Anaglym exposes a Lua library named ag which contains functions for interfacing with the Engine. In addition to the ag library, there is a std library which contains a "standard library" of Lua functions that do not directly interface with the Anaglym engine. The library functions are documented below.
anaglym usage:
anaglym [options] script-file
anaglym command-line options:
Unless otherwise noted, color values described in this document consist of red, green, and blue components. Each component is a real number that can range from 0.0 to 1.0.
Anaglym uses the OpenGL right-handed coordinate system for its 3D coordinates. The default orientation is such that the XY plane is horizontal (the "ground" plane). The Z axis extends positively into the "air" above the XY plane, and the default gravity vector pulls along the negative Z axis.
When 2D coordinates are used (with mouse cursor positions and overlay drawing routines), the origin is in the lower-left corner of the screen. The X axis increases positively toward the right edge of the screen. The Y axis increases positively toward the top of the screen. The upper-right pixel on the screen has coordinates (width-1, height-1).
ag.callList(display_list)
This function invokes a display list created with startList().
ag.clearEventHandler(event_name)
This function removes a Lua callback function from being associated with the engine event specified. event_name should be a string containing an event name. See Lua event handlers for a list of events.
ag.clearWorld()
This function removes all objects from the world.
motor = ag.createAMotor(obj1, obj2, axis0 [, axis1 [, axis2 ] ])
This function creates an angular motor in the simulation. An angular motor supplies torque to the bodies it is connected to around the axes specified in order to control the relative angular velocities of the two objects around the axes. Up to three axes can be specified, but only one is required. obj1 and obj2 specify the two objects that are connected with the motor. One of obj1 or obj2 can be the number 0 to signify that the other object should be connected to the static environment.
Connecting two objects with an angular motor does not restrict their positions relative to one another. See createHinge().
Each axisn argument should be a table containing named parameters. All parameters are optional. Valid parameters:
hinge = ag.createHinge(obj1, obj2, anchor, axis)
This function creates a hinge joint between two objects, keeping a single axis from each object aligned. The two objects can rotate around this axis independently. One of obj1 or obj2 can be the number 0 to signify that the other object should be connected to the static environment. anchor and axis should be Lua "arrays" (tables with integer indices starting at 1), with three elemenets each. anchor gives the coordinates of a point on the hinge. axis gives the direction vector of the hinge.
ag.doPhysics()
This function invokes the physics processing part of the engine. It is invoked automatically every update step if the "AutoPhysics" mode is enabled; this mode is enabled by default. See setAutoPhysics for more information.
ag.drawArc(r, g, b, x, y, radius, a1, a2)
This function tells the engine to draw an arc to the screen. The color of the arc is specified by (r, g, b). x and y specify the coordinates of the center of the arc. The arc ranges from angle a1 to a2, which are specified in degrees, going counter-clockwise from the East. drawArc() should normally be called from the update_overlay event handler.
ag.drawCircle(r, g, b, x, y, radius)
This function tells the engine to draw a circle to the screen. The color of the circle is specified by (r, g, b). x and y specify the coordinates of the center of the circle. drawCircle() should normally be called from the update_overlay event handler.
ag.drawImage(width, height, x, y, texture [, rot])
This function tells the engine to draw an image to the screen. width and height specify the size of the image, in pixels. x and y specify the coordinates of the center of the image. The image to be drawn is specified by texture, which should be loaded by ag.loadTexture(). drawImage() should normally be called from the update_overlay event handler.
ag.drawLine(r, g, b, x1, y1, x2, y2 [, width])
This function tells the engine to draw a line to the screen. The color of the line is given by (r, g, b). The start and end coordinates of the line are (x1, y1) and (x2, y2). width is an optional parameter and defaults to 1 if not specified. It controls the width of the line to be drawn. drawLine() should normally be called from the update_overlay event handler.
ag.drawObjects()
This function instructs the engine to draw all visible objects. It is invoked automatically every update step if the "AutoDrawObjects" mode is enabled; this mode is enabled by default. See setAutoDrawObjects for more information.
ag.drawPoint(size, r, g, b, x, y [, z])
This function draws a point to the screen. The size of the point is given by size. The point will be antialiased. The color of the point is given by (r, g, b). The position of the point is given by (x, y, z). If not specified, z defaults to 0. This function can be called from either the update_event or the update_overlay_event.
ag.drawRect(r, g, b, width, height, x, y [, rot])
This function draws a rectangle to the screen. The color of the rectangle is given by (r, g, b). The size is given by width and height. The center of the rectangle is given by (x, y). rot is an optional parameter that defaults to 0.0. It specifies the rotation of the rectangle. drawRect() should normally be called from the update_overlay event handler.
ag.drawText(message, r, g, b, ptsize, x, y)
This function draws the text message, which should be a string, to the screen at position (x, y), with color specified by (r, g, b), and with font size ptsize. It should normally be called from the update_overlay event handler.
elapsed_msec = ag.elapsedTime()
This function returns the number of milliseconds that have elapsed since the beginning of the program.
ag.endFrame()
This function signals the engine that all drawing is complete for the current update frame. It is invoked automatically if the "AutoEndFrame" mode is enabled; this mode is enabled by default. See setAutoEndFrame for more information.
ag.endList()
This function ends the creation of a display list created with startList(). Every call to startList() should have a corresponding call to endList().
ag.exit()
This function instructs the engine to exit. Internally, this function enqueues an "exit" event on the event queue to be processed by the engine. This means that Lua code following the call to exit() will be executed and callbacks to other events may still be called. The engine should exit within one update step.
ag.fillArc(r, g, b, x, y, radius, a1, a2)
This function tells the engine to draw a filled-in arc to the screen. The color of the arc is specified by (r, g, b). x and y specify the coordinates of the center of the arc. The arc ranges from angle a1 to a2, which are specified in degrees, going counter-clockwise from the East. fillArc() should normally be called from the update_overlay event handler.
ag.fillCircle(r, g, b, x, y, radius)
This function tells the engine to draw a solid circle to the screen. The color of the circle is specified by (r, g, b). x and y specify the coordinates of the center of the circle. fillCircle() should normally be called from the update_overlay event handler.
ag.fillRect(r, g, b, width, height, x, y [, rot])
This function draws a solid, filled rectangle to the screen. The color of the rectangle is given by (r, g, b). The size is given by width and height. The center of the rectangle is given by (x, y). rot is an optional parameter that defaults to 0.0. It specifies the rotation of the rectangle. fillRect() should normally be called from the update_overlay event handler.
eye_x, eye_y, eye_z, center_x, center_y, center_z, up_x, up_y, up_z = ag.getCamera()
This function returns the camera position (eye coordinates), focus position (center coordinates), and up vector for the current camera settings.
width, height = ag.getTextSize(message, ptsize)
This function returns the width and height, in pixels, that the text specified by message, which should be a string, would take when drawn to the screen using font size ptsize.
width, height = ag.getScreenSize()
This function returns the dimensions of the engine window, in pixels.
ag.import(lua_source_name)
This function instructs the engine to import a Lua source file named lua_source_name, which should be a string specifying the name of the Lua library without the ".lua" extension. Source files are searched for relative to the folder containing the hosted script first, then relative to the engine library folder. The import() function can be used to load Lua code that is broken into separate source files, and to load libraries such as std.
result = ag.isKeyDown(key)
This function returns a boolean value for whether or not the key given by key is currently pressed or not. key should be a string corresponding to a key name. See Key Names for key names.
object = ag.loadModel(model_name [, optargs])
This function loads an object file and returns the object loaded. If the returned value is nil, loading of the object failed. model_name should be a string specifying the base name of the model file, without the ".obj" extension. Models are searched for relative to the folder containing the hosted script first, then relative to the engine library folder.
If specified, optargs should be a table of named parameters. Possible parameters are:
A static object can still be placed with setPosition() and setRotation(). A static object will participate in collision detection when physics computations are performed, however a static object will not be moved by any colliding objects. Static objects do not have a mass associated with them; they are considered to be a part of the environment.
A reference object will not be drawn and cannot participate in physics. A reference object is useful when one wishes to load a model some time before actually using it. You can instantiate a reference object into a normal object by calling the clone() method on the object.
sound = ag.loadSound(sound_name)
This routine loads a sound object from file sound_name and returns a Lua reference to the loaded sound. The sound_name should contain the file extension, since multiple formats are supported (.wav, .mp3, etc...).
texture = ag.loadTexture(texture_name)
This function loads a texture file from the file system and returns a Lua reference to the loaded texture. nil is returned if loading the texture fails. The texture_name should contain the file extension, since multiple formats are supported (.jpg, .png, .bmp, etc...). Textures are searched for relative to the folder containing the hosted script first, then relative to the engine library folder.
objects = ag.pickObjects(x, y)
This function allows for 3D object "picking." x and y should be the 2D screen coordinates of the "pick point." pickObjects returns a Lua array of the objects in the "pick line" (the line from the camera through the "pick point" on the screen. Upon error, pickObjects returns nil. For each object in the "pick line", the following properties are set:
objects = ag.pickOne(x, y, obj)
This function allows for 3D object "picking," but only tests the given object for intersection with the pick line and is thus much more efficient than pickObjects() if you only care about selecting on a given object. x and y should be the 2D screen coordinates of the "pick point." obj indicates which object to be tested. pickOne returns a boolean for whether or not the given object was hit by the "pick line." If the return value is true, then the following properties are set on obj:
ag.print(args...)
This function prints its arguments to the standard output. It is mainly used for debugging when developing Lua scripts. On Windows, this output stream may be redirected to a file (stdout.txt). Example usage:
local x, y, z = my_obj:getPosition() ag.print("my_obj position: (", x, ", ", y, ", ", z, ")")
ag.println(args...)
Identical to print() but automatically prints a newline ("\n") after printing the arguments.
ag.registerEventHandler(event_name, handler)
This function registers a Lua callback function (handler) to be called when the engine event specified by event_name occurs. There can be only one registered handler per event, so if a previous Lua function was registered for event_name, it will be overwritten to call the new handler. event_name should be a string containing the name of the event. See Lua event handlers for a list of event names.
When the Lua script is initially loaded, any functions found that have names matching an event name with "_event" appended (ex. "mouse_motion_event" for the "mouse_motion" event) are registered automatically as handlers for their corresponding events.
ag.setAutoDrawObjects(enable_flag)
This function sets the "AutoDrawObjects" mode. enable_flag should be true or false. If AutoDrawObjects mode is enabled, then all visible objects in the engine will be drawn automatically every update step. If it is not enabled, one can call ag.drawObjects() to draw all visible objects in the scene. The AutoDrawObjects mode is initially enabled.
ag.setAutoEndFrame(enable_flag)
This function sets the "AutoEndFrame" mode. enable_flag should be true or false. If AutoEndFrame mode is enabled, then ag.endFrame() will be invoked automatically after executing the update and update_overlay Lua callback functions. The AutoEndFrame mode is initially enabled.
ag.setAutoPhysics(enable_flag)
This function sets the "AutoPhysics" mode. enable_flag should be true or false. If AutoPhysics mode is enabled, then collision detection and physics processing are performed automatically on every update step. If it is not enabled, one can call ag.doPhysics() to perform physics updates. The AutoPhysics mode is initially enabled.
ag.setAutoStartFrame(enable_flag)
This function sets the "AutoStartFrame" mode. enable_flag should be true or false. If AutoStartFrame mode is enabled, then ag.startFrame() will be invoked automatically prior to executing the update and update_overlay Lua callback functions. The AutoStartFrame mode is initially enabled.
ag.setCamera(eye_x, eye_y, eye_z [, center_x, center_y, center_z [, up_x, up_y, up_z] ])
This function sets the camera position (eye coordinates), focus point (center coordinates), and up vector. If the center coordinates or up vector are not specified, their values are unchanged from the previous invocation of setCamera(). The default center point is (0, 0, 0). The default up vector is (0, 0, 1).
ag.setCursorVisible(visible)
This function sets whether the mouse cursor is visible or not. visible should be a boolean value. When the cursor is visible, the absolute x and y coordinates passed to mouse event handlers are meaningful.
ag.setGravity(gx, gy, gz)
This function sets the gravity vector to (gx, gy, gz). The default gravity vector is (0, 0, -9.81).
ag.startFrame()
This function instructs the engine to begin drawing a frame. It is not necessary to call this function if the "AutoStartFrame" mode is enabled. See ag.setAutoStartFrame().
displaylist = ag.startList()
This function instructs the engine to start a display list. Any draw*() functions called between startList() and endList() will be stored in the display list for efficient execution. The display list can be called with callList().
The following functions can be used to create "managed" objects. These objects are "managed" by the Lua script (as opposed to having all of their attributes defined in a model file). The properties of managed objects, such as the color, texture, position, and rotation, can be controlled by using the object member methods.
obj = ag.createBox(width, depth, height [, optargs])
This function creates a managed object which is a box with dimensions given by (width, depth, height). The center of the box is initially located at the origin.
If specified, optargs should be a table containing named parameters. Valid parameters:
obj = ag.createCapsule(radius, length [, optargs])
This function creates a capsule managed object. A capsule is like a cylinder, but has a half-sphere "capping" each end of the cylinder. radius specifies the radius of the cylinder (and caps). length specifies the length of the straight part of the capsule (not including the caps). The capsule is oriented with its axis along the Z axis and its center point at the origin.
If specified, optargs should be a table containing named parameters. Valid parameters:
1) obj = ag.createPlane(a, b, c, d [, optargs])
2) obj = ag.createPlane(x, y, z, rot_x, rot_y, rot_z [, optargs])
The createPlane() function creates a managed plane object. All planes are static and are not moved as a result of physics collisions (other objects can still bounce off them). In the four-argument form, the plane is created with equation ax + by + cz = d. (a, b, c) specifies the normal vector for the plane. In the six-argument form, the plane is created by specifying a point on the plane, with coordinates (x, y, z), and the Euler rotation angles around the x, y, and z axis. Specifying no rotation would use the default plane normal of (0, 0, 1). If you would like to create a plane by specifying a point on the surface and the surface normal, see the std.createPlanePointNormal() function.
If specified, optargs should be a table containing named parameters. Valid parameters:
obj = ag.createSphere(radius [, optargs])
This function creates a managed sphere object with the radius given. The center of the sphere is initially located at the origin.
If specified, optargs should be a table containing named parameters. Valid parameters:
obj:addForce(xf, yf, zf)
This function adds a one-time force to obj with a force vector (xf, yf, zf).
obj:addForceRel
This function adds a one-time force to obj with a force vector (xf, yf, zf) which is relative to the local reference frame of obj.
obj:addTorque(xr, yr, zr)
This function adds torque (a rotational force) to obj. The torque vector around global x, y, and z axes is given by (xr, yr, zr).
obj:addTorqueRel(xr, yr, zr)
This function adds torque (a rotational force) to obj. The torque vector around obj's local x, y, and z axes is given by (xr, yr, zr).
new_obj = obj:clone()
This function makes a copy of the object in the engine. This is more efficient than creating a new object in whatever manner was used to create obj. new_obj will have all of its own parameters - position, rotation, color, texture, etc... However, these parameter values will be instantiated with the corresponding values from obj at the time of cloning. One should call new_obj:setPosition() in order to place new_obj somewhere where it is not intersecting with other objects in order to pacify the physics engine. The new object created will be a regular (non-reference) object, regardless of whether obj was a regular or reference object.
obj:destroy()
This function destroys the object in the engine. obj should not be used after this method is called.
obj:draw()
This function will draw obj to the screen. It is called automatically by ag.drawObjects(), so calling it is only required if the "AutoDrawObjects" mode is disabled, and ag.drawObjects() is not called.
minx, miny, minz, maxx, maxy, maxz = obj:getAABB()
This function returns the coordinates of the axis-aligned box bounding obj.
mass = obj:getMass()
This function returns the mass of obj.
x, y, z = obj:getPosition()
This function returns the coordinates (x, y, z) of the object. Normally, the center-of-mass of the object is located at its local origin. The coordinates of the object's local origin are returned by this call, so these coordinates will be the coordinates of the object's center-of-mass.
sx, sy, sz = obj:getSize()
This function returns the axis-aligned size of obj.
obj:setColor(r, g, b)
This function sets the color of the object. The parameters correspond to the red, green, and blue components of the object color. Each component should be between 0.0 and 1.0.
obj:setMass(new_mass)
This function sets the mass of obj to new_mass.
obj:setPosition(x, y, z)
This function sets the coordinates for the object's center-of-mass (local origin) to (x, y, z).
obj:setRotation(xr, yr, zr)
This function sets the object's rotation as specified by Euler angles (xr, yr, zr).
obj:setTexture(tex)
This function sets the texture of obj to tex. tex should be a Lua reference to a texture loaded with ag.loadTexture().
obj:setTextureScale(scale)
This function sets the "texture scale" for obj. Currently, texture scaling is only supported for boxes and planes. scale actually scales the texture coordinates. Hence a scale of 4 would appear to shrink the texture by a factor of 4 and tile the texture 16 times where it normally would have once.
obj:setVisible(visible_flag)
This function sets the visibility of obj to visible_flag. If visible_flag is true, then the object will be drawn. Newly created objects are visible by default.
joint:setAMotorAxis(anum, rel, x, y, z)
Set axis parameters of the AMotor joint. See ag.createAMotor() for more information.
joint:setAMotorNumAxes(num)
Set the number of axes of the AMotor joint. See ag.createAMotor() for more information.
joint:setAMotorAngle(anum, angle)
Set the angle of the specified of axis of the AMotor joint. See ag.createAMotor() for more information.
joint:setAMotorLoStop(anum, lostop)
Set the low stop angle of the specified axis of the AMotor joint. See ag.createAMotor() for more information.
joint:setAMotorHiStop(anum, histop)
Set the high stop angle of the specified axis of the AMotor joint. See ag.createAMotor() for more information.
joint:setAMotorVel(vel)
Set the velocity of the AMotor joint. See ag.createAMotor() for more information.
joint:setAMotorFMax(vel)
Set the maximum force that the AMotor joint will apply to maintain its constraints. See ag.createAMotor() for more information.
joint:setAMotorBounce(bounce)
Set the bounciness of the AMotor joint. See ag.createAMotor() for more information.
snd:play()
Begins playing the snd sound at the beginning.
snd:resume()
Begins playing the snd sound where it stopped after calling stop().
snd:stop()
Stops playing the snd sound at its current position.
snd:loop(count)
Begins playing the snd sound at the beginning and sets the loop count to count. snd:loop(1) is equivalent to snd:play().
snd:loopForever()
Begins playing the snd sound at the beginning and sets the loop count to infinity. This routine is good for background music.
snd:getVolume()
Get the volume for the snd sound.
snd:setVolume(vol)
Set the volume for the snd sound to snd. snd should be between 0.0 and 1.0.
The std Lua library supplies a set of Lua functions that may be useful to Lua scripts being executed. It is not imported by default. Import it like this:
ag.import("std")
obj = std.createPlanePointNormal(x, y, z, nx, ny, nz)
This function simply wraps ag.createPlane() allowing the user to specify a point on the plane with coordinates (x, y, z) and the surface normal of the plane (nx, ny, nz).
cp = std.crossProduct(vec1, vec2)
This function returns the cross product of the two vectors vec1 and vec2. The return value is a Lua array with indices 1 to 3. The indices of vec1 and vec2 should be from 1 to 3. This allows specifying a Lua array directly as a parameter to the function. For example:
local z_axis = std.crossProduct({1, 0, 0}, {0, 1, 0})
dp = std.dotProduct(vec1, vec2)
This function returns the dot product of the two vectors. The indices of vec1 and vec2 should be from 1 to 3. This allows specifying a Lua array directly as a parameter to the function.
obj = std.loadModelBounds(model_name, max_x, max_y, max_z)
This function loads a model from the model file given by the string model_name (without extension). The scale used when loading the model is determined automatically. It is always a uniform scale. The scale is calculated to be the maximum value such that the model fits in the bounding box given by (max_x, max_y, max_z). To ignore an axis when calculating this scale, set its corresponding component to 0. For example:
obj = std.loadModelBounds("pillar", 0, 0, 10)
will load the "pillar" model and scale it (uniformly) so that its height is 10.
pixels_x = std.pctx(percent)
This function returns the number of pixels corresponding to percent percent of the screen's X axis. percent should be between 0.0 and 1.0.
pixels_y = std.pcty(percent)
This function returns the number of pixels corresponding to percent percent of the screen's Y axis. percent should be between 0.0 and 1.0.
The following is a list of all events that the Anaglym engine handles:
Lua callback functions may be registered for each of these events.When a Lua script is loaded, any defined function that matches the name of an engine event with "_event" appended will automatically be registered as a callback for that engine event. For example, a function named key_up_event() in a loaded Lua script will automatically be registered to receive key_up event notifications.
The prototypes for the Lua event handler callback functions follow.
function update_event()
This function is called for every frame that is drawn on the screen. It could be called up to a few dozen times per second.
function update_overlay_event(width, height)
This function is called immediately after the update function. During this event, the coordinate system is reset from the normal 3D system to a 2D system. The coordinates range from (0, 0) in the lower-left corner of the screen to (width, height) in the upper-right corner of the screen. In this mode, depth testing is disabled, so any graphics drawn will "overlay" whatever is currently on the screen. width and height contain the size of the Anaglym engine window, in pixels.
function key_down_event(key_name)
This function is called when a key is initially pressed. key_name is a string containing the name of the key pressed. See Key Names for a list of key names.
function key_up_event(key_name)
This function is called when a key is released. key_name is a string containing the name of the key released. See Key Names for a list of key names.
function mousebutton_down_event(button, x, y)
This function is called when a mouse button is pressed. button contains the number of the button pressed (1: left, 2: middle, 3: right, 4: scroll wheel up, 5: scroll wheel down). The position of the cursor when the mouse button was pressed is at (x, y). This position is only meaningful when the cursor is shown. By default, it is hidden. Cursor visibility can be toggled with the F2 key.
function mousebutton_up_event(button, x, y)
This function is called when a mouse button is released. button contains the number of the button released (1: left, 2: middle, 3: right, 4: scroll wheel up, 5: scroll wheel down). The position of the cursor when the mouse button was released is at (x, y). This position is only meaningful when the cursor is shown. By default, it is hidden. Cursor visibility can be toggled with the F2 key.
function mouse_motion_event(x, y, xrel, yrel)
This function is called when the mouse moves. (x, y) specifies the position that the cursor was moved to. This position is only meaningful when the cursor is shown. xrel and yrel contain the relative movement distance. These values are meaningful regardless of the cursor visibility state.