Lysa  0.0
Lysa 3D Engine
lysa Lua Namespace Reference

The root Lysa engine module exposed to Lua.

Enums & Constants

enum  DirectoryEntryType
 Directory entry type constants for VirtualFS.for_each_directory_entry.
 
enum  GamepadAxis
 Gamepad axis identifier constants.
 
enum  GamepadAxisJoystick
 Joystick selector constants for gamepad axis queries.
 
enum  GamepadButton
 Gamepad button identifier constants (cross-platform aliases provided).
 
enum  InputActionEntryType
 Input device type constants for action entries.
 
enum  Key
 Keyboard key-code constants. Use as values for input queries and action bindings.
 
enum  MaterialType
 Material pipeline type constants.
 
enum  MeshAlignment
 Horizontal origin alignment for procedural meshes.
 
enum  MouseButton
 Mouse button identifier constants.
 
enum  MouseCursor
 Mouse cursor shape constants.
 
enum  MouseMode
 Mouse cursor visibility and capture mode constants.
 
enum  RendererType
 3-D renderer pipeline type constants.
 
enum  RenderingPhase
 Rendering stage constants for ShaderMaterial passes.
 
enum  RenderingWindowMode
 Window display mode constants.
 
enum  Samplers
 Predefined GPU sampler state constants (indices into the sampler descriptor array).
 
enum  Transparency
 Surface transparency/blending mode constants.
 

Structures

struct  AXIS_BACK
 A 3-component single-precision floating-point vector.
 
struct  AXIS_DOWN
 A 3-component single-precision floating-point vector.
 
struct  AXIS_FRONT
 A 3-component single-precision floating-point vector.
 
struct  AXIS_RIGHT
 A 3-component single-precision floating-point vector.
 
struct  AXIS_UP
 A 3-component single-precision floating-point vector.
 
struct  AXIS_X
 A 3-component single-precision floating-point vector.
 
struct  AXIS_Y
 A 3-component single-precision floating-point vector.
 
struct  AXIS_Z
 A 3-component single-precision floating-point vector.
 
struct  Environment
 Global environment / ambient light settings for a scene.
 
struct  float2
 A 2-component single-precision floating-point vector.
 
struct  FLOAT2ZERO
 A 2-component single-precision floating-point vector.
 
struct  float3
 A 3-component single-precision floating-point vector.
 
struct  FLOAT3ZERO
 A 3-component single-precision floating-point vector.
 
struct  float4
 A 4-component single-precision floating-point vector.
 
struct  FLOAT4ZERO
 A 4-component single-precision floating-point vector.
 
struct  FontParams
 Parameters controlling SDF/MSDF rendering and outline appearance.
 
struct  GlyphBounds
 Bounds of a glyph in the font plane (em units relative to font size). Read-only.
 
struct  GlyphInfo
 Information for a single glyph packed in the atlas. Read-only.
 
struct  Image
 A GPU-uploaded image (texture) managed by the ImageManager.
 
struct  ImageTexture
 A texture descriptor pairing a GPU image with a sampler and UV transform.
 
struct  InputActionEntry
 A single binding within an input action (one key, mouse button, or gamepad button).
 
struct  InputEvent
 A polymorphic input event carrying type-specific sub-data.
 
struct  InputEventGamepadButton
 Data for a gamepad button press or release event.
 
struct  InputEventKey
 Data for a keyboard press or release event.
 
struct  InputEventMouseButton
 Data for a mouse button press or release event.
 
struct  InputEventMouseMotion
 Data for a mouse cursor movement event.
 
struct  InputEventType
 Input event type constants.
 
struct  MainLoopEvent
 Main application loop event type constants.
 
struct  MeshSurface
 A contiguous range of indices within a mesh that share one material.
 
struct  PostProcessingCompute
 A compute-based full-screen post-processing render pass.
 
struct  quaternion
 A unit quaternion representing a 3-D rotation.
 
struct  QUATERNION_IDENTITY
 A unit quaternion representing a 3-D rotation.
 
struct  Ray
 A ray defined by an origin and direction, used for world-space intersection queries.
 
struct  RayCastHit
 Result of a scene ray cast query against mesh instances, extending RayHit with instance data.
 
struct  RayHit
 Base result type for a ray intersection, containing the geometric hit data.
 
struct  RendererConfiguration
 Configuration for the 3-D renderer attached to a render target.
 
struct  RenderingWindowConfiguration
 Initial configuration for creating a RenderingWindow.
 
struct  RenderingWindowEventType
 Event type constants emitted by a RenderingWindow.
 
struct  RenderTargetConfiguration
 Configuration for creating a GPU render target.
 
struct  RenderTargetEventType
 Event type constants emitted by a RenderTarget.
 
struct  RenderView
 A viewport/scissor pair that defines a sub-region of a render target to render into.
 
struct  ResourcesRegistry
 Central registry providing access to the image, material, and mesh managers.
 
struct  StandardMaterial
 A physically-based rendering (PBR) material.
 
struct  TextAlignment
 Horizontal text alignment constants used by text draw calls.
 
struct  TransitionType
 Easing curve type constants used by Tween animations.
 
struct  Vertex
 A single mesh vertex with position, normal, UV, and tangent data.
 

Classes

class  AABB
 Axis-aligned bounding box in model or world space.
 
class  add
 
class  add
 
class  add
 
class  almost_equals
 
class  almost_equals
 
class  AssetsPack
 Loads resources from binary `.assets` pack files produced by `gltf2lysa`.
 
class  Camera
 A scene camera that provides view and projection matrices.
 
class  clamp
 
class  Context
 The top-level engine context, accessible globally as `ctx`.
 
class  CustomRenderpass
 Base class for user-defined render passes inserted at a specific RenderingPhase slot.
 
class  dir_exists
 
class  euler_angles
 
class  Event
 An engine event carrying a typed payload.
 
class  EventManager
 Publish/subscribe event bus used for engine and game events.
 
class  Exception
 Throws a C++ lysa::Exception, which LuaBridge converts to a Lua error.
 
class  float1x2
 1×2 row-vector matrix (1 row, 2 columns).
 
class  float1x3
 1×3 row-vector matrix (1 row, 3 columns).
 
class  float1x4
 1×4 row-vector matrix (1 row, 4 columns).
 
class  float2x2
 2×2 matrix.
 
class  float2x3
 2×3 matrix (2 rows, 3 columns).
 
class  float2x4
 2×4 matrix (2 rows, 4 columns).
 
class  float3x2
 3×2 matrix (3 rows, 2 columns).
 
class  float3x3
 3×3 matrix, commonly used for transforms without translation (e.g. UV transforms).
 
class  float3x4
 3×4 matrix (3 rows, 4 columns).
 
class  float4x2
 4×2 matrix (4 rows, 2 columns).
 
class  float4x3
 4×3 matrix (4 rows, 3 columns).
 
class  float4x4
 4×4 matrix used for 3-D transforms (translation, rotation, scale, projection).
 
class  Font
 A font resource loaded from a TTF/OTF file. Glyphs are packed into an SDF/MSDF atlas.
 
class  get_current_time_milliseconds
 
class  get_locale
 
class  HALF_PI
 
class  ImageManager
 Loads, caches, and destroys GPU images.
 
class  Input
 Static input polling utilities.
 
class  InputAction
 A named input action composed of one or more device bindings.
 
class  INVALID_ID
 
class  is_windows
 
class  Log
 Provides leveled logging to the engine console.
 
class  look_at
 
class  LuaTween
 A tween that interpolates a number and drives a Lua callback each tick.
 
class  Material
 Base type for all materials.
 
class  MaterialManager
 Factory and registry for Material objects.
 
class  Mesh
 A GPU mesh composed of vertices, indices, and one or more material surfaces.
 
class  MeshInstance
 A scene object pairing a Mesh with a world-space transform and per-instance material overrides.
 
class  MeshManager
 Factory and registry for Mesh objects.
 
class  mul
 
class  nodes
 
class  orthographic
 
class  perspective
 
class  radians
 
class  randomf
 
class  randomi
 
class  Rect
 An axis-aligned 2-D rectangle defined by position and size.
 
class  RECT_FULLSCREEN
 An axis-aligned 2-D rectangle defined by position and size.
 
class  Renderer
 Abstract base type for the active 3-D renderer (forward or deferred).
 
class  RenderingWindow
 A platform window with an associated GPU render target.
 
class  Renderpass
 Base type for GPU render passes.
 
class  RenderTarget
 A GPU surface that accumulates render views and drives the frame loop.
 
class  sanitize_name
 
class  Scene
 A renderable scene that holds a collection of MeshInstance objects submitted to the GPU.
 
class  ShaderMaterial
 A material driven by custom vertex and fragment shaders.
 
class  sub
 
class  sub
 
class  sub
 
class  to_float3
 
class  to_float4
 
class  to_lower
 
class  TRANSFORM_BASIS
 4×4 matrix used for 3-D transforms (translation, rotation, scale, projection).
 
class  Tween
 Base class for time-based value animations driven by the engine.
 
class  Tweens
 Global tween registry and factory; tweens registered here are automatically updated each physics tick.
 
class  TweenSequence
 A tween that plays a list of LuaTween objects sequentially, one after the other.
 
class  ui
 
class  Vector2DRenderer
 A GPU renderer that draws 2-D shapes, images, and text in normalized screen space (0–VECTOR_2D_SCREEN_SIZE).
 
class  Vector3DRenderer
 A GPU renderer that draws 3-D wireframe lines, filled triangles, images, and text in world space.
 
class  VECTOR_2D_SCREEN_SIZE
 
class  VirtualFS
 Virtual filesystem that maps URI schemes (e.g. `app://`) to real paths.