/// <summary>
/// Set the camera to orbit around the given object, or if none is given, around the given point.
///                     @param orbitObject The object to orbit around.  If no object is given (0 or blank string is passed in) use the orbitPoint instead
///                     @param orbitPoint The point to orbit around when no object is given.  In the form of \"x y z ax ay az aa\" such as returned by SceneObject::getTransform().
///                     @param minDistance The minimum distance allowed to the orbit object or point.
///                     @param maxDistance The maximum distance allowed from the orbit object or point.
///                     @param initDistance The initial distance from the orbit object or point.
///                     @param ownClientObj [optional] Are we orbiting an object that is owned by us?  Default is false.
///                     @param offset [optional] An offset added to the camera's position.  Default is no offset.
///                     @param locked [optional] Indicates the camera does not receive input from the player.  Default is false.
///                     @see Camera::setOrbitObject()
///                     @see Camera::setOrbitPoint())
/// 
/// </summary>
public  void setOrbitMode(string camera, string orbitObject, TransformF orbitPoint, float minDistance, float maxDistance, float initDistance, bool ownClientObj, Point3F offset, bool xlocked){
m_ts.fnCamera_setOrbitMode(camera, orbitObject, orbitPoint.AsString(), minDistance, maxDistance, initDistance, ownClientObj, offset.AsString(), xlocked);
}
/// <summary>
/// @brief Multiply the two matrices.
///    @param left First transform.
///    @param right Right transform.
///    @return Concatenation of the two transforms.
///    @ingroup Matrices )
/// 
/// </summary>
public  TransformF MatrixMultiply(TransformF left, TransformF right){
return new TransformF ( m_ts.fn_MatrixMultiply(left.AsString(), right.AsString()));
}
/// <summary>
/// @brief Multiply the vector by the transform assuming that w=0.
///    This function will multiply the given vector by the given transform such that translation will 
///    not affect the vector.
///    @param transform A transform.
///    @param vector A vector.
///    @return The transformed vector.
///    @ingroup Matrices)
/// 
/// </summary>
public  Point3F MatrixMulVector(TransformF transform, Point3F vector){
return new Point3F ( m_ts.fn_MatrixMulVector(transform.AsString(), vector.AsString()));
}
/// <summary>
/// @brief Check if there is the space at the given transform is free to spawn into.
/// 
///    The shape's bounding box volume is used to check for collisions at the given world 
///    transform.  Only interior and static objects are checked for collision.
/// 
///    @param txfm Deploy transform to check
///    @return True if the space is free, false if there is already something in 
///    the way.
/// 
///    @note This is a server side only check, and is not actually limited to spawning.)
/// 
/// </summary>
public  bool checkDeployPos(string shapebasedata, TransformF txfm){
return m_ts.fnShapeBaseData_checkDeployPos(shapebasedata, txfm.AsString());
}
/// <summary>
/// @brief Multiply the given point by the given transform assuming that w=1.
///    This function will multiply the given vector such that translation with take effect.
///    @param transform A transform.
///    @param point A vector.
///    @return The transformed vector.
///    @ingroup Matrices)
/// 
/// </summary>
public  Point3F MatrixMulPoint(TransformF transform, Point3F point){
return new Point3F ( m_ts.fn_MatrixMulPoint(transform.AsString(), point.AsString()));
}
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 public void TurretShapeDataDamage(coTurretShape thisobj, coShapeBase sourceObject, TransformF position, float damage, string damagetype)
     {
     ((coTurretShapeData)(thisobj.getDataBlock())).call("damage", thisobj, position.AsString(), sourceObject, damage.AsString(), damagetype);
     }
/// <summary>
/// Set the object's transform (orientation and position).
///    @param txfm object transform to set )
/// 
/// </summary>
public  void setTransform(string sceneobject, TransformF txfm){
m_ts.fnSceneObject_setTransform(sceneobject, txfm.AsString());
}
 /// <summary>
 /// @brief Check if there is the space at the given transform is free to spawn into.
 /// 
 ///    The shape's bounding box volume is used to check for collisions at the given world 
 ///    transform.  Only interior and static objects are checked for collision.
 /// 
 ///    @param txfm Deploy transform to check
 ///    @return True if the space is free, false if there is already something in 
 ///    the way.
 /// 
 ///    @note This is a server side only check, and is not actually limited to spawning.)
 /// 
 /// </summary>
 public bool checkDeployPos(TransformF txfm)
     {
     return TorqueScriptTemplate.m_ts.fnShapeBaseData_checkDeployPos(_mSimObjectId, txfm.AsString());
     }
/// <summary>
/// Normal, Linear), 
/// 											      @brief Adds a new knot to the front of a path camera's path.
/// 													@param transform Transform for the new knot. In the form of \"x y z ax ay az aa\" such as returned by SceneObject::getTransform()
/// 													@param speed Speed setting for this knot.
/// 													@param type Knot type (Normal, Position Only, Kink).
/// 													@param path %Path type (Linear, Spline).
/// 													@tsexample
/// 														// Transform vector for new knot. (Pos_X,Pos_Y,Pos_Z,Rot_X,Rot_Y,Rot_Z,Angle)
/// 														%transform = \"15.0 5.0 5.0 1.4 1.0 0.2 1.0\"
/// 														// Speed setting for knot.
/// 														%speed = \"1.0\";
/// 														// Knot type. (Normal, Position Only, Kink)
/// 														%type = \"Normal\";
/// 														// Path Type. (Linear, Spline)
/// 														%path = \"Linear\";
/// 														// Inform the path camera to add a new knot to the front of its path
/// 														%pathCamera.pushFront(%transform, %speed, %type, %path);
/// 													@endtsexample)
/// 
/// </summary>
public  void pushFront(string pathcamera, TransformF transform, float speed, string type, string path){
m_ts.fnPathCamera_pushFront(pathcamera, transform.AsString(), speed, type, path);
}
 /// <summary>
 /// @brief Mount objB to this object at the desired slot with optional transform.
 /// 
 ///    @param objB  Object to mount onto us
 ///    @param slot  Mount slot ID
 ///    @param txfm (optional) mount offset transform
 ///    @return true if successful, false if failed (objB is not valid) )
 /// 
 /// </summary>
 public bool mountObject(string objB, int slot, TransformF txfm)
     {
     return TorqueScriptTemplate.m_ts.fnSceneObject_mountObject(_mSimObjectId, objB, slot, txfm.AsString());
     }
 /// <summary>
 /// Set the object's transform (orientation and position).
 ///    @param txfm object transform to set )
 /// 
 /// </summary>
 public void setTransform(TransformF txfm)
     {
     TorqueScriptTemplate.m_ts.fnSceneObject_setTransform(_mSimObjectId, txfm.AsString());
     }
 /// <summary>
 /// @brief Used on the server to play a 3D sound that is not attached to any object.
 ///    
 ///    @param profile The SFXProfile that defines the sound to play.
 ///    @param location The position and orientation of the 3D sound given in the form of \"x y z ax ay az aa\".
 /// 
 ///    @tsexample
 ///    function ServerPlay3D(%profile,%transform)
 ///    {
 ///       // Play the given sound profile at the given position on every client
 ///       // The sound will be transmitted as an event, not attached to any object.
 ///       for(%idx = 0; %idx  ClientGroup.getCount(); %idx++)
 ///          ClientGroup.getObject(%idx).play3D(%profile,%transform);
 ///    }
 ///    @endtsexample)
 /// 
 /// </summary>
 public bool play3D(string profile, TransformF location)
     {
     return TorqueScriptTemplate.m_ts.fnGameConnection_play3D(_mSimObjectId, profile, location.AsString());
     }
 /// <summary>
 /// Normal, Linear), 
 /// 											      @brief Adds a new knot to the front of a path camera's path.
 /// 													@param transform Transform for the new knot. In the form of \"x y z ax ay az aa\" such as returned by SceneObject::getTransform()
 /// 													@param speed Speed setting for this knot.
 /// 													@param type Knot type (Normal, Position Only, Kink).
 /// 													@param path %Path type (Linear, Spline).
 /// 													@tsexample
 /// 														// Transform vector for new knot. (Pos_X,Pos_Y,Pos_Z,Rot_X,Rot_Y,Rot_Z,Angle)
 /// 														%transform = \"15.0 5.0 5.0 1.4 1.0 0.2 1.0\"
 /// 														// Speed setting for knot.
 /// 														%speed = \"1.0\";
 /// 														// Knot type. (Normal, Position Only, Kink)
 /// 														%type = \"Normal\";
 /// 														// Path Type. (Linear, Spline)
 /// 														%path = \"Linear\";
 /// 														// Inform the path camera to add a new knot to the front of its path
 /// 														%pathCamera.pushFront(%transform, %speed, %type, %path);
 /// 													@endtsexample)
 /// 
 /// </summary>
 public void pushFront(TransformF transform, float speed, string type, string path)
     {
     TorqueScriptTemplate.m_ts.fnPathCamera_pushFront(_mSimObjectId, transform.AsString(), speed, type, path);
     }
 /// <summary>
 /// Return the integer character code value corresponding to the first character in the given string.
 ///     )
 /// 
 /// </summary>
 public TransformF dnt_testcase_15(TransformF chr)
     {
     return new TransformF(m_ts.fn_dnt_testcase_15(chr.AsString()));
     }
/// <summary>
/// Set the camera to orbit around a given point.
///                     @param orbitPoint The point to orbit around.  In the form of \"x y z ax ay az aa\" such as returned by SceneObject::getTransform().
///                     @param minDistance The minimum distance allowed to the orbit object or point.
///                     @param maxDistance The maximum distance allowed from the orbit object or point.
///                     @param initDistance The initial distance from the orbit object or point.
///                     @param offset [optional] An offset added to the camera's position.  Default is no offset.
///                     @param locked [optional] Indicates the camera does not receive input from the player.  Default is false.
///                     @see Camera::setOrbitMode())
/// 
/// </summary>
public  void setOrbitPoint(string camera, TransformF orbitPoint, float minDistance, float maxDistance, float initDistance, Point3F offset, bool xlocked){
m_ts.fnCamera_setOrbitPoint(camera, orbitPoint.AsString(), minDistance, maxDistance, initDistance, offset.AsString(), xlocked);
}
/// <summary>
/// @brief Mount objB to this object at the desired slot with optional transform.
/// 
///    @param objB  Object to mount onto us
///    @param slot  Mount slot ID
///    @param txfm (optional) mount offset transform
///    @return true if successful, false if failed (objB is not valid) )
/// 
/// </summary>
public  bool mountObject(string sceneobject, string objB, int slot, TransformF txfm){
return m_ts.fnSceneObject_mountObject(sceneobject, objB, slot, txfm.AsString());
}
/// <summary>
/// @brief Used on the server to play a 3D sound that is not attached to any object.
///    
///    @param profile The SFXProfile that defines the sound to play.
///    @param location The position and orientation of the 3D sound given in the form of \"x y z ax ay az aa\".
/// 
///    @tsexample
///    function ServerPlay3D(%profile,%transform)
///    {
///       // Play the given sound profile at the given position on every client
///       // The sound will be transmitted as an event, not attached to any object.
///       for(%idx = 0; %idx < ClientGroup.getCount(); %idx++)
///          ClientGroup.getObject(%idx).play3D(%profile,%transform);
///    }
///    @endtsexample)
/// 
/// </summary>
public  bool play3D(string gameconnection, string profile, TransformF location){
return m_ts.fnGameConnection_play3D(gameconnection, profile, location.AsString());
}
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 /// <summary>
 /// Set the camera to orbit around a given point.
 ///                     @param orbitPoint The point to orbit around.  In the form of \"x y z ax ay az aa\" such as returned by SceneObject::getTransform().
 ///                     @param minDistance The minimum distance allowed to the orbit object or point.
 ///                     @param maxDistance The maximum distance allowed from the orbit object or point.
 ///                     @param initDistance The initial distance from the orbit object or point.
 ///                     @param offset [optional] An offset added to the camera's position.  Default is no offset.
 ///                     @param locked [optional] Indicates the camera does not receive input from the player.  Default is false.
 ///                     @see Camera::setOrbitMode())
 /// 
 /// </summary>
 public void setOrbitPoint(TransformF orbitPoint, float minDistance, float maxDistance, float initDistance, Point3F offset, bool xlocked)
     {
     TorqueScriptTemplate.m_ts.fnCamera_setOrbitPoint(_mSimObjectId, orbitPoint.AsString(), minDistance, maxDistance, initDistance, offset.AsString(), xlocked);
     }