World
Note: Functions with a ⚠️ must be invoked prior to window creation to take effect.
| Function | Returns | Description |
|---|---|---|
World.SetSkydome(Texture sky) |
Sets the texture of the skydome | |
World.SetSkydomeParameters(int resX, int resY, float texturePercent, float spherePercent, float radius) |
Sets additional skydome parameters | |
World.SetBackgroundColor(Vector4D color) |
Sets world background color | |
| World.GetObjectCount() | int | Returns number of Irrlicht objects in the world |
World.FireRaypick3D(Vector3D start, Vector3D end, float debugLifeTime) |
Lua table | Fires a ray from start to end. Returns: { ID = int, normal = Vector3D, materialID = int, hitPosition = Vector3D }. On failure: IDs = -1, normal = upward vector, hitPosition = end |
World.FireRaypick2D(Vector2D screenCoord, Vector3D end) |
Lua table | Fires a ray from screen space to 3D world position. Return is identical to FireRaypick3D |
World.SetFogDistances(Vector2D distances) |
Sets fog start and end distances | |
World.SetFogColor(Vector4D color) |
Sets fog color | |
World.SetFogDensity(float density) |
Sets fog density | |
World.SetFogType(int type) |
Sets fog type | |
World.SetPixelFog(bool enable) |
Enables per-pixel fog | |
World.SetRangeFog(bool enable) |
Enables range-based fog (more expensive) | |
World.SetFogParameters(Vector2D distances, Vector4D color, int type, float density, bool doPixelFog, bool doRangeFog) |
Sets all fog parameters in one call | |
World.SetAmbientColor(Vector4D color) |
Sets ambient lighting color | |
World.ConvertToScreenPosition(Vector3D position) |
Vector2D | Converts 3D world position to 2D screen position |
World.SetShadows(bool enable) ⚠️ |
Enables or disables shadows | |
World.GetRenderTexture(Camera camera, Vector2D size, bool renderGUI) |
Texture | Returns a texture of the camera’s view of the scene with optional GUI rendering |
World.Clear(bool wipeCaches) |
Removes all 3D components; if wipeCaches is true, clears all mesh caches |
|
World.SetDefaultShadowFiltering(int mode) |
Sets default shadow filtering; see SHADOW_FILTER_SAMPLING | |
World.SetDefaultShadowResolution(int res) |
Sets default shadow resolution; see SHADOW_RESOLUTION | |
World.SetDefaultLightingExclusion(bool exclude) |
Sets whether new objects are excluded from lighting | |
World.PreloadMesh(String filePath) |
Preloads a mesh from file path | |
World.PreloadTexture(String filePath) |
Preloads a texture from file path | |
World.UnloadMesh(String filePath) |
Frees memory for a mesh from cache | |
World.UnloadTexture(String filePath) |
Frees memory for a texture from cache | |
World.SetLegacyDrawing(bool enable) |
If enabled, xEffects lighting and shadows are ignored | |
World.SetShadowColor(Vector4D color) |
Sets legacy shadow color | |
World.SetShadowOpacity(int opacity) |
Sets legacy shadow opacity | |
World.SetLightManagementMode(int mode) |
Sets light management mode; see LIGHT_MANAGEMENT_MODE: • Distance to Camera – default; closest 8 lights to camera• Nearest to Object – 3 closest to object• Zone – lights only affect objects under the same Empty |