Skyline Lua API
Version 1.0
Lua Script Reference for Skyline Game Engine.
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#include <LUA_API_Vehicle.h>
Public Member Functions | |
void | createVehicle (string vehicleName, int sceneEntityID, float posX, float posY, float posZ, float rotW, float rotX, float rotY, float rotZ) |
create a new scripted vehicle to work on. It will need setup with the correct functions. More... | |
void | destroy (int vehicleID) |
Destroy and cleanup a vehicle in the scene by the vehicle ID passed through this function You should only destroy id's that are active in the scene. More... | |
int | getVehicleID (int sceneEntityID, string vehicleName) |
Get the ID of a vehicle by passing the scene entity ID and a vehicle Name. More... | |
int | getActiveVehicleID () |
void | setAsPlayer (int vehicleID, int isPlayer[1 or 0]) |
int | isPlayer (int vehicleID) |
void | setCurrentThrottle (int vehicleID, float throttle) |
float | getCurrentThrottle (int vehicleID) |
void | setCurrentGear (int vehicleID, int gear) |
int | getCurrentGear (int vehicleID) |
int | getRPM (int vehicleID) |
void | setNumOfChassis (int vehicleID, int chassisNum) |
void | setNumberOfWheels (int vehicleID, int numWheels) |
int | getNumOfChassis (int vehicleID) |
int | getNumOfWheels (int vehicleID) |
void | createPhyicsBody (int vehicleID) |
void | addChassis (int vehicleID, int chassisIndex, float posXfloat posY, float posZ, float scaleX, float scaleY, float scaleZ) |
void | addWheel (int vehicleID, int vehicleID, int wheelIndex, int driveWheel, int steerWheel, float posX, float posY, float posZ) |
void | setWheelAsHandbrake (int vehicleID, int wheelIndex) |
void | createWheels (int vehicleID) |
void | setWheelMesh (int vehicleID, string wheelMeshName) |
string | getWheelMesh (int vehicleID) |
void | setWheelRadius (int vehicleID, int wheelIndex, float radius) |
float | getWheelRadius (int vehicleID, int wheelIndex) |
float3 | getWheelGlobalPosition (int vehicleID, int wheelIndex) |
float3 | getWheelLocalPosition (int vehicleID, int wheelIndex) |
void | setMaxSpeed_MPH (int vehicleID, int maxSpeedMPH) |
void | setMaxSpeed_KPH (int vehicleID, int maxSpeedKPH) |
int | getMaxSpeed_MPH (int vehicleID) |
int | getMaxSpeed_KPH (int vehicleID) |
void | setTorqueCurveSlot (int vehicleID, int rpm, int torque) |
int | getSpeed_Mph (int vehicleID) |
int | getSpeed_Kph (int vehicleID) |
int | getVelocity (int vehicleID) |
void | setLinearVelocity (int vehicleID, float x, float y, float z) |
void | setAngularVelocity (int vehicleID, float x, float y, float z) |
void | setLinearMomentum (int vehicleID, float x, float y, float z) |
void | setAngularMomentum (int vehicleID, float x, float y, float z) |
void | setLinearDamping (int vehicleID, float damp) |
void | setAngularDamping (int vehicleID, float damp) |
void | setInverseWheelMass (int vehicleID, int wheelIndex, float amt) |
void | useAirResistance (int vehicleID, int useResistance[0 or 1]) |
void | setAirResistance (int vehicleID, float baseValue, float multiplier) |
void | useAntiRoll (int vehicleID, int useAntiRoll[0 or 1]) |
void | setAntiRollAmount (int vehicleID, float antiRollAmt) |
void | setMaxSteeringAngle (int vehicleID, float angle) |
void | setSteeringCoefMulti (int vehicleID, float coeff) |
void | setMotorTorque (int vehicleID, int wheelIndex, float torque) |
void | setBrakeTorque (int vehicleID, int wheelIndex, float torque) |
void | setPosition (int vehicleID, float posX, float posY, float posZ) |
void | setOrientation (int vehicleID, float rotW, float rotX, float rotY, float rotZ) |
void | setNumberOfGears (int vehicleID, int numGears) |
void | setGearRatio (int vehicleID, float gearRatio) |
void | setRPM (int vehicleID, int minRpmToGearDown, int maxRpmToGearUp, int minRpm, int maxRpm) |
void | setMass (int vehicleID, float mass) |
void | setDownforce (int vehicleID, float downforce) |
void | setNoWheelsDownforce (int vehicleID, float downforce) |
void | setPairDownforce (int vehicleID, float downforce) |
void | useWheelParticle (int vehicleID, int wheelIndex, int useParticle[0 or 1]) |
void | setWheelParticle (int vehicleID, int wheelIndex, string particleName) |
void | setWheelParticlePosition (int vehicleID, int wheelIndex, float x, float y, float z) |
void | setWheelParticleEnabled (int vehicleID, int wheelIndex, int isEnabled[0 or 1]) |
void | setCenterOfMass (int vehicleID, float offsetX, float offsetY, float offsetZ) |
void | setLatWheelFrictionStiffness (int vehicleID, int wheelIndex, float stiffnessFactor) |
void | setLongWheelFrictionStiffness (int vehicleID, int wheelIndex, float stiffnessFactor) |
void | setLatWheelFrictionSettings (int vehicleID, int wheelIndex, float asymptoteSlip, float asymptoteValue, float extremumSlip, float extremumValue, float stiffnessFactor) |
void | setLongWheelFrictionSettings (int vehicleID, int wheelIndex, float asymptoteSlip, float asymptoteValue, float extremumSlip, float extremumValue, float stiffnessFactor) |
void | setSuspensionSettings (int vehicleID, int wheelIndex, float damperAmt, float springAmt, float targetValue, float suspensionTravel) |
void | showDebug (int vehicleID, int showDebug[0 or 1]) |
void | setCustomDebugMaterial (int vehicleID, string customDebugMaterialName) |
void | useSound (int vehicleID, int soundEnumSection, int useSound[0 or 1]) |
void | setSound (int vehicleID, int soundEnumSection, string soundFile) |
void | setVolume (int vehicleID, int soundEnumSection, float volume) |
void | setPitch (int vehicleID, int soundEnumSection, float pitch) |
void | setLength (int vehicleID, int soundEnumSection, float length) |
void | setLooped (int vehicleID, int soundEnumSection, int isLooped[0 or 1]) |
void | accelerate (int vehicleID) |
void | decelerate (int vehicleID) |
void | steerLeft (int vehicleID, int overrideSteering, float steeringAngle) |
Calling this command will make the vehicle steer left either by the engine itself or a custom steer angle of your choice. More... | |
void | steerRight (int vehicleID, int overrideSteering, float steeringAngle) |
Calling this command will make the vehicle steer left either by the engine itself or a custom steer angle of your choice. More... | |
void | handBrake (int vehicleID, float torque) |
void | applyForce (int vehicleID, float axizX, float axizY, float axizZ) |
void | applyForceAtPoint (int vehicleID, float axizX, float axizY, float axizZ, float posX, float posY, float posZ) |
float | getMaxBrakeForce (int vehicleID) |
int | getMoveDirection (int vehicleID) |
void | applyLocalForce (int vehicleID, float axizX, float axizY, float axizZ) |
Apply a local force to the center of the vehicle. More... | |
void | applyLocalForceAtPoint (int vehicleID, float axizX, float axizY, float axizZ, float posX, float posY, float posZ) |
Apply a local force at a particular point on the vehicle. More... | |
int | getWheel_ContactGround (int vehicleID, int wheelIndex) |
Get if the wheel specified is in contact with the ground and return a 1 or 0 boolean. More... | |
float3 | getWheel_ContactPoint (int vehicleID, int wheelIndex) |
Get the point of contact with the floor and bottom of the wheel in world space. More... | |
float | getWheel_ContactPosition (int vehicleID, int wheelIndex) |
Return the position of suspensionTravel between 0(not extended) and 1(fully extended). More... | |
float3 | getWheel_ContactNormal (int vehicleID, int wheelIndex) |
Return the contact Normal from the specified wheel. This is the normal of the raycasted face. More... | |
float | getWheel_ContactForce (int vehicleID, int wheelIndex) |
Return the contact force data from the specified wheel. More... | |
float3 | getWheel_LateralDirection (int vehicleID, int wheelIndex) |
get the contact data of the specified wheel and retrieve the LateralDirection More... | |
float | getWheel_LateralImpulse (int vehicleID, int wheelIndex) |
get the contact data of the specified wheel and retrieve the LateralImpulse value. More... | |
float | getWheel_LateralSlip (int vehicleID, int wheelIndex) |
get the contact data of the specified wheel and retrieve the LateralSlip angle value. More... | |
float3 | getWheel_LongitudalDirection (int vehicleID, int wheelIndex) |
get the contact data of the specified wheel and retrieve the LongitudalDirection More... | |
float | getWheel_LongitudalImpulse (int vehicleID, int wheelIndex) |
get the contact data of the specified wheel and retrieve the LongitudalImpulse value. More... | |
float | getWheel_LongitudalSlip (int vehicleID, int wheelIndex) |
get the contact data of the specified wheel and retrieve the LongitudalSlip angle value. More... | |
void | enableAutoMaxSteer (int vehicleID, int state) |
Sets the steering to auto adjust based on speed and reduce the steering angle. More... | |
int | getAutoMaxSteerEnabled (int vehicleID) |
Gets whether the steering angle auto reduces based on speed. More... | |
void | setSteeringMulti (int vehicleID, float multi) |
Set the multiplier between 1 and 0 to reduce the steering input. Useful for joysticks. More... | |
float | getSteeringMulti (int vehicleID) |
Set the multiplier between 1 and 0 to reduce the steering input. Useful for joysticks. More... | |
void | followPath (int vehicleID, string pathName, float throttle) |
follow a path simply by calling this function in an update loop. The movement will automatically be smoothed out based on the setPathAccuracy() accuracy variable. More... | |
int | isFollowingPath (int vehicleID) |
return whether the vehicle is currently following a path. More... | |
string | getFollowPathName (int vehicleID) |
return the name of the path the vehicle is following More... | |
void | setPathAccuracy (int vehicleID, float accuracy) |
Set the accuracy of the path to follow. Lower numbers make the distance to each node before trigger smaller. More... | |
void | setPathMaxTurn (int vehicleID, float maxTurn) |
Set the maximum speed of the turning rate for this vehicle. More... | |
void | setPathNodeIndex (int vehicleID, int nodeIndex) |
Set the current node index the vehicle should head towards on the currently set path. More... | |
void | followPathPosition (int vehicleID, float x, float y, float z) |
Override the default path follow and enter your own point to move to. In order for this to take effect, you need to pass a "" in the follow path function. See the example below. More... | |
int | isDestinationReached (int vehicleID) |
Poll to check if the vehicle has reached its destination. More... | |
vehicle | setTagOffset (vehID, wheelID, offset) |
Set TAG offset. More... | |
vehicle | getTagOffset (vehID, wheelID) |
Get TAG offset. More... | |
The following vehicle functions can be used to to control a physX vehicle, either created from an action or from script.
Some commands can be used as setup functions, or others can be used as Control functions in most situations.
Use as vehicle.function()
Here is an example of the vehicle scripting process:
obj = 0; vehicleID = -1; wKeyDown = 0; aKeyDown = 0; sKeyDown = 0; dKeyDown = 0; spaceKeyDown = 0; bodyMesh = "BKC_NeoCharger"; wheelMesh = "BKC_NeoCharger_Wheels.mesh"; function onInit(objID) sky.lprint("LUA: Script Active!"); obj = objID; -- | Create instantiation of vehicle class. -- | ======================================= entID = entity.spawn(bodyMesh, 0,5,0, 1,1,1); vehicleID = vehicle.createVehicle("BKC_NeoCharger", entID, 0,5,0 ,0,0,0,0); sky.lprint("vehicleID: "..vehicleID); vehicle.showDebug(vehicleID, 0); vehicle.setMass(vehicleID, 3000); vehicle.setCenterOfMass(vehicleID, 0, 0.06, 0.4); vehicle.setMaxSteeringAngle(vehicleID, 30); vehicle.setNumberOfGears(vehicleID, 6); vehicle.setGearRatio(vehicleID, 2.2); vehicle.setGearRatio(vehicleID, 1.78); vehicle.setGearRatio(vehicleID, 1.3); vehicle.setGearRatio(vehicleID, 1); vehicle.setGearRatio(vehicleID, 0.74); vehicle.setGearRatio(vehicleID, 0.5); vehicle.setGearRatio(vehicleID, -1); vehicle.setRPM(vehicleID, 2000, 6500, 1000, 7000); -- vehicleIndex, minRpmToGearDown, maxRpmToGearUp, minRpm, maxRpm vehicle.setDownforce(vehicleID,-5000); vehicle.setNoWheelsDownforce(vehicleID,-5000); vehicle.setPairDownforce(vehicleID,-5000); -- Define the torque curve for the motor vehicle.setTorqueCurveSlot(vehicleID, 1000, 400); vehicle.setTorqueCurveSlot(vehicleID, 3000, 440); vehicle.setTorqueCurveSlot(vehicleID, 4000, 500); vehicle.setTorqueCurveSlot(vehicleID, 5000, 550); vehicle.setTorqueCurveSlot(vehicleID, 7000, 500); vehicle.setMaxSpeed_MPH(vehicleID, 97); vehicle.useAntiRoll(vehicleID, 1); vehicle.setAntiRollAmount(vehicleID, 2000); -- | Define the number of chassis components and Wheel components -- | ======================================= vehicle.setNumOfChassis(vehicleID, 2); vehicle.setNumberOfWheels(vehicleID, 4); -- | Create the chassis components -- | ======================================= -- local positions of each chassis chPos0_X = 0; chPos0_Y = 0.6; chPos0_Z = 0; chPos1_X = 0; chPos1_Y = 1.2; chPos1_Z = 0; -- scale in meters for how big the boxes are. chScale0_X = 2.1; chScale0_Y = 0.7; chScale0_Z = 4.0; chScale1_X = 1.6; chScale1_Y = 0.5; chScale1_Z = 2.3; vehicle.addChassis(vehicleID, 0, chPos0_X, chPos0_Y, chPos0_Z, chScale0_X, chScale0_Y, chScale0_Z); vehicle.addChassis(vehicleID, 1, chPos1_X, chPos1_Y, chPos1_Z, chScale1_X, chScale1_Y, chScale1_Z); -- | Create the wheel components -- | ======================================= vehicle.setWheelMesh(vehicleID, wheelMesh); wheelRadius = 0.35; wheelCounter = 0; -- Front Wheels --FL vehicle.addWheel(vehicleID, wheelCounter, 0, 1, 0.80 , 0.42 , 1.75 ); vehicle.setWheelRadius(vehicleID, wheelCounter, wheelRadius); wheelCounter = wheelCounter+1; --FR vehicle.addWheel(vehicleID, wheelCounter, 0, 1, -0.80, 0.42 , 1.75 ); vehicle.setWheelRadius(vehicleID, wheelCounter, wheelRadius); wheelCounter = wheelCounter+1; -- Rear Wheels --BL vehicle.addWheel(vehicleID, wheelCounter, 1, 0, 0.80 , 0.42 ,-1.35 ); vehicle.setWheelRadius(vehicleID, wheelCounter, wheelRadius); vehicle.setWheelAsHandbrake(vehicleID, wheelCounter); wheelCounter = wheelCounter+1; --BR vehicle.addWheel(vehicleID, wheelCounter, 1, 0, -0.80, 0.42 ,-1.35 ); vehicle.setWheelRadius(vehicleID, wheelCounter, wheelRadius); vehicle.setWheelAsHandbrake(vehicleID, wheelCounter); wheelCounter = wheelCounter+1; -- Set the tire friction and suspension settings vehicle.setLatWheelFrictionSettings (vehicleID, 0, 0.04, 0.6, 0.01, 1, 6000);-- 5000); vehicle.setLongWheelFrictionSettings(vehicleID, 0, 0.04, 0.6, 0.01, 1, 8000);-- 8000); vehicle.setSuspensionSettings(vehicleID, 0, 2000, 30000, 0.0, 0.27); vehicle.setLatWheelFrictionSettings (vehicleID, 1, 0.04, 0.6, 0.01, 1, 6000);-- 5000); vehicle.setLongWheelFrictionSettings(vehicleID, 1, 0.04, 0.6, 0.01, 1, 8000);-- 8000); vehicle.setSuspensionSettings(vehicleID, 1, 2000, 30000, 0.0, 0.27); vehicle.setLatWheelFrictionSettings (vehicleID, 2, 0.04, 0.6, 0.01, 1, 4000);-- 3000); vehicle.setLongWheelFrictionSettings(vehicleID, 2, 0.04, 0.6, 0.01, 1, 10000);-- 10000); vehicle.setSuspensionSettings(vehicleID, 2, 2000, 30000, 0.0, 0.27); vehicle.setLatWheelFrictionSettings (vehicleID, 3, 0.04, 0.6, 0.01, 1, 4000);-- 3000); vehicle.setLongWheelFrictionSettings(vehicleID, 3, 0.04, 0.6, 0.01, 1, 10000);-- 10000); vehicle.setSuspensionSettings(vehicleID, 3, 2000, 30000, 0.0, 0.27); -- | Finally create the body then the wheel meshes -- | ======================================= vehicle.createPhyicsBody(vehicleID); vehicle.createWheels( vehicleID ); end function onStop( ) vehicle.destroy(vehicleID); end function onUpdate( timeDelta ) if(wKeyDown == 1)then vehicle.accelerate(vehicleID); end if(sKeyDown == 1)then vehicle.decelerate(vehicleID); end if(aKeyDown == 1)then vehicle.steerLeft(vehicleID); end if(dKeyDown == 1)then vehicle.steerRight(vehicleID); end if(spaceKeyDown == 1)then vehicle.handBrake(vehicleID,3000); end end function onKeyDown( key ) if(key == "w" or key == "up" )then wKeyDown = 1; sKeyDown = 0;end if(key == "a" or key == "left" )then aKeyDown = 1; dKeyDown = 0;end if(key == "s" or key == "down" )then sKeyDown = 1; wKeyDown = 0;end if(key == "d" or key == "right" )then dKeyDown = 1; aKeyDown = 0;end if(key == "space")then spaceKeyDown = 1; end end function onKeyUp( key ) if(key == "w" or key == "up" )then wKeyDown = 0; end if(key == "a" or key == "left" )then aKeyDown = 0; end if(key == "s" or key == "down" )then sKeyDown = 0; end if(key == "d" or key == "right" )then dKeyDown = 0; end if(key == "space")then spaceKeyDown = 0; end end
For more information on how these functions can be used please visit the User Manual - https://home.aurasoft-skyline.co.uk
Vehicle Specifics
Forwards | | ___ || || | | Side -- | | ||___||
void vehicle::accelerate | ( | int | vehicleID | ) |
void vehicle::addChassis | ( | int | vehicleID, |
int | chassisIndex, | ||
float posXfloat | posY, | ||
float | posZ, | ||
float | scaleX, | ||
float | scaleY, | ||
float | scaleZ | ||
) |
void vehicle::addWheel | ( | int | vehicleID, |
int | vehicleID, | ||
int | wheelIndex, | ||
int | driveWheel, | ||
int | steerWheel, | ||
float | posX, | ||
float | posY, | ||
float | posZ | ||
) |
void vehicle::applyForce | ( | int | vehicleID, |
float | axizX, | ||
float | axizY, | ||
float | axizZ | ||
) |
void vehicle::applyForceAtPoint | ( | int | vehicleID, |
float | axizX, | ||
float | axizY, | ||
float | axizZ, | ||
float | posX, | ||
float | posY, | ||
float | posZ | ||
) |
void vehicle::applyLocalForce | ( | int | vehicleID, |
float | axizX, | ||
float | axizY, | ||
float | axizZ | ||
) |
Apply a local force to the center of the vehicle.
vehicleID | : The ID of the vehicle. |
forceAxisX | : The force to apply in the X Axis. |
forceAxisY | : The force to apply in the Y Axis. |
forceAxisZ | : The force to apply in the Z Axis. |
The following is a Small Example on how to use this function:
function onInit(objID) -- apply a negative Y Axis force at 1 meter above the cars pivot. vehicle.applyLocalForceAtPoint( vehID, 0, -200, 0, 0, 1, 0 ); end
void vehicle::applyLocalForceAtPoint | ( | int | vehicleID, |
float | axizX, | ||
float | axizY, | ||
float | axizZ, | ||
float | posX, | ||
float | posY, | ||
float | posZ | ||
) |
Apply a local force at a particular point on the vehicle.
vehicleID | : The ID of the vehicle. |
forceAxisX | : The force to apply in the X Axis. |
forceAxisY | : The force to apply in the Y Axis. |
forceAxisZ | : The force to apply in the Z Axis. |
posAxisX | : The position to apply the force on the X Axis. |
posAxisY | : The position to apply the force on the X Axis. |
posAxisZ | : The position to apply the force on the X Axis. |
The following is a Small Example on how to use this function:
function onInit(objID) -- apply a negative Y Axis force at 1 meter above the cars pivot. vehicle.applyLocalForceAtPoint( vehID, 0, -200, 0, 0, 1, 0 ); end
void vehicle::createPhyicsBody | ( | int | vehicleID | ) |
void vehicle::createVehicle | ( | string | vehicleName, |
int | sceneEntityID, | ||
float | posX, | ||
float | posY, | ||
float | posZ, | ||
float | rotW, | ||
float | rotX, | ||
float | rotY, | ||
float | rotZ | ||
) |
create a new scripted vehicle to work on. It will need setup with the correct functions.
Order of scripted vehicle creation
Note: this function should be called first before any other vehicle setup commands.
vehicleName | : The name of this vehicle. it must be unique. |
sceneEntityID | : The ID of the sceneEntity you wish to make into a vehicle. |
posX | : Set the position Axis X of where to place the vehicle. |
posY | : Set the position Axis Y of where to place the vehicle. |
posZ | : Set the position Axis Z of where to place the vehicle. |
rotW | : Set the Orientation of the vehicle on the W axis. |
rotX | : Set the Orientation of the vehicle on the X axis. |
rotY | : Set the Orientation of the vehicle on the Y axis. |
rotZ | : Set the Orientation of the vehicle on the Z axis. |
function onInit(objID) vehID = vehicle.createVehicle( "vehicleName", obj, 0, 0, 0, 0, 0, 0, 0); end
void vehicle::createWheels | ( | int | vehicleID | ) |
void vehicle::decelerate | ( | int | vehicleID | ) |
void vehicle::destroy | ( | int | vehicleID | ) |
Destroy and cleanup a vehicle in the scene by the vehicle ID passed through this function You should only destroy id's that are active in the scene.
The following is a Small Example on how to use this function:
function onInit(objID) vehID = vehicle.destroy( vehID ); end
void vehicle::enableAutoMaxSteer | ( | int | vehicleID, |
int | state | ||
) |
Sets the steering to auto adjust based on speed and reduce the steering angle.
vehicleID | : The ID of the vehicle. |
state | : 1 = true, 0 = false |
The following is a Small Example on how to use this function:
function onInit(objID) vehicle.enableAutoMaxSteer( vehID, 1 ); end
void vehicle::followPath | ( | int | vehicleID, |
string | pathName, | ||
float | throttle | ||
) |
follow a path simply by calling this function in an update loop.
The movement will automatically be smoothed out based on the setPathAccuracy() accuracy variable.
vehicleID | : This is the id of the vehicle. |
pathname | : The path to follow, change the name on the fly to start following another path without position stepping. |
throttle | : How far the throttle on the car is pressed. 1 - full speed, 0 - no speed This variable already uses timedelta in the system to keep framerate in check. |
Here is a Small Example of how to use this function:
function onUpdate(timeDelta) vehicle.followPath(vehicleID, pathName, 5); end
Yes, thats all thats needed to follow a path accurately and very fast. =)
void vehicle::followPathPosition | ( | int | vehicleID, |
float | x, | ||
float | y, | ||
float | z | ||
) |
Override the default path follow and enter your own point to move to.
In order for this to take effect, you need to pass a "" in the follow path function. See the example below.
Calling this function on its own will result in nothing happening, it has to be used in conjunction with vehicle.followPath()
vehicleID | : This is the id of the vehicle. |
x | : This is the x world position axis. Is defined as a float |
y | : This is the y world position axis. Is defined as a float |
z | : This is the z world position axis. Is defined as a float |
Here is a Small Example of how to use this function:
function onInit(objID) vehicle.followPathPosition(vehicleID, posArray[0].x, posArray[0].y, posArray[0].z ); end function onUpdate(timeDelta) if(vehicle.isDestinationReached(vehicleID) == 1)then posIndex = posIndex + 1; newPos = newType.vec3(posArray[posIndex].x, posArray[posIndex].y, posArray[posIndex].z); vehicle.followPathPosition(vehicleID, newPos.x, newPos.y, newPos.z ); end vehicle.followPath(vehicleID, "", 5.0f); -- set path blank as you do not need one. end
int vehicle::getActiveVehicleID | ( | ) |
int vehicle::getAutoMaxSteerEnabled | ( | int | vehicleID | ) |
Gets whether the steering angle auto reduces based on speed.
vehicleID | : The ID of the vehicle. |
The following is a Small Example on how to use this function:
function onInit(objID) isEnabled = vehicle.getAutoMaxSteerEnabled( vehID ); end
int vehicle::getCurrentGear | ( | int | vehicleID | ) |
float vehicle::getCurrentThrottle | ( | int | vehicleID | ) |
string vehicle::getFollowPathName | ( | int | vehicleID | ) |
return the name of the path the vehicle is following
vehicleID | : This is the id of the vehicle. |
Here is a Small Example of how to use this function:
function onUpdate(timeDelta) pathname = vehicle.getFollowedPathName(vehicleID); end
float vehicle::getMaxBrakeForce | ( | int | vehicleID | ) |
int vehicle::getMaxSpeed_KPH | ( | int | vehicleID | ) |
int vehicle::getMaxSpeed_MPH | ( | int | vehicleID | ) |
int vehicle::getMoveDirection | ( | int | vehicleID | ) |
#brief return the direction is moving
0 - forwards 1 - reverse 2 - neutral
int vehicle::getNumOfChassis | ( | int | vehicleID | ) |
int vehicle::getNumOfWheels | ( | int | vehicleID | ) |
int vehicle::getRPM | ( | int | vehicleID | ) |
int vehicle::getSpeed_Kph | ( | int | vehicleID | ) |
int vehicle::getSpeed_Mph | ( | int | vehicleID | ) |
float vehicle::getSteeringMulti | ( | int | vehicleID | ) |
Set the multiplier between 1 and 0 to reduce the steering input. Useful for joysticks.
vehicleID | : The ID of the vehicle. |
The following is a Small Example on how to use this function:
function onInit(objID) multi = vehicle.getSteeringMulti( vehID ); end
vehicle vehicle::getTagOffset | ( | vehID | , |
wheelID | |||
) |
Get TAG offset.
vehicleID | : This is the id of the vehicle to poll from. |
wheelID | : |
offset | : |
int vehicle::getVehicleID | ( | int | sceneEntityID, |
string | vehicleName | ||
) |
Get the ID of a vehicle by passing the scene entity ID and a vehicle Name.
Note: vehicleName is depreciated
The following is a Small Example on how to use this function:
function onInit(objID) vehID = vehicle.getVehicleID( obj, "" ); end
int vehicle::getVelocity | ( | int | vehicleID | ) |
float vehicle::getWheel_ContactForce | ( | int | vehicleID, |
int | wheelIndex | ||
) |
Return the contact force data from the specified wheel.
vehicleID | : The ID of the vehicle. |
wheelIndex | : The ID of the wheel in which to retrieve the contact data. |
The following is a Small Example on how to use this function:
function onInit(objID) force = vehicle.getWheel_ContactForce( vehID, 0 ); end
int vehicle::getWheel_ContactGround | ( | int | vehicleID, |
int | wheelIndex | ||
) |
Get if the wheel specified is in contact with the ground and return a 1 or 0 boolean.
vehicleID | : The ID of the vehicle. |
wheelIndex | : The ID of the wheel in which to retrieve the contact data. |
The following is a Small Example on how to use this function:
function onInit(objID) hasContact = vehicle.getWheel_ContactGround( vehID, 0 ); end
float3 vehicle::getWheel_ContactNormal | ( | int | vehicleID, |
int | wheelIndex | ||
) |
Return the contact Normal from the specified wheel. This is the normal of the raycasted face.
vehicleID | : The ID of the vehicle. |
wheelIndex | : The ID of the wheel in which to retrieve the contact data. |
The following is a Small Example on how to use this function:
function onInit(objID) normalX, normalY, normalZ = vehicle.getWheel_ContactNormal( vehID, 0 ); end
float3 vehicle::getWheel_ContactPoint | ( | int | vehicleID, |
int | wheelIndex | ||
) |
Get the point of contact with the floor and bottom of the wheel in world space.
vehicleID | : The ID of the vehicle. |
wheelIndex | : The ID of the wheel in which to retrieve the contact data. |
The following is a Small Example on how to use this function:
function onInit(objID) posX, posY, posZ = vehicle.getWheel_ContactPoint( vehID, 0 ); end
float vehicle::getWheel_ContactPosition | ( | int | vehicleID, |
int | wheelIndex | ||
) |
Return the position of suspensionTravel between 0(not extended) and 1(fully extended).
vehicleID | : The ID of the vehicle. |
wheelIndex | : The ID of the wheel in which to retrieve the contact data. |
Suspension Example: 0 ---- Not Extended Suspension || || || -- || Returned Current Position : "0.5" (example value) || || || 1 ---- Fully Extended Suspension
The following is a Small Example on how to use this function:
function onInit(objID) suspPos = vehicle.getWheel_ContactPosition( vehID, 0 ); end
float3 vehicle::getWheel_LateralDirection | ( | int | vehicleID, |
int | wheelIndex | ||
) |
get the contact data of the specified wheel and retrieve the LateralDirection
vehicleID | : The ID of the vehicle. |
wheelIndex | : The ID of the wheel in which to retrieve the contact data. |
The following is a Small Example on how to use this function:
function onInit(objID) lateralDirection = vehicle.getWheel_LateralDirection( vehID, 0 ); end
float vehicle::getWheel_LateralImpulse | ( | int | vehicleID, |
int | wheelIndex | ||
) |
get the contact data of the specified wheel and retrieve the LateralImpulse value.
vehicleID | : The ID of the vehicle. |
wheelIndex | : The ID of the wheel in which to retrieve the contact data. |
The following is a Small Example on how to use this function:
function onInit(objID) latImpulse = vehicle.getWheel_LongitudalImpulse( vehID, 0 ); end
float vehicle::getWheel_LateralSlip | ( | int | vehicleID, |
int | wheelIndex | ||
) |
get the contact data of the specified wheel and retrieve the LateralSlip angle value.
vehicleID | : The ID of the vehicle you wish to return the slip from. |
wheelIndex | : The ID of the wheel in which to retrieve the contact data. |
The following is a Small Example on how to use this function:
function onInit(objID) latSlip = vehicle.getWheel_LateralSlip( vehID, 0 ); end
float3 vehicle::getWheel_LongitudalDirection | ( | int | vehicleID, |
int | wheelIndex | ||
) |
get the contact data of the specified wheel and retrieve the LongitudalDirection
vehicleID | : The ID of the vehicle you wish to return the slip from. |
wheelIndex | : The ID of the wheel in which to retrieve the contact data. |
The following is a Small Example on how to use this function:
function onInit(objID) longDirection = vehicle.getWheel_LongitudalDirection( vehID, 0 ); end
float vehicle::getWheel_LongitudalImpulse | ( | int | vehicleID, |
int | wheelIndex | ||
) |
get the contact data of the specified wheel and retrieve the LongitudalImpulse value.
vehicleID | : The ID of the vehicle you wish to return the slip from. |
wheelIndex | : The ID of the wheel in which to retrieve the contact data. |
The following is a Small Example on how to use this function:
function onInit(objID) longImpulse = vehicle.getWheel_LongitudalImpulse( vehID, 0 ); end
float vehicle::getWheel_LongitudalSlip | ( | int | vehicleID, |
int | wheelIndex | ||
) |
get the contact data of the specified wheel and retrieve the LongitudalSlip angle value.
vehicleID | : The ID of the vehicle you wish to return the slip from. |
wheelIndex | : The ID of the wheel in which to retrieve the contact data. |
The following is a Small Example on how to use this function:
function onInit(objID) longSlip = vehicle.getWheel_LongitudalSlip( vehID, 0 ); end
float3 vehicle::getWheelGlobalPosition | ( | int | vehicleID, |
int | wheelIndex | ||
) |
float3 vehicle::getWheelLocalPosition | ( | int | vehicleID, |
int | wheelIndex | ||
) |
string vehicle::getWheelMesh | ( | int | vehicleID | ) |
float vehicle::getWheelRadius | ( | int | vehicleID, |
int | wheelIndex | ||
) |
void vehicle::handBrake | ( | int | vehicleID, |
float | torque | ||
) |
int vehicle::isDestinationReached | ( | int | vehicleID | ) |
Poll to check if the vehicle has reached its destination.
vehicleID | : This is the id of the vehicle to poll from. |
Here is a Small Example of how to use this function:
function onUpdate(timeDelta) if(vehicle.isDestinationReached(vehicleID) == 1)then sky.print("detination has been reached.. change position to run to."); end end
int vehicle::isFollowingPath | ( | int | vehicleID | ) |
return whether the vehicle is currently following a path.
vehicleID | : This is the id of the vehicle. |
Here is a Small Example of how to use this function:
function onUpdate(timeDelta) isFollowingPath = vehicle.isFollowingPath(vehicleID); end
int vehicle::isPlayer | ( | int | vehicleID | ) |
void vehicle::setAirResistance | ( | int | vehicleID, |
float | baseValue, | ||
float | multiplier | ||
) |
void vehicle::setAngularDamping | ( | int | vehicleID, |
float | damp | ||
) |
void vehicle::setAngularMomentum | ( | int | vehicleID, |
float | x, | ||
float | y, | ||
float | z | ||
) |
void vehicle::setAngularVelocity | ( | int | vehicleID, |
float | x, | ||
float | y, | ||
float | z | ||
) |
void vehicle::setAntiRollAmount | ( | int | vehicleID, |
float | antiRollAmt | ||
) |
void vehicle::setAsPlayer | ( | int | vehicleID, |
int | isPlayer[1 or 0] | ||
) |
void vehicle::setBrakeTorque | ( | int | vehicleID, |
int | wheelIndex, | ||
float | torque | ||
) |
void vehicle::setCenterOfMass | ( | int | vehicleID, |
float | offsetX, | ||
float | offsetY, | ||
float | offsetZ | ||
) |
void vehicle::setCurrentGear | ( | int | vehicleID, |
int | gear | ||
) |
void vehicle::setCurrentThrottle | ( | int | vehicleID, |
float | throttle | ||
) |
void vehicle::setCustomDebugMaterial | ( | int | vehicleID, |
string | customDebugMaterialName | ||
) |
void vehicle::setDownforce | ( | int | vehicleID, |
float | downforce | ||
) |
void vehicle::setGearRatio | ( | int | vehicleID, |
float | gearRatio | ||
) |
void vehicle::setInverseWheelMass | ( | int | vehicleID, |
int | wheelIndex, | ||
float | amt | ||
) |
void vehicle::setLatWheelFrictionSettings | ( | int | vehicleID, |
int | wheelIndex, | ||
float | asymptoteSlip, | ||
float | asymptoteValue, | ||
float | extremumSlip, | ||
float | extremumValue, | ||
float | stiffnessFactor | ||
) |
void vehicle::setLatWheelFrictionStiffness | ( | int | vehicleID, |
int | wheelIndex, | ||
float | stiffnessFactor | ||
) |
void vehicle::setLength | ( | int | vehicleID, |
int | soundEnumSection, | ||
float | length | ||
) |
void vehicle::setLinearDamping | ( | int | vehicleID, |
float | damp | ||
) |
void vehicle::setLinearMomentum | ( | int | vehicleID, |
float | x, | ||
float | y, | ||
float | z | ||
) |
void vehicle::setLinearVelocity | ( | int | vehicleID, |
float | x, | ||
float | y, | ||
float | z | ||
) |
void vehicle::setLongWheelFrictionSettings | ( | int | vehicleID, |
int | wheelIndex, | ||
float | asymptoteSlip, | ||
float | asymptoteValue, | ||
float | extremumSlip, | ||
float | extremumValue, | ||
float | stiffnessFactor | ||
) |
void vehicle::setLongWheelFrictionStiffness | ( | int | vehicleID, |
int | wheelIndex, | ||
float | stiffnessFactor | ||
) |
void vehicle::setLooped | ( | int | vehicleID, |
int | soundEnumSection, | ||
int | isLooped[0 or 1] | ||
) |
void vehicle::setMass | ( | int | vehicleID, |
float | mass | ||
) |
void vehicle::setMaxSpeed_KPH | ( | int | vehicleID, |
int | maxSpeedKPH | ||
) |
void vehicle::setMaxSpeed_MPH | ( | int | vehicleID, |
int | maxSpeedMPH | ||
) |
void vehicle::setMaxSteeringAngle | ( | int | vehicleID, |
float | angle | ||
) |
void vehicle::setMotorTorque | ( | int | vehicleID, |
int | wheelIndex, | ||
float | torque | ||
) |
void vehicle::setNoWheelsDownforce | ( | int | vehicleID, |
float | downforce | ||
) |
void vehicle::setNumberOfGears | ( | int | vehicleID, |
int | numGears | ||
) |
void vehicle::setNumberOfWheels | ( | int | vehicleID, |
int | numWheels | ||
) |
void vehicle::setNumOfChassis | ( | int | vehicleID, |
int | chassisNum | ||
) |
void vehicle::setOrientation | ( | int | vehicleID, |
float | rotW, | ||
float | rotX, | ||
float | rotY, | ||
float | rotZ | ||
) |
void vehicle::setPairDownforce | ( | int | vehicleID, |
float | downforce | ||
) |
void vehicle::setPathAccuracy | ( | int | vehicleID, |
float | accuracy | ||
) |
Set the accuracy of the path to follow. Lower numbers make the distance to each node before trigger smaller.
vehicleID | : This is the id of the vehicle. |
accuracy | : This number increases the distance allowed to the wanted node before it triggers to move to the next. If a vehicle travels faster, then you will want a larger accuracy to catch them from going off the path and also a faster rotation. |
Here is a Small Example of how to use this function:
function onUpdate(timeDelta) vehicle.setPathAccuracy(vehicleID, 10); vehicle.followPath(vehicleID, pathName, 5); end
void vehicle::setPathMaxTurn | ( | int | vehicleID, |
float | maxTurn | ||
) |
Set the maximum speed of the turning rate for this vehicle.
vehicleID | : This is the id of the vehicle. |
maxTurn | : This number increases the speed of rotation to make the vehicle more responsive. Higher numbers will make the vehicle stick closer to the path lines. Lower numbers make it turn more gently. |
Here is a Small Example of how to use this function:
function onUpdate(timeDelta) vehicle.setPathMaxTurn(vehicleID, 5.0); vehicle.followPath(vehicleID, pathName, 5); end
void vehicle::setPathNodeIndex | ( | int | vehicleID, |
int | nodeIndex | ||
) |
Set the current node index the vehicle should head towards on the currently set path.
vehicleID | : This is the id of the vehicle. |
nodeIndex | : Set the node index of the path to move to, it will then carry on sequentially. |
Here is a Small Example of how to use this function:
function onUpdate(timeDelta) vehicle.setPathNodeIndex(vehicleID, 2); vehicle.followPath(vehicleID, pathName, 5); end
void vehicle::setPitch | ( | int | vehicleID, |
int | soundEnumSection, | ||
float | pitch | ||
) |
void vehicle::setPosition | ( | int | vehicleID, |
float | posX, | ||
float | posY, | ||
float | posZ | ||
) |
void vehicle::setRPM | ( | int | vehicleID, |
int | minRpmToGearDown, | ||
int | maxRpmToGearUp, | ||
int | minRpm, | ||
int | maxRpm | ||
) |
void vehicle::setSound | ( | int | vehicleID, |
int | soundEnumSection, | ||
string | soundFile | ||
) |
void vehicle::setSteeringCoefMulti | ( | int | vehicleID, |
float | coeff | ||
) |
void vehicle::setSteeringMulti | ( | int | vehicleID, |
float | multi | ||
) |
Set the multiplier between 1 and 0 to reduce the steering input. Useful for joysticks.
vehicleID | : The ID of the vehicle. |
multi | : A value between 1 and 0 (0.2, 0.6 etc..) that reduces the amount of steering input. |
The following is a Small Example on how to use this function:
function onInit(objID) vehicle.setSteeringMulti( vehID, 0.5 ); -- Sets half the maximum turn speed end
void vehicle::setSuspensionSettings | ( | int | vehicleID, |
int | wheelIndex, | ||
float | damperAmt, | ||
float | springAmt, | ||
float | targetValue, | ||
float | suspensionTravel | ||
) |
vehicle vehicle::setTagOffset | ( | vehID | , |
wheelID | , | ||
offset | |||
) |
Set TAG offset.
vehicleID | : This is the id of the vehicle to poll from. |
wheelID | : |
offset | : |
void vehicle::setTorqueCurveSlot | ( | int | vehicleID, |
int | rpm, | ||
int | torque | ||
) |
void vehicle::setVolume | ( | int | vehicleID, |
int | soundEnumSection, | ||
float | volume | ||
) |
void vehicle::setWheelAsHandbrake | ( | int | vehicleID, |
int | wheelIndex | ||
) |
void vehicle::setWheelMesh | ( | int | vehicleID, |
string | wheelMeshName | ||
) |
void vehicle::setWheelParticle | ( | int | vehicleID, |
int | wheelIndex, | ||
string | particleName | ||
) |
void vehicle::setWheelParticleEnabled | ( | int | vehicleID, |
int | wheelIndex, | ||
int | isEnabled[0 or 1] | ||
) |
void vehicle::setWheelParticlePosition | ( | int | vehicleID, |
int | wheelIndex, | ||
float | x, | ||
float | y, | ||
float | z | ||
) |
void vehicle::setWheelRadius | ( | int | vehicleID, |
int | wheelIndex, | ||
float | radius | ||
) |
void vehicle::showDebug | ( | int | vehicleID, |
int | showDebug[0 or 1] | ||
) |
void vehicle::steerLeft | ( | int | vehicleID, |
int | overrideSteering, | ||
float | steeringAngle | ||
) |
Calling this command will make the vehicle steer left either by the engine itself or a custom steer angle of your choice.
vehicleID | : This is the id of the vehicle to steer |
overrideSteering | : 1 - override default steering. 0 - use engine based steering. This is an optional parameter. |
steeringAngle | : Set the new steering angle of all steerable wheels. is an optional parameter and must have overrideSteering set to 1. |
If you override the steering or stop calling the command, then you will need to steer the vehicle back in line yourself.
void vehicle::steerRight | ( | int | vehicleID, |
int | overrideSteering, | ||
float | steeringAngle | ||
) |
Calling this command will make the vehicle steer left either by the engine itself or a custom steer angle of your choice.
vehicleID | : This is the id of the vehicle to steer |
overrideSteering | : 1 - override default steering. 0 - use engine based steering. This is an optional parameter. |
steeringAngle | : Set the new steering angle of all steerable wheels. is an optional parameter and must have overrideSteering set to 1. |
If you override the steering or stop calling the command, then you will need to steer the vehicle back in line yourself.
void vehicle::useAirResistance | ( | int | vehicleID, |
int | useResistance[0 or 1] | ||
) |
void vehicle::useAntiRoll | ( | int | vehicleID, |
int | useAntiRoll[0 or 1] | ||
) |
void vehicle::useSound | ( | int | vehicleID, |
int | soundEnumSection, | ||
int | useSound[0 or 1] | ||
) |
void vehicle::useWheelParticle | ( | int | vehicleID, |
int | wheelIndex, | ||
int | useParticle[0 or 1] | ||
) |