Functions |
BBDECL void BBCALL | xAlignToVector (Entity *entity, float x, float y, float z, int axis, float factor=1.0f) |
| Aligns an entity axis to a vector.
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BBDECL void BBCALL | xMoveEntity (Entity *entity, float x, float y, float z, bool isGlobal=false) |
| Moves an entity relative to its current position and orientation.
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BBDECL void BBCALL | xPointEntity (Entity *entity1, Entity *entity2, float roll=0.0f) |
| Points one entity at another.
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BBDECL void BBCALL | xPositionEntity (Entity *entity, float x, float y, float z, bool isGlobal=false) |
| Positions an entity at an absolute position in 3D space.
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BBDECL void BBCALL | xRotateEntity (Entity *entity, float x, float y, float z, bool isGlobal=false) |
| Rotates an entity so that it is at an absolute orientation.
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BBDECL void BBCALL | xScaleEntity (Entity *entity, float x, float y, float z, bool isGlobal=false) |
| Scales an entity so that it is of an absolute size.
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BBDECL void BBCALL | xTranslateEntity (Entity *entity, float x, float y, float z, bool isGlobal=false) |
| Translates an entity relative to its current position and not its orientation.
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BBDECL void BBCALL | xTurnEntity (Entity *entity, float x, float y, float z, bool isGlobal=false) |
| Turns an entity relative to its current orientation.
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BBDECL void BBCALL xScaleEntity |
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Entity * |
entity, |
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float |
x, |
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float |
y, |
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float |
z, |
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bool |
isGlobal = false |
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) |
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Scales an entity so that it is of an absolute size.
Scale values of 1, 1, 1 are the default size when creating /loading entities. Scale values of 2, 2, 2 will double the size of an entity. Scale values of 0, 0, 0 will make an entity disappear. Scale values of less than 0, 0, 0 will invert an entity and make it bigger.
- Parameters:
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entity | Entity handle |
x | x size of entity |
y | y size of entity |
z | z size of entity |
isGlobal | Unused |
BBDECL void BBCALL xPositionEntity |
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Entity * |
entity, |
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float |
x, |
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float |
y, |
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float |
z, |
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bool |
isGlobal = false |
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) |
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Positions an entity at an absolute position in 3D space.
Entities are positioned using an x, y, z coordinate system. x, y and z each have their own axis, and each axis has its own set of values. By specifying a value for each axis, you can position an entity anywhere in 3D space. 0, 0, 0 is the centre of 3D space, and if the camera is pointing in the default positive z direction, then positioning an entity with a z value of above 0 will make it appear in front of the camera, whereas a negative z value would see it disappear behind the camera. Changing the x value would see it moving sideways, and changing the y value would see it moving up/down. Of course, the direction in which entities appear to move is relative to the position and orientation of the camera.
- Parameters:
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entity | Entity handle |
x | x coordinate that entity will be positioned at |
y | y coordinate that entity will be positioned at |
z | z coordinate that entity will be positioned at |
isGlobal | True if the position should be relative to 0, 0, 0 rather than a parent entity's position |
BBDECL void BBCALL xMoveEntity |
( |
Entity * |
entity, |
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float |
x, |
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float |
y, |
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float |
z, |
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bool |
isGlobal = false |
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) |
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Moves an entity relative to its current position and orientation.
What this means is that an entity will move in whatever direction it is facing. So for example if you have an game character is upright when first loaded and it remains upright (i.e. turns left or right only), then moving it by a z amount will always see it move forward or backward, moving it by a y amount will always see it move up or down, and moving it by an x amount will always see it strafe.
- Parameters:
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entity | Entity handle |
x | x amount that entity will be moved by |
y | y amount that entity will be moved by |
z | z amount that entity will be moved by |
isGlobal | Unused |