/// <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())); }
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()); }
/// <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); }