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Demoniak3D/LUA API: Objects Management library

The HYP_Object library is responsible for all the basic operations on the objects of the scene.
HYP_Object.AbsoluteToLocal
HYP_Object.AddChild
HYP_Object.AttachTexture
HYP_Object.AverageNormals
HYP_Object.Check_AABB_Collision
HYP_Object.Check_BS_Collision
HYP_Object.ClearAllMaterials
HYP_Object.Clone
HYP_Object.ComputeNormals
HYP_Object.ComputeTangentSpace
HYP_Object.CreateGizmo
HYP_Object.Destroy
HYP_Object.DestroyGizmo
HYP_Object.DetachAllTextures
HYP_Object.DetachTexture
HYP_Object.DisplayBoundingVolume
HYP_Object.DisplayTripod
HYP_Object.FreeAllTextures
HYP_Object.GetBoundingVolumeAbsoluteCenter
HYP_Object.GetAbsolutePosition
HYP_Object.GetAbsoluteTransformMatrix
HYP_Object.GetAbsolute_X_Axis
HYP_Object.GetAbsolute_Y_Axis
HYP_Object.GetAbsolute_Z_Axis
HYP_Object.GetAbsolutePitch
HYP_Object.GetAbsoluteYaw
HYP_Object.GetAbsoluteRoll
HYP_Object.GetActiveState
HYP_Object.GetBackFaceCullingState
HYP_Object.GetBlendingState
HYP_Object.GetBlendingFactors
HYP_Object.GetChild
HYP_Object.GetChildByIndex
HYP_Object.GetDepthBufferState
HYP_Object.GetDirection
HYP_Object.GetDistanceBetween
HYP_Object.GetIdFromName
HYP_Object.GetLightingState
HYP_Object.GetNameFromId
HYP_Object.GetNumChildren
HYP_Object.GetPitch
HYP_Object.GetPosition
HYP_Object.GetRenderState
HYP_Object.GetSize
HYP_Object.GetParent
HYP_Object.GetPickingState
HYP_Object.GetRoll
HYP_Object.GetTexturingState
HYP_Object.GetUpdateState
HYP_Object.GetUpdateTripodDirectionState
HYP_Object.GetYaw
HYP_Object.IsTypeOf
HYP_Object.PopTripod
HYP_Object.PushTripod
HYP_Object.RemoveChild
HYP_Object.RemoveSeam
HYP_Object.Render
HYP_Object.ResetTripod
HYP_Object.RotateObject
HYP_Object.SetAlphaMappedState
HYP_Object.SetActiveState
HYP_Object.SetBackFaceCullingState
HYP_Object.SetBlendingFactors
HYP_Object.SetBlendingState
HYP_Object.SetColor
HYP_Object.SetDepthBufferState
HYP_Object.SetDepthBufferWritingState
HYP_Object.SetDirection
HYP_Object.SetLightingState
HYP_Object.SetLineWidth
HYP_Object.SetMaterial
HYP_Object.SetNormalizationState
HYP_Object.SetOrientation
HYP_Object.SetPickingState
HYP_Object.SetPitch
HYP_Object.SetPolygonMode
HYP_Object.SetPosition
HYP_Object.SetReflectionState
HYP_Object.SetRenderState
HYP_Object.SetRoll
HYP_Object.SetScale
HYP_Object.SetShadowCasterState
HYP_Object.SetTexturingState
HYP_Object.SetUpdateState
HYP_Object.SetUpdateTripodDirectionState
HYP_Object.SetVBOState
HYP_Object.SetYaw
HYP_Object.Translate
HYP_Object.Update
HYP_Object.UpdateGeometryData
HYP_Object.UpdateTripod

GetNameFromId

GetNameFromId allows to get the numerical identifier of an object from its name. This function returns the "_ NULL _" character string if the identifier is not valid.
Syntax
object_name = HYP_Object.GetNameFromId( object_id );
  • object_id - [INTEGER] - object numerical identifier.
  • object_name - [STR127] - object name.

GetIdFromName

GetIdFromName allows to get the name of an object from its numerical identifier. This function returns -1 character string if the name is not valid.
Syntax
object_id = HYP_Object.GetIdFromName( object_name );
  • object_name - [STR127] - object name as specified in the XML script by the "name" attribute.
  • object_id - [INTEGER] - object numerical identifier.

DisplayTripod

DisplayTripod displays or hides the local reference mark (tripod or pivot) of the object.
Syntax
HYP_Object.DisplayTripod( object_name|object_id, state );
  • object_name - [STR127] - object name as specified in the XML script by the "name" attribute.
  • object_id - [INTEGER] - object numerical identifier.
  • state - [INTEGER] - enabled: 1 (TRUE) - disabled: 0 (FALSE).

ResetTripod

ResetTripod allows to re-intitialize the tripod of an object. The tripod of an object is equivalent to its local reference mark, i.e. a structure of data which contains all the information regarding the object transformations (position and orientation). The initialization of the tripod will set the position in <0.0, 0.0, 0.0> and will cancel the orientation.
Syntax
HYP_Object.ResetTripod( object_name|object_id );
  • object_name - [STR127] - object name as specified in the XML script by the "name" attribute.
  • object_id - [INTEGER] - object numerical identifier.

UpdateTripod

UpdateTripod allows to update the tripod of an object. The tripod of an object is equivalent to its local reference mark, i.e. a structure of data which contains all the information regarding the object transformations (position and orientation). The update of a tripod may be necessary to get for example the absolute position of an object. The HYP_Object.SetPosition() function modifies only the relative position of the object. If this object belongs to a complex hierarchy, only the HYP_Object.GetAbsolutePosition() function allows to get its position compared to the world reference mark (absolute reference mark). Normally, the tripod is updated once per frame but if its relative position is changed with a LUA script, and that the absolute position is needed later on, a call to HYP_Object.UpdateTripod() is necessary.
Syntax
HYP_Object.UpdateTripod( object_name|object_id );
  • object_name - [STR127] - object name as specified in the XML script by the "name" attribute.
  • object_id - [INTEGER] - object numerical identifier.

SetMaterial

SetMaterial allows to attach a material to an object. It is recommended first to call the HYP_Object.ClearAllMaterials() function in order to correctly initialize the internal list of the object materials.
Syntax
HYP_Object.SetMaterial( object_name|object_id, material_name|material_id );
  • object_name - [STR127] - object name as specified in the XML script by the "name" attribute.
  • object_id - [INTEGER] - object numerical identifier.
  • material_name - [STR127] - name of the material as specified in the XML script by the "name" attribute.
  • material_id - [INTEGER] - numerical identifier of the material.

ClearAllMaterials

ClearAllMaterials allows to remove all the materials of an object. After this function has been called, it is absolutely necessary to attach at least one material to the object, otherwise it will not be correctly rendered.
Syntax
HYP_Object.ClearAllMaterials( object_name|object_id );
  • object_name - [STR127] - object name as specified in the XML script by the "name" attribute.
  • object_id - [INTEGER] - object numerical identifier.

GetChild

GetChild allows to get a child in the hierarchy of a parent object. If successful, the function returns the identifier of the child; if not, it returns -1.
Syntax
id_child = HYP_Object.GetChild( parent_name| parent_id, child_name );
  • parent_name - [STR127] - name of the parent as specified in the XML script by the "name" attribute.
  • parent_id - [INTEGER] - numerical identifier of the parent.
  • child_name - [STR127] - name of the child you want to know the identifier.
  • id_child - [INTEGER] - numerical identifier of the child.
Remark
This function performs a complete search in the hierarchie of the parent, whatever is the depth of the hierarchy.

GetNumChildren

GetNumChildren allows to get the number of direct children of a parent. The number of direct children of an object is the number of children at the FIRST LEVEL of the hierarchy. If successful, the function returns the identifier of the child; if not, it returns -1.
Syntax
num_children = HYP_Object.GetNumChildren( parent_name| parent_id );
  • parent_name - [STR127] - name of the parent as specified in the XML script by the "name" attribute.
  • parent_id - [INTEGER] - numerical identifier of the parent.
  • num_children - [INTEGER] - number of direct children.

GetChildByIndex

GetChildByIndex allows to get a direct child (first level of hierarchy) of a parent. If successful, the function returns the identifier of the child; if not, it returns -1.
Syntax
id_child = HYP_Object.GetChildByIndex( parent_name| parent_id, index );
  • parent_name - [STR127] - name of the parent object as specified in the XML script by the "name" attribute.
  • parent_id - [INTEGER] - numerical identifier of the parent object.
  • index - [INTEGER] - numerical identifier of the child object.
  • id_child - [INTEGER] - numerical identifier of the child.
Example
function processChildren( parent )
	local num_children = HYP_Object.GetNumChildren( parent );
	local i=0;
	while(i<num_children) do
		id_child = HYP_Object.GetChildByIndex( parent, i );
		DoSomethingWithChild();
		processChildren( id_child );
		i = i + 1;
	end
end

processChildren( "humanModel" );


Clone

Clone allows to clone an object of the 3d scene.
Syntax
id_clone = HYP_Object.Clone( master_object_name| master_object_id, 
new_object_name );
  • master_object_name - [STR127] - name of the object to be cloned as specified in the XML script by the name attribute.
  • master_object_id - [INTEGER] - object numerical identifier to be cloned.
  • new_object_name - [STR127] - name to be given to the new object resulting from the cloning. This parameter is optional.
  • id_clone - [INTEGER] - numerical identifier of the clone.
Example
local i=0;
while(i<10) do
	id_clone = HYP_Object.Clone( "myMasterSphere" );
	HYP_Object.SetPosition( id_clone,  i*20.0, 0.0, 0.0 );
	i = i + 1;
end
Remark
The Clone() function applies only to the following objects:
  • MESH
  • MODEL
  • QUAD (primitive)
  • BOX (primitive)
  • SPHERE (primitive)

SetDepthBufferState

SetDepthBufferState allows to enable or disable the depth test (Z-buffer) for object rendering. The Z-buffer is fundamental to ensure correct rendering of the 3d object polygons.
Syntax
HYP_Object.SetDepthBufferState( name| id, state );
  • name - [STR127] - object name as specified in the XML script by the "name" attribute.
  • id - [INTEGER] - object numerical identifier.
  • state - [BOOLEAN] - enabled : TRUE (1) or disabled: FALSE (0).

GetDepthBufferState

GetDepthBufferState allows to know the activation state of the depth test (Z-buffer) for the object rendering.
Syntax
state = HYP_Object.SetDepthBufferState( name| id );
  • name - [STR127] - object name as specified in the XML script by the "name" attribute.
  • id - [INTEGER] - object numerical identifier.
  • state - [BOOLEAN] - enabled: TRUE(1) or disabled: FALSE (0).

SetVBOState

SetVBOState allows to enable or disable the Vertexes Buffer Object (VBO) for a mesh or a particular model. HYP_SetVBOState will take effect only if the graphics controller supports the vbo. The HardwareInfos utility may be used to check this feature (available on http://www.ozone3d.net).
Syntax
HYP_Object.SetVBOState( name| id, state );
  • name - [STR127] - object name as specified in the XML script by the "name" attribute.
  • id - [INTEGER] - object numerical identifier.
  • state - [BOOLEAN] - enables (1) or disables (0) the vbo use.

RemoveSeam

RemoveSeam allows to remove the ugly joint (also called seam) which appears on the surface of some meshes and models.
Syntax
HYP_Object.RemoveSeam( name| id );
  • name - [STR127] - object name as specified in the XML script by the "name" attribute.
  • id - [INTEGER] - object numerical identifier.

AverageNormals

AverageNormals does an average of the vertices's normal. Same effect than RemoveSeam.
Syntax
HYP_Object.AverageNormals( name| id );
  • name - [STR127] - object name as specified in the XML script by the "name" attribute.
  • id - [INTEGER] - object numerical identifier.

SetShadowCasterState

SetShadowCasterState allows to enable or disable the volumic shadow projection for a mesh (or a model) passed as parameter.
Syntax
HYP_Object.SetShadowCasterState( name|id, state );
  • name - [STR127] - object name as specified in the XML script by the "name" attribute.
  • id - [INTEGER] - object numerical identifier.
  • state - [BOOLEAN] - TRUE (1): enabled - FALSE (0): disabled.
Example
TRUE = 1;
HYP_Object.SetShadowCasterState( "mySphere", TRUE );

SetRenderState

SetRenderState allows to enable or disable the rendering of an object.
Syntax
HYP_Object.SetRenderState( name | id, state );
  • name - [STR127] - string character representing the name of the object as specified in the XML script by the name attribute.
  • id - [INTEGER] - object numerical identifier.
  • state - [BOOLEAN] - TRUE (1): enabled - FALSE (0): disabled.
Example
TRUE = 1;
FALSE = 0;
HYP_Object.SetRenderState( "mySphere1", FALSE );
HYP_Object.SetRenderState( "mySphere2", TRUE );

GetRenderState

GetRenderState allows to get the rendering state of an object.
Syntax
state = HYP_Object.GetRenderState( name | id );
  • name - [STR127] - string character representing the name of the object as specified in the XML script by the "name" attribute.
  • id - [INTEGER] - object numerical identifier.
  • state - [BOOLEAN] - TRUE (1): enabled - FALSE (0): disabled.
Example
TRUE = 1;
FALSE = 0;
if( HYP_Object.GetRenderState("mySphere1")==FALSE ) then
	HYP_Object.SetRenderState("mySphere1", TRUE);
end	

SetActiveState

SetActiveState allows to control the active state of an object. In the oZone3D engine, an object has 3 fundamental states: the ACTIVE, UPDATE and RENDER states. A very simplified version of the states management algorithm is as follows:
function MainEgineLoop()
	do_some_stuffs();
	
	if( object.active_state==TRUE ) then
		
		if( object.update_state==TRUE ) then
			object.update();
		end
		
		if( object.render_state==TRUE ) then
			object.render();
		end
	end

	do_some_stuffs();
end	
According to this code, you see that if an object has its RENDER state set to false, it will not be rendered but it will always be updated. On the other hand, if its ACTIVE state is set to false, it will neither be rendered nor updated.
Syntax
HYP_Object.SetActiveState( name | id, state );
  • name - [STR127] - string character representing the name of the object as specified in the XML script by the "name" attribute.
  • id - [INTEGER] - object numerical identifier.
  • state - [INTEGER] - enables (1) or disables (0) the state.

GetActiveState

GetActiveState allows to get the active state of an object.
Syntax
state = HYP_Object.GetActiveState( name | id );
  • name - [STR127] - string character representing the name of the object as specified in the XML script by the "name" attribute.
  • id - [INTEGER] - object numerical identifier.
  • state - [INTEGER] - enabled (1) or disabled (0).

DisplayBoundingVolume

DisplayBoundingVolume gets the absolute position of the pivot or local reference mark of the object. The absolute position is the position compared to the reference mark of the world (universal reference mark).
Syntax
HYP_Object.DisplayBoundingVolume( name | id, shape, state );
  • name - [STR127] - string character representing the name of the object as specified in the XML script by the "name" attribute.
  • id - [INTEGER] - object numerical identifier.
  • shape - [INTEGER] - shape of the including volume to display: BOX (1) or SPHERE (2).
  • state - [INTEGER] - display (1) or hide (0) the including volume.

GetAbsolutePosition

GetAbsolutePosition gets the absolute position of the pivot (or local reference mark) of the object. The absolute position is the position compared to the reference mark of the world (universal reference mark).

GetAbsolutePosition becomes essential when operations on the hierachies have to be considered.
Syntax
x, y, z = HYP_Object.GetAbsolutePosition( object_name|id );
  • object_name - [STR127] - string character representing the name of the object as specified in the XML script by the "name" attribute.
  • id - [INTEGER] - object numerical identifier.
  • x - [REAL] - X coordinate.
  • y - [REAL] - Y coordinate.
  • z - [REAL] - Z coordinate.

GetAbsoluteTransformMatrix

GetAbsoluteTransformMatrix gets the absolute transformation matrix of the object's pivot (or local reference mark). The absolute transformation matrix expresses the transformation of the object's pivot compared to the reference mark of the world (universal reference mark). This absolute transformation matrix is a 4x4 square matrix organized as follows:
|x'|   | m0   m4    m8    m12 |   |x|
|y'| = | m1   m5    m9    m13 | * |y|
|z'|   | m2   m6    m10   m14 |   |z|
|1 |   | m3   m7    m11   m15 |   |1|

		--    --    --    --
		 X     Y     Z    Position
		axis  axis  axis
As an example, the absolute position is given by the {m12, m13, m14 } triplet.

The oZone3D uses columns vectors and the matrices multiplication from right to left. It is the standard OpenGL convention.
Syntax
m0 to m15 = HYP_Object.GetAbsoluteTransformMatrix( object_name|id );
  • object_name - [STR127] - string character representing the name of the object as specified in the XML script by the "name" attribute.
  • id - [INTEGER] - object numerical identifier.
  • m0 to m15 - [REAL] - the 16 elements of the 4x4 matrix.

GetSize

GetSize returns dimensions of the bounding box of the object.
Syntax
w, h, d = HYP_Object.GetSize( object_name|id );
  • object_name - [STR127] - string character representing the name of the object as specified in the XML script by the "name" attribute.
  • id - [INTEGER] - object numerical identifier.
  • w - [REAL] - width (X axis)
  • h - [REAL] - height (Y axis)
  • d - [REAL] - depth (Z axis)

GetBoundingVolumeAbsoluteCenter

GetBoundingVolumeAbsoluteCenter returns the absolute position of the center of the bounding box of the object.
Syntax
x, y, z = HYP_Object.GetBoundingVolumeAbsoluteCenter( object_name|id );
  • object_name - [STR127] - string character representing the name of the object as specified in the XML script by the "name" attribute.
  • id - [INTEGER] - object numerical identifier.
  • x - [REAL] - X coordinate
  • y - [REAL] - Y coordinate
  • z - [REAL] - Z coordinate

Translate

Translate performs a translation of the object.
Syntax
HYP_Object.Translate( object_name|id, dx, dy, dz, transform_space );
  • object_name - [STR127] - string character representing the name of the object as specified in the XML script by the "name" attribute.
  • id - [INTEGER] - object numerical identifier.
  • dx - [REAL] - translation along the X axis.
  • dy - [REAL] - translation along the Y axis.
  • dz - [REAL] - translation along the Z axis.
  • transform_space - [INTEGER] - indicates the space (or reference mark) compared to which is performed the transformation:
    • 1 (TRANSFORM_SPACE_PARENT): performs the transformation (translation) compared to the reference mark of the parent.
    • 2 (TRANSFORM_SPACE_WORLD): performs the transformation (translation) compared to the reference mark of the world.
    • 3 (TRANSFORM_SPACE_LOCAL): performs the transformation (translation) compared to the local reference mark of the object.
Example
TRANSFORM_SPACE_WORLD = 2;
HYP_Object.Translate( "mesh_sphere", 0.0, 20.0, 0.0, TRANSFORM_SPACE_WORLD );

Rotate

Rotate performs a rotation of the object.
Syntax
HYP_Object.Rotate( object_name|id, angle, x, y, z, transform_space );
  • object_name - [STR127] - string character representing the name of the object as specified in the XML script by the "name" attribute.
  • id - [INTEGER] - object numerical identifier.
  • angle - [REAL] - rotation angle in degrees.
  • x - [REAL] - X component of the rotation axis.
  • y - [REAL] - Y component of the rotation axis.
  • z - [REAL] - Z component of the rotation axis.
  • transform_space - [INTEGER] - indicates the space (or reference mark) compared to which is performed the transformation.
    • 1 (TRANSFORM_SPACE_PARENT): performs the transformation (rotation) compared to the reference mark of the parent.
    • 2 (TRANSFORM_SPACE_WORLD): performs the transformation (rotation) compared to the reference mark of the world.
    • 3 (TRANSFORM_SPACE_LOCAL): performs the transformation (rotation) compared to the local reference mark of the object.
Example
TRANSFORM_SPACE_PARENT = 1;
HYP_Object.Rotate( "myModel", 90.0, 0.0, 0.0, 1.0, TRANSFORM_SPACE_PARENT );

Check_AABB_Collision

Check_AABB_Collision allows to test the collision between 2 objects considering their bounding box (Axis Aligned Bounding Box). The function returns 1 in case of collision and 0 if not.
Syntax
res = HYP_Object.Check_AABB_Collision( object_1_name|id1, object_2_name|id2 );
  • object_1_name - [STR127] - string character representing the name of the first object as specified in the XML script by the "name" attribute.
  • id1 - [INTEGER] - numerical identifier of the first object.
  • object_2_name - [STR127] - string character representing the name of the second object as specified in the XML script by the "name" attribute.
  • id2 - [INTEGER] - numerical identifier of the second object.
Example
res = HYP_Object.Check_AABB_Collision( "myObject1", "myObject2" );
if(res==1) then
	-- Collision: do something...
end

Check_BS_Collision

Check_BS_Collision allows to test the collision between 2 objects starting from their bounding Sphere. The function returns 1 in case of collision and 0 if not.
Syntax
res = HYP_Object.Check_BS_Collision( object_1_name|id1, object_2_name|id2 );
  • object_1_name - [STR127] - string character representing the name of the first object as specified in the XML script by the "name" attribute.
  • id1 - [INTEGER] - numerical identifier of the first object.
  • object_2_name - [STR127] - string character representing the name of the second object as specified in the XML script by the "name" attribute.
  • id2 - [INTEGER] - numerical identifier of the second object.
Example
res = HYP_Object.Check_BS_Collision( "myObject1", "myObject2" );
if(res==1) then
	-- Collision: do something...
end

SetDirection

SetDirection allows to change the direction of an object by directing the Z axis of the local object reference mark.
Syntax
HYP_Object.SetDirection( object_name|id, new_x, new_y, new_z );
  • object_name - [STR127] - string character representing the name of the object as specified in the XML script by the "name" attribute.
  • id - [INTEGER] - object numerical identifier.
  • new_x - [REAL] - X coordinate of the direction vector.
  • new_y - [REAL] - Y coordinate of the direction vector.
  • new_z - [REAL] - Z coordinate of the direction vector.

GetDirection

GetDirection allows to get the direction vector of the object. This vector is equal to the Z axis of the object local reference mark.
Syntax
new_x, new_y, new_z = HYP_Object.GetDirection( object_name|id );
  • object_name - [STR127] - string character representing the name of the object as specified in the XML script by the "name" attribute.
  • id - [INTEGER] - object numerical identifier.
  • new_x - [REAL] - X coordinate of the direction vector.
  • new_y - [REAL] - Y coordinate of the direction vector.
  • new_z - [REAL] - Z coordinate of the direction vector.

SetUpdateTripodDirectionState

SetUpdateTripodDirectionState enables or disables the self-update of the object tripod direction. This prevents the user from calculating himself the direction vector and calling the SetDirection() function. The direction of the tripod is given by calculating the difference between the current position of the object and its position at the previous frame.
Syntax
HYP_Object.SetUpdateTripodDirectionState( object_name|id, state );
  • object_name - [STR127] - string character representing the name of the object as specified in the XML script by the "name" attribute.
  • id - [INTEGER] - object numerical identifier.
  • state - [INTEGER] - enables (1) or disables (0) the self-update.

GetUpdateTripodDirectionState

GetUpdateTripodDirectionState allows to get the state of the self-update of the direction of the object tripod direction.
Syntax
state = HYP_Object.GetUpdateTripodDirectionState( object_name|id );
  • object_name - [STR127] - string character representing the name of the object as specified in the XML script by the "name" attribute.
  • id - [INTEGER] - object numerical identifier.
  • state - [INTEGER] - enables (1) or disables (0) the self-update.

SetPosition

SetPosition allows to change the position of an object. An object can be specified either by its name or by its numerical identifier.
Syntax
HYP_Object.SetPosition( object_name|id, new_x, new_y, new_z );
  • object_name - [STR127] - string character representing the name of the object as specified in the XML script by the "name" attribute.
  • id - [INTEGER] - object numerical identifier.
  • new_x - [REAL] - New position of the object along the X axis.
  • new_y - [REAL] - New position of the object along the Y axis.
  • new_z - [REAL] - New position of the object along the Z axis.

SetOrientation

SetOrientation initializes the orientation of the tripod (local axis) of the object.
Syntax
HYP_Object.SetOrientation( object_name|id, angle, x, y, z );
ou
HYP_Object.SetOrientation( object_name|id, pitch, yaw, roll );
  • object_name - [STR127] - string character representing the name of the object as specified in the XML script by the "name" attribute.
  • id - [INTEGER] - object numerical identifier.
  • angle - [REAL] - rotation angle in degrees.
  • x - [REAL] - X coordinate of the rotation axis.
  • y - [REAL] - Y coordinate of the rotation axis.
  • z - [REAL] - Z coordinate of the rotation axis.
  • pitch - [REAL] - rotation angle in degrees around the X axis.
  • yaw - [REAL] - rotation angle in degrees around the Y axis.
  • roll - [REAL] - rotation angle in degrees around the Z axis.

SetPitch

SetPitch performs a rotation of the object around the X axis.
Syntax
HYP_Object.SetPitch( object_name|id, pitch, transform_space );
  • object_name - [STR127] - string character representing the name of the object as specified in the XML script by the "name" attribute.
  • id - [INTEGER] - object numerical identifier.
  • pitch - [REAL] - rotation angle in degrees around the X axis.
  • transform_space - [INTEGER] - indicates the space (or reference mark) compared to which is performed the transformation:
    • 1 (TRANSFORM_SPACE_PARENT): performs the transformation (rotation) compared to the reference mark of the parent.
    • 2 (TRANSFORM_SPACE_WORLD): performs the transformation (rotation) compared to the reference mark of the world.
    • 3 (TRANSFORM_SPACE_LOCAL): performs the transformation (rotation) compared to the local reference mark of the object.

SetYaw

SetYaw performs a rotation of the object around the Y axis.
Syntax
HYP_Object.SetYaw( object_name|id, yaw, transform_space );
  • object_name - [STR127] - string character representing the name of the object as specified in the XML script by the "name" attribute.
  • id - [INTEGER] - object numerical identifier.
  • yaw - [REAL] - rotation angle in degrees around the Y axis.
  • transform_space - [INTEGER] - indicates the space (or reference mark) compared to which is performed the transformation:
    • 1 (TRANSFORM_SPACE_PARENT): performs the transformation (rotation) compared to the reference mark of the parent.
    • 2 (TRANSFORM_SPACE_WORLD): performs the transformation (rotation) compared to the reference mark of the world.
    • 3 (TRANSFORM_SPACE_LOCAL): performs the transformation (rotation) compared to the local reference mark of the object.

SetRoll

SetRoll performs a rotation of the object around the Z axis .
Syntax
HYP_Object.SetRoll( object_name|id, roll, transform_space );
  • object_name - [STR127] - string character representing the name of the object as specified in the XML script by the "name" attribute.
  • id - [INTEGER] - object numerical identifier.
  • roll - [REAL] - angle de rotation autour de l'axe des Z en degrés.
  • transform_space - [INTEGER] - indicates the space (or reference mark) compared to which is performed the transformation:
    • 1 (TRANSFORM_SPACE_PARENT): performs the transformation (rotation) compared to the reference mark of the parent.
    • 2 (TRANSFORM_SPACE_WORLD): performs the transformation (rotation) compared to the reference mark of the world.
    • 3 (TRANSFORM_SPACE_LOCAL): performs the transformation (rotation) compared to the local reference mark of the object.

GetPosition

GetPosition allows to get the position of an object.
Syntax
vx, vy, vz = HYP_Object.GetPosition( object_name|id );
  • object_name - [STR127] - string character representing the name of the object as specified in the XML script by the "name" attribute.
  • id - [INTEGER] - object numerical identifier.
  • vx [REAL] - position of the object along the X axis.
  • vy [REAL] - position of the object along the Y axis.
  • vz [REAL] - position of the object along the Z axis.

GetAbsolute_X_Axis

GetAbsolute_X_Axis allows to get the X vector of the local reference mark (tripod) of the object.
Syntax
x, y, z = HYP_Object.GetAbsolute_X_Axis( object_name|id );
  • object_name - [STR127] - string character representing the name of the object as specified in the XML script by the "name" attribute.
  • id - [INTEGER] - object numerical identifier.
  • x - [REAL] - X coordinate of the unit vector along the X axis of the scene reference mark.
  • y - [REAL] - Y coordinate of the unit vector along the X axis of the scene reference mark.
  • z - [REAL] - Z coordinate of the unit vector along the X axis of the scene reference mark.
Example
x_axis, y_axis, z_axis = HYP_Object.GetAbsolute_X_Axis( "myPlane" );

GetAbsolute_Y_Axis

GetAbsolute_Y_Axis allows to get the Y vector of the local reference mark (tripod) object.
Syntax
x, y, z = HYP_Object.GetAbsolute_Y_Axis( object_name|object_id );
  • object_name - [STR127] - string character representing the name of the object as specified in the XML script by the "name" attribute.
  • id - [INTEGER] - object numerical identifier.
  • x - [REAL] - X coordinate of the unit vector along the X axis of the scene reference mark.
  • y - [REAL] - Y coordinate of the unit vector along the X axis of the scene reference mark.
  • z - [REAL] - Z coordinate of the unit vector along the X axis of the scene reference mark.
Example
x_axis, y_axis, z_axis = HYP_Object.GetAbsolute_Y_Axis( "myPlane" );

GetAbsolute_Z_Axis

GetAbsolute_Z_Axis allows to get the Z vector of the local reference mark (tripod) of the object.
Syntax
x, y, z = HYP_Object.GetAbsolute_Z_Axis( object_name|id );
  • object_name - [STR127] - string character representing the name of the object as specified in the XML script by the "name" attribute.
  • id - [INTEGER] - object numerical identifier.
  • x - [REAL] - X coordinate of the unit vector along the X axis of the scene reference mark.
  • y - [REAL] - Y coordinate of the unit vector along the X axis of the scene reference mark.
  • z - [REAL] - Z coordinate of the unit vector along the X axis of the scene reference mark.
Example
x_axis, y_axis, z_axis = HYP_Object.GetAbsolute_Z_Axis( "myPlane" );

SetPolygonMode

SetPolygonMode allows to render the faces of the object (generally a mesh) in full (or solid) mode.
Syntax
HYP_Object.SetPolygonMode( object_name|id, mode );
  • object_name - [STR127] - string character representing the name of the object as specified in the XML script by the "name" attribute.
  • id - [INTEGER] - object numerical identifier.
  • mode - [INTEGER] - polygons rendering mode : WIREFRAME (1) or SOLID (2).
Example
WIREFRAME = 1;
HYP_Object.SetPolygonMode( "mySphere", WIREFRAME );

SetLightingState

SetLightingState allows to enable lighting calculations for the object passed as parameter.
Syntax
HYP_Object.SetLightingState( object_name|object_id, state );
  • object_name - [STR127] - string character representing the name of the object as specified in the XML script by the "name" attribute.
  • object_id - [INTEGER] - object numerical identifier.
  • state - [INTEGER] - TRUE (1): enabled - FALSE (0): disabled.
Example
HYP_Object.SetLightingState( "mySphere", 1 );

SetNormalizationState

SetNormalizationState allows to enable the automatic normalization of the normals of the object vertices. Standardization is mainly used after a scaling of the object transformation matrix (ScaleObject() function). Standardization may result in a fall of performances; it is then necessary to disable it as soon as it is not needed anymore.
Syntax
HYP_Object.SetNormalizationState( object_name|object_id, state );
  • object_name - [STR127] - string character representing the name of the object as specified in the XML script by the "name" attribute.
  • object_id - [INTEGER] - object numerical identifier.
  • state - [INTEGER] - TRUE (1): enabled - FALSE (0): disabled.

SetTexturingState

SetTexturingState allows to enable the texture application for the object passed as parameter.
Syntax
HYP_Object.SetTexturingState( object_name|object_id, state );
  • object_name - [STR127] - string character representing the name of the object as specified in the XML script by the "name" attribute.
  • object_id - [INTEGER] - object numerical identifier.
  • state - [INTEGER] - TRUE (1): enabled - FALSE (0): disabled.

FreeAllTextures

FreeAllTextures allows to remove all the textures of an object and to destroy them (the destruction will take effect only if these textures are not used by other objects). SetTexturingState() is implicitly called for this object with state set to FALSE.
Syntax
HYP_Object.FreeAllTextures( object_name|object_id );
  • object_name - [STR127] - string character representing the name of the object as specified in the XML script by the "name" attribute.
  • object_id - [INTEGER] - object numerical identifier.

DetachAllTextures

DetachAllTextures allows to remove all the textures of an object. Textures are left in memory for a later use. SetTexturingState() is implicitly called for this object with state set to FALSE.
Syntax
HYP_Object.DetachAllTextures( object_name|object_id );
  • object_name - [STR127] - string character representing the name of the object as specified in the XML script by the "name" attribute.
  • object_id - [INTEGER] - object numerical identifier.

AttachTexture

AttachTexture allows to attach a texture to an object (in general a mesh) on a defined texture unit and on a defined material.
Syntax
HYP_Object.AttachTexture( object_name|object_id, 
texture_name, material_name, texture_unit );
  • object_name - [STR127] - string character representing the name of the object as specified in the XML script by the "name" attribute.
  • object_id - [INTEGER] - object numerical identifier.
  • texture_name - [STR127] - string character representing the name of the texture as specified in the XML script by the name attribute of the texture node.
  • material_name - [STR127] - string character representing the name of the material as specified in the XML script by the name attribute of the material node.
  • texture_unit - [INTEGER] - integer value representing the number of the texture unit on which to attach the texture. The first texture unit is 0, the second is 1 and so on until the max texture units number supported by the graphics hardware.
Example
HYP_Object.AttachTexture( "myComplexModel", "wood_tex", "wood_mat", 0 );

DetachTexture

DetachTexture allows to detach a texture of an object (in general a mesh) for a defined texture unit and for a defined material.
Syntax
HYP_Object.DetachTexture( object_name|object_id, 
texture_name, material_name, texture_unit );
  • object_name - [STR127] - string character representing the name of the object as specified in the XML script by the "name" attribute.
  • object_id - [INTEGER] - object numerical identifier.
  • texture_name - [STR127] - string character representing the name of the texture as specified in the XML script by the name attribute of the texture node.
  • material_name - [STR127] - string character representing the name of the material as specified in the XML script by the name attribute of the material node.
  • texture_unit - [INTEGER] - integer value representing the number of the texture unit on which to attach the texture. The first texture unit is 0, the second is 1 and so on until the max number of texture units supported by the graphic hardware.
Example
HYP_Object.DetachTexture( "myComplexModel", "wood_tex", 0, "wood_mat" );

AddChild

AddChild allows to add an object as a child to a parent object.
Syntax
HYP_Object.AddChild( parent_name|parent_id, child_name|child_id );
  • parent_name - [STR127] - string character representing the name of the object as specified in the XML script by the "name" attribute.
  • parentt_id - [INTEGER] - identifier of the parent object.
  • child_name - [STR127] - string character representing the name of the child object as specified in the XML script by the name attribute.
  • child_id - [INTEGER] - identifier of the child object.
Example
HYP_Object.AddChild( "Main_Gizmo", "Sphere_Model" );

RemoveChild

RemoveChild allows to remove an object from a parent object.
Syntax
HYP_Object.RemoveChild( parent_name|parent_id, child_name|child_id );
  • parent_name - [STR127] - string character representing the name of the object as specified in the XML script by the "name" attribute.
  • parent_id - [INTEGER] - identifier of the parent object.
  • child_name - [STR127] - string character representing the name of the child object as specified in the XML script by the name attribute.
  • child_id - [INTEGER] - identifier of the child object.
Example
HYP_Object.RemoveChild( "Main_Gizmo", "Sphere_Model" );

GetDistanceBetween

GetDistanceBetween allows to get the distance between the tripods of 2 objects.
Syntax
distance = HYP_Object.GetDistanceBetween( object_name_1|object_1_id, 
object_name_2|object_2_id );
  • object_1_name - [STR127] - string character representing the name of the object as specified in the XML script by the "name" attribute.
  • object_1_id - [INTEGER] - identifier of the first object.
  • object_2_name - [STR127] - string character representing the name of the second object as specified in the XML script by the name attribute.
  • object_2_id - [INTEGER] - identifier of the second object.
Example
dist = HYP_Object.GetDistanceBetween( "fly_camera", "SphereModel" );
if dist<200.0 then
	-- Do something...
end

SetScale

SetScale allows to apply a scale factor to the internal transformation matrix of the object like do the HYP_Object.SetPitch() or HYP_Object.SetPosition() functions. If the object is enlightened, it is important to renormalize its normals afterwards by calling HYP_Object.SetNormalizationState().
Syntax
HYP_Object.SetScale( object_name|object_id, scale_x, scale_y, scale_z );
  • object_name - [STR127] - string character representing the name of the object as specified in the XML script by the "name" attribute.
  • object_id - [INTEGER] - object numerical identifier.
  • scale_x - [REAL] - X scaling factor.
  • scale_y - [REAL] - Y scaling factor.
  • scale_z - [REAL] - Z scaling factor.
Example
HYP_Object.SetScale( "mySphere", 0.8, 0.8, 0.8 );
HYP_Object.SetNormalizationState("mySphere", 1);

PushTripod

PushTripod allows to save the object tripod into an internal register of that object. Afterwards, a simple call to PopTripod() will restore the tripod to its original value.
Syntax
HYP_Object.PushTripod( object_name|object_id );
  • object_name - [STR127] - string character representing the name of the object as specified in the XML script by the "name" attribute.
  • object_id - [INTEGER] - object numerical identifier.

PopTripod

PopTripod is the reverse function of HYP_PushTripod(): it restores the tripod of an object which has been saved beforehand by a call to HYP_PushTripod().
Syntax
HYP_Object.PopTripod( object_name|object_id );
  • object_name - [STR127] - string character representing the name of the object as specified in the XML script by the "name" attribute.
  • object_id - [INTEGER] - object numerical identifier.

UpdateGeometryData

UpdateGeometryData allows to update the internal structures of an object after modifications on its geometry have occured. This function is especially used with meshes.
Syntax
HYP_Object.UpdateGeometryData( object_name | object_id );
  • object_id - [INTEGER] - object numerical identifier.
  • object_name - [STR127] - object name.

SetRelativeTransformMatrix

SetRelativeTransformMatrix allows to update the object relative transformation matrix. Thisd matrix follows the OpenGL conventions: column vectors and right to left matrices multiplication. In the final stage of transformation pipeline, this matrix will be concatened with those of object hierarchy to form the absolute transformation matrix.
|x'|   | m0   m4    m8    m12 |   |x|
|y'| = | m1   m5    m9    m13 | * |y|
|z'|   | m2   m6    m10   m14 |   |z|
|1 |   | m3   m7    m11   m15 |   |1|

		--    --    --    --
		 X     Y     Z    Position
		axis  axis  axis
Syntax
HYP_Object.SetRelativeTransformMatrix( object_name | object_id, 
m0, m1, m2, m3, m4, m5, m6, m7, m8, m9, m10, m11, m12, m13, m14, m15 );
  • object_id - [INTEGER] - object numerical identifier.
  • object_name - [STR127] - object name.
  • m0 to m15 - [REAL] - the 16 elements of the 4x4 matrix.

Render

Render permet d'effectuer le rendu d'un object.
Syntax
HYP_Object.Render( object_name | object_id );
  • object_id - [INTEGER] - object numerical identifier.
  • object_name - [STR127] - object name.

Update

Update allows to update an object. One of these updates concerns the internal transformation matrix, the calculation regarding the normals and the internal shader of rendering management (lighting, texturing, blending, etc.).
Syntax
HYP_Object.Update( object_name | object_id );
  • object_id - [INTEGER] - object numerical identifier.
  • object_name - [STR127] - name of the object.

SetUpdateState

SetUpdateState enables or disables the object update.
Syntax
HYP_Object.SetUpdateState( object_name | object_id, state );
  • object_id - [INTEGER] - object numerical identifier.
  • object_name - [STR127] - object name.
  • state - [INTEGER] - 1 (enabled) or 0 (disabled).

GetUpdateState

GetUpdateState gets the update state of an object.
Syntax
state = HYP_Object.GetUpdateState( object_name | object_id );
  • object_id - [INTEGER] - object numerical identifier.
  • object_name - [STR127] - object name.
  • state - [INTEGER] - 1 (enabled) or 0 (disabled).

GetLightingState

GetLightingState allows to know if the lighting calculus is enabled for that object.
Syntax
state = HYP_Object.GetLightingState( object_name | object_id );
  • object_id - [INTEGER] - object numerical identifier.
  • object_name - [STR127] - object name.
  • state - [INTEGER] - 1 (enabled) or 0 (disabled).

GetTexturingState

GetTexturingState allows to know if the texture application is enabled for that object.
Syntax
state = HYP_Object.GetTexturingState( object_name | object_id );
  • object_id - [INTEGER] - object numerical identifier.
  • object_name - [STR127] - object name.
  • state - [INTEGER] - 1 (enabled) or 0 (disabled).

SetBlendingState

SetBlendingState enables or disables the object color blending.
Syntax
HYP_Object.SetBlendingState( object_name | object_id, state );
  • object_id - [INTEGER] - object numerical identifier.
  • object_name - [STR127] - object name.
  • state - [INTEGER] - 1 (enabled) or 0 (disabled).

GetBlendingState

GetBlendingState allows to know if the blending is enabled or not for that object.
Syntax
state = HYP_Object.GetBlendingState( object_name | object_id );
  • object_id - [INTEGER] - object numerical identifier.
  • object_name - [STR127] - object name.
  • state - [INTEGER] - 1 (enabled) or 0 (disabled).

SetBlendingFactors

SetBlendingFactors allows to change the object blending factors (source and destination).
Syntax
HYP_Object.SetBlendingFactors( object_name | object_id, sf, df );
  • object_id - [INTEGER] - object numerical identifier.
  • object_name - [STR127] - object name.
  • sf - [INTEGER] - source blending factor.
  • df - [INTEGER] - destination blending factor.
The blending factors are:
  • BLENDING_FACTOR_ZERO = 0;
  • BLENDING_FACTOR_ONE = 1;
  • BLENDING_FACTOR_SRC_ALPHA = 2;
  • BLENDING_FACTOR_ONE_MINUS_DST_ALPHA = 3;
  • BLENDING_FACTOR_ONE_MINUS_DST_COLOR = 4;
  • BLENDING_FACTOR_ONE_MINUS_SRC_ALPHA = 5;
  • BLENDING_FACTOR_DST_COLOR = 6;
  • BLENDING_FACTOR_DST_ALPHA = 7;
  • BLENDING_FACTOR_SRC_COLOR = 8;
  • BLENDING_FACTOR_ONE_MINUS_SRC_COLOR = 9;

GetBlendingFactors

GetBlendingFactors allows to get the the object blending factors (source and destination).
Syntax
sf, df = HYP_Object.GetBlendingFactors( object_name | object_id );
  • object_id - [INTEGER] - object numerical identifier.
  • object_name - [STR127] - object name.
  • sf - [INTEGER] - source blending factor (see SetBlendingFactors).
  • df - [INTEGER] - destination blending factor (voir SetBlendingFactors).

SetBackFaceCullingState

SetBackFaceCullingState enables or disables the back faces rendering of the object's polygones .
Syntax
HYP_Object.SetBackFaceCullingState( object_name | object_id, state );
  • object_id - [INTEGER] - object numerical identifier.
  • object_name - [STR127] - object name.
  • state - [INTEGER] - 1 (enabled) or 0 (disabled).

GetBackFaceCullingState

GetBackFaceCullingState allows to know if the back faces rendering is enabled fot that object.
Syntax
state = HYP_Object.GetBackFaceCullingState( object_name | object_id );
  • object_id - [INTEGER] - object numerical identifier.
  • object_name - [STR127] - object name.
  • state - [INTEGER] - 1 (enabled) or 0 (disabled).

SetColor

SetColor allows to change the color of an object. this color is only used when the lighting calculus is enabled. This function is particularly useful for setting a color of a primitive.
Syntax
HYP_Object.SetColor( object_name | object_id, r, g, b, a );
  • object_id - [INTEGER] - object numerical identifier.
  • object_name - [STR127] - object name.
  • state - [INTEGER] - 1 (enabled) or 0 (disabled).
  • r - [CLAMPED_REAL] - red component of the coulor.
  • g - [CLAMPED_REAL] - green component of the coulor.
  • b - [CLAMPED_REAL] - blue component of the coulor.
  • a - [CLAMPED_REAL] - alpha component of the coulor.

SetLineWidth

SetLineWidth allows to specify the line thickness rendering. Available for wireframe rendering only.
Syntax
HYP_Object.SetLineWidth( object_name | object_id, width );
  • object_id - [INTEGER] - object numerical identifier.
  • object_name - [STR127] - object name.
  • width - [REAL] - line thickness.

SetPickingState

SetPickingState allows or does not allow to take into account an object during a picking.
Syntax
HYP_Object.SetPickingState( object_name | object_id, state );
  • object_id - [INTEGER] - object numerical identifier.
  • object_name - [STR127] - object name.
  • state - [INTEGER] - 1 (enabled) or 0 (disabled).

GetPickingState

GetPickingState returns the picking state.
Syntax
state = HYP_Object.GetPickingState( object_name | object_id );
  • object_id - [INTEGER] - object numerical identifier.
  • object_name - [STR127] - object name.
  • state - [INTEGER] - 1 (enabled) or 0 (disabled).

AbsoluteToLocal

AbsoluteToLocal allows to transform a set of absolute coordinates to local coordinates.
Syntax
loc_x, loc_y, loc_z = HYP_Object.AbsoluteToLocal( object_name | object_id, 
abs_x, abs_y, abs_z );
  • object_id - [INTEGER] - object numerical identifier.
  • object_name - [STR127] - object name.
  • abs_x, abs_y, abs_z - [REAL] - absolute coordinates.
  • loc_x, loc_y, loc_z - [REAL] - local coordinates.

SetAlphaMappedState

SetAlphaMappedState allows to add an object in a specail list of objects that will be sorted in camera space before rendering. The rendering of that list is performed after the opaque objects one.
Syntax
HYP_Object.SetAlphaMappedState( object_name | object_id, state );
  • object_id - [INTEGER] - object numerical identifier.
  • object_name - [STR127] - object name.
  • state - [INTEGER] - 1 (enabled) or 0 (disabled).

SetDepthBufferWritingState

SetDepthBufferWritingState allows to enable or disable the writings into the z-buffer.
Syntax
HYP_Object.SetDepthBufferWritingState( object_name | object_id, state );
  • object_id - [INTEGER] - object numerical identifier.
  • object_name - [STR127] - object name.
  • state - [INTEGER] - 1 (enabled) or 0 (disabled).

ComputeNormals

ComputeNormals allows to compute vertex normals.
Syntax
HYP_Object.ComputeNormals( object_name | object_id );
  • object_id - [INTEGER] - object numerical identifier.
  • object_name - [STR127] - object name.

ComputeTangentSpace

ComputeTangentSpace allows to compute the per-vertex tangent space vectors. Useful for bump mapping.
Syntax
HYP_Object.ComputeTangentSpace( object_name | object_id );
  • object_id - [INTEGER] - object numerical identifier.
  • object_name - [STR127] - object name.

AverageNormals

AverageNormals allows to average vertices normals.
Syntax
HYP_Object.AverageNormals( object_name | object_id );
  • object_id - [INTEGER] - object numerical identifier.
  • object_name - [STR127] - object name.

SetReflectionState

SetReflectionState allows to add or not an object to the reflection engine.
Syntax
HYP_Object.SetReflectionState( name | id, state );
  • id - [INTEGER] - object numerical identifier.
  • name - [STR127] - object name.
  • state - [INTEGER] - state: 0 (remove) or 1 (add).

GetParent

GetParent allows to get the parent object id.
Syntax
parent_id = HYP_Object.GetParent( name | id );
  • id - [INTEGER] - object numerical identifier.
  • name - [STR127] - object name.
  • parent_id - [INTEGER] - parent object id or -1 if no parent.

IsTypeOf

IsTypeOf allows to get the type of an object.
Syntax
state = HYP_Object.IsTypeOf( name | id, type );
  • id - [INTEGER] - object numerical identifier.
  • name - [STR127] - object name.
  • state - [BOOLEAN] - 1 if the type of the object matches else 0.
  • type - [STR63] - type of the object:
    • O3_OBJECT_TYPE_CAMERA,
    • O3_OBJECT_TYPE_FONT,
    • O3_OBJECT_TYPE_GIZMO,
    • O3_OBJECT_TYPE_LIGHT,
    • O3_OBJECT_TYPE_MODEL,
    • O3_OBJECT_TYPE_MESH,
    • O3_OBJECT_TYPE_MESH_CYLINDER,
    • O3_OBJECT_TYPE_MESH_PLANE,
    • O3_OBJECT_TYPE_MESH_TORUS,
    • O3_OBJECT_TYPE_MESH_DISC,
    • O3_OBJECT_TYPE_MESH_TERRAIN,
    • O3_OBJECT_TYPE_MESH_VB_QUAD,
    • O3_OBJECT_TYPE_MESH_SPHERE,
    • O3_OBJECT_TYPE_MESH_BEZIER,
    • O3_OBJECT_TYPE_MESH_SHOCKWAVE,
    • O3_OBJECT_TYPE_MESH_BOX,
    • O3_OBJECT_TYPE_PRIMITIVE,
    • O3_OBJECT_TYPE_BOX,
    • O3_OBJECT_TYPE_DISC,
    • O3_OBJECT_TYPE_LINE,
    • O3_OBJECT_TYPE_PLANE,
    • O3_OBJECT_TYPE_QUAD,
    • O3_OBJECT_TYPE_SPHERE,
    • O3_OBJECT_TYPE_TRIANGLE,
    • O3_OBJECT_TYPE_SURFACE,
    • O3_OBJECT_TYPE_CURVE,
    • O3_OBJECT_TYPE_SKYBOX,
    • O3_OBJECT_TYPE_GRID_STRING,

Destroy

Destroy allows to destroy an object.
Syntax
HYP_Object.Destroy( name | id, type );
  • id - [INTEGER] - object numerical identifier.
  • name - [STR127] - object name.

CreateGizmo

CreateGizmo creates a new gizmo object.
Syntax
id = HYP_Object.CreateGizmo( name );
  • name - [STR127] - object name. Optional.
  • id - [INTEGER] - object numerical identifier.

CreateGizmo

DestroyGizmo creates a gizmo object.
Syntax
HYP_Object.DestroyGizmo( name | id );
  • id - [INTEGER] - object numerical identifier.
  • name - [STR127] - object name.

GetPitch

GetPitch gets the current value of the rotation angle around X-axis in object space.
Syntax
angle = HYP_Object.GetPitch( name | id );
  • id - [INTEGER] - object numerical identifier.
  • name - [STR127] - object name.
  • angle - [REAL] - rotation angle in degrees.

GetYaw

GetYaw gets the current value of the rotation angle around Y-axis in object space.
Syntax
angle = HYP_Object.GetYaw( name | id );
  • id - [INTEGER] - object numerical identifier.
  • name - [STR127] - object name.
  • angle - [REAL] - rotation angle in degrees.

GetRoll

GetRoll gets the current value of the rotation angle around Z-axis in object space.
Syntax
angle = HYP_Object.GetRoll( name | id );
  • id - [INTEGER] - object numerical identifier.
  • name - [STR127] - object name.
  • angle - [REAL] - rotation angle in degrees.

GetAbsolutePitch

GetAbsolutePitch gets the current value of the rotation angle around X-axis in world space.
Syntax
angle = HYP_Object.GetAbsolutePitch( name | id );
  • id - [INTEGER] - object numerical identifier.
  • name - [STR127] - object name.
  • angle - [REAL] - rotation angle in degrees.

GetAbsoluteYaw

GetAbsoluteYaw gets the current value of the rotation angle around Y-axis in world space.
Syntax
angle = HYP_Object.GetAbsoluteYaw( name | id );
  • id - [INTEGER] - object numerical identifier.
  • name - [STR127] - object name.
  • angle - [REAL] - rotation angle in degrees.

GetAbsoluteRoll

GetAbsoluteRoll gets the current value of the rotation angle around Z-axis in world space.
Syntax
angle = HYP_Object.GetAbsoluteRoll( name | id );
  • id - [INTEGER] - object numerical identifier.
  • name - [STR127] - object name.
  • angle - [REAL] - rotation angle in degrees.


GeeXLab demos


GLSL - Mesh exploder


PhysX 3 cloth demo


Normal visualizer with GS


Compute Shaders test on Radeon


Raymarching in GLSL



Misc
>Texture DataPack #1
>Asus Silent Knight CPU Cooler
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