Skyline Lua API
Version 1.0 RC1
Lua Script Reference for Skyline Game Engine.
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#include <LUA_API_Bone.h>
Public Member Functions | |
float3 | getLocalPosition (int entityID, string boneName) |
Get the local position of a bone relative to its parent. More... | |
float3 | getWorldPosition (int entityID, string boneName) |
Get the world position of a bone relative to the world space zero. More... | |
float4 | getLocalOrientation (int entityID, string boneName) |
Get the local orientation of a bone relative to its parent. More... | |
float4 | getWorldOrientation (int entityID, string boneName) |
Get the world orientation of a bone relative to the world space zero. More... | |
float3 | getScale (int entityID, string boneName) |
Get the scale of the bone. More... | |
void | setLocalPosition (int entityID, string boneName, float posX, float posY, float posZ) |
Set the local position of a bone. This is a position relative to its parent bone. More... | |
void | setWorldPosition (int entityID, string boneName, float posX, float posY, float posZ) |
Set the world space position of a bone. This is a position relative to world space zero. More... | |
void | setLocalOrientation (int entityID, string boneName, float OrientW, float OrientX, float OrientY, float OrientZ) |
Set the local orientation of a bone relative to its parent bone. More... | |
void | setWorldOrientation (int entityID, string boneName, float OrientW, float OrientX, float OrientY, float OrientZ) |
Set the world orientation of a bone relative to world space zero. More... | |
void | setScale (int entityID, string boneName, float scaleX, float scaleY, float scaleZ) |
Set the scale of a bone, useful for exploding character limbs lol. More... | |
void | pitch (int entityID, string boneName, float degree) |
pitch a bone locally by a certain degree. is an acculative effect. Keep adding 1 to rotate continuously. More... | |
void | roll (int entityID, string boneName, float degree) |
roll a bone locally by a certain degree. is an acculative effect. Keep adding 1 to rotate continuously. More... | |
void | yaw (int entityID, string boneName, float degree) |
yaw a bone locally by a certain degree. is an acculative effect. Keep adding 1 to rotate continuously. More... | |
void | scale (int entityID, string boneName, float scaleX, float scaleY, float scaleZ) |
scale a bone accumulatively. Unlike bone.setScale(), this is added to the previous scale rather than setting a scale. More... | |
float3 | getInitialPosition (int entityID, string boneName) |
Get the initial position of a bone based on the original bind pose. More... | |
float4 | getInitialOrientation (int entityID, string boneName) |
Get the initial rotation quaternion of a bone based on the original bind pose. More... | |
float3 | getInitialScale (int entityID, string boneName) |
Get the initial scale quaternion of a bone based on the original bind pose. More... | |
void | printBones (int entityID) |
Calling this function and passing the entity id as an argument will print all bone names associated with the skeleton. This is useful when you dont know what the names are. Recommended to place in the onInit() to always know the bones. Then remove the line when releasing your game. More... | |
int | getHandle (int entityID, string boneName) |
This function is needed in order to retrieve the bone handle index for the anim.setBlendMaskEntry() and anim.getBlendMaskEntry(). More... | |
void | setManuallyControlled (int entityID, string boneName, int state) |
Set whether to override control to the user for this bone. This allows you to program the position, rotation and scale of the bone manually. More... | |
void | storeAnimTracks (int entityID, string boneName) |
Using this function you can store all the animation tracks and keyframes so you can destroy the bones animations to control it manually. More... | |
void | destroyAnimTracks (int entityID, string boneName) |
Using this function you can destroy all the animation tracks and keyframes on a bone to manually control it movement. If you do not call storeAnimTracks() first, then this function will call it for you :D. More... | |
void | restoreAnimTracks (int entityID, string boneName) |
Using this function you can restore all the animation tracks and keyframes on a bone to replace your code. Once set back and you have disabled manual control on a bone, then it will carry on animating with the rest of the mesh. More... | |
float3 | getPositionOffset (int entityID, string boneName) |
Get a world space position offset from a bone, this is useful for putting a sword in a hand, or raycasting from a bones location with an offset. More... | |
This area covers Entity Bone Controls. Use as bone.function()
void bone::destroyAnimTracks | ( | int | entityID, |
string | boneName | ||
) |
Using this function you can destroy all the animation tracks and keyframes on a bone to manually control it movement. If you do not call storeAnimTracks() first, then this function will call it for you :D.
NOTE: It is important to manually restore the animation tracks since this is an advanced feature.
entityID | : The entity in the scene you wish to edit their bones. |
boneName | : The bone name to destroy all animation tracks on. |
The following is a Small Example on how to use this function:
function onInit(objID) bone.destroyAnimTracks(obj, "Bip001_Head"); -- destroy to empty all tracks. bone.setManuallyControlled(obj, "Bip001_Head", 1); end function onUpdate(td) bone.yaw(obj, "Bip001_Head", 1); end function onStop() bone.restoreAnimTracks(obj, "Bip001_Head"); -- replace all anim tracks, for next time play. end
int bone::getHandle | ( | int | entityID, |
string | boneName | ||
) |
This function is needed in order to retrieve the bone handle index for the anim.setBlendMaskEntry() and anim.getBlendMaskEntry().
entityID | : The entity in the scene you wish to edit their bones. |
boneName | : The bone name to get the orientation. |
The following is a Small Example on how to use this function:
function onInit(objID) boneHnd = bone.getHandle(obj, "Bip001_Head"); bone.setBlendMaskEntry(obj, "myAnimation", boneHnd, 0.5); -- apply animation on this bone by 50% all the time. end
float4 bone::getInitialOrientation | ( | int | entityID, |
string | boneName | ||
) |
Get the initial rotation quaternion of a bone based on the original bind pose.
entityID | : The entity in the scene you wish to edit their bones. |
boneName | : The bone name to get the orientation. |
The following is a Small Example on how to use this function:
function onInit(objID) initialRot = newType.vec4(bone.getInitialOrientation(obj, "Bip001_Head")); end
float3 bone::getInitialPosition | ( | int | entityID, |
string | boneName | ||
) |
Get the initial position of a bone based on the original bind pose.
entityID | : The entity in the scene you wish to edit their bones. |
boneName | : The bone name to get the orientation. |
The following is a Small Example on how to use this function:
function onInit(objID) initialPos = newType.vec3(bone.getInitialPosition(obj, "Bip001_Head")); end
float3 bone::getInitialScale | ( | int | entityID, |
string | boneName | ||
) |
Get the initial scale quaternion of a bone based on the original bind pose.
entityID | : The entity in the scene you wish to edit their bones. |
boneName | : The bone name to get the orientation. |
The following is a Small Example on how to use this function:
function onInit(objID) initialScale = newType.vec3(bone.getInitialScale(obj, "Bip001_Head")); end
float4 bone::getLocalOrientation | ( | int | entityID, |
string | boneName | ||
) |
Get the local orientation of a bone relative to its parent.
entityID | : The entity in the scene you wish to edit their bones. |
boneName | : The bone name to get the orientation. |
The following is a Small Example on how to use this function:
function onInit(objID) localOrientation = newType.vec4(bone.getLocalOrientation(obj, "Bip001_Head")); end
float3 bone::getLocalPosition | ( | int | entityID, |
string | boneName | ||
) |
Get the local position of a bone relative to its parent.
entityID | : The entity in the scene you wish to edit their bones. |
boneName | : The bone name to get the position. |
The following is a Small Example on how to use this function:
function onInit(objID) x,y,z = bone.getLocalPosition(obj, "Bip001_Head"); end
float3 bone::getPositionOffset | ( | int | entityID, |
string | boneName | ||
) |
Get a world space position offset from a bone, this is useful for putting a sword in a hand, or raycasting from a bones location with an offset.
It is always a good idea to put bones in places you want to get an exact position from, but this is always a good second option.
entityID | : The entity in the scene you wish to edit their bones. |
boneName | : The bone name to destroy all animation tracks on. |
The following is a Small Example on how to use this function:
function onUpdate(td) offset = newType.vec3(bone.getPositionOffset(obj, "Bip001_R_Hand")); bonePos = newType.vec3(bone.getWorldPosition(obj, "Bip001_R_Hand")); entity.setPosition(swordID, bonePos.x + offset.x, bonePos.y + offset.y, bonePos.z + offset.z); end
float3 bone::getScale | ( | int | entityID, |
string | boneName | ||
) |
Get the scale of the bone.
entityID | : The entity in the scene you wish to edit their bones. |
boneName | : The bone name to get the orientation. |
The following is a Small Example on how to use this function:
function onInit(objID) scale = newType.vec3(bone.getScale(obj, "Bip001_Head")); end
float4 bone::getWorldOrientation | ( | int | entityID, |
string | boneName | ||
) |
Get the world orientation of a bone relative to the world space zero.
entityID | : The entity in the scene you wish to edit their bones. |
boneName | : The bone name to get the orientation. |
The following is a Small Example on how to use this function:
function onInit(objID) localOrientation = newType.vec4(bone.getWorldOrientation(obj, "Bip001_Head")); end
float3 bone::getWorldPosition | ( | int | entityID, |
string | boneName | ||
) |
Get the world position of a bone relative to the world space zero.
entityID | : The entity in the scene you wish to edit their bones. |
boneName | : The bone name to get the position. |
The following is a Small Example on how to use this function:
function onInit(objID) position = newType.vec3(bone.getWorldPosition(obj, "Bip001_Head")); end
void bone::pitch | ( | int | entityID, |
string | boneName, | ||
float | degree | ||
) |
pitch a bone locally by a certain degree. is an acculative effect. Keep adding 1 to rotate continuously.
entityID | : The entity in the scene you wish to edit their bones. |
boneName | : The bone name to get the orientation. |
degree | : The angle in degrees to pitch the bone. |
The following is a Small Example on how to use this function:
function onInit(objID) bone.pitch(obj, "Bip001_Head", 1); end
void bone::printBones | ( | int | entityID | ) |
Calling this function and passing the entity id as an argument will print all bone names associated with the skeleton. This is useful when you dont know what the names are. Recommended to place in the onInit() to always know the bones. Then remove the line when releasing your game.
entityID | : The entity in the scene you wish to edit their bones. |
The following is a Small Example on how to use this function:
function onInit(objID) printBones(obj); end
void bone::restoreAnimTracks | ( | int | entityID, |
string | boneName | ||
) |
Using this function you can restore all the animation tracks and keyframes on a bone to replace your code. Once set back and you have disabled manual control on a bone, then it will carry on animating with the rest of the mesh.
This must be called in the onStop() otherwise you may experience weird issues in editor or next play.
entityID | : The entity in the scene you wish to edit their bones. |
boneName | : The bone name to destroy all animation tracks on. |
The following is a Small Example on how to use this function:
function onInit(objID) bone.storeAnimTracks(obj, "Bip001_Head"); bone.destroyAnimTracks(obj, "Bip001_Head"); -- destroy to empty all tracks. bone.setManuallyControlled(obj, "Bip001_Head", 1); end function onUpdate(td) bone.yaw(obj, "Bip001_Head", 1); end function onStop() bone.restoreAnimTracks(obj, "Bip001_Head"); -- replace all anim tracks, for next time play. end
void bone::roll | ( | int | entityID, |
string | boneName, | ||
float | degree | ||
) |
roll a bone locally by a certain degree. is an acculative effect. Keep adding 1 to rotate continuously.
entityID | : The entity in the scene you wish to edit their bones. |
boneName | : The bone name to get the orientation. |
degree | : The angle in degrees to roll the bone. |
The following is a Small Example on how to use this function:
function onInit(objID) bone.roll(obj, "Bip001_Head", 1); end
void bone::scale | ( | int | entityID, |
string | boneName, | ||
float | scaleX, | ||
float | scaleY, | ||
float | scaleZ | ||
) |
scale a bone accumulatively. Unlike bone.setScale(), this is added to the previous scale rather than setting a scale.
entityID | : The entity in the scene you wish to edit their bones. |
boneName | : The bone name to get the orientation. |
scaleX | The acculative X Axis to scale by. |
scaleY | The acculative X Axis to scale by. |
scaleZ | The acculative X Axis to scale by. |
The following is a Small Example on how to use this function:
function onUpdate(td) bone.scale(obj, "Bip001_Head", 1.2, 1.2, 1.2); end
void bone::setLocalOrientation | ( | int | entityID, |
string | boneName, | ||
float | OrientW, | ||
float | OrientX, | ||
float | OrientY, | ||
float | OrientZ | ||
) |
Set the local orientation of a bone relative to its parent bone.
entityID | : The entity in the scene you wish to edit their bones. |
boneName | : The bone name to get the orientation. |
OrientW | : Set the Rotation(Quaternion) W Axis Component. |
OrientX | : Set the Rotation(Quaternion) X Axis Component. |
OrientY | : Set the Rotation(Quaternion) Y Axis Component. |
OrientZ | : Set the Rotation(Quaternion) Z Axis Component. |
The following is a Small Example on how to use this function:
function onInit(objID) quat = newType.vec4(0,0,0,0); bone.setLocalOrientation(obj, "Bip001_Head", quat.w, quat.x,quat.y,quat.z); end
void bone::setLocalPosition | ( | int | entityID, |
string | boneName, | ||
float | posX, | ||
float | posY, | ||
float | posZ | ||
) |
Set the local position of a bone. This is a position relative to its parent bone.
entityID | : The entity in the scene you wish to edit their bones. |
boneName | : The bone name to get the orientation. |
posX | : Set the Position X Axis Component. |
posY | : Set the Position Y Axis Component. |
posZ | : Set the Position Z Axis Component. |
The following is a Small Example on how to use this function:
function onInit(objID) position = newType.vec3(0,0,0); bone.setLocalPosition(obj, "Bip001_Head", position.x,position.y,position.z); end
void bone::setManuallyControlled | ( | int | entityID, |
string | boneName, | ||
int | state | ||
) |
Set whether to override control to the user for this bone. This allows you to program the position, rotation and scale of the bone manually.
It is best if you use storeAnimTracks() before editing a bones animation in the onInit() and restoreAnimTracks() the animations in the onStop().
NOTE: It is important to manually restore the animation tracks since this is an advanced feature.
entityID | : The entity in the scene you wish to edit their bones. |
boneName | : The bone name to get the orientation. |
state | 1 - true, 0 - false. Set to overwrite the bone or not. |
The following is a Small Example on how to use this function:
function onInit(objID) bone.setManuallyControlled(obj, "Bip001_Head", 1); end
void bone::setScale | ( | int | entityID, |
string | boneName, | ||
float | scaleX, | ||
float | scaleY, | ||
float | scaleZ | ||
) |
Set the scale of a bone, useful for exploding character limbs lol.
entityID | : The entity in the scene you wish to edit their bones. |
boneName | : The bone name to get the orientation. |
scaleX | : Set the Rotation(Quaternion) X Axis Component. |
scaleY | : Set the Rotation(Quaternion) Y Axis Component. |
scaleZ | : Set the Rotation(Quaternion) Z Axis Component. |
The following is a Small Example on how to use this function:
function onInit(objID) scale = newType.vec3(1,1,1); bone.setScale(obj, "Bip001_Head", scale.x,scale.y,scale.z); end
void bone::setWorldOrientation | ( | int | entityID, |
string | boneName, | ||
float | OrientW, | ||
float | OrientX, | ||
float | OrientY, | ||
float | OrientZ | ||
) |
Set the world orientation of a bone relative to world space zero.
entityID | : The entity in the scene you wish to edit their bones. |
boneName | : The bone name to get the orientation. |
OrientW | : Set the Rotation(Quaternion) W Axis Component. |
OrientX | : Set the Rotation(Quaternion) X Axis Component. |
OrientY | : Set the Rotation(Quaternion) Y Axis Component. |
OrientZ | : Set the Rotation(Quaternion) Z Axis Component. |
The following is a Small Example on how to use this function:
function onInit(objID) quat = newType.vec4(0,0,0,0); bone.setWorldOrientation(obj, "Bip001_Head", quat.w, quat.x,quat.y,quat.z); end
void bone::setWorldPosition | ( | int | entityID, |
string | boneName, | ||
float | posX, | ||
float | posY, | ||
float | posZ | ||
) |
Set the world space position of a bone. This is a position relative to world space zero.
entityID | : The entity in the scene you wish to edit their bones. |
boneName | : The bone name to get the orientation. |
posX | : Set the Position X Axis Component. |
posY | : Set the Position Y Axis Component. |
posZ | : Set the Position Z Axis Component. |
The following is a Small Example on how to use this function:
function onInit(objID) position = newType.vec3(0,0,0); bone.setWorldPosition(obj, "Bip001_Head", position.x,position.y,position.z); end
void bone::storeAnimTracks | ( | int | entityID, |
string | boneName | ||
) |
Using this function you can store all the animation tracks and keyframes
so you can destroy the bones animations to control it manually.
NOTE: It is important to manually restore the animation tracks since this is an advanced feature.
entityID | : The entity in the scene you wish to edit their bones. |
boneName | : The bone name to store animation tracks for |
The following is a Small Example on how to use this function:
function onInit(objID) bone.storeAnimTracks(obj, "Bip001_Head"); bone.destroyAnimTracks(obj, "Bip001_Head"); -- destroy to empty all tracks. bone.setManuallyControlled(obj, "Bip001_Head", 1); end function onUpdate(td) bone.yaw(obj, "Bip001_Head", 1); end function onStop() bone.restoreAnimTracks(obj, "Bip001_Head"); -- replace all anim tracks, for next time play. end
void bone::yaw | ( | int | entityID, |
string | boneName, | ||
float | degree | ||
) |
yaw a bone locally by a certain degree. is an acculative effect. Keep adding 1 to rotate continuously.
entityID | : The entity in the scene you wish to edit their bones. |
boneName | : The bone name to get the orientation. |
degree | : The angle in degrees to yaw the bone. |
The following is a Small Example on how to use this function:
function onInit(objID) bone.yaw(obj, "Bip001_Head", 1); end