e2 docs bone
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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)