Libraries.Game.Graphics.PointLight Documentation

Inherits from: Libraries.Game.Graphics.Light, Libraries.Interface.Item3D, Libraries.Interface.Item, Libraries.Language.Object

Summary

Actions Summary Table

ActionsDescription
Add(Libraries.Interface.Item3D newItem)This action adds a different Item3D into this one.
Add(integer index, Libraries.Interface.Item3D newItem)This action adds a different Item3D into this one, storing the added Item3D at a specific index in the internal array.
AddBehavior(Libraries.Interface.Behaviors.Behavior behavior)This action adds a new Behavior to this Item.
AddFocusListener(Libraries.Interface.Events.FocusListener listener)This action adds a FocusListener to the Item.
AddGestureListener(Libraries.Interface.Events.GestureListener listener)This action adds a GestureListener to the Item.
AddMouseListener(Libraries.Interface.Events.MouseListener listener)This action adds a MouseListener to the Item.
AddMouseMovementListener(Libraries.Interface.Events.MouseMovementListener listener)This action adds a MouseMovementListener to the Item.
AddMouseWheelListener(Libraries.Interface.Events.MouseWheelListener listener)This action adds a MouseWheelListener to the Item.
AddTouchListener(Libraries.Interface.Events.TouchListener listener)This action adds a TouchListener to the Item.
ApplyAngularImpulse(Libraries.Compute.Vector3 impulse)This action will increase the y-coordinate of this Item by the given amount.
ApplyDamping(number seconds)
ApplyForce(Libraries.Compute.Vector3 force, Libraries.Compute.Vector3 point)transform:Translate(xAmount, yAmount, -zAmount)
ApplyForceToCenter(Libraries.Compute.Vector3 force)This action will increase the x, y, and z coordinates of this Item by the given amounts.
ApplyImpulse(Libraries.Compute.Vector3 impulse, Libraries.Compute.Vector3 localPositionToApply)ACTIONS MADE FOR JOINTS.
ApplyLinearImpulse(Libraries.Compute.Vector3 impulse, Libraries.Compute.Vector3 point)This action will increase the z-coordinate of this Item by the given amount.
ApplyLinearImpulseToCenter(Libraries.Compute.Vector3 impulse)ACTIONS MADE FOR JOINTS.
ApplyTorque(Libraries.Compute.Vector3 torque)transform:Translate(0, 0, -zAmount)
ApplyTorqueImpulse(Libraries.Compute.Vector3 torque)
BeginCollision(Libraries.Interface.Item item)This action is used to indicate that two items have just begun colliding.
CanRotate(boolean flag)
CancelBehaviors()This action stops all behaviors this Item is following without finishing them.
CollideWithChildren()
Compare(Libraries.Language.Object object)This action compares two object hash codes and returns an integer.
ComputeAngularImpulseDenominator(Libraries.Compute.Vector3 axis)
ComputeImpulseDenominator(Libraries.Compute.Vector3 position, Libraries.Compute.Vector3 normal)
Copy()This action will create a copy of this PointLight that has the same color, position, intensity, and offsets as this light.
CreateNodes(Libraries.Game.Collision.BroadphaseCollision3D broadphase, Libraries.Game.Collision.PhysicsPosition3D transform)This action will take a TouchEvent and distribute it to any TouchListeners that have been added to this Item3D.
DestroyNodes(Libraries.Game.Collision.BroadphaseCollision3D broadphase)This action will remove all Items from this Item's children hierarchy.
Dispose()This action is used to free up any additional memory that is being used by this Item for purposes such as graphics.
DisposeAll()This action is used to call Dispose on this Item and on the entire children hierarchy of this Item.
DisposeChildren()This action is used to call Dispose on the entire children hierarchy of this Item.
Draw(Libraries.Game.Graphics.Painter3D painter)This action is used to draw this Item on the screen, and then draw all of the Item's children hierarchy on the screen.
Empty()This action will remove all Items from this Item's children hierarchy.
EmptyAll()This action will call Empty on the entire children hierarchy of this item, and then empty this item as well.
EmptyChildren()This action is used to call Empty on all children contained in this item's children hierarchy.
EnablePhysics(boolean flag)This action will return the global y coordinate of the Item3D.
Equals(Libraries.Language.Object object)This action determines if two objects are equal based on their hash code values.
FastMoving(boolean flag)This action sets the x, y, and z coordinates of the Item3D.
FinishCollision(Libraries.Interface.Item item)This action is used to indicate that two items that were previously colliding no longer are.
Focus()This action sets focus on this Item.
GainedFocus(Libraries.Interface.Events.FocusEvent event)This action is fired if the item received the focus.
GetAccessibilityCode()This action returns the current accessiblity code for this Item
GetAccessibilityRoleDescription()This action returns the custom accessibility role description for this item, if any.
GetAccessibilityType()This action returns the name of the accessiblity code for this Item as Text
GetAccessibleParent()This action returns the parent of this Item3D.
GetAngularDamping()This action sets the width, height, and depth of the Item3D.
GetAngularFactor()Source: http://answers.
GetAngularVelocity()This action sets the Z offset of the item.
GetBoundingBox(integer childIndex)This action is used to draw this Item on the screen, and then draw all of the Item's children hierarchy on the screen.
GetCenterOfMassPosition()
GetCenterOfMassTransform()
GetCollisionGroupFlag()This action lets the 3D collision solver actions (inside the class CollisionSolver3D) know that if this object needs its physics to be updated.
GetCollisionGroupIndex()This action sets where in the "list of objects that needs to be updated because collision happened" that this object resides in.
GetCollisionList()This action will return the Matrix4 containing the rotations applied to the Item3D.
GetCollisionTransform()This action removes an Item3D that was previously added to this Item3D.
GetCollisionTransform0()
GetColor()This action will return the current color of this light.
GetDepth()GetDepth will return the depth of this Item3D.
GetDescription()This action returns the current internal description of the Item.
GetDimensions()GetDimensions will return a Vector3 object containing the width, height, and depth of this Item3D object.
GetFocusListeners()This action returns an Iterator containing all of the FocusListeners that have been added to this Item using the AddFocusListener action.
GetForce()This action sets the X offset of the Item.
GetFriction()GetZ will return the Z coordinate of this Item3D in 3D space.
GetGestureListeners()This action returns an Iterator containing all of the GestureListeners that have been added to this Item using the AddGestureListener action.
GetGlobalPosition()This action will return the global position of the Item3D as a Vector3.
GetGlobalX()This action will return the global x coordinate of the Item3D.
GetGlobalY()This action will return the global y coordinate of the Item3D.
GetGlobalZ()This action will return the global z coordinate of the Item3D.
GetHashCode()This action gets the hash code for an object.
GetHeight()GetHeight will return the height of this Item3D.
GetInputGroup()This action returns the input group for this Item.
GetInputTable()
GetIntensity()This action returns the intensity of this light.
GetInterpolatedAngularVelocity()
GetInterpolatedLinearVelocity()
GetInterpolationTransform()This action adds a different Item3D into this one, storing the added Item3D at a specific index in the internal array.
GetInterpolationWorldTransform()
GetInverseInertiaLocal()
GetInverseInertiaWorld()GetHeight will return the height of this Item3D.
GetInverseMass()GetDepth will return the depth of this Item3D.
GetItem(integer index)This action returns an Item3D that was previously added to this Item3D by finding it at the given index in the internal array of children Items.
GetItemCount()This action returns the number of items contained in this Item3D.
GetItems()This action returns an iterator containing all the items contained in this Item3D.
GetJointList()vector:Scale(1, 1, -1)
GetLayer()This action returns the current Layer3D that this Item3D is a part of in the Game libraries.
GetLights(Libraries.Containers.Array<Libraries.Game.Graphics.Light> array)This action will find all of the Light objects contained in the children hierarchy of this Item3D and add it to the end of the given array.
GetLights()This action will return an array of all Light objects contained in the children hierarchy of this Item3D.
GetLinearDamping()GetWidth will return the width of this Item3D.
GetLinearVelocity()This action sets the offsets of the item.
GetLinearVelocityAtLocalPoint(Libraries.Compute.Vector3 relativePosition)
GetMass()This action will increase the x-coordinate of this Item by the given amount.
GetMouseListeners()This action returns an Iterator containing all of the MouseListeners that have been added to this Item using the AddMouseListener action.
GetMouseMovementListeners()This action returns an Iterator containing all of the MouseMovementListeners that have been added to this Item using the AddMouseMovementListener action.
GetMouseWheelListeners()This action returns an Iterator containing all of the MouseWheelListeners that have been added to this Item using the AddMouseWheelListener action.
GetName()This action returns the current internal name of the Item.
GetNextFocus()This action returns the next focus item.
GetNode(integer index)This action returns an iterator containing all the items contained in this Item3D.
GetNodeCount()This action returns whether or not any items are contained in this Item.
GetNodes()This action returns the number of items contained in this Item3D.
GetOffsetX()This action returns the X offset of the Item.
GetOffsetY()This action returns the Y offset of the item.
GetOffsetZ()This action returns the Z offset of the item.
GetOrientation()
GetParent()This action returns the parent of this Item3D.
GetPhysicsProperties()
GetPitch()This action will rotate this Item3D clockwise about an axis passing through the given point.
GetPosition()GetPosition will return a Vector3 object containing the X, Y, and Z coordinates of this Item3D object.
GetPreviousFocus()This action returns the previous focus item.
GetPropertiesSize()
GetProperty(text key)
GetPropertyKeyIterator()
GetPushVelocity()
GetResponsiveness()This action sets the height of the Item.
GetRestitution()GetX will return the X coordinate of this Item3D in 3D space.
GetRoll()This action will rotate this Item3D clockwise about an axis passing through the given point.
GetRotationTransform()This action will return the Matrix4 containing the rotations applied to the Item3D.
GetScaleX()This action will scale the Item3D by values of the given Vector3.
GetScaleY()This action will rotate all of the children of this Item3D clockwise about an axis passing through this item.
GetScaleZ()This action will rotate the Item3D about an axis represented by the given Vector3.
GetScreenBounds()This action returns a 2D rectangle describing the approximate bounds of this Item3D on the screen.
GetScreenX()This action returns the x coordinate of the Item on the screen.
GetScreenY()This action returns the y coordinate of the Item on the screen.
GetShape()This action will return an array of all Light objects contained in the children hierarchy of this Item3D.
GetShapeType()This action is used by the Game libraries to create a reference to the layer that this Item3D exists on.
GetSleepTime()
GetTimeOfImpact()transform:Set(matrix)
GetTorque()This action will increase the x, y, and z coordinates of this Item by the values inside the given Vector3.
GetTouchListeners()This action returns an Iterator containing all of the TouchListeners that have been added to this Item using the AddTouchListener action.
GetTransform()This action will return the Matrix4 containing the transformations applied to the Item3D, including its global position, rotation, and scaling.
GetTurnVelocity()
GetWidth()GetWidth will return the width of this Item3D.
GetX()GetX will return the X coordinate of this Item3D in 3D space.
GetY()GetY will return the Y coordinate of this Item3D in 3D space.
GetYaw()We store the offsets we'll be using before manipulating anything.
GetZ()GetZ will return the Z coordinate of this Item3D in 3D space.
HasMoved()
HasProperties()
HasProperty(text key)
Hide()This action is used to indicate that an Item and all Items that were added to it should not be visible on the screen.
IntegrateVelocities(number seconds)
InternalApplyImpulse(Libraries.Compute.Vector3 linearComponent, Libraries.Compute.Vector3 angularComponent, number impulseMagnitude)
IsAcceptingMouseInput()This action returns whether or not this Item accepts mouse input.
IsAccessibleParent()This action returns the nearest parent object that is accessible.
IsCollidable()This action removes an Item that was previously added to this Item by finding it at the given index in the internal array of children Items.
IsEmpty()This action returns whether or not any items are contained in this Item.
IsFastMoving()This action sets the x, y, and z coordinates of the Item3D.
IsFocusable()This action returns whether or not the Item can currently receive focus.
IsFocused()The IsFocused action determines if this Item is currently focused, returning true if it is, or false if it is not.
IsNonResponsive()
IsOnLayer()This action returns true if the item has been added to a Layer, or false otherwise.
IsPhysicsEnabled()This action will return the global z coordinate of the Item3D.
IsResponsive()
IsRotationAllowed()
IsShowing()This action returns whether the Item is currently set to be visible on the screen.
IsSimulated()
IsSimulationRequired()This action sets the Y coordinate of the Item.
IsUnmovable()
LostFocus(Libraries.Interface.Events.FocusEvent event)This action is fired if the item lost the focus.
Move(Libraries.Compute.Vector3 vector)This action will increase the x, y, and z coordinates of this Item by the values inside the given Vector3.
Move(number xAmount, number yAmount, number zAmount)This action will increase the x, y, and z coordinates of this Item by the given amounts.
MoveX(number xAmount)This action will increase the x-coordinate of this Item by the given amount.
MoveY(number yAmount)This action will increase the y-coordinate of this Item by the given amount.
MoveZ(number zAmount)This action will increase the z-coordinate of this Item by the given amount.
PredictIntegratedTransform(number seconds, Libraries.Game.Collision.PhysicsPosition3D predictedTransform)
ProceedToTransform(Libraries.Game.Collision.PhysicsPosition3D transform)
ProcessGestureEvent(Libraries.Interface.Events.GestureEvent event)This action takes a gesture event and handles it.
ProcessMouseEvent(Libraries.Interface.Events.MouseEvent event)This action takes a MouseEvent and distributes it to any MouseListeners, MouseMovementListeners, and MouseWheelListeners that have been added to this Item3D.
ProcessTouchEvent(Libraries.Interface.Events.TouchEvent event)This action will take a TouchEvent and distribute it to any TouchListeners that have been added to this Item3D.
Remove(integer index)This action removes an Item that was previously added to this Item by finding it at the given index in the internal array of children Items.
Remove(Libraries.Interface.Item3D removed)This action removes an Item3D that was previously added to this Item3D.
RemoveFocusListener(Libraries.Interface.Events.FocusListener listener)This action removes a FocusListener from the Item.
RemoveGestureListener(Libraries.Interface.Events.GestureListener listener)This action removes a GestureListener from the Item.
RemoveMouseListener(Libraries.Interface.Events.MouseListener listener)This action removes a MouseListener from the Item.
RemoveMouseMovementListener(Libraries.Interface.Events.MouseMovementListener listener)This action removes a MouseMovementListener from the Item.
RemoveMouseWheelListener(Libraries.Interface.Events.MouseWheelListener listener)This action removes a MouseWheelListener from the Item.
RemoveTouchListener(Libraries.Interface.Events.TouchListener listener)This action removes a TouchListener from the Item.
RequireSimulation(boolean flag)This action sets the Z coordinate of the Item.
ResetMass()
Rotate(Libraries.Compute.Vector3 vector, number degrees, boolean rotateChildren)This action will rotate the Item3D about an axis represented by the given Vector3.
Rotate(Libraries.Compute.Vector3 vector, number degrees)This action will rotate the Item3D about an axis represented by the given Vector3.
Rotate(number rotateX, number rotateY, number rotateZ, number degrees)This action will rotate the Item3D about an axis.
Rotate(number rotateX, number rotateY, number rotateZ, number degrees, boolean rotateChildren)This action will rotate the Item3D about an axis represented by the first 3 given number values.
RotateAround(Libraries.Compute.Vector3 point, Libraries.Compute.Vector3 axis, number degrees)This action will rotate this Item3D clockwise about an axis passing through the given point.
RotateAround(Libraries.Compute.Vector3 point, Libraries.Compute.Vector3 axis, number degrees, boolean rotateChildren)This action will rotate this Item3D clockwise about an axis passing through the given point.
RotateChildren(number rotateX, number rotateY, number rotateZ, number degrees)This action will rotate all of the children of this Item3D clockwise about an axis passing through this item.
RotateChildren(Libraries.Compute.Vector3 vector, number degrees)This action will rotate all of the children of this Item3D clockwise about an axis passing through this item.
SaveKinematicState(number time)
Scale(Libraries.Compute.Vector3 vector)This action will scale the Item3D by the values of the given Vector3.
Scale(Libraries.Compute.Vector3 vector, boolean scaleChildren)This action will scale the Item3D by values of the given Vector3.
Scale(number scaleX, number scaleY, number scaleZ, boolean scaleChildren)This action will scale the Item3D by the given values.
Scale(number scaleX, number scaleY, number scaleZ)This action will scale the Item3D by the given values.
SetAcceptsMouseInput(boolean accepts)This action sets whether or not this Item accepts mouse input.
SetAccessibilityCode(integer newAccessibilityCode)This action changes the accessibility code for this Item.
SetAccessibilityRoleDescription(text newRoleDescription)This action sets a custom accessibility role description for this item.
SetAngularDamping(number angularDamping)This action sets the depth the Item.
SetAngularVelocity(Libraries.Compute.Vector3 angularVelocity)This action sets the offsets of the item.
SetCenterOfMassTransform(Libraries.Game.Collision.PhysicsPosition3D transform)
SetCollidable(boolean flag)This action returns an Item3D that was previously added to this Item3D by finding it at the given index in the internal array of children Items.
SetCollideWithChildren(boolean flag)
SetCollisionGroupFlag(boolean flag)This action lets the 3D collision solver actions (inside the class CollisionSolver3D) know that if this object needs its physics to be updated.
SetCollisionGroupIndex(integer index)This action sets where in the "list of objects that needs to be updated because collision happened" that this object resides in.
SetCollisionList(Libraries.Game.Collision.CollisionEdge3D list)This action sets a reference to the parent item.
SetCollisionTransform(Libraries.Game.Collision.PhysicsPosition3D transform)This action adds a different Item3D into this one.
SetCollisionTransform0(Libraries.Game.Collision.PhysicsPosition3D transform)
SetColor(Libraries.Game.Graphics.Color newColor)This action will set the color of the light to match the given color.
SetColor(number red, number green, number blue, number alpha)This action will set the color of the light using number values for the red, green, blue, and alpha components of a color, respectively.
SetDepth(number setDepth)This action sets the depth the Item.
SetDescription(text newDescription)This action sets the internal description of the Item.
SetDimensions(number setWidth, number setHeight, number setDepth)This action sets the width, height, and depth of the Item3D.
SetDimensions(Libraries.Compute.Vector3 vector)This action sets the width, height, and depth of the Item3D.
SetFocusable(boolean focus)The SetFocusable action sets whether or not this Item should be focusable.
SetForce(Libraries.Compute.Vector3 force)This action sets the Y offset of the item.
SetFriction(number friction)GetPosition will return a Vector3 object containing the X, Y, and Z coordinates of this Item3D object.
SetHasMoved(boolean flag)
SetHeight(number setHeight)This action sets the height of the Item.
SetInputGroup(text group)This action sets the input group for this Item.
SetIntensity(number newIntensity)This action will set the intensity of this light, which indicates how bright it is.
SetInterpolatedAngularVelocity(Libraries.Compute.Vector3 velocity)
SetInterpolatedLinearVelocity(Libraries.Compute.Vector3 velocity)
SetInterpolationTransform(Libraries.Game.Collision.PhysicsPosition3D transform)This action copies the values of the provided Matrix4 into this item's rotation transform, effectively allowing you to copy rotations from one object to another.
SetItem(integer index, Libraries.Interface.Item3D newItem)This action sets a value inside the internal item array of this Item3D.
SetJointList(Libraries.Game.Physics.Joints.JointEdge3D list)This action will return the global position of the Item3D as a Vector3.
SetLayer(Libraries.Game.Layer3D parentLayer)This action is used by the Game libraries to create a reference to the layer that this Item3D exists on.
SetLight(Libraries.Game.Graphics.Color newColor, Libraries.Compute.Vector3 newPosition, number newIntensity)This action will set the color, position, and intensity of this light to match the given values.
SetLinearDamping(number linearDamping)This action sets the width, height, and depth of the Item3D.
SetLinearVelocity(Libraries.Compute.Vector3 linearVelocity)This action will return the global x coordinate of the Item3D.
SetLinearVelocityX(number linearVelocityX)This action returns the Z offset of the item.
SetLinearVelocityY(number linearVelocityY)This action returns the Y offset of the item.
SetLinearVelocityZ(number linearVelocityZ)This action returns the X offset of the Item.
SetMass(number mass)GetDimensions will return a Vector3 object containing the width, height, and depth of this Item3D object.
SetName(text newName)This action sets the internal name of the Item.
SetNextFocus(Libraries.Interface.Item next)This action sets the next focus item.
SetNonResponsive()
SetOffset(Libraries.Compute.Vector3 vector)This action sets the offsets of the item.
SetOffset(number xAmount, number yAmount, number zAmount)This action sets the offsets of the item.
SetOffsetX(number xAmount)This action sets the X offset of the Item.
SetOffsetY(number yAmount)This action sets the Y offset of the item.
SetOffsetZ(number zAmount)This action sets the Z offset of the item.
SetParent(Libraries.Interface.Item3D newItem)This action sets a reference to the parent item.
SetPhysicsProperties(Libraries.Game.Physics.PhysicsProperties3D properties)
SetPosition(Libraries.Compute.Vector3 vector)This action sets the x, y, and z coordinates of the Item3D.
SetPosition(number setX, number setY, number setZ)This action sets the x, y, and z coordinates of the Item3D.
SetPreviousFocus(Libraries.Interface.Item previous)This action sets the previous focus item.
SetProperty(text key, Libraries.Data.Formats.JavaScriptObjectNotation value)
SetResponsive()
SetResponsiveness(integer type)This action sets the width of the Item.
SetRestitution(number restitution)GetY will return the Y coordinate of this Item3D in 3D space.
SetRotationTransform(Libraries.Compute.Matrix4 source)This action copies the values of the provided Matrix4 into this item's rotation transform, effectively allowing you to copy rotations from one object to another.
SetScale(number scaleX, number scaleY, number scaleZ)This action will rotate the Item3D about an axis represented by the given Vector3.
SetScale(number scaleX, number scaleY, number scaleZ, boolean scaleChildren)This action takes a MouseEvent and distributes it to any MouseListeners, MouseMovementListeners, and MouseWheelListeners that have been added to this Item3D.
SetScaleX(number scale)This action will scale the Item3D by the given values.
SetScaleX(number scale, boolean scaleChildren)This action will scale the Item3D by the given values.
SetScaleY(number scale, boolean scaleChildren)This action will rotate all of the children of this Item3D clockwise about an axis passing through this item.
SetScaleY(number scale)This action will scale the Item3D by the values of the given Vector3.
SetScaleZ(number scale, boolean scaleChildren)This action will rotate the Item3D about an axis.
SetScaleZ(number scale)This action will rotate the Item3D about an axis represented by the first 3 given number values.
SetScreenPositionFromPhysicsPosition()
SetShape(Libraries.Game.Collision.Shapes.CollisionShape3D shape)This action will find all of the Light objects contained in the children hierarchy of this Item3D and add it to the end of the given array.
SetSleepTime(number time)
SetTimeOfImpact(number timeOfImpact)matrix:row2column2 = tempMatrix:row2column2// * vector:GetZ()
SetTorque(Libraries.Compute.Vector3 torque)transform:Translate(vector:GetX(), vector:GetY(), vector:GetZ() * -1)
SetUnmovable()
SetWidth(number setWidth)This action sets the width of the Item.
SetX(number setX)This action sets the X coordinate of the Item.
SetY(number setY)This action sets the Y coordinate of the Item.
SetYawPitchRoll(number yaw, number pitch, number roll)Vector3 localOffset = child:GetGlobalPosition()
SetZ(number setZ)This action sets the Z coordinate of the Item.
ShouldCollide(Libraries.Interface.Item3D otherItem)
Show()This action is used to indicate that an Item and all Items that were added to it should be visible on the screen.
Simulate(boolean flag)This action sets the X coordinate of the Item.
SynchronizeNodes()This action returns the current Layer3D that this Item3D is a part of in the Game libraries.
Update(number secondsSinceUpdate)This action updates the item.
UpdateAll(number secondsSinceUpdate)This action calls the Update action on this Item and all Items that have been added to this item with the Add action.
UpdateInertia()

Actions Documentation

Add(Libraries.Interface.Item3D newItem)

This action adds a different Item3D into this one. This makes a few things happen. 1. The added item will get this item as its parent. 2. The added item's x, y, and z coordinates will become relative to this Item. 3. Most actions on this Item will also affect the added Item.

Example Code

use Libraries.Interface.Item3D

        Item3D parentItem
        Item3D child
        parentItem:Add(child)

Parameters

Add(integer index, Libraries.Interface.Item3D newItem)

This action adds a different Item3D into this one, storing the added Item3D at a specific index in the internal array.

Example Code

use Libraries.Interface.Item3D

        Item3D parentItem
        Item3D child
        parentItem:Add(0, child)

Parameters

AddBehavior(Libraries.Interface.Behaviors.Behavior behavior)

This action adds a new Behavior to this Item.

Parameters

AddFocusListener(Libraries.Interface.Events.FocusListener listener)

This action adds a FocusListener to the Item. When the Item receives a FocusEvent due to either gaining or losing the focus, the listener will be notified.

Example Code

use Libraries.Interface.Item
        use Libraries.Interface.Events.FocusListener
        Item myItem
        FocusListener listener
        myItem:AddFocusListener(listener)

Parameters

AddGestureListener(Libraries.Interface.Events.GestureListener listener)

This action adds a GestureListener to the Item. If the Item ever receives a GestureEvent, the listener will be notified.

Example Code

use Libraries.Interface.Item
        use Libraries.Interface.Events.GestureListener
        Item myItem
        GestureListener listener
        myItem:AddGestureListener(listener)

Parameters

AddMouseListener(Libraries.Interface.Events.MouseListener listener)

This action adds a MouseListener to the Item. If the Item ever receives a MouseEvent due to a mouse click, the mouse listener will be notified.

Example Code

use Libraries.Interface.Item
        use Libraries.Interface.Events.MouseListener
        Item myItem
        MouseListener listener
        myItem:AddMouseListener(listener)

Parameters

AddMouseMovementListener(Libraries.Interface.Events.MouseMovementListener listener)

This action adds a MouseMovementListener to the Item. If the Item ever receives a MouseEvent due to mouse movement, the listener will be notified.

Example Code

use Libraries.Interface.Item
        use Libraries.Interface.Events.MouseMovementListener
        Item myItem
        MouseMovementListener listener
        myItem:AddMouseMovementListener(listener)

Parameters

AddMouseWheelListener(Libraries.Interface.Events.MouseWheelListener listener)

This action adds a MouseWheelListener to the Item. If the Item ever receives a MouseEvent due to the mouse wheel being scrolled, the listener will be notified.

Example Code

use Libraries.Interface.Item
        use Libraries.Interface.Events.MouseWheelListener
        Item myItem
        MouseWheelListener listener
        myItem:AddMouseWheelListener(listener)

Parameters

AddTouchListener(Libraries.Interface.Events.TouchListener listener)

This action adds a TouchListener to the Item. If the Item ever receives a TouchEvent, the listener will be notified.

Example Code

use Libraries.Interface.Item
        use Libraries.Interface.Events.TouchListener
        Item myItem
        TouchListener listener
        myItem:AddTouchListener(listener)

Parameters

ApplyAngularImpulse(Libraries.Compute.Vector3 impulse)

This action will increase the y-coordinate of this Item by the given amount.

Example Code

use Libraries.Interface.Item3D

        Item3D myItem
        myItem:SetY(50)
        myItem:MoveY(25)

Parameters

ApplyDamping(number seconds)

Parameters

ApplyForce(Libraries.Compute.Vector3 force, Libraries.Compute.Vector3 point)

transform:Translate(xAmount, yAmount, -zAmount)

Parameters

ApplyForceToCenter(Libraries.Compute.Vector3 force)

This action will increase the x, y, and z coordinates of this Item by the given amounts.

Example Code

use Libraries.Interface.Item3D

        Item3D myItem
        myItem:SetPosition(50, 25, 80)
        myItem:Move(25, 15, -20)

Parameters

ApplyImpulse(Libraries.Compute.Vector3 impulse, Libraries.Compute.Vector3 localPositionToApply)

ACTIONS MADE FOR JOINTS.

Parameters

ApplyLinearImpulse(Libraries.Compute.Vector3 impulse, Libraries.Compute.Vector3 point)

This action will increase the z-coordinate of this Item by the given amount.

Example Code

use Libraries.Interface.Item3D

        Item3D myItem
        myItem:SetZ(50)
        myItem:MoveZ(25)

Parameters

ApplyLinearImpulseToCenter(Libraries.Compute.Vector3 impulse)

ACTIONS MADE FOR JOINTS.

Parameters

ApplyTorque(Libraries.Compute.Vector3 torque)

transform:Translate(0, 0, -zAmount)

Parameters

ApplyTorqueImpulse(Libraries.Compute.Vector3 torque)

Parameters

BeginCollision(Libraries.Interface.Item item)

This action is used to indicate that two items have just begun colliding. When two Items collide, the BeginCollision action should be called on both of them, with the other item passed as a parameter to the action. Note that this action does nothing by default, but classes that inherit from Item may override it.

Example Code

use Libraries.Interface.Item

        Item collider1
        Item collider2
        collider1:BeginCollision(collider2)
        collider2:BeginCollision(collider1)

Parameters

CanRotate(boolean flag)

Parameters

CancelBehaviors()

This action stops all behaviors this Item is following without finishing them.

CollideWithChildren()

Return

boolean

Compare(Libraries.Language.Object object)

This action compares two object hash codes and returns an integer. The result is larger if this hash code is larger than the object passed as a parameter, smaller, or equal. In this case, -1 means smaller, 0 means equal, and 1 means larger. This action was changed in Quorum 7 to return an integer, instead of a CompareResult object, because the previous implementation was causing efficiency issues.

Example Code

Object o
        Object t
        integer result = o:Compare(t) //1 (larger), 0 (equal), or -1 (smaller)

Parameters

Return

integer: The Compare result, Smaller, Equal, or Larger.

ComputeAngularImpulseDenominator(Libraries.Compute.Vector3 axis)

Parameters

Return

number

ComputeImpulseDenominator(Libraries.Compute.Vector3 position, Libraries.Compute.Vector3 normal)

Parameters

Return

number

Copy()

This action will create a copy of this PointLight that has the same color, position, intensity, and offsets as this light.

Return

Libraries.Game.Graphics.PointLight:

CreateNodes(Libraries.Game.Collision.BroadphaseCollision3D broadphase, Libraries.Game.Collision.PhysicsPosition3D transform)

This action will take a TouchEvent and distribute it to any TouchListeners that have been added to this Item3D. This action will also set the event to the "handled" state.

Example Code

use Libraries.Interface.Item2D
    use Libraries.Interface.Events.TouchEvent
    use Libraries.Interface.Events.TouchListener
    Item2D myItem
    TouchListener listener
    myItem:AddTouchListener(listener)
    TouchEvent event
    event:eventType = event:BEGAN
    myItem:ProcessTouchEvent(event)

Parameters

DestroyNodes(Libraries.Game.Collision.BroadphaseCollision3D broadphase)

This action will remove all Items from this Item's children hierarchy. Note that this will not empty the hierarchies of the contained Items.

Example Code

use Libraries.Interface.Item3D

        Item3D parentItem
        Item3D child1
        Item3D child2
        Item3D grandchild
        parentItem:Add(child1)
        parentItem:Add(child2)
        child1:Add(grandChild)
        parentItem:Empty()

Parameters

Dispose()

This action is used to free up any additional memory that is being used by this Item for purposes such as graphics. Note that the Item class doesn't have any extra memory that needs to be released with this action, but some classes which inherit from Item, such as Libraries.Game.Graphics.Drawable, do.

DisposeAll()

This action is used to call Dispose on this Item and on the entire children hierarchy of this Item.

DisposeChildren()

This action is used to call Dispose on the entire children hierarchy of this Item. This will not call Dispose on this Item.

Draw(Libraries.Game.Graphics.Painter3D painter)

This action is used to draw this Item on the screen, and then draw all of the Item's children hierarchy on the screen. Note that Items themselves can not be drawn, but some classes that extend the Item class, such as the Libraries.Game.Graphics.Model class, can be. To see how they draw, see their documentation.

Parameters

Empty()

This action will remove all Items from this Item's children hierarchy. Note that this will not empty the hierarchies of the contained Items.

Example Code

use Libraries.Interface.Item3D

        Item3D parentItem
        Item3D child1
        Item3D child2
        Item3D grandchild
        parentItem:Add(child1)
        parentItem:Add(child2)
        child1:Add(grandChild)
        parentItem:Empty()

EmptyAll()

This action will call Empty on the entire children hierarchy of this item, and then empty this item as well.

EmptyChildren()

This action is used to call Empty on all children contained in this item's children hierarchy. This will not empty the children of this item.

EnablePhysics(boolean flag)

This action will return the global y coordinate of the Item3D. This is the item's position plus any offset applied by its relation to its parent (if it has one).

Example Code

use Libraries.Interface.Item3D
        Item3D myItem
        Item3D parentItem
        parentItem:SetY(50)
        myItem:SetY(25)
        parentItem:Add(myItem)
        number y = myItem:GetGlobalY()

Parameters

Equals(Libraries.Language.Object object)

This action determines if two objects are equal based on their hash code values.

Example Code

use Libraries.Language.Object
        use Libraries.Language.Types.Text
        Object o
        Text t
        boolean result = o:Equals(t)

Parameters

Return

boolean: True if the hash codes are equal and false if they are not equal.

FastMoving(boolean flag)

This action sets the x, y, and z coordinates of the Item3D.

Example Code

use Libraries.Interface.Item3D
        Item3D myItem
        myItem:SetPosition(50, 200, 35)

Parameters

FinishCollision(Libraries.Interface.Item item)

This action is used to indicate that two items that were previously colliding no longer are. The FinishCollision action should be called on both Items involved, with the other item passed as a parameter to the action. Note that this action does nothing by default, but classes that inherit from Item may override it.

Example Code

use Libraries.Interface.Item

        Item collider1
        Item collider2
        collider1:FinishCollision(collider2)
        collider2:FinishCollision(collider1)

Parameters

Focus()

This action sets focus on this Item. If the Item is not focusable, it will instead look through the parent hierarchy and set focus on the first focusable ancestor. If no focusable Item can be found, this action will have no effect.

GainedFocus(Libraries.Interface.Events.FocusEvent event)

This action is fired if the item received the focus.

Parameters

GetAccessibilityCode()

This action returns the current accessiblity code for this Item

Return

integer:

GetAccessibilityRoleDescription()

This action returns the custom accessibility role description for this item, if any.

Return

text:

GetAccessibilityType()

This action returns the name of the accessiblity code for this Item as Text

Return

text:

GetAccessibleParent()

This action returns the parent of this Item3D. An Item3D gets a parent when it is added to another Item using the Add action.

Example Code

use Libraries.Interface.Item3D

        Item3D parentItem
        Item3D child
        parentItem:Add(child)
        Item3D item = child:GetParent()

Return

Libraries.Interface.Item: The parent Item.

GetAngularDamping()

This action sets the width, height, and depth of the Item3D.

Example Code

use Libraries.Interface.Item3D
        Item3D myItem
        myItem:SetDimensions(50, 200, 35)

Return

number:

GetAngularFactor()

Source: http://answers.unity3d.com/storage/temp/12048-lefthandedtorighthanded.pdf

Return

number:

GetAngularVelocity()

This action sets the Z offset of the item. The offset tells the Item where to relate its Z position to. In other words, the Z offset is where a Z coordinate of 0 is for this item. This is automatically set when using an action to add an Item to another Item.

Example Code

use Libraries.Interface.Item3D
        Item3D myItem
        myItem:SetOffsetZ(75)

Return

Libraries.Compute.Vector3:

GetBoundingBox(integer childIndex)

This action is used to draw this Item on the screen, and then draw all of the Item's children hierarchy on the screen. Note that Items themselves can not be drawn, but some classes that extend the Item class, such as the Libraries.Game.Graphics.Model class, can be. To see how they draw, see their documentation.

Parameters

Return

Libraries.Game.BoundingBox:

GetCenterOfMassPosition()

Return

Libraries.Compute.Vector3

GetCenterOfMassTransform()

Return

Libraries.Game.Collision.PhysicsPosition3D

GetCollisionGroupFlag()

This action lets the 3D collision solver actions (inside the class CollisionSolver3D) know that if this object needs its physics to be updated.

Return

boolean:

GetCollisionGroupIndex()

This action sets where in the "list of objects that needs to be updated because collision happened" that this object resides in. This "list of objects that needs to be updated because collision happened" is stored inside the CollisionSolver3D class as tempSolverBodyPool.

Return

integer:

GetCollisionList()

This action will return the Matrix4 containing the rotations applied to the Item3D. The values inside the Matrix are used during transform calculations, so they shouldn't be changed unless you know what you're doing!

Example Code

use Libraries.Interface.Item3D
        use Libraries.Compute.Matrix4
        Item3D myItem
        Matrix4 matrix = myItem:GetRotationTransform()

Return

Libraries.Game.Collision.CollisionEdge3D: The Matrix4 used by this item to store and calculate rotations.

GetCollisionTransform()

This action removes an Item3D that was previously added to this Item3D.

Example Code

use Libraries.Interface.Item3D

        Item3D parentItem
        Item3D child1
        Item3D child2
        parentItem:Add(child1)
        parentItem:Add(child2)
        parentItem:Remove(child1)

Return

Libraries.Game.Collision.PhysicsPosition3D: Whether or not the item was found and removed.

GetCollisionTransform0()

Return

Libraries.Game.Collision.PhysicsPosition3D

GetColor()

This action will return the current color of this light.

Return

Libraries.Game.Graphics.Color:

GetDepth()

GetDepth will return the depth of this Item3D.

Example Code

use Libraries.Interface.Item3D

        Item3D myItem
        myItem:SetDepth(50)
        number depth = myItem:GetDepth()

Return

number: The depth of this item.

GetDescription()

This action returns the current internal description of the Item.

Example Code

use Libraries.Interface.Item

        Item item
        item:SetDescription("Used for demo purposes.")
        output "My item's description is : " + item:GetDescription()

Return

text:

GetDimensions()

GetDimensions will return a Vector3 object containing the width, height, and depth of this Item3D object.

Example Code

use Libraries.Interface.Item3D
        use Libraries.Compute.Vector3

        Item3D myItem
        myItem:SetWidth(50)
        Vector3 vector = myItem:GetDimensions()

Return

Libraries.Compute.Vector3: A new Vector3 object containing the width, height, and depth of this item.

GetFocusListeners()

This action returns an Iterator containing all of the FocusListeners that have been added to this Item using the AddFocusListener action.

Return

Libraries.Containers.Iterator: An iterator containing all of the registered FocusListeners.

GetForce()

This action sets the X offset of the Item. The offset tells the Item where to relate its X position to. In other words, the X offset is where an X coordinate of 0 is for this Item. This is automatically set when using an action to add an Item to another Item.

Example Code

use Libraries.Interface.Item3D
        Item3D myItem
        myItem:SetOffsetX(100)

Return

Libraries.Compute.Vector3:

GetFriction()

GetZ will return the Z coordinate of this Item3D in 3D space. Note that if if this object has been added to an Item3D, then this coordinate is relative to the parent item - to get the non-relative Z coordinate, use the GetGlobalZ() action instead.

Example Code

use Libraries.Interface.Item3D

        Item3D myItem
        myItem:SetZ(50)
        number z = myItem:GetZ()

Return

number: The current z coordinate of this Item, relative to the parent Item (if there is one).

GetGestureListeners()

This action returns an Iterator containing all of the GestureListeners that have been added to this Item using the AddGestureListener action.

Return

Libraries.Containers.Iterator: An iterator containing all of the registered GestureListeners.

GetGlobalPosition()

This action will return the global position of the Item3D as a Vector3. This is the item's position plus any offset applied by its relation to its parent (if it has one).

Example Code

use Libraries.Interface.Item3D
        use Libraries.Compute.Vector3
        Item3D myItem
        Item3D parentItem
        parentItem:SetPosition(50, 40, 30)
        myItem:SetPosition(25, 30, 45)
        parentItem:Add(myItem)
        Vector3 position = myItem:GetGlobalPosition()

Return

Libraries.Compute.Vector3: A new Vector3 object containing the global coordinates of this Item (not relative to any parent).

GetGlobalX()

This action will return the global x coordinate of the Item3D. This is the item's position plus any offset applied by its relation to its parent (if it has one).

Example Code

use Libraries.Interface.Item3D
        Item3D myItem
        Item3D parentItem
        parentItem:SetX(50)
        myItem:SetX(25)
        parentItem:Add(myItem)
        number x = myItem:GetGlobalX()

Return

number: The global X coordinate of this Item (not relative to any parent).

GetGlobalY()

This action will return the global y coordinate of the Item3D. This is the item's position plus any offset applied by its relation to its parent (if it has one).

Example Code

use Libraries.Interface.Item3D
        Item3D myItem
        Item3D parentItem
        parentItem:SetY(50)
        myItem:SetY(25)
        parentItem:Add(myItem)
        number y = myItem:GetGlobalY()

Return

number: The global Y coordinate of this Item (not relative to any parent).

GetGlobalZ()

This action will return the global z coordinate of the Item3D. This is the item's position plus any offset applied by its relation to its parent (if it has one).

Example Code

use Libraries.Interface.Item3D
        Item3D myItem
        Item3D parentItem
        parentItem:SetZ(50)
        myItem:SetZ(25)
        parentItem:Add(myItem)
        number z = myItem:GetGlobalZ()

Return

number: The global Z coordinate of this Item (not relative to any parent).

GetHashCode()

This action gets the hash code for an object.

Example Code

Object o
        integer hash = o:GetHashCode()

Return

integer: The integer hash code of the object.

GetHeight()

GetHeight will return the height of this Item3D.

Example Code

use Libraries.Interface.Item3D

        Item3D myItem
        myItem:SetHeight(50)
        number height = myItem:GetHeight()

Return

number: The height of this item.

GetInputGroup()

This action returns the input group for this Item. When used with the Game libraries, this tag describes what InputTable (if any) can interact with this Item due to input.

Example Code

use Libraries.Interface.Item

        Item item
        item:SetInputGroup("arrowKeys")
        output "My item's input group is : " + item:GetInputGroup()

Return

text: The input group tag being used by this Item.

GetInputTable()

Return

Libraries.Game.InputTable:

GetIntensity()

This action returns the intensity of this light. The intensity is a measure of the brightness of the light.

Return

number:

GetInterpolatedAngularVelocity()

Return

Libraries.Compute.Vector3

GetInterpolatedLinearVelocity()

Return

Libraries.Compute.Vector3

GetInterpolationTransform()

This action adds a different Item3D into this one, storing the added Item3D at a specific index in the internal array.

Example Code

use Libraries.Interface.Item3D

        Item3D parentItem
        Item3D child
        parentItem:Add(0, child)

Return

Libraries.Game.Collision.PhysicsPosition3D:

GetInterpolationWorldTransform()

Return

Libraries.Game.Collision.PhysicsPosition3D

GetInverseInertiaLocal()

Return

Libraries.Compute.Vector3

GetInverseInertiaWorld()

GetHeight will return the height of this Item3D.

Example Code

use Libraries.Interface.Item3D

        Item3D myItem
        myItem:SetHeight(50)
        number height = myItem:GetHeight()

Return

Libraries.Compute.Matrix3: The height of this item.

GetInverseMass()

GetDepth will return the depth of this Item3D.

Example Code

use Libraries.Interface.Item3D

        Item3D myItem
        myItem:SetDepth(50)
        number depth = myItem:GetDepth()

Return

number: The depth of this item.

GetItem(integer index)

This action returns an Item3D that was previously added to this Item3D by finding it at the given index in the internal array of children Items.

Example Code

use Libraries.Interface.Item3D

        Item3D parentItem
        Item3D child1
        Item3D child2
        parentItem:Add(child1)
        parentItem:Add(child2)
        Item3D temp = parentItem:GetItem(0)

Parameters

Return

Libraries.Interface.Item3D: The child Item stored at the index.

GetItemCount()

This action returns the number of items contained in this Item3D.

Example Code

use Libraries.Interface.Item3D

        Item3D parentItem
        Item3D child1
        Item3D child2
        parentItem:Add(child1)
        parentItem:Add(child2)
        integer size = parentItem:GetItemCount()

Return

integer: The number of children in this Item3D.

GetItems()

This action returns an iterator containing all the items contained in this Item3D.

Example Code

use Libraries.Interface.Item3D
        use Libraries.Containers.Iterator

        Item3D parentItem
        Item3D child1
        Item3D child2
        parentItem:Add(child1)
        parentItem:Add(child2)
        Iterator<Item3D> iterator = parentItem:GetItems()

Return

Libraries.Containers.Iterator: An iterator containing all children in this Item3D.

GetJointList()

vector:Scale(1, 1, -1)

Return

Libraries.Game.Physics.Joints.JointEdge3D:

GetLayer()

This action returns the current Layer3D that this Item3D is a part of in the Game libraries.

Return

Libraries.Game.Layer3D: The current Layer3D that this Item3D is attached to (if any).

GetLights(Libraries.Containers.Array<Libraries.Game.Graphics.Light> array)

This action will find all of the Light objects contained in the children hierarchy of this Item3D and add it to the end of the given array. If this object is a Light, it will be added to the array first before adding any descendents where are Lights.

Example Code

use Libraries.Interface.Item3D
    use Libraries.Game.Graphics.PointLight
    use Libraries.Game.Graphics.Light
    use Libraries.Containers.Array

    Item3D item
    PointLight light1
    PointLight light2
    item:Add(light1)
    item:Add(light2)
    Array<Light> lightArray
    item:GetLights(lightArray)

Parameters

GetLights()

This action will return an array of all Light objects contained in the children hierarchy of this Item3D. If this object is a Light, it will also be included as the first item in the array.

Example Code

use Libraries.Interface.Item3D
    use Libraries.Game.Graphics.PointLight
    use Libraries.Game.Graphics.Light
    use Libraries.Containers.Array

    Item3D item
    PointLight light1
    PointLight light2
    item:Add(light1)
    item:Add(light2)
    Array<Light> lightArray = item:GetLights()

Return

Libraries.Containers.Array: An array of all Lights stored in this Item3D.

GetLinearDamping()

GetWidth will return the width of this Item3D.

Example Code

use Libraries.Interface.Item3D

        Item3D myItem
        myItem:SetWidth(50)
        number width = myItem:GetWidth()

Return

number: The width of this item.

GetLinearVelocity()

This action sets the offsets of the item. The offsets tell the Item where to relate its position to. In other words, the offsets determine where each coordinate of 0 is for this item. This is automatically set when using an action to add an Item to another Item.

Example Code

use Libraries.Interface.Item3D
        use Libraries.Compute.Vector3
        Item3D myItem
        Vector3 vector
        vector:Set(75, 40, 35)
        myItem:SetOffset(vector)

Return

Libraries.Compute.Vector3:

GetLinearVelocityAtLocalPoint(Libraries.Compute.Vector3 relativePosition)

Parameters

Return

Libraries.Compute.Vector3

GetMass()

This action will increase the x-coordinate of this Item by the given amount.

Example Code

use Libraries.Interface.Item3D

        Item3D myItem
        myItem:SetX(50)
        myItem:MoveX(25)

Return

number:

GetMouseListeners()

This action returns an Iterator containing all of the MouseListeners that have been added to this Item using the AddMouseListener action.

Return

Libraries.Containers.Iterator: An iterator containing all of the registered MouseListeners.

GetMouseMovementListeners()

This action returns an Iterator containing all of the MouseMovementListeners that have been added to this Item using the AddMouseMovementListener action.

Return

Libraries.Containers.Iterator: An iterator containing all of the registered MouseMovementListeners.

GetMouseWheelListeners()

This action returns an Iterator containing all of the MouseWheelListeners that have been added to this Item using the AddMouseWheelListener action.

Return

Libraries.Containers.Iterator: An iterator containing all of the registered MouseWheelListeners.

GetName()

This action returns the current internal name of the Item.

Example Code

use Libraries.Interface.Item

        Item item
        item:SetName("My Item")
        output "My item's name is " + item:GetName()

Return

text:

GetNextFocus()

This action returns the next focus item. When this Item has the focus and the user requests the focus to advance (e.g. by pressing the tab key), the returned value is the next item to receive that focus, if it is defined. If it isn't defined, the focus can not advance from this Item.

Return

Libraries.Interface.Item: The next Item to receive focus after this one.

GetNode(integer index)

This action returns an iterator containing all the items contained in this Item3D.

Example Code

use Libraries.Interface.Item3D
        use Libraries.Containers.Iterator

        Item3D parentItem
        Item3D child1
        Item3D child2
        parentItem:Add(child1)
        parentItem:Add(child2)
        Iterator<Item3D> iterator = parentItem:GetItems()

Parameters

Return

Libraries.Game.Collision.Item3DNode: An iterator containing all children in this Item3D.

GetNodeCount()

This action returns whether or not any items are contained in this Item.

Example Code

use Libraries.Interface.Item3D

        Item3D parentItem
        Item3D child1
        parentItem:Add(child1)
        boolean wasEmpty = parentItem:IsEmpty()

Return

integer: Whether or not this item contains any children.

GetNodes()

This action returns the number of items contained in this Item3D.

Example Code

use Libraries.Interface.Item3D

        Item3D parentItem
        Item3D child1
        Item3D child2
        parentItem:Add(child1)
        parentItem:Add(child2)
        integer size = parentItem:GetItemCount()

Return

Libraries.Containers.Array: The number of children in this Item3D.

GetOffsetX()

This action returns the X offset of the Item. The offset tells the Item where to relate its X position to. In other words, the X offset is where an X coordinate of 0 is for this Item. This is automatically set when using an action to add an Item to another Item.

Example Code

use Libraries.Interface.Item3D
        Item3D myItem
        myItem:SetOffsetX(100)
        number offset = myItem:GetOffsetX()

Return

number: The current X offset.

GetOffsetY()

This action returns the Y offset of the item. The offset tells the Item where to relate its Y position to. In other words, the Y offset is where a Y coordinate of 0 is for this item. This is automatically set when using an action to add an Item to another Item.

Example Code

use Libraries.Interface.Item3D
        Item3D myItem
        myItem:SetOffsetY(75)
        number offset = myItem:GetOffsetY()

Return

number: The current Y offset.

GetOffsetZ()

This action returns the Z offset of the item. The offset tells the Item where to relate its Z position to. In other words, the Z offset is where a Z coordinate of 0 is for this item. This is automatically set when using an action to add an Item to another Item.

Example Code

use Libraries.Interface.Item3D
        Item3D myItem
        myItem:SetOffsetZ(75)
        number offset = myItem:GetOffsetZ()

Return

number: The current Z offset.

GetOrientation()

Return

Libraries.Compute.Quaternion

GetParent()

This action returns the parent of this Item3D. An Item3D gets a parent when it is added to another Item using the Add action.

Example Code

use Libraries.Interface.Item3D

        Item3D parentItem
        Item3D child
        parentItem:Add(child)
        Item3D item = child:GetParent()

Return

Libraries.Interface.Item3D: The parent Item.

GetPhysicsProperties()

Return

Libraries.Game.Physics.PhysicsProperties3D

GetPitch()

This action will rotate this Item3D clockwise about an axis passing through the given point. The direction of the axis is represented by the given Vector3 object. The last parameter is a boolean that determines whether or not children should also be rotated - a value of true will rotate the children, a value of false will not. Note that the children will still maintain relative position to this item, regardless of the boolean passed.

Example Code

use Libraries.Interface.Item3D
    use Libraries.Compute.Vector3
    Item3D parentItem
    Item3D child1
    Item3D child2

    parentItem:Add(child1)
    parentItem:Add(child2)

    // We will rotate about the point 0, 0, 0 for this example.
    Vector3 point
    point:Set(0, 0, 0)

    Vector3 axis

    // This will rotate the item and its children 90 degrees clockwise around a ray passing 
    // through the given point and pointing to the right.
    axis:Set(1, 0, 0)
    myItem:RotateAround(point, axis, 90, true)

    // This will rotate the item and its children 45 degrees clockwise around a ray passing 
    // through the given point and pointing straight down.
    axis:Set(0, -1, 0, 45)
    myItem:RotateAround(point, axis, 45, true)

    // This will rotate the item (but not its children) 60 degrees counter-clockwise around a ray  
    // passing through the given point and pointing to the right.
    axis:Set(1, 0, 0)
    myItem:RotateAround(point, axis, -60, false)

    // When setting the ray with multiple non-zero values, each value is
    // relative to each other. Since this vector is set with a larger x
    // value than y value, this ray points mostly left and a little upwards.
    axis:Set(3, 1, 0)
    myItem:RotateAround(point, axis, 45, true)

    // Because the values are relative to each other, this code has the same
    // effect as the last Rotate call we used (because the x value is still
    // 3 times larger than the y value).
    axis:Set(9, 3, 0)
    myItem:RotateAround(point, axis, 45, true)

Return

number:

GetPosition()

GetPosition will return a Vector3 object containing the X, Y, and Z coordinates of this Item3D object. Note that if this object has been added to an Item3D, then this coordinate is relative to the parent item - to get the non-relative coordinates, use the GetGlobalPosition() action instead.

Example Code

use Libraries.Interface.Item3D
        use Libraries.Compute.Vector3

        Item3D myItem
        myItem:SetX(50)
        Vector3 vector = myItem:GetPosition()

Return

Libraries.Compute.Vector3: A new Vector3 object containing the x, y, and z coordinates of this Item, relative to the parent Item (if there is one).

GetPreviousFocus()

This action returns the previous focus item. When this Item has the focus and the user requests the focus to move backwards (e.g. by pressing shift & tab), the returned value is the previous item to receive that focus, if it is defined. If it isn't defined, the focus can not move backwards from this Item.

Return

Libraries.Interface.Item: The previous Item to receive focus before this one.

GetPropertiesSize()

Return

integer

GetProperty(text key)

Parameters

Return

Libraries.Data.Formats.JavaScriptObjectNotation

GetPropertyKeyIterator()

Return

Libraries.Containers.Iterator

GetPushVelocity()

Return

Libraries.Compute.Vector3

GetResponsiveness()

This action sets the height of the Item.

Example Code

use Libraries.Interface.Item3D
        Item3D myItem
        myItem:SetHeight(210.0)

Return

integer:

GetRestitution()

GetX will return the X coordinate of this Item3D in 3D space. Note that if if this object has been added to an Item3D, then this coordinate is relative to the parent item - to get the non-relative X coordinate, use the GetGlobalX() action instead.

Example Code

use Libraries.Interface.Item3D

        Item3D myItem
        myItem:SetX(50)
        number x = myItem:GetX()

Return

number: The current x coordinate of this Item, relative to the parent Item (if there is one).

GetRoll()

This action will rotate this Item3D clockwise about an axis passing through the given point. The direction of the axis is represented by the given Vector3 object. The children of this Item3D will also be rotated.

Example Code

use Libraries.Interface.Item3D
    use Libraries.Compute.Vector3
    Item3D parentItem
    Item3D child1
    Item3D child2

    parentItem:Add(child1)
    parentItem:Add(child2)

    // We will rotate about the point 0, 0, 0 for this example.
    Vector3 point
    point:Set(0, 0, 0)

    Vector3 axis

    // This will rotate the item and its children 90 degrees clockwise around a ray passing 
    // through the given point and pointing to the right.
    axis:Set(1, 0, 0)
    myItem:RotateAround(point, axis, 90)

    // This will rotate the item and its children 45 degrees clockwise around a ray passing 
    // through the given point and pointing straight down.
    axis:Set(0, -1, 0, 45)
    myItem:RotateAround(point, axis, 45)

    // This will rotate the item and its children 60 degrees counter-clockwise around a ray  
    // passing through the given point and pointing to the right.
    axis:Set(1, 0, 0)
    myItem:RotateAround(point, axis, -60)

    // When setting the ray with multiple non-zero values, each value is
    // relative to each other. Since this vector is set with a larger x
    // value than y value, this ray points mostly left and a little upwards.
    axis:Set(3, 1, 0)
    myItem:RotateAround(point, axis, 45)

    // Because the values are relative to each other, this code has the same
    // effect as the last Rotate call we used (because the x value is still
    // 3 times larger than the y value).
    axis:Set(9, 3, 0)
    myItem:RotateAround(point, axis, 45)

Return

number:

GetRotationTransform()

This action will return the Matrix4 containing the rotations applied to the Item3D. The values inside the Matrix are used during transform calculations, so they shouldn't be changed unless you know what you're doing!

Example Code

use Libraries.Interface.Item3D
        use Libraries.Compute.Matrix4
        Item3D myItem
        Matrix4 matrix = myItem:GetRotationTransform()

Return

Libraries.Compute.Matrix4: The Matrix4 used by this item to store and calculate rotations.

GetScaleX()

This action will scale the Item3D by values of the given Vector3. If the boolean parameter is set to true, and if the Item3D has any children items, they will also be scaled, and their offsets will be adjusted to maintain the same relative position to this item. If the boolean parameter is set to false, only this Item will be scaled.

Example Code

use Libraries.Interface.Item3D
    use Libraries.Compute.Vector3
    Item3D myItem
    Vector3 vector
    vector:Set(5, 2, 1)
    myItem:Scale(vector, false)

Return

number:

GetScaleY()

This action will rotate all of the children of this Item3D clockwise about an axis passing through this item. The direction of the axis is represented by the given Vector3, and the children will be rotated by the given number of degrees.

Example Code

use Libraries.Interface.Item3D
    use Libraries.Compute.Vector3
    Item3D parentItem
    Item3D child1
    Item3D child2

    parentItem:Add(child1)
    parentItem:Add(child2)

    Vector3 axis

    // This will rotate the item's children 90 degrees clockwise around a ray passing 
    // through the item's center and pointing to the right.
    axis:Set(1, 0, 0)
    myItem:RotateChildren(axis, 90)

    // This will rotate the item's children 45 degrees clockwise around a ray passing 
    // through the item's center and pointing straight down.
    axis:Set(0, -1, 0)
    myItem:RotateChildren(axis, 45)

    // This will rotate the item's children 60 degrees counter-clockwise around a ray  
    // passing through the item's center and pointing to the right.
    axis:Set(1, 0, 0)
    myItem:RotateChildren(axis, -60)

    // When setting the ray with multiple non-zero values, each value is
    // relative to each other. Since this vector is set with a larger x
    // value than y value, this ray points mostly left and a little upwards.
    axis:Set(3, 1, 0)
    myItem:Rotate(axis, 45)

    // Because the values are relative to each other, this code has the same
    // effect as the last Rotate call we used (because the x value is still
    // 3 times larger than the y value).
    axis:Set(9, 3, 0)
    myItem:RotateChildren(axis, 45)

Return

number:

GetScaleZ()

This action will rotate the Item3D about an axis represented by the given Vector3. The item will be rotated by an angle given in degrees. If the boolean parameter is set to true, and if the Item3D has any children items, they will also be rotated, and their offsets will be adjusted to maintain the same relative position to this item. If the boolean parameter is set to false, only this Item will be rotated.

Example Code

use Libraries.Interface.Item3D
    use Libraries.Compute.Vector3
    Item3D myItem
    Vector3 vector
    vector:Set(5, 2, 1)
    myItem:Rotate(vector, 90, false)

Return

number:

GetScreenBounds()

This action returns a 2D rectangle describing the approximate bounds of this Item3D on the screen. The rectangle isn't rotated (i.e. the rectangle's edges are aligned with the screen's edges), so the rectangle may be significantly larger than the space taken by the Item3D on the screen in some cases.

Return

Libraries.Game.Shapes.Rectangle:

GetScreenX()

This action returns the x coordinate of the Item on the screen. If the Item hasn't been attached to a Layer, this will return a "Not a Number" value instead.

Return

number:

GetScreenY()

This action returns the y coordinate of the Item on the screen. If the Item hasn't been attached to a Layer, this will return a "Not a Number" value instead.

Return

number:

GetShape()

This action will return an array of all Light objects contained in the children hierarchy of this Item3D. If this object is a Light, it will also be included as the first item in the array.

Example Code

use Libraries.Interface.Item3D
    use Libraries.Game.Graphics.PointLight
    use Libraries.Game.Graphics.Light
    use Libraries.Containers.Array

    Item3D item
    PointLight light1
    PointLight light2
    item:Add(light1)
    item:Add(light2)
    Array<Light> lightArray = item:GetLights()

Return

Libraries.Game.Collision.Shapes.CollisionShape3D: An array of all Lights stored in this Item3D.

GetShapeType()

This action is used by the Game libraries to create a reference to the layer that this Item3D exists on. It is automatically called as needed by the Layer3D class. Most users will never need to use this action directly.

Return

integer:

GetSleepTime()

Return

number

GetTimeOfImpact()

transform:Set(matrix)

Return

number:

GetTorque()

This action will increase the x, y, and z coordinates of this Item by the values inside the given Vector3.

Example Code

use Libraries.Interface.Item3D
        use Libraries.Compute.Vector3

        Item3D myItem
        Vector3 vector
        vector:Set(25, 15, -20)
        myItem:SetPosition(50, 25, 80)
        myItem:Move(vector)

Return

Libraries.Compute.Vector3:

GetTouchListeners()

This action returns an Iterator containing all of the TouchListeners that have been added to this Item using the AddTouchListener action.

Return

Libraries.Containers.Iterator: An iterator containing all of the registered TouchListeners.

GetTransform()

This action will return the Matrix4 containing the transformations applied to the Item3D, including its global position, rotation, and scaling.

Example Code

use Libraries.Interface.Item3D
        use Libraries.Compute.Matrix4
        Item3D myItem
        Matrix4 matrix = myItem:GetTransform()

Return

Libraries.Compute.Matrix4: The Matrix4 used by this item to store and calculate transformations.

GetTurnVelocity()

Return

Libraries.Compute.Vector3

GetWidth()

GetWidth will return the width of this Item3D.

Example Code

use Libraries.Interface.Item3D

        Item3D myItem
        myItem:SetWidth(50)
        number width = myItem:GetWidth()

Return

number: The width of this item.

GetX()

GetX will return the X coordinate of this Item3D in 3D space. Note that if if this object has been added to an Item3D, then this coordinate is relative to the parent item - to get the non-relative X coordinate, use the GetGlobalX() action instead.

Example Code

use Libraries.Interface.Item3D

        Item3D myItem
        myItem:SetX(50)
        number x = myItem:GetX()

Return

number: The current x coordinate of this Item, relative to the parent Item (if there is one).

GetY()

GetY will return the Y coordinate of this Item3D in 3D space. Note that if if this object has been added to an Item3D, then this coordinate is relative to the parent item - to get the non-relative Y coordinate, use the GetGlobalY() action instead.

Example Code

use Libraries.Interface.Item3D

        Item3D myItem
        myItem:SetY(50)
        number y = myItem:GetY()

Return

number: The current y coordinate of this Item, relative to the parent Item (if there is one).

GetYaw()

We store the offsets we'll be using before manipulating anything. This ensures we use the original data, and there's no risk of using data that's been modified on the fly (e.g., updating a parent item will affect the position of the child item).

Return

number:

GetZ()

GetZ will return the Z coordinate of this Item3D in 3D space. Note that if if this object has been added to an Item3D, then this coordinate is relative to the parent item - to get the non-relative Z coordinate, use the GetGlobalZ() action instead.

Example Code

use Libraries.Interface.Item3D

        Item3D myItem
        myItem:SetZ(50)
        number z = myItem:GetZ()

Return

number: The current z coordinate of this Item, relative to the parent Item (if there is one).

HasMoved()

Return

boolean

HasProperties()

Return

boolean

HasProperty(text key)

Parameters

Return

boolean

Hide()

This action is used to indicate that an Item and all Items that were added to it should not be visible on the screen. Note that the Item class on its own cannot be drawn on the screen, but classes that inherit from it such as Libraries.Game.Graphics.Drawable can be. By default, Items are considered visible.

Example Code

use Libraries.Interface.Item

        Item item
        item:Hide()

IntegrateVelocities(number seconds)

Parameters

InternalApplyImpulse(Libraries.Compute.Vector3 linearComponent, Libraries.Compute.Vector3 angularComponent, number impulseMagnitude)

Parameters

IsAcceptingMouseInput()

This action returns whether or not this Item accepts mouse input. If the value is true, this will intercept incoming mouse events, triggering any related MouseListeners and InputSets and preventing the mouse event from propagating to other Items on the Layer. The default value is true.

Return

boolean: True if this Item can receive mouse events, or false otherwise.

IsAccessibleParent()

This action returns the nearest parent object that is accessible. This can be anything that the programmer wants to be accessible, from user interface components in a 2D interface to 3D components relative in 3-space on screen. By default, items have no accessible parent and are self-contained, but user interface components normally override the behavior so that controls can be logically nested within each other. attribute: returns Item

Return

boolean:

IsCollidable()

This action removes an Item that was previously added to this Item by finding it at the given index in the internal array of children Items.

Example Code

use Libraries.Interface.Item

        Item parentItem
        Item child1
        Item child2
        parentItem:Add(child1)
        parentItem:Add(child2)
        parentItem:Remove(0)

Return

boolean: The Item that was removed.

IsEmpty()

This action returns whether or not any items are contained in this Item.

Example Code

use Libraries.Interface.Item3D

        Item3D parentItem
        Item3D child1
        parentItem:Add(child1)
        boolean wasEmpty = parentItem:IsEmpty()

Return

boolean: Whether or not this item contains any children.

IsFastMoving()

This action sets the x, y, and z coordinates of the Item3D.

Example Code

use Libraries.Interface.Item3D
        use Libraries.Compute.Vector3
        Item3D myItem
        Vector3 vector
        vector:Set(50, 200, 35)
        myItem:SetPosition(vector)

Return

boolean:

IsFocusable()

This action returns whether or not the Item can currently receive focus. This property can be set with SetFocusable().

Return

boolean:

IsFocused()

The IsFocused action determines if this Item is currently focused, returning true if it is, or false if it is not.

Return

boolean:

IsNonResponsive()

Return

boolean

IsOnLayer()

This action returns true if the item has been added to a Layer, or false otherwise.

Return

boolean: True if the item is on a Layer, or false otherwise.

IsPhysicsEnabled()

This action will return the global z coordinate of the Item3D. This is the item's position plus any offset applied by its relation to its parent (if it has one).

Example Code

use Libraries.Interface.Item3D
        Item3D myItem
        Item3D parentItem
        parentItem:SetZ(50)
        myItem:SetZ(25)
        parentItem:Add(myItem)
        number z = myItem:GetGlobalZ()

Return

boolean: The global Z coordinate of this Item (not relative to any parent).

IsResponsive()

Return

boolean

IsRotationAllowed()

Return

boolean

IsShowing()

This action returns whether the Item is currently set to be visible on the screen.

Example Code

use Libraries.Interface.Item

        Item item
        item:Hide()
        boolean visible = item:IsShowing()

Return

boolean: A boolean representing whether or not the Item is currently visible.

IsSimulated()

Return

boolean

IsSimulationRequired()

This action sets the Y coordinate of the Item.

Example Code

use Libraries.Interface.Item3D
        Item3D myItem
        myItem:SetY(210.0)

Return

boolean:

IsUnmovable()

Return

boolean

LostFocus(Libraries.Interface.Events.FocusEvent event)

This action is fired if the item lost the focus.

Parameters

Move(Libraries.Compute.Vector3 vector)

This action will increase the x, y, and z coordinates of this Item by the values inside the given Vector3.

Example Code

use Libraries.Interface.Item3D
        use Libraries.Compute.Vector3

        Item3D myItem
        Vector3 vector
        vector:Set(25, 15, -20)
        myItem:SetPosition(50, 25, 80)
        myItem:Move(vector)

Parameters

Move(number xAmount, number yAmount, number zAmount)

This action will increase the x, y, and z coordinates of this Item by the given amounts.

Example Code

use Libraries.Interface.Item3D

        Item3D myItem
        myItem:SetPosition(50, 25, 80)
        myItem:Move(25, 15, -20)

Parameters

MoveX(number xAmount)

This action will increase the x-coordinate of this Item by the given amount.

Example Code

use Libraries.Interface.Item3D

        Item3D myItem
        myItem:SetX(50)
        myItem:MoveX(25)

Parameters

MoveY(number yAmount)

This action will increase the y-coordinate of this Item by the given amount.

Example Code

use Libraries.Interface.Item3D

        Item3D myItem
        myItem:SetY(50)
        myItem:MoveY(25)

Parameters

MoveZ(number zAmount)

This action will increase the z-coordinate of this Item by the given amount.

Example Code

use Libraries.Interface.Item3D

        Item3D myItem
        myItem:SetZ(50)
        myItem:MoveZ(25)

Parameters

PredictIntegratedTransform(number seconds, Libraries.Game.Collision.PhysicsPosition3D predictedTransform)

Parameters

ProceedToTransform(Libraries.Game.Collision.PhysicsPosition3D transform)

Parameters

ProcessGestureEvent(Libraries.Interface.Events.GestureEvent event)

This action takes a gesture event and handles it. It will first test to see if the gesture event took place within the bounds of this Item. If so, it will notify any GestureListeners of the event. If the event was not contained within this Item, or if there are no GestureListeners on this Item, the Item will ask its parent Item to process the event, if there is a parent.

Example Code

use Libraries.Interface.Item3D
        use Libraries.Interface.Events.GestureEvent
        use Libraries.Interface.Events.GestureListener
        Item3D myItem
        GestureListener listener
        myItem:AddGestureListener(listener)
        GestureEvent event
        event:eventType = event:DOUBLE_TAP
        myItem:ProcessGestureEvent(event)

Parameters

ProcessMouseEvent(Libraries.Interface.Events.MouseEvent event)

This action takes a MouseEvent and distributes it to any MouseListeners, MouseMovementListeners, and MouseWheelListeners that have been added to this Item3D. This action will also set the event to the "handled" state.

Example Code

use Libraries.Interface.Item2D
    use Libraries.Interface.Events.MouseEvent
    use Libraries.Interface.Events.MouseListener
    Item2D myItem
    MouseListener listener
    myItem:AddMouseListener(listener)
    MouseEvent event
    event:eventType = event:CLICKED_MOUSE
    myItem:ProcessMouseEvent(event)

Parameters

ProcessTouchEvent(Libraries.Interface.Events.TouchEvent event)

This action will take a TouchEvent and distribute it to any TouchListeners that have been added to this Item3D. This action will also set the event to the "handled" state.

Example Code

use Libraries.Interface.Item2D
    use Libraries.Interface.Events.TouchEvent
    use Libraries.Interface.Events.TouchListener
    Item2D myItem
    TouchListener listener
    myItem:AddTouchListener(listener)
    TouchEvent event
    event:eventType = event:BEGAN
    myItem:ProcessTouchEvent(event)

Parameters

Remove(integer index)

This action removes an Item that was previously added to this Item by finding it at the given index in the internal array of children Items.

Example Code

use Libraries.Interface.Item

        Item parentItem
        Item child1
        Item child2
        parentItem:Add(child1)
        parentItem:Add(child2)
        parentItem:Remove(0)

Parameters

Return

Libraries.Interface.Item3D: The Item that was removed.

Remove(Libraries.Interface.Item3D removed)

This action removes an Item3D that was previously added to this Item3D.

Example Code

use Libraries.Interface.Item3D

        Item3D parentItem
        Item3D child1
        Item3D child2
        parentItem:Add(child1)
        parentItem:Add(child2)
        parentItem:Remove(child1)

Parameters

Return

boolean: Whether or not the item was found and removed.

RemoveFocusListener(Libraries.Interface.Events.FocusListener listener)

This action removes a FocusListener from the Item. The listener will no longer receive notification if the Item gets a FocusEvent.

Example Code

use Libraries.Interface.Item
        use Libraries.Interface.Events.FocusListener
        Item myItem
        FocusListener listener
        myItem:AddFocusListener(listener)
        myItem:RemoveFocusListener(listener)

Parameters

RemoveGestureListener(Libraries.Interface.Events.GestureListener listener)

This action removes a GestureListener from the Item. The listener will no longer receive notification if the Item gets a GestureEvent.

Example Code

use Libraries.Interface.Item
        use Libraries.Interface.Events.GestureListener
        Item myItem
        GestureListener listener
        myItem:AddGestureListener(listener)
        myItem:RemoveGestureListener(listener)

Parameters

RemoveMouseListener(Libraries.Interface.Events.MouseListener listener)

This action removes a MouseListener from the Item. The listener will no longer receive notification if the Item gets a mouse click event.

Example Code

use Libraries.Interface.Item
        use Libraries.Interface.Events.MouseListener
        Item myItem
        MouseListener listener
        myItem:AddMouseListener(listener)
        myItem:RemoveMouseListener(listener)

Parameters

RemoveMouseMovementListener(Libraries.Interface.Events.MouseMovementListener listener)

This action removes a MouseMovementListener from the Item. The listener will no longer receive notification if the Item gets a mouse movement event.

Example Code

use Libraries.Interface.Item
        use Libraries.Interface.Events.MouseMovementListener
        Item myItem
        MouseMovementListener listener
        myItem:AddMouseMovementListener(listener)
        myItem:RemoveMouseMovementListener(listener)

Parameters

RemoveMouseWheelListener(Libraries.Interface.Events.MouseWheelListener listener)

This action removes a MouseWheelListener from the Item. The listener will no longer receive notification if the Item gets a mouse wheel event.

Example Code

use Libraries.Interface.Item
        use Libraries.Interface.Events.MouseWheelListener
        Item myItem
        MouseWheelListener listener
        myItem:AddMouseWheelListener(listener)
        myItem:RemoveMouseWheelListener(listener)

Parameters

RemoveTouchListener(Libraries.Interface.Events.TouchListener listener)

This action removes a TouchListener from the Item. The listener will no longer receive notification if the Item gets a TouchEvent.

Example Code

use Libraries.Interface.Item
        use Libraries.Interface.Events.TouchListener
        Item myItem
        TouchListener listener
        myItem:AddTouchListener(listener)
        myItem:RemoveTouchListener(listener)

Parameters

RequireSimulation(boolean flag)

This action sets the Z coordinate of the Item.

Example Code

use Libraries.Interface.Item3D
        Item3D myItem
        myItem:SetZ(210.0)

Parameters

ResetMass()

Rotate(Libraries.Compute.Vector3 vector, number degrees, boolean rotateChildren)

This action will rotate the Item3D about an axis represented by the given Vector3. The item will be rotated by an angle given in degrees. If the boolean parameter is set to true, and if the Item3D has any children items, they will also be rotated, and their offsets will be adjusted to maintain the same relative position to this item. If the boolean parameter is set to false, only this Item will be rotated.

Example Code

use Libraries.Interface.Item3D
    use Libraries.Compute.Vector3
    Item3D myItem
    Vector3 vector
    vector:Set(5, 2, 1)
    myItem:Rotate(vector, 90, false)

Parameters

Rotate(Libraries.Compute.Vector3 vector, number degrees)

This action will rotate the Item3D about an axis represented by the given Vector3. The axis is essentially a ray that starts at the center of the item and points outward. The item will then rotate clockwise around that ray. The item will be rotated by an angle given in degrees. If the Item3D has any children items, they will also be rotated, and their offsets will be adjusted to maintain the same relative position to this item.

Example Code

use Libraries.Interface.Item3D
    use Libraries.Compute.Vector3
    Item3D myItem
    Vector3 vector

    // This will rotate the item 90 degrees clockwise around a ray passing 
    // through the item's center and pointing to the right.
    vector:Set(1, 0, 0)
    myItem:Rotate(vector, 90)

    // This will rotate the item 45 degrees clockwise around a ray passing 
    // through the item's center and pointing straight down.
    vector:Set(0, -1, 0)
    myItem:Rotate(vector, 45)

    // This will rotate the item 60 degrees counter-clockwise around a ray  
    // passing through the item's center and pointing to the right.
    vector:Set(1, 0, 0)
    myItem:Rotate(vector, -60)

    // When setting the vector with multiple non-zero values, each value is
    // relative to each other. Since this vector is set with a larger x
    // value than y value, this ray points mostly left and a little upwards.
    vector:Set(3, 1, 0)
    myItem:Rotate(vector, 45)

    // Because the values are relative to each other, this code has the same
    // effect as the last Rotate call we used (because the x value is still
    // 3 times larger than the y value).
    vector:Set(9, 3, 0)
    myItem:Rotate(vector, 45)

Parameters

Rotate(number rotateX, number rotateY, number rotateZ, number degrees)

This action will rotate the Item3D about an axis. The axis is essentially a ray that starts at the center of the item and points outward. The item will then rotate clockwise around that ray. The ray is defined using three numbers, representing which way it points on the x, y, and z planes, respectively. The item will be rotated by an angle given in degrees. If the Item3D has any children items, they will also be rotated, and their offsets will be adjusted to maintain the same relative position to this item.

Example Code

use Libraries.Interface.Item3D
    Item3D myItem

    // This will rotate the item 90 degrees clockwise around a ray passing 
    // through the item's center and pointing to the right.
    myItem:Rotate(1, 0, 0, 90)

    // This will rotate the item 45 degrees clockwise around a ray passing 
    // through the item's center and pointing straight down.
    myItem:Rotate(0, -1, 0, 45)

    // This will rotate the item 60 degrees counter-clockwise around a ray  
    // passing through the item's center and pointing to the right.
    myItem:Rotate(1, 0, 0, -60)

    // When setting the ray with multiple non-zero values, each value is
    // relative to each other. Since this vector is set with a larger x
    // value than y value, this ray points mostly left and a little upwards.
    myItem:Rotate(3, 1, 0, 45)

    // Because the values are relative to each other, this code has the same
    // effect as the last Rotate call we used (because the x value is still
    // 3 times larger than the y value).
    myItem:Rotate(9, 3, 0, 45)

Parameters

Rotate(number rotateX, number rotateY, number rotateZ, number degrees, boolean rotateChildren)

This action will rotate the Item3D about an axis represented by the first 3 given number values. The item will be rotated by an angle given in degrees. If the boolean parameter is set to true, and if the Item3D has any children items, they will also be rotated, and their offsets will be adjusted to maintain the same relative position to this item. If the boolean parameter is set to false, only this Item will be rotated.

Example Code

use Libraries.Interface.Item3D
    Item3D myItem
    myItem:Rotate(5, 2, 1, 90, false)

Parameters

RotateAround(Libraries.Compute.Vector3 point, Libraries.Compute.Vector3 axis, number degrees)

This action will rotate this Item3D clockwise about an axis passing through the given point. The direction of the axis is represented by the given Vector3 object. The children of this Item3D will also be rotated.

Example Code

use Libraries.Interface.Item3D
    use Libraries.Compute.Vector3
    Item3D parentItem
    Item3D child1
    Item3D child2

    parentItem:Add(child1)
    parentItem:Add(child2)

    // We will rotate about the point 0, 0, 0 for this example.
    Vector3 point
    point:Set(0, 0, 0)

    Vector3 axis

    // This will rotate the item and its children 90 degrees clockwise around a ray passing 
    // through the given point and pointing to the right.
    axis:Set(1, 0, 0)
    myItem:RotateAround(point, axis, 90)

    // This will rotate the item and its children 45 degrees clockwise around a ray passing 
    // through the given point and pointing straight down.
    axis:Set(0, -1, 0, 45)
    myItem:RotateAround(point, axis, 45)

    // This will rotate the item and its children 60 degrees counter-clockwise around a ray  
    // passing through the given point and pointing to the right.
    axis:Set(1, 0, 0)
    myItem:RotateAround(point, axis, -60)

    // When setting the ray with multiple non-zero values, each value is
    // relative to each other. Since this vector is set with a larger x
    // value than y value, this ray points mostly left and a little upwards.
    axis:Set(3, 1, 0)
    myItem:RotateAround(point, axis, 45)

    // Because the values are relative to each other, this code has the same
    // effect as the last Rotate call we used (because the x value is still
    // 3 times larger than the y value).
    axis:Set(9, 3, 0)
    myItem:RotateAround(point, axis, 45)

Parameters

RotateAround(Libraries.Compute.Vector3 point, Libraries.Compute.Vector3 axis, number degrees, boolean rotateChildren)

This action will rotate this Item3D clockwise about an axis passing through the given point. The direction of the axis is represented by the given Vector3 object. The last parameter is a boolean that determines whether or not children should also be rotated - a value of true will rotate the children, a value of false will not. Note that the children will still maintain relative position to this item, regardless of the boolean passed.

Example Code

use Libraries.Interface.Item3D
    use Libraries.Compute.Vector3
    Item3D parentItem
    Item3D child1
    Item3D child2

    parentItem:Add(child1)
    parentItem:Add(child2)

    // We will rotate about the point 0, 0, 0 for this example.
    Vector3 point
    point:Set(0, 0, 0)

    Vector3 axis

    // This will rotate the item and its children 90 degrees clockwise around a ray passing 
    // through the given point and pointing to the right.
    axis:Set(1, 0, 0)
    myItem:RotateAround(point, axis, 90, true)

    // This will rotate the item and its children 45 degrees clockwise around a ray passing 
    // through the given point and pointing straight down.
    axis:Set(0, -1, 0, 45)
    myItem:RotateAround(point, axis, 45, true)

    // This will rotate the item (but not its children) 60 degrees counter-clockwise around a ray  
    // passing through the given point and pointing to the right.
    axis:Set(1, 0, 0)
    myItem:RotateAround(point, axis, -60, false)

    // When setting the ray with multiple non-zero values, each value is
    // relative to each other. Since this vector is set with a larger x
    // value than y value, this ray points mostly left and a little upwards.
    axis:Set(3, 1, 0)
    myItem:RotateAround(point, axis, 45, true)

    // Because the values are relative to each other, this code has the same
    // effect as the last Rotate call we used (because the x value is still
    // 3 times larger than the y value).
    axis:Set(9, 3, 0)
    myItem:RotateAround(point, axis, 45, true)

Parameters

RotateChildren(number rotateX, number rotateY, number rotateZ, number degrees)

This action will rotate all of the children of this Item3D clockwise about an axis passing through this item. The direction of the axis is represented by the given Vector3, and the children will be rotated by the given number of degrees.

Example Code

use Libraries.Interface.Item3D
    Item3D parentItem
    Item3D child1
    Item3D child2

    parentItem:Add(child1)
    parentItem:Add(child2)

    Vector3 axis

    // This will rotate the item's children 90 degrees clockwise around a ray passing 
    // through the item's center and pointing to the right.
    myItem:RotateChildren(1, 0, 0, 90)

    // This will rotate the item's children 45 degrees clockwise around a ray passing 
    // through the item's center and pointing straight down.
    myItem:RotateChildren(0, -1, 0, 45)

    // This will rotate the item's children 60 degrees counter-clockwise around a ray  
    // passing through the item's center and pointing to the right.
    myItem:RotateChildren(1, 0, 0, -60)

    // When setting the ray with multiple non-zero values, each value is
    // relative to each other. Since this vector is set with a larger x
    // value than y value, this ray points mostly left and a little upwards.
    myItem:Rotate(3, 1, 0, 45)

    // Because the values are relative to each other, this code has the same
    // effect as the last Rotate call we used (because the x value is still
    // 3 times larger than the y value).
    myItem:RotateChildren(9, 3, 0, 45)

Parameters

RotateChildren(Libraries.Compute.Vector3 vector, number degrees)

This action will rotate all of the children of this Item3D clockwise about an axis passing through this item. The direction of the axis is represented by the given Vector3, and the children will be rotated by the given number of degrees.

Example Code

use Libraries.Interface.Item3D
    use Libraries.Compute.Vector3
    Item3D parentItem
    Item3D child1
    Item3D child2

    parentItem:Add(child1)
    parentItem:Add(child2)

    Vector3 axis

    // This will rotate the item's children 90 degrees clockwise around a ray passing 
    // through the item's center and pointing to the right.
    axis:Set(1, 0, 0)
    myItem:RotateChildren(axis, 90)

    // This will rotate the item's children 45 degrees clockwise around a ray passing 
    // through the item's center and pointing straight down.
    axis:Set(0, -1, 0)
    myItem:RotateChildren(axis, 45)

    // This will rotate the item's children 60 degrees counter-clockwise around a ray  
    // passing through the item's center and pointing to the right.
    axis:Set(1, 0, 0)
    myItem:RotateChildren(axis, -60)

    // When setting the ray with multiple non-zero values, each value is
    // relative to each other. Since this vector is set with a larger x
    // value than y value, this ray points mostly left and a little upwards.
    axis:Set(3, 1, 0)
    myItem:Rotate(axis, 45)

    // Because the values are relative to each other, this code has the same
    // effect as the last Rotate call we used (because the x value is still
    // 3 times larger than the y value).
    axis:Set(9, 3, 0)
    myItem:RotateChildren(axis, 45)

Parameters

SaveKinematicState(number time)

Parameters

Scale(Libraries.Compute.Vector3 vector)

This action will scale the Item3D by the values of the given Vector3. If the Item3D has any children items, they will also be scaled, and their offsets will be adjusted to maintain the same relative position to this item.

Example Code

use Libraries.Interface.Item3D
    use Libraries.Compute.Vector3
    Item3D myItem
    Vector3 vector
    vector:Set(5, 2, 1)
    myItem:Scale(vector)

Parameters

Scale(Libraries.Compute.Vector3 vector, boolean scaleChildren)

This action will scale the Item3D by values of the given Vector3. If the boolean parameter is set to true, and if the Item3D has any children items, they will also be scaled, and their offsets will be adjusted to maintain the same relative position to this item. If the boolean parameter is set to false, only this Item will be scaled.

Example Code

use Libraries.Interface.Item3D
    use Libraries.Compute.Vector3
    Item3D myItem
    Vector3 vector
    vector:Set(5, 2, 1)
    myItem:Scale(vector, false)

Parameters

Scale(number scaleX, number scaleY, number scaleZ, boolean scaleChildren)

This action will scale the Item3D by the given values. If the boolean parameter is set to true, and if the Item3D has any children items, they will also be scaled, and their offsets will be adjusted to maintain the same relative position to this item. If the boolean parameter is set to false, only this Item will be scaled.

Example Code

use Libraries.Interface.Item3D
        Item3D myItem
        myItem:Scale(5, 2, 1, false)

Parameters

Scale(number scaleX, number scaleY, number scaleZ)

This action will scale the Item3D by the given values. If the Item3D has any children items, they will also be scaled, and their offsets will be adjusted to maintain the same relative position to this item.

Example Code

use Libraries.Interface.Item3D
    Item3D myItem
    myItem:Scale(5, 2, 1)

Parameters

SetAcceptsMouseInput(boolean accepts)

This action sets whether or not this Item accepts mouse input. If set to true, this will intercept incoming mouse events, triggering any related MouseListeners and InputSets and preventing the mouse event from propagating to other Items on the Layer. The default value is true.

Parameters

SetAccessibilityCode(integer newAccessibilityCode)

This action changes the accessibility code for this Item. This should be done with care because setting the accessiblity code to the incorrect type can cause accessibility to stop functioning or, in some cases, cause the program to crash.

Parameters

SetAccessibilityRoleDescription(text newRoleDescription)

This action sets a custom accessibility role description for this item. This should only be done if there is not a standard accessibility code for the type of item being implemented. If the item behaves very similarly to a standard control type, then set the accessibility code to that standard type while also setting the role description. For example, if implementing an item that extends Control, is keyboard focusable, and responds to activation via both mouse clicks and the Space key, like a button, but it shouldn't be described as a button, then set the accessibility code to BUTTON and the custom role description to whatever is appropriate. If there isn't a suitable accessibility code, or if in doubt, set the accessibility code to CUSTOM.

Parameters

SetAngularDamping(number angularDamping)

This action sets the depth the Item.

Example Code

use Libraries.Interface.Item3D
        Item3D myItem
        myItem:SetDepth(210.0)

Parameters

SetAngularVelocity(Libraries.Compute.Vector3 angularVelocity)

This action sets the offsets of the item. The offsets tell the Item where to relate its position to. In other words, the offsets determine where each coordinate of 0 is for this item. This is automatically set when using an action to add an Item to another Item.

Example Code

use Libraries.Interface.Item3D
        Item3D myItem
        myItem:SetOffset(75, 40, 35)

Parameters

SetCenterOfMassTransform(Libraries.Game.Collision.PhysicsPosition3D transform)

Parameters

SetCollidable(boolean flag)

This action returns an Item3D that was previously added to this Item3D by finding it at the given index in the internal array of children Items.

Example Code

use Libraries.Interface.Item3D

        Item3D parentItem
        Item3D child1
        Item3D child2
        parentItem:Add(child1)
        parentItem:Add(child2)
        Item3D temp = parentItem:GetItem(0)

Parameters

SetCollideWithChildren(boolean flag)

Parameters

SetCollisionGroupFlag(boolean flag)

This action lets the 3D collision solver actions (inside the class CollisionSolver3D) know that if this object needs its physics to be updated.

Parameters

SetCollisionGroupIndex(integer index)

This action sets where in the "list of objects that needs to be updated because collision happened" that this object resides in. This "list of objects that needs to be updated because collision happened" is stored inside the CollisionSolver3D class as tempSolverBodyPool.

Parameters

SetCollisionList(Libraries.Game.Collision.CollisionEdge3D list)

This action sets a reference to the parent item. It is called automatically when an Item3D is added as a child to another Item3D. Most users will not need to use this action directly.

Parameters

SetCollisionTransform(Libraries.Game.Collision.PhysicsPosition3D transform)

This action adds a different Item3D into this one. This makes a few things happen. 1. The added item will get this item as its parent. 2. The added item's x, y, and z coordinates will become relative to this Item. 3. Most actions on this Item will also affect the added Item.

Example Code

use Libraries.Interface.Item3D

        Item3D parentItem
        Item3D child
        parentItem:Add(child)

Parameters

SetCollisionTransform0(Libraries.Game.Collision.PhysicsPosition3D transform)

Parameters

SetColor(Libraries.Game.Graphics.Color newColor)

This action will set the color of the light to match the given color.

Parameters

SetColor(number red, number green, number blue, number alpha)

This action will set the color of the light using number values for the red, green, blue, and alpha components of a color, respectively. Each number should be between 0 and 1, where 0 represents the total lack of a color component, and 1 represents the full presence of a color component.

Parameters

SetDepth(number setDepth)

This action sets the depth the Item.

Example Code

use Libraries.Interface.Item3D
        Item3D myItem
        myItem:SetDepth(210.0)

Parameters

SetDescription(text newDescription)

This action sets the internal description of the Item.

Example Code

use Libraries.Interface.Item

        Item item
        item:SetDescription("Used for demo purposes.")

Parameters

SetDimensions(number setWidth, number setHeight, number setDepth)

This action sets the width, height, and depth of the Item3D.

Example Code

use Libraries.Interface.Item3D
        Item3D myItem
        myItem:SetDimensions(50, 200, 35)

Parameters

SetDimensions(Libraries.Compute.Vector3 vector)

This action sets the width, height, and depth of the Item3D.

Example Code

use Libraries.Interface.Item3D
        use Libraries.Compute.Vector3
        Item3D myItem
        Vector3 vector
        vector:Set(50, 200, 35)
        myItem:SetDimensions(vector)

Parameters

SetFocusable(boolean focus)

The SetFocusable action sets whether or not this Item should be focusable. If the Item is currently focused and made unfocusable, then it will lose focus, and there will be no focused element.

Parameters

SetForce(Libraries.Compute.Vector3 force)

This action sets the Y offset of the item. The offset tells the Item where to relate its Y position to. In other words, the Y offset is where a Y coordinate of 0 is for this item. This is automatically set when using an action to add an Item to another Item.

Example Code

use Libraries.Interface.Item3D
        Item3D myItem
        myItem:SetOffsetY(75)

Parameters

SetFriction(number friction)

GetPosition will return a Vector3 object containing the X, Y, and Z coordinates of this Item3D object. Note that if this object has been added to an Item3D, then this coordinate is relative to the parent item - to get the non-relative coordinates, use the GetGlobalPosition() action instead.

Example Code

use Libraries.Interface.Item3D
        use Libraries.Compute.Vector3

        Item3D myItem
        myItem:SetX(50)
        Vector3 vector = myItem:GetPosition()

Parameters

SetHasMoved(boolean flag)

Parameters

SetHeight(number setHeight)

This action sets the height of the Item.

Example Code

use Libraries.Interface.Item3D
        Item3D myItem
        myItem:SetHeight(210.0)

Parameters

SetInputGroup(text group)

This action sets the input group for this Item. When used with the Game libraries, this tag describes what InputTable (if any) can interact with this Item due to input.

Example Code

use Libraries.Interface.Item

        Item item
        item:SetInputGroup("arrowKeys")
        output "My item's input group is : " + item:GetInputGroup()

Parameters

SetIntensity(number newIntensity)

This action will set the intensity of this light, which indicates how bright it is.

Parameters

SetInterpolatedAngularVelocity(Libraries.Compute.Vector3 velocity)

Parameters

SetInterpolatedLinearVelocity(Libraries.Compute.Vector3 velocity)

Parameters

SetInterpolationTransform(Libraries.Game.Collision.PhysicsPosition3D transform)

This action copies the values of the provided Matrix4 into this item's rotation transform, effectively allowing you to copy rotations from one object to another.

Example Code

use Libraries.Interface.Item3D
    use Libraries.Compute.Matrix4

    Item3D item1
    item1:Rotate(1, 0, 1, 45)
    Matrix4 rotation = item1:GetRotationTransform()

    // Copy the rotation from item1 into a new Item, item2
    Item3D item2
    item2:SetRotationTransform(rotation)

Parameters

SetItem(integer index, Libraries.Interface.Item3D newItem)

This action sets a value inside the internal item array of this Item3D.

Example Code

use Libraries.Interface.Item3D

        Item3D parentItem
        Item3D child1
        Item3D child2
        parentItem:Add(child1)
        parentItem:SetItem(0, child2)

Parameters

SetJointList(Libraries.Game.Physics.Joints.JointEdge3D list)

This action will return the global position of the Item3D as a Vector3. This is the item's position plus any offset applied by its relation to its parent (if it has one).

Example Code

use Libraries.Interface.Item3D
        use Libraries.Compute.Vector3
        Item3D myItem
        Item3D parentItem
        parentItem:SetPosition(50, 40, 30)
        myItem:SetPosition(25, 30, 45)
        parentItem:Add(myItem)
        Vector3 position = myItem:GetGlobalPosition()

Parameters

SetLayer(Libraries.Game.Layer3D parentLayer)

This action is used by the Game libraries to create a reference to the layer that this Item3D exists on. It is automatically called as needed by the Layer3D class. Most users will never need to use this action directly.

Parameters

SetLight(Libraries.Game.Graphics.Color newColor, Libraries.Compute.Vector3 newPosition, number newIntensity)

This action will set the color, position, and intensity of this light to match the given values.

Parameters

SetLinearDamping(number linearDamping)

This action sets the width, height, and depth of the Item3D.

Example Code

use Libraries.Interface.Item3D
        use Libraries.Compute.Vector3
        Item3D myItem
        Vector3 vector
        vector:Set(50, 200, 35)
        myItem:SetDimensions(vector)

Parameters

SetLinearVelocity(Libraries.Compute.Vector3 linearVelocity)

This action will return the global x coordinate of the Item3D. This is the item's position plus any offset applied by its relation to its parent (if it has one).

Example Code

use Libraries.Interface.Item3D
        Item3D myItem
        Item3D parentItem
        parentItem:SetX(50)
        myItem:SetX(25)
        parentItem:Add(myItem)
        number x = myItem:GetGlobalX()

Parameters

SetLinearVelocityX(number linearVelocityX)

This action returns the Z offset of the item. The offset tells the Item where to relate its Z position to. In other words, the Z offset is where a Z coordinate of 0 is for this item. This is automatically set when using an action to add an Item to another Item.

Example Code

use Libraries.Interface.Item3D
        Item3D myItem
        myItem:SetOffsetZ(75)
        number offset = myItem:GetOffsetZ()

Parameters

SetLinearVelocityY(number linearVelocityY)

This action returns the Y offset of the item. The offset tells the Item where to relate its Y position to. In other words, the Y offset is where a Y coordinate of 0 is for this item. This is automatically set when using an action to add an Item to another Item.

Example Code

use Libraries.Interface.Item3D
        Item3D myItem
        myItem:SetOffsetY(75)
        number offset = myItem:GetOffsetY()

Parameters

SetLinearVelocityZ(number linearVelocityZ)

This action returns the X offset of the Item. The offset tells the Item where to relate its X position to. In other words, the X offset is where an X coordinate of 0 is for this Item. This is automatically set when using an action to add an Item to another Item.

Example Code

use Libraries.Interface.Item3D
        Item3D myItem
        myItem:SetOffsetX(100)
        number offset = myItem:GetOffsetX()

Parameters

SetMass(number mass)

GetDimensions will return a Vector3 object containing the width, height, and depth of this Item3D object.

Example Code

use Libraries.Interface.Item3D
        use Libraries.Compute.Vector3

        Item3D myItem
        myItem:SetWidth(50)
        Vector3 vector = myItem:GetDimensions()

Parameters

SetName(text newName)

This action sets the internal name of the Item.

Example Code

use Libraries.Interface.Item

        Item item
        item:SetName("My Item")

Parameters

SetNextFocus(Libraries.Interface.Item next)

This action sets the next focus item. When this Item has the focus and the user requests the focus to advance (e.g. by pressing the tab key), the focus will move to the next focus item, if it is defined.

Parameters

SetNonResponsive()

SetOffset(Libraries.Compute.Vector3 vector)

This action sets the offsets of the item. The offsets tell the Item where to relate its position to. In other words, the offsets determine where each coordinate of 0 is for this item. This is automatically set when using an action to add an Item to another Item.

Example Code

use Libraries.Interface.Item3D
        use Libraries.Compute.Vector3
        Item3D myItem
        Vector3 vector
        vector:Set(75, 40, 35)
        myItem:SetOffset(vector)

Parameters

SetOffset(number xAmount, number yAmount, number zAmount)

This action sets the offsets of the item. The offsets tell the Item where to relate its position to. In other words, the offsets determine where each coordinate of 0 is for this item. This is automatically set when using an action to add an Item to another Item.

Example Code

use Libraries.Interface.Item3D
        Item3D myItem
        myItem:SetOffset(75, 40, 35)

Parameters

SetOffsetX(number xAmount)

This action sets the X offset of the Item. The offset tells the Item where to relate its X position to. In other words, the X offset is where an X coordinate of 0 is for this Item. This is automatically set when using an action to add an Item to another Item.

Example Code

use Libraries.Interface.Item3D
        Item3D myItem
        myItem:SetOffsetX(100)

Parameters

SetOffsetY(number yAmount)

This action sets the Y offset of the item. The offset tells the Item where to relate its Y position to. In other words, the Y offset is where a Y coordinate of 0 is for this item. This is automatically set when using an action to add an Item to another Item.

Example Code

use Libraries.Interface.Item3D
        Item3D myItem
        myItem:SetOffsetY(75)

Parameters

SetOffsetZ(number zAmount)

This action sets the Z offset of the item. The offset tells the Item where to relate its Z position to. In other words, the Z offset is where a Z coordinate of 0 is for this item. This is automatically set when using an action to add an Item to another Item.

Example Code

use Libraries.Interface.Item3D
        Item3D myItem
        myItem:SetOffsetZ(75)

Parameters

SetParent(Libraries.Interface.Item3D newItem)

This action sets a reference to the parent item. It is called automatically when an Item3D is added as a child to another Item3D. Most users will not need to use this action directly.

Parameters

SetPhysicsProperties(Libraries.Game.Physics.PhysicsProperties3D properties)

Parameters

SetPosition(Libraries.Compute.Vector3 vector)

This action sets the x, y, and z coordinates of the Item3D.

Example Code

use Libraries.Interface.Item3D
        use Libraries.Compute.Vector3
        Item3D myItem
        Vector3 vector
        vector:Set(50, 200, 35)
        myItem:SetPosition(vector)

Parameters

SetPosition(number setX, number setY, number setZ)

This action sets the x, y, and z coordinates of the Item3D.

Example Code

use Libraries.Interface.Item3D
        Item3D myItem
        myItem:SetPosition(50, 200, 35)

Parameters

SetPreviousFocus(Libraries.Interface.Item previous)

This action sets the previous focus item. When this Item has the focus and the user requests the focus to move backwards (e.g. by pressing shift & tab), the focus will move to the previous focus item, if it is defined.

Parameters

SetProperty(text key, Libraries.Data.Formats.JavaScriptObjectNotation value)

Parameters

SetResponsive()

SetResponsiveness(integer type)

This action sets the width of the Item.

Example Code

use Libraries.Interface.Item3D
        Item3D myItem
        myItem:SetWidth(35.0)

Parameters

SetRestitution(number restitution)

GetY will return the Y coordinate of this Item3D in 3D space. Note that if if this object has been added to an Item3D, then this coordinate is relative to the parent item - to get the non-relative Y coordinate, use the GetGlobalY() action instead.

Example Code

use Libraries.Interface.Item3D

        Item3D myItem
        myItem:SetY(50)
        number y = myItem:GetY()

Parameters

SetRotationTransform(Libraries.Compute.Matrix4 source)

This action copies the values of the provided Matrix4 into this item's rotation transform, effectively allowing you to copy rotations from one object to another.

Example Code

use Libraries.Interface.Item3D
    use Libraries.Compute.Matrix4

    Item3D item1
    item1:Rotate(1, 0, 1, 45)
    Matrix4 rotation = item1:GetRotationTransform()

    // Copy the rotation from item1 into a new Item, item2
    Item3D item2
    item2:SetRotationTransform(rotation)

Parameters

SetScale(number scaleX, number scaleY, number scaleZ)

This action will rotate the Item3D about an axis represented by the given Vector3. The axis is essentially a ray that starts at the center of the item and points outward. The item will then rotate clockwise around that ray. The item will be rotated by an angle given in degrees. If the Item3D has any children items, they will also be rotated, and their offsets will be adjusted to maintain the same relative position to this item.

Example Code

use Libraries.Interface.Item3D
    use Libraries.Compute.Vector3
    Item3D myItem
    Vector3 vector

    // This will rotate the item 90 degrees clockwise around a ray passing 
    // through the item's center and pointing to the right.
    vector:Set(1, 0, 0)
    myItem:Rotate(vector, 90)

    // This will rotate the item 45 degrees clockwise around a ray passing 
    // through the item's center and pointing straight down.
    vector:Set(0, -1, 0)
    myItem:Rotate(vector, 45)

    // This will rotate the item 60 degrees counter-clockwise around a ray  
    // passing through the item's center and pointing to the right.
    vector:Set(1, 0, 0)
    myItem:Rotate(vector, -60)

    // When setting the vector with multiple non-zero values, each value is
    // relative to each other. Since this vector is set with a larger x
    // value than y value, this ray points mostly left and a little upwards.
    vector:Set(3, 1, 0)
    myItem:Rotate(vector, 45)

    // Because the values are relative to each other, this code has the same
    // effect as the last Rotate call we used (because the x value is still
    // 3 times larger than the y value).
    vector:Set(9, 3, 0)
    myItem:Rotate(vector, 45)

Parameters

SetScale(number scaleX, number scaleY, number scaleZ, boolean scaleChildren)

This action takes a MouseEvent and distributes it to any MouseListeners, MouseMovementListeners, and MouseWheelListeners that have been added to this Item3D. This action will also set the event to the "handled" state.

Example Code

use Libraries.Interface.Item2D
    use Libraries.Interface.Events.MouseEvent
    use Libraries.Interface.Events.MouseListener
    Item2D myItem
    MouseListener listener
    myItem:AddMouseListener(listener)
    MouseEvent event
    event:eventType = event:CLICKED_MOUSE
    myItem:ProcessMouseEvent(event)

Parameters

SetScaleX(number scale)

This action will scale the Item3D by the given values. If the boolean parameter is set to true, and if the Item3D has any children items, they will also be scaled, and their offsets will be adjusted to maintain the same relative position to this item. If the boolean parameter is set to false, only this Item will be scaled.

Example Code

use Libraries.Interface.Item3D
        Item3D myItem
        myItem:Scale(5, 2, 1, false)

Parameters

SetScaleX(number scale, boolean scaleChildren)

This action will scale the Item3D by the given values. If the Item3D has any children items, they will also be scaled, and their offsets will be adjusted to maintain the same relative position to this item.

Example Code

use Libraries.Interface.Item3D
    Item3D myItem
    myItem:Scale(5, 2, 1)

Parameters

SetScaleY(number scale, boolean scaleChildren)

This action will rotate all of the children of this Item3D clockwise about an axis passing through this item. The direction of the axis is represented by the given Vector3, and the children will be rotated by the given number of degrees.

Example Code

use Libraries.Interface.Item3D
    Item3D parentItem
    Item3D child1
    Item3D child2

    parentItem:Add(child1)
    parentItem:Add(child2)

    Vector3 axis

    // This will rotate the item's children 90 degrees clockwise around a ray passing 
    // through the item's center and pointing to the right.
    myItem:RotateChildren(1, 0, 0, 90)

    // This will rotate the item's children 45 degrees clockwise around a ray passing 
    // through the item's center and pointing straight down.
    myItem:RotateChildren(0, -1, 0, 45)

    // This will rotate the item's children 60 degrees counter-clockwise around a ray  
    // passing through the item's center and pointing to the right.
    myItem:RotateChildren(1, 0, 0, -60)

    // When setting the ray with multiple non-zero values, each value is
    // relative to each other. Since this vector is set with a larger x
    // value than y value, this ray points mostly left and a little upwards.
    myItem:Rotate(3, 1, 0, 45)

    // Because the values are relative to each other, this code has the same
    // effect as the last Rotate call we used (because the x value is still
    // 3 times larger than the y value).
    myItem:RotateChildren(9, 3, 0, 45)

Parameters

SetScaleY(number scale)

This action will scale the Item3D by the values of the given Vector3. If the Item3D has any children items, they will also be scaled, and their offsets will be adjusted to maintain the same relative position to this item.

Example Code

use Libraries.Interface.Item3D
    use Libraries.Compute.Vector3
    Item3D myItem
    Vector3 vector
    vector:Set(5, 2, 1)
    myItem:Scale(vector)

Parameters

SetScaleZ(number scale, boolean scaleChildren)

This action will rotate the Item3D about an axis. The axis is essentially a ray that starts at the center of the item and points outward. The item will then rotate clockwise around that ray. The ray is defined using three numbers, representing which way it points on the x, y, and z planes, respectively. The item will be rotated by an angle given in degrees. If the Item3D has any children items, they will also be rotated, and their offsets will be adjusted to maintain the same relative position to this item.

Example Code

use Libraries.Interface.Item3D
    Item3D myItem

    // This will rotate the item 90 degrees clockwise around a ray passing 
    // through the item's center and pointing to the right.
    myItem:Rotate(1, 0, 0, 90)

    // This will rotate the item 45 degrees clockwise around a ray passing 
    // through the item's center and pointing straight down.
    myItem:Rotate(0, -1, 0, 45)

    // This will rotate the item 60 degrees counter-clockwise around a ray  
    // passing through the item's center and pointing to the right.
    myItem:Rotate(1, 0, 0, -60)

    // When setting the ray with multiple non-zero values, each value is
    // relative to each other. Since this vector is set with a larger x
    // value than y value, this ray points mostly left and a little upwards.
    myItem:Rotate(3, 1, 0, 45)

    // Because the values are relative to each other, this code has the same
    // effect as the last Rotate call we used (because the x value is still
    // 3 times larger than the y value).
    myItem:Rotate(9, 3, 0, 45)

Parameters

SetScaleZ(number scale)

This action will rotate the Item3D about an axis represented by the first 3 given number values. The item will be rotated by an angle given in degrees. If the boolean parameter is set to true, and if the Item3D has any children items, they will also be rotated, and their offsets will be adjusted to maintain the same relative position to this item. If the boolean parameter is set to false, only this Item will be rotated.

Example Code

use Libraries.Interface.Item3D
    Item3D myItem
    myItem:Rotate(5, 2, 1, 90, false)

Parameters

SetScreenPositionFromPhysicsPosition()

SetShape(Libraries.Game.Collision.Shapes.CollisionShape3D shape)

This action will find all of the Light objects contained in the children hierarchy of this Item3D and add it to the end of the given array. If this object is a Light, it will be added to the array first before adding any descendents where are Lights.

Example Code

use Libraries.Interface.Item3D
    use Libraries.Game.Graphics.PointLight
    use Libraries.Game.Graphics.Light
    use Libraries.Containers.Array

    Item3D item
    PointLight light1
    PointLight light2
    item:Add(light1)
    item:Add(light2)
    Array<Light> lightArray
    item:GetLights(lightArray)

Parameters

SetSleepTime(number time)

Parameters

SetTimeOfImpact(number timeOfImpact)

matrix:row2column2 = tempMatrix:row2column2// * vector:GetZ()

Parameters

SetTorque(Libraries.Compute.Vector3 torque)

transform:Translate(vector:GetX(), vector:GetY(), vector:GetZ() * -1)

Parameters

SetUnmovable()

SetWidth(number setWidth)

This action sets the width of the Item.

Example Code

use Libraries.Interface.Item3D
        Item3D myItem
        myItem:SetWidth(35.0)

Parameters

SetX(number setX)

This action sets the X coordinate of the Item.

Example Code

use Libraries.Interface.Item3D
        Item3D myItem
        myItem:SetX(35.0)

Parameters

SetY(number setY)

This action sets the Y coordinate of the Item.

Example Code

use Libraries.Interface.Item3D
        Item3D myItem
        myItem:SetY(210.0)

Parameters

SetYawPitchRoll(number yaw, number pitch, number roll)

Vector3 localOffset = child:GetGlobalPosition()

Parameters

SetZ(number setZ)

This action sets the Z coordinate of the Item.

Example Code

use Libraries.Interface.Item3D
        Item3D myItem
        myItem:SetZ(210.0)

Parameters

ShouldCollide(Libraries.Interface.Item3D otherItem)

Parameters

Return

boolean

Show()

This action is used to indicate that an Item and all Items that were added to it should be visible on the screen. Note that the Item class on its own cannot be drawn on the screen, but classes that inherit from it such as Libraries.Game.Graphics.Drawable can be. By default, Items are considered visible.

Example Code

use Libraries.Interface.Item

        Item item
        item:Show()

Simulate(boolean flag)

This action sets the X coordinate of the Item.

Example Code

use Libraries.Interface.Item3D
        Item3D myItem
        myItem:SetX(35.0)

Parameters

SynchronizeNodes()

This action returns the current Layer3D that this Item3D is a part of in the Game libraries.

Update(number secondsSinceUpdate)

This action updates the item. It takes a number parameter that should indicate how many seconds have passed since the last time this action was called. This action does nothing in the Item class, but any class that inherits from Item may override it.

Example Code

use Libraries.Interface.Item
        use Libraries.System.DateTime
        
        class Main is Item

            action Main
                // We'll use a DateTime object to count seconds.
                DateTime time
                number currentTime = time:GetEpochTime()
                number newTime = 0

                repeat while GetX() < 300
                    // Check what the time is now.
                    newTime = time:GetEpochTime()

                    // Calculate how many seconds have passed, then call Update.
                    Update( (newTime - currentTime)/1000 )

                    // Store the old time.
                    currentTime = newTime
                end
            end

            // Our update action will move our Item to the right at 200 units a second.
            action Update(number secondsSinceUpdate)
                SetX(GetX() + 200 * secondsSinceUpdate)
            end
        end

Parameters

UpdateAll(number secondsSinceUpdate)

This action calls the Update action on this Item and all Items that have been added to this item with the Add action.

Example Code

use Libraries.Interface.Item
        
        Item parentItem
        Item child1
        Item child2
        parentItem:Add(child1)
        parentItem:Add(child2)
        parentItem:UpdateAll(0)

Parameters

UpdateInertia()