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SubfixtureDataObject

Anthony Headley edited this page Apr 28, 2020 · 2 revisions

SubFixtureDataObject

Brief:

This object represents a patched or previously patched fixture, channel or fixture with no FID or CID

The property name can be refered as follows:

  • GetSubfixture(x).Name
  • GetSubfixture(x)["Name"]

If the property name starts with a digit, contains a space or is a reserved word you must use the ["Property"] syntax. See Section 2.1 of the Lua manual for more information

Paramiters:

Name Type Description
:Parent() SubFixtureDataObject Returns the parent SubFixtureDataObject
:GetClass() string Returns the type of class of this object
:Children() table:SubFixtureDataObject Returns a table of any Child SubFixtureDataObjects
Lock string "ss" = Unlocked? "Yes" = Locked
No int The index of the fixture, each Child fixture startsagain at 1
Scribble scribble_object | nil Object representing the attached Scribble
Appearance appearance_object | nil Object representing the attached Appearance
FixtureType string? | nil ⚠ Causes strange error e.g.Could not resolve object address for 1 universal and returns nil, seems like a bug.
Mode string The Fixtures selected mode index and name e.g. "1 Default"
FID string | number | nil "None" if no FID is applied a root fixture, int of the FID or, nil for actual sub fixtures e.g. 1.1.6.
IDType string | nil Returns the Fixtures CID Type e.g. "Universal", "Global", "Channel". or nil is a CID type is not applied to a fixture.
CID string number
Patch string | nil The start patch address in the format of "1.001" for universe 1 address 1; can be coma seperated is fixture breaks in use. nil if not patched.
Layer layer_object ⚠ Need to detail object ⚠
Class class_object ⚠ Need to detail object ⚠
Break1 number | int | nil ⚠need more info, returns -1, 0 or some other positive number, not sure how this works.
Break2 number | int | nil See Break 1?
Break3 number | int | nil See Break 1?
Break4 number | int | nil See Break 1?
Break5 number | int | nil See Break 1?
Break6 number | int | nil See Break 1?
Break7 number | int | nil See Break 1?
Break8 number | int | nil See Break 1?
PanDMXInvert bool | nil True for Inverted, fasle for not inverted, nil if subfixture
TiltDMXInvert bool | nil see PanDMXInvert
PanEncInvert bool | nil see PanDMXInvert
TiltEncInvert bool | nil see PanDMXInvert
PosX float | nil The Fixtures X Position in 3D, nil for subfixtures
PosY float | nil The Fixtures Y Position in 3D, nil for subfixtures
PosZ float | nil The Fixtures Z Position in 3D, nil for subfixtures
RotX float | nil The Fixtures X Rotation in 3D from -180 to 180, nil for subfixtures
RotY float | nil The Fixtures Y Rotation in 3D from -180 to 180, nil for subfixtures
RotZ float | nil The Fixtures Z Rotation in 3D from -180 to 180, nil for subfixtures
ScaleX float | nil The Fixtures X Scale
ScaleY float | nil The Fixtures Y Scale
ScaleZ float | nil The Fixtures Z Scale
GelColor nil ⚠ Always seems to return nil
Gel nil ⚠ Always seems to return nil, not stored in patch
BeamAngle float | nil The fixtures beam angle offset
CastShadow boolean | nil nil if Subfixture
RayTracable boolean? | nil ⚠ Always seems to return nil
3DSelectable boolean | nil Must use GetSubfixture(x)["3DSelectable"] since property name starts with a number
3DInvisible boolean | nil Must use GetSubfixture(x)["3DInvisible"] since property name starts with a number
MasterReact string | nil "Grand", "Group" or, "None"
P1X float | nil Get Target X Position
P1Y float | nil Get Target Y Position
P1Z float | nil Get Target Z Position
P1Pan int | nil Get Fixture Pan to Target
P1Tilt int | nil Get Fixture Tilt to Target
P2X float | nil See P1
P2Y float | nil See P1
P2Z float | nil See P1
P2Pan int | nil See P1
P2Tilt int | nil See P1
P3X float | nil See P1
P3Y float | nil See P1
P3Z float | nil See P1
P3Pan int | nil See P1
P3Tilt int | nil See P1
P4X float | nil See P1
P4Y float | nil See P1
P4Z float | nil See P1
P4Pan int | nil See P1
P4Tilt int | nil See P1
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