Anaglym Documentation

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.


ag library

callList

ag.callList(display_list)

This function invokes a display list created with startList().

clearEventHandler

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.

clearWorld

ag.clearWorld()

This function removes all objects from the world.

createAMotor

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:

The motor will only allow movement around each axis from the lo_stop to hi_stop angles. The motor will attempt to maintain relative angular velocities of vel around each axis. The maximum amount of force that the motor is allowed to apply in order to maintain this velocity is specified by the fmax axis parameter. Specifying a low fmax value will cause the motor to take a while to reach its target velocity, and will mean that other objects can slow down or stop the motor easily. In contrast, a very high fmax value will allow the motor to reach its target velocity more quickly and the motor will be harder to stop by collisions with other objects. The bounce parameter should range from 0 to 1, with 0 meaning a hard stop and 1 meaning full bounciness.

createHinge

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.

doPhysics

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.

drawArc

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.

drawCircle

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.

drawImage

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.

drawLine

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.

drawObjects

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.

drawPoint

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.

drawRect

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.

drawText

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.

elapsedTime

elapsed_msec = ag.elapsedTime()

This function returns the number of milliseconds that have elapsed since the beginning of the program.

endFrame

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.

endList

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().

exit

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.

fillRect

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.

getCamera

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.

getTextSize

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.

getScreenSize

width, height = ag.getScreenSize()

This function returns the dimensions of the engine window, in pixels.

import

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.

isKeyDown

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.

loadModel

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.

loadTexture

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.

print

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, ")")

println

ag.println(args...)

Identical to print() but automatically prints a newline ("\n") after printing the arguments.

registerEventHandler

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.

setAutoDrawObjects

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.

setAutoEndFrame

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.

setAutoPhysics

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.

setAutoStartFrame

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.

setCamera

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).

setGravity

ag.setGravity(gx, gy, gz)

This function sets the gravity vector to (gx, gy, gz). The default gravity vector is (0, 0, -9.81).

startFrame

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().

startList

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().


Object creation functions

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.

createBox

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:

createCapsule

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:

createPlane

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:

createSphere

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:


Object member methods

addForce

obj:addForce(xf, yf, zf)

This function adds a one-time force to obj with a force vector (xf, yf, zf).

addForceRel

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.

addTorque

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).

addTorqueRel

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).

clone

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.

destroy

obj:destroy()

This function destroys the object in the engine. obj should not be used after this method is called.

draw

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.

getAABB

minx, miny, minz, maxx, maxy, maxz = obj:getAABB()

This function returns the coordinates of the axis-aligned box bounding obj.

getMass

mass = obj:getMass()

This function returns the mass of obj.

getPosition

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.

getSize

sx, sy, sz = obj:getSize()

This function returns the axis-aligned size of obj.

setColor

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.

setMass

obj:setMass(new_mass)

This function sets the mass of obj to new_mass.

setPosition

obj:setPosition(x, y, z)

This function sets the coordinates for the object's center-of-mass (local origin) to (x, y, z).

setRotation

obj:setRotation(xr, yr, zr)

This function sets the object's rotation as specified by Euler angles (xr, yr, zr).

setTexture

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().

setTextureScale

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.

setVisible

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.


std library

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")

createPlanePointNormal

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).

crossProduct

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})

dotProduct

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.

loadModelBounds

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.

pctx

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.

pcty

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.


Lua Event Handlers

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.

update

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.

update_overlay

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.

key_down

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.

key_up

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.

mousebutton_down

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.

mousebutton_up

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.

mouse_motion

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.


Key Names