Libraries.Interface.Item3D Documentation

The Item3D class represents any object that has a position in 3D space. They have X, Y, and Z coordinates, as well as width, height, and depth. Combined, these form a simple cube in 3D space. Note that items on their own can't be seen on the screen. To make an Item3D that can be drawn directly on the screen, use a Libraries.Game.Graphics.Model instead.

Example Code

use Libraries.Interface.Item3D
        Item3D myItem
        
        myItem:SetPosition(3, -1, 4)
        myItem:SetDimensions(5, 5, 5)
        myItem:Scale(1.5, 1, 0.

Inherits from: 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 Ite
AddFocusListener(Libraries.Interface.Events.FocusListener listener)This action adds a FocusListener 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 return the global z coordinate of the Item3D.
ApplyDamping(number seconds)
ApplyForce(Libraries.Compute.Vector3 force, Libraries.Compute.Vector3 point)This action will return the Matrix4 containing the transformations applied to the Item3D, including its global position, rotation, and scaling.
ApplyForceToCenter(Libraries.Compute.Vector3 force)This action sets a reference to the parent item.
ApplyImpulse(Libraries.Compute.Vector3 impulse, Libraries.Compute.Vector3 localPositionToApply)ACTIONS MADE FOR JOINT
ApplyLinearImpulse(Libraries.Compute.Vector3 impulse, Libraries.Compute.Vector3 point)This action will return the global position of the Item3D as a Vector3.
ApplyLinearImpulseToCenter(Libraries.Compute.Vector3 impulse)ACTIONS MADE FOR JOINT
ApplyTorque(Libraries.Compute.Vector3 torque)vector:Scale(1, 1, -
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)GetHeight will return the height of this Item3D.
CancelBehaviors()This action stops all behaviors this Item is following without finishing the
CollideWithChildren()This action sets the Y coordinate of the Item.
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)
CreateNodes(Libraries.Game.Collision.BroadphaseCollision3D broadphase, Libraries.Game.Collision.PhysicsPosition3D transform)This action will scale the Item3D by the given values.
DestroyNodes(Libraries.Game.Collision.BroadphaseCollision3D broadphase)transform:Scale(vecto
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 Ite
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 wel
EmptyChildren()This action is used to call Empty on all children contained in this item's children hierarchy.
EnablePhysics(boolean flag)This action takes a MouseEvent and distributes it to any MouseListeners, MouseMovementListeners, and MouseWheelListeners that have been added to this 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 will increase the z-coordinate of this Item by the given amount.
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 focu
GetAccessibilityCode()This action returns the current accessiblity code for this It
GetAccessibilityType()This action returns the name of the accessiblity code for this Item as Te
GetAccessibleParent()This action returns the parent of this Item3D.
GetAngularDamping()This action sets the offsets of the item.
GetAngularFactor()
GetAngularVelocity()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.
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 rotate all of the children of this Item3D clockwise about an axis passing through this item.
GetCollisionTransform()This action will rotate this Item3D clockwise about an axis passing through the given point.
GetCollisionTransform0()
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 removes an Item3D that was previously added to this Item3D.
GetFriction()This action will increase the x, y, and z coordinates of this Item by the values inside the given Vector3.
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()
GetInterpolatedAngularVelocity()
GetInterpolatedLinearVelocity()
GetInterpolationTransform()This action will rotate all of the children of this Item3D clockwise about an axis passing through this item.
GetInterpolationWorldTransform()
GetInverseInertiaLocal()
GetInverseInertiaWorld()This action returns the Y offset of the item.
GetInverseMass()This action returns the Z offset of the 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.
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()This action will rotate the Item3D about an axis.
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()This action returns the X offset of the Item.
GetLinearVelocity()This action returns the number of items contained in this Item3D.
GetLinearVelocityAtLocalPoint(Libraries.Compute.Vector3 relativePosition)
GetMass()This action will return the global y coordinate of the Item3D.
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)Vector3 localOffset = child:GetGlobalPosition
GetNodeCount()This action will scale the Item3D by the given values.
GetNodes()This action will scale the Item3D by the values of the given Vector3.
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()GetX will return the X coordinate of this Item3D in 3D space.
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 Y offset of the item.
GetRestitution()This action will increase the x, y, and z coordinates of this Item by the given amounts.
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()This action sets the width, height, and depth of the Item3D.
GetTimeOfImpact()Source: http://answers.
GetTorque()This action adds a different Item3D into this one.
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.
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 will rotate this Item3D clockwise about an axis passing through the given point.
IsEmpty()This action returns whether or not any items are contained in this Item.
IsFastMoving()transform:Translate(0, 0, -zAmoun
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 no
IsNonResponsive()GetPosition will return a Vector3 object containing the X, Y, and Z coordinates of this Item3D object.
IsPhysicsEnabled()This action will rotate the Item3D about an axis represented by the given Vector3.
IsResponsive()This action sets the height of the Item.
IsRotationAllowed()GetWidth will return the width of this Item3D.
IsShowing()This action returns whether the Item is currently set to be visible on the screen.
IsSimulated()GetDepth will return the depth of this Item3D.
IsSimulationRequired()This action will increase the x-coordinate of this Item by the given amount.
IsUnmovable()GetY will return the Y coordinate of this Item3D in 3D space.
LostFocus(Libraries.Interface.Events.FocusEvent event)This action is fired if the item lost the focu
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)
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.
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 will increase the y-coordinate of this Item by the given amount.
ResetMass()This action sets the x, y, and z coordinates of the Item3D.
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.
SetAngularDamping(number angularDamping)This action sets the Z offset of the item.
SetAngularVelocity(Libraries.Compute.Vector3 angularVelocity)This action returns an iterator containing all the items contained in this Item3D.
SetCenterOfMassTransform(Libraries.Game.Collision.PhysicsPosition3D transform)
SetCollidable(boolean flag)We store the offsets we'll be using before manipulating anything.
SetCollideWithChildren(boolean flag)This action sets the X coordinate of the Item.
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 will rotate the Item3D about an axis represented by the first 3 given number values.
SetCollisionTransform(Libraries.Game.Collision.PhysicsPosition3D transform)vector3:Normalize
SetCollisionTransform0(Libraries.Game.Collision.PhysicsPosition3D transform)
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 removes an Item that was previously added to this Item by finding it at the given index in the internal array of children Items.
SetFriction(number friction)transform:Translate(vector:GetX(), vector:GetY(), vector:GetZ() * -
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.
SetInterpolatedAngularVelocity(Libraries.Compute.Vector3 velocity)
SetInterpolatedLinearVelocity(Libraries.Compute.Vector3 velocity)
SetInterpolationTransform(Libraries.Game.Collision.PhysicsPosition3D transform)Item3D child = undefin
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 rotate the Item3D about an axis represented by the given 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.
SetLinearDamping(number linearDamping)This action sets the offsets of the item.
SetLinearVelocity(Libraries.Compute.Vector3 linearVelocity)This action will take a TouchEvent and distribute it to any TouchListeners that have been added to this Item3D.
SetLinearVelocityX(number linearVelocityX)This action returns whether or not any items are contained in this Item.
SetLinearVelocityY(number linearVelocityY)This action will remove all Items from this Item's children hierarchy.
SetLinearVelocityZ(number linearVelocityZ)This action sets a value inside the internal item array of this Item3D.
SetMass(number mass)This action will return the global x coordinate of the Item3D.
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()This action sets the width of the Item.
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)This action sets the x, y, and z coordinates of the Item3D.
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()This action sets the depth the Item.
SetResponsiveness(integer type)This action sets the X offset of the Item.
SetRestitution(number restitution)transform:Translate(xAmount, yAmount, -zAmoun
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)This action sets the width, height, and depth of the Item3D.
SetTimeOfImpact(number timeOfImpact)
SetTorque(Libraries.Compute.Vector3 torque)This action adds a different Item3D into this one, storing the added Item3D at a specific index in the internal array.
SetUnmovable()GetZ will return the Z coordinate of this Item3D in 3D space.
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.
SetZ(number setZ)This action sets the Z coordinate of the Item.
ShouldCollide(Libraries.Interface.Item3D otherItem)This action sets the Z coordinate of the Item.
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)GetDimensions will return a Vector3 object containing the width, height, and depth of this Item3D object.
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(chil

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, chil

Parameters

AddBehavior(Libraries.Interface.Behaviors.Behavior behavior)

This action adds a new Behavior to this Ite

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(listene

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(listene

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(listene

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(listene

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(listene

Parameters

ApplyAngularImpulse(Libraries.Compute.Vector3 impulse)

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

Parameters

ApplyDamping(number seconds)

Parameters

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

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

Parameters

ApplyForceToCenter(Libraries.Compute.Vector3 force)

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

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

ACTIONS MADE FOR JOINT

Parameters

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

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

ApplyLinearImpulseToCenter(Libraries.Compute.Vector3 impulse)

ACTIONS MADE FOR JOINT

Parameters

ApplyTorque(Libraries.Compute.Vector3 torque)

vector:Scale(1, 1, -

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(collider

Parameters

CanRotate(boolean flag)

GetHeight will return the height of this Item3D.

Example Code

use Libraries.Interface.Item3D

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

Parameters

CancelBehaviors()

This action stops all behaviors this Item is following without finishing the

CollideWithChildren()

This action sets the Y coordinate of the Item.

Example Code

use Libraries.Interface.Item3D
        Item3D myItem
        myItem:SetY(210.

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 (smalle

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

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

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, fals

Parameters

DestroyNodes(Libraries.Game.Collision.BroadphaseCollision3D broadphase)

transform:Scale(vecto

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, d

DisposeAll()

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

DisposeChildren()

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

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 documentatio

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 wel

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 ite

EnablePhysics(boolean flag)

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(even

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(

Parameters

Return

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

FastMoving(boolean flag)

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(2

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(collider

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 effec

GainedFocus(Libraries.Interface.Events.FocusEvent event)

This action is fired if the item received the focu

Parameters

GetAccessibilityCode()

This action returns the current accessiblity code for this It

Return

integer:

GetAccessibilityType()

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

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 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, 3

Return

number:

GetAngularFactor()

Return

number

GetAngularVelocity()

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(

Return

Libraries.Compute.Vector3: The child Item stored at the index.

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 documentatio

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 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, 4

Return

Libraries.Game.Collision.CollisionEdge3D:

GetCollisionTransform()

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, 4

Return

Libraries.Game.Collision.PhysicsPosition3D:

GetCollisionTransform0()

Return

Libraries.Game.Collision.PhysicsPosition3D

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 FocusListener

GetForce()

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(child

Return

Libraries.Compute.Vector3: Whether or not the item was found and removed.

GetFriction()

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(vecto

Return

number:

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:

GetInterpolatedAngularVelocity()

Return

Libraries.Compute.Vector3

GetInterpolatedLinearVelocity()

Return

Libraries.Compute.Vector3

GetInterpolationTransform()

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, 4

Return

Libraries.Game.Collision.PhysicsPosition3D:

GetInterpolationWorldTransform()

Return

Libraries.Game.Collision.PhysicsPosition3D

GetInverseInertiaLocal()

Return

Libraries.Compute.Vector3

GetInverseInertiaWorld()

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

Libraries.Compute.Matrix3: The current Y offset.

GetInverseMass()

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.

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(

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()

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, 4

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(lightArra

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()

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.

GetLinearVelocity()

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.Compute.Vector3: The number of children in this Item3D.

GetLinearVelocityAtLocalPoint(Libraries.Compute.Vector3 relativePosition)

Parameters

Return

Libraries.Compute.Vector3

GetMass()

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).

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 MouseListener

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 MouseMovementListener

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 MouseWheelListener

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 on

GetNode(integer index)

Vector3 localOffset = child:GetGlobalPosition

Parameters

Return

Libraries.Game.Collision.Item3DNode:

GetNodeCount()

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,

Return

integer:

GetNodes()

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(vecto

Return

Libraries.Containers.Array:

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()

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

Libraries.Game.Physics.PhysicsProperties3D: The current x coordinate of this Item, relative to the parent Item (if there is one).

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 on

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 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(7

Return

integer:

GetRestitution()

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, -2

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 case

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 instea

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 instea

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()

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

Example Code

use Libraries.Interface.Item3D
        Item3D myItem
        myItem:SetDimensions(50, 200, 3

Return

number:

GetTimeOfImpact()

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

Return

number:

GetTorque()

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(chil

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 TouchListener

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).

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 otherwis

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 It

Return

boolean:

IsCollidable()

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, tru

Return

boolean:

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()

transform:Translate(0, 0, -zAmoun

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 no

Return

boolean:

IsNonResponsive()

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

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

IsPhysicsEnabled()

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, 4

Return

boolean:

IsResponsive()

This action sets the height of the Item.

Example Code

use Libraries.Interface.Item3D
        Item3D myItem
        myItem:SetHeight(210.

Return

boolean:

IsRotationAllowed()

GetWidth will return the width of this Item3D.

Example Code

use Libraries.Interface.Item3D

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

Return

boolean: The width of this item.

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()

GetDepth will return the depth of this Item3D.

Example Code

use Libraries.Interface.Item3D

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

Return

boolean: The depth of this item.

IsSimulationRequired()

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(2

Return

boolean:

IsUnmovable()

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

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

LostFocus(Libraries.Interface.Events.FocusEvent event)

This action is fired if the item lost the focu

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(vecto

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, -2

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(2

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(2

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(2

Parameters

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

Parameters

ProceedToTransform(Libraries.Game.Collision.PhysicsPosition3D transform)

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(even

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(even

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(

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(child

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(listene

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(listene

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(listene

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(listene

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(listene

Parameters

RequireSimulation(boolean flag)

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(2

Parameters

ResetMass()

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

Example Code

use Libraries.Interface.Item3D
        Item3D myItem
        myItem:SetPosition(50, 200, 3

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, fals

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, 4

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, 4

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, fals

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, 4

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, tru

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, 4

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, 4

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(vecto

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, fals

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, fals

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,

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

SetAngularDamping(number angularDamping)

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(7

Parameters

SetAngularVelocity(Libraries.Compute.Vector3 angularVelocity)

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

SetCenterOfMassTransform(Libraries.Game.Collision.PhysicsPosition3D transform)

Parameters

SetCollidable(boolean flag)

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

Parameters

SetCollideWithChildren(boolean flag)

This action sets the X coordinate of the Item.

Example Code

use Libraries.Interface.Item3D
        Item3D myItem
        myItem:SetX(35.

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 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, fals

Parameters

SetCollisionTransform(Libraries.Game.Collision.PhysicsPosition3D transform)

vector3:Normalize

Parameters

SetCollisionTransform0(Libraries.Game.Collision.PhysicsPosition3D transform)

Parameters

SetDepth(number setDepth)

This action sets the depth the Item.

Example Code

use Libraries.Interface.Item3D
        Item3D myItem
        myItem:SetDepth(210.

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, 3

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(vecto

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 elemen

Parameters

SetForce(Libraries.Compute.Vector3 force)

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(

Parameters

SetFriction(number friction)

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

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.

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

SetInterpolatedAngularVelocity(Libraries.Compute.Vector3 velocity)

Parameters

SetInterpolatedLinearVelocity(Libraries.Compute.Vector3 velocity)

Parameters

SetInterpolationTransform(Libraries.Game.Collision.PhysicsPosition3D transform)

Item3D child = undefin

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, child

Parameters

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

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, fals

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

SetLinearDamping(number linearDamping)

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(vecto

Parameters

SetLinearVelocity(Libraries.Compute.Vector3 linearVelocity)

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(even

Parameters

SetLinearVelocityX(number linearVelocityX)

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

Parameters

SetLinearVelocityY(number linearVelocityY)

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

SetLinearVelocityZ(number linearVelocityZ)

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, child

Parameters

SetMass(number mass)

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

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()

This action sets the width of the Item.

Example Code

use Libraries.Interface.Item3D
        Item3D myItem
        myItem:SetWidth(35.

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(vecto

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, 3

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(10

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(7

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(7

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)

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(vecto

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(vecto

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, 3

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()

This action sets the depth the Item.

Example Code

use Libraries.Interface.Item3D
        Item3D myItem
        myItem:SetDepth(210.

SetResponsiveness(integer type)

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(10

Parameters

SetRestitution(number restitution)

transform:Translate(xAmount, yAmount, -zAmoun

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(lightArra

Parameters

SetSleepTime(number time)

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(vecto

Parameters

SetTimeOfImpact(number timeOfImpact)

Parameters

SetTorque(Libraries.Compute.Vector3 torque)

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, chil

Parameters

SetUnmovable()

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

SetWidth(number setWidth)

This action sets the width of the Item.

Example Code

use Libraries.Interface.Item3D
        Item3D myItem
        myItem:SetWidth(35.

Parameters

SetX(number setX)

This action sets the X coordinate of the Item.

Example Code

use Libraries.Interface.Item3D
        Item3D myItem
        myItem:SetX(35.

Parameters

SetY(number setY)

This action sets the Y coordinate of the Item.

Example Code

use Libraries.Interface.Item3D
        Item3D myItem
        myItem:SetY(210.

Parameters

SetZ(number setZ)

This action sets the Z coordinate of the Item.

Example Code

use Libraries.Interface.Item3D
        Item3D myItem
        myItem:SetZ(210.

Parameters

ShouldCollide(Libraries.Interface.Item3D otherItem)

This action sets the Z coordinate of the Item.

Example Code

use Libraries.Interface.Item3D
        Item3D myItem
        myItem:SetZ(210.

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)

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

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
        e

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(

Parameters

UpdateInertia()