Documentation

Object - Open Dev Kit Documentation

Open Dev Kit Documentation :: Game :: Object

Game.Object
Generic object class

Functions

Copy ( Other Object )
Get All Children ( Type API Node* ) Object* Array
all nested children objects
Push ( Velocity 3D Vector, Time Float, Constant Boolean )
Moves an actor for a period of time with a specified velocity
Slide ( Distance 3D Vector, Time Float, Constant Boolean )
Moves an actor over a certain distance for a period of time
Move ( Position 3D Vector, Orientation 4D Vector (Quaternion), Time Float )
Moves an actor to a position over a certain period of time (3D physics only)

Properties

Owner Resource Object Resource*
resource that created this instance
Parent Object'
parent object
Children Object* Array
children objects
Scene Scene'
parented scene, changes with re-parenting
Position 3D Vector
translation of the object from its origin
Scale 3D Vector
scaling factor of the object; 1.0 to use actual size
Orientation 4D Vector (Quaternion)
orientation of the object
Raw Position 3D Vector
raw translation of the object from its origin
Raw Scale 3D Vector
raw scaling factor of the object
Raw Orientation 4D Vector (Quaternion)
raw orientation of the object
Raw Velocity 3D Vector
raw velocity of the object
Raw Angular Velocity 3D Vector
raw angular velocity of the object
Propagate Position Boolean
whether position changes should be propagated
Propagate Scale Boolean
whether scale changes should be propagated
Propagate Orientation Boolean
whether orientation changes should be propagated
Editor Position 3D Vector
previous position for smoother movement calculations
Editor Glow Float
to color selection better
Visible Boolean
object is visible
Selectable Boolean
object can receive mouse/cursor events if it is visible and hit-testing is enabled
Cursor Hit Test Boolean
render during cursor hit-testing making it capable of being selected and potentially obscuring other objects
Render Group String
name of render group
Render Split Boolean
whether it is required for its sub-objects to be drawn separately
Physics Type Physics Type
physics type of the object
Physics Density Float
substance mass per unit volume (kilograms per unit squared/cubed); affects how much force is needed to move the object
Physics Friction Float
friction strength (0.0 will slide easily, while 1.0 will resist slipping)
Physics Restitution Float
elasticity of collision (0.0 will halt on collision, while 1.0 will bounce without speed loss)
Physics Velocity Damping Float
reduction of velocity over time (0.0 will not slow down naturally, while 1.0 will slow down quickly naturally)
Physics Rotation Damping Float
reduction of rotation over time (0.0 will not slow down naturally, while 1.0 will slow down quickly naturally)
Physics Inertia Multiplier Float
factor applied to rotational accelerations (values below 0.5 will not function correctly, 1.0 will be most natural; 3D physics only)
Physics Solid Boolean
if object should bounce and not overlap from collisions
Physics Rotate Axes
if object should change orientation based on physics
Physics Translate Axes
if object should change translation based on physics (3D physics only)
Physics Orientation Axes
if object should set and retrieve orientation based on physics
Physics Sweep Boolean
if object should do extra sweep checks; generally not needed
Physics Sleep Boolean
if object can be deactivated if it stops moving for a period of time; may be needed to avoid duplicate collision events
Physics Maximum Velocity Float
maximum velocity object can reach (3D physics only)
Physics Maximum Rotation Float
maximum rotation object can reach in radians per second (3D physics only)
Physics Gravity Factor Float
factor that is applied to gravity on this object (1.0 will result in normal scene gravity)
Collision Objects Object' Array
all objects currently collided with this object
Velocity 3D Vector
velocity of the object
Angular Velocity 3D Vector
angular velocity of the object
Forces Physics Force Array
forces applied to the object
Animation Time Float
amount of time object has existed (used by default pose animation sequence)
Physics Queued Physics Queued
queued physics calculations
Matrix Local Matrix 4x 4
local matrix
Matrix World Matrix 4x 4
world matrix
Matrix Nest Matrix 4x 4
nested matrix
Position World 3D Vector
world position
Raw Position World 3D Vector
raw world position
Scale World 3D Vector
world scale
Orientation World 4D Vector (Quaternion)
world orientation
Raw Orientation World 4D Vector (Quaternion)
raw world orientation
Raw Orientation Nest 4D Vector (Quaternion)
raw nested orientation
Bounding Box Box
estimated maximum area occupied by this object
Bounding Box World Box
estimated maximum world area occupied by this object
Editor Highlight Color HDR
color used for editor highlighting
Tick Call Interval Float
time between object tick calls

Events

Collision Actor Started ( Actor Actor* )
Triggers when the object starts to collide with an actor
Collision Actor Ended ( Actor Actor* )
Triggers when the object ends colliding with an actor
Collision Started ( Object Object* )
Triggers when the object starts to collide with another object
Collision Ended ( Object Object* )
Triggers when the object ends colliding with another object
Created ( )
Triggers when the object is created in the scene
Ticked ( )
Triggers when the object is ticked (including physics processing)
Mouse Pressed ( Device Integer, Keybind Keybind* )
Triggers when the mouse button or touch is pressed on the object
Mouse Entered ( Device Integer )
Triggers when the cursor enters the object
Mouse Moved ( Device Integer )
Triggers when the cursor moves inside the object
Mouse Left ( Device Integer )
Triggers when the cursor leaves the object
Mouse Released ( Device Integer, Keybind Keybind* )
Triggers when the mouse button or touch is released from being on the object

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