Libraries.Game.Audio3D Documentation

Inherits from: Libraries.Interface.Item3D, Libraries.Interface.Item, Libraries.Language.Object, Libraries.Sound.Audio

Actions Documentation

Add(Libraries.Interface.Item3D newItem)

This action adds a different Item3D into this one. This makes a few things happen. 1. The added item will get this item as its parent. 2. The added item's x, y, and z coordinates will become relative to this Item. 3. Most actions on this Item will also affect the added Item.

Parameters

Example

use Libraries.Interface.Item3D

Item3D parentItem
Item3D child
parentItem:Add(child)

Add(integer index, Libraries.Interface.Item3D newItem)

This action adds a different Item3D into this one, storing the added Item3D at a specific index in the internal array.

Parameters

Example

use Libraries.Interface.Item3D

Item3D parentItem
Item3D child
parentItem:Add(0, child)

AddBehavior(Libraries.Interface.Behaviors.Behavior behavior)

This action adds a new Behavior to this Item.

Parameters

AddFocusListener(Libraries.Interface.Events.FocusListener listener)

This action adds a FocusListener to the Item. When the Item receives a FocusEvent due to either gaining or losing the focus, the listener will be notified.

Parameters

Example

use Libraries.Interface.Item
use Libraries.Interface.Events.FocusListener
Item myItem
FocusListener listener
myItem:AddFocusListener(listener)

AddGestureListener(Libraries.Interface.Events.GestureListener listener)

This action adds a GestureListener to the Item. If the Item ever receives a GestureEvent, the listener will be notified.

Parameters

Example

use Libraries.Interface.Item
use Libraries.Interface.Events.GestureListener
Item myItem
GestureListener listener
myItem:AddGestureListener(listener)

AddMouseListener(Libraries.Interface.Events.MouseListener listener)

This action adds a MouseListener to the Item. If the Item ever receives a MouseEvent due to a mouse click, the mouse listener will be notified.

Parameters

Example

use Libraries.Interface.Item
use Libraries.Interface.Events.MouseListener
Item myItem
MouseListener listener
myItem:AddMouseListener(listener)

AddMouseMovementListener(Libraries.Interface.Events.MouseMovementListener listener)

This action adds a MouseMovementListener to the Item. If the Item ever receives a MouseEvent due to mouse movement, the listener will be notified.

Parameters

Example

use Libraries.Interface.Item
use Libraries.Interface.Events.MouseMovementListener
Item myItem
MouseMovementListener listener
myItem:AddMouseMovementListener(listener)

AddMouseWheelListener(Libraries.Interface.Events.MouseWheelListener listener)

This action adds a MouseWheelListener to the Item. If the Item ever receives a MouseEvent due to the mouse wheel being scrolled, the listener will be notified.

Parameters

Example

use Libraries.Interface.Item
use Libraries.Interface.Events.MouseWheelListener
Item myItem
MouseWheelListener listener
myItem:AddMouseWheelListener(listener)

AddToQueue(Libraries.Sound.AudioSamples samples)

The AddToQueue action adds AudioSamples to the end of the data stored in this Audio object. To use this, the Audio must have been initialized using LoadToStream using an AudioSamples object, or must not have been initialized yet. This action can't be combined with actions that load a file into the Audio.

Parameters

Example



use Libraries.Sound.AudioSamples
use Libraries.Sound.Audio

Audio audio

AudioSamples samples1
AudioSamples samples2
AudioSamples samples3

samples1:Load("Sonata-Part1.ogg")
samples2:Load("Sonata-Part2.ogg")
samples3:Load("Sonata-Part3.ogg")

audio:LoadToStream(samples1)
audio:AddToQueue(samples2)
audio:AddToQueue(samples3)

audio:Play()
repeat while audio:IsPlaying()
    audio:Stream()
end

AddTouchListener(Libraries.Interface.Events.TouchListener listener)

This action adds a TouchListener to the Item. If the Item ever receives a TouchEvent, the listener will be notified.

Parameters

Example

use Libraries.Interface.Item
use Libraries.Interface.Events.TouchListener
Item myItem
TouchListener listener
myItem:AddTouchListener(listener)

ApplyAngularImpulse(Libraries.Compute.Vector3 impulse)

This action will increase the y-coordinate of this Item by the given amount.

Parameters

Example

use Libraries.Interface.Item3D

Item3D myItem
myItem:SetY(50)
myItem:MoveY(25)

ApplyDamping(number seconds)

Parameters

  • number seconds

ApplyForce(Libraries.Compute.Vector3 force, Libraries.Compute.Vector3 point)

transform:Translate(xAmount, yAmount, -zAmount)

Parameters

ApplyForceToCenter(Libraries.Compute.Vector3 force)

This action will increase the x, y, and z coordinates of this Item by the given amounts.

Parameters

Example

use Libraries.Interface.Item3D

Item3D myItem
myItem:SetPosition(50, 25, 80)
myItem:Move(25, 15, -20)

ApplyImpulse(Libraries.Compute.Vector3 impulse, Libraries.Compute.Vector3 localPositionToApply)

ACTIONS MADE FOR JOINTS.

Parameters

ApplyLinearImpulse(Libraries.Compute.Vector3 impulse, Libraries.Compute.Vector3 point)

This action will increase the z-coordinate of this Item by the given amount.

Parameters

Example

use Libraries.Interface.Item3D

Item3D myItem
myItem:SetZ(50)
myItem:MoveZ(25)

ApplyLinearImpulseToCenter(Libraries.Compute.Vector3 impulse)

ACTIONS MADE FOR JOINTS.

Parameters

ApplyTorque(Libraries.Compute.Vector3 torque)

transform:Translate(0, 0, -zAmount)

Parameters

ApplyTorqueImpulse(Libraries.Compute.Vector3 torque)

BeginCollision(Libraries.Interface.Item item)

This action is used to indicate that two items have just begun colliding. When two Items collide, the BeginCollision action should be called on both of them, with the other item passed as a parameter to the action. Note that this action does nothing by default, but classes that inherit from Item may override it.

Parameters

Example

use Libraries.Interface.Item

Item collider1
Item collider2
collider1:BeginCollision(collider2)
collider2:BeginCollision(collider1)

CanRotate(boolean flag)

Parameters

  • boolean flag

CancelBehaviors()

This action stops all behaviors this Item is following without finishing them.

CollideWithChildren()

Return

boolean

Compare(Libraries.Language.Object object)

This action compares two object hash codes and returns an integer. The result is larger if this hash code is larger than the object passed as a parameter, smaller, or equal. In this case, -1 means smaller, 0 means equal, and 1 means larger. This action was changed in Quorum 7 to return an integer, instead of a CompareResult object, because the previous implementation was causing efficiency issues.

Parameters

Return

integer: The Compare result, Smaller, Equal, or Larger.

Example

Object o
Object t
integer result = o:Compare(t) //1 (larger), 0 (equal), or -1 (smaller)

ComputeAngularImpulseDenominator(Libraries.Compute.Vector3 axis)

Parameters

Return

number

ComputeImpulseDenominator(Libraries.Compute.Vector3 position, Libraries.Compute.Vector3 normal)

CreateNodes(Libraries.Game.Collision.BroadphaseCollision3D broadphase, Libraries.Game.Collision.PhysicsPosition3D transform)

This action will take a TouchEvent and distribute it to any TouchListeners that have been added to this Item3D. This action will also set the event to the "handled" state.

Parameters

Example

use Libraries.Interface.Item2D
use Libraries.Interface.Events.TouchEvent
use Libraries.Interface.Events.TouchListener
Item2D myItem
TouchListener listener
myItem:AddTouchListener(listener)
TouchEvent event
event:eventType = event:BEGAN
myItem:ProcessTouchEvent(event)

DestroyNodes(Libraries.Game.Collision.BroadphaseCollision3D broadphase)

This action will remove all Items from this Item's children hierarchy. Note that this will not empty the hierarchies of the contained Items.

Parameters

Example

use Libraries.Interface.Item3D

Item3D parentItem
Item3D child1
Item3D child2
Item3D grandchild
parentItem:Add(child1)
parentItem:Add(child2)
child1:Add(grandChild)
parentItem:Empty()

DisableDoppler()

DisableDoppler will stop the audio from automatically calculating doppler shift.

Example



use Libraries.Sound.Audio

Audio audio
audio:Load("Sound.wav")

// The doppler effect is only noticable if the audio has velocity.
audio:SetVelocity(4, 0, -2)

// Because we disable the doppler effect here, the velocity we just set will
// have no effect.
audio:DisableDoppler()

DisableListenerDoppler()

DisableListenerDoppler will make the audio engine stop using the velocity of the listener when calculating doppler effect. This will NOT stop the engine from using the velocity of other audio objects that do have doppler enabled when calculating the doppler shift. The listener is universal to all audio objects, so disabling doppler effect on the listener will be in effect during calculation of doppler shift for ALL audio objects.

Example



use Libraries.Sound.Audio

Audio audio
audio:Load("Whale.wav")

// In order to hear the doppler effect in action, the listener needs
// to have velocity.
audio:SetListenerVelocity(5, 0, 4)

// Because we are now disabling the doppler effect on the listener, the
// velocity we gave it will have no effect.
audio:DisableListenerDoppler()

DisableLooping()

DisableLooping will ensure that an audio file stops playing when it reaches the end of the sound, instead of repeating. This is the default behavior, so it is only necessary to call this if there was a call to EnableLooping earlier in the program.

Example



use Libraries.Sound.Audio

// To use audio, we'll first need to create an object for it.
Audio audio

// We need to load our audio before we change whether or not it will loop.
audio:Load("test.wav")

// We now enable looping. This will make the sound repeat forever until we
// stop it or call "audio:DisableLooping()".
audio:EnableLooping()

// Our audio is currently set to loop. We can disable it again using DisableLooping().
audio:DisableLooping()

Dispose()

This action is used to free up any additional memory that is being used by this Item for purposes such as graphics. Note that the Item class doesn't have any extra memory that needs to be released with this action, but some classes which inherit from Item, such as Libraries.Game.Graphics.Drawable, do.

DisposeAll()

This action is used to call Dispose on this Item and on the entire children hierarchy of this Item.

DisposeChildren()

This action is used to call Dispose on the entire children hierarchy of this Item. This will not call Dispose on this Item.

Draw(Libraries.Game.Graphics.Painter3D painter)

This action is used to draw this Item on the screen, and then draw all of the Item's children hierarchy on the screen. Note that Items themselves can not be drawn, but some classes that extend the Item class, such as the Libraries.Game.Graphics.Model class, can be. To see how they draw, see their documentation.

Parameters

Empty()

This action will remove all Items from this Item's children hierarchy. Note that this will not empty the hierarchies of the contained Items.

Example

use Libraries.Interface.Item3D

Item3D parentItem
Item3D child1
Item3D child2
Item3D grandchild
parentItem:Add(child1)
parentItem:Add(child2)
child1:Add(grandChild)
parentItem:Empty()

EmptyAll()

This action will call Empty on the entire children hierarchy of this item, and then empty this item as well.

EmptyChildren()

This action is used to call Empty on all children contained in this item's children hierarchy. This will not empty the children of this item.

EnableDoppler()

EnableDoppler will make the audio automatically calculate doppler shift for this audio. Doppler is enabled by default for audio, but will have no effect until the user provides the velocity of the audio via an action, such as SetVelocity(Vector3).

Example



use Libraries.Sound.Audio

Audio audio
audio:Load("Sound.wav")

// We need to set the velocity of the audio in order to hear the doppler effect.
audio:SetVelocity(4, 0, -2)

// Doppler is already enabled by default, so this call would only be needed
// if we had previously disabled the doppler effect on this audio.
audio:EnableDoppler()

EnableListenerDoppler()

EnableListenerDoppler will make the audio engine consider the velocity of the listener when calculating doppler effects. The listener is universal to all audio objects, which means that if you enable doppler calculations for the listener, it will enable it when calculating doppler for ALL audio objects. By default, the listener already has doppler enabled, but this will have no effect until the listener is given a velocity.

Example



use Libraries.Sound.Audio

Audio audio
audio:Load("Whale.wav")

// In order to hear the doppler effect in action, the listener needs
// to have velocity.
audio:SetListenerVelocity(5, 0, 4)

// We now enable the doppler effect for the listener -- by default, this
// is already on, so this is only needed if we'd previously disabled it.
audio:EnableListenerDoppler()

EnableLooping()

EnableLooping will set the audio to continuously repeat itself when reaching the end of the audio instead of stopping.

Example



use Libraries.Sound.Audio

// To use audio, we'll first need to create an object for it.
Audio audio

// We need to load our audio before we change whether or not it will loop.
audio:Load("test.wav")

// We now enable looping. This will make the sound repeat forever until we
// stop it or call "audio:DisableLooping()".
audio:EnableLooping()

EnablePhysics(boolean flag)

This action will return the global y coordinate of the Item3D. This is the item's position plus any offset applied by its relation to its parent (if it has one).

Parameters

  • boolean flag

Example

use Libraries.Interface.Item3D
Item3D myItem
Item3D parentItem
parentItem:SetY(50)
myItem:SetY(25)
parentItem:Add(myItem)
number y = myItem:GetGlobalY()

Equals(Libraries.Language.Object object)

This action determines if two objects are equal based on their hash code values.

Parameters

Return

boolean: True if the hash codes are equal and false if they are not equal.

Example

use Libraries.Language.Object
use Libraries.Language.Types.Text
Object o
Text t
boolean result = o:Equals(t)

FastMoving(boolean flag)

This action sets the x, y, and z coordinates of the Item3D.

Parameters

  • boolean flag

Example

use Libraries.Interface.Item3D
Item3D myItem
myItem:SetPosition(50, 200, 35)

FinishCollision(Libraries.Interface.Item item)

This action is used to indicate that two items that were previously colliding no longer are. The FinishCollision action should be called on both Items involved, with the other item passed as a parameter to the action. Note that this action does nothing by default, but classes that inherit from Item may override it.

Parameters

Example

use Libraries.Interface.Item

Item collider1
Item collider2
collider1:FinishCollision(collider2)
collider2:FinishCollision(collider1)

Focus()

This action sets focus on this Item. If the Item is not focusable, it will instead look through the parent hierarchy and set focus on the first focusable ancestor. If no focusable Item can be found, this action will have no effect.

GainedFocus(Libraries.Interface.Events.FocusEvent event)

This action is fired if the item received the focus.

Parameters

GetAccessibilityCode()

This action returns the current accessiblity code for this Item

Return

integer:

GetAccessibilityRoleDescription()

This action returns the custom accessibility role description for this item, if any.

Return

text:

GetAccessibilityType()

This action returns the name of the accessiblity code for this Item as Text

Return

text:

GetAccessibleParent()

This action returns the parent of this Item3D. An Item3D gets a parent when it is added to another Item using the Add action.

Return

Libraries.Interface.Item: The parent Item.

Example

use Libraries.Interface.Item3D

Item3D parentItem
Item3D child
parentItem:Add(child)
Item3D item = child:GetParent()

GetAngularDamping()

This action sets the width, height, and depth of the Item3D.

Return

number:

Example

use Libraries.Interface.Item3D
Item3D myItem
myItem:SetDimensions(50, 200, 35)

GetAngularFactor()

Source: http://answers.unity3d.com/storage/temp/12048-lefthandedtorighthanded.pdf

Return

number:

GetAngularVelocity()

This action sets the Z offset of the item. The offset tells the Item where to relate its Z position to. In other words, the Z offset is where a Z coordinate of 0 is for this item. This is automatically set when using an action to add an Item to another Item.

Return

Libraries.Compute.Vector3:

Example

use Libraries.Interface.Item3D
Item3D myItem
myItem:SetOffsetZ(75)

GetBalance()

GetBalance will return the current balance value of the sound. A value of -1 represents audio fully from the left speaker. A value of 1 represents audio fully from the right speaker. A value of 0 represents audio equally from both speakers.

Return

number:

Example



use Libraries.Sound.Audio

// To use audio, we'll first need to create an object for it.
Audio audio

// We always have to load a sound before use.
audio:Load("ding.wav")

// For this example, we will set the balance to -1.
audio:SetBalance(-1)

// We can get the balance back as a number using the GetBalance() action.
number balance = audio:GetBalance()

GetBoundingBox(integer childIndex)

This action is used to draw this Item on the screen, and then draw all of the Item's children hierarchy on the screen. Note that Items themselves can not be drawn, but some classes that extend the Item class, such as the Libraries.Game.Graphics.Model class, can be. To see how they draw, see their documentation.

Parameters

  • integer childIndex

Return

Libraries.Game.BoundingBox:

GetCenterOfMassPosition()

GetCenterOfMassTransform()

GetCollisionGroupFlag()

This action lets the 3D collision solver actions (inside the class CollisionSolver3D) know that if this object needs its physics to be updated.

Return

boolean:

GetCollisionGroupIndex()

This action sets where in the "list of objects that needs to be updated because collision happened" that this object resides in. This "list of objects that needs to be updated because collision happened" is stored inside the CollisionSolver3D class as tempSolverBodyPool.

Return

integer:

GetCollisionList()

This action will return the Matrix4 containing the rotations applied to the Item3D. The values inside the Matrix are used during transform calculations, so they shouldn't be changed unless you know what you're doing!

Return

Libraries.Game.Collision.CollisionEdge3D: The Matrix4 used by this item to store and calculate rotations.

Example

use Libraries.Interface.Item3D
use Libraries.Compute.Matrix4
Item3D myItem
Matrix4 matrix = myItem:GetRotationTransform()

GetCollisionTransform()

This action removes an Item3D that was previously added to this Item3D.

Return

Libraries.Game.Collision.PhysicsPosition3D: Whether or not the item was found and removed.

Example

use Libraries.Interface.Item3D

Item3D parentItem
Item3D child1
Item3D child2
parentItem:Add(child1)
parentItem:Add(child2)
parentItem:Remove(child1)

GetCollisionTransform0()

GetCurrentAudioSamples()

This action returns which AudioSample is currently queued when used on an Audio object that is streaming AudioSamples.

Return

Libraries.Sound.AudioSamples: The currently queued AudioSamples.

GetDefaultMaximumVolumeDistance()

This action returns the default maximum volume distance for all newly created Audio objects. It will not change the maximum volume distance of any Audio objects that have already been loaded.

Return

number: The default maximum volume distance to use for all newly loaded Audio objects.

Example



use Libraries.Sound.Audio

Audio audio1
Audio audio2

// We test to see what the default maximum volume distance is using audio1.
output "The default rolloff rate is " + audio1:GetDefaultMaximumVolumeDistance()

audio2:SetDefaultMaximumVolumeDistance(0.5)

// Even though we changed the default max volume distance using audio2,
// we can still see the changed default using audio1.
output "Now the default rolloff rate is " + audio1:GetDefaultMaximumVolumeDistance()

GetDefaultRolloffRate()

This action returns the default rolloff rate of newly loaded Audio objects. It can be changed using the SetDefaultRolloffRate action. The default value is shared across all Audio objects.

Return

number:

Example



use Libraries.Sound.Audio

Audio audio1
Audio audio2

// We test to see what the default rolloff rate is using audio1.
output "The default rolloff rate is " + audio1:GetDefaultRolloffRate()

audio2:SetDefaultRolloffRate(0.5)

// Even though we changed the default rolloff rate using audio2,
// we can still see the changed default using audio1.
output "Now the default rolloff rate is " + audio1:GetDefaultRolloffRate()

GetDepth()

GetDepth will return the depth of this Item3D.

Return

number: The depth of this item.

Example

use Libraries.Interface.Item3D

Item3D myItem
myItem:SetDepth(50)
number depth = myItem:GetDepth()

GetDescription()

This action returns the current internal description of the Item.

Return

text:

Example

use Libraries.Interface.Item

Item item
item:SetDescription("Used for demo purposes.")
output "My item's description is : " + item:GetDescription()

GetDimensions()

GetDimensions will return a Vector3 object containing the width, height, and depth of this Item3D object.

Return

Libraries.Compute.Vector3: A new Vector3 object containing the width, height, and depth of this item.

Example

use Libraries.Interface.Item3D
use Libraries.Compute.Vector3

Item3D myItem
myItem:SetWidth(50)
Vector3 vector = myItem:GetDimensions()

GetFade()

GetFade will return the current fade value of the sound. A value of -1 represents audio fully from the rear channel. A value of 1 represents audio fully from the front channel. A value of 0 represents audio equally from both channels.

Return

number:

Example



use Libraries.Sound.Audio

// To use audio, we'll first need to create an object for it.
Audio audio

// We always have to load a sound before use.
audio:Load("ding.wav")

// For this example, we will set the fade to -1.
audio:SetFade(-1)

// We can get the fade back as a number using the GetFade() action.
number fade = audio:GetFade()

GetFocusListeners()

This action returns an Iterator containing all of the FocusListeners that have been added to this Item using the AddFocusListener action.

Return

Libraries.Containers.Iterator: An iterator containing all of the registered FocusListeners.

GetForce()

This action sets the X offset of the Item. The offset tells the Item where to relate its X position to. In other words, the X offset is where an X coordinate of 0 is for this Item. This is automatically set when using an action to add an Item to another Item.

Return

Libraries.Compute.Vector3:

Example

use Libraries.Interface.Item3D
Item3D myItem
myItem:SetOffsetX(100)

GetFriction()

GetZ will return the Z coordinate of this Item3D in 3D space. Note that if if this object has been added to an Item3D, then this coordinate is relative to the parent item - to get the non-relative Z coordinate, use the GetGlobalZ() action instead.

Return

number: The current z coordinate of this Item, relative to the parent Item (if there is one).

Example

use Libraries.Interface.Item3D

Item3D myItem
myItem:SetZ(50)
number z = myItem:GetZ()

GetGestureListeners()

This action returns an Iterator containing all of the GestureListeners that have been added to this Item using the AddGestureListener action.

Return

Libraries.Containers.Iterator: An iterator containing all of the registered GestureListeners.

GetGlobalPosition()

This action will return the global position of the Item3D as a Vector3. This is the item's position plus any offset applied by its relation to its parent (if it has one).

Return

Libraries.Compute.Vector3: A new Vector3 object containing the global coordinates of this Item (not relative to any parent).

Example

use Libraries.Interface.Item3D
use Libraries.Compute.Vector3
Item3D myItem
Item3D parentItem
parentItem:SetPosition(50, 40, 30)
myItem:SetPosition(25, 30, 45)
parentItem:Add(myItem)
Vector3 position = myItem:GetGlobalPosition()

GetGlobalX()

This action will return the global x coordinate of the Item3D. This is the item's position plus any offset applied by its relation to its parent (if it has one).

Return

number: The global X coordinate of this Item (not relative to any parent).

Example

use Libraries.Interface.Item3D
Item3D myItem
Item3D parentItem
parentItem:SetX(50)
myItem:SetX(25)
parentItem:Add(myItem)
number x = myItem:GetGlobalX()

GetGlobalY()

This action will return the global y coordinate of the Item3D. This is the item's position plus any offset applied by its relation to its parent (if it has one).

Return

number: The global Y coordinate of this Item (not relative to any parent).

Example

use Libraries.Interface.Item3D
Item3D myItem
Item3D parentItem
parentItem:SetY(50)
myItem:SetY(25)
parentItem:Add(myItem)
number y = myItem:GetGlobalY()

GetGlobalZ()

This action will return the global z coordinate of the Item3D. This is the item's position plus any offset applied by its relation to its parent (if it has one).

Return

number: The global Z coordinate of this Item (not relative to any parent).

Example

use Libraries.Interface.Item3D
Item3D myItem
Item3D parentItem
parentItem:SetZ(50)
myItem:SetZ(25)
parentItem:Add(myItem)
number z = myItem:GetGlobalZ()

GetHashCode()

This action gets the hash code for an object.

Return

integer: The integer hash code of the object.

Example

Object o
integer hash = o:GetHashCode()

GetHeight()

GetHeight will return the height of this Item3D.

Return

number: The height of this item.

Example

use Libraries.Interface.Item3D

Item3D myItem
myItem:SetHeight(50)
number height = myItem:GetHeight()

GetInputGroup()

This action returns the input group for this Item. When used with the Game libraries, this tag describes what InputTable (if any) can interact with this Item due to input.

Return

text: The input group tag being used by this Item.

Example

use Libraries.Interface.Item

Item item
item:SetInputGroup("arrowKeys")
output "My item's input group is : " + item:GetInputGroup()

GetInputTable()

GetInterpolatedAngularVelocity()

GetInterpolatedLinearVelocity()

GetInterpolationTransform()

This action adds a different Item3D into this one, storing the added Item3D at a specific index in the internal array.

Return

Libraries.Game.Collision.PhysicsPosition3D:

Example

use Libraries.Interface.Item3D

Item3D parentItem
Item3D child
parentItem:Add(0, child)

GetInterpolationWorldTransform()

GetInverseInertiaLocal()

GetInverseInertiaWorld()

GetHeight will return the height of this Item3D.

Return

Libraries.Compute.Matrix3: The height of this item.

Example

use Libraries.Interface.Item3D

Item3D myItem
myItem:SetHeight(50)
number height = myItem:GetHeight()

GetInverseMass()

GetDepth will return the depth of this Item3D.

Return

number: The depth of this item.

Example

use Libraries.Interface.Item3D

Item3D myItem
myItem:SetDepth(50)
number depth = myItem:GetDepth()

GetItem(integer index)

This action returns an Item3D that was previously added to this Item3D by finding it at the given index in the internal array of children Items.

Parameters

  • integer index: The index to retrieve from the children array.

Return

Libraries.Interface.Item3D: The child Item stored at the index.

Example

use Libraries.Interface.Item3D

Item3D parentItem
Item3D child1
Item3D child2
parentItem:Add(child1)
parentItem:Add(child2)
Item3D temp = parentItem:GetItem(0)

GetItemCount()

This action returns the number of items contained in this Item3D.

Return

integer: The number of children in this Item3D.

Example

use Libraries.Interface.Item3D

Item3D parentItem
Item3D child1
Item3D child2
parentItem:Add(child1)
parentItem:Add(child2)
integer size = parentItem:GetItemCount()

GetItems()

This action returns an iterator containing all the items contained in this Item3D.

Return

Libraries.Containers.Iterator: An iterator containing all children in this Item3D.

Example

use Libraries.Interface.Item3D
use Libraries.Containers.Iterator

Item3D parentItem
Item3D child1
Item3D child2
parentItem:Add(child1)
parentItem:Add(child2)
Iterator<Item3D> iterator = parentItem:GetItems()

GetJointList()

vector:Scale(1, 1, -1)

Return

Libraries.Game.Physics.Joints.JointEdge3D:

GetLayer()

This action returns the current Layer3D that this Item3D is a part of in the Game libraries.

Return

Libraries.Game.Layer3D: The current Layer3D that this Item3D is attached to (if any).

GetLights(Libraries.Containers.Array<Libraries.Game.Graphics.Light> array)

This action will find all of the Light objects contained in the children hierarchy of this Item3D and add it to the end of the given array. If this object is a Light, it will be added to the array first before adding any descendents where are Lights.

Parameters

Example

use Libraries.Interface.Item3D
use Libraries.Game.Graphics.PointLight
use Libraries.Game.Graphics.Light
use Libraries.Containers.Array

Item3D item
PointLight light1
PointLight light2
item:Add(light1)
item:Add(light2)
Array<Light> lightArray
item:GetLights(lightArray)

GetLights()

This action will return an array of all Light objects contained in the children hierarchy of this Item3D. If this object is a Light, it will also be included as the first item in the array.

Return

Libraries.Containers.Array: An array of all Lights stored in this Item3D.

Example

use Libraries.Interface.Item3D
use Libraries.Game.Graphics.PointLight
use Libraries.Game.Graphics.Light
use Libraries.Containers.Array

Item3D item
PointLight light1
PointLight light2
item:Add(light1)
item:Add(light2)
Array<Light> lightArray = item:GetLights()

GetLinearDamping()

GetWidth will return the width of this Item3D.

Return

number: The width of this item.

Example

use Libraries.Interface.Item3D

Item3D myItem
myItem:SetWidth(50)
number width = myItem:GetWidth()

GetLinearVelocity()

This action sets the offsets of the item. The offsets tell the Item where to relate its position to. In other words, the offsets determine where each coordinate of 0 is for this item. This is automatically set when using an action to add an Item to another Item.

Return

Libraries.Compute.Vector3:

Example

use Libraries.Interface.Item3D
use Libraries.Compute.Vector3
Item3D myItem
Vector3 vector
vector:Set(75, 40, 35)
myItem:SetOffset(vector)

GetLinearVelocityAtLocalPoint(Libraries.Compute.Vector3 relativePosition)

GetListenerDirection()

This action will get the direction that the listener is currently facing in.

Return

Libraries.Compute.Vector3:

Example



use Libraries.Sound.Audio
use Libraries.Compute.Vector3

// We load an audio object and set its position to 1 meter in front of the
// default listener position.
Audio audio
audio:Load("Chime.wav")
audio:SetPosition(0, 0, 1)

// Now we set the listener to face the right by calling SetListenerDirection.
// We can do this using any Audio object - it won't affect the result.
audio:SetListenerDirection(1, 0, 0)

// The audio is now located to the left of the listener's "ears", so when we
// play it, it should play through the left speaker.
audio:PlayUntilDone()

// Once we've set the direction of the listener, we can get back each
// of the values we've set it with using the GetListenerDirection actions.
// We can do this using any Audio object - it won't affect the result.
Vector3 direction = audio:GetListenerDirection()
output "The direction of the listener is " + direction:GetX() + ", " + direction:GetY() + ", " + direction:GetZ()

GetListenerDirectionX()

This action will get the x-component of the direction that the listener is currently facing in.

Return

number:

Example



use Libraries.Sound.Audio

// We load an audio object and set its position to 1 meter in front of the
// default listener position.
Audio audio
audio:Load("Chime.wav")
audio:SetPosition(0, 0, 1)

// Now we set the listener to face the right by calling SetListenerDirection.
// We can do this using any Audio object - it won't affect the result.
audio:SetListenerDirection(1, 0, 0)

// The audio is now located to the left of the listener's "ears", so when we
// play it, it should play through the left speaker.
audio:PlayUntilDone()

// Once we've set the direction of the listener, we can get back each
// of the values we've set it with using the GetListenerDirection actions.
// We can do this using any Audio object - it won't affect the result.
number x = audio:GetListenerDirectionX()
output "The direction of the listener on the x-axis is " + x

GetListenerDirectionY()

This action will get the y-component of the direction that the listener is currently facing in.

Return

number:

Example



use Libraries.Sound.Audio

// We load an audio object and set its position to 1 meter in front of the
// default listener position.
Audio audio
audio:Load("Chime.wav")
audio:SetPosition(0, 0, 1)

// Now we set the listener to face the right by calling SetListenerDirection.
// We can do this using any Audio object - it won't affect the result.
audio:SetListenerDirection(1, 0, 0)

// The audio is now located to the left of the listener's "ears", so when we
// play it, it should play through the left speaker.
audio:PlayUntilDone()

// Once we've set the direction of the listener, we can get back each
// of the values we've set it with using the GetListenerDirection actions.
// We can do this using any Audio object - it won't affect the result.
number y = audio:GetListenerDirectionY()
output "The direction of the listener on the y-axis is " + y

GetListenerDirectionZ()

This action will get the z-component of the direction that the listener is currently facing in.

Return

number:

Example



use Libraries.Sound.Audio

// We load an audio object and set its position to 1 meter in front of the
// default listener position.
Audio audio
audio:Load("Chime.wav")
audio:SetPosition(0, 0, 1)

// Now we set the listener to face the right by calling SetListenerDirection.
// We can do this using any Audio object - it won't affect the result.
audio:SetListenerDirection(1, 0, 0)

// The audio is now located to the left of the listener's "ears", so when we
// play it, it should play through the left speaker.
audio:PlayUntilDone()

// Once we've set the direction of the listener, we can get back each
// of the values we've set it with using the GetListenerDirection actions.
// We can do this using any Audio object - it won't affect the result.
number z = audio:GetListenerDirectionZ()
output "The direction of the listener on the z-axis is " + z

GetListenerPosition()

This action will return the current coordinates of the listener in virtual 3D space. The returned result will be stored in a new Vector3.

Return

Libraries.Compute.Vector3:

Example



use Libraries.Sound.Audio
use Libraries.Compute.Vector3

// In this example, we will use two audio objects. 
Audio buzzer
buzzer:Load("Buzzer.wav")
Audio bell
bell:Load("Bell.ogg")

// We will now set the listener's position. Although we can set all 3
// coordinates with this action, we will set just the x-coordinate for
// this example. This is the same as using SetListenerX(3)
Vector3 vector
vector:Set(3, 0, 0)
buzzer:SetListenerPosition(vector)

// Now when we play our audio, both sounds should come from the left
// side in 3D space - this is because both sounds are at their default
// location of 0, 0, 0, but the listener is 3 units to the right.
buzzer:PlayUntilDone()
bell:PlayUntilDone()

// We can get the listener's position back by using GetListenerPosition.
// It doesn't matter what Audio object we call this from - the result is the same.
Vector3 position = bell:GetListenerPosition()
output "Listener position is " + position:GetX() + ", " + position:GetY() + ", " + position:GetZ()

GetListenerUp()

This action will get the direction that the listener currently considers "up".

Return

Libraries.Compute.Vector3:

Example



use Libraries.Sound.Audio
use Libraries.Compute.Vector3

// We load an audio object and set its position to 1 meter above the
// default listener position.
Audio audio
audio:Load("Chime.wav")
audio:SetPosition(0, 1, 0)

// The listener's default direction is straight forward, with the "up" direction
// being along the positive y-axis. For this example, we'll set the "up"
// direction to be along the negative x-axis. This effectively means the
// listener is lying on their left side, with their left ear pointed towards the
// ground and their right ear pointed up towards the sky.
// We can do this using any Audio object - it won't affect the result.
audio:SetListenerUp(-1, 0, 0)

// Although the sound is located above the listener, since the listener has
// their right ear pointed upwards, the audio will play through the right speaker.
audio:PlayUntilDone()

// We can retrieve the direction the listener considers to be "up" at
// any time by using the GetListenerUp actions. Just like setting the
// "up", it doesn't matter which Audio object is used to retrieve it.
Vector3 up = audio:GetListenerUp()
output "The up direction of the audio along the x-axis is " + up:GetX() + ", " + up:GetY() + ", " + up:GetZ()

GetListenerUpX()

This action will get the x-component of the direction that the listener currently considers "up".

Return

number:

Example



use Libraries.Sound.Audio

// We load an audio object and set its position to 1 meter above the
// default listener position.
Audio audio
audio:Load("Chime.wav")
audio:SetPosition(0, 1, 0)

// The listener's default direction is straight forward, with the "up" direction
// being along the positive y-axis. For this example, we'll set the "up"
// direction to be along the negative x-axis. This effectively means the
// listener is lying on their left side, with their left ear pointed towards the
// ground and their right ear pointed up towards the sky.
// We can do this using any Audio object - it won't affect the result.
audio:SetListenerUp(-1, 0, 0)

// Although the sound is located above the listener, since the listener has
// their right ear pointed upwards, the audio will play through the right speaker.
audio:PlayUntilDone()

// We can retrieve the direction the listener considers to be "up" at
// any time by using the GetListenerUp actions. Just like setting the
// "up", it doesn't matter which Audio object is used to retrieve it.
number x = audio:GetListenerUpX()
output "The up direction of the audio along the x-axis is " + x

GetListenerUpY()

This action will get the y-component of the direction that the listener currently considers "up".

Return

number:

Example



use Libraries.Sound.Audio

// We load an audio object and set its position to 1 meter above the
// default listener position.
Audio audio
audio:Load("Chime.wav")
audio:SetPosition(0, 1, 0)

// The listener's default direction is straight forward, with the "up" direction
// being along the positive y-axis. For this example, we'll set the "up"
// direction to be along the negative x-axis. This effectively means the
// listener is lying on their left side, with their left ear pointed towards the
// ground and their right ear pointed up towards the sky.
// We can do this using any Audio object - it won't affect the result.
audio:SetListenerUp(-1, 0, 0)

// Although the sound is located above the listener, since the listener has
// their right ear pointed upwards, the audio will play through the right speaker.
audio:PlayUntilDone()

// We can retrieve the direction the listener considers to be "up" at
// any time by using the GetListenerUp actions. Just like setting the
// "up", it doesn't matter which Audio object is used to retrieve it.
number y = audio:GetListenerUpY()
output "The up direction of the audio along the y-axis is " + y

GetListenerUpZ()

This action will get the z-component of the direction that the listener currently considers "up".

Return

number:

Example



use Libraries.Sound.Audio

// We load an audio object and set its position to 1 meter above the
// default listener position.
Audio audio
audio:Load("Chime.wav")
audio:SetPosition(0, 1, 0)

// The listener's default direction is straight forward, with the "up" direction
// being along the positive y-axis. For this example, we'll set the "up"
// direction to be along the negative x-axis. This effectively means the
// listener is lying on their left side, with their left ear pointed towards the
// ground and their right ear pointed up towards the sky.
// We can do this using any Audio object - it won't affect the result.
audio:SetListenerUp(-1, 0, 0)

// Although the sound is located above the listener, since the listener has
// their right ear pointed upwards, the audio will play through the right speaker.
audio:PlayUntilDone()

// We can retrieve the direction the listener considers to be "up" at
// any time by using the GetListenerUp actions. Just like setting the
// "up", it doesn't matter which Audio object is used to retrieve it.
number z = audio:GetListenerUpZ()
output "The up direction of the audio along the z-axis is " + z

GetListenerVelocity()

This action will return the current velocity of the listener in virtual 3D space. The returned result will be stored in a new Vector3.

Return

Libraries.Compute.Vector3:

Example



use Libraries.Sound.Audio
use Libraries.Compute.Vector3

Audio flute
flute:Load("Flute.ogg")

Vector3 vector
vector:Set(15, 8, 11)

// The listener is given a velocity of 15 meters per second along the
// x-axis, 8 meters per second along the y-axis, and 11 meters-per-second
// along the z-axis.
flute:SetListenerVelocity(vector)

// We can now retrieve the velocity of the listener by using
// GetListenerVelocity. It doesn't matter what Audio object we
// call this from - the result is the same.
Vector3 velocity = flute:GetListenerVelocity()
output "The listener's velocity is " + velocity:GetX() + ", " + velocity:GetY() + ", " + velocity:GetZ()

GetListenerVelocityX()

This action will return the current x velocity of the listener in virtual 3D space.

Return

number:

Example



use Libraries.Sound.Audio

Audio flute
flute:Load("Flute.ogg")

// The listener is given a velocity of 15 meters per second along the
// x-axis.
flute:SetListenerVelocityX(15)

// We can now retrieve the velocity of the listener along the x-axis by
// using GetListenerVelocityX. It doesn't matter what Audio object we
// call this from - the result is the same.
number x = flute:GetListenerVelocityX()
output "The listener's x velocity is " + x

GetListenerVelocityY()

This action will return the current y velocity of the listener in virtual 3D space.

Return

number:

Example



use Libraries.Sound.Audio

Audio flute
flute:Load("Flute.ogg")

// The listener is given a velocity of 8 meters per second along the
// y-axis.
flute:SetListenerVelocityY(8)

// We can now retrieve the velocity of the listener along the y-axis by
// using GetListenerVelocityY. It doesn't matter what Audio object we
// call this from - the result is the same.
number y = flute:GetListenerVelocityY()
output "The listener's y velocity is " + y

GetListenerVelocityZ()

This action will return the current z velocity of the listener in virtual 3D space.

Return

number:

Example



use Libraries.Sound.Audio

Audio flute
flute:Load("Flute.ogg")

// The listener is given a velocity of 11 meters per second along the
// z-axis.
flute:SetListenerVelocityZ(11)

// We can now retrieve the velocity of the listener along the z-axis by
// using GetListenerVelocityZ. It doesn't matter what Audio object we
// call this from - the result is the same.
number z = flute:GetListenerVelocityZ()
output "The listener's z velocity is " + z

GetListenerX()

This action will return the current x coordinate of the listener in virtual 3D space.

Return

number:

Example



use Libraries.Sound.Audio

// In this example, we will use two audio objects. 
Audio buzzer
buzzer:Load("Buzzer.wav")
Audio bell
bell:Load("Bell.ogg")

// We will now set the listener's x position. We could do this with
// either of our audio objects.
buzzer:SetListenerX(3)

// Now when we play our audio, both sounds should come from the left
// side in 3D space - this is because both sounds are at their default
// location of 0, 0, 0, but the listener is 3 units to the right.
buzzer:PlayUntilDone()
bell:PlayUntilDone()

// We can get the listener's x position back by using GetListenerX.
// It doesn't matter what Audio object we call this from - the result is the same.
number x = bell:GetListenerX()
output "Listener x position is " + x

GetListenerY()

This action will return the current x coordinate of the listener in virtual 3D space.

Return

number:

Example



use Libraries.Sound.Audio

// In this example, we will use two audio objects. 
Audio buzzer
buzzer:Load("Buzzer.wav")
Audio bell
bell:Load("Bell.ogg")

// We will now set the listener's x position. We could do this with
// either of our audio objects.
buzzer:SetListenerX(3)

// Now when we play our audio, both sounds should come from the left
// side in 3D space - this is because both sounds are at their default
// location of 0, 0, 0, but the listener is 3 units to the right.
buzzer:PlayUntilDone()
bell:PlayUntilDone()

// We can get the listener's y position back by using GetListenerY.
// It doesn't matter what Audio object we call this from - the result is the same.
number y = bell:GetListenerY()
output "Listener y position is " + y

GetListenerZ()

This action will return the current x coordinate of the listener in virtual 3D space.

Return

number:

Example



use Libraries.Sound.Audio

// In this example, we will use two audio objects. 
Audio buzzer
buzzer:Load("Buzzer.wav")
Audio bell
bell:Load("Bell.ogg")

// We will now set the listener's x position. We could do this with
// either of our audio objects.
buzzer:SetListenerX(3)

// Now when we play our audio, both sounds should come from the left
// side in 3D space - this is because both sounds are at their default
// location of 0, 0, 0, but the listener is 3 units to the right.
buzzer:PlayUntilDone()
bell:PlayUntilDone()

// We can get the listener's z position back by using GetListenerZ.
// It doesn't matter what Audio object we call this from - the result is the same.
number z = bell:GetListenerZ()
output "Listener z position is " + z

GetMass()

This action will increase the x-coordinate of this Item by the given amount.

Return

number:

Example

use Libraries.Interface.Item3D

Item3D myItem
myItem:SetX(50)
myItem:MoveX(25)

GetMaximumVolumeDistance()

The GetMaximumVolumeDistance action returns how far away the listener may be from the Audio and still hear the Audio at full volume. When a new Audio object is created, its maximum volume distance is equal to the current default distance, which begins as 1.0 and can be set by calling SetDefaultMaximumVolumeDistance().

Return

number: The distance from this Audio where it may be heard at full volume.

Example



use Libraries.Sound.Audio

Audio audio
audio:Load("Chime.wav")
// Output the starting maximum volume distance of the audio.
output "The maximum volume distance is " + audio:GetMaximumVolumeDistance()

GetMouseListeners()

This action returns an Iterator containing all of the MouseListeners that have been added to this Item using the AddMouseListener action.

Return

Libraries.Containers.Iterator: An iterator containing all of the registered MouseListeners.

GetMouseMovementListeners()

This action returns an Iterator containing all of the MouseMovementListeners that have been added to this Item using the AddMouseMovementListener action.

Return

Libraries.Containers.Iterator: An iterator containing all of the registered MouseMovementListeners.

GetMouseWheelListeners()

This action returns an Iterator containing all of the MouseWheelListeners that have been added to this Item using the AddMouseWheelListener action.

Return

Libraries.Containers.Iterator: An iterator containing all of the registered MouseWheelListeners.

GetName()

This action returns the current internal name of the Item.

Return

text:

Example

use Libraries.Interface.Item

Item item
item:SetName("My Item")
output "My item's name is " + item:GetName()

GetNextFocus()

This action returns the next focus item. When this Item has the focus and the user requests the focus to advance (e.g. by pressing the tab key), the returned value is the next item to receive that focus, if it is defined. If it isn't defined, the focus can not advance from this Item.

Return

Libraries.Interface.Item: The next Item to receive focus after this one.

GetNode(integer index)

This action returns an iterator containing all the items contained in this Item3D.

Parameters

  • integer index

Return

Libraries.Game.Collision.Item3DNode: An iterator containing all children in this Item3D.

Example

use Libraries.Interface.Item3D
use Libraries.Containers.Iterator

Item3D parentItem
Item3D child1
Item3D child2
parentItem:Add(child1)
parentItem:Add(child2)
Iterator<Item3D> iterator = parentItem:GetItems()

GetNodeCount()

This action returns whether or not any items are contained in this Item.

Return

integer: Whether or not this item contains any children.

Example

use Libraries.Interface.Item3D

Item3D parentItem
Item3D child1
parentItem:Add(child1)
boolean wasEmpty = parentItem:IsEmpty()

GetNodes()

This action returns the number of items contained in this Item3D.

Return

Libraries.Containers.Array: The number of children in this Item3D.

Example

use Libraries.Interface.Item3D

Item3D parentItem
Item3D child1
Item3D child2
parentItem:Add(child1)
parentItem:Add(child2)
integer size = parentItem:GetItemCount()

GetOffsetX()

This action returns the X offset of the Item. The offset tells the Item where to relate its X position to. In other words, the X offset is where an X coordinate of 0 is for this Item. This is automatically set when using an action to add an Item to another Item.

Return

number: The current X offset.

Example

use Libraries.Interface.Item3D
Item3D myItem
myItem:SetOffsetX(100)
number offset = myItem:GetOffsetX()

GetOffsetY()

This action returns the Y offset of the item. The offset tells the Item where to relate its Y position to. In other words, the Y offset is where a Y coordinate of 0 is for this item. This is automatically set when using an action to add an Item to another Item.

Return

number: The current Y offset.

Example

use Libraries.Interface.Item3D
Item3D myItem
myItem:SetOffsetY(75)
number offset = myItem:GetOffsetY()

GetOffsetZ()

This action returns the Z offset of the item. The offset tells the Item where to relate its Z position to. In other words, the Z offset is where a Z coordinate of 0 is for this item. This is automatically set when using an action to add an Item to another Item.

Return

number: The current Z offset.

Example

use Libraries.Interface.Item3D
Item3D myItem
myItem:SetOffsetZ(75)
number offset = myItem:GetOffsetZ()

GetOrientation()

GetParent()

This action returns the parent of this Item3D. An Item3D gets a parent when it is added to another Item using the Add action.

Return

Libraries.Interface.Item3D: The parent Item.

Example

use Libraries.Interface.Item3D

Item3D parentItem
Item3D child
parentItem:Add(child)
Item3D item = child:GetParent()

GetPhysicsProperties()

GetPitch()

Returns the currently set pitch. The default pitch value is 1.0.

Return

number: The currently set pitch value.

Example

use Libraries.Sound.Audio

Audio audio
audio:Load("Chime.wav")
// We will play the sound at 75% of its normal pitch.
audio:SetPitch(0.75)
// We can get the pitch value back using GetPitch().
output "The audio is playing at " + audio:GetPitch() + " of its normal pitch value."

GetPosition()

GetPosition will return a Vector3 object containing the X, Y, and Z coordinates of this Audio3D object. Note that if this Audio3D has been added to an Item3D, then this coordinate is relative to the parent item - to get the non-relative coordinates, use the GetGlobalPosition() action instead.

Return

Libraries.Compute.Vector3:

Example

use Libraries.Game.Audio3D
use Libraries.Compute.Vector3

Audio3D sound
sound:SetX(50)
Vector3 vector = sound:GetPosition()

GetPreviousFocus()

This action returns the previous focus item. When this Item has the focus and the user requests the focus to move backwards (e.g. by pressing shift & tab), the returned value is the previous item to receive that focus, if it is defined. If it isn't defined, the focus can not move backwards from this Item.

Return

Libraries.Interface.Item: The previous Item to receive focus before this one.

GetPropertiesSize()

Return

integer

GetProperty(text key)

GetPropertyKeyIterator()

GetPushVelocity()

GetResponsiveness()

This action sets the height of the Item.

Return

integer:

Example

use Libraries.Interface.Item3D
Item3D myItem
myItem:SetHeight(210.0)

GetRestitution()

GetX will return the X coordinate of this Item3D in 3D space. Note that if if this object has been added to an Item3D, then this coordinate is relative to the parent item - to get the non-relative X coordinate, use the GetGlobalX() action instead.

Return

number: The current x coordinate of this Item, relative to the parent Item (if there is one).

Example

use Libraries.Interface.Item3D

Item3D myItem
myItem:SetX(50)
number x = myItem:GetX()

GetRoll()

This action will rotate this Item3D clockwise about an axis passing through the given point. The direction of the axis is represented by the given Vector3 object. The children of this Item3D will also be rotated.

Return

number:

Example

use Libraries.Interface.Item3D
use Libraries.Compute.Vector3
Item3D parentItem
Item3D child1
Item3D child2

parentItem:Add(child1)
parentItem:Add(child2)

// We will rotate about the point 0, 0, 0 for this example.
Vector3 point
point:Set(0, 0, 0)

Vector3 axis

// This will rotate the item and its children 90 degrees clockwise around a ray passing 
// through the given point and pointing to the right.
axis:Set(1, 0, 0)
myItem:RotateAround(point, axis, 90)

// This will rotate the item and its children 45 degrees clockwise around a ray passing 
// through the given point and pointing straight down.
axis:Set(0, -1, 0, 45)
myItem:RotateAround(point, axis, 45)

// This will rotate the item and its children 60 degrees counter-clockwise around a ray  
// passing through the given point and pointing to the right.
axis:Set(1, 0, 0)
myItem:RotateAround(point, axis, -60)

// When setting the ray with multiple non-zero values, each value is
// relative to each other. Since this vector is set with a larger x
// value than y value, this ray points mostly left and a little upwards.
axis:Set(3, 1, 0)
myItem:RotateAround(point, axis, 45)

// Because the values are relative to each other, this code has the same
// effect as the last Rotate call we used (because the x value is still
// 3 times larger than the y value).
axis:Set(9, 3, 0)
myItem:RotateAround(point, axis, 45)

GetRolloffRate()

The GetRolloffRate action returns the rate at which 3D positional audio becomes quieter when positioned far away from the listener. When an Audio object is created, its rolloff rate is equal to the default value provided by GetDefaultRolloffRate, which begins at 1.0 (but may be changed by the user). Lower rolloff rates cause the sound to fade more slowly over long distances, and higher rolloff rates cause sound to fade more quickly. The rolloff value is always positive.

Return

number: The current rolloff rate of this Audio.

Example



use Libraries.Sound.Audio

// We create and load audio1 before changing the default rolloff rate.
Audio audio1
audio1:Load("Sample1.wav")
output "Before changing the default rate, audio1 has a rolloff rate of " + audio1:GetRolloffRate()

audio1:SetDefaultRolloffRate(0.25)

// We create and load audio2 after changing the default rolloff rate.
Audio audio2
audio2:Load("Sample2.wav")
output "After changing the default rate, audio1 has a rolloff rate of " + audio1:GetRolloffRate()
output "audio2 has a rolloff rate of " + audio2:GetRolloffRate()

GetRotation()

GetRotation gets the current degree of rotation of the sound. Using Balance, Fade, Rotation, or X,Y,Z coordinates are all exclusive of each other, and using one will override any others used previously.

Return

number:

Example



use Libraries.Sound.Audio

// To use audio, we'll first need to create an object for it.
Audio audio

// We always have to load a sound before use.
audio:Load("noise.ogg")

// For this example, we will rotate the sound so it is to the right of
// the listener.
audio:SetRotation(90)

// We can get the rotation back as a number with GetRotation().
number rotation = audio:GetRotation()

GetRotationTransform()

This action will return the Matrix4 containing the rotations applied to the Item3D. The values inside the Matrix are used during transform calculations, so they shouldn't be changed unless you know what you're doing!

Return

Libraries.Compute.Matrix4: The Matrix4 used by this item to store and calculate rotations.

Example

use Libraries.Interface.Item3D
use Libraries.Compute.Matrix4
Item3D myItem
Matrix4 matrix = myItem:GetRotationTransform()

GetSampleOffset()

This action returns how many samples have been played from the Audio. This is supported if a file has been loaded for non-streaming Audio, or if the Audio is streaming AudioSample objects. If the file is not playing or paused then this will return 0.

Return

integer: The number of samples that have been played.

GetScaleX()

This action will scale the Item3D by values of the given Vector3. If the boolean parameter is set to true, and if the Item3D has any children items, they will also be scaled, and their offsets will be adjusted to maintain the same relative position to this item. If the boolean parameter is set to false, only this Item will be scaled.

Return

number:

Example

use Libraries.Interface.Item3D
use Libraries.Compute.Vector3
Item3D myItem
Vector3 vector
vector:Set(5, 2, 1)
myItem:Scale(vector, false)

GetScaleY()

This action will rotate all of the children of this Item3D clockwise about an axis passing through this item. The direction of the axis is represented by the given Vector3, and the children will be rotated by the given number of degrees.

Return

number:

Example

use Libraries.Interface.Item3D
use Libraries.Compute.Vector3
Item3D parentItem
Item3D child1
Item3D child2

parentItem:Add(child1)
parentItem:Add(child2)

Vector3 axis

// This will rotate the item's children 90 degrees clockwise around a ray passing 
// through the item's center and pointing to the right.
axis:Set(1, 0, 0)
myItem:RotateChildren(axis, 90)

// This will rotate the item's children 45 degrees clockwise around a ray passing 
// through the item's center and pointing straight down.
axis:Set(0, -1, 0)
myItem:RotateChildren(axis, 45)

// This will rotate the item's children 60 degrees counter-clockwise around a ray  
// passing through the item's center and pointing to the right.
axis:Set(1, 0, 0)
myItem:RotateChildren(axis, -60)

// When setting the ray with multiple non-zero values, each value is
// relative to each other. Since this vector is set with a larger x
// value than y value, this ray points mostly left and a little upwards.
axis:Set(3, 1, 0)
myItem:Rotate(axis, 45)

// Because the values are relative to each other, this code has the same
// effect as the last Rotate call we used (because the x value is still
// 3 times larger than the y value).
axis:Set(9, 3, 0)
myItem:RotateChildren(axis, 45)

GetScaleZ()

This action will rotate the Item3D about an axis represented by the given Vector3. The item will be rotated by an angle given in degrees. If the boolean parameter is set to true, and if the Item3D has any children items, they will also be rotated, and their offsets will be adjusted to maintain the same relative position to this item. If the boolean parameter is set to false, only this Item will be rotated.

Return

number:

Example

use Libraries.Interface.Item3D
use Libraries.Compute.Vector3
Item3D myItem
Vector3 vector
vector:Set(5, 2, 1)
myItem:Rotate(vector, 90, false)

GetScreenBounds()

This action returns a 2D rectangle describing the approximate bounds of this Item3D on the screen. The rectangle isn't rotated (i.e. the rectangle's edges are aligned with the screen's edges), so the rectangle may be significantly larger than the space taken by the Item3D on the screen in some cases.

Return

Libraries.Game.Shapes.Rectangle:

GetScreenX()

This action returns the x coordinate of the Item on the screen. If the Item hasn't been attached to a Layer, this will return a "Not a Number" value instead.

Return

number:

GetScreenY()

This action returns the y coordinate of the Item on the screen. If the Item hasn't been attached to a Layer, this will return a "Not a Number" value instead.

Return

number:

GetShape()

This action will return an array of all Light objects contained in the children hierarchy of this Item3D. If this object is a Light, it will also be included as the first item in the array.

Return

Libraries.Game.Collision.Shapes.CollisionShape3D: An array of all Lights stored in this Item3D.

Example

use Libraries.Interface.Item3D
use Libraries.Game.Graphics.PointLight
use Libraries.Game.Graphics.Light
use Libraries.Containers.Array

Item3D item
PointLight light1
PointLight light2
item:Add(light1)
item:Add(light2)
Array<Light> lightArray = item:GetLights()

GetShapeType()

This action is used by the Game libraries to create a reference to the layer that this Item3D exists on. It is automatically called as needed by the Layer3D class. Most users will never need to use this action directly.

Return

integer:

GetSleepTime()

Return

number

GetSourceFile()

This action returns the source file that was loaded into this Audio3D. This value will be undefined if the audio hasn't been loaded yet or if the audio was loaded using AudioSamples.

Return

Libraries.System.File:

GetTimeOfImpact()

transform:Set(matrix)

Return

number:

GetTorque()

This action will increase the x, y, and z coordinates of this Item by the values inside the given Vector3.

Return

Libraries.Compute.Vector3:

Example

use Libraries.Interface.Item3D
use Libraries.Compute.Vector3

Item3D myItem
Vector3 vector
vector:Set(25, 15, -20)
myItem:SetPosition(50, 25, 80)
myItem:Move(vector)

GetTouchListeners()

This action returns an Iterator containing all of the TouchListeners that have been added to this Item using the AddTouchListener action.

Return

Libraries.Containers.Iterator: An iterator containing all of the registered TouchListeners.

GetTransform()

This action will return the Matrix4 containing the transformations applied to the Item3D, including its global position, rotation, and scaling.

Return

Libraries.Compute.Matrix4: The Matrix4 used by this item to store and calculate transformations.

Example

use Libraries.Interface.Item3D
use Libraries.Compute.Matrix4
Item3D myItem
Matrix4 matrix = myItem:GetTransform()

GetTurnVelocity()

GetVelocity()

GetVelocity returns a Vector3 object describing the velocity of this Audio object in 3D space. The velocity is measured in meters per second. The velocity must be set manually - it will NOT be calculated automatically!

Return

Libraries.Compute.Vector3:

GetVelocityX()

GetVelocityX returns the velocity of this Audio object along the X axis in 3D space. The velocity is measured in meters per second. The velocity must be set manually - it will NOT be calculated automatically!

Return

number:

Example



use Libraries.Sound.Audio

Audio audio
audio:Load("Tone.wav")

audio:SetVelocityX(30)

number speed = audio:GetVelocityX()

GetVelocityY()

GetVelocityY returns the velocity of this Audio object along the Y axis in 3D space. The velocity is measured in meters per second. The velocity must be set manually - it will NOT be calculated automatically!

Return

number:

Example



use Libraries.Sound.Audio

Audio audio
audio:Load("Tone.wav")

audio:SetVelocityY(30)

number speed = audio:GetVelocityY()

GetVelocityZ()

GetVelocityZ returns the velocity of this Audio object along the Z axis in 3D space. The velocity is measured in meters per second. The velocity must be set manually - it will NOT be calculated automatically!

Return

number:

Example



use Libraries.Sound.Audio

Audio audio
audio:Load("Tone.wav")

audio:SetVelocityZ(30)

number speed = audio:GetVelocityZ()

GetVolume()

The GetVolume action returns the currently set volume. A number value of 1.0 represents 100% of normal volume.

Return

number:

Example



use Libraries.Sound.Audio

// To use audio, we'll first need to create an object for it.
Audio audio

// We always have to load a sound before use.
audio:Load("ding.wav")

// For this example, we will set the audio to 50%, or half, volume.
audio:SetVolume(0.5)

// We can get the volume back as a number using the GetVolume() action.
number volume = audio:GetVolume()

GetWidth()

GetWidth will return the width of this Item3D.

Return

number: The width of this item.

Example

use Libraries.Interface.Item3D

Item3D myItem
myItem:SetWidth(50)
number width = myItem:GetWidth()

GetX()

GetX will return the X coordinate of this Audio3D in 3D space. Note that if this Audio3D has been added to an Item3D, then this coordinate is relative to the parent item - to get the non-relative X coordinate, use the GetGlobalX() action instead.

Return

number:

Example

use Libraries.Game.Audio3D

Audio3D sound
sound:SetX(50)
number x = sound:GetX()

GetY()

GetY will return the Y coordinate of this Audio3D in 3D space. Note that if this Audio3D has been added to an Item3D, then this coordinate is relative to the parent item - to get the non-relative Y coordinate, use the GetGlobalY() action instead.

Return

number:

Example

use Libraries.Game.Audio3D

Audio3D sound
sound:SetY(50)
number y = sound:GetY()

GetYaw()

We store the offsets we'll be using before manipulating anything. This ensures we use the original data, and there's no risk of using data that's been modified on the fly (e.g., updating a parent item will affect the position of the child item).

Return

number:

GetZ()

GetZ will return the Z coordinate of this Audio3D in 3D space. Note that if this Audio3D has been added to an Item3D, then this coordinate is relative to the parent item - to get the non-relative Z coordinate, use the GetGlobalZ() action instead.

Return

number:

Example

use Libraries.Game.Audio3D

Audio3D sound
sound:SetZ(50)
number z = sound:GeZX()

HasMoved()

Return

boolean

HasProperties()

Return

boolean

HasProperty(text key)

Parameters

  • text key

Return

boolean

Hide()

This action is used to indicate that an Item and all Items that were added to it should not be visible on the screen. Note that the Item class on its own cannot be drawn on the screen, but classes that inherit from it such as Libraries.Game.Graphics.Drawable can be. By default, Items are considered visible.

Example

use Libraries.Interface.Item

Item item
item:Hide()

IntegrateVelocities(number seconds)

Parameters

  • number seconds

InternalApplyImpulse(Libraries.Compute.Vector3 linearComponent, Libraries.Compute.Vector3 angularComponent, number impulseMagnitude)

IsAcceptingMouseInput()

This action returns whether or not this Item accepts mouse input. If the value is true, this will intercept incoming mouse events, triggering any related MouseListeners and InputSets and preventing the mouse event from propagating to other Items on the Layer. The default value is true.

Return

boolean: True if this Item can receive mouse events, or false otherwise.

IsAccessibleParent()

This action returns the nearest parent object that is accessible. This can be anything that the programmer wants to be accessible, from user interface components in a 2D interface to 3D components relative in 3-space on screen. By default, items have no accessible parent and are self-contained, but user interface components normally override the behavior so that controls can be logically nested within each other. attribute: returns Item

Return

boolean:

IsCollidable()

This action removes an Item that was previously added to this Item by finding it at the given index in the internal array of children Items.

Return

boolean: The Item that was removed.

Example

use Libraries.Interface.Item

Item parentItem
Item child1
Item child2
parentItem:Add(child1)
parentItem:Add(child2)
parentItem:Remove(0)

IsDopplerEnabled()

IsDopplerEnabled will return whether or not the audio is currently set to use the doppler effect while playing. Note that by default, audio will use doppler effects.

Return

boolean:

Example



use Libraries.Sound.Audio

Audio audio
audio:Load("Ping.ogg")

// We will store our result in a new boolean variable. Since we haven't
// changed the doppler for the audio, it should return it's default
// state, which is true.
boolean doppler = audio:IsDopplerEnabled()

IsEmpty()

This action returns whether or not any items are contained in this Item.

Return

boolean: Whether or not this item contains any children.

Example

use Libraries.Interface.Item3D

Item3D parentItem
Item3D child1
parentItem:Add(child1)
boolean wasEmpty = parentItem:IsEmpty()

IsFastMoving()

This action sets the x, y, and z coordinates of the Item3D.

Return

boolean:

Example

use Libraries.Interface.Item3D
use Libraries.Compute.Vector3
Item3D myItem
Vector3 vector
vector:Set(50, 200, 35)
myItem:SetPosition(vector)

IsFocusable()

This action returns whether or not the Item can currently receive focus. This property can be set with SetFocusable().

Return

boolean:

IsFocused()

The IsFocused action determines if this Item is currently focused, returning true if it is, or false if it is not.

Return

boolean:

IsListenerDopplerEnabled()

This action will return whether or not the listener is currently using its velocity during doppler shift calculations. By default, this will be true.

Return

boolean:

Example



use Libraries.Sound.Audio

Audio audio

// We'll store the value in a boolean. Because we haven't disabled the
// doppler, it should give us the default value, which is true.
boolean doppler = audio:IsListenerDopplerEnabled()

IsLoaded()

The IsLoaded action returns true if the Audio has been loaded with some data from either a file or from AudioSamples, and false if it hasn't been loaded yet.

Return

boolean: True if the Audio has been loaded, false otherwise.

Example



use Libraries.Sound.Audio

Audio audio
output "Has audio been loaded yet? " + audio:IsLoaded()
audio:Load("My_Song.wav")
output "Has the audio been loaded now? " + audio:IsLoaded()

IsLoopingEnabled()

This action will return true or false based on whether or not the audio has been set to loop.

Return

boolean:

Example



use Libraries.Sound.Audio

// To use audio, we'll first need to create an object for it.
Audio audio

// We need to load our audio before we change whether or not it will loop.
audio:Load("test.wav")

// We now enable looping. This will make the sound repeat forever until we
// stop it or call "audio:DisableLooping()".
audio:EnableLooping()

// To test if looping is enabled, we can use IsLoopingEnabled().
output "Looping Enabled? " + audio:IsLoopingEnabled()

IsNonResponsive()

Return

boolean

IsOnLayer()

This action returns true if the item has been added to a Layer, or false otherwise.

Return

boolean: True if the item is on a Layer, or false otherwise.

IsPhysicsEnabled()

This action will return the global z coordinate of the Item3D. This is the item's position plus any offset applied by its relation to its parent (if it has one).

Return

boolean: The global Z coordinate of this Item (not relative to any parent).

Example

use Libraries.Interface.Item3D
Item3D myItem
Item3D parentItem
parentItem:SetZ(50)
myItem:SetZ(25)
parentItem:Add(myItem)
number z = myItem:GetGlobalZ()

IsPlaying()

IsPlaying returns a boolean based on the sound's current state. It will return true if the sound is currently playing, or return false if it is not.

Return

boolean:

Example



use Libraries.Sound.Audio

// To use audio, we'll first need to create an object for it.
Audio audio

// We always have to load a sound before use.
audio:Load("example.ogg")

// After we load the file, we can play it with a call to Play().
audio:Play()

// Because we just told the sound to play, IsPlaying() should return true,
// so we will enter this conditional statement.
if audio:IsPlaying()
    output "The audio is playing!"
end

IsResponsive()

Return

boolean

IsRotationAllowed()

Return

boolean

IsShowing()

This action returns whether the Item is currently set to be visible on the screen.

Return

boolean: A boolean representing whether or not the Item is currently visible.

Example

use Libraries.Interface.Item

Item item
item:Hide()
boolean visible = item:IsShowing()

IsSimulated()

Return

boolean

IsSimulationRequired()

This action sets the Y coordinate of the Item.

Return

boolean:

Example

use Libraries.Interface.Item3D
Item3D myItem
myItem:SetY(210.0)

IsStreaming()

IsStreaming will return if an audio file was loaded as a streaming audio file. If the audio was loaded normally via the Load action, this will return false. If it was loaded with LoadToStream, it will return true.

Return

boolean:

Example



use Libraries.Sound.Audio

// We will have two audio objects for this example.
Audio audio1
Audio audio2

// Our first object will not be streamed. Our second one will be.
audio1:Load("shortSound.ogg")
audio2:LoadToStream("longSound.ogg")

// Now we'll output which of these two audio files are set for streaming.
output "Was audio1 streaming? " + audio1:IsStreaming()
output "Was audio2 streaming? " + audio2:IsStreaming()

IsUnmovable()

Return

boolean

Load(text filePath)

For convenience, Load can also be called using just a file name. This is the same as making a file, calling SetPath, and calling Load with that file. Compare the below example to the example for Load when using a file.

Parameters

  • text filePath

Example



use Libraries.Sound.Audio

// To use audio, we'll first need to create an object for it.
Audio audio

// To load a file that is directly accessible from our project folder, we
// can skip making a file and just pass the fle location directly to the
// Load action.
// This will load the same "beep.ogg" file as in the previous example.
audio:Load("Sounds/beep.ogg")

// After we load the file, we can play it with a call to PlayUntilDone().
audio:PlayUntilDone()

Load(Libraries.System.File file)

Load(Libraries.Sound.AudioSamples samples)

The Load action will take the given AudioSamples and load its data into this Audio object for use.

Parameters

Example



use Libraries.Sound.AudioSamples
use Libraries.Sound.Audio

AudioSamples samples
Audio audio

samples:Load("Chime.wav")
audio:Load(samples)
audio:PlayUntilDone()

LoadToStream(Libraries.System.File file)

The LoadToStream action will prepare an audio file to be streamed. While a normal Load action makes a copy of the sound so it can be played all at once, the LoadToStream action gets sound data in small chunks without making a copy of the entire thing. To play the next "chunk" of data, use the Stream action. This is useful for long sounds or music, where it could take a long time to copy the entire audio file.

Parameters

Example



use Libraries.Sound.Audio
use Libraries.System.File

// To use audio, we'll first need to create an object for it.
Audio audio

// To load from a file, we'll also need to create one of those.
File file

// In this example, we'll load a file called "LongSong.ogg" from a folder 
// called "Sounds" in our project.
file:SetPath("Sounds/LongSong.ogg")

// Since our audio file is large, it makes sense to load it for streaming.
audio:LoadToStream(file)

// After we load the file, we can begin playing it with Play(). This will
// play the first "chunk" of data we loaded from the stream.
audio:Play()

// To play the whole song, we will need to keep loading chunks of data until
// the song is finished. To do this, we will use the repeat structure.

// This will continuously call our code until we have played the whole song.
repeat while audio:IsPlaying()
    // This will load and play the next chunk of sound data.
    audio:Stream()
end

LoadToStream(Libraries.Sound.AudioSamples samples)

The LoadToStream action will take the given AudioSamples and load it into the Audio. Additional samples can then be added to the Audio by using the AddToQueue action.

Parameters

Example



use Libraries.Sound.AudioSamples
use Libraries.Sound.Audio

Audio audio

AudioSamples samples1
AudioSamples samples2
AudioSamples samples3

samples1:Load("Sonata-Part1.ogg")
samples2:Load("Sonata-Part2.ogg")
samples3:Load("Sonata-Part3.ogg")

audio:LoadToStream(samples1)
audio:AddToQueue(samples2)
audio:AddToQueue(samples3)

audio:Play()
repeat while audio:IsPlaying()
    audio:Stream()
end

LoadToStream(text filePath)

The LoadToStream action can also be called using just a path to where a file is located for convenience. This is the same as making a file, calling SetPath, and calling LoadToStream with that file.

Parameters

  • text filePath

Example



use Libraries.Sound.Audio

// To use audio, we'll first need to create an object for it.
Audio audio

// In this example, we'll load a file called "LongSong.ogg" from a folder 
// called "Sounds" in our project.
// Since our audio file is large, it makes sense to load it for streaming.
audio:LoadToStream("Sounds/LongSong.ogg")

// After we load the file, we can begin playing it with Play(). This will
// play the first "chunk" of data we loaded from the stream.
audio:Play()

// To play the whole song, we will need to keep loading chunks of data until
// the song is finished. To do this, we will use the repeat structure.

// This will continuously call our code until we have played the whole song.
repeat while audio:IsPlaying()
    // This will load and play the next chunk of sound data.
    audio:Stream()
end

LostFocus(Libraries.Interface.Events.FocusEvent event)

This action is fired if the item lost the focus.

Parameters

Move(Libraries.Compute.Vector3 vector)

The Move action will increase the X, Y, and Z coordinates of this Audio3D by the values inside the given Vector3.

Parameters

Example

use Libraries.Game.Audio3D
use Libraries.Compute.Vector3

Audio3D sound
Vector3 vector
vector:Set(25, 15, -20)
sound:SetPosition(50, 25, 80)
sound:Move(vector)

Move(number x, number y, number z)

The Move action will increase the X, Y, and Z coordinates of this Audio3D by the given amounts.

Parameters

  • number x
  • number y
  • number z

Example

use Libraries.Game.Audio3D

Audio3D sound
sound:SetPosition(50, 25, 80)
sound:Move(25, 15, -20)

MoveX(number x)

MoveX will increase the X coordinate of this Audio3D by the given amount.

Parameters

  • number x

Example

use Libraries.Game.Audio3D

Audio3D sound
sound:SetX(50)
sound:MoveX(25)

MoveY(number y)

MoveY will increase the Y coordinate of this Audio3D by the given amount.

Parameters

  • number y

Example

use Libraries.Game.Audio3D

Audio3D sound
sound:SetY(50)
sound:MoveY(25)

MoveZ(number z)

MoveZ will increase the Z coordinate of this Audio3D by the given amount.

Parameters

  • number z

Example

use Libraries.Game.Audio3D

Audio3D sound
sound:SetZ(50)
sound:MoveZ(25)

Pause()

The Pause action will temporarily stop playing a sound, and remember where the sound was during its playback. Calling Resume will make the sound play again from where it was paused.

Play()

Once we've prepared our audio file with either the Load or LoadToStream actions, we can play the file. If we prepared the file with Load, using the Play action will play the entire song. If we prepared it with LoadToStream, we use Play to start the sound, then we call Stream() repeatedly to play the rest of the sound.

Example



use Libraries.Sound.Audio

// To use audio, we'll first need to create an object for it.
Audio audio

// We will first load a sound normally with the Load command. Most sounds
// should be loaded this way.
audio:Load("ShortSound.wav")

// After we load the file, we can play it with a call to Play().
audio:Play()

// We can also use the Play action with streamed audio.
Audio longAudio
longAudio:LoadToStream("LongSound.wav")

// Using Play() on longAudio will start the stream. We will have to keep
// calling Stream() to play the whole sound.

longAudio:Play()

repeat while longAudio:IsPlaying()
    longAudio:Stream()
end

PlayUntilDone()

If you want to make a program wait until your audio has stopped playing to continue, use the PlayUntilDone action. This action won't work on streamed audio, only on audio loaded with the Load() action. The audio file will always play just once, even if looping is enabled. If this action is used on a streaming audio file, nothing will happen.

Example



use Libraries.Sound.Audio

// To use audio, we'll first need to create an object for it.
Audio audio

// We will first load a sound normally with the Load command. Most sounds
// should be loaded this way.
audio:Load("ShortSound.wav")

// Now that our file is loaded, we can play the sound.
audio:PlayUntilDone()

// This output statement will be called after the entire sound has played.
output "Finished playing audio!"

PredictIntegratedTransform(number seconds, Libraries.Game.Collision.PhysicsPosition3D predictedTransform)

ProceedToTransform(Libraries.Game.Collision.PhysicsPosition3D transform)

ProcessGestureEvent(Libraries.Interface.Events.GestureEvent event)

This action takes a gesture event and handles it. It will first test to see if the gesture event took place within the bounds of this Item. If so, it will notify any GestureListeners of the event. If the event was not contained within this Item, or if there are no GestureListeners on this Item, the Item will ask its parent Item to process the event, if there is a parent.

Parameters

Example

use Libraries.Interface.Item3D
use Libraries.Interface.Events.GestureEvent
use Libraries.Interface.Events.GestureListener
Item3D myItem
GestureListener listener
myItem:AddGestureListener(listener)
GestureEvent event
event:eventType = event:DOUBLE_TAP
myItem:ProcessGestureEvent(event)

ProcessMouseEvent(Libraries.Interface.Events.MouseEvent event)

This action takes a MouseEvent and distributes it to any MouseListeners, MouseMovementListeners, and MouseWheelListeners that have been added to this Item3D. This action will also set the event to the "handled" state.

Parameters

Example

use Libraries.Interface.Item2D
use Libraries.Interface.Events.MouseEvent
use Libraries.Interface.Events.MouseListener
Item2D myItem
MouseListener listener
myItem:AddMouseListener(listener)
MouseEvent event
event:eventType = event:CLICKED_MOUSE
myItem:ProcessMouseEvent(event)

ProcessTouchEvent(Libraries.Interface.Events.TouchEvent event)

This action will take a TouchEvent and distribute it to any TouchListeners that have been added to this Item3D. This action will also set the event to the "handled" state.

Parameters

Example

use Libraries.Interface.Item2D
use Libraries.Interface.Events.TouchEvent
use Libraries.Interface.Events.TouchListener
Item2D myItem
TouchListener listener
myItem:AddTouchListener(listener)
TouchEvent event
event:eventType = event:BEGAN
myItem:ProcessTouchEvent(event)

Remove(integer index)

This action removes an Item that was previously added to this Item by finding it at the given index in the internal array of children Items.

Parameters

  • integer index: The index to remove from the children array.

Return

Libraries.Interface.Item3D: The Item that was removed.

Example

use Libraries.Interface.Item

Item parentItem
Item child1
Item child2
parentItem:Add(child1)
parentItem:Add(child2)
parentItem:Remove(0)

Remove(Libraries.Interface.Item3D removed)

This action removes an Item3D that was previously added to this Item3D.

Parameters

Return

boolean: Whether or not the item was found and removed.

Example

use Libraries.Interface.Item3D

Item3D parentItem
Item3D child1
Item3D child2
parentItem:Add(child1)
parentItem:Add(child2)
parentItem:Remove(child1)

RemoveFocusListener(Libraries.Interface.Events.FocusListener listener)

This action removes a FocusListener from the Item. The listener will no longer receive notification if the Item gets a FocusEvent.

Parameters

Example

use Libraries.Interface.Item
use Libraries.Interface.Events.FocusListener
Item myItem
FocusListener listener
myItem:AddFocusListener(listener)
myItem:RemoveFocusListener(listener)

RemoveFromQueue(Libraries.Sound.AudioSamples samples)

The RemoveFromQueue action removes AudioSamples from the data stored in this Audio object. To use this, the Audio must have been initialized for streaming AudioSamples, either by using LoadToStream(AudioSamples) or AddToQueue(AudioSamples). If the requested AudioSamples wasn't present in the Audio (e.g., because it was never queued or because it was queued and already played), then this action will have no effect.

Parameters

Example



use Libraries.Sound.AudioSamples
use Libraries.Sound.Audio

Audio audio

AudioSamples samples1
AudioSamples samples2
AudioSamples samples3

samples1:Load("Sonata-Part1.ogg")
samples2:Load("Sonata-Part2.ogg")
samples3:Load("Sonata-Part3.ogg")

audio:LoadToStream(samples1)
audio:AddToQueue(samples2)
audio:AddToQueue(samples3)

audio:Play()

// We can remove AudioSamples before or during Audio playback.
audio:RemoveFromQueue(samples2)

repeat while audio:IsPlaying()
    audio:Stream()
end

RemoveGestureListener(Libraries.Interface.Events.GestureListener listener)

This action removes a GestureListener from the Item. The listener will no longer receive notification if the Item gets a GestureEvent.

Parameters

Example

use Libraries.Interface.Item
use Libraries.Interface.Events.GestureListener
Item myItem
GestureListener listener
myItem:AddGestureListener(listener)
myItem:RemoveGestureListener(listener)

RemoveMouseListener(Libraries.Interface.Events.MouseListener listener)

This action removes a MouseListener from the Item. The listener will no longer receive notification if the Item gets a mouse click event.

Parameters

Example

use Libraries.Interface.Item
use Libraries.Interface.Events.MouseListener
Item myItem
MouseListener listener
myItem:AddMouseListener(listener)
myItem:RemoveMouseListener(listener)

RemoveMouseMovementListener(Libraries.Interface.Events.MouseMovementListener listener)

This action removes a MouseMovementListener from the Item. The listener will no longer receive notification if the Item gets a mouse movement event.

Parameters

Example

use Libraries.Interface.Item
use Libraries.Interface.Events.MouseMovementListener
Item myItem
MouseMovementListener listener
myItem:AddMouseMovementListener(listener)
myItem:RemoveMouseMovementListener(listener)

RemoveMouseWheelListener(Libraries.Interface.Events.MouseWheelListener listener)

This action removes a MouseWheelListener from the Item. The listener will no longer receive notification if the Item gets a mouse wheel event.

Parameters

Example

use Libraries.Interface.Item
use Libraries.Interface.Events.MouseWheelListener
Item myItem
MouseWheelListener listener
myItem:AddMouseWheelListener(listener)
myItem:RemoveMouseWheelListener(listener)

RemoveTouchListener(Libraries.Interface.Events.TouchListener listener)

This action removes a TouchListener from the Item. The listener will no longer receive notification if the Item gets a TouchEvent.

Parameters

Example

use Libraries.Interface.Item
use Libraries.Interface.Events.TouchListener
Item myItem
TouchListener listener
myItem:AddTouchListener(listener)
myItem:RemoveTouchListener(listener)

RequireSimulation(boolean flag)

This action sets the Z coordinate of the Item.

Parameters

  • boolean flag

Example

use Libraries.Interface.Item3D
Item3D myItem
myItem:SetZ(210.0)

ResetMass()

Resume()

The Resume action will resume playing an audio file that was paused. If the audio was not paused, this action will have no effect.

Example



use Libraries.Sound.Audio

// To use audio, we'll first need to create an object for it.
Audio audio

// We always have to load a sound before use.
audio:Load("ding.wav")

// After we load the file, we can play it with a call to Play().
audio:Play()

// Now that audio is playing, we can pause it at any time by calling Pause.
audio:Pause()

// We can also resume the audio at any time by calling Resume.
audio:Resume()

Rotate(Libraries.Compute.Vector3 vector, number degrees, boolean rotateChildren)

This action will rotate the Item3D about an axis represented by the given Vector3. The item will be rotated by an angle given in degrees. If the boolean parameter is set to true, and if the Item3D has any children items, they will also be rotated, and their offsets will be adjusted to maintain the same relative position to this item. If the boolean parameter is set to false, only this Item will be rotated.

Parameters

  • Libraries.Compute.Vector3: The axis or ray to rotate around.
  • number degrees: How many degrees to rotate (clockwise).
  • boolean rotateChildren: Whether or not children should be rotated around the parent.

Example

use Libraries.Interface.Item3D
use Libraries.Compute.Vector3
Item3D myItem
Vector3 vector
vector:Set(5, 2, 1)
myItem:Rotate(vector, 90, false)

Rotate(number rotation)

Rotate increases the degree of rotation of the sound, causing it to progress clockwise around the listener if given a positive value, or counter-clockwise around the listener if the action is given a negative value. Using Balance, Fade, Rotation, or X,Y,Z coordinates are all exclusive of each other, and using one will override any others used previously.

Parameters

  • number rotation

Example



use Libraries.Sound.Audio

// To use audio, we'll first need to create an object for it.
Audio audio

// We always have to load a sound before use.
audio:Load("noise.ogg")

// For this example, we will rotate the sound so it is to the right of
// the listener.
audio:Rotate(90)

// After we load the file, we can play it with a call to PlayUntilDone().
audio:PlayUntilDone()

// Now we will rotate it another 180 degrees, so it will be at 270 degrees.
audio:Rotate(180)
    
// We can call PlayUntilDone() again to hear it in its new position.
audio:PlayUntilDone()

// Once we're finished with an audio file, we need to let the computer know.
audio:Dispose()

Rotate(Libraries.Compute.Vector3 vector, number degrees)

This action will rotate the Item3D about an axis represented by the given Vector3. The axis is essentially a ray that starts at the center of the item and points outward. The item will then rotate clockwise around that ray. The item will be rotated by an angle given in degrees. If the Item3D has any children items, they will also be rotated, and their offsets will be adjusted to maintain the same relative position to this item.

Parameters

Example

use Libraries.Interface.Item3D
use Libraries.Compute.Vector3
Item3D myItem
Vector3 vector

// This will rotate the item 90 degrees clockwise around a ray passing 
// through the item's center and pointing to the right.
vector:Set(1, 0, 0)
myItem:Rotate(vector, 90)

// This will rotate the item 45 degrees clockwise around a ray passing 
// through the item's center and pointing straight down.
vector:Set(0, -1, 0)
myItem:Rotate(vector, 45)

// This will rotate the item 60 degrees counter-clockwise around a ray  
// passing through the item's center and pointing to the right.
vector:Set(1, 0, 0)
myItem:Rotate(vector, -60)

// When setting the vector with multiple non-zero values, each value is
// relative to each other. Since this vector is set with a larger x
// value than y value, this ray points mostly left and a little upwards.
vector:Set(3, 1, 0)
myItem:Rotate(vector, 45)

// Because the values are relative to each other, this code has the same
// effect as the last Rotate call we used (because the x value is still
// 3 times larger than the y value).
vector:Set(9, 3, 0)
myItem:Rotate(vector, 45)

Rotate(number rotateX, number rotateY, number rotateZ, number degrees)

This action will rotate the Item3D about an axis. The axis is essentially a ray that starts at the center of the item and points outward. The item will then rotate clockwise around that ray. The ray is defined using three numbers, representing which way it points on the x, y, and z planes, respectively. The item will be rotated by an angle given in degrees. If the Item3D has any children items, they will also be rotated, and their offsets will be adjusted to maintain the same relative position to this item.

Parameters

  • number rotateX: The x component of the ray to rotate around.
  • number rotateY: The y component of the ray to rotate around.
  • number rotateZ: The z component of the ray to rotate around.
  • number degrees: How many degrees to rotate (clockwise).

Example

use Libraries.Interface.Item3D
Item3D myItem

// This will rotate the item 90 degrees clockwise around a ray passing 
// through the item's center and pointing to the right.
myItem:Rotate(1, 0, 0, 90)

// This will rotate the item 45 degrees clockwise around a ray passing 
// through the item's center and pointing straight down.
myItem:Rotate(0, -1, 0, 45)

// This will rotate the item 60 degrees counter-clockwise around a ray  
// passing through the item's center and pointing to the right.
myItem:Rotate(1, 0, 0, -60)

// When setting the ray with multiple non-zero values, each value is
// relative to each other. Since this vector is set with a larger x
// value than y value, this ray points mostly left and a little upwards.
myItem:Rotate(3, 1, 0, 45)

// Because the values are relative to each other, this code has the same
// effect as the last Rotate call we used (because the x value is still
// 3 times larger than the y value).
myItem:Rotate(9, 3, 0, 45)

Rotate(number rotateX, number rotateY, number rotateZ, number degrees, boolean rotateChildren)

This action will rotate the Item3D about an axis represented by the first 3 given number values. The item will be rotated by an angle given in degrees. If the boolean parameter is set to true, and if the Item3D has any children items, they will also be rotated, and their offsets will be adjusted to maintain the same relative position to this item. If the boolean parameter is set to false, only this Item will be rotated.

Parameters

  • number rotateX: The x component of the ray to rotate around.
  • number rotateY: The y component of the ray to rotate around.
  • number rotateZ: The z component of the ray to rotate around.
  • number degrees: How many degrees to rotate (clockwise).
  • boolean rotateChildren: Whether or not children should be rotated around the parent.

Example

use Libraries.Interface.Item3D
Item3D myItem
myItem:Rotate(5, 2, 1, 90, false)

RotateAround(Libraries.Compute.Vector3 point, Libraries.Compute.Vector3 axis, number degrees)

This action will rotate this Item3D clockwise about an axis passing through the given point. The direction of the axis is represented by the given Vector3 object. The children of this Item3D will also be rotated.

Parameters

Example

use Libraries.Interface.Item3D
use Libraries.Compute.Vector3
Item3D parentItem
Item3D child1
Item3D child2

parentItem:Add(child1)
parentItem:Add(child2)

// We will rotate about the point 0, 0, 0 for this example.
Vector3 point
point:Set(0, 0, 0)

Vector3 axis

// This will rotate the item and its children 90 degrees clockwise around a ray passing 
// through the given point and pointing to the right.
axis:Set(1, 0, 0)
myItem:RotateAround(point, axis, 90)

// This will rotate the item and its children 45 degrees clockwise around a ray passing 
// through the given point and pointing straight down.
axis:Set(0, -1, 0, 45)
myItem:RotateAround(point, axis, 45)

// This will rotate the item and its children 60 degrees counter-clockwise around a ray  
// passing through the given point and pointing to the right.
axis:Set(1, 0, 0)
myItem:RotateAround(point, axis, -60)

// When setting the ray with multiple non-zero values, each value is
// relative to each other. Since this vector is set with a larger x
// value than y value, this ray points mostly left and a little upwards.
axis:Set(3, 1, 0)
myItem:RotateAround(point, axis, 45)

// Because the values are relative to each other, this code has the same
// effect as the last Rotate call we used (because the x value is still
// 3 times larger than the y value).
axis:Set(9, 3, 0)
myItem:RotateAround(point, axis, 45)

RotateAround(Libraries.Compute.Vector3 point, Libraries.Compute.Vector3 axis, number degrees, boolean rotateChildren)

This action will rotate this Item3D clockwise about an axis passing through the given point. The direction of the axis is represented by the given Vector3 object. The last parameter is a boolean that determines whether or not children should also be rotated - a value of true will rotate the children, a value of false will not. Note that the children will still maintain relative position to this item, regardless of the boolean passed.

Parameters

  • Libraries.Compute.Vector3: The point in space to rotate around.
  • Libraries.Compute.Vector3: The axis that determines the direction to rotate in.
  • number degrees: How many degrees to rotate (clockwise) around the axis.
  • boolean rotateChildren: Whether or not to also rotate this item's children.

Example

use Libraries.Interface.Item3D
use Libraries.Compute.Vector3
Item3D parentItem
Item3D child1
Item3D child2

parentItem:Add(child1)
parentItem:Add(child2)

// We will rotate about the point 0, 0, 0 for this example.
Vector3 point
point:Set(0, 0, 0)

Vector3 axis

// This will rotate the item and its children 90 degrees clockwise around a ray passing 
// through the given point and pointing to the right.
axis:Set(1, 0, 0)
myItem:RotateAround(point, axis, 90, true)

// This will rotate the item and its children 45 degrees clockwise around a ray passing 
// through the given point and pointing straight down.
axis:Set(0, -1, 0, 45)
myItem:RotateAround(point, axis, 45, true)

// This will rotate the item (but not its children) 60 degrees counter-clockwise around a ray  
// passing through the given point and pointing to the right.
axis:Set(1, 0, 0)
myItem:RotateAround(point, axis, -60, false)

// When setting the ray with multiple non-zero values, each value is
// relative to each other. Since this vector is set with a larger x
// value than y value, this ray points mostly left and a little upwards.
axis:Set(3, 1, 0)
myItem:RotateAround(point, axis, 45, true)

// Because the values are relative to each other, this code has the same
// effect as the last Rotate call we used (because the x value is still
// 3 times larger than the y value).
axis:Set(9, 3, 0)
myItem:RotateAround(point, axis, 45, true)

RotateChildren(number rotateX, number rotateY, number rotateZ, number degrees)

This action will rotate all of the children of this Item3D clockwise about an axis passing through this item. The direction of the axis is represented by the given Vector3, and the children will be rotated by the given number of degrees.

Parameters

  • number rotateX: The x component of the ray to rotate around.
  • number rotateY: The y component of the ray to rotate around.
  • number rotateZ: The z component of the ray to rotate around.
  • number degrees: How many degrees to rotate (clockwise).

Example

use Libraries.Interface.Item3D
Item3D parentItem
Item3D child1
Item3D child2

parentItem:Add(child1)
parentItem:Add(child2)

Vector3 axis

// This will rotate the item's children 90 degrees clockwise around a ray passing 
// through the item's center and pointing to the right.
myItem:RotateChildren(1, 0, 0, 90)

// This will rotate the item's children 45 degrees clockwise around a ray passing 
// through the item's center and pointing straight down.
myItem:RotateChildren(0, -1, 0, 45)

// This will rotate the item's children 60 degrees counter-clockwise around a ray  
// passing through the item's center and pointing to the right.
myItem:RotateChildren(1, 0, 0, -60)

// When setting the ray with multiple non-zero values, each value is
// relative to each other. Since this vector is set with a larger x
// value than y value, this ray points mostly left and a little upwards.
myItem:Rotate(3, 1, 0, 45)

// Because the values are relative to each other, this code has the same
// effect as the last Rotate call we used (because the x value is still
// 3 times larger than the y value).
myItem:RotateChildren(9, 3, 0, 45)

RotateChildren(Libraries.Compute.Vector3 vector, number degrees)

This action will rotate all of the children of this Item3D clockwise about an axis passing through this item. The direction of the axis is represented by the given Vector3, and the children will be rotated by the given number of degrees.

Parameters

Example

use Libraries.Interface.Item3D
use Libraries.Compute.Vector3
Item3D parentItem
Item3D child1
Item3D child2

parentItem:Add(child1)
parentItem:Add(child2)

Vector3 axis

// This will rotate the item's children 90 degrees clockwise around a ray passing 
// through the item's center and pointing to the right.
axis:Set(1, 0, 0)
myItem:RotateChildren(axis, 90)

// This will rotate the item's children 45 degrees clockwise around a ray passing 
// through the item's center and pointing straight down.
axis:Set(0, -1, 0)
myItem:RotateChildren(axis, 45)

// This will rotate the item's children 60 degrees counter-clockwise around a ray  
// passing through the item's center and pointing to the right.
axis:Set(1, 0, 0)
myItem:RotateChildren(axis, -60)

// When setting the ray with multiple non-zero values, each value is
// relative to each other. Since this vector is set with a larger x
// value than y value, this ray points mostly left and a little upwards.
axis:Set(3, 1, 0)
myItem:Rotate(axis, 45)

// Because the values are relative to each other, this code has the same
// effect as the last Rotate call we used (because the x value is still
// 3 times larger than the y value).
axis:Set(9, 3, 0)
myItem:RotateChildren(axis, 45)

SaveKinematicState(number time)

Parameters

  • number time

Scale(Libraries.Compute.Vector3 vector)

This action will scale the Item3D by the values of the given Vector3. If the Item3D has any children items, they will also be scaled, and their offsets will be adjusted to maintain the same relative position to this item.

Parameters

Example

use Libraries.Interface.Item3D
use Libraries.Compute.Vector3
Item3D myItem
Vector3 vector
vector:Set(5, 2, 1)
myItem:Scale(vector)

Scale(Libraries.Compute.Vector3 vector, boolean scaleChildren)

This action will scale the Item3D by values of the given Vector3. If the boolean parameter is set to true, and if the Item3D has any children items, they will also be scaled, and their offsets will be adjusted to maintain the same relative position to this item. If the boolean parameter is set to false, only this Item will be scaled.

Parameters

  • Libraries.Compute.Vector3: A Vector3 object describing how much to scale the Item3D by along the x, y, and z axes.
  • boolean scaleChildren: Whether or not children objects should also be scaled.

Example

use Libraries.Interface.Item3D
use Libraries.Compute.Vector3
Item3D myItem
Vector3 vector
vector:Set(5, 2, 1)
myItem:Scale(vector, false)

Scale(number scaleX, number scaleY, number scaleZ, boolean scaleChildren)

This action will scale the Item3D by the given values. If the boolean parameter is set to true, and if the Item3D has any children items, they will also be scaled, and their offsets will be adjusted to maintain the same relative position to this item. If the boolean parameter is set to false, only this Item will be scaled.

Parameters

  • number scaleX: How much to scale the Item3D along the x-axis.
  • number scaleY: How much to scale the Item3D along the y-axis.
  • number scaleZ: How much to scale the Item3D along the z-axis.
  • boolean scaleChildren: Whether or not children objects should also be scaled.

Example

use Libraries.Interface.Item3D
Item3D myItem
myItem:Scale(5, 2, 1, false)

Scale(number scaleX, number scaleY, number scaleZ)

This action will scale the Item3D by the given values. If the Item3D has any children items, they will also be scaled, and their offsets will be adjusted to maintain the same relative position to this item.

Parameters

  • number scaleX: How much to scale the Item3D along the x-axis.
  • number scaleY: How much to scale the Item3D along the y-axis.
  • number scaleZ: How much to scale the Item3D along the z-axis.

Example

use Libraries.Interface.Item3D
Item3D myItem
myItem:Scale(5, 2, 1)

SetAcceptsMouseInput(boolean accepts)

This action sets whether or not this Item accepts mouse input. If set to true, this will intercept incoming mouse events, triggering any related MouseListeners and InputSets and preventing the mouse event from propagating to other Items on the Layer. The default value is true.

Parameters

  • boolean accepts: True to set this Item to receive mouse events, or false to ignore them.

SetAccessibilityCode(integer newAccessibilityCode)

This action changes the accessibility code for this Item. This should be done with care because setting the accessiblity code to the incorrect type can cause accessibility to stop functioning or, in some cases, cause the program to crash.

Parameters

  • integer newAccessibilityCode: the new accessibility code for this Item.

SetAccessibilityRoleDescription(text newRoleDescription)

This action sets a custom accessibility role description for this item. This should only be done if there is not a standard accessibility code for the type of item being implemented. If the item behaves very similarly to a standard control type, then set the accessibility code to that standard type while also setting the role description. For example, if implementing an item that extends Control, is keyboard focusable, and responds to activation via both mouse clicks and the Space key, like a button, but it shouldn't be described as a button, then set the accessibility code to BUTTON and the custom role description to whatever is appropriate. If there isn't a suitable accessibility code, or if in doubt, set the accessibility code to CUSTOM.

Parameters

  • text newRoleDescription: the new custom role description for this Item.

SetAngularDamping(number angularDamping)

This action sets the depth the Item.

Parameters

  • number angularDamping

Example

use Libraries.Interface.Item3D
Item3D myItem
myItem:SetDepth(210.0)

SetAngularVelocity(Libraries.Compute.Vector3 angularVelocity)

This action sets the offsets of the item. The offsets tell the Item where to relate its position to. In other words, the offsets determine where each coordinate of 0 is for this item. This is automatically set when using an action to add an Item to another Item.

Parameters

Example

use Libraries.Interface.Item3D
Item3D myItem
myItem:SetOffset(75, 40, 35)

SetBalance(number position)

SetBalance will change how the sound is played through stereo speakers or headphones. Values passed to this should always be between -1 and 1. A value of -1 will make the sound play through only the left speaker. A value of 1 will play the sound only through the right speaker. A value of 0 will play the sound equally through both speakers. Using Balance, Fade, Rotation, or X,Y,Z coordinates are all exclusive of each other, and using one will override any others used previously.

Parameters

  • number position

Example



use Libraries.Sound.Audio

// To use audio, we'll first need to create an object for it.
Audio audio

// We always have to load a sound before use.
audio:Load("noise.ogg")

// For this example, we will set the position with the value -1. This will
// make the sound play through only the left speaker.
audio:SetBalance(-1)

// After we load the file, we can play it with a call to PlayUntilDone().
audio:PlayUntilDone()

// Once we're finished with an audio file, we need to let the computer know.
audio:Dispose()

SetCenterOfMassTransform(Libraries.Game.Collision.PhysicsPosition3D transform)

SetCollidable(boolean flag)

This action returns an Item3D that was previously added to this Item3D by finding it at the given index in the internal array of children Items.

Parameters

  • boolean flag

Example

use Libraries.Interface.Item3D

Item3D parentItem
Item3D child1
Item3D child2
parentItem:Add(child1)
parentItem:Add(child2)
Item3D temp = parentItem:GetItem(0)

SetCollideWithChildren(boolean flag)

Parameters

  • boolean flag

SetCollisionGroupFlag(boolean flag)

This action lets the 3D collision solver actions (inside the class CollisionSolver3D) know that if this object needs its physics to be updated.

Parameters

  • boolean flag: True if physics needs to be updated; false if physics doesn't need to be updated, which is when this object is a "unmovable" object in the physics space.

SetCollisionGroupIndex(integer index)

This action sets where in the "list of objects that needs to be updated because collision happened" that this object resides in. This "list of objects that needs to be updated because collision happened" is stored inside the CollisionSolver3D class as tempSolverBodyPool.

Parameters

  • integer index: the index at which this object resides in in the tempSolverBodyPool.

SetCollisionList(Libraries.Game.Collision.CollisionEdge3D list)

This action sets a reference to the parent item. It is called automatically when an Item3D is added as a child to another Item3D. Most users will not need to use this action directly.

Parameters

SetCollisionTransform(Libraries.Game.Collision.PhysicsPosition3D transform)

This action adds a different Item3D into this one. This makes a few things happen. 1. The added item will get this item as its parent. 2. The added item's x, y, and z coordinates will become relative to this Item. 3. Most actions on this Item will also affect the added Item.

Parameters

Example

use Libraries.Interface.Item3D

Item3D parentItem
Item3D child
parentItem:Add(child)

SetCollisionTransform0(Libraries.Game.Collision.PhysicsPosition3D transform)

SetDefaultMaximumVolumeDistance(number distance)

This action sets the default maximum volume distance for all newly created Audio objects. It will not change the maximum volume distance of any Audio objects that have already been loaded.

Parameters

  • number distance: The default maximum volume distance to use for all newly loaded Audio objects.

Example



use Libraries.Sound.Audio

Audio audio1
Audio audio2

// We test to see what the default maximum volume distance is using audio1.
output "The default rolloff rate is " + audio1:GetDefaultMaximumVolumeDistance()

audio2:SetDefaultMaximumVolumeDistance(0.5)

// Even though we changed the default max volume distance using audio2,
// we can still see the changed default using audio1.
output "Now the default rolloff rate is " + audio1:GetDefaultMaximumVolumeDistance()

SetDefaultRolloffRate(number rolloff)

This action sets the default rolloff rate of newly loaded Audio objects. It will not change the rolloff rates of any Audio objects which have already been loaded.

Parameters

  • number rolloff: The default rolloff rate to use for all newly loaded Audio objects.

Example



use Libraries.Sound.Audio

// We create and load audio1 before changing the default rolloff rate.
Audio audio1
audio1:Load("Sample1.wav")
output "Before changing the default rate, audio1 has a rolloff rate of " + audio1:GetRolloffRate()

audio1:SetDefaultRolloffRate(0.25)

// We create and load audio2 after changing the default rolloff rate.
Audio audio2
audio2:Load("Sample2.wav")
output "After changing the default rate, audio1 has a rolloff rate of " + audio1:GetRolloffRate()
output "audio2 has a rolloff rate of " + audio2:GetRolloffRate()

SetDepth(number setDepth)

This action sets the depth the Item.

Parameters

  • number setDepth: The new depth.

Example

use Libraries.Interface.Item3D
Item3D myItem
myItem:SetDepth(210.0)

SetDescription(text newDescription)

This action sets the internal description of the Item.

Parameters

  • text newDescription

Example

use Libraries.Interface.Item

Item item
item:SetDescription("Used for demo purposes.")

SetDimensions(number setWidth, number setHeight, number setDepth)

This action sets the width, height, and depth of the Item3D.

Parameters

  • number setWidth: The new width.
  • number setHeight: The new height.
  • number setDepth: The new depth.

Example

use Libraries.Interface.Item3D
Item3D myItem
myItem:SetDimensions(50, 200, 35)

SetDimensions(Libraries.Compute.Vector3 vector)

This action sets the width, height, and depth of the Item3D.

Parameters

Example

use Libraries.Interface.Item3D
use Libraries.Compute.Vector3
Item3D myItem
Vector3 vector
vector:Set(50, 200, 35)
myItem:SetDimensions(vector)

SetFade(number fade)

SetFade will change how the sound is played through speakers that have forward and back channels. Values passed to this should always be between -1 and 1. A value of -1 will make the sound play through only the back channel. A value of 1 will play the sound only through the front channel. A value of 0 will play the sound equally through both channels. Using Balance, Fade, Rotation, or X,Y,Z coordinates are all exclusive of each other, and using one will override any others used previously.

Parameters

  • number fade

Example



use Libraries.Sound.Audio

// To use audio, we'll first need to create an object for it.
Audio audio

// We always have to load a sound before use.
audio:Load("noise.ogg")

// For this example, we will set the fade with the value 1. This will make
// the sound play through only the front channel.
audio:SetFade(1)

// After we load the file, we can play it with a call to PlayUntilDone().
audio:PlayUntilDone()

// Once we're finished with an audio file, we need to let the computer know.
audio:Dispose()

SetFocusable(boolean focus)

The SetFocusable action sets whether or not this Item should be focusable. If the Item is currently focused and made unfocusable, then it will lose focus, and there will be no focused element.

Parameters

  • boolean focus

SetForce(Libraries.Compute.Vector3 force)

This action sets the Y offset of the item. The offset tells the Item where to relate its Y position to. In other words, the Y offset is where a Y coordinate of 0 is for this item. This is automatically set when using an action to add an Item to another Item.

Parameters

Example

use Libraries.Interface.Item3D
Item3D myItem
myItem:SetOffsetY(75)

SetFriction(number friction)

GetPosition will return a Vector3 object containing the X, Y, and Z coordinates of this Item3D object. Note that if this object has been added to an Item3D, then this coordinate is relative to the parent item - to get the non-relative coordinates, use the GetGlobalPosition() action instead.

Parameters

  • number friction

Example

use Libraries.Interface.Item3D
use Libraries.Compute.Vector3

Item3D myItem
myItem:SetX(50)
Vector3 vector = myItem:GetPosition()

SetHasMoved(boolean flag)

Parameters

  • boolean flag

SetHeight(number setHeight)

This action sets the height of the Item.

Parameters

  • number setHeight: The new height.

Example

use Libraries.Interface.Item3D
Item3D myItem
myItem:SetHeight(210.0)

SetInputGroup(text group)

This action sets the input group for this Item. When used with the Game libraries, this tag describes what InputTable (if any) can interact with this Item due to input.

Parameters

  • text group: The new input group to use.

Example

use Libraries.Interface.Item

Item item
item:SetInputGroup("arrowKeys")
output "My item's input group is : " + item:GetInputGroup()

SetInterpolatedAngularVelocity(Libraries.Compute.Vector3 velocity)

SetInterpolatedLinearVelocity(Libraries.Compute.Vector3 velocity)

SetInterpolationTransform(Libraries.Game.Collision.PhysicsPosition3D transform)

This action copies the values of the provided Matrix4 into this item's rotation transform, effectively allowing you to copy rotations from one object to another.

Parameters

Example

use Libraries.Interface.Item3D
use Libraries.Compute.Matrix4

Item3D item1
item1:Rotate(1, 0, 1, 45)
Matrix4 rotation = item1:GetRotationTransform()

// Copy the rotation from item1 into a new Item, item2
Item3D item2
item2:SetRotationTransform(rotation)

SetItem(integer index, Libraries.Interface.Item3D newItem)

This action sets a value inside the internal item array of this Item3D.

Parameters

Example

use Libraries.Interface.Item3D

Item3D parentItem
Item3D child1
Item3D child2
parentItem:Add(child1)
parentItem:SetItem(0, child2)

SetJointList(Libraries.Game.Physics.Joints.JointEdge3D list)

This action will return the global position of the Item3D as a Vector3. This is the item's position plus any offset applied by its relation to its parent (if it has one).

Parameters

Example

use Libraries.Interface.Item3D
use Libraries.Compute.Vector3
Item3D myItem
Item3D parentItem
parentItem:SetPosition(50, 40, 30)
myItem:SetPosition(25, 30, 45)
parentItem:Add(myItem)
Vector3 position = myItem:GetGlobalPosition()

SetLayer(Libraries.Game.Layer3D parentLayer)

This action is used by the Game libraries to create a reference to the layer that this Item3D exists on. It is automatically called as needed by the Layer3D class. Most users will never need to use this action directly.

Parameters

SetLinearDamping(number linearDamping)

This action sets the width, height, and depth of the Item3D.

Parameters

  • number linearDamping

Example

use Libraries.Interface.Item3D
use Libraries.Compute.Vector3
Item3D myItem
Vector3 vector
vector:Set(50, 200, 35)
myItem:SetDimensions(vector)

SetLinearVelocity(Libraries.Compute.Vector3 linearVelocity)

This action will return the global x coordinate of the Item3D. This is the item's position plus any offset applied by its relation to its parent (if it has one).

Parameters

Example

use Libraries.Interface.Item3D
Item3D myItem
Item3D parentItem
parentItem:SetX(50)
myItem:SetX(25)
parentItem:Add(myItem)
number x = myItem:GetGlobalX()

SetLinearVelocityX(number linearVelocityX)

This action returns the Z offset of the item. The offset tells the Item where to relate its Z position to. In other words, the Z offset is where a Z coordinate of 0 is for this item. This is automatically set when using an action to add an Item to another Item.

Parameters

  • number linearVelocityX

Example

use Libraries.Interface.Item3D
Item3D myItem
myItem:SetOffsetZ(75)
number offset = myItem:GetOffsetZ()

SetLinearVelocityY(number linearVelocityY)

This action returns the Y offset of the item. The offset tells the Item where to relate its Y position to. In other words, the Y offset is where a Y coordinate of 0 is for this item. This is automatically set when using an action to add an Item to another Item.

Parameters

  • number linearVelocityY

Example

use Libraries.Interface.Item3D
Item3D myItem
myItem:SetOffsetY(75)
number offset = myItem:GetOffsetY()

SetLinearVelocityZ(number linearVelocityZ)

This action returns the X offset of the Item. The offset tells the Item where to relate its X position to. In other words, the X offset is where an X coordinate of 0 is for this Item. This is automatically set when using an action to add an Item to another Item.

Parameters

  • number linearVelocityZ

Example

use Libraries.Interface.Item3D
Item3D myItem
myItem:SetOffsetX(100)
number offset = myItem:GetOffsetX()

SetListenerDirection(number x, number y, number z)

SetListenerDirection sets the direction the listener is facing in virtual 3D space. This will affect which direction audio seems to come through speakers or headphones when listening to 3D audio.

Parameters

  • number x
  • number y
  • number z

Example



use Libraries.Sound.Audio

// We load an audio object and set its position to 1 meter in front of the
// default listener position.
Audio audio
audio:Load("Chime.wav")
audio:SetPosition(0, 0, 1)

// Now we set the listener to face the right by calling SetListenerDirection.
// We can do this using any Audio object - it won't affect the result.
audio:SetListenerDirection(1, 0, 0)

// The audio is now located to the left of the listener's "ears", so when we
// play it, it should play through the left speaker.
audio:PlayUntilDone()

SetListenerDirection(Libraries.Compute.Vector3 direction)

SetListenerDirection sets the direction the listener is facing in virtual 3D space. This will affect which direction audio seems to come through speakers or headphones when listening to 3D audio.

Parameters

Example



use Libraries.Sound.Audio
use Libraries.Compute.Vector3

// We load an audio object and set its position to 1 meter in front of the
// default listener position.
Audio audio
audio:Load("Chime.wav")
audio:SetPosition(0, 0, 1)

// Now we set the listener to face the right by calling SetListenerDirection.
// We can do this using any Audio object - it won't affect the result.
Vector3 direction
direction:Set(1, 0, 0)
audio:SetListenerDirection(direction)

// The audio is now located to the left of the listener's "ears", so when we
// play it, it should play through the left speaker.
audio:PlayUntilDone()

SetListenerPosition(number x, number y, number z)

SetListenerPosition sets the X, Y, and Z coordinates of the listener in 3D space. When audio is played, how it sounds to the user is dependent on both the position of the audio and where the listener is positioned. The listener's position is universal to all audio - or in other words, if you change the position of the listener for one audio object, it adjusts the position of the listener for ALL audio objects.

Parameters

  • number x
  • number y
  • number z

Example



use Libraries.Sound.Audio

// In this example, we will use two audio objects. 
Audio buzzer
buzzer:Load("Buzzer.wav")
Audio bell
bell:Load("Bell.ogg")

// We will now set the listener's position. Although we can set all 3
// coordinates with this action, we will set just the x-coordinate for
// this example. This is the same as using SetListenerX(3)
buzzer:SetListenerPosition(3, 0, 0)

// Now when we play our audio, both sounds should come from the left
// side in 3D space - this is because both sounds are at their default
// location of 0, 0, 0, but the listener is 3 units to the right.
buzzer:PlayUntilDone()
bell:PlayUntilDone()

SetListenerPosition(Libraries.Compute.Vector3 vector)

SetListenerPosition sets the X, Y, and Z coordinates of the listener in 3D space. When audio is played, how it sounds to the user is dependent on both the position of the audio and where the listener is positioned. The listener's position is universal to all audio - or in other words, if you change the position of the listener for one audio object, it adjusts the position of the listener for ALL audio objects.

Parameters

Example



use Libraries.Sound.Audio
use Libraries.Compute.Vector3

// In this example, we will use two audio objects. 
Audio buzzer
buzzer:Load("Buzzer.wav")
Audio bell
bell:Load("Bell.ogg")

// We will now set the listener's position. Although we can set all 3
// coordinates with this action, we will set just the x-coordinate for
// this example. This is the same as using SetListenerX(3)
Vector3 vector
vector:Set(3, 0, 0)
buzzer:SetListenerPosition(vector)

// Now when we play our audio, both sounds should come from the left
// side in 3D space - this is because both sounds are at their default
// location of 0, 0, 0, but the listener is 3 units to the right.
buzzer:PlayUntilDone()
bell:PlayUntilDone()

SetListenerUp(number x, number y, number z)

SetListenerUp sets the direction which is considered to be directly "up" from the listener. This should always be perpendicular to the direction that the listener is facing. This is used in combination with the listener direction to determine how audio should be played through the user's speakers or headphones.

Parameters

  • number x
  • number y
  • number z

Example



use Libraries.Sound.Audio

// We load an audio object and set its position to 1 meter above the
// default listener position.
Audio audio
audio:Load("Chime.wav")
audio:SetPosition(0, 1, 0)

// The listener's default direction is straight forward, with the "up" direction
// being along the positive y-axis. For this example, we'll set the "up"
// direction to be along the negative x-axis. This effectively means the
// listener is lying on their left side, with their left ear pointed towards the
// ground and their right ear pointed up towards the sky.
// We can do this using any Audio object - it won't affect the result.
audio:SetListenerUp(-1, 0, 0)

// Although the sound is located above the listener, since the listener has
// their right ear pointed upwards, the audio will play through the right speaker.
audio:PlayUntilDone()

SetListenerUp(Libraries.Compute.Vector3 up)

SetListenerUp sets the direction which is considered to be directly "up" from the listener. This should always be perpendicular to the direction that the listener is facing. This is used in combination with the listener direction to determine how audio should be played through the user's speakers or headphones.

Parameters

Example



use Libraries.Sound.Audio
use Libraries.Compute.Vector3

// We load an audio object and set its position to 1 meter above the
// default listener position.
Audio audio
audio:Load("Chime.wav")
audio:SetPosition(0, 1, 0)

// The listener's default direction is straight forward, with the "up" direction
// being along the positive y-axis. For this example, we'll set the "up"
// direction to be along the negative x-axis. This effectively means the
// listener is lying on their left side, with their left ear pointed towards the
// ground and their right ear pointed up towards the sky.
// We can do this using any Audio object - it won't affect the result.
Vector3 up
up:Set(-1, 0, 0)
audio:SetListenerUp(up)

// Although the sound is located above the listener, since the listener has
// their right ear pointed upwards, the audio will play through the right speaker.
audio:PlayUntilDone()

SetListenerVelocity(Libraries.Compute.Vector3 vector)

SetListenerVelocity will set the listener's velocity in 3D space. Just like individual objects, the listener can have velocity, which will be used during calculation of doppler shift. The listener is universal to all audio objects, which means that setting the listener in one audio object will set it for ALL audio objects. The velocity is measured as meters per second.

Parameters

Example



use Libraries.Sound.Audio
use Libraries.Compute.Vector3

Audio flute
flute:Load("Flute.ogg")

Vector3 vector
vector:Set(15, 8, 11)

// The listener is given a velocity of 15 meters per second along the
// x-axis, 8 meters per second along the y-axis, and 11 meters-per-second
// along the z-axis.
flute:SetListenerVelocity(vector)

SetListenerVelocity(number x, number y, number z)

SetListenerVelocity will set the listener's velocity in 3D space. Just like individual objects, the listener can have velocity, which will be used during calculation of doppler shift. The listener is universal to all audio objects, which means that setting the listener in one audio object will set it for ALL audio objects. The velocity is measured as meters per second.

Parameters

  • number x
  • number y
  • number z

Example



use Libraries.Sound.Audio

Audio flute
flute:Load("Flute.ogg")

// The listener is given a velocity of 15 meters per second along the
// x-axis, 8 meters per second along the y-axis, and 11 meters-per-second
// along the z-axis.
flute:SetListenerVelocity(15, 8, 11)

SetListenerVelocityX(number x)

SetListenerVelocityX will set the listener's velocity along the x-axis. Just like individual objects, the listener can have velocity, which will be used during calculation of doppler shift. The listener is universal to all audio objects, which means that setting the listener in one audio object will set it for ALL audio objects. The velocity is measured as meters per second.

Parameters

  • number x

Example



use Libraries.Sound.Audio

Audio flute
flute:Load("Flute.ogg")

// The listener is given a velocity of 15 meters per second along the
// x-axis.
flute:SetListenerVelocityX(15)

SetListenerVelocityY(number x)

SetListenerVelocityY will set the listener's velocity along the y-axis. Just like individual objects, the listener can have velocity, which will be used during calculation of doppler shift. The listener is universal to all audio objects, which means that setting the listener in one audio object will set it for ALL audio objects. The velocity is measured as meters per second.

Parameters

  • number x

Example



use Libraries.Sound.Audio

Audio flute
flute:Load("Flute.ogg")

// The listener is given a velocity of 8 meters per second along the
// y-axis.
flute:SetListenerVelocityY(8)

SetListenerVelocityZ(number z)

SetListenerVelocityZ will set the listener's velocity along the z-axis. Just like individual objects, the listener can have velocity, which will be used during calculation of doppler shift. The listener is universal to all audio objects, which means that setting the listener in one audio object will set it for ALL audio objects. The velocity is measured as meters per second.

Parameters

  • number z

Example



use Libraries.Sound.Audio

Audio flute
flute:Load("Flute.ogg")

// The listener is given a velocity of 11 meters per second along the
// z-axis.
flute:SetListenerVelocityZ(11)

SetListenerX(number x)

SetListenerX sets the x-coordinate of the listener in 3D space. When audio is played, how it sounds to the user is dependent on both the position of the audio and where the listener is positioned. The listener's position is universal to all audio - or in other words, if you change the position of the listener for one audio object, it adjusts the position of the listener for ALL audio objects.

Parameters

  • number x

Example



use Libraries.Sound.Audio

// In this example, we will use two audio objects. 
Audio buzzer
buzzer:Load("Buzzer.wav")
Audio bell
bell:Load("Bell.ogg")

// We will now set the listener's x position. We could do this with
// either of our audio objects.
buzzer:SetListenerX(3)

// Now when we play our audio, both sounds should come from the left
// side in 3D space - this is because both sounds are at their default
// location of 0, 0, 0, but the listener is 3 units to the right.
buzzer:PlayUntilDone()
bell:PlayUntilDone()

SetListenerY(number y)

SetListenerY sets the y-coordinate of the listener in 3D space. When audio is played, how it sounds to the user is dependent on both the position of the audio and where the listener is positioned. The listener's position is universal to all audio - or in other words, if you change the position of the listener for one audio object, it adjusts the position of the listener for ALL audio objects.

Parameters

  • number y

Example



use Libraries.Sound.Audio

// In this example, we will use two audio objects. 
Audio buzzer
buzzer:Load("Buzzer.wav")
Audio bell
bell:Load("Bell.ogg")

// We will now set the listener's x position. We could do this with
// either of our audio objects.
buzzer:SetListenerY(3)

// Now when we play our audio, both sounds are affected by the new
// position of the listener.
buzzer:PlayUntilDone()
bell:PlayUntilDone()

SetListenerZ(number z)

SetListenerZ sets the z-coordinate of the listener in 3D space. When audio is played, how it sounds to the user is dependent on both the position of the audio and where the listener is positioned. The listener's position is universal to all audio - or in other words, if you change the position of the listener for one audio object, it adjusts the position of the listener for ALL audio objects.

Parameters

  • number z

Example



use Libraries.Sound.Audio

// In this example, we will use two audio objects. 
Audio buzzer
buzzer:Load("Buzzer.wav")
Audio bell
bell:Load("Bell.ogg")

// We will now set the listener's x position. We could do this with
// either of our audio objects.
buzzer:SetListenerZ(3)

// Now when we play our audio, both sounds are affected by the new
// position of the listener.
buzzer:PlayUntilDone()
bell:PlayUntilDone()

SetMass(number mass)

GetDimensions will return a Vector3 object containing the width, height, and depth of this Item3D object.

Parameters

  • number mass

Example

use Libraries.Interface.Item3D
use Libraries.Compute.Vector3

Item3D myItem
myItem:SetWidth(50)
Vector3 vector = myItem:GetDimensions()

SetMaximumVolumeDistance(number distance)

The SetMaximumVolumeDistance action will determine how far the sound can be from the listener before the volume is adjusted due to distance attenuation. If the audio listener is within the maximum volume distance of the audio, the audio will play at full volume. If the listener is farther away than this distance, then distance attenuation is applied relative to how much farther the listener is than this distance. When a new Audio object is created, its maximum volume distance is equal to the current default distance, which begins as 1.0 and can be set by calling SetDefaultMaximumVolumeDistance().

Parameters

  • number distance

Example



use Libraries.Sound.Audio

Audio audio
audio:Load("Chime.wav")
// The Audio is placed 10 units away to the right of the listener.
audio:SetX(10)
// The Audio is played using its default maximum volume distance of 1 unit.
audio:PlayUntilDone()
// Now we set the maximum volume distance to 15 units. Since the listener is
// within 15 units of the sound, it will play at maximum volume.
audio:SetMaximumVolumeDistance(15)
audio:PlayUntilDone()

SetName(text newName)

This action sets the internal name of the Item.

Parameters

  • text newName

Example

use Libraries.Interface.Item

Item item
item:SetName("My Item")

SetNextFocus(Libraries.Interface.Item next)

This action sets the next focus item. When this Item has the focus and the user requests the focus to advance (e.g. by pressing the tab key), the focus will move to the next focus item, if it is defined.

Parameters

SetNonResponsive()

SetOffset(Libraries.Compute.Vector3 vector)

This action sets the offsets of the item. The offsets tell the Item where to relate its position to. In other words, the offsets determine where each coordinate of 0 is for this item. This is automatically set when using an action to add an Item to another Item.

Parameters

Example

use Libraries.Game.Audio3D
use Libraries.Compute.Vector3
Audio3D sound
Vector3 vector
vector:Set(75, 40, 35)
sound:SetOffset(vector)

SetOffset(number offsetX, number offsetY, number offsetZ)

This action sets the offsets of the Item. The offsets tell the Item where to relate its position to. In other words, the offsets determine where each coordinate of 0 is for this item. This is automatically set when using an action to add an Item to another Item.

Parameters

  • number offsetX
  • number offsetY
  • number offsetZ

Example

use Libraries.Game.Audio3D
Audio3D sound
sound:SetOffset(75, 40, 35)

SetOffsetX(number offsetX)

This action sets the X offset of the Item. The offset tells the Item where to relate its X position to. In other words, the X offset is where an X coordinate of 0 is for this Item. This is automatically set when using an action to add an Item to another Item.

Parameters

  • number offsetX

Example

use Libraries.Game.Audio3D
Audio3D sound
sound:SetOffsetX(100)

SetOffsetY(number offsetY)

This action sets the Y offset of the Item. The offset tells the Item where to relate its Y position to. In other words, the Y offset is where a Y coordinate of 0 is for this item. This is automatically set when using an action to add an Item to another Item.

Parameters

  • number offsetY

Example

use Libraries.Game.Audio3D
Audio3D sound
sound:SetOffsetY(75)

SetOffsetZ(number offsetZ)

This action sets the Z offset of the Item. The offset tells the Item where to relate its Z position to. In other words, the Z offset is where a Z coordinate of 0 is for this item. This is automatically set when using an action to add an Item to another Item.

Parameters

  • number offsetZ

Example

use Libraries.Game.Audio3D
Audio3D sound
sound:SetOffsetZ(75)

SetParent(Libraries.Interface.Item3D newItem)

This action sets a reference to the parent item. It is called automatically when an Item3D is added as a child to another Item3D. Most users will not need to use this action directly.

Parameters

SetPhysicsProperties(Libraries.Game.Physics.PhysicsProperties3D properties)

SetPitch(number pitch)

The SetPitch action sets the pitch of the sound. By default, sounds have a pitch value of 1.0 (or 100% normal pitch). Lower values reduce the pitch, while higher values increase the pitch. Changing the pitch also causes the audio to play slower (with low pitch) or faster (with high pitch).

Parameters

  • number pitch: The pitch value to use.

Example



use Libraries.Sound.Audio

Audio audio
audio:Load("Chime.wav")
// We will play the sound at 75% of its normal pitch.
audio:SetPitch(0.75)
audio:PlayUntilDone()

SetPosition(Libraries.Compute.Vector3 vector)

SetPosition will set the X, Y, and Z coordinates of the Audio3D in 3D space.

Parameters

Example

use Libraries.Game.Audio3D
use Libraries.Compute.Vector3
Audio3D sound
Vector3 vector
vector:Set(50, 200, 35)
sound:SetPosition(vector)

SetPosition(number x, number y, number z)

SetPosition will set the X, Y, and Z coordinates of the Audio3D in 3D space.

Parameters

  • number x
  • number y
  • number z

Example

use Libraries.Game.Audio3D

Audio3D sound
sound:SetPosition(50, 200, 35)

SetPreviousFocus(Libraries.Interface.Item previous)

This action sets the previous focus item. When this Item has the focus and the user requests the focus to move backwards (e.g. by pressing shift & tab), the focus will move to the previous focus item, if it is defined.

Parameters

SetProperty(text key, Libraries.Data.Formats.JavaScriptObjectNotation value)

SetResponsive()

SetResponsiveness(integer type)

This action sets the width of the Item.

Parameters

  • integer type

Example

use Libraries.Interface.Item3D
Item3D myItem
myItem:SetWidth(35.0)

SetRestitution(number restitution)

GetY will return the Y coordinate of this Item3D in 3D space. Note that if if this object has been added to an Item3D, then this coordinate is relative to the parent item - to get the non-relative Y coordinate, use the GetGlobalY() action instead.

Parameters

  • number restitution

Example

use Libraries.Interface.Item3D

Item3D myItem
myItem:SetY(50)
number y = myItem:GetY()

SetRolloffRate(number rolloff)

The SetRolloffRate action sets the rate at which 3D positional audio becomes quieter when positioned far away from the listener. When an Audio object is created, its rolloff rate is equal to the default value provided by GetDefaultRolloffRate, which begins at 1.0 (but may be changed by the user). Lower rolloff rates cause the sound to fade more slowly over long distances, and higher rolloff rates cause sound to fade more quickly. The rolloff value must always be positive.

Parameters

  • number rolloff: The rolloff rate to use. Must be positive.

Example



use Libraries.Sound.Audio

Audio audio
audio:Load("Chime.wav")
// We will play the Audio using the default rolloff factor of 1.0, first at
// 1 unit away from the listener, then at 5 units away from the listener.
audio:SetX(1)
audio:PlayUntilDone()
audio:SetX(5)
audio:PlayUntilDone()
// Now we set rolloff factor to 0.25, which will make the volume decrease 4
// times slower than the previous value of 1, and we play the Audio again.
// It should be the same volume when close (e.g. at 1 unit) but noticeably 
// louder than it was previously when it is far away (e.g. at 5 units)
audio:SetRolloffRate(0.25)
audio:SetX(1)
audio:PlayUntilDone()
audio:SetX(5)
audio:PlayUntilDone()

SetRotation(number rotation)

SetRotation sets a sound to play at a point in 3D space such that it has constant volume and is located a given number of degrees from the listener, where 0 degrees is directly in front of the listener and the sound rotates clockwise around the listener. Using Balance, Fade, Rotation, or X,Y,Z coordinates are all exclusive of each other, and using one will override any others used previously.

Parameters

  • number rotation

Example



use Libraries.Sound.Audio

// To use audio, we'll first need to create an object for it.
Audio audio

// We always have to load a sound before use.
audio:Load("noise.ogg")

// For this example, we will rotate the sound so it is to the right of
// the listener.
audio:SetRotation(90)

// After we load the file, we can play it with a call to PlayUntilDone().
audio:PlayUntilDone()

// Once we're finished with an audio file, we need to let the computer know.
audio:Dispose()

SetRotationTransform(Libraries.Compute.Matrix4 source)

This action copies the values of the provided Matrix4 into this item's rotation transform, effectively allowing you to copy rotations from one object to another.

Parameters

Example

use Libraries.Interface.Item3D
use Libraries.Compute.Matrix4

Item3D item1
item1:Rotate(1, 0, 1, 45)
Matrix4 rotation = item1:GetRotationTransform()

// Copy the rotation from item1 into a new Item, item2
Item3D item2
item2:SetRotationTransform(rotation)

SetScale(number scaleX, number scaleY, number scaleZ)

This action will rotate the Item3D about an axis represented by the given Vector3. The axis is essentially a ray that starts at the center of the item and points outward. The item will then rotate clockwise around that ray. The item will be rotated by an angle given in degrees. If the Item3D has any children items, they will also be rotated, and their offsets will be adjusted to maintain the same relative position to this item.

Parameters

  • number scaleX
  • number scaleY
  • number scaleZ

Example

use Libraries.Interface.Item3D
use Libraries.Compute.Vector3
Item3D myItem
Vector3 vector

// This will rotate the item 90 degrees clockwise around a ray passing 
// through the item's center and pointing to the right.
vector:Set(1, 0, 0)
myItem:Rotate(vector, 90)

// This will rotate the item 45 degrees clockwise around a ray passing 
// through the item's center and pointing straight down.
vector:Set(0, -1, 0)
myItem:Rotate(vector, 45)

// This will rotate the item 60 degrees counter-clockwise around a ray  
// passing through the item's center and pointing to the right.
vector:Set(1, 0, 0)
myItem:Rotate(vector, -60)

// When setting the vector with multiple non-zero values, each value is
// relative to each other. Since this vector is set with a larger x
// value than y value, this ray points mostly left and a little upwards.
vector:Set(3, 1, 0)
myItem:Rotate(vector, 45)

// Because the values are relative to each other, this code has the same
// effect as the last Rotate call we used (because the x value is still
// 3 times larger than the y value).
vector:Set(9, 3, 0)
myItem:Rotate(vector, 45)

SetScale(number scaleX, number scaleY, number scaleZ, boolean scaleChildren)

This action takes a MouseEvent and distributes it to any MouseListeners, MouseMovementListeners, and MouseWheelListeners that have been added to this Item3D. This action will also set the event to the "handled" state.

Parameters

  • number scaleX
  • number scaleY
  • number scaleZ
  • boolean scaleChildren

Example

use Libraries.Interface.Item2D
use Libraries.Interface.Events.MouseEvent
use Libraries.Interface.Events.MouseListener
Item2D myItem
MouseListener listener
myItem:AddMouseListener(listener)
MouseEvent event
event:eventType = event:CLICKED_MOUSE
myItem:ProcessMouseEvent(event)

SetScaleX(number scale)

This action will scale the Item3D by the given values. If the boolean parameter is set to true, and if the Item3D has any children items, they will also be scaled, and their offsets will be adjusted to maintain the same relative position to this item. If the boolean parameter is set to false, only this Item will be scaled.

Parameters

  • number scale

Example

use Libraries.Interface.Item3D
Item3D myItem
myItem:Scale(5, 2, 1, false)

SetScaleX(number scale, boolean scaleChildren)

This action will scale the Item3D by the given values. If the Item3D has any children items, they will also be scaled, and their offsets will be adjusted to maintain the same relative position to this item.

Parameters

  • number scale
  • boolean scaleChildren

Example

use Libraries.Interface.Item3D
Item3D myItem
myItem:Scale(5, 2, 1)

SetScaleY(number scale, boolean scaleChildren)

This action will rotate all of the children of this Item3D clockwise about an axis passing through this item. The direction of the axis is represented by the given Vector3, and the children will be rotated by the given number of degrees.

Parameters

  • number scale
  • boolean scaleChildren

Example

use Libraries.Interface.Item3D
Item3D parentItem
Item3D child1
Item3D child2

parentItem:Add(child1)
parentItem:Add(child2)

Vector3 axis

// This will rotate the item's children 90 degrees clockwise around a ray passing 
// through the item's center and pointing to the right.
myItem:RotateChildren(1, 0, 0, 90)

// This will rotate the item's children 45 degrees clockwise around a ray passing 
// through the item's center and pointing straight down.
myItem:RotateChildren(0, -1, 0, 45)

// This will rotate the item's children 60 degrees counter-clockwise around a ray  
// passing through the item's center and pointing to the right.
myItem:RotateChildren(1, 0, 0, -60)

// When setting the ray with multiple non-zero values, each value is
// relative to each other. Since this vector is set with a larger x
// value than y value, this ray points mostly left and a little upwards.
myItem:Rotate(3, 1, 0, 45)

// Because the values are relative to each other, this code has the same
// effect as the last Rotate call we used (because the x value is still
// 3 times larger than the y value).
myItem:RotateChildren(9, 3, 0, 45)

SetScaleY(number scale)

This action will scale the Item3D by the values of the given Vector3. If the Item3D has any children items, they will also be scaled, and their offsets will be adjusted to maintain the same relative position to this item.

Parameters

  • number scale

Example

use Libraries.Interface.Item3D
use Libraries.Compute.Vector3
Item3D myItem
Vector3 vector
vector:Set(5, 2, 1)
myItem:Scale(vector)

SetScaleZ(number scale, boolean scaleChildren)

This action will rotate the Item3D about an axis. The axis is essentially a ray that starts at the center of the item and points outward. The item will then rotate clockwise around that ray. The ray is defined using three numbers, representing which way it points on the x, y, and z planes, respectively. The item will be rotated by an angle given in degrees. If the Item3D has any children items, they will also be rotated, and their offsets will be adjusted to maintain the same relative position to this item.

Parameters

  • number scale
  • boolean scaleChildren

Example

use Libraries.Interface.Item3D
Item3D myItem

// This will rotate the item 90 degrees clockwise around a ray passing 
// through the item's center and pointing to the right.
myItem:Rotate(1, 0, 0, 90)

// This will rotate the item 45 degrees clockwise around a ray passing 
// through the item's center and pointing straight down.
myItem:Rotate(0, -1, 0, 45)

// This will rotate the item 60 degrees counter-clockwise around a ray  
// passing through the item's center and pointing to the right.
myItem:Rotate(1, 0, 0, -60)

// When setting the ray with multiple non-zero values, each value is
// relative to each other. Since this vector is set with a larger x
// value than y value, this ray points mostly left and a little upwards.
myItem:Rotate(3, 1, 0, 45)

// Because the values are relative to each other, this code has the same
// effect as the last Rotate call we used (because the x value is still
// 3 times larger than the y value).
myItem:Rotate(9, 3, 0, 45)

SetScaleZ(number scale)

This action will rotate the Item3D about an axis represented by the first 3 given number values. The item will be rotated by an angle given in degrees. If the boolean parameter is set to true, and if the Item3D has any children items, they will also be rotated, and their offsets will be adjusted to maintain the same relative position to this item. If the boolean parameter is set to false, only this Item will be rotated.

Parameters

  • number scale

Example

use Libraries.Interface.Item3D
Item3D myItem
myItem:Rotate(5, 2, 1, 90, false)

SetScreenPositionFromPhysicsPosition()

SetShape(Libraries.Game.Collision.Shapes.CollisionShape3D shape)

This action will find all of the Light objects contained in the children hierarchy of this Item3D and add it to the end of the given array. If this object is a Light, it will be added to the array first before adding any descendents where are Lights.

Parameters

Example

use Libraries.Interface.Item3D
use Libraries.Game.Graphics.PointLight
use Libraries.Game.Graphics.Light
use Libraries.Containers.Array

Item3D item
PointLight light1
PointLight light2
item:Add(light1)
item:Add(light2)
Array<Light> lightArray
item:GetLights(lightArray)

SetSleepTime(number time)

Parameters

  • number time

SetTimeOfImpact(number timeOfImpact)

matrix:row2column2 = tempMatrix:row2column2// * vector:GetZ()

Parameters

  • number timeOfImpact

SetTorque(Libraries.Compute.Vector3 torque)

transform:Translate(vector:GetX(), vector:GetY(), vector:GetZ() * -1)

Parameters

SetUnmovable()

SetVelocity(number x, number y, number z)

SetVelocity will set the velocity of the audio in 3D space along the X, Y, and Z axes. The velocity is measured in meters per seconds, and is used to calculate doppler effects. If doppler is disabled, then the audio's velocity is ignored. Note that setting the velocity of audio will NOT automatically update the position of the audio over time!

Parameters

  • number x
  • number y
  • number z

Example



use Libraries.Sound.Audio

// To use audio, we need to create an object for it first.
Audio audio

// We always have to load a sound before use.
audio:Load("Car.wav")

// Now we set the velocity of our audio. All numbers are measured in
// meters per second.
audio:SetVelocity(20, 5, 8)

SetVelocity(Libraries.Compute.Vector3 velocity)

SetVelocity will set the velocity of the audio in 3D space along the X, Y, and Z axes. The velocity is measured in meters per seconds, and is used to calculate doppler effects. If doppler is disabled, then the audio's velocity is ignored. Note that setting the velocity of audio will NOT automatically update the position of the audio over time!

Parameters

Example



use Libraries.Sound.Audio
use Libraries.Compute.Vector3

// To use audio, we need to create an object for it first.
Audio audio

// In this example, we will set the velocity using a Vector3 object.
Vector3 velocity

// We always have to load a sound before use.
audio:Load("Car.wav")

// We can now set our vector with our velocity. All numbers are measured
// in meters per second.
velocity:Set(20, 5, 8)

// Now we set the velocity of our audio using our vector.
audio:SetVelocity(velocity)

SetVelocityX(number x)

SetVelocityX will set the velocity of the audio along the x-axis in 3D space. The velocity is measured in meters per seconds, and is used to calculate doppler effects. If doppler is disabled, then the audio's velocity is ignored. Note that setting the velocity of audio will NOT automatically update the position of the audio over time!

Parameters

  • number x

Example



use Libraries.Sound.Audio

// To use audio, we need to create an object for it first.
Audio audio

// We always have to load a sound before use.
audio:Load("Car.wav")

// For this example, we will make the sound move 20 meters per second
// to the left.
audio:SetVelocityX(20)

SetVelocityY(number y)

SetVelocityY will set the velocity of the audio along the y-axis in 3D space. The velocity is measured in meters per seconds, and is used to calculate doppler effects. If doppler is disabled, then the audio's velocity is ignored. Note that setting the velocity of audio will NOT automatically update the position of the audio over time!

Parameters

  • number y

Example



use Libraries.Sound.Audio

// To use audio, we need to create an object for it first.
Audio audio

// We always have to load a sound before use.
audio:Load("Car.wav")

// For this example, we will make the sound move 20 meters per second
// along the y-axis.
audio:SetVelocityY(20)

SetVelocityZ(number z)

SetVelocityZ will set the velocity of the audio along the z-axis in 3D space. The velocity is measured in meters per seconds, and is used to calculate doppler effects. If doppler is disabled, then the audio's velocity is ignored. Note that setting the velocity of audio will NOT automatically update the position of the audio over time!

Parameters

  • number z

Example



use Libraries.Sound.Audio

// To use audio, we need to create an object for it first.
Audio audio

// We always have to load a sound before use.
audio:Load("Car.wav")

// For this example, we will make the sound move 20 meters per second
// along the z-axis.
audio:SetVelocityZ(20)

SetVolume(number volume)

The SetVolume action adjusts the volume of a sound. It takes a number value to set the volume to a percentage of the original sound volume. A value of 1.0 will play the sound at 100% of standard volume. To reduce the sound by 25%, for example, you would provide the number 0.75, or 75% volume.

Parameters

  • number volume

Example



use Libraries.Sound.Audio

// To use audio, we'll first need to create an object for it.
Audio audio

// We always have to load a sound before use.
audio:Load("ding.wav")

// For this example, we will set the audio to 50%, or half, volume.
audio:SetVolume(0.5)

// After we load the file, we can play it with a call to PlayUntilDone().
audio:PlayUntilDone()

// Once we're finished with an audio file, we need to let the computer know.
audio:Dispose()

SetWidth(number setWidth)

This action sets the width of the Item.

Parameters

  • number setWidth: The new width.

Example

use Libraries.Interface.Item3D
Item3D myItem
myItem:SetWidth(35.0)

SetX(number x)

SetX will set the X coordinate of the Audio3D in 3D space.

Parameters

  • number x

Example

use Libraries.Game.Audio3D
Audio3D sound
sound:SetX(35.0)

SetY(number y)

SetY will set the Y coordinate of the Audio3D in 3D space.

Parameters

  • number y

Example

use Libraries.Game.Audio3D
Audio3D sound
sound:SetY(35.0)

SetYawPitchRoll(number yaw, number pitch, number roll)

Vector3 localOffset = child:GetGlobalPosition()

Parameters

  • number yaw
  • number pitch
  • number roll

SetZ(number z)

SetZ will set the Z coordinate of the Audio3D in 3D space.

Parameters

  • number z

Example

use Libraries.Game.Audio3D
Audio3D sound
sound:SetZ(35.0)

ShouldCollide(Libraries.Interface.Item3D otherItem)

Parameters

Return

boolean

Show()

This action is used to indicate that an Item and all Items that were added to it should be visible on the screen. Note that the Item class on its own cannot be drawn on the screen, but classes that inherit from it such as Libraries.Game.Graphics.Drawable can be. By default, Items are considered visible.

Example

use Libraries.Interface.Item

Item item
item:Show()

Simulate(boolean flag)

This action sets the X coordinate of the Item.

Parameters

  • boolean flag

Example

use Libraries.Interface.Item3D
Item3D myItem
myItem:SetX(35.0)

Stop()

The Stop action will stop audio if it is currently playing. If it is not playing, it will do nothing.

Example



use Libraries.Sound.Audio

// To use audio, we'll first need to create an object for it.
Audio audio

// We always have to load a sound before use.
audio:Load("ding.wav")

// After we load the file, we can play it with a call to Play().
audio:Play()

// Now that audio is playing, we can stop it at any time by calling Stop().
audio:Stop()

Stream()

The Stream action is used to load and play the next chunk of data for a file that was prepared using LoadToStream. To play an audio file smoothly this way, Stream should be called in a loop. When the entire audio file has been played, if looping is disabled it will stop playing. If looping is enabled, it will continue playing.

Example



use Libraries.Sound.Audio

// To use audio, we'll first need to create an object for it.
Audio audio

// In this example, we'll load a file called "LongSong.ogg" from a folder 
// called "Sounds" in our project.
// Since our audio file is large, it makes sense to load it for streaming.
audio:LoadToStream("Sounds/LongSong.ogg")

// After we load the file, we can begin playing it with Play(). This will
// play the first "chunk" of data we loaded from the stream.
audio:Play()

// To play the whole song, we will need to keep loading chunks of data until
// the song is finished. To do this, we will use the repeat structure.

// This will continuously call our code until we have played the whole song.
repeat while audio:IsPlaying()
    // This will load and play the next chunk of sound data.
    audio:Stream()
end

SynchronizeNodes()

This action returns the current Layer3D that this Item3D is a part of in the Game libraries.

Update(number seconds)

This action will update the Audio3D, ensuring that its velocity is calculated for use in Doppler shift simulation (if it is enabled). Classes that override the Update action should make sure to call the parent action!

Parameters

  • number seconds

UpdateAll(number secondsSinceUpdate)

This action calls the Update action on this Item and all Items that have been added to this item with the Add action.

Parameters

  • number secondsSinceUpdate: The number of seconds that have passed since the last time Update was called.

Example

use Libraries.Interface.Item

Item parentItem
Item child1
Item child2
parentItem:Add(child1)
parentItem:Add(child2)
parentItem:UpdateAll(0)

UpdateInertia()