MeshComponent - stingray.MeshComponent object reference - Stingray Lua API Reference

stingray.MeshComponent object reference

Description

A component that can store arbitrary values accessed by keys.

Functions

Parameters

self :

stingray.MeshComponent

Specifies the object instance that this function will act on.

You may use the colon : calling syntax to call this function on an instance of this object. If you do so, you must omit this parameter. For more information, see this Stingray help topic, or this page in the Lua documentation.

entity :

stingray.Entity

The entity.

id :

any(integer, string)

The component id.

The any(...) notation indicates that this item may be an instance of any of the types shown in the parentheses.
Returns

integer

The component instance.

Parameters

mc :

stingray.MeshComponent

The mesh component.

entity :

stingray.Entity

The entity that we should create a mesh component for.

id :

any(integer, string)

The component instance ID.

The any(...) notation indicates that this item may be an instance of any of the types shown in the parentheses.

scene_resource :

string

The scene resource where the mesh resides.

mesh_name :

string

The name of the mesh in the scene resource.

Returns

integer

The ID of the component.

The mesh component will draw the specified mesh in the specified scene resource.

You can add multiple mesh components to an entity. The entity will draw all the meshes of all its different mesh components.

Parameters

self :

stingray.MeshComponent

Specifies the object instance that this function will act on.

You may use the colon : calling syntax to call this function on an instance of this object. If you do so, you must omit this parameter. For more information, see this Stingray help topic, or this page in the Lua documentation.

instance :

integer

The component instance to destroy.

Returns
This function does not return any values.
Parameters

self :

stingray.MeshComponent

Specifies the object instance that this function will act on.

You may use the colon : calling syntax to call this function on an instance of this object. If you do so, you must omit this parameter. For more information, see this Stingray help topic, or this page in the Lua documentation.

entity :

stingray.Entity

The entity to destroy all component instances for.

Returns
This function does not return any values.
Parameters

self :

stingray.MeshComponent

Specifies the object instance that this function will act on.

You may use the colon : calling syntax to call this function on an instance of this object. If you do so, you must omit this parameter. For more information, see this Stingray help topic, or this page in the Lua documentation.

instance :

integer

The component instance.

key :

any(string, string[])

The key for the property whose value you want to get.

The any(...) notation indicates that this item may be an instance of any of the types shown in the parentheses.
Returns

any*

The value of the key.

The * notation indicates that there may be zero or more instances of the specified type.

The key can either be a dot separated string "fog.color.red" or an array of strings {"fog", "color", "red"}. Both methods can be used interchangeably.

The value will be one of the values supported by the property system: nil, boolean, number, string or an array of floats.

Float arrays are returned as multiple return values. Use a wrapper if you want them as a table or a Vector3.

If the key doesn't exist, nil will be returned.

Parameters

self :

stingray.MeshComponent

Specifies the object instance that this function will act on.

You may use the colon : calling syntax to call this function on an instance of this object. If you do so, you must omit this parameter. For more information, see this Stingray help topic, or this page in the Lua documentation.

entity :

stingray.Entity

The entity.

id :

integer

The component instance id.

key :

any(string, string[])

The key for the property whose value you want to get.

The any(...) notation indicates that this item may be an instance of any of the types shown in the parentheses.
Returns

any*

The value of the key.

The * notation indicates that there may be zero or more instances of the specified type.

The key can either be a dot separated string "fog.color.red" or an array of strings {"fog", "color", "red"}. Both methods can be used interchangeably.

The value will be one of the values supported by the property system: nil, boolean, number, string or an array of floats.

Float arrays are returned as multiple return values. Use a wrapper if you want them as a table or a Vector3.

If the key doesn't exist, nil will be returned.

Calling this function will do an additional lookup from the specified component id to component instance. When getting multiple properties it is better to to first lookup the component instance with the component id and then call get_property.

Parameters

self :

stingray.MeshComponent

Specifies the object instance that this function will act on.

You may use the colon : calling syntax to call this function on an instance of this object. If you do so, you must omit this parameter. For more information, see this Stingray help topic, or this page in the Lua documentation.

entity :

stingray.Entity

The entity.

Returns

integer*

All entity component instances.

The * notation indicates that there may be zero or more instances of the specified type.

Note that the instances are returned on the stack.

Parameters

self :

stingray.MeshComponent

Specifies the object instance that this function will act on.

You may use the colon : calling syntax to call this function on an instance of this object. If you do so, you must omit this parameter. For more information, see this Stingray help topic, or this page in the Lua documentation.

entity :

stingray.Entity

The entity.

Returns

integer*

All entity instance IDs.

The * notation indicates that there may be zero or more instances of the specified type.

Note that the IDs are returned on the stack.

Parameters

self :

stingray.MeshComponent

Specifies the object instance that this function will act on.

You may use the colon : calling syntax to call this function on an instance of this object. If you do so, you must omit this parameter. For more information, see this Stingray help topic, or this page in the Lua documentation.

entity :

stingray.Entity

The entity.

id :

integer

The component instance id.

Returns

integer

The component instance.

Parameters

mc :

stingray.MeshComponent

The mesh component.

entity :

stingray.Entity

The entity of which this mesh component is a part of.

id :

integer

The instance id of the mesh component.

Returns

stingray.Mesh

The mesh object.

Parameters

mc :

stingray.MeshComponent

The mesh component.

entity :

stingray.Entity

The entity of which this mesh component is a part of.

id :

integer

The instance id of the mesh component.

Returns

stingray.Matrix4x4

Transformation matrix of the bounding box

stingray.Vector3

Maximum

Parameters

mc :

stingray.MeshComponent

The mesh component.

entity :

stingray.Entity

The entity of which this mesh component is a part of.

id :

integer

The instance id of the mesh component.

from :

stingray.Vector3

Starting point of the raycast.

dir :

stingray.Vector3

Direction of the raycast.

hidden_meshes :

boolean

Whether the raycast should intersect with hidden meshes.

distance_along_ray :

number

Best distance along ray.

Returns

number

Hit distance along ray

stingray.Vector3

Normal at hit point

Parameters

mc :

stingray.MeshComponent

The mesh component.

entity :

stingray.Entity

The entity of which this mesh component is a part of.

id :

integer

The instance id of the mesh component.

slot :

string

The name of the material in the .scene resource.

material_resource :

string

The name of the material resource that contains the material we want to set.

Returns
This function does not return any values.

The slot should match one of the materials used by the mesh in the .scene resource. That material will be replaced by the material with name material from the .material resource with name material_resource.

Parameters

self :

stingray.MeshComponent

Specifies the object instance that this function will act on.

You may use the colon : calling syntax to call this function on an instance of this object. If you do so, you must omit this parameter. For more information, see this Stingray help topic, or this page in the Lua documentation.

entities :

table

A list of entities to set parent/child relationships for.

parent_indices :

table

A list of the same length as the entity list of parent indexes. Use false as an index for an entity that has no parent.

Returns
This function does not return any values.

This function should be called after adding and configuring all components, but before spawned.

Parameters

self :

stingray.MeshComponent

Specifies the object instance that this function will act on.

You may use the colon : calling syntax to call this function on an instance of this object. If you do so, you must omit this parameter. For more information, see this Stingray help topic, or this page in the Lua documentation.

instance :

integer

The component instance.

key :

any(string, string[])

The key for the property whose value you want to set.

The any(...) notation indicates that this item may be an instance of any of the types shown in the parentheses.

value :

any

The value to set for the key.

Returns
This function does not return any values.

The key can either be a dot separated string "fog.color.red" or an array of strings {"fog", "color", "red"}. Both methods can be used interchangeably.

The value can be any value supported by the property system: nil, boolean, number, string or an array of floats.

You can use a Vector3 or a Quaternion instead of passing an array of 3 or 4 floats.

Setting the value to nil can be used to erase the property.

Parameters

self :

stingray.MeshComponent

Specifies the object instance that this function will act on.

You may use the colon : calling syntax to call this function on an instance of this object. If you do so, you must omit this parameter. For more information, see this Stingray help topic, or this page in the Lua documentation.

entity :

stingray.Entity

The entity.

id :

integer

The component instance id.

key :

any(string, string[])

The key for the property whose value you want to set.

The any(...) notation indicates that this item may be an instance of any of the types shown in the parentheses.

value :

any

The value to set for the key.

Returns

integer

The component instance.

The key can either be a dot separated string "fog.color.red" or an array of strings {"fog", "color", "red"}. Both methods can be used interchangeably.

The value can be any value supported by the property system: nil, boolean, number, string or an array of floats.

You can use a Vector3 or a Quaternion instead of passing an array of 3 or 4 floats.

Setting the value to nil can be used to erase the property.

Calling this function will do an additional lookup from the specified component id to component instance. When setting multiple properties it is better to to first lookup the component instance with the component id and then call set_property.

Parameters

self :

stingray.MeshComponent

Specifies the object instance that this function will act on.

You may use the colon : calling syntax to call this function on an instance of this object. If you do so, you must omit this parameter. For more information, see this Stingray help topic, or this page in the Lua documentation.

entities :

table

A list of entities to call spawned for.

Returns
This function does not return any values.

This should be called after creating and configuring and entity and its components, to finalize its introduction to the world.