Common Script External Code
This is a list of the external code that is available inside all scripts - variables, functions, and classes that "magically" exist.
To see a list of external code that is available only in specific scripts, please see the corresponding page page -
- Level Script External Code (hotspots share level script code)
- Character Script External Code
This list is pulled from the ~/Documents/Wolfire/Overgrowth/ directory, from the aschar_docs.h and aslevel_docs.h files, which are automatically generated by the game.
See this page to find the location for the Wolfire/Overgrowth folder on each OS - How to clear the game's cache
TODO: Finish documenting the rest of the classes, and lists of related global functions
TODO: It's possible some of these might not work in hotspot scripts. If you find that to be the case, please copy a function to level scripts/character scripts and remove it from here.
Contents
- 1 Global Variables
- 2 Constants
- 3 Global Functions
- 3.1 Math Functions
- 3.2 String Functions
- 3.3 Game Object Functions
- 3.4 Physics Functions
- 3.5 Script Message Functions
- 3.6 Particle and Decal Functions
- 3.7 Scene Access Functions
- 3.8 Text Drawing Functions
- 3.9 Sound and Music Functions
- 3.10 Gameplay State Functions
- 3.11 Time Manipulation Functions
- 3.12 Config Access Functions
- 3.13 Debug Functions
- 3.14 Level and Campaign Data Access Functions
- 3.15 Mod Access Functions
- 3.16 Editor Manipulation Functions
- 3.17 Input Functions
- 3.18 Keyboard Raw Access Functions
- 3.19 File Access Functions
- 3.20 Display Access Functions
- 3.21 Steam Workshop Functions
- 4 Classes
Global Variables
Camera camera;
CharacterScriptGetter character_getter;
ASContext context; // The context for the currently running script, whether that is the menu script, level script, character script, or hotspot script
float last_controller_event_time; // The time the last game controller input event occurred
float last_keyboard_event_time; // The time the last keyboard input event occurred
float last_mouse_event_time; // The time the last mouse input event occurred
Level level;
Physics physics;
uint UINT32MAX;
Constants
Types in this section that specify the base type for the enum aren't actually exposed via enums. They are defined as const instances of the base type.
Functions that take those parameters will take the base type instead. E.g. _delete_on_draw is actually defined in your script as an "const int _delete_on_draw".
enum AttachmentType { _at_attachment, _at_grip, _at_sheathe, _at_unspecified, };
enum CameraFlags { kEditorCamera, kPreviewCamera, };
enum DebugDrawLifespanType : int { _delete_on_draw, _delete_on_update, _fade, _persistent, };
enum EngineState { kEngineNoState, kEngineLevelState, kEngineEditorLevelState, kEngineEngineScriptableUIState, kEngineCampaignState, };
enum EntityType { _env_object, _decal_object, _item_object, _movement_object, _hotspot_object, _placeholder_object, _path_point_object, _dynamic_light_object, };
enum ItemType : int { _collectable, _item_no_type, _misc, _weapon, };
enum JsonValueType { JSONnullValue, JSONintValue, JSONuintValue, JSONrealValue, JSONstringValue, JSONbooleanValue, JSONarrayValue, JSONobjectValue, };
enum KeyboardInputModeFlag { KIMF_NO, KIMF_MENU, KIMF_PLAYING, KIMF_LEVEL_EDITOR_GENERAL, KIMF_LEVEL_EDITOR_DIALOGUE_EDITOR, KIMF_GUI_GENERAL, KIMF_ANY, };
enum KnockedOutType : int { _awake, _dead, _unconscious, };
enum LogType { fatal, error, warning, info, debug, spam, };
enum MessageType : int { _editor_msg; _plant_movement_msg; };
enum SDLNumeric { K_ENTER, KP_ENTER, K_BACKSPACE, K_0, K_1, K_2, K_3, K_4, K_5, K_6, K_7, K_8, K_9, KP_0, KP_1, KP_2, KP_3, KP_4, KP_5, KP_6, KP_7, KP_8, KP_9, };
enum SoundGroupPriorityType : int { _sound_priority_high, _sound_priority_low, _sound_priority_max, _sound_priority_med, _sound_priority_very_high, };
enum TextAtlasFlags { kSmallLowercase, };
enum UserVote { k_VoteUnknown, k_VoteNone, k_VoteUp, k_VoteDown, };
Global Functions
Math Functions
float abs(float);
float acos(float);
float asin(float);
void assert(bool val);
float atan(float);
float atan2(float, float);
float atof(const string &in str);
int atoi(const string &in str);
float ceil(float);
float cos(float);
vec3 cross(const vec3 &in, const vec3 &in); // Calculate the cross-product between two vec3 values - https://en.wikipedia.org/wiki/Cross_product
float distance(const vec2 &in, const vec2 &in); // Get the distance between two vec2 values
float distance(const vec3 &in, const vec3 &in); // Get the distance between two vec3 values
float distance_squared(const vec2 &in, const vec2 &in); // Get the squared distance between two vec2 values (faster than distance function, no square-root done)
float distance_squared(const vec3 &in, const vec3 &in); // Get the squared distance between two vec3 values (faster than distance function, no square-root done)
float dot(const vec2 &in, const vec2 &in); // Calculate the dot-product between two vec2 values - https://en.wikipedia.org/wiki/Dot_product
float dot(const vec3 &in, const vec3 &in); // Calculate the dot-product between two vec3 values - https://en.wikipedia.org/wiki/Dot_product
float floor(float);
double fpFromIEEE(uint64);
float fpFromIEEE(uint);
uint fpToIEEE(float);
uint64 fpToIEEE(double);
BoneTransform mix(const BoneTransform &in a, const BoneTransform &in b, float alpha); // Linear interpolation between two bone transform matrices
float mix(float a, float b, float amount); // Linear interpolation between two float values
mat4 mix(const mat4 &in a, const mat4 &in b, float alpha); // Linear interpolation between two 4x4 matrices
quaternion mix(const quaternion &in a, const quaternion &in b, float alpha); // Linear interpolation between two quaternions
vec2 mix(vec2 a, vec2 b, float alpha); // Linear interpolation between two vec2 values
vec3 mix(vec3 a, vec3 b, float alpha); // Linear interpolation between two vec3 values
vec4 mix(vec4 a, vec4 b, float alpha); // Linear interpolation between two vec4 values (including alpha)
vec2 normalize(const vec2 &in); // Shrink or grow a vec2 value to be unit length, with the same direction
vec3 normalize(const vec3 &in); // Shrink or grow a vec3 value to be unit length, with the same direction
float pow(float val, float exponent);
int rand();
vec2 reflect(const vec2 &in vec, const vec2 &in normal); // Calculate the reflection of a vec2, relative to the surface with the given normal - https://en.wikipedia.org/wiki/Reflection_(mathematics)
vec3 reflect(const vec3 &in vec, const vec3 &in normal); // Calculate the reflection of a vec3, relative to the surface with the given normal - https://en.wikipedia.org/wiki/Reflection_(mathematics)
float sin(float angle_in_radians);
float sqrt(float angle_in_radians);
float tan(float angle_in_radians);
mat4 transpose(mat4); // Get the mathematical transpose of this 4x4 matrix - https://en.wikipedia.org/wiki/Transpose
float xz_distance(const vec3 &in, const vec3 &in); // Get the distance on the x/z plane between two vec3 values (flat)
float xz_distance_squared(const vec3 &in, const vec3 &in); // Get the squared distance on the x/z plane between two vec3 values (flat. faster than xz_distance function, no square-root done)
void GetRotationBetweenVectors(const vec3 &in start, const vec3 &in end, quaternion &out rotation); // Get a relative rotation from one direction vector to another
mat3 Mat3FromQuaternion(const quaternion &in); // Convert a quaternion to its corresponding 3x3 rotation matrix
mat4 Mat4FromQuaternion(const quaternion &in); // Convert a quaternion to its corresponding 4x4 rotation matrix
vec3 Mult(quaternion, vec3); // Applies a quaternion rotation to a vector
quaternion QuaternionFromMat4(const mat4 &in); // Convert a 4x4 matrix to its corresponding quaternion
float RangedRandomFloat(float min, float max);
String Functions
string FloatString(float val, int digits);
uint GetCodepointCount( const string &in );
string ToUpper(string &in);
Game Object Functions
int CreateObject(const string &in path);
int CreateObject(const string &in path, bool exclude_from_save);
int DebugSetPosition(int id, vec3 pos);
void DeleteObjectID(int);
bool DoesItemFitInItem(int item_id, int holster_item_id);
int DuplicateObject(Object@ obj);
int FindFirstCharacterInGroup(int id);
void GetCharacters(array<int>@ id_array);
int GetNumCharacters();
int GetNumHotspots();
int GetNumItems();
array<int>@ GetObjectIDs();
array<int>@ GetObjectIDsType(int type);
bool IsGroupDerived(int id);
bool MovementObjectExists(int id);
bool ObjectExists();
bool ObjectExists(int id);
void QueueDeleteObjectID(int);
MovementObject@ ReadCharacter(int index); // e.g. first character in scene
MovementObject@ ReadCharacterID(int id); // e.g. character with object ID 39
EnvObject@ ReadEnvObjectID(int id);
Hotspot@ ReadHotspot(int index);
ItemObject@ ReadItem(int index);
ItemObject@ ReadItemID(int id);
Object@ ReadObjectFromID(int);
Physics Functions
void CreateCustomHull(const string &in key, const array<vec3> &vertices);
void GetCharactersInHull(string model_path, mat4, array<int>@ id_array);
void GetCharactersInSphere(vec3 position, float radius, array<int>@ id_array);
float GetFriction(const vec3 &in position);
void GetObjectsInHull(string model_path, mat4, array<int>@ id_array);
Script Message Functions
void SendGlobalMessage(string msg);
void SendMessage(int target, int type, vec3 vec_a, vec3 vec_b);
void SendMessage(int type, string msg);
Particle and Decal Functions
void ClearTemporaryDecals(); // Like blood splats and footprints
void ConnectParticles(uint32 id_a, uint32 id_b); // Used for ribbon particles, like throat-cut blood
int GetBloodLevel();
const vec3& GetBloodTint();
uint32 MakeParticle(string path, vec3 pos, vec3 vel);
uint32 MakeParticle(string path, vec3 pos, vec3 vel, vec3 color);
void TintParticle(uint32 id, const vec3 &in color);
Scene Access Functions
vec3 GetBaseSkyTint();
float GetHDRBlackPoint(void);
float GetHDRBloomMult(void);
float GetHDRWhitePoint(void);
vec3 GetSkyTint();
float GetSunAmbient();
vec3 GetSunColor();
vec3 GetSunPosition();
void SetFlareDiffuse(float);
void SetHDRBlackPoint(float);
void SetHDRBloomMult(float);
void SetHDRWhitePoint(float);
void SetSkyTint(vec3);
void SetSunAmbient(float);
void SetSunColor(vec3);
void SetSunPosition(vec3);
Text Drawing Functions
void DrawTextAtlas(const string &in path, int pixel_height, int flags, const string &in txt, int x, int y, vec4 color);
void DrawTextAtlas2(const string &in path, int pixel_height, int flags, const string &in txt, int x, int y, vec4 color, uint char_limit);
void DisposeTextAtlases();
int GetFontFaceID(const string &in path, int pixel_height);
uint GetLengthInBytesForNCodepoints( const string &in, uint codepoint_index );
TextMetrics GetTextAtlasMetrics(const string &in path, int pixel_height, int flags, const string &in txt );
TextMetrics GetTextAtlasMetrics2(const string &in path, int pixel_height, int flags, const string &in txt, uint char_limit );
Sound and Music Functions
bool AddMusic(const string &in);
float GetLayerGain(const string &in layer);
array<string>@ GetLayerNames();
string GetSegment();
string GetSong();
void PlaySegment(const string &in);
void PlaySong(const string &in);
int PlaySound(string path);
int PlaySound(string path, vec3 position);
int PlaySoundGroup(string path);
int PlaySoundGroup(string path, float gain);
int PlaySoundGroup(string path, vec3 position);
int PlaySoundGroup(string path, vec3 position, float gain);
int PlaySoundGroup(string path, vec3 position, int priority);
int PlaySoundLoop(const string &in path, float gain);
int PlaySoundLoopAtLocation(const string &in path, vec3 pos, float gain);
void QueueSegment(const string &in);
bool RemoveMusic(const string &in);
void SetAirWhoosh(float volume, float pitch);
void SetLayerGain(const string &in layer, float gain);
void SetSegment(const string &in);
void SetSong(const string &in);
void SetSoundGain(int handle, float gain);
void SetSoundPitch(int handle, float pitch);
void SetSoundPosition(int handle, vec3 pos);
void StopSound(int handle);
void UpdateListener(vec3 pos, vec3 vel, vec3 facing, vec3 up);
Gameplay State Functions
bool GetMenuPaused(); // Is game paused by a menu
void ResetLevel(); // Queue a level reset, including respawns, such as after a death
Time Manipulation Functions
void TimedSlowMotion(float target_time_scale, float how_long, float delay); // Used to trigger brief periods of slow motion
void SetPaused(bool paused);
Config Access Functions
bool GetConfigValueBool(string index);
float GetConfigValueFloat(string index);
int GetConfigValueInt(string key);
array<string>@ GetConfigValueOptions(string index);
string GetConfigValueString(string index);
void ReloadStaticValues();
string SaveConfig();
void SetConfigValueBool(string key, bool value);
void SetConfigValueFloat(string key, float value);
void SetConfigValueInt(string key, int value);
void SetConfigValueString(string key, string value);
Debug Functions
These functions allow you to create artifacts to help you debug scripts and game beahvior.
With them you can write to the logfile, print to the debug window, draw in-game (and/or in-editor) 3D objects, do basic profiling of scripts, and get build information.
void AddDebugDrawRibbonPoint(int which, vec3 pos, vec4 color, float width);
void Breakpoint(int);
int DebugDrawBillboard(const string &in path, vec3 center, float scale, vec4 color, int lifespan);
int DebugDrawCircle(mat4 transform, vec4 color, int lifespan);
int DebugDrawLine(vec3 start, vec3 end, vec3 color, int lifespan);
int DebugDrawLine(vec3 start, vec3 end, vec3 start_color, vec3 end_color, int lifespan);
int DebugDrawLine(vec3 start, vec3 end, vec4 start_color, vec4 end_color, int lifespan);
int DebugDrawLines(const array<vec3> &vertices, vec4 color, int lifespan);
int DebugDrawPoint(vec3 pos, vec4 color, int lifespan);
void DebugDrawRemove(int id);
int DebugDrawRibbon(int lifespan);
int DebugDrawRibbon(vec3 start, vec3 end, vec4 start_color, vec4 end_color, float start_width, float end_width, int lifespan);
int DebugDrawText(vec3 pos, string text, float scale, bool screen_space, int lifespan);
int DebugDrawWireBox(vec3 pos, vec3 dimensions, vec3 color, int lifespan);
int DebugDrawWireCylinder(vec3 pos, float radius, float height, vec3 color, int lifespan);
int DebugDrawWireMesh(string path, mat4 transform, vec4 color, int lifespan);
int DebugDrawWireScaledSphere(vec3 pos, float radius, vec3 scale, vec3 color, int lifespan);
int DebugDrawWireScaledSphere(vec3 pos, float radius, vec3 scale, vec4 color, int lifespan);
int DebugDrawWireSphere(vec3 pos, float radius, vec3 color, int lifespan);
void DebugText(string key, string display_text, float lifetime);
void DisplayError(const string &in title, const string &in contents);
void EnterTelemetryZone(const string &in name);
string GetBuildTimestamp( );
string GetBuildVersionFull( );
string GetBuildVersionShort( );
uint64 GetPerformanceCounter(); // Get high precision time info for profiling
uint64 GetPerformanceFrequency(); // Used to convert PerformanceCounter into seconds
void LeaveTelemetryZone();
void Log( LogType level, const string &in str );
void PrintCallstack();
void StartStopwatch();
uint64 StopAndReportStopwatch();
Level and Campaign Data Access Functions
Campaign GetCampaign(string& campaign_id);
array<Campaign>@ GetCampaigns();
string GetCurrCampaignID();
string GetCurrLevel();
string GetCurrLevelAbsPath();
string GetCurrLevelID();
string GetCurrLevelName();
string GetCurrLevelRelPath();
string GetInterlevelData(const string &in);
string GetLevelName(const string& path);
void SetCampaignID(string id);
void SetInterlevelData(const string &in, const string &in);
Mod Access Functions
void DeactivateAllMods();
array<ModID>@ GetActiveModSids();
string GetCurrentLevelModsourceID();
string GetCurrentMenuModsourceID();
array<ModID>@ GetModSids();
bool ModActivation(ModID& sid, bool active);
bool ModCanActivate(ModID& id);
string ModGetAuthor(ModID& id);
array<ModLevel>@ ModGetCampaignLevels(ModID& sid);
string ModGetDescription(ModID& id);
string ModGetID(ModID& id);
array<MenuItem>@ ModGetMenuItems(ModID& sid);
string ModGetName(ModID& id);
string ModGetPath(ModID& sid);
array<ModLevel>@ ModGetSingleLevels(ModID& sid);
int ModGetSource(ModID& id);
string ModGetTags(ModID& id);
string ModGetThumbnail(ModID& sid);
UserVote ModGetUserVote(ModID& sid);
string ModGetValidityString(ModID& sid);
string ModGetVersion(ModID& id);
bool ModIsActive(ModID& id);
bool ModIsCore(ModID& id);
bool ModIsFavorite(ModID& id);
bool ModIsValid(ModID& id);
bool ModNeedsRestart(ModID& id);
void ReloadMods();
void RequestModSetFavorite(ModID& id, bool fav);
void RequestModSetUserVote(ModID& id, bool voteup);
Editor Manipulation Functions
bool CheckSaveLevelChanges();
void ClearUndoHistory();
void DeselectAll();
bool EditorEnabled();
bool EditorModeActive();
void LoadEditorLevel();
void LoadLevel(string level_path);
void LoadLevelID(string id);
bool MediaMode();
void RibbonItemFlash(const string &in);
void RibbonItemSetEnabled(const string &in, bool);
void RibbonItemSetToggled(const string &in, bool);
void SetMediaMode(bool);
int StorageGetInt32(string index);
string StorageGetString(string index);
bool StorageHasInt32(string index);
bool StorageHasString(string index);
void StorageSetInt32(string index, int value);
void StorageSetString(string index, string value);
Input Functions
array<string>@ GetAvailableBindingCategories();
array<string>@ GetAvailableBindings(const string &in);
string GetBindingValue(string binding_category, string binding);
bool GetInputDown(int controller_id, const string &in input_label);
bool GetInputDownFiltered(int controller_id, const string &in input_label, uint filter);
uint GetInputMode();
bool GetInputPressed(int controller_id, const string &in input_label);
bool GetInputPressedFiltered(int controller_id, const string &in input_label, uint filter);
string GetLocaleStringForScancode(int scancode);
float GetLookXAxis(int controller_id);
float GetLookYAxis(int controller_id);
float GetMoveXAxis(int controller_id);
float GetMoveYAxis(int controller_id);
string GetStringDescriptionForBinding( const string &in, const string &in );
void ResetBinding(string binding_category, string binding);
void SetBindingValue(string binding_category, string binding, string value);
void SetGrabMouse(bool);
void StartTextInput();
void StopTextInput();
Keyboard Raw Access Functions
These functions are for doing low level interfacing with the keyboard.
array<KeyboardPress>@ GetRawKeyboardInputs(); // Get a list of all the current keyboard events
bool DebugKeysEnabled(); // Find out if the debug keys are enabled
bool IsKeyDown(int key_code); // Find out if a key with the specified scan code is currently pressed
int GetCodeForKey(string key_name); // Get the scan code for a key, by a friendly name - TODO: Add list of mappings
void ActivateKeyboardEvents(); // Start listening for keyboard events in this script
void DeactivateKeyboardEvents(); // Stop listening for keyboard events in this script
void SetKeyboardBindingValue(string binding_category, string binding, uint32 scancode); // Set an input binding for the given key. Pass "key" for binding_category, and the action name for binding
File Access Functions
bool FileExists(string &in); // Does a file with the given path exist
Display Access Functions
array<vec2>@ GetPossibleResolutions();
int GetScreenHeight();
int GetScreenWidth();
bool GetSplitscreen();
Steam Workshop Functions
bool IsWorkshopAvailable();
bool IsWorkshopMod(ModID& id);
bool IsWorkshopSubscribed(ModID& id);
float WorkshopTotalDownloadProgress();
uint WorkshopDownloadingCount();
uint WorkshopDownloadPendingCount();
uint WorkshopNeedsUpdateCount();
uint WorkshopSubscribedNotInstalledCount();
void OpenModAuthorWorkshopPage(ModID& id);
void OpenModWorkshopPage(ModID& id);
void OpenWorkshop();
void RequestWorkshopSubscribe(ModID& id);
void RequestWorkshopUnSubscribe(ModID& id);
Classes
array class
class array<T>;
A generic array for holding indexable lists of values of the same type.
See this page for documentation on this class: http://www.angelcode.com/angelscript/sdk/docs/manual/doc_datatypes_arrays.html
mat3 class
class mat3;
A 3x3 matrix for doing linear algebra (transformations on objects)
methods
mat3() // Default constructor. Does no initialization mat3(const mat3 &in) // Copy constructor
operators
float& opIndex(uint index) // Index operator const float& opIndex(uint index) const // Const index operator vec3 opMul(const vec3 &in) const // Multiply operator (mat3 * vec3)
related functions
mat3 Mat3FromQuaternion(const quaternion &in); // Convert a quaternion to its corresponding 3x3 rotation matrix
mat4 class
class mat4;
A 4x4 matrix for doing linear algebra (transformations on objects)
methods
mat4(); // Default constructor. Does no initialization mat4(const mat4 &in); // Copy constructor void SetTranslationPart(vec3); // Set the translation components of the matrix vec3 GetTranslationPart() const; // Get the translation components of the matrix void SetRotationPart(mat4); // Set (only) the rotation components of the matrix (also overwriting all scale components) mat4 GetRotationPart() const; // Get a copy of the matrix, preserving only the rotation (and scale) components void SetRotationX(float angle_in_radians); // Set the x rotation components (also overwriting y/z scale components) void SetRotationY(float angle_in_radians); // Set the y rotation components (also overwriting x/z scale components) void SetRotationZ(float angle_in_radians); // Set the z rotation components (also overwriting x/y scale components) void SetColumn(int, vec3); // Set the first three values in a column of the matrix vec3 GetColumn(int); // Get the first three values from a column of the matrix
operators
float &opIndex(uint); //Index operator const float &opIndex(uint) const; // Const index operator mat4 opMul(mat4) const; // Multiply operator (mat4 * mat4) vec3 opMul(vec3) const; // Multiply operator (mat4 * vec3) vec3 opMul(vec4) const; // Multiply operator (mat4 * vec4)
related functions
mat4 mix(const mat4 &in a, const mat4 &in b, float alpha); // Linear interpolation between two 4x4 matrices mat4 transpose(mat4); // Get the mathematical transpose of this 4x4 matrix - https://en.wikipedia.org/wiki/Transpose mat4 Mat4FromQuaternion(const quaternion &in); // Convert a quaternion to its corresponding 4x4 rotation matrix quaternion QuaternionFromMat4(const mat4 &in); // Convert a 4x4 matrix to its corresponding quaternion
quaternion class
class quaternion;
A quaternion for doing linear algebra (rotations on objects)
properties
float x; float y; float z; float w;
methods
quaternion(); // Default constructor. Sets to identity. Same result as quaternion(0.0f, 0.0f, 0.0f, 1.0f); quaternion(const quaternion &in); // Copy constructor quaternion(float, float, float, float); // Construct from components quaternion(vec4); // Constructor from rotation, in axis-angle form (axis.x, axis.y, axis.z, angle_in_radians)
operators
quaternion& opAssign(const quaternion &in); // Assignment operator (quaternion = quaternion) - by value, not by reference quaternion& opAddAssign(const quaternion &in); // Addition-and-assign operator (quaternion += quaternion) bool opEquals(const quaternion &in) const; // Equality operator (quaternion == quaternion) quaternion opAdd(const quaternion &in) const; // Addition operator (quaternion + quaternion) quaternion opMul(const quaternion &in) const; // Multiplication operator (quaternion * quaternion) vec3 opMul(const vec3 &in) const; // Multiply operator (quaternion * vec3)
related functions
mat3 Mat3FromQuaternion(const quaternion &in); // Convert a quaternion to its corresponding 3x3 rotation matrix mat4 Mat4FromQuaternion(const quaternion &in); // Convert a quaternion to its corresponding 4x4 rotation matrix quaternion mix(const quaternion &in a, const quaternion &in b, float alpha); // Linear interpolation between two quaternions quaternion QuaternionFromMat4(const mat4 &in); // Convert a 4x4 matrix to its corresponding quaternion vec3 Mult(quaternion, vec3); // Applies a quaternion rotation to a vector void GetRotationBetweenVectors(const vec3 &in start, const vec3 &in end, quaternion &out rotation); // Get a relative rotation from one direction vector to another
vec2 class
class vec2;
A two-dimensional vector, useful for specifying x/y coordinates
properties
float x; float y;
methods
vec2(); // Default constructor. Same as vec2(0.0f, 0.0f) vec2(const vec2 &in); // Copy constructor vec2(float); // Single value constructor. Same as vec2(0.0f, 0.0f) vec2(float, float); // Construct from components
operators
vec2& opAddAssign(const vec2 &in); // Add-and-assign operator (vec2 += vec2) vec2& opSubAssign(const vec2 &in); // Subtract-and-assign operator (vec2 -= vec2) vec2& opMulAssign(float); // Multiply-and-assign operator (vec2 *= float) vec2& opDivAssign(float); // Divide-and-assign operator (vec2 /= float) bool opEquals(const vec2 &in) const; // Equality operator (vec2 == vec2) vec2 opAdd(const vec2 &in) const; // Add operator (vec2 + vec2) vec2 opSub(const vec2 &in) const; // Subtract operator (vec2 - vec2) vec2 opMul(float) const; // Scalar multiply operator (vec2 * float) vec2 opMul_r(float) const; // Scalar multiply operator (float * vec2) vec2 opDiv(float) const; // Scalar divide operator (vec2 / float)
related functions
float distance(const vec2 &in, const vec2 &in); // Get the distance between two vec2 values float distance_squared(const vec2 &in, const vec2 &in); // Get the squared distance between two vec2 values (faster than distance function, no square-root done) float dot(const vec2 &in, const vec2 &in); // Calculate the dot-product between two vec2 values - https://en.wikipedia.org/wiki/Dot_product vec2 mix(vec2 a, vec2 b, float alpha); // Linear interpolation between two vec2 values vec2 normalize(const vec2 &in); // Shrink or grow a vec2 value to be unit length, with the same direction vec2 reflect(const vec2 &in vec, const vec2 &in normal); // Calculate the reflection of a vector, relative to the surface with the given normal - https://en.wikipedia.org/wiki/Reflection_(mathematics)
vec3 class
class vec3;
A three-dimensional vector, useful for specifying x/y/z coordinates
properties
float x; float y; float z;
methods
vec3(); // Default constructor. Same as vec3(0.0f, 0.0f, 0.0f) vec3(const vec3 &in); // Copy constructor vec3(float value); // Single value constructor. Same as vec3(value, value, value) vec3(float x, float y, float z); // Construct from components
operators
vec3& opAddAssign(const vec3 &in); // Add-and-assign operator (vec3 += vec3) vec3& opSubAssign(const vec3 &in); // Subtract-and-assign operator (vec3 -= vec3) vec3& opMulAssign(float); // Multiply-and-assign operator (vec3 *= float) vec3& opDivAssign(float); // Divide-and-assign operator (vec3 /= float) bool opEquals(const vec3 &in) const; // Equality operator (vec3 == vec3) vec3 opAdd(const vec3 &in) const; // Add operator (vec3 + vec3) vec3 opSub(const vec3 &in) const; // Subtract operator (vec3 - vec3) vec3 opMul(float) const; // Scalar multiply operator (vec3 * float) vec3 opMul_r(float) const; // Scalar multiply operator (float * vec3) vec3 opDiv(float) const; // Scalar divide operator (vec3 / float) float& opIndex(int index); // Access vector components by index
related functions
float distance(const vec3 &in, const vec3 &in); // Get the distance between two vec3 values float distance_squared(const vec3 &in, const vec3 &in); // Get the squared distance between two vec3 values (faster than distance function, no square-root done) float dot(const vec3 &in, const vec3 &in); // Calculate the dot-product between two vec3 values - https://en.wikipedia.org/wiki/Dot_product float xz_distance(const vec3 &in, const vec3 &in); // Get the distance on the x/z plane between two vec3 values (flat) float xz_distance_squared(const vec3 &in, const vec3 &in); // Get the squared distance on the x/z plane between two vec3 values (flat. faster than xz_distance function, no square-root done) vec3 cross(const vec3 &in, const vec3 &in); // Calculate the cross-product between two vec3 values - https://en.wikipedia.org/wiki/Cross_product vec3 mix(vec3 a, vec3 b, float alpha); // Linear interpolation between two vec3 values vec3 Mult(quaternion, vec3); // Applies a quaternion rotation to a vector vec3 normalize(const vec3 &in); // Shrink or grow a vec3 value to be unit length, with the same direction vec3 reflect(const vec3 &in vec, const vec3 &in normal); // Calculate the reflection of a vec3, relative to the surface with the given normal - https://en.wikipedia.org/wiki/Reflection_(mathematics) void GetRotationBetweenVectors(const vec3 &in start, const vec3 &in end, quaternion &out rotation); // Get a relative rotation from one direction vector to another
vec4 class
class vec4;
A four-dimensional vector, useful for specifying r/g/b/alpha colors
properties
float x; float y; float z; float a;
methods
vec4(); // Default constructor. Same as vec4(0.0f, 0.0f, 0.0f, 1.0f) vec4(const vec4 &in); // Copy constructor vec4(const vec3 &in, float a); // Copy constructor, with custom alpha vec4(float value); // Single value constructor. Same as vec4(value, value, value, value) vec4(float x, float y, float z, float a); // Construct from components
related functions
vec4 mix(vec4 a, vec4 b, float alpha); // Linear interpolation between two vec4 values (including alpha)
ASContext class
class ASContext;
A helper class that lets you print the global variables from a running angel script context
methods
void PrintGlobalVars(); // Print the global variables in this script context in the console
related global variables
ASContext context; // The context for the currently running script, whether that is the menu script, level script, character script, or hotspot script
class AnimationClient; // A game object component on a RiggedObject that lets you modify animations
class BoneTransform; // An efficient way to define an unscaled transformation
class Camera; // A camera object, either bound to the editor camera or the player camera
class Campaign; // A helper class that helps you retrieve data about a campaign ("story")
class CharacterScriptGetter; // A helper class that lets you load a character XML and provide access to its data
class EnvObject; // An environmental game object, such as a plant or rock
class Hotspot; // A game object that supports custom per-object logic, and possibly supports enter/exit events
class ItemObject; // An item game object, such as a weapon or an inert object you can pick up
class JSON; // A JSON object, for reading and writing JSON files
class JSONValue; // An individual value (variable or array) inside a JSON object
class KeyboardPress;
class Level; // An instance of the currently running level, which gives you access to parameters and send global "level" messages
class LevelDetails; // A helper class providing details (just Name for now) for a ModLevel (not actually just mods)
class MenuItem; // A helper class to retrieve data about a main menu/play menu entry added by a mod
class ModID; // A helper class used to access mods and to query if a mod is "valid"
class ModLevel; // A helper class to retrieve data about a level (not just mod levels)
class MovementObject; // A character game object
class Object; // The base class for all game objects, for accessing common behavior
class PathPointObject;
class Physics;
class RiggedObject; // A game object component that is attached to a MovementObject, that supports skeletal rigging
class ScriptParams; // A class that lets you access level or game object script parameters
class Skeleton; // A game object component on a RiggedObject that handles skeletal rigging
class TextCanvasTexture;
class TextMetrics;
class TextStyle;