e2 docs bone - wiremod/wire GitHub Wiki
Bone
=
:bone(
Index)
Returns Es Nth bone (3 ops)
=
:bones()
Returns an array containing all of Es bones. This array's first element has the index 0! (3 ops)
=
:boneCount()
Returns Es number of bones (3 ops)
= nobone()
Returns an invalid bone (1 ops)
=
:entity()
Returns the entity B belongs to (1 ops)
=
:index()
Returns Bs index in the entity it belongs to. Returns -1 if the bone is invalid or an error occured (1 ops)
=
:pos()
Returns Bs position (1 ops)
=
:forward()
Returns a vector describing Bs forward direction (1 ops)
=
:right()
Returns a vector describing Bs right direction (1 ops)
=
:up()
Returns a vector describing Bs up direction (1 ops)
=
:vel()
Returns Bs velocity (1 ops)
=
:velL()
Returns Bs velocity in local coordinates (1 ops)
=
:toWorld(
Pos)
Transforms V from local coordinates (as seen from B) to world coordinates (1 ops)
=
:toLocal(
Pos)
Transforms V from world coordinates to local coordinates (as seen from B) (1 ops)
=
:angVel()
Returns Bs angular velocity (1 ops)
=
:angVelVector()
Returns rotation axis, velocity and direction given as the vector's direction, magnitude and sense (1 ops)
=
:angles()
Returns Bs pitch, yaw and roll angles (1 ops)
=
:bearing(
Pos)
Gets the bearing from the bone to the vector (1 ops)
=
:elevation(
Pos)
Gets the elevation from the bone to the vector (1 ops)
=
:heading(
Pos)
Gets the elevation and bearing from the bone to the vector (1 ops)
=
:mass()
Returns Bs mass (1 ops)
=
:massCenter()
Returns Bs Center of Mass (1 ops)
=
:massCenterL()
Returns Bs Center of Mass in local coordinates (1 ops)
:setMass(
Mass)
Sets the mass of the bone (between 0.001 and 50,000) (1 ops)
=
:inertia()
Gets the principal components of Bs inertia tensor in the form vec(Ixx, Iyy, Izz) (1 ops)
:applyForce(
Force)
Applies force to the bone according to the given vector's direction and magnitude (30 ops)
:applyOffsetForce(
Force,
Pos)
Applies force to the bone according to the first vector from the location of the second (30 ops)
:applyAngForce(
Angforce)
Applies torque to the bone according to the given angle (30 ops)
:applyTorque(
Torque)
Applies torque to the bone according to the given vector, representing the torque axis, magnitude and direction (30 ops)
=
:isFrozen()
Returns 1 if B is frozen, 0 otherwise (2 ops)
:boneGravity(
Gravity)
Enables/disables gravity on the bone. (10 ops)
= toString(
B)
Converts bone to string (10 ops)