Open Dev Kit Documentation :: Game :: Object
Game.ObjectGeneric 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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