A component that assigns a scene graph (node hierarchy) to an entity.
The scene graph is used for animating and skinning the entity.
Constructors and accessors
Other related reference items
Related help topics
create ( self, entity, id ) : integerCreates a component instance for the entity with the specified component id.
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self : | 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 : | 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. |
integer |
The component instance. |
destroy ( self, instance )Destroys a particular component instance for an entity.
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self : | 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. |
This function does not return any values. |
destroy_all ( self, entity )Destroys all component instance(s) for an entity.
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self : | 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 : | The entity to destroy all component instances for. |
This function does not return any values. |
get_property ( self, instance, key ) : any*Gets the value of a property key.
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self : | 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. |
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.
get_property_by_id ( self, entity, id, key ) : any*Gets the property value for the component instance matching the specified id.
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self : | 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 : | 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. |
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.
instances ( self, entity ) : integer*Returns all component instances for the specified entity.
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self : | 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 : | The entity. |
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.
instance_ids ( self, entity ) : integer*Returns the IDs for all the entity's components.
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self : | 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 : | The entity. |
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.
local_pose ( self, entity, node ) : stingray.Matrix4x4Returns the local pose of the node with respect to its parent.
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self : | 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 : | The entity. | |
node : | integer | The index of the node. |
The local pose of the node. |
local_position ( self, entity, node ) : stingray.Vector3Returns the local position of the node with respect to its parent.
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self : | 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 : | The entity. | |
node : | integer | The index of the node. |
The local position of the node. |
local_rotation ( self, entity, node ) : stingray.QuaternionReturns the local rotation of the node with respect to its parent.
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self : | 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 : | The entity. | |
node : | integer | The index of the node. |
The local rotation of the node. |
local_scale ( self, entity, node ) : stingray.Vector3Returns the local scale of the entity with respect to its parent.
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self : | 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 : | The entity. | |
node : | integer | The index of the node. |
The local scale of the node. |
lookup ( self, entity, id ) : integerReturns the component instance for the specified id.
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self : | 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 : | The entity. | |
id : | integer | The component instance id. |
integer |
The component instance. |
node_index ( self, entity, name ) : integerReturns the index of the node name in the scene graph.
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self : | 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 : | The entity. | |
name : | string | The name of the node. |
integer |
The index of the node with the specified name in the scene graph. |
If no such node exists, an error is raised.
num_nodes ( self, entity ) : integerReturns the number of nodes in the entity's scene graph component.
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self : | 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 : | The entity. |
integer |
The number of nodes in the entity's scene graph component. |
parent ( self, entity, node ) : integer?Returns the parent of a node in the scene graph component.
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self : | 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 : | The entity. | |
node : | integer | The index of the node. |
integer? |
The index of the parent node of the node, or nil if the node doesn't have a parent. The ? notation indicates that this type is optional: there may be zero or one instances of it. |
set_local_pose ( self, entity, node, pose )Sets the local pose of the node.
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self : | 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 : | The entity. | |
node : | integer | The index of the node. |
pose : | The new local pose of the node. |
This function does not return any values. |
Changing the local pose will immediately change the world pose of the node and all its children to reflect the new pose.
set_local_position ( self, entity, node, position )Sets the local position of the node.
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self : | 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 : | The entity. | |
node : | integer | The index of the node. |
position : | The new local position of the node. |
This function does not return any values. |
Changing the local position will immediately change the world position of the node and all its children to reflect the new local position.
set_local_rotation ( self, entity, node, rotation )Sets the local rotation of the node.
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self : | 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 : | The entity. | |
node : | integer | The index of the node. |
rotation : | The new local rotation of the node. |
This function does not return any values. |
Changing the local rotation will immediately change the world rotation of the node and all its children to reflect the new local rotation.
set_local_scale ( self, entity, node, scale )Sets the local scale of the node.
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self : | 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 : | The entity. | |
node : | integer | The index of the node. |
scale : | The new local scale of the node. |
This function does not return any values. |
Changing the local scale will immediately change the world scale of the node and all its children to reflect the new local scale.
set_parent ( self, entities, parent_indices )For each entity, looks in the parent_indices and sets the parent to the given parent index.
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self : | 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. |
This function does not return any values. |
This function should be called after adding and configuring all components, but before spawned.
set_property ( self, instance, key, value )Sets the value for a property key.
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self : | 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. |
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.
set_property_by_id ( self, entity, id, key, value ) : integerSets the property value and returns the component instance matching the specified id.
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self : | 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 : | 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. |
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.
spawned ( self, entities )For each entity, calls spawned for this component type.
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self : | 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. |
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.
world_pose ( self, entity, node ) : stingray.Matrix4x4Returns the world pose of the node.
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self : | 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 : | The entity. | |
node : | integer | The index of the node. |
The world pose of the node. |
world_position ( self, entity, node ) : stingray.Vector3Returns the world position of the node.
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self : | 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 : | The entity. | |
node : | integer | The index of the node. |
The world position of the node. |
world_rotation ( self, entity, node ) : stingray.QuaternionReturns the world rotation of the node.
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self : | 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 : | The entity. | |
node : | integer | The index of the node. |
The world rotation of the node. |