small update
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@@ -4,10 +4,11 @@ The documentation completion is still pending....
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## Contents
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1. Introduction and usage
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2. Engine manipulation
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2. Common Tools
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3. Engine manipulation
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1. BackLog (Console)
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2. Renderer
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3. Utility Tools
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4. Utility Tools
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1. Font
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2. Sprite
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1. ImageEffects
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@@ -53,6 +54,22 @@ In the startup file, you can specify any startup logic, for example loading cont
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The setting up and usage of the BackLog is the responsibility of the target application, but the recommended way to set it up
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is included in all of the demo projects. It is mapped to te HOME button by default.
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## Common Tools
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This section describes the common tools for scripting which are not necessarily engine features.
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- signal(string name)
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- waitSignal(string name)
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- runProcess(function func)
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- waitSeconds(float seconds)
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- getprops(table object)
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- len(table object)
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- backlog_post_list(table list)
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- update()
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- render()
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- math.lerp(float a,b,t)
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- math.clamp(float x,min,max)
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- math.saturate(float x)
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- math.round(float x)
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## Engine manipulation
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The scripting API provides functions for the developer to manipulate engine behaviour or query it for information.
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@@ -100,7 +117,7 @@ You can use the Renderer with the following functions, all of which are in the g
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- SetDebugBoxesEnabled(bool enabled)
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- SetVSyncEnabled(opt bool enabled)
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- SetPhysicsParams(opt bool rigidBodyPhysicsEnabled, opt bool softBodyPhysicsEnabled, opt int softBodyIterationCount)
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- Pick(Ray ray, opt PICKTYPE pickType) : Object? object, Vector position,normal
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- Pick(Ray ray, opt PICKTYPE pickType) : Object? object, Vector position,normal, float distance
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- DrawLine(Vector origin,end, opt Vector color)
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- PutWaterRipple(String imagename, Vector position)
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- ClearWorld()
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@@ -76,12 +76,6 @@ void MainComponent::activateComponent(RenderableComponent* component, int fadeFr
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void MainComponent::run()
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{
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static bool startupScriptProcessed = false;
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if (!startupScriptProcessed) {
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wiLua::GetGlobal()->RunFile("startup.lua");
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startupScriptProcessed = true;
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}
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static wiTimer timer = wiTimer();
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static double accumulator = 0.0;
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const double elapsedTime = timer.elapsed() / 1000.0;
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@@ -113,6 +107,12 @@ void MainComponent::run()
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Render();
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wiRenderer::Present(bind(&MainComponent::Compose, this));
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static bool startupScriptProcessed = false;
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if (!startupScriptProcessed) {
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wiLua::GetGlobal()->RunFile("startup.lua");
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startupScriptProcessed = true;
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}
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}
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void MainComponent::Update()
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@@ -130,7 +130,7 @@ namespace wiRenderer_BindLua
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stringstream ss("");
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for (map<string, vector<wiEmittedParticle*> >::iterator it = wiRenderer::emitterSystems.begin(); it != wiRenderer::emitterSystems.end(); ++it)
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{
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ss << it->first << endl;
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ss << it->first << "(" << it->second.size() << ")" << endl;
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}
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wiLua::SSetString(L, ss.str());
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return 1;
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@@ -429,7 +429,8 @@ namespace wiRenderer_BindLua
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Luna<Object_BindLua>::push(L, new Object_BindLua(pick.object));
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Luna<Vector_BindLua>::push(L, new Vector_BindLua(XMLoadFloat3(&pick.position)));
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Luna<Vector_BindLua>::push(L, new Vector_BindLua(XMLoadFloat3(&pick.normal)));
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return 3;
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wiLua::SSetFloat(L, pick.distance);
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return 4;
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}
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}
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return 0;
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