object
#
objectManager
#
objectManager.drawStats
int -> int
objectDrawer
#
objectDrawer.collectPlanesDistance
float -> float
objectDrawer.drawDebugPlanes
bool -> bool
objectDrawer.faceForwardThreshold
float -> float
objectDrawer.showCullStats
bool -> bool
objectDrawer.useExactTest
bool -> bool
objectDrawer.useOcclusion
bool -> bool
object
#
object.absolutePosition
Vec3 -> Vec3
object.absolutePositionSecondary
Vec3 -> Vec3
object.absoluteTransformation
Mat4 -> Mat4
Object.active
world::IObject_ptrproxy -> world::IObject_ptrproxy
object.addAbsolutePoint
-> void
object.attenuationRange1
float -> float
object.attenuationRange2
float -> float
object.color
Vec3 -> Vec3
object.coneAngle1
float -> float
object.coneAngle2
float -> float
Object.create
world::IObjectTemplate_ptrproxy Vec3 Vec3 -> world::IObject_ptrproxy
Object.delete
world::IObject_ptrproxy -> void
Object.deleteAll
-> std::string
object.direction
Vec3 -> Vec3
object.disableChildren
bool -> bool
Object.forceStart
world::IObject_ptrproxy -> void
Object.forceStop
world::IObject_ptrproxy -> void
object.fov
float -> float
object.geometry.color
Vec4 -> Vec4
object.geometry.GenerateLightmapForThisInstance
bool -> bool
object.geometry.loadMesh
std::string -> void
object.geometry.subGeometry
int -> int
object.geometry.subGeometryCount
-> int
object.geometry.technique
std::string -> std::string
object.geometry.template
-> IGeometryTemplate*
object.getControlPointId
-> int
Object.getGroundPos
Vec3 -> Vec3
object.getLightSourceMask
-> int
object.getVisibleTeam
-> int
object.group
int -> int
object.hasCollision
bool -> bool
object.hasUpdate
bool -> bool
object.HDRIntensity
float -> float
Object.info
world::IObject_ptrproxy -> std::string
object.initGrid
Vec2 Vec2 int -> void
object.isInGrid
bool -> bool
object.isOvergrowth
bool -> bool
object.isSaveable
bool -> bool
object.isVisible
bool -> bool
object.layer
int -> int
Object.list
-> std::string
Object.listObjectsOfTemplate
world::IObjectTemplate_ptrproxy -> std::string
Object.loadAll
std::string -> bool
object.name
std::string -> std::string
object.notInAI
bool -> bool
Object.printScript
world::IObject_ptrproxy -> std::string
object.rotation
Vec3 -> Vec3
object.rotationSecondary
Vec3 -> Vec3
Object.saveAll
std::string -> bool
object.scale
Vec3 -> Vec3
object.setActive
bool -> void
object.setAsSkyLight
-> void
object.setControlPointId
int -> void
object.setIsDisabledRecursive
bool -> void
object.setIsInTweakModeRecursive
bool -> void
object.setIsSaveableRecursive
bool -> void
object.setIsVisibleRecursive
bool -> void
object.setLightSourceMask
int -> void
Object.setObjectToGround
world::IObject_ptrproxy -> Vec3
object.setTeam
int -> void
object.setVisibleTeam
int -> void
object.spawnOffset
Vec3 -> Vec3
Object.start
world::IObject_ptrproxy -> void
Object.stop
world::IObject_ptrproxy -> void
object.team
int -> int
object.template
-> const IObjectTemplate*
object.togglePause
-> void