entity.Create( ); +entity:SetModel( "mymodel" ); +allMaterials = entity:FindMaterials( ); +material = allMaterials[ 3 ] ; +matrix = Matrix44.Create( ); +function Update( ) +matrix:SetAxisRotation( 0, 0, 1, rotation, MATRIX_REPLACE ); +material:SetMatrix( "textureMatrix", matrix ); +rotation = rotation + change; +if rotation > 360 or rotation < 0.0 then +change = -change; +end +end +See Also +• Entity.FindMaterials +Material.SetTexture +Brief +Set a texture on the material +Definition +Material.SetTexture(Material material, string name, string|Resource|Texture resource) +Arguments +material - The material to set.name - The uniform name.resource - The name of the texture resource, or the resource itself. +Return Values +None. +Description +Sets the given texture on the material +Examples +entity = Entity.Create( ); +entity:SetModel( "mymodel" ); +allMaterials = entity:FindMaterials( ); +material = allMaterials[ 3 ] ; +material:SetTexture( "colourMap", "newSkin" ); +See Also +Material.SetVector +Brief +Set a vector constant on the material +Definition +Material.SetVector(Material material, string name, Vector4 value) +Arguments +material - The material to set.name - The uniform name.value - The value to set. +Return Values +None. +Description +Sets the given vector shader parameter to the given value. The available vectors are as follows: +Name Format Applies to +tintClr r,g,b,a All materials with tint enabled +emissiveClr r,g,b,a All materials with emissive enabled +blendParams offset,ramp Blend materials +fresnelParams power, bias, scale Glass materials +waterColour r,g,b Water materials +Examples +colour = 1.0; +change = 0.01; +entity = Entity.Create( ); +entity:SetModel( "gun" ); +allMaterials = entity:FindMaterials( "fabric" ); +for i, material in ipairs( allMaterials ) do +material:SetBlendMode( BlendMode.Blend ); +end +function Update( ) +for i, material in ipairs( allMaterials ) do +—change the output colour +material:SetVector( "tintClr", Vector4.Create( colour, colour, colour, 1 ) ); +end +colour = colour + change; +if colour > 1.5 or colour < 0.5 then +change = -change; +end +end +See Also +• Entity.FindMaterials +Matrix44 +Matrix44.Add +Brief +Performs a matrix addition with sourcel and source2 storing the result in destination. +Definition +Matrix44.Add( Matrix44 destination, Matrix44 sourcel, Matrix44 source2 ) +Arguments +destination - Matrix to receive the result.sourcel - The first matrix argument for the addition.source2 - The second matrix argument for the +addition. +Return Values +None. +Description +Performs a matrix addition with sourcel and source2 storing the result in destination. Equivalent to destination = sourcel + source2, but the +operator syntax will allocate the destination automatically. +Examples +srcl = Matrix44.Create() +src2 = Matrix44.Create() +dst = Matrix44.Create() +Matrix44.Add( dst, srcl, src2 ) +See Also +Matrix44.Subtract +Matrix44.Copy +Brief +Copies the values of source and stores them in the destination Matrix44. +Definition +Matrix44.Copy( Matrix44 destination, Matrix44 source ) +Arguments +destination - The matrix to receive the copy.source - The matrix to be copied. +Return Values +None +Description +Copies the values of source and stores them in the destination Matrix44. This is used to copy the values as opposed to pointing to the same +matrix as an assignment would do. Use copy as mat2 = matl does not copy values but instead makes mat2 point to matl. +Examples +matl = Matrix44.Create() +i mat2 = Matrix44.Create() +I Matrix44.Copy( mat2, matl ) +See Also +None +Matrix44.Create +Brief +Creates a new Matrix44 object with the specified values. +Definition +Matrix44 Matrix44.Create( Vector4 x = [1,0,0,0], Vector4 y = [0,1,0,0], Vector4 z = [0,0,1,0], Vector4 +w = [0,0,0,1] ) +Matrix44 Matrix44.Create( Matrix44 matrix ) +Matrix44 Matrix44.Create( Quaternion rotation, Vector4 translation = [0,0,0] ) +Arguments +x - The first row of the matrix.y - The second row of the matrix.z - The third row of the matrix.w - The fourth row of the matrix.matrix - The matrix to +copy.rotation - The quaternion representing the rotation part of the transform.translation - The vector representing the translation part of the +transform. +Return Values +A new Matrix44 instance. +Description +Creates a new Matrix44 object with the specified values. With no parameters specified, it is set to the identity matrix. +Examples +matl = Matrix44.Create() +vec = Vector4.Create( 1, 2, 3, 4 ) +mat2 = Matrix44.Create( vec, vec, vec, vec ) +mat3 = Matrix44.Create( mat2 ) +mat4 = Matrix44.Create( Quaternion.Create() ) +See Also +None +Matrix44.GetRotationXyz +Brief +Gets the rotation about the x, y, and z-axis in degrees. +Definition +Vector4 Matrix44.GetRotationXyz( Matrix44 matrix ) +Matrix44.GetRotationXyz( Matrix44 matrix, Vector4 outVec ) +Arguments +matrix - The matrix to query.outVec - The Vector4 to store the result to. +Return Values +A vector containing the x, y, z rotation angles. +Description +Gets the rotation about the x, y, and z-axis in degrees using a matrix to Euler angle formula. The rotation order is x, y, z. If outVec is specified it +stores the result in there instead of returning a new Vector4. +Examples +matrix = Matrix44.Create() +; rotation = Matrix44.GetRotationXyz( matrix ) +See Also +• Entity.SetRotationXyz +Matrix44.GetRow +Brief +Returns the specified row of the matrix. +Definition +Vector4 Matrix44.GetRow( Matrix44 matrix, number row ) +Matrix44.GetRow( Matrix44 matrix, number row, Vector4 outVec ) +Arguments +matrix - The matrix to be queried.row - The row to return, ranging from 1 to 4.outVec - The Vector4 to store the result to. +Return Values +A vector representing the specified row of the matrix. +Description +Returns the specified row of the matrix. The Vector4 is a copy of the row so changing its values will not affect the matrix. If outVec is specified it +stores the result in there instead of returning a new Vector4. +Examples +! mat = Matrix44.Create() +i print( Matrix44.GetRow( mat, 1 ) ) +See Also +• Matrix44.SetRow +Matrix44.Invert +Brief +Inverts the source matrix storing it in destination. +Definition +Matrix44.Invert( Matrix44 destination, Matrix44 source ) +Arguments +destination - The matrix to receive the inverted matrix. Can be the source matrix.source - The matrix to invert. +Return Values +None +Description +Inverts the source matrix storing it in destination. +Examples +! matrix = Matrix44.Create() +j Matrix44.Invert( matrix, matrix ) — Self inverse. +See Also +None +Matrix44.lnvertAffine +Brief +Inverts the source matrix, which is assumed to be an affine transform, storing it in destination. +Definition +Matrix44.InvertAffine( Matrix44 destination, Matrix44 source ) +Arguments +destination - The matrix to receive the inverted matrix. Can be the source matrix.source - The affine transform matrix to invert. +Return Values +None. +Description +For matrices representing an affine transform (that is, containing only scale, rotation and translation), this function will be faster than the general +purpose Invert function. If your transform is only composed of rotation and translation (no scale), use the InvertAffineOrthogonal function, which is +faster again. +Examples +! matrix = Matrix44.Create() +| Matrix44.InvertAffine( matrix, matrix ) — Self inverse. +See Also +• Matrix44.Invert +• Matrix44. InvertAffineOrthogonal +Matrix44.InvertAffineOrthogonal +Brief +Inverts the source matrix, which is assumed to be a transform containing only rotation and translation, storing it in destination. +Definition +Matrix44.InvertAffineOrthogonal( Matrix44 destination, Matrix44 source ) +Arguments +destination - The matrix to receive the inverted matrix. Can be the source matrix.source - The transform matrix to invert. +Return Values +None. +Description +If your matrix contains only rotation and translation (no scale), this function will calculate the inverse using an optimized method that is faster than +both the general purpose Invert function and the InvertAffine function. +Examples +matrix = Matrix44.Create() +Matrix44.InvertAffineOrthogonal( matrix, matrix ) — Self inverse. +See Also +• Matrix44.lnvertAffine +• Matrix44.Invert +Matrix44.lsEqual +Brief +Tests whether the specified matrices are equal. +Definition +boolean Matrix44.IsEqual( Matrix44 ml, Matrix44 m2, number tolerance = 0 ) +Arguments +ml - The first matrix to test for equality.m2 - The second matrix to test for equality .tolerance - The amount of error to deviate from the other matrix. +Return Values +true if it the matrices are equal and false otherwise. +Description +Returns true if it the matrices are equal and false otherwise. +Examples +1 matl = Matrix44.Create() +i mat2 = Matrix44.Create() +j print( Matrix44.IsEqual( matl, mat2 ) ) +See Also +None +Matrix44.lsldentity +Brief +Tests whether the specified matrix is an identity matrix. +Definition +boolean Matrix44.Isldentity( Matrix44 matrix, number tolerance = 0 ) +Arguments +matrix - The matrix to query.tolerance - The amount of error to deviate from the identity matrix. +Return Values +true if it is an identity matrix and false otherwise. +Description +Returns true if it is an identity matrix and false otherwise. +Examples +! matrix = Matrix44.Create() +i print( Matrix44.Isldentity( matrix ) ) +See Also +None +Matrix44.Multiply +Brief +Performs a matrix multiply with sourcel and source2 storing the result in destination. +Definition +Matrix44.Multiply( Matrix44 destination, Matrix44 sourcel, Matrix44 source2 ) +Matrix44.Multiply( Matrix44 destination, number scalar, Matrix44 matrix ) +Matrix44.Multiply( Matrix44 destination, Matrix44 matrix, number scalar ) +Arguments +sourcel - The first matrix argument for the multiplication.source2 - The second matrix argument for the multiplication.scalar - Scalar to +multiply.matrix - Matrix to multiply. +Return Values +None +Description +Performs a matrix multiply with sourcel and source2, or a scalar multiply with scalar and matrix, storing the result in destination. Equivalent to +destination = sourcel * source2 or destination = scalar * matrix, but the operator syntax will allocate the destination automatically. +Examples +srcl = Matrix44.Create () +src2 = Matrix44.Create () +dst = Matrix44.Create () +Matrix44.Multiply( dst, srcl, src2 ) +Matrix44.Multiply( dst, srcl, 0.5 ) +Matrix44.Multiply( dst, 2, src2 ) +See Also +None +Matrix44.0rthonormalize +Brief +Orthonormalizes the source matrix storing it in destination. +Definition +Matrix44.Orthonormalize( Matrix44 destination, Matrix44 source, string axisPriority ) +Arguments +destination - The matrix to receive the orthonormalized matrix. Can be the source matrix.source - The matrix to orthonormalize.axisPriority - A +string representing the axis priority of the operation, eg "yxz". +Return Values +None +Description +Orthonormalizes the source matrix storing it in destination. The first letter in the axis priority string specifies the axis whose direction will not be +changed due to the orthogonalisation. The last specifies the axis whose direction will change the most due to the orthogonalisation. Note that if it +is only necessary to remove scale, it is enough to normalise the three basis vectors rather than calling this function. +Examples +matrix = Matrix44.Create() +Matrix44.Orthonormalize( matrix, matrix ) — Self orthonormalize. +See Also +None +Matrix44.SetAxisRotation +Brief +Sets up a rotation matrix around a specified axis and angle. +Definition +Matrix44.SetAxisRotation( Matrix44 matrix, Vector4 rotationXyz, number angle = 0, number setType = +MATRIX_POSTMULTIPLY ) +Matrix44.SetAxisRotation( Matrix44 matrix, number axisX = 1, number axisY = 1, number axisZ = 1, +number angle = 0, number setType = MATRIX_POSTMULTIPLY ) +Arguments +matrix - The matrix to be rotated.rotationXyz - A vector containing the axis to rotate about.angle - The angle in degrees to rotate around the +axis.axisX - The x element of the axis.axisY - The y element of the axis.axisZ - The z element of the axis.setType - How to set the matrix. Must be +either MATRIX_POSTMULTIPLY, MATRIX_PREMULTIPLY, or MATRIX_REPLACE. +Return Values +None +Description +Sets up a rotation matrix around a specified axis and angle. Depending on the set type it either post multiplies the current matrix by the rotation +matrix (matrix = matrix * rotation), pre multiplies the current matrix by the rotation matrix (matrix = rotation * matrix) or simply sets the current +matrix to the rotation matrix (matrix = rotation). Non normalized axes are automatically normalized. +Examples +matrix = Matrix44.Create() +Matrix4 4.SetAxisRotation( matrix, 0.5, 0.5, 0, 90, MATRIX_REPLACE ) +See Also +None +Matrix44.Setldentity +Brief +Sets the matrix to the identity matrix. +Definition +Matrix44.Setldentity( Matrix44 matrix ) +Arguments +matrix - The matrix to set to identity. +Return Values +None +Description +Sets the matrix to the identity matrix. +Examples +! matrix = Matrix44.Create() +; Matrix44.Setldentity( matrix ) +See Also +• Matrix44.lsldentity +Matrix44.SetRotationQuat +Brief +Sets up a rotation matrix using the specified quaternion. +Definition +Matrix44.SetRotationQuat( Matrix44 matrix, Quaternion quat, number setType = MATRIX_POSTMULTIPLY ) +Arguments +matrix - The matrix to be rotated.quat - The quaternion to convert.setType - How to set the matrix. Must be either MATRIX_POSTMULTIPLY, +MATRIX_PREMULTIPLY, or MATRIX_REPLACE. +Return Values +None +Description +Sets up a rotation matrix using a specified quaternion. Depending on the set type it either post multiplies the current matrix by the rotation matrix +(matrix = matrix * rotation), pre multiplies the current matrix by the rotation matrix (matrix = rotation * matrix) or simply sets the current matrix to +the rotation matrix (matrix = rotation). +Examples +matrix = Matrix44.Create() +quat = Quaternion.Create() +Matrix44.SetRotationQuat( matrix, quat, MATRIX_REPLACE ) +See Also +None +Matrix44.SetRotationXyz +Brief +Sets up a rotation matrix from x, y, and z euler angles specified in degrees. +Definition +Matrix44.SetRotationXyz( Matrix44 matrix, Vector4 rotationXyz, number setType = MATRIX_POSTMULTIPLY ) +Matrix44.SetRotationXyz( Matrix44 matrix, number rotationX = 1, number rotationY = 1, number rotationZ += 1, number setType = MATRIX_POSTMULTIPLY ) +Arguments +matrix - The matrix to be rotated.rotationXyz - A vector containing the x, y and z euler angles in degrees to set the rotation matrix to.rotationX - A +number containing the x euler angle in degrees to set the rotation matrix to.rotationY - A number containing the x euler angle in degrees to set the +rotation matrix to.rotationZ - A number containing the x euler angle in degrees to set the rotation matrix to.setType - How to set the matrix. Must +be either MATRIX_POSTMULTIPLY, MATRIX_PREMULTIPLY, or MATRIX_REPLACE. +Return Values +None +Description +Sets up a rotation matrix from x, y, and z euler angles specified in degrees. Depending on the set type it either post multiplies the current matrix +by the rotation matrix (matrix = matrix * rotation), pre multiplies the current matrix by the rotation matrix (matrix = rotation * matrix) or simply sets +the current matrix to the rotation matrix (matrix = rotation). The rotation order is x, y, z. +Examples +matrix = Matrix44.Create() +Matrix44.SetRotationXyz( matrix, 45, 90, 180, MATRIX_REPLACE ) +See Also +None +Matrix44.SetRow +Brief +Sets the specified row of the matrix. +Definition +Matrix44.SetRow( Matrix44 matrix, number row, Vector4 value ) +Matrix44.SetRow( Matrix44 matrix, number row, number eleml, number elem2, number elem3, number elem4 ) +Arguments +matrix - The matrix to be updated.row - The row to set, ranging from 1 to 4.value - A 4 dimensional vector that is copied into the first row of the +matrix.eleml - Value to set column 1 of the specified row of the matrix.elem2 - Value to set column 2 of the specified row of the matrix.elem3 - +Value to set column 3 of the specified row of the matrix.elem4 - Value to set column 4 of the specified row of the matrix. +Return Values +None +Description +Sets the specified row of the matrix. +Examples +mat = Matrix44.Create () +— Example 1: Set via vector +vec = Vector4.Create( 1, 2, 3, 4 ) +Matrix44.SetRow( mat, 3, vec ) +— Example 2: Set via numbers +Matrix44.SetRow( mat, 3, 1, 2, 3, 4 ) +See Also +• Matrix44.GetRow +Matrix44.SetScale +Brief +Sets up a scale matrix. +Definition +Matrix44.SetScale( Matrix44 matrix, Vector4 scaleXyzw, number setType = MATRIX_POSTMULTIPLY ) +Matrix44.SetScale( Matrix44 matrix, number scaleX = 1, number scaleY = 1, number scaleZ = 1, number +scaleW = 1, number setType = MATRIX_POSTMULTIPLY ) +Arguments +matrix - The matrix to be scaled.scaleXyzw - A vector containing the x, y, z and w scale to set the matrix to.scaleX - A number containing the x +scale to set the matrix to.scaleY - A number containing the y scale to set the matrix to.scaleZ - A number containing the z scale to set the matrix +to.scaleW - A number containing the w scale to set the matrix to.setType - How to set the matrix. Must be either MATRIX_POSTMULTIPLY, +MATRIX_PREMULTIPLY, or MATRIX_REPLACE. +Return Values +None +Description +Sets up a scale matrix and depending on the set type it either post multiplies the current matrix by the scale matrix (matrix = matrix * scale), pre +multiplies the current matrix by the scale matrix (matrix = scale * matrix) or simply sets the current matrix to the scale matrix (matrix = scale). +Examples +matrix = Matrix44.Create() +Matrix44.SetScale( matrix, 4, 3, 2, 1, MATRIX_REPLACE ) +See Also +None +Matrix44.SetT ranslation +Brief +Sets up a translation matrix +Definition +Matrix44.SetTranslation( Matrix44 matrix, Vector4 translationXyz, number setType = MATRIX_POSTMULTIPLY +) +Matrix44.SetTranslation( Matrix44 matrix, number translationX = 1, number translationY = 1, number +translationZ = 1, number setType = MATRIX_POSTMULTIPLY ) +Arguments +matrix - The matrix to be translated.translationXyz - A vector containing the x, y, and z translation to set the matrix to.translationX - A number +containing the x translation to set the matrix to.translationY - A number containing the y translation to set the matrix to.translationZ - A number +containing the z translation to set the matrix to.setType - How to set the matrix. Must be either MATRIX_POSTMULTIPLY, +MATRIX_PREMULTIPLY, or MATRIX_REPLACE. +Return Values +None +Description +Sets up a translation matrix and depending on the set type it either post multiplies the current matrix by the translation matrix (matrix = matrix * +translation), pre multiplies the current matrix by the translation matrix (matrix = translation * matrix) or simply sets the current matrix to the +translation matrix (matrix = translation). +Examples +matrix = Matrix44.Create() +Matrix44.SetTranslation( matrix, 5, 10, 5, MATRIX_REPLACE ) +See Also +None +Matrix44.Subtract +Brief +Performs a matrix subtraction with sourcel and source2 storing the result in destination. +Definition +Matrix44.Subtract( Matrix44 destination, Matrix44 sourcel, Matrix44 source2 ) +Arguments +destination - Matrix to receive the result.sourcel - The first matrix argument for the subtraction.source2 - The second matrix argument for the +subtraction. +Return Values +None. +Description +Performs a matrix subtraction with sourcel and source2 storing the result in destination. Equivalent to destination = sourcel - source2, but the +operator syntax will allocate the destination automatically. +Examples +srcl = Matrix44.Create () +src2 = Matrix44.Create () +dst = Matrix44.Create () +Matrix44.Subtract( dst, srcl, src2 ) +See Also +• Matrix44.Add +Matrix44.T ranspose +Brief +Transposes the source matrix storing it in destination. +Definition +Matrix44.Transpose( Matrix44 destination, Matrix44 source ) +Arguments +destination - The matrix to receive the transposed matrix. Can be the source matrix.source - The matrix to transpose. +Return Values +None +Description +Transposes the source matrix storing it in destination. +Examples +! matrix = Matrix44.Create() +; Matrix44.Transpose( matrix, matrix ) — Self transpose. +See Also +None +MediaLibrary +MediaLibrary.Exportlmage +Brief +Moves the image file to the Cross Media Bar (XMB). +Definition +boolean MediaLibrary.ExportImage( string filename, string caption, function callback = nil ) +boolean MediaLibrary.ExportImage( Screenshot shot, string caption, function callback = nil ) +Arguments +filename - The filename of the image file.shot - A screenshot that has been successfully capturedcaption - The caption of the image file to be +displayed in the Cross Media Bar (XMB).callback - Function to call with the export results. +Return Values +True if it started exporting and false if it is busy. +Description +Moves the image file to the Cross Media Bar (XMB). The file is moved from its current location. The operation is aysnchronous. If the callback is +supplied, it will be called and passed the result of the export (boolean, true for success) and if unsuccessful, an error code. +Examples +if screenshot:Succeeded() == true then +MediaLibrary.ExportImage( screenshot, "Home Screenshot", ExportCallback ) +end +function ExportCallback(success, errorCode) +if (success) then +print("Picture exported!") +else +print("Export error:", errorCode) +end +end +See Also +• MediaLibrary. ExportVideo +• Screenshot.Create +MediaLibrary.ExportVideo +Brief +Moves the video file to the Cross Media Bar (XMB). +Definition +boolean MediaLibrary.ExportVideo( FileHandle file, string caption, function callback = nil ) +Arguments +file - A handle to the video file, obtained from VideoRecorder.GetOutputFile.caption - The caption of the video file to be displayed in the Cross +Media Bar (XMB). +Return Values +true if it started exporting and false if it is busy. +Description +Moves the video file to the Cross Media Bar (XMB). The file is moved from its current location. The operation is aysnchronous. Note that the +exporter will not handle filenames with spaces, be aware of this when recording the video. +Examples +local file = VideoRecorder.GetOutputFile() +MediaLibrary.ExportVideo( file, "Home Video" ) +See Also +• MediaLibrary. Exportlmage +• VideoRecorder.GetOutputFile +MediaLibrary.GetSearch Results +Brief +Gets the current search results once the search has finished. +Definition +table[] MediaLibrary.GetSearchResults() +Arguments +None +Return Values +Returns an array (as a table) of tables of the search results. If nil is returned there are no results. +Description +Gets the current search results once the search has finished. The format of the results is a table array of tables. Each table has fields included +through MediaLibrary.SetResultsToInclude. +Examples +local results = MediaLibrary.GetSearchResults() +if results ~= nil then +for index, result in ipairs( results ) do +for key, value in pairs ( result ) do +print ( string.format( ' %4i %s = %s', index, key, value ) ) +end +end +end +local results = MediaLibrary.GetSearchResults() +print( 'file = ' .. results [ 1 ].file ) +See Also +• MediaLibrary. IsSearchFinished +• MediaLibrary.SetResultsToInclude +MediaLibrary. IsExporting +Brief +Checks to see if the export is in process. +Definition +boolean MediaLibrary.IsExporting() +Arguments +None +Return Values +true if it is exporting and false otherwise. +Description +Checks to see if the export is in process. +Examples +! while MediaLibrary.IsExporting() == true do +coroutine.yield() +| end +See Also +None +MediaLibrary.lsSearchFinished +Brief +Checks to see if the search has finished. +Definition +! boolean MediaLibrary.IsSearchFinished() +Arguments +None +Return Values +true if the search has finished and false otherwise. +Description +Checks to see if the search has finished. +Examples +1 while MediaLibrary.IsSearchFinished() == false do +coroutine.yield() +j end +See Also +None +MediaLibrary.lsSearching +Brief +Checks to see if the search is in process. +Definition +! boolean MediaLibrary.IsSearching() +Arguments +None +Return Values +true if it is searching and false otherwise. +Description +Checks to see if the search is in process. +Examples +! while MediaLibrary.IsSearching() == true do +coroutine.yield() +| end +See Also +None +MediaLibrary.Search +Brief +Starts the specified search. +Definition +MediaLibrary.Search( string positionType, string mediaType, number maxCount = 1 ) +Arguments +positionType - The position to search from. Valid values are 'first', 'last', 'prev', and 'next'.mediaType - The type of media to search. Valid values +are 'video', 'music', and 'photo'.maxCount - The maximum count of results to return at once. Defaults to 1. +Return Values +None +Description +Starts the specified search. You can only do one search at a time and searching is asynchronous. To get the search results use +MediaLibrary.IsSearchFinishedQ and MediaLibrary.GetSearchResultsQ. The media library remembers the last position of your search for each +media type so the typical way to use this would be a search from the beginning and then subsequent searches using 'next' until there are not any +more results as long as you call the searches all between the same MediaLibrary.StartSearch() and MediaLibrary.StopSearch() +Examples +— Get the first 10 photos only. +MediaLibrary.StartSearch() +MediaLibrary.SetResultsToInclude( 'file' ) +MediaLibrary.Search( 'first', 'photo', 10 ) +while MediaLibrary.IsSearchFinished() == false do +coroutine.yield() +end +results = MediaLibrary.GetSearchResults() +if results ~= nil then +for index, result in ipairs ( results ) do +count = count + 1 +for key, value in pairs( result ) do +print( string.format( '%4d %4d %s = %s', count, index, key, value ) ) +end +end +end +MediaLibrary.StopSearch() +See Also +• MediaLibrary.IsSearchFinished +• MediaLibrary.GetSearchResults +• MediaLibrary.SetResultsToInclude +MediaLibrary.SetPrepareSearchFiles +Brief +If true then all media files returned in the search results will be prepared. +Definition +! MediaLibrary.SetPrepareSearchFiles( boolean value ) +Arguments +value - If true then media files are prepared and if false they are not prepared. +Return Values +None +Description +If true then all media files returned in the search results will be prepared so they can be used, for instance in loading. +Examples +! MediaLibrary.SetPrepareSearchFiles( true ) +See Also +None +MediaLibrary.SetPrepareSearchThumbnails +Brief +If true then all thumbnails of media files returned in the search results will be prepared. +Definition +! MediaLibrary.SetPrepareSearchThumbnails( boolean value ) +Arguments +value - If true then thumbnails of the media files are prepared and if false they are not prepared. +Return Values +None +Description +If true then all thumbnails of media files returned in the search results will be prepared so they can be used, for instance in loading. +Examples +! MediaLibrary.SetPrepareSearchThumbnails( true ) +See Also +None +MediaLibrary.SetResultsToInclude +Brief +Sets what to include in the search results. +Definition +MediaLibrary.SetResultsToInclude( string includeType, boolean value = true ) +Arguments +includeType - The type to include. Valid values are: +'file' - string, the media's filename. +'thumbnail' - string, the thumbnail filename. +'title' - string, the title of the media. +'width' - number, the width of the image if applicable. +'height' - number, the height of the image if applicable.value - If true then the type is included and if false it is excluded. +Return Values +None +Description +Sets what to include in the search results. By default nothing is included. For each field included a field is created for each media item in the array +of search results. +Examples +MediaLibrary.StartSearch() +MediaLibrary.SetResultsToInclude( 'file', true ) +MediaLibrary.SetResultsToInclude( 'title', true ) +See Also +None +MediaLibrary.StartSearch +Brief +Prepares the media library for searching. +Definition +! MediaLibrary.StartSearch() +Arguments +None +Return Values +None +Description +Prepares the media library for searching. +Examples +| MediaLibrary.StartSearch() +See Also +• MediaLibrary.StopSearch +MediaLibrary.StopSearch +Brief +Stops the media library from a searching state. +Definition +! MediaLibrary.StopSearch() +Arguments +None +Return Values +None +Description +Stops the media library from a searching state and clears any resources it is using. The only reason to stop searching is when you have definitely +finished all your searching so you can free up the resources it has taken. +Examples +! MediaLibrary.StopSearch() +See Also +• MediaLibrary.StartSearch + + + + +MemoryContainer +MemoryContainer.Create +Brief +Creates a new memory container. +Definition +MemoryContainer MemoryContainer.Create( number size, MemoryType memType = MemoryType.Main, number +alignment = 1 ) +MemoryContainer MemoryContainer.Create( Resource resource ) +Arguments +size - The size in bytes of the memory container.resource - A loaded file resource or based from a file resource.memType - Type of memory to +allocate.alignment - Required alignment of the memory container start address, in bytes. Must be a power of 2. +Return Values +A new instance of a memory container. +Description +Creates a new memory container. A memory container is an allocated block of memory where other library functions can output data. For +example, the BasicGenx library uses a memory container to output XML which can then be posted to a server via the FlttpPostData library. If +creating a memory container from a resource the memory container is read only and errors will occur if attempting to write to it. Note that only file +resources are accepted; textures, soundstreams and other resource types will generate an error. The container will be allocated from the script's +memory budget. +Examples +container = MemoryContainer.Create ( 4096 ) +hostContainer = MemoryContainer.Create( 8192, MemoryType.Host ) +myResource = Resource.Find("myFile") +resourceContainer = MemoryContainer.Create( myResource ) +See Also +• BasicGenx.Create +• FlttpPostData.Create +MemoryContainer.DebugLoad +Brief +Loads the contents of a file into a memory container from the host PC. +Definition +boolean MemoryContainer.DebugLoad( MemoryContainer container, string filename ) +Arguments +container - The instance of the memory container.filename - The name of the file to load +Return Values +True if the file loaded successfully, false otherwise. +Description +Loads the contents of a file into a memory container from the host PC. +Examples +! me = MemoryContainer.Create( 100 ) +: MemoryContainer.DebugPrint( me, "d:/temp/mc.dat" ) +See Also +• MemoryContainer.Create +MemoryContainer.Debug Print +Brief +Prints the contents of the container to the tty for debugging. +Definition +MemoryContainer.DebugPrint( MemoryContainer container ) +Arguments +container - The instance of the memory container. +Return Values +None. +Description +Prints the contents of the container to the tty for debugging. +Examples +! me = MemoryContainer.Create( 100 ) +! MemoryContainer.SetFloat( me, 5, 123.12 ) +| MemoryContainer.DebugPrint( me ) +See Also +• MemoryContainer.Create +MemoryContainer.DebugSave +Brief +Saves the contents of a memory container to a file on the host PC. +Definition +MemoryContainer.DebugSave( MemoryContainer container, string filename ) +Arguments +container - The instance of the memory container.filename - The name of the file to save +Return Values +None. +Description +Saves the contents of a memory container to a file on the host PC. +Examples +me = MemoryContainer.Create( 100 ) +1 MemoryContainer.DebugSave( me, "d:/temp/mc.dat" ) +See Also +• MemoryContainer.Create +MemoryContainer.GetBiglnt +Brief +Obtains the data at the specified byte index as a Biglnt value. +Definition +! void Memory-Container.GetBiglnt( MemoryContainer container, number bytelndex, Biglnt result ) +Arguments +container - The instance of the memory container.bytelndex - The byte index.result - Biglnt to store value +Return Values +None. +Description +If there is insufficient data to read the entire size of the Biglnt value an error will result (for example, if there are 32 bits of data remaining but the +Biglnt is 64 bits in size, the function will fail). +Examples +me = MemoryContainer.Create ( 100 ) +| i = Biglnt.Create (64) +| MemoryContainer.GetBiglnt( me, 8, i ) +See Also +• MemoryContainer.Create +• Biglnt.Create +MemoryContainer.GetBit +Brief +Returns the value of the specified bit as a boolean. +Definition +! boolean MemoryContainer.GetBit( MemoryContainer container, number bytelndex, number bitlndex ) +Arguments +container - The instance of the memory container.bytelndex - The byte index.bitlndex - The bit index, starts at 0 and if it is 8 or more it moves on +to the next byte(s). +Return Values +true if the bit is set and false otherwise. +Description +Returns the value of the specified bit as a boolean. +Examples +! me = MemoryContainer.Create( 100 ) +| print( MemoryContainer.GetBit( me, 5, 0 ) ) +See Also +• MemoryContainer.Create +MemoryContainer.GetBits +Brief +Returns the value inside the specified bit range as a number. +Definition +number MemoryContainer.GetBits( MemoryContainer container, number bytelndex, number bitlndex, number +bitCount ) +Arguments +container - The instance of the memory container.bytelndex - The byte index to start from.bitlndex - The bit index, starts at 0 and if it is 8 or more +it moves on to the next byte(s).bitCount - The number of bits to get. The maxium is 23 due to it mapping to the mantissa of the number. +Return Values +The number contained within the bit range. +Description +Returns the number contained within the bit range. It can cross byte boundaries. +Examples +! me = MemoryContainer.Create( 100 ) +i MemoryContainer.SetInt8( me, 255 ) ) +print( MemoryContainer.GetBits( me, 5, 1, 3 ) ) — Get bits 1-4 inclusive from byte 5 +See Also +• MemoryContainer.Create +• MemoryContainer.SetBits +• MemoryContainer.SetBit +• MemoryContainer.GetBit +MemoryContainer.GetFloatl 6 +Brief +Returns the value of the specified 16-bit float as a number. +Definition +number Memory-Container.GetFloatl6 ( MemoryContainer container, number bytelndex ) +Arguments +container - The instance of the memory container.bytelndex - The byte index. +Return Values +A number converted from a 16-bit float. +Description +Returns the value of the specified float as a number. +Examples +: me = MemoryContainer.Create( 100 ) +; print( MemoryContainer.GetFloatl6( me, 2 ) ) +See Also +• MemoryContainer.Create +MemoryContainer.GetFloat32 +Brief +Returns the value of the specified float as a number. +Definition +number MemoryContainer.GetFloat32( MemoryContainer container, number bytelndex ) +Arguments +container - The instance of the memory container.bytelndex - The byte index. +Return Values +A number which matches the format of a float. +Description +Returns the value of the specified float as a number. +Examples +! me = MemoryContainer.Create( 100 ) +i print( MemoryContainer.GetFloat32( me, 8 ) ) +See Also +MemoryContainer.Create +MemoryContainer.Getlnt8 +Brief +Returns the value of the specified byte as a number. +Definition +! number Memory-Container. GetInt8 ( MemoryContainer container, number bytelndex ) +Arguments +container - The instance of the memory container.bytelndex - The byte index. +Return Values +A number ranging from -128 to 127. +Description +Returns the value of the specified byte as a number. +Examples +me = MemoryContainer.Create( 100 ) +; print( MemoryContainer.GetInt8( me, 5 ) ) +See Also +• MemoryContainer.Create +MemoryContainer.Getlntl 6 +Brief +Returns the value of the specified word as a number. +Definition +! number MemoryContainer.GetInt16( MemoryContainer container, number bytelndex ) +Arguments +container - The instance of the memory container.bytelndex - The byte index. +Return Values +A number ranging from -32768 to 32767. +Description +Returns the value of the specified word as a number. +Examples +me = MemoryContainer.Create ( 100 ) +print( MemoryContainer.GetInti6( me, 5 ) ) +See Also +• MemoryContainer.Create +MemoryContainer.GetSize +Brief +Returns the size of the memory container in bytes. +Definition +! number Memory-Container. GetSize ( MemoryContainer container ) +Arguments +container - The instance of the memory container. +Return Values +The size of the memory container in bytes. +Description +Returns the size of the memory container in bytes. +Examples +! me = MemoryContainer.Create( 1024 ) +| print( MemoryContainer.GetSize( me ) ) +See Also +• MemoryContainer.Create +MemoryContainer.GetString +Brief +Returns a string at the specified starting position. +Definition +! string MemoryContainer.GetString( MemoryContainer container, number bytelndex, number maxSize = nil ) +Arguments +container - The instance of the memory container.bytelndex - The byte index to the beginning of the string.maxSize - The maximum size in bytes +of the string not including the null terminator. If not specified then it stops at the first null terminator or the end of the container. +Return Values +The string created from the memory container. +Description +Returns a string at the specified starting position until it either encounters a null terminator, reaches the specified maximum size or reaches the +end of the memory container. +Examples +me = Memory-Container.Create ( 100 ) +MemoryContainer.Setstring( me, 0, "hello world." ) +print( MemoryContainer.GetString( me, 0 ) ) +See Also +• MemoryContainer.SetString +MemoryContainer.GetUlnt8 +Brief +Returns the unsigned value of the specified byte as a number. +Definition +! number MemoryContainer.GetUInt8( MemoryContainer container, number bytelndex ) +Arguments +container - The instance of the memory container.bytelndex - The byte index. +Return Values +A number ranging from 0 to 255. +Description +Returns the value of the specified byte as an unsigned number. +Examples +! me = MemoryContainer.Create( 100 ) +; print( MemoryContainer.GetUInt8( me, 5 ) ) +See Also +• MemoryContainer.Create +MemoryContainer.GetUIntl 6 +Brief +Returns the value of the specified word as an unsigned number. +Definition +! number MemoryContainer.GetUInt16( MemoryContainer container, number bytelndex ) +Arguments +container - The instance of the memory container.bytelndex - The byte index +Return Values +An unsigned number ranging from 0 to 65535. +Description +Returns the value of the specified word as an unsigned number. +Examples +! me = MemoryContainer.Create( 100 ) +i print( MemoryContainer.GetUIntl6( me, 5 ) ) +See Also +• MemoryContainer.Create +MemoryContainer.GetUsedSize +Brief +Returns the current number of bytes written to the container. +Definition +; MemoryContainer.GetUsedSize( MemoryContainer container ) +Arguments +container - The instance of the memory container. +Return Values +number - The number of bytes written to the container. +Description +Returns the number of bytes written to the container using the ReadXQ/WriteXQ functions. The SetXQ functions have no affect on this value. +Examples +! me = MemoryContainer.Create( 100 ) +| used = MemoryContainer.GetUsedSize( me ) +See Also +• MemoryContainer.SetUsedSize +• MemoryContainer.Tell +• MemoryContainer.Seek +MemoryContainer.MemCopy +Brief +Copy memory from one memory container to another. +Definition +MemoryContainer.MemCopy(Memory-Container dest, number destOffset, MemoryContainer src, number +srcOffset, number bytes) +Arguments +dest - Destination memory container.destOffset - Offset into destination memory container at which to start writing.src - Source memory +container.srcOffset - Offset into source memory container at which to start reading.bytes - Number of bytes to copy. +Return Values +None. +Description +Copy memory from source memory container into destination memory container, starting at respective offsets. Note that large memory copies +should be avoided as this could affect the TRC compliance of your script with respect to execution time. If a large copy is required and is not +required to complete in the current frame, please see AsyncCommands.StreamCopy. +Examples +local myResource = Resource.Find("data") +local resData = MemoryContainer.Create(myResource) +local mem = MemoryContainer.Create(resData:GetSize()) +MemoryContainer.MemCopy(mem, 0, resData, 0, resData:GetSize()) +See Also +• MemoryContainer.MemSet +MemoryContainer. MemSet +Brief +Set a number of bytes of a memory container to a specific value. +Definition +MemoryContainer.MemSet(MemoryContainer mem, number offset, number value, number count = nil) +Arguments +mem - Memory container to modify.offset - Offset into memory container at which to start writing.value - Unsigned byte value (0 - 255) to +write.count - Number of bytes to set, or nil to set from offset to end of container. +Return Values +None. +Description +Sets a number of bytes in a memory container to a specific byte value. Note that large memory sets should be avoided as this could affect the +TRC compliance of your script with respect to execution time. +Examples +local mem = MemoryContainer.Create(1024) +; memiMemSet(0, Oxff) +See Also +• MemoryContainer.MemCopy +MemoryContainer.ReadBiglnt +Brief +Sets the value of the specified Biglnt from the memory container. +Definition +! MemoryContainer.ReadBiglnt( MemoryContainer container, Biglnt biglnt ) +Arguments +container - The instance of the memory container.biglnt - The Biglnt to store the value. +Return Values +None. +Description +Sets the value of the specified Biglnt from the memory container. If there is insufficient space in the memory container to read the Biglnt, an error +will result. For example, if the container is 4 bytes from the end and you try to set a 64-bit Biglnt, this function will error. +Examples +I i = Biglnt.Create(64) +; MemoryContainer.ReadBiglnt( me, i ) +See Also +• MemoryContainer.Create +• Biglnt.Create +• MemoryContainer.SetBiglnt +• MemoryContainer.WriteBiglnt +MemoryContainer.ReadFloatl 6 +Brief +Returns the value of the floatl 6 at the read position float as a number. +Definition +! number MemoryContainer.ReadFloatl6( MemoryContainer container ) +Arguments +container - The instance of the memory container. +Return Values +The value of the next floatl6 in the container. +Description +Returns the value of the floatl 6 at the read position float as a number. The read position is then advanced two bytes. +Examples +! me = MemoryContainer.Create( 100 ) +i print( MemoryContainer.ReadFloatl6( me ) ) +See Also +• MemoryContainer.Create +MemoryContainer.ReadFloat32 +Brief +Returns the value of the float32 at the read position float as a number. +Definition +number MemoryContainer.ReadFloat32( MemoryContainer container ) +Arguments +container - The instance of the memory container. +Return Values +The value of the next float32 in the container. +Description +Returns the value of the float32 at the read position float as a number. The read position is then advanced four bytes. +Examples +me = MemoryContainer.Create( 100 ) +i print( MemoryContainer.ReadFloat32( me ) ) +See Also +• MemoryContainer.Create +MemoryContainer.Readlnt8 +Brief +Returns the value of the byte at the read position float as a number. +Definition +number MemoryContainer.Readlnt8( MemoryContainer container ) +Arguments +container - The instance of the memory container. +Return Values +The value of the next byte in the container. +Description +Returns the value of the byte at the read position float as a number. The read position is then advanced one byte. +Examples +! me = MemoryContainer.Create( 100 ) +; print( MemoryContainer.Readlnt8( me ) ) +See Also +• MemoryContainer.Create +MemoryContainer.Readlntl 6 +Brief +Returns the value of the inti 6 at the read position float as a number. +Definition +number MemoryContainer.Readlnt16( MemoryContainer container ) +Arguments +container - The instance of the memory container. +Return Values +The value of the next inti 6 in the container. +Description +Returns the value of the inti 6 at the read position float as a number. The read position is then advanced two bytes. +Examples +! me = MemoryContainer.Create( 100 ) +! print( MemoryContainer.Readlnt16( me ) ) +See Also +• MemoryContainer.Create +MemoryContainer.ReadString +Brief +Returns the value of the string at the read position. +Definition +number Memory-Container. Readstring ( MemoryContainer container, readSize = 0 ) +Arguments +container - The instance of the memory container. +Return Values +The value of the next string in the container. +Description +Reads a string from the memory container. If readSize is not specified or is zero, then the read size size is determined by searching for the +terminating 0. If readSize is set, then readSize number of bytes will always be read and the string will never excede that size. +Examples +! me = MemoryContainer.Create( 100 ) +| print( MemoryContainer.Readstring( me ) ) +See Also +• MemoryContainer.Create +MemoryContainer.ReadUlnt8 +Brief +Returns the value of the byte at the read position as an unsigned number. +Definition +number MemoryContainer.ReadUInt8( MemoryContainer container ) +Arguments +container - The instance of the memory container. +Return Values +The value of the 8-bit unsigned integer in the container. +Description +Returns the value of the 8-bit unsingned integer at the read position as a number. The read position is then advanced one byte. +Examples +! me = MemoryContainer.Create( 100 ) +; print( MemoryContainer.ReadUInt8( me ) ) +See Also +MemoryContainer.Create +MemoryContainer.Readlllntl 6 +Brief +Returns the value of the uintl 6 at the current read position as a number. +Definition +! number Memory-Container . ReadUIntl 6 ( MemoryContainer container ) +Arguments +container - The instance of the memory container. +Return Values +The value of the next uintl 6 in the container. +Description +Returns the value of the uintl 6 at the current read position as a number. The read position is then advanced two bytes. +Examples +me = MemoryContainer.Create( 100 ) +; print( MemoryContainer.ReadUIntl6( me ) ) +See Also +• MemoryContainer.Create +• MemoryContainer.Readlnt16 +MemoryContainer.Reset +Brief +Resets a memory container. +Definition +! MemoryContainer.Reset( MemoryContainer container ) +Arguments +container - The instance of the memory container. +Return Values +None. +Description +Resets a memory container so that it is empty again. It will be in the same state as when it was created. +Examples +MemoryContainer.Reset( container ) +See Also +• MemoryContainer.Create +MemoryContainer.Seek +Brief +Move the read/write position within the container. +Definition +MemoryContainer.Seek( MemoryContainer container, number position ) +Arguments +container - The instance of the memory container.position - The new position to seek to. +Return Values +boolean - True on success. +Description +Move the read/write position within the container. This has no affect on the used size of the memory container and you can only seek within the +used area of the container. +Examples +! me = MemoryContainer.Create( 100 ) +i MemoryContainer.SetUsedSize( me, 50 ) +> MemoryContainer.Seek( me, 50 ) +See Also +• MemoryContainer.GetUsedSize +• MemoryContainer.Tell +• MemoryContainer.Seek +MemoryContainer.SetBiglnt +Brief +Stores the value of the specified Biglnt into the memory container at the given byte index. +Definition +! number MemoryContainer.SetBiglnt( MemoryContainer container, number bytelndex, Biglnt value ) +Arguments +container - The instance of the memory container.bytelndex - The byte index.value - The Biglnt value to set into the memory container +Return Values +Returns the next byte index after the value in the Biglnt is written. +Description +If there is insufficient space in the memory container to store the Biglnt, an error will result. For example, if the byte offset is 4 bytes from the end +of the container and you try to set a 64-bit Biglnt, this function will error. +Examples +me = MemoryContainer.Create ( 100 ) +i = Biglnt.Create (64, 329823) +MemoryContainer.SetBiglnt( me, 8, i ) +See Also +• MemoryContainer.Create +• Biglnt.Create +• MemoryContainer.WriteBiglnt +MemoryContainer.SetBit +Brief +Sets the value of the specified bit. +Definition +MemoryContainer.SetBit( MemoryContainer container, number bytelndex, number bitlndex, boolean value ) +Arguments +container - The instance of the memory container.bytelndex - The byte index.bitlndex - The bit index, starts at 0 and if it is 8 or more it moves on +to the next byte(s).value - The value to set the bit to. +Return Values +The next bit index along, can be greater than 7. +Description +Sets the value of the specified bit. if using the return value of this function and want to round it up to the next byte then do something similar to +this example: +bit Array = +Unknown macro: {true, false, true, false, false, true, false, true, false, false, true, true} +me = MemoryContainer.Create( 100 ) +bytelndex = 23 +bitlndex = 3 +for index = 1, #bitArray do +bitlndex = MemoryContainer.SetBit( me, bytelndex, bitlndex, bitArray[ index ]) +end +bytelndex = math.floor( bytelndex + ( bitlndex + 7 ) / 8 ) +MemoryContainer.Setlnt8( me, bytelndex, 255 )) +Examples +me = Memory-Container.Create ( 100 ) +MemoryContainer.SetBit( me, 5, 1, true ) ) +See Also +• MemoryContainer.Create +MemoryContainer.SetBits +Brief +Sets the specified range of bits to the specified value. +Definition +MemoryContainer.SetBits( MemoryContainer container, number bytelndex, number bitlndex, number +bitCount, number value ) +Arguments +container - The instance of the memory container.bytelndex - The byte index.bitlndex - The bit index, starts at 0 and if it is 8 or more it moves on +to the next byte(s).bitCount - The number of bits to set. Ranges from 1 to 23.value - The value to pack into the bits. +Return Values +The next bit index along, can be greater than 7. +Description +Sets the values of the specified bits. +Examples +! me = MemoryContainer.Create( 100 ) +; MemoryContainer.SetBits( me, 5, 1, 4, 5 ) ) — 3 bits can store values from 0 to 7. +See Also +• MemoryContainer.Create +• MemoryContainer.GetBits +• MemoryContainer.SetBit +• MemoryContainer.GetBit +MemoryContainer.SetFloatl 6 +Brief +Stores the value of the specified number starting from the byte index into a Floatl 6. +Definition +MemoryContainer.SetFloatl6( MemoryContainer container, number bytelndex, number|number[] value ) +Arguments +container - The instance of the memory container.bytelndex - The byte index.value - The value to set the 16-bit float to or if a table is supplied it +sets all the values in the table starting from the byte index. +Return Values +Returns the next byte index after this value is written. +Description +Compresses the value of the specified to a Float16 starting from the byte index. The Float16 does not map directly to a number in lua. It is 2 bytes +in size and the bits are distributed as: +bits 0 - 9 : Mantissa +bits 10 -14 : Exponent +bit 15 : Sign +The range of the 16-bit float is between -131008 and 131008. Values out of this range are clamped to it. +Examples +me = MemoryContainer.Create ( 100 ) +MemoryContainer.SetFloat16( me, 5, 123.12 ) +See Also +• MemoryContainer.Create +MemoryContainer.SetFloat32 +Brief +Sets the value of the specified Float32 starting from the byte index. +Definition +MemoryContainer.SetFloat32( MemoryContainer container, number bytelndex, number|number[] value ) +Arguments +container - The instance of the memory container.bytelndex - The byte index.value - The value to set in the memory container or if a table is +supplied it sets all the values in the table starting from the byte index. +Return Values +Returns the next byte index after this value is written. +Description +Sets the value of the specified Float32 starting from the byte index. The Float32 maps directly to a number in lua. It is 4 bytes in size and the bits +are distributed as: +bits 0 - 22 : Mantissa +bits 23 - 30 : Exponent +bit 31 : Sign +Examples +me = MemoryContainer.Create( 100 ) +MemoryContainer.SetFloat32( me, 5, 123.12 ) +See Also +MemoryContainer.Create +MemoryContainer.Setlnt8 +Brief +Sets the value of the specified byte. +Definition +MemoryContainer.SetInt8( MemoryContainer container, number bytelndex, number|number[] value ) +Arguments +container - The instance of the memory container.bytelndex - The byte index.value - The value to set in the memory container or if a table is +supplied it sets all the values in the table starting from the byte index. +Return Values +Returns the next byte index after this value is written. +Description +Sets the value of the specified byte. +Examples +! me = MemoryContainer.Create( 100 ) +i MemoryContainer.SetInt8( me, 5, 123 ) +See Also +• MemoryContainer.Create +MemoryContainer.Setlntl 6 +Brief +Sets the value of the specified word starting from the byte index. +Definition +MemoryContainer.Setlntl6( MemoryContainer container, number bytelndex, number|number[] value ) +Arguments +container - The instance of the memory container.bytelndex - The byte index.value - The value to set in the memory container or if a table is +supplied it sets all the values in the table starting from the byte index. +Return Values +Returns the next byte index after this value is written. +Description +Sets the value of the specified word starting from the byte index. +Examples +me = Memory-Container.Create ( 100 ) +MemoryContainer.Setlntl6( me, 5, 12322 ) +See Also +• MemoryContainer.Create +MemoryContainer.SetString +Brief +Stores a string in the memory container at the specified starting position. +Definition +MemoryContainer.Setstring( MemoryContainer container, number bytelndex, string value ) +Arguments +container - The instance of the memory container.bytelndex - The byte index to the beginning of the string.value - The string to store. +Return Values +Returns the next byte index after the string and null terminator are written. +Description +Stores a string in the memory container at the specified starting position. The memory container needs enough avaiable space to store the string +and a null terminator. If there is not enough space the memory container generates an error. +Examples +! me = MemoryContainer.Create( 100 ) +! MemoryContainer.Setstring( me, 0, "hello world." ) +| print( MemoryContainer.GetString( me, 0 ) ) +See Also +• MemoryContainer.GetString +MemoryContainer.SetUsedSize +Brief +Sets the used size in bytes in the memory container. +Definition +MemoryContainer.GetUsedSize( MemoryContainer container, number usedSize ) +Arguments +container - The instance of the memory container.usedSize - The number of bytes to set the used size of the container. +Return Values +Description +Sets the used size in bytes in the memory container so you can set the used size and within it and then use the ReadX()/WriteX() functions. The +SetX() functions have no affect on this value. +Examples +me = MemoryContainer.Create( 100 ) +MemoryContainer.SetInt8( 0, 1 ) +MemoryContainer.SetUsedSize( 1 ) +MemoryContainer.Writelnt8( 2 ) +used = MemoryContainer.SetUsedSize( 50 ) +See Also +• MemoryContainer.GetUsedSize +• MemoryContainer.Tell +• MemoryContainer.Seek +MemoryContainer.Tell +Brief +Returns the current read/write position within the container. +Definition +j MemoryContainer.Tell( MemoryContainer container ) +Arguments +container - The instance of the memory container. +Return Values +number - The current read/write position in the container. +Description +Returns the current read/write position within the container. +Examples +me = MemoryContainer.Create( 100 ) +i pos = MemoryContainer.Tell( me ) +See Also +• MemoryContainer.GetUsedSize +• MemoryContainer.SetUsedSize +• MemoryContainer.Seek +MemoryContainer.WriteBiglnt +Brief +Writes the value of the specified Biglnt into the memory container. +Definition +! number MemoryContainer.WriteBiglnt( MemoryContainer container, Biglnt value ) +Arguments +container - The instance of the memory container.value - The Biglnt value to set into the memory container +Return Values +None. +Description +If there is insufficient space in the memory container to store the Biglnt, an error will result. For example, if the container is 4 bytes from the end +and you try to set a 64-bit Biglnt, this function will error. +Examples +! me = MemoryContainer.Create( 100 ) +! i = Biglnt.Create (64, 329823) +| MemoryContainer.WriteBiglnt( me, i ) +See Also +• MemoryContainer.Create +• Biglnt.Create +• MemoryContainer.SetBiglnt +MemoryContainer. WriteFloatl 6 +Brief +Writes an floatl 6 to a memory container. +Definition +! MemoryContainer.WriteFloatl6( MemoryContainer container, number|number[] value ) +Arguments +container - The instance of the memory container.value - The value to write to the memory container or if a table then an array of values to write. +Return Values +None. +Description +Writes a floatl 6 to a memory container and advances the write position. +Examples +me = Memory-Container.Create ( 100 ) +MemoryContainer.WriteFloat16( me, 123.4 ) +See Also +• MemoryContainer.Create +MemoryContainer.WriteFloat32 +Brief +Writes a float32 to a memory container. +Definition +MemoryContainer.WriteFloat32( MemoryContainer container, number|number[] value ) +Arguments +container - The instance of the memory container.value - The value to write to the memory container or if a table then an array of values to write. +Return Values +None. +Description +Writes a float32 to a memory container and advances the write position. +Examples +me = MemoryContainer.Create( 100 ) +j MemoryContainer.WriteFloat32( me, 123.4 ) +See Also +• MemoryContainer.Create +MemoryContainer.Writelnt8 +Brief +Writes a byte to a memory container. +Definition +MemoryContainer.Writelnt8( MemoryContainer container, number|number[] value ) +Arguments +container - The instance of the memory container.value - The value to write to the memory container or if a table then an array of values to write. +Return Values +None. +Description +Writes a byte to a memory container and advances the write position. +Examples +1 me = MemoryContainer.Create( 100 ) +! MemoryContainer.Writelnt8( me, 123 ) +See Also +• MemoryContainer.Create +MemoryContainer.Writelntl 6 +Brief +Writes an inti 6 to a memory container. +Definition +MemoryContainer.Writelntl6( MemoryContainer container, number|number[] value ) +Arguments +container - The instance of the memory container.value - The value to write to the memory container or if a table then an array of values to write. +Return Values +None. +Description +Writes an inti 6 to a memory container and advances the write position. +Examples +! me = MemoryContainer.Create( 100 ) +i MemoryContainer.Writelntl6( me, 123 ) +See Also +• MemoryContainer.Create +MemoryContainer.WriteString +Brief +Writes a string to a memory container. +Definition +MemoryContainer.WriteString( MemoryContainer container, string value, number writeSize = 0 ) +Arguments +container - The instance of the memory container.value - The value to write.writeSize - The number of bytes to write to the memory container +Return Values +None. +Description +Writes a string to a memory container and advances the write position. If the writeSize is specified, then writeSize number of bytes will always be +written to the container. +Examples +me = Memory-Container.Create ( 100 ) +j MemoryContainer.WriteString( me, "Hello World!" ) +See Also +• MemoryContainer.Create + + + + +MiniGame +MiniGame.AddCustomExitMenuOption +Brief +Add a custom menu item to the Exit Menu for the mini-game. +Definition +MiniGame.AddCustomExitMenuOption(string optionText) +Arguments +optionText - The localized string to display. Note: This must contain the "[SQUARE]" tag to denote the +SQUARE button selects this option. This will almost certainly be at the start of the text, and likely +include a space after it, to separate it from the rest of the text. E.g. "[SQUARE] Settings". +Return Values +None. +Description +This enables the custom menu option in the mini-game's Exit Menu, and sets the text for that option. The text must be localized before input. Only +one custom option can be added. Successive calls to this function can be used to alter the text displayed. Use the +'on_custom_exit_menu_option_selected l callback to detect the SQUARE button being pressed. +Examples +local customText = Object.GetMe():GetLocalizedText("myCustomOptionText") +MiniGame.AddCustomExitMenuOption(myCustomOptionText) +See Also +• MiniGame. RemoveCustomExitMenuOption +• MiniGame. IsAbleToChangeCustomExitMenuOption +MiniGame.CloseSession +Brief +Close the minigame network session to new player entry. +Definition +Mini-Game .CloseSession() +Arguments +None. +Return Values +None. +Description +Close the current minigame network session to prevent new players from joining. While the session is closed, new players will not be able to join +the game. Only the session owner may call this function. +Examples +if (MiniGame.IsSessionOwner() and gamelsReadyToStart) then — some user flag indicating the lobby +period is finished +MiniGame.CloseSession() +end +See Also +• MiniGame.OpenSession +• MiniGame.IsSessionOwner +• MiniGame.IsSessionOpen +MiniGame.ConfirmReceivedWelcomeMessage +Brief +Confirms that a valid welcome message has been received. +Definition +MiniGame.ConfirmReceivedWelcomeMessage() +Arguments +None +Return Values +None. +Description +Use this function to confirm that a valid welcome message has been received. Until this is called, the local player cannot join the mini-game (if +welome messages are not disabled), as it is assumed they do not know the current state of it. +Examples +function OnReceivedMessage() +local message = ReceivedMessage.GetEventMessage() +local type = ReceivedMessage.GetType( message ) +if ( type == WELCOME_MESSAGE ) then +gameState = ReceivedMessage.Readlnt32( message ) +MiniGame.ConfirmReceivedWelcomeMessage() +else +— Handle other message types +end +end +See Also +• MiniGame. DisableWelcomeMessages +• MiniGame.SetSafeToSendWelcomeMessage +MiniGame.DisableWelcomeMessages +Brief +Disables welcome messages. +Definition +! MiniGame.DisableWelcomeMessages() +Arguments +None +Return Values +None. +Description +You must call this function if you do not want to use welcome messages in your mini-game. A welcome message is a full refresh of game state, +typically used if an avatar joins a scene and has no prior knowledge of the game. If you don't call this function, the mini-game system will expect +welcome messages to be sent and received, and therefore won't allow a player to join the game until one is received from a remote player. You +are advised to call this function once when your script initializes. +Examples +! MiniGame.DisableWelcomeMessages() +See Also +• MiniGame.ConfirmReceivedWelcomeMessage +• MiniGame.SetSafeToSendWelcomeMessage +MiniGame.EnableQueue +Brief +When called the mini-game uses the queuing system. +Definition +MiniGarae.EnableQueue () +Arguments +None +Return Values +None. +Description +When called the mini-game uses the queuing system. The default is for it to not use it. Note that this function must only be called at initialization of +the script. The queuing system is totally automated and will handle joining players into the mini-game from the queue. Note: Queues act on +game-types, not individual game instances. E.g. If you had 4 pool tables, the queue would be for all 4, and would place you on the first one +available. The queuing system supplies queues based on the name of the mini-game. Note there's a maximum of 16 game types per scene. +Examples +Mini-Game . EnableQueue () +See Also +None +MiniGame.GetCurrentFocusPersonld +Brief +Gets the person id currently in focus. +Definition +string MiniGame.GetCurrentFocusPersonld() +Arguments +None +Return Values +The person id relevant to the event callback in which it is called. +Description +Gets the currently focussed person id in the context of certain specific callbacks as specified by the 'mini_game' component in the HDK's Object +Editor. This function is only valid for the following callbacks: +on_add_player +on_remove_player +on_local_playerJoin +on_local_player_leave +on_send_welcome_message +Examples +function OnAddPlayer() +personid = MiniGame.GetCurrentFocusPersonld() +print( "Player added: " .. personid ) +end +See Also +• MiniGame.GetCurrentFocusPlayerSlot +MiniGame.GetCurrentFocusPlayerSlot +Brief +Gets the player slot currently in focus. +Definition +number MiniGame.GetCurrentFocusPlayerSlot() +Arguments +None +Return Values +The player slot relevant to the event callback in which it is called. +Description +Gets the currently focussed player slot in the context of certain specific callbacks as specified by the 'mini_game' component in the HDK’s Object +Editor. This function is only valid for the following callbacks: on_add_player on_remove_player on_local_playerJoin on_local_player_leave +Examples +function OnRemovePlayer() +slot = MiniGame.GetCurrentFocusPlayerSlot() +print( "Player slot of departing player: " . +end +slot) +See Also +• MiniGame.GetCurrentFocusPersonld +MiniGame.GetJoinType +Brief +Get the current join type of the minigame. +Definition +JoinType MiniGame.GetJoinType() +Arguments +None +Return Values +The join type of the minigame. +Description +Get the current join type of the minigame. +Examples +! if (MiniGame.GetJoinType() == JoinType.Auto) then +MiniGame.SetJoinType(JoinType.Normal) +| end +See Also +• MiniGame.SetJoinType +MiniGame.GetMaxPlayerSlots +Brief +Returns the maximum number of player slots in the mini-game. +Definition +! number MiniGame.GetMaxPlayerSlots() +Arguments +None +Return Values +The maximum number of player slots in the mini-game. +Description +Returns the maximum number of player slots in the mini-game. Not all of these necessarily get filled. Imagine a roulette table with 20 seats (the +player slots), where only a maximum of 8 people are allowed to play at any one time. +Examples +! print( "The max player slots are " .. MiniGame.GetMaxPlayerSlots() ) +See Also +• MiniGame.GetCurrentFocusPlayerSlot +• MiniGame.GetPlayerSlotUsedByPersonld +MiniGame. GetNumberOfUsedPlayerSlots +Brief +Returns the number of people currently joined to the mini-game. +Definition +! number MiniGame.GetNumberOfUsedPlayerSlots() +Arguments +None +Return Values +The number of people currently joined to the mini-game. +Description +Returns the number of people currently joined to the mini-game. Each person takes one player slot. +Examples +! print( "Player slot count = " .. MiniGame.GetNumberOfUsedPlayerSlots() ) +See Also +• MiniGame.GetCurrentFocusPlayerSlot +• MiniGame.GetPlayerSlotUsedByPersonld +MiniGame.GetPersonldFromPlayerSlot +Brief +Returns the person ID of the given player slot. Note: Slots start from 0 (e.g. first player slot is 0, second is 1, etc). +Definition +! string MiniGame.GetPersonldFromPlayerSlot( number playerSlot ) +Arguments +playerSlot - The player slot in question. +Return Values +The person ID of the given player slot. +Description +Returns the person ID of the given player slot. +Examples +print( "Person id of slot 0 is " .. MiniGame.GetPersonldFromPlayerSlot( 0 ) ) +See Also +• MiniGame.GetCurrentFocusPlayerSlot +• MiniGame.GetPlayerSlotUsedByPersonld +MiniGame.GetPlayerSlotUsedByPersonld +Brief +Returns the player slot of the specified person id. +Definition +number MiniGame.GetPlayerSlotUsedByPersonld( string personld ) +Arguments +personld - Person id of an avatar that has joined the mini-game. +Return Values +The player slot of the specified player person id. +Description +Returns the player slot of the specified person id. Returns -1 if the person does not have a player slot. +Examples +j localPlayerld = LocalPlayer.GetPersonld() +i if MiniGame.IsPersonJoined( localPlayerld ) then +slot = MiniGame.GetPlayerSlotUsedByPersonld( localPlayerld ) +print( "I am playing the game and my slot is " .. slot ) +i end +See Also +• LocalPlayer.GetPersonld +• MiniGame.IsPersonJoined +MiniGame.GetQueueSize +Brief +Used to determine the length of this mini game's queue. +Definition +number MiniGame.GetQueueSize () +Arguments +None +Return Values +Size of the queue. +Description +Returns the current size of the queue. Note: the accuracy of this value may fluctuate slightly depending on network traffic and timings etc. +Examples +if MiniGame.GetQueueSize() > 10 then +TellCurrentPlayersToHurryUp() +end +See Also +None +MiniGame.GetTriggerRadius +Brief +Gets the mini-game's trigger radius. +Definition +number MiniGame.GetTriggerRadius() +Arguments +None +Return Values +The mini-game’s trigger radius. +Description +Gets the mini-game's trigger radius in meters. This is the radius from the game position that the player must be within in order to have the option +to join. +Examples +j p = Object.GetlnitialPosition( Object.GetMe() ) +i r = MiniGame.GetTriggerRadius() +j print( "Game located at " .. p .. " with trigger radius " .. r ) +See Also +• Object.GetlnitialPosition +• Object.GetMe +MiniGame.IsAbleToChangeCustomExitMenuOption +Brief +Determines if a custom menu option can currently be added to the Exit Menu. +Definition +MiniGame.IsAbleToChangeCustomExitMenuOption() +Arguments +None +Return Values +Whether a custom menu option can currently be added to the Exit Menu. +Description +Changing the custom menu option while the Exit Menu is visible is not user friendly and is therefore restricted. This function can be used to +determine when 'AddCustomExitMenuOption' and 'RemoveCustomExitMenuOption' will fail. +Examples +! MiniGame.IsAbleToChangeCustomExitMenuOption() +See Also +• MiniGame. AddCustomExitMenuOption +• MiniGame. RemoveCustomExitMenuOption +MiniGame. IsPersonJoined +Brief +Returns true if the specified person has joined and false otherwise. +Definition +1 boolean MiniGame.IsPersonJoined( string personld ) +Arguments +personld - The ID of the person. +Return Values +true if the specified person has joined and false otherwise. +Description +Returns true if the specified person has joined and false otherwise. +Examples +! print( MiniGame.IsPersonJoined( LocalPlayer.GetPersonld() ) ) +See Also +• LocalPlayer.GetPersonld +MiniGame.IsSessionOpen +Brief +Returns true if the minigame network session is currently open. +Definition +! boolean MiniGame.IsSessionOpen() +Arguments +None. +Return Values +True if the network session is open, or false if closed. +Description +Returns true if the minigame network session is currently open. An open session will accept new player entry and a closed session will not. +Examples +! if (MiniGame.IsSessionOpen() and MiniGame.IsSessionOwner()) then +MiniGame.CloseSession() +j end +See Also +• MiniGame.OpenSession +• MiniGame.CloseSession +• MiniGame.IsSessionOwner +MiniGame.IsSessionOwner +Brief +Returns true if the current player is the minigame network session owner. +Definition +! boolean MiniGame.IsSessionOwner() +Arguments +None. +Return Values +True if the current player is the network session owner, or false otherwise. +Description +One player is designated as the network session owner for the minigame at all times. This function can be used to identify this player. +Examples +j if (MiniGame.IsSessionOwner()) then +print("I own this game.") +I end +See Also +• MiniGame.OpenSession +• MiniGame.CloseSession +• MiniGame.lsSessionOpen +MiniGame.LocalPlayerLeaveGame +Brief +Triggers the local player to leave the mini-game. +Definition +! MiniGame.LocalPlayerLeaveGame() +Arguments +None +Return Values +None. +Description +Triggers the local player to leave the mini-game. This will cause the function associated with the 'on_local_player_leave' property of the +'mini_game' object component to be called. +Examples +function OnRemovePlayer() +— If one player leaves the game, force everyone else to leave too +me = LocalPlayer.GetPersonld() +if (MiniGame.IsPersonJoined( me ) then +MiniGame.LocalPlayerLeaveGame() +end +end +See Also +• LocalPlayer.GetPersonld +• MiniGame.IsPersonJoined +MiniGame.OpenSession +Brief +Open the minigame network session to new player entry. +Definition +MiniGame.OpenSession () +Arguments +None. +Return Values +None. +Description +Open a closed session to allow new players to join. Calling this on an already open session will have no effect. Only the session owner may call +this function, otherwise a Lua error will occur. +Examples +! if (MiniGame.IsSessionOwner() and not MiniGame.IsSessionOpen()) then +MiniGame.OpenSession () +| end +See Also +• MiniGame.CloseSession +• MiniGame.IsSessionOwner +• MiniGame.IsSessionOpen +MiniGame. RemoveCustomExitMenuOption +Brief +Remove the custom menu item from the Exit Menu for the mini-game (if one has been added). +Definition +! MiniGame.RemoveCustomTargetMenuOption(string optionText) +Arguments +None +Return Values +None. +Description +This removes the custom menu option in the mini-game's Exit Menu, if one has previously been added. +Examples +! MiniGame.RemoveCustomExitMenuOption() +See Also +• MiniGame. AddCustomExitMenuOption +• MiniGame. IsAbleToChangeCustomExitMenuOption +MiniGame.SetJoinType +Brief +Set the join type of a minigame. +Definition +MiniGame.SetJoinType(JoinType type) +Arguments +type - The join type to use (JoinType.Normal, JoinType.Auto, JoinType.Minimal). +Return Values +None. +Description +Set the join type of a minigame. If the user is within range and the join type is changed to JoinType.Auto, the user will automatically join the game. +Examples +! MiniGame.SetJoinType(JoinType.Normal) +See Also +• MiniGame.GetJoinType +MiniGame.SetLocalPlayerExcludeMessage +Brief +Set the message to be displayed if the minigame prevents the local player from joining. +Definition +! MiniGame.SetLocalPlayerExcludeMessage( string message ) +Arguments +message - the localized string to display, or an empty string to display the default message +Return Values +None. +Description +If the minigame implements the on_can_local_playerJoin callback, it is able to return false to indicate that the local player may not join at this +time. This may be due to the game being busy or unable to accept new players at this time (for example, if a race is in progress). This function +allows the script to specify a message to be displayed to the user in this event to clarify the reason for the game not being joinable, and when it +will become available again. The function can be called from anywhere in the script and the message will remain active until set to another +message. Note that if queueing is enabled, this function will raise an error. +Examples +function OnCanLocalPlayerJoin() +if (RacelnProgress()) then +local msg = Object.GetMe():GetLocalizedText("RACE_IN_PROGRESS") +MiniGame.SetLocalPlayerExcludeMessage(msg) +return false +end +return true +end +See Also +None +MiniGame.SetSafeToSendWelcomeMessage +Brief +Use this function to allow the mini-game to send welcome messages. +Definition +MiniGame.SetSafeToSendWelcomeMessage( boolean value = true ) +Arguments +value - true or false. Defaults to true. +Return Values +None. +Description +Use this function to allow the mini-game to send welcome messages (if using welcome messages in the mini-game). As an example, a Pool game +will not want to send welcome messages when the balls are moving. So, you should set to true at all times other than when the balls are moving. +Examples +! function OnUpdateO +— Always safe for the mini-game to send a welcome message +MiniGame.SetSafeToSendWelcomeMessage( true ) +I end +See Also +• MiniGame.ConfirmReceivedWelcomeMessage +• MiniGame. DisableWelcomeMessages +NetPropertyBag +NetPropertyBag. Create +Brief +Creates a new NetPropertyBag. +Definition +! NetPropertyBag NetPropertyBag.Create( string bagDefinitionName ) +Arguments +bagDefinitionName - The name of the bag definition XML file resource. +Return Values +A new instance of a network property bag. +Description +Creates a new NetPropertyBag from an XML definition resource file. +Examples +! bag = NetPropertyBag.Create( "player" ) +See Also +• NetPropertyBag.GetEventBag +NetPropertyBag. DeleteFromNet +Brief +Deletes a locally owned and replicated bag from the network. +Definition +! NetPropertyBag.DeleteFromNet( NetPropertyBag bag ) +Arguments +bag - The instance of the property bag. +Return Values +None. +Description +Deletes a locally owned and replicated bag from the network. The bag isn't deleted from memory at this point and so can be replicated again at a +later time. +Examples +! if NetPropertyBag.IsReplicated( bag ) and NetPropertyBag.IsOwnedLocally( bag ) then +NetPropertyBag.DeleteFromNet( bag ) +j end +See Also +NetPropertyBag. IsReplicated +NetPropertyBag.ReplicateToNet +NetPropertyBag.GetBaglndex +Brief +Returns the index of a property bag. +Definition +! number NetPropertyBag.GetBaglndex( NetPropertyBag bag ) +Arguments +bag - The instance of the property bag. +Return Values +The bag index. +Description +Returns the index of a property bag. +Please be aware that this index is only unique to the client that instantiated the bag, so each bag created on a client will have a unique value, +however, it is not a globally unique value across clients. +Examples +j local baglndex = NetPropertyBag.GetBaglndex( bag ) +See Also +None +NetPropertyBag.GetEventBag +Brief +Returns an instance of the bag that is the focus of the current event. +Definition +! NetPropertyBag NetPropertyBag.GetEventBag() +Arguments +None +Return Values +The NetPropertyBag that is the focus of the current event. +Description +Returns an instance of the bag that is the focus of the current event. Only valid during a bag created/deleted event, as named by the +'on_bag_created' and 'on_bag_deleted' properties of the 'network' object component in the HDK's Object Editor application. +Examples +gNetBags = { }; +function OnBagCreated( ) +local bag = NetPropertyBag.GetEventBag( ); +local bagld = bag:GetTypeld( ); +—We keep a reference to a stats and skills bag which only one person creates +if bagld == NetPropertyBag.GetTypeldForBag( "statistics" ) then +gNetBags[ "gamestats" ] = bag; +elseif bagld == NetPropertyBag.GetTypeldForBag( "skills" ) then +gNetBags[ "skills" ] = bag; +end +end +See Also +• NetPropertyBag.Create +NetPropertyBag.GetField +Brief +Gets a value from a field in the property bag. +Definition +variant NetPropertyBag.GetField( NetPropertyBag bag, string fieldName, table dest = nil ) +Arguments +bag - The instance of the property bag.fieldName - The name of the field to request.dest - An optional table parameter, if provided we fill this table +instead of creating one from scratch +Return Values +The boolean/number/string/table value contained in the field. +Description +Gets a value from a field in the property bag. Any client to which the bag has been replicated can call this function. Note that array fields are +supported, in this case a table will be returned containing all the values in the array. +Examples +local name = NetPropertyBag.GetField( bag, "name" ) +print (s) +local array = NetPropertyBag.GetField( bag, "array" ) +for i, v in ipairs(array) do +print(tostring(v)) +end +local mytable = {} +local array = NetPropertyBag( bag, "array", mytable ) +See Also +• NetPropertyBag.SetField +NetPropertyBag.GetOwnerld +Brief +Returns the person id of the owner of the bag. +Definition +! string NetPropertyBag.GetOwnerld( NetPropertyBag bag ) +Arguments +bag - The instance of the property bag. +Return Values +The person id of the game owner. +Description +Returns the person id of the owner of the bag. +Examples +! local bagOwnerld = NetPropertyBag.GetOwnerld( bag ) +! bagOwner = Person.Findlnlnstance( bagOwnerld ) +See Also +• Person.Findlnlnstance +NetPropertyBag.GetTypeld +Brief +Returns the type id of the bag. +Definition +! number NetPropertyBag.GetTypeld( NetPropertyBag bag ) +Arguments +bag - The instance of the property bag. +Return Values +The bag's type id. +Description +Returns the type id of the bag. +Examples +bag = NetPropertyBag.Create( "Player" ); +if bag:GetTypeld( ) == NetPropertyBag.GetTypeldForBag( "Player" ) then +print( "Both bags are of the same type" ); +else +print( "Bags have different types" ); +end +See Also +• NetPropertyBag.GetTypeldForBag +NetPropertyBag.GetTypeldForBag +Brief +Returns the type id for the specified property bag. +Definition +number NetPropertyBag.GetTypeldForBag( string bagDefinitionName ) +Arguments +bagDefinitionName - The definition name. +Return Values +The bag's type id. +Description +Returns the type id for the specified property bag. +Examples +bag = NetPropertyBag.Create( "Player" ); +if bag:GetTypeld( ) == NetPropertyBag.GetTypeldForBag( "Player" ) then +print( "Both bags are of the same type" ); +else +print( "Bags have different types" ); +end +See Also +• NetPropertyBag.GetTypeld +NetPropertyBag. IsOwnedLocally +Brief +Returns the local ownership state of a bag. +Definition +boolean NetPropertyBag.IsOwnedLocally( NetPropertyBag bag ) +Arguments +bag - The instance of the property bag. +Return Values +True if the bag is owned locally. +Description +Returns the local ownership state of a bag. +Examples +! local isOwnedByMe = NetPropertyBag.IsOwnedLocally( bag ) +See Also +None +NetPropertyBag. IsReplicated +Brief +Returns the replicated state of a bag. +Definition +! boolean NetPropertyBag.IsReplicated( NetPropertyBag bag ) +Arguments +bag - The instance of the property bag. +Return Values +True if the bag has been replicated to the network. +Description +Returns the replicated state of a bag. +Examples +! local isReplicated = NetPropertyBag.IsReplicated( bag ) +See Also +• NetPropertyBag.DeleteFromNet +• NetPropertyBag. ReplicateToNet +NetPropertyBag. ReplicateToNet +Brief +Replicates a locally owned bag to the network. +Definition +! NetPropertyBag.ReplicateToNet( NetPropertyBag bag ) +Arguments +bag - The instance of the property bag. +Return Values +None. +Description +Replicates a locally owned bag to the network. +Examples +! NetPropertyBag.ReplicateToNet( bag ) +See Also +• NetPropertyBag.DeleteFromNet +• NetPropertyBag.IsReplicated +NetPropertyBag.SetField +Brief +Sets a field in the property bag. +Definition +NetPropertyBag.SetField( NetPropertyBag bag, string fieldName, variant value ) +Arguments +bag - The instance of the property bag.fieldName - The name of the field to set.value - boolean/number/string/table to store in the field. +Return Values +None. +Description +Sets a field in the property bag. The bag must be owned locally for this function to succeed. Note that array fields are supported, in this case a +table should be supplied of an equal or lesser number of items as the array field size. In the case of the table having less elements than the field +size, the remaining elements in the field are not updated. +Examples +NetPropertyBag.SetField( bag, "booleanValue", true ) +NetPropertyBag.SetField( bag, "numberValue", 3.14159 ) +NetPropertyBag.SetField( bag, "stringValue", "Hello World" ) +NetPropertyBag.SetField( bag, "arrayValue", { 1, 2, 3, 4 } ) +See Also +NetPropertyBag.GetField +Object +Object.DebugCreate +Brief +Instantiates an object. +Definition +string Object.DebugCreate( string objectld, string type, Vector4 position=[0,0,0,1], Vector4 +rotation=[0,0,0,0], Vector4 scale=[1,1,1,1] ) +Arguments +objectld - The object ID of the object to be created.position - The initial position of the object in world space.rotation - The initial rotation of the +object specified as XYZ-ordered local space axis rotations in degrees.scale - The initial scale of the object.type - Type of the object. Supported +types are 'portable'. +Return Values +The instance ID of the newly created object. +Description +Instantiates an object. For debug purposes only. +Examples +— Create a new object +objectld = "12345678-12345678-12345678-12345678 +instanceld = Object.DebugCreate( objectld ) +— Destroy the object +Object.DebugDestroy( instanceld ) +See Also +• Object. Debug Destroy +Object.DebugDestroy +Brief +Destroys an object. +Definition +Object.DebugDestroy( string instanceld ) +Arguments +instanceld - The instance ID of the object to destroy. +Return Values +None. +Description +Destroys an object. For debug purposes only. +Examples +— Create a new object +objectld = "12345678-12345678-12345678-12345678 +instanceld = Object.DebugCreate( objectld ) +— Destroy the object +Object.DebugDestroy( instanceld ) +See Also +• Object. DebugCreate +Object.DebugEnableDebugRendering +Brief +Enable/disable debug rendering for an object. +Definition +Object.DebugEnableDebugRendering( Object object, boolean setEnabled ) +Arguments +object - The object for which to enable/disable debug rendering. +Return Values +None. +Description +Sets/unsets a flag in the object to indicate that debug rendering is/is not desired. The flag is interpretted by other systems, eg the collision system. +Examples +j me = Object.GetMe() +i Object.DebugEnableDebugRendering( me, true ) +See Also +None +Object.DebugFind +Brief +Finds the object by the specified instance ID. +Definition +Object Object.DebugFind( string instanceld ) +Arguments +instanceld - The instance ID of the object to find. +Return Values +Returns the object if it is found and nil otherwise. +Description +Finds the object by the specified instance ID. +Examples +! obj = Object.DebugFind( "0000000000000123" ) +See Also +None +Object.DebugGetAlllnstancelds +Brief +Returns a table of all the instance IDs in the scene. +Definition +string[] Object.DebugGetAllInstancelds() +Arguments +None +Return Values +A table of all the instance IDs in the scene +Description +Returns a table of all the instance IDs in the scene. For debug purposes only. +Examples +ids = Object.DebugGetAllInstancelds() +for i=l,#ids do +print( ids[ i ] ) +end +See Also +None +Object.DebugReport +Brief +Reports to the tty the current state of all the objects in the instance. +Definition +! Object.DebugReport() +Arguments +None +Return Values +None. +Description +Reports to the tty the current state of all the objects in the instance. For debug purposes only. +Examples +: Object.DebugReport() +See Also +None +Object.DebugRun +Brief +Runs the specified Lua string in the object's Lua environment. +Definition +: Object.DebugRun( Object object, string luaString ) +Arguments +object - The object whose Lua environment will execute the specified command.luaString - The Lua string to run in the object's Lua environment. +Return Values +None. +Description +Runs the specified Lua string in the object's Lua environment if it exists. For debug purposes only. +Examples +me = Object.GetMe() +Object.DebugRun( me, "print('hi')" ) +See Also +None +Object.EnableTargeting +Brief +Enables the targeting system for this object if it has one. Defaults to enabled. +Definition +Object.EnableTargeting( Object object, boolean enable ) +Arguments +object - The object to update.enable - The state to put the targeting in for this object. +Return Values +None. +Description +Enables the targeting system for this object if it has one. Defaults to enabled. This can only be used by the lua environment in the object. The +object requires a targetable component. +Examples +me = Object.GetMe() +if g_isLocked == true then +Object.EnableTargeting( me, false ) +end +See Also +None +Object.GetCurrentListenerData +Brief +Gets the listener data sent to it. +Definition +string|table|boolean|number Object.GetCurrentListenerData() +Arguments +None +Return Values +The custom result(s) from the listener callback function. +Description +Listener data is only present whilst in the 'on_listener_received_data' callback. +Examples +function OnListenerReceivedData() +data = Object.GetCurrentListenerData() +if data.type == "letter_message" then +for i,1 in ipairs( data.letters ) do +print( 'letter ' ..i.. '=' ..1) +end +end +end +See Also +• Object.SendListenerData +Object.GetlnitialPosition +Brief +Returns the initial position of the object. +Definition +Vector4 Object.GetlnitialPosition ( Object object ) +Object.GetlnitialPosition( Object object, Vector4 outPos ) +Arguments +object - The object to query.outPos - (out) The vector to receive the position. +Return Values +The initial position of the object. +Description +Returns the initial position of the object. +Examples +j me = Object.GetMe() +i print( "My initial position is ", Object.GetInitialPosition( me ) ) +See Also +None +Object.GetlnitialRotation +Brief +Returns the initial rotation of the object. +Definition +Vector4 Object.GetlnitialRotation( Object object ) +Object.GetlnitialRotation( Object object, Vector4 outRotation ) +Arguments +object - The object to query.outRotation - (out) The vector to receive the rotation. +Return Values +Returns the initial rotation of the object. +Description +Returns the initial rotation of the object. The vector returned is the x, y, and z angles in degrees. +Examples +j me = Object.GetMe() +print( "My initial rotation is ", Object.GetlnitialRotation( me ) ) +See Also +None +Object.GetlnitialScale +Brief +Returns the initial scale of the object. +Definition +Vector4 Object.GetlnitialScale( Object object ) +Object.GetlnitialScale( Object object, Vector4 outScale ) +Arguments +object - The object to query.outScale - (out) The vector to receive the scale. +Return Values +The initial scale of the object. +Description +Returns the initial scale of the object. +Examples +j me = Object.GetMe() +! print( "My initial scale is ", Object.GetlnitialScale( me ) ) +See Also +None +Object. Getlnstanceld +Brief +Returns the object's instance ID. +Definition +! string Object.GetInstanceld( Object object ) +Arguments +object - The object to query. +Return Values +The object's instance ID. +Description +Returns the object's instance ID. +Examples +: obj = Object.GetMe() +! print( "My instance id is " .. Object.Getlnstanceld( obj ) ) +See Also +• Object.GetMe +Object.GetlnstanceName +Brief +Returns the instance name that is set in the scene editor. +Definition +! string Object.GetInstanceName( Object object ) +Arguments +object - The object to query. +Return Values +Returns the instance name that is set in the scene editor. +Description +Returns the instance name that is set in the scene editor. Currently supported with embedded objects and scene minigames. +Examples +j print( 'my instance name is Object.GetInstanceName( Object.GetMe() ) ) +See Also +• Object. GetNameRef +• Object.GetObjectld +• Object.Getlnstanceld +Object.GetlnstanceParameter +Brief +Retrieve the value of a specified instance parameter for an embedded scene object. +Definition +1 string|number|boolean|nil Object.GetInstanceParameter(Object obj, string name) +Arguments +obj - the object to queryname - the name of the instance parameter (not case-sensitive) +Return Values +The value of the instance parameter if it exists, or nil if it cannot be found. +Description +Gets the value of a specified instance parameter assigned to an embedded scene object. Only objects with an Embedded component will have +access to the instance parameters. The names of the instance parameters are not case sensitive, and the type of the value can be string, boolean +or numeric, or nil if not found. ”Enum”-typed instance parameters will be returned as strings. +Examples +local me = Object.GetMe() +local myGameld = me:GetlnstanceParameter("GamelD") +if (myGameld == nil or type(myGameld) ~= "number") then +print("Invalid game ID parameter") +end +See Also +Object.GetListenerObjects +Brief +Get the list of objects registered to receive messages from this object. +Definition +table Object.GetListenerObjects(number startlndex = 1, number maxCount = -1) +Arguments +startlndex - The position to start from. Previous indices are not added to the results.maxCount - The maximum size the results array can be. +Return Values +An array of Objects. The array will be empty if no listening objects are registered. +Description +Objects can register to listen for messages from other objects. This function will retrieve a list of all currently loaded objects that have registered to +receive messages from the current object. If no such objects exist an empty table will be returned. +Examples +local listeners = Object.GetListenerObjects() +for i, obj in ipairs(listeners) do +obj:SendListenerData("Hello!") +end +See Also +• Object.SendListenerData +• Scene.GetListenerObjects +Object.GetLocalizedText +Brief +Returns the localized string for the specified reference. +Definition +! string Object.GetLocalizedText( Object object, string reference ) +Arguments +object - The object to query.reference - The reference text to find the localization for. +Return Values +The localized string. +Description +Returns the localized string for the specified reference from the object's localization file. +Examples +| me = Object.GetMe() +1 localizedGameOver = Object.GetLocalizedText( me, "GAME_OVER_MESSAGE" ) +See Also +• Object.GetMe +• Object.GetNameRef +Object.GetMe +Brief +Returns the object that owns the script. +Definition +j Object Object.GetMe () +Arguments +None +Return Values +The object that owns the script. +Description +Returns the object that owns the script. +Examples +me = Object.GetMe() +See Also +None +Object.GetNameRef +Brief +Returns the localization reference of the object's name. +Definition +! string Object.GetNameRef( Object object ) +Arguments +object - The object to query. +Return Values +The localization reference of the object's name. +Description +Returns the localization reference of the object's name. +Examples +| me = Object.GetMe() +i print ( "My name ref is " .. Object.GetNameRef ( me ) ) +See Also +• Object. GetLocalizedText +Object.GetObjectld +Brief +Returns the object's object ID. +Definition +string Object.GetObjectld( Object object ) +Arguments +object - The object to query. +Return Values +The object ID. +Description +The object's object ID. +Examples +j me = Object.GetMe() +i print( "My object id is " .. Object.GetObjectId( me ) ) +See Also +• Object.GetMe +Object.GetPersonld +Brief +Returns the person ID that owns this object. +Definition +! string Object.GetPersonld( Object object ) +Arguments +object - The object to query. +Return Values +The person ID of the avatar that owns this object, or nil if the object is not owned by a person. +Description +Returns the person ID of the avatar that owns this object. Some objects, such as those placed in a clubhouse, are not considered as owned by a +person, and but rather by the scene. Such objects will return nil using this function, scripts should take care to check for this case. +Examples +me = Object.GetMe() +ownerld = Object.GetPersonld( me ) +if ( ownerld ~= nil ) then +name = Person.GetName( ownerld ) +print( "My owner is " .. name ) +end +See Also +• Object.GetMe +Object.HasFocus +Brief +Indicates if the object has the user's focus. +Definition +boolean Object.HasFocus ( Object object ) +Arguments +object - The object. +Return Values +True if the game is currently active, or false if it has lost the user input focus for any reason. +Description +Various events may take the user focus away from the currently active object, such as menus and notifications. A script may wish to use this +function to poll for this case and pause the update or perform other actions while the user's focus is elsewhere. Note that due to the nature of the +various actions that may take away the user focus, it is possible for this state to alternate briefly as certain systems become active or inactive. A +script may wish to wait for several frames of the same focus state before reacting to a new state. The list of events that is considered to take focus +away from the object is subject to change, but is currently: +• Minigame exit menu +• Menu Screen +• OSK +• Game launching OSD +• Chat log in maximized mode +• Console open (in developer builds) +• Screen adjustment +• Controller disconnection +Examples +paused = false +function OnUpdateO +paused = not Object.GetMe():HasFocus() +if (paused) then +DoPausedLogic() +else +DoNormalGameLogic() +end +end +See Also +None +Object.HasLocalizedText +Brief +Returns true if a localized string exists for the specified reference. +Definition +bool Object.HasLocalizedText( Object object, string reference ) +Arguments +object - The object to query.reference - The reference text to find the localization for. +Return Values +True if a localized string exists for the specified reference or false otherwise. +Description +Returns true if there exists a localized string for the specified reference in the object's localization file. +Examples +i if ( Object.HasLocalizedText( Object.GetMe(), "TEST_MESSAGE" ) ) then +print( Object.GetLocalizedText( Object.GetMe(), "TEST_MESSAGE" ) ) +| end +See Also +• Object.GetMe +• Object.GetLocalizedText +Object.lsOwnedLocally +Brief +Returns true if the user owns this object and false otherwise. +Definition +I boolean Object.IsOwnedLocally( Object object ) +Arguments +object - The object to query. +Return Values +true if the user owns this object and false otherwise. +Description +Returns true if the user owns this object and false otherwise. +Examples +obj = Object.GetMe() +if Object.IsOwnedLocally( obj ) then +print( "I am owned by this user" ) +else +print( "I belong to someone else" ) +end +See Also +• Object.GetMe +Object.lsPaused +Brief +Reports if the object's Lua environment is paused. +Definition +! boolean Object.IsPaused( Object object ) +Arguments +object - The object to query. +Return Values +true if the specified object's Lua environment is paused and false otherwise. +Description +Reports if the Lua environment of the specified object is paused. +Examples +: me = Object.GetMe() +1 print( 'pause state = ' .. Object.IsPaused( me ) ) +See Also +• Object. Pause +• Object. Resume +Object.Pause +Brief +Pauses the lua environment. +Definition +j Object.Pause ( Object object ) +Arguments +object - The object to be paused. +Return Values +None. +Description +Pauses the lua environment. +Examples +j me = Object.GetMe() +; Object.Pause( me ) +See Also +• Object. Resume +• Object. IsPaused +Object.Resume +Brief +Resumes the lua environment. +Definition +: Object.Resume( Object object ) +Arguments +object - The object to be resumed. +Return Values +None. +Description +Resumes the lua environment it it is paused. +Examples +! me = Object.GetMe() +! Object.Resume( me ) +See Also +• Object. Pause +• Object. IsPaused +Object.SendListenerData +Brief +Sends data from one object to another object. +Definition +string|table|boolean|number Object.SendListenerData( Object object, string|table|boolean|number data ) +Arguments +object - The object to send the data to.data - The lua string to run in the object's lua environment. +Return Values +Custom return value depending on what the listener callback returns. +Description +Sends data from one object to another object. +Examples +sceneObject = Scene.GetVirtualObject () +t = { letters={ "a", "b", "c" }, type="letter_message" } +results = Object.SendListenerData( sceneObject, t ) +print( results ) +See Also +Object.SetFaceActiveTarget +Brief +Set whether the avatar will face the target upon activation. +Definition +1 Object.SetFaceActiveTarget(Object object, boolean value = true) +Arguments +object - The object to update.val - Whether the avatar will face the target upon activation. +Return Values +None. +Description +Sets whether the avatar will face the target upon activation. By default, it will face the target. The object requires a targetable component. +Examples +: me = Object.GetMe() +! Object.SetFaceActiveTarget(me, false) +See Also +Object.GetMe +Object.SetTargetableLegend +Brief +Set the text of the targeting trigger (legend) for the object. +Definition +! Object.SetTargetableLegend( Object object, string text ) +Arguments +object - the object to update.text - the localized text to use, or nil/empty string to use the default (the object's name) +Return Values +None. +Description +Set the text of the targeting trigger (legend) for the object. This is the initial interaction trigger for the object in the scene, which brings up the +targeting menu. The text should be pre-localized. The interaction symbol will be prepended to the text automatically. The object requires a +targetable component. +Examples +me = Object.GetMe() +i Object.SetTargetableLegend( me, "Play a game of pool!" ) +See Also +• Object.SetTargetableText +Object.SetTargetablePosition +Brief +Sets the object's targetable position if it is targetable. +Definition +! Object.SetTargetablePosition( Object object, Vector4 position ) +Arguments +object - The object to update.position - The new targetable position +Return Values +None. +Description +Sets the object's targetable position if it is targetable using the targetable component. The position is in world space. The object requires a +targetable component. +Examples +j me = Object.GetMe() +j Object.SetTargetablePosition( me, Vector4.Create( 1, 2, 3 ) ) +See Also +• Object.GetMe +Object.SetTargetableText +Brief +Sets the text of the interact/play option in the targeting dialog. +Definition +| Object.SetTargetableText( Object object, string text ) +Arguments +object - The object to update.text - The localized text to display. +Return Values +None. +Description +Sets the text of the interact/play option in the targeting dialog. The object requires a targetable component. +Examples +| me = Object.GetMe() +i Object.SetTargetableText( me, 'Switch On' ) +See Also +• Object. SetTargetableLegend +Osd +Osd.GetRoot +Brief +Returns the root OSD object. +Definition +OsdObject Osd.GetRoot() +Arguments +None +Return Values +The root OSD object. +Description +Returns the root OSD object. NOTE: From HDK 1.3.5 the OSD libraries require the developer to explicitly load each library (including any libraries +created using the OSD component in Object Editor). Objects exported with an earlier version of the HDK will continue to automatically load OSD +libraries as required. Loading an OSD Lua library also loads any libraries that the OSD object type depends upon. Therefore +LoadLibraryfOsdBasicAnimGraphic") also loads OsdBasicSingleGraphic and OsdObject. +Examples +osdRoot = Osd.GetRoot() +See Also +None +OsdBasicAnimGraphic +OsdBasicAnimGraphic.AddFrame +Brief +Add a frame of animation to a basic anim graphic object. +Definition +OsdBasicAnimGraphic.AddFrame( OsdBasicAnimGraphic graphicObject, Texture back. Texture front, boolean +isReverseColor = nil ) +Arguments +graphicObject - The basic anim graphic object to affect.back - Background texture for animation frame.front - Foreground texture for animation +frame.isReverseColor - false if background/foreground textures are to be colored with background/foreground colors respectively, true to swap +colors. +Return Values +None. +Description +Add a frame of animation to a basic anim graphic object. The "isReverseColor" parameter is optional and defaults to "false". +Examples +OsdBasicAnimGraphic.AddFrame( graphicObject, texturel, texture2, false ) +See Also +None +OsdBasicAnimGraphic.GetNumFrames +Brief +Get the number of frames in a basic anim graphic object's animation sequence. +Definition +! OsdBasicAnimGraphic.GetNumFrames( OsdBasicAnimGraphic graphicObject ) +Arguments +graphicObject - The basic anim graphic object to query. +Return Values +The number of frames of animation. +Description +Get the number of frames in a basic anim graphic object's animation sequence. +Examples +; local numFrames = OsdBasicAnimGraphic.GetNumFrames( graphicObject ) +See Also +• OsdBasicAnimGraphic.AddFrame +OsdBasicAnimGraphic.lsAnimating +Brief +Query whether or not the basic anim graphic object is animating. +Definition +! OsdBasicAnimGraphic.IsAnimating( OsdBasicAnimGraphic graphicObject ) +Arguments +graphicObject - The basic anim graphic object to query. +Return Values +true if the basic anim graphic object is animating, false otherwise. +Description +Query whether or not the basic anim graphic object is animating. +Examples +! if OsdBasicAnimGraphic.IsAnimating( graphicObject ) then +print("AnimGraphic is animating!") +| end +See Also +None +OsdBasicAnimGraphic.SetAnimating +Brief +Enable/disable the animation. +Definition +! OsdBasicAnimGraphic. SetAnimating ( OsdBasicAnimGraphic graphicOb ject, boolean setAnimating = true ) +Arguments +graphicObject - The basic anim graphic object to affect.setAnimating - true to cause the graphic to animate, false to stop the graphic animating. +Optional, defaults to true. +Return Values +None. +Description +Enable/disable the animation. +Examples +! OsdBasicAnimGraphic.SetAnimating( graphicObject, true ) +See Also +• OsdBasicAnimGraphic. AddFrame +OsdBasicAnimGraphic.SetCurrentFrame +Brief +Set the currently displayed frame. +Definition +! OsdBasicAnimGraphic.SetCurrentFrame( OsdBasicAnimGraphic graphicObject, number framelndex ) +Arguments +graphicObject - The basic anim graphic object to affect.framelndex - Index of frame to set as current. +Return Values +None. +Description +Set the currently displayed frame. Indices are from 1 to numFrames. +Examples +! OsdBasicAnimGraphic.SetCurrentFrame( graphicObject, 1 ) +See Also +• OsdBasicAnimGraphic. AddFrame +OsdBasicAnimGraphic.SetFrameRate +Brief +Set the frame rate at which to animate a basic anim graphic object. +Definition +! OsdBasicAnimGraphic.SetFrameRate( OsdBasicAnimGraphic graphicObject, number framesPerSecond ) +Arguments +graphicObject - The basic anim graphic object to affect.framesPerSecond - Frame rate at which to animate. +Return Values +None. +Description +Set the frame rate at which to animate a basic anim graphic object. +Examples +! OsdBasicAnimGraphic.SetFrameRate( graphicObject, 30.0 ) +See Also +• OsdBasicAnimGraphic.AddFrame +OsdBasicChip +OsdBasicChip.AddLegendltem +Brief +Creates a new legend item for the chip. +Definition +! OsdBasicChip.AddLegendltem( OsdBasicChip chipObject, string localizedText ) +Arguments +chipObject - Object to which the function is applied.text - Localized legend text. +Return Values +None. +Description +Creates a new legend item for the chip. Legend items are added left to right at the bottom of the chip, if more than one legend item is added to the +chip, then they will be spaced evenly within the legend area. If more legends are added to the chip than can be displayed simultaneously, then +they are cycled over time, with each legend item fading in and out of the legend area of the chip. +Examples +me = Object.GetMe() +— Localized in Object Editor as "[LEFT][RIGHT][LEFTSTICK] Retarget +legendl = Object.GetLocalizedText( me, "RETARGET" ) +— Localized in Object Editor as "[CROSS] Select" +legend2 = Object.GetLocalizedText( me, "SELECT" ) +— Localized in Object Editor as "[CIRCLE] Exit" +legend3 = Object.GetLocalizedText( me, "EXIT" ) +— Add the 3 legend strings to the chip +OsdBasicChip.AddLegendltem( chip, legendl ) +OsdBasicChip.AddLegendltem( chip, legend2 ) +OsdBasicChip.AddLegendltem( chip, legend3 ) +See Also +• Object.GetLocalizedText +• Object.GetMe +OsdBasicChip.CreateContentObject +Brief +Creates a new OsdObject-derived object as content of the specified chip object. +Definition +variant OsdBasicChip.CreateContentObject( OsdBasicChip chipObject, string contentType, string +contentName ) +Arguments +chipObject - Object to which the function is applied.contentType - A string representing the type of the content objectcontentName - The name of +the content object. +Return Values +A new OsdObject-derived object of the specified type. +Description +Creates a new OsdObject-derived object as content of the specified chip object. Note: Garbage collection will not destroy OSD objects. OSD +objects are only destroyed either when the parent OSD object is destroyed, or by explicitly calling OsdObject.DestroyObject (or other similar +Destroy functions). +Examples +contentObject = OsdBasicChip.CreateContentObject( chipObject, "OsdBasicText", "mycontent" ) +See Also +None +OsdBasicChip.RemoveANLegendltems +Brief +Removes all legend items. +Definition +! OsdBasicChip.RemoveAllLegendltems( OsdBasicChip chipObject ) +Arguments +chipObject - Object to which the function is applied. +Return Values +None. +Description +Removes all legend items. +Examples +! OsdBasicChip.RemoveAllLegendltems( chipObject ) +See Also +None +OsdBasicChip.SetBannerHeadline +Brief +Set the headline text of an OsdBasicChip object's banner. +Definition +! OsdBasicChip.SetBannerHeadline( OsdBasicChip chipObject, string headline ) +Arguments +chipObject - Object to which the function is applied.headline - Headline to display on the banner. +Return Values +None. +Description +Set the headline text of an OsdBasicChip object's banner. +Examples +j me = Object.GetMe() +| — Localized in Object Editor as "BOWLING" +j headline = Object.GetLocalizedText( me, "HEADLINE_BOWLING" ) +j OsdBasicChip.SetBannerHeadline( chipObject, headline ) +L_I +See Also +• Object.GetLocalizedText +• Object.GetMe +OsdBasicChip.SetBannerlconBackTexture +Brief +Set the background icon texture of an OsdBasicChip object's banner. +Definition +| OsdBasicChip.SetBannerlconBackTexture ( OsdBasicChip chipObject, Texture textureObject ) +Arguments +chipObject - Object to which the function is applied.textureObject - Background texture object. +Return Values +None. +Description +Set the background icon texture of an OsdBasicChip object's banner. +Examples +! OsdBasicChip.SetBannerlconBackTexture ( chipObject, textureObject ) +See Also +None +OsdBasicChip.SetBannerlconFrontTexture +Brief +Set the foreground icon texture of an OsdBasicChip object's banner. +Definition +! OsdBasicChip.SetBannerlconFrontTexture( OsdBasicChip chipObject, Texture textureObject ) +Arguments +chipObject - Object to which the function is applied.textureObject - Foreground texture object. +Return Values +None. +Description +Set the foreground icon texture of an OsdBasicChip object's banner. +Examples +! OsdBasicChip.SetBannerlconFrontTexture( chipObject, textureObject ) +See Also +None +OsdBasicChip.SetBannerlconVisible +Brief +Set the visibility of an OsdBasicChip object's banner icon. +Definition +! OsdBasicChip.SetBannerlconVisible( OsdBasicChip chipObject, boolean setVisible ) +Arguments +chipObject - Object to which the function is applied.setVisible - true if you want the banner icon to be visible, false otherwise. +Return Values +None. +Description +Set the visibility of an OsdBasicChip object's banner icon. The icon is invisible by default. +Examples +! OsdBasicChip.SetBannerlconVisible( chipObject, true ) +See Also +None +OsdBasicChip.SetBannerSubheader +Brief +Set the subheader text of an OsdBasicChip object's banner. +Definition +OsdBasicChip.SetBannerSubheader( OsdBasicChip chipObject, string subheader ) +Arguments +chipObject - Object to which the function is applied.subheader - Subheader to display on the banner. +Return Values +None. +Description +Set the subheader text of an OsdBasicChip object's banner. +Examples +! me = Object.GetMe() +| — Localized in Object Editor as "Start bowling" +! subheader = Object.GetLocalizedText( me, "SUBHEADER_BOWLING" ) +| OsdBasicChip.SetBannerSubheader( chipObject, subheader ) +See Also +• Object.GetLocalizedText +• Object.GetMe +OsdBasicChip.SetBannerWantVisible +Brief +Sets the chip's banner to be visible or not. +Definition +1 OsdBasicChip.SetBannerWantVisible( OsdBasicChip chipObject, boolean wantVisible ) +Arguments +chipObject - Object to which the function is applied.wantVisible - true if you want the banner to be visible, false otherwise. +Return Values +None. +Description +Sets the chip's banner to be visible or not. +Examples +! OsdBasicChip.SetBannerWantVisible( chipObject, true ) +See Also +None +OsdBasicChip.SetContentHeight +Brief +Set the height of the chip's content object. +Definition +! OsdBasicChip.SetContentHeight( OsdBasicChip chipObject, number contentHeight ) +Arguments +chipObject - Object to which the function is applied.contentHeight - Desired height of chip's content object. +Return Values +None. +Description +Set the height of the chip's content object. +Examples +! OsdBasicChip.SetContentHeight( chipObject, 20 ) +See Also +• OsdBasicChip.SetContentHeightSetFromChip +• OsdBasicChip.SetContentHeightSetFromChildren +OsdBasicChip.SetContentHeightSetFromChildren +Brief +Set the height of the chip's content object to be set by its children. +Definition +! OsdBasicChip.SetContentHeightSetFromChildren( OsdBasicChip chipObject ) +Arguments +chipObject - Object to which the function is applied. +Return Values +None. +Description +Set the height of the chip's content object to be set by its children (i.e. the actual chip content). +Examples +! OsdBasicChip.SetContentHeightSetFromChildren( chipObject ) +See Also +• OsdBasicChip.SetContentHeightSetFromChip +• OsdBasicChip.SetContentHeight +OsdBasicChip.SetContentHeightSetFromChip +Brief +Set the height of the chip's content object to be set by the chip. +Definition +! OsdBasicChip.SetContentHeightSetFromChip( OsdBasicChip chipObject ) +Arguments +chipObject - Object to which the function is applied. +Return Values +None. +Description +Set the height of the chip's content object to be set by the chip. +Examples +j OsdBasicChip.SetContentHeightSetFromChip( chipObject ) +See Also +• OsdBasicChip.SetContentHeightSetFromChildren +• OsdBasicChip.SetContentFleight +OsdBasicChip.SetContentObjectlnFocus +Brief +Focuses on specified content object. +Definition +! OsdBasicChip.SetContentObjectlnFocus( OsdBasicChip chipObject, OsdObject contentObject ) +Arguments +chipObject - Object to which the function is applied.contentObject - The content object to focus on. +Return Values +None. +Description +Focuses on specified content object. Moves all content so the specified object appears as near to center as possible. +Examples +OsdBasicChip.SetContentObjectlnFocus( chipObject, contentObject ) +See Also +None +OsdBasicChip.SetContentPointlnFocus +Brief +Focuses on specified point in content space. +Definition +OsdBasicChip.SetContentPointlnFocus( OsdBasicChip chipObject, enum pointOrigin, number pointOffsetX = +0.0, number pointOffsetY =0.0 ) +Arguments +chipObject - Object to which the function is applied.pointOrigin - An enum representing the local-(ie, content-Jspace origin of the point to focus on. +Can be one of the following: +OsdAlign. Center +OsdAlign.Top +OsdAlign.Bottom +OsdAlign.Left +OsdAlign.Right +OsdAlign.TopLeft +OsdAlign.TopRight +OsdAlign. BottomLeft +OsdAlign.BottomRightpointOffsetX - The local (content) space x-offset of the point to focus on.pointOffsetY - The local (content) space y-offset of +the point to focus on. +Return Values +None. +Description +Focuses on specified point in content space. Moves all content so the specified point appears as near to the center of the window as possible. +Examples +— Focuses on a point 40 pixels to the left and 20 pixels down from the top right corner of the +content +OsdBasicChip.SetContentPointlnFocus( chipObject, OsdAlign.TopRight, -40, 20 ) +See Also +None +OsdBasicChip.SetContentWidth +Brief +Set the width of the chip's content object. +Definition +OsdBasicChip.SetContentWidth( OsdBasicChip chipObject, number contentWidth ) +Arguments +chipObject - Object to which the function is applied.contentWidth - Desired width of chip's content object. +Return Values +None. +Description +Set the width of the chip's content object. +Examples +! OsdBasicChip.SetContentWidth( chipObject, 20 ) +See Also +• OsdBasicChip.SetContentWidthSetFromChip +• OsdBasicChip.SetContentWidthSetFromChildren +OsdBasicChip.SetContentWidthSetFromChildren +Brief +Set the width of the chip's content object to be set by its children. +Definition +! OsdBasicChip.SetContentWidthSetFromChildren(OsdBasicChip chipObject) +Arguments +chipObject - Object to which the function is applied. +Return Values +None. +Description +Set the width of the chip's content object to be set by its children (i.e. the actual chip content). +Examples +! OsdBasicChip.SetContentWidthSetFromChildren( chipObject ) +See Also +• OsdBasicChip.SetContentWidthSetFromChip +• OsdBasicChip.SetContentWidth +OsdBasicChip.SetContentWidthSetFromChip +Brief +Set the width of the chip's content object to be set by the chip. +Definition +j OsdBasicChip.SetContentWidthSetFromChip( OsdBasicChip chipObject ) +Arguments +chipObject - Object to which the function is applied. +Return Values +None. +Description +Set the width of the chip's content object to be set by the chip. +Examples +j OsdBasicChip.SetContentWidthSetFromChip( chipObject ) +See Also +• OsdBasicChip.SetContentWidthSetFromChiidren +• OsdBasicChip.SetContentWidth +OsdBasicChip.SetHeightSetFromContent +Brief +Set the height of the chip to be decided by its content. +Definition +! OsdBasicChip.SetHeightSetFromContent( OsdBasicChip chipObject, boolean isHeightSetFromContent ) +Arguments +chipObject - Object to which the function is applied.isFleightSetFromContent - true if you want the height of the chip to be decided by its content, +false otherwise. +Return Values +None. +Description +Set the height of the chip to be decided by its content. +Examples +! OsdBasicChip.SetSize( chipObject, true ) +See Also +None +OsdBasicChip.SetSize +Brief +Set the width of an OsdBasicChip object to a preset size. +Definition +! OsdBasicChip.SetSize( OsdBasicChip chipObject, string size ) +Arguments +chipObject - Object to which the function is applied.size - A string representing the size of the chip. Can be one of the following: +"quarter" +"half" +"twothirds" +"full" +Return Values +None. +Description +Set the width of an OsdBasicChip object to a preset size. +Examples +! OsdBasicChip.SetSize( chipObject, "half" ) +See Also +None +OsdBasicChip.UpdateContentHeight +Brief +Updates the height of the content object. +Definition +j OsdBasicChip.UpdateContentHeight( OsdBasicChip chipObject ) +Arguments +chipObject - Object to which the function is applied. +Return Values +None. +Description +Updates the height of the content object. To be called after adding all content if the content object height depends on its contents. +Examples +! OsdBasicChip.UpdateContentHeight( chipObject ) +See Also +None +OsdBasicChip.UpdateContentWidth +Brief +Updates the width of the content object. +Definition +! OsdBasicChip.UpdateContentWidth( OsdBasicChip chipObject ) +Arguments +chipObject - Object to which the function is applied. +Return Values +None. +Description +Updates the width of the content object. To be called after adding all content if the content object width depends on its contents. +Examples +! OsdBasicChip.UpdateContentWidth( chipObject ) +See Also +None +OsdBasicLegend +OsdBasicLegend.Addltem +Brief +Add a legend item to a basic legend object. +Definition +OsdBasicLegend.Addltem( OsdBasicLegend legendObject, string itemText, number itemld ) +Arguments +legendObject - The basic legend object to which to add the items.itemText - The text of the legend item.itemld - The unique id of the legend item +(optional parameter). +Return Values +None. +Description +Add a legend item to a basic legend object. +Examples +me = Object.GetMe() +— Localized in Object Editor as "[CROSS] Continue" +legendText1 = Object.GetLocalizedText( me, "LEGEND_CONTINUE" ) +— Localized in Object Editor as "[CIRCLE] Cancel" +legendText2 = Object.GetLocalizedText( me, "LEGEND_CANCEL" ) +— Localized in Object Editor as "[SQUARE] Help" +legendText3 = Object.GetLocalizedText( me, "LEGEND_HELP" ) +OsdBasicLegend.BeginAddingltems( legendObject ) +OsdBasicLegend.Addltem( legendObject, legendTextl, 1 ) +OsdBasicLegend.Addltem( legendObject, legendText2, 2 ) +OsdBasicLegend.Addltem( legendObject, legendText3, 3 ) +OsdBasicLegend.EndAddingltems( legendObject ) +See Also +• Object.GetLocalizedText +• Object.GetMe +OsdBasicLegend.BeginAddingltems +Brief +Begin adding legend items to a basic legend object. +Definition +OsdBasicLegend.BeginAddingltems( OsdBasicLegend legendObject ) +Arguments +legendObject - The basic legend object to which to begin adding items. +Return Values +None. +Description +Begin adding legend items to a basic legend object. When adding legend items to a basic legend object, calling this method optimizes the process +by delaying some post-processing until EndAddingltems is called. +Examples +me = Object.GetMe() +— Localized in Object Editor as "[CROSS] Continue" +legendText1 = Object.GetLocalizedText( me, "LEGEND_CONTINUE" ) +— Localized in Object Editor as "[CIRCLE] Cancel" +legendText2 = Object.GetLocalizedText( me, "LEGEND_CANCEL" ) +— Localized in Object Editor as "[SQUARE] Help" +legendText3 = Object.GetLocalizedText( me, "LEGEND_HELP" ) +OsdBasicLegend.BeginAddingltems( legendObject ) +OsdBasicLegend.Addltem( legendObject, legendTextl, 1 ) +OsdBasicLegend.Addltem( legendObject, legendText2, 2 ) +OsdBasicLegend.Addltem( legendObject, legendText3, 3 ) +OsdBasicLegend.EndAddingltems( legendObject ) +See Also +• Object.GetLocalizedText +• Object.GetMe +OsdBasicLegend.EndAddingltems +Brief +End adding legend items to a basic legend object. +Definition +! OsdBasicLegend.EndAddingltems( OsdBasicLegend legendObject ) +Arguments +legendObject - The basic legend object to which to end adding items. +Return Values +None. +Description +End adding legend items to a basic legend object. When adding legend items to a basic legend object, calling BeginAddingltems optimizes the +process by delaying some post-processing until this method is called. +Examples +me = Object.GetMe() +— Localized in Object Editor as "[CROSS] Continue" +legendText1 = Object.GetLocalizedText( me, "LEGEND_CONTINUE" ) +— Localized in Object Editor as "[CIRCLE] Cancel" +legendText2 = Object.GetLocalizedText( me, "LEGEND_CANCEL" ) +— Localized in Object Editor as "[SQUARE] Help" +legendText3 = Object.GetLocalizedText( me, "LEGEND_HELP" ) +OsdBasicLegend.BeginAddingltems( legendObject ) +OsdBasicLegend.Addltem( legendObject, legendTextl, 1 ) +OsdBasicLegend.Addltem( legendObject, legendText2, 2 ) +OsdBasicLegend.Addltem( legendObject, legendText3, 3 ) +OsdBasicLegend.EndAddingltems( legendObject ) +See Also +• Object.GetLocalizedText +• Object.GetMe +OsdBasicLegend. RemoveAllltems +Brief +Removes all legend items from a basic legend object. +Definition +OsdBasicLegend.RemoveAllltems( OsdBasicLegend legendObject ) +Arguments +legendObject - The basic legend object from which to remove all legend items. +Return Values +None. +Description +Removes all legend items from a basic legend object. +Examples +! OsdBasicLegend.RemoveAllltems( legendObject ) +See Also +None +OsdBasicLegend.SetBorderWidth +Brief +Set the width of the border between the left-/right-most legend items and the left/right edges of a basic legend object. +Definition +OsdBasicLegend.SetBorderWidth( OsdBasicLegend legendObject, number borderWidth ) +Arguments +legendObject - The basic legend object on which to set the border width.borderWidth - The border-width of the legend object. +Return Values +None. +Description +Set the width of the border between the left-/right-most legend items and the left/right edges of a basic legend object. +Examples +! OsdBasicLegend.SetBorderWidth( legendObject, 50.0 ) +See Also +None +OsdBasicLegend.SetFixedWidth +Brief +Set the width of a basic legend object. +Definition +! OsdBasicLegend.SetFixedWidth( OsdBasicLegend legendObject, number fixedWidth ) +Arguments +legendObject - The basic legend object on which to set the maximum width .fixedWidth - The width of the legend object. +Return Values +None. +Description +Set the width of a basic legend object. Basic legend objects can resize themselves automatically based on the legend items present. This method +sets the width of the object to be fixed (i.e. switches off the automatic resizing). If the legend items present demand a larger width to be +completely displayed, the displayed legend items will cycle automatically. +Examples +! OsdBasicLegend.SetFixedWidth( legendObject, 400.0 ) +See Also +None +OsdBasicLegend.SetltemSpacing +Brief +Set the spacing between the legend items of a basic legend object. +Definition +! OsdBasicLegend.SetItemSpacing( OsdBasicLegend legendObject, number itemSpacing ) +Arguments +legendObject - The basic legend object on which to set the item spacing.itemSpacing - The item-spacing of the legend object. +Return Values +None. +Description +Set the spacing between the legend items of a basic legend object. +Examples +! OsdBasicLegend.SetItemSpacing( legendObject, 50.0 ) +See Also +None +OsdBasicLegend.SetMaxWidth +Brief +Set the maximum width of a basic legend object. +Definition +! OsdBasicLegend.SetMaxWidth( OsdBasicLegend legendObject, number maxWidth ) +Arguments +legendObject - The basic legend object on which to set the maximum width.maxWidth - The maximum width of the legend object. +Return Values +None. +Description +Set the maximum width of a basic legend object. Basic legend objects can resize themselves automatically based on the legend items present. +This method sets a maximum width for that resizing, if the legend items present demand a larger width to be completely displayed, the displayed +legend items will cycle automatically. +Examples +! OsdBasicLegend.SetMaxWidth( legendObject, 600.0 ) +See Also +None +OsdBasicLegend.SetMinWidth +Brief +Set the minimum width of a basic legend object. +Definition +! OsdBasicLegend.SetMinWidth( OsdBasicLegend legendObject, number minWidth ) +Arguments +legendObject - The basic legend object on which to set the minimum width.minWidth - The minimum width of the legend object.legendObject - +The basic legend object on which to set the minimum width.minWidth - The minimum width of the legend object. +Return Values +None. +Description +Set the minimum width of a basic legend object. Basic legend objects can resize themselves automatically based on the legend items present. +This method sets a minimum width for that resizing. +Examples +! OsdBasicLegend.SetMinWidth( legendObject, 200.0 ) +See Also +None +OsdBasicLegend.SetText +Brief +Set the text of a basic legend object. +Definition +j OsdBasicLegend.SetText( OsdBasicLegend legendObject, string text ) +Arguments +legendObject - The basic legend object on which to set the text.text - The localized text to display on the legend. +Return Values +None. +Description +Set the text of a basic legend object. Basic legend objects support multiple legend items. Calling this method removes all current legend items +and adds a new one with the specified text. +Examples +j me = Object.GetMe() +| — Localized in Object Editor as "[CROSS] Continue" +j legendText = Object.GetLocalizedText( me, "LEGEND_CONTINUE" ) +j OsdBasicLegend.SetText( legendObject, legendText ) +L_I +See Also +• Object.GetLocalizedText +• Object.GetMe +OsdBasicMenu +OsdBasicMenu.Addltem +Brief +Add a menu item to the menu object. +Definition +variant OsdBasicMenu.Addltem( OsdBasicMenu self, string type, number id = nil, boolean setEnabled = +true, number beforeld = nil ) +Arguments +self - The menu object for which to call the method.type - The OSD object type of the menu item.id - Non-negative unique (in this menu) identifier +for the menu item, a negative value causes the item to be allocated an id by the system.setEnabled - true to have the menu item enabled +(selectable) initially, false otherwise.beforeld - the id of the existing menu item before which to insert the new one. +Return Values +The newly added OsdObject-derived menu item. +Description +Add a menu item to the menu object. The item will be added to the bottom of the menu. Addltem should be called between calls to BeginChanges +and EndChanges. If the 'beforeld' argument is negative or nil, the new item will be added to the end of the menu. Note: Garbage collection will not +destroy OSD objects. OSD objects are only destroyed either when the parent OSD object is destroyed, or by explicitly calling +OsdObject.DestroyObject (or other similar Destroy functions). +Examples +menuObject = OsdObject.CreateChildObject( parentObject, "OsdBasicMenu", "menu" ) +OsdBasicMenu.BeginChanges( menuObject ) +itemObject = OsdBasicMenu.Addltem( menuObject, "OsdBasicSingleGraphic", 0, true ) +OsdBasicSingleGraphic.SetBackTexture( itemObject, textureObject ) +itemObject = OsdBasicMenu.Addltem( menuObject, "OsdCommon9ComboLayer3", 1, true ) +OsdCommon9ComboLayer3.SetWidth( itemObject, 200.0 ) +OsdCommon9ComboLayer3.SetHeight( itemObject, 100.0 ) +OsdBasicMenu.EndChanges( menuObject ) +See Also +None +OsdBasicMenu.BeginChanges +Brief +Prepares the menu to receive changes, such as the addition of menu items. +Definition +OsdBasicMenu.BeginChanges( OsdBasicMenu self ) +Arguments +self - The menu object for which to call the method. +Return Values +None. +Description +Prepares the menu to receive changes, such as the addition of menu items. A corresponding call to EndChanges is required on completion of the +changes. +Examples +menuObject = OsdObject.CreateChildObject( parentObject, "OsdBasicMenu", "menu" ) +OsdBasicMenu.BeginChanges( menuObject ) +OsdBasicMenu.Addltem( menuObject, "OsdBasicSingleGraphic", 0, true ) +OsdBasicMenu.Addltem( menuObject, "OsdCommon9ComboLayer3", 1, true ) +OsdBasicMenu.EndChanges( menuObject ) +See Also +None +OsdBasicMenu.EndChanges +Brief +Tell the menu object that there are no more changes, such as adding items. +Definition +OsdBasicMenu.EndChanges( OsdBasicMenu self ) +Arguments +self - The menu object for which to call the method. +Return Values +None. +Description +Tell the menu object that there are no more changes, such as adding items. +Examples +menuObject = OsdObject.CreateChildObject( parentObject, "OsdBasicMenu", "menu" ) +OsdBasicMenu.BeginChanges( menuObject ) +OsdBasicMenu.Addltem( menuObject, "OsdBasicSingleGraphic", 0, true ) +OsdBasicMenu.Addltem( menuObject, "OsdCommon9ComboLayer3", 1, true ) +OsdBasicMenu.EndChanges( menuObject ) +See Also +None +OsdBasicMenu. GetCurrentltemld +Brief +Get the id of the currently selected item. +Definition +OsdBasicMenu.GetCurrentItemld( OsdBasicMenu self ) +Arguments +self - The menu object for which to call the method. +Return Values +The id of the currently selected item. +Description +Get the id of the currently selected item. Assumes there exists a currently selected item, so call OsdBasicMenu.IsCurrentltemSet first. +Examples +menuObject = OsdObject.CreateChildObject( parentObject, "OsdBasicMenu", "menu" ) +OsdBasicMenu.BeginChanges( menuObject ) +OsdBasicMenu.Addltem( menuObject, "OsdBasicSingleGraphic", 0, true ) +OsdBasicMenu.Addltem( menuObject, "OsdCommon9ComboLayer3", 1, true ) +OsdBasicMenu.EndChanges( menuObject ) +if OsdBasicMenu.IsCurrentltemSet( menuObject ) then +id = OsdBasicMenu.GetCurrentltemld( menuObject ) +OsdBasicMenu.SetltemEnabled( menuObject, id, false ) +end +See Also +None +OsdBasicMenu. GetltemByld +Brief +Get the menu item corresponding to the specified unique id. +Definition +variant OsdBasicMenu.GetItemByld( OsdBasicMenu self, number id ) +Arguments +self - The menu object for which to call the method.id - The unique id of the menu item to retrieve. +Return Values +The OsdObject-derived menu item corresponding to the specified unique id. +Description +Get the menu item corresponding to the specified unique id. +Examples +menuObject = OsdObject.CreateChildObject( parentObject, "OsdBasicMenu", "menu" ) +OsdBasicMenu.BeginChanges( menuObject ) +OsdBasicMenu.Addltem( menuObject, "OsdBasicSingleGraphic", 0, true ) +OsdBasicMenu.Addltem( menuObject, "OsdCommon9ComboLayer3", 1, true ) +OsdBasicMenu.EndChanges( menuObject ) +if OsdBasicMenu.IsCurrentltemSet( menuObject ) then +id = OsdBasicMenu.GetCurrentltemld( menuObject ) +item = OsdBasicMenu.GetltemByld( menuObject, id ) +OsdObject.SetAlphaType( item, "half" ) +end +See Also +None +OsdBasicMenu.IsCurrentltemSet +Brief +Query whether or not the menu has a currently selected item. +Definition +! OsdBasicMenu.IsCurrentltemSet( OsdBasicMenu self ) +Arguments +self - The menu object for which to call the method. +Return Values +true if the menu has a currently selected item, false otherwise. +Description +Query whether or not the menu has a currently selected item. If the menu has at least one enabled item, it should have a currently selected item. +Examples +menuObject = OsdObject.CreateChildObject( parentObject, "OsdBasicMenu", "menu" ) +OsdBasicMenu.BeginChanges( menuObject ) +OsdBasicMenu.Addltem( menuObject, "OsdBasicSingleGraphic", 0, true ) +OsdBasicMenu.Addltem( menuObject, "OsdCommon9ComboLayer3", 1, true ) +OsdBasicMenu.EndChanges( menuObject ) +if not OsdBasicMenu.IsCurrentItemSet( menuObject ) then +OsdBasicMenu.SetCurrentItem( menuObject, 0 ) +end +See Also +None +OsdBasicMenu.OnlnputDown +Brief +Tell the menu to react to the "down" button being pressed. +Definition +OsdBasicMenu.OnlnputDown( OsdBasicMenu self ) +Arguments +self - The menu object for which to call the method. +Return Values +None. +Description +Tell the menu to react to the "down" button being pressed. +Examples +menuObject = OsdObject.CreateChildObject( parentObject, "OsdBasicMenu", "menu" ) +OsdBasicMenu.BeginChanges( menuObject ) +OsdBasicMenu.Addltem( menuObject, "OsdBasicSingleGraphic", 0, true ) +OsdBasicMenu.Addltem( menuObject, "OsdCommon9ComboLayer3", 1, true ) +OsdBasicMenu.EndChanges( menuObject ) +OsdBasicMenu.OnlnputDown( menuObject ) +OsdBasicMenu.OnlnputUp( menuObject ) +OsdBasicMenu.OnlnputSelect( menuObject ) +See Also +None +OsdBasicMenu.OnlnputUp +Brief +Tell the menu to react to the "up" button being pressed. +Definition +OsdBasicMenu.OnlnputUp( OsdBasicMenu self ) +Arguments +self - The menu object for which to call the method. +Return Values +None. +Description +Tell the menu to react to the "up" button being pressed. +Examples +menuObject = OsdObject.CreateChildObject( parentObject, "OsdBasicMenu", "menu" ) +OsdBasicMenu.BeginChanges( menuObject ) +OsdBasicMenu.Addltem( menuObject, "OsdBasicSingleGraphic", 0, true ) +OsdBasicMenu.Addltem( menuObject, "OsdCommon9ComboLayer3", 1, true ) +OsdBasicMenu.EndChanges( menuObject ) +OsdBasicMenu.OnlnputDown( menuObject ) +OsdBasicMenu.OnlnputUp( menuObject ) +OsdBasicMenu.OnlnputSelect( menuObject ) +See Also +None +OsdBasicMenu.Reset +Brief +Removes and destroys all menu items. +Definition +OsdBasicMenu.Reset( OsdBasicMenu self ) +Arguments +self - The menu object for which to call the method. +Return Values +None. +Description +Removes and destroys all menu items. +Examples +| menuObject = OsdObject.CreateChildObject( parentObject, "OsdBasicMenu", "menu" ) +i OsdBasicMenu.BeginChanges( menuObject ) +« OsdBasicMenu.Addltem( menuObject, "OsdBasicSingleGraphic", 0, true ) +! OsdBasicMenu.Addltem( menuObject, "OsdCommon9ComboLayer3", 1, true ) +i OsdBasicMenu.EndChanges( menuObject ) +j OsdBasicMenu.Reset( menuObject ) +L_I +See Also +None +OsdBasicMenu.SetCurrentltem +Brief +Set the specified menu item to be the currently selected one. +Definition +OsdBasicMenu.SetCurrentltem( OsdBasicMenu self, number itemld ) +Arguments +self - The menu object for which to call the method.itemld - The unique id of the menu item. +Return Values +None. +Description +Set the specified menu item to be the currently selected one. Mainly for initialisation; the Onlnput... methods should be used to change the +currently selected menu item after that. +Examples +menuObject = OsdObject.CreateChildObject( parentObject, "OsdBasicMenu", "menu" ) +OsdBasicMenu.BeginChanges( menuObject ) +OsdBasicMenu.Addltem( menuObject, "OsdBasicSingleGraphic", 0, true ) +OsdBasicMenu.Addltem( menuObject, "OsdCommon9ComboLayer3", 1, true ) +OsdBasicMenu.EndChanges( menuObject ) +OsdBasicMenu.SetCurrentltem( menuObject, 0 ) +See Also +None +OsdBasicMenu.SetltemEnabled +Brief +Set the specified menu item to be enabled/disabled. +Definition +OsdBasicMenu.SetItemEnabled( OsdBasicMenu self, number itemld, boolean setEnabled ) +Arguments +self - The menu object for which to call the method.itemld - The unique id of the menu item.setEnabled - true if enabling the item, false otherwise. +Return Values +None. +Description +Set the specified menu item to be enabled/disabled. +Examples +menuObject = OsdObject.CreateChildObject( parentObject, "OsdBasicMenu", "menu" ) +OsdBasicMenu.BeginChanges( menuObject ) +OsdBasicMenu.Addltem( menuObject, "OsdBasicSingleGraphic", 0, true ) +OsdBasicMenu.Addltem( menuObject, "OsdCommon9ComboLayer3", 1, true ) +OsdBasicMenu.EndChanges( menuObject ) +OsdBasicMenu.SetltemEnabled( menuObject, 1, false ) +See Also +None +OsdBasicMenu.SetltemSpacing +Brief +Set the vertical spacing between menu items. +Definition +OsdBasicMenu.SetltemSpacing( OsdBasicMenu self, number itemSpacing ) +Arguments +self - The menu object for which to call the method.itemSpacing - The spacing in pixels. +Return Values +None. +Description +Set the vertical spacing between menu items. Should be called between calls to BeginChanges and EndChanges. Can be called before or after +adding menu items. +Examples +menuObject = OsdObject.CreateChildObject( parentObject, "OsdBasicMenu", "menu" ) +OsdBasicMenu.BeginChanges( menuObject ) +OsdBasicMenu.SetltemSpacing( menuObject, 40.0 ) +OsdBasicMenu.Addltem( menuObject, "OsdBasicSingleGraphic", 0, true ) +OsdBasicMenu.Addltem( menuObject, "OsdCommon9ComboLayer3", 1, true ) +OsdBasicMenu.EndChanges( menuObject ) +See Also +None +OsdBasicMenu.SetOnSetltemEnabledCallback +Brief +Set the lua callback function to be called when a menu item is enabled/disabled. +Definition +OsdBasicMenu.SetOnSetItemEnabledCallback( OsdBasicMenu self, function callback ) +Arguments +self - The menu object for which to call the method.callback - The callback function. +Return Values +None. +Description +Set the lua callback function to be called when a menu item is enabled/disabled. The function should have two parameters; an OsdObject (the +item) and a boolean (true if the item is being enabled, false otherwise). +Examples +function GameMenu.SetItemEnabledCallback( item, setEnabled ) +if setEnabled then +OsdObject.SetColorType( item, "fg" ) +else +OsdObject.SetColorType( item, "grey" ) +end +end +function GameMenu.Create( parentObject ) +menuObject = OsdObject.CreateChildObject( parentObject, "OsdBasicMenu", "menu" ) +OsdBasicMenu.SetOnSetItemEnabledCallback( menuObject, GameMenu.SetltemEnabledCallback ) +OsdBasicMenu.BeginChanges( menuObject ) +OsdBasicMenu.SetltemSpacing( menuObject, 40.0 ) +OsdBasicMenu.Addltem( menuObject, "OsdBasicSingleGraphic", 0, true ) +OsdBasicMenu.Addltem( menuObject, "OsdCommon9ComboLayer3", 1, true ) +OsdBasicMenu.EndChanges( menuObject ) +end +See Also +None +OsdBasicMenu.SetOnSetltemSelectedCallback +Brief +Set the lua callback function to be called when a menu item is selected/unselected. +Definition +OsdBasicMenu.SetOnSetItemSelectedCallback( OsdBasicMenu self, function callback ) +Arguments +self - The menu object for which to call the method.callback - The callback function. +Return Values +None. +Description +Set the lua callback function to be called when a menu item is selected/unselected. The function should have two parameters; an OsdObject (the +item) and a boolean (true if the item is being selected, false otherwise). +Examples +function GameMenu.SetItemSelectedCallback( item, setSelected ) +if setSelected then +OsdObject.SetAlphaType( item, "normal" ) +else +OsdObject.SetAlphaType( item, "half" ) +end +end +function GameMenu.Create( parentObject ) +menuObject = OsdObject.CreateChildObject( parentObject, "OsdBasicMenu", "menu" ) +OsdBasicMenu.SetOnSetItemSelectedCallback( menuObject, GameMenu.SetltemSelectedCallback ) +OsdBasicMenu.BeginChanges( menuObject ) +OsdBasicMenu.SetltemSpacing( menuObject, 40.0 ) +OsdBasicMenu.Addltem( menuObject, "OsdBasicSingleGraphic", 0, true ) +OsdBasicMenu.Addltem( menuObject, "OsdCommon9ComboLayer3", 1, true ) +OsdBasicMenu.EndChanges( menuObject ) +end +See Also +None +OsdBasicPopup +OsdBasicPopup.SetMessage +Brief +Set the message text on a basic popup object. +Definition +! OsdBasicPopup.SetMessage( OsdBasicPopup popupObject, string messageText ) +Arguments +popupObject - The basic popup object for which to set the title text.messageText - The localized message text. +Return Values +None. +Description +Set the message text on a basic popup object. Basic popup objects consist of title text and message text. +Examples +me = Object.GetMe() +— Localized in Object Editor as "WARNING!" +title = Object.GetLocalizedText( me, "WARNING_POPUP_TITLE" ) +— Localized in Object Editor as "Something has gone wrong!" +message = Object.GetLocalizedText( me, "WARNING_POPUP_MESSAGE" ) +OsdBasicPopup.SetTitle ( popup, title ) +OsdBasicPopup.SetMessage( popup, message ) +See Also +• Object.GetLocalizedText +• Object.GetMe +OsdBasicPopup.SetTitle +Brief +Set the title text on a basic popup object. +Definition +OsdBasicPopup.SetTitle( OsdBasicPopup popupObject, string titleText ) +Arguments +popupObject - The basic popup object for which to set the title text.titleText - The localized title text. +Return Values +None. +Description +Set the title text on a basic popup object. Basic popup objects consist of title text and message text. +Examples +: me = Object.GetMe() +| — Localized in Object Editor as "WARNING!" +j title = Object.GetLocalizedText( me, "WARNING_POPUP_TITLE" ) +| — Localized in Object Editor as "Something has gone wrong!" +j message = Object.GetLocalizedText( me, "WARNING_POPUP_MESSAGE" ) +j OsdBasicPopup.SetTitle ( popup, title ) +| OsdBasicPopup.SetMessage( popup, message ) +See Also +• Object.GetLocalizedText +• Object.GetMe +OsdBasicSingleGraphic +OsdBasicSingleGraphic.SetBackColorType +Brief +Set the background color type for a basic single graphic object. +Definition +OsdBasicSingleGraphic.SetBackColorType( OsdBasicSingleGraphic graphicObject, enum colorType ) +Arguments +graphicObject - The basic single graphic for which to set the background color.colorType - An enum representing the color type. Can be one of +the following: +OsdColor.Black +OsdColor.White +OsdColor.Grey +OsdColor.Green +OsdColor.Yellow +OsdColor.Red +OsdColor.Normal +OsdColor.Background +OsdColor.OppositeBg +OsdColor. Foreground +OsdColor. HighlightFg +Return Values +None. +Description +Set the background color type for a basic single graphic object. +Examples +OsdBasicSingleGraphic.SetBackColorType( graphicObject, OsdColor.Background ) +See Also +• OsdBasicSingleGraphic.SetFrontColorType +OsdBasicSingleGraphic.SetBackTexture +Brief +Set the background texture on an OsdBasicSingleGraphic object. +Definition +! OsdBasicSingleGraphic.SetBackTexture( OsdBasicSingleGraphic graphic, Texture texture ) +Arguments +graphic - The OsdBasicSingleGraphic object to affect.texture - The Texture object representing the texture to set as the back texture. +Return Values +None. +Description +Set the background texture on an OsdBasicSingleGraphic object. +Examples +texture = Texture.Find( "user_interface_back_image" ) +OsdBasicSingleGraphic.SetBackTexture( graphic, texture ) +See Also +• OsdBasicSingleGraphic. SetFrontTexture +• Texture.Find +OsdBasicSingleGraphic.SetFrontColorType +Brief +Set the foreground color type for a basic single graphic object. +Definition +OsdBasicSingleGraphic.SetFrontColorType( OsdBasicSingleGraphic graphicObject, enum colorType ) +Arguments +graphicObject - The basic single graphic for which to set the foreground color.colorType - An enum representing the color type. Can be one of the +following: +OsdColor.Black +OsdColor.White +OsdColor.Grey +OsdColor.Green +OsdColor.Yellow +OsdColor.Red +OsdColor.Normal +OsdColor.Background +OsdColor.OppositeBg +OsdColor. Foreground +OsdColor. FHighlightFg +Return Values +None. +Description +Set the foreground color type for a basic single graphic object. +Examples +OsdBasicSingleGraphic.SetFrontColorType( graphicObject, OsdColor.Foreground ) +See Also +• OsdBasicSingleGraphic.SetBackColorType +OsdBasicSingleGraphic.SetFrontTexture +Brief +Set the foreground texture on an OsdBasicSingleGraphic object. +Definition +OsdBasicSingleGraphic.SetFrontTexture( OsdBasicSingleGraphic graphic, Texture texture ) +Arguments +graphic - The OsdBasicSingleGraphic object to affect.texture - The Texture object representing the texture to set as the front texture. +Return Values +None. +Description +Set the foreground texture on an OsdBasicSingleGraphic object. The texture must be a local resource of the script's object. +Examples +! texture = Texture.Find( "user_interface_front_image" ) +i OsdBasicSingleGraphic.SetFrontTexture( graphic, texture ) +See Also +• OsdBasicSingleGraphic.SetBackTexture +• Texture.Find +OsdBasicText +Osd BasicT ext.GetT ext +Brief +Get the text string stored in a text object. +Definition +j string OsdBasicText.GetText( OsdBasicText textObject ) +Arguments +textObject - The OsdBasicText object to query. +Return Values +The text string. +Description +Get the text string stored in a text object. +Examples +print( OsdBasicText.GetText( textObject ) ) +See Also +None +OsdBasicText.SetClipping +Brief +Set the horizontal clipping are for an OsdBasicText object. +Definition +! OsdBasicText.Setclipping( OsdBasicText textObject, number minClip, number maxClip ) +Arguments +textObject - The OsdBasicText object to affect.minClip - An offset from the textObject's local align point representing the minimum clipping +value.maxClip - An offset from the textObject's local align point representing the maximum clipping value. +Return Values +None. +Description +Set the horizontal clipping are for an OsdBasicText object. +Examples +! OsdBasicText.Setclipping( textObject, -100, 100 ) +See Also +None +OsdBasicText.SetFont +Brief +Set the font on an OsdBasicText object. +Definition +j OsdBasicText.SetFont( OsdBasicText textObject, string font ) +Arguments +textObject - The OsdBasicText object to affect.font - String representing the font. Can be one of the following: +"13reg” +"13bold" +"18reg” +"18bold” +"26reg” +"26bold" +"60bold” +Return Values +None. +Description +Set the font on an OsdBasicText object. +Examples +| OsdBasicText.SetFont( textObject, "13reg" ) +See Also +None +OsdBasicText.SetlgnoreSpecialCharacters +Brief +Set whether or not to ignore special characters. +Definition +| OsdBasicText.SetlgnoreSpecialCharacters( OsdBasicText textObject, boolean setlgnore ) +Arguments +textObject - The OsdBasicText object to affect.setlgnore - true if you want to ignore special characters, false otherwise. +Return Values +None. +Description +Set whether or not to ignore special characters. An example of ignoring special characters would be to not convert the substring "[CROSS]" to the +graphic representing the cross-button of the PlayStation(R)3 controller. +Examples +! OsdBasicText.SetlgnoreSpecialCharacters( textObject, true ) +See Also +None +OsdBasicText.SetScrolling +Brief +Set the scrolling behaviour are for an OsdBasicText object. +Definition +OsdBasicText.SetScrolling( OsdBasicText textObject, string scrollType, number scrollSpeed, number +scrollDelay ) +Arguments +textObject - The OsdBasicText object to affect.scrollType - String representing the scrolling type.scrollSpeed - Scroll speed in pixels per +second.scrollDelay - Scroll delay in seconds. +Return Values +None. +Description +Set the scrolling behaviour are for an OsdBasicText object. Valid scrollType strings are: +"none" - no scrolling +"onecycle" - scroll from start to end and back once +"repeatcycle" - scroll from start to end and back and repeat +“nolimit” - scroll "infinitely" in one direction... text will loop and there may be more than once instance of the text visible, depending on text-size vs +clipping-size +If scrollType is "nolimit" (ie potentially multiple instances of the text), scrollDelay is the distance (in pixels) between instances of the text. +Examples +OsdBasicText.SetScrolling( textObject, "repeatcycle", 20, 1 ) +See Also +None +Osd BasicT ext.SetT ext +Brief +Set the text on an OsdBasicText object. +Definition +OsdBasicText.SetText( OsdBasicText textObject, string text ) +Arguments +textObject - The OsdBasicText object to affect.text - Localized text string. +Return Values +None. +Description +Set the text on an OsdBasicText object. +Examples +I me = Object.GetMe() +| — Localized in Object Editor as "Hello World!" +! message = Object.GetLocalizedText( me, "GREETING" ) +j OsdBasicText.SetText( textObject, message ) +L_I +See Also +• Object.GetLocalizedText +• Object.GetMe +OsdObject +OsdObject. Activate +Brief +Activate an OSD object. +Definition +OsdObject.Activate( OsdObject object, number fadeTime ) +Arguments +object - The OSD object to activate.fadeTime - The time (in seconds) taken to fade the object in. +Return Values +None. +Description +The specified OSD object is activated, and all descendents of it are activated as well. When an OSD object is first created, it must be activated for +it to be displayed. The specified fade time controls the length of time the OsdObject and all of its children take to fade into view. Note that certain +OsdObject types update themselves every frame. However, this update function will only be called if the object is activated. For example, a +scrolling text object will only scroll while it is activated. In order to toggle the visibility of individual children of an OsdObject, use the function +OsdObject.SetVisible. +Examples +OsdObject.Activate( object, 1.0 ) +See Also +• OsdObject. Deactivate +• OsdObject.SetVisible +OsdObject.CreateChildObject +Brief +Creates a new OSD object as a child of the specified parent. +Definition +variant OsdObject.CreateChildObject( OsdObject parentObject, string objectType, string childName ) +Arguments +parentObject - The parent object.objectType - A string specifying the type of the child. Can either be a registered type or an XML file.childName - +Name of the new child (optional - defaults to niljchildllid - Uid of the new child (optional - defaults to invalidjbeforeUid - Uid of child to insert the +new child before (optional - defaults to invalidjsetSelectable - Set this child to be selectable (optional - defaults to false) +Return Values +The new child OsdObject-derived object. +Description +Creates a new OSD object as a child of the specified parent. While the name and uid for the new child object are optional, it is necessary to +provide atleast one of them if you ever want to be be able to retrieve the child object after creation (assuming you're not storing the reference +returned by this method). Note: Garbage collection will not destroy OSD objects. OSD objects are only destroyed either when the parent OSD +object is destroyed, or by explicitly calling OsdObject.DestroyObject (or other similar Destroy functions). +Examples +childObject = OsdObject.CreateChildObject( parentObject, "OsdBasicChip", "mychild" ) +See Also +None +OsdObject. Deactivate +Brief +Deactivate an OSD object. +Definition +OsdObject.Deactivate( OsdObject object, number fadeTime ) +Arguments +object - The OSD object to deactivate.fadeTime - The time (in seconds) taken to fade the object out. +Return Values +None. +Description +The specified OSD object is deactivated, and all descendents of it are deactivated as well. The specified fade time controls the length of time the +OsdObject and all of its children take to fade from view. Note that certain OsdObject types update themselves every frame. However, this update +function will only be called if the object is activated. For example, a scrolling text object will only scroll while it is activated. +Examples +OsdObject.Deactivate( object, 1.0 ) +See Also +• OsdObject.Activate +• OsdObject.SetVisible +OsdObject.DestroyObject +Brief +Destroys an OSD object. +Definition +! OsdObject.DestroyObject( OsdObject object ) +Arguments +object - Object to destroy. +Return Values +None. +Description +Destroys an OSD object. Also recursively destroys all children. Note: Garbage collection will not destroy OSD objects. OSD objects are only +destroyed either when the parent OSD object is destroyed, or by explicitly calling OsdObject.DestroyObject (or other similar Destroy functions). +Examples +! OsdObject.DestroyObject( object ) +See Also +None +OsdObject.FindObject +Brief +Finds an OSD object by name. +Definition +! OsdObject OsdObject.FindObject( OsdObject currObject, string longName ) +Arguments +currObject - The object to which the long name is relative.longName - A string specifying a dos/unix-style path of names to the object. +Return Values +The OSD object found. +Description +Finds an OSD object by name. +Examples +— Example 1: Find the child called "banner" of thisObject +foundObject = OsdObject.FindObject( thisObject, "banner" ) +— Example 2: Find the child called "title" of the child called "banner" of thisObject +foundObject = OsdObject.FindObject( thisObject, "banner/title" ) +— Example 3: Find the parent of thisObject +foundObject = OsdObject.FindObject( thisObject, ) +— Example 4: Find the child called "legend" of parent of thisObject, i.e. the sibling called "legend" +of thisObject +foundObject = OsdObject.FindObject( thisObject, "../legend" ) +See Also +None +OsdObject.GetColorValue +Brief +Get the color of an OSD object. +Definition +Vector4 OsdObject.GetColorValue( OsdObject object, Vector4 color ) +Arguments +object - The OSD object to affect.color - A Vector4 to receive the color (RGBA). +Return Values +None. +Description +Get the color of an OSD object. +Examples +1 local v = Vector4.Create () +i OsdObject.GetColorValue( object, v ) +| print( v ) +See Also +• OsdObject.SetColorType +• OsdObject.SetColorValue +OsdObject.GetHeight +Brief +Get the height of an OSD object. +Definition +| number OsdObject.GetHeight( OsdObject object ) +Arguments +object - The OSD object to query. +Return Values +The height of the object. +Description +Get the height of an OSD object. +Examples +i local height = OsdObject.GetHeight( object ) +See Also +None +OsdObject.GetPositionX +Brief +Get the x-component of an object's screen position. +Definition +! number OsdObject.GetPositionX( OsdObject object ) +Arguments +object - Object to query. +Return Values +The x-component of the object's screen position. +Description +Get the x-component of an object's screen position. +Examples +j local x = OsdObject.GetPositionX( object ) +See Also +None +OsdObject.GetPositionY +Brief +Get the y-component of an object's screen position. +Definition +! number OsdObject.GetPositionY( OsdObject object ) +Arguments +object - Object to query. +Return Values +The y-component of the object's screen position. +Description +Get the y-component of an object's screen position. +Examples +! local y = OsdObject.GetPositionY ( object ) +See Also +None +OsdObject.GetUniqueld +Brief +Get the unique Id of an OSD object. +Definition +! number|nil OsdObject.GetUniqueld( OsdObject object ) +Arguments +object - The OSD object to query. +Return Values +The unique id of the object, or nil if one has not been set. +Description +The unique id must be an integer >= 0. The id must be unique with the group of sibling objects. +Examples +j local uid = OsdObject.GetUniqueld( object ) +See Also +OsdObject.SetUniqueld +OsdObject.GetWidth +Brief +Get the width (in parent-space) of an OSD object. +Definition +! number OsdObject.GetWidth( OsdObject object ) +Arguments +object - The OSD object to query. +Return Values +The width (in parent-space) of the object. +Description +Get the width (in parent-space) of an OSD object +Examples +j local width = OsdObject.GetWidth( object ) +See Also +OsdObject.Handlelnput +Brief +Pass input to the OSD object. +Definition +boolean OsdObject.Handlelnput( OsdObject parent, number inputld, number analogValue=l.0, number +elapsedTime=0.0 ) +Arguments +inputld - An Osdlnput enumeration representing the input type: +• Osdlnput.Up +• Osdlnput.Down +• Osdlnput.Left +• Osdlnput.Right +• Osdlnput.Accept +• Osdlnput.CancelanalogValue - The analog value of the input. Ranges from 0 to I.elapsedTime - How long (in seconds) the input is being +applied for. +Return Values +boolean - true if the input was "consumed", false otherwise. +Description +Pass input to the OSD object. Valid input ids are Osdlnput enumeration values. The input is consumed if the OSD object handling it has decided +that it should not be handled by anything else. +Examples +OsdObject.Handlelnput( Osdlnput.Accept ) +See Also +None +OsdObject.lsActive +Brief +Query whether or not an OSD object is active (activated). +Definition +boolean OsdObject.IsActive( OsdObject object ) +Arguments +object - The OSD object to query. +Return Values +true if the OSD object is activated, false otherwise. +Description +Query whether or not an OSD object is active (activated). +Examples +if OsdObject.IsActive( object ) then +print( "OSD object is active!" ) +end +See Also +None +OsdObject.SetAlphaType +Brief +Set the alpha type of an OSD object. +Definition +OsdObject.SetAlphaType( OsdObject object, enum alphaType ) +Arguments +object - The OSD object to affectalphaType - An enum representing the alpha type. Can be one of the following: +OsdAlpha.Normal +OsdAlpha.Ninety +OsdAlpha.ThreeQuarter +OsdAlpha.Half +OsdAlpha. Quarter +OsdAlpha.Eighth +OsdAlpha.Sixteenth +Return Values +None. +Description +Set the alpha type of an OSD object. +Examples +! OsdObject.SetAlphaType( object, OsdAlpha.Normal ) +See Also +None +OsdObject.SetAlphaValue +Brief +Set the alpha value of an OSD object. +Definition +j OsdObject.SetAlphaValue( OsdObject object, number alphaValue ) +Arguments +object - The OSD object to affect.alphaValue - A number between 0 (fully transparent) and 1 (fully opaque). +Return Values +None. +Description +Set the alpha value of an OSD object. +Examples +j OsdObject.SetAlphaValue( object, 0.5 ) +See Also +None +OsdObject.Set Ang le +Brief +Set the angle of an OSD object. +Definition +OsdObject.SetAngle( OsdObject object, number angle ) +Arguments +object - The OSD object to affect.angle - The angle to set. +Return Values +None. +Description +Set the angle of an OSD object. +Examples +! OsdObject.SetAngle( object, 10.0 ) +See Also +None +OsdObject. SetColorT ype +Brief +Set the color type of an OSD object. +Definition +OsdObject.SetColorType( OsdObject object, enum colorType ) +Arguments +object - The OSD object to affect.colorType - An enum representing the color type. Can be one of the following: +OsdColor.Black +OsdColor.White +OsdColor.Grey +OsdColor.Green +OsdColor.Yellow +OsdColor.Normal +OsdColor.Background +OsdColor.OppositeBg +OsdColor. Foreground +OsdColor. HighlightFg +Return Values +None. +Description +Set the color type of an OSD object. +Examples +OsdObject.SetColorType( object, OsdColor.Foreground ) +See Also +None +OsdObject.SetColorValue +Brief +Set the color of an OSD object. +Definition +1 OsdObject.SetColorValue( OsdObject object, Vector4 color ) +Arguments +object - The OSD object to affect.color - A Vector4 representing the color (RGBA). +Return Values +None. +Description +Set the color of an OSD object. Setting the color in this way (instead of OsdObject.SetColorType) has an extra memory and processing overhead. +Examples +j OsdObject.SetColorValue( object, Vector4.Create( 1.0, 0.0, 0.0, 1.0 ) ) +See Also +• OsdObject.SetColorType +OsdObject.SetHeight +Brief +Set the height of an OSD object. +Definition +! OsdObject.SetHeight( OsdObject object, number height ) +Arguments +object - The OSD object to affect.height - The height to set. +Return Values +None. +Description +Set the height of an OSD object. +Examples +OsdObject.SetHeight( object, 100.0 ) +See Also +None +OsdObject.SetHeightFromChildren +Brief +Set the height of an OSD object so as to bound all children. +Definition +! OsdObject.SetHeightFromChildren( OsdObject object, number border ) +Arguments +object - The OSD object to affect.border - Extra border to add to height. +Return Values +None. +Description +Set the height of an OSD object so as to bound all children. +Examples +! OsdObject.SetHeightFromChildren( width, 10.0 ) +See Also +None +OsdObject.SetLocalSpaceAlignPoint +Brief +Set the local-space align point of an OSD object. +Definition +! OsdObject.SetLocalSpaceAlignPoint( OsdObject object, enum alignPoint ) +Arguments +object - The OSD object to affect.alignPoint - An enum representing the align point. Can be one of the following: +• OsdAlign.Center +• OsdAlign.Top +• OsdAlign.Bottom +• OsdAlign. Left +• OsdAlign.Right +• OsdAlign.TopLeft +• OsdAlign.TopRight +• OsdAlign.BottomLeft +• OsdAlign.BottomRight +Return Values +None. +Description +Set the local-space align point of an OSD object. +Examples +! OsdObject.SetLocalSpaceAlignPoint( object, OsdAlign.Center ) +See Also +None +OsdObject.SetName +Brief +Set the name of an object. +Definition +! OsdObject.SetName( OsdObject object, string name ) +Arguments +object - The object to set the name of.name - The new name for the object. +Return Values +None. +Description +Set the name of an object. The name should be unique in the set of siblings. +Examples +j OsdObject.SetName( object, "banner" ) +See Also +None +OsdObject.SetParentSpaceAlignPoint +Brief +Set the parent-space align-point of an OSD object. +Definition +OsdObject.SetParentSpaceAlignPoint( OsdObject object, enum alignPointOrigin, number alignPointOffsetX += 0.0, number alignPointOffsetY =0.0 ) +Arguments +object - The OSD object to affect.alignPointOrigin - An enum representing the align point origin. Can be one of the following: +• OsdAlign.Center +• OsdAlign.Top +• OsdAlign.Bottom +• OsdAlign. Left +• OsdAlign.Right +• OsdAlign.TopLeft +• OsdAlign.TopRight +• OsdAlign. BottomLeft +• OsdAlign.BottomRightalignPointOffsetX - A number representing the x-component of the align point offset.alignPointOffsetY - A number +representing the y-component of the align point offset. +Return Values +None. +Description +An OSD object is positioned relative to its parent (or, if its parent is "intangible", its next tangible "ancestor”). If a parent has no tangible ancestors, +it is positioned in screen-space. An OSD object's position is specified as an offset from a point in its parent; that point is called the "parent-space +align-point origin" and the offset is called the "parent-space align-point offset". The resultant position is called the "parent-space align-point". A +second align point, the "local-space align-point", is also defined. This point is within the object itself. The object is finally positioned be placing the +local-space align-point over the parent-space align-point. Both the parent-space align-point origin and the local-space align-point are defined as +one of the following relative points within the parent and child object respectively: center top bottom left right top-left top-right bottom-left +bottom-right +Examples +OsdObject.SetParentSpaceAlignPoint( object, OsdAlign.TopLeft, 100, 200 ) +See Also +• OsdObject. SetLocalSpaceAlignPoint +OsdObject.SetPosition +Brief +Sets the position of an object. +Definition +OsdObject.SetPosition( OsdObject object, enum parentSpaceAlignPointOrigin, number +parentSpaceAlignPointOffsetX = 0.0, number parentSpaceAlignPointOffsetY = 0.0, enum +localSpaceAlignPoint = nil ) +Arguments +object - The object to set the position of.parentSpaceAlignPointOrigin - An OsdAlign enum representing the origin of the parent-space align +point.parentSpaceAlignPointOffsetX - The x-offset of the parent-space align point.parentSpaceAlignPointOffsetY - The y-offset of the +parent-space align point.localSpaceAlignPoint - An OsdAlign enum representing the local-space align point. +Return Values +None. +Description +Sets the position of an object. The position is set relative to the object's (tangible) parent, or relative to the screen if no (tangible) parent exists. +The position is defined by lining up two points; one in the parent-space and one in the local-space. The parent-space point is defined by an origin +and an offset. If the local-space align point is omitted, it is taken to be the same as the parent-space align point origin. +Examples +j OsdObject.SetPosition( object, OsdAlign.TopLeft, 100.0, 200.0, OsdAlign.Bottom ) +See Also +None +OsdObject.SetScale +Brief +Set the scale of an OSD object. +Definition +: OsdObject.SetScale( OsdObject object, number scale ) +Arguments +object - The OSD object to affect.scale - The scale to set. +Return Values +None. +Description +Set the scale of an OSD object. +Examples +j OsdObject.SetScale ( object, 2.0 ) +See Also +None +OsdObject.SetUniqueld +Brief +Set the unique Id of an OSD object. +Definition +! OsdObject.SetUniqueld( OsdObject object, number uid = nil ) +Arguments +object - The OSD object.uid - The unique id. +Return Values +None. +Description +The unique id must be an integer >= 0 or nil. The id must be unique with the group of sibling objects. Passing nil in clears the id. +Examples +! OsdObject.SetUniqueld( object, 1 ) +See Also +• OsdObject.GetUniqueld +OsdObject.SetVisible +Brief +Set an OSD object to be visible or invisible. +Definition +j OsdObject.SetVisible( OsdObject object, boolean isVisible = true ) +Arguments +object - OSD object to affect.isVisible - true or false (defaults to true). +Return Values +None. +Description +The specified OSD object is made visible or invisible, and all descendents of it inherit the same visibility setting. Use this function to show or hide +specific components of an OSD interface element. For example, individual menu items of an OsdBasicMenu can be shown or hidden. When a +new OsdObject is created, it is initially in a deactivated state. Once it is activated, it will be visible until it is made invisible with this function or +deactivated. Invisible objects are still updated. For example, a scrolling text object will continue to scroll even when invisible. +Examples +! OsdObject.SetVisible( object, false ) +See Also +• OsdObject.Activate +• OsdObject.Deactivate +OsdObject.SetWidth +Brief +Set the width of an OSD object. +Definition +! OsdObject.SetWidth( OsdObject object, number width ) +Arguments +object - The OSD object to affect.width - The width to set. +Return Values +None. +Description +Set the width of an OSD object. +Examples +j OsdObject.SetWidth( width, 200.0 ) +See Also +None +OsdObject.SetWidthFromChildren +Brief +Set the width of an OSD object so as to bound all children. +Definition +j OsdObject.SetWidthFromChildren( OsdObject object, number border ) +Arguments +object - The OSD object to affect.border - Extra border to add to width. +Return Values +None. +Description +Set the width of an OSD object so as to bound all children. +Examples +j OsdObject.SetWidthFromChildren( width, 10.0 ) +See Also +None +OsdSelectionParent +OsdSelectionParent.BeginChanges +Brief +Call before making multiple changes to the selection parent. +Definition +! OsdSelectionParent.BeginChanges( OsdSelectionParent parent ) +Arguments +parent - The parent to affect. +Return Values +None. +Description +Call before making multiple changes to the selection parent. For example, adding/disabling/enabling children. +Examples +I OsdSelectionParent.BeginChanges( parent ) +See Also +None +OsdSelectionParent.EndChanges +Brief +Call after making changes to the selection parent. +Definition +! OsdSelectionParent.EndChanges( OsdSelectionParent parent ) +Arguments +parent - The parent to affect. +Return Values +None. +Description +Call after making changes to the selection parent. For example, adding children. +Examples +! OsdSelectionParent.EndChanges( parent ) +See Also +None +OsdSelectionParent.GetCurrentSelectionld +Brief +Returns the id of the currently selected child of the selection parent. +Definition +1 number OsdSelectionParent.GetCurrentSelectionld( OsdSelectionParent parent ) +Arguments +parent - The OsdSelectionParent object. +Return Values +The id of the currently selected object. +Description +Returns the id of the currently selected child of the selection parent. The ids are defined by id(X) in the init string of the child. +Examples +: local selected = OsdSelectionParent.GetCurrentSelectionld( parentObject ) +See Also +None +OsdSelectionParent.SetObjectEnabled +Brief +Enable or disable a child of the selection parent object. +Definition +! OsdSelectionParent.SetObjectEnabled( OsdSelectionParent parent, OsdObject child, boolean wantEnabled ) +Arguments +parent - The OsdSelectionParent object.child - The child to enable/disable.wantEnabled - true or false. +Return Values +None. +Description +Enable or disable a child of the selection parent object. Disabled children are removed from the selection process. +Examples +OsdSelectionParent.SetObjectEnabled( parent, child, false ) +See Also +None +OsdSimpleMenu +OsdSimpleMenu.Addltem +Brief +Add a simple menu item to a simple menu object. +Definition +number OsdSimpleMenu.Addltem( OsdSimpleMenu self, string title, number id, boolean setEnabled ) +Arguments +self - The menu object for which to call the method.title - Text to display on the menu item.id - Non-negative unique (in this menu) identifier for the +menu item, a negative value causes the item to be allocated an id by the system.setEnabled - true to have the menu item enabled (selectable) +initially, false otherwise. +Return Values +The id of the menu item. +Description +Add a simple menu item to a simple menu object. The item will be added to the bottom of the menu. Addltem should be called between calls to +BeginChanges and EndChanges. +Examples +j me = Object.GetMe() +| — Text localized in Object Editor as "Play Game" +j titlel = Object.GetLocalizedText( me, "PLAY_MENU_TITLE" ) +| — Text localized in Object Editor as "About Game" +| title2 = Object.GetLocalizedText( me, "ABOUT_MENU_TITLE" ) +; menuObject = OsdObject.CreateChildObject( parentObject, "OsdSimpleMenu", "menu" ) +j OsdSimpleMenu.BeginChanges( menuObject ) +! OsdSimpleMenu.Addltem( menuObject, titlel, 0, true ) +; OsdSimpleMenu.Addltem( menuObject, title2, 1, true ) +j OsdSimpleMenu.EndChanges( menuObject ) +L_> +See Also +• Object.GetLocalizedText +• Object.GetMe +OsdSimpleMenu.SetltemTitle +Brief +Change the text displayed on a simple menu item. +Definition +OsdSimpleMenu.SetItemTitle( OsdSimpleMenu self, number id, string title ) +Arguments +self - The menu object for which to call the method.title - Text to display on the menu item.id - Unique identifier for the menu item. +Return Values +None. +Description +Change the text displayed on a simple menu item. The text will have been initially set when the item was added to the menu. +Examples +me = Object.GetMe() +— Text localized in Object Editor as "Play Game" +titlel = Object.GetLocalizedText( me, "PLAY_MENU_TITLE" ) +— Text localized in Object Editor as "About Game" +title2 = Object.GetLocalizedText( me, "ABOUT_MENU_TITLE" ) +— Text localized in Object Editor as "End Game" +title3 = Object.GetLocalizedText( me, "END_MENU_TITLE" ) +menuObject = OsdObject.CreateChildObject( parentObject, "OsdSimpleMenu", "menu" ) +OsdSimpleMenu.BeginChanges( menuObject ) +OsdSimpleMenu.Addltem( menuObject, titlel, 0, true ) +OsdSimpleMenu.Addltem( menuObject, title2, 1, true ) +OsdSimpleMenu.EndChanges( menuObject ) +OsdSimpleMenu.SetItemTitle( menuObject, 1, title3 ) +See Also +• Object.GetLocalizedText +• Object.GetMe +OsdSkinnedBox +OsdSkinnedBox.ResetTextures +Brief +Reset the textures. +Definition +OsdSkinnedBox.ResetTextures( OsdSkinnedBox box ) +Arguments +box - The OsdSkinnedBox object. +Return Values +None. +Description +Reset the textures. This will set all textures to nil, and is equivalent to passing nil to all arguments of SetTextures. +Examples +box = OsdObject.CreateChildObject( Osd.GetRoot() , "OsdSkinnedBox", "test" ) +OsdSkinnedBox.SetTextures( box, Texture.Find("tl"), Texture.Find("t2"), Texture.Find("t3"), +Texture.Find("t4"), Texture.Find("t5"), Texture.Find("t6"), Texture.Find("t7"), Texture.Find("t8"), +Texture.Find("t9") ) +OsdSkinnedBox.ResetTextures( box ) +See Also +• OsdSkinnedBox.SetTextures +OsdSkinnedBox.SetColorGradientEnabled +Brief +Enable/disable the color gradient. +Definition +OsdSkinnedBox.SetColorGradientEnabled( OsdSkinnedBox box, boolean enable = true ) +Arguments +box - The OsdSkinnedBox object.enable - true to enable the color gradient, false otherwise. +Return Values +None. +Description +Enable/disable the color gradient. The color gradient is applied from top to bottom and the parameters of it cannot be adjusted. The colour is +based on the current OSD object colour, transitioning to either a lighter or darker shade, depending on the additive/subtractive setting. +Examples +box = OsdObject.CreateChildObject( Osd.GetRoot(), "OsdSkinnedBox", "test" ) +OsdSkinnedBox.SetTextures( box, Texture.Find("tl") , Texture.Find("t2") , Texture.Find("t3") , +Texture.Find("t4") , Texture.Find("t5"), Texture.Find("t6"), Texture.Find("t7"), Texture.Find("t8"), +Texture.Find("t9") ) +OsdSkinnedBox.SetColorGradientEnabled( box, true ) +See Also +• OsdSkinnedBox.SetColorGradientSubtractive +• OsdSkinnedBox.SetColorGradientReversed +OsdSkinnedBox.SetColorGradientMagnitude +OsdSkinnedBox.SetColorGradientMagnitude +Brief +Set the magnitude of the gradient. +Definition +OsdSkinnedBox.SetColorGradientMagnitude( OsdSkinnedBox box, number magnitude ) +Arguments +box - The OsdSkinnedBox object.magnitude - The gradient magnitude. +Return Values +None. +Description +Set the magnitude of the gradient. Valid gradient magnitudes are in the range zero to one. +Examples +box = OsdObject.CreateChildObject( Osd.GetRoot(), "OsdSkinnedBox", "test" ) +OsdSkinnedBox.SetTextures( box, Texture.Find("tl"), Texture.Find("t2"), Texture.Find("t3"), +Texture.Find("t4") , Texture.Find("t5") , Texture.Find("t6"), Texture.Find("t7"), Texture.Find("t8"), +Texture.Find("t9") ) +OsdSkinnedBox.SetColorGradientEnabled( box, true ) +OsdSkinnedBox.SetColorGradientMagnitude( box, 0.5 ) +See Also +• OsdSkinnedBox.SetColorGradientEnabled +• OsdSkinnedBox.SetColorGradientSubtractive +• OsdSkinnedBox.SetColorGradientReversed +OsdSkinnedBox.SetColorGradientReversed +Brief +Set whether or not the direction of the color gradient is reversed. +Definition +! OsdSkinnedBox.SetColorGradientReversed( OsdSkinnedBox box, boolean reversed = true ) +Arguments +box - The OsdSkinnedBox object.reversed - true to set the gradient reversed, false otherwise. +Return Values +None. +Description +Set whether or not the direction of the color gradient is reversed. +Examples +box = OsdObject.CreateChildObject( Osd.GetRoot() , "OsdSkinnedBox", "test" ) +OsdSkinnedBox.SetTextures( box. Texture.Find("tl"), Texture.Find("t2"), Texture.Find("t3"), +Texture.Find("t4"), Texture.Find("t5"), Texture.Find("t6"), Texture.Find("t7"), Texture.Find("t8"), +Texture.Find("t9") ) +OsdSkinnedBox.SetColorGradientEnabled( box, true ) +OsdSkinnedBox.SetColorGradientReversed( box, true ) +See Also +• OsdSkinnedBox.SetColorGradientEnabled +• OsdSkinnedBox.SetColorGradientSubtractive +• OsdSkinnedBox.SetColorGradientMagnitude +OsdSkinnedBox.SetColorGradientSubtractive +Brief +Set whether or not the color gradient is subtractive. +Definition +! OsdSkinnedBox.SetColorGradientSubtractive( OsdSkinnedBox box, boolean subtractive = true ) +Arguments +box - The OsdSkinnedBox object.subtractive - true to set the gradient subtractive, false otherwise. +Return Values +None. +Description +Set whether or not the color gradient is subtractive. If it is not subtractive, then it is additive. An additive gradient will transition to a lighter shade, +subtractive to a darker shade. +Examples +box = OsdObject.CreateChildObject( Osd.GetRoot(), "OsdSkinnedBox", "test" ) +OsdSkinnedBox.SetTextures( box, Texture.Find("tl") , Texture.Find("t2") , Texture.Find("t3") , +Texture.Find("t4") , Texture.Find("t5"), Texture.Find("t6"), Texture.Find("t7"), Texture.Find("t8"), +Texture.Find("t9") ) +OsdSkinnedBox.SetColorGradientEnabled( box, true ) +OsdSkinnedBox.SetColorGradientSubtractive( box, true ) +See Also +• OsdSkinnedBox.SetColorGradientEnabled +• OsdSkinnedBox.SetColorGradientReversed +• OsdSkinnedBox.SetColorGradientMagnitude +OsdSkinnedBox.SetTexture +Brief +Set a texture. +Definition +OsdSkinnedBox.SetTexture( OsdSkinnedBox box, enum positionld. Texture t = nil) +Arguments +box - The OsdSkinnedBox object.positionld - An enum representing which texture to set. Can be one of: +• OsdAlign.TopLeft +• OsdAlign.Top +• OsdAlign.TopRight +• Osd Align. Left +• OsdAlign.Center +• OsdAlign.Right +• OsdAlign. BottomLeft +• OsdAlign.Bottom +• OsdAlign.BottomRightt - The texture. +Return Values +None. +Description +Set a texture. +Examples +box = OsdObject.CreateChildObject( Osd.GetRoot(), "OsdSkinnedBox", "test" ) +OsdSkinnedBox.SetTextures( box, Texture.Find("tl"), Texture.Find("t2"), Texture.Find("t3"), +Texture.Find("t4"), Texture.Find("t5"), Texture.Find("t6"), Texture.Find("t7"), Texture.Find("t8"), +Texture.Find("t9") ) +OsdSkinnedBox.SetTexture( box, OsdAlign.Center, Texture.Find("alt") ) +See Also +• OsdSkinnedBox.SetTextures +OsdSkinnedBox.SetTextures +Brief +Set the textures. +Definition +OsdSkinnedBox.SetTextures( OsdSkinnedBox box, Texture tl, Texture t2, Texture t3, Texture t4, Texture +t5. Texture t6. Texture t7, Texture t8. Texture t9 ) +Arguments +box - The OsdSkinnedBox object.tl - The top-left texture, or nil to clear.t2 - The top-center texture, or nil to clear.t3 - The top-right texture, or nil to +clear.t4 - The left-center texture, or nil to clear.t5 - The center texture, or nil to clear.t6 - The right-center texture, or nil to clear.t7 - The bottom-left +texture, or nil to clear.t8 - The bottom-center texture, or nil to clear.t9 - The bottom-right texture, or nil to clear. +Return Values +None. +Description +Set the textures for the skinned box. Nil can be passed to any texture, which will hide that part of the skinned box. +Examples +box = OsdObject.CreateChildObject( Osd.GetRoot(), "OsdSkinnedBox", "test" ) +OsdSkinnedBox.SetTextures( box, Texture.Find("tl"), Texture.Find("t2"), Texture.Find("t3"), +Texture.Find("t4") , Texture.Find("t5"), Texture.Find("t6"), Texture.Find("t7"), Texture.Find("t8"), +Texture.Find("t9") ) +See Also +• OsdSkinnedBox.SetTexture +• OsdSkinnedBox.ResetTextures +OsdTextLines +OsdTextLines.GetNumTextLines +Brief +Get the number of lines of text for an OsdTextLines object. +Definition +! number OsdTextLines.GetNumTextLines( OsdTextLines textLinesObject ) +Arguments +textLinesObject - OsdTextLines to query. +Return Values +The number of lines of text. +Description +Get the number of lines of text for an OsdTextLines object. +Examples +! numLines = OsdTextLines.GetNumTextLines( textLinesObject ) +See Also +None +OsdTextLines.SetFont +Brief +Set the font on an OsdTextLines object. +Definition +OsdTextLines.SetFont( OsdTextLines textLinesObject, string font ) +Arguments +textLinesObject - The OsdTextLines object to affect.font - String representing the font. Can be one of the following: +"13reg” +"13bold" +"18reg” +"18bold” +"26reg” +"26bold" +"60bold” +Return Values +None. +Description +Set the font on an OsdTextLines object. +Examples +OsdTextLines.SetFont( textLinesObject, "13reg" ) +See Also +None +OsdTextLines.SetJustification +Brief +Set the justification on an OsdTextLines object. +Definition +OsdTextLines.SetJustification( OsdTextLines textLinesObject, enum justify ) +Arguments +textLinesObject - The OsdTextLines object to affect.justify - An enum representing the justification. Can be one of the following +OsdAlign.Left +OsdAlign.Right +OsdAlign.Center +OsdAlign.LeftRight +Return Values +None. +Description +Set the justification on an OsdTextLines object. +Examples +| OsdTextLines.SetJustification( textLinesObject, OsdAlign.Center ) +See Also +None +OsdTextLines.SetLineSpacing +Brief +Set the line spacing on an OsdTextLines object. +Definition +! OsdTextLines.SetLineSpacing( OsdTextLines textLinesObject, number lineSpacing ) +Arguments +textLinesObject - The OsdTextLines object to affect.lineSpacing - The distance between lines of text. +Return Values +None. +Description +Set the line spacing on an OsdTextLines object. +Examples +! OsdTextLines.SetLineSpacing( textLinesObject, 10 ) +See Also +None +OsdTextLines.SetText +Brief +Set the text on an OsdTextLines object. +Definition +! OsdTextLines.SetText( OsdTextLines textLinesObject, string localizedText ) +Arguments +textLinesObject - The OsdTextLines object to affect.localizedText - Localized text string. +Return Values +None. +Description +Set the text on an OsdTextLines object. +Examples +j me = Object.GetMe() +* — Localized in Object Editor as "Hello World!" +message = Object.GetLocalizedText( me, "GREETING" ) +j OsdTextLines.SetText( textLinesObject, message ) +See Also +• Object.GetLocalizedText +• Object.GetMe +OsdTextPanel +OsdTextPanel.GetTextBorder +Brief +Get the size of the border around the text for an OsdTextPanel object. +Definition +number OsdTextPanel.GetTextBorder( OsdTextPanel textPanelObject ) +Arguments +textPanelObject - The OsdTextPanel object to query. +Return Values +The size of the border around the text. +Description +Get the size of the border around the text for an OsdTextPanel object. +Examples +j border = OsdTextPanel.GetTextBorder( textPanelObject ) +See Also +None +OsdTextPanel.GetTextLines +Brief +Get the internal textlines object from an OsdTextPanel object. +Definition +j OsdTextLines OsdTextPanel.GetTextLines( OsdTextPanel textPanelObject ) +Arguments +textPanelObject - The OsdTextPanel object to query. +Return Values +The OsdTextLines object. +Description +Get the internal textlines object from an OsdTextPanel object. +Examples +! textLinesObject = OsdTextPanel.GetTextLines( textPanelObject ) +See Also +None +OsdTextPanel. IsFitHeightToText +Brief +Query whether an OsdTextPanel object's height is adjusted to its text. +Definition +! boolean OsdTextPanel.IsFitHeightToText( OsdTextPanel textPanelObject ) +Arguments +textPanelObject - The OsdTextPanel object to query. +Return Values +true or false. +Description +Query whether an OsdTextPanel object's height is adjusted to its text. +Examples +! OsdTextPanel.IsFitHeightToText( textPanelObject ) +See Also +None +OsdTextPanel.IsPanelVisible +Brief +Query whether an OsdTextPanel object's background panel is visible. +Definition +! boolean OsdTextPanel.IsPanelVisible( OsdTextPanel textPanelObject ) +Arguments +textPanelObject - The OsdTextPanel object to query. +Return Values +true or false. +Description +Query whether an OsdTextPanel object's background panel is visible. +Examples +! if OsdTextPanel.IsPanelVisible( textPanelObject ) then +print( "Panel is visible!" ) +| end +See Also +None +OsdTextPanel. IsScrollBarVisible +Brief +Query whether an OsdTextPanel object's scroll-bar is visible. +Definition +boolean OsdTextPanel.IsScrollBarVisible( OsdTextPanel textPanelObject ) +Arguments +textPanelObject - The OsdTextPanel object to query. +Return Values +true or false. +Description +Query whether an OsdTextPanel object's scroll-bar is visible. +Examples +! OsdTextPanel.IsScrollBarVisible( textPanelObject ) +See Also +None +OsdT extPanel .SetFitHeig htT oT ext +Brief +Set whether or not you want the height of the text panel to adjust to the text. +Definition +j OsdTextPanel.SetFitHeightToText( OsdTextPanel textPanelObject, boolean isFitHeightToText ) +Arguments +textPanelObject - The OsdTextPanel object to affect.isFitHeightToText - Boolean value (true or false). +Return Values +None. +Description +Set whether or not you want the height of the text panel to adjust to the text. +Examples +! OsdTextPanel.SetFitHeightToText ( textPanelObject, true ) +See Also +None +OsdTextPanel.SetFont +Brief +Set the font on an OsdTextPanel object. +Definition +! OsdTextPanel.SetFont( OsdTextPanel textPanelObject, string font ) +Arguments +textPanelObject - The OsdTextPanel object to affect.font - String representing the font. Can be one of the following: +"13reg'' +"13bold" +"18reg" +"18bold” +"26reg'' +"26bold'' +"60bold” +Return Values +None. +Description +Set the font on an OsdTextPanel object. +Examples +j OsdTextPanel.SetFont( textPanelObject, "13reg" ) +See Also +None +OsdTextPanel.SetJustification +Brief +Set the justification on an OsdTextPanel object. +Definition +I OsdTextPanel.SetJustification( OsdTextPanel textPanelObject, enum justify ) +Arguments +textPanelObject - The OsdTextPanel object to affect.justify - An enum representing the justification. Can be one of the following +• Osd Align. Left +• OsdAlign.Right +• OsdAlign.Center +• OsdAlign. LeftRight +Return Values +None. +Description +Set the justification on an OsdTextPanel object. +Examples +! OsdTextPanel.SetJustification( textPanelObject, OsdAlign.Center ) +See Also +None +OsdTextPanel.SetLineSpacing +Brief +Set the line spacing on an OsdTextPanel object. +Definition +! OsdTextPanel.SetLineSpacing( OsdTextPanel textPanelObject, number lineSpacing ) +Arguments +textPanelObject - The OsdTextPanel object to affect.lineSpacing - The distance between lines of text. +Return Values +None. +Description +Set the line spacing on an OsdTextPanel object. +Examples +j OsdTextPanel.SetLineSpacing( textPanelObject, 10 ) +See Also +None +OsdTextPanel.SetPanelVisible +Brief +Set whether or not the panel background is visible. +Definition +! OsdTextPanel.SetPanelVisible( OsdTextPanel textPanelObject, boolean isPanelVisible ) +Arguments +textPanelObject - The OsdTextPanel object to affect.isPanelVisible - Boolean value (true or false). +Return Values +None. +Description +Set whether or not the panel background is visible. +Examples +! OsdTextPanel.SetPanelVisible( textPanelObject, true ) +See Also +None +OsdTextPanel.SetScrollBarVisible +Brief +Set whether or not the scroll bar is visible. +Definition +OsdTextPanel.SetScrollBarVisible( OsdTextPanel textPanelObject, boolean isScrollBarVisible ) +Arguments +textPanelObject - The OsdTextPanel object to affect.isScrollBarVisible - Boolean value (true or false). +Return Values +None. +Description +Set whether or not the scroll bar is visible. +Examples +j OsdTextPanel.SetScrollBarVisible( textPanelObject, false ) +See Also +None +OsdTextPanel.SetScrollType +Brief +Set the scroll-type on an OsdTextPanel object. +Definition +j OsdTextPanel.SetScrollType( OsdTextPanel textPanelObject, enum scrollType ) +Arguments +textPanelObject - The OsdTextPanel object to affect.scrollType - An OsdMotion enum representing the scroll-type. Can be one of the following +OsdMotion.None +OsdMotion.ConstSpeed +OsdMotion.Spring +Return Values +None. +Description +Set the scroll-type on an OsdTextPanel object. +Examples +j OsdTextPanel.SetScrollType( textPanelObject, "smooth" ) +See Also +None +OsdTextPanel.SetText +Brief +Set the text of a OsdTextPanel object. +Definition +OsdTextPanel.SetText(OsdTextPanel textPanelObject, string text, number maxTextLength = -1, boolean +trimLeadingChars = false) +Arguments +textPanelObject - The OsdTextPanel object to affect.text - The text.maxTextLength - A positive value to limit the text length, or -1 +otherwise.trimLeadingChars - (If the text is too long) true, to trim leading character, false to trim trailing characters. +Return Values +None. +Description +Set the text of a OsdTextPanel object. The maxTextLength parameter can be used to limit the number of characters copied into the object. It +actually limits the number of bytes, so if the string contains multibyte characters, there may be fewer actual characters than specified. If the +function needs to remove characters to comply with maxTextLength, the characters will be removed from the end unless trimLeadingChars is +true, in which case the characters will be removed from the beginning. +Examples +me = Object.GetMe() +| — Text localized in Object Editor +I panelText = Object.GetLocalizedText( me, "PANEL_MESSAGE" ) +j OsdTextPanel.SetText( textPanelObject, panelText ) +See Also +• Object.GetLocalizedText +• Object.GetMe +OsdTextPanel.SetTextBorder +Brief +Set the size of the border around the text on an OsdTextPanel object. +Definition +OsdTextPanel.SetTextBorder( OsdTextPanel textPanelObject, number textBorder ) +Arguments +textPanelObject - The OsdTextPanel object to affect.textBorder - The text border size. +Return Values +None. +Description +Set the size of the border around the text on an OsdTextPanel object. +Examples +OsdTextPanel.SetTextBorder( textPanelObject, 10 ) +See Also +None +OsdTextPanel.SetTextColorType +Brief +Set the color of the text on an OsdTextPanel object. +Definition +OsdTextPanel.SetTextColorType( OsdTextPanel textPanelObject, enum colorType ) +Arguments +textPanelObject - The OsdTextPanel object to affect.colorType - An enum representing the color type. Can be one of the following: +OsdColor.Black +OsdColor.White +OsdColor.Grey +OsdColor.Green +OsdColor.Yellow +OsdColor. Red +OsdColor.Normal +OsdColor.Background +OsdColor.OppositeBg +OsdColor. Foreground +OsdColor. HighlightFg +Return Values +None. +Description +Set the color of the text on an OsdTextPanel object. +Examples +OsdTextPanel.SetTextColorType( textPanelObject, OsdColor.Foreground ) +See Also +None +Osk +Osk.Close +Brief +Closes the OSK opened by this script. +Definition +j Osk.Close () +Arguments +None +Return Values +None +Description +Closes the OSK opened by this script. If the OSK was not opened by this script, then this function has no effect. +Examples +j Osk.Close() +See Also +• Osk.Open +Osk.GetText +Brief +Obtain the text the user entered in the OSK. +Definition +j string Osk.GetText() +Arguments +None +Return Values +The text that was entered by the user or nil if the user cancelled input or not in the callback context. +Description +Returns the text that was entered by the user in the OSK. Only valid during the registered callback for the OSK request that triggered the call. +Examples +j mytext = Keyboard.GetText() +See Also +None +Osk.lsAvailable +Brief +Checks if it is possible to to open the OSK. +Definition +boolean Osk.IsAvailable() +Arguments +None +Return Values +true if the script is able to open the OSK, false if the OSK is unavailable. +Description +Checks if it is possible to to open the OSK. +Examples +if Osk.IsAvailable() == true then +Osk.Open( "OnText()", "How old are you?", "", 3, false, true, false ) +| end +See Also +None +Osk.Open +Brief +Opens the OSK to request a string from the user. +Definition +boolean Osk.Open( function callback, string title, string initialText, number maxCharacters, +CharacterSet characterSet, boolean allowReturn ) +Arguments +callback - The Lua function to execute when the OSK has a result. Max 127 characters.title - The title to give the OSK. Max 127 +characters.initialText - The initial text to add to the OSK. Max 511 characters.maxCharacters - The maximum number of characters (not bytes) to +request from the user. Max 511 characters.characterSet - A valid character set enum value (see details)allowReturn - Set to true to allow the user +to enter new line characters. +Return Values +false if the OSK could not be started at this time. +Description +Opens up an instance of the OSK to accept text input from the user. Only one instance of the OSK can be open at a time. characterSet can be +any of the following: +• CharacterSet.Default +• CharacterSet. LatinOnly +• CharacterSet. NumericalOnly +• CharacterSet. Password +Examples +! success = Osk.Open( OnNumerical, "What is your pin?", "0000", 4, CharacterSet.NumericalOnly, false ) +See Also +None +OutboundMessage +OutboundMessage.Create +Brief +Creates a new OutboundMessage for sending. +Definition +! OutboundMessage OutboundMessage.Create( number messageType, number bufferSize ) +Arguments +messageType - Message type as a number. This is free for the script to set and is sent as an int32.bufferSize - Size of the buffer to write the +message to. This should be equal to the size of the data you want to include in the message. +Return Values +A new instance of an OutboundMessage. +Description +Creates a new OutboundMessage for sending. The size for the buffer will be allocated out of the script's network environment (currently the global +network pool). +Examples +! local message = OutboundMessage.Create( 12345, 16 ) +See Also +None +OutboundMessage.GetRemainingBufferSize +Brief +Returns the space remaining in the message's buffer. +Definition +! number OutboundMessage.GetRemainingBufferSize( OutboundMessage msg ) +Arguments +msg - The instance of the message to query. +Return Values +The remaining buffer space in bytes. +Description +Returns the space remaining in the message's buffer. +Examples +local size = OutboundMessage.GetRemainingBufferSize( message ) +See Also +None +OutboundMessage.Reset +Brief +Resets the buffer for the OutboundMessage. +Definition +! OutboundMessage.Reset( OutboundMessage msg ) +Arguments +msg - The instance of the message to reset. +Return Values +None. +Description +Resets the message buffer for the OutboundMessage so that it can be used again with new contents. +Examples +local message = OutboundMessage.Create( 0, 4 ) +OutboundMessage.Writelntl6( message, valuel ) +OutboundMessage.Writelntl6( message, value2 ) +OutboundMessage.Send( message, personld ) +— Reuse message +OutboundMessage.Reset( message ) +OutboundMessage.Writelnt32( message, value3 ) +OutboundMessage.Send( message ) +See Also +• OutboundMessage.Create +• OutboundMessage.Send +• OutboundMessage.Writelnt32 +OutboundMessage.Send +Brief +Sends the OutboundMessage. +Definition +OutboundMessage.Send( OutboundMessage msg, string personld = nil ) +Arguments +msg - The instance of the message to send.personld - The person ID to send the message to. If it is not specified the message is sent to all +clients. +Return Values +None. +Description +Sends the specified OutboundMessage. The message can be sent to a specific person or broadcast to all persons located in the current scene. +Examples +! local message = OutboundMessage.Create( 0, 6 ) +I OutboundMessage.Writelntl6( message, index ) +| OutboundMessage.Writelnt32( message, score ) +j personld = Person.GetId( otherPerson ) +j OutboundMessage.Send( message, personld ) +See Also +None +OutboundMessage.Sendllnguaranteed +Brief +Sends the OutboundMessage over UDP. +Definition +OutboundMessage.SendUnguaranteed( OutboundMessage msg, string personld = nil ) +Arguments +msg - The instance of the message to send.personld - The person ID to send the message to. If it is not specified the message is sent to all +clients. +Return Values +None. +Description +Sends the specified OutboundMessage. The message can be sent to a specific person or broadcast to all persons located in the current scene. +Please note that UDP messages are unguaranteed, out-of-order. Care must be taken when using this transport type as it is not suitable for all +message. Do not use this if your message must reach the target user. If ordering is essential, this can be achieved by simply adding a time stamp +to the message and manually checking and discarding out-of-order messages on the receiving side. The global function GetlnstanceTime can be +used as one method of manually adding a timestamp. +Examples +local message = OutboundMessage.Create( 0, 6 ) +OutboundMessage.Writelnt16( message, index ) +OutboundMessage.Writelnt32( message, score ) +personld = Person.GetId( otherPerson ) +OutboundMessage.SendUnguaranteed( message, personld ) +See Also +• GetlnstanceTime +• OutboundMessage.Send +OutboundMessage.WriteBiglnt +Brief +Write a Biglnt value into an outbound message. +Definition +OutboundMessage.WriteBiglnt( OutboundMessage msg, Biglnt biglnt ) +Arguments +msg - The message.biglnt - The Biglnt value to write. +Return Values +None. +Description +Writes a Biglnt value into an outbound message. Any size of Biglnt is permissible. +Examples +local message = OutboundMessage.Create(0, 8 ) +local biglnt = Biglnt.Create(64, "0xl234567890ABCDEF") +OutboundMessage.WriteBiglnt( message, biglnt ) +OutboundMessage.Send( message ) +See Also +• Biglnt.Create +OutboundMessage.WriteFloat +Brief +Writes a 32-bit floating point value (float) to the message. +Definition +OutboundMessage.WriteFloat( OutboundMessage msg, number data ) +Arguments +msg - The instance of the message to write to.data - 32-bit floating point value to write to the message packet. +Return Values +None. +Description +Writes a 32-bit floating point value (float) to the message. +Examples +local message = OutboundMessage.Create( 0, 4 ) +OutboundMessage.WriteFloat( message, 3.14159 ) +OutboundMessage.Send( message ) +See Also +• OutboundMessage.Writelnt8 +• OutboundMessage. Writelntl 6 +• OutboundMessage. Writelnt32 +• OutboundMessage.WriteString +OutboundMessage.Writelnt8 +Brief +Writes an 8-bit integer to the message. +Definition +OutboundMessage.Writelnt8( OutboundMessage msg, number data ) +Arguments +msg - The instance of the message to write to.data - 8-bit integer to write to the message packet. +Return Values +None. +Description +Writes an 8-bit integer (or byte) to the message. +Examples +local message = OutboundMessage.Create( 0, 1 ) +OutboundMessage.Writelnt8( message, value ) +OutboundMessage.Send( message ) +See Also +• OutboundMessage.Writelnt16 +• OutboundMessage.Writelnt32 +• OutboundMessage.WriteFloat +• OutboundMessage.WriteString +OutboundMessage.Writelntl 6 +Brief +Writes a 16-bit integer (short) to the message. +Definition +! OutboundMessage.Writelntl6( OutboundMessage msg, number data ) +Arguments +msg - The instance of the message to write to.data - 16-bit integer to write to the message packet. +Return Values +None. +Description +Writes a 16-bit integer (short) to the message. +Examples +local message = OutboundMessage.Create( 0, 2 ) +OutboundMessage.Writelntl6( message, index ) +OutboundMessage.Send( message ) +See Also +• OutboundMessage.Writelnt8 +• OutboundMessage.Writelnt32 +• OutboundMessage.WriteFloat +• OutboundMessage.WriteString +OutboundMessage.Writelnt32 +Brief +Writes a 32-bit integer to the message. +Definition +OutboundMessage.Writelnt32( OutboundMessage msg, number data ) +Arguments +msg - The instance of the message to write to.data - 32-bit integer to write to the message packet. +Return Values +None. +Description +Writes a 32-bit integer to the message. +Examples +local message = OutboundMessage.Create( 0, 4 ) +OutboundMessage.Writelnt32( message, index ) +OutboundMessage.Send( message ) +See Also +• OutboundMessage. Writelnt8 +• OutboundMessage. Writelntl 6 +• OutboundMessage. WriteFloat +• OutboundMessage. WriteString +OutboundMessage.WriteString +Brief +Writes a string value to the message. +Definition +! OutboundMessage.WriteString( OutboundMessage msg, string data ) +Arguments +msg - The instance of the message to write to.data - string value to write to the message packet. +Return Values +None. +Description +Writes a string value to the message. +Examples +greeting = "Hello World!" +— Msg size is length of string plus 1 for terminating character +msgSize = string.len( greeting ) + 1 +local message = OutboundMessage.Create( 0, msgSize ) +OutboundMessage.WriteString( message, greeting ) +OutboundMessage.Send( message ) +See Also +OutboundMessage. Writelnt8 +OutboundMessage.Writelntl 6 +OutboundMessage.Writelnt32 +OutboundMessage.WriteFloat +Pad +Pad.CreatePads +Brief +Creates the specified number of pads. +Definition +! Pad.CreatePads( number padCount = 1 ) +Arguments +padCount - The number of pads required. Valid range is 1 to 4. +Return Values +None. +Description +Creates the specified number of pads required by the script. This should never be called more than once. +Examples +! — Create a single pad +i Pad.CreatePads() +j pad = Pad.GetPadO +See Also +• Pad.GetPad +Pad.GetAnalogExtent +Brief +Returns the analog value of the stick, button or sensor. +Definition +! number Pad.GetAnalogExtent( Pad pad, number actionld ) +Arguments +pad - The pad to query.actionld - The user defined action ID corresponding to a button ID. +Return Values +The analogue value of the controller stick, button or sensor. +Description +Returns the analog value of the stick, button or motion sensor in the following ranges: Analogue stick: -1.0 to 1.0. Analogue button: 0.0 (not +pressed) to 1.0 (fully pressed). Motion sensor: -1.0 to 1.0. Note: For the motion sensor, if the controller is stationary, gravity will still cause the +returned value to be non-zero (depending on the angle at which the controller is held). +Examples +— Initialization code +Pad.CreatePads() +pad = Pad.GetPadO +TURN_LEFT = 5 +Pad.Reserve( pad, PAD_DPAD_LEFT, TURN_LEFT ) +function OnUpdateO +print( "Button value = " .. Pad.GetAnalogExtent( pad, myLeft ) ) +end +See Also +• Pad.CreatePads +• Pad.GetPad +• Pad.Reserve +Pad.GetPad +Brief +Gets the specified pad object. +Definition +Pad Pad.GetPad( number which = 1 ) +Arguments +which - The pad to get. Ranges from 1 to the number of pads created. +Return Values +The pad corresponding to the specified index or nil on failure. +Description +Gets the specified pad object. +Examples +— Create two pads +Pad.CreatePads( 2 ) +padl = Pad.GetPad( 1 ) +pad2 = Pad.GetPad( 2 ) +See Also +• Pad.CreatePads +Pad.GetSensorForwards +Brief +Returns the vector for the forwards direction of the pad. +Definition +! Vector4 Pad.GetSensorForwards( Pad pad ) +Arguments +pad - The pad to query. +Return Values +The vector for the forwards direction of the pad. +Description +Returns the vector for the forwards direction of the pad. +Examples +! local direction = Pad.GetSensorForwards( pad ) +See Also +• Pad.GetSensorRight +• Pad.GetSensorllp +Pad.GetSensorRight +Brief +Returns the vector for the right direction of the pad. +Definition +! Vector4 Pad.GetSensorRight( Pad pad ) +Arguments +pad - The pad to query. +Return Values +The vector for the right direction of the pad. +Description +Returns the vector for the right direction of the pad. +Examples +local direction = Pad.GetSensorRight( pad ) +See Also +• Pad.GetSensorllp +• Pad.GetSensorForwards +Pad.GetSensorllp +Brief +Returns the vector for the up direction of the pad. +Definition +j Vector4 Pad.GetSensorUp( Pad pad ) +Arguments +pad - The pad to query. +Return Values +The vector for the up direction of the pad. +Description +Returns the vector for the up direction of the pad. +Examples +j local direction = Pad.GetSensorUp( pad ) +See Also +• Pad.GetSensorRight +• Pad.GetSensorForwards +Pad.lsCircleAccept +Brief +Returns true if the pad associates PAD_CIRCLE with PAD_ACCEPT and false otherwise. +Definition +I boolean Pad.IsCircleAccept( Pad pad ) +Arguments +pad - The pad to query. +Return Values +Returns true if the pad associates PAD_CIRCLE with PAD_ACCEPT and false otherwise. +Description +Returns true if the pad associates PAD_CIRCLE with PAD_ACCEPT and false otherwise. +Examples +Pad.CreatePads() +pad = Pad.GetPadO +if( Pad.IsCircleAccept( pad ) ) then +print( "Pad uses circle for accept" ); +else +print( "Pad uses cross for accept" ); +end +See Also +• Pad.CreatePads +• Pad.GetPad +Pad.lsConnected +Brief +Returns true if the pad is connected and false otherwise. +Definition +I boolean Pad.IsConnected( Pad pad ) +Arguments +pad - The pad to query. +Return Values +true if the pad is connected and false otherwise. +Description +Returns true if the pad is connected and false otherwise. +Examples +| Pad.CreatePads() +i pad = Pad.GetPadO +| print( "Pad connected = " .. Pad.IsConnected( pad ) ) +See Also +• Pad.CreatePads +• Pad.GetPad +Pad.lsHeld +Brief +Detects whether the specified reserved pad button is currently pressed. +Definition +boolean Pad.IsHeld( Pad pad, number actionld ) +Arguments +pad - The pad to query.actionld - The user defined action ID corresponding to a button ID +Return Values +true if the button is held and false otherwise. +Description +Detects whether the reserved pad button associated with the specified action ID is currently pressed. +Examples +— Initialization code +Pad.CreatePads() +pad = Pad.GetPadO +FIRE_LASER = 5 +Pad.Reserve( pad, PAD_CROSS, FIRE_LASER ) +function OnUpdateO +if Pad.IsHeld( pad, FIRE_LASER ) then +print ( "Laser firing sustained blast!" ) +end +end +See Also +• Pad.CreatePads +• Pad.GetPad +• Pad.Reserve +Pad. Reserve +Brief +Makes a controller function queryable. +Definition +Pad.Reserve( Pad pad, number buttonld, number actionld = buttonld, boolean repeat = false, boolean +dropThrough = false ) +Arguments +pad - The pad to affect.buttonld - The controller function to reserve. Can be one of the following: +PAD_DPAD_UP +PAD_DPAD_DOWN +PAD_DPAD_LEFT +PAD_DPAD_RIGHT +PAD_JOY_LEFT_X +PAD_JOY_LEFT_Y +PAD_JOY_RIGHT_X +PAD_JOY_RIGHT_Y +PAD_ACCEPT +PAD_SQUARE +PAD_TRIANGLE +PAD_DECLINE +PAD_L1_SH0ULDER +PAD_L2_SH0ULDER +PAD_L3_J0Y +PAD_R1_SH0ULDER +PAD_R2_SH0ULDER +PAD_R3_J0Y +PAD_CROSS +PAD_CIRCLE +PAD_SENSOR_AXIS_X +PAD_SENSOR_AXIS_Y +PAD_SENSOR_AXIS_Z +PAD_SENSOR_GYRO_Y +PAD_ACTUATOR_SMALL +PAD_ACTUATOR_BIGactionld - The user defined action ID to map the button ID to.repeat - If set to true, the Pad.WasJustPressed function can +return true for a single button press which is held down continuously.dropThrough - If set to true, other input handlers with lower priority can also +receive the button event. Normally only the highest priority input handler with the button reserved will receive the button event. +Return Values +None. +Description +Reserves the specified controller function and assigns an abstract action ID to use for that button. +Examples +— Initialization code +Pad.CreatePads() +pad = Pad.GetPadO +FIRE_LASER = 5 +Pad.Reserve( pad, PAD_CROSS, FIRE_LASER ) +See Also +• Pad.UnReserve +Pad.SetActuator +Brief +Sets the specified actuator's vibration strength. +Definition +boolean Pad.SetActuator( Pad pad, number actuator, number value ) +Arguments +pad - The pad to affect.actuator - The actuator to set. Can be one of the following: +PAD_ACTUATOR_SMALL +PAD_ACTUATOR_BIGvalue - The value to set the actuator to. Valid values for PAD_ACTUATOR_SMALL are only 0 or 1, +for PAD_ACTUATOR_BIG it is all values from 0.0 to 1.0. +Return Values +true if sucessfully set and false otherwise. +Description +Sets the specified actuator's vibration strength. If called by multiple scripts or the same script multiple times per frame it accumulates the values. +The actuator must be reserved before it can be set. The small actuator can only be on or off, the rotation frequency cannot be changed. +Examples +— Initialization code +Pad.CreatePads() +pad = Pad.GetPadO +Pad.Reserve( pad, PAD_ACTUATOR_BIG ) +Pad.Reserve( pad, PAD_ACTUATOR_SMALL ) +function OnUpdateO +if ( smallEarthquake == true ) then +Pad.SetActuator( pad, PAD_ACTUATOR_SMALL, 0.5) +elseif ( bigEarthquake == true ) then +Pad.SetActuator( pad, PAD_ACTUATOR_BIG, 1.0) +end +end +See Also +• Pad.CreatePads +• Pad.GetPad +• Pad.Reserve +Pad.UnReserve +Brief +Relinquishes the previously reserved action ID. +Definition +j Pad.UnReserve( Pad pad, number actionld ) +Arguments +pad - The pad to affect.actionld - The action ID to unreserve. +Return Values +None. +Description +Relinquishes the previously reserved action ID. +Examples +— Initialization code +Pad.CreatePads() +pad = Pad.GetPadO +FIRE_LASER = 5 +Pad.Reserve( pad, PAD_CROSS, FIRE_LASER ) +— Termination code +Pad.UnReserve( pad, FIRE_LASER ) +See Also +• Pad.CreatePads +• Pad.GetPad +• Pad.Reserve +Pad.UnReserveAll +Brief +Relinquishes any previously reserved action IDs. +Definition +| Pad.UnReserveAll(Pad pad) +Arguments +pad - The pad to affect. +Return Values +None. +Description +Relinquishes any previously reserved action IDs. +Examples +i Pad.UnReserveAll(pad) +See Also +• Pad.Reserve +• Pad.UnReserve +Pad.WasAnyJustPressed +Brief +Detects whether any reserved pad button was pressed. +Definition +! boolean Pad.WasAnyJustPressed( Pad pad ) +Arguments +pad - The pad to query. +Return Values +true if any reserved button was just pressed and false otherwise. +Description +Detects whether any reserved pad button was pressed. +Examples +— Initialization code +Pad.CreatePads() +pad = Pad.GetPadO +FIRE_LASER = 5 +FIRE_MINIGUN = 6 +Pad.Reserve( pad, PAD_SQUARE, FIRE_LASER ) +Pad.Reserve( pad, PAD_CIRCLE, FIRE_MINIGUN ) +function OnUpdateO +if Pad.WasAnyJustPressed( pad ) then +print( "A weapon was fired!" ) +end +end +See Also +• Pad.CreatePads +• Pad.GetPad +• Pad.Reserve +Pad.WasJustPressed +Brief +Detects whether the specified reserved pad button was pressed. +Definition +boolean Pad.WasJustPressed( Pad pad, number actionld ) +Arguments +pad - The pad to query.actionld - The user defined action ID corresponding to a button ID. +Return Values +true if the button was pressed and false otherwise. +Description +Detects whether the reserved pad button associated with the specified action ID was pressed. Note that analogue sticks moving outside their +dead zone counts as a button press. +Examples +— Initialization code +Pad.CreatePads() +pad = Pad.GetPadO +FIRE_LASER = 5 +Pad.Reserve( pad, PAD_CROSS, FIRE_LASER ) +function OnUpdateO +if Pad.WasJustPressed( pad, FIRE_LASER ) then +print( "Laser fired successfully!" ) +end +end +See Also +• Pad.CreatePads +• Pad.GetPad +• Pad.Reserve +Pad.WasJustReleased +Brief +Detects whether the specified reserved pad button was released. +Definition +! boolean Pad.WasJustReleased( Pad pad, number actionld ) +Arguments +pad - The pad to query.actionld - The user defined action ID corresponding to a button ID +Return Values +true if the button was just released and false otherwise. +Description +Detects whether the reserved pad button associated with the specified action ID was released. Note that analogue sticks returning to their dead +zone counts as a button release. +Examples +— Initialization code +Pad.CreatePads() +pad = Pad.GetPadO +FIRE_LASER = 5 +Pad.Reserve( pad, PAD_CROSS, FIRE_LASER ) +function OnUpdateO +if Pad.WasJustReleased( pad, FIRE_LASER ' +print( "Laser deactivated!" ) +end +end +then +See Also +• Pad.CreatePads +• Pad.GetPad +• Pad.Reserve +Person +Person. AttachToEntity +Brief +Attaches the person to specified entity so when the entity moves around the person moves with it. +Definition +Person.AttachToEntity( Person person, Entity entity = nil, Matrix44 localTransform = nil ) +Arguments +entity - the entity to attach to or nil to detach player from current entity. +Return Values +None. +Description +When attached to an entity, setting position and rotation will affect the local transform only. The transform must be locked by the calling lua +environment otherwise a lua error is generated. If the person is unlocked it automatically detaches from the entity. +Examples +person = LocalPlayer.GetPerson () +car = Entity.Create () +Person.AttachToEntity( person, car ) +See Also +None +Person. DoAction +Brief +Plays an action on a Person +Definition +Person.DoAction( Person person, string actionName, boolean autoUnlock = false ) +Person.DoAction( Person person, string actionName, boolean autoUnlock, number unlockFeatures ) +Arguments +person - the person to play an action on.actionName - Name of the action to be performed. It can be a custom animation loaded remotely through +LocalPlayer.AddRepertoire as well as one of the following standard actions: +"agree” +"beckon" +"bow" +"cheer" +"clap" +"disagree" +"frustration" +"laugh" +"point" +"wave" +"stand_up_from_seat"autoUnlock - if true, then the animation lock on the person is automatically released after the action has completed. +Defaults to false.unlockFeatures - only used if the autoUnlock parameter is true. If omitted then defaults to releasing the locks that were set when +Person.DoAction was called, otherwise will only release the locks specified, +features specified. +Return Values +Returns true if the action succeeds. +Description +The animation must be locked by the calling lua environment otherwise a lua error is generated. If the action isn't recognized a lua error is +generated. If it fails and autollnlock is true it unlocks immediately. +Examples +if Person.HasLock ( person ) then +Person.DoAction( person, "clap" ) +end +See Also +• Person.Lock +• Person.Unlock +• Person.IsLocked +• Person.HasLock +• Person.SetBehavior +• Person.DoActionBroadcast +Person.DoActionBroadcast +Brief +Piays an action on a Person +Definition +Person.DoActionBroadcast( Person person, string actionName, boolean autoUnlock = false ) +Person.DoActionBroadcast( Person person, string actionName, boolean autoUnlock, number unlockFeatures +) +Arguments +person - the person to play an action on.actionName - Name of the action to be performed. It can be a custom animation loaded remotely through +LocalPlayer.AddRepertoire as well as one of the following standard actions: +"agree” +"beckon" +"bow” +"cheer" +"clap" +"disagree" +"frustration" +"laugh" +"point" +"wave" +"stand_up_from_seat"autoUnlock - if true, then the animation lock on the person is automatically released after the action has completed. +Defaults to false.unlockFeatures - only used if the autoUnlock parameter is true. If omitted then defaults to releasing the locks that were set when +Person.DoActionBroadcast was called, otherwise will only release the locks specified, +features specified. +Return Values +Returns true if the action succeeds. +Description +The animation must be locked by the calling lua environment otherwise a lua error is generated. If the action isn't recognized a lua error is +generated. If it fails and autoUnlock is true it unlocks immediately. If calling DoActionBroadcast on the LocalPlayer, this function will broadcast the +action to other clients in the scene. Using DoActionBroadcast impacts on the amount of network traffic, so avoid calling this function frequently. +Examples +if Person.HasLock( person ) then +Person.DoActionBroadcast( person, "clap" ) +end +See Also +• Person.Lock +• Person.Unlock +• Person. IsLocked +• Person.HasLock +• Person.SetBehavior +• Person.DoAction +Person.EnableChatBubbles +Brief +Sets chat bubbles on or off. +Definition +! Person.EnableChatBubbles( Person person, boolean enabled ) +Arguments +enabled - True to enable chat bubbles or false to disable. +Return Values +None. +Description +With this function, a script can allow chat bubbles to be switched on or off at will. Chat will still appear in the chat log as normal. Please note: In +order to use this function, the is_allowed_chat_bubble_change property in the object's mini_game component must be set to true. +Examples +local person = LocalPlayer.GetPerson( ); +if ( Person.Lock( person, PersonLockType.ChatBubbles ) == true ) then +Person.EnableChatBubbles( person, false ); +end +See Also +• Person.Lock +• Person.Unlock +Person.EnableCollision +Brief +Toggles collision detection for the person's avatar. +Definition +! Person.EnableCollision( Person person, boolean value ) +Arguments +person - the person to modify.value - Whether collision should be on or off. +Return Values +None. +Description +Toggles collision detection for the person's avatar. The collision must be locked by the calling lua environment otherwise a lua error is generated. +Examples +! if Person.IsCollision ( person ) then +Person.EnableCollision( person, false ) +| end +See Also +• Person.IsCollision +Person.Findlnlnstance +Brief +Finds a person in the instance from the person ID. +Definition +! Person Person.Findlnlnstance( string personld ) +Arguments +personld - The person to find. +Return Values +A Person if found and nil otherwise. +Description +Finds a person in the instance from the specified person ID. +Examples +me = Person.Findlnlnstance( LocalPlayer.GetPersonld() ) +See Also +Local Player.GetPersonld +Person. GetAnimReg +Brief +Returns the value of the specified animation register. +Definition +number|boolean|string Person.GetAnimReg(Person person, string registerName) +Arguments +person - person to query.registerName - the name of the animation register to get. +Return Values +The value of the register, with the type based on the register type. +Description +If the register doesn't exist or the animation register doesn't have Lua read access an error will be thrown. +Examples +! fatness = person:GetAnimReg("Fatness") +See Also +• Person. SetAnimReg +Person.GetAvatarStatusType +Brief +Returns the current avatar status type of the person specified +Definition +number Person.GetAvatarStatusId( Person person ) +Arguments +person - The person to query. +Return Values +The enumerated value of the current status type. +Description +The user can change the status of their avatar from the emotes menu. This method returns the current user status type. Changing the status type +affects the facial animation (mood) used, and the status text above the avatar that remote users see. The possible status types are: +AvatarStatusType.Neutral +AvatarStatusT ype. Happy +AvatarStatusType.Sad +AvatarStatusType. Angry +AvatarStatusType.Confused +AvatarStatusType. Unwell +AvatarStatusType.Busy +AvatarStatusType. IsLookingForHelp +AvatarStatusT ype. WantT oChat +AvatarStatusType. WantToPlayGame +Examples +me = LocalPlayer.GetPerson() +if Person.GetAvatarStatusType( me ) == AvatarStatusType.Happy then +DoSomethingHappy() +end +See Also +• Person.GetMood +Person.GetBehavior +Brief +Returns the name of the current behavior playing on the person. +Definition +string Person.GetBehavior( Person person ) +Arguments +person - The person to query. +Return Values +The name of the current behavior playing on the person. +Description +Returns the name of the current behavior playing on the person or nil if the behavior is a Plome internal behavior. For a list of Home's public +behaviors see Person.SetBehavior. For post 1.40 behaviour, if the behaviour belongs to the calling script environment, will only specify the name. +If the behaviour belongs to another object, that has allowed its behaviours to be public, then will specify the object id, as well as the name. For +pre-1.40 behaviour. For the local player, will only return the name of the behaviour, but for remote persons, will return the fully qualified name +(objectld:name) - this is for backwards compatibility. If the behaviour is a system public behaviour, will return the name only. +Examples +behaviorName = Person.GetBehavior( person ) +See Also +• Person.SetBehavior +Person. GetBehaviorCategory +Brief +Returns the specified person's behavior state. +Definition +string|nil Person.GetBehaviorCategory( Person person ) +Arguments +person - The person to update. +Return Values +Returns the specified person's behavior state. +Description +Returns nil if in an internal behavior or be one of the following: "dancing'' "posing" ”sitting_on_floor" "sitting_on_seat" "standing" "moving" +Behaviors should be catagorized into one of the above states. This function can be used to check if a person is dancing etc. without checking the +animation behavior name. +Examples +! if Person.GetBehaviorCategory( LocalPlayer.GetPerson() ) == 'dancing* then +StartTheParty() +| end +See Also +• Person.GetBehavior +• Person.SetBehavior +Person. GetBoneCount +Brief +Get the number of bones in the person's skeleton. +Definition +! number Person.GetBoneCount(Person person) +Arguments +person - Person to query. +Return Values +Number of bones in the skeleton, or 0 if the skeleton is not available. +Description +Retrieves the number of bones/joints in the person's skeleton. If no skeleton is present or loaded, 0 is returned. +Examples +! local boneCount = LocalPlayer.GetPerson():GetBoneCount() +See Also +Person.GetBonelndex +Person.GetBonelndex +Brief +Find the index of a bone in the person's skeleton. +Definition +! number Person.GetBonelndex(Person person, string boneName) +Arguments +person - Person to query.boneName - Name of bone to locate. +Return Values +The index of the bone in the skeleton (in range 1 - GetBoneCount()), or 0 if not found. +Description +Retrieves the index of the specified bone/joint in the person's skeleton. The index is 1 -based. If the bone cannot be found, or there is no skeleton +attached or loaded, 0 is returned. +Examples +1 local leftHandlndex = LocalPlayer.GetPerson():GetBonelndex("lefthand") +See Also +• Person.GetBoneCount +• Person.GetBoneLocalMatrix +• Person.GetBoneWorldMatrix +Person.GetBoneLocalMatrix +Brief +Get the local transform matrix for a bone in the skeleton. +Definition +! Person.GetBoneLocalMatrix(Person person, string|number bone, Matrix44 result) +Arguments +person - Person to query.bone - Bone name or index.result (out) - Matrix44 value to store result into. +Return Values +None. +Description +Retrieve the local-space transform matrix for a specified bone in the skeleton. If the bone is not found an error will result. Retrieving the matrix by +index will be more efficient if done more than once. +Examples +local mat = Matrix44.Create () +LocalPlayer.GetPerson():GetBoneLocalMatrix("lefthand", mat) +— or +local leftHandlndex = LocalPlayer.GetPerson():GetBonelndex("lefthand") +LocalPlayer.GetPerson():GetBoneLocalMatrix(leftHandlndex, mat) +See Also +• Person. GetBoneWorldMatrix +• Person.GetBonelndex +Person.GetBoneWorldMatrix +Brief +Get the world transform matrix for a bone in the skeleton. +Definition +Person.GetBoneWorldMatrix(Person person, string|number bone, Matrix44 result) +Arguments +person - Person to query.bone - Bone name or index.result (out) - Matrix44 value to store result into. +Return Values +None. +Description +Retrieve the world-space transform matrix for a specified bone in the skeleton. If the bone is not found an error will result. Retrieving the matrix by +index will be more efficient if done more than once. +Examples +local mat = Matrix44.Create () +LocalPlayer.GetPerson():GetBoneWorldMatrix("lefthand", mat) +— or +local leftHandlndex = LocalPlayer.GetPerson():GetBonelndex("lefthand") +LocalPlayer.GetPerson():GetBoneWorldMatrix(leftHandlndex, mat) +See Also +• Person.GetBoneLocalMatrix +• Person.GetBonelndex +Person.GetCurrentAction +Brief +Returns the name of the current action the person is in, if any. +Definition +! string Person.GetCurrentAction( Person person ) +Arguments +person - The person to query. +Return Values +Returns the name of the current action. +Description +If the person is not in an action nil is returned. Home internal actions will also return nil. For a list of Home public actions see Person.DoAction. +Examples +I actionName = Person.GetCurrentAction( LocalPlayer.GetPerson() ) +See Also +• Local Player. DoAction +• LocalPlayer.IsDoingAction +Person. GetGroundllserld +Brief +Return the userlD of the collision on which the person is standing. +Definition +! number Person.GetGroundUserld( Person person ) +Arguments +person - The person to query +Return Values +The userlD. +Description +Return the userlD of the collision on which the person is standing. Check Person.IsOnGround before calling this function; if the person is not on +the ground an error will occur. +Examples +! if ( person:IsOnGround() ) then +print( Person.GetGroundUserld( person ) ) +| end +See Also +• Person.IsOnGround +Person.GetHeight +Brief +Retrieve the avatar's height in meters. +Definition +! number Person.GetHeight(Person person) +Arguments +person - the person to query. +Return Values +The height of the person's avatar in meters, or nil if the avatar is not yet loaded. +Description +The value returned is the height of the avatar when in the bind pose, given the current height settings, in meters. This will return nil if the avatar is +currently a fallback. +Examples +! if ( person:GetHeight() <1.0 ) then print ("Hello shorty") end +See Also +None +Person.Getld +Brief +Returns the person's ID. +Definition +j string Person.GetId( Person person ) +Arguments +person - The person to query. +Return Values +The person's ID. +Description +Returns the person's ID. A person's ID value is unique per instance, but not across instances and is not persistent. That is, a person ID can be +used within an instance to uniquely identify any person in that instance, but it should be assumed to be assigned at random to players entering +the instance, and only valid while that player is in the instance. Players in another instance of the same scene will not be accessible by person ID. +Players exiting and re-entering the instance will almost certainly be assigned a different person ID, but a person's ID will not change while they +remain in the same instance. +Examples +me = LocalPlayer.GetPerson() +if Person.GetId( me ) ~= LocalPlayer.GetPersonld() then +print( "Oh no!" ) +end +See Also +• LocalPlayer.GetPerson +• LocalPlayer.GetPersonld +Person.GetldsOfFriendsInlnstance +Brief +Returns a table of people IDs in the current instance that are friends. +Definition +string[] Person.GetldsOfFriendsInlnstance() +Arguments +None +Return Values +A table of person ID strings. +Description +Returns a table of person IDs in the current instance that are friends. +Examples +! ids = Person.GetIdsOfFriendsInlnstance() +; numFriends = #ids +j print( "There are " .. numFriends .. " friends in the instance." ) +See Also +None +Person. GetldsOfRemotePeoplelnlnstance +Brief +Returns a table of all remote person IDs in the current instance. +Definition +string[] Person.GetldsOfRemotePeoplelnlnstance() +Arguments +None +Return Values +A table of person ID strings. +Description +Returns a table of person IDs for all remote avatars in the current instance. +Examples +! ids = Person.GetIdsOfRemotePeoplelnlnstance() +i numAvatars = #ids + 1 +I print( "There are " .. numAvatars .. " avatars in the instance." ) +See Also +None +Person.GetlnstanceSessionMasterld +Brief +Returns the current instance's session master Person ID. +Definition +string Person.GetlnstanceSessionMasterld() +Arguments +None +Return Values +A person ID of the session master or nil if not ready yet. +Description +Returns the current instance's session master Person ID. Each instance has a session master automatically assigned to it. When a new instance +is created the first person in that instance will be the session master and if they leave then a new session master is chosen if other users are in +the instance. +Examples +local sessionMasterld = Person.GetInstanceSessionMasterld() +local sessionMaster = nil +if sessionMasterld ~= nil then +sessionMaster = Person.Findlnlnstance( sessionMasterld ) +SendNetworkMessageToRequestlnstanceState( sessionMaster ) +end +See Also +• User.GetSceneOwner +Person. GetlnventoryltemObjectld +Brief +Obtain the object id of the currently deployed companion object. +Definition +! string Person.GetInventoryltemObjectId(Person person) +Arguments +person - The person to query. +Return Values +The object ID of the deployed inventory item if present, and nil otherwise. +Description +Obtains the object id of the currently deployed companion object, or returns nil if one is not currently active. +Examples +if (Person.GetlnventoryltemObjectld(person) == "12345678-12345678-12345678-12345678") then +isAllowedlntoMiniGame = true +| end +See Also +None +Person.GetLocalBounds +Brief +Retrieve the local-space bounds of a person. +Definition +! boolean Person.GetLocalBounds(Person person, Vector4 min, Vector4 max) +Arguments +person - The person to query.min (out) - Vector4 value to receive the minimum extent.max (out) - Vector4 value to receive the maximum extent. +Return Values +True if the bounds were retrieved successfully, false if the person is not yet loaded. +Description +Get the local-space bounds of a person's model. This will reflect the user's clothing choices and height selection. If the person's avatar is not +loaded, this function will return false. +Examples +local min = Vector4.Create () +local max = Vector4.Create() +if (LocalPlayer.GetPerson():GetLocalBounds(min, max)) then +print("Local player avatar is", max:Y() - min:Y(), "metres tall") +end +See Also +• Person.GetWorldBounds +Person. GetMood +Brief +Returns the mood of the specified person. +Definition +MoodType Person.GetMood(Person person) +Arguments +person - the person to interrogate the mood value for. +Return Values +The enumerated value of the mood. +Description +The mood type is the facial animation that is used on the idling person. This is controlled by the user through the status option in the emotes +menu. Different statuses can share the same mood, ie Confused and IsLookingForHelp statuses both use the same mood Confused. The +enumerated type of MoodType is: +MoodType.Neutral +MoodType.Happy +MoodType.Sad +MoodType.Angry +MoodType.Confused +Examples +if (person:GetMood() == MoodType.Sad) then +print("Why the long face?") +end +See Also +• Person. GetAvatarStatusType +Person. GetName +Brief +Returns the person's Online ID. +Definition +string Person.GetName( Person person ) +Arguments +person - The person to query. +Return Values +The person's Online ID. +Description +Returns the person's Online ID, but only if you launch HomeDeveloper.self in online mode. If launching in offline mode, only the local player's +Person will be accessible, and the function will return the string "Me". +Examples +! me = LocalPlayer.GetPerson() +i print( "My name is " .. Person.GetName( me ) ) +See Also +• LocalPlayer.GetPerson +Person.GetPosition +Brief +Returns the position of the person. +Definition +Vector4 Person.GetPosition( Person person ) +Person.GetPosition( Person person, Vector4 outVec ) +Arguments +person - The person to query.outVec - The Vector4 to store the result to. +Return Values +The position of the person. +Description +Returns a vector containing the position of the specified person. +Examples +! me = LocalPlayer.GetPerson() +print( "I am at: ", Person.GetPosition( me ) ) +See Also +Local Player.GetPerson +Person.GetRigComponentObjectld +Brief +Returns the specified component type's object ID. +Definition +! string Person.GetRigComponentObjectId( Person person, string componentType ) +Arguments +person - The person to query.componentType - The component type to search for. It is case sensitive. +Return Values +The component's object ID or nil if not found. +Description +Returns the specified component type's object ID. The component must be loaded to identity its type. +Examples +! me = LocalPlayer.GetPerson() +i types = Person.GetRigComponentTypes( person ) +| print( 'type=* .. types[ 1 ] ' object id=' .. Person.GetRigComponentObjectId( person, types[ 1 ] ) +) +See Also +• Person.GetRigComponentTypes +Person.GetRigComponentTypes +Brief +Returns a table of strings for the current rig's component types. +Definition +! string[] Person.GetRigComponentTypes( Person person ) +Arguments +person - The person to query. +Return Values +Table of strings for the rig component types. +Description +Returns a table of strings for the current rig's component types. The rig must be loaded to obtain the information. +Examples +me = LocalPlayer.GetPerson() +rigCompTypes = Person.GetRigComponentTypes( me ) +if rigCompTypes ~= nil then +for index, item in ipairs( rigCompTypes ) do +print( 'type = ' .. item ) +end +end +See Also +• Person.GetRigComponentObjectld +Person.GetRigField +Brief +Returns the value of the field and nil if not found +Definition +string|number|boolean Person.GetRigField( Person person, string field ) +Arguments +person - The person to query.field - The field to retrieve. Can be one of the following: +"sex" (returns the string "male" or "female") +Return Values +The value of the field and nil if not found. Supported types are boolean, string and number. +Description +Returns the value of the field and nil if not found. The rig must be loaded to get the correct result. +Examples +me = LocalPlayer.GetPerson() +| print( "My gender is " .. Person.GetRigField( me, "sex" ) ) +See Also +• LocalPlayer.GetPerson +Person. GetRotationY +Brief +Returns the y-axis rotation of the person. +Definition +number Person.GetRotationY( Person person ) +Arguments +person - The person to query. +Return Values +The rotation in the y-axis of the person in degrees. +Description +Returns the rotation in the y-axis of the specified person in degrees. +Examples +i me = LocalPlayer.GetPerson() +! print( "My rotation is: " .. Person.GetRotationY( me ) ) +See Also +• LocalPlayer.GetPerson +Person.GetUser +Brief +Returns the User object for this person. +Definition +User Person.GetUser( Person person ) +Arguments +person - The person to query. +Return Values +The User object for the specified person. +Description +Returns the User object attached to the specified person. +Examples +local user = person:GetUser() +print(person:GetName() .. (user:IsFriend() and " is " or " is not ") .. "your friend!") +See Also +Person.GetVelocity +Brief +Returns the current velocity of the person. +Definition +Vector4 GetVelocity( Person person ) +locity( Person person, Vector4 outVec ) +Arguments +person - the person to queryoutVec - The Vector4 to store the result in +Return Values +Returns the current velocity of the person specified if no outVec is supplied. +Description +Returns a vector containing the velocity of the person specified. +Examples +1 local me = LocalPlayer.GetPerson() +i elocity is: ", Person.GetVelocity( me ) ) +See Also +None +Person.GetWidth +Brief +Retrieves the width factor of an avatar. +Definition +! number Person.GetWidth(Person person) +Arguments +person - the person to query. +Return Values +The width factor of the person in the range [ -1, 1 ], or nil if the avatar isn't yet loaded and available. +Description +Return the width factor of the avatar, which is in the range -1 to 1, with -1 being thin, 0 being average, and 1 being fat. +Examples +1 if ( Person.GetWidth() == 1) then BreakChair() end +See Also +None +Person.GetWorldBounds +Brief +Retrieve the world-space bounds of a person. +Definition +boolean Person.GetWorldBounds(Person person, Vector4 min, Vector4 max) +Arguments +person - The person to query.min (out) - Vector4 value to receive the minimum extent.max (out) - Vector4 value to receive the maximum extent. +Return Values +True if the bounds were retrieved successfully, false if the person is not yet loaded. +Description +Get the world-space bounds of a person's model. This will reflect the user's clothing choices and height selection. If the person's avatar is not +loaded, this function will return false. +Examples +local min = Vector4.Create () +local max = Vector4.Create () +if (LocalPlayer.GetPerson():GetWorldBounds(min, max)) then +print("Local player avatar is", max:Y() - min:Y(), "metres tall") +end +See Also +• Person.GetLocalBounds +Person.HasLock +Brief +true if the person is locked by the calling Lua environment and false otherwise. +Definition +boolean Person.HasLock( Person person ) +boolean Person.HasLock( Person person , number lockFeatures, boolean any = false ) +Arguments +person - the person to query.lockFeatures - specific lock features to test to see if they are locked by this lua environmentany - if lockFeatures is +specified, then this parameter is used to indicate that if any of the features specified are locked, then return true +otherwise will only return true if all the features specified are locked. +Return Values +true if the person is locked by the calling Lua environment and false otherwise. +Description +true if the person is locked by the calling Lua environment and false otherwise. +Examples +if Person.HasLock( person ) == true then +Person.DoAction( person, "Clap" ) +end +See Also +• Person.Lock +• Person.Unlock +• Person.IsLocked +• Person.DoAction +• Person.SetBehavior +Person.InterpolatePosition +Brief +Allows the client to interpolate the position of the person in the frames between successive calls to InterpolatePosition. +Definition +! Person.InterpolatePosition( Person person, Vector4 position, Vector4 velocity, number facingAngle, +i number timeOffset = 0) +Arguments +person - the person to interpolate the position onposition - the position to use for the interpolationvelocity - the velocity to use for the +interpolationfacinqAnqle - the anqle the person is facinqtimeOffset - the difference in time between the session clocks (in seconds) - if omitted +then defaults to 0.0 +Return Values +None. +Description +The calling lua environment must have atleast a Transform lock on the person for the call to succeed This call will only work on NPC persons (will +throw a Lua error for the the local player person). +Examples +person:InterpolatePosition( recvdPos, recvdVel, recvdAngle, timeOffset ) +See Also +• Person.Lock +• Person.GetPosition +• Person.GetVelocity +Person.IsCollision +Brief +Reports whether the person's collision is enabled. +Definition +boolean Person.IsCollision( Person person ) +Arguments +person - the person to query. +Return Values +true if collision for the player is on and false otherwise. +Description +Reports whether the person's collision is enabled. +Examples +! if Person.IsCollision( person ) then +Person.EnableCollision( person, false ) +| end +See Also +• Person.EnableCollision +Person.IsLoaded +Brief +Indicates when a person's avatar is fully loaded and visible. +Definition +boolean Person.IsLoaded(Person person) +Arguments +person - The person to query. +Return Values +True if the person's avatar is fully loaded and ready, or false if still loading or invalid. +Description +When a person initially enters the scene, their avatar and associated components may still be loading in the background. Some functionality such +as locking is not available until the avatar is ready, so this function can be used to query the loading state of the person. If the person object is +invalid, this function will return false. +Examples +if (person:IsValid() and person:IsLoaded()) then +if (not person:Lock(PersonLockType.All)) then +print("Unable to get lock!") +end +end +See Also +• Person.IsValid +Person.IsLocked +Brief +true if the person is locked by any lua environment and false otherwise. +Definition +! boolean Person.IsLocked(Person person) +Arguments +person - the person to query. +Return Values +true if the person is locked by any lua environment and false otherwise. +Description +true if the person is locked by any lua environment and false otherwise. +Examples +if Person.IsLocked( person ) == true and Person.HasLock( person ) == false then +print( ’Waiting to get the lock' ) +| end +See Also +• Person.Lock +• Person.Unlock +• Person.HasLock +• Person.DoAction +• Person.SetBehavior +Person. IsOnGround +Brief +Return whether the person is on the ground or not. +Definition +! boolean Person.IsOnGround( Person person ) +Arguments +person - The person to query +Return Values +true if on the ground, false otherwise. +Description +Return whether the person is on the ground or not. +Examples +! print( Person.IsOnGround( person ) ); +See Also +• Person.GetGroundllserld +Person.IsRigUsingComponent +Brief +Returns true if the specified object is being used and false otherwise. +Definition +boolean Person.IsRigUsingComponent( Person person, string objectld ) +Arguments +person - The person to query.objectld - The object ID to test for its usage. +Return Values +true if the specified object is being used and false otherwise. +Description +Returns true if the specified object is being used and false otherwise. Does not require the specified object have have completed its loading for +the function to succeed. +Examples +me = LocalPlayer.GetPerson() +smartJacketId = "853B950D-ACF84EE7-920D819B-5A9A6C16" +if Person.IsRigUsingComponent( me, smartJacketld ) then +accessGranted = true +end +See Also +• LocalPlayer.GetPerson +Person.IsValid +Brief +Returns whether the handle to the person is valid or not. +Definition +boolean Person.IsValid( Person person ) +Arguments +person - The person to query. +Return Values +Returns whether the handle to the person is valid or not. +Description +Returns whether the handle to the person is valid or not. Invalid persons can be caused if the person leaves the scene while you still have a +handle to that person. +Examples +if Person.IsValid( randomPerson ) == false then +person = GetAnotherPerson() +| end +See Also +• Person.Findlnlnstance +• Person. IsLoaded +Person.IsVisible +Brief +Return whether the person is visible or not to the user. +Definition +boolean Person.IsVisible( Person person ) +Arguments +None +Return Values +Return whether the person is visible or not +Description +If a user can see a Person in game this will return true, otherwise false. No lock is required since you are only querying the value. +Examples +Person.SetVisibile( person, true ); +print( Person.IsVisible( person ) ); +See Also +• Person.Lock +• Person.Unlock +Person.Lock +Brief +Locks a combination of the person's animation, collision state, transform, label or chatbubbles so it can be controlled by script rather than network +messages or pad input. +Definition +boolean Person.Lock( Person person, number lockType = nil ) +Arguments +person - the person to query.lockType - Can be one of the following or nil: +PersonLockType. Animation +PersonLockType.Transform +PersonLockType.Collision +PersonLockType. Visibility +PersonLockType. Label +PersonLockType.ChatBubbles +PersonLockType. EmoteMenu +PersonLockType. Wardrobe +PersonLockType.Default = PersonLockType.Animation + PersonLockType.Transform + PersonLockType.Collision + PersonLockType.Visibility +PersonLockType.All - all the lock types together +If lockType is nil then PersonLockType.Default is used. +Return Values +True if the Lua environment was able to obtain the lock (or already has the lock) on the person, otherwise false. +Description +A Lua error is generated if the lockType passed in aren't one of the possible values above. Lua errors are also generated if +PersonLockType.Label or PersonLockType.ChatBubbles is used when not in a minigame which supports it. A lock can only be obtained for +people currently joined to the active game, and will be released automatically for all people when the local player quits the game. A script should +not rely on this automatic behaviour however, and locks should be explicitly released as soon as they are no longer required. *NB To prevent a +delay in character loading causing scripts to fail, always ensure that calls to Person.Lock() return true before using any functions which require a +locked character. If the function returns false, wait for a short period and then attempt to lock the character again. This can be performed in a +co-routine if necessary. 1.55 Added PersonLockType.Wardrobe. This lock type can only be used on the Local Player person, otherwise a Lua +error is thrown. +Examples +— Example 1, locking specific types. +Person.Lock( person, PersonLockType.Transform ) — Locked the transform +Person.Lock( person, PersonLockType.Collision ) — Unlocked the transform and now locked the collision +Person.Lock( person, PersonLockType.Collision + PersonLockType.Visibility ) — Now additionally locked +the visibility +— Example 2, locking transform, collision, animation and visibility, +if Person.Lock ( person ) then +Person.DoAction( person, "clap" ) +end +See Also +• Person.Unlock +• Person.IsLocked +• Person.HasLock +• Person.DoAction +• Person.SetBehavior +Person.ResetCurrentStatusText +Brief +Reset the status text to show in the over-head person label. +Definition +| Person.ResetCurrentStatusText( Person person ) +Arguments +person - The person to update. +Return Values +None. +Description +Reset the status text to show in the over-head person label. +Examples +me = LocalPlayer.GetPerson() +j Person.ResetCurrentStatusText( me ) +See Also +• LocalPlayer.GetPerson +Person.SetAnimReg +Brief +Sets the value of the specified animation register for the specified person. +Definition +! Person.SetAnimReg(Person person, string registerName, number|boolean|string value) +Arguments +person - person to set the animation register for.registerName - the name of the animation register to set.value - the value to set the register (the +type should agree with the register type). +Return Values +None. +Description +If the register doesn't exist or does not have Lua write access, or the value type and the register type don't match, then an error will be thrown. +Examples +person:SetAnimReg("myReg", 0.3) +See Also +• Person. GetAnimReg +Person.SetBehavior +Brief +Sets the current behavior of the person +Definition +Person.SetBehavior( Person person, string behaviorName, number unlockPeriodSeconds = 0, boolean +snapAnimation = false ) +Person.SetBehavior( Person person, string behaviorName, number unlockPeriodSeconds, boolean +snapAnimation, number unlockFeatures ) +Arguments +person - The Person to set the behavior onbehaviorName - The name of the behavior.unlockPeriodSeconds - if great than 0 then the animation +lock on the person is automatically released after +the period specified has elapsed. Defaults to 0.snapAnimation - if true, then removes blend from previous action/behavior (defaults +false)unlockFeatures - only used if the unlockPeriodSeconds parameter is greater than 0. If omitted then defaults to releasing the locks that were +set when +Person.SetBehavior was called, otherwise will only release the locks specified. +Return Values +Error code. BehaviorError.None if everything was fine, BehaviorError.Invalid if the behavior cannot be set, BehaviorError.NotReady if the person +is not ready for setting the behavior +Description +The following behaviors Home behaviors are available for use: +sitjow +sit_mid +sit_high +sit_low_recline +sit_mid_recline +standing +Additionally, any behaviors defined by the developer within an objects repertoire are available for use by the developer. The animation must be +locked by the calling lua environment otherwise a lua error is generated. If the behavior specified isn't recognised, then a lua error is thrown. +Examples +if Person.HasLock ( person ) == true then +Person.SetBehavior( person, "sit_mid" ) +end +See Also +• Person.Lock +• Person.Unlock +• Person. IsLocked +Person.HasLock +• Person.DoAction +Person.SetCurrentStatusText +Brief +Set the status text to show in the over-head person label. +Definition +Person.SetCurrentStatusText( Person person, string text, bool persist = false ) +Arguments +person - The person to update.text - The status text to show in the over-head person label.persist - boolean which determines whether the text is +displayed in picture captures. +Return Values +None. +Description +Set the status text to show in the over-head person label. The status text is used to indicate an activity that the user is currently partaking in. This +function must not be used without first obtaining permission from your RHQ. +Examples +! me = LocalPlayer.GetPerson() +i Person.SetCurrentStatusText( me, +"Racing!" ) +See Also +None +Person.SetLabelText +Brief +Change the current text label displayed atop the avatar. +Definition +Person.SetLabelText( Person person, enumeration setting ) +Arguments +setting - the current setting to use for player labels. +PersonLabelText.On +PersonLabelText.Off +PersonLabelText.Name +Return Values +None. +Description +With this function, a script can set the labels above a person to show full labels, just the name, or even switch them off. Please note: In order to +use this function, the is_allowed_label_change property in the object's mini_game component must be set to true. +Examples +local person = LocalPlayer.GetPerson( ); +if ( Person.Lock( person, PersonLockType.Label ) == true ) then +Person.SetLabelText( person, PersonLabelText.Off ); +end +See Also +• Person.Lock +• Person.Unlock +Person.SetPosition +Brief +Sets the position of the the person, assuming the calling Lua environment owns the lock (with transformation attribute) +Definition +SetPosition( Person person, Vector4 position ) +Arguments +position - the desired world position of the person +Return Values +None. +Description +The transform must be locked by the calling lua environment otherwise a lua error is generated. +Examples +! Person.SetPosition( person, pos ) +See Also +• Person.Lock +• Person.Unlock +Person.SetRotationY +Brief +Sets the rotation in the (world) Y axis of the person. +Definition +Person.SetRotationY( Person person, number angle) +Arguments +person - The Person to set.angle - The world angle in degrees. +Return Values +None. +Description +The transform must be locked by the calling lua environment otherwise a lua error is generated. +Examples +I Person.SetRotationY( person, 180 ) +See Also +• Person.Lock +• Person.Unlock +Person.SetVisible +Brief +Sets the visibility of the the person. +Definition +! Person.SetVisible( Person person, boolean enable ) +Arguments +enable - whether to switch visibility on or off for that person +Return Values +None. +Description +Sets the visibility of the the person. The visibility must be locked with visibility attribute PersonLockType.Visibility by the calling lua environment +otherwise a lua error is generated. If the person is not valid the call is ignored. +Examples +I Person.SetVisible( person, false ) +See Also +• Person.Lock +• Person.Unlock +• Person.IsLocked +• Person.HasLock +Person.Unlock +Brief +Unlocks the features specified on the person. If all features are unlocked, then lock is released, allowing other Lua environments to get a lock. +Definition +Arguments +person - the Person to unlock.unlockFlags - the features to unlock. If 0 is passed in will return false. +Return Values +A true return value only indicates that the features requested to be unlocked were unlocked, which may mean that other features are still locked +and that the person is not yet free to be locked by another calling environment - Use if (Person.HasLock(person, PersonLockType.AII )==false) +to verify if lock has been released on the person. 'Return value behaviour has changed for 1.45 - see history for previous behaviour. +Description +If all features are unlocked, it then allows other lua environments to lock the person. The features are: +PersonLockType. Animation +PersonLockType.Transform +PersonLockType.Collision +PersonLockType. Visibility +PersonLockType. Label +PersonLockType.ChatBubbles +PersonLockType. EmoteMenu +PersonLockType.Default = PersonLockType.Animation + PersonLockType.Transform + PersonLockType.Collision + PersonLockType.Visibility +PersonLockType.AII - all the lock types together +Examples +Person.Unlock( person , PersonLockType.Animation + PersonLockType.Transform ) +See Also +• Person.Lock +• Person.IsLocked +• Person.HasLock +• Person.DoAction +• Person.SetBehavior +Phys3dWorld +Phys3dWorld. Create +Brief +Create a 3d physics world. +Definition +Phys3dWorld Phys3dWorld.Create( ) +Arguments +None +Return Values +The world. +Description +Create a 3D physics world. By default, all rigid bodies in PS Home are loaded into the default physics world, shared by all loaded objects in the +current scene. The dynamics engine itself is deterministic, but only if all steps involved in setting up the world and the rigid bodies within it are +performed in the same order. As a result, in order for a script to implement a deterministic game involving dynamics it cannot rely solely on the +default physics world, as this is being modified by other parties. This function is provided to enable a script to create a "private" physics world for +use only by the current script, and thus implement a deterministic game if desired. Scripts should only use this functionality for this purpose, there +is no other advantage to creating a physics world manually. Note that you must explicitly add new collision entities to the private world, by default +all entities will still be added to the default world. +Examples +world = Phys3dWorld.Create () +entity = Entity.Create () +entity:SetCollision("collision", world) +See Also +• Entity.SetCollision +Phys3dWorld.Reset +Brief +This resets the world. +Definition +Phys3dWorld.Reset( Phys3dWorld world ) +Arguments +world - The world. +Return Values +None. +Description +This in effect completely clears the physics world. Items would need to be re-added to the world. This is available to developers so they do not +have to increase the number of Lua handles. +Examples +world = Phys3dWorld.Create ( ) +Phys3dWorld.Reset( world ) +See Also +Phys3dWorld. Create +Phys3dWorld.SetEnabled +Brief +This sets the world to enabled or disabled. +Definition +Phys3dWorld.SetEnabled( Phys3dWorld world, boolean enable ) +Arguments +world - The world.enable - True to enable the world, false otherwise. +Return Values +None. +Description +A world is by default disabled, so items can be added and/or modified at will. When we want the simulation to run, we set the world to be enabled. +In effect, items are paused when added to this world until it is enabled. +Examples +! world = Phys3dWorld.Create( ) +i Phys3dWorld.SetEnabled( world, true ) +See Also +• Phys3dWorld.Create +Quaternion +Quaternion.Add +Brief +Adds one quaternion to another, element by element. +Definition +! Quaternion.Add( Quaternion destination. Quaternion sourcel. Quaternion source2 ) +Arguments +destination - Quaternion to store the result of the addition.sourcel - Quaternion to be added to source2.source2 - Quaternion to be added to +sourcel. +Return Values +None +Description +Adds sourcel and source2 element-wise, storing the result in destination. +Examples +result = Quaternion.Create() +ql = Quaternion.Create( ) +q2 = Quaternion.Create( ) +Quaternion.Add( result, ql, q2 ) — result = ql + q2 +See Also +• Quaternion.Create +Quaternion.Conjugate +Brief +Conjugate a quaternion. +Definition +! Quaternion.Conjugate( Quaternion q ) +Arguments +q - Quaternion to be conjugated. +Return Values +None +Description +Conjugate a quaternion. +Examples +! q = Quaternion.Create () +i Quaternion.Conjugate( q ) +See Also +• Quaternion.Create +Quaternion.Copy +Brief +Copies the values of one quaternion into another. +Definition +! Quaternion.Copy( Quaternion destination. Quaternion source ) +Arguments +destination - The quaternion to copy to.source - The quaternion to be copied. +Return Values +None +Description +Copies the values of the source quaternion and stores them in the destination. Lua has reference semantics for user types, so using ql = q2 will +not copy values but rather make ql reference q2. +Examples +ql = Quaternion.Create() +q2 = Quaternion.Create() +Quaternion.Copy( q2, ql ) +See Also +• Quaternion.Create +Quaternion.Create +Brief +Creates a new Quaternion object using the specified values. +Definition +Quaternion Quaternion.Create( ) +Quaternion Quaternion.Create( Quaternion source ) +Quaternion Quaternion.Create( number x, number y, number z, number w ) +Quaternion Quaternion.Create( Matrix44 rotationMatrix ) +Quaternion Quaternion.Create( Vector4 axis, number angle ) +Arguments +source - Quaternion whose values are used to initialize newly created quaternion.x - Number to be written into the first element of the quaternion.y +- Number to be written into the second element of the quaternion.z - Number to be written into the third element of the quaternion.w - Number to +be written into the fourth element of the quaternion.rotationMatrix - A rotation matrix to be converted to a quaternion.axis - Rotation axis.angle - +Rotation angle about the rotation axis in degrees. +Return Values +A new Quaternion instance. +Description +Creates a new Quaternion object using the specified values. +Examples +— Create a default identity (0, 0, 0, 1) quaternion +ql = Quaternion.Create () +— Create a quaternion with supplied values +q2 = Quaternion.Create( 0, 0, 0, 1 ) +— Create a quaternion using the values of another +q3 = Quaternion.Create( q2 ) +— Create a quaternion from a rotation matrix +Matrix44 rotation = Matrix44.Create () +q4 = Quaternion.Create ( rotation ) +— Create a quaternion from a rotation axis and rotation angle +Vector4 axis = Vector4.Create( 0, 1, 0 ) +angle = 45 +q5 = Quaternion.Create( axis, angle ) +See Also +None +Quaternion.Divide +Brief +Performs scalar division on a quaternion. +Definition +Quaternion.Divide( Quaternion destination. Quaternion source, number scalar ) +Arguments +destination - Quaternion to store the result of the division.source 1 - Quaternion to divide.scalar - The scalar to divide by. +Return Values +None +Description +Multiplies source by 1/scalar, storing the result in destination. +Examples +result = Quaternion.Create() +ql = Quaternion.Create() +Quaternion.Divide( result, ql, 2 ) +See Also +• Quaternion.Create +Quaternion.Dot +Brief +Performs a dot product between two quaternions. +Definition +number Quaternion.Dot( Quaternion srcl, Quaternion src2 ) +Arguments +srcl - First quaternion to take part in the dot product.src2 - Second quaternion to take part in the dot product. +Return Values +The dot product of the two supplied quaternions. +Description +Performs a dot product between two quaternions. +Examples +ql = Quaternion.Create() +i q2 = Quaternion.Create() +j result = Quaternion.Dot2( ql, q2 ) +See Also +None +Quaternion.Length +Brief +Calculates the magnitude of the specified quaternion. +Definition +number Quaternion.Length( Quaternion quaternion ) +Arguments +quaternion - Source quaternion for the calculation. +Return Values +A number holding the magnitude of the specified quaternion. +Description +Calculates the magnitude of the specified quaternion. +Examples +1 ql = Quaternion.Create () +| print( "Quaternion magnitude is: " .. Quaternion.Length( ql ) ) +See Also +None +Quaternion.Multiply +Brief +Multiplies two quaternion by one another or a quaternion by a scalar. +Definition +Quaternion.Multiply( Quaternion destination, Quaternion sourcel, Quaternion source2 ) +Quaternion.Multiply( Quaternion destination, Quaternion source, number scalar ) +Quaternion.Multiply( Quaternion destination, number scalar, Quaternion source ) +Arguments +destination - Quaternion to store the result of the multiplication.sourcel - The first quaternion argument for the multiplication.source2 - The second +quaternion argument for the multiplication.scalar - Number to multiply quaternion components by. +Return Values +None +Description +Multiplies sourcel and source2 or source and scalar, storing the result in destination. +Examples +result = Quaternion.Create() +vl = Quaternion.Create() +v2 = Quaternion.Create() +Quaternion.Multiply( result, vl, v2 ) +Quaternion.Multiply( result, result, 0.5 ) +See Also +• Quaternion.Create +Quaternion.Negate +Brief +Negate the components of a quaternion. +Definition +Quaternion.Negate( Quaternion q ) +Arguments +q - Quaternion to be negated. +Return Values +None +Description +Negate the components of a quaternion. +Examples +q = Quaternion.Create() +Quaternion.Negate( q ) +See Also +• Quaternion.Create +Quaternion.Nlerp +Brief +Performs a normalized linear interpolation between two quaternions. +Definition +Quaternion.Nlerp( Quaternion destination. Quaternion sourcel, Quaternion source2, number t ) +Arguments +destination - Quaternion to store the result of the nlerp.sourcel - The first quaternion argument for the nlerp.source2 - The second quaternion +argument for the nlerp.t - The interpolation parameter, in range [ 0, 1 ]. +Return Values +None +Description +Performs a normalized linear interpolation between two quaternions. The shortest path rotation is taken. +Examples +result = Quaternion.Create() +ql = Quaternion.Create( axis, 0 ) +q2 = Quaternion.Create( axis, 90 ) +Quaternion.Nlerp( result, ql, q2 ) +See Also +• Quaternion.Create +Quaternion.Normalize +Brief +Normalizes the specified quaternion. +Definition +Quaternion.Normalize( Quaternion quaternion ) +Arguments +quaternion - The quaternion to normalize. +Return Values +None +Description +Normalizes the specified quaternion. +Examples +q = Quaternion.Create() +Quaternion.Normalize( q ) — note that this has no effect to the identity quaternion from Create +See Also +• Quaternion.Create +Quaternion.SetAxisAngle +Brief +Sets a quaternion to represent a given axis/angle rotation. +Definition +Quaternion.SetAxisAngle( Quaternion destination, Vector4 axis, number angle ) +Arguments +destination - Quaternion to store the result of the slerp.axis - Rotation axis.angle - Angle of rotation about the rotation axis, in degrees. +Return Values +None +Description +Sets a quaternion to represent a given axis/angle rotation. +Examples +! q = Quaternion.Create () +i axis = Vector4.Create ( 0, 1, 0 ) +| angle = 45 +! Quaternion.SetAxisAngle( q, axis, angle ) +See Also +• Quaternion.Create +• Vector4.Create +Quaternion.Setldentity +Brief +Sets the quaternion to the identity quaternion (0, 0, 0, 1). +Definition +! Quaternion.Setldentity( Quaternion quat ) +Arguments +quat - Quaternion to be set to identity. +Return Values +None +Description +Sets the quaternion to the identity quaternion (0, 0, 0, 1). +Examples +! q = Quaternion.Create () +j Quaternion.Setldentity( q ) — this is redundant after using the default constructor however +See Also +• Quaternion.Create +Quaternion.SetRotationMatrix +Brief +Sets a quaternion to represent a given rotation matrix. +Definition +! Quaternion.SetRotationMatrix( Quaternion destination, Matrix44 rotationMatrix ) +Arguments +destination - Quaternion to store the result of the slerp.rotationMatrix - Rotation matrix. +Return Values +None +Description +Sets a quaternion to represent a given rotation matrix. +Examples +! q = Quaternion.Create () +m = Matrix44.Create() +j Matrix44.SetAxisRotation( m, 0.5, 0.5, 0, 90, MATRIX_REPLACE ) +! Quaternion.SetRotationMatrix( q, m ) +See Also +• Matrix44.Create +• Matrix44.SetAxisRotation +• Quaternion.Create +Quaternion.SetW +Brief +Sets the w value of the quaternion. +Definition +! Quaternion.SetW( Quaternion quaternion, number value ) +Arguments +quaternion - Quaternion to be set.value - A numerical value that is copied into the w component of the quaternion. +Return Values +None +Description +Sets the w value of the quaternion. +Examples +! q = Quaternion.Create () +\ Quaternion.SetW( q, 0 ) +See Also +• Quaternion.Create +• Quaternion.SetX +• Quaternion.SetY +• Quaternion.SetZ +Quaternion.SetX +Brief +Sets the x value of the quaternion. +Definition +! Quaternion.SetX( Quaternion quaternion, number value ) +Arguments +quaternion - Quaternion to be set.value - A numerical value that is copied into the x component of the quaternion. +Return Values +None +Description +Sets the x value of the quaternion. +Examples +! q = Quaternion.Create () +! Quaternion.SetX( q, 0 ) +See Also +• Quaternion.Create +• Quaternion.SetY +• Quaternion.SetZ +• Quaternion.SetW +Quaternion.SetXyzw +Brief +Sets a Quaternion object with the specified values. +Definition +! Quaternion.SetXyzw( Quaternion q, number x, number y, number z, number w ) +Arguments +q - Quaternion to be set.x - Number to be written into the first element of the quaternion.y - Number to be written into the second element of the +quaternion.z - Number to be written into the third element of the quaternion.w - Number to be written into the fourth element of the quaternion. +Return Values +None +Description +Sets a Quaternion object with the specified values. +Examples +! q = Quaternion.Create () +i Quaternion.SetXyzw( q, 0, 0, 0, 1 ) +See Also +• Quaternion.SetX +• Quaternion.SetY +• Quaternion.SetZ +• Quaternion.SetW +Quaternion.SetY +Brief +Sets the y value of the quaternion. +Definition +! Quaternion.SetY( Quaternion quaternion, number value ) +Arguments +quaternion - Quaternion to be set.value - A numerical value that is copied into the y component of the quaternion. +Return Values +None +Description +Sets the y value of the quaternion. +Examples +! q = Quaternion.Create () +i Quaternion.SetY ( q, 0 ) +See Also +• Quaternion.Create +• Quaternion.SetX +• Quaternion.SetZ +• Quaternion.SetW +Quaternion.SetZ +Brief +Sets the z value of the quaternion. +Definition +! Quaternion.SetZ( Quaternion quaternion, number value ) +Arguments +quaternion - Quaternion to be set.value - A numerical value that is copied into the z component of the quaternion. +Return Values +None +Description +Sets the z value of the quaternion. +Examples +j q = Quaternion.Create () +I Quaternion.SetZ( q, 0 ) +See Also +• Quaternion.Create +• Quaternion.SetX +• Quaternion.SetY +• Quaternion.SetW +Quaternion.Slerp +Brief +Performs spherical linear interpolation between two quaternions. +Definition +! Quaternion.Slerp( Quaternion destination. Quaternion sourcel, Quaternion source2, number t ) +Arguments +destination - Quaternion to store the result of the slerp.sourcel - The first quaternion argument for the slerp.source2 - The second quaternion +argument for the slerp.t - The interpolation parameter, in range [0,1]. +Return Values +None +Description +Performs spherical linear interpolation between two quaternions. +Examples +result = Quaternion.Create() +ql = Quaternion.Create( axis, 0 ) +q2 = Quaternion.Create( axis, 90 ) +Quaternion.Slerp( result, ql, q2, 0.5 ) +See Also +• Quaternion.Create +Quaternion.Subtract +Brief +Subtracts one quaternion from another, element by element. +Definition +Quaternion.Subtract( Quaternion destination, Quaternion sourcel. Quaternion source2 ) +Arguments +destination - Quaternion to store the result of the subtraction.source 1 - The minuend for the subtraction.source2 - The subtrahend for the +subtraction. +Return Values +None +Description +Subtracts source2 from sourcel element-wise, storing the result in destination. +Examples +result = Quaternion.Create() +ql = Quaternion.Create() +q2 = Quaternion.Create() +Quaternion.Subtract( result, ql, q2 ) — result = ql - q2 +See Also +• Quaternion.Create +Quaternion.ToAxisAngle +Brief +Get the equivalent rotation in axis/angle representation. +Definition +Vector4, number Quaternion.ToAxisAngle( Quaternion q ) +Arguments +q - Quaternion to be converted to axis angle representation. +Return Values +Vector4 - x,y,z rotation axis, w rotation angle in degrees +Description +Get the equivalent rotation in axis/angle representation. +Examples +! q = Quaternion.Create () +; axisAngle = Quaternion.ToAxisAngle( q ) +See Also +• Quaternion.Create +Quaternion.W +Brief +Returns the w value of the quaternion. +Definition +! number Quaternion.W( Quaternion q ) +Arguments +q - Quaternion to be queried. +Return Values +The fourth element of the quaternion, the w component. +Description +Returns the w value of the quaternion. +Examples +q = Quaternion.Create() +; print( "Value of W is: " .. Quaternion.W( q ) ) +See Also +• Quaternion.Create +• Quaternion.X +• Quaternion.Y +• Quaternion.Z +Quaternion.X +Brief +Returns the x value of the quaternion. +Definition +! number Quaternion.X( Quaternion q ) +Arguments +q - Quaternion to be queried. +Return Values +The first element of the quaternion, the x component. +Description +Returns the x value of the quaternion. +Examples +q = Quaternion.Create() +print( "Value of X is: +.. Quaternion.X( q ) ) +See Also +• Quaternion.Create +• Quaternion.Y +• Quaternion.Z +• Quaternion.W +Quaternion.Y +Brief +Returns the y value of the quaternion. +Definition +! number Quaternion.Y( Quaternion q ) +Arguments +q - Quaternion to be queried. +Return Values +The second element of the quaternion, the y component. +Description +Returns the y value of the quaternion. +Examples +! q = Quaternion.Create () +i print( "Value of Y is: " .. Quaternion.Y( q ) ) +See Also +• Quaternion.Create +• Quaternion.X +• Quaternion.Z +• Quaternion.W +Quaternion.Z +Brief +Returns the z value of the quaternion. +Definition +! number Quaternion.Z( Quaternion q ) +Arguments +q - Quaternion to be queried. +Return Values +The third element of the quaternion, the z component. +Description +Returns the z value of the quaternion. +Examples +! q = Quaternion.Create () +print( "Value of Z is: " .. Quaternion.Z( q ) ) +See Also +• Quaternion.Create +• Quaternion.X +• Quaternion.Y +• Quaternion.W +Raycast +Raycast.GetEndPoint +Brief +The value of the end point that was passed in through Raycast.Start. +Definition +Vector4 Raycast.GetEndPoint( Raycast raycast ) +Raycast.GetEndPoint( Raycast raycast, Vector4 outPoint ) +Arguments +raycast - The raycast object.outPoint - (out) The vector to receive the end point. +Return Values +The value of the end point that was passed in through Raycast.Start. +Description +Returns the value of the end point that was passed in through Raycast.Start. +Examples +thread = coroutine.create( function ( ) CastRay( ) end ); +function CastRay( ) +ray = Collision.CreateRaycast( ); +rayStart = Vector4.Create( 0, 5, 0 ); +rayEnd = Vector4.Create( 0, -1, 0 ); +Raycast.Start( ray, rayStart, rayEnd, CollisionLayer.Raycast ); +while Raycast.IsReady( ray ) == false do +coroutine.yield( ); +end +myPoint = Raycast.GetEndPoint( ray ); +print( tostring( myPoint ) .. " should equal " .. tostring( rayEnd ) ); +end +function Update( ) +if coroutine.status( thread ) ~= 'dead' then +coroutine.resume( thread ) +end +end +See Also +• Raycast. Start +• Raycast. GetStartPoint +• Raycast. IsReady +Raycast.GetHitEntity +Brief +Obtain the entity hit by the raycast. +Definition +j Entity Raycast.GetHitEntity( Raycast raycast ) +Arguments +raycast - A completed raycast with HasHit() == true +Return Values +The hit entity, or nil if the raycast hit the world or other non-script object. +Description +If a raycast has hit an object, this function will return the entity that was hit if possible, or if the object was not created by script (such as the world, +or other non-script-based collision), it will return nil. +Examples +thread = coroutine.create( function ( ) CastRay( ) end ); +function CastRay( ) +ray = Collision.CreateRaycast( ); +rayStart = Vector4.Create( 0, 5, 0 ); +rayEnd = Vector4.Create( 0, -1, 0 ); +Raycast.Start( ray, rayStart, rayEnd, CollisionLayer.Raycast ); +while Raycast.IsReady( ray ) == false do +coroutine.yield( ); +end +if Raycast.HasHit( ray ) == true then +local ent = ray:GetHitEntity(); +if ent ~= nil then +print ( "Entity found at " .. ent:GetPosition( ) ) +end +end +end +function Update( ) +if coroutine.status( thread ) ~= 'dead' then +coroutine.resume( thread ) +end +end +See Also +• Raycast. Start +• Raycast.HasHit +• Raycast. IsReady +Raycast.GetHitPoint +Brief +Returns the position where the collision occurred if it hit something. +Definition +Vector4 Raycast.GetHitPoint( Raycast raycast ) +Raycast.GetHitPoint( Raycast raycast, Vector4 outHitPoint ) +Arguments +raycast - The raycast object.outHitPoint - (out) The vector to receive the hit point. +Return Values +Returns the position where the collision occurred if it hit something. +Description +Returns the position where the collision occurred if it hit something. +Examples +function CastRay( ) +ray = Collision.CreateRaycast( ); +rayStart = Vector4.Create( 0, 5, 0 ); +rayEnd = Vector4.Create( 0, -1, 0 ); +Raycast.Start( ray, rayStart, rayEnd, CollisionLayer.Raycast ); +while Raycast.IsReady( ray ) == false do +coroutine.yield( ); +end +if Raycast.HasHit ( ray ) then +print( ray:GetHitPoint( ) ); +end +end +See Also +• Raycast. Start +• Raycast.HasHit +Raycast.GetReflectedVector +Brief +Returns a normalized vector of the raycast reflected off the surface it hit. +Definition +Vector4 Raycast.GetReflectedVector( Raycast raycast ) +Raycast.GetEndPoint( Raycast raycast, Vector4 outVector ) +Arguments +raycast - The raycast object.outVector - (out) The vector to receive the reflected vector. +Return Values +The normalised reflected vector. +Description +Returns a normalised vector of the raycast reflected off the surface it hit. It does not do any further raycasts to see if the reflection collides with +anything else. Note: If the hit point is equal to the start point a zero lengh vector is returned. +Examples +thread = coroutine.create( function ( ) CastRay( ) end ); +function CastRay( ) +ray = Collision.CreateRaycast( ); +rayStart = Vector4.Create( 0, 5, 0 ); +rayEnd = Vector4.Create( 0, -1, 0 ); +Raycast.Start( ray, rayStart, rayEnd, CollisionLayer.Raycast ); +while Raycast.IsReady( ray ) == false do +coroutine.yield( ); +end +if Raycast.HasHit( ray ) == true then +mirror = Raycast.GetReflectedVector( ray ); +mirror:Multiply( mirror, rayStart:Length3( ) ); +print( tostring( mirror ) .. "is the mirror image of " .. tostring( rayStart ) +(reflected off a surface normal " .. tostring( ray:GetSurfaceNormal( ) ) .. ")" ); +end +end +function Update( ) +if coroutine.status( thread ) ~= 'dead' then +coroutine.resume( thread ) +end +end +See Also +• Raycast. Start +• Raycast. IsReady +• Raycast.HasHit +Raycast.GetStartPoint +Brief +Returns the value of the start point that was passed in through Raycast.Start. +Definition +Vector4 Raycast.GetStartPoint( Raycast raycast ) +Raycast.GetStartPoint( Raycast raycast, Vector4 outPoint ) +Arguments +raycast - The raycast object.outPoint - (out) The vector to receive the start point. +Return Values +The value of the start point that was passed in through Raycast.Start. +Description +Returns the value of the start point that was passed in through Raycast.Start. +Examples +thread = coroutine.create( function ( ) CastRay( ) end ); +function CastRay( ) +ray = Collision.CreateRaycast( ); +rayStart = Vector4.Create( 0, 5, 0 ); +rayEnd = Vector4.Create( 0, -1, 0 ); +Raycast.Start( ray, rayStart, rayEnd, CollisionLayer.Raycast ); +while Raycast.IsReady( ray ) == false do +coroutine.yield( ); +end +myPoint = Raycast.GetStartPoint( ray ); +print( tostring( myPoint ) .. " should equal " .. tostring( rayStart ) ); +end +function Update( ) +if coroutine.status( thread ) ~= 'dead' then +coroutine.resume( thread ) +end +end +See Also +• Raycast. Start +• Raycast. IsReady +Raycast.GetSurfaceNormal +Brief +Returns the normal of the surface that the raycast hit. +Definition +Vector4 Raycast.GetSurfaceNormal( Raycast raycast ) +Raycast.GetEndPoint( Raycast raycast, Vector4 outNormal ) +Arguments +raycast - The raycast object.outNormal - (out) The vector to receive the normal. +Return Values +The normal of the surface that the raycast hit. +Description +Returns the normal of the surface that the raycast hit. +Examples +thread = coroutine.create( function ( ) CastRay( ) end ); +function CastRay( ) +ray = Collision.CreateRaycast( ); +rayStart = Vector4.Create( 0, 5, 0 ); +rayEnd = Vector4.Create( 0, -1, 0 ); +Raycast.Start( ray, rayStart, rayEnd, CollisionLayer.Raycast ); +while Raycast.IsReady( ray ) == false do +coroutine.yield( ); +end +direction = rayStart - rayEnd; +Vector4.Normalize3( direction ); +if Raycast.HasHit( ray ) == true and Vector4.Dot3( Raycast.GetSurfaceNormal( ray ), direction ) >= +0.99 then +print("We hit the floor (surface normal is almost directly upwards)" ); +end +end +function Update( ) +if coroutine.status( thread ) ~= 'dead' then +coroutine.resume( thread ) +end +end +See Also +• Raycast. Start +• Raycast. IsReady +• Raycast.HasHit +Raycast.GetSurfacellserld +Brief +Retrieve the user ID of the collision geometry hit by the raycast. +Definition +! number Raycast.GetSurfaceUserld( Raycast raycast ) +Arguments +raycast - the raycast to query +Return Values +The user ID, or nil if none is available. +Description +If the raycast has hit, then this function will return the user ID of the collision surface that was hit. If no user ID is available, nil is returned. +Examples +thread = coroutine.create( function ( ) CastRay( ) end ); +function CastRay( ) +ray = Collision.CreateRaycast( ); +rayStart = Vector4.Create( 0, 5, 0 ); +rayEnd = Vector4.Create( 0, -1, 0 ); +Raycast.Start( ray, rayStart, rayEnd, CollisionLayer.Raycast ); +while Raycast.IsReady( ray ) == false do +coroutine.yield( ); +end +if Raycast.HasHit( ray ) == true then +local userlD = ray:GetSurfaceUserld( ); +print( "We hit a surface with ID: " .. tostring( userlD ) ); +end +end +function Update( ) +if coroutine.status( thread ) ~= 'dead' then +coroutine.resume( thread ) +end +end +See Also +• Raycast.HasHit +• Raycast.HasHit +• Raycast. IsReady +Raycast.HasHit +Brief +Returns true if the raycast hit something and false otherwise. +Definition +: boolean Raycast.HasHit( Raycast raycast ) +Arguments +None +Return Values +true if the raycast hit something and false otherwise. +Description +Returns true if the raycast hit something and false otherwise. +Examples +thread = coroutine.create( function ( ) CastRay( ) end ); +function CastRay( ) +ray = Collision.CreateRaycast( ); +rayStart = Vector4.Create( 0, 5, 0 ); +rayEnd = Vector4.Create( 0, -1, 0 ); +Raycast.Start( ray, rayStart, rayEnd, CollisionLayer.Raycast ); +while Raycast.IsReady( ray ) == false do +coroutine.yield( ); +end +if Raycast.HasHit( ray ) then +print ( "Hit!" ); +end +end +function Update( ) +if coroutine.status( thread ) ~= 'dead' then +coroutine.resume( thread ) +end +end +See Also +• Ray cast. Start +• Raycast. IsReady +Raycast.lsReady +Brief +Returns true if the raycast has finished and false if it hasn't started or is busy calculating. +Definition +boolean Raycast.IsReady( Raycast raycast ) +Arguments +None +Return Values +true if the raycast has finished and false if it hasn't started or is busy calculating. +Description +Returns true if the raycast has finished and false if it hasn't started or is busy calculating. +Examples +thread = coroutine.create( function ( ) CastRay( ) end ); +function CastRay( ) +ray = Collision.CreateRaycast( ); +rayStart = Vector4.Create( 0, 5, 0 ); +rayEnd = Vector4.Create( 0, -1, 0 ); +Raycast.Start( ray, rayStart, rayEnd, CollisionLayer.Raycast ); +while Raycast.IsReady( ray ) == false do +coroutine.yield( ); +end +end +function Update( ) +if coroutine.status( thread ) ~= 'dead' then +coroutine.resume( thread ) +end +end +See Also +• Collision.CreateRaycast +• Ray cast. Start +Raycast.Start +Brief +Starts a basic raycast. +Definition +Raycast.Start( Raycast raycast, Vector4 startPoint, Vector4 endPoint, CollisionLayer layer = +CollisionLayer.Raycast) +Arguments +startPoint - The start point of the raycast.endPoint - The end point of the raycast.layer - The collision layer of the raycast. Valid layers are: +CollisionLayer.Entity +CollisionLayer. Avatar +CollisionLayer.Camera +CollisionLayer. Raycast +CollisionLayer.Userl +CollisionLayer.User2 +CollisionLayer.User3 +CollisionLayer. User4 +Return Values +None. +Description +Starts a basic raycast. +Examples +thread = coroutine.create( function ( ) CastRay( ) end ); +function CastRay( ) +ray = Collision.CreateRaycast( ); +rayStart = Vector4.Create( 0, 5, 0 ); +rayEnd = Vector4.Create( 0, -1, 0 ); +Raycast.Start( ray, rayStart, rayEnd, CollisionLayer.Raycast ); +while Raycast.IsReady( ray ) == false do +coroutine.yield( ); +end +end +function Update( ) +if coroutine.status( thread ) ~= 'dead' then +coroutine.resume( thread ) +end +end +See Also +• Collision.CreateRaycast +• Raycast. IsReady +ReceivedMessage +ReceivedMessage.GetEventMessage +Brief +Returns an instance of the message that is the focus of the current event. +Definition +ReceivedMessage ReceivedMessage.GetEventMessage() +Arguments +None +Return Values +The last message received as a ReceivedMessage. +Description +Returns an instance of the message that is the focus of the current event. Only valid during a message received event, as named by the +'on_received_message' property of the 'network' object component in the HDK's Object Editor application. +Examples +function OnReceivedMessage() +local message = ReceivedMessage.GetEventMessage() +data = ReceivedMessage.Readlnt32( message ) +end +See Also +ReceivedMessage. Readlnt32 +ReceivedMessage.GetRemainingSize +Brief +Returns the size of the unread data in the message. +Definition +number ReceivedMessage.GetRemainingSize( ReceivedMessage msg ) +Arguments +msg - The instance of the received message to query. +Return Values +The number of bytes remaining in the message. +Description +Returns the size of the unread data in the message in bytes. +Examples +function OnReceivedMessage() +local message = ReceivedMessage.GetEventMessage() +bytesToRead = ReceivedMessage.GetRemainingSize( message ) +print( bytesToRead ) — Prints total size +data = ReceivedMessage.Readlnt32( message ) +bytesToRead = ReceivedMessage.GetRemainingSize( message ) +print( bytesToRead ) — Prints total size - 4 +end +See Also +• ReceivedMessage.GetEventMessage +ReceivedMessage.GetSenderPersonld +Brief +Returns the person id of the sender of the message. +Definition +! string ReceivedMessage.GetSenderPersonld( ReceivedMessage msg ) +Arguments +msg - The instance of the received message to query. +Return Values +The sender's person id as a string. +Description +Returns the person id of the sender of the message. +Examples +function OnReceivedMessage() +local message = ReceivedMessage.GetEventMessage() +personid = ReceivedMessage.GetSenderPersonld( message ) +print( personid ) +end +See Also +• Person.Findlnlnstance +• Person.GetPosition +• ReceivedMessage.GetEventMessage +ReceivedMessage.GetTotalSize +Brief +Returns the total size of a received message. +Definition +! number ReceivedMessage.GetTotalSize( ReceivedMessage msg ) +Arguments +msg - The instance of the received message to query. +Return Values +The size in bytes of the message. +Description +Returns the total size of a received message in bytes. +Examples +function OnReceivedMessage() +local message = ReceivedMessage.GetEventMessage() +messagesize = ReceivedMessage.GetTotalSize( message ) +print( messagesize ) +end +See Also +• ReceivedMessage.GetEventMessage +ReceivedMessage.GetType +Brief +Returns the type of a ReceivedMessage. +Definition +number ReceivedMessage.GetType( ReceivedMessage msg ) +Arguments +msg - The instance of the received message to query. +Return Values +The message type as a number. +Description +Returns the user-defined type of a ReceivedMessage. The type is a value that is set by the script when the message is created by the sender. +Examples +function OnReceivedMessage() +local message = ReceivedMessage.GetEventMessage() +messagetype = ReceivedMessage.GetType( message ) +print( "Message type is " .. messagetype ) +end +See Also +• ReceivedMessage.GetEventMessage +ReceivedMessage.ReadBiglnt +Brief +Read a Biglnt value from a received message. +Definition +ReceivedMessage.ReadBiglnt( OutboundMessage msg, Biglnt biglnt ) +Arguments +msg - The message.biglnt - The Biglnt to receive the value. +Return Values +None. +Description +Reads a Biglnt value from a received message. Any size of Biglnt is permissible. +Examples +function OnReceivedMessage() +local message = ReceivedMessage.GetEventMessage() +local biglnt = Biglnt.Create(64) +ReceivedMessage.ReadBiglnt( message, biglnt ) +print( "Received big int:", biglnt ) +end +See Also +• OutboundMessage.WriteBiglnt +• Biglnt.Create +Received Message. Read Float +Brief +Reads a 32-bit floating point value from the message. +Definition +number ReceivedMessage.ReadFloat( ReceivedMessage msg ) +Arguments +msg - The instance of the received message to read from. +Return Values +32-bit floating point value read from the message packet. +Description +Reads a 32-bit floating point value from the message. When reading past the end of the message buffer, the function will silently fail and return 0. +Examples +function OnReceivedMessage() +local message = ReceivedMessage.GetEventMessage() +data = ReceivedMessage.ReadFloat( message ) +print( "Received floating point value is " .. data ) +end +See Also +• ReceivedMessage.Readlnt8 +• ReceivedMessage.Readlntl 6 +• ReceivedMessage.Readlnt32 +• ReceivedMessage. ReadString +ReceivedMessage.Readlnt8 +Brief +Reads an 8-bit integer from the message. +Definition +number ReceivedMessage.Readlnt8( ReceivedMessage msg ) +Arguments +msg - The instance of the received message to read from. +Return Values +8-bit integer read from the message packet. +Description +Reads an 8-bit integer (or byte) from the message. When reading past the end of the message buffer, the function will silently fail and return 0. +Examples +function OnReceivedMessage() +local message = ReceivedMessage.GetEventMessage() +data = ReceivedMessage.Readlnt8( message ) +print( "Received byte value is " .. data ) +end +See Also +• ReceivedMessage.Readlntl 6 +• ReceivedMessage.Readlnt32 +• ReceivedMessage.ReadFloat +• ReceivedMessage.ReadString +ReceivedMessage.Readlntl 6 +Brief +Reads a 16-bit integer from the message. +Definition +! number ReceivedMessage.Readlntl6( ReceivedMessage msg ) +Arguments +msg - The instance of the received message to read from. +Return Values +16-bit integer read from the message packet. +Description +Reads a 16-bit integer (or short) from the message. When reading past the end of the message buffer, the function will silently fail and return 0. +Examples +function OnReceivedMessage() +local message = ReceivedMessage.GetEventMessage() +data = ReceivedMessage.Readlntl6( message ) +print( "Received short value is " .. data ) +end +See Also +ReceivedMessage. Readlnt8 +• ReceivedMessage.Readlnt32 +• ReceivedMessage.ReadFloat +• ReceivedMessage.ReadString +ReceivedMessage.Readlnt32 +Brief +Reads a 32-bit integer from the message. +Definition +! number ReceivedMessage.Readlnt32( ReceivedMessage msg ) +Arguments +msg - The instance of the received message to read from. +Return Values +32-bit integer read from the message packet. +Description +Reads a 32-bit integer from the message. When reading past the end of the message buffer, the function will silently fail and return 0. +Examples +function OnReceivedMessage() +local message = ReceivedMessage.GetEventMessage() +data = ReceivedMessage.Readlnt32( message ) +print( "Received integer value is " .. data ) +end +See Also +• ReceivedMessage.Readlnt8 +• ReceivedMessage.Readlntl 6 +• ReceivedMessage.ReadFloat +• ReceivedMessage.ReadString +ReceivedMessage.ReadString +Brief +Reads a string value from the message. +Definition +! number ReceivedMessage.ReadString( ReceivedMessage msg ) +Arguments +msg - The instance of the received message to read from. +Return Values +String value read from the message packet. +Description +Reads a string value from the message. When reading past the end of the message buffer, the function will silently fail and return the empty +string. +Examples +function OnReceivedMessage() +local message = ReceivedMessage.GetEventMessage() +data = ReceivedMessage.Readstring( message ) +print( "Received string value is " .. data ) +end +See Also +• ReceivedMessage.Readlnt8 +• ReceivedMessage.Readlntl 6 +• ReceivedMessage.Readlnt32 +• ReceivedMessage.ReadFloat +Renderer +Renderer.Camera2dGetPosition +Brief +Returns the current overlay's camera position as a Vector4. +Definition +Vector4 Renderer.Camera2dGetPosition( Renderer renderer ) +Renderer.Camera2dGetPosition( Renderer renderer, Vector4 outPos ) +Arguments +renderer - The renderer to query.outPos - (out) The vector to receive the position. +Return Values +The current camera's position. +Description +Returns the current overlay's camera position as a Vector4. Only the X and Y components of the returned vector will be valid. +Examples +! overlayld = Renderer.GetOverlay( renderer ) +! pos = Renderer.Camera2dGetPosition( renderer ) +; print( "Camera for overlay " .. overlayld .. " has position " .. pos ) +See Also +• Renderer.Camera2dSetPosition +Renderer.Camera2dGetRotation +Brief +Returns the current overlay's camera rotation. +Definition +number Renderer.Camera2dGetRotation( Renderer renderer ) +Arguments +renderer - The renderer to query. +Return Values +The camera's rotation in degrees. +Description +Returns the current overlay's camera rotation in degrees. +Examples +! overlayld = Renderer.GetOverlay( renderer ) +; rot = Renderer.Camera2dGetRotation( renderer ) +; print( "Camera for overlay " .. overlayld .. " has rotation " .. rot ) +See Also +• Renderer.Camera2dSetRotation +Renderer. Camera2dGetScale +Brief +Returns the current overlay's camera scale. +Definition +Vector4 Renderer.Camera2dGetScale( Renderer renderer ) +Renderer.Camera2dGetScale( Renderer renderer, Vector4 outScale ) +Arguments +renderer - The renderer to query.outScale - (out) The vector to receive the scale. +Return Values +The camera's scale in the X and Y components of the returned vector. +Description +Returns the current overlay's camera scale. The Z and W components of the returned Vector4 set to 0. +Examples +overlayld = Renderer.GetOverlay( renderer ) +s = Renderer.Camera2dGetScale( renderer ) +print( "Camera for overlay " .. overlayld .. " has scale X=" .. s:X() .. " Y=" .. s:Y() ) +See Also +• Renderer. Camera2dSetScale +Renderer. Camera2dSetPosition +Brief +Set the current overlay's camera position. +Definition +Renderer.Camera2dSetPosition( Renderer renderer, Vector4 position ) +Arguments +renderer - The renderer to update.position - The new position for the camera. +Return Values +None. +Description +Set the current overlay's camera position to the specified vector. The Z and W components of the specified position are ignored. +Examples +! Renderer.Camera2dSetPosition( renderer, Vector4.Create( -512, -360 ) ) +See Also +• Vector4.Create +Renderer. Camera2dSetRotation +Brief +Set the current overlay's camera rotation. +Definition +Renderer.Camera2dSetRotation( Renderer renderer, number rotation ) +Arguments +renderer - The renderer to update.rotation - The rotation in degrees. +Return Values +None. +Description +Set the current overlay's camera rotation in degrees. +Examples +Renderer.Camera2dSetRotation( renderer, 180.0 ) +See Also +None +Renderer.Camera2dSetScale +Brief +Set the current overlay’s camera scale. +Definition +Renderer.Camera2dSetScale( Renderer renderer, Vector4 scale ) +Renderer.Camera2dSetScale( Renderer renderer, number x, number y ) +Arguments +renderer - The renderer to update.scale - The 2D scale values as the X and Y components of the vector. The Z and W components are ignored.x +- X scale value.y - Y scale value. +Return Values +None. +Description +Set the current overlay's camera scale. The scale values are set into a 2D "view" matrix, and thus the scaling of the result will be the reciprocal of +the values. For example, setting scale to (0.5, 0.5) will double the size of the output, (2.0, 2.0) will halve it. Setting a scale of 0 will make the +overlay invisible. Note that currently text will not be scaled (nor rotated). +Examples +Renderer.Camera2dSetScale( renderer, 0.5, 2.0 ) +Renderer.Camera2dSetScale( renderer, Vector4.Create( 0.5, 2.0 ) ) +See Also +• Renderer.Camera2dGetScale +Renderer.Create +Brief +Creates a new Renderer object. +Definition +Renderer Renderer.Create( Vector4 pos=[0, 0, 0, 0], Vector4 size=[1280, 720, 0, 0], Vector4 scale=[l, +1, 1, 1], type = 'normal' ) +Arguments +pos - The position of the renderer relative to where its attached to.size - The size of the renderer relative to where its attached to.scale - The scale +of the renderer relative to where its attached to.type - The type of the renderer. Can be one of the following: +"normal" - Automatically hidden when using the Menu Screen or in the Navigator etc. +"global" - Shows always, only hidden when wardrobe is active. +"scene" - Automatically hidden when using the wardrobe or in the Navigator but not hidden when it renders in the scene. +Return Values +A new Renderer instance. +Description +Creates a new Renderer object, if the renderer does not have a target set, it will default to being full screen with a size of 1280x720. If it is +targeted at a screen, then the position is relative to that screen. Each renderer consists of 16 overlays and each overlay has its own camera. A +use case for overlays can be having the HUD on one overlay, the game on another and the background sprites on a third. +Examples +renderer = Renderer.Create() +See Also +• Renderer.SetTarget +Renderer.DrawCircle2d +Brief +Draws a 2-dimensional circle. +Definition +Renderer.DrawCircle2d( Renderer renderer, Vector4 center, number radius, number segmentCount = 16, +Vector4 rgba = [1,1,1,1] ) +Renderer.DrawCircle2d( Renderer renderer, number x, number y, number radius, number segmentCount = 16, +Vector4 rgba = [1,1,1,1] ) +Arguments +renderer - Target renderer for the draw call.center - The center of the circle.x - The x position of the circle's center.y - The y position of the circle's +center.radius - The radius of the circle.segmentCount - The number of segments to use to make the circle.rgba - RGBA values determine the +color of the circle. +Return Values +None. +Description +Draws a 2-dimensional circle. The color defaults to white. +Examples +— Render a blue circle +Renderer.DrawCircle2d( renderer, Vector4.Create( 0, 0 ), 60, 10, Vector4.Create( 0, 0, 1, 1 ) ); +See Also +None +Renderer.DrawLine2d +Brief +Draws a 2-dimensional line. +Definition +Renderer.DrawLine2d( Renderer renderer, Vector4 posl, Vector4 pos2, Vector4 rgba = [1,1,1,1] ) +Renderer.DrawLine2d( Renderer renderer, number xl, number yl, number x2, number y2, Vector4 rgba = +[ 1 , 1 , 1 , 1 ] ) +Arguments +renderer - Target renderer for the draw call.posl - The first point in the line. The Z and W components of the vector will be ignored.pos2 - The +second point in the line. The Z and W components of the vector will be ignored.xl - The first point's X coordinate.yl - The first point’s Y +coordinated - The second point's X coordinate.y2 - The second point's Y coordinate.rgba - RGBA values determine the color of the line. +Return Values +None. +Description +Draws a 2-dimensional line. The color defaults to white. +Examples +! — Render a blue line +| Renderer.DrawLine2d( renderer, Vector4.Create( 0, 0 ), Vector4.Create( 100, 200 ), Vector4.Create( 0, +j 0, 1, 1 ) ) +See Also +• Renderer. DrawText2d +Renderer. DrawLineList2d +Brief +Draws a list of 2D lines. +Definition +Renderer.DrawLineList2d( Renderer renderer, Vector4[] lineList, Vector4 rgba = [ 1, 1, 1, 1 ] ) +Arguments +renderer - Target renderer for the draw call.lineList - Table of vector pairs defining the 2D line segments.rgba - Color of the line list. Defaults to +white. +Return Values +None. +Description +Draws a list of 2D lines. +Examples +lineList = {} +lineList[l] = Vector4.Create( 10, 10 ) +lineList[2] = Vector4.Create( 20, 20 ) +Renderer.DrawLineList2d( Tenderer, lineList ) +See Also +• Vector4.Create +Renderer. DrawQuad2d +Brief +Draw a single quad with specified vertex details. +Definition +Renderer.DrawQuad2d(Renderer renderer, table points, table uvs, table colors, Texture texture = nil) +Arguments +renderer - Renderer to use.points - An array of 8 numbers, representing 4 XY pairs, the corner vertices of the rect.uvs - An array of 8 numbers, +representing 4 UV pairs, the texture cooordinates of the rect corners. Must be nil if no +texture is specified.colors - An array of 4 Vector4 values, representing the color for each vertex. If nil, white (1, 1, 1, 1) is assumed.texture - +Texture to use. If nil, no texture is applied and the UV coordinates must be nil. +Return Values +None. +Description +This function is a more flexible alternative to DrawRect2d. All 4 vertices of the quad are specified and the UV (texture) coordinates and colors can +be set. Only one texture can be applied to the quad. DrawRect2d will use less memory and be more performant, so prefer that unless you require +the additional options this function provides. +Examples +points = { -100, 100, 100, 100, 100, -100, -100, -100 } — 200x200 square centered on origin +uvs = { 0, 0, 1, 0, 1, 1, 0, 1 } +colors = { Vector4.Create(1, 0, 0, 1), Vector4.Create(1, 0, 0, 1), Vector4.Create(0, 0, 1, 1), +Vector4.Create(0, 0, 1, 1) } +renderer:DrawQuad2d(points, uvs, colors, texture) +See Also +• Renderer. DrawRect2d +Renderer.DrawQuads2d +Brief +Draws 2D quads using data contained within MemoryContainers. +Definition +Renderer.DrawQuads2d( Renderer Tenderer, number startVertex, number quadCount, Texture texture=nil, +Matrix44 matrix=nil, MemoryContainer positionData, MemoryContainer uvData=nil, MemoryContainer +colorData|Vector4 colorVec ) +Arguments +renderer - The renderer to use.quadCount - The number of quads to render.texture - The texture to use or nil if untextured.matrix - The world +matrix for the quads or nil if not required.positionData - A MemoryContainer containing positions for the quads. Each quad is made up of 4 +vertices and each vertex has an X and Y position which are of type Float32.startVertex - The first vertex index to start from. A startVertex of 0 is +the first vertex as MemoryContainer data starts at 0 as well. This applies to all MemoryContainers.uvData - A MemoryContainer containing the +texture UVs for the quads. Each quad is made up of 4 vertices and each vertex has a U and V value which are of type Float32.colorData - A +MemoryContainer containing the color for the quads. Each quad is made up of 4 vertices and each vertex has 4 color channels (Red, Gree, Blue, +Alpha) which are type Ulnt8 and range from 0 to 255.colorVec - A vector to use for all the quads instead of using colorData. +Return Values +None. +Description +This function lets you draw multiple textured or untextured quads at once using a maximum of one texture with the quad data stored in the +supplied memory containers. You can specify the offset of the memory containers and the number of quads you want to draw so you could use +the same set of memory containers and draw sections of the data with different matrices or textures. If a matrix is specified then all of the +positions are transformed with the matrix. Example usages are custom fonts, especially where there is a large body of static text that you wish to +render so one function can set up your memory containers once and then render it each frame with Renderer.DrawQuads2d. Another usage is to +have static background data such as a shoot-em up or platform game where the memory containers are set up once and then you only need to do +one call per frame to render it all. You can also update the memory containers dynamically for usages such as a 2d particle system or when you +are required to renderer hundreds of sprites. +Note: The memory container set functions can take arrays of values to minimize the API calls when setting up your memory containers. +Examples +Renderer.DrawQuads2d( g_renderer, 0, g_quadCount, g_fontTexture, g_worldMatrix, g_positions, g_uvs, +g_cols ) +See Also +• MemoryContainer.Create +Renderer.DrawRect2d +Brief +Draws a solid 2-dimensional rectangle. +Definition +Renderer.DrawRect2d( Renderer renderer, +[1,1,1,1], Texture texture = nil ) +Renderer.DrawRect2d( Renderer renderer, +rgba = [1,1,1,1], Texture texture = nil +Vector4 bottomLeftPos, Vector4 topRightPos, Vector4 rgba = +number left, number bottom, number right, number top, Vector4 +) +Arguments +Tenderer - Target Tenderer for the draw call.bottomLeftPos - The bottom left position of the rectangle.topRightPos - The top right position of the +rectangle.left - The left coordinate of the rectangle.right - The right coordinate of the rectangle.bottom - The bottom coordinate of the rectangle.top +- The top coordinate of the rectangle.rgba - The color of the rectangle.texture - The texture to use. +Return Values +None. +Description +Draws a solid 2-dimensional rectangle. The color defaults to white and it is untextured unless a texture is specified. +Examples +— A red rectangle is produced in this example: +renderer = Renderer.Create () +Renderer.DrawRect2d( renderer, Vector4.Create( 0, 0 ), Vector4.Create( 100, 200 ), Vector4.Create( 1, +0 , 0 , 1 ) ); +See Also +• Renderer.Create +Renderer.DrawSprite +Brief +Draws a sprite. +Definition +Renderer.DrawSprite( Renderer renderer. Sprite sprite ) +Arguments +renderer - Target renderer for the draw call.sprite - The sprite to draw. +Return Values +None. +Description +Draws a sprite. +Examples +renderer = Renderer.Create () +sprite = Sprite.Create () +Sprite.SetTexture( sprite. Texture.Find( "texture.dds" ) ) +Renderer.DrawSprite( renderer, sprite ) +See Also +• Renderer.Create +Sprite.Create +• Sprite.SetTexture +• Renderer.DrawSprites +Renderer.DrawSprites +Brief +Draws an array of sprites. +Definition +! Renderer.DrawSprites( Renderer Tenderer, Sprite[] sprites, number startlndex = 1, number endlndex = +i #sprites ) +Arguments +renderer - Target renderer for the draw call.sprites - A table of sprites to draw.startlndex - The index in the table to start drawing from. Defaults to +1 .endlndex - The index in the table to stop drawing to. Defaults to the length of the table. +Return Values +None. +Description +Draws one or more sprites. +Examples +renderer = Renderer.Create () +sprites = { Sprite.Create(), Sprite.Create(), Sprite.Create(), Sprite.Create() } +Sprite.SetTexture( sprites[1], Texture.Find( "texturel.dds" ) ) +Sprite.SetTexture( sprites [2], Texture.Find( "texture2.dds" ) ) +Sprite.SetTexture( sprites[3], Texture.Find( "texture3.dds" ) ) +Sprite.SetTexture( sprites[4], Texture.Find( "texture4.dds" ) ) +Renderer.DrawSprites( renderer, sprites ) — Draw all 4 sprites +Renderer.DrawSprites( renderer, sprites, 2, 4 ) — Draw 2nd, 3rd and 4th sprite. +See Also +• Renderer.Create +• Sprite.Create +• Sprite.SetTexture +• Renderer. DrawSprite +Re nde rer. D rawT ext2d +Brief +Draws text using the default font. +Definition +Renderer.DrawText2d( Renderer Tenderer, Vector4 position, string text, Vector4 rgba = [1,1,1,1], +number maxWidth = -1 ) +Renderer.DrawText2d( Renderer renderer, number x, number y, string text, Vector4 rgba = [1,1,1,1], +number maxWidth = -1 ) +Arguments +renderer - Target renderer for the draw call.position - The x,y position of the text. The Z and W components of the vector will be ignored.x - The x +position of the text.y - The y position of the text.text - The text to render.rgba - The color of the text.maxWidth - The maximum width in pixels the +text can be before it goes onto the next line. +Return Values +None. +Description +Draws text using the default font. The color defaults to white. +Examples +! Renderer.DrawText2d( renderer, Vector4.Create( 5, 12 ), "hello" ) +See Also +• Vector4.Create +Renderer.DrawTriList2d +Brief +Renders a list of 2D triangles. +Definition +! Renderer.DrawTriList2d( Renderer renderer, Vector4[] points, Vector4 color = [1,1,1,1] ) +Arguments +renderer - Target renderer for the draw call.points - The list of corner coordinates for the triangles. Must be multiple of 3.color - The color for the +triangles. Defaults to white. +Return Values +None. +Description +Renders a list of 2D triangles. The color for the triangles defaults to white. +Examples +vertList = {} +vertList[l] = Vector4.Create( 10, 10 ) +vertList[2] = Vector4.Create( 20, 20 ) +vertList[3] = Vector4.Create( 10, 20 ) +green = Vector4.Create( 0, 1, 0, 1 ) +Renderer.DrawTriList2d( renderer, vertList, green ) +See Also +• Vector4.Create +Renderer.GetOverlay +Brief +Returns the current overlay. +Definition +number Renderer.GetOverlay( Renderer Tenderer ) +Arguments +renderer - The renderer to query. +Return Values +The initial overlay is 0 and it can range from 0 to 15. +Description +Returns the current overlay. +Examples +! — Save the current overlay +; previousOverlay = Renderer.GetOverlay( renderer ) +j Renderer.SetOverlay( renderer, uiOverlay ) +| — Render UI +! — Restore old overlay +1 Renderer.SetOverlay( renderer, previousOverlay ) +See Also +• Renderer.SetOverlay +Renderer.GetPosition +Brief +Returns the current position of the renderer. +Definition +Vector4 Renderer.GetPosition( Renderer renderer ) +Renderer.GetPosition( Renderer renderer, Vector4 outPos ) +Arguments +renderer - The renderer to query.outPos - (out) The vector to receive the position. +Return Values +The current position of the Tenderer. +Description +Returns the current position of the Tenderer. +Examples +print( "The current position is " .. Renderer.GetPosition( renderer ) ) +See Also +None +Renderer.GetScale +Brief +Returns the current scale of the renderer. +Definition +Vector4 Renderer.GetScale( Renderer renderer ) +Renderer.GetScale( Renderer renderer, Vector4 outScale ) +Arguments +renderer - The renderer to query.outScale - (out) The vector to receive the scale. +Return Values +The current scale of the renderer. +Description +Returns the current scale of the renderer. +Examples +: print( "The current scale is " .. Renderer.GetScale( renderer ) ) +See Also +None +Renderer.GetSize +Brief +Returns the current size of the renderer. +Definition +Vector4 Renderer.GetSize( Renderer renderer ) +Renderer.GetSize( Renderer renderer, Vector4 outsize ) +Arguments +Tenderer - The Tenderer to query.outSize - (out) The vector to receive the size. +Return Values +The current size of the Tenderer. +Description +Returns the current size of the Tenderer. +Examples +! print( "The current size is " .. Renderer.GetSize( renderer ) ) +See Also +None +Renderer.GetTextSize +Brief +Calculates the pixel width of the text using the current font. +Definition +Vector4 Renderer.GetTextSize( Renderer renderer, string text, number maxWidth = -1 ) +Arguments +renderer - The renderer to query.text - The text to measure.maxWidth - The text to measure. +Return Values +A vector containing the pixel width and height of the text. +Description +Calculates the pixel width of the text using the current font. The size includes the current font's scale. Only the X and Y components of the +returned vector are valid, where the X component corresponds to the specified text's width in pixels, and the Y component corresponds to its +height. The Z and W components are set to zero and can be ignored. If maxWidth is specified the size is calculated with a maximum width that +mirrors the DrawText2d maxWidth parameter. +Examples +size = Renderer.GetTextSize( renderer, "Hello World!" ) +print( "Text width is " .. Vector4.X( size ) ) +print( "Text height is " .. Vector4.Y( size ) ) +See Also +• Renderer. DrawText2d +Renderer.SetBlendMode2d +Brief +Sets the blend mode of the specified Tenderer's current overlay. +Definition +Renderer.SetBlendMode2d( Renderer Tenderer, number preset ) +Arguments +renderer - The renderer to set the blend function on.preset - Blend mode preset to access well known definitions. Can be one of the following: +BlendMode2d. Blend +BlendMode2d.Add +BlendMode2d. Multiply +BlendMode2d.Xor +Return Values +Description +This works on the current overlay. All overlays default to BlendMode2d.Blend every frame. You can Change the blend mode state between render +calls, for example changing the blend to additive, drawing several sprites, then changing the blend to multiply and drawing quads with +Renderer. DrawQuads2d. +Examples +Renderer.SetBlendMode2d( renderer, BlendMode2d.Blend ); —Revert to normal blend mode +Renderer.SetBlendMode2d( renderer, BlendMode2d.Add ); —Set to additive +See Also +• Material.SetBlendMode +Renderer.SetFont +Brief +Sets the current font for rendering. +Definition +Renderer.SetFont( Renderer renderer, string fontName ) +Renderer.SetFont( Renderer renderer, Font font ) +Arguments +renderer - The renderer to use.fontName - The name of the font to use. Values can be one of the following: +"13reg" - the default for Renderer +"13bold” +"18reg” +"18bold” +"26reg” +"26bold” +"60bold"font - A valid custom Font object. +Return Values +None. +Description +Sets the current font for rendering. The default is "13reg". +Examples +local text = 'big font' +Renderer.SetFont( renderer, "60bold" ) +local pos = Vector4.Create( 5 + Renderer.GetTextSize( text ) * 0.75, 12 ) +Renderer.DrawText2d( renderer, pos, text ) +font = Font.Create( myFontResource, 8 ) — or Font.Create( "MyFontResourceName", 8 ) +Renderer.SetFont ( renderer, font ) +Renderer.DrawText2d( renderer, textPos, "Check out my custom font!" ) +See Also +• Font.Create +Renderer.SetFontHorzAlignment +Brief +Sets the horizontal alignment of the font when rendering text. +Definition +Renderer.SetFontHorzAlignment( Renderer renderer, string alignment ) +Arguments +renderer - The renderer to update.alignment - The horizontal alignment of text to be renderered. Can be one of the following: +"left" +"center" +"right" +Return Values +None. +Description +Sets the horizontal alignment of the font when rendering text. When a renderer is created the default value is "left". +Examples +! Renderer.SetFontHorzAlignment( renderer, "center" ) +See Also +• Renderer.SetFontVertAlignment +Renderer.SetFontScale +Brief +Sets the font scale. +Definition +Renderer.SetFontScale( Renderer renderer, number scaleX, number scaleY = scaleX ) +Arguments +Tenderer - The renderer to update.scaleX - The horizontal scale in the x-axis.scaleY - The vertical scale in the y-axis. +Return Values +None. +Description +Sets the font scale. +Examples +! Renderer.SetFontScale ( renderer, 10 ) +See Also +• Renderer. DrawText2d +Renderer.SetFontVertAlignment +Brief +Sets the vertical alignment of the font when rendering text. +Definition +! Renderer.SetFontVertAlignment( Renderer renderer, string alignment ) +Arguments +renderer - The renderer to update.alignment - The vertical alignment of text to be renderered. Can be one of the following: +"top" +"center" +"bottom" +Return Values +None. +Description +Sets the vertical alignment of the font when rendering text. When a renderer is created the default value is "top". +Examples +! Renderer.SetFontVertAlignment( renderer, "top" ) +See Also +• Renderer. SetFontHorzAlignment +Renderer.SetOverlay +Brief +Sets the current overlay. +Definition +Renderer.SetOverlay( Renderer Tenderer, number overlay ) +Arguments +renderer - The renderer to update.overlay - The overlay id which ranges from 0 to 15. +Return Values +None. +Description +Sets the current overlay. Overlays are drawn in the order 0 to 15. +Examples +! — Save the current overlay +i previousOverlay = Renderer.GetOverlay( renderer ) +j Renderer.SetOverlay( renderer, uiOverlay ) +; — Render UI +; — Restore old overlay +j Renderer.SetOverlay( renderer, previousOverlay ) +See Also +• Renderer.GetOverlay +Renderer.SetPosition +Brief +Sets the renderer to the specified position. +Definition +! Renderer.SetPosition( Renderer renderer, Vector4 position ) +Arguments +renderer - The renderer to update.position - The new position of the renderer. +Return Values +None. +Description +Sets the renderer to the specified position. The default is [ 0, 0, 0, 1 ]. +Examples +renderer = Renderer.Create() +Renderer.SetPosition( renderer, Vector4.Create( -100, 42 ) ) +See Also +• Renderer.Create +• Vector4.Create +Renderer.SetScale +Brief +Sets the renderer to the specified scale. +Definition +Renderer.SetScale( Renderer renderer, Vector4 scale ) +Arguments +renderer - The renderer to update.scale - The new scale of the renderer. +Return Values +None. +Description +Sets the renderer to the specified scale. The default is [ 1, 1, 1, 1 ]. +Examples +j renderer = Renderer.Create () +i Renderer.SetScale( renderer, Vector4.Create( 2, 2 ) ) +See Also +• Renderer.Create +• Vector4.Create +Renderer.SetSize +Brief +Sets the renderer to the specified size. +Definition +Renderer.SetSize( Renderer renderer, Vector4 size ) +Arguments +renderer - The renderer to update.size - The new size of the renderer. +Return Values +None. +Description +Sets the Tenderer to the specified size. The default is [ 1280, 720, 0, 0 ]. Anything outside of the size will be clipped. +Examples +Tenderer = Renderer.Create() +Renderer.SetSize( renderer, Vector4.Create( 1024, 720 ) ) +See Also +• Renderer.Create +• Vector4.Create +Renderer.SetTarget +Brief +Sets the target of the renderer. +Definition +! Renderer.SetTarget( Renderer renderer. Screen screen ) +Arguments +renderer - The renderer to update.screen - The screen to render to. +Return Values +None. +Description +The target of the renderer is set to a screen so instead of rendering in full screen mode it is rendered to the specified screen. +Examples +renderer = Renderer.Create () +screen = ArcadeGame.GetScreen() +Renderer.SetTarget( renderer, screen ) +See Also +• ArcadeGame.GetScreen +• Scene.FindScreen +• Screen.Create +Resource +Resource.CancelRequest +Brief +Cancels a pending resource request. +Definition +! Resource.CancelRequest( Resource resource ) +Arguments +resource - The resource to cancel the request for. +Return Values +None. +Description +Cancels a pending resource request. +Examples +! Resource.CancelRequest( res ) +See Also +• Resource. Request +Resource.DebugDumpToTty +Brief +Debug function to dump a resource content and/or metadata to TTY. +Definition +! Resource.DebugDumpToTty(Resource resource) +Arguments +resource - The resource to dump. +Return Values +None. +Description +Dumps available information about the resource contents to TTY. File resources will be dumped in their entirety, binary resources will have any +available human-readable metadata dumped. Note all resource types are currently supported, presently files/xml and textures are. This function is +only available if the debug flag is set on the Lua component, and is not available to live content. +Examples +url = "http://www.example.com/data.xml" +xmlDatal = Resource.Request( url, "file" ) +xmlDatal:DebugDumpToTty() +See Also +• Resource.DebugSave +Resource.DebugSave +Brief +Debug function to save a resource to the home directory. +Definition +boolean Resource.DebugSave(Resource resource, string filename) +Arguments +resource - The resource to dump.filename - The filename to use (including extension). +Return Values +True on success or false on failure. +Description +Dumps the contents of a resource to the home directory supplied via Target Manager. The operation is synchronous so be aware that large files +may involve a long pause. Currently only file/xml is supported. This function is only available if the debug flag is set on the Lua component, and is +not available to live content. +Examples +! url = "http://www.example.com/data.xml" +| xmlDatal = Resource.Request( url, "file" ) +! xmlDatal:DebugSave("debugXml.xml") +See Also +• Resource.DebugDumpToTty +Resource.Exists +Brief +Check if a specified resource exists in the object or a loaded resource pack. +Definition +boolean Resource.Exists(string resourceName, ResourcePack resourcePack = nil) +Arguments +resourceName - Name of the resource to search for.resourcePack - A loaded ResourcePack object to search in. +Return Values +True if the resource is present in the object or resource pack, or false otherwise. +Description +Checks for a named resource in the current object or a loaded resource pack. +Examples +I if (Resource.Exists("gun")) then +gunEntity:SetModel("gun") +| end +See Also +• Resource.Find +Resource.Find +Brief +Finds the specified resource. +Definition +! Resource Resource.Find( string resourceName, ResourcePack pack = nil ) +Arguments +resourceName - The name of the resource to find.pack - ResourcePack from which to load the resource. Must be fully loaded. +Return Values +The Resource object. +Description +Finds the specified resource. The resource name is the name set for a resource in the FiDK's Object Editor application. Alternatively, the resource +name can be the name set for a scripted asset in the FiDK’s Scene Editor application. If the resource is not found an error occurs. +Examples +! res = Resource.Find( "laserGun" ) +! print( Resource.GetName( res ) ) +See Also +None +Resource.GetData +Brief +Depending on the type of resource it returns the corresponding object such as a texture. +Definition +variant Resource.GetData( Resource resource ) +Arguments +resource - The resource to query. +Return Values +Depending on the type of resource it returns the corresponding object. +Description +Depending on the type of resource it returns the corresponding object such as a texture. Supported resource types are: +Texture +SoundBank +SoundStream +Texture +Repertoire +Examples +texture = Resource.GetData( textureRes ) +textureWidth = Texture.GetWidth( texture ) +textureHeight = Texture.GetHeight( texture ) +See Also +• Resource. Request +• MemoryContainer.Create +Resource.GetDownloadProgress +Brief +Retrieve the download progress of a resource request. +Definition +number Resource.GetDownloadProgress( Resource resource ) +Arguments +resource - A requested resource that is currently loading. +Return Values +A number between 0 and 1 representing the download progress. +Description +If the resource is not downloading 0 will be returned, or if it is fully downloaded 1 is returned. The IsLoading and IsLoaded functions should be +preferred if simply checking for the load state. Note that the progress is the download progress only, other tasks may need to be performed after +downloading and so the download progress may return 1 while IsLoaded is still false. Only when IsLoaded returns true is the load complete. Also +note that a resource may be locally cached, and scripts should not assume that all requests will result in a download. +Examples +function OnUpdateO +if (resource:IsLoading()) then +local progress = resource:GetDownloadProgress() +if (progress == 0) then +print("Requesting.. . ") +elseif (0 < progress and progress > 1) then +print("Downloading. . ." ) +RenderProgressBar(progress) +else +print("Processing. . ." ) +end +end +end +See Also +• Resource. Request +• Resource. IsLoading +• Resource. IsLoaded +Resource.GetName +Brief +Returns the resource name. +Definition +1 string Resource.GetName( Resource resource ) +Arguments +resource - The resource to query. +Return Values +The resource name. +Description +Returns the resource name. This function should only be used for resources obtained from a call to Resource.Find. +Examples +! res = Resource.Find( 'laserGun' ) +! print( Resource.GetName( res ) ) +See Also +• Resource.Find +Resource.GetStatusCode +Brief +Retrieve the status code for a requested resource download. +Definition +number Resource.GetStatusCode(Resource resource) +Arguments +resource - A requested resource that is currently loading. +Return Values +A status code (see below). +Description +For FITTP downloads, the status code will reflect the FITTP response status code, such as 404 in the case of file not found. The status code can +be used to determine the cause of failure in the case that lsLoaded() == false and IsLoadingQ == false, which indicates an error has occurred. If +no status code is available 0 is returned. Note that calling GetStatusCode in cases other than load failure is not guaranteed to produce an +expected result. +Examples +resource = Resource.Request("http://www.example.com/myXmlFile.xml", "xml") +resourceDone = false +function OnUpdateO +if (resource and not resourceDone) then +if (resource:IsLoaded()) then +— use resource +resourceDone = true +elseif (not resource:IsLoading()) then +— error case: resource is not loaded but also not loading +local code = resource:GetStatusCode() +if (code == 404) then +print("File has gone missing!") +else +print("HTTP download fail:", code) +end +resourceDone = true +else +print("Progress:", resource:GetDownloadProgress()) +end +end +end +See Also +• Resource. Request +• Resource.GetDownloadProgress +Resource.GetSystemResource +Brief +Get a system resource for use by the script. +Definition +Resource Resource.GetSystemResource( SysResources resourceld ) +Arguments +resourceld - ID of system resource to load (see details). +Return Values +The resource object. +Description +Some resources are loaded by the client and are available to all scripts. These resources will be treated as dynamically loaded (similarly to +Resource.Request) but will be shared with the client and not require downloading. The available resource IDs are: +• SysResources.TexPsStoreLogo +Examples +resource = Resource.GetSystemResource( SysResources.TexPsStoreLogo ) +if (resource:IsLoaded()) then +local tex = resource:GetData () +Renderer.DrawRect2d( renderer, Vector4.Create( 0, 0 ), Vector4.Create( 200, 50 ), Vector4.Create( +1, 1, 1, 1 ), tex ) +end +See Also +• Resource. Request +• Resource.Find +Resource.IsLoaded +Brief +Returns true if the resource has been loaded successfully. +Definition +boolean Resource.IsLoaded( Resource resource ) +Arguments +resource - The resource to query. +Return Values +true if the resource has been loaded successfully and false otherwise. +Description +Returns true if the resource has been loaded successfully. +Examples +local isLoaded = Resource.IsLoaded( res ) +See Also +Resource. IsLoading +Resource.IsLoading +Brief +Returns true while the resource is loading. +Definition +! boolean Resource.IsLoading( Resource resource ) +Arguments +resource - The resource to query. +Return Values +true if the resource is still loading or being requested and false otherwise. +Description +Returns true while the resource is loading. +Examples +! local isLoading = Resource.IsLoading( res ) +See Also +• Resource. IsLoaded +Resource.Release +Brief +Releases the specified resource. +Definition +! Resource.Release( Resource resource ) +Arguments +resource - The resource to be released. +Return Values +None. +Description +Releases the specified resource. +Examples +res = Resource.Find( 'laserGun' ) +Resource.Release( res ) +See Also +• Resource.Find +Resource.Request +Brief +Requests a new resource. +Definition +Resource Resource.Request( string|Screenshot content, string type, HttpPostData postData = nil, string +memory = nil, boolean useHttpCompression = false, boolean readBodyOnErrorStatus = false ) +Arguments +content - The URL of the resource to request or a Screenshot object.type - The type of resource to request. Can be one of the following: +"file" +"texture" +"soundstream"postData - Optional. Post data to send up to the server when making a request.memory - Optional. Valid values are 'host' or +'main'.useHttpCompression - Boolean, indicates if HTTP compression should be used.readBodyOnErrorStatus - Boolean, indicates if the +response body should be read if the status code indicates a problem (e.g. for a '410 gone’, the body may be used to communicate a reason). +Return Values +A handle to the requested resource, or nil if the resource request failed (vOI .45+). +Description +Requests a new resource. Only HTTP/HTTPS downloads are currently supported. Note that images loaded as textures do not currently have +control over the compression or resizing of the image for use by PS Home, and as a result may display at a lower quality than the source image. If +you wish to control the conversion options used when creating the texture, see Resource.RequestTexture. +Examples +— Example 1: HTTP download of XML +url = "http://www.example.com/data.xml" +xmlDatal = Resource.Request( url, "file" ) +— Example 2: HTTPS download of XML generated by a server-sidew script +url = "https://www.example.com/script.php" +xmlData2 = Resource.Request( url, "file", postData, 'host' ) +— Example 3: After taking a screenshot load it up as a texture +if screenshot:Succeeded() == true then +screenShotTexture = Resource.Request( screenshot, "texture" ) +end +— Example 4: HTTP download of a texture +url = "http://www.example.com/texture.dds" +xmlDatal = Resource.Request( url, "texture" ) +See Also +• Screenshot.Create +• Resource.RequestTexture +• Resource.RequestSecure +Resource.RequestSecure +Brief +Requests a secure resource. +Definition +Resource Resource.RequestSecure( string contentld, string type, boolean global = false, MemoryType +memType = MemoryType.Main, boolean useHttpCompression = false, boolean readBodyOnErrorStatus = false ) +Arguments +contentld - The ID (filename) of the secure resource to request. Note that as this call will +ultimately result in an HTTPS request, the contentld is case-sensitive.type - The type of resource to request. Can be one of the following: +"file"global - Request the non-region-specific resource.memType - Memory type to allocate for the resource.useHttpCompression - Boolean, +indicates if HTTP compression should be used.readBodyOnErrorStatus - Boolean, indicates if the response body should be read if the status +code indicates a problem (e.g. for a '410 gone', the body may be used to communicate a reason). +Return Values +A handle to the requested resource, or nil if the resource request failed. +Description +Requests a new secure resource. There are two secure storage locations, one for the user's current region and one for all regions. Specifying the +global flag will request the non-region-specific file rather than the current region's file. If the secure service is not available this function will return +nil, scripts should handle this case gracefully. +Examples +— retrieve the global (non-region-specific) version of myfile.xml from secure storage +xmlData = Resource.RequestSecure( "myfile.xml", "file", true ) +See Also +• Resource. Request +Resource.RequestTexture +Brief +Request a new resource. +Definition +Resource Resource.RequestTexture( string|Screenshot content, TextureOptions options = +TextureOptions.Default ) +Arguments +content - The URL of the resource to request or a Screenshot object.options - The texture load options to use. Can be combined with the + +operator. The options available are +TextureOptions.Default - the standard options, as per Resource.Request. +TextureOptions.NoCompression - do not DXT compress the texture +TextureOptions.NoMipmaps - do not generate mipmaps for the texture +TextureOptions.NoSizeLimit - do not cap the major dimension of the texture to 512 texels +TextureOptions.NoPow2 - do not convert the major dimension of the texture to a power of 2 in size +TextureOptions.Image - all of the above 4 options combined +Return Values +A handle to the requested resource, or nil if the resource request failed. +Description +Requests a new texture resource. Only HTTP/HTTPS downloads are currently supported. The default texture load options can cause an image to +lose quality due to compression, size limiting and resizing. A script can use this function to specify the exact texture load options to use if required. +In normal cases without strict quality requirements, Resource.Request should be preferred. +Examples +fullscreenImage = Resource.RequestTexture("http://www.mywebsite.com/HDBackground.jpg", +TextureOptions.Image) +hiResTexture = Resource.RequestTexture("http://www.mywebsite.com/HiResTexture.png", +TextureOptions.NoSizeLimit) +myScreenshot = Resource.RequestTexture(screenshotObject, TextureOptions.NoSizeLimit + +TextureOptions.NoCompression + TextureOptions.NoPow2 + TextureOptions.NoMipmaps) +See Also +• Resource. Request +Resource.Run +Brief +Executes the specified resource as a Lua script. +Definition +Resource.Run( string resourceName, ResourcePack pack = nil ) +Resource.Run( Resource fileResource ) +Arguments +resourceName - The name of the resource. The type of the resource must be 'lua'.resourcePack - The ResourcePack to search for the specified +resourceName, if desired.fileResource - The resource to run. The type of the resource must be 'lua'. +Return Values +None. +Description +Executes the specified resource as a Lua script. +Examples +Resource.Run( "utils.lua" ) +See Also +• LoadLibrary +Resource. StartLoading +Brief +Starts loading the resource if it is not already loaded. +Definition +! boolean Resource. StartLoading ( Resource resource, number memorySlotld ) +Arguments +resource - The resource to be loaded.memorySlotld - The id of the memory slot to use or 0 for the default budget +Return Values +true if successful and false otherwise. +Description +Starts loading the resource if it is not already loaded. If a callback is specified, it will be passed a boolean value indicating whether the load +succeeded. +Examples +res = Resource.Find( 'laserGun’ ) +Resource.StartLoading( res ) +res2 = Resource.Find( 'mapSection2' ) +Resource.StartLoading( res2, 2 ) — load into memory slot 2 +See Also +None +ResourcePack +ResourcePack.DebugGetLoadError +Brief +Get the error code for a load error. +Definition +RpLoadError ResourcePack.DebugGetLoadError( ResourcePack pack ) +Arguments +pack - Resource Pack object. +Return Values +An RpLoadError value indicating the reason for the load failure: +RpLoadError.None - no error +RpLoadError.MountFail - object package could not be mounted +RpLoadError.OfflineFail - offline object could not be loaded +RpLoadError.DownloadFail - download of object package failed +RpLoadError.ResourcesFail - resources XML did not load or parse correctly +RpLoadError.ResourceAddFail - one of the object resources did not load +RpLoadError.LocalisationFail - localization XML did not load or parse correctly +RpLoadError.CreateDefFail - object definition could not be created +RpLoadError.ObjectDefFail - object XML did not load or parse correctly +RpLoadError.CreateFail - object create failed +RpLoadError.MakeFail - object type could not be found +RpLoadError.Component - one of the components failed to load (should not occur for RPs) +RpLoadError.NotAResourcePack- load references an object that is not an RP +RpLoadError.PermissionDenied - either requesting object or RP doesn't list object in permissions +Description +If GetLoadState indicates an error has occurred, this function can be used to retrieve the error state. This function is not available in live content +and is not intended for display to a user, but can assist when developing the script. +Examples +myResPack = ResourcePack.Load( "DEADBEEF-00000000-00000000-00000000" ) +if (not myResPack) then +local e = myResPack:GetLoadError() +end +while (myResPack:GetLoadState() ~= RpLoadState.Loaded and myResPack:GetLoadState() ~= +RpLoadState.Error) do +coroutine.yield() +end +if (myResPack:GetLoadState() == RpLoadState.Error) then +local e = myResPack:GetLoadError() +end +See Also +• ResourcePack.GetLoadState +• ResourcePack. Load +ResourcePack.GetLoadProgress +Brief +Get the progress percentage of the current load state. +Definition +number ResourcePack.GetLoadProgress( ResourcePack pack ) +Arguments +pack - Resource Pack object. +Return Values +A number in the range [ 0, 1 ] representing the proportion of the current load state that is complete. +Description +The Downloading and Loading states will each take a period of time to complete. A script should indicate to the user the progress of these steps +individually so the load process is clearly understood. If this function is called for other states the value is likely to be fixed at 0 or 1 and should not +be displayed to the user. +Examples +if ( loadState == RpLoadState.Downloading ) then +myDownloadProgressBarGui:SetProgress( myResPack:GetLoadProgress() * 100.0 ) +elseif ( loadState == RpLoadState.Loading ) then +myLoadProgressBarGui:SetProgress( myResPack:GetLoadProgress() * 100.0 ) +end +See Also +• ResourcePack.GetLoadState +• ResourcePack.Load +ResourcePack.GetLoadState +Brief +Get the current load state of a ResourcePack. +Definition +RpLoadState ResourcePack.GetLoadState( ResourcePack pack ) +Arguments +pack - Resource Pack object. +Return Values +A RpLoadState enum indicating the current load state: +RpLoadState.Created +RpLoadState.Queued +RpLoadState.Downloading +RpLoadState.Loading +RpLoadState.Loaded +RpLoadState. Error +Description +The load of a ResourcePack is an asynchronous process which may take some time to complete. This function will indicate the current state of +the ResourcePack load. Once the Loaded status is returned the object is ready to use. If this function indicates Error, the script can use +GetLoadError to find out why the load failed. The Downloading and Loading states can be further queried for their progress using the +GetLoadProgress function. +Examples +while (myResPack:GetLoadState() ~= RpLoadState.Loaded and myResPack:GetLoadState() ~= +RpLoadState.Error) do +coroutine.yield() +end +if (myResPack:GetLoadState() == RpLoadState.Error) then +print("ResourcePack failed to load!") +end +See Also +• ResourcePack.Load +• ResourcePack.GetLoadProgress +ResourcePack.IsLoading +Brief +Returns true if resource pack is currently downloading or loading. +Definition +ResourcePack.IsLoading(ResourcePack pack) +Arguments +pack - The ResourcePack object. +Return Values +True if the resource pack is download or loading, false otherwise. +Description +This function will check the load state and indicate whether the resource pack is downloading/loading. Resource packs that have completed +loading or failed to load will return false. +Examples +! if (myResPack:IsLoading()) then +RenderProgressBar(myResPack:GetLoadState(), myResPack:GetLoadProgress()) — user function +| end +See Also +• ResourcePack.GetLoadState +ResourcePack.Load +Brief +Creates a ResourcePack and starts downloading the object. +Definition +ResourcePack ResourcePack.Load( string objectld, number memorySlotld = 0 ) +Arguments +objectld - ID of resource pack object to load.memorySlotld - ID number of memory slot to load the resource pack into. +Return Values +A new ResourcePack object, or nil if object not found or could not be loaded. +Description +Initiates a background load of the specified ResourcePack object. The object ID must relate to a ResourcePack object for which this object has +load permission, other object IDs will be refused. The load is asynchronous, so the script should query the progress using GetLoadState and +GetLoadProgress, and display appropriate feedback to the user while the load process is taking place. If nil is returned the object ID is likely to be +invalid, and the load request should not be retried. The script should call Unload when the ResourcePack is no longer required, ensuring that no +resources remain in use. +Examples +myResPack = ResourcePack.Load( "11111111-11111111-11111111-11111111" ) +if (not myResPack) then +print("Error loading resource pack!") +return +end +See Also +• ResourcePack.GetLoadState +• ResourcePack.GetLoadProgress +• ResourcePack.Unload +ResourcePack.Unload +Brief +Unloads the ResourcePack and all associated resources. +Definition +! ResourcePack.Unload( ResourcePack pack ) +Arguments +pack - Resource Pack object. +Return Values +None. +Description +Unloads the ResourcePack object and all resources referenced by it. Note that the script should ensure that no resources owned by the +ResourcePack remain in use by PS Home as the client will not check for this. The ResourcePack Lua object remains valid and can be used to +load a new ResourcePack. Garbage collected ResourcePack Lua objects will call this function automatically. +Examples +! if (loadingNextLevel) then +myResPack:Unload() +j end +See Also +• ResourcePack. Load +Rewards +Rewards. AddTicket +Brief +Adds a reward ticket corresponding to the specified object ID to the list of tickets awaiting collection by the user. +Definition +! boolean Rewards.AddTicket( string objectld, string callBackString = nil ) +Arguments +objectld string - The ObjectID for which the ticket is allocated.callBackString - The optional call back string to run once the ticket has been +processed. +Return Values +False if immediately failed to add the ticket, such as it being in the inventory already and true if +successfully added. It may fail later though. +Description +This function assigns a reward ticket to a player which can award an object to a player instantly or can be used to collect a reward at a later point. +The type of ticket given is determined by the entitlementjd fields in the object's metadata (edited using the FIDK's Object Editor application). +These are set per region and can be either AUTOMATIC_REWARD (instantly awarded), or LUA_REWARD (awarded using +Rewards.CollectTicketO). If a callback is specified you can use Rewards.GetCurrentFocusObjectld and Rewards.GetCurrentFocusState inside +the callback to check the result. +The PS Flome client must be run in online mode in order for this function to work. +Examples +Rewards.AddTicket( "12345678-12345678-12345678-12345678" ) +See Also +• Rewards.DoesFlaveTicket +• Rewards.CollectTicket +Rewards.CollectTicket +Brief +Attempts to collect a reward ticket that must have been previously added to the user's reward ticket list. +Definition +boolean Rewards.CollectTicket( string objectld, string param, string callBackString = nil ) +Arguments +objectld - The object ID of the object to collect as a reward.param - Reserved for future use.callBackString - Optional lua string thats run once the +ticket has been collected or an error occurs in collection. +Return Values +true if call succeeds, or false if there is no ticket to collect. +Description +This function asks the PS Flome Reward System to attempt to collect the reward ticket corresponding to the specified object ID. This will add the +object to the user's permanent inventory. Note that PS Flome must first retrieve data regarding the object from its content servers to verify that the +item can be added, and so it is likely that the object will not appear in the user's inventory immediately. There are many conditions (such as the +object not having been set to be rewarded through Lua script) that can mean the object is not actually added to the inventory. A return value of +true from this function only indicates that the initial call was successful, it does not indicate that the user now owns the item. This can be verified +by querying LocalPlayer.lsInlnventory on successive frames. The PS Flome client must be run in online mode in order for this function to work. +Examples +Rewards.CollectTicket( "12345678-12345678-12345678-12345678" ) +See Also +Rewards. DoesHaveTicket +• Rewards.AddTicket +Rewards. DoesHaveTicket +Brief +Checks whether a Reward Ticket for the specified ObjectID is currently awaiting collection. +Definition +boolean Rewards.DoesHaveTicket( string objectld ) +Arguments +objectld - The object ID to check for. +Return Values +true if the reward ticket for the specified object ID is currently in the list awaiting collection. +Description +This function is used to determine when the user has been awarded a reward ticket but has not yet collected it. For example, an external title may +award the ticket using a REWARDS.XML written to the PLAYSTATION3's hard drive, based on a certain condition within the external title. The +title's developer could then develop a LUA script for PS Plome, that checks if the reward ticket has been awarded, then shows appropriate +feedback to the user before collecting the reward ticket. The PS Plome client must be run in online mode in order for this function to work. +Examples +rewardObjld = "12345678-12345678-12345678-12345678" +if ( Rewards.DoesHaveTicket( rewardObjld ) ) then +print("I have that ticket!") +end +See Also +• Rewards.AddTicket +• Rewards.CollectTicket +Rewards.GetCurrentFocusObjectld +Brief +Returns the object ID for the callback being called. +Definition +string Rewards.GetCurrentFocusObjectId() +Arguments +None +Return Values +The object ID in focus. +Description +Returns the object ID for the callback being called. Only valid when inside a callback. The PS Home client must be run in online mode in order for +this function to work. +Examples +function RewardCallBack() +local id = Rewards.GetCurrentFocusObjectId() +if id == g_laserGun then +local state = Rewards.GetCurrentFocusState () +if state == 'collected* or state == 'added' then +ShowLaserMessageBox() +else +ShowNoLaserForYouError() +end +end +end +See Also +• Rewards.CollectTicket +• Rewards.GetCurrentFocusState +Rewards.GetCurrentFocusState +Brief +Returns the state for the callback being called. +Definition +string Rewards.GetCurrentFocusState () +Arguments +None +Return Values +The state of callback in focus. +Description +Returns the state for the callback being called. Only valid when inside a callback. States returned are: +"collected" - The ticket has been collected. +"added" - The ticket has been added and ready for collection. +"noinfo" - There is no reward information for the object. +"failed" - A general error occurred. +"failed_automatic" - The collection failed as the reward is automaticly collected. +The PS Home client must be run in online mode in order for this function to work. +Examples +function RewardCallBack() +local id = Rewards.GetCurrentFocusObjectld() +if id == g_laserGun then +local state = Rewards.GetCurrentFocusState () +if state == 'collected* or state == 'added' then +ShowLaserMessageBox() +else +ShowNoLaserForYouError() +end +end +end +See Also +• Rewards.GetCurrentFocusObjectld +RtGame +RtGame.AddCustomExitMenuOption +Brief +Add a custom menu item to the Exit Menu for the mini-game. +Definition +RtGame.AddCustomExitMenuOption(string optionText) +Arguments +optionText - The localized string to display. Note: This must contain the "[SQUARE]" tag to denote the +SQUARE button selects this option. This will almost certainly be at the start of the text, and likely +include a space after it, to separate it from the rest of the text. E.g. "[SQUARE] Settings". +Return Values +None. +Description +This enables the custom menu option in the mini-game's Exit Menu, and sets the text for that option. The text must be localized before input. Only +one custom option can be added. Successive calls to this function can be used to alter the text displayed. +Examples +local customText = Object.GetMe():GetLocalizedText("myCustomOptionText") +RtGame.AddCustomExitMenuOption(myCustomOptionText) +See Also +• RtGame. RemoveCustomExitMenuOption +• RtGame. IsAbleToChangeCustomExitMenuOption +RtGame.CreateGame +Brief +Creates an RtGame session manually. +Definition +RtGame.CreateGame() +Arguments +None +Return Values +None. +Description +Creates an RtGame session. When the session is set up, a unique "room ID" is generated. This is available via the function RtGame.GetRoomld. +Examples +roomld = Biglnt.Create (64) +if (not RtGame.IsJoined()) then +RtGame.CreateGame() +creating = true +end +function OnUpdateO +if (creating and RtGame.IsJoined()) then +RtGame.GetRoomld(roomld) +creating = false +end +end +See Also +• RtGame.JoinGame +• RtGame.IsJoined +• RtGame.GetRoomld +RtGame.CreateGameObject +Brief +Creates a RtGameObject instance. +Definition +RtGameObject RtGame.CreateGameObject( string objectType ) +Arguments +objectType - The name of the object type defined within the network_definitions_xml file +Return Values +An RtGameObject instance, or nil if failed. +Description +Creates a RtGameObject instance. Once an object is created, initial values should be set before registering it for network replication. The +RtGameObject fields can be accessed in normal Lua table format. +Examples +if IsSessionMaster() then +session = RtGame.CreateGameObject( "gamestate" ) +session.gameMode = 0 +session.timeLeft = 10.0 +session.teamAScore = 0 +session.teamBScore = 0 +RtGame.ReplicateToNet( session ) +end +See Also +• RtGame.ReplicateToNet +RtGame. DestroyGameObject +Brief +Destroys a RtGameObject instance. +Definition +RtGame.DestroyGameObject( RtGameObject rtGameObject ) +Arguments +rtGameObject - the RtGameObject instance to be destroyed. +Return Values +none. +Description +Destroys a RtGameObject instance. Only RtGame objects owned by the local player can be destroyed. +Examples +! RtGame.DestroyGameObject(myGameObject) +See Also +• RtGame.CreateGameObject +RtGame.GetConnectionlnfo +Brief +Retrieves connection quality information for a member. +Definition +number RtGame.GetConnectionlnfo( number memberld, number connectionlnfoType ) +Arguments +memberld - A player's member ID.connectionlnfoType - Connection information value to obtain (see details). +Return Values +Connection info value requested, or nil on failure. +Description +Retrieves connection quality information for a member. connectionlnfoType should be specified using the following enums: +• RtConnlnfo.Rtt - Round-trip time (microseconds) +• RtConnlnfo.Bandwidth - Estimate bandwidth (bits/second) +Only one piece of information may be queried for each call to GetConnectionlnfo. +Examples +for i = 1, RtGame.GetPlayerCount() do +local memberld = RtGame.GetPlayer(i) +if (memberld ~= nil) then +local user = RtGame.GetUserFromMemberId(memberld) +local rtt = RtGame.GetConnectionlnfo( memberld, RtConnlnfo.Rtt ) +if (rtt ~= nil and user ~= nil) then +print( string.format("Player %d: Name=%d, rtt=%d", i, user:GetName(), rtt) ) +end +end +end +See Also +None +RtGame.GetMaxPlayers +Brief +Retrieves the maximum number of players for this session. +Definition +number RtGame.GetMaxPlayers() +Arguments +None +Return Values +Maximum number of players. +Description +Retrieves the maximum number of players for this session. +Examples +print( string.format("%d/%d players joined", RtGame.GetPlayerCount() , RtGame.GetMaxPlayers()) ) +See Also +None +RtGame.GetMemberldFromllser +Brief +Retrieves a member ID given a User object. +Definition +number RtGame.GetMemberIdFromUser( User user ) +Arguments +user - A user to look up. +Return Values +Memberld associated with user, or nil if the user could not be located in the RT Game session. +Description +Retrieves a member ID given a User object if the user is part of the RT Game session. +Examples +friends = LocalPlayer.GetFriends() +for i, friend in ipairs( friends ) do +local memberld = RtGame.GetMemberIdFromUser(friend) +if (memberld ~= nil) then +print( string.format("Friend %s is in game, with member ID %d", friend:GetName(), memberld) ) +end +end +See Also +None +RtGame.GetNumTokens +Brief +Retrieves the number of tokens available for this game. +Definition +number RtGame.GetNumTokens() +Arguments +None +Return Values +The maximum number of tokens. +Description +Retrieves the number of tokens available for this game. This will be the value set in the realtime_game component within the Object Editor. +Examples +! print("Num tokens =", RtGame.GetNumTokens()) +See Also +None +RtGame.GetOwnerMemberld +Brief +Retrieves the session owner's member ID. +Definition +! number RtGame.GetOwnerMemberId() +Arguments +None +Return Values +Session owner's member ID, or nil if not in session or there is no owner. +Description +Retrieves the session owner's member ID. +Examples +! function IsSessionOwner() +return localPlayerMemberld == RtGame.GetOwnerMemberld() +| end +See Also +None +RtGame.GetPlayer +Brief +Retrieves a member ID for a player in the session. +Definition +number RtGame.GetPlayer( number playerNumber ) +Arguments +playerNumber - The index of the player slot to query, in the range [ 1, RtGame.GetPlayerCount() ] +Return Values +memberld for player at given slot +Description +Retrieves a member ID for a player in the session. +Examples +for i = 1, RtGame.GetPlayerCount() do +local memberld = RtGame.GetPlayer(i) +print( string.format("Player %d: ID=%d", i, memberld) ) +end +See Also +None +RtGame.GetPlayerCount +Brief +Retrieves the number of players currently participating in this session. +Definition +! number RtGame.GetPlayerCount() +Arguments +None +Return Values +Number of players. +Description +Retrieves the number of players currently participating in this session. +Examples +! print( string.format("%d/%d players joined", RtGame.GetPlayerCount(), RtGame.GetMaxPlayers()) ) +See Also +None +RtGame.GetRoomld +Brief +Get the unique room ID of the currently joined RtGame session. +Definition +RtGame.GetRoomld(Biglnt<64> roomld) +Biglnt<64> RtGame.GetRoomld() +Arguments +roomld - a 64-bit Biglnt in which to store the room ID. +Return Values +A 64-bit Biglnt of the room ID if no Biglnt was passed in. +Description +If the user is currently joined to an RtGame session, this function will return the room ID of the session. +Examples +roomld = Biglnt.Create(64) +if (RtGame.IsJoined()) then +RtGame.GetRoomld(roomld) +end +See Also +• RtGame. IsJoined +• RtGame.JoinGame +RtGame. GetSentlnstanceTime +Brief +Retrieves the instance time of when the data was sent. +Definition +number, number RtGame.GetSentInstanceTime() +Arguments +None +Return Values +Instance time, split into 2 number values. +Description +Retrieves the instance time of when the data was sent for data receipt callbacks. See GetlnstanceTimef) for more details. This function is only +valid within the following functions: on_object_replicated on_object_updated on_message +Examples +b,t = RtGame.GetSentlnstanceTime() +print( string.format( "The instance time in hex is %#.2x%.6x", t, b ) ) +See Also +• GetlnstanceTime +RtGame.GetTokenOwnerMemberld +Brief +Queries the ownership of a token. +Definition +: number RtGame.GetTokenOwnerMemberld( number tokenld ) +Arguments +tokenld - Token number to query. +Return Values +Member ID of the token's owner, nil if the token is unowned. +Description +Queries the ownership of a token. Please note that the return value only reflects the current token state on the local client, an unowned token +does not guarantee that a request of that token will succeed. +Examples +! if (localMemberld == RtGame.GetTokenOwnerMemberld( weaponTokenld )) then +print("You have the weapon!") +| end +See Also +• RtGame.RequestToken +• RtGame.ReleaseToken +RtGame.GetUserFromMemberld +Brief +Retrieves a User object associated with a member ID. +Definition +! User RtGame.GetUserFromMemberld( number memberld ) +Arguments +memberld - A player's member ID. +Return Values +User object associated with a memberld, or nil on failure. +Description +Retrieves a User object associated with a memberld. +Examples +for i = 1, RtGame.GetPlayerCount() do +local memberld = RtGame.GetPlayer(i) +if (memberld ~= nil) then +local user = RtGame.GetUserFromMemberId(memberld) +if (user ~= nil) then +print( string.format("Player %d: Name=%d", i, user:GetName()) ) +end +end +end +See Also +None +RtGame.lsAbleToChangeCustomExitMenuOption +Brief +Determines if a custom menu option can currently be added to the Exit Menu. +Definition +RtGame.IsAbleToChangeCustomExitMenuOption() +Arguments +None +Return Values +Whether a custom menu option can currently be added to the Exit Menu. +Description +Changing the custom menu option while the Exit Menu is visible is not user fiendly and is therefore restricted. This function can be used to +determine when 'AddCustomExitMenuOption' and 'RemoveCustomExitMenuOption' will fail. +Examples +! RtGame.IsAbleToChangeCustomExitMenuOption() +See Also +• RtGame.AddCustomExitMenuOption +• RtGame. RemoveCustomExitMenuOption +RtGame.IsJoined +Brief +Indicates whether the local user is joined to an RtGame session. +Definition +boolean RtGame.IsJoined() +Arguments +None +Return Values +True if the local user is joined to an RtGame session, or false otherwise. +Description +Indicates whether the local user is joined to an RtGame session. +Examples +roomld = Biglnt.Create (64) +if (not RtGame.IsJoined()) then +RtGame.CreateGame() +creating = true +end +function OnUpdateO +if (creating and RtGame.IsJoined()) then +RtGame.GetRoomld(roomld) +creating = false +end +end +See Also +• RtGame.CreateGame +• RtGame. JoinGame +• RtGame.GetRoomld +RtGame.lsSessionOpen +Brief +Queries whether the session is open. +Definition +boolean RtGame.IsSessionOpen() +Arguments +None. +Return Values +true if session is open, false otherwise. +Description +Queries whether the session is open. This function is valid only for the session owner. After a session ownership change event, the new session +owner may use this function to query the session state. +Examples +function OnSessionOwnerChange( newOwnerld ) +print( "The session is open = ", tostring( RtGame.IsSessionOpen() ) ) +end +See Also +• RtGame.SetSessionClosed +RtGame. JoinGame +Brief +Joins an existing RtGame session. +Definition +RtGame.JoinGame(Biglnt<64> roomld) +Arguments +roomld - a 64-bit Biglnt containing the room to join. +Return Values +None. +Description +Joins the local user to an existing RtGame session with the specified room ID. The user should not be connected to an RtGame session already. +Examples +— roomld has been obtained from session owner... +if (not RtGame.IsJoined()) then +RtGame.JoinGame(roomld) +joining = true +end +function OnUpdateO +if (joining and RtGame.IsJoined()) then +joining = false +end +end +See Also +• RtGame.CreateGame +• RtGame. GetRoomld +RtGame.Leave +Brief +Leave the session that the local user is part of. +Definition +! RtGame.Leave () +Arguments +None +Return Values +None +Description +Leave the session that the local user is part of. +Examples +if (userWantsToQuit) then +RtGame.Leave() +| end +See Also +None +RtGame.ReleaseToken +Brief +Requests that ownership of a token is released. +Definition +! boolean RtGame.ReleaseToken( number tokenld ) +Arguments +tokenld - Token number to release. +Return Values +True if request submitted successfully, false if local user is not the owner of the token. +Description +Requests that ownership of a token is released. Token release requests are sent to the session owner. Use the on_token_ownership_change +callback to detect if the request was successful. Only the token's owner or the session owner can request a token's release. +Examples +! if (dropWeapon) then +RtGame.ReleaseToken( weaponTokenld ) +| end +See Also +• RtGame.RequestToken +RtGame.RemoveCustomExitMenuOption +Brief +Remove the custom menu item from the Exit Menu for the mini-game (if one has been added). +Definition +! RtGame.RemoveCustomTargetMenuOption(string optionText) +Arguments +None +Return Values +None. +Description +This removes the custom menu option in the mini-game's Exit Menu, if one has previously been added. +Examples +! RtGame.RemoveCustomExitMenuOption() +See Also +• RtGame. AddCustomExitMenuOption +• RtGame. IsAbleToChangeCustomExitMenuOption +RtGame.ReplicateToNet +Brief +Marks an object for auto replication. +Definition +| RtGame.ReplicateToNet( RtGameObject rtGameObject ) +Arguments +rtGameObject - the RtGameObject instance to be replicated. +Return Values +None. +Description +Marks an object for auto replication. Once an object is created, it remains locally until this function is called. Once replicated to the network, the +object will continue to be updated until it is destroyed or the player leaves the session. +Examples +if IsSessionMaster() then +session = RtGame.CreateGameObject( "gamestate" ) +session.gameMode = 0 +session.timeLeft = 10.0 +session.teamAScore = 0 +session.teamBScore = 0 +RtGame.ReplicateToNet( session ) +end +See Also +RtGame.RequestToken +Brief +Requests ownership of a token. +Definition +RtGame.RequestToken( number tokenld ) +Arguments +tokenld - Token number to request. +Return Values +None. +Description +Requests ownership of a token. Tokens are requested from the session owner. Use the on_token_ownership_change callback to detect if the +request was successful. As the session owner will have the advantage with token requests, it may be worth adding mechanisms within your script +to make your game more fair. For example, delaying requests for the session owner. +Examples +! RtGame.RequestToken( weaponTokenld ) +See Also +• RtGame.ReleaseToken +RtGame. Return JoinGameResult +Brief +Returns the result for the custom join game step of the joining process. +Definition +RtGame.ReturnJoinGameResult( boolean result ) +Arguments +result - true to allow the user to join, or false otherwise. +Return Values +None. +Description +When a callback function in onJoin_game_request is specified, the system will wait for this call before proceeding with the game join process. +Note that this call need not be made immediately within the callback, the script may perform asynchronous processing if necessary and call this +function at a later point. In this case the script should provide an indication to the user that the join process is still in progress. See the +on_local_playerJoin_request field within the realtime_game component of the object. +Examples +function OnLocalPlayerJoinRequest() +RtGame.ReturnJoinGameResult(IsGameJoinable()) +end +See Also +None +RtGame.SendMessage +Brief +Marks a message for sending +Definition +RtGame.SendMessage( string messageType, table message, number memberld = -1 ) +Arguments +messageType - The name of the message as specified in the network_definition_file xml.message - The iua table containing all the message +fields.memberld - Memberld of user to receive the message. This is an optional argument, omitting it or specifying -1 will send the message to all +members. +Return Values +None. +Description +Marks a message for sending. Note: The message table does not need to persist after the call to this function. +Examples +local msg = { id = missleType, damage = 23, vX = getFacingX(), vY = getFacingY(), vZ = getFacingZO } +; RtGame.SendMessage( "fireMissile", msg ) +See Also +None +RtGame.SetSessionClosed +Brief +Sets the session open/close state. +Definition +! RtGame.SetSessionClosed( boolean close ) +Arguments +close - True to close session, false to open. +Return Values +None. +Description +Sets the session open/close state. Once the session is closed, no other users may join. Note that this is a server request and therefore does not +take immmediate effect, use the on_session_access_change callback to determine when the action is complete. This function is valid only for the +session owner. +Examples +j if (racelsReadyToStart) then +RtGame.SetSessionClosed(true) +| end +See Also +None +RtGameObject +RtGameObject.Getlnstanceld +Brief +Queries the object's owner. +Definition +! number RtGameObject.Getlnstanceld( RtGameObject obj ) +Arguments +obj - The RT Game Object to query. +Return Values +Object's instance ID. +Description +Queries the object’s instance ID. The ID returned is globally unique to the creator, across all objects of any type. This ID in combination with the +owner will uniquely identify a given RT Game Object. +Examples +function OnObjectReplicated( rtGameObject ) +local owner = rtGameObject:GetOwner() +local instanceld = rtGameObject:Getlnstanceld() +print( string.format("OnObjectReplicated = %s, owner = %s, instnaceld = %d", +rtGameObject:GetName(), owner:GetName(), instanceld) ) +end +See Also +None +RtGameObject.GetName +Brief +Queries the object’s name. +Definition +string RtGameObject.GetName( RtGameObject obj ) +Arguments +obj - The RT Game Object to query. +Return Values +Object's name. +Description +Queries the object’s name. The name is the string specified in the 'name' attribute when defining this object in the network_definition_file file given +in the Object Editor. +Examples +function OnObjectReplicated( rtGameObject ) +print( string.format("OnObjectReplicated = %s", rtGameObject:GetName()) ) +end +See Also +None +RtGameObject.GetOwnerMemberld +Brief +Queries the object's owner. +Definition +number RtGameObject.GetOwnerMemberld( RtGameObject obj ) +Arguments +obj - The RT Game Object to query. +Return Values +Retrieves the memberld of the object's owner. +Description +Queries the object's owner. +Examples +! function OnObjectReplicated( rtGameObject ) +ownerld = rtGameObject:GetOwnerMemberld() +print( string.format("OnObjectReplicated = %s, ownerld = %d", rtGameObject:GetName(), ownerld) ) +| end +See Also +None +RtGameObject.GetOwnershipType +Brief +Queries the object's ownership type. +Definition +I number RtGameObject.GetOwnershipType( RtGameObject obj ) +Arguments +obj - The RT Game Object to query. +Return Values +Object's ownership type (see enums below) +Description +Queries the object's ownership type, as defined by the 'type' attribute of the object's defninition in the network defnition xml. +• RtObjOwnership. Personal +• RtObjOwnership.Session +Examples +j function OnObjectReplicated( rtGameObject ) +local owner = rtGameObject:GetOwner() +if rtGameObject:GetOwnershipType() == RtObjOwnership.Personal then +print( string.format("OnObjectReplicated = %s, owner = %s. Personal obj", +; rtGameObject:GetName(), owner:GetName()) ) +else +print( string.format("OnObjectReplicated = %s, owner = %s. Session obj", +j rtGameObject:GetName(), owner:GetName()) ) +end +i end +See Also +None +SaveData +SaveData.Create +Brief +Creates a new save data request object. +Definition +! SaveData.Create() +Arguments +None. +Return Values +A new instance of a save data request object. +Description +Creates a new save data request object. +Examples +! saveDataRequest = SaveData.Create() +See Also +SaveData.GetState +Brief +Returns the current status of the request. +Definition +SaveData.GetState( SaveData request ) +Arguments +request - The request to check the state for +Return Values +One of the following states: +0 - Idle. The request has not started or has completed without any problems +1 - The request is in progress +2 - The request is in progress (but is in a new internal state, scripts should treat this state no differently from 1) +-1 - The request has failed +-2 - The was no data to load (not technically an error as this will happen when the script is run for the first time) +Description +Returns the current status of the request. Scripts can monitor the status to see when a request completes and if it was successful or not. +Examples +local state = SaveData.GetState( saveDataRequest ) +See Also +SaveData.StartLoading +Brief +Submits a save data load request. +Definition +number SaveData.StartLoading( SaveData request, string datald, number type, MemoryContainer container +) +Arguments +request - The request to submitsaveld - The data identifier. Must match the id used for saving.type - Reserved, must be Ocontainer - The +container to load the data into +Return Values +0 on success or one of the following errors: +-1 - Invalid params. +-2 - This request object is already busy. +-3 - This is a duplicate of another request in progress (only affects save request). +-4 - The container is too large to save. Save sizes are limited to 4kb. +-5 - Loading and saving has been disable due to an earlier problem. +Description +Submits a save data load request. Multiple load requests for the same data can be submitted providing that there are no in progress save +requests. Please contact your Playstation(R)Home Regional Account Manager to request a save data key. Note: save data keys are currently +limited and use of the save data API will initially be on a restricted basis. +Examples +local result = SaveData.StartLoading( saveDataRequest, "XXXXXX", 0, container ) +See Also +SaveData.StartSaving +Brief +Submits a save data save request. +Definition +number SaveData.Startsaving( SaveData request, string datald, number type, MemoryContainer container, +number size = 0 ) +Arguments +request - The request to submitsaveld - The data identifier. Must match the id used for loadingtype - Reserved, must be Ocontainer - The +container to save the data fromsize - The number of bytes to be saved. If not specified, the UsedSize of the memory container will be used if set. +Otherwise, the total memory container size will be used. +Return Values +0 on success or one of the following errors: +-1 - Invalid params. +-2 - This request object is already busy. +-3 - This is a duplicate of another request in progress (only affects save request). +-4 - The container is too large to save. Save sizes are limited to 4kb. +-5 - Loading and saving has been disable due to an earlier problem. +Description +Submits a save data save request. Only a single save request for a single datald can be in progress at a time. If there are any other loads or +saves in progress, the script will need to wait for those to complete first. Please contact your Playstation(R)Home Regional Account Manager to +request a save data key. Note: save data keys are currently limited and use of the save data API will initially be on a restricted basis. +Examples +local result = SaveData.Startsaving( saveDataRequest, "XXXXXX", 0, container ) +See Also +Scene +Scene.FindEntity +Brief +Finds an entity that was created from the scene +Definition +Entity Scene.FindEntity( string name ) +Arguments +name - The name of the entity as set in the HDK's Scene Editor application. +Return Values +The entity if it is found and nil otherwise. +Description +Finds an entity that was created from the scene, (i.e. one added to the world as part of the .scene file) +Examples +! anotherDancingMonkey = Scene.FindEntity( "DancingMonkey342" ) +i Entity.SetAnim( anotherDancingMonkey, "monkey_excited" ) +See Also +Scene.FindScreen +Brief +Finds a screen in the active scene. +Definition +Screen Scene.FindScreen( string name ) +Arguments +name - The name of the screen as set in the FIDK's Scene Editor application. +Return Values +The screen matching the specified name or nil if the screen is not found. +Description +Finds a screen in the active scene. +Examples +screen = Scene.FindScreen( "MyVideoScreen" ) +if screen ~= nil then +Screen.SetContent( screen, "http://www.example.com/myvideo.mp4" ) +end +See Also +• Screen.SetContent +Scene.FindTriggerVolume +Brief +Finds a trigger volume that was created from the scene +Definition +! TriggerVolume Scene.FindTriggerVolume( string name ) +Arguments +name - The name of the trigger volume as set in the HDK's Scene Editor application. +Return Values +The trigger volume if it is found and nil otherwise. +Description +Finds a trigger volume that was created from the scene, (i.e. one added to the world as part of the .scene file) +Examples +trigVol = Scene.FindTriggerVolume( "sceneTriggerVolumel" ) +TriggerVolume.AddCallback( trigVol, MySceneTriggerVolumeCallback ) +See Also +• TriggerVolume.AddCallback +Scene.GetGraphicsEngineParam +Brief +Get the value of a parameter from the graphics engine. +Definition +Scene.GetGraphicsEngineParam(paramName) +Arguments +paramName - a valid graphics engine param name. Valid values are: +GraphicsEngine.ShadowEnable +GraphicsEngine.ShadowQuality +GraphicsEngine.SunlightColor +GraphicsEngine.SunlightDir +GraphicsEngine.ColorBalance +GraphicsEngine.Saturation +GraphicsEngine.Contrast +GraphicsEngine.ShadowPlaneDistance +GraphicsEngine.ShadowPlaneMultiplier +GraphicsEngine.ShadowPlaneCount +GraphicsEngine.ShadowDarkness +GraphicsEngine. AlphaSortEnable +GraphicsEngine. LightProbeTint +GraphicsEngine.GlowType +GraphicsEngine.GlowColor +GraphicsEngine. GlowBlendMode +Return Values +The current value of the graphics engine parameter in question. +Description +For details of the types returned by this function, see Scene.SetGraphicsEngineParam. +Examples +print(Scene.GetGraphicsEngineParam(GraphicsEngine.SunlightColor)) — output is "[1.64, 1.52, 1.08, 0] +i print(Scene.GetGraphicsEngineParam(GraphicsEngine.ShadowEnable)) — output is "true" +See Also +• Scene.SetGraphicsEngineParam +Scene.Getlnstanceld +Brief +Returns a unique id for the scene instance the user is currently in +Definition +! string Scene.GetInstanceld() +Arguments +None. +Return Values +string - The unique scene instance id +Description +Returns a unique id for the scene instance the user is currently in +Examples +! scenelnstaceld = Scene.GetInstanceld() +See Also +None +Scene.GetLaunchParam +Brief +Returns one of the text parameters that may have been passed to PS Plome when launched. +Definition +! string Scene.GetLaunchParam( number index = 1 ) +Arguments +index - index of the parameter to fetch (1-16). +Return Values +The indexed string that PS Home was launched with, or "none" if none. +Description +This function allows your script to query optional values passed to Home through a configuration file either set up by SCE regional teams or +generated from a game launched by Home. This allows you to gamelaunch from Home into your external title, then when the user selects to +return to PS Home they are directed to different spaces depending on whether they won or lost (for instance). Note that these values are only +valid in the first scene the user enters after returning to Home. See external documentation for more details on setting up this system. +Examples +param = Scene.GetLaunchParam( 1 ) +if ( param ~= "none" ) then +if ( param == "winner" ) then — custom string passed to PS Home by title +print("You won!") +else +print("You lost.") +end +end +See Also +None +Scene.GetLayerCollisionDefault +Brief +Query the default enabledness of collision detection between collision of the specified layers. +Definition +boolean Scene.GetLayerCollisionDefault( enum layerA, enum layerB ) +Arguments +layerA - The first layer.layerB - The second layer. +Return Values +true if collision detection is enabled by default, false otherwise. +Description +Query the default enabledness of collision detection between collision of the specified layers. +Examples +! print( Scene.GetLayerCollisionDefault( CollisionLayer.Userl, CollisionLayer.FurniturePlacement ) ) +See Also +• Scene.SetLayerCollisionDefault +Scene.GetListenerObjects +Brief +Returns an array of scene objects that are listening for data. +Definition +Object[] Scene.GetListenerObjects( number startIndex = 1, number maxCount = -1 ) +Arguments +startlndex - The position to start from. Previous indices are not added to the results.maxCount - The maximum size the results array can be. +Return Values +A table of Object instances. +Description +Returns an array of scene objects that are listening for data. +Examples +sceneListenerObjects = Scene.GetListenerObjects() +t = { letters={ "a", "b", "c" }, type="letter_message" } +for i, sceneListenerObject in ipairs( sceneListenerObjects ) do +resultl, result2, result3 = Object.SendListenerData( sceneListenerObject, t ) +end +See Also +None +Scene.GetMaxSaveDataSize +Brief +Indicates the maximum size in bytes of the available save data storage area. +Definition +! number Scene.GetMaxSaveDataSize() +Arguments +None +Return Values +The maximum size in bytes of the save data storage area. +Description +This function will return the maximum size in bytes of the available save data storage area. This number will never decrease. The number is valid +only if the scene has save data access. +Examples +local access = Scene.GetSaveDataPermission() +i if access == SaveDataPermission.ReadWrite and not Scene.IsSaveDataBusy() then +me = MemoryContainer.Create( Scene.GetMaxSaveDataSize() ) +— modify container here +Scene.SaveData( me ) +j end +L_I +See Also +None +Scene.GetSaveDataPermission +Brief +Obtain the level of save data access available to the current user in this scene. +Definition +SaveDataPermission Scene.GetSaveDataPermission() +Arguments +None +Return Values +A permission level (see details). +Description +Some scenes (currently personal spaces and clubhouses) provide the ability for a script to save data. Public scenes will not provide this ability. +Only the owner or club leader is currently able to read or write the save data, so the Readonly permission level below is not yet available. This +function will return the save data access level for the current user in the current scene, from the following values: +SaveDataPermission.None +SaveDataPermission. Readonly +SaveDataPermission. ReadWrite +For convenience these values can also be compared in the expected order (see example). Note that the save data system may also temporarily +be busy, even if the user has permission. This can be checked with the IsSaveDataBusy function. +Examples +local access = Scene.GetSaveDataPermission() +if (access > SaveDataPermission.None and not Scene.IsSaveDataBusy()) then +Scene.LoadData(memContainer) +end +See Also +• Scene.IsSaveDataBusy +Scene.GetStartupInstanceParam +Brief +Returns the Instance parameter that was passed to the scene when it was initialised +Definition +number Scene.GetStartupInstanceParam() +Arguments +None. +Return Values +number - The Instance parameter that the scene was started with +Description +When the user is relocated to a new scene (either by using a relocate region placed in another scene, or by the Local Player. Relocate function), +an optional 'instance' parameter can be passed. The instance parameter is used to create different instances of the scene, and can then be +queried by the destination scene's scene script to change the behaviour in this new instance of the scene. For example, you might have a 'lobby' +scene and a 'game-room' scene connected to it. When the user chooses to move from the lobby to the game-room, the lobby's script might decide +(for instance), to send all European users to game-room instance 1, and all US users to game-room instance 2. European users would all appear +in one set of instances of the game-room, US users would all appear in another set of instances of the game-room. The game-room script could +then use this function to determine if the current instance is a European or US one and change behaviour appropriately. +Examples +param = Scene.GetStartupInstanceParam() +See Also +Scene.GetStartupValueParam +Brief +Returns the value parameter that was passed to the scene when it was initialised +Definition +number Scene.GetStartupValueParam() +Arguments +None. +Return Values +number - The value parameter that the scene was started with +Description +The value parameter is usually derived from relocation regions in the scene editor, e.g. You might have one scene that has 2 doorways leading to +copies of the same scene When placing the relocation region for the doorways, you add the name of the scene the doorways lead to and +(optionally) a value and text parameter. Hence, the first doorway could lead to space B with value parameter 1, and the second doorway could +lead to space B with value parameter 2. The scene script in space B could then use this function to, for instance, set different screen content +depending on which doorway the user came through. Note that users entering the same scene will see other users in that scene, even though +they might have entered with a different value parameter To create separate instances of the scene controlled by parameter, see +Scene.GetStartuplnstanceParam() +Examples +param = Scene.GetStartupValueParam() +See Also +Scene.GetVirtualObject +Brief +Returns the current scene's virtual Object and nil if not present. +Definition +Object Scene.GetVirtualObject() +Arguments +None +Return Values +the current scene's virtual Object and nil if not present. +Description +Returns the current scene's virtual Object and nil if not present. +Examples +sceneObject = Scene.GetVirtualObject() +t = { letters={ "a", "b", "c" }, type="letter_message" } +results = Object.SendListenerData( sceneObject, t ) +See Also +None +Scene.IsLoading +Brief +Indicates if current scene is currently loading. +Definition +boolean Scene.IsLoading() +Arguments +None +Return Values +True if a scene is currently loading or false if fully loaded. +Description +A scene is considered loaded once the scene itself and all objects marked as load before spawn are loaded, and the local player is spawned. +Object and scene scripts will start to run before a scene is fully loaded, this is by design as it allows background loading to continue where +necessary. If a script wishes to disable certain functionality while the scene is still loading, this function can be used to identify this state. Note that +scene objects not marked as load before spawn will continue to load after this function returns true; to detect this state use +Scene. IsLoadingObjects. +Examples +if (Scene.IsLoading()) then +g_canStartGame = false — disallow playing a game until scene is loaded +end +See Also +• Scene. IsLoadingObjects +Scene.IsLoadingObjects +Brief +Indicates if current scene is currently loading scene objects. +Definition +boolean Scene.IsLoadingObjects() +Arguments +None +Return Values +True if a scene is currently loading scene objects or false if all scene objects are loaded. +Description +A scene is considered loaded once the scene itself and all objects marked as load before spawn are loaded, and the local player is spawned. +Scene objects not marked as load before spawn will however continue to be downloaded after this point. This function will return true while there +are still scene objects downloading and loading in the scene, and will only return false when all scene objects are loaded and active. If you only +wish to detect when the scene and local player and all load before spawn objects are loaded, use Scene.IsLoading. +Examples +if (g_isLoading and not Scene.IsLoadingObjects()) then +g_isLoading = false +SendListenerDataToAllObjects() — user function +end +See Also +• Scene.IsLoading +Scene.lsSaveDataBusy +Brief +Returns true if the save data system is currently busy indicating a save data request would fail. +Definition +boolean Scene.IsSaveDataBusy() +Arguments +None +Return Values +true if the save data system is busy and false otherwise. +Description +This function is only useful if the user has save data access (see GetSaveDataPermission). If this function returns true, any attempt to use the +save data system will cause a Lua error. +Examples +local access = Scene.GetSaveDataPermission() +if access == SaveDataPermission.ReadWrite and not Scene.IsSaveDataBusy() then +me = MemoryContainer.Create( Scene.GetMaxSaveDataSize() ) +— modify container here +Scene.SaveData( me ) +end +See Also +• Scene.GetSaveDataPermission +Scene.LoadData +Brief +Copies the scene's save data (if available) into the supplied memory container. +Definition +void Scene.LoadData( MemoryContainer memContainer, int size = Scene.GetMaxSaveDataSize( ), int offset += 0 ) +Arguments +memContainer - The memory container to load into.size - Number of bytes to obtain.offset - Offset in bytes into the memory container at which to +store the data. +Return Values +None. +Description +All scenes which allow saving (clubhouses and personal space), have an allocated save data area which allow embedded objects and +scenescripts to save data about the scene. Note that nothing should rely on specific data being present in the save data (as the user may delete +their Home save data at any time) and thus actives should be able to recognise and handle the case where no save data is present. When a +scene is accessed for the first time, all of its save data is set to zero. +Examples +local access = Scene.GetSaveDataPermission() +if access > SaveDataPermission.None and not Scene.IsSaveDataBusy() then +local memContainer = MemoryContainer.Create( Scene.GetMaxSaveDataSize( ) ) +Scene.LoadData(memContainer) +if (memContainer:GetUintl6(0) == 48879) then -- OxBEEF +print('Save data is valid: found the beef') +g_mySize = memContainer:GetFloat32(4) +end +end +See Also +• Scene.SaveData +• Scene.GetSaveDataPermission +• Scene.IsSaveDataBusy +Scene.LockPadControls +Brief +Locks the pad controls. +Definition +Scene.LockPadControls(boolean val) +Arguments +val - true or false to lock or unlock the pad controls respectively. +Return Values +Description +Locks the input pad controls, bar the SELECT button (for the Safe Screen). The developer is advised to use this with care, and to interact with the +user appropriately during the time the controls are locked. If it's not obvious why the controls are locked, the user should be informed. +Examples +! Scene.LockPadControls(true) +See Also +None +Scene.OverrideAvatarCloseUpCamAspect +Brief +Set the aspect for the standard close-up camera that follows the Avatar. +Definition +Scene.OverrideAvatarCloseUpCamAspect(boolean isOverride, number value) +Arguments +isOverride - whether or not to override the default setting.value - the value to set. +Return Values +None. +Description +Examples +! Scene.OverrideAvatarCloseUpCamAspect(true, 16.0 / 9.0) +! Scene.OverrideAvatarCloseUpCamAspect(false) +See Also +• Scene.OverrideAvatarClosellpCamFov +• Scene.OverrideAvatarClosellpCamZNear +• Scene.OverrideAvatarStandardCamAspect +• Scene.OverrideAvatarStandardCamZNear +• Scene.OverrideAvatarStandardCamZFar +Scene.OverrideAvatarCloseUpCamFov +Brief +Set the Field Of View for the standard close-up camera that follows the Avatar. +Definition +! Scene.OverrideAvatarCloseUpCamFov(boolean isOverride, number value) +Arguments +isOverride - whether or not to override the default setting.value - the value to set. +Return Values +None. +Description +Examples +! Scene.OverrideAvatarCloseUpCamFov(true, 60) +! Scene.OverrideAvatarCloseUpCamFov(false) +See Also +Scene.OverrideAvatarCloseUpCamAspect +• Scene.OverrideAvatarClosellpCamZNear +• Scene.OverrideAvatarStandardCamAspect +• Scene. OverrideAvatarStandardCamZNear +• Scene. OverrideAvatarStandardCamZFar +Scene. OverrideAvatarCloseUpCamZFar +Brief +Set the far clipping for the standard close-up camera that follows the Avatar. +Definition +! Scene.OverrideAvatarCloseUpCamZFar(boolean isOverride, number value) +Arguments +isOverride - whether or not to override the default setting.value - the value to set. +Return Values +None. +Description +Examples +! Scene.OverrideAvatarCloseUpCamZFar(true, 1000) +1 Scene.OverrideAvatarCloseUpCamZFar(false) +See Also +• Scene. OverrideAvatarClosellpCamFov +• Scene. OverrideAvatarClosellpCamAspect +• Scene.OverrideAvatarStandardCamAspect +• Scene.OverrideAvatarStandardCamZNear +• Scene.OverrideAvatarStandardCamZFar +Scene.OverrideAvatarCloseUpCamZNear +Brief +Set the near clipping for the standard close-up camera that follows the Avatar. +Definition +! Scene.OverrideAvatarCloseUpCamZNear(boolean isOverride, number value) +Arguments +isOverride - whether or not to override the default setting.value - the value to set. +Return Values +None. +Description +Examples +1 Scene.OverrideAvatarCloseUpCamZNear(true, 0.1) +! Scene.OverrideAvatarCloseUpCamZNear(false) +See Also +• Scene.OverrideAvatarClosellpCamFov +• Scene.OverrideAvatarClosellpCamAspect +• Scene.OverrideAvatarStandardCamAspect +• Scene.OverrideAvatarStandardCamZNear +• Scene.OverrideAvatarStandardCamZFar +Scene.OverrideAvatarStandardCamAspect +Brief +Set the aspect for the standard close-up camera that follows the Avatar. +Definition +! Scene.OverrideAvatarStandardCamAspect(boolean isOverride, number value) +Arguments +isOverride - whether or not to override the default setting.value - the value to set. +Return Values +None. +Description +Examples +! Scene.OverrideAvatarStandardCamAspect(true, 16.0 / 9.0) +! Scene.OverrideAvatarStandardCamAspect(false) +See Also +• Scene. OverrideAvatarStandardCam Fov +• Scene.OverrideAvatarStandardCamZNear +• Scene.OverrideAvatarClosellpCamAspect +• Scene. OverrideAvatarClosellpCamZNear +• Scene. OverrideAvatarClosellpCamZFar +Scene.OverrideAvatarStandardCamFov +Brief +Set the Field Of View for the standard close-up camera that follows the Avatar. +Definition +! Scene.OverrideAvatarStandardCamFov(boolean isOverride, number value) +Arguments +isOverride - whether or not to override the default setting.value - the value to set. +Return Values +None. +Description +Examples +! Scene.OverrideAvatarStandardCamFov(true, 60) +! Scene.OverrideAvatarStandardCamFov(false) +See Also +• Scene. OverrideAvatarStandardCamAspect +• Scene. OverrideAvatarStandardCamZNear +• Scene. OverrideAvatarClosellpCamAspect +• Scene.OverrideAvatarClosellpCamZNear +• Scene.OverrideAvatarClosellpCamZFar +Scene.OverrideAvatarStandardCamZFar +Brief +Set the far clipping for the standard close-up camera that follows the Avatar. +Definition +! Scene.OverrideAvatarStandardCamZFar(boolean isOverride, number value) +Arguments +isOverride - whether or not to override the default setting.value - the value to set. +Return Values +None. +Description +Examples +! Scene.OverrideAvatarStandardCamZFar(true, 1000) +! Scene.OverrideAvatarStandardCamZFar(false) +See Also +• Scene.OverrideAvatarStandardCamFov +• Scene.OverrideAvatarStandardCamAspect +• Scene.OverrideAvatarClosellpCamAspect +• Scene. OverrideAvatarClosellpCamZNear +• Scene. OverrideAvatarClosellpCamZFar +Scene. OverrideAvatarStandardCamZNear +Brief +Set the Far clipping for the standard close-up camera that follows the Avatar. +Definition +! Scene.OverrideAvatarStandardCamZNear(boolean isOverride, number value) +Arguments +isOverride - whether or not to override the default setting.value - the value to set. +Return Values +None. +Description +Examples +! Scene.OverrideAvatarStandardCamZNear(true, 0.1) +! Scene.OverrideAvatarStandardCamZNear(false) +See Also +• Scene.OverrideAvatarStandardCamFov +• Scene.OverrideAvatarStandardCamAspect +• Scene. OverrideAvatarClosellpCamAspect +• Scene.OverrideAvatarClosellpCamZNear +• Scene.OverrideAvatarClosellpCamZFar +Scene. ResetAvatarCamOverrides +Brief +Resets all previously set Avatar Camera overrides. +Definition +! Scene.ResetAvatarCamOverrides() +Arguments +None +Return Values +None. +Description +Examples +! Scene.ResetAvatarCamOverrides() +See Also +• Scene. OverrideAvatarStandardCamFov +• Scene.OverrideAvatarStandardCamAspect +• Scene.OverrideAvatarStandardCamZNear +• Scene. OverrideAvatarClosellpCamAspect +• Scene.OverrideAvatarClosellpCamZNear +• Scene.OverrideAvatarClosellpCamZFar +Scene.SaveData +Brief +Copies the data from the supplied memory container into the scene's save data area and requests it to save. +Definition +! Scene.SaveData( MemoryContainer memContainer, number size = Scene.GetMaxSaveDataSize( ), int offset = +I 0 ) +Arguments +memContainer - The memory container to read data from.size - Number of bytes to obtain.offset - Offset in bytes into the memory container at +which to start reading the data to save. +Return Values +None. +Description +All scenes which allow saving (clubhouses and personal spaces), have an allocated save data area which allow embedded objects and scene +scripts to save data about the scene. Note that nothing should rely on specific data being present in the save data (as the user may delete their +Home save data at any time) and thus a script should be able to recognise and handle the case where no or invalid save data is present. When a +scene is accessed for the first time, all of its save data is set to zero. Note: If size is not specified and your memory container is bigger than the +maximum save data size an error will occur to catch accidental data truncation. +Examples +local access = Scene.GetSaveDataPermission() +if (access == SaveDataPermission.ReadWrite and not Scene.IsSaveDataBusy()) then +local memContainer = MemoryContainer.Create( 8 ) +memContainer:SetUint16(0, 48879) — OxBEEF, tags our data as valid +memContainer:SetFloat32(4, mySize) — save our current size so we can keep growing next time +Scene.SaveData(memContainer, 8) +end +See Also +• Scene. Load Data +• Scene.GetSaveDataPermission +• Scene. IsSaveDataBusy +Scene.SetGraphicsEngineParam +Brief +Set the value of a parameter in the graphics engine. +Definition +! Scene.SetGraphicsEngineParam(paramName, value) +Arguments +paramName - a valid graphics engine param name. Valid values are: +GraphicsEngine.ShadowEnable boolean - enable or disable shadows, defaults to true) +GraphiceEngine.ShadowQuality set the sun shadow quality. Should be one of: +ShadowQuality.Low +ShadowQuality.Medium +ShadowQuality.High +GraphicsEngine.SunlightColor Vector4 - set the color/brightness of the sun, w component is ignored. Each channel range is 0=>3 +GraphicsEngine.SunlightDir Vector4 - set the direction of the sun. The value does not need to be normalized +GraphicsEngine.ColorBalance Vector4 - set the post-process color balance, components should be in the range -1 =>1, defaults to (0,0,0) +GraphicsEngine.Saturation scalar - set the post-process saturation, should be in the range -2=>2, defaults to 1 +GraphicsEngine.Contrast scalar - set the post-process contrast, should be in the range -1 =>1, defaults to 0 +GraphicsEngine.ShadowPlaneDistance scalar - distance to the first shadow plane in metres, defaults to 2.0 +GraphicsEngine.ShadowPlaneMultiplier scalar - value to muliply each shadow plane distance by to get the distance to the next plane, defaults to +3.0 and must be greater than 1.0 +GraphicsEngine.ShadowPlaneCount scalar - number of shadow planes to render, should be in the range 0=>4, defaults to 4 +GraphicsEngine.ShadowDarkness scalar - set the darkness of indoor shadows (has no effect in sunlit scenes), should be in the range 0=>1, +defaults to 0.2 +GraphicsEngine.AlphaSortEnable boolean - enable or disable sorting of semitransparent meshes, for scenes exported with HDK1.40 onwards, +this defaults to true. +GraphicsEngine.LightProbeTint Vector4 - set a global tint colour for the light probes, defaults to (1,1,1) +GraphicsEngine.GlowType set the type of glow. Should be one of: +GlowType.Disabled +GlowType.Small +GlowType.Default +GlowType.Large +GlowType. ExtraLarge +GlowType. Horizontal +GlowType.Vertical +GraphicsEngine.GlowColor Vector4 - set the tint colour for the glow +GraphicsEngine.GlowBlendMode set the blend type for the glow, should be one of: +GlowBlend.Default +GlowBlend.Add - add the glow buffer to the framebuffer +GlowBlend.Squared - square the glow buffer and add it to the framebuffer +GraphicsEngine.EnvironmentMap Set the current environment map for dynamic objects. +The argument should be the name of a texture resource, or the resource itselfvalue - the value to set. +Return Values +None. +Description +Examples +Scene.SetGraphicsEngineParam(GraphicsEngine.SunlightColor, Vector4.Create(2, 2,0)) — set the sun color +to bright yellow +Scene.SetGraphicsEngineParam(GraphicsEngine.ShadowEnable, false) — disable shadows in this scene +See Also +None +Scene.SetLayerCollisionDefault +Brief +Set the default enabledness of collision detection between collision of the specified layers. +Definition +! Scene.SetLayerCollisionDefault( enum layerA, enum layerB, boolean enabled ) +Arguments +layerA - The first layer; must be a "user layer".layerB - The second layer.enabled - true to enable collision detection by default, false otherwise. +Return Values +None. +Description +Set the default enabledness of collision detection between collision of the specified layers. +Examples +! Scene.SetLayerCollisionDefault( CollisionLayer.Userl, CollisionLayer.FurniturePlacement, false ) +See Also +• Scene.GetLayerCollisionDefault +Scene.SetLightProbeData +Brief +Set the light probe data for the scene +Definition +Scene.SetLightProbeData(string resourcename, number slotlndex, bool updateSun=false) +Scene.SetLightProbeData(Resource resource, number slotlndex, bool updateSun=false) +Arguments +resource - The probe data file resource, or resource name, or nil to clear the slot +This resource can not be released whilst it is in use on a slot. Set the slot to another resource or nil before +attempting to release it.slotlndex - The light probe volume index to set. There are 9 slots (numbered 0-8) available.updateSun - If this is true, +update the sun parameters based on the values from the given probe data +Return Values +none +Description +Sets the light probe volume at the given index to the given data. If this volume overlaps an existing volume, then the one with the lowest slot +number will have precedence. Note, there is no way to query the light probe slots once assigned. +Examples +— load in new scene geometry — +entity = Entity.Create () +entity:SetModel( "my_new_scene_geometry.mdl" ) +— load corresponding lighting data — +Scene.SetLightProbeData( "mylighting.probe", 1 ) +— clear old lighting — +Scene.SetLightProbeData( nil, 0 ) +See Also +• Scene.SetLightProbeTransform +Scene.SetLightProbeTransform +Brief +Set the transform for the light probe volume in the given slot +Definition +Scene.SetLightProbeTransform(Matrix44 transform, number slotlndex) +Arguments +transform - The transform to apply to the light probe volume in the given slotslotlndex - The light probe volume index to set. There are 9 slots +(numbered 0-8) available. +Return Values +none +Description +Sets the transform for the light probe volume at the given index +Examples +— load in new scene geometry — +entity = Entity.Create () +entity:SetModel( "my_new_scene_geometry.mdl" ) +— load corresponding lighting data — +Scene.SetLightProbeData( "mylighting.probe", 1 ) +— reposition model and probes — +pos = Vector4.Create(10, 10, 0) +entity:SetPosition( pos ) +Scene.SetLightProbeTransform( Matrix44.Create( Quaternion.Create (), pos ), 1 ) +See Also +• Scene.SetLightProbeData +SceneDownload +SceneDownload.CancelDownload +Brief +Cancels the specified scripted scene download. +Definition +boolean SceneDownload.CancelDownload( string sceneName ) +Arguments +None +Return Values +True if download was cancelled, false otherwise. +Description +Only scene downloads triggered by script can be cancelled with this function. +Examples +if (SceneDownload.CancelDownload("myscene")) then +print("Download cancelled") +end +See Also +• SceneDownload.StartDownload +SceneDownload.GetCurrentDownload +Brief +Returns the scripted scene download currently in progress (or nil if none is active). +Definition +string SceneDownload.GetCurrentDownload() +Arguments +None +Return Values +The current scene download, or nil if none is activate. +Description +Returns the scene name of the current scene download if one is active. +Examples +local scene = SceneDownload.GetCurrentDownload() +if (scene) then +print("Downloading " .. scene .. "...") +end +See Also +• SceneDownload.StartDownload +SceneDownload.GetDownloadProgress +Brief +Gets the progress value for the download of the requested scene. +Definition +number SceneDownload.GetDownloadProgress( string sceneName ) +Arguments +None +Return Values +A value between 0 (no data received) and 1 (all data received) indicating the progress of the download. +Description +Retrieves the progress proportion of the download of a specified scene. +Examples +! local progress = SceneDownload.GetDownloadProgress("myscene") +S RenderProgressBar(progress) — user function +See Also +• SceneDownload.StartDownload +SceneDownload.GetDownloadSize +Brief +Gets the size of the download for the specified scene name, in bytes. +Definition +! number SceneDownload.GetDownloadSize( string sceneName ) +Arguments +None +Return Values +The size in bytes of the specified scene download. +Description +Gets the size of the download for a specified scene. The download itself is not triggered. +Examples +! local size = SceneDownload.GetDownloadSize("myscene") +See Also +None +SceneDownload. QuerySceneCacheStatus +Brief +Queries whether the specified scene is currently cached and up-to-date. +Definition +SceneDownload.QuerySceneCacheStatus( string sceneName ) +Arguments +None +Return Values +One of the following result values: +CacheCheckResult.Downloading - scene is downloading +CacheCheckResult.InCache - scene is cached +CacheCheckResult.NeedsDownload - scene is out of date and needs re-downloading +CacheCheckResult.AccessRestricted - scene has failed age restriction or failed to download +Description +Queries whether the specified scene is currently cached and up-to-date. +Examples +if (SceneDownload.QuerySceneCacheStatus("myscene") == CacheCheckResult.InCache) then +print("Scene is cached!") +end +See Also +• SceneDownload.StartDownload +SceneDownload.StartDownload +Brief +Starts a background download of the specified scene (if none is active). +Definition +boolean SceneDownload.StartDownload( string sceneName ) +Arguments +None +Return Values +True if the scene download was started successfully, false otherwise. +Description +Triggers a background download of the named scene. Any download that is in progress will be cancelled. +Examples +! if (SceneDownload.StartDownload("myscene")) then +print("Scene download triggered!") +| end +See Also +• SceneDownload.GetCurrentDownload +Scenelnfo +Scenelnfo.GetSceneld +Brief +Returns the sceneld of the current scene. +Definition +string Scenelnfo.GetSceneld() +Arguments +None +Return Values +The sceneld. +Description +Returns the sceneld of the current scene. +Examples +j print("Current scene ID:", Scenelnfo.GetSceneld()) +See Also +• Scenelnfo.GetSceneName +• Scenelnfo.GetUniquelnstanceld +Scenelnfo.GetSceneName +Brief +Returns the localized name of the current scene. +Definition +! string Scenelnfo.GetSceneName() +Arguments +None +Return Values +The localized name of the scene. +Description +Returns the localized name of the current scene. +Examples +! print("Entering scene:", Scenelnfo.GetSceneName()) +See Also +• Scenelnfo.GetSceneld +• Scenelnfo.GetUniquelnstanceld +Scenelnfo.GetUniquelnstanceld +Brief +Return a unique instance ID for the current scene instance. +Definition +! string Scenelnfo.GetUniquelnstanceld() +Arguments +None +Return Values +The instance ID. +Description +This function will construct and return a unique ID string for the current scene instance. This value will be unique for different instances of the +same scene. No assumptions should be made about the format of the instance ID. +Examples +: print("Scene instance ID:", Scenelnfo.GetUniquelnstanceld()) +See Also +• Scenelnfo.GetSceneld +• Scenelnfo.GetSceneName +SceneTransition +SceneT ransition.ExitScript +Brief +Terminates the SceneTransition object. +Definition +! SceneTransition.ExitScript () +Arguments +None +Return Values +None. +Description +This function must be called when the scene transition object has finished its execution to release the object and hand control over to the user. +Examples +! if (SceneTransition.IsSceneChangeComplete()) then +SceneTransition.ExitScript () +| end +See Also +None +SceneTransition.GetDestinationScene +Brief +Returns the name of the destination scene for a scene transition. +Definition +! string SceneTransition.GetDestinationScene() +Arguments +None +Return Values +The scene name. +Description +Returns the name of the destination scene for a scene transition. +Examples +! local scene = SceneTransition.GetDestinationScene() +See Also +• SceneTransition.GetOriginScene +SceneT ransition.GetObject +Brief +Returns the SceneTransition object (if it is running). +Definition +! Object SceneTransition.GetObject() +Arguments +None +Return Values +SceneTransition object if it is running, or nil otherwise. +Description +Returns the SceneTransition object if a relocation process is occurring. +Examples +! local object = SceneTransition.GetObject() +See Also +None +SceneT ransition.GetOriginScene +Brief +Returns the name of the scene that started the scene transition. +Definition +! string SceneTransition.GetOriginScene() +Arguments +None +Return Values +The scene name. +Description +Returns the name of the scene that started the scene transition. +Examples +1 local scene = SceneTransition.GetOriginScene () +See Also +• SceneTransition.GetDestinationScene +SceneT ransition.GetSceneChangeProgress +Brief +Returns a value indicating the progress of the current relocation from 0.0 to 1.0. +Definition +! number SceneTransition.GetSceneChangeProgress() +Arguments +None +Return Values +A value between 0 and 1 indicating the transition progress. +Description +Returns a value indicating the progress of the current relocation from 0.0 to 1.0. +Examples +! local progress = SceneTransition.GetSceneChangeProgress() +| RenderProgressBar(progress) — user function +See Also +None +SceneTransition. IsSceneChangeComplete +Brief +Indicates when the scene change is fully complete and the new scene is ready to interact with. +Definition +! boolean SceneTransition.IsSceneChangeComplete() +Arguments +None +Return Values +True if the scene change is complete, or false if still in progress. +Description +If the scene change has completed and the new scene is ready to interact with, this function will return true. +Examples +1 if (SceneTransition.IsSceneChangeComplete()) then +print("Scene ready!") +| end +See Also +None +SceneTransition.StartSceneChange +Brief +Begins the scene relocation process. +Definition +! boolean SceneTransition.StartSceneChange() +Arguments +None +Return Values +True if scene change started successfully, false otherwise. +Description +Activates the scene relocation, removing the user from the current scene and starting the process of loading and moving to the new one. +Examples +if (SceneTransition.StartSceneChange()) then +print("Scene change started!") +j end +See Also +None +Screen +Screen. AreSceneSoundsMuted +Brief +Return if scene sound is muted while in fullscreen +Definition +! boolean Screen.AreSceneSoundsMuted(Screen screen) +Arguments +screen +Return Values +true if scene sound is muted while in fullscreen +Description +Return if scene sound is muted while in fullscreen +Examples +local screen = Scene.FindScreen( "videol" ) +I screen.AreSceneSoundsMuted() +See Also +• Scene.FindScreen +Screen.Create +Brief +Creates a new screen. +Definition +Screen Screen.Create( Vector4 topLeft, Vector4 bottomRight, Vector4 bottomLeft, string type, string +source = nil ) +Arguments +topLeft - World space coordinate of top left hand corner of the screen.bottomRight - World space coordinate of bottom right hand corner of the +screen.bottomLeft - World space coordinate of bottom left hand corner of the screen.type - String denoting the type of screen to be created. Can +be one of the following: +"HSML" +"IMAGE" +"LUA" +"MEDIARSS" +"VIDEO" +source - Source for the data to be displayed on the screen (a URL or file path). +Return Values +A new Screen instance. +Description +Creates a new screen. The screen type can be one of the following: "FISML" - for displaying 'Flome Screen Markup Language' pages. "IMAGE" - +for displaying a DDS, JPG or PNG file. "LUA" - for a screen that can have a Renderer object attached. These will be protected by default. +"MEDIARSS" - for displaying media syndicated via an RSS feed. "VIDEO" - for displaying video content. +Examples +— Create a screen for submitting graphical primitives from Lua +spriteScreen = Screen.Create( topLeft, bottomRight, bottomLeft, "LUA" ) +renderer = Renderer.Create () +Renderer.SetTarget(renderer, spriteScreen) +Renderer.DrawSprite(renderer, sprite) +— Create a video screen +url = "http://www.example.com/video.mp4" +vidScreen = Screen.Create( topLeft, bottomRight, bottomLeft, "VIDEO", url ) +See Also +• Renderer.SetTarget +• Screen.SetProtected +Screen.EnableBackground +Brief +Enables the default background for IMAGE screen types. +Definition +Screen.EnableBackground( Screen screen, boolean disable ) +Arguments +screen - The screen to toggle the background for.disable - true to enable the default background, false to disable it (default is enabled). +Return Values +None. +Description +Enables or disables the the default black background for IMAGE screen types. +Examples +! local screen = Scene.FindScreen ( "Poster" ) +| screen.EnableBackground( false ) +See Also +• Scene. FindScreen +Screen.GetCenter +Brief +Returns a vector holding the central position of the screen. +Definition +Vector4 Screen.GetCenter ( Screen screen ) +Screen.GetCenter( Screen screen, Vector4 outPos ) +Arguments +screen - The screen to query.outPos - (out) The vector to receive the position. +Return Values +A vector holding the central position of the screen. +Description +Returns a vector holding the central position of the screen. This vector is in world space. +Examples +screen = Scene.FindScreen( "MyVideoScreen" ) +center = Screen.GetCenter( screen ) +print( "The screen center point is " .. center ) +See Also +• ArcadeGame.GetScreen +• Scene.FindScreen +• Screen.Create +Screen.GetContentCount +Brief +Returns the number of different content attached to the screen. +Definition +number Screen.GetContentCount( Screen screen ) +Arguments +screen - The screen to query. +Return Values +The number of different content attached to the screen. +Description +Returns the number of different content attached to the screen. +Examples +— Step to the next content source if it has been downloaded +screen = Scene.FindScreen( "MyVideoScreen" ) +contentCount = Screen.GetContentCount ( screen ) +currentlndex = Screen.GetCurrentContentlndex( screen ) +nextlndex = ( currentlndex + 1 ) % contentCount +if Screen.IsContentReady( screen, nextlndex ) then +Screen.SetCurrentContentlndex( screen, nextlndex ) +end +See Also +• Scene. FindScreen +• Screen.GetCurrentContentlndex +• Screen.IsContentReady +• Screen.SetCurrentContentlndex +Screen.GetCurrentContentlndex +Brief +Returns the current source index of the screen. +Definition +! number Screen.GetCurrentContentIndex( Screen screen ) +Arguments +screen - The screen to query. +Return Values +The current content index of the screen. +Description +Returns the current source index of the screen. +Examples +— Step to the next content source if it has been downloaded +screen = Scene.FindScreen( "MyVideoScreen" ) +contentCount = Screen.GetContentCount ( screen ) +currentlndex = Screen.GetCurrentContentlndex( screen ) +nextlndex = ( currentlndex + 1 ) % contentCount +if Screen.IsContentReady( screen, nextlndex ) then +Screen.SetCurrentContentlndex( screen, nextlndex ) +end +See Also +• Scene. FindScreen +• Screen.GetContentCount +• Screen.IsContentReady +• Screen.SetCurrentContentlndex +Screen. GetCurrentTime +Brief +Returns the current time of the screen in seconds. +Definition +number Screen.GetCurrentTime( Screen screen ) +Arguments +screen - The screen to query. +Return Values +The current time of the screen in seconds. +Description +This is currently only supported on video screens and media-rss screens currently playing video content. Note: If the content is not ready it will +return 0. Use Screen.IsContentReady to check the status. +Examples +screen = Scene.FindScreen( "MyVideoScreen" ) +if ( Screen.GetCurrentTime( screen ) >= 20 ) then +state = STATE_CHEER +end +See Also +• Scene.FindScreen +• Screen.GetTotalTime +Screen.GetMatrix +Brief +Returns the world matrix for the screen. +Definition +Screen.GetMatrix( Screen screen, Matrix44 matrix ) +Arguments +screen - The screen to query.matrix - A matrix to set. +Return Values +None. +Description +Returns the world matrix for the screen. An identity matrix is returned if the screen is invalid. Note that the world matrix will scale the resolution of +the screen to the world-space size of the screen, and thus will typically include a large scale component, so do not assume that any row of the +matrix will be unit length. If only the screen normal is required, use Screen.GetNormal. +Examples +local matrix = Matrix44.Create() +screen = Scene.FindScreen( "MyVideoScreen" ) +Screen.GetMatrix( screen, matrix ) +print( 'Screen translation is ', matrix.GetRow( 4 ) ) +See Also +• ArcadeGame.GetScreen +• Scene.FindScreen +• Screen.Create +• Screen.GetNormal +Screen.GetNormal +Brief +Returns the normal for the screen. +Definition +Screen.GetNormal( Screen screen, Vector4 vector ) +Arguments +screen - The screen to query.vector - A vector to set to the normal. +Return Values +None. +Description +Returns the normal for the screen, that is, the vector pointing in the facing direction of the screen. The normal will be unit length. +Examples +local vector = Vector4.Create() +screen = Scene.FindScreen( "MyVideoScreen" ) +Screen.GetNormal( screen, vector ) +print( "The screen normal is ", vector ) +See Also +• ArcadeGame.GetScreen +• Scene. FindScreen +• Screen.Create +Screen.GetSize +Brief +Returns a vector holding the screen size. +Definition +Vector4 Screen.GetSize( Screen screen ) +Screen.GetSize( Screen scree, Vector4 outsize ) +Arguments +screen - The screen to query.outSize - (out) The vector to receive the size. +Return Values +A vector holding the size of the screen's content in pixels. Only X and Y vector components are valid. +Description +Returns a vector holding the size of the screen's content in pixels. The X component of the returned vector holds the screen's content width and +the Y component holds the screen's content height. +Examples +screen = Scene.FindScreen( "MyVideoScreen" ) +contentSize = Screen.GetSize( screen ) +print( "The screen content size is " .. contentSize ) +See Also +• ArcadeGame.GetScreen +• Scene. FindScreen +• Screen.Create +Screen. GetTotalTime +Brief +Returns the current time of the screen in seconds. +Definition +! number Screen.GetTotalTime( Screen screen ) +Arguments +screen - The screen to query. +Return Values +The total time of the screen in seconds. +Description +This returns the total duration of the currently playing video. This is currently only supported on video screens and media-rss screens playing +video content. Note: If the content is not ready it will return 0. Use Screen.IsContentReady to check the status. +Examples +screen = Scene.FindScreen( "MyVideoScreen" ) +if ( Screen.GetCurrentTime( screen ) / Screen.GetTotalTime( screen ) >= 0.5 ) then +state = STATE_HALF_WAY +end +See Also +• Scene.FindScreen +Screen.GetT riggerPosition +Brief +Retrieves the trigger position for the screen. +Definition +Screen.GetTriggerPosition( Screen screen, Vector4 position ) +Arguments +screen - Screen object to query.position - The current trigger position. +Return Values +None. +Description +Retrieves the current trigger position, which determines where the user can target this screen. If a custom trigger position has not been set this +will return the same as Screen.GetCenter(). This will set a position of 0 if the screen is not valid. +Examples +local position = Vector4.Create() +screen = Scene.FindScreen( "MyVideoScreen" ) +Screen.GetTriggerPosition( screen, position ) +See Also +• Screen.SetTriggerPosition +• Screen.GetTriggerRadius +• Screen.Create +• Scene.FindScreen +Screen.GetTriggerRadius +Brief +Retrieves the trigger radius for the screen. +Definition +! number Screen.GetTriggerRadius( Screen object ) +Arguments +object - Screen object to query. +Return Values +range - The current trigger radius in meters. +Description +Retrieves the current trigger radius, which determines from how far away the user can target this screen. Note that 0 is considered as an infinite +target radius. +Examples +! range = Screen.GetTriggerRadius( object ) +See Also +• Screen.SetTriggerRadius +• Screen.Create +• Scene.FindScreen +Screen.GetVolume +Brief +Returns the volume of the screen. +Definition +Number Screen.GetVolume( Screen screen ) +Arguments +screen - The screen to query. +Return Values +A number from 0.0 to 1.0 indicating the current volume of the screen. +Description +Returns the current volume of the screen. A value of 0.0 will be returned if the screen is invalid. +Examples +1 screen = Scene.FindScreen( "MyVideoScreen" ) +; volume = Screen.Getvolume( screen ) +j print( "The screen volume size is " .. volume ) +See Also +• Scene.FindScreen +• Screen.Create +• Screen.SetVolume +Screen.IsContentPlaying +Brief +Returns true if the content is playing and false otherwise. +Definition +! boolean Screen.IsContentPlaying( Screen screen ) +Arguments +screen - The screen to query. +Return Values +Returns true if the content is playing and false otherwise. +Description +This is currently only supported on video screens and media-rss screens currently playing video content. Note: If the content is not ready it will +return false. Use Screen.IsContentReady to check the status. +Examples +if Screen.IsContentPlaying( screen ) == true then +Screen.Pause ( screen ) +end +See Also +• Screen.Pause +• Screen.Resume +Screen. IsContentReady +Brief +Reports whether the content is ready to be displayed. +Definition +boolean Screen.IsContentReady( Screen screen, number contentlndex ) +Arguments +screen - The screen to query.contentlndex - The source index to query. Ranges from 1 to the content count. +Return Values +True if the content is ready and false otherwise. +Description +Reports whether the content is ready to be displayed. This is only supported for video screens and media-rss screens while playing video content. +Examples +— Step to the next content source if it has been downloaded +screen = Scene.FindScreen( "MyVideoScreen" ) +contentCount = Screen.GetContentCount( screen ) +currentlndex = Screen.GetCurrentContentlndex( screen ) +nextlndex = ( currentlndex + 1 ) % contentCount +if Screen.IsContentReady( screen, nextlndex ) then +Screen.SetCurrentContentlndex( screen, nextlndex ) +end +See Also +• Scene.FindScreen +• Screen.GetContentCount +• Screen.GetCurrentContentlndex +• Screen.SetCurrentContentlndex +Screen. IsFogEnabled +Brief +Retrieve the fog enable state for a screen. +Definition +! boolean Screen.IsFogEnabled(Screen screen) +Arguments +screen - the screen to access +Return Values +True if the screen is affected by the scene fog or false otherwise. +Description +Retrieve the fog enable state for a screen. If this value is true the screen will be affected by the fog settings in the scene. +Examples +! fogEnabled = myScreen:IsFogEnabled(); +See Also +• Screen.SetFogEnabled +Screen.IsHDFullScreenModeSet +Brief +Return if a video is in real full screen mode +Definition +! boolean Screen.IsHDFullScreenModeSet(Screen screen) +Arguments +screen +Return Values +true if real full screen, false otherwise +Description +Return if a video is in real full screen mode +Examples +! local screen = Scene.FindScreen( "videol" ) +; screen.IsHDFullScreenModeSet() +See Also +• Scene.FindScreen +Screen.IsInFullScreenMode +Brief +Returns true if the screen is in full screen mode and false otherwise. +Definition +boolean Screen.IsInFullScreenMode(Screen screen) +Arguments +Screen - The screen to query. +Return Values +True if the screen is in full screen mode and false otherwise. +Description +Examples +! screen = Scene.FindScreen("MyVideoScreen") +; isFullScreenMode = Screen.IsInFullScreenMode(screen) +See Also +None +Screen.IsProtected +Brief +Retrieve the protection state for a screen. +Definition +boolean Screen.IsProtected(Screen screen) +Arguments +screen - the screen to access +Return Values +True if the screen is protected or false otherwise. +Description +Retrieve the protection state for a screen. If this value is true the screen will not be rendered into any still or video captures performed by +PlayStation(R) Home. +Examples +! if (not myVidScreen:IsProtected()) then +myVidScreen:SetProtected(true) +| end +See Also +• Screen.SetProtected +Screen.IsVisible +Brief +Returns whether a screen is visible or not. +Definition +! Boolean Screen.IsVisible( Screen object ) +Arguments +object - Screen object to affect.isVisible - true or false (defaults to true). +Return Values +Whether the screen is visible or not. +Description +This function returns whether a screen has been tagged as visible or invisible. +Examples +! isVisible = Screen.IsVisible( object ) +See Also +• Screen.SetVisible +Screen.Pause +Brief +Pauses the currently playing screen. +Definition +! Screen.Pause ( Screen screen ) +Arguments +screen - The screen to be paused. +Return Values +None. +Description +Pauses the currently playing screen. +Note: This is currently only supported for video, hsml and media-rss screens. +Examples +! s = Scene.FindScreen( "MyVideoScreen" ) +; Screen.Pause( s ) +See Also +• Screen.Resume +Screen. RestartStream +Brief +Restart the stream. +Definition +! boolean Screen.RestartStream( Screen object ) +Arguments +object - Screen object to restart. +Return Values +true if succeeded +Description +Restart the current stream. +Examples +! boolReturn = Screen.RestartStream( object ) +See Also +None +Screen.Resume +Brief +Resumes the currently paused screen. +Definition +! Screen.Resume( Screen screen ) +Arguments +screen - The screen to be resumed. +Return Values +None. +Description +Resumes the currently paused screen. +Note: This is currently only supported for video, hsml and media-rss screens. +Examples +s = Scene.FindScreen( "MyVideoScreen" ) +Screen.Resume( s ) +See Also +• Screen.Pause +Screen.SetChannel +Brief +Sets the content channel for the screen. +Definition +Screen.SetChannel( Screen screen, string channelName ) +Arguments +screen - The screen to be updated.channelName - the name of the content channel to display on the screen. +Return Values +None. +Description +Home stores a list of media content 'channels' - e.g. one channel might be "SonyAdChannell” - with each channel providing an indirection to the +screen type and content. The content for each channel can be updated independently of the main package and scene data. +Examples +! Screen.SetChannel( myScreen, "SonyAdChannell" ) +See Also +• Screen.SetContent +• Screen.SetType +Screen.SetContent +Brief +Sets a content source or sources on the screen. +Definition +Screen.SetContent ( Screen screen, string[] contentList ) +Screen.SetContent( Screen screen, string content, number contentlndex = 1 ) +Arguments +screen - The screen to update.contentList - An array of strings specifying multiple content sources.content - A string for the content +source.contentlndex - The index to set the content to. Ranges from 1 to the number of content sources. Defaults to 1. +Return Values +None. +Description +Sets a content source or sources on the screen. The source string will either be a URL or a path relative to the HDK's build root directory. Note +that paths relative to the HDK's build root directory can only be used for testing/development purposes. Scripts uploaded to a content server must +reference content served over HTTP. Also note that HomeDeveloper.self must be launched in online mode in order for online sources to be +specified. +Examples +— Examplel: Testing a video served from the host PC's hard drive for debug +localSource = "localvideo/testvideo.mp4" +Debug.SetContent( myScreenl, localSource ) +— Example 2: Play back a video served from an HTTP server +onlineSource = "http://mycontentserver.com/onlinevideo.mp4" +Screen.SetContent( myScreen2, onlineSource ) +See Also +• Scene. FindScreen +Screen.SetCurrentContentlndex +Brief +Sets the screen to the specified content index. +Definition +Screen.SetCurrentContentIndex( Screen screen, number contentlndex ) +Arguments +screen - The screen to update.contentlndex - The index of the content to set the screen to. Ranges from 1 to the content count. +Return Values +None. +Description +Sets the screen to the specified content index. +Examples +— Step to the next content source if it has been downloaded +screen = Scene.FindScreen( "MyVideoScreen" ) +contentCount = Screen.GetContentCount ( screen ) +currentlndex = Screen.GetCurrentContentlndex( screen ) +nextlndex = ( currentlndex + 1 ) % contentCount +if Screen.IsContentReady( screen, nextlndex ) then +Screen.SetCurrentContentlndex( screen, nextlndex ) +end +See Also +• Scene. FindScreen +• Screen.GetContentCount +• Screen.GetCurrentContentlndex +• Screen.IsContentReady +Screen.SetCurrentTime +Brief +Set the current time for the currently selected content. +Definition +! Screen.SetCurrentTime(Screen screen, number time) +Arguments +screen - the screen to modifytime - the time (in seconds) to set +Return Values +Description +Set the current playback time for the currently selected content. For a video this will set the playback time to "time” seconds from the beginning of +the video for example. This is currently only supported on video screens and media-rss screens playing video content. Note that setting the time +will necessarily cause the video to rebuffer, so there will be a delay before the movie changes to the new time. This is worth bearing in mind if you +are attempting to synchronize video playback between clients. +Examples +s = Screen.Create( 'video 1 , 'http://www.example.com/video.mp4' ) +s:Pause() +s:SetCurrentContentlndex( 3 ) +s:SetCurrentTime( timeOffset ) — timeOffset calculated to synchronise this user with the others +s:Resume() +See Also +• Screen.Pause +• Screen.Resume +• Screen. GetCurrentTime +Screen.SetData +Brief +Sets the data for an HSML screen. +Definition +Screen.SetData( Screen screen, data, string contentRoot ) +Arguments +screen - The screen to update.data - Different types depending on the type of the screen.contentRoot - Root path to which all content referenced +by the HSML is relative to. +Return Values +Description +Currently only supported for HSML screens. For HSML screens the data can be either a string, a MemoryContainer containing BasicGenx output, +or an XML Resource. +Examples +— Example 1: Setting HSML content from a string +hsmlScreen = Scene.FindScreen( "HsmlScreen" ) +data = ' ' +data = data .. Person.GetName( LocalPlayer.GetPerson() ) +data = data .. ' ' +Screen.SetData ( hsmlScreen, data ) +— Example 2: Setting HSML content from a MemoryContainer +mem = MemoryContainer.Create ( 4096 ) +writer = BasicGenx.Create ( mem ) +BasicGenx.StartDocument( writer ) +— Use BasicGenx to write HSML XML data here... +BasicGenx.EndDocument( writer ) +Screen.SetData( hsmlScreen, mem ) +— Example 3: Setting HSML content from a downloaded XML resource +url = "http://www.example.com/hsmlscreen.xml" +hsmlResource = Resource.Request( url, "xml" ) +while Resource.IsLoading( hsmlResource ) do +coroutine.yield() +end +if Resource.IsLoaded( hsmlResource ) then +Screen.SetData( hsmlScreen, hsmlResource ) +end +See Also +• BasicGenx.Create +• MemoryContainer.Create +• Resource. Request +• Scene.FindScreen +Screen.SetFog Enabled +Brief +Set whether this screen should be affected by fog (defaults to false) +Definition +! Screen.SetFogEnabled(Screen screen, boolean enable) +Arguments +screen - the screen to modifyenable - true to enable fogging or false otherwise +Return Values +None. +Description +Set whether this screen should be affected by fog. If this flag is set to true, the screen will be affected by the fog in the scene, and will therefore +need to be positioned in front of a solid backing in order to provide the z-value (screens themselves do not write to the depth buffer). +Examples +! myScreen:SetFogEnabled( true ) +See Also +• Screen.IsFogEnabled +Screen.SetHDFullScreenMode +Brief +Set a video full screen mode to real full screen. +Definition +! Screen.SetHDFullScreenMode( Screen screen, boolean value ) +Arguments +screen - The screen to toggle the background for.value - true to enable real full screen, false to disable it (default is disabled). +Return Values +None. +Description +Set a video full screen mode to real full screen. +Examples +! local screen = Scene.FindScreen( "video1" ) +! screen.SetHDFullScreenMode( true ) +See Also +• Scene. FindScreen +Screen.SetHighPriority +Brief +Set a video screen to high priority. +Definition +! Screen.SetHighPriority( Screen screen, boolean value ) +Arguments +screen - The screen to toggle the background for.value - true to enable high priority, false to disable it (default is disabled). +Return Values +None. +Description +Set a video screen to high priority. +Examples +! local screen = Scene.FindScreen( "videol" ) +| screen.SetHighPriority( false ) +See Also +• Scene. FindScreen +Screen.SetMuteSceneSounds +Brief +Set the sounds in the scene to mute if video in full screen. +Definition +! Screen.SetMuteSceneSounds( Screen screen, boolean value ) +Arguments +screenvalue - true to disable scene sound while in full screen, false to disable it (default is disabled). +Return Values +None. +Description +Set the sounds in the scene to mute if video in full screen. +Examples +local screen = Scene.FindScreen( "videol" ) +screen.SetMuteSceneSounds( true ) +See Also +• Scene.FindScreen +Screen.SetProtected +Brief +Enable or disable capture protection on a screen. +Definition +Screen.SetProtected(Screen screen, boolean protected) +Arguments +screen - the screen to modifyprotected - true to protect the screen or false otherwise +Return Values +None. +Description +Enable or disable capture of a screen's contents. If this flag is set to true, any capture process (screenshot or video) will cause the screen's +content to not be rendered, thus protecting any copyrighted or sensitive material. Setting to false will unprotect the screen's content. "LUA" +screens will default to protected, other screen types will default to unprotected. +Examples +— Create a screen for submitting graphical primitives from Lua +vidScreen = Screen.Create( topLeft, bottomRight, bottomLeft, "VIDEO", +"http://www.example.com/CopyrightedVideo.mp4" ) +vidScreen:SetProtected( true ) +See Also +• Screen.IsProtected +Screen.SetTargetable +Brief +Sets the screen to be targetable or not. +Definition +Screen.SetTargetable( Screen screen, boolean value ) +Arguments +screen - The screen to update.value - If true then the screen is targetable and if false it is not targetable. +Return Values +None. +Description +Sets the screen to be targetable or not. Screens created in Lua default to have targeting disabled. Screens that appear in the HDK's Scene Editor +application default to have targeting enabled. +Examples +— Example 1: This type of screen defaults to targetable +screenl = Scene.FindScreen( "MyVideoScreen" ) +Screen.SetTargetable( screenl, false ) +— Example 2: This type of screen defaults to not targetable +screen2 = Screen.Create( topLeft, bottomRight, bottomLeft, "LUA" ) +Screen.SetTargetable( screen2, true ) +See Also +• Scene.FindScreen +• Screen.Create +Screen.SetT riggerPosition +Brief +Changes the trigger position for the screen. +Definition +Screen.SetTriggerPosition( Screen object, Vector4 position = nil ) +Arguments +object - Screen object to modify.position - The new trigger position. If nil is specified the trigger position will reset to default. +Return Values +None. +Description +Modifies the default trigger position to affect where the user can target this screen. Specifying nil will reset the trigger position to be based on +Screen. GetCenterQ. +Examples +local position = Vector4.Create( 10, 0, 10 ) +local screen = Scene.FindScreen( "MyVideoScreen" ) +Screen.SetTriggerPosition( screen, position ) — set a custom trigger position +Screen.SetTriggerPosition( screen, nil ) — reset the position to default +See Also +• Screen.GetTriggerPosition +• Screen.SetTriggerRadius +• Screen.Create +• Scene. FindScreen +Screen.SetTriggerRadius +Brief +Changes the trigger radius for the screen. +Definition +j Screen.SetTriggerRadius( Screen object, number range ) +Arguments +object - Screen object to modify.range - The new trigger radius in meters. Must be positive or 0, 0 is considered infinite. +Return Values +None. +Description +Modifies the default trigger radius to affect from how far away the user can target this screen. Specifying 0 will make the screen targetable from +any distance. +Examples +! Screen.SetTriggerRadius( screen, 10 ) +See Also +• Screen.GetTriggerRadius +• Screen.Create +• Scene.FindScreen +Screen.SetType +Brief +Sets the content type for the screen. +Definition +Screen.SetType( Screen screen, string type ) +Arguments +screen - The screen to update.type - The new screen type. Can be one of the following: +"HSML" +"IMAGES" +"LUA" +"MEDIARSS" +"VIDEO" +Return Values +None. +Description +Sets the content type for the screen. +Examples +! Screen.SetType( myScreen, "VIDEO" ) +! Screen.SetContent( myScreen, "http://www.example.com/myvideo.mp4" ) +See Also +• Screen.SetContent +Screen.SetVisible +Brief +Set screen to be visible or invisible. +Definition +Screen.SetVisible( Screen object, boolean isVisible ) +Arguments +object - Screen object to affect.isVisible - true to make the screen visible and false otherwise. +Return Values +None. +Description +Set screen to be visible or invisible. This will also mute videos and remove the ability for the screen to be targetable. Will error when applied to a +geometry screen. +Examples +Screen.SetVisible( object, false ) +See Also +• Screen.IsVisible +Screen.SetVolume +Brief +Sets the volume of the screen. +Definition +Screen.SetVolume( Screen screen, number volume ) +Arguments +screen - The screen to query.volume - The volume to set, 0.0 to 1.0. +Return Values +None. +Description +Sets the volume of the screen. A value outside the 0.0 to 1.0 range will be capped. +Examples +1 screen = Scene.FindScreen( "MyVideoScreen" ) +; Screen.SetVolume( screen, 0.5 ) +See Also +• Scene.FindScreen +• Screen.Create +• Screen. GetVolume +Screenshot +Screenshot.Capture +Brief +Start a screen capture. +Definition +boolean Screenshot.Capture(Screenshot shot. +boolean +showScreens = false, +boolean +showOsd = true, +boolean +showLabels = false, +boolean +showChat = false, +boolean +showWatermark = true) +Arguments +shot - the screenshot object to useshowScreens - enable screen rendering for screenshotshowOsd - enable OSD rendering for +screenshotshowLabels - show player labelsshowChat - show player chat bubblesshowWatermark - show PlayStation Flome watermark on +screenshot +Return Values +true if capture is successfully started, or false if an existing screenshot is still capturing +Description +Start a screen capture with the specified options. Note that a true return value does not indicate that the capture has finished, the script must wait +until Screen.IsinProgress returns false. The following arguments must not be changed from their default values without permission from a +PlayStation(Ft)Plome Regional Manager: * showScreens * showLabels * showChat Any screens marked as protected will not be shown regardless +of the value of showScreens. Any changes to screen, OSD or label rendering is temporary and only active for the duration of the screenshot. The +developer should consult their regional SCE manager about the legal ramifications of enabling screen rendering in screenshots. Note that Lua +screens are excepted from this: even if showScreens is false, Lua-created screens will be still be shown, as they are often required to maintain +the look of scene. +Examples +shot = Screenshot.Create() +capturing = shot:Capture(true, true, false, false, true) — everything on except labels and chat, +if (not capturing) then +print('Capture failed’) +end +function OnUpdateO +if (capturing and not shot:IsInProgress() and shot:Succeeded()) then +MediaLibrary.Exportlmage( shot, "Home Screenshot" ) +end +end +See Also +• Screenshot.Create +• Screenshot. IsInProgress +• Screenshot.Succeeded +• Screen.IsProtected +Screenshot.Create +Brief +Create a new screenshot object. +Definition +! Screenshot Screenshot.Create () +Arguments +None +Return Values +A new screenshot object, or nil on failure +Description +Creates a new screenshot object, used to save an image of the current frame buffer contents. Only a limited number of screenshot objects may +exist at once, if this becomes exhausted, nil is returned so you can either fail or keep retrying every frame until another script releases a +Screenshot handle. +Examples +! shot = Screenshot.Create () +See Also +• Screenshot.Capture +• Screenshot.IsInProgress +• Screenshot.Succeeded +MediaLibrary. Exportlmage +Screenshot. IsInProgress +Brief +Query whether a screen capture is still completing. +Definition +boolean Screenshot.IsInProgress(Screenshot shot) +Arguments +shot - the screenshot object to check +Return Values +true if still capturing, false if finished (either successfully or with an error) +Description +Query whether a screen capture initiated with Screenshot.Capture() has completed. If this returns false an error may also have occurred; check +the value of Screenshot.Succeeded)) to determine this. Once this returns false it is then safe to set the screenshot object to nil if it is no longer +required. +Examples +if (shot:IsInProgress()) then +print('Capturing...') +elseif (shot:Succeeded()) then +— do something with screenshot +end +See Also +Screenshot.Succeeded +Brief +Query whether a screen capture completed successfully. +Definition +boolean Screenshot.Succeeded(Screenshot shot) +Arguments +shot - the screenshot object to check +Return Values +true if capture completed successfully or false if still in progress or encountered an error +Description +Query whether a screen capture initiated with Screenshot.Capture() completed successfully. If the capture is still in progress false will be returned. +Examples +if (shot:Succeeded()) then +MediaLibrary.Exportlmage(shot, "Home Screenshot") +end +See Also +None +Sound +Sound.Create +Brief +Creates an empty sound handle. +Definition +Sound Sound.Create() +Arguments +None +Return Values +A fresh sound handle. +Description +The returned sound handle can be used repeatedly, removing the allocation cost associated with playing sounds from the SoundBank library. +Examples +| mySound = Sound.Create() +i myBank = SoundBank.Find("mySounds") +| mySound:Play3d(myBank, "bang", LocalPlayer.GetPosition(), 1, 0, 5, 8, 0, 0, 0, 0) +See Also +• SoundBank.Play3d +• SoundBank.Play2d +Sound.GetVolume +Brief +Retrieves the volume of a sound. +Definition +number Sound.GetVolume( Sound sound ) +Arguments +sound - The sound object. +Return Values +A floating point value between 0.0 (silent) and 1.0 (full volume). +Description +Retrieves the volume of a sound. +Examples +; volume = Sound.GetVolume( mySound ) +See Also +• Sound. SetVolume +Sound. IsPaused +Brief +Reports if the sound is paused or not. +Definition +! boolean Sound.IsPaused( Sound sound ) +Arguments +sound - The sound object. +Return Values +Returns true if the sound is paused and false otherwise. +Description +Returns true if the sound is paused and false otherwise. +Examples +! if ( Sound.IsPaused( mySound ) ) then +Sound.Resume( mySound ) +| end +See Also +• Sound.Pause +• Sound.Resume +Sound. IsPlaying +Brief +Reports if the sound is playing or not. +Definition +! boolean Sound.IsPlaying( Sound sound ) +Arguments +sound - The sound object. +Return Values +Returns true if the sound is playing and false otherwise. +Description +Returns true if the sound is playing and false otherwise. +Examples +• if ( Sound.IsPlaying( mySound ) ) then +Sound.Stop( mySound ) +| end +See Also +• Sound.Stop +Sound.IsValid +Brief +Can be used to check if a sound is valid. +Definition +! boolean Sound.IsValid() +Arguments +None +Return Values +true if the sound is valid, false otherwise. +Description +Can be used to check if a sound is valid. A sound can become invalid if its SoundBank has been released. +Examples +1 if Sound.IsValid( mySound ) == false then +mySound = nil +| end +See Also +• Resource. Release +Sound.Pause +Brief +Pauses the sound. +Definition +Sound.Pause( Sound sound ) +Arguments +sound - The sound object. +Return Values +None +Description +Pauses the sound. +Examples +! if ( Sound.IsPlaying( mySound ) ) then +Sound.Pause( mySound ) +I end +See Also +• Sound.IsPlaying +Sound.Play2d +Brief +Plays a named sound from a sound bank. +Definition +Sound.Play2d( Sound sound, SoundBank soundbank, string name, number volume = 1.0, number pan = 0.0, +number pitch = 0.0, number rO = 0.0, number rl = 0.0, number r2 = 0.0, number r3 = 0.0 ) +Arguments +soundbank - The soundbank to play the sound fromname - The name of the sample within the SoundBank as set within SCREAM.volume - Value +between 0.0 and 1.0 for controlling the volume of the sound.pan - Value between -1.0 and 1.0 for controlling the stereo output of the sound.pitch - +This parameter will be implemented in the next release of the HDK.rO - Passed to your scream sound's register O.rl - Passed to your scream +sound's register 1.r2 - Passed to your scream sound's register 2.r3 - Passed to your scream sound's register 3. +Return Values +None +Description +Plays a named sound in the sound bank. +Examples +soundbank = SoundBank.Find( "game_bank" ) +dingSound = Sound.Create() +dingSound:Play2d( soundbank, "ding" ) +See Also +• Sound. Play3d +• Sound.Create +• Sound. Play2d +Sound.Play3d +Brief +Plays a named 3D sound from a sound bank. +Definition +Sound.Play3d( Sound sound, SoundBank soundbank, string name, Vector4 position, number volume = 1.0, +number pitch = 0.0, number falloffStart = 0.0, number falloffEnd = 1.0, number rl = 0.0, number r2 = +0.0, number r3 = 0.0, number r4 = 0.0) +Arguments +soundbank - The soundbank to play the sound fromname - The name of the sample within the SoundBank as set within SCREAM.position - 3D +world space coordinate of the sound (w-component is ignored).volume - Value between 0.0 and 1.0 for controlling the volume of the sound.pitch +This parameter will be implemented in the next release of the HDK.falloffStart - Value greater than 0.0 for controlling the distance from the +position parameter at which the sound's volume begins to linearly attenuate.falloffEnd - Value greater than or equal to falloffStart for controlling +the distance from the position parameter at which the sound's volume falls to zero.r0 - Passed to your scream sound's register O.rl - Passed to +your scream sound's register 1 ,r2 - Passed to your scream sound's register 2.r3 - Passed to your scream sound's register 3. +Return Values +None +Description +Plays a named 3D sound from the sound bank. +Examples +soundbank = SoundBank.Find( "game_bank" ) +ballRollingSound = Sound.Create() +ballRollingSound:Play3d( soundbank, "roll", LocalPlayer.GetPosition(), 1.0, 0.0, 10.0, 20.0) +See Also +• Sound. Play2d +• Sound.Create +• Sound. Play3d +Sound.Resume +Brief +Resumes a paused sound. +Definition +! Sound.Resume( Sound sound ) +Arguments +sound - The sound object. +Return Values +None +Description +Resumes a paused sound. +Examples +j if ( Sound.IsPaused( mySound ) ) then +Sound.Resume( mySound ) +| end +See Also +• Sound.IsPaused +Sound.SetPosition +Brief +Set the 3D world position of the sound +Definition +! Sound.SetPosition( Sound sound, Vector4 position ) +Arguments +sound - The sound object.position - 3D world space coordinate of the sound (w-component is ignored) +Return Values +None +Description +Set the 3D world position of the sound +Examples +! Sound.SetPosition( sound, Vector4.Create(0, 10, 0, 0) ) +See Also +SoundBank.Play3d +Sound.SetRegister +Brief +Sets the specified register's value to the specified value. +Definition +! Sound.SetRegister( Sound sound, number register, number value ) +Arguments +sound - The sound object.register - Which register (0 - 3) to setvalue - the value to set the specified register to +Return Values +Description +Sets the specified register's value to the specified value. +Examples +I Sound.SetRegister( sound, 2, 10 ) +See Also +• SoundBank.Play2d +• SoundBank.Play3d +Sound.SetVolume +Brief +Sets the volume of a sound. +Definition +1 Sound.SetVolume( Sound sound, number volume ) +Arguments +sound - The sound object.volume - floating point value between 0.0 (silent) and 1.0 (full volume) +Return Values +None +Description +Sets the volume of a sound retrieved from a sound bank. +Examples +j Sound.SetVolume( mySound, 0.5 ) +See Also +• Sound.GetVolume +Sound.Stop +Brief +Stops the sound playing. +Definition +! Sound.Stop( Sound sound ) +Arguments +sound - The sound object. +Return Values +None +Description +Stops the sound playing. +Examples +j if ( Sound.IsPlaying( mySound ) ) then +Sound.Stop( mySound ) +j end +See Also +• Sound.IsPlaying +SoundBank +SoundBank.Find +Brief +Looks up and returns the sound bank with the specified name. +Definition +! SoundBank SoundBank.Find( string name, ResourcePack rp = nil ) +Arguments +name - The string name associated with the sound bank as specified in Object Editor.rp - The ResourcePack to search. +Return Values +The sound bank instance associated with the specified string name. +Description +Looks up and returns the sound bank with the specified name. Returns nil if the sound bank is not found. +Examples +! soundbank = SoundBank.Find( "game_bank" ) +See Also +• SoundBank.Play2d +• SoundBank.Play3d +SoundBank.Play2d +Brief +Piays a named sound in the sound bank. +Definition +! Sound SoundBank.Play2d( SoundBank soundbank, string name, number volume = 1.0, number pan = 0.0, +i number pitch = 0.0, number rO = 0.0, number rl = 0.0, number r2 = 0.0, number r3 = 0.0 ) +Arguments +name - The name of the sample within the SoundBank as set within SCREAM.volume - Value between 0.0 and 1.0 for controlling the volume of +the sound.pan - Value between -1.0 and 1.0 for controlling the stereo output of the sound.pitch - Values different to 0 represent an octave +multiplier, 1 is 1 octave higher, -1 is 1 octave lower, 2 is 2 octaves higher, and so on.rO - Passed to your scream sound's register O.rl - Passed to +your scream sound's register 1 ,r2 - Passed to your scream sound's register 2.r3 - Passed to your scream sound's register 3. +Return Values +Returns a Sound to handle the instance of the new sound. +Description +Piays a named sound in the sound bank. +Examples +soundbank = SoundBank.Find( "game_bank" ) +dingSound = SoundBank.Play2d( soundbank, "ding" ) +See Also +• SoundBank.Find +• SoundBank.Play3d +Sound Bank.Play3d +Brief +Plays a named 3D sound in the sound bank. +Definition +Sound SoundBank.Play3d( SoundBank soundbank, string name, Vector4 position, number volume = 1.0, +number pitch = 0.0, number falloffStart = 0.0, number falloffEnd = 1.0, number rl = 0.0, number r2 = +0.0, number r3 = 0.0, number r4 = 0.0 ) +Arguments +name - The name of the sample within the SoundBank as set within SCREAM.position - 3D world space coordinate of the sound (w-component is +ignored).volume - Value between 0.0 and 1.0 for controlling the volume of the sound.pitch - Values different to 0 represent an octave multiplier, 1 +is 1 octave higher, -1 is 1 octave lower, 2 is 2 octaves higher, and so on.falloffStart - Value greater than 0.0 for controlling the distance from the +position parameter at which the sound's volume begins to linearly attenuate.falloffEnd - Value greater than or equal to falloffStart for controlling +the distance from the position parameter at which the sound's volume falls to zero.r0 - Passed to your scream sound's register O.rl - Passed to +your scream sound's register 1 ,r2 - Passed to your scream sound's register 2.r3 - Passed to your scream sound's register 3. +Return Values +Returns a Sound to handle the instance of the new sound. +Description +Plays a named 3D sound in the sound bank. +Examples +soundbank = SoundBank.Find( "game_bank" ) +bombSound = SoundBank.Play3d( soundbank, "explosion", Vector4.Create(0, 10, 0, 0), 1.0, 0.0, 10.0, +20 . 0 ) +See Also +• SoundBank.Find +• SoundBank.Play2d +SoundStream +SoundStream.Find +Brief +Finds a named SoundStream in the script's list of resources. +Definition +! SoundStream SoundStream.Find( string name ) +Arguments +name - the string name associated with the SoundStream as specified in an object's resources.xml file. +Return Values +The sound stream instance associated with the specified string name. +Description +Finds a named SoundStream in the script's list of resources. +Examples +; bgmusic = SoundStream.Find( "music" ) +See Also +SoundStream. GetCurrentTime +Brief +Get the current playback time for the stream. +Definition +! number SoundStream.GetCurrentTime( SoundStream stream ) +Arguments +stream - The sound stream object. +Return Values +time - The current playback time of the stream in seconds. +Description +Get the current playback time for the stream. +Examples +! bgmusic = SoundStream.Find( "music" ) +i time = SoundStream.GetCurrentTime() +See Also +• SoundStream. SetCurrentTime +SoundStream.GetTotalTime +Brief +Get the total playback time for the stream. +Definition +! number SoundStream.GetTotalTime( SoundStream stream ) +Arguments +stream - The sound stream object. +Return Values +time - The total time of the stream in seconds. +Description +Get the total playback time for the stream. +Examples +bgmusic = SoundStream.Find( "music" ) +time = SoundStream.GetTotalTime() +See Also +• SoundStream. GetCurrentTime +SoundStream. GetVolume +Brief +Get the sound stream's volume. +Definition +! number SoundStream.GetVolume( SoundStream stream ) +Arguments +stream - The sound stream object. +Return Values +volume - value between 0.0 and 1.0 +Description +Get the sound stream's volume. +Examples +bgmusic = SoundStream.Find( "music" ) +volume = SoundStream.GetVolume( bgmusic ) +See Also +• SoundStream.SetVolume +SoundStream.IsPaused +Brief +Indicates whether the stream is paused +Definition +SoundStream.IsPaused( SoundStream stream ) +Arguments +stream - The sound stream object. +Return Values +true if the stream is paused +Description +Indicates whether the stream is paused +Examples +! idLoaded = SoundStream.IsPaused() +See Also +SoundStream.IsPlaying +Brief +Indicates whether the stream is playing +Definition +! SoundStream.IsPlaying( SoundStream stream ) +Arguments +stream - The sound stream object. +Return Values +true if the stream is playing +Description +Indicates whether the stream is playing +Examples +! idLoaded = SoundStream.IsPlaying() +See Also +SoundStream.Pause +Brief +Pause the sound stream. +Definition +! SoundStream.Pause( SoundStream stream ) +Arguments +stream - The sound stream object. +Return Values +None +Description +Pause the sound stream. +Examples +! bgmusic = SoundStream.Find( "music" ) +i SoundStream.Pause( bgmusic ) +See Also +• SoundStream.Play2d +• SoundStream.Play3d +SoundStream.Play2d +Brief +Starts playing the sound stream. +Definition +SoundStream.Play2d( SoundStream stream, boolean looping = false, number volume =1.0 ) +Arguments +stream - The sound stream object.looping - true to loop the stream, false to play it once.volume - value between 0.0 and 1.0 for controlling the +volume of the stream. +Return Values +None +Description +Starts playing the sound stream. Volume of 1.0 is 100% volume. +Examples +! bgmusic = SoundStream.Find( "music" ) +i SoundStream.Play2d( bgmusic, true, 1.0 ) +See Also +• SoundStream.Stop +SoundStream.Play3d +Brief +Starts playing the sound stream at a 3D position in the world +Definition +SoundStream.Play3d( SoundStream stream, boolean looping = false, number volume = 1.0, Vector4 position += (0,0,0,0), number falloffStart = 0, number falloffEnd = 1 ) +Arguments +stream - The sound stream object.looping - true to loop the stream, false to play it once.volume - value between 0.0 and 1.0 for controlling the +volume of the stream.position - 3D world space coordinate of the sound (w-component is ignored)falloffStart - Value greater than or equal to 0.0 +for controlling the distance from the position parameter at which the sound's volume begins to linearly attenuate.falloffEnd - Value greater than or +equal to falloffStart for controlling the distance from the position parameter at which the sound's volume falls to zero. +Return Values +None +Description +Starts playing the sound stream at a 3D position in the world. Volume of 1.0 is 100% volume. +Examples +bgmusic = SoundStream.Find( "music" ) +SoundStream.Play3d( bgmusic, true, 1.0, Vector4.Create(0, 10, 0, 0), 10, 20 ) +See Also +• SoundStream.Stop +SoundStream.Resume +Brief +Resume the sound stream. +Definition +SoundStream.Resume( SoundStream stream ) +Arguments +stream - The sound stream object. +Return Values +None +Description +Resume the sound stream. +Examples +! bgmusic = SoundStream.Find( "music" ) +i SoundStream.Resume( bgmusic ) +See Also +• SoundStream.Play2d +• SoundStream.Play3d +SoundStream.SetCurrentTime +Brief +Set the current playback time for the stream. +Definition +1 boolean SoundStream.SetCurrentTime( SoundStream stream, number time ) +Arguments +stream - The sound stream object.time - the time (in seconds) to set +Return Values +result - true if setted false if not +Description +Set the current playback time for the stream. +Examples +! bgmusic = SoundStream.Find( "music" ) +result = SoundStream.SetCurrentTime( 10 ) +See Also +• SoundStream.GetCurrentTime +SoundStream.SetPosition +Brief +Set the 3D world position of the stream +Definition +! SoundStream.SetPosition( SoundStream stream, Vector4 position ) +Arguments +stream - The sound stream object.position - 3D world space coordinate of the sound (w-component is ignored) +Return Values +None +Description +Set the 3D world position of the stream +Examples +bgmusic = SoundStream.Find( "music" ) +SoundStream.SetPosition( bgmusic, Vector4.Create(0, 10, 0, 0) ) +See Also +• SoundStream. Play3d +SoundStream.SetVolume +Brief +Set the sound stream's volume. +Definition +SoundStream.SetVolume( SoundStream stream, number volume ) +Arguments +stream - The sound stream object.volume - value between 0.0 and 1.0 for controlling the volume of the stream. +Return Values +None +Description +Set the sound stream's volume. +Examples +! bgmusic = SoundStream.Find( "music" ) +i SoundStream.SetVolume( bgmusic, 0.5 ) +See Also +• SoundStream.GetVolume +SoundStream.Stop +Brief +Stops the sound stream. +Definition +SoundStream.Stop( SoundStream stream ) +Arguments +stream - The sound stream object. +Return Values +None +Description +Stops the sound stream. +Examples +bgmusic = SoundStream.Find( "music" ) +SoundStream.Stop( bgmusic ) +See Also +• SoundStream.Play2d +• SoundStream.Play3d +Sprite +Sprite.Create +Brief +Creates a new Sprite object. +Definition +! Sprite Sprite.Create() +Arguments +None +Return Values +A new Sprite instance. +Description +Creates a new Sprite object. +Examples +! sprite = Sprite.Create() +See Also +• Renderer.DrawSprite +Sprite.GetColor +Brief +Returns the color of the sprite as a Vector4. +Definition +Vector4 Sprite.GetColor( Sprite sprite ) +Sprite.GetPosition( Sprite sprite, Vector4 outColor ) +Arguments +sprite - The sprite to query.outColor - (out) The vector to receive the color. +Return Values +A Vector4 containing the RGBA values (in that order) of the sprite. +Description +Returns the color of the sprite as a Vector4 where x is red, y, is green, z is blue, w is alpha. They range from 0 to 1 where 1 is the maximum color. +Examples +! col = Sprite.GetColor ( sprite ) +I print( col ) +See Also +• Sprite.SetColor +Sprite. GetElapsedAnimTime +Brief +Returns the elapsed animation time in seconds. +Definition +number Sprite.GetElapsedAnimTime( Sprite sprite ) +Arguments +sprite - The sprite to query. +Return Values +The elapsed time in seconds of the sprite's animation. +Description +Returns the elapsed animation time in seconds. +Examples +! print( Sprite.GetElapsedAnimTime( sprite ) ) +See Also +• Sprite. GetTotalAnimTime +• Sprite. IsAnimPaused +• Sprite.PlayAnim +• Sprite. ResumeAnim +• Sprite.StopAnim +Sprite.GetPosition +Brief +Returns the screen space coordinate of a sprite. +Definition +Vector4 Sprite.GetPosition( Sprite sprite ) +Sprite.GetPosition( Sprite sprite, Vector4 outPos ) +Arguments +sprite - The sprite to query.outPos - (out) The vector to receive the position. +Return Values +A Vector4 object containing the screen space position of the sprite. Only the X and Y members will be valid. +Description +Returns the position of the sprite. Note that this vector is a copy created by the function and so changing its value will not change the sprite. +Examples +! pos = Sprite.GetPosition( sprite ) +i print( pos ) +See Also +• Sprite. SetPosition +Sprite.GetRotation +Brief +Returns the angle of rotation of the sprite. +Definition +! number Sprite.GetRotation( Sprite sprite ) +Arguments +sprite - The sprite to query. +Return Values +A floating point value containing the rotation in degrees of the sprite. +Description +Returns the angle of rotation in degrees of the sprite. +Examples +rot = Sprite.GetRotation( sprite ) +print ( rot .. " degrees" ) +See Also +• Sprite.SetRotation +Sprite. GetScale +Brief +Returns as a Vector4 the scale of the sprite. +Definition +Vector4 Sprite.GetScale( Sprite sprite ) +Sprite.GetScale( Sprite sprite, Vector4 outScale ) +Arguments +sprite - The sprite to query.outScale - (out) The vector to receive the scale. +Return Values +A Vector4 instance containing the sprite's scale. Only the X and Y members will be valid. +Description +Returns the scale of the sprite. Note that this vector is a copy of the vector and so changing its value will not change the sprite. +Examples +! scale = Sprite.GetScale ( sprite ) +| print( scale ) +See Also +• Sprite.GetScale +Sprite.GetTotalAnimTime +Brief +Returns the total animation time in seconds. +Definition +number Sprite.GetTotalAnimTime( Sprite sprite ) +Arguments +sprite - The sprite to query. +Return Values +The length in seconds of the sprite's animation. +Description +Returns the total animation time in seconds. If the animation is looping it returns the total time for one loop of the animation. +Examples +! print( Sprite.GetTotalAnimTime( sprite ) ) +See Also +• Sprite.GetElapsedAnimTime +• Sprite. IsAnimPaused +• Sprite. PlayAnim +• Sprite. ResumeAnim +• Sprite. StopAnim +Sprite.IsAnimPaused +Brief +Reports if the animation is paused. +Definition +! boolean Sprite.IsAnimPaused( Sprite sprite ) +Arguments +sprite - The sprite to query. +Return Values +true if the sprite's animation is paused, false otherwise. +Description +Returns true if the sprite's animation is paused (using Sprite.PauseAnim) and false otherwise. +Examples +! if Sprite.IsAnimPaused( sprite ) then +print( "Animation is paused" ) +| end +See Also +• Sprite.GetElapsedAnimTime +• Sprite.GetTotalAnimTime +• Sprite.PlayAnim +• Sprite.ResumeAnim +• Sprite.StopAnim +Sprite. IsAnimPlaying +Brief +Reports if an animation is playing on the sprite. +Definition +1 boolean Sprite.IsAnimPlaying( Sprite sprite ) +Arguments +sprite - The sprite to query. +Return Values +true if an animation is playing and false otherwise. +Description +Returns true if an animation is playing and false otherwise. Note that it is still considered as playing even if the animation is paused. +Examples +if Sprite.IsAnimPlaying( sprite ) then +print( "Playing an animation" ) +end +See Also +• Sprite.GetElapsedAnimTime +• Sprite. GetTotalAnimTime +• Sprite. PlayAnim +• Sprite. ResumeAnim +• Sprite. StopAnim +Sprite.PauseAnim +Brief +Pauses an animation. +Definition +! Sprite.PauseAnim( Sprite sprite ) +Arguments +sprite - The sprite to update. +Return Values +None. +Description +Pauses an animation. It can then be resumed with ResumeAnim. +Examples +! Sprite.PauseAnim( sprite ) +See Also +• Sprite.GetElapsedAnimTime +• Sprite. GetTotalAnimTime +• Sprite.PlayAnim +• Sprite.ResumeAnim +• Sprite. StopAnim +Sprite.PlayAnim +Brief +Plays a texture animation on the sprite. +Definition +! Sprite.PlayAnim( Sprite sprite, SpriteAnim anim, number framesPerSecond =1.0 ) +Arguments +sprite - The sprite to update.anim - The animation to apply on the sprite.framesPerSecond - The number of animation frames to be displayed +every second. +Return Values +None. +Description +Plays a texture animation with the specified anim at the given animation speed. The Sprites UVs are overwritten with the UVs from the animation. +Examples +! Sprite.PlayAnim( sprite, anim, 30 ) +See Also +• Sprite.GetElapsedAnimTime +• Sprite.GetTotalAnimTime +• Sprite.PauseAnim +• Sprite.ResumeAnim +• Sprite.StopAnim +Sprite.ResumeAnim +Brief +Resumes a paused animation. +Definition +Sprite.ResumeAnim( Sprite sprite ) +Arguments +sprite - The sprite to update. +Return Values +None. +Description +Resumes a paused animation. +Examples +! Sprite.ResumeAnim( sprite ) +See Also +• Sprite.GetElapsedAnimTime +• Sprite. GetTotalAnimTime +• Sprite.PauseAnim +• Sprite. PlayAnim +• Sprite. StopAnim +Sprite.SetColor +Brief +Sets the color of the sprite. +Definition +Sprite.SetColor( Sprite sprite, Vector4 rgba ) +Sprite.SetColor( Sprite sprite, number red = 1, number green = 1, number blue = 1, number alpha = 1 ) +Arguments +sprite - The sprite to update.rgba - A Vector4 containing the RGBA values where each component must be between 0.0 and 1.0.red - The red +component, ranges from 0 to 1. Defaults to 1 .green - The green component, ranges from 0 to 1. Defaults to 1 .blue - The blue component, ranges +from 0 to 1. Defaults to 1 .alpha - The alpha component, ranges from 0 to 1. Defaults to 1. +Return Values +None. +Description +Sets the color of the sprite. +Examples +redHalfAlpha = Vector4.Create( 1, 0, 0, 0.5 ) +sprite = Sprite.Create() +Sprite.SetColor( sprite, redHalfAlpha ) +See Also +• Sprite.GetColor +Sprite.SetPosition +Brief +Sets the position of the sprite. +Definition +Sprite.SetPosition( Sprite sprite, Vector4 position ) +Sprite.SetPosition( Sprite sprite, number x = 0, number y = 0 ) +Arguments +sprite - The sprite to update.position - The new sprite position, where only the X and Y members are used.x - The X component of the sprite +position.y - The Y component of the sprite position. +Return Values +None. +Description +Sets the screen coordinate of the sprite. The position specifies the coordinate of the center of the sprite. +Examples +pos = Vector4.Create( 10, 10 ) +sprite = Sprite.Create() +Sprite.SetPosition( sprite, pos ) +See Also +• Sprite.GetPosition +Sprite.SetRotation +Brief +Sets the rotation of the sprite. +Definition +Sprite.SetRotation( Sprite sprite, number rotation ) +Arguments +sprite - The sprite to update.rotation - The new sprite rotation (in degrees). +Return Values +None. +Description +Sets the rotation of the sprite in degrees. +Examples +sprite = Sprite.Create() +Sprite.SetRotation( sprite, 90.0 ) +See Also +• Sprite.GetRotation +Sprite.SetScale +Brief +Sets the scale of the sprite. +Definition +Sprite.SetScale( Sprite sprite, Vector4 vector ) +Sprite.SetScale( Sprite sprite, number x = 1, number y = 1 ) +Arguments +sprite - The sprite to update.vector - The new sprite scale, where only the X and Y members are used.x - The horizontal sprite scale.y - The +vertical sprite scale. +Return Values +None. +Description +Sets the x and y scale of the sprite. +Examples +scale = Vector4.Create ( 10, 10 ) +sprite = Sprite.Create () +Sprite.SetScale ( sprite, scale ) +See Also +• Sprite.GetScale +Sprite.SetTexture +Brief +Sets the current texture of the sprite. +Definition +Sprite.SetTexture( Sprite sprite, Texture texture ) +Arguments +sprite - The sprite to update.texture - An instance of the Texture class that will represent the graphic of the sprite. +Return Values +None. +Description +Sets the current texture of the sprite. Note that this texture is replaced if an animation is played on the sprite. The UVs are set to default, i.e. the +whole of the texture. +Examples +sprite = Sprite.Create() +Sprite.SetTexture( sprite. Texture.Find( "SpriteTexture" ) ) +See Also +• Sprite.SetUvs +Sprite.SetUvs +Brief +Sets the UVs of the sprite. +Definition +Sprite.SetUvs( Sprite sprite. +Sprite.SetUvs( Sprite sprite, +Sprite.SetUvs( Sprite sprite, +number tru, number trv ) +Sprite.SetUvs( Sprite sprite. +number tlu, number tlv, number bru, +Vector4 tlbr ) +number tlu, number tlv, number blu, +Vector4 tlbl, Vector4 brtr ) +number brv ) +number blv, number bru, number brv. +Arguments +sprite - The sprite to update.tlu - The u-component of the top left texture coordinate for the sprite.tlv - The v-component of the top left texture +coordinate for the sprite.blu - The u-component of the bottom left texture coordinate for the sprite.blv - The v-component of the bottom left texture +coordinate for the sprite.bru - The u-component of the bottom right texture coordinate for the sprite.brv - The v-component of the bottom right +texture coordinate for the sprite.tru - The u-component of the top right texture coordinate for the sprite.trv - The v-component of the top right +texture coordinate for the sprite.tlbr - A vector containing the top left and bottom right UV coordinates for the sprite.tlbl - A vector containing the +top left and bottom left UV coordinates for the sprite.brtr - A vector containing the bottom right and top right UV coordinates for the sprite. +Return Values +None. +Description +Sets the UVs of the sprite. If passing in 4 numbers either as numbers or packed inside a Vector4 it assumes a rectangle and generates the two +other uvs from the two uvs specified. If 4 uvs are supplied it uses them as is. The default uvs for a Sprite are [ 0,0 ],[ 0,1 ],[ 1,1 ],[ 1,0 ]. Also, UVs +are set to the default when Sprite.SetTexture is called or Sprite.PlayAnim. +Examples +sprite = Sprite.Create() +Sprite.SetTexture( sprite, texture ) +— Example 1: Set to default UVs using each prototype +Sprite.SetUvs( sprite, 0, 0, 1, 1 ) +Sprite.SetUvs( sprite, Vector4.Create( 0, 0, 1, 1 ) ) +Sprite.SetUvs( sprite, 0, 0, 0, 1, 1, 1, 1, 0 ) +Sprite.SetUvs( sprite, Vector4.Create( 0, 0, 0, 1 ), Vector4.Create( 1, 1, 1, 0 ) ) +— Example 2: Set the sprite to use the top left quadrant of the texture +Sprite.SetUvs( sprite, 0, 0, 0.5, 0.5 ) +See Also +• Sprite.SetTexture +• Sprite.PlayAnim +Sprite.StopAnim +Brief +Stops the current animation if it is playing. +Definition +! Sprite.StopAnim( Sprite sprite ) +Arguments +sprite - The sprite to update. +Return Values +None. +Description +Stops the current animation if it is playing. The sprite's texture is left at whatever was last displayed. +Examples +! Sprite.StopAnim( sprite ) +See Also +• Sprite.GetElapsedAnimTime +• Sprite. GetTotalAnimTime +• Sprite.PauseAnim +• Sprite.PlayAnim +• Sprite. ResumeAnim +SpriteAnim +SpriteAnim.AddFrames +Brief +Adds one or more new frames to an animation. +Definition +SpriteAnim.AddFrames( SpriteAnim anim, Texture texture, number frameWidth = textureWidth, number +frameHeight = textureHeight ) +Arguments +texture - the new frame of animation.frameWidth - the width of the frame (defaults to the width of the specified texture).frameHeight - the width of +the frame (defaults to the height of the specified texture). +Return Values +None. +Description +Adds one or more new frames to an animation. If frameWidth and/or frameHeight is specified it subdivides the texture up into several frames, +where frames are in left to right and then top to bottom order. +Examples +— Create a 2 frame sprite animation +anim = SpriteAnim.Create() +SpriteAnim.AddFrames( anim, Texture.Find( "imagel" ) ) +SpriteAnim.AddFrames( anim, Texture.Find( "image2" ) ) +— Loop the animation every second +sprite = Sprite.Create() +Sprite.PlayAnim( sprite, anim, 2 ) +See Also +• Sprite.Create +• Sprite.PlayAnim +• SpriteAnim.Create +SpriteAnim.Create +Brief +Creates a new SpriteAnim object. +Definition +SpriteAnim SpriteAnim.Create() +Arguments +None +Return Values +A new SpriteAnim instance. +Description +Creates a new SpriteAnim object. +Examples +! anim = SpriteAnim.Create() +See Also +• SpriteAnim. AddFrames +SpriteAnim.IsLooping +Brief +Reports if the animation is looping or not. +Definition +! boolean SpriteAnim.IsLooping( SpriteAnim anim ) +Arguments +anim - The srite anim object. +Return Values +Returns true if the animation has been set to looping and false otherwise. +Description +Reports if the animation is looping or not. +Examples +! print( SpriteAnim.IsLooping( myAnim ) ) +See Also +• SpriteAnim.SetLooping +SpriteAnim.SetLooping +Brief +Sets the animation looping status. +Definition +! SpriteAnim.SetLooping( SpriteAnim anim, boolean value ) +Arguments +value - true to make the animation to loop, false to make the animation play once. +Return Values +None. +Description +Sets the animation to loop or not. +Examples +! anim = SpriteAnim.Create() +! SpriteAnim.SetLooping( anim, true ) +See Also +• SpriteAnim.IsLooping +StreamOps +StreamOps. Add Float32 +Brief +Add two float buffers or add a scalar onto a float buffer. +Definition +StreamOps.AddFloat32(MemoryContainer dest, number destOffset, MemoryContainer srcl, number srclOffset, +MemoryContainer src2, number src20ffset, number count, number stride = 1) +StreamOps.AddFloat32(MemoryContainer dest, number destOffset, MemoryContainer srcl, number srclOffset, +number scalar, number count, number stride = 1) +Arguments +dest - Destination memory container.destOffset - Offset into destination memory container at which to start writing results.srcl - First source +memory container.srcl Offset - Offset into first source memory container at which to start reading source data.src2 - Second source memory +container.src20ffset - Offset into second source memory container at which to start reading source data.count - Number of floats to process.stride +- Number of floats to increment offset by. Used for both sources and destination.scalar - A scalar to add to all source elements. +Return Values +None. +Description +Note that all offsets and strides are in "elements", float32s in this case. This function is equivalent to: +local offset = 0 +for i = 1, count do +dest:SetFloat32( destOffset * 4 + offset, srcl :GetFloat32(src1 Offset * 4 + offset) + src2:GetFloat32(src20ffset * 4 + offset)) +- OR dest:SetFloat32( destOffset * 4 + offset, srcl :GetFloat32(src1 Offset * 4 + offset) + scalar) +offset = offset + stride * 4 +end +Examples +See Also +StreamOps.SubFloat32 +StreamOps.MulFloat32 +StreamOps. DivFloat32 +StreamOps.BoundsVec4 +Brief +Compute the bounds of a list of Vector4 values. +Definition +StreamOps.BoundsVec4(MemoryContainer src, number srcOffset, number count, Vector4 min, Vector4 max, +number stride = 1) +Arguments +src - Source memory container. Operation will be faster if 16-byte aligned.srcOffset - Offset into source memory container at which to start +processing.count - Number of Vector4 values to process.min - Vector4 to return the minimum bound into. Assumed to be pre-set to the desired +initial value.max - Vector4 to return the maximum bound into. Assumed to be pre-set to the desired initial value.stride - Number of Vector4s to +increment offset by with each vector processed. +Return Values +None. +Description +Note that all offsets and strides are in "elements", Vector4s in this case. This function is equivalent to: +local offset = srcOffset * 4 +local min = Vector4.Create() +local max = Vector4.Create() +local v = Vector4.Create() +for i = 1, count do +src:GetVector4(offset, v) +Vector4.Min(min, min, v) +Vector4.Max(max, max, v) +offset = offset + stride * 16 +end +Note that the min and max parameters are not initialized to any value in this function, they should be initialized by the script to appropriate starting +values for the bounds calculation. +Examples +local min = Vector4.Create(Const.MaxNum, Const.MaxNum, Const.MaxNum) +local max = Vector4.Create(-Const.MaxNum, -Const.MaxNum, -Const.MaxNum) +StreamOps.BoundsVec4(verts, 0, numVerts, min, max) +See Also +None +StreamOps.DivFloat32 +Brief +Divide two float buffers or divide a float buffer by a scalar. +Definition +StreamOps.DivFloat32(MemoryContainer dest, number destOffset, MemoryContainer srcl, number srclOffset, +MemoryContainer src2, number src20ffset, number count, number stride = 1) +StreamOps.DivFloat32(MemoryContainer dest, number destOffset, MemoryContainer srcl, number srclOffset, +number scalar, number count, number stride = 1) +StreamOps.DivFloat32(MemoryContainer dest, number destOffset, number scalar, MemoryContainer srcl, +number srclOffset, +number count, number stride = 1) +Arguments +dest - Destination memory container.destOffset - Offset into destination memory container at which to start writing results.srcl - First source +memory container.srcl Offset - Offset into first source memory container at which to start reading source data.src2 - Second source memory +container.src20ffset - Offset into second source memory container at which to start reading source data.count - Number of floats to process.stride +- Number of floats to increment offset by. Used for both sources and destination.scalar - A scalar to apply to each source element. +Return Values +None. +Description +Note that all offsets and strides are in "elements", float32s in this case. This function is equivalent to: +local offset = 0 +for i = 1, count do +dest:SetFloat32( destOffset * 4 + offset, srcl :GetFloat32(src1 Offset * 4 + offset) / src2:GetFloat32(src20ffset * 4 + offset)) +- OR dest:SetFloat32( destOffset * 4 + offset, srcl :GetFloat32(src1 Offset * 4 + offset) + scalar) +offset = offset + stride * 4 +end +Examples +See Also +• StreamOps.SubFloat32 +• StreamOps.AddFloat32 +• StreamOps.MulFloat32 +StreamOps.Float32Tolllnt8 +Brief +Convert 32-bit floating point values to unsigned 8-bit integer values. +Definition +StreamOps.Float32ToUInt8(MemoryContainer dest, number destOffset, MemoryContainer src, number +srcOffset, number count, number stride = 1, number multiplier = 1) +Arguments +dest - Destination memory container.destOffset - Offset into destination memory container at which to start storing results.src - Source memory +container.srcOffset - Offset into source memory container at which to start reading values.count - Number of floats to process.stride - Number of +floats to increment offset by. Used for source only.multiplier - Number to multiply float by prior to conversion. +Return Values +None. +Description +A common use for this function might be to convert float colors in the range [ 0, 1 ] to byte colors in the range [ 0, 255 ]. Note that all offsets and +strides are in "elements", float32s in this case. This function is equivalent to: +local offset = srcOffset * 4 +for i = 1, count do +dest:SetUlnt8(destOffset, src:GetFloat32(offset) * multiplier) +offset = offset + stride * 4 +destOffset = destOffset + 1 - int8 +end +Examples +See Also +None +StreamOps.HorizAddFloat32 +Brief +Sum values within a memory container. +Definition +number StreamOps.HorizAddFloat32(Memory-Container src, number srcOffset, number count, number stride = +1 ) +Arguments +src - Source memory container.srcOffset - Offset into source memory container at which to start adding values.count - Number of floats to +process.stride - Number of floats to increment offset by. Used for both sources and destination. +Return Values +The sum of the values. +Description +Note that all offsets and strides are in "elements", float32s in this case. This function is equivalent to +local offset = srcOffset * 4 +local sum = 0 +for i = 1, count do +sum = sum + src:GetFloat32(offset) +offset = offset + stride * 4 +end +Examples +See Also +• StreamOps.AddFloat32 +StreamOps.MulFloat32 +Brief +Multiply two float buffers or multiply a float buffer by a scalar. +Definition +StreamOps.MulFloat32(MemoryContainer dest, number destOffset, MemoryContainer srcl, number srclOffset, +MemoryContainer src2, number src20ffset, number count, number stride = 1) +StreamOps.MulFloat32(MemoryContainer dest, number destOffset, MemoryContainer srcl, number srclOffset, +number scalar, number count, number stride = 1) +Arguments +dest - Destination memory container.destOffset - Offset into destination memory container at which to start writing results.srcl - First source +memory container.srcl Offset - Offset into first source memory container at which to start reading source data.src2 - Second source memory +container.src20ffset - Offset into second source memory container at which to start reading source data.count - Number of floats to process.stride +- Number of floats to increment offset by. Used for both sources and destination.scalar - A scalar to multiply each source element by. +Return Values +None. +Description +Note that all offsets and strides are in "elements", float32s in this case. This function is equivalent to: +local offset = 0 +for i = 1, count do +dest:SetFloat32( destOffset * 4 + offset, srcl :GetFloat32(src1 Offset * 4 + offset) * src2:GetFloat32(src20ffset * 4 + offset)) +- OR dest:SetFloat32( destOffset * 4 + offset, srcl :GetFloat32(src1 Offset * 4 + offset) + scalar) +offset = offset + stride * 4 +end +Examples +See Also +• StreamOps.SubFloat32 +• StreamOps. AddFloat32 +• StreamOps. DivFloat32 +StreamOps.ShufFloat32 +Brief +Shuffle a float buffer based on a supplied index table. +Definition +StreamOps.ShufFloat32(MemoryContainer dest, number destOffset, MemoryContainer srcl, +MemoryContainer indices, number count, number stride = 1) +Arguments +dest - Destination memory container.destOffset - Offset into destination memory container at which to start writing results.srcl - Source memory +container.indices - Index memory container. Indices are float offsets into srcl .count - Number of floats to process.stride - Number of floats to +increment offset by. Used for both sources and destination. +Return Values +None. +Description +If the object has the debug flag set, all indices will be range-checked. Otherwise, it is the responsibility of the developer to ensure that all indices +are valid and within the size of the source memory container. Note that all offsets and strides are in "elements", float32s in this case. This function +is equivalent to: +local offset = 0 +local indexOffset = 0 +for i = 1, count do +local index = indices:Getlnt16(indexOffset) +dest:SetFloat32(destOffset * 4 + offset, srcl :GetFloat32(index * 4)) +offset = offset + stride * 4 +indexOffset = indexOffset + 2 - inti 6 +end +Examples +See Also +None +StreamOps.Shuflnt8 +Brief +Shuffle an int8 buffer based on a supplied index table. +Definition +StreamOps.ShufInt8(MemoryContainer dest, number destOffset, MemoryContainer srcl, +MemoryContainer indices, number count, number stride = 1) +Arguments +dest - Destination memory container.destOffset - Offset into destination memory container at which to start writing results.srcl - Source memory +container.indices - Index memory container. Indices are 16-bit (inti 6) byte offsets into srcl .count - Number of bytes to process.stride - Number of +bytes to increment offset by. Used for both sources and destination. +Return Values +None. +Description +If the object has the debug flag set, all indices will be range-checked. Otherwise, it is the responsibility of the developer to ensure that all indices +are valid and within the size of the source memory container. Note that all offsets and strides are in bytes (int8s). This function is equivalent to: +local offset = 0 +local indexOffset = 0 +for i = 1, count do +local index = indices:Getlnt16(indexOffset) +dest:Setlnt8(destOffset + offset, srcl :Getlnt8(index)) +offset = offset + stride +indexOffset = indexOffset + 2 - inti 6 +end +Examples +See Also +None +StreamOps.SubFloat32 +Brief +Calculate difference of two float buffers or subtract a scalar from a float buffer. +Definition +StreamOps.SubFloat32(MemoryContainer dest, number destOffset, MemoryContainer srcl, number srclOffset, +MemoryContainer src2, number src20ffset, number count, number stride = 1) +StreamOps.SubFloat32(MemoryContainer dest, number destOffset, MemoryContainer srcl, number srclOffset, +number scalar, number count, number stride = 1) +StreamOps.SubFloat32(MemoryContainer dest, number destOffset, number scalar, MemoryContainer srcl, +number srclOffset, +number count, number stride = 1) +Arguments +dest - Destination memory container.destOffset - Offset into destination memory container at which to start writing results.srcl - First source +memory container.srcl Offset - Offset into first source memory container at which to start reading source data.src2 - Second source memory +container.src20ffset - Offset into second source memory container at which to start reading source data.count - Number of floats to process.stride +- Number of floats to increment offset by. Used for both sources and destination.scalar - A scalar to apply to each source element. +Return Values +None. +Description +Note that all offsets and strides are in "elements", float32s in this case. This function is equivalent to: +local offset = 0 +for i = 1, count do +dest:SetFloat32( destOffset * 4 + offset, srcl :GetFloat32(src1 Offset * 4 + offset) - src2:GetFloat32(src20ffset * 4 + offset)) +- OR dest:SetFloat32( destOffset * 4 + offset, srcl :GetFloat32(src1 Offset * 4 + offset) + scalar) +offset = offset + stride * 4 +end +Examples +See Also +• StreamOps.AddFloat32 +• StreamOps.MulFloat32 +• StreamOps. DivFloat32 +System +System.AddChatLogMessage +Brief +Adds a lua message in the chat log. +Definition +1 System.AddChatLogMessage( string message, string nameOfSpeaker ) +Arguments +message - The message to add to the chat log.nameOfSpeaker - The name of the speaker (optional). +Return Values +None. +Description +Adds a lua message in the chat log. If the chat log is not visible when this function is called, it will activate and display the message. The message +text will appear in a different color to the other messages (r = 0.4, g = 0.7, b = 1.0). +Examples +me = LocalPlayer.GetPerson() +j System.AddChatLogMessage( 'Good morning ' .. Person.GetName( me ) ) +See Also +None +System.CommercePointlsClosed +Brief +Returns true if the commerce point is closed and false if it is open (active). +Definition +! boolean System.CommercePointlsClosed() +Arguments +None +Return Values +Returns true if the commerce point is closed and false if it is open (active). +Description +Returns true if the commerce point is closed and false if it is open (active). +Examples +if System.CommercePointlsClosed() == true then +System.CommercePointOpen( myUrl ) +| end +See Also +• System.CommercePointOpen +System.CommercePointOpen +Brief +Opens a commerce point with the specified url. +Definition +number System.CommercePointOpen( string url, string rootNodeld = nil, string initNodeld = nil ) +Arguments +url - The url of the commerce point.rootNodeld - The "node id" of the commerce point xml element to treat as the "root node" of the commerce +point.initNodeld - The "node id" of the commerce point xml element to treat as the "init node" of the commerce point. +Return Values +The result of the open request. Return values are: +1 - commerce point was opened +-1 - commerce point is already running +Description +Opens a commerce point with the specified url. See the return result to see if it failed or succeeded. The URL for the commerce point requires the +correct path - these are set up using a standard format as follows: +SCENE_NAME/REGION_CODE/CP.xml +where: +SCENE_NAME is the name of the scene including the code on the end +e.g. +E_COMPA_DW1_5C2G_J5V +XFORM_Lounge_2_9KEL_1 N8L +SCEE_PureFire_Lobby_0R2J_766 +REGION_CODE is the PSN/PMT region code (SCEE=E, SCEA=A, SCEJ=J, SCEAsia=H) +CP_ShortNAME is a 'shortcode' that should be meaningful to you. +2_CFIAR_NUM is simply a two character number which can mean anything, and again should be meaningful you (e.g. a version number) +When opening a commerce point on demand using the call, simply build the commerce point file path using the known information. +For example: +SCEA user opening a specific commerce point: +XFORM_Lounge_2_9KEL_1N8L/A/CPAXFLOO.xml +where the CP_ShortNAME="XFL" and 2_CHAR_NUM="00" +SCEE user opening the same commerce point for their region: +XFORM_Lounge_2_9KEL_1 N8L/E/CPEXFL00.xml If the rootNodeld parameter is specified, the "root node" will be set. If the root node is a + element, then navigation of the commerce point will be restricted to the browser page corresponding to that element, all child pages, the +item info page and the basket. If the root node is a or element, then navigation of the commerce point will be restricted to the +item info page and basket. If the initNodeld parameter is specified, the "init node" will be set. If the init node is a element, then navigation +of the commerce point will begin at the browser page corresponding to that element, if the init node is a or element, then +navigation of the commerce point will begin at the item info page. +Examples +System.CommercePointOpen( 'XFORM_Lounge_2_9KEL_lN8L/E/CPEXFLOO.xml' ) +System.CommercePointOpen( 'XFORM_Lounge_2_9KEL_lN8L/E/CPEXFLOO.xml', 'male headgear' ) +System.CommercePointOpen( 'XFORM_Lounge_2_9KEL_lN8L/E/CPEXFLOO.xml', 'male headgear', 'big hat' ) +System.CommercePointOpen( 'XFORM_Lounge_2_9KEL_lN8L/E/CPEXFLOO.xml', nil, 'big hat' ) +See Also +System. CommercePointlsClosed +System.DrawText2dlnScene +Brief +Allow text to be displayed in 3D space. +Definition +System.DrawText2dInScene(string text, Vector4 position, Vector4 color, +Text3dAlign alignment, number size, +boolean isShadowed, Vector4 shadowColor, +boolean isBold, boolean isAlwaysOnTop, boolean isFixedSize) +Arguments +text - the text to be displayed.position - the 3D position at which the text will appear.color - the color of the text to be displayed.alignment - the +alignment of the text, in relation to the position given. +This will be one of the following: +• Text3dAlignment.TopLeft +• Text3dAlignment.TopMiddle +• Text3dAlignment.TopRight +• Text3dAlignment.Left +• Text3dAlignment. Center +• Text3dAlignment. Right +• Text3dAlignment.BottomLeft +• Text3dAlignment.BottomMiddle +• Text3dAlignment.BottomRight +Default is 'Text3dAlignCenter'.size - the size of the text. Default is '1.O',isShadowed - whether the text should have a drop shadow. +Default is ’false'.shadowColor - the colour of the shadow, if 'isShadowed' is set to true. Default is black, +if no color is provided.isBold - whether the text is in bold font. Default is 'false'.isAlwaysOnTop - whether the text should adhere to 3D +geometry obscuring it. Default is 'false'.isFixedSize - whether the text should resize depending on distance away from camera. Default is +'false'. +Return Values +Description +Displays 2D text in 3D space, much like the avatar label user name. +Examples +System.DrawText2dInScene(text, position, color) +See Also +None +System. EnableldleDisconnect +Brief +Sets whether the idle disconnect is allowed. +Definition +System.EnableldleDisconnect(boolean enable) +Arguments +enable - True to enable or false to disable. +Return Values +None. +Description +If set to false, the user will not be disconnected if idle for too long. This can be useful for disabling the auto-disconnect while the user is watching a +full-length video for example. The idle disconnect defaults to enabled. +Examples +! System.EnableldleDisconnect(false) +See Also +None +System. ExecTitle +Brief +Launches an installed title. +Definition +number System.ExecTitle( string titleld, number param, string errorCallback ) +Arguments +titleld - The title ID of the title to launch.param - Integer value that will be passed through to the launched title.errorCallback - Callback function +which will be invoked if the title fails to execute. +Return Values +0 if title not available, 1 otherwise. +Description +Launches an installed title. The integer value that is passed through to the game can be queried using the execData parameter of +cellGameGetBootGamelnfo. In the case where user confirmation is required before proceeding with ExecTitle, for example confirmation to leave a +Game Launching session, 1 will be returned to indicate no errors so far and ExecTitle will only proceed if user confirms. If user cancels then the +error callback will be invoked and this particular case should be handled. If the title fails to execute the callback will be invoked, within this callback +use System.GetExecTitleErrorCode() to retreive the error code. Scripts that make use of this function must also include a +game_launch_properties component in the object to allow PS Home to manage any potential system conflicts. Failure to comply will result in a +Lua error being generated. +Examples +gameOptions = 10 +if Gamelnfo.IsGamesListBusy() == false then +System.ExecTitle( "XXXX12345", gameOptions, "MyLaunchErrorCB()" ) +end +See Also +• Gamelnfo. IsGamesListBusy +• Gamelnfo.SearchByTitleld +• Gamelnfo.lsSearchFinished +• Gamelnfo.GetSearchResults +System.GetChatLogMode +Brief +Gets the current display mode of the Chat Log. +Definition +: ChatLogMode System.GetChatLogMode() +Arguments +None +Return Values +The current mode of the Chat Log. This will be one of the following: +• ChatLogMode.Minimized +• ChatLogMode.Maximized +• ChatLogMode.Closed +Description +Returns whether the mode of the Chat Log is minimized (visible but not interactive), maximized (visible and interactive), or closed. +Examples +j if (System.GetChatLogMode() ~= ChatLogMode.Closed) then +HideHud() +j end +See Also +• System.SetChatLogMode +System.GetConsoleTestValue +Brief +Gets the value of the specified test key +Definition +! string System.GetConsoleTestValue() +Arguments +None +Return Values +Description +Returns the value for a specified test key, which can be set (in the HDK and QA/test builds) by using the command 'SetConsoleTest' either +manually through the debug console or through a hubstartup.txt file +Examples +[With 'SetConsoleTest MyKey,MyValue' included in hubstartup.txt] +value = System.GetConsoleTestValue( 'MyKey' ) +See Also +None +System.GetExecTitleErrorCode +Brief +Retrieves the error code set upon ExecTitle failure. +Definition +number System.GetExecTitleErrorCode() +Arguments +Return Values +error code +Description +Retrieves the error code set upon ExecTitle failure. This function is only valid within the error callback specified as part of the System.ExecTitle() +call. Error codes: 1 - unknown error 2 - parental level restricted 3 - exec title cancelled The script should use this opportunity to gracefully recover +from the failure. +Examples +function LaunchTitle() +System.ExecTitle( "XXXX12345", gameOptions, "MyLaunchErrorCB()" ) +end +function MyLaunchErrorCB() +local errorCode = System.GetExecTitleErrorCode() +— Insert script here to handle the error +end +See Also +System.GetNatType +Brief +Gets the NAT type of the user. +Definition +int System.GetNatType() +Arguments +None +Return Values +The NAT type for the user, which will be either 1,2 or 3. +Description +The user's NAT type will depend on their network configuration. Users with NAT type 1 and 2 should not have any issues with PS Home +functionality. Users on NAT type 3 may not be able to fully join RtGame sessions. +Examples +allowUserToHostRtGame = true +if (System.GetNatType() == 3) then +allowUserToHostRtGame = false +— display OSD informing user of the issue +end +See Also +None +System.GetRegionsTerritory +Brief +Returns the territory of the specified region. +Definition +string System.GetRegionsTerritory( string region ) +Arguments +region - The region to get the territory for, e.g. ”en-GB". +Return Values +The territory of the specified region. +Description +Returns the territory of the specified region. Can be one of the following: +"SCEE" (Europe) +"SCEA" (North America) +"SCEJ" (Japan) +"SCEAsia" (Rest of Asia) +Note: the default territory is set to SCEE - this means that if the region submitted is invalid then SCEE is returned. +Examples +currentRegion = LocalPlayer.GetCurrentRegion() +print( 'My territory is ' .. System.GetRegionsTerritory( currentRegion ) ) +See Also +Local Player.GetCurrentRegion +• LocalPlayer.GetHomeRegion +• LocalPlayer.GetAccountRegion +System.GetScreenBottomRight +Brief +Returns the x and y pixel values of the bottom right of the screen. +Definition +! Vector4 System.GetScreenBottomRight() +Arguments +None +Return Values +A Vector4 containing the x and y pixel values of the bottom right of the screen. +Description +Returns a Vector4 containing the x and y pixel values of the bottom right of the screen. The value differs between widescreen and 4/3 mode. +Examples +1 Renderer.DrawText2d( renderer, System.GetScreenBottomRight(), "Bottom right" ) +See Also +• System.IsWideScreen +• System.GetScreenTopLeft +System.GetScreenTopLeft +Brief +Returns the x and y pixel values of the top left of the screen. +Definition +! Vector4 System.GetScreenTopLeft() +Arguments +None +Return Values +A Vector4 containing the x and y pixel values of the top left of the screen. +Description +Returns a Vector4 containing the x and y pixel values of the top left of the screen. The value differs between widescreen and 4/3 mode. +Examples +! Renderer.DrawText2d( renderer, System.GetScreenTopLeft(), "Top left" ) +See Also +• System.IsWideScreen +• System.GetScreenBottomRight +System.GetUserValue +Brief +Gets a value for a specified system key +Definition +! string System.GetUserValue(string key) +Arguments +key - Key to get +Return Values +Returns the key's value or NIL if none is set +Description +Gets a system option value. System keys are controlled by HPG, and relate to future systems. +Examples +See Also +None +System.GetVideollploadResult +Brief +Retrieve the result of the last video upload request. +Definition +! Result System.GetVideoUploadResult() +Arguments +None +Return Values +One of the following result codes: +VidUploadResult.Success - success +VidllploadResult.ErrBusy - the upload utility was busy +VidUploadResult.ErrNetwork - a network error occurred +VidUploadResult.Errllnavailable - the upload service is currently unavailable +VidUploadResult.ErrQuote - service limit on upload size was exceeded +VidUploadResult.ErrMemory - out of memory +VidUploadResult.ErrFile - unable to open specified file +VidUploadResult.Errllnknown - other unspecified error +Description +Reports the current status of the video upload utility. +Examples +if ( System.GetVideoUploadResult() ~= VidUploadResult.Success ) then +print('Upload failed') +end +See Also +• System.UploadVideo +• System.GetVideoUploadStatus +• System.GetVideoUploadllrl +System.GetVideoUploadStatus +Brief +Retrieve the status of the current video upload request, if any. +Definition +! Status System.GetVideoUploadStatus() +Arguments +None +Return Values +One of the following status codes: +VidUploadStatus.ldle - no current upload +VidUploadStatus.Busy - upload utility is currently busy with another task and is unavailable +VidUploadStatus.Uploading - currently uploading +VidUploadStatus.Error - an error occurred during upload +Description +Reports the current status of the video upload utility. +Examples +while ( System.GetVideoUploadStatus() == VidUploadStatus.Uploading ) do +coroutine.yield() +end +See Also +System. UploadVideo +• System.GetVideoUploadResult +• System. GetVideollploadUrl +System.GetVideollploadUrl +Brief +Retrieve the resulting URL of the last successfully uploaded video. +Definition +! string System.GetVideoUploadUrl() +Arguments +None +Return Values +The URL as a string. +Description +Returns the URL of the uploaded video if upload succeeded, or an empty string if the upload failed. +Examples +; print( 'Your video has been uploaded to ' .. System.GetVideoUploadUrl() ) +See Also +• System.UploadVideo +• System.GetVideoUploadStatus +• System.GetVideoUploadResult +System.IsGameLaunchSessionActive +Brief +Query whether the local user is part of a game launch session. +Definition +! boolean System.IsGameLaunchSessionActive() +Arguments +None +Return Values +True if the local user is part of a game launch session, or false otherwise. +Description +If the local user is part of a game launch session, a script may wish to prevent access to certain functionality. This function will indicate whether +the user is joined to a game launch session. +Examples +! if (not System.IsGameLaunchSessionActive()) then +StartVideoRecording() +| end +See Also +None +System. IsLookXInverted +Brief +Returns the user setting for X axis look invert option. +Definition +! boolean System.IsLookXInverted() +Arguments +None +Return Values +true if the user's settings in PS Home has the X axis look inverted and false otherwise. +Description +Returns true if the user's settings in PS Home has the X axis look inverted and false otherwise. +Examples +! if ( System.IsLookXInverted() ) then +angle = -angle +| end +See Also +None +System. IsLookYInverted +Brief +Returns the user setting for Y axis look invert option. +Definition +! boolean System.IsLookYInverted() +Arguments +None +Return Values +true if the user's settings in PS Home has the Y axis look inverted and false otherwise. +Description +Returns true if the user's settings in PS Home has the Y axis look inverted and false otherwise. +Examples +if ( System.IsLookYInverted() ) then +angle = -angle +end +See Also +None +System. IsVideoSystem Locked +Brief +Returns the status of the video system lock. +Definition +! boolean System.IsVideoSystemLocked() +Arguments +None +Return Values +True if the lock is being used. +Description +This will check to see if any object currently has the video system locked. This function will not return true if the scene is using the video system - +this is not considered a lock, only objects will lock the video system. +Examples +! if ( not System.IsVideoSystemLocked() ) then +if ( System.VideoSystemLock() ) then +print("Video system locked!") +else +print("Oops, the scene is using the video system. Lock will never succeed.") +end +! else +print("Oops, another object holds the lock! Can try again later.") +| end +L_ +See Also +• System.VideoSystemLock +• System.VideoSystemllnlock +• Screen.Create +System.IsWideScreen +Brief +Queries whether PS Home is running in widescreen mode or not. +Definition +! boolean System.IsWideScreen() +Arguments +None +Return Values +true if PS Home is running in widescreen mode and false otherwise. +Description +Returns true if PS Home is running in widescreen mode and false otherwise. +Examples +1 if System.IsWideScreen() then +print( "You are in widescreen" ) +| end +See Also +• System. GetScreenBottomRight +• System.GetScreenTopLeft +System.PostScore +Brief +Posts a score to the score service +Definition +! System.PostScore( string guid, number score, table metadata = nil ) +Arguments +guid - A unique developer guid for external trackingscore - The users scoremetadata - An optional lua table containing metadata for this score +Return Values +Description +This function will upload a users score value to the score service with optional metadata, ill be encoded in Json and if any errors occur parsing the +data the score will be uploaded without it. +Examples +LoadLibrary( "System" ) +local score = 100 +local data = { track ="Track9", car="Car4", time="1:23:57" } +System.PostScore( "8dd2eea4-fd37-48cl-9f90-d0cbl6ca307f", score, data ) +See Also +• Json. Decode +System. ProfanityFilterText +Brief +Filters a string through the profanity filter. +Definition +string System.ProfanityFilterText( string unfilteredText ) +Arguments +unfilteredText - The string to be filtered for profanity. +Return Values +The string as filtered by the profanity filter. +Description +Filters a string through the profanity filter. To test if filtering happened, perform string equality test on original and returned text. Note that profanity +filtering should be applied by the receiver of text (for display purposes) and not the sender. +Examples +! displayText = System.ProfanityFilterText( receivedText ) +See Also +None +System.SendNpMessage +Brief +Sends an NP message to the specified users. +Definition +System.SendNpMessage( User[] users, string subject, string body ) +Arguments +users - An array of User objects.subject - The subject of the message.body - The body/main text of the message. +Return Values +None. +Description +Sends an NP message to the specified users. A popup appears requiring user interaction to send the message. Users are grouped in batches of +12. The maximum subject length is 18 bytes including 1 byte for null termination. The maximum text body is 512 bytes including 1 byte for null +termination. +Examples +friends = LocalPlayer.GetFriends() +subject = "Game Launching" +body = "Hi! We're about to game launch. Come join us! +System.SendNpMessage( friends, subject, body ) +See Also +• LocalPlayer.GetFriends +System.SetChatLogMode +Brief +Sets the display mode of the Chat Log. +Definition +System.SetChatLogMode(ChatLogMode mode) +Arguments +mode - the desired mode of the Chat Log. This will be one of the following: +• ChatLogMode.Minimized +• ChatLogMode.Maximized +• ChatLogMode.Closed +Return Values +Description +Sets whether the mode of the Chat Log is minimized (visible but not interactive), maximized (visible and interactive), or closed. +Examples +System.SetChatLogMode(ChatLogMode.Maximized) +See Also +• System.GetChatLogMode +System.UploadVideo +Brief +Upload a specified video to a supported video sharing site. +Definition +boolean System.UploadVideo( FileHandle file, siteCode, ... ) +Arguments +file - a handle to a video file obtained from VideoRecorder.GetOutputFilesiteCode - video sharing site ID code (see details)... - further parameters, +depending on the site code (see details) +Return Values +true if upload was successfully initiated, false otherwise. +Description +Initiates an upload of the specified video to a supported video sharing site. A variety of extra metadata may be supplied depending on the site, +see the list below: +YouTube (R) - [ string clientld ] [ string developerKey ] [ string title ]. [ string description ], [ string keywordl ], +clientld - Client ID chosen by developer, max 63 bytes ASCII alphanumeric characters only. +developerKey - Developer key on YouTube. A developer should obtain this from YouTube directly (see below). +title - Video title, max 60 bytes in UTF-8. +description - Video description, max 1023 bytes in UTF-8. +keywordl, keyword2, keyword3 - Video keywords, each max 24 bytes in UTF-8. +isPrivate - Private video (only visible to uploading user). +rating - Viewer age restriction, 0 indicates no restrictions. +The client ID can be chosen by the developer and represent the object using the upload API. The developer key must +be obtained from YouTube (http://code.google.com/apis/youtube/dashboard/) and is separate from the user's username +and password. The user will be prompted for their own username and password automatically as part of the upload. Also +note that it is forbidden to charge a fee either directly or indirectly to upload videos to YouTube, this is against +the YouTube Terms of Use. +[] = compulsory +<> = optional +The siteCodes available are: +VideoSite.YouTube +Note that a successful result from this function only indicates that the upload process has started successfully, you must check the progress using +the GetVideoUploadStatus() function. The upload is not complete until the utility status is VidUploadStatus.ldle or VidUploadStatus.Error. If this +function returns false, this will indicate the uploader is busy, the script may try again a fixed number of times but it should not assume that the +upload will always succeed. +Examples +local video = VideoRecorder.GetOutputFile() +if ( System.UploadVideo( video, VideoSite.YouTube, myClientld, myDevKey, 'My Video', 'My PS Home +video', 'Home' ) ) then +print('Video uploading...') +end +See Also +• System.GetVideoUploadStatus +• System.GetVideoUploadResult +• System.GetVideoUploadUrl +• VideoRecorder.GetOutputFile +System. VideoSystem Lock +Brief +Allows a non scene object to attempt to gain access to the video system. +Definition +boolean System.VideoSysteraLock() +Arguments +None +Return Values +True if the object successfully locked the video system or false otherwise. +Description +The VideoSystem is primarily used for scenes and scene objects. Other types of object may attempt to lock the video system for use if it is not +already in use by the scene. If the lock returns true, this instance of the object may freely create and play videos. Once playback has finished, the +object must unlock the video system for use by other objects. If the lock fails, no videos can be created by non scene objects. A script can +distinguish between the two lock failure cases (another object having the lock, and the scene using the video system) by checking the +IsVideoSystemLocked function; this will only return true in the former case. +Examples +local screen = Screen.Create() +if ( not System.IsVideoSystemLocked() ) then +if ( System.VideoSystemLock() ) then +print("Video system locked!") +Screen.SetContent( screen, "http://www.mycontentserver.com/video.mp4" ) +else +print("Oops, the scene is using the video system. Lock will never succeed.") +end +else +print("Oops, another object holds the lock! Can try again later.") +end +See Also +• System.VideoSystemllnlock +• System.IsVideoSystemLocked +• Screen.Create +System.VideoSystemllnlock +Brief +Unlocks the video system assuming the object currently has the lock. +Definition +! System.VideoSystemUnlock() +Arguments +None +Return Values +None. +Description +Assuming a non scene object successfully acquired the lock for the video system, this function will release the lock once the object has finished +using it. This must be called before termination of the object. The unlock call will only succeed once the video has been deleted so it may not be +possible to immediately reacquire the lock after this call. +Examples +! if ( not Screen.IsContentPlaying( myScreen ) ) then +System.VideoSystemUnlock() +j end +See Also +• System.VideoSystemLock +• System. IsVideoSystemLocked +• Screen.Create +System.WebBrowserlsClosed +Brief +Checks if the user has closed the browser. +Definition +! boolean System.WebBrowserlsClosed() +Arguments +None +Return Values +true if the user has closed the browser, false otherwise. +Description +Checks if the user has closed the browser. +Examples +local hasFinished = System.WebBrowserlsClosed() +See Also +• System.WebBrowserOpen +SystemWeb B rowserOpe n +Brief +Requests opening of the web browser. +Definition +number System.WebBrowserOpen( string url ) +Arguments +url - The HTTP-based URL to open in the web browser. +Return Values +The result of the open request. Return values are: +1 - Browser was opened +0 - Browser is not available yet +-1 - Browser is already running +-2 - Browser is not permitted to run +Description +Checks for the availability of the web browser and opens it at the specified URL if available. The web browser that is opened supports Adobe +Flash Player 7. +Examples +local browserWasOpened = System.WebBrowserOpen( "http://www.example.com/" ) +See Also +• System.WebBrowserlsClosed +System.WriteScriptedGameLaunchXML +Brief +Writes XML data from a buffer to the file SCRIPTEDGAMELAUNCHSESSION.XML +Definition +! System.WriteScriptedGameLaunchXML( memcontainer ) +Arguments +memcontainer - Memory container containing XML data. +Return Values +None. +Description +Writes XML data from a buffer to the file SCRIPTEDGAMELAUNCHSESSION.XML in the hard drive directory given by the following Cell SDK +function: int cellGameGetHomeLaunchOptionPath( char *commonPath, char *personalPath ) +Examples +local container = MemoryContainer.Create( 2048 ) +local writer = BasicGenx.Create( container ) +BasicGenx.StartDocument( writer ) +— Write XML data into container here. +BasicGenx.EndDocument( writer ) +System.WriteScriptedGameLaunchXML( container ) +See Also +• BasicGenx.Create +• BasicGenx.EndDocument +Texture +Texture. Find +Brief +Looks up and returns the texture with the specified name. +Definition +Texture Texture.Find( string name, ResourcePack pack = nil ) +Arguments +name - the string name associated with the texture as specified in an object’s resources.xml file.pack - ResourcePack to load texture from, if +required. +Return Values +The texture instance associated with the specified string name. +Description +Looks up and returns the texture with the specified name. Returns nil if the texture is not found. If a resource pack is specified, the resource pack +is searched rather than the local object. +Examples +tex = Texture.Find( "myimage" ) +tex2 = Texture.Find( "myimage", resourcePack ) +See Also +• Texture.GetHeight +• Texture.GetWidth +Texture.GetHeight +Brief +Returns the height of the texture. +Definition +number Texture.GetHeight( Texture texture ) +Arguments +texture - The texture to query. +Return Values +The height in pixels of the texture. +Description +Returns the height of the texture. +Examples +; tex = Texture.Find( "myimage" ) +i height = Texture.GetHeight( tex ) +See Also +• Texture. GetWidth +Texture.GetWidth +Brief +Returns the width of the texture. +Definition +number Texture.GetWidth( Texture texture ) +Arguments +texture - The texture to query. +Return Values +The width in pixels of the texture. +Description +Returns the width of the texture. +Examples +! tex = Texture.Find( "myimage" ) +i width = Texture.GetWidth( tex ) +See Also +Texture.GetHeight +Time +Time. Add Days +Brief +Add a specified number of days to the stored time. +Definition +! Time.AddDays(Time t, number days) +Arguments +t - Time to modify.days - Number of days to add. Negative values will cause subtraction. +Return Values +None. +Description +Adds the specified number of days onto the time stored in the time object. Will correctly account for month lengths and leap years. To subtract, +pass a negative value for days. Only integer values are permitted, fractional values will be truncated. +Examples +! time = Time.Create () +i time:SetFromServer() +j time:AddDays(90) — add 90 days onto the current server time +See Also +• Time.AddMinutes +• Time.AddHours +• Time.AddSeconds +• Time.AddWeeks +• Time.AddMonths +• Time.AddYears +Time.AddHours +Brief +Add a specified number of hours to the stored time. +Definition +! Time.AddHours(Time t, number hours) +Arguments +t - Time to modify.hours - Number of hours to add. Negative values will cause subtraction. +Return Values +None. +Description +Adds the specified number of hours onto the time stored in the time object. Will correctly account for month lengths and leap years. To subtract, +pass a negative value for hours. Only integer values are permitted, fractional values will be truncated. +Examples +time = Time.Create () +time:SetFromServer() +time:AddHours(60) — add 60 hours onto the current server time +See Also +• Time.AddMinutes +• Time.AddSeconds +• Time.AddDays +• Time.AddWeeks +• Time.AddMonths +• Time.AddYears +Time.AddMinutes +Brief +Add a specified number of minutes to the stored time. +Definition +Time.AddMinutes(Time t, number minutes) +Arguments +t - Time to modify.minutes - Number of minutes to add. Negative values will cause subtraction. +Return Values +None. +Description +Adds the specified number of minutes onto the time stored in the time object. Will correctly account for month lengths and leap years. To subtract, +pass a negative value for minutes.Only integer values are permitted, fractional values will be truncated. +Examples +! time = Time.Create() +i time:SetFromServer() +| time:AddMinutes(45) — add 45 minutes onto the current server time +See Also +Time.AddSeconds +• Time.AddHours +• Time.AddDays +• Time.AddWeeks +• Time.AddMonths +• Time.AddYears +Time.AddMonths +Brief +Add a specified number of months to the stored time. +Definition +! Time.AddMonths(Time t, number months) +Arguments +t - Time to modify.months - Number of months to add. Negative values will cause subtraction. +Return Values +None. +Description +Adds the specified number of months onto the time stored in the time object. Will correctly account for month lengths and leap years. To subtract, +pass a negative value for months. Only integer values are permitted, fractional values will be truncated. +Examples +j time = Time.Create() +i time:SetFromServer() +> time:AddMonths(6) — add 6 months onto the current server time +See Also +• Time.AddMinutes +• Time.AddHours +• Time.AddDays +• Time.AddWeeks +• Time.AddSeconds +• Time.AddYears +Time.AddSeconds +Brief +Add a specified number of seconds to the stored time. +Definition +Time.AddSeconds(Time t, number seconds) +Arguments +t - Time to modify.seconds - Number of seconds to add. Negative values will cause subtraction. +Return Values +None. +Description +Adds the specified number of seconds onto the time stored in the time object. Will correctly account for month lengths and leap years. To +subtract, pass a negative value for seconds. Only integer values are permitted, fractional values will be truncated. +Examples +! time = Time.Create () +i time:SetFromServer() +j time:AddSeconds(30) — add 30 seconds onto the current server time +See Also +• Time.AddMinutes +• Time.AddHours +• Time.AddDays +• Time.AddWeeks +• Time.AddMonths +• Time.AddYears +Time.AddWeeks +Brief +Add a specified number of weeks to the stored time. +Definition +! Time.AddWeeks(Time t, number weeks) +Arguments +t - Time to modify.weeks - Number of weeks to add. Negative values will cause subtraction. +Return Values +None. +Description +Adds the specified number of weeks onto the time stored in the time object. Will correctly account for month lengths and leap years. To subtract, +pass a negative value for weeks. Only integer values are permitted, fractional values will be truncated. +Examples +time = Time.Create () +time:SetFromServer() +time:AddWeeks(8) — add 8 weeks onto the current server time +See Also +• Time.AddMinutes +• Time.AddHours +• Time.AddDays +• Time.AddSeconds +• Time.AddMonths +• Time.AddYears +Time.AddYears +Brief +Add a specified number of years to the stored time. +Definition +! Time.AddYears(Time t, number years) +Arguments +t - Time to modify.years - Number of years to add. Negative values will cause subtraction. +Return Values +None. +Description +Adds the specified number of years onto the time stored in the time object. Will correctly account for month lengths and leap years. To subtract, +pass a negative value for years. Only integer values are permitted, fractional values will be truncated. +Examples +! time = Time.Create () +i time:SetFromServer() +| time:AddYears(1) — add 1 year onto the current server time +See Also +• Time.AddMinutes +• Time.AddHours +• Time.AddDays +• Time.AddWeeks +• Time.AddMonths +Time.AddSeconds +Time.ConvertToLocal +Brief +Convert the stored time from UTC time to local time. +Definition +Time.ConvertToLocal(Time t) +Arguments +t - Time to modify. +Return Values +None. +Description +Converts a time specified in UTC time to local time, based on the current system settings. Note that this relies on the user having set the system +timezone settings correctly, and as such should not be relied upon for absolute accuracy. +Examples +local t = Time.Create() +i t:SetFromServer() +| t:ConvertToLocal() +! print("Current server time in local time is:", t) +See Also +• Time.ConvertToUtc +Time.ConvertT olltc +Brief +Convert the stored time from local time to UTC time. +Definition +Time.ConvertToUtc(Time t) +Arguments +t - Time to modify. +Return Values +None. +Description +Converts a time specified in local time to UTC time, based on the current system settings. Note that this relies on the user having set the system +timezone settings correctly, and as such should not be relied upon for absolute accuracy. +Examples +local t = Time.Create() +t:SetFromLocal() +t:ConvertToUtc() +print("Current time in UTC is:", t) +See Also +• Time.ConvertToLocal +Time.Copy +Brief +Copy a Time value. +Definition +Time.Copy(Time destination, Time source) +Arguments +destination - Time value to copy into.source - Time value to copy. +Return Values +None. +Description +Copies a Time value from one instance to another. +Examples +j local timel = Time.Create(2011, 10, 31) +j local time2 = Time.Create() +j Time.Copy(time2, timel) +See Also +• Time.Create +Time.Create +Brief +Creates a new Time object. +Definition +Time Time.Create () +Time Time.Create(number year, number month, number day, number hours = 0, number minutes = 0, number +seconds = 0) +Time Time.Create(Time t) +Arguments +year - Year to set.month - Month to set.day - Day to set.hours - Hours to set (24 hour time).minutes - Minutes to set.seconds - Seconds to set.t - +Time to copy. +Return Values +A new Time instance. +Description +Creates a new Time object. By default it is set to 00:00 1/1/1. When defining a specific date/time, invalid date/times will throw a Lua error. +Examples +j t = Time.Create() +See Also +None +Time.GetAsPosixTimestamp +Brief +Retrieve the stored time value as a POSIX-compatible 64-bit timestamp. +Definition +1 Time.GetAsPosixTimestamp(Time t, Biglnt<64> timestamp) +Arguments +t - Time object to convert.timestamp - A 64-bit Biglnt value to receive the timestamp. +Return Values +Description +Retrieve the time value converted to a POSIX-compatible 64-bit timestamp (time_t). +Examples +local timestamp = Biglnt.Create (64) +local t = Time.Create() +| t:SetFromServer(t) +! t:GetAsPosixTimestamp(timestamp) +See Also +• Time.SetFromPosixTimestamp +Time.GetDate +Brief +Returns a string representing the date. +Definition +string Time.GetDate( Time time ) +Arguments +time - The time object to query. +Return Values +A string representing the date. +Description +Returns a string representing the date following the DDMMYYYY, YYYYMMDD, or MMDDYYYY format specified in the XMB. +Examples +j t = Time.Create() +j Time.SetFromLocal( t ) +j print( Time.GetTime() ) +See Also +None +Time.GetDayOfMonth +Brief +Returns the day of the month value. +Definition +number Time.GetDayOfMonth( Time time ) +Arguments +time - The time object to query. +Return Values +The day of the month value, ranging from 1 to 31. +Description +Returns the day of the month value. +Examples +j t = Time.Create() +i Time.SetFromServer( t ) +! print( 'The server day of the month is ' .. Time.GetDayOfMonth( t ) .. '.' ) +See Also +None +Time.GetDayOfWeek +Brief +Returns the day of the week value. +Definition +number Time.GetDayOfWeek( Time time ) +Arguments +time - The time object to query. +Return Values +The day of the week value, ranging from 1 (Sunday) to 7 (Saturday). +Description +Returns the day of the week value. +Examples +j t = Time.Create() +; Time.SetFromServer( t ) +> print( 'The server day of the week is ' .. Time.GetDayOfWeek( t ) .. '.' ) +See Also +None +Time.GetDifference +Brief +Compute the difference between two Time values in years, months, days, hours, minutes and seconds. +Definition +number, number, number, number, number, number Time.GetDifference(Time tl. Time t2) +Arguments +tl - The first time value.t2 - The second time value. +Return Values +The difference from tl to t2 in terms of years, months, days, hours, minutes and seconds, in that order. +Description +Computes the offset of t2 relative to tl (i.e. the difference will be negative if t2 is earlier than tl, otherwise will be positive). This function is more +efficient than using the other GetDifferenceln* functions when requiring more than one unit. However, the individual functions are recommended +when only a single unit is needed (e.g. days, weeks, etc). +Examples +I local now = Time.Create() +i now:SetFromServer() +local y, m, d, hh, mm, ss = Time.GetDifference(lastSpaceVisit, now) +! print(string.format("You were last here %d years, %d months, %d days, %d hours, %d minutes and %d +| seconds ago", +y, m, d, hh, mm, ss) ) +L_I +See Also +• Time.GetDifferencelnSeconds +• Time.GetDifferencelnMinutes +• Time.GetDifferencelnHours +• Time.GetDifferencelnMonths +• Time.GetDifferencelnYears +Time.GetDifferencelnDays +Brief +Get the difference between two Time values in days. +Definition +! number Time.GetDifferencelnDays(Time tl. Time t2) +Arguments +tl - The first time value.t2 - The second time value. +Return Values +The number of whole days between tl and t2. +Description +Computes the offset of t2 from tl in days (i.e. the difference will be negative if t2 is earlier than tl, or positive otherwise). If the difference +overflows the size of a Lua number, the maximum representable Lua integer will be returned. +Examples +local t = Time.Create() +t:SetFromServer() +— if last visit to the space was over 5 days ago +if (Time.GetDifferencelnDays(lastVisitTime, t) >= 5) then +print("What kept you?") +end +See Also +• Time.GetDifferencelnSeconds +• Time.GetDifferencelnMinutes +• Time.GetDifferencelnHours +• Time.GetDifferencelnYears +• Time.GetDifference +Time.GetDifferencelnHours +Brief +Get the difference between two Time values in hours. +Definition +number Time.GetDifferencelnHours(Time tl, Time t2) +Arguments +tl - The first time value.t2 - The second time value. +Return Values +The number of whole hours between tl and t2. +Description +Computes the offset of t2 from tl in hours (i.e. the difference will be negative if t2 is earlier than tl, or positive otherwise). If the difference +overflows the size of a Lua number, the maximum representable Lua integer will be returned. +Examples +local t = Time.Create() +t: SetFromServer() +— if last server update was over 2 hours ago, upload again +if (Time.GetDifferencelnHours(lastServerUpdate, t) >= 2) then +UploadToServer() +end +See Also +• Time.GetDifferencelnSeconds +• Time.GetDifferencelnMinutes +• Time.GetDifferencelnDays +• Time.GetDifferencelnYears +• Time.GetDifference +Time.GetDifferencelnMinutes +Brief +Get the difference between two Time values in minutes. +Definition +! number Time.GetDifferencelnMinutes(Time tl, Time t2) +Arguments +tl - The first time value.t2 - The second time value. +Return Values +The number of whole minutes between tl and t2. +Description +Computes the offset of t2 from tl in minutes (i.e. the difference will be negative if t2 is earlier than tl, or positive otherwise). If the difference +overflows the size of a Lua number, the maximum representable Lua integer will be returned. +Examples +local t = Time.Create() +t:SetFromServer() +— if last server update was over 30 minutes ago, upload again +if (Time.GetDifferencelnMinutes(lastServerUpdate, t) >= 30) then +UploadToServer() +end +See Also +• Time.GetDifferencelnSeconds +• Time.GetDifferencelnHours +• Time.GetDifferencelnDays +• Time.GetDifferencelnYears +• Time.GetDifference +Time.GetDifferencelnMonths +Brief +Get the difference between two Time values in months. +Definition +! number Time.GetDifferencelnMonths(Time tl. Time t2) +Arguments +tl - The first time value.t2 - The second time value. +Return Values +The number of whole months between tl and t2. +Description +Computes the offset of t2 from tl in months (i.e. the difference will be negative if t2 is earlier than tl, or positive otherwise). If the difference +overflows the size of a Lua number, the maximum representable Lua integer will be returned. +Examples +local t = Time.Create() +t:SetFromServer() +— if last visit to the space was over 3 months ago +if (Time.GetDifferencelnMonths(lastVisitTime, t) >= 3) then +print("What kept you?") +end +See Also +• Time.GetDifferencelnSeconds +• Time.GetDifferencelnMinutes +• Time.GetDifferencelnHours +• Time.GetDifferencelnYears +• Time.GetDifference +Time.GetDifferencelnSeconds +Brief +Get the difference between two Time values in seconds. +Definition +! number Time.GetDifferencelnSeconds(Time tl, Time t2) +Arguments +tl - The first time value.t2 - The second time value. +Return Values +The number of whole seconds between tl and t2. +Description +Computes the offset of t2 from tl in seconds (i.e. the difference will be negative if t2 is earlier than tl, or positive otherwise). If the difference +overflows the size of a Lua number, the maximum representable Lua integer will be returned. +Examples +local t = Time.Create() +t:SetFromServer() +— if last server update was over 2.5 minutes ago, upload again +if (Time.GetDifferencelnSeconds(lastServerUpdate, t) >= 150) then +UploadToServer() +end +See Also +• Time.GetDifferencelnMinutes +• Time.GetDifferencelnHours +• Time.GetDifferencelnDays +• Time.GetDifferencelnYears +• Time.GetDifference +Time.GetDifferencelnWeeks +Brief +Get the difference between two Time values in weeks. +Definition +number Time.GetDifferencelnWeeks(Time tl, Time t2) +Arguments +tl - The first time value.t2 - The second time value. +Return Values +The number of whole weeks between tl and t2. +Description +Computes the offset of t2 from tl in weeks (i.e. the difference will be negative if t2 is earlier than tl, or positive otherwise). If the difference +overflows the size of a Lua number, the maximum representable Lua integer will be returned. +Examples +local t = Time.Create() +t:SetFromServer() +— if last visit to the space was over 12 weeks ago +if (Time.GetDifferencelnWeeks(lastVisitTime, t) >= 12) then +print("What kept you?") +end +See Also +• Time.GetDifferencelnSeconds +• Time.GetDifferencelnMinutes +• Time.GetDifferencelnHours +• Time.GetDifferencelnYears +• Time.GetDifference +Time.GetDifferencelnYears +Brief +Get the difference between two Time values in years. +Definition +number Time.GetDifferencelnYears(Time tl. Time t2) +Arguments +tl - The first time value.t2 - The second time value. +Return Values +The number of whole years between tl and t2. +Description +Computes the offset of t2 from tl in years (i.e. the difference will be negative if t2 is earlier than tl, or positive otherwise). If the difference +overflows the size of a Lua number, the maximum representable Lua integer will be returned. +Examples +local t = Time.Create() +t:SetFromServer() +— if last visit to the space was over 2 years ago +if (Time.GetDifferencelnYears(lastVisitTime, t) >= 2) then +print("What kept you?") +end +See Also +• Time.GetDifferencelnSeconds +• Time.GetDifferencelnMinutes +• Time.GetDifferencelnHours +• Time.GetDifferencelnMonths +• Time.GetDifference +Time.GetHour +Brief +Returns the hour value. +Definition +! number Time.GetHour( Time time ) +Arguments +time - The time object to query. +Return Values +The hour value, ranging from 0 to 23. +Description +Returns the hour value. +Examples +j t = Time.Create() +; Time.SetFromServer( t ) +| print( 'The server hour is ' .. Time.GetHour( t ) .. ) +See Also +None +Time.GetMinute +Brief +Returns the minute value. +Definition +number Time.GetMinute( Time time ) +Arguments +time - The time object to query. +Return Values +The minute value, ranging from 0 to 59. +Description +Returns the minute value. +Examples +j t = Time.Create() +; Time.SetFromServer( t ) +< print( 'The server minute is ' .. Time.GetMinute( t ) .. ) +See Also +None +Time.GetMonth +Brief +Returns the month value. +Definition +number Time.GetMonth( Time time ) +Arguments +time - The time object to query. +Return Values +The month value, ranging from 1 to 12. +Description +Returns the month value. +Examples +! t = Time.Create() +i Time.SetFromServer( t ) +| print( 'The server month is ' .. Time.GetMonth( t ) .. '.' ) +See Also +None +Time.GetSecond +Brief +Returns the second value. +Definition +! number Time.GetSecond( Time time ) +Arguments +time - The time object to query. +Return Values +The second value, ranging from 0 to 59. +Description +Returns the second value. +Examples +j t = Time.Create() +i Time.SetFromServer( t ) +« print( 'The server second is ' .. Time.GetSecond( t ) .. ) +See Also +None +Time.GetTime +Brief +Returns a string representing the time. +Definition +! string Time.GetTime( Time time ) +Arguments +time - The time object to query. +Return Values +A string representing the time. +Description +Returns a string representing the time following the 12h or 24h format specified in the XMB. +Examples +t = Time.Create() +Time.SetFromLocal( t ) +print( Time.GetTime() ) +See Also +None +Time.GetYear +Brief +Returns the year value. +Definition +number Time.GetYear( Time time ) +Arguments +time - The time object to query. +Return Values +The year value, ranging from 0 to 9999. +Description +Returns the year value. +Examples +j t = Time.Create() +i Time.SetFromServer( t ) +j print( 'The server year is ' .. Time.GetYear( t ) .. ) +See Also +None +Time.lsValid +Brief +Check if a stored date/time value represents a valid date and time. +Definition +boolean Time.IsValid(Time time) +Arguments +time - The Time object to check. +Return Values +True if the date and time contain valid values, or false if not. +Description +Since 1.70 the Time object will no longer internally enforce that the stored value is always valid. The validity will only be checked if attempting to +perform arithmetic (Add* or GetDifference* functions) or convert the time between time zones or formats. If you wish to check a time for validity +without generating a Lua error this function can be used, and will check that the date/time value represents a valid date and time, taking account +of leap years where appropriate. +Examples +if (not myTime:IsValid()) then +myTime:SetFromServer() — revert to a valid time +end +See Also +None +Time.SetDayOfMonth +Brief +Sets the day of the month value. +Definition +Time.SetDayOfMonth( Time time, number value ) +Arguments +time - The time object to update.value - The day of the month value, ranging from 1 to 31. +Return Values +None +Description +Sets the day of the month value. +Examples +j t = Time.Create() +! Time.SetDayOfMonth( t, 29 ) +\ print( 'The server day of the month is ' .. Time.GetDayOfMonth( t ) .. ) +See Also +None +Time.SetFromLocal +Brief +Sets the time object to the current local time of the PlayStation(R)3. +Definition +boolean Time.SetFromLocal( Time time ) +Arguments +time - The time object to update. +Return Values +true if successful and false otherwise. +Description +Sets the time object to the current local time of the PlayStation(R)3. This is the time the user has set their PlayStation(R)3 to. +Examples +j t = Time.Create() +j Time.SetFromLocal( t ) +print ( 'The time is ' .. Time.GetTime( t ) .. ) +See Also +None +Time.SetFromPosixTimestamp +Brief +Convert a POSIX-compatible 64-bit timestamp into a Time value. +Definition +Time.SetFromPosixTimestamp(Time t, Biglnt<64> timestamp) +Arguments +t - Time object to modify.timestamp - A 64-bit Biglnt value containing the timestamp. +Return Values +Description +Converts a POSIX-compatible 64-bit timestamp (time_t) into a Time value. +Examples +! local timestamp = Biglnt.Create (64) +■ ReadTimestampFromExternalSource(timestamp) +local t = Time.Create() +! t:SetFromPosixTimestamp(timestamp) +See Also +Time.GetAsPosixTimestamp +Time.SetFromServer +Brief +Sets the time object to the current server time. +Definition +boolean Time.SetFromServer( Time time ) +Arguments +time - The time object to update. +Return Values +true if successful and false otherwise. +Description +Sets the time object to the current server time. The time object is not automatically updated with the server time so you must call it every time you +want to refresh it. The server time is independent of the PlayStation(R)3 region or local time settings and always returns UTC (Coordinated +Universal Time). Note that the Home client does not need to be run in online mode for this function to work. However, the target machine must be +signed in to the PSN. +Examples +t = Time.Create() +Time .SetFromServer( t ) +print( 'The time is ' .. Time.GetTime( t ) .. ) +See Also +None +Time.SetHour +Brief +Sets the hour value. +Definition +Time.SetHour( Time time, number value ) +Arguments +time - The time object to update.value - The hour value, ranging from 0 to 23. +Return Values +None +Description +Sets the hour value. +Examples +t = Time.Create() +Time .SetHour( t, 12 ) +print( 'The server hour is ' .. Time.GetHour( t ) .. ) +See Also +None +Time.SetMinute +Brief +Sets the minute value. +Definition +Time.SetMinute( Time time, number value ) +Arguments +time - The time object to update.value - The minute value, ranging from 0 to 59. +Return Values +None +Description +Sets the minute value. +Examples +j t = Time.Create() +i Time.SetMinute( t, 55 ) +j print ( 'The server minute is ' .. Time.GetMinute ( t ) .. '.' ) +See Also +None +Time.SetMonth +Brief +Sets the month value. +Definition +Time.SetMonth( Time time, number value ) +Arguments +time - The time object to update.value - The month value, ranging from 1 to 12. +Return Values +None +Description +Sets the month value. +Examples +t = Time.Create() +Time.SetMonth( t, 12 ) +print( 'The server month is ' .. Time.GetMonth( t ) .. '.' ) +See Also +None +Time.SetSecond +Brief +Sets the second value. +Definition +Time.SetSecond( Time time, number value ) +Arguments +time - The time object to update.value - The second value, ranging from 0 to 59. +Return Values +None +Description +Sets the second value. +Examples +! t = Time.Create() +! Time.SetSecond( t, 12 ) +j print( 'The server second is ' .. Time.GetSecond( t ) .. '.' ) +See Also +None +Time.SetYear +Brief +Sets the year value. +Definition +Time.SetYear( Time time, number value ) +Arguments +time - The time object to update.value - The year value, ranging from 0 to 9999. +Return Values +None +Description +Sets the year value. +Examples +j t = Time.Create() +i Time.SetYear( t, 1066 ) +j print( 'The server year is ' .. Time.GetYear( t ) .. ) +See Also +None +TriggerVolume +TriggerVolume.AddCallback +Brief +Add a callback function to the trigger volume. +Definition +TriggerVolume.AddCallback( TriggerVolume triggerVolume, function callback ) +Arguments +triggerVolume - The trigger volume to update.callback - The callback function to add. +Return Values +None. +Description +Add a callback function to the trigger volume. The callback will be called when an object enters or exits the trigger volume. The callback should be +of the form: +Callback( TriggerVolume triggerVolume, number overlapState, number numOverlaps ) Valid values for overlapState are: +TriggerVolumeOverlapState. Enter +TriggerVolumeOverlapState.Exit The callback will be called once per-frame, per-overlap-state if there are any overlaps of that state during that +frame. +Examples +function MyTriggerVolumeCallbackl( triggerVolume, state, count ) +if state == TriggerVolumeOverlapState.Enter then +print( count .. " new overlaps for trigger volume " .. tostring( triggerVolume ) .. " this +frame" ) +elseif state == TriggerVolumeOverlapState.Exit then +print( count .. " old overlaps for trigger volume " .. tostring( triggerVolume ) .. " this +frame" ) +end +end +function MyTriggerVolumeCallback2( triggerVolume, state, count ) +for i = 1, count do +local overlapType = TriggerVolume.GetOverlapType( triggerVolume, i ) +local overlapData = TriggerVolume.GetOverlapData( triggerVolume, i ) +print( "trigger volume " .. tostring( triggerVolume ) " overlap " .. tostring( i ) .. ": +type=" .. tostring( overlapType ) .. ", object=" .. tostring( overlapData.object ) ) +end +end +triggerVolumes = {} +triggerVolumes[1] = Collision.CreateTriggerVolume( "simpleTriggerVolumel", 16, +TriggerVolumeShape.Sphere, 1.0 ) +triggerVolumes[2] = Collision.CreateTriggerVolume( "simpleTriggerVolume2", 16, TriggerVolumeShape.Box, +3.0, 2.0, 4.0 ) +triggerVolumes[3] = Collision.CreateTriggerVolume( "resourceTriggerVolumel", 16, +"kTriggerVolumeShapeResourcel" ) +triggerVolumes[4] = Collision.CreateTriggerVolume( "resourceTriggerVolume2", 16, Resource.Find( +"kTriggerVolumeShapeResource2" ) ) +TriggerVolume.SetLocalMatrix( triggerVolumes[1], triggerVolumeTransformMatrix[1] ) +TriggerVolume.SetLocalMatrix( triggerVolumes[2], TriggerVolume.GetLocalMatrix( triggerVolumes[1] ) ) +TriggerVolume.SetPosition( triggerVolumes[3], triggerVolumePosition[1] ) +TriggerVolume.SetPosition( triggerVolumes[4], TriggerVolume.GetPosition( triggerVolumes[3] ) ) +for i = 1, #triggerVolumes do +TriggerVolume.AddCallback( triggerVolumes[i], MyTriggerVolumeCallbackl ) +TriggerVolume.AddCallback( triggerVolumes[i], MyTriggerVolumeCallback2 ) +if TriggerVolume.IsLayerOverlapsEnabled( triggerVolumes[i], CollisionLayer.Scene ) then +TriggerVolume.EnableLayerOverlaps( triggerVolumes[i], CollisionLayer.Scene, false ) +end +if not TriggerVolume.IsEnabled( triggerVolumes[i] ) then +TriggerVolume.Enable( triggerVolumes[i], true ) +end +end +TriggerVolume.RemoveCallback( triggerVolumes[3], MyTriggerVolumeCallback2 ) +TriggerVolume.RemoveAllCallbacks( triggerVolumes[4] ) +local numOverlaps = TriggerVolume.GetOverlapCount( triggerVolumes[1] ) +for i = 1, numOverlaps do +local overlapType = TriggerVolume.GetOverlapType( triggerVolumes[1], i ) +local overlapData = TriggerVolume.GetOverlapData( triggerVolumes[1], i ) +print( "trigger volume " .. tostring( triggerVolumes[1] ) .. " overlap " .. tostring( i ) .. ": +type=" .. tostring( overlapType ) .. ", object=" .. tostring( overlapData.object ) ) +end +See Also +None +TriggerVolume.Enable +Brief +Enable/disable the trigger volume. +Definition +TriggerVolume.Enable( TriggerVolume triggerVolume, boolean enabled = true, Phys3dWorld world = nil ) +Arguments +triggerVolume - The trigger volume to update.enabled - true to enable the trigger volume, false otherwise.world - The physics world to add the +trigger volume to. +Return Values +None. +Description +Enable/disable the trigger volume. A trigger volume must be enabled to detect overlaps. If the world parameter is not specified (or nil), the default +physics world will be used. +Examples +function MyTriggerVolumeCallbackl( triggerVolume, state, count ) +if state == TriggerVolumeOverlapState.Enter then +print( count .. " new overlaps for trigger volume " .. tostring( triggerVolume ) .. " this +frame" ) +elseif state == TriggerVolumeOverlapState.Exit then +print( count .. " old overlaps for trigger volume " .. tostring( triggerVolume ) .. " this +frame" ) +end +end +function MyTriggerVolumeCallback2( triggerVolume, state, count ) +for i = 1, count do +local overlapType = TriggerVolume.GetOverlapType( triggerVolume, i ) +local overlapData = TriggerVolume.GetOverlapData( triggerVolume, i ) +print( "trigger volume " .. tostring( triggerVolume ) " overlap " .. tostring( i ) .. ": +type=" .. tostring( overlapType ) .. ", object=" .. tostring( overlapData.object ) ) +end +end +triggerVolumes = {} +triggerVolumes[1] = Collision.CreateTriggerVolume( "simpleTriggerVolumel", 16, +TriggerVolumeShape.Sphere, 1.0 ) +triggerVolumes[2] = Collision.CreateTriggerVolume( "simpleTriggerVolume2", 16, TriggerVolumeShape.Box, +3.0, 2.0, 4.0 ) +triggerVolumes[3] = Collision.CreateTriggerVolume( "resourceTriggerVolumel", 16, +"kTriggerVolumeShapeResourcel" ) +triggerVolumes[4] = Collision.CreateTriggerVolume( "resourceTriggerVolume2", 16, Resource.Find( +"kTriggerVolumeShapeResource2" ) ) +TriggerVolume.SetLocalMatrix( triggerVolumes[1], triggerVolumeTransformMatrix[1] ) +TriggerVolume.SetLocalMatrix( triggerVolumes[2], TriggerVolume.GetLocalMatrix( triggerVolumes[1] ) ) +TriggerVolume.SetPosition( triggerVolumes[3], triggerVolumePosition[1] ) +TriggerVolume.SetPosition( triggerVolumes[4], TriggerVolume.GetPosition( triggerVolumes[3] ) ) +for i = 1, #triggerVolumes do +TriggerVolume.AddCallback( triggerVolumes[i], MyTriggerVolumeCallbackl ) +TriggerVolume.AddCallback( triggerVolumes[i], MyTriggerVolumeCallback2 ) +if TriggerVolume.IsLayerOverlapsEnabled( triggerVolumes[i], CollisionLayer.Scene ) then +TriggerVolume.EnableLayerOverlaps( triggerVolumes[i], CollisionLayer.Scene, false ) +end +if not TriggerVolume.IsEnabled( triggerVolumes[i] ) then +TriggerVolume.Enable( triggerVolumes[i], true ) +end +end +TriggerVolume.RemoveCallback( triggerVolumes[3], MyTriggerVolumeCallback2 ) +TriggerVolume.RemoveAllCallbacks( triggerVolumes[4] ) +local numOverlaps = TriggerVolume.GetOverlapCount( triggerVolumes[1] ) +for i = 1, numOverlaps do +local overlapType = TriggerVolume.GetOverlapType( triggerVolumes[1], i ) +local overlapData = TriggerVolume.GetOverlapData( triggerVolumes[1], i ) +print( "trigger volume " .. tostring( triggerVolumes[1] ) .. " overlap " .. tostring( i ) .. ": +type=" .. tostring( overlapType ) .. ", object=" .. tostring( overlapData.object ) ) +end +See Also +None +TriggerVolume. EnableDebugRender +Brief +Enable debug rendering of the trigger volume. +Definition +! TriggerVolume.EnableDebugRender( TriggerVolume triggerVolume, boolean enable ) +Arguments +triggerVolume - The trigger volume to update.enable - true to enable, false otherwise. +Return Values +None. +Description +Enable debug rendering of the trigger volume. The trigger volume shape will be rendered: +1. red - enabled, with overlaps +2. green - enabled, no overlaps +3. blue - disabled +Examples +See Also +None +TriggerVolume. EnableLayerOverlaps +Brief +Enable/disable overlap detection between the trigger volume and objects of a given collision layer. +Definition +TriggerVolume.EnableLayerOverlaps( TriggerVolume triggerVolume, enum collisionLayer, boolean enabled = +true ) +Arguments +triggerVolume - The trigger volume to update.collisionLayer - The CollisionLayer enum.enabled - true to enable overlaps, false otherwise. +Return Values +None. +Description +Enable/disable overlap detection between the trigger volume and objects of a given collision layer. Changes will only take effect for new overlaps. +If the trigger volume and an object are already overlapping (or very close), disabling their overlap detection via this function will not take effect +until they separate. Also, if the trigger volume and an object are overlapping but overlap detection is disabled, then enabling their overlap +detection via this function will not take effect until they separate. Therefore, it is advised to set up layer overlap detection before enabling the +trigger volume. In other words, call TriggerVolume.EnableLayerOverlaps before TriggerVolume.Enable. The following CollisionLayer enums are +supported by trigger volumes: * CollisionLayer.Avatar - just detects the local player, not remote players * CollisionLayer.Entity - detects entities +and placed furniture * CollisionLayer.FurniturePlacement - detects furniture during the furniture placement process +Examples +function MyTriggerVolumeCallbackl( triggerVolume, state, count ) +if state == TriggerVolumeOverlapState.Enter then +print( count .. " new overlaps for trigger volume " .. tostring( triggerVolume ) .. " this +frame" ) +elseif state == TriggerVolumeOverlapState.Exit then +print( count .. " old overlaps for trigger volume " .. tostring( triggerVolume ) .. " this +frame" ) +end +end +function MyTriggerVolumeCallback2( triggerVolume, state, count ) +for i = 1, count do +local overlapType = TriggerVolume.GetOverlapType( triggerVolume, i ) +local overlapData = TriggerVolume.GetOverlapData( triggerVolume, i ) +print( "trigger volume " .. tostring( triggerVolume ) " overlap " .. tostring( i ) .. ": +type=" .. tostring( overlapType ) .. ", object=" .. tostring( overlapData.object ) ) +end +end +triggerVolumes = {} +triggerVolumes[1] = Collision.CreateTriggerVolume( "simpleTriggerVolumel", 16, +TriggerVolumeShape.Sphere, 1.0 ) +triggerVolumes[2] = Collision.CreateTriggerVolume( "simpleTriggerVolume2", 16, TriggerVolumeShape.Box, +3.0, 2.0, 4.0 ) +triggerVolumes[3] = Collision.CreateTriggerVolume( "resourceTriggerVolumel", 16, +"kTriggerVolumeShapeResourcel" ) +triggerVolumes[4] = Collision.CreateTriggerVolume( "resourceTriggerVolume2", 16, Resource.Find( +"kTriggerVolumeShapeResource2" ) ) +TriggerVolume.SetLocalMatrix( triggerVolumes[1], triggerVolumeTransformMatrix[1] ) +TriggerVolume.SetLocalMatrix( triggerVolumes[2], TriggerVolume.GetLocalMatrix( triggerVolumes[1] ) ) +TriggerVolume.SetPosition( triggerVolumes[3], triggerVolumePosition[1] ) +TriggerVolume.SetPosition( triggerVolumes[4], TriggerVolume.GetPosition( triggerVolumes[3] ) ) +for i = 1, #triggerVolumes do +TriggerVolume.AddCallback( triggerVolumes[i], MyTriggerVolumeCallbackl ) +TriggerVolume.AddCallback( triggerVolumes[i], MyTriggerVolumeCallback2 ) +if TriggerVolume.IsLayerOverlapsEnabled( triggerVolumes[i], CollisionLayer.Scene ) then +TriggerVolume.EnableLayerOverlaps( triggerVolumes[i], CollisionLayer.Scene, false ) +end +if not TriggerVolume.IsEnabled( triggerVolumes[i] ) then +TriggerVolume.Enable( triggerVolumes[i], true ) +end +end +TriggerVolume.RemoveCallback( triggerVolumes[3], MyTriggerVolumeCallback2 ) +TriggerVolume.RemoveAllCallbacks( triggerVolumes[4] ) +local numOverlaps = TriggerVolume.GetOverlapCount( triggerVolumes[1] ) +for i = 1, numOverlaps do +local overlapType = TriggerVolume.GetOverlapType( triggerVolumes[1], i ) +local overlapData = TriggerVolume.GetOverlapData( triggerVolumes[1], i ) +print( "trigger volume " .. tostring( triggerVolumes[1] ) .. " overlap " .. tostring( i ) .. ": +type=" .. tostring( overlapType ) .. ", object=" .. tostring( overlapData.object ) ) +end +See Also +None +TriggerVolume.GetLocalMatrix +Brief +Gets the trigger volume's transform matrix. +Definition +TriggerVolume.GetLocalMatrix( TriggerVolume triggerVolume, Matrix44 matrix ) +Matrix44 TriggerVolume.GetLocalMatrix( TriggerVolume triggerVolume ) +Arguments +triggerVolume - The trigger volume to update.matrix - The variable to store the trigger volume's transform matrix in. +Return Values +The transform matrix (or nil). +Description +Gets the trigger volume's transform matrix. +Examples +function MyTriggerVolumeCallbackl( triggerVolume, state, count ) +if state == TriggerVolumeOverlapState.Enter then +print( count .. " new overlaps for trigger volume " .. tostring( triggerVolume ) .. " this +frame" ) +elseif state == TriggerVolumeOverlapState.Exit then +print( count .. " old overlaps for trigger volume " .. tostring( triggerVolume ) .. " this +frame" ) +end +end +function MyTriggerVolumeCallback2( triggerVolume, state, count ) +for i = 1, count do +local overlapType = TriggerVolume.GetOverlapType( triggerVolume, i ) +local overlapData = TriggerVolume.GetOverlapData( triggerVolume, i ) +print( "trigger volume " .. tostring( triggerVolume ) " overlap " .. tostring( i ) .. ": +type=" .. tostring( overlapType ) .. ", object=" .. tostring( overlapData.object ) ) +end +end +triggerVolumes = {} +triggerVolumes[1] = Collision.CreateTriggerVolume( "simpleTriggerVolumel", 16, +TriggerVolumeShape.Sphere, 1.0 ) +triggerVolumes[2] = Collision.CreateTriggerVolume( "simpleTriggerVolume2", 16, TriggerVolumeShape.Box, +3.0, 2.0, 4.0 ) +triggerVolumes[3] = Collision.CreateTriggerVolume( "resourceTriggerVolumel", 16, +"kTriggerVolumeShapeResourcel" ) +triggerVolumes[4] = Collision.CreateTriggerVolume( "resourceTriggerVolume2", 16, Resource.Find( +"kTriggerVolumeShapeResource2" ) ) +TriggerVolume.SetLocalMatrix( triggerVolumes[1], triggerVolumeTransformMatrix[1] ) +TriggerVolume.SetLocalMatrix( triggerVolumes[2], TriggerVolume.GetLocalMatrix( triggerVolumes[1] ) ) +TriggerVolume.SetPosition( triggerVolumes[3], triggerVolumePosition[1] ) +TriggerVolume.SetPosition( triggerVolumes[4], TriggerVolume.GetPosition( triggerVolumes[3] ) ) +for i = 1, #triggerVolumes do +TriggerVolume.AddCallback( triggerVolumes[i], MyTriggerVolumeCallbackl ) +TriggerVolume.AddCallback( triggerVolumes[i], MyTriggerVolumeCallback2 ) +if TriggerVolume.IsLayerOverlapsEnabled( triggerVolumes[i], CollisionLayer.Scene ) then +TriggerVolume.EnableLayerOverlaps( triggerVolumes[i], CollisionLayer.Scene, false ) +end +if not TriggerVolume.IsEnabled( triggerVolumes[i] ) then +TriggerVolume.Enable( triggerVolumes[i], true ) +end +end +TriggerVolume.RemoveCallback( triggerVolumes[3], MyTriggerVolumeCallback2 ) +TriggerVolume.RemoveAllCallbacks( triggerVolumes[4] ) +local numOverlaps = TriggerVolume.GetOverlapCount( triggerVolumes[1] ) +for i = 1, numOverlaps do +local overlapType = TriggerVolume.GetOverlapType( triggerVolumes[1], i ) +local overlapData = TriggerVolume.GetOverlapData( triggerVolumes[1], i ) +print( "trigger volume " .. tostring( triggerVolumes[1] ) .. " overlap " .. tostring( i ) .. ": +type=" .. tostring( overlapType ) .. ", object=" .. tostring( overlapData.object ) ) +end +See Also +None +T riggerVolume.GetOverlapCount +Brief +Get the current number of overlaps. +Definition +number TriggerVolume.GetOverlapCount( TriggerVolume triggerVolume ) +Arguments +triggerVolume - The trigger volume to query. +Return Values +The number of overlaps. +Description +Get the current number of overlaps. +Examples +function MyTriggerVolumeCallbackl( triggerVolume, state, count ) +if state == TriggerVolumeOverlapState.Enter then +print( count .. " new overlaps for trigger volume " .. tostring( triggerVolume ) .. " this +frame" ) +elseif state == TriggerVolumeOverlapState.Exit then +print( count .. " old overlaps for trigger volume " .. tostring( triggerVolume ) .. " this +frame" ) +end +end +function MyTriggerVolumeCallback2( triggerVolume, state, count ) +for i = 1, count do +local overlapType = TriggerVolume.GetOverlapType( triggerVolume, i ) +local overlapData = TriggerVolume.GetOverlapData( triggerVolume, i ) +print( "trigger volume " .. tostring( triggerVolume ) " overlap " .. tostring( i ) .. ": +type=" .. tostring( overlapType ) .. ", object=" .. tostring( overlapData.object ) ) +end +end +triggerVolumes = {} +triggerVolumes[1] = Collision.CreateTriggerVolume( "simpleTriggerVolumel", 16, +TriggerVolumeShape.Sphere, 1.0 ) +triggerVolumes[2] = Collision.CreateTriggerVolume( "simpleTriggerVolume2", 16, TriggerVolumeShape.Box, +3.0, 2.0, 4.0 ) +triggerVolumes[3] = Collision.CreateTriggerVolume( "resourceTriggerVolumel", 16, +"kTriggerVolumeShapeResourcel" ) +triggerVolumes[4] = Collision.CreateTriggerVolume( "resourceTriggerVolume2", 16, Resource.Find( +"kTriggerVolumeShapeResource2" ) ) +TriggerVolume.SetLocalMatrix( triggerVolumes[1], triggerVolumeTransformMatrix[1] ) +TriggerVolume.SetLocalMatrix( triggerVolumes[2], TriggerVolume.GetLocalMatrix( triggerVolumes[1] ) ) +TriggerVolume.SetPosition( triggerVolumes[3], triggerVolumePosition[1] ) +TriggerVolume.SetPosition( triggerVolumes[4], TriggerVolume.GetPosition( triggerVolumes[3] ) ) +for i = 1, #triggerVolumes do +TriggerVolume.AddCallback( triggerVolumes[i], MyTriggerVolumeCallbackl ) +TriggerVolume.AddCallback( triggerVolumes[i], MyTriggerVolumeCallback2 ) +if TriggerVolume.IsLayerOverlapsEnabled( triggerVolumes[i], CollisionLayer.Scene ) then +TriggerVolume.EnableLayerOverlaps( triggerVolumes[i], CollisionLayer.Scene, false ) +end +if not TriggerVolume.IsEnabled( triggerVolumes[i] ) then +TriggerVolume.Enable( triggerVolumes[i], true ) +end +end +TriggerVolume.RemoveCallback( triggerVolumes[3], MyTriggerVolumeCallback2 ) +TriggerVolume.RemoveAllCallbacks( triggerVolumes[4] ) +local numOverlaps = TriggerVolume.GetOverlapCount( triggerVolumes[1] ) +for i = 1, numOverlaps do +local overlapType = TriggerVolume.GetOverlapType( triggerVolumes[1], i ) +local overlapData = TriggerVolume.GetOverlapData( triggerVolumes[1], i ) +print( "trigger volume " .. tostring( triggerVolumes[1] ) .. " overlap " .. tostring( i ) .. ": +type=" .. tostring( overlapType ) .. ", object=" .. tostring( overlapData.object ) ) +end +See Also +None +T riggerVolume.GetOverlapData +Brief +Get the data relating to a trigger volume overlap. +Definition +table TriggerVolume.GetOverlapData( TriggerVolume triggerVolume, number index ) +Arguments +triggerVolume - The trigger volume to query.index - The index of the overlap. +Return Values +A table of data or nil +Description +Get the data relating to a trigger volume overlap. Only to be called from a trigger volume callback. The table will contain members: +type - a TriggerVolumeOverlapType value +object - the type of this data depends on the type of the overlap Valid TriggerVolumeOverlapType values are: +TriggerVolumeOverlapType. Entity +TriggerVolumeOverlapType. Person +TriggerVolumeOverlapType. Furniture +Examples +function MyTriggerVolumeCallbackl( triggerVolume, state, count ) +if state == TriggerVolumeOverlapState.Enter then +print( count .. " new overlaps for trigger volume " .. tostring( triggerVolume ) .. " this +frame" ) +elseif state == TriggerVolumeOverlapState.Exit then +print( count .. " old overlaps for trigger volume " .. tostring( triggerVolume ) .. " this +frame" ) +end +end +function MyTriggerVolumeCallback2( triggerVolume, state, count ) +for i = 1, count do +local overlapType = TriggerVolume.GetOverlapType( triggerVolume, i ) +local overlapData = TriggerVolume.GetOverlapData( triggerVolume, i ) +print( "trigger volume " .. tostring( triggerVolume ) " overlap " .. tostring( i ) .. ": +type=" .. tostring( overlapType ) .. ", object=" .. tostring( overlapData.object ) ) +end +end +triggerVolumes = {} +triggerVolumes[1] = Collision.CreateTriggerVolume( "simpleTriggerVolumel", 16, +TriggerVolumeShape.Sphere, 1.0 ) +triggerVolumes[2] = Collision.CreateTriggerVolume( "simpleTriggerVolume2", 16, TriggerVolumeShape.Box, +3.0, 2.0, 4.0 ) +triggerVolumes[3] = Collision.CreateTriggerVolume( "resourceTriggerVolumel", 16, +"kTriggerVolumeShapeResourcel" ) +triggerVolumes[4] = Collision.CreateTriggerVolume( "resourceTriggerVolume2", 16, Resource.Find( +"kTriggerVolumeShapeResource2" ) ) +TriggerVolume.SetLocalMatrix( triggerVolumes[1], triggerVolumeTransformMatrix[1] ) +TriggerVolume.SetLocalMatrix( triggerVolumes[2], TriggerVolume.GetLocalMatrix( triggerVolumes[1] ) ) +TriggerVolume.SetPosition( triggerVolumes[3], triggerVolumePosition[1] ) +TriggerVolume.SetPosition( triggerVolumes[4], TriggerVolume.GetPosition( triggerVolumes[3] ) ) +for i = 1, #triggerVolumes do +TriggerVolume.AddCallback( triggerVolumes[i], MyTriggerVolumeCallbackl ) +TriggerVolume.AddCallback( triggerVolumes[i], MyTriggerVolumeCallback2 ) +if TriggerVolume.IsLayerOverlapsEnabled( triggerVolumes[i], CollisionLayer.Scene ) then +TriggerVolume.EnableLayerOverlaps( triggerVolumes[i], CollisionLayer.Scene, false ) +end +if not TriggerVolume.IsEnabled( triggerVolumes[i] ) then +TriggerVolume.Enable( triggerVolumes[i], true ) +end +end +TriggerVolume.RemoveCallback( triggerVolumes[3], MyTriggerVolumeCallback2 ) +TriggerVolume.RemoveAllCallbacks( triggerVolumes[4] ) +local numOverlaps = TriggerVolume.GetOverlapCount( triggerVolumes[1] ) +for i = 1, numOverlaps do +local overlapType = TriggerVolume.GetOverlapType( triggerVolumes[1], i ) +local overlapData = TriggerVolume.GetOverlapData( triggerVolumes[1], i ) +print( "trigger volume " .. tostring( triggerVolumes[1] ) .. " overlap " .. tostring( i ) .. ": +type=" .. tostring( overlapType ) .. ", object=" .. tostring( overlapData.object ) ) +end +See Also +None +T riggerVolume.GetOverlapType +Brief +Get the type of a trigger volume overlap. +Definition +enum TriggerVolume.GetOverlapType( TriggerVolume triggerVolume, number index ) +Arguments +triggerVolume - The trigger volume to query.index - The index of the overlap. +Return Values +A TriggerVolumeOverlapType enum or nil. +Description +Get the type of a trigger volume overlap. Only to be called from a trigger volume callback. Valid TriggerVolumeOverlapType values are +TriggerVolumeOverlapType. Entity +TriggerVolumeOverlapType. Person +TriggerVolumeOverlapType. Furniture +Examples +function MyTriggerVolumeCallbackl( triggerVolume, state, count ) +if state == TriggerVolumeOverlapState.Enter then +print( count .. " new overlaps for trigger volume " .. tostring( triggerVolume ) .. " this +frame" ) +elseif state == TriggerVolumeOverlapState.Exit then +print( count .. " old overlaps for trigger volume " .. tostring( triggerVolume ) .. " this +frame" ) +end +end +function MyTriggerVolumeCallback2( triggerVolume, state, count ) +for i = 1, count do +local overlapType = TriggerVolume.GetOverlapType( triggerVolume, i ) +local overlapData = TriggerVolume.GetOverlapData( triggerVolume, i ) +print( "trigger volume " .. tostring( triggerVolume ) " overlap " .. tostring( i ) .. ": +type=" .. tostring( overlapType ) .. ", object=" .. tostring( overlapData.object ) ) +end +end +triggerVolumes = {} +triggerVolumes[1] = Collision.CreateTriggerVolume( "simpleTriggerVolumel", 16, +TriggerVolumeShape.Sphere, 1.0 ) +triggerVolumes[2] = Collision.CreateTriggerVolume( "simpleTriggerVolume2", 16, TriggerVolumeShape.Box, +3.0, 2.0, 4.0 ) +triggerVolumes[3] = Collision.CreateTriggerVolume( "resourceTriggerVolumel", 16, +"kTriggerVolumeShapeResourcel" ) +triggerVolumes[4] = Collision.CreateTriggerVolume( "resourceTriggerVolume2", 16, Resource.Find( +"kTriggerVolumeShapeResource2" ) ) +TriggerVolume.SetLocalMatrix( triggerVolumes[1], triggerVolumeTransformMatrix[1] ) +TriggerVolume.SetLocalMatrix( triggerVolumes[2], TriggerVolume.GetLocalMatrix( triggerVolumes[1] ) ) +TriggerVolume.SetPosition( triggerVolumes[3], triggerVolumePosition[1] ) +TriggerVolume.SetPosition( triggerVolumes[4], TriggerVolume.GetPosition( triggerVolumes[3] ) ) +for i = 1, #triggerVolumes do +TriggerVolume.AddCallback( triggerVolumes[i], MyTriggerVolumeCallbackl ) +TriggerVolume.AddCallback( triggerVolumes[i], MyTriggerVolumeCallback2 ) +if TriggerVolume.IsLayerOverlapsEnabled( triggerVolumes[i], CollisionLayer.Scene ) then +TriggerVolume.EnableLayerOverlaps( triggerVolumes[i], CollisionLayer.Scene, false ) +end +if not TriggerVolume.IsEnabled( triggerVolumes[i] ) then +TriggerVolume.Enable( triggerVolumes[i], true ) +end +end +TriggerVolume.RemoveCallback( triggerVolumes[3], MyTriggerVolumeCallback2 ) +TriggerVolume.RemoveAllCallbacks( triggerVolumes[4] ) +local numOverlaps = TriggerVolume.GetOverlapCount( triggerVolumes[1] ) +for i = 1, numOverlaps do +local overlapType = TriggerVolume.GetOverlapType( triggerVolumes[1], i ) +local overlapData = TriggerVolume.GetOverlapData( triggerVolumes[1], i ) +print( "trigger volume " .. tostring( triggerVolumes[1] ) .. " overlap " .. tostring( i ) .. ": +type=" .. tostring( overlapType ) .. ", object=" .. tostring( overlapData.object ) ) +end +See Also +None +TriggerVolume.GetPosition +Brief +Gets the trigger volume's position. +Definition +TriggerVolume.GetPosition( TriggerVolume triggerVolume, Vector4 position ) +Vector4 TriggerVolume.GetPosition( TriggerVolume triggerVolume ) +Arguments +triggerVolume - The trigger volume to update.position - The variable to store the trigger volume's position in. +Return Values +The position vector (or nil). +Description +Gets the trigger volume's position. +Examples +function MyTriggerVolumeCallbackl( triggerVolume, state, count ) +if state == TriggerVolumeOverlapState.Enter then +print( count .. " new overlaps for trigger volume " .. tostring( triggerVolume ) .. " this +frame" ) +elseif state == TriggerVolumeOverlapState.Exit then +print( count .. " old overlaps for trigger volume " .. tostring( triggerVolume ) .. " this +frame" ) +end +end +function MyTriggerVolumeCallback2( triggerVolume, state, count ) +for i = 1, count do +local overlapType = TriggerVolume.GetOverlapType( triggerVolume, i ) +local overlapData = TriggerVolume.GetOverlapData( triggerVolume, i ) +print( "trigger volume " .. tostring( triggerVolume ) " overlap " .. tostring( i ) .. ": +type=" .. tostring( overlapType ) .. ", object=" .. tostring( overlapData.object ) ) +end +end +triggerVolumes = {} +triggerVolumes[1] = Collision.CreateTriggerVolume( "simpleTriggerVolumel", 16, +TriggerVolumeShape.Sphere, 1.0 ) +triggerVolumes[2] = Collision.CreateTriggerVolume( "simpleTriggerVolume2", 16, TriggerVolumeShape.Box, +3.0, 2.0, 4.0 ) +triggerVolumes[3] = Collision.CreateTriggerVolume( "resourceTriggerVolumel", 16, +"kTriggerVolumeShapeResourcel" ) +triggerVolumes[4] = Collision.CreateTriggerVolume( "resourceTriggerVolume2", 16, Resource.Find( +"kTriggerVolumeShapeResource2" ) ) +TriggerVolume.SetLocalMatrix( triggerVolumes[1], triggerVolumeTransformMatrix[1] ) +TriggerVolume.SetLocalMatrix( triggerVolumes[2], TriggerVolume.GetLocalMatrix( triggerVolumes[1] ) ) +TriggerVolume.SetPosition( triggerVolumes[3], triggerVolumePosition[1] ) +TriggerVolume.SetPosition( triggerVolumes[4], TriggerVolume.GetPosition( triggerVolumes[3] ) ) +for i = 1, #triggerVolumes do +TriggerVolume.AddCallback( triggerVolumes[i], MyTriggerVolumeCallbackl ) +TriggerVolume.AddCallback( triggerVolumes[i], MyTriggerVolumeCallback2 ) +if TriggerVolume.IsLayerOverlapsEnabled( triggerVolumes[i], CollisionLayer.Scene ) then +TriggerVolume.EnableLayerOverlaps( triggerVolumes[i], CollisionLayer.Scene, false ) +end +if not TriggerVolume.IsEnabled( triggerVolumes[i] ) then +TriggerVolume.Enable( triggerVolumes[i], true ) +end +end +TriggerVolume.RemoveCallback( triggerVolumes[3], MyTriggerVolumeCallback2 ) +TriggerVolume.RemoveAllCallbacks( triggerVolumes[4] ) +local numOverlaps = TriggerVolume.GetOverlapCount( triggerVolumes[1] ) +for i = 1, numOverlaps do +local overlapType = TriggerVolume.GetOverlapType( triggerVolumes[1], i ) +local overlapData = TriggerVolume.GetOverlapData( triggerVolumes[1], i ) +print( "trigger volume " .. tostring( triggerVolumes[1] ) .. " overlap " .. tostring( i ) .. ": +type=" .. tostring( overlapType ) .. ", object=" .. tostring( overlapData.object ) ) +end +See Also +None +TriggerVolume.IsEnabled +Brief +Query whether or not the trigger volume is enabled. +Definition +! boolean TriggerVolume.IsEnabled( TriggerVolume triggerVolume, Phys3dWorld world = nil ) +Arguments +triggerVolume - The trigger volume to query.world - The physics world. +Return Values +true if enabled, false otherwise. +Description +Query whether or not the trigger volume is enabled. A trigger volume must be enabled to detect overlaps. If the world parameter is specified (and +not or nil), the function will only return true if the trigger volume is enabled and added to the specified physics world. +Examples +function MyTriggerVolumeCallbackl( triggerVolume, state, count ) +if state == TriggerVolumeOverlapState.Enter then +print( count .. " new overlaps for trigger volume " .. tostring( triggerVolume ) .. " this +frame" ) +elseif state == TriggerVolumeOverlapState.Exit then +print( count .. " old overlaps for trigger volume " .. tostring( triggerVolume ) .. " this +frame" ) +end +end +function MyTriggerVolumeCallback2( triggerVolume, state, count ) +for i = 1, count do +local overlapType = TriggerVolume.GetOverlapType( triggerVolume, i ) +local overlapData = TriggerVolume.GetOverlapData( triggerVolume, i ) +print( "trigger volume " .. tostring( triggerVolume ) " overlap " .. tostring( i ) .. ": +type=" .. tostring( overlapType ) .. ", object=" .. tostring( overlapData.object ) ) +end +end +triggerVolumes = {} +triggerVolumes[1] = Collision.CreateTriggerVolume( "simpleTriggerVolumel", 16, +TriggerVolumeShape.Sphere, 1.0 ) +triggerVolumes[2] = Collision.CreateTriggerVolume( "simpleTriggerVolume2", 16, TriggerVolumeShape.Box, +3.0, 2.0, 4.0 ) +triggerVolumes[3] = Collision.CreateTriggerVolume( "resourceTriggerVolumel", 16, +"kTriggerVolumeShapeResourcel" ) +triggerVolumes[4] = Collision.CreateTriggerVolume( "resourceTriggerVolume2", 16, Resource.Find( +"kTriggerVolumeShapeResource2" ) ) +TriggerVolume.SetLocalMatrix( triggerVolumes[1], triggerVolumeTransformMatrix[1] ) +TriggerVolume.SetLocalMatrix( triggerVolumes[2], TriggerVolume.GetLocalMatrix( triggerVolumes[1] ) ) +TriggerVolume.SetPosition( triggerVolumes[3], triggerVolumePosition[1] ) +TriggerVolume.SetPosition( triggerVolumes[4], TriggerVolume.GetPosition( triggerVolumes[3] ) ) +for i = 1, #triggerVolumes do +TriggerVolume.AddCallback( triggerVolumes[i], MyTriggerVolumeCallbackl ) +TriggerVolume.AddCallback( triggerVolumes[i], MyTriggerVolumeCallback2 ) +if TriggerVolume.IsLayerOverlapsEnabled( triggerVolumes[i], CollisionLayer.Scene ) then +TriggerVolume.EnableLayerOverlaps( triggerVolumes[i], CollisionLayer.Scene, false ) +end +if not TriggerVolume.IsEnabled( triggerVolumes[i] ) then +TriggerVolume.Enable( triggerVolumes[i], true ) +end +end +TriggerVolume.RemoveCallback( triggerVolumes[3], MyTriggerVolumeCallback2 ) +TriggerVolume.RemoveAllCallbacks( triggerVolumes[4] ) +local numOverlaps = TriggerVolume.GetOverlapCount( triggerVolumes[1] ) +for i = 1, numOverlaps do +local overlapType = TriggerVolume.GetOverlapType( triggerVolumes[1], i ) +local overlapData = TriggerVolume.GetOverlapData( triggerVolumes[1], i ) +print( "trigger volume " .. tostring( triggerVolumes[1] ) .. " overlap " .. tostring( i ) .. ": +type=" .. tostring( overlapType ) .. ", object=" .. tostring( overlapData.object ) ) +end +See Also +None +TriggerVolume.IsLayerOverlapsEnabled +Brief +Query whether overlaps between the trigger volume and objects of a given collision layer are enabled. +Definition +boolean TriggerVolume.IsLayerOverlapsEnabled( TriggerVolume triggerVolume, enum collisionLayer ) +Arguments +triggerVolume - The trigger volume to query.collisionLayer - The CollisionLayer enum. +Return Values +true if enabled, false otherwise. +Description +Query whether overlaps between the trigger volume and objects of a given collision layer are enabled. +Examples +function MyTriggerVolumeCallbackl( triggerVolume, state, count ) +if state == TriggerVolumeOverlapState.Enter then +print( count .. " new overlaps for trigger volume " .. tostring( triggerVolume ) .. " this +frame" ) +elseif state == TriggerVolumeOverlapState.Exit then +print( count .. " old overlaps for trigger volume " .. tostring( triggerVolume ) .. " this +frame" ) +end +end +function MyTriggerVolumeCallback2( triggerVolume, state, count ) +for i = 1, count do +local overlapType = TriggerVolume.GetOverlapType( triggerVolume, i ) +local overlapData = TriggerVolume.GetOverlapData( triggerVolume, i ) +print( "trigger volume " .. tostring( triggerVolume ) " overlap " .. tostring( i ) .. ": +type=" .. tostring( overlapType ) .. ", object=" .. tostring( overlapData.object ) ) +end +end +triggerVolumes = {} +triggerVolumes[1] = Collision.CreateTriggerVolume( "simpleTriggerVolumel", 16, +TriggerVolumeShape.Sphere, 1.0 ) +triggerVolumes[2] = Collision.CreateTriggerVolume( "simpleTriggerVolume2", 16, TriggerVolumeShape.Box, +3.0, 2.0, 4.0 ) +triggerVolumes[3] = Collision.CreateTriggerVolume( "resourceTriggerVolumel", 16, +"kTriggerVolumeShapeResourcel" ) +triggerVolumes[4] = Collision.CreateTriggerVolume( "resourceTriggerVolume2", 16, Resource.Find( +"kTriggerVolumeShapeResource2" ) ) +TriggerVolume.SetLocalMatrix( triggerVolumes[1], triggerVolumeTransformMatrix[1] ) +TriggerVolume.SetLocalMatrix( triggerVolumes[2], TriggerVolume.GetLocalMatrix( triggerVolumes[1] ) ) +TriggerVolume.SetPosition( triggerVolumes[3], triggerVolumePosition[1] ) +TriggerVolume.SetPosition( triggerVolumes[4], TriggerVolume.GetPosition( triggerVolumes[3] ) ) +for i = 1, #triggerVolumes do +TriggerVolume.AddCallback( triggerVolumes[i], MyTriggerVolumeCallbackl ) +TriggerVolume.AddCallback( triggerVolumes[i], MyTriggerVolumeCallback2 ) +if TriggerVolume.IsLayerOverlapsEnabled( triggerVolumes[i], CollisionLayer.Scene ) then +TriggerVolume.EnableLayerOverlaps( triggerVolumes[i], CollisionLayer.Scene, false ) +end +if not TriggerVolume.IsEnabled( triggerVolumes[i] ) then +TriggerVolume.Enable( triggerVolumes[i], true ) +end +end +TriggerVolume.RemoveCallback( triggerVolumes[3], MyTriggerVolumeCallback2 ) +TriggerVolume.RemoveAllCallbacks( triggerVolumes[4] ) +local numOverlaps = TriggerVolume.GetOverlapCount( triggerVolumes[1] ) +for i = 1, numOverlaps do +local overlapType = TriggerVolume.GetOverlapType( triggerVolumes[1], i ) +local overlapData = TriggerVolume.GetOverlapData( triggerVolumes[1], i ) +print( "trigger volume " .. tostring( triggerVolumes[1] ) .. " overlap " .. tostring( i ) .. ": +type=" .. tostring( overlapType ) .. ", object=" .. tostring( overlapData.object ) ) +end +See Also +None +TriggerVolume.RemoveAllCallbacks +Brief +Remove all callback functions from the trigger volume. +Definition +TriggerVolume.RemoveAllCallbacks( TriggerVolume triggerVolume ) +Arguments +triggerVolume - The trigger volume to update. +Return Values +None. +Description +Remove all callback functions from the trigger volume. Will only remove callbacks added by this script. +Examples +function MyTriggerVolumeCallbackl( triggerVolume, state, count ) +if state == TriggerVolumeOverlapState.Enter then +print( count .. " new overlaps for trigger volume " .. tostring( triggerVolume ) .. " this +frame" ) +elseif state == TriggerVolumeOverlapState.Exit then +print( count .. " old overlaps for trigger volume " .. tostring( triggerVolume ) .. " this +frame" ) +end +end +function MyTriggerVolumeCallback2( triggerVolume, state, count ) +for i = 1, count do +local overlapType = TriggerVolume.GetOverlapType( triggerVolume, i ) +local overlapData = TriggerVolume.GetOverlapData( triggerVolume, i ) +print( "trigger volume " .. tostring( triggerVolume ) " overlap " .. tostring( i ) .. ": +type=" .. tostring( overlapType ) .. ", object=" .. tostring( overlapData.object ) ) +end +end +triggerVolumes = {} +triggerVolumes[1] = Collision.CreateTriggerVolume( "simpleTriggerVolumel", 16, +TriggerVolumeShape.Sphere, 1.0 ) +triggerVolumes[2] = Collision.CreateTriggerVolume( "simpleTriggerVolume2", 16, TriggerVolumeShape.Box, +3.0, 2.0, 4.0 ) +triggerVolumes[3] = Collision.CreateTriggerVolume( "resourceTriggerVolumel", 16, +"kTriggerVolumeShapeResourcel" ) +triggerVolumes[4] = Collision.CreateTriggerVolume( "resourceTriggerVolume2", 16, Resource.Find( +"kTriggerVolumeShapeResource2" ) ) +TriggerVolume.SetLocalMatrix( triggerVolumes[1], triggerVolumeTransformMatrix[1] ) +TriggerVolume.SetLocalMatrix( triggerVolumes[2], TriggerVolume.GetLocalMatrix( triggerVolumes[1] ) ) +TriggerVolume.SetPosition( triggerVolumes[3], triggerVolumePosition[1] ) +TriggerVolume.SetPosition( triggerVolumes[4], TriggerVolume.GetPosition( triggerVolumes[3] ) ) +for i = 1, #triggerVolumes do +TriggerVolume.AddCallback( triggerVolumes[i], MyTriggerVolumeCallbackl ) +TriggerVolume.AddCallback( triggerVolumes[i], MyTriggerVolumeCallback2 ) +if TriggerVolume.IsLayerOverlapsEnabled( triggerVolumes[i], CollisionLayer.Scene ) then +TriggerVolume.EnableLayerOverlaps( triggerVolumes[i], CollisionLayer.Scene, false ) +end +if not TriggerVolume.IsEnabled( triggerVolumes[i] ) then +TriggerVolume.Enable( triggerVolumes[i], true ) +end +end +TriggerVolume.RemoveCallback( triggerVolumes[3], MyTriggerVolumeCallback2 ) +TriggerVolume.RemoveAllCallbacks( triggerVolumes[4] ) +local numOverlaps = TriggerVolume.GetOverlapCount( triggerVolumes[1] ) +for i = 1, numOverlaps do +local overlapType = TriggerVolume.GetOverlapType( triggerVolumes[1], i ) +local overlapData = TriggerVolume.GetOverlapData( triggerVolumes[1], i ) +print( "trigger volume " .. tostring( triggerVolumes[1] ) .. " overlap " .. tostring( i ) .. ": +type=" .. tostring( overlapType ) .. ", object=" .. tostring( overlapData.object ) ) +end +See Also +None +T riggerVolume. RemoveCallback +Brief +Remove a callback function from the trigger volume. +Definition +TriggerVolume.RemoveCallback( TriggerVolume triggerVolume, function callback ) +Arguments +triggerVolume - The trigger volume to update.callback - The callback function to remove. +Return Values +None. +Description +Remove a callback function from the trigger volume. +Examples +function MyTriggerVolumeCallbackl( triggerVolume, state, count ) +if state == TriggerVolumeOverlapState.Enter then +print( count .. " new overlaps for trigger volume " .. tostring( triggerVolume ) .. " this +frame" ) +elseif state == TriggerVolumeOverlapState.Exit then +print( count .. " old overlaps for trigger volume " .. tostring( triggerVolume ) .. " this +frame" ) +end +end +function MyTriggerVolumeCallback2( triggerVolume, state, count ) +for i = 1, count do +local overlapType = TriggerVolume.GetOverlapType( triggerVolume, i ) +local overlapData = TriggerVolume.GetOverlapData( triggerVolume, i ) +print( "trigger volume " .. tostring( triggerVolume ) " overlap " .. tostring( i ) .. ": +type=" .. tostring( overlapType ) .. ", object=" .. tostring( overlapData.object ) ) +end +end +triggerVolumes = {} +triggerVolumes[1] = Collision.CreateTriggerVolume( "simpleTriggerVolumel", 16, +TriggerVolumeShape.Sphere, 1.0 ) +triggerVolumes[2] = Collision.CreateTriggerVolume( "simpleTriggerVolume2", 16, TriggerVolumeShape.Box, +3.0, 2.0, 4.0 ) +triggerVolumes[3] = Collision.CreateTriggerVolume( "resourceTriggerVolumel", 16, +"kTriggerVolumeShapeResourcel" ) +triggerVolumes[4] = Collision.CreateTriggerVolume( "resourceTriggerVolume2", 16, Resource.Find( +"kTriggerVolumeShapeResource2" ) ) +TriggerVolume.SetLocalMatrix( triggerVolumes[1], triggerVolumeTransformMatrix[1] ) +TriggerVolume.SetLocalMatrix( triggerVolumes[2], TriggerVolume.GetLocalMatrix( triggerVolumes[1] ) ) +TriggerVolume.SetPosition( triggerVolumes[3], triggerVolumePosition[1] ) +TriggerVolume.SetPosition( triggerVolumes[4], TriggerVolume.GetPosition( triggerVolumes[3] ) ) +for i = 1, #triggerVolumes do +TriggerVolume.AddCallback( triggerVolumes[i], MyTriggerVolumeCallbackl ) +TriggerVolume.AddCallback( triggerVolumes[i], MyTriggerVolumeCallback2 ) +if TriggerVolume.IsLayerOverlapsEnabled( triggerVolumes[i], CollisionLayer.Scene ) then +TriggerVolume.EnableLayerOverlaps( triggerVolumes[i], CollisionLayer.Scene, false ) +end +if not TriggerVolume.IsEnabled( triggerVolumes[i] ) then +TriggerVolume.Enable( triggerVolumes[i], true ) +end +end +TriggerVolume.RemoveCallback( triggerVolumes[3], MyTriggerVolumeCallback2 ) +TriggerVolume.RemoveAllCallbacks( triggerVolumes[4] ) +local numOverlaps = TriggerVolume.GetOverlapCount( triggerVolumes[1] ) +for i = 1, numOverlaps do +local overlapType = TriggerVolume.GetOverlapType( triggerVolumes[1], i ) +local overlapData = TriggerVolume.GetOverlapData( triggerVolumes[1], i ) +print( "trigger volume " .. tostring( triggerVolumes[1] ) .. " overlap " .. tostring( i ) .. ": +type=" .. tostring( overlapType ) .. ", object=" .. tostring( overlapData.object ) ) +end +See Also +None +TriggerVolume.SetLocalMatrix +Brief +Sets the trigger volume's local transformation matrix. +Definition +TriggerVolume.SetLocalMatrix( TriggerVolume triggerVolume, Matrix44 matrix ) +Arguments +triggerVolume - The trigger volume to update.matrix - The matrix to set the trigger volume's transform to. +Return Values +None. +Description +Sets the trigger volume's local transformation matrix. The specified matrix is relative to the coordinate system of the trigger volume's parent, if one +exists. If the trigger volume has no parent, the matrix is relative to the world space coordinate system. A trigger volume's transform matrix can not +support scale. +Examples +function MyTriggerVolumeCallbackl( triggerVolume, state, count ) +if state == TriggerVolumeOverlapState.Enter then +print( count .. " new overlaps for trigger volume " .. tostring( triggerVolume ) .. " this +frame" ) +elseif state == TriggerVolumeOverlapState.Exit then +print( count .. " old overlaps for trigger volume " .. tostring( triggerVolume ) .. " this +frame" ) +end +end +function MyTriggerVolumeCallback2( triggerVolume, state, count ) +for i = 1, count do +local overlapType = TriggerVolume.GetOverlapType( triggerVolume, i ) +local overlapData = TriggerVolume.GetOverlapData( triggerVolume, i ) +print( "trigger volume " .. tostring( triggerVolume ) " overlap " .. tostring( i ) .. ": +type=" .. tostring( overlapType ) .. ", object=" .. tostring( overlapData.object ) ) +end +end +triggerVolumes = {} +triggerVolumes[1] = Collision.CreateTriggerVolume( "simpleTriggerVolumel", 16, +TriggerVolumeShape.Sphere, 1.0 ) +triggerVolumes[2] = Collision.CreateTriggerVolume( "simpleTriggerVolume2", 16, TriggerVolumeShape.Box, +3.0, 2.0, 4.0 ) +triggerVolumes[3] = Collision.CreateTriggerVolume( "resourceTriggerVolumel", 16, +"kTriggerVolumeShapeResourcel" ) +triggerVolumes[4] = Collision.CreateTriggerVolume( "resourceTriggerVolume2", 16, Resource.Find( +"kTriggerVolumeShapeResource2" ) ) +TriggerVolume.SetLocalMatrix( triggerVolumes[1], triggerVolumeTransformMatrix[1] ) +TriggerVolume.SetLocalMatrix( triggerVolumes[2], TriggerVolume.GetLocalMatrix( triggerVolumes[1] ) ) +TriggerVolume.SetPosition( triggerVolumes[3], triggerVolumePosition[1] ) +TriggerVolume.SetPosition( triggerVolumes[4], TriggerVolume.GetPosition( triggerVolumes[3] ) ) +for i = 1, #triggerVolumes do +TriggerVolume.AddCallback( triggerVolumes[i], MyTriggerVolumeCallbackl ) +TriggerVolume.AddCallback( triggerVolumes[i], MyTriggerVolumeCallback2 ) +if TriggerVolume.IsLayerOverlapsEnabled( triggerVolumes[i], CollisionLayer.Scene ) then +TriggerVolume.EnableLayerOverlaps( triggerVolumes[i], CollisionLayer.Scene, false ) +end +if not TriggerVolume.IsEnabled( triggerVolumes[i] ) then +TriggerVolume.Enable( triggerVolumes[i], true ) +end +end +TriggerVolume.RemoveCallback( triggerVolumes[3], MyTriggerVolumeCallback2 ) +TriggerVolume.RemoveAllCallbacks( triggerVolumes[4] ) +local numOverlaps = TriggerVolume.GetOverlapCount( triggerVolumes[1] ) +for i = 1, numOverlaps do +local overlapType = TriggerVolume.GetOverlapType( triggerVolumes[1], i ) +local overlapData = TriggerVolume.GetOverlapData( triggerVolumes[1], i ) +print( "trigger volume " .. tostring( triggerVolumes[1] ) .. " overlap " .. tostring( i ) .. ": +type=" .. tostring( overlapType ) .. ", object=" .. tostring( overlapData.object ) ) +end +See Also +None +T riggerVolume.SetPosition +Brief +Sets the trigger volume's position. +Definition +! TriggerVolume.SetPosition( TriggerVolume triggerVolume, Vector4 position ) +Arguments +triggerVolume - The trigger volume to update.position - The position to set the trigger volume to. +Return Values +None. +Description +Sets the trigger volume's position. The specified position is relative to the coordinate system of the trigger volume's parent, if one exists. If the +trigger volume has no parent, the position is relative to the world space coordinate system. +Examples +function MyTriggerVolumeCallbackl( triggerVolume, state, count ) +if state == TriggerVolumeOverlapState.Enter then +print( count .. " new overlaps for trigger volume " .. tostring( triggerVolume ) .. " this +frame" ) +elseif state == TriggerVolumeOverlapState.Exit then +print( count .. " old overlaps for trigger volume " .. tostring( triggerVolume ) .. " this +frame" ) +end +end +function MyTriggerVolumeCallback2( triggerVolume, state, count ) +for i = 1, count do +local overlapType = TriggerVolume.GetOverlapType( triggerVolume, i ) +local overlapData = TriggerVolume.GetOverlapData( triggerVolume, i ) +print( "trigger volume " .. tostring( triggerVolume ) " overlap " .. tostring( i ) .. ": +type=" .. tostring( overlapType ) .. ", object=" .. tostring( overlapData.object ) ) +end +end +triggerVolumes = {} +triggerVolumes[1] = Collision.CreateTriggerVolume( "simpleTriggerVolumel", 16, +TriggerVolumeShape.Sphere, 1.0 ) +triggerVolumes[2] = Collision.CreateTriggerVolume( "simpleTriggerVolume2", 16, TriggerVolumeShape.Box, +3.0, 2.0, 4.0 ) +triggerVolumes[3] = Collision.CreateTriggerVolume( "resourceTriggerVolumel", 16, +"kTriggerVolumeShapeResourcel" ) +triggerVolumes[4] = Collision.CreateTriggerVolume( "resourceTriggerVolume2", 16, Resource.Find( +"kTriggerVolumeShapeResource2" ) ) +TriggerVolume.SetLocalMatrix( triggerVolumes[1], triggerVolumeTransformMatrix[1] ) +TriggerVolume.SetLocalMatrix( triggerVolumes[2], TriggerVolume.GetLocalMatrix( triggerVolumes[1] ) ) +TriggerVolume.SetPosition( triggerVolumes[3], triggerVolumePosition[1] ) +TriggerVolume.SetPosition( triggerVolumes[4], TriggerVolume.GetPosition( triggerVolumes[3] ) ) +for i = 1, #triggerVolumes do +TriggerVolume.AddCallback( triggerVolumes[i], MyTriggerVolumeCallbackl ) +TriggerVolume.AddCallback( triggerVolumes[i], MyTriggerVolumeCallback2 ) +if TriggerVolume.IsLayerOverlapsEnabled( triggerVolumes[i], CollisionLayer.Scene ) then +TriggerVolume.EnableLayerOverlaps( triggerVolumes[i], CollisionLayer.Scene, false ) +end +if not TriggerVolume.IsEnabled( triggerVolumes[i] ) then +TriggerVolume.Enable( triggerVolumes[i], true ) +end +end +TriggerVolume.RemoveCallback( triggerVolumes[3], MyTriggerVolumeCallback2 ) +TriggerVolume.RemoveAllCallbacks( triggerVolumes[4] ) +local numOverlaps = TriggerVolume.GetOverlapCount( triggerVolumes[1] ) +for i = 1, numOverlaps do +local overlapType = TriggerVolume.GetOverlapType( triggerVolumes[1], i ) +local overlapData = TriggerVolume.GetOverlapData( triggerVolumes[1], i ) +print( "trigger volume " .. tostring( triggerVolumes[1] ) .. " overlap " .. tostring( i ) .. ": +type=" .. tostring( overlapType ) .. ", object=" .. tostring( overlapData.object ) ) +end +See Also +None +User +User.GetName +Brief +Returns the user's Online ID. +Definition +string User.GetName( User User ) +Arguments +user - The user object. +Return Values +The user's Online ID. +Description +Returns the user's Online ID, but only if you launch HomeDeveloper.self in online mode. If launching in offline mode, this function returns the +string "Me”. +Examples +myUser = LocalPlayer.GetUser() +print( "My name is " .. User.GetName( myUser ) ) +See Also +• LocalPlayer.GetUser +User.GetPerson +Brief +Returns a Person object if the user is found in the current instance and nil otherwise. +Definition +Person User.GetPerson( User user ) +Arguments +user - The User object +Return Values +Returns a Person object if the user is found and nil otherwise. +Description +Returns a Person object if the user is found and nil otherwise. Person objects only exist in the current instance of the scene. +Examples +local person = User.GetPerson ( user ) +if person ~= nil then +friendLockStatus = Person.Lock( person ) — locking a friend +end +See Also +None +User.GetSceneOwner +Brief +Returns the owner of a scene as a User object. +Definition +User|nil User.GetSceneOwner() +Arguments +None +Return Values +The owner as a User or nil if there is no owner or it hasn't calculated the owner yet. +Description +Returns the owner of a scene as a User object. If called from an apartment it will return the owner of the apartment and if called from a club house +it will return the leader of the club house. All other types of scene will return nil. It may initially return nil if you are not the owner of the scene so +you should keep calling it each frame until it returns a User. The cases in which this could happen are club houses and when visiting a friend's +apartment. +Examples +local owner = User.GetSceneOwner () +if owner ~= nil and User.GetName( owner ) == Person.GetName( LocalPlayer.GetPerson() ) then +print( ’I am the owner' ) +end +See Also +• User.GetPerson +• Person.GetlnstanceSessionMasterld +User.GoToLocation +Brief +Go to the user's location. +Definition +User.GoToLocation ( User user ) +Arguments +user - The user object. +Return Values +Description +Go to the user's location. +Examples +friends = LocalPlayer.GetFriends() +User.GoToLocation( friends[ 1 ] ) +See Also +• LocalPlayer.GetFriends +User.InviteToLocation +Brief +Invites the user to the Local player's location. +Definition +User.InviteToLocation ( User user ) +Arguments +user - The user object. +Return Values +Description +Invites the user to the Local player’s location. +Examples +friends = LocalPlayer.GetFriends() +for index, friend in ipairs( friends ) do +if User.IsInHome( friend ) == true then +User.InviteToLocation ( friend ) +end +end +See Also +• LocalPlayer.GetFriends +User.IsFriend +Brief +Returns true if the user is a friend. +Definition +boolean User.IsFriend( User user ) +Arguments +user - The user object. +Return Values +Returns true if the user is a friend and false otherwise. +Description +Returns true if the user is a friend. +Examples +friends = LocalPlayer.GetFriends() +for index, friend in ipairs( friends ) do +if User.IsFriend( friend ) == true then +print( User.GetName( friend ) .. ' is a friend.' ) +else +print( 'Something bad has happened.' ) +end +end +See Also +• LocalPlayer.GetFriends +User.lsInHome +Brief +Returns true if the user is in PS Plome. +Definition +boolean User.IsInHome( User user ) +Arguments +user - The user object. +Return Values +Returns true if the user is in PS Plome and false otherwise. +Description +Returns true if the user is in PS Plome. +Examples +friends = LocalPlayer.GetFriends() +for index, friend in ipairs ( friends ) do +if User.IsInHome( friend ) == true then +print( User.GetName( friend ) .. ' is in PS Home.' ) +end +end +See Also +• LocalPlayer.GetFriends +• User.lsOnline +User.lsOnline +Brief +Returns true if the user is online. +Definition +boolean User.IsOnline ( User user ) +Arguments +user - The user object. +Return Values +Returns true if the user is online and false otherwise. +Description +Returns true if the user is online. They are not necessarily in PS Flome when online. +Examples +friends = LocalPlayer.GetFriends() +for index, friend in ipairs( friends ) do +if User.IsOnline( friend ) == true then +print( User.GetName( friend ) .. 'is online.' ) +end +end +See Also +• LocalPlayer.GetFriends +• User.lsInFlome +Vector4 +Vector4.Abs +Brief +Compute the component-wise absolute value of a vector. +Definition +! Vector4.Abs(Vector4 dest, Vector4 v) +Arguments +dest - destination vector to store result.v - vector to negate. +Return Values +None. +Description +Sets dest to [math.abs(v:XQ), math.abs(v:Y()), math.abs(v:Z()), math.abs(v:W())]. +Examples +« local v = Vector4.Create(-1, 2 , -3) +i v:Abs(v) +; print (v) — [1, 2 , 3] +See Also +None +Vector4.Add +Brief +Adds one vector or number to another and stores the result in the destination. +Definition +! Vector4.Add( Vector4 destination, Vector4|number sourcel, Vector4|number source2 ) +Arguments +destination - Vector to store the result of the addition.sourcel - Vector or number to be added to source2.source2 - Vector or number to be added +to sourcel. +Return Values +None. +Description +Adds one vector or number to another and stores the result in the destination. +Descriptive notation: +destination.x = sourcel .x[source1 + source2.x|source2 +destination.y = sourcel ,y|source1 + source2.y|source2 +destination.z = sourcel .z|source1 + source2.z|source2 +destination, w = sourcel .w|source1 + source2.w|source2 +Examples +result = Vector4.Create() +vl = Vector4.Create( +1, 2, 3, 4 ) +v2 = Vector4.Create( +4 , 3, 2, 1 ) +Vector4.Add( result, +vl, v2 ) +Vector4.Add( result. +3, v2 ) +See Also +• Vector4.Create +Vector4.Calculate2dLinelntersection +Brief +Calculates a 2-dimensional line intersection. +Definition +boolean Vector4.Calculate2dLineIntersection( Vector4 intersectionPoint, Vector4 pO, Vector4 pi, +Vector4 qO, Vector4 ql, boolean infinitelntersection = false ) +Arguments +intersectionPoint - The result of the line intersection.pO - First endpoint of first line.pi - Second endpoint of first line.qO - First endpoint of second +line.ql - Second endpoint of second line.infinitelntersection - true if the supplied lines are to be treated as infinite rays, false otherwise +Return Values +Returns true if lines intersect, false otherwise. +Description +Calculates a 2-dimensional line intersection with the line p, defined by points pO and pi, with the line q, defined by points qO and ql. If the +infinitelntersection is true it returns false if p and q are parallel. If infinitelntersection is false it returns false if the lines are parallel or the +intersection does not lie on both p and q. +Examples +pO = Vector4.Create( 1, 0 ) +pi = Vector4.Create( 0, 0 ) +qO = Vector4.Create( 0, 0.5 ) +ql = Vector4.Create( 1, 0.5 ) +ip = Vector4.Create() +if Vector4.Calculate2dLineIntersection( ip, pO, pi, qO, ql ) then +print ( "The lines intersect!" ) +end +See Also +• Vector4.Create +Vector4.Copy +Brief +Copies the values of one vector into another. +Definition +Vector4.Copy( Vector4 destination, Vector4 source ) +Arguments +destination - The vector to copy to.source - The vector to be copied. +Return Values +None. +Description +Copies the values of the source vector and stores them in the destination. This is used to copy the values as opposed to pointing to the same +vector as an assignment would do. Use copy as vec2 = vecl does not copy values but instead makes vec2 point to vecl. +Examples +vecl = Vector4.Create( 4, 3, 2, 1 ) +vec2 = Vector4.Create() +Vector4.Copy( vec2, vecl ) +See Also +• Vector4.Create +Vector4.Create +Brief +Creates a new Vector4 object using the specified values. +Definition +Vector4 Vector4.Create( Vector4 source ) +Vector4 Vector4.Create( number x = 0.0, number y = 0.0, number z = 0.0, number w = 0.0 ) +Arguments +source - Vector whose values are used to initialize newly created vector.x - Number to be written into the first element of the vector (defaults to +0).y - Number to be written into the second element of the vector (defaults to 0).z - Number to be written into the third element of the vector +(defaults to 0).w - Number to be written into the fourth element of the vector (defaults to 0). +Return Values +A new Vector4 instance. +Description +Creates a new Vector4 object using the specified values. +Examples +— Create a default zero (0, 0, 0, 0) vector +vecl = Vector4.Create () +— Create a vector with supplied values +vec2 = Vector4.Create ( 1, 2, 3, 4 ) +— Create a vector using the values of another +vec3 = Vector4.Create( vec2 ) +See Also +• Vector4.CreateBroadcast +Vector4.CreateBroadcast +Brief +Creates a new Vector4 and sets all its elements to the specified value. +Definition +Vector4 Vector4.CreateBroadcast( number value ) +Arguments +value - The value to broadcast to all the elements of the new vector. +Return Values +A new Vector4 instance. +Description +Creates a new Vector4 and sets all its elements to the specified value. +Examples +vecHalf = Vector4.CreateBroadcast( 0.5 ) +vec = Vector4.Create( 1, 2 , 3 ) +Vector4.Multiply( vec, vec, vecHalf ) +See Also +• Vector4. Create +Vector4.Cross +Brief +Performs a cross product between two 3-dimensional vectors. +Definition +Vector4.Cross( Vector4 destination, Vector4 srcl, Vector4 src2 ) +Arguments +destination - Vector to store the result of the cross product.srcl - First vector to take part in the cross product.src2 - Second vector to take part in +the cross product. +Return Values +None. +Description +Performs a 3-dimensional cross product between srcl and src2 storing the result in destination. The vector generated will be perpendicular to +both srcl and src2. +Vector algebra notation: +srcl X src2 +Descriptive notation: +destination.x = ( srcl .y * src2.z ) - ( srcl .z * src2.y ) +destination.y = ( srcl .z * src2.x ) - ( srcl .x * src2.z ) +destination.z = ( srcl .x * src2.y ) - ( srcl .y * src2.x ) +Examples +xAxis = Vector4.Create( 1, 0, 0 ) +yAxis = Vector4.Create( 0, 1, 0 ) +result = Vector4.Create() +Vector4.Cross( result, xAxis, yAxis ) +See Also +• Vector4.Create +Vector4.Dist2Sqr +Brief +Computes the squared Euclidean distance between two points in 2D space. +Definition +number Vector4.Dist2Sqr( Vector4 pi, Vector4 p2 ) +Arguments +pi - A point in 2D space.p2 - A second point in 2D space. +Return Values +The squared Euclidean distance between the two points. +Description +Computes the squared Euclidean distance between two points in 2D space. +Vector algebra notation: +((p2-p1) dot (p2-p1)) +Examples +vl = Vector4.Create (1, 2) +v2 = Vector4.Create (2, 3) +print("Distance between", vl, "and", v2, "is:", math.sqrt(Vector4.Dist2Sqr(vl, v2))) +See Also +• Vector4.Dist3Sqr +• Vector4.Dist4Sqr +Vector4.Dist3Sqr +Brief +Computes the squared Euclidean distance between two points in 3D space. +Definition +number Vector4.Dist3Sqr( Vector4 pi, Vector4 p2 ) +Arguments +pi - A point in 3D space.p2 - A second point in 3D space. +Return Values +The squared Euclidean distance between the two points. +Description +Computes the squared Euclidean distance between two points in 3D space. +Vector algebra notation: +(( P 2-p1) dot ( P 2-p1)) +Examples +j vl = Vector4.Create(1, 2, 3) +I v2 = Vector4.Create(2, 3, 4) +j print("Distance between", vl, "and", v2, "is:", math.sqrt(Vector4.Dist3Sqr(vl, v2))) +See Also +• Vector4.Dist2Sqr +• Vector4.Dist4Sqr +Vector4.Dist4Sqr +Brief +Computes the squared Euclidean distance between two points in 4D space. +Definition +number Vector4.Dist4Sqr( Vector4 pi, Vector4 p2 ) +Arguments +pi - A point in 4D space.p2 - A second point in 4D space. +Return Values +The squared Euclidean distance between the two points. +Description +Computes the squared Euclidean distance between two points in 4D space. +Vector algebra notation: +((p2-p1) dot (p2-p1)) +Examples +vl = Vector4.Create ( 1, 2, 3, 4 ) +v2 = Vector4.Create ( 2 , 3, 4, 5 ) +print("Distance between", vl, "and", v2, "is:", math.sqrt(Vector4.Dist4Sqr(vl, v2))) +See Also +• Vector4.Dist2Sqr +• Vector4.Dist3Sqr +Vector4. Divide +Brief +Divides one vector or scalar by the other vector or scalar. +Definition +Vector4.Divide( Vector4 destination, Vector4|number sourcel, Vector4|number source2 ) +Arguments +destination - Vector to store the result of the division.sourcel - The dividend of the vector division.source2 - The divisor of the vector division. +Return Values +None. +Description +Divides sourcel by source2 storing the result in destination. +Descriptive notation: +destination.x = sourcel .x|source1 / source2.x]source2 +destination.y = sourcel .y|source1 / source2.y|source2 +destination, z = sourcel ,z|source1 / source2.z|source2 +destination.w = sourcel .w|source1 / source2.w|source2 +Examples +result = Vector4.Create() +vl = Vector4.Create( 1, 2, 3, 4 ) +v2 = Vector4.Create( 4, 3 , 2 , 1 ) +Vector4.Divide( result, vl, v2 ) +Vector4.Divide( result, 1.0, v2 ) +See Also +• Vector4.Create +Vector4.Dot2 +Brief +Performs a dot product between two 2-dimensional vectors. +Definition +number Vector4.Dot2( Vector4 srcl, Vector4 src2 ) +Arguments +srcl - First vector to take part in the dot product.src2 - Second vector to take part in the dot product. +Return Values +The number representing the dot product of the two supplied 2-dimensional vectors. +Description +Performs a 2-dimensional dot product with srcl and src2 returning the result. +Vector algebra notation: +srcl . src2 +Descriptive notation: +returnvalue = ( srcl .x * src2.x ) + ( srcl .y * src2.y ) +Examples +vl = Vector4.Create ( 1, 2 ) +v2 = Vector4.Create ( 4, 3 ) +result = Vector4.Dot2( vl, v2 ) +See Also +• Vector4.Create +• Vector4.Dot3 +• Vector4.Dot4 +Vector4.Dot3 +Brief +Performs a dot product between two 3-dimensional vectors. +Definition +number Vector4.Dot3( Vector4 srcl, Vector4 src2 ) +Arguments +srcl - First vector to take part in the dot product.src2 - Second vector to take part in the dot product. +Return Values +The number representing the dot product of the two supplied 3-dimensional vectors. +Description +Performs a 3-dimensional dot product with srcl and src2 returning the result. +Vector algebra notation: +srcl . src2 +Descriptive notation: +returnvalue = ( srcl .x * src2.x ) + ( srcl .y * src2.y ) + ( srcl .z * src2.z ) +Examples +j vl = Vector4.Create( 1, 2, 3 ) +! v2 = Vector4.Create( 4, 3, 2 ) +j result = Vector4.Dot3( vl, v2 ) +See Also +• Vector4.Create +• Vector4.Dot2 +• Vector4.Dot4 +Vector4.Dot4 +Brief +Performs a dot product between two 4-dimensional vectors. +Definition +1 number Vector4.Dot4( Vector4 srcl, Vector4 src2 ) +Arguments +srcl - First vector to take part in the dot product.src2 - Second vector to take part in the dot product. +Return Values +The number representing the dot product of the two supplied 4-dimensional vectors. +Description +Performs a 4-dimensional dot product with srcl and src2 returning the result. +Vector algebra notation: +srcl . src2 +Descriptive notation: +returnvalue = ( srcl .x * src2.x ) + ( srcl .y * src2.y ) + ( srcl .z * src2.z ) + ( srcl .w * src2.w ) +Examples +vl = Vector4.Create ( 1, 2, 3, 4 ) +v2 = Vector4.Create ( 4, 3, 2, 1 ) +result = Vector4.Dot4( vl, v2 ) +See Also +• Vector4.Create +• Vector4.Dot2 +• Vector4.Dot3 +Vector4.HorizAdd3 +Brief +Compute the horizontal sum of a 3D vector. +Definition +number Vector4.HorizAdd3(Vector4 v) +Arguments +v - input vector. +Return Values +The sum of the X, Y and Z components of the input vector. +Description +Returns v:X() + v:Y() + v:Z(). W is ignored. +Examples +! local v = Vector4.Create(1, 2, 3) +I print(v:HorizAdd3()) — 6 +See Also +• Vector4.HorizAdd4 +Vector4.HorizAdd4 +Brief +Compute the horizontal sum of a 4D vector. +Definition +number Vector4.HorizAdd4(Vector4 v) +Arguments +v - input vector. +Return Values +The sum of the X, Y, Z and W components of the input vector. +Description +Returns v:X() + v:Y() + v:Z() + v:W(). +Examples +local v = Vector4.Create (1, 2, 3 , 4) +print(v:HorizAdd4()) — 10 +See Also +• Vector4.HorizAdd3 +Vector4.Length2 +Brief +Calculates the length of a 2-dimensional vector. +Definition +number Vector4.Length2( Vector4 vector ) +Arguments +vector - Source vector for the calculation. +Return Values +A number holding the magnitude of the specified 2-dimensional vector. +Description +Calculates the length of the specified 2-dimensional vector. +Vector algebra notation: +vector +or sqrt( vector dot vector) +Descriptive notation: +returnvalue = sqrt( ( vector.x * vector.x ) + ( vector.y * vector.y )) +Examples +vl = Vector4.Create( 1, 2 ) +print( "Vector magnitude is: " .. Vector4.Length2( vl ) ) +See Also +• Vector4.Create +• Vector4.Length3 +• Vector4.Length4 +Vector4.Length2Sqr +Brief +Calculates the squared length of a 2-dimensional vector. +Definition +! number Vector4.Length2Sqr( Vector4 vector ) +Arguments +vector - Source vector for the calculation. +Return Values +A number holding the squared magnitude of the specified 2-dimensional vector. +Description +Calculates the squared length of the specified 2-dimensional vector. +Vector algebra notation: +( vector dot vector) +Descriptive notation: +returnvalue = ( vector.x * vector.x ) + ( vector.y * vector.y ) +Examples +! vl = Vector4.Create( 1, 2 ) +j print( "Vector squared magnitude is: " .. Vector4.Length2Sqr( vl ) ) +See Also +• Vector4. Create +• Vector4.Length3Sqr +• Vector4.Length4Sqr +• Vector4.Length2 +Vector4.Length3 +Brief +Calculates the length of a 3-dimensional vector. +Definition +number Vector4.Length3( Vector4 vector ) +Arguments +vector - Source vector for the calculation. +Return Values +A number holding the magnitude of the specified 3-dimensional vector. +Description +Calculates the length of the specified 3-dimensional vector. +Vector algebra notation: +vector +or sqrt( vector dot vector) +Descriptive notation: +returnvalue = sqrt( ( vector.x * vector.x ) + ( vector.y * vector.y ) + ( vector.z * vector.z )) +Examples +vl = Vector4.Create ( 1, 2, 3 ) +print( "Vector magnitude is: " .. Vector4.Length3( vl ) ) +See Also +• Vector4.Create +• Vector4.Length2 +• Vector4.Length4 +Vector4.Length3Sqr +Brief +Calculates the squared length of a 3-dimensional vector. +Definition +! number Vector4.Length3Sqr( Vector4 vector ) +Arguments +vector - Source vector for the calculation. +Return Values +A number holding the squared magnitude of the specified 3-dimensional vector. +Description +Calculates the squared length of the specified 3-dimensional vector. +Vector algebra notation: +( vector dot vector) +Descriptive notation: +retumvalue = ( vector.x * vector.x ) + ( vector.y * vector.y ) + ( vector.z * vector.z ) +Examples +vl = Vector4.Create( 1 , 2, 3 ) +print( "Vector squared magnitude is: " .. Vector4.Length34Sqr( vl ) ) +See Also +• Vector4.Create +• Vector4.Length2Sqr +• Vector4.Length4Sqr +• Vector4.Length3 +Vector4.Length4 +Brief +Calculates the length of a 4-dimensional vector. +Definition +! number Vector4.Length4( Vector4 vector ) +Arguments +vector - Source vector for the calculation. +Return Values +A number holding the magnitude of the specified 4-dimensional vector. +Description +Calculates the length of the specified 4-dimensional vector. +Vector algebra notation: +vector +or sqrt( vector dot vector) +Descriptive notation: +returnvalue = sqrt( ( vector.x * vector.x ) + ( vector.y * vector.y ) + ( vector.z * vector.z ) + ( vector.w * vector.w )) +Examples +vl = Vector4.Create( 1, 2, 3, 4 ) +print( "Vector magnitude is: " .. Vector4.Length4( vl ) ) +See Also +• Vector4.Create +• Vector4.Length2 +• Vector4.Length3 +Vector4.Length4Sqr +Brief +Calculates the squared length of a 4-dimensional vector. +Definition +! number Vector4.Length4Sqr( Vector4 vector ) +Arguments +vector - Source vector for the calculation. +Return Values +A number holding the squared magnitude of the specified 4-dimensional vector. +Description +Calculates the squared length of the specified 4-dimensional vector. +Vector algebra notation: +( vector dot vector) +Descriptive notation: +returnvalue = ( vector.x * vector.x ) + ( vector.y * vector.y ) + ( vector.z * vector.z ) + ( vector.w * vector.w ) +Examples +j vl = Vector4.Create( 1, 2 , 3 , 4 ) +I print( "Vector squared magnitude is: " .. Vector4.Length4Sqr( vl ) ) +See Also +• Vector4. Create +• Vector4.Length2Sqr +• Vector4.Length3Sqr +• Vector4.Length4 +Vector4.Max +Brief +Compute the maximum element values of two vectors. +Definition +! Vector4.Max(Vector4 dest, Vector4 sourcel, Vector4 source2) +Arguments +dest - Vector to hold result. May be the same vector as either of source vectors if desired.sourcel - First source vector.source2 - Second source +vector. +Return Values +None. +Description +Compares each element in sourcel with equivalent element in source2 and stores the greater value in the equivalent element of dest. That is: +dest = +Unknown macro: { max(source1 .x, source2.x), max(source1 .y, source2.y), max(source1 .z, source2.z), max(source1 .w, source2.w)} +Examples +— assuming verts is an array of Vector4 values +local min = Vector4.Create(Const.MaxNum, Const.MaxNum, Const.MaxNum) +local max = Vector4.Create(-Const.MaxNum, -Const.MaxNum, -Const.MaxNum) +for i = 1, numVerts do +Vector4.Min(min, min, verts[i]) +Vector4.Max(max, max, verts[i]) +end +— min and max now store bounds of vert list +See Also +• Vector4.Min +• StreamOps.BoundsVec4 +Vector4.Min +Brief +Compute the minimum element values of two vectors. +Definition +Vector4.Min(Vector4 dest, Vector4 sourcel, Vector4 source2) +Arguments +dest - Vector to hold result. May be the same vector as either of source vectors if desired.sourcel - First source vector.source2 - Second source +vector. +Return Values +None. +Description +Compares each element in sourcel with equivalent element in source2 and stores the lower value in the equivalent element of dest. That is: +dest = +Unknown macro: { min(source1.x, source2.x), min(source1 .y, source2.y), min(source1 .z, source2.z), minfsourcel .w, source2.w)} +Examples +— assuming verts is an array of Vector4 values +local min = Vector4.Create(Const.MaxNum, Const.MaxNum, Const.MaxNum) +local max = Vector4.Create(-Const.MaxNum, -Const.MaxNum, -Const.MaxNum) +for i = 1, numVerts do +Vector4.Min(min, min, verts[i]) +Vector4.Max(max, max, verts[i]) +end +— min and max now store bounds of vert list +See Also +• Vector4.Max +• StreamOps.BoundsVec4 +Vector4.Multiply +Brief +Multiplies two vectors or scalars together storing the result as a vector. +Definition +Vector4.Multiply( Vector4 destination, Vector4|number sourcel, Vector4|number source2 ) +Arguments +destination - Vector to store the result of the multiplication.sourcel - The first argument for the multiplication, can be a Vector4 or a scalar.source2 +- The second argument for the multiplication, can be a Vector4 or a scalar. +Return Values +None. +Description +Multiplies sourcel and source2 together storing the result in the destination vector. +Descriptive notation: +destination.x = sourcel .x|source1 * source2.x|source2 +destination.y = sourcel ,y|source1 * source2.y|source2 +destination.z = sourcel ,z|source1 * source2.z|source2 +destination.w = sourcel.w|source1 * source2.w|source2 +Examples +result = Vector4.Create() +vl = Vector4.Create( 1, 2, 3, 4 ) +v2 = Vector4.Create( 4, 3, 2, 1 ) +Vector4.Multiply( result, vl, v2 ) +Vector4.Multiply( result, vl, 4.0 ) +Vector4.Multiply( result, -3.0, v2 ) +Vector4.Multiply( result, -3.0, 4 ) +See Also +Vector4. Create +Vector4.MultiplyAdd +Brief +Multiplies two vectors together and then adds the third vector. +Definition +Vector4.MultiplyAdd( Vector4 destination, Vector4|number sourcel, Vector4|number source2, +Vector4|number source3 ) +Arguments +destination - Vector to store the result of the multiplication.sourcel - The first vector argument for the multiplication.source2 - The second vector +argument for the multiplication.source3 - The third vector argument for the addition. +Return Values +None. +Description +Multiplies sourcel and source2 together and then adds the third vector, storing the result in destination. +Descriptive notation: +destination.x = ( sourcel.x|source1 * source2.x|source2 ) + source3.x|source3 +destination.y = ( sourcel.y|source1 * source2.y|source2 ) + source3.y|source3 +destination.z = ( sourcel.z|source1 * source2.z|source2 ) + source3.z|source3 +destination.w = ( sourcel .w]source1 * source2.w|source2 ) + source3.w|source3 +Examples +result = Vector4.Create() +vl = Vector4.Create( 1, 2, 3, 4 ) +v2 = Vector4.Create( 4, 3, 2, 1 ) +v3 = Vector4.Create( 1, 0, 0, 1 ) +Vector4.MultiplyAdd( result, vl, v2, v3 ) +Vector4.MultiplyAdd( result, 1, 2, 6 ) +See Also +• Vector4.Create +Vector4.Negate +Brief +Negate a vector in-place. +Definition +Vector4.Negate(Vector4 v) +Arguments +v - vector to negate. +Return Values +None. +Description +Sets v to -v. +Examples +! local v = Vector4.Create(1, 2, 3) +! v:Negate() +| print(v) — [-1, - 2 , -3] +See Also +None +Vector4.Normal2 +Brief +Returns the normalization of a 2-dimensional vector. +Definition +Vector4 Vector4.Normal2( Vector4 vector ) +Arguments +vector - The vector to normalize. +Return Values +A new Vector4 instance containing a normalized copy of the source vector. +Description +Returns the normalization of the specified 2-dimensional vector (i.e. a new vector of unit length). The source vector is not modified. +Descriptive notation: +length = sqrt( src.x * src.x + src.y * src.y ) +returnvec.x = src.x / length +returnvec.y = src.y / length +retumvec.z = 0 +returnvec.w = 0 +Examples +| vec = Vector4.Create( 1, 2 ) +; result = Vector4.Normal2( vec ) +j print( result ) +See Also +Vector4.Create +• Vector4.Normal3 +• Vector4.Normal4 +Vector4.Normal3 +Brief +Returns the normalization of a 3-dimensional vector. +Definition +! Vector4 Vector4.Normal3( Vector4 src ) +Arguments +src - The vector to use as a source to normalize. +Return Values +A new Vector4 instance containing a normalized copy of the source vector. +Description +Returns the normalization of the specified 3-dimensional vector (i.e. a new vector of unit length). The source vector is not modified. +Descriptive notation: +length = sqrt( src.x*src.x + src.y*src.y + src.z*src.z ) +returnvec.x = src.x / length +returnvec.y = src.y / length +retumvec.z = src.z / length +retumvec.w = 0 +Examples +j vec = Vector4.Create( 1, 2, 3 ) +; result = Vector4.Normal3( vec ) +j print( result ) +See Also +• Vector4.Create +• Vector4.Normal2 +• Vector4.Normal4 +Vector4.Normal4 +Brief +Returns the normalization of a 4-dimensional vector. +Definition +Vector4 Vector4.Normal4( Vector4 src ) +Arguments +src - The vector to use as a source to normalize. +Return Values +A new Vector4 instance containing a normalized copy of the source vector. +Description +Returns the normalization of the specified 4-dimensional vector (i.e. a new vector of unit length). The source vector is not modified. +Descriptive notation: +length = sqrt( src.x*src.x + src.y*src.y + src.z*src.z + src.w*src.w ) +returnvec.x = src.x / length +returnvec.y = src.y / length +returnvec.z = src.z / length +returnvec.w = src.z / length +Examples +j vec = Vector4.Create( 1, 2 , 3, 4 ) +; result = Vector4.Normal4( vec ) +| print( result ) +See Also +• Vector4. Create +• Vector4.Normal2 +• Vector4.Normal3 +Vector4.Normalize2 +Brief +Normalizes a vector using Length2 of that vector. +Definition +! Vector4.Normalize2( Vector4 vector ) +Arguments +vector - The vector to normalize. +Return Values +None. +Description +Normalizes the specified vector using Length2 of the vector. +Descriptive notation: +length = sqrt( vector.x*vector.x + vector.y'vector.y ) +vector.x = vector.x / length +vector.y = vector.y / length +vector.z = 0 +vector.w = 0 +Examples +! vector = Vector4.Create( 1, 3 , 2 , 4 ) +! Vector4.Normalize2( vector ) +| print( vector ) +See Also +• Vector4.Create +• Vector4.Normalize3 +• Vector4.Normalize4 +Vector4.Normalizes +Brief +Normalizes a vector using Length3 of that vector. +Definition +! Vector4.Normalize3( Vector4 vector ) +Arguments +vector - The vector to normalize. +Return Values +None. +Description +Normalizes the specified vector using Length3 of the vector. +Descriptive notation: +length = sqrt( vector.x*vector.x + vector.y'vector.y + vector.z*vector.z ) +vector.x = vector.x / length +vector.y = vector.y / length +vector.z = vector.z / length +vector.w = 0 +Examples +vector = Vector4.Create ( 1 , 3 , 2 , 4 ) +Vector4.Normalize3( vector ) +print ( vector ) +See Also +• Vector4.Create +• Vector4.Normalize2 +• Vector4.Normalize4 +Vector4.Normalize4 +Brief +Normalizes a vector using Length4 of that vector. +Definition +Vector4.Normalize4( Vector4 vector ) +Arguments +vector - The vector to normalize. +Return Values +None. +Description +Normalizes the specified vector using Length4 of the vector. +Descriptive notation: +length = sqrt( vector.x*vector.x + vector.y'vector.y + vector.z*vector.z + vector.w'vector.w ) +vector.x = vector.x / length +vector.y = vector.y / length +vector.z = vector.z / length +vector.w = vector.w / length +Examples +j vector = Vector4.Create( 1 , 3 , 2 , 4 ) +I Vector4.Normalize4( vector ) +| print( vector ) +See Also +• Vector4. Create +• Vector4.Normalize2 +• Vector4. Normalizes +Vector4.Recip +Brief +Compute the component-wise reciprocal of a vector. +Definition +Vector4.Recip(Vector4 dest, Vector4 v) +Arguments +dest - destination vector to store result.v - input vector. +Return Values +None. +Description +Sets dest to [1 / v:X(), 1 / v:Y(), 1 / v:Z(), 1 / v:W()]. If any elements of v are 0 the result is undefined. Note that due to floating point arithmetic +precision, Recip(Recip^) is not necessarily x. +Examples +j local v = Vector4.Create (-1, 2, -3) +I v:Recip(v) +| print(v) — [-1, 0.5, -0.333333] +See Also +• Vector4.RecipSqrt +Vector4.RecipSqrt +Brief +Compute the component-wise reciprocal square root of a vector. +Definition +Vector4.RecipSqrt(Vector4 dest, Vector4 v) +Arguments +dest - destination vector to store result.v - input vector. +Return Values +None. +Description +Sets dest to [1 / math.sqrt(v:X()), 1 / math.sqrt(v:Y()), 1 / math.sqrt(v:Z()), 1 / math.sqrt(v:W()]. If any elements of v are <= 0 the result is +undefined. This operation is faster than the equivalent combination of Sqrt and Recip. +Examples +local v = Vector4.Create(1, 4, 9) +v:RecipSqrt(v) +print(v) — [1, 0.5, 0.333333] +See Also +• Vector4.Recip +• Vector4.Sqrt +Vector4. Rotate +Brief +Rotate a vector about and axis. +Definition +Vector4.Rotate( Vector4 destination, Vector4 source, Vector4 axis, number angle ) +Arguments +destination - Vector to store the result of the rotation.source - Vector to be rotated.axis - Axis to rotate about.angle - Angle (in degrees) to rotate +by. +Return Values +Description +Rotate a vector about and axis. +Examples +src = Vector4.Create( 12, 2, -3 ) +axis = Vector4.Create( 0, 0.707, -0.707 ) +dst = Vector4.Create() +Vector4.Rotate( dst, src, axis, 45 ) +See Also +• Vector4. Create +Vector4.SetBroadcast +Brief +Sets the all of the vector's elements to the specified value. +Definition +Vector4 Vector4.SetBroadcast( Vector4 vector, number value ) +Arguments +vector - Vector to be set.value - The value to broadcast to all the elements of the vector. +Return Values +None. +Description +Sets the all of the vector's elements to the specified value. +Examples +vecHalf = Vector4.Create() +Vector4.SetBroadcast( vecHalf, 0.5 ) +vec = Vector4.Create( 1, 2, 3 ) +Vector4.Multiply( vec, vec, vecHalf ) +See Also +• Vector4.Create +• Vector4.CreateBroadcast +Vector4.SetW +Brief +Sets the w value of the vector. +Definition +Vector4.SetW( Vector4 vector, number value ) +Arguments +vector - Vector to be set.value - A numerical value that is copied into the w component of the vector. +Return Values +None. +Description +Sets the w value of the vector. +Examples +j vec = Vector4.Create( 1, 2, 3, 4 ) +! Vector4.SetW( vec, 6 ) +See Also +• Vector4. Create +• Vector4.SetX +• Vector4.SetY +Vector4.SetZ +Vector4.SetX +Brief +Sets the x value of the vector. +Definition +Vector4.SetX( Vector4 vector, number value ) +Arguments +vector - Vector to be set.value - A numerical value that is copied into the x component of the vector. +Return Values +None. +Description +Sets the x value of the vector. +Examples +j vec = Vector4.Create( 1, 2, 3, 4 ) +i Vector4.SetX( vec, 6 ) +See Also +• Vector4.Create +• Vector4.SetY +• Vector4.SetZ +• Vector4.SetW +Vector4.SetXyzw +Brief +Sets a Vector4 object with the specified values. +Definition +! Vector4.SetXyzw( Vector4 vector, number x = 0, number y = 0, number z = 0, number w = 0 ) +Arguments +vector - Vector to be set.x - Number to be written into the first element of the vector (defaults to 0).y - Number to be written into the second +element of the vector (defaults to 0).z - Number to be written into the third element of the vector (defaults to 0).w - Number to be written into the +fourth element of the vector (defaults to 0). +Return Values +None. +Description +Sets a Vector4 object with the specified values. +Examples +vec = Vector4.Create() +Vector4.SetXyzw( vec, 1, 2, 3, 4 ) +See Also +• Vector4.Create +Vector4.SetY +Brief +Sets the y value of the vector. +Definition +1 Vector4.SetY( Vector4 vector, number value ) +Arguments +vector - Vector to be set.value - A numerical value that is copied into the y component of the vector. +Return Values +None. +Description +Sets the y value of the vector. +Examples +vec = Vector4.Create( 1, 2, 3, 4 ) +Vector4.SetY( vec, 6 ) +See Also +• Vector4.Create +• Vector4.SetX +• Vector4.SetZ +• Vector4.SetW +Vector4.SetZ +Brief +Sets the z value of the vector. +Definition +Vector4.SetZ( Vector4 vector, number value ) +Arguments +vector - Vector to be set.value - A numerical value that is copied into the z component of the vector. +Return Values +None. +Description +Sets the z value of the vector. +Examples +j vec = Vector4.Create( 1, 2, 3, 4 ) +: Vector4.SetZ( vec, 6 ) +See Also +• Vector4.Create +• Vector4.SetX +• Vector4.SetY +• Vector4.SetW +Vector4.Sign +Brief +Compute the sign (-1 or 1) of all elements in a vector. +Definition +! Vector4.Sign(Vector4 dest, Vector4 v) +Arguments +dest - destination vector to store result.v - input vector. +Return Values +None. +Description +Each element of dest is set to the sign (-1 or 1) of the equivalent element of v. 0 is considered positive and thus becomes 1, if a separate 0 value +is required use the Signum function. +Examples +j local v = Vector4.Create (-3.1, 0, -0.4, 1.2) +i v:Sign(v) +j print (v) — [-1, 1, -1, 1] +See Also +Vector4.Signum +Vector4.Signum +Brief +Compute the sign (-1,0 or 1) of all elements in a vector. +Definition +! Vector4.Signum(Vector4 dest, Vector4 v) +Arguments +dest - destination vector to store result.v - input vector. +Return Values +None. +Description +Each element of dest is set to the sign (-1,0 or 1) of the equivalent element of v. If a separate 0 value is not required, use the Sign function. +Examples +! local v = Vector4.Create(-3.1, 0, -0.4, 1.2) +i v:Signum(v) +| print (v) — [-1, 0, -1, 1] +See Also +• Vector4.Sign +Vector4.Sqrt +Brief +Compute the component-wise square root of a vector. +Definition +j Vector4.Sqrt(Vector4 dest, Vector4 v) +Arguments +dest - destination vector to store result.v - input vector. +Return Values +None. +Description +Sets dest to [math.sqrt(v:XQ), math.sqrt(v:Y()), math.sqrt(v:Z()), math.sqrt(v:W())]. If any elements of v are < 0 the result is undefined. +Examples +local v = Vector4.Create(1, 4, 9) +v: Sqrt (v) +print (v) — [1, 2, 3] +See Also +• Vector4.RecipSqrt +Vector4.Subtract +Brief +Subtracts one vector from another. +Definition +Vector4.Subtract( Vector4 destination, Vector4|number sourcel, Vector4|number source2 ) +Arguments +destination - Vector to store the result of the subtraction.sourcel - The minuend for the subtraction.source2 - The subtrahend for the subtraction. +Return Values +None. +Description +Subtracts source2 from sourcel storing the result in destination. +Descriptive notation: +destination.x = sourcel .x|source1 - source2.x|source2 +destination.y = sourcel ,y|source1 - source2.y|source2 +destination.z = sourcel .z|source1 - source2.z|source2 +destination.w = sourcel.w|source1 - source2.w|source2 +Examples +result = Vector4.Create() +vl = Vector4.Create( 1, 2 , 3, 4 ) +v2 = Vector4.Create( 4 , 3, 2 , 1 ) +Vector4.Subtract( result, vl, v2 ) +Vector4.Subtract( result, vl, 3 ) +See Also +• Vector4.Create +Vector4.T ransform +Brief +Transforms a vector by a matrix. +Definition +Vector4.Transform( Vector4 destination, Matrix44 matrix, Vector4 source ) +Vector4.Transform( table destination, Matrix44 matrix, table source ) +Arguments +destination - Vector or table of vectors to store the result of the multiplication.matrix - Matrix to transform the source vector or table of +vectors.source - Vector or table of vectors to be transformed. +Return Values +Description +Transforms the specified source vector by a matrix and stores the resultant vector in the destination. It is equivalent to: +destination = matrix * source +It is also possible to transform a table of vectors by the specified matrix. The result is stored in a destination table with the same number of +vectors as the source table. This can be considerably faster than transforming vectors individually. +Examples +— Create the matrix for the example code below +matrix = Matrix44.Create() +Matrix44.SetRotationXyz( matrix, 45, 12, 7 ) +— Example 1: Transform a single vector by a matrix +src = Vector4.Create ( 12, 2, -3, 1 ) +dst = Vector4.Create () +Vector4.Transform( dst, matrix, src ) +— Example 2: Transform a table of vectors by a matrix +source = {} +destination = {} +for v = 1, 10 do +source[v] = Vector4.Create(v, v, v, v) +destination[v] = Vector4.Create () +end +Vector4.Transform( destination, matrix, source ) +See Also +• Matrix44. Create +• Vector4. Create +Vector4.TransformPoint +Brief +Transforms a point by a matrix. +Definition +Vector4.TransformPoint( Vector4 destination, Matrix44 matrix, Vector4 source ) +Vector4.TransformPoint( table destination, Matrix44 matrix, table source ) +Arguments +destination - Point or table of points to store the result of the multiplication.matrix - Matrix to transform the source vector or table of vectors.source +- Point or table of points to be transformed. +Return Values +Description +Transforms the specified source point by a matrix and stores the resultant point in the destination. It is equivalent to: +destination = matrix * source (where source.w is substituted with 1.0) +It is also possible to transform a table of points by the specified matrix. The result is stored in a destination table with the same number of points +as the source table. This can be considerably faster than transforming points individually. +Examples +— Create the matrix for the example code below +matrix = Matrix44.Create() +Matrix44.SetRotationXyz( matrix, 45, 12, 7 ) +— Example 1: Transform a single point by a matrix +src = Vector4.Create ( 12, 2, -3 ) +dst = Vector4.Create () +Vector4.TransformPoint( dst, matrix, src ) +— Example 2: Transform a table of points by a matrix +source = {} +destination = {} +for v = 1, 10 do +source[v] = Vector4.Create(v, v, v) +destination[v] = Vector4.Create () +end +Vector4.TransformPoint( destination, matrix, source ) +See Also +• Matrix44.Create +• Vector4.Create +Vector4.T ransform Vector +Brief +Transforms a vector by a matrix. +Definition +Vector4.TransformVector( Vector4 destination, Matrix44 matrix, Vector4 source ) +Vector4.TransformVector( table destination, Matrix44 matrix, table source ) +Arguments +destination - Vector or table of vectors to store the result of the multiplication.matrix - Matrix to transform the source vector or table of +vectors.source - Vector or table of vectors to be transformed. +Return Values +Description +Transforms the specified source vector by a matrix and stores the resultant vector in the destination. It is equivalent to: +destination = matrix * source (where source.w is substituted with 0.0) +It is also possible to transform a table of vectors by the specified matrix. The result is stored in a destination table with the same number of +vectors as the source table. This can be considerably faster than transforming vectors individually. +Examples +— Create the matrix for the example code below +matrix = Matrix44.Create() +Matrix44.SetRotationXyz( matrix, 45, 12, 7 ) +— Example 1: Transform a single vector by a matrix +src = Vector4.Create ( 12, 2, -3 ) +dst = Vector4.Create () +Vector4.TransformVector( dst, matrix, src ) +— Example 2: Transform a table of vectors by a matrix +source = {} +destination = {} +for v = 1, 10 do +source[v] = Vector4.Create(v, v, v) +destination[v] = Vector4.Create () +end +Vector4.TransformVector( destination, matrix, source ) +See Also +• Matrix44.Create +• Vector4.Create +Vector4.W +Brief +Returns the w value of the vector. +Definition +! number Vector4.W( Vector4 vector ) +Arguments +vector - Vector to be queried. +Return Values +Returns the fourth element of the vector, the w component. +Description +Returns the w value of the vector. +Examples +j vec = Vector4.Create( 1, 2, 3, 4 ) +j print( "Value of W is: " .. Vector4.W( vec ) ) +See Also +• Vector4.Create +• Vector4.X +• Vector4.Y +• Vector4.Z +Vector4.X +Brief +Returns the x value of the vector. +Definition +! number Vector4.X( Vector4 vector ) +Arguments +vector - Vector to be queried. +Return Values +The first element of the vector, the x component. +Description +Returns the x value of the vector. +Examples +j vec = Vector4.Create( 10 ) +i print( "Value of X is: " .. Vector4.X( vec ) ) +See Also +• Vector4.Create +• Vector4.Y +• Vector4.Z +• Vector4.W +Vector4.Y +Brief +Returns the y value of the vector. +Definition +! number Vector4.Y( Vector4 vector ) +Arguments +vector - Vector to be queried. +Return Values +Returns the second element of the vector, the y component. +Description +Returns the y value of the vector. +Examples +vec = Vector4.Create( 1, 2 ) +print( "Value of Y is: " .. Vector4.Y( vec ) ) +See Also +• Vector4.Create +• Vector4.X +• Vector4.Z +• Vector4.W +Vector4.Z +Brief +Returns the z value of the vector. +Definition +! number Vector4.Z( Vector4 vector ) +Arguments +vector - Vector to be queried. +Return Values +Returns the third element of the vector, the z component. +Description +Returns the z value of the vector. +Examples +vec = Vector4.Create( 1, 2, 3 ) +print( "Value of Z is: " .. Vector4.Z( vec ) ) +See Also +• Vector4.Create +• Vector4.X +• Vector4.Y +• Vector4.W +View +View.CalculatePickRay +Brief +Calculate a pick ray through a specified screen point into the scene. +Definition +boolean View.CalculatePickRay(Vector4 screenPoint, Vector4 rayOrigin, Vector4 rayDirection) +boolean View.CalculatePickRay(number x, number y, Vector4 rayOrigin, Vector4 rayDirection) +Arguments +screenPoint - Screen point to calculate pick ray for.rayOrigin - Vector4 to return ray origin into.rayDirection - Vector4 to return ray direction vector +into.x - Screen point X coordinate, in the range [ 0 (left) .. 1280 (right) ].y - Screen point Y coordinate, in the range [ 0 (top).. 720 (bottom) ]. +Return Values +True on success, false on failure (only in case of no valid camera view active). +Description +This function will calculate the origin and direction of a ray through the specified screen-space point into the scene, based on the camera +properties. It is effectively the inverse operation to View.WorldToScreen, except that the ray indicates all the (infinite) points that map onto the +specified screen-space point. The ray origin will be coplanar with the near clip plane, the ray direction is not normalized but is rather scaled to the +distance between the near and far clip planes. +Examples +RETICLE_OFFSET_X = 0 +RETICLE_OFFSET_Y =10 +local pickOrigin = Vector4.Create() +local pickDir = Vector4.Create() +if (View.CalculatePickRay(RETICLE_OFFSET_X, RE TIC LE_OFF S E T_Y, pickOrigin, pickDir)) then +g_raycast = Collision.CreateRaycast() +g_raycast:Start(pickOrigin, pickOrigin + pickDir) +while (not g_raycast:IsReady() ) do +coroutine.yield() +end +if (g_raycast:HasHit()) then +local entity = g_raycast:GetHitEntity() +if (entity and entity:GetUniqueld() == targetEntityld) then +print("You hit the target!") +score = score + 10 +end +end +end +See Also +• View.WorldToScreen +• Collision.CreateRaycast +• Ray cast. Start +View.WorldToScreen +Brief +Converts a 3d world position to a screen position. +Definition +boolean View.WorldToScreen( Vector4 screenPosition, Vector4 worldPosition ) +Arguments +screenPosition - The 2D screen position to write the result to. The screen space coordinates are in +the range [ 0,0 ] (top left) -> [ 1280,720 ] (bottom right). Z is set to 0, and W is set to 1.worldPosition - The 3d position in the world. +Return Values +Returns true if it could calculate it, even if it is off screen. +Description +Converts a 3d world position to a 2d screen position if possible. It can return screen coordinates that are actually off screen as you may want to +render text for instance that is partially visible. +Examples +if View.WorldToScreen( screenPos, worldPos ) == true then +RenderMyText( screenPos, 'hello' ) +end +See Also +None +Wardrobe +Wardrobe.ResetCommercePoints +Brief +Reset all commerce point URLs back to default values. +Definition +! Wardrobe.ResetCommercePoints() +Arguments +None +Return Values +None. +Description +Reset all commerce point URLs back to default values. +Examples +! Wardrobe.ResetCommercePoints() +See Also +• Wardrobe.SetCommercePoint +Wardrobe.SetCommercePoint +Brief +Set the commerce point URL for a specific gender/clothing-category combination. +Definition +Wardrobe.SetCommercePoint( enum genderld, enum categoryld, string url ) +Arguments +genderld - A WardrobeGender enum.categoryld - A WardrobeCategory enum.url - The URL of the commerce point definition file. +Return Values +None. +Description +Set the commerce point URL for a specific gender/clothing-category combination. Available gender ids are: +WardrobeGender. Male +WardrobeGender.Female Available category ids are: +WardrobeCategory. All +WardrobeCategory. Hats +WardrobeCategory.Torso +WardrobeCategory. Legs +WardrobeCategory. Hands +WardrobeCategory. Feet +WardrobeCategory. Jewellery +WardrobeCategory.Glasses +WardrobeCategory. Headphones +WardrobeCategory.Outfits If the URL starts with "http:", "https:", etc, it will be considered absolute; otherwise, it will be considered relative to the +content server CommercePoints directory. +Examples +Wardrobe.SetCommercePoint( WardrobeGender.Male, WardrobeCategory.Torso, +"http://absolute.path.to/commercepoint.xml" ) +Wardrobe.SetCommercePoint( WardrobeGender.Female, WardrobeCategory.Hands, +"relative/path/to/commercepoint.xml" ) +See Also +• Wardrobe.ResetCommercePoints +Xml +Xml.Create +Brief +Creates a new instance of an XML parser. +Definition +! Xml Xml.Create() +Arguments +None +Return Values +A new instance of an XML parser. +Description +Creates a new instance of an XML parser. +Examples +! local parser = Xml.Create() +See Also +• Xml.SetData +Xml.FindAttribute +Brief +Finds a named attribute, or iterates through the available attributes. +Definition +boolean Xml.FindAttribute( Xml parser, string attributeName ) +Arguments +parser - The instance of the XML parser.attributeName - The attribute to search for, or nil to iterate all attributes. +Return Values +True if the attribute was found. If iterating, returns true if there are further attributes or +false if the iteration is complete. +Description +If a valid name is specified, finds the named attribute of the current element. If nil is passed as the name, the function will iterate the attributes in +an implementation-defined order with each call. The iteration is complete when the function returns false. +Examples +local found = Xml.FindAttribute( parser, "type" ) +while ( parser2:FindAttribute( nil ) ) do +print( parser2:GetAttributeValueText() ) +end +See Also +None +Xml.FindElement +Brief +Finds the first element that matches the named element. +Definition +! boolean Xml.FindElement( Xml parser, string elementName ) +Arguments +parser - The instance of the XML parser.elementName - The name of the XML element to search for. Can be nil. +Return Values +true if the element was found. +Description +Finds the first element at the current level that matches the named element. If nil is passed in as the element name, then the first element is +found. +Examples +local found = Xml.FindElement( parser, "xml" ) +See Also +• Xml.Create +• Xml.FindNextElement +Xml.FindNextElement +Brief +Finds the next element that matches the named element. +Definition +! boolean Xml.FindNextElement( Xml parser, string elementName ) +Arguments +parser - The instance of the XML parser.elementName - The name of the XML element to search for. Can be nil. +Return Values +true if the element was found. +Description +Finds the next element at the current level that matches the named element. If nil is passed in, then the next element regardless of its name is +found. +Examples +local found = Xml.FindNextElement( parser, nil ) +See Also +• Xml.Create +• Xml.FindElement +Xml.GetAttributeName +Brief +Returns the current attribute name, or nil if there is no current attribute. +Definition +string Xml.GetAttributeName( Xml parser ) +Arguments +parser - The instance of the XML parser. +Return Values +The attribute name as a string, or nil if there is no current attribute. +Description +Returns the current attribute name. This will match the last name specified to FindAttribute, or if FindAttribute is used to iterate the attributes, the +current attribute name. +Examples +! while ( parser:FindAttribute( nil ) ) do +print( parser:GetAttributeName(), parser:GetAttributeValueText() ) +| end +See Also +• Xml.FindAttribute +Xml.GetAttributeValueBool +Brief +Returns the value of the current attribute. +Definition +boolean Xml.GetAttributeValueBool( Xml parser ) +Arguments +parser - The instance of the XML parser. +Return Values +The attribute value as a boolean. +Description +Returns the value of the current attribute. +Examples +! local value = Xml.GetAttributeValueBool( parser ) +See Also +None +Xml.GetAttributeValueFloat +Brief +Returns the value of the current attribute. +Definition +! number Xml.GetAttributeValueFloat( Xml parser ) +Arguments +parser - The instance of the XML parser. +Return Values +The attribute value as a float. +Description +Returns the value of the current attribute. +Examples +! local value = Xml.GetAttributeValueFloat( parser ) +See Also +None +Xml.GetAttributeValuelnt +Brief +Returns the value of the current attribute. +Definition +! number Xml.GetAttributeValuelnt( Xml parser ) +Arguments +parser - The instance of the XML parser. +Return Values +The attribute value as an integer number. +Description +Returns the value of the current attribute. +Examples +! local value = Xml.GetAttributeValuelnt( parser ) +See Also +None +Xml.GetAttributeValueText +Brief +Returns the value of the current attribute. +Definition +! string Xml.GetAttributeValueText( Xml parser ) +Arguments +parser - The instance of the XML parser. +Return Values +The attribute value as a string. +Description +Returns the value of the current attribute. +Examples +! local value = Xml.GetAttributeValueText( parser ) +See Also +None +Xml.GetElementName +Brief +Returns the name of the current XML element. +Definition +! string Xml.GetElementName( Xml parser ) +Arguments +parser - The instance of the XML parser. +Return Values +The name of the current XML element. +Description +Returns the name of the current XML elemet. +Examples +! local name = Xml.GetElementName( parser ) +See Also +None +Xml.GetElementValueBool +Brief +Returns the value of the current XML element. +Definition +! boolean Xml.GetElementValueBool( Xml parser ) +Arguments +parser - The instance of the XML parser. +Return Values +The element value as a boolean. +Description +Returns the value of the current XML element. +Examples +! local value = Xml.GetElementValueBool( parser ) +See Also +None +Xml.GetElementValueFloat +Brief +Returns the value of the current XML element. +Definition +! number Xml.GetElementValueFloat( Xml parser ) +Arguments +parser - The instance of the XML parser. +Return Values +The element value as a float. +Description +Returns the value of the current XML element. +Examples +! local value = Xml.GetElementValueFloat( parser ) +See Also +None +Xml.GetElementValuelnt +Brief +Returns the value of the current XML element. +Definition +! number Xml.GetElementValuelnt( Xml parser ) +Arguments +parser - The instance of the XML parser. +Return Values +The element value as an int. +Description +Returns the value of the current XML element. +Examples +! local value = Xml.GetElementValuelnt( parser ) +See Also +None +Xml.GetElementValueText +Brief +Returns the value of the current XML element. +Definition +! string Xml.GetElementValueText( Xml parser ) +Arguments +parser - The instance of the XML parser. +Return Values +The element value as a string. +Description +Returns the value of the current XML element. +Examples +i local value = Xml.GetElementValueText( parser ) +See Also +None +Xml.IntoElement +Brief +Navigate into an XML element. +Definition +1 boolean Xml.IntoElement( Xml parser ) +Arguments +parser - The instance of the XML parser. +Return Values +true if it was possible to navigate into the element. +Description +Navigate into an XML element so that its childen can be examined. +Examples +local success = Xml.IntoElement( parser ) +See Also +• Xml.OutOfElement +Xml.OutOf Element +Brief +Navigate out of the current XML element. +Definition +! boolean Xml.OutOfElement( Xml parser ) +Arguments +parser - The instance of the XML parser. +Return Values +true it was possible to navigate out of the current element. +Description +Navigate out of the current XML element. +Examples +local success = Xml.OutOfElement( parser ) +See Also +• Xml.IntoElement +Xml.SetData +Brief +Sets the data for the XML parser. +Definition +Xml.SetData( Xml parser, string resourceName ) +Xml.SetData( Xml parser. Resource resource) +Arguments +parser - The instance of the XML parser.resourceName - The name of the resource in the object containing the XML data.resource - The resource +containing the XML data. +Return Values +None. +Description +Sets the data for the XML parser. The specified resource may be the resource of an object or it may be loaded via the Resource library from a +URL. +Examples +— Example 1: Set the parser to an XML resource in the object +parser = Xml.Create() +Xml.SetData( parser, "settings" ) +— Example 2: Set the parser to a downloaded XML resource +res = Resource.Request( "http://www.example.com/data.xml", "xml") +— Do some work while XML resource is downloaded +if ( Resource.IsLoaded( res ) ) then +Xml.SetData( parser, res ) +end +See Also +• Resource. IsLoaded +• Resource. Request +• Xml.Create +Xml.SetDataFromContainer +Brief +Sets the data for the XML parser from a memory container. +Definition +Xml.SetDataFromContainer( Xml parser, MemoryContainer container ) +Arguments +parser - The instance of the XML parser.container - The container that holds the XML data. +Return Values +None. +Description +Sets the data for the XML parser from a memory container. This is for testing XML output from the BasicGenx library and has no real practical +use. +Examples +— Write some XML to a memory container +container = MemoryContainer.Create ( 1024 ) +writer = BasicGenx.Create( container ) +BasicGenx.StartDocument( writer ) +BasicGenx.StartElement( writer, "XML" ) +BasicGenx.EndElement( writer ) +BasicGenx.EndDocument( writer ) +— Set the XML reader to the output from BasicGenx +Xml.SetDataFromContainer( parser, container ) +See Also +BasicGenx. Create +MemoryContainer.Create