Actors API

Function CreateAnimatedActor(mesh)

Returns a new animated actor composed of a mesh The mesh can either be created using CreateMesh() or Loaded using LoadMesh()


Function CreateOctreeActor(mesh)

Returns a mesh actor optimized for large objects (such as levels)


Function CreateCubeActor(cube_size)

Returns an actor with a cube mesh of the specified size ( cube_size x cube_size x cube_size )


Function CreateSphereActor(radius)

Returns an actor composed of a sphere mesh


Function CreateWaterActor(mesh, waveHeight, waveSpeed, waveLength)

Creates an actor with water properties set on a base mesh.


Function CreateLightActor()

Returns a new light in the scene


Function CreateBillboardActor()

Returns a billboard actor Billboard actors are flat textured planes that are always facing the camera.


Function CreateTerrainActor(hmap_file$)

Returns terrain generated from a height map Note: Height Maps can be any supported image format


Function CreateParticleActor(particle_type)

Returns a new particle actor.

Possible Particle Types:

  • PARTICLE_TYPE_POINT
  • PARTICLE_TYPE_BOX
  • PARTICLE_TYPE_SPHERE
  • PARTICLE_TYPE_CYLINDER
  • PARTICLE_TYPE_MESH
  • PARTICLE_TYPE_RING

Function CreateProjectorActor()

Create a projector actor.

Projector actors can be used to project a texture over objects in its field of view.


Function CreateCompositeActor()

Creates a composite actor.

Refer to the included Composite Demo for an example.


Function CreateVehicleActor( chassis_actor )

Creates a vehicle actor. The chassis_actor is another actor that will be attached as the main body of the vehicle.


Sub DeleteActor( actor )

Removes an actor from the scene and frees its memory.

NOTE: Actors are all removed on clearScene so make sure you don't continue using the id after that.


Sub GetActorTransform( actor, matrix )

Stores the actors absolute transformation in the given matrix.


Sub SetActorPosition(actor, x, y, z)

Sets the absolute position of an actor


Sub TranslateActorLocal(actor, x, y, z)

Moves an actor relative to its current position


Sub TranslateActorWorld(actor, x, y, z)

Moves an actor relative to its current position


Sub SetActorScale(actor, x, y, z)

Sets the scale of an actor.


Sub ScaleActor(actor, x, y, z)

Multiplies the actor’s current scale by the vector given

See also

SetActorScale()


Sub GetActorScale(actor, ByRef x, ByRef y, ByRef z)

Gets an actor’s scale

See also

SetActorScale()


Sub SetActorRotation(actor, x, y, z)

Sets the rotation of an actor around each axis


Sub RotateActor(actor, x, y, z)

Rotates and actor a given number of degrees from its current orientation


Sub GetActorRotation(actor, ByRef x, ByRef y, ByRef z)

Gets the actors rotation on each axis


Sub SetActorVisible(actor, flag)

Returns true if an actor is visible

See also

ActorIsVisible()


Function ActorIsVisible( actor )

Sets whether the actor is visible in the scene

SetActorVisible(actor, true) 
Print "Actor solid state: "; ActorIsVisible(actor) 'Outputs 1
SetActorSolid(actor, false)
Print "Actor solid state: "; ActorIsSolid(actor) 'Outputs 0

Sub SetActorAutoCulling(actor, cull_type)

Sets the automatic culling state for an actor.

Possible Culling States:

  • AUTOCULLING_OFF
  • AUTOCULLING_BOX
  • AUTOCULLING_FRUSTUM_BOX
  • AUTOCULLING_FRUSTUM_SPHERE
  • AUTOCULLING_OCC_QUERY

Function GetActorAutoCulling(actor)

Returns the automatic culling state for an actor.

Possible Culling States:

  • AUTOCULLING_OFF
  • AUTOCULLING_BOX
  • AUTOCULLING_FRUSTUM_BOX
  • AUTOCULLING_FRUSTUM_SPHERE
  • AUTOCULLING_OCC_QUERY

Sub AddActorShadow(actor)

Cast a shadow on an actor during lighting calculations

Note: Also check the section on lights for more info


Sub RemoveActorShadow(actor)

Stops shadow casting on an actor

See also

AddActorShadow()


Function ActorExists(actor)

Returns true if the id passed is a valid actor.


Function GetActorType(actor)

Returns an actor's type.

Actor Types:

  • ACTOR_TYPE_NONE
  • ACTOR_TYPE_MESH
  • ACTOR_TYPE_OTMESH
  • ACTOR_TYPE_LIGHT
  • ACTOR_TYPE_TERRAIN
  • ACTOR_TYPE_WATER
  • ACTOR_TYPE_BILLBOARD
  • ACTOR_TYPE_PARTICLE
  • ACTOR_TYPE_PRIMITIVE
  • ACTOR_TYPE_PROJECTOR
  • ACTOR_TYPE_COMPOSITE
  • ACTOR_TYPE_VEHICLE

NOTE: Cube and Sphere actors both return ACTOR_TYPE_PRIMITIVE