# Library ac_pp_filters

Documentation for ac_pp_filters. Please note: documentation generator is in development and needs more work, so some information might be missing and other bits might not be fully accurate.

# Module enums.lua



# Module common/common.lua

## Class ac.GenericList
FFI-accelerated list, acts like a regular list (consequent items, size and capacity, automatically growing, etc.)
Doesn’t store nil values to act more like a Lua table.

For slightly better performance it might be benefitial to preallocate memory with `list:reserve(expectedSizeOrABitMore)`.

- `ac.GenericList:size()`

  Number of items in the list.

  Returns:

    - `integer`

- `ac.GenericList:sizeBytes()`

  Size of list in bytes (not capacity, for that use `list:capacityBytes()`).

  Returns:

    - `integer`

- `ac.GenericList:isEmpty()`

  Checks if list is empty.

  Returns:

    - `boolean`

- `ac.GenericList:capacity()`

  Capacity of the list.

  Returns:

    - `integer`

- `ac.GenericList:capacityBytes()`

  Size of list in bytes (capacity).

  Returns:

    - `integer`

- `ac.GenericList:reserve(newSize)`

  Makes sure list can fit `newSize` of elements without reallocating memory.

  Parameters:

    1. `newSize`: `integer`

  Returns:

    - `integer`

- `ac.GenericList:shrinkToFit()`

  If capacity is greater than current size, reallocates a smaller bit of memory and moves data there.
function _ac_genericList:shrinkToFit() end

- `ac.GenericList:clear()`

  Removes all elements.
function _ac_genericList:clear() end
## Function print(v)
For better compatibility, acts like `ac.log()`.
function print(v) end
## Function ac.skipSaneChecks()
Not doing anything anymore, kept for compatibility.
## Function try(fn, catch, finally)
Calls a function in a safe way, catching errors. If any errors were to occur, `catch` would be
called with an error message as an argument. In either case (with and without error), if provided,
`finally` will be called.

  Parameters:

  1. `fn`: `fun(): T`

  2. `catch`: `fun(err: string)`

  3. `finally`: `fun()|nil`

  Returns:

  - `T|nil`
## Function using(fn, dispose)
Calls a function and then calls `dispose` function. Note: `dispose` function will be called even if
there would be an error in `fn` function. But error would not be contained and will propagate.

  Parameters:

  1. `fn`: `fun(): T`

  2. `dispose`: `fun()`

  Returns:

  - `T|nil`
## Function ac.store(key, value)
Stores value in session shared Lua/Python storage. This is not a long-term storage, more of a way for
different scripts to exchange data. Note: if you need to exchange a lot of data between Lua scripts,
consider using ac.connect instead.

Data string can contain zeroes.

  Parameters:

  1. `key`: `string`

  2. `value`: `string|number`
## Function ac.load(key)
Reads value from session shared Lua/Python storage. This is not a long-term storage, more of a way for
different scripts to exchange data. Note: if you need to exchange a lot of data between Lua scripts,
consider using ac.connect instead.

  Parameters:

  1. `key`: `string`

  Returns:

  - `nil|string|number`
## Function ac.onRelease(callback)
Adds a callback which might be called when script is unloading. Use it for some state reversion, but
don’t rely on it too much. For example, if Assetto Corsa would crash or just close rapidly, it would not
be called. It should be called when scripts reload though.
function ac.onRelease(callback) end
## Function package.add(dir)
For easy import of scripts from subdirectories. Provide it a name of a directory relative
to main script folder and it would add that directory to paths it searches for.

  Parameters:

  1. `dir`: `string`
## Function package.relative(path)
Resolves relative path to a Lua module (relative to Lua file you’re running this function from)
so it would be ready to be passed to `require()` function.

Note: performance might be a problem if you are calling it too much, consider caching the result.

  Parameters:

  1. `path`: `string`

  Returns:

  - `string`
## Function io.relative(path)
Resolves relative path to a file (relative to Lua file you’re running this function from)
so it would be ready to be passed to `io` functions (returns full path).

Note: performance might be a problem if you are calling it too much, consider caching the result.

  Parameters:

  1. `path`: `string`

  Returns:

  - `string`
## Function ac.structBytes(data)
Given an FFI struct, returns bytes with its content. Resulting string may contain zeroes.

  Parameters:

  1. `data`: `any` FFI struct (type should be “cdata”).

  Returns:

  - `string`
## Function ac.fillStructWithBytes(destination, data)
Given an FFI struct and a string of data, fills struct with that data. Works only if size of struct matches size of data. Data string can contain zeroes.

  Parameters:

  1. `destination`: `T` FFI struct (type should be “cdata”).

  2. `data`: `string` String with binary data.

  Returns:

  - `T`

# Module common/class.lua

## Function ClassBase.isInstanceOf(obj)
Checks if object is an instance of a class created by `class()` function.

  Parameters:

  1. `obj`: `any|nil` Any table, vector, nil, anything.

  Returns:

  - `boolean` True if type of `obj` is `ClassBase` or any class inheriting from it.
## Function ClassBase:isSubclassOf(classDefinition)
Checks if ClassBase is a subsclass of a class created by `class()` function. It wouldn’t be, function is here just for
keeping things even.

  Parameters:

  1. `classDefinition`: `ClassDefinition` Class created by `class()` function.

  Returns:

  - `boolean` Always false.
## Function ClassBase:subclass(...)
Creates a new class. Pretty much the same as calling `class()` (all classes are inheriting from `ClassBase` anyway).

  Returns:

  - `ClassDefinition` New class definition
## Function ClassBase:include(mixin)
Adds a mixin to all subsequently created classes. Use it early in case you want to add a method or some data to all of your objects.
If `mixin` has a property `included`, it would be called each time new class is created with a reference to the newly created class.

  Parameters:

  1. `mixin`: `ClassMixin`
## Function ClassBase:subclassed(classDefinition)
Define this function and it would be called each time a new class without a parent (or `ClassBase` for parent) is created.

  Parameters:

  1. `classDefinition`: `ClassDefinition`
## Function ClassPool.isInstanceOf(obj)
Checks if object is an instance of a class with pooling active.

  Parameters:

  1. `obj`: `any|nil` Any table, vector, nil, anything.

  Returns:

  - `boolean` True if type of `obj` is `ClassPool` or any class inheriting from it.
## Function ClassPool:isSubclassOf(classDefinition)
Checks if ClassPool is a subsclass of a class created by `class()` function. It wouldn’t be unless you’re passing `ClassBase`, function is here just for
keeping things even.

  Parameters:

  1. `classDefinition`: `ClassBase` Class created by `class()` function.

  Returns:

  - `boolean` True if you’ve passed ClassBase here.
## Function ClassPool:subclass(...)
Creates a new class with pooling. Pretty much the same as calling `class(class.Pool, ...)` (all classes with `class.Pool` are 
inheriting from `ClassPool` anyway).

  Returns:

  - `ClassDefinition` New class definition
## Function ClassPool:include(mixin)
Adds a mixin to subsequently created classes with pooling. Use it early in case you want to add a method or some data to all of your objects that use pooling.
If `mixin` has a property `included`, it would be called each time new class with pooling is created with a reference to the newly created class.

  Parameters:

  1. `mixin`: `ClassMixin`
## Function ClassPool:subclassed(classDefinition)
Define this function and it would be called each time a new pooling class without a parent (or `ClassPool` for parent) is created.

  Parameters:

  1. `classDefinition`: `ClassDefinition`
## Class ClassBase
A base class. Note: all classes are inheriting from this one even if they’re not using
`ClassBase` as a parent class explicitly. You might still want to put it in EmmyDoc comment to get hints for functions like `YourClass.isInstanceOf()`.

- `ClassBase:isInstanceOf(classDefinition)`

  Checks if object is an instance of this class. Can be used either as `obj:isInstanceOf(YourClass)` or, as a safer alternative,
`YourClass.isInstanceOf(obj)` — this one would work even if `obj` is nil, a number, a vector, anything like that. And in all of those
cases, of course, it would return `false`.

  Parameters:

    1. `classDefinition`: `ClassDefinition` Used with `obj:isInstanceOf(YourClass)` variant.

  Returns:

    - `boolean` True if argument is an instance of this class.

- `ClassBase:isSubclassOf(classDefinition)`

  Class method. Checks if class itself is a child class of a different class (or a child of a child, etc). 
Can be used as `YourClass:isInstanceOf(YourOtherClass)`.

  Parameters:

    1. `classDefinition`: `ClassDefinition` Class created by `class()` function.

  Returns:

    - `boolean` True if this class is a child of another class (or a child of a child, etc).

- `ClassBase:include(mixin)`

  Class method. Includes mixin, adding new methods to a preexising class. If mixin has a property `included`, it will be called
with an argument referencing a class mixin is being added to. Can be used as `YourClass:include({ newMethod = function(self, arg) end })`.

  Parameters:

    1. `mixin`: `ClassMixin` Any mixin.

- `ClassBase:subclass(...)`

  Class method. Creates a new child class.

  Returns:

    - `ClassDefinition` New class definition

- `ClassBase:subclassed(classDefinition)`

  Class method. Called when a new child class is created using this class as a parent one. Redefine this function for
your class if you need some advanced processing, like adding new methods to a child class.

  Parameters:

    1. `classDefinition`: `ClassDefinition` New class definition
## Class ClassPool
A base class for objects with pooling. Doesn’t add anything, but you can add it as a parent class
so that `recycled()` would be documented.

- `ClassPool:recycled()`

  Called when object is about to get recycled.

  Returns:

    - `boolean` Return false if this object should not be recycled and instead destroyed as usual.
## Function class(name, parentClass, flags)
Create a new class. Example:

```lua
local MyClass = class('MyClass')        -- class declaration

function MyClass:initialize(arg1, arg2) -- constructor
  self.myField = arg1 + arg2            -- field
end

function MyClass:doMyThing()            -- method
  print(self.myField)
end

local instance = MyClass(1, 2)          -- creating instance of a class
instance:doMyThing()                    -- calling a method
```

Whole thing is very similar to [middleclass](https://github.com/kikito/middleclass), but it’s a different
implementation that should be somewhat faster. Main differences:

1. Class name is stored in `YourClass.__name` instead of `YourClass.name`.

2. There is no `.static` subtable, all static fields and methods are instead stored in main class
   table and thus are available as instance fields and methods as well (that’s why `YourClass.name` was
   renamed to `YourClass.__name`, to avoid possible confusion with a common field name). It’s a bit
   messier, especially with class methods such as `:subclass()`, but it has some advantages as well:
   objects creation is faster, and it’s more EmmyLua-friendly (both of which is what it’s all about).

3. Overloaded `__tostring`, `__len` and `__call` are inherited, but not other operators.

4. Method `YourClass.allocate()` works differently here and is used to create a simple table which will be
   passed to `setmetatable()`. This can help with performance if objects are created often.

Everything else should work the same, including inheritance and mixins. As for performance, some simple
tests show up to 30% faster objects creation and 40% less memory used for objects with two fields when
using `YourClass.allocate()` method instead of `YourClass:initialize()` (that alone gives about 15% increase in speed
when creating an object with two fields):

```lua
function YourClass.allocate(arg1, arg2)  -- notice . instead of :
  return { myField = arg1 + arg2 }     -- also notice, methods are not available at this stage
end
```

Other differences (new features rather than something breaking compatibility) and important notes:

1. Function `class()` takes string for class name, another class to act like a parent,
   allocate and initialize functions and flags. Everything is optional and can go in any order (with one caveat:
   allocate function should go before initialize function unless you’re using `class.Pool`). Generally there is no
   benefit in passing allocate and initialize functions here though.

2. With flag `class.NoInitialize` constructor would not look for `YourClass:initialize()` method to call at all,
   instead using only `YourClass.allocate()`. Might speed things up a bit further.

3. If you’re creating new instances really often, there is a `class.Pool` flag. It would disable the use of
   `YourClass.allocate()`, but instead allow to reuse unused objects by using `class.recycle(object)`. Recycled objects
   would end up in a pool of objects to be reused next time an instance would need to be created. Of course, it
   introduces a whole new type of errors (imagine storing a reference to a recycled item somewhere not knowing it was
   recycled and now represents something else entirely), so please be careful.

   Note 1: Method `class.recycle()` can be used with nils or non-recycle, no need to have extra checks before calling it.
 
   Note 2: Instances of child classes won’t end up in parent class pool. For such arrangements, consider adding pooling
           flag to all of child classes where appropriate.

4. Before recycling, method `YourClass:recycled()` will be called. Good time to recycle any inner elements. Also,
   return `false` from it and object would not be recycled at all.

5. To check type, `YourClass.isInstanceOf(item)` can also be used. Notice that it’s a static method, no “:” here.

All classes are considered children classes of `ClassBase`, that one is mostly for EmmyLua to pick up methods like 
`YourClass.isInstanceOf(object)`. If you’re creating your own class and want to use such methods, just add `: ClassBase`
to its EmmyLua annotation. And objects with pooling are children of `ClassPool` which is a child of `ClassBase`. Note: 
to speed things up, those classes aren’t fully real, but you can access them and their methods and even call things like
`ClassBase:include()`. Please read documentation for those functions before using them though, just to check.

  Parameters:

  1. `name`: `string` Class name.

  2. `parentClass`: `ClassBase` Parent class.

  3. `flags`: `'class.NoInitialize'|'class.Pool'|'class.Minimal'` Flags.

  Returns:

  - `ClassDefinition` New class definition
## Function class.recycle(item)
Recycle an item to its pool, to speed up creation and reduce work for GC. Requires class to be created with
`class.Pool` flag.

This method has protection from double recycling, recycling nils or non-recycleable items, so don’t worry about it.

  Parameters:

  1. `item`: `ClassPool|nil`
## Function class.emmy(classFn, constructorFn) return constructorFn
A trick to get `class()` to work with EmmyLua annotations nicely. Call `class.emmy(YourClass, YourClass.initialize)`
or `class.emmy(YourClass, YourClass.allocate)` (whatever you’re using) and it would give you a constructor function.
Then, use it for local reference or as a return value from module. For best results add annotations to function you’re
passing here, such as return value or argument types.

In reality is simply returns the class back and ignores second argument, but because of this definition EmmyLua thinks
it got the constructor.

  Parameters:

  1. `classFn`: `T1`

  2. `constructorFn`: `T2`

  Returns:

  - `T1|T2`

# Module csp.lua

## Function ac.debug(key, value)
Displays value in Lua Debug app, great for tracking state of your values live.

  Parameters:

  1. `key`: `string`

  2. `value`: `string|nil` Default value: `nil`.
## Function ac.setLogSilent(value)
Stops functions like `ac.log()` from logging things into CSP log file, in case you need to log a lot. With it, you
 can use Lua Debug app to see latest log entries.

  Parameters:

  1. `value`: `boolean?` Default value: `true`.
## Function ac.log(value)
Prints message to a CSP log and to Lua App Debug log. To speed things up and only use Lua Debug app, call `ac.setLogSilent()`.

  Parameters:

  1. `value`: `string`
## Function ac.warn(value)
Prints message to a CSP log and to Lua App Debug log. To speed things up and only use Lua Debug app, call `ac.setLogSilent()`.

  Parameters:

  1. `value`: `string`
## Function ac.error(value)
Prints message to a CSP log and to Lua App Debug log. To speed things up and only use Lua Debug app, call `ac.setLogSilent()`.

  Parameters:

  1. `value`: `string`
## Function ac.perfBegin(value)
Simple helper to measure time and analyze performance. Call `ac.perfBegin('someKey')` to start counting time and
 `ac.perfEnd('someKey')` to stop. Measured time will be shown in Lua App Debug app in CSP (moving average across all
 perfBegin/perfEnd calls). Note: keys on perfBegin() and perfEnd() should match.

  Parameters:

  1. `value`: `string`
## Function ac.perfEnd(value)
Simple helper to measure time and analyze performance. Call `ac.perfBegin('someKey')` to start counting time and
 `ac.perfEnd('someKey')` to stop. Measured time will be shown in Lua App Debug app in CSP (moving average across all
 perfBegin/perfEnd calls). Note: keys on perfBegin() and perfEnd() should match.

  Parameters:

  1. `value`: `string`
## Function ac.perfFrameBegin(value)
Unlike `ac.perfBegin('someKey')/ac.perfEnd('someKey')`, `ac.perfFrameBegin(0)/ac.perfFrameEnd(0)` will accumulate time
 between calls as frame progresses and then use the whole sum for moving average. This makes it suitable for measuring
 how much time in a frame repeatedly ran bit of code takes. To keep performance as high as possible (considering that
 it could be ran in a loop), it uses integer keys instead of strings.

  Parameters:

  1. `value`: `integer`
## Function ac.perfFrameEnd(value)
Unlike `ac.perfBegin('someKey')/ac.perfEnd('someKey')`, `ac.perfFrameBegin(0)/ac.perfFrameEnd(0)` will accumulate time
 between calls as frame progresses and then use the whole sum for moving average. This makes it suitable for measuring
 how much time in a frame repeatedly ran bit of code takes. To keep performance as high as possible (considering that
 it could be ran in a loop), it uses integer keys instead of strings.

  Parameters:

  1. `value`: `integer`
## Function ac.dirname()
Returns directory of the script.

  Returns:

  - `string`
## Function ac.findFile(fileName)
If `fileName` is not an absolute path, looks for a file in script directory, then relative to CSP folder,
then relative to AC root folder. If anything is found, returns an absolute path to found file, otherwise
returns input parameter.

  Parameters:

  1. `fileName`: `string` File name relative to script folder, or CSP folder, or AC root folder.

  Returns:

  - `string`
## Function ac.getPatchVersion()

  Returns:

  - `string`
## Function ac.getPatchVersionCode()
Increments with every CSP build.

  Returns:

  - `integer`
## Function ac.getFolder(folderID)
Returns full path to one of known folders.

  Parameters:

  1. `folderID`: `ac.FolderID`

  Returns:

  - `string`
## Function ac.getTrackId()
Use `ac.getTrackID()` instead.

  Returns:

  - `string`
## Function ac.getTrackID()
Returns track ID (name of its folder).

  Returns:

  - `string`
## Function ac.getTrackLayout()
Returns track layout ID (name of layout folder, without name of track folder), or empty string if there is no layout.

  Returns:

  - `string`
## Function ac.getTrackFullID(separator)
Returns full track ID (name of track folder and layout folder joined by some string, or just name of track folder if there is no layout).

  Parameters:

  1. `separator`: `string?` Default value: '-'.

  Returns:

  - `string`
## Function ac.getTrackName()
Returns track name (as set in its JSON file).

  Returns:

  - `string`
## Function ac.getCameraPosition()

  Returns:

  - `vec3`
## Function ac.getCameraUp()

  Returns:

  - `vec3`
## Function ac.getCameraSide()

  Returns:

  - `vec3`
## Function ac.getCameraForward()

  Returns:

  - `vec3`
## Function ac.getCameraDirection()
This vector is pointing backwards! Only kept for compatibility. For proper one, use `ac.getCameraForward()`.

  Returns:

  - `vec3`
## Function ac.getCameraFOV()
Value in degrees.

  Returns:

  - `number`
## Function ac.getCameraPositionTo(r)

  Parameters:

  1. `r`: `vec3` Destination.
## Function ac.getCameraUpTo(r)

  Parameters:

  1. `r`: `vec3` Destination.
## Function ac.getCameraSideTo(r)

  Parameters:

  1. `r`: `vec3` Destination.
## Function ac.getCameraForwardTo(r)

  Parameters:

  1. `r`: `vec3` Destination.
## Function ac.getCameraDirectionTo(r)

  Parameters:

  1. `r`: `vec3` Destination.
## Function ac.getCameraPositionRelativeToCar()
Returns camera position in car coordinates system.

  Returns:

  - `vec3`
## Function ac.getCompassAngle(dir)
Returns compass angle for given directory.

  Parameters:

  1. `dir`: `vec3`

  Returns:

  - `number` // Angle from 0 to 360 (0/360 for north, 90 for east, etc.)
## Function ac.getSunAngle()
Value in degrees.

  Returns:

  - `number`
## Function ac.getSunPitchAngle()
Value in degrees.

  Returns:

  - `number`
## Function ac.getSunHeadingAngle()
Value in degrees.

  Returns:

  - `number`
## Function ac.isInteriorView()
Returns true if camera is focused on interior (interior audio is playing).

  Returns:

  - `boolean`
## Function ac.isInReplayMode()

  Returns:

  - `boolean`
## Function ac.setTextureKey(key)

  Parameters:

  1. `key`: `string|nil` Default value: `nil`.
## Function ac.encodeTexture(filename, outputFilename, key, applyLz4Compression)

  Parameters:

  1. `filename`: `string`

  2. `outputFilename`: `string`

  3. `key`: `string`

  4. `applyLz4Compression`: `boolean|`true`|`false``
## Function ac.compressTexture(filename, outputFilename)

  Parameters:

  1. `filename`: `string`

  2. `outputFilename`: `string`
## Function ac.getSoundSpeedMs()
Returns precalculated sound speed in m/s taking into account humidity, altitude, pressure, etc.

  Returns:

  - `number`
## Function ac.getLastError()
Returns string with last error thrown by this script, or `nil` if there wasn’t an error. Use it in case you would want to set some nicer error reporting.

  Returns:

  - `string`
## Function ac.lapTimeToString(time, allowHours)
Turns time in milliseconds into common lap time presentation, like 00:00.123. If minutes exceed 60,
hours will also be added, but only if `allow_hours` is `true` (default is `false`).

  Parameters:

  1. `time`: `number`

  2. `allowHours`: `boolean?` Set to `true` to add hours as well. If `false` (default value), instead it would produce 99:99.999. Default value: `false`.

  Returns:

  - `string`
## Function ac.getCountryName(nationCode)
Returns country name based on nation code (three symbols for country ID).

  Parameters:

  1. `nationCode`: `ac.NationCode`

  Returns:

  - `string`
## Function ac.getAudioVolume(audioChannelKey)
Returns audio volume for given channel, value from 0 to 1. If channel is not recognized, returns -1.

  Parameters:

  1. `audioChannelKey`: `ac.AudioChannel`

  Returns:

  - `number` // value from 0 to 1.
## Function ac.getCarSpeedKmh(carIndex)
Consider using `ac.getCar(carIndex).speedKmh` instead.

  Parameters:

  1. `carIndex`: `integer` 0-based car index.

  Returns:

  - `number`
## Function ac.getGroundYApproximation()
Returns approximate Y coordinate of ground, calculated by using depth from reflection cubemap. Does not have a performance impact (that value
 will be calculated anyway for CSP to run.

  Returns:

  - `number`
## Function ac.getDeltaT()
Returns current delta time associated with UI (so values are non-zero if sim or replay are paused).

  Returns:

  - `number` // seconds.
## Function ac.getGameDeltaT()
Returns current delta time associated with simulation (so values are zero if sim or replay are paused).

  Returns:

  - `number` // seconds.
## Function ac.getScriptDeltaT()
Returns delta time for current script. If script only runs every N frames (like car display scripts by default),
this value will be greater than regular `dt` from simulation state.

  Returns:

  - `number`
## Function ac.getConditionsTimeScale()
Returns current time multiplier.

  Returns:

  - `number`
## Function ac.getPpFilter()
Returns name of current PP filter with “.ini”.

  Returns:

  - `string`
## Function ac.getWindVelocity()
Value is in m/s.

  Returns:

  - `vec3`
## Function ac.getWindVelocityTo(r)
Value is in m/s.

  Parameters:

  1. `r`: `vec3` Destination.
## Function ac.readDataFile(value)
Can be used to access files in data.acd and, for example, read car specs

  Parameters:

  1. `value`: `string`

  Returns:

  - `string`
## Function ac.parseINIppFile(iniData)
Parse INIpp configuration file, return it as JSON. Deprecated, use `ac.INIConfig.parse()` instead.

  Parameters:

  1. `iniData`: `string`

  Returns:

  - `string`
## Function ac.loadINIppFile(iniFilename, includeDirs)
Load and parse INIpp configuration file (supports includes and such), return it as JSON. Deprecated, use `ac.INIConfig.load()` instead.

  Parameters:

  1. `iniFilename`: `string`

  2. `includeDirs`: `string|nil` Newline separated path to folders to search for included files in. Default value: `nil`.

  Returns:

  - `string`
## Function ac.isWeatherFxActive()

  Returns:

  - `boolean`
## Function ac.getTrackCoordinatesDeg()
Returns track world coordinates in degrees.

  Returns:

  - `vec2` // X for lattitude, Y for longitude.
## Function ac.getTrackTimezoneBaseDst()
Returns timezone offset for the track in seconds.

  Returns:

  - `vec2` // X for base offset, Y for summer time offset.
## Function ac.getMGUKDeliveryName(carIndex, programIndex)

  Parameters:

  1. `carIndex`: `integer` 0-based car index.

  2. `programIndex`: `integer?` 0-based program index (if negative, name of currently selected program will be returned. Default value: -1.

  Returns:

  - `string`
## Function ac.getTrackSectorName(trackProgress)
Name of a sector.

  Parameters:

  1. `trackProgress`: `number` Track position from 0 to 1.

  Returns:

  - `string`
## Function ac.getTrackUpcomingTurn(carIndex)
Distance and turn angle (in degrees) for the upcoming turn. If failed to compute, both would be -1. If car is facing wrong way, turn angle is either
180° or -180° depending on where steering wheel of a car is.

  Parameters:

  1. `carIndex`: `integer?` Default value: 0.

  Returns:

  - `vec2`
## Function ac.getTyresName(carIndex, compoundIndex)
Get short name of a tyre set, either currently selected or with certain index.

  Parameters:

  1. `carIndex`: `integer` 0-based car index.

  2. `compoundIndex`: `integer?` 0-based tyre set index, if set to -1, short name of currently selected tyre set will be returned. Default value: -1.

  Returns:

  - `string`
## Function ac.getTyresIndex(carIndex, tyresShortName)
Get 0-based index of a tyres set with a given short name, or -1 if there is no such tyres set (or such car).

  Parameters:

  1. `carIndex`: `integer` 0-based car index.

  2. `tyresShortName`: `string` Short tyres set name (usually a couple of symbols long).

  Returns:

  - `integer`
## Function ac.getTyresLongName(carIndex, compoundIndex)
Returns long name of a tyre set with certain index.

  Parameters:

  1. `carIndex`: `integer` 0-based car index.

  2. `compoundIndex`: `integer?` 0-based tyre set index, if set to -1, short name of currently selected tyre set will be returned. Default value: -1.

  Returns:

  - `string`
## Function ac.getCarID(carIndex)
Get car ID (name of its folder) of a certain car.

  Parameters:

  1. `carIndex`: `integer` 0-based car index.

  Returns:

  - `string`
## Function ac.getCarName(carIndex, includeYearPostfix)
Get car name (from its JSON file) of a certain car.

  Parameters:

  1. `carIndex`: `integer` 0-based car index.

  2. `includeYearPostfix`: `boolean?` Set to `true` to add a year postfix. Default value: `false`.

  Returns:

  - `string`
## Function ac.getCarSkinID(carIndex)
Get selected skin ID of (name of skin’s folder) of a certain car.

  Parameters:

  1. `carIndex`: `integer` 0-based car index.

  Returns:

  - `string`
## Function ac.getCarBrand(carIndex)
Get name of a manufacturer of a certain car.

  Parameters:

  1. `carIndex`: `integer` 0-based car index.

  Returns:

  - `string`
## Function ac.getCarCountry(carIndex)
Get name of manufactoring country of a certain car.

  Parameters:

  1. `carIndex`: `integer` 0-based car index.

  Returns:

  - `string`
## Function ac.getDriverName(carIndex)
Get full driver name of a driver of a certain car.

  Parameters:

  1. `carIndex`: `integer` 0-based car index.

  Returns:

  - `string`
## Function ac.getDriverNationCode(carIndex)
Get three character nation code of a driver of a certain car. Nation code is a three-letter uppercase country identifier. If nationality is not set, a value from JSON
is returned. If it’s missing there, a fallback “ITA” is returned.

  Parameters:

  1. `carIndex`: `integer` 0-based car index.

  Returns:

  - `string`
## Function ac.getDriverNationality(carIndex)
Get full nationality of a driver of a certain car. Usually, it’s a full country name. If nationality is not set, a value from JSON
is returned. If it’s missing there, a fallback “Italy” is returned.

  Parameters:

  1. `carIndex`: `integer` 0-based car index.

  Returns:

  - `string`
## Function ac.getDriverTeam(carIndex)
Get name of a team of a driver of a certain car. Team names can be configured in entry list online. If nationality is not set, a value from JSON
is returned. If it’s missing there, an empty string is returned.

  Parameters:

  1. `carIndex`: `integer` 0-based car index.

  Returns:

  - `string`
## Function ac.getDriverNumber(carIndex)
Get number of a driver of a certain car. If number is set in skin JSON, it will be returned, otherwise it’s a unique 1-based number.
If there is no car with such index, 0 is returned.

  Parameters:

  1. `carIndex`: `integer` 0-based car index.

  Returns:

  - `integer`
## Function ac.getSessionName(sessionIndex)
Get session name for a session with given index. Use `ac.getSim()` to check number of sessions and more information about them.

  Parameters:

  1. `sessionIndex`: `integer`

  Returns:

  - `string`
## Function ac.isKeyDown(keyIndex)
Is keyboard button being held.

  Parameters:

  1. `keyIndex`: `ac.KeyIndex`

  Returns:

  - `boolean`
## Function ac.getControllerSteerValue()
Returns steering input from -1 to 1.

  Returns:

  - `number`
## Function ac.isControllerGasPressed()
Is gas input pressed (pedal, gamepad axis, keyboard button but not mouse button).

  Returns:

  - `boolean`
## Function ac.isControllerGearUpPressed()
Is gear up input pressed (pedal, gamepad button, keyboard button).

  Returns:

  - `boolean`
## Function ac.isControllerGearDownPressed()
Is gear down input pressed (pedal, gamepad button, keyboard button).

  Returns:

  - `boolean`
## Function ac.getSessionSpawnSet(sessionIndex)
Get session spawn set (`'START'`, `'PIT'`, `'HOTLAP_START'`, `'TIME_ATTACK'`, etc.) for a session with given index. Use `ac.getSim()`
to check number of sessions and more information about them.

  Parameters:

  1. `sessionIndex`: `integer`

  Returns:

  - `string`
## Function ac.forceVisibleHeadNodes(carIndex, force)
Forces driver head to be visible even with cockpit camera.

  Parameters:

  1. `carIndex`: `integer`

  2. `force`: `boolean?` Default value: `true`.
## Function ac.hasTrackSpline()
Refers to AI spline.

  Returns:

  - `boolean`
## Function ac.worldCoordinateToTrackProgress(v)
Finds nearest point on track AI spline (fast_lane) and returns its normalized position. If there is no track spline, returns -1.

  Parameters:

  1. `v`: `vec3`

  Returns:

  - `number`
## Function ac.getTrackAISplineSides(v)
Returns distance from AI spline to left and right track boundaries.

  Parameters:

  1. `v`: `number` Lap progress from 0 to 1.

  Returns:

  - `vec2` // X for left side, Y for right side.
## Function ac.trackProgressToWorldCoordinate(v)

  Parameters:

  1. `v`: `number`

  Returns:

  - `vec3`
## Function ac.trackProgressToWorldCoordinateTo(v, r)

  Parameters:

  1. `v`: `number`

  2. `r`: `vec3`
## Function ac.worldCoordinateToTrack(v)
Converts world coordinates into track coordinates. Track coordinates:
 - X for normalized position (0 — right in the middle, -1 — left side of the track, 1 — right size);
 - Y for height above track in meters;
 - Z for track progress.

  Parameters:

  1. `v`: `vec3`

  Returns:

  - `vec3`
## Function ac.trackCoordinateToWorld(v)
Converts track coordinates into world coordinates. Track coordinates:
 - X for normalized position (0 — right in the middle, -1 — left side of the track, 1 — right size);
 - Y for height above track in meters;
 - Z for track progress.

  Parameters:

  1. `v`: `vec3`

  Returns:

  - `vec3`
## Function ac.isVisibleInMainCamera(pos, radius)
Checks visibility with frustum culling.

  Parameters:

  1. `pos`: `vec3`

  2. `radius`: `number`

  Returns:

  - `boolean`
## Function ac.setSystemMessage(msg, description)

  Parameters:

  1. `msg`: `string`

  2. `description`: `string`
## Function ac.isGamepadButtonPressed(gamepadIndex, gamepadButtonID)

  Parameters:

  1. `gamepadIndex`: `integer` 0-based index, from 0 to 3.

  2. `gamepadButtonID`: `ac.GamepadButton`

  Returns:

  - `boolean`
## Function ac.getGamepadAxisValue(gamepadIndex, gamepadAxisID)

  Parameters:

  1. `gamepadIndex`: `integer` 0-based index, from 0 to 3.

  2. `gamepadAxisID`: `ac.GamepadAxis`

  Returns:

  - `number`
## Function ac.getJoystickCount()
Returns number of DirectInput devices (ignore misleading name).

  Returns:

  - `integer`
## Function ac.getJoystickName(joystick)
Returns name of a DirectInput device (ignore misleading name).

  Parameters:

  1. `joystick`: `integer` 0-based index.

  Returns:

  - `string`
## Function ac.getJoystickAxisCount(joystick)
While this function returns accurate number of device axis, consider using 8 instead if you need to iterate over them.
Actual axis can be somewhere within those 8. For example, if device has a single axis, it could be that you need to access
axis at index seven to get its value (rest will be zeroes).

  Parameters:

  1. `joystick`: `integer`

  Returns:

  - `integer`
## Function ac.getJoystickButtonsCount(joystick)

  Parameters:

  1. `joystick`: `integer`

  Returns:

  - `integer`
## Function ac.getJoystickDpadsCount(joystick)

  Parameters:

  1. `joystick`: `integer`

  Returns:

  - `integer`
## Function ac.isJoystickButtonPressed(joystick, button)

  Parameters:

  1. `joystick`: `integer`

  2. `button`: `integer`

  Returns:

  - `boolean`
## Function ac.getJoystickAxisValue(joystick, axis)

  Parameters:

  1. `joystick`: `integer`

  2. `axis`: `integer`

  Returns:

  - `number`
## Function ac.isJoystickAxisValue(joystick, axis)
Use `ac.getJoystickAxisValue()` instead.

  Parameters:

  1. `joystick`: `integer`

  2. `axis`: `integer`

  Returns:

  - `number`
## Function ac.getJoystickDpadValue(joystick, dpad)

  Parameters:

  1. `joystick`: `integer`

  2. `dpad`: `integer`

  Returns:

  - `integer`
## Function ac.isJoystickDpadValue(joystick, dpad)
Use `ac.getJoystickDpadValue()` instead.

  Parameters:

  1. `joystick`: `integer`

  2. `dpad`: `integer`

  Returns:

  - `integer`
## Function ac.getPenPressure()
Checks current stylus/pen/mouse using RealTimeStylus API (compatible with Windows Ink). Should support things like Wacom tables (if drivers are installed
and Windows Ink compatibility in options is not disabled).

Note: the moment its called, CSP initializes RealTimeStylus API to monitor pen state until game closes. With that, CSP will also use that data
for mouse (or pen) pointer interaction with UI in general, especially for IMGUI apps.
[There is a weird issue in Windows 10](https://answers.microsoft.com/en-us/windows/forum/all/windows-pen-tablet-click-and-drag-lag/9e4cac7d-69a0-4651-87e8-7689ce0d1027)
where it doesn’t register short click-and-drag events properly expecting a touchscreen gesture. Using RealTimeStylus API for UI in general solves that.

  Returns:

  - `number` // Pen pressure from 0 to 1 (if mouse is used, pressure is 1).
## Function ac.setClipboadText(text)

  Parameters:

  1. `text`: `string`
## Function ac.getTrackDataFilename(name)
Given name, returns a path like …/assettocorsa/content/tracks/[track ID]/data/[name], taking into account layout as well.

  Parameters:

  1. `name`: `string`

  Returns:

  - `string`
## Function ac.getCarLeaderboardPosition(carIndex)
Returns leaderboard car position, same as Python function with the same name. Does not work online. For an alternative solution,
get position calculated by CSP via `ac.getCar(N).racePosition`

  Parameters:

  1. `carIndex`: `integer` 0-based car index.

  Returns:

  - `integer` // Returns -1 if couldn’t calculate the value.
## Function ac.getCarRealTimeLeaderboardPosition(carIndex)
Returns real time car position, same as Python function with the same name. Does not work online. For an alternative solution,
get position calculated by CSP via `ac.getCar(N).racePosition`.

  Parameters:

  1. `carIndex`: `integer` 0-based car index.

  Returns:

  - `integer` // Returns -1 if couldn’t calculate the value.
## Function ac.console(message, withoutPrefix)
Prints message to AC console.

  Parameters:

  1. `message`: `string`

  2. `withoutPrefix`: `boolean?` Default value: `false`.
## Function ac.setMessage(title, description)
Show message using AC system messages UI.

  Parameters:

  1. `title`: `string`

  2. `description`: `string`
## Function ac.getMoonFraction()
How much of moon area is currently lit up.

  Returns:

  - `number`
## Function ac.getAltitude()

  Returns:

  - `number`
## Function ac.getSkyFeatureDirection(skyFeature, distance)
Get direction to a sky feature in world-space (corrected for track heading). If feature is not available, returns a zero vector.

  Parameters:

  1. `skyFeature`: `ac.SkyFeature`

  2. `distance`: `refnumber|nil` Default value: `nil`.

  Returns:

  - `vec3`
## Function ac.getSkyStarDirection(declRad, rightAscRad)
Get direction to a star in the sky in world-space (corrected for track heading). If feature is not available, returns a zero vector.

  Parameters:

  1. `declRad`: `number`

  2. `rightAscRad`: `number`

  Returns:

  - `vec3`
## Function ac.getServerName()
Returns name of the current online server, or `nil` if it’s not available.

  Returns:

  - `string`
## Function ac.getServerIP()
Returns IP address of the current online server, or `nil` if it’s not available.

  Returns:

  - `string`
## Function ac.getServerPortHTTP()
Returns HTTP post of the current online server, or -1 if it’s not available.

  Returns:

  - `integer`
## Function ac.getServerPortTCP()
Returns TCP post of the current online server, or -1 if it’s not available.

  Returns:

  - `integer`
## Function ac.getServerPortUDP()
Returns UDP post of the current online server, or -1 if it’s not available.

  Returns:

  - `integer`
## Function ac.isTaggedAsFriend(username)
Checks if a user is tagged as a friend. Uses CSP and CM databases.

  Parameters:

  1. `username`: `string`

  Returns:

  - `boolean`
## Function ac.tagAsFriend(username, isFriend)
Tags user as a friend (or removes the tag if `false` is passed).

  Parameters:

  1. `username`: `string`

  2. `isFriend`: `boolean?` Default value: `true`.
## Function ac.updateDriverModel(carIndex)
Updates state of high-res driver model. Use it before moving driver nodes manually for extra animations: if called,
 next model update possibly overwriting your custom positioning will be skipped. Also, model update will be enforced
 so you can blend your custom state.

  Parameters:

  1. `carIndex`: `integer?` For car scripts, always applied to associated car instead. Default value: -1.
## Function ac.encodeHalf(v)
Encodes float into FP16 format and returns it as uint16.

  Parameters:

  1. `v`: `number`

  Returns:

  - `integer`
## Function ac.encodeHalf2(v)
Encodes two floats from a vector into FP16 format and returns it as uint32.

  Parameters:

  1. `v`: `vec2`

  Returns:

  - `integer`
## Function ac.decodeHalf(v)
Decodes float from FP16 format (represented as uint16) and returns a regular number.

  Parameters:

  1. `v`: `integer`

  Returns:

  - `number`
## Function ac.decodeHalf2(v)
Decodes two floats from FP16 format (represented as uint32) and returns a vector.

  Parameters:

  1. `v`: `integer`

  Returns:

  - `vec2`
## Function ac.onCarJumped(carIndex, callback)
Sets a callback which will be called when car teleports somewhere or its state gets reset.

  Parameters:

  1. `carIndex`: `integer` 0-based car index, or -1 for an event to be called for all car.

  2. `callback`: `fun(carID: integer)` Callback function.

  Returns:

  - `ac.Disposable`
## Function ac.onClientConnected(callback)
Sets a callback which will be called when new user connects the server and their car appears (doesn’t do anything outside of online race).

  Parameters:

  1. `callback`: `fun(connectedCarIndex: integer, connectedSessionID: integer)` Callback function.

  Returns:

  - `ac.Disposable`
## Function ac.onClientDisconnected(callback)
Sets a callback which will be called when a user disconnects (doesn’t do anything outside of online race).

  Parameters:

  1. `callback`: `fun(connectedCarIndex: integer, connectedSessionID: integer)` Callback function.

  Returns:

  - `ac.Disposable`
## Function ac.onFolderChanged(folder, filter, recursive, callback)
Sets a callback which will be called when folder contents change.

  Parameters:

  1. `folder`: `string` Full path to a directory to monitor.

  2. `filter`: `string` CSP filter (? for any number of any symbols, regex if “`” quotes are used, or a complex query) applied to full file path, or `nil`.

  3. `recursive`: `boolean|`true`|`false`` If `true`, changes in subfolders are also detected.

  4. `callback`: `fun(files: string[])` Callback function.

  Returns:

  - `ac.Disposable`
## Function ac.onCSPConfigChanged(cspModuleID, callback)
Sets a callback which will be called when config for certain CSP module has changed.

  Parameters:

  1. `cspModuleID`: `ac.CSPModuleID` ID of a module to monitor.

  2. `callback`: `fun()` Callback function.

  Returns:

  - `ac.Disposable`
## Function ac.onScreenshot(callback)
Sets a callback which will be called when a new screenshot is made.

  Parameters:

  1. `callback`: `fun()` Callback function.

  Returns:

  - `ac.Disposable`
## Function ac.checksumSHA256(data)
Computes SHA-256 checksum for given binary data. Very secure, but might be slow with large amounts of data. Data string can contain zeroes.

  Parameters:

  1. `data`: `string`

  Returns:

  - `string`
## Function ac.checksumXXH(data)
Computes 64-bit xxHash checksum for given binary data. Very fast, not that great for encryption purposes.
Use `bit.tohex()` to turn result into a hex representation. Data string can contain zeroes.

  Parameters:

  1. `data`: `string`

  Returns:

  - `integer`
## Function ac.uniqueMachineKey()
A key unique for each individual PC (uses serial numbers of processor and motherboard).

  Returns:

  - `string`
## Function ac.compress(data, type, level)
Compresses data. First byte of resulting data is compression type, next four are uncompressed data size, rest is compressed data
itself. If data is failed to compress, returns `nil`. Data string can contain zeroes.

  Parameters:

  1. `data`: `string`

  2. `type`: `ac.CompressionType`

  3. `level`: `integer?` Higher level means better, but slower compression. Maximum value: 12. Default value: 9.

  Returns:

  - `string`
## Function ac.decompress(data)
Decompresses data. First byte of input data is compression type, next four are uncompressed data sizea. If data is damaged, returns `nil`.
Data string can contain zeroes.

  Parameters:

  1. `data`: `string`

  Returns:

  - `string`
## Function ac.encodeBase64(data, trimResult)
Encodes data in base64 format. Data string can contain zeroes.

  Parameters:

  1. `data`: `string`

  2. `trimResult`: `boolean?` If `true`, ending “=” will be trimmed. Default value: `false`.

  Returns:

  - `string`
## Function ac.decodeBase64(data)
Decodes data from base64 format (ending “=” are not needed).

  Parameters:

  1. `data`: `string`

  Returns:

  - `string`
## Function ac.utf8To16(data)
Converts string from UTF-8 to UTF-16 format (two symbols per character). All strings Lua operates with regularly are consired UTF-8. UTF-16 strings
can’t be used in any CSP API unless documentation states that function can take strings containing zeroes.

  Parameters:

  1. `data`: `string`

  Returns:

  - `string`
## Function ac.utf16To8(data)
Converts string from UTF-16 (two symbols per character) to common Lua UTF-8. All strings Lua operates with regularly are consired UTF-8. UTF-16 strings
can’t be used in any CSP API unless documentation states that function can take strings containing zeroes. Data string can contain zeroes.

  Parameters:

  1. `data`: `string`

  Returns:

  - `string`
## Function ac.broadcastSharedEvent(key, data)
Broadcasts a shared event. With shared events, different Lua scripts can exchange messages and data.

Callbacks will be called next time this script is updating.

Note: if your scripts need to exchange data often, consider using `ac.connect()` instead, as it allows to establish a typed connection
with much less overhead.

Data might contain zeroes.

  Parameters:

  1. `key`: `string`

  2. `data`: `string`

  Returns:

  - `integer` // Returns number of listeners to the event with given key.
## Function ac.onSharedEvent(key, callback)
Subscribes to a shared event. With shared events, different Lua scripts can exchange messages and data.

Callback will be called next time this script is updating.

  Parameters:

  1. `key`: `string`

  2. `callback`: `fun(data: string|nil, senderName: string, senderType: string)` Callback function. Data might be `nil`.

  Returns:

  - `ac.Disposable`
## Function ac.setVRHandBusy(hand, busy)

  Parameters:

  1. `hand`: `integer` 0 for left, 1 for right.

  2. `busy`: `boolean|`true`|`false`` Busy hand doesn’t have visual marks and doesn’t interact with UI and car elements.
## Function ac.setVRHandVibration(hand, frequency, amplitude, duration)

  Parameters:

  1. `hand`: `integer` 0 for left, 1 for right.

  2. `frequency`: `number`

  3. `amplitude`: `number`

  4. `duration`: `number?` Duration in seconds. Default value: 0.01.
## Function ac.getGapBetweenCars(carMainIndex, carComparingToIndex)
Calculates time gap between two cars in seconds. In race sessions uses total driven distance and main car speed, in other sessions simply
compares best lap times. If main car is ahead of comparing-to car (in front of, or has better lap time for non-race sessions), value will
be negative.

In the future implementation might change for something more precise.

  Parameters:

  1. `carMainIndex`: `integer` 0-based index.

  2. `carComparingToIndex`: `integer` 0-based index.

  Returns:

  - `number`
## Function io.getAttributes(filename)
Gets file attributes.

  Parameters:

  1. `filename`: `string`

  Returns:

  - `io.FileAttributes`
## Function io.loadAsync(filename, callback)
Reads file content into a string, if such file exists, otherwise returns fallback data or `nil`. Asyncronous version.

  Parameters:

  1. `filename`: `string`

  2. `callback`: `fun(err: string, data: string)`
## Function io.save(filename, data)
Writes data into a file, returns `true` if operation was successfull. Data string can contain zeroes.

  Parameters:

  1. `filename`: `string`

  2. `data`: `string`

  Returns:

  - `boolean`
## Function io.saveAsync(filename, data, callback)
Writes data into a file from a different thread, returns `true` via callback if operation was successfull. Data string can contain zeroes.

  Parameters:

  1. `filename`: `string`

  2. `data`: `string`

  3. `callback`: `fun(err: string)`
## Function io.exists(filename)
Checks if file or directory exists. If you need to know specifically if a file or directory exists, use `io.dirExists(filename)` or `io.fileExists(filename)`.

  Parameters:

  1. `filename`: `string`

  Returns:

  - `boolean`
## Function io.dirExists(filename)
Checks if directory exists. If there is a file in its place, it would return `false`.

  Parameters:

  1. `filename`: `string`

  Returns:

  - `boolean`
## Function io.fileExists(filename)
Checks if file exists. If there is a directory in its place, it would return `false`.

  Parameters:

  1. `filename`: `string`

  Returns:

  - `boolean`
## Function io.fileSize(filename)
Calculates file size in bytes. Returns -1 if there was an error.

  Parameters:

  1. `filename`: `string`

  Returns:

  - `integer`
## Function io.creationTime(filename)
Returns creation time as number of seconds since 1970, or -1 if there was an error.

  Parameters:

  1. `filename`: `string`

  Returns:

  - `integer`
## Function io.lastAccessTime(filename)
Returns last access time as number of seconds since 1970, or -1 if there was an error.

  Parameters:

  1. `filename`: `string`

  Returns:

  - `integer`
## Function io.lastWriteTime(filename)
Returns last write time as number of seconds since 1970, or -1 if there was an error.

  Parameters:

  1. `filename`: `string`

  Returns:

  - `integer`
## Function io.createDir(filename)
Creates new directory, returns `true` if directory was created. If parent directories are missing, they’ll be created as well.

  Parameters:

  1. `filename`: `string`

  Returns:

  - `boolean`
## Function io.isFileNameAcceptable(fileName)
Checks if file name is acceptable, returns `true` if there are no prohibited symbols in it (unlike `io.isFileNameAcceptable()`, does not allow slashes).

  Parameters:

  1. `fileName`: `string`

  Returns:

  - `boolean`
## Function io.isFilePathAcceptable(filename)
Checks if full file name is acceptable, returns `true` if there are no prohibited symbols in it (unlike `io.isFileNameAcceptable()`, does allow slashes).

  Parameters:

  1. `filename`: `string`

  Returns:

  - `boolean`
## Function io.move(existingFilename, newFilename)
Moves a file or a directory with all of its contents to a new place, returns `true` if moved successfully. Can be used for moving or renaming things.

  Parameters:

  1. `existingFilename`: `string`

  2. `newFilename`: `string`

  Returns:

  - `boolean`
## Function io.copyFile(existingFilename, newFilename, failIfExists)
Copies a file to a new place, returns `true` if moved successfully.

  Parameters:

  1. `existingFilename`: `string`

  2. `newFilename`: `string`

  3. `failIfExists`: `boolean?` Set to `false` to silently overwrite existing files. Default value: `true`.

  Returns:

  - `boolean`
## Function io.deleteFile(filename)
Deletes a file, returns `true` if file was deleted successfully. To delete empty directory, use `io.deleteDir()`. If you’re operating around important
files, consider using `io.recycle()` instead.

  Parameters:

  1. `filename`: `string`

  Returns:

  - `boolean`
## Function io.deleteDir(filename)
Deletes an empty directory, returns `true` if directory was deleted successfully. To delete a file, use `io.deleteFile()`.

  Parameters:

  1. `filename`: `string`

  Returns:

  - `boolean`
## Function io.recycle(filename)
Moves file to Windows Recycle Bin, returns `true` if file was moved successfully. Note: this operation is much slower than removing a file with `io.deleteFile()`
or removing an empty directory with `io.deleteDir()`.

  Parameters:

  1. `filename`: `string`

  Returns:

  - `boolean`
## Function io.loadFromZip(zipFilename, entryFilename)
Loads file from an archive as a string. Archive would remain open for some time to speed up consequent reads. If failed, returns `nil`.

  Parameters:

  1. `zipFilename`: `string`

  2. `entryFilename`: `string`

  Returns:

  - `string`
## Function io.checksumSHA256(filename, callback)
Computes SHA-256 checksum of a given file, returns result in a callback.

  Parameters:

  1. `filename`: `string`

  2. `callback`: `fun(err: string, checksum: string)`
## Function os.dateGlobal(format, timestamp)
Returns formatted date. Same as `os.date()`, but returned value does not include system timezome.

  Parameters:

  1. `format`: `string`

  2. `timestamp`: `integer`

  Returns:

  - `string`
## Function os.addDLLDirectory(filename)
Adds new directory to look for DLL files in.

  Parameters:

  1. `filename`: `string` If not absolute, considered to be relative to script root folder.
## Function os.showMessage(msg, type)
Show a popup message using good old MessageBox. Please do not use it for debugging, instead consider using `ac.log()` and `ac.debug('key', 'value')`
with in-game Lua Debug App.

  Parameters:

  1. `msg`: `string`

  2. `type`: `integer?` Type of MessageBox according to WinAPI. Default value: 0.

  Returns:

  - `integer`
## Function os.showInExplorer(filename)
Shows file in Windows Explorer (opens folder with it and selects the file).

  Parameters:

  1. `filename`: `string`
## Function os.openInExplorer(directory)
Opens file or directory in Windows Explorer. If it’s a file, associated program will be launched instead.

  Parameters:

  1. `directory`: `string`
## Function os.findAssociatedExecutable(filename)
Tries to find a program associated with a filename. Returns path to it, or `nil` if nothing was found.

  Parameters:

  1. `filename`: `string`

  Returns:

  - `string`
## Function os.openTextFile(filename, line)
Opens text file at given line in a default text editor. Supports VS Code, Notepad++, Sublime Text and Atom (they all use different
arguments for line number.

  Parameters:

  1. `filename`: `string`

  2. `line`: `integer`
## Function os.openURL(url)
Opens URL in default system browser.

  Parameters:

  1. `url`: `string`
## Function ac.onAlbumCoverUpdate(callback)
Sets a callback which will be called when album cover changes.

  Parameters:

  1. `callback`: `fun(hasCover: boolean)`

  Returns:

  - `ac.Disposable`
## Function ac.mediaCurrentPeak()
Returns audio peak level for the system, for left and right channels. Careful: AC audio is also included, but
it still might be used to fake some audio visualization.

  Returns:

  - `vec2`
## Function ac.mediaNextTrack()
Switches to the next track in currently active music player (by simulating media key press).
function ac.mediaNextTrack() end
## Function ac.mediaPreviousTrack()
Switches to the previous track in currently active music player (by simulating media key press).
function ac.mediaPreviousTrack() end
## Function ac.mediaPlayPause()
Pauses or unpauses current track in currently active music player (by simulating media key press).
function ac.mediaPlayPause() end
## Function ac.getTrackDateTime()
Returns floading point number of seconds since 1970/01/01 that can be used for driving track animations in such a way that if time multiplier is set to
0 or above 1, things would still happen at normal speed, although out of sync with the clock. Ensures to keep things online as well. Currently might not
work that well with replays, futher updates will improve some edge cases.

Note: if time is still being estimated, returns 0, be sure to check for that case.

  Returns:

  - `number`
## Function ac.getSimState()
Use `ac.getSim()` instead

  Returns:

  - `ac.StateSim`
## Function ac.getUiState()
Use `ac.getUI()` instead

  Returns:

  - `ac.StateUi`
## Function ac.getCarState(index)
Use `ac.getCar()` instead. Here, index starts with 1! With `ac.getCar()` index starts with 0, to match the rest of API functions

  Parameters:

  1. `index`: `integer` 1-based index.

  Returns:

  - `ac.StateCar`
## Function ac.getSim()
Returns reference to a structure with various information about the state of Assetto Corsa. Very cheap to use.
 This is a new version with shorter name.

  Returns:

  - `ac.StateSim`
## Function ac.getSession(index)
Returns reference to a structure with various information about certain session. Very cheap to use.

  Parameters:

  1. `index`: `integer` 0-based index.

  Returns:

  - `ac.StateSession`
## Function ac.getUI()
Returns reference to a structure with various information about the state of the UI. Very cheap to use.
This is a new version with shorter name.

Note: this information is about AC UI, not about, for example, a dynamic track texture you might be updating.

  Returns:

  - `ac.StateUi`
## Function ac.getCar(index)
Returns reference to a structure with various information about the state of a car. Very cheap to use.
This is a new version with shorter name and 0-based indexing (to match other API functions).

Note: index starts with 0. Make sure to check result for `nil` if you’re accessing a car that might not be there. First car
with index 0 is always there.

  Parameters:

  1. `index`: `integer` 0-based index.

  Returns:

  - `ac.StateCar`
## Function ac.getVR()
Returns reference to a structure with VR-related values, like hands and head positions. Very cheap to use.

Note: currently, accurate values are available with Oculus only.

  Returns:

  - `ac.StateVr`
## Function ac.getCarPhysics(index)
Returns additional details on physics state of a car. Not available in replays or for remote cars.

Note: index starts with 0. Make sure to check result for `nil` if you’re accessing a car that might not be there. First car
with index 0 is always there.

  Parameters:

  1. `index`: `integer` 0-based index.

  Returns:

  - `ac.StateCarPhysics`
## Function web.loadRemoteModel(url, callback)
Loads a ZIP file from a given URL, unpacks first KN5 from it to a cache folder and returns
its filename through a callback. If file is already in cache storage, doesn’t do anything and
simply returns filename to it. After callback is called, that filename could be used to load
KN5 in the scene.

If there is a VAO patch in a ZIP file, it will be extracted next to KN5.

Note: only valid KN5 files and VAO patches are supported. Heavy caching is applied: if model was
downloaded once, it would not be re-downloaded (unlike with remote textures where proper HTTP caching
rules apply). If model was not accessed for a couple of weeks, it’ll be removed.

If you need to download several entities and do something afterwards, it might help to use some
promise Lua library.

Use `ac.loadRemoteAssets()` instead.

  Parameters:

  1. `url`: `string` URL to download.

  2. `callback`: `fun(err: string, filename: string)`
## Function web.loadRemoteAnimation(url, callback)
Loads a ZIP file from a given URL, unpacks first KsAnim from it to a cache folder and returns
its filename through a callback. If file is already in cache storage, doesn’t do anything and
simply returns filename to it. After callback is called, that filename could be used to animate
objects in the scene. If animation was not accessed for a couple of weeks, it’ll be removed.

If you need to download several entities and do something afterwards, it might help to use some
promise Lua library.

Use `ac.loadRemoteAssets()` instead.

  Parameters:

  1. `url`: `string` URL to download.

  2. `callback`: `fun(err: string, filename: string)`
## Function web.loadRemoteAssets(url, callback)
Loads a ZIP file from a given URL, unpacks assets from it to a cache folder and returns
path to the folder in a callback. If files are already in cache storage, doesn’t do anything and
simply returns the path. After callback is called, you can use path to the folder to get full paths to those assets.
If assets are not accessed for a couple of weeks, they’ll be removed.

  Parameters:

  1. `url`: `string` URL to download.

  2. `callback`: `fun(err: string, folder: string)`
## Function web.encryptKey(key)

  Parameters:

  1. `key`: `string`

  Returns:

  - `string`
## Class ac.StateWheel
## Class ac.StateCar
## Class ac.StateSession
## Class ac.StateWheelPhysics
## Class ac.StateCarPhysics
## Class ac.StateSim
## Class ac.StateUi
## Class ac.StateVrHand
## Class ac.StateVr
## Function ac.setMIPs(mips)
Sets number of MIP maps for input screen texture. Can be called only during script initialization.

  Parameters:

  1. `mips`: `integer`
## Function ac.loadSoundbank(soundbank, guids)
Loads FMOD soundbank. After soundbank is loaded, new audio events can be created which would refer to
events in the soundbank. If soundbank is missing, new audio events can still be created, but they won’t be
valid. If second parameter is missing, “GUIDs.txt” in the same folder as soundbank will be loaded. Returns
true if both files were found properly. Also, if used before audio engine is initialized, it would postpone
loading until that happens (function returns straight away, and you can create new audio events straight
away, but they would only become valid after audio initialization is complete).

  Parameters:

  1. `soundbank`: `string` Path to “.bank” file, could be absolute or relative to Lua script folder.

  2. `guids`: `string|nil` Path to “.txt” file with GUIDs, if missing, “GUIDs.txt” from soundbank folder will be used. Default value: `nil`.

  Returns:

  - `boolean` // Returns `true` if both files were found.
## Function ac.isAudioReady()
Checks if audio engine is initialized and ready to work. Until then, all created audio events would return `false`
in their `:isValid()` methods, it doesn’t mean that there is a problem with soundbank (yet).

  Returns:

  - `boolean`
## Function ac.setAudioEventMultiplier(surfaceWav, mult)

  Parameters:

  1. `surfaceWav`: `string`

  2. `mult`: `number`

  Returns:

  - `boolean`
## Function render.isVisible(center, radius)

  Parameters:

  1. `center`: `vec3`

  2. `radius`: `number`

  Returns:

  - `boolean`
## Function render.setBlendMode(mode)

  Parameters:

  1. `mode`: `render.BlendMode`
## Function render.setCullMode(mode)

  Parameters:

  1. `mode`: `render.CullMode`
## Function render.setDepthMode(mode)

  Parameters:

  1. `mode`: `render.DepthMode`
## Function render.glSetColor(color)

  Parameters:

  1. `color`: `rgbm`
## Function render.glBegin(primitiveType)

  Parameters:

  1. `primitiveType`: `render.GLPrimitiveType`
## Function render.glVertex(v)

  Parameters:

  1. `v`: `vec3`
## Function render.glVertexTextured(v, uv)

  Parameters:

  1. `v`: `vec3`

  2. `uv`: `vec2`
## Function render.glTexture(filename)

  Parameters:

  1. `filename`: `string`
## Function render.circle(pos, dir, radius, color, borderColor)
Draws a simple circle othrogonal to `dir` direction using an optimized shader.

  Parameters:

  1. `pos`: `vec3`

  2. `dir`: `vec3`

  3. `radius`: `number`

  4. `color`: `rgbm?` Default value: `rgbm.colors.white`.

  5. `borderColor`: `rgbm|nil` Optional different color to use close to the border. Default value: `nil`.
## Function render.rectangle(pos, dir, width, height, color)
Draws a simple rectangle othrogonal to `dir` direction using an optimized shader.

  Parameters:

  1. `pos`: `vec3`

  2. `dir`: `vec3`

  3. `width`: `number`

  4. `height`: `number`

  5. `color`: `rgbm?` Default value: `rgbm.colors.white`.
## Function render.quad(p1, p2, p3, p4, color, texture)
Draws a simple quad from four points.

  Parameters:

  1. `p1`: `vec3`

  2. `p2`: `vec3`

  3. `p3`: `vec3`

  4. `p4`: `vec3`

  5. `color`: `rgbm?` Default value: `rgbm.colors.white`.

  6. `texture`: `string|nil` Default value: `nil`.
## Function render.setTransform(t, applySceneOriginOffset)
Affects positioning of debug shapes drawn next.

  Parameters:

  1. `t`: `mat4x4`

  2. `applySceneOriginOffset`: `boolean?` Use it if your matrix is in world-space and not in graphics-space. Default value: `false`.
## Function render.debugText(pos, text, color, scale, align)

  Parameters:

  1. `pos`: `vec3`

  2. `text`: `string`

  3. `color`: `rgbm?` Default value: `rgbm.colors.white`.

  4. `scale`: `number?` Default value: 1.

  5. `align`: `render.FontAlign?` Default value: `AC::FontAlign::center`.
## Function render.debugSphere(center, radius, color)

  Parameters:

  1. `center`: `vec3`

  2. `radius`: `number`

  3. `color`: `rgbm?` Default value: `rgbm(3, 0, 0, 1)`.
## Function render.debugCross(center, size, color)

  Parameters:

  1. `center`: `vec3`

  2. `size`: `number`

  3. `color`: `rgbm?` Default value: `rgbm(3, 0, 0, 1)`.
## Function render.debugBox(center, size, color)

  Parameters:

  1. `center`: `vec3`

  2. `size`: `vec3`

  3. `color`: `rgbm?` Default value: `rgbm(3, 0, 0, 1)`.
## Function render.debugPoint(center, size, color)

  Parameters:

  1. `center`: `vec3`

  2. `size`: `number`

  3. `color`: `rgbm?` Default value: `rgbm(3, 0, 0, 1)`.
## Function render.debugPlane(center, dir, color, size)

  Parameters:

  1. `center`: `vec3`

  2. `dir`: `vec3`

  3. `color`: `rgbm?` Default value: `rgbm(3, 0, 0, 1)`.

  4. `size`: `number?` Default value: 1.
## Function render.debugLine(from, to, color)

  Parameters:

  1. `from`: `vec3`

  2. `to`: `vec3`

  3. `color`: `rgbm?` Default value: `rgbm(3, 0, 0, 1)`.
## Function render.debugArrow(from, to, size, color)

  Parameters:

  1. `from`: `vec3`

  2. `to`: `vec3`

  3. `size`: `number?` Default value: -1.

  4. `color`: `rgbm?` Default value: `rgbm(3, 0, 0, 1)`.
## Function render.getRenderTargetSize()

  Returns:

  - `vec2`
## Function render.backupRenderTarget()

  Returns:

  - `boolean`
## Function render.restoreRenderTarget()

  Returns:

  - `boolean`
## Function render.createRay(pos, dir, length)

  Parameters:

  1. `pos`: `vec3`

  2. `dir`: `vec3`

  3. `length`: `number?` Default value: -1.

  Returns:

  - `ray`
## Function render.createMouseRay()

  Returns:

  - `ray`
## Function render.createPointRay(onscreenPoint)

  Parameters:

  1. `onscreenPoint`: `vec2`

  Returns:

  - `ray`
## Function render.isPositioningHelperBusy()

  Returns:

  - `boolean`
## Function ui.beginToolWindow(windowID, pos, size, noPadding)
It’s safer to use `ui.toolWindow()`: a wrapper that would ensure UI wouldn’t break even if Lua script would crash midway for any reason.

  Parameters:

  1. `windowID`: `string`

  2. `pos`: `vec2`

  3. `size`: `vec2`

  4. `noPadding`: `boolean|`true`|`false``
## Function ui.beginTransparentWindow(windowID, pos, size, noPadding)
It’s safer to use `ui.transparentWindow()`: a wrapper that would ensure UI wouldn’t break even if Lua script would crash midway for any reason.

  Parameters:

  1. `windowID`: `string`

  2. `pos`: `vec2`

  3. `size`: `vec2`

  4. `noPadding`: `boolean|`true`|`false``
## Function ui.text(text)

  Parameters:

  1. `text`: `string`
## Function ui.textAligned(text, alignment, size)

  Parameters:

  1. `text`: `string`

  2. `alignment`: `vec2`

  3. `size`: `vec2?` Default value: `vec2(0, 0)`.
## Function ui.textWrapped(text, wrapPos)

  Parameters:

  1. `text`: `string`

  2. `wrapPos`: `number?` Default value: 0.
## Function ui.textColored(text, color)

  Parameters:

  1. `text`: `string`

  2. `color`: `rgbm`
## Function ui.labelText(label, text)
Display text and label aligned the same way as value and label widgets.

  Parameters:

  1. `label`: `string`

  2. `text`: `string`
## Function ui.textDisabled(text)
Shortcut for pushing disabled text color, drawing text and popping it back;.

  Parameters:

  1. `text`: `string`
## Function ui.isKnownIcon24(iconID)
Returns `true` if 24×24 icon with such ID is known.

  Parameters:

  1. `iconID`: `ui.Icons`

  Returns:

  - `boolean`
## Function ui.icon(iconID, size, tintCol, iconSize)
Draws an icon, universal function (great for creating customizable components). Icon can be:
- An 24×24 icon ID set as is;
- A country code for a small flag with padding to fit a square;
- An 32×32 icon ID with “32:” prefix;
- An 64×64 icon ID with “64:” prefix;
- An 256×256 icon ID with “XL:” prefix;
- A large rectangular flag with no padding with “XS:” prefix;
- An emoticon with “em:” prefix;
- An icon from an atlas: use “at:FILENAME\nX1,Y1,X2,Y2” format, where X… and Y… are UV coordinates (`ui.atlasIconID()` can help with generating those IDs);
- A regular image: just pass a path as a string (also works with extra canvases, media elements and such).

  Parameters:

  1. `iconID`: `ui.Icons`

  2. `size`: `vec2`

  3. `tintCol`: `rgbm?` Default value: `rgbm.colors.white`.

  4. `iconSize`: `vec2|nil` If set, icon will be this size, but item will be larger (use it if you need to fill an area without stretching an icon). Default value: `nil`.
## Function ui.addIcon(iconID, size, alignment, colorOpt, padding)
Adds an icon to the previously drawn element.

  Parameters:

  1. `iconID`: `ui.Icons`

  2. `size`: `vec2` Size of an icon.

  3. `alignment`: `vec2` Alignment of an icon relative to the element.

  4. `colorOpt`: `rgbm|nil` If not set, uses text color by default. Default value: `nil`.

  5. `padding`: `vec2|nil` If not set, uses frame padding by default. Default value: `nil`.
## Function ui.icon24(iconID, size, tintCol)
Draws a 24×24 icon. Use universal `ui.icon()` instead.

  Parameters:

  1. `iconID`: `ui.Icons`

  2. `size`: `vec2`

  3. `tintCol`: `rgbm?` Default value: `rgbm.colors.white`.
## Function ui.icon32(iconID, size, tintCol)
Draws a 32×32 icon. Use universal `ui.icon()` instead.

  Parameters:

  1. `iconID`: `ui.Icons`

  2. `size`: `vec2`

  3. `tintCol`: `rgbm?` Default value: `rgbm.colors.white`.
## Function ui.icon64(iconID, size, tintCol)
Draws a 64×64 icon. Use universal `ui.icon()` instead.

  Parameters:

  1. `iconID`: `ui.Icons`

  2. `size`: `vec2`

  3. `tintCol`: `rgbm?` Default value: `rgbm.colors.white`.
## Function ui.flag(iconID, size, tintCol)
Draws a flag. Use universal `ui.icon()` instead.

  Parameters:

  1. `iconID`: `ui.Icons`

  2. `size`: `vec2`

  3. `tintCol`: `rgbm?` Default value: `rgbm.colors.white`.
## Function ui.getCursor()

  Returns:

  - `vec2`
## Function ui.setCursor(v)

  Parameters:

  1. `v`: `vec2`
## Function ui.offsetCursor(v)

  Parameters:

  1. `v`: `vec2`
## Function ui.getCursorX()

  Returns:

  - `number`
## Function ui.setCursorX(v)

  Parameters:

  1. `v`: `number`
## Function ui.getCursorY()

  Returns:

  - `number`
## Function ui.setCursorY(v)

  Parameters:

  1. `v`: `number`
## Function ui.offsetCursorX(v)

  Parameters:

  1. `v`: `number`
## Function ui.offsetCursorY(v)

  Parameters:

  1. `v`: `number`
## Function ui.sameLine(offsetFromStart, spacing)

  Parameters:

  1. `offsetFromStart`: `number?` Default value: 0.

  2. `spacing`: `number?` Default value: -1.
## Function ui.newLine(spacing)

  Parameters:

  1. `spacing`: `number?` If non-negative, value is used for space between lines instead of regular item spacing from current style. Default value: -1.
## Function ui.beginGroup()
Lock horizontal starting position and capture group bounding box into one “item” (so you can use `ui.itemHovered()` or layout primitives such as `ui.sameLine()` on whole group, etc.)
function ui.beginGroup() end
## Function ui.endGroup()
Unlock horizontal starting position and capture the whole group bounding box into one “item” (so you can use `ui.itemHovered()` or layout primitives such as `ui.sameLine()` on whole group, etc.)
function ui.endGroup() end
## Function ui.availableSpaceX()

  Returns:

  - `number`
## Function ui.availableSpaceY()

  Returns:

  - `number`
## Function ui.availableSpace()

  Returns:

  - `vec2`
## Function ui.imageSize(filename)
Returns image size, or zeroes if image is missing or not yet ready.

  Parameters:

  1. `filename`: `string` Path to the image, absolute or relative to script folder or AC root. URLs are also accepted.

  Returns:

  - `vec2`
## Function ui.decodeImage(data)
Imports image from its binary data. Any formats supported by system are supported. Also, new DDS formats are supported as well. Result is cached,
so subsequent calls don’t take a lot of time. Data string can contain zeroes.

To clear cached image and free memory, pass returned value to `ui.unloadImage()`.

  Parameters:

  1. `data`: `string`

  Returns:

  - `string`
## Function ui.drawImage(filename, p1, p2, color, uv1, uv2, keepAspectRatio)
Simply draws an image on canvas without adding a new item or progressing cursor. Current cursor position is not taken
into consideration either. To add an image as an element, use `ui.image()`.

When drawing multiple images, consider combining all of them in a single atlas texture, it would improve performance.

Note: if you’re using asyncronous loading (see `ui.setAsynchronousImagesLoading()`) and want to make sure image is
ready before drawing, use `ui.isImageReady()`. If image is not yet ready, transparent texture will be used instead.

  Parameters:

  1. `filename`: `string` Path to the image, absolute or relative to script folder or AC root. URLs are also accepted.

  2. `p1`: `vec2` Position of upper left corner relative to current working area (scriptable texture or IMGUI window).

  3. `p2`: `vec2` Position of bottom right corner relative to current working area (scriptable texture or IMGUI window).

  4. `color`: `rgbm?` Tint of the image, with white it would be drawn as it is. Default value: `rgbm.colors.white`.

  5. `uv1`: `vec2?` Texture coordinates for upper left corner. Default value: `vec2(0, 0)`.

  6. `uv2`: `vec2?` Texture coordinates for bottom right corner. Default value: `vec2(1, 1)`.

  7. `keepAspectRatio`: `boolean?` Set to `true` to stretch image to fit given size, making sure it would not get distorted. Default value: `false`.
## Function ui.drawImageRounded(filename, p1, p2, color, uv1, uv2, rounding, corners)
Draws an image with rounded corners on canvas without adding a new item or progressing cursor. Current cursor position is not taken
into consideration either. To add an image as an element, use `ui.image()`.

When drawing multiple images, consider combining all of them in a single atlas texture, it would improve performance.

Note: if you’re using asyncronous loading (see `ui.setAsynchronousImagesLoading()`) and want to make sure image is
ready before drawing, use `ui.isImageReady()`. If image is not yet ready, transparent texture will be used instead.

  Parameters:

  1. `filename`: `string` Path to the image, absolute or relative to script folder or AC root. URLs are also accepted.

  2. `p1`: `vec2` Position of upper left corner relative to current working area (scriptable texture or IMGUI window).

  3. `p2`: `vec2` Position of bottom right corner relative to current working area (scriptable texture or IMGUI window).

  4. `color`: `rgbm?` Tint of the image, with white it would be drawn as it is. Default value: `rgbm.colors.white`.

  5. `uv1`: `vec2?` Texture coordinates for upper left corner. Default value: `vec2(0, 0)`.

  6. `uv2`: `vec2?` Texture coordinates for bottom right corner. Default value: `vec2(1, 1)`.

  7. `rounding`: `number?` Rounding radius in pixels. Default value: 1.

  8. `corners`: `ui.CornerFlags?` Corners to round. Default value: `ImDrawCornerFlags_All`.
## Function ui.drawImageQuad(filename, p1, p2, p3, p4, color, uv1, uv2, uv3, uv4)
Draws a custom quad with a texture.

Note: if you’re using asyncronous loading (see `ui.setAsynchronousImagesLoading()`) and want to make sure image is
ready before drawing, use `ui.isImageReady()`. If image is not yet ready, transparent texture will be used instead.

  Parameters:

  1. `filename`: `string` Path to the image, absolute or relative to script folder or AC root. URLs are also accepted.

  2. `p1`: `vec2` Position of first corner relative to current working area (scriptable texture or IMGUI window).

  3. `p2`: `vec2` Position of second corner relative to current working area (scriptable texture or IMGUI window).

  4. `p3`: `vec2` Position of third corner relative to current working area (scriptable texture or IMGUI window).

  5. `p4`: `vec2` Position of fourth corner relative to current working area (scriptable texture or IMGUI window).

  6. `color`: `rgbm?` Tint of the image, with white it would be drawn as it is. Default value: `rgbm.colors.white`.

  7. `uv1`: `vec2?` Texture coordinates for first corner. Default value: `vec2(0, 0)`.

  8. `uv2`: `vec2?` Texture coordinates for second corner. Default value: `vec2(1, 0)`.

  9. `uv3`: `vec2?` Texture coordinates for third corner. Default value: `vec2(1, 1)`.

  10. `uv4`: `vec2?` Texture coordinates for fourth corner. Default value: `vec2(0, 1)`.
## Function ui.drawQuadFilled(p1, p2, p3, p4, color)

  Parameters:

  1. `p1`: `vec2`

  2. `p2`: `vec2`

  3. `p3`: `vec2`

  4. `p4`: `vec2`

  5. `color`: `rgbm?` Default value: `rgbm.colors.white`.
## Function ui.drawQuad(p1, p2, p3, p4, color)

  Parameters:

  1. `p1`: `vec2`

  2. `p2`: `vec2`

  3. `p3`: `vec2`

  4. `p4`: `vec2`

  5. `color`: `rgbm?` Default value: `rgbm.colors.white`.
## Function ui.beginTextureShade(filename)
Marks start of texture shading. All geometry drawn between this call and `ui.endTextureShade()` will have texture applied to it.

Note: this feature only works with geometrical shapes, like quads, triangles, circles or things drawn with `ui.path…` functions.
It can’t be applied to text, for example: text already uses its own texture.

  Parameters:

  1. `filename`: `string` Path to the image, absolute or relative to script folder or AC root. URLs are also accepted.
## Function ui.endTextureShade(p1, p2, uv1, uv2, clamp)
Finishes texture shading. All geometry drawn between `ui.beginTextureShade()` and this call will have texture applied to it.
 Note: this feature only works with geometrical shapes, like quads, triangles, circles or things drawn with `ui.path…` functions.
 It can’t be applied to text, for example: text already uses its own texture.
 @overload fun(p1: vec2, p2: vec2, clamp: boolean)

  Parameters:

  1. `p1`: `vec2` Position within current working area that will get `uv1` texture coordinate.

  2. `p2`: `vec2` Position within current working area that will get `uv2` texture coordinate.

  3. `uv1`: `vec2?` Texture coordinate for `p1` position (texture will be interpolated between linearly). Default value: `vec2(0, 0)`.

  4. `uv2`: `vec2?` Texture coordinate for `p2` position (texture will be interpolated between linearly). Default value: `vec2(1, 1)`.

  5. `clamp`: `boolean?` If set to `true`, texture will be clamped to boundaries (if there are vertices outside). Otherwise, texture will be repeated. Default value: `true`.
## Function ui.endGradientShade(p1, p2, col1, col2)

  Parameters:

  1. `p1`: `vec2`

  2. `p2`: `vec2`

  3. `col1`: `rgbm?` Default value: `rgbm.colors.white`.

  4. `col2`: `rgbm?` Default value: `rgbm.colors.white`.
## Function ui.pushClipRect(p1, p2, intersectWithExisting)

  Parameters:

  1. `p1`: `vec2`

  2. `p2`: `vec2`

  3. `intersectWithExisting`: `boolean?` Default value: `true`.
## Function ui.pushClipRectFullScreen()
Pretty much fully disables clipping until next `ui.popClipRect()` call.
function ui.pushClipRectFullScreen() end
## Function ui.drawRect(p1, p2, color, rounding, roundingFlags, thickness)

  Parameters:

  1. `p1`: `vec2`

  2. `p2`: `vec2`

  3. `color`: `rgbm`

  4. `rounding`: `number?` Default value: 0.

  5. `roundingFlags`: `ui.CornerFlags?` Default value: `ImDrawCornerFlags_All`.

  6. `thickness`: `number?` Default value: 1.
## Function ui.drawRectFilled(p1, p2, color, rounding, roundingFlags)

  Parameters:

  1. `p1`: `vec2`

  2. `p2`: `vec2`

  3. `color`: `rgbm`

  4. `rounding`: `number?` Default value: 0.

  5. `roundingFlags`: `ui.CornerFlags?` Default value: `ImDrawCornerFlags_All`.
## Function ui.drawRectFilledMultiColor(p1, p2, colorTopLeft, colorTopRight, colorBottomRight, colorBottomLeft)

  Parameters:

  1. `p1`: `vec2`

  2. `p2`: `vec2`

  3. `colorTopLeft`: `rgbm`

  4. `colorTopRight`: `rgbm`

  5. `colorBottomRight`: `rgbm`

  6. `colorBottomLeft`: `rgbm`
## Function ui.drawLine(p1, p2, color, thickness)
To quickly draw series of lines and arcs, add points with `ui.PathLineTo()` and `ui.pathArcTo()`, and then finish with `ui.pathStroke()`.

  Parameters:

  1. `p1`: `vec2`

  2. `p2`: `vec2`

  3. `color`: `rgbm`

  4. `thickness`: `number?` Default value: 1.
## Function ui.drawBezierCurve(p1, p2, p3, p4, color, thickness)
To quickly draw series of lines and arcs, add points with `ui.PathLineTo()` and `ui.pathArcTo()`, and then finish with `ui.pathStroke()`.

  Parameters:

  1. `p1`: `vec2`

  2. `p2`: `vec2`

  3. `p3`: `vec2`

  4. `p4`: `vec2`

  5. `color`: `rgbm`

  6. `thickness`: `number?` Default value: 1.
## Function ui.drawCircle(p1, radius, color, numSegments, thickness)

  Parameters:

  1. `p1`: `vec2`

  2. `radius`: `number`

  3. `color`: `rgbm`

  4. `numSegments`: `integer?` Default value: 12.

  5. `thickness`: `number?` Default value: 1.
## Function ui.drawCircleFilled(p1, radius, color, numSegments)

  Parameters:

  1. `p1`: `vec2`

  2. `radius`: `number`

  3. `color`: `rgbm`

  4. `numSegments`: `integer?` Default value: 12.
## Function ui.drawEllipseFilled(p1, radius, color, numSegments)

  Parameters:

  1. `p1`: `vec2`

  2. `radius`: `vec2`

  3. `color`: `rgbm`

  4. `numSegments`: `integer?` Default value: 12.
## Function ui.drawTriangle(p1, p2, p3, color, thickness)

  Parameters:

  1. `p1`: `vec2`

  2. `p2`: `vec2`

  3. `p3`: `vec2`

  4. `color`: `rgbm`

  5. `thickness`: `number?` Default value: 1.
## Function ui.drawTriangleFilled(p1, p2, p3, color)

  Parameters:

  1. `p1`: `vec2`

  2. `p2`: `vec2`

  3. `p3`: `vec2`

  4. `color`: `rgbm`
## Function ui.drawText(text, pos, color)
Draws text in given position without advancing cursor or anything like that. Faster option.

  Parameters:

  1. `text`: `string`

  2. `pos`: `vec2`

  3. `color`: `rgbm`
## Function ui.dwriteDrawText(text, fontSize, pos, color)
Draws TTF text in given position without advancing cursor or anything like that. Faster option.

  Parameters:

  1. `text`: `string`

  2. `fontSize`: `number`

  3. `pos`: `vec2`

  4. `color`: `rgbm`
## Function ui.pathClear()
Clears current path. Not really needed in common scenarios: to start a new path, simply use any of
path-adding functions such as `ui.pathLineTo()` or `ui.pathArcTo()`, to finish path and draw a shape use
either `ui.pathFillConvex()` or `ui.pathStroke()` and it would clear path for the next shape automatically.
function ui.pathClear() end
## Function ui.pathLineTo(pos)
Adds a line segment to current path.
Don’t forget to finish shape with either `ui.pathFillConvex()` or `ui.pathStroke()`.

  Parameters:

  1. `pos`: `vec2`
## Function ui.pathLineToMergeDuplicate(pos)
Adds a line segment to current path, but only if position is different from current path point position.
Don’t forget to finish shape with either `ui.pathFillConvex()` or `ui.pathStroke()`.

  Parameters:

  1. `pos`: `vec2`
## Function ui.pathFillConvex(color)

  Parameters:

  1. `color`: `rgbm`
## Function ui.pathStroke(color, closed, thickness)

  Parameters:

  1. `color`: `rgbm`

  2. `closed`: `boolean|`true`|`false``

  3. `thickness`: `number?` Default value: 1.
## Function ui.pathArcTo(center, radius, angleFrom, angleTo, numSegments)
Adds an arc defined by its center, radius and starting and finishing angle to current path.
Don’t forget to finish shape with either `ui.pathFillConvex()` or `ui.pathStroke()`.

  Parameters:

  1. `center`: `vec2`

  2. `radius`: `number`

  3. `angleFrom`: `number`

  4. `angleTo`: `number`

  5. `numSegments`: `integer?` Default value: 10.
## Function ui.pathUnevenArcTo(center, radius, angleFrom, angleTo, numSegments)
Adds “squished” arc to current path, like an arc of axis-aligned ellipse rather than an arc of a circle.
Don’t forget to finish shape with either `ui.pathFillConvex()` or `ui.pathStroke()`.

  Parameters:

  1. `center`: `vec2`

  2. `radius`: `vec2`

  3. `angleFrom`: `number`

  4. `angleTo`: `number`

  5. `numSegments`: `integer?` Default value: 10.
## Function ui.pathVariableArcTo(center, radiusFrom, radiusTo, angleFrom, angleTo, numSegments)
Adds arc with radius at the end different from radius at the beginning.
Don’t forget to finish shape with either `ui.pathFillConvex()` or `ui.pathStroke()`.

  Parameters:

  1. `center`: `vec2`

  2. `radiusFrom`: `number`

  3. `radiusTo`: `number`

  4. `angleFrom`: `number`

  5. `angleTo`: `number`

  6. `numSegments`: `integer?` Default value: 10.
## Function ui.pathArcToFast(center, radius, angleMinOf_12, angleMaxOf_12)
Uses precomputed angles for a 12 steps circle.

  Parameters:

  1. `center`: `vec2`

  2. `radius`: `number`

  3. `angleMinOf_12`: `integer`

  4. `angleMaxOf_12`: `integer`
## Function ui.pathBezierCurveTo(p1, p2, p3, numSegments)
Adds a bezier curve to current path.
Don’t forget to finish shape with either `ui.pathFillConvex()` or `ui.pathStroke()`.

  Parameters:

  1. `p1`: `vec2`

  2. `p2`: `vec2`

  3. `p3`: `vec2`

  4. `numSegments`: `integer?` Default value: 0.
## Function ui.pathRect(rectMin, rectMax, rounding, roundingCorners)

  Parameters:

  1. `rectMin`: `vec2`

  2. `rectMax`: `vec2`

  3. `rounding`: `number?` Default value: 0.

  4. `roundingCorners`: `ui.CornerFlags?` Default value: `ImDrawCornerFlags_All`.
## Function ui.glowRectFilled(p1, p2, color, noClip)
Adds a rect to a glowing layer used for styling. All shapes in there are going to be blurred, so just drop something around active element to highlight it.

  Parameters:

  1. `p1`: `vec2`

  2. `p2`: `vec2`

  3. `color`: `rgbm`

  4. `noClip`: `boolean?` Default value: `false`.
## Function ui.glowCircleFilled(p1, radius, color, noClip)
Adds a circle to a glowing layer used for styling. All shapes in there are going to be blurred, so just drop something around active element to highlight it.

  Parameters:

  1. `p1`: `vec2`

  2. `radius`: `number`

  3. `color`: `rgbm`

  4. `noClip`: `boolean?` Default value: `false`.
## Function ui.glowEllipseFilled(p1, radius, color, noClip)
Adds an ellipse to a glowing layer used for styling. All shapes in there are going to be blurred, so just drop something around active element to highlight it.

  Parameters:

  1. `p1`: `vec2`

  2. `radius`: `vec2`

  3. `color`: `rgbm`

  4. `noClip`: `boolean?` Default value: `false`.
## Function ui.getDrawCommandsCount()
Returns number of draw command in current IMGUI drawing context. Each command is its own draw call.

  Returns:

  - `integer`
## Function ui.endTextureSaturationAdjustment(value)

  Parameters:

  1. `value`: `number`
## Function ui.endOutline(color, scale)

  Parameters:

  1. `color`: `rgbm`

  2. `scale`: `number?` Default value: 1.
## Function ui.endSharpening(sharpening)

  Parameters:

  1. `sharpening`: `number?` Default value: 1.
## Function ui.endBlurring(blurring)

  Parameters:

  1. `blurring`: `vec2`
## Function ui.beginRotation()
Begins rotation. Call this function before drawing elements you need to rotate, it would track current position in resulting
vertex buffer and then, upon calling `ui.endRotation()`, would turn all new vertices by specified angle.
function ui.beginRotation() end
## Function ui.endRotation(deg, offset)
Does actual rotation counterclockwise (or clockwise with negative values; also see note). Call this function after calling
`ui.beginRotation()` and drawing elements you need to rotate. This version would automatically calculate pivot as middle point
of drawn elements.

Note: angle of rotation is offset by 90, kept this way for compatibility. Just subtract 90 from `deg` for it to act normal.

  Parameters:

  1. `deg`: `number` Angle in degrees.

  2. `offset`: `vec2?` Optional offset. Default value: `vec2(0, 0)`.
## Function ui.endPivotRotation(deg, pivot, offset)
Does actual rotation counterclockwise (or clockwise with negative values; also see note). Call this function after calling
`ui.beginRotation()` and drawing elements you need to rotate. This version uses provided pivot to rotate things around.

Note: angle of rotation is offset by 90, kept this way for compatibility. Just subtract 90 from `deg` for it to act normal.

  Parameters:

  1. `deg`: `number` Angle in degrees.

  2. `pivot`: `vec2` Point around which things would rotate, in window space.

  3. `offset`: `vec2?` Optional offset. Default value: `vec2(0, 0)`.
## Function ui.applyTransformationToWindows(active)
Call this function first to apply any further transformations to subsequently drawn windows.

Be careful with it! While it allows to transform windows around, it doesn’t work all that well when clipping
gets involved, and it gets involved all the time.

  Parameters:

  1. `active`: `boolean?` Default value: `true`.
## Function ui.beginScale()
Begins scaling. Call this function before drawing elements you need to scale, it would track current position in resulting
vertex buffer and then, upon calling `ui.endScale()`, would scale all new vertices by specified value.
function ui.beginScale() end
## Function ui.endScale(scale)
Does actual scaling. Call this function after calling `ui.beginScale()` and drawing elements you need to scale. This
version would automatically calculate pivot as middle point of drawn elements.

  Parameters:

  1. `scale`: `vec2` Scale, could be a 2-dimensional vector or a single number.
## Function ui.endPivotScale(scale, pivot)
Does actual scaling. Call this function after calling `ui.beginScale()` and drawing elements you need to scale. This
version uses provided pivot to scale things around.

  Parameters:

  1. `scale`: `vec2` Scale, could be a 2-dimensional vector or a single number.

  2. `pivot`: `vec2` Point around which things would scale, in window space.
## Function ui.beginTransformMatrix()
Begins transformation. Call this function before drawing elements you need to scale, it would track current position in resulting
vertex buffer and then, upon calling `ui.endTransformMatrix()`, would transform all new vertices by specified matrix.
function ui.beginTransformMatrix() end
## Function ui.endTransformMatrix(mat)
Does actual transformation. Call this function after calling `ui.beginTransformMatrix()` and drawing elements you need to scale.

  Parameters:

  1. `mat`: `mat3x3` Transformation matrix.
## Function ui.popStyleVar(count)

  Parameters:

  1. `count`: `integer?` Default value: 1.
## Function ui.pushStyleColor(varID, value)

  Parameters:

  1. `varID`: `ui.StyleColor`

  2. `value`: `rgbm`
## Function ui.popStyleColor(count)

  Parameters:

  1. `count`: `integer?` Default value: 1.
## Function ui.pushFont(fontType)

  Parameters:

  1. `fontType`: `ui.Font`
## Function ui.pushItemWidth(itemWidth)

  Parameters:

  1. `itemWidth`: `number`
## Function ui.pushTextWrapPosition(wrapPos)

  Parameters:

  1. `wrapPos`: `number`
## Function ui.areaVisible(size)
Checks if area is visible (not clipped). Works great if you need to make a list with many elements and don’t want to render elements
outside of scroll (just make sure to offset cursor instead of drawing them using, of example, `ui.offsetCursorY(itemHeight)`).

  Parameters:

  1. `size`: `vec2`

  Returns:

  - `boolean`
## Function ui.rectVisible(p1, p2)

  Parameters:

  1. `p1`: `vec2`

  2. `p2`: `vec2`

  Returns:

  - `boolean`
## Function ui.rectHovered(p1, p2, clip)

  Parameters:

  1. `p1`: `vec2`

  2. `p2`: `vec2`

  3. `clip`: `boolean?` Default value: `true`.

  Returns:

  - `boolean`
## Function ui.setItemDefaultFocus()
Make last item the default focused item of a window.
function ui.setItemDefaultFocus() end
## Function ui.setKeyboardFocusHere(offset)
Focus keyboard on the next widget. Use positive `offset` to access sub components of a multiple component widget. Use `-1` to access previous widget.

  Parameters:

  1. `offset`: `integer?` Default value: 0.
## Function ui.getScrollX()

  Returns:

  - `number`
## Function ui.getScrollY()

  Returns:

  - `number`
## Function ui.getScrollMaxX()

  Returns:

  - `number`
## Function ui.getScrollMaxY()

  Returns:

  - `number`
## Function ui.setScrollX(scrollX, relative, smooth)

  Parameters:

  1. `scrollX`: `number`

  2. `relative`: `boolean?` Default value: `false`.

  3. `smooth`: `boolean?` Default value: `true`.
## Function ui.setScrollY(scrollY, relative, smooth)

  Parameters:

  1. `scrollY`: `number`

  2. `relative`: `boolean?` Default value: `false`.

  3. `smooth`: `boolean?` Default value: `true`.
## Function ui.setScrollHereX(centerXRatio)
Adjust scrolling amount to make last item visible. When using to make a default/current item visible, consider using ac.setItemDefaultFocus() instead.

  Parameters:

  1. `centerXRatio`: `number?` 0 for top of last item, 0.5 for vertical center of last item, 1 for bottom of last item. Default value: 0.5.
## Function ui.setScrollHereY(centerYRatio)
Adjust scrolling amount to make last item visible. When using to make a default/current item visible, consider using ac.setItemDefaultFocus() instead.

  Parameters:

  1. `centerYRatio`: `number?` 0 for top of last item, 0.5 for vertical center of last item, 1 for bottom of last item. Default value: 0.5.
## Function ui.windowHovered(flags)
Is current window hovered (and typically not blocked by a popup/modal).

  Parameters:

  1. `flags`: `ui.HoveredFlags?` Default value: `ImGuiHoveredFlags_None`.

  Returns:

  - `boolean`
## Function ui.windowFocused(flags)
Is current window focused (or its root/child, depending on flags).

  Parameters:

  1. `flags`: `ui.FocusedFlags?` Default value: `ImGuiFocusedFlags_None`.

  Returns:

  - `boolean`
## Function ui.mouseBusy()
Returns `true` if mouse currently is either used by one of IMGUI controls (like dragging something) or if it hovers any of windows. If that’s the case and
your script reacts to clicks on the scene, for example, better to skip that frame.

  Returns:

  - `boolean`
## Function ui.mouseClicked(mouseButton)
Did mouse button clicked (went from not down to down).

  Parameters:

  1. `mouseButton`: `ui.MouseButton?` Default value: `ui.MouseButton.Left`.

  Returns:

  - `boolean`
## Function ui.mouseDoubleClicked(mouseButton)
Did mouse button double-clicked. A double-click returns `false` in `ui.mouseClicked()`.

  Parameters:

  1. `mouseButton`: `ui.MouseButton?` Default value: `ui.MouseButton.Left`.

  Returns:

  - `boolean`
## Function ui.mouseReleased(mouseButton)
Did mouse button released (went from down to not down).

  Parameters:

  1. `mouseButton`: `ui.MouseButton?` Default value: `ui.MouseButton.Left`.

  Returns:

  - `boolean`
## Function ui.mouseDown(mouseButton)
Is mouse button held.

  Parameters:

  1. `mouseButton`: `ui.MouseButton?` Default value: `ui.MouseButton.Left`.

  Returns:

  - `boolean`
## Function ui.mousePos()
Returns mouse cursor position on a screen. To get mouse position within current window, use `ui.mouseLocalPos()`.

  Returns:

  - `vec2` // Mouse cursor position in pixels, or (-1, -1) if mouse is not available.
## Function ui.mouseLocalPos()
Returns mouse cursor position relative to current app/window. To get mouse position within screen window, use `ui.mousePos()`.

  Returns:

  - `vec2` // Mouse cursor position in pixels, or (-1, -1) if mouse is not available.
## Function ui.itemRectMin()
Get upper-left bounding rectangle of the last item (window space).

  Returns:

  - `vec2`
## Function ui.itemRectMax()
Get lower-right bounding rectangle of the last item (window space).

  Returns:

  - `vec2`
## Function ui.deltaTime()
Time since last frame of current UI context.

  Returns:

  - `number`
## Function ui.itemRectSize()
Get size of last item.

  Returns:

  - `vec2`
## Function ui.mouseDelta()
Returns mouse cursor position delta comparing to previous frame.

  Returns:

  - `vec2`
## Function ui.mouseWheel()
Returns mouse wheel movement (1 unit scrolls 5 text lines).

  Returns:

  - `number`
## Function ui.windowPos()
Returns position of current window in screen-space/texture-space (`ui.beginChild()` returns a new window).

  Returns:

  - `vec2`
## Function ui.windowSize()
Returns size of current window.

  Returns:

  - `vec2`
## Function ui.windowContentSize()
Size of contents/scrollable client area (calculated from the extents reach of the cursor) from previous frame. Does not include window decoration or window padding.

  Returns:

  - `vec2`
## Function ui.windowContentExplicitSize()
Size of contents/scrollable client area explicitly request by the user via `ui.setNextWindowContentSize()`.

  Returns:

  - `vec2`
## Function ui.setNextWindowContentSize(size)
Set next window content size (scrollable client area, which enforce the range of scrollbars). Not including window decorations (title bar, menu bar, etc.) nor WindowPadding. Set an axis to 0 to leave it automatic. Call before `ui.beginChild()`.

  Parameters:

  1. `size`: `vec2`
## Function ui.keyboardButtonDown(keyIndex)
Is key being held.

  Parameters:

  1. `keyIndex`: `ui.KeyIndex`

  Returns:

  - `boolean`
## Function ui.keyboardButtonPressed(keyIndex, withRepeat)
Was key pressed (went from `not down` to `down`). If `with_repeat` is true, uses configured repeat delay and rate.

  Parameters:

  1. `keyIndex`: `ui.KeyIndex`

  2. `withRepeat`: `boolean?` Default value: `true`.

  Returns:

  - `boolean`
## Function ui.keyboardButtonReleased(keyIndex)
Was key released (went from `down` to `not down`).

  Parameters:

  1. `keyIndex`: `ui.KeyIndex`

  Returns:

  - `boolean`
## Function ui.setKeyboardButtonDown(keyIndex)
Simulate key being pressed (affects current IMGUI context only).

  Parameters:

  1. `keyIndex`: `ui.KeyIndex`
## Function ui.addInputCharacter(keyIndex)
Add input character for currently active text input.

  Parameters:

  1. `keyIndex`: `ui.KeyIndex`
## Function ui.clearInputCharacters()
Clear input character for currently active text input.
function ui.clearInputCharacters() end
## Function ui.keyPressed(keyCode)
Provides access to few buttons with certain UI roles.

  Parameters:

  1. `keyCode`: `ui.Key`

  Returns:

  - `boolean`
## Function ui.getKeyIndex(keyCode)
Map a button with certain UI role to regular key index.

  Parameters:

  1. `keyCode`: `ui.Key`

  Returns:

  - `ui.KeyIndex`
## Function ui.hotkeyCtrl()
Returns true if Ctrl is pressed, but Shift, Alt and Super/Win are depressed.

  Returns:

  - `boolean`
## Function ui.hotkeyAlt()
Returns true if Alt is pressed, but Ctrl, Shift and Super/Win are depressed.

  Returns:

  - `boolean`
## Function ui.hotkeyShift()
Returns true if Shift is pressed, but Ctrl, Alt and Super/Win are depressed.

  Returns:

  - `boolean`
## Function ui.setShadingOffset(brightness, offset, alphaMult, alphaOffset)
Adds modifiers to how IMGUI renders textures (including icons, any UI element, all texts, so use carefully and don’t forget
to reset values to default with `ui.resetShadingOffset()` or by passing default arguments or no arguments here). Modifiers
act like simple multiply-and-add adjustment, first value in pair acts like multiplier, second acts like addition (or subtraction)
value. First pair affects RGB channels, second is for alpha. There are also special combinations:
- `brightness` = 0, `offset` = 0, `alphaMult` = 0, `alphaOffset` = 0: use texture RGB for color (multiplied by shape color) and green texture channel for alpha;
- `brightness` = 0, `offset` = 0, `alphaMult` = 0, `alphaOffset` = 1: use shape color for color and red texture channel for alpha;
- `brightness` = 0, `offset` = 0, `alphaMult` = 0, `alphaOffset` = -1: use shape color for color and inverse of red texture channel for alpha.

  Parameters:

  1. `brightness`: `number?` Default value: 1.

  2. `offset`: `number?` Default value: 0.

  3. `alphaMult`: `number?` Default value: 1.

  4. `alphaOffset`: `number?` Default value: 0.
## Function ui.resetShadingOffset()
Resets texture sampling modifiers.
function ui.resetShadingOffset() end
## Function ui.acText(text, letter, marginOffset, color, lineSpace, monospace)
Draw text using AC font (which should previously set with `ui.pushACFont()`.

  Parameters:

  1. `text`: `string`

  2. `letter`: `vec2`

  3. `marginOffset`: `number?` Default value: 0.

  4. `color`: `rgbm?` Default value: `rgbm.colors.white`.

  5. `lineSpace`: `number?` Default value: 0.

  6. `monospace`: `boolean?` Default value: `true`.
## Function ui.calculateACTextSize(text, letter, marginOffset, lineSpace, monospace)
Calculate size of text using AC font (which should previously set with `ui.pushACFont()`.

  Parameters:

  1. `text`: `string`

  2. `letter`: `vec2`

  3. `marginOffset`: `number?` Default value: 0.

  4. `lineSpace`: `number?` Default value: 0.

  5. `monospace`: `boolean?` Default value: `true`.

  Returns:

  - `vec2`
## Function ui.pushACFont(name)
Pushes new AC font on stack. After you finished using it, don’t forget to use `ui.popACFont()`. Fonts will be search for
in “content/fonts”, as well as in script’s folder.

  Parameters:

  1. `name`: `string`
## Function ui.popACFont()
Pops previously pushed font from stack. Note: font will not be unloaded or anything like that, feel free to use it as much as you need.
function ui.popACFont() end
## Function ui.pushDWriteFont(name)
Adds new TTF font to the stack to be used for drawing DWrite text later. Fonts are taken from “content/fonts” and “extension/fonts”, but scripts
can also use their own TTF files. To do so, use `'Font Name:path/to/file.ttf'` or `'Font Name:path/to/directory'`, path can be absolute, relative
to script folder or AC root folder. Font name can also use styling attributes, such as `Weight=Thin`, `Style=Italic` or `Stretch=Condensed`, listed
at the end after a “;” like so:
```lua
ui.pushDWriteFont('My Font:myfont.ttf;Weight=Bold;Style=Oblique;Stretch=Expanded')
```
To make things simpler, you can also use `ac.DWriteFont` helper, it provides nice methods to set attributes.

If you need to use a standard system font, set “@System” as font path: it would use faster working system fonts collection.

  Parameters:

  1. `name`: `string?` Font name, or `'name:path.ttf'`, with optional styling attributes. You can use `ac.DWriteFont` helper here. Default value: 'Segoe UI'.
## Function ui.popDWriteFont()
Removes latest TTF font from the stack.
function ui.popDWriteFont() end
## Function ui.measureText(text, wrapWidth)
Calculate size of text using current IMGUI font.

  Parameters:

  1. `text`: `string`

  2. `wrapWidth`: `number?` Set to positive value of pixels to enable text wrapping. Default value: -1.

  Returns:

  - `vec2`
## Function ui.measureDWriteText(text, fontSize, wrapWidth)
Calculate size of text using TTF font. Make sure to set a font first using `ui.pushDWriteFont()`.

  Parameters:

  1. `text`: `string`

  2. `fontSize`: `number?` Default value: 14.

  3. `wrapWidth`: `number?` Set to positive value of pixels to enable text wrapping. Default value: -1.

  Returns:

  - `vec2`
## Function ui.dwriteText(text, fontSize, color)
Draws some text using TTF font with DirectWrite library. Make sure to set a font first using `ui.pushDWriteFont()`.

  Parameters:

  1. `text`: `string`

  2. `fontSize`: `number?` Default value: 14.

  3. `color`: `rgbm?` Default value: `rgbm.colors.white`.
## Function ui.dwriteTextWrapped(text, fontSize, color)
Draws wrapped text using TTF font with DirectWrite library. Make sure to set a font first using `ui.pushDWriteFont()`.

  Parameters:

  1. `text`: `string`

  2. `fontSize`: `number?` Default value: 14.

  3. `color`: `rgbm?` Default value: `rgbm.colors.white`.
## Function ui.dwriteTextAligned(text, fontSize, horizontalAligment, verticalAlignment, size, allowWordWrapping, color)
Draws some aligned text using TTF font with DirectWrite library. Make sure to set a font first using `ui.pushDWriteFont()`.

  Parameters:

  1. `text`: `string`

  2. `fontSize`: `number?` Default value: 14.

  3. `horizontalAligment`: `ui.Alignment?` Ac.Alignment.Start for left, ac.Alignment.Center for middle, ac.Alignment.End for right. Default value: `alignment::center`.

  4. `verticalAlignment`: `ui.Alignment?` Ac.Alignment.Start for top, ac.Alignment.Center for middle, ac.Alignment.End for bottom. Default value: `alignment::center`.

  5. `size`: `vec2?` Set to 0 to use remaining space, set to negative value to use it as margin (positive) from remaining space. Default value: `vec2(0, 0)`.

  6. `allowWordWrapping`: `boolean?` Default value: `false`.

  7. `color`: `rgbm?` Default value: `rgbm.colors.white`.
## Function ui.getLastID()

  Returns:

  - `integer`
## Function ui.getActiveID()

  Returns:

  - `integer`
## Function ui.getFocusID()

  Returns:

  - `integer`
## Function ui.getHoveredID()

  Returns:

  - `integer`
## Function ui.activateItem(id)

  Parameters:

  1. `id`: `integer`
## Function ui.loadStoredNumber(id, defaultValue)
Returns a number associated with current context (taking into account `ui.pushID()` calls). Use it to store rarely updating
UI data, such as, for example, opened tab.

  Parameters:

  1. `id`: `integer?` Default value: 0.

  2. `defaultValue`: `number?` Default value: 0.

  Returns:

  - `number`
## Function ui.loadStoredBool(id, defaultValue)
Returns a boolean value associated with current context (taking into account `ui.pushID()` calls). Use it to store rarely updating
UI data, such as, for example, opened tab.

  Parameters:

  1. `id`: `integer?` Default value: 0.

  2. `defaultValue`: `boolean?` Default value: `false`.

  Returns:

  - `boolean`
## Function ui.storeNumber(id, value)
Stores a number in current context (taking into account `ui.pushID()` calls). Use it to store rarely updating
UI data, such as, for example, opened tab.

  Parameters:

  1. `id`: `integer?` Default value: 0.

  2. `value`: `number?` Default value: 0.
## Function ui.storeBool(id, value)
Stores a boolean value in current context (taking into account `ui.pushID()` calls). Use it to store rarely updating
UI data, such as, for example, opened tab.

  Parameters:

  1. `id`: `integer?` Default value: 0.

  2. `value`: `boolean?` Default value: `false`.
## Function ui.columns(columns, border, id)

  Parameters:

  1. `columns`: `integer?` Default value: 1.

  2. `border`: `boolean?` Default value: `true`.

  3. `id`: `string|nil` Default value: `nil`.
## Function ui.setColumnWidth(columnIndex, width)

  Parameters:

  1. `columnIndex`: `integer`

  2. `width`: `number`
## Function ui.copyable(label)
Copyable text.

  Parameters:

  1. `label`: `string`
## Function ui.button(label, size, flags)
Simple button.
 @overload fun(label: string, flags: ui.ButtonFlags)

  Parameters:

  1. `label`: `string`

  2. `size`: `vec2?` Default value: `vec2(0, 0)`.

  3. `flags`: `ui.ButtonFlags?` Default value: `ImGuiButtonFlags_None`.

  Returns:

  - `boolean`
## Function ui.smallButton(label)
Button without frame padding to easily embed within text.

  Parameters:

  1. `label`: `string`

  Returns:

  - `boolean`
## Function ui.invisibleButton(label, size)
Button behavior without the visuals, frequently useful to build custom behaviors using the public API (along with `ui.itemActive()`, `ui.itemHovered()`, etc.)

  Parameters:

  1. `label`: `string`

  2. `size`: `vec2`

  Returns:

  - `boolean`
## Function ui.dummy(size)
Add a dummy item of given size. unlike `ui.invisibleButton()`, dummy won’t take the mouse click or be navigable into.

  Parameters:

  1. `size`: `vec2`
## Function ui.arrowButton(strID, dir, size, flags)
Square button with an arrow shape.

  Parameters:

  1. `strID`: `string`

  2. `dir`: `ui.Direction`

  3. `size`: `vec2?` Default value: `vec2(0, 0)`.

  4. `flags`: `ui.ButtonFlags?` Default value: `ImGuiButtonFlags_None`.

  Returns:

  - `boolean`
## Function ui.bullet()
Draw a small circle and keep the cursor on the same line.
function ui.bullet() end
## Function ui.separator()
Separator, generally horizontal. Inside a menu bar or in horizontal layout mode, this becomes a vertical separator.
function ui.separator() end
## Function ui.checkbox(label, checked)
Checkbox. Pass `refbool` for current value, or just pass a regular `boolean` and switch state yourself if
function would return `true`.
```lua
if ui.checkbox('My checkbox', myFlag) then
  myFlag = not myFlag
end
```

  Parameters:

  1. `label`: `string`

  2. `checked`: `refbool`

  Returns:

  - `boolean` // Returns `true` if checkbox was clicked.
## Function ui.radioButton(label, checked)

  Parameters:

  1. `label`: `string`

  2. `checked`: `refbool`

  Returns:

  - `boolean`
## Function ui.progressBar(fraction, size, overlay)

  Parameters:

  1. `fraction`: `number`

  2. `size`: `vec2?` Default value: `vec2(0, 0)`.

  3. `overlay`: `string|nil` Default value: `nil`.
## Function ui.setNextItemWidth(width)

  Parameters:

  1. `width`: `number`
## Function ui.beginCombo(label, previewValue, flags)
It’s safer to use `ui.combo()`: a wrapper that would ensure UI wouldn’t break even if Lua script would crash midway for any reason.

  Parameters:

  1. `label`: `string`

  2. `previewValue`: `string`

  3. `flags`: `ui.ComboFlags?` Default value: `ImGuiComboFlags_None`.

  Returns:

  - `boolean`
## Function ui.selectable(label, selected, flags, size)

  Parameters:

  1. `label`: `string`

  2. `selected`: `refbool`

  3. `flags`: `ui.SelectableFlags?` Default value: `ImGuiSelectableFlags_None`.

  4. `size`: `vec2?` Default value: `vec2(0, 0)`.

  Returns:

  - `boolean`
## Function ui.beginChild(id, size, border, flags)
It’s safer to use `ui.childWindow()`: a wrapper that would ensure UI wouldn’t break even if Lua script would crash midway for any reason.

  Parameters:

  1. `id`: `string`

  2. `size`: `vec2?` Default value: `vec2(0, 0)`.

  3. `border`: `boolean?` Default value: `false`.

  4. `flags`: `ui.WindowFlags?` Default value: `ImGuiWindowFlags_NoBackground`.

  Returns:

  - `boolean`
## Function ui.beginTabBar(id, flags)
It’s safer to use `ui.tabBar()`: a wrapper that would ensure UI wouldn’t break even if Lua script would crash midway for any reason.

  Parameters:

  1. `id`: `string`

  2. `flags`: `ui.TabBarFlags?` Default value: `ImGuiTabBarFlags_None`.

  Returns:

  - `boolean`
## Function ui.beginTabItem(label, flags)
It’s safer to use `ui.tabBarItem()`: a wrapper that would ensure UI wouldn’t break even if Lua script would crash midway for any reason.

  Parameters:

  1. `label`: `string`

  2. `flags`: `ui.TabItemFlags?` Default value: `ImGuiTabItemFlags_None`.

  Returns:

  - `boolean`
## Function ui.beginTreeNode(label, flags)
It’s safer to use `ui.treeNode()`: a wrapper that would ensure UI wouldn’t break even if Lua script would crash midway for any reason.

  Parameters:

  1. `label`: `string`

  2. `flags`: `ui.TreeNodeFlags?` Default value: `ImGuiTreeNodeFlags_Framed`.

  Returns:

  - `boolean`
## Function ui.beginPopupContextItem(id, mouseButton)
It’s safer to use `ui.itemPopup()`: a wrapper that would ensure UI wouldn’t break even if Lua script would crash midway for any reason.

  Parameters:

  1. `id`: `string`

  2. `mouseButton`: `ui.MouseButton?` Default value: `ui.MouseButton.Right`.

  Returns:

  - `boolean`
## Function ui.beginTooltip(padding)
It’s safer to use `ui.tooltip()`: a wrapper that would ensure UI wouldn’t break even if Lua script would crash midway for any reason. If you
just need to render some text in a tooltip, use `ui.setTooltip()` instead.

  Parameters:

  1. `padding`: `vec2?` Default value: `vec2(20, 8)`.
## Function ui.header(text)

  Parameters:

  1. `text`: `string`
## Function ui.bulletText(text)

  Parameters:

  1. `text`: `string`
## Function ui.setTooltip(tooltip)

  Parameters:

  1. `tooltip`: `string`
## Function ui.itemHovered(flags)
Is the last item hovered and usable, aka not blocked by a popup, etc.

  Parameters:

  1. `flags`: `ui.HoveredFlags?` Default value: `ImGuiHoveredFlags_None`.

  Returns:

  - `boolean`
## Function ui.itemClicked(mouseButton)
Is the last item clicked (e.g. button/node just clicked on), same as `ui.mouseClicked(mouseButton) and ui.itemHovered()`

  Parameters:

  1. `mouseButton`: `ui.MouseButton?` Default value: `ui.MouseButton.Left`.

  Returns:

  - `boolean`
## Function ui.itemActive()
Is the last item active (e.g. button being held, text field being edited). This will continuously return true while holding mouse button on an item. Items that don’t interact will always return false)

  Returns:

  - `boolean`
## Function ui.itemFocused()
Is the last item focused for keyboard/gamepad navigation.

  Returns:

  - `boolean`
## Function ui.itemVisible()
Is the last item visible (items may be out of sight because of clipping/scrolling).

  Returns:

  - `boolean`
## Function ui.itemEdited()
Did the last item modify its underlying value this frame, or was pressed. This is generally the same as the return value of many widgets.

  Returns:

  - `boolean`
## Function ui.itemActivated()
Was the last item just made active (item was previously inactive).

  Returns:

  - `boolean`
## Function ui.itemDeactivated()
Was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that requires continuous editing.

  Returns:

  - `boolean`
## Function ui.itemDeactivatedAfterEdit()
Was the last item just made inactive and made a value change when it was active (e.g. slider moved). Useful for Undo/Redo patterns with widgets that requires continuous editing. Note: you may get false positives (some widgets such as combo/selectable will return true even when clicking an already selected item).

  Returns:

  - `boolean`
## Function ui.anyItemHovered()
Is any item hovered.

  Returns:

  - `boolean`
## Function ui.anyItemActive()
Is any item active.

  Returns:

  - `boolean`
## Function ui.anyItemFocused()
Is any item focused.

  Returns:

  - `boolean`
## Function ui.getItemRectMin()
Get upper-left bounding rectangle of the last item (screen space).

  Returns:

  - `vec2`
## Function ui.getItemRectMax()
Get lower-right bounding rectangle of the last item (screen space).

  Returns:

  - `vec2`
## Function ui.getItemRectSize()
Get size of last item.

  Returns:

  - `vec2`
## Function ui.setItemAllowOverlap()
Allow last item to be overlapped by a subsequent item. sometimes useful with invisible buttons, selectables, etc. to catch unused area.
function ui.setItemAllowOverlap() end
## Function ui.itemToggledSelection()
Was the last item selection (`ui.selectable()`, `ui.treeNode()`, etc.) toggled

  Returns:

  - `boolean`
## Function ui.image(filename, size, color, borderColor, uv1, uv2, keepAspectRatio)
Unlike `ui.drawImage()`, this one adds an image as an item to current cursor position and moves the cursor. Also allows
to interact with an image with functions like `ui.itemHovered()`. You can do the same with `ui.drawImage()`, just use
`ui.getCursor()` for `p1`, `ui.getCursor() + size` for `p2` and `ui.dummy()` for interaction.

  Parameters:

  1. `filename`: `string` Path to the image, absolute or relative to script folder or AC root. URLs are also accepted.

  2. `size`: `vec2` Size of resulting image in pixels.

  3. `color`: `rgbm?` Tint of the image, with white it would be drawn as it is. Default value: `rgbm.colors.white`.

  4. `borderColor`: `rgbm|nil` Optional 1-pixel wide border around image. Default value: `nil`.

  5. `uv1`: `vec2?` Texture coordinates for upper left corner. Default value: `vec2(0, 0)`.

  6. `uv2`: `vec2?` Texture coordinates for bottom right corner. Default value: `vec2(1, 1)`.

  7. `keepAspectRatio`: `boolean?` Set to `true` to stretch image to fit given size, making sure it would not get distorted. Default value: `false`.
## Function ui.imageButton(filename, size, color, bgColor, uv1, uv2, framePadding, keepAspectRatio)
Adds a button with an image on it. If image is missing or loading (if it’s remote or asyncronous loading is enabled),
button would still appear, but without an image.

  Parameters:

  1. `filename`: `string` Path to the image, absolute or relative to script folder or AC root. URLs are also accepted.

  2. `size`: `vec2` Size of resulting image in pixels.

  3. `color`: `rgbm?` Tint of the image, with white it would be drawn as it is. Default value: `rgbm.colors.white`.

  4. `bgColor`: `rgbm|nil` Optional background color for the image (transparent if not set). Default value: `nil`.

  5. `uv1`: `vec2?` Texture coordinates for upper left corner. Default value: `vec2(0, 0)`.

  6. `uv2`: `vec2?` Texture coordinates for bottom right corner. Default value: `vec2(1, 1)`.

  7. `framePadding`: `number?` If -1, uses frame padding from style. If 0, there is no padding. If above zero, it’s used as actual padding value. Default value: -1.

  8. `keepAspectRatio`: `boolean?` Set to `true` to stretch image to fit given size, making sure it would not get distorted. Default value: `false`.

  Returns:

  - `boolean`
## Function ui.isImageReady(filename)
Returns `true`, if an image is ready to be drawn. If image was not used before, starts its loading.

Note: By default images from local files are loaded syncronously, use `ui.setAsynchronousImagesLoading(true)` function to change this behaviour.

  Parameters:

  1. `filename`: `string` Path to the image, absolute or relative to script folder or AC root. URLs are also accepted.

  Returns:

  - `boolean`
## Function ui.setAsynchronousImagesLoading(value)
Activates synchronous loading for local images. By default local images are loaded syncronously, but by calling this function
and passing `true` to it, they would start to load asyncronously from there, reducing possible stutters. Any remote images are loaded
asyncronously no matter what.

Note: for now, any image ever loaded would remain in RAM and video memory. Try not to load way too many things.

  Parameters:

  1. `value`: `boolean?` Default value: `true`.
## Function ui.calcItemWidth()
Width of item given pushed settings and current cursor position. NOT necessarily the width of last item unlike most 'Item' functions.

  Returns:

  - `number`
## Function ui.pushAllowKeyboardFocus(allowKeyboardFocus)
Allow focusing using Tab/Shift+Tab, enabled by default but you can disable it for certain widgets.

  Parameters:

  1. `allowKeyboardFocus`: `boolean|`true`|`false``
## Function ui.popAllowKeyboardFocus()
Removes last `ui.pushAllowKeyboardFocus()` modification.
function ui.popAllowKeyboardFocus() end
## Function ui.pushButtonRepeat(repeatValue)
In repeat mode, button functions return repeated true in a typematic manner.
Note: you can call `ui.itemActive()` after any button to tell if the button is held in the current frame.

  Parameters:

  1. `repeatValue`: `boolean|`true`|`false``
## Function ui.popButtonRepeat()
Removes last `ui.pushButtonRepeat()` modification
function ui.popButtonRepeat() end
## Function ui.indent(indentW)
Move content position toward the right.

  Parameters:

  1. `indentW`: `number?` If 0, indent spacing from style will be used. Default value: 0.0.
## Function ui.unindent(indentW)
Move content position back to the left.

  Parameters:

  1. `indentW`: `number?` If 0, indent spacing from style will be used. Default value: 0.0.
## Function ui.cursorStartPos()
Initial cursor position in window coordinates.

  Returns:

  - `vec2`
## Function ui.cursorScreenPos()
Cursor position in absolute screen coordinates (within AC window or its UI in VR, but also affected by UI scale).

  Returns:

  - `vec2`
## Function ui.setCursorScreenPos(pos)
Cursor position in absolute screen coordinates (within AC window or its UI in VR, but also affected by UI scale).

  Parameters:

  1. `pos`: `vec2`
## Function ui.alignTextToFramePadding()
Vertically align upcoming text baseline to frame padding so that it will align properly to regularly framed items (call if you have text on a line before a framed item).
function ui.alignTextToFramePadding() end
## Function ui.textLineHeight()
Pretty much just font size.

  Returns:

  - `number`
## Function ui.textLineHeightWithSpacing()
Returns font size and vertical item spacing (distance in pixels between 2 consecutive lines of text).

  Returns:

  - `number`
## Function ui.frameHeight()
Returns font size and frame padding.

  Returns:

  - `number`
## Function ui.frameHeightWithSpacing()
Returns font size, frame padding and vertical item spacing (distance in pixels between 2 consecutive lines of framed widgets).

  Returns:

  - `number`
## Function ui.fontSize()
Get current font size (height in pixels) of current font with current scale applied.

  Returns:

  - `number`
## Function ui.fontWhitePixelUV()
Get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API.

  Returns:

  - `vec2`
## Function ui.pushStyleVarAlpha(alpha)
Pushes new alpha value taking into account current style alpha, good for fading elements in case any parent elements could also fade.
To revert change, use `ui.popStyleVar()`.

  Parameters:

  1. `alpha`: `number`
## Function ui.setScrollFromPosX(localX, centerXRatio)
Adjust scrolling amount to make given position visible. Generally `ui.cursorStartPos() + offset` to compute a valid position.

  Parameters:

  1. `localX`: `number`

  2. `centerXRatio`: `number?` Default value: 0.5.
## Function ui.setScrollFromPosY(localY, centerYRatio)
Adjust scrolling amount to make given position visible. Generally `ui.cursorStartPos() + offset` to compute a valid position.

  Parameters:

  1. `localY`: `number`

  2. `centerYRatio`: `number?` Default value: 0.5.
## Function ui.windowWidth()
Get current window width (shortcut for `ui.windowSize().x`)

  Returns:

  - `number`
## Function ui.windowHeight()
Get current window height (shortcut for `ui.windowSize().y`)

  Returns:

  - `number`
## Function ui.isWindowAppearing()
If current window just been opened.

  Returns:

  - `boolean`
## Function ui.isWindowCollapsed()
Is current window collapsed.

  Returns:

  - `boolean`
## Function ui.isWindowFocused(flags)
Is current window focused (or its root/child, depending on flags).

  Parameters:

  1. `flags`: `ui.FocusedFlags?` Default value: `ImGuiFocusedFlags_None`.

  Returns:

  - `boolean`
## Function ui.keyPressedAmount(keyIndex, repeatDelay, rate)
Uses provided repeat rate/delay. Return a count, most often 0 or 1, but might be > 1 if RepeatRate is small enough that DeltaTime > RepeatRate

  Parameters:

  1. `keyIndex`: `ui.KeyIndex`

  2. `repeatDelay`: `number`

  3. `rate`: `number`

  Returns:

  - `integer`
## Function ui.isAnyMouseDown()
Is any mouse button held.

  Returns:

  - `boolean`
## Function ui.isMouseReleased(mouseButton)
Did mouse button released (went from down to not down).

  Parameters:

  1. `mouseButton`: `ui.MouseButton?` Default value: `ui.MouseButton.Left`.

  Returns:

  - `boolean`
## Function ui.isMouseDragging(mouseButton, lockThreshold)
Is mouse dragging. If `lockThreshold` < -1, uses io.MouseDraggingThreshold

  Parameters:

  1. `mouseButton`: `ui.MouseButton?` Default value: `ui.MouseButton.Left`.

  2. `lockThreshold`: `number?` Default value: -1.0.

  Returns:

  - `boolean`
## Function ui.mousePosOnOpeningCurrentPopup()
Retrieve backup of mouse position at the time of opening popup we have `ui.beginPopup()` into

  Returns:

  - `vec2`
## Function ui.mouseDragDelta(mouseButton, lockThreshold)
Return the delta from the initial clicking position while the mouse button is pressed or was just released. This is locked and
return 0 until the mouse moves past a distance threshold at least once.

  Parameters:

  1. `mouseButton`: `ui.MouseButton?` Default value: `ui.MouseButton.Left`.

  2. `lockThreshold`: `number?` If below zero, default mouse dragging threshold will be used. Default value: -1.0.

  Returns:

  - `vec2`
## Function ui.resetMouseDragDelta(mouseButton)
Resets mouse drag delta.

  Parameters:

  1. `mouseButton`: `ui.MouseButton?` Default value: `ui.MouseButton.Left`.
## Function ui.mouseCursor()
Get cursor type. Cursor type resets in with each new frame

  Returns:

  - `ui.MouseCursor`
## Function ui.setMouseCursor(type)
Set cursor type.

  Parameters:

  1. `type`: `ui.MouseCursor`
## Function ui.captureKeyboard(wantCaptureKeyboardValue)
Stops rest of Assetto Corsa from responding to keyboard events (key bindings, etc.), also sets `getUI().wantCaptureKeyboard` flag. Note:
 if you writing a script reacting to general keyboard events, consider checking that flag to make sure IMGUI doesn’t have keyboard captured currently.

  Parameters:

  1. `wantCaptureKeyboardValue`: `boolean?` Default value: `true`.
## Function ui.captureMouse(wantCaptureMouseValue)
Stops rest of Assetto Corsa from responding to mouse events, also sets `getUI().wantCaptureMouse` flag. Note:
 if you writing a script reacting to general mouse events, consider checking that flag to make sure IMGUI doesn’t have mouse captured currently.

  Parameters:

  1. `wantCaptureMouseValue`: `boolean?` Default value: `true`.
## Function ui.getClipboardText()
Get text that is currently in clipboard.

  Returns:

  - `string`
## Function ui.setClipboardText(text)
Set new text to clipboard.

  Parameters:

  1. `text`: `string`
## Function ui.time()
Get global IMGUI time. Incremented by `dt` every frame.

  Returns:

  - `number`
## Function ui.frameCount()
Get global IMGUI frame count. Incremented by 1 every frame.

  Returns:

  - `integer`
## Function ui.modalPopup(title, msg, okText, cancelText, okIconID, cancelIconID, callback)
Open modal popup message with OK and Cancel buttons, return user choice via callback.

  Parameters:

  1. `title`: `string`

  2. `msg`: `string`

  3. `okText`: `string` Optional label for OK button.

  4. `cancelText`: `string` Optional label for cancel button.

  5. `okIconID`: `ui.Icons` Optional icon for OK button.

  6. `cancelIconID`: `ui.Icons` Optional icon for cancel button.

  7. `callback`: `fun(okPressed: boolean)`
## Function ui.modalPrompt(title, msg, defaultValue, okText, cancelText, okIconID, cancelIconID, callback)
Open modal popup message with text input, OK and Cancel buttons, return user choice via callback.

  Parameters:

  1. `title`: `string`

  2. `msg`: `string`

  3. `defaultValue`: `string`

  4. `okText`: `string` Optional label for OK button.

  5. `cancelText`: `string` Optional label for cancel button.

  6. `okIconID`: `ui.Icons` Optional icon for OK button.

  7. `cancelIconID`: `ui.Icons` Optional icon for cancel button.

  8. `callback`: `fun(value: string|nil)`
## Function ui.projectPoint(pos, considerUiScale)
Projects world point onto a screen (taking into account UV scale unless second argument is set to `false`).

  Parameters:

  1. `pos`: `vec3`

  2. `considerUiScale`: `boolean?` Default value: `true`.

  Returns:

  - `vec2` // Returns vector with `inf` for values if point is outside of screen.
## Function ui.unloadImage(filename)
If possible, unloads image from memory and VRAM. Doesn’t work with all types of images.

  Parameters:

  1. `filename`: `string`

  Returns:

  - `boolean` // Returns `true` if file was unloaded successfully.

# Module common/ac_primitive_vec2.lua

## Function vec2.new(x, y)
Creates new vector. It’s usually faster to create a new item with `vec2(x, y)` directly, but the way LuaJIT works,
that call only works with two numbers. If you only provide a single number, rest will be set to 0. This call, however, supports
various calls (which also makes it slightly slower).

  Returns:

  - `vec2`
## Function vec2.isvec2(p)
Checks if value is vec2 or not.

  Parameters:

  1. `p`: `any`

  Returns:

  - `boolean`
## Function vec2.tmp()
Temporary vector. For most cases though, it might be better to define those locally and use those. Less chance of collision.

  Returns:

  - `vec2`
## Function vec2.intersect(p1, p2, p3, p4)
Intersects two line segments, one going from `p1` to `p2` and another going from `p3` to `p4`. Returns intersection point or `nil` if there is no intersection.

  Returns:

  - `vec2`
## Function vec2(x, y)
Two-dimensional vector. All operators are overloaded. Note: creating a lot of new vectors can create extra work for garbage collector reducing overall effectiveness.
Where possible, instead of using mathematical operators consider using methods altering state of already existing vectors. So, instead of:
```lua
someVec = vec2()
…
someVec = math.normalize(vec1 + vec2) * 10
```
Consider rewriting it like:
```lua
someVec = vec2()
…
someVec:set(vec1):add(vec2):normalize():scale(10)
```

  Parameters:

  1. `x`: `number?`

  2. `y`: `number?`

  Returns:

  - `vec2`
## Class vec2
Two-dimensional vector. All operators are overloaded. Note: creating a lot of new vectors can create extra work for garbage collector reducing overall effectiveness.
Where possible, instead of using mathematical operators consider using methods altering state of already existing vectors. So, instead of:
```lua
someVec = vec2()
…
someVec = math.normalize(vec1 + vec2) * 10
```
Consider rewriting it like:
```lua
someVec = vec2()
…
someVec:set(vec1):add(vec2):normalize():scale(10)
```

- `vec2.new(x, y)`

  Creates new vector. It’s usually faster to create a new item with `vec2(x, y)` directly, but the way LuaJIT works,
that call only works with two numbers. If you only provide a single number, rest will be set to 0. This call, however, supports
various calls (which also makes it slightly slower).

  Returns:

    - `vec2`

- `vec2.isvec2(p)`

  Checks if value is vec2 or not.

  Parameters:

    1. `p`: `any`

  Returns:

    - `boolean`

- `vec2.tmp()`

  Temporary vector. For most cases though, it might be better to define those locally and use those. Less chance of collision.

  Returns:

    - `vec2`

- `vec2.intersect(p1, p2, p3, p4)`

  Intersects two line segments, one going from `p1` to `p2` and another going from `p3` to `p4`. Returns intersection point or `nil` if there is no intersection.

  Returns:

    - `vec2`

- `vec2:clone()`

  Makes a copy of a vector.

  Returns:

    - `vec2`

- `vec2:unpack()`

  Unpacks vec2 into rgb and number.

  Returns:

    - `rgb`

- `vec2:table()`

  Turns vec2 into a table with two values.

  Returns:

    - `number`

- `vec2:type()`

  Returns reference to vec2 class.
function vec2:type() end

- `vec2:set(x, y)`

  Parameters:

    1. `x`: `vec2|number`

    2. `y`: `number?`

  Returns:

    - `vec2` Returns itself.

- `vec2:setScaled(vec, scale)`

  Parameters:

    1. `vec`: `vec2`

    2. `scale`: `number`

  Returns:

    - `vec2` Returns itself.

- `vec2:setLerp(value1, value2, mix)`

  Parameters:

    1. `value1`: `vec2`

    2. `value2`: `vec2`

    3. `mix`: `number`

  Returns:

    - `vec2` Returns itself.

- `vec2:copyTo(out)`

  Copies its values to a different vector.

  Parameters:

    1. `out`: `vec2`

  Returns:

    - `vec2` Returns itself.

- `vec2:add(valueToAdd, out)`

  Parameters:

    1. `valueToAdd`: `vec2|number`

    2. `out`: `vec2|nil` Optional destination argument.

  Returns:

    - `vec2` Returns itself or out value.

- `vec2:addScaled(valueToAdd, scale, out)`

  Parameters:

    1. `valueToAdd`: `vec2`

    2. `scale`: `number`

    3. `out`: `vec2|nil` Optional destination argument.

  Returns:

    - `vec2` Returns itself or out value.

- `vec2:sub(valueToSubtract, out)`

  Parameters:

    1. `valueToSubtract`: `vec2|number`

    2. `out`: `vec2|nil` Optional destination argument.

  Returns:

    - `vec2` Returns itself or out value.

- `vec2:mul(valueToMultiplyBy, out)`

  Parameters:

    1. `valueToMultiplyBy`: `vec2`

    2. `out`: `vec2|nil` Optional destination argument.

  Returns:

    - `vec2` Returns itself or out value.

- `vec2:div(valueToDivideBy, out)`

  Parameters:

    1. `valueToDivideBy`: `vec2`

    2. `out`: `vec2|nil` Optional destination argument.

  Returns:

    - `vec2` Returns itself or out value.

- `vec2:pow(exponent, out)`

  Parameters:

    1. `exponent`: `vec2|number`

    2. `out`: `vec2|nil` Optional destination argument.

  Returns:

    - `vec2` Returns itself or out value.

- `vec2:scale(multiplier, out)`

  Parameters:

    1. `multiplier`: `number`

    2. `out`: `vec2|nil` Optional destination argument.

  Returns:

    - `vec2` Returns itself or out value.

- `vec2:min(otherValue, out)`

  Parameters:

    1. `otherValue`: `vec2|number`

    2. `out`: `vec2|nil` Optional destination argument.

  Returns:

    - `vec2` Returns itself or out value.

- `vec2:max(otherValue, out)`

  Parameters:

    1. `otherValue`: `vec2|number`

    2. `out`: `vec2|nil` Optional destination argument.

  Returns:

    - `vec2` Returns itself or out value.

- `vec2:saturate(out)`

  Parameters:

    1. `out`: `vec2|nil` Optional destination argument.

  Returns:

    - `vec2` Returns itself or out value.

- `vec2:clamp(min, max, out)`

  Parameters:

    1. `min`: `vec2`

    2. `max`: `vec2`

    3. `out`: `vec2|nil` Optional destination argument.

  Returns:

    - `vec2` Returns itself or out value.

- `vec2:length()`

  Returns:

    - `number`

- `vec2:lengthSquared()`

  Returns:

    - `number`

- `vec2:distance(otherVector)`

  Parameters:

    1. `otherVector`: `vec2`

  Returns:

    - `number`

- `vec2:distanceSquared(otherVector)`

  Parameters:

    1. `otherVector`: `vec2`

  Returns:

    - `number`

- `vec2:closerToThan(otherVector, distanceThreshold)`

  Parameters:

    1. `otherVector`: `vec2`

    2. `distanceThreshold`: `number`

  Returns:

    - `boolean`

- `vec2:angle(otherVector)`

  Parameters:

    1. `otherVector`: `vec2`

  Returns:

    - `number` Radians.

- `vec2:dot(otherVector)`

  Parameters:

    1. `otherVector`: `vec2`

  Returns:

    - `number`

- `vec2:normalize(out)`

  Normalizes itself (unless different `out` is provided).

  Parameters:

    1. `out`: `vec2|nil` Optional destination argument.

  Returns:

    - `vec2` Returns itself or out value.

- `vec2:lerp(otherVector, mix, out)`

  Rewrites own values with values of lerp of itself and other vector (unless different `out` is provided).

  Parameters:

    1. `otherVector`: `vec2`

    2. `mix`: `number`

    3. `out`: `vec2|nil` Optional destination argument.

  Returns:

    - `vec2` Returns itself or out value.

- `vec2:project(otherVector, out)`

  Rewrites own values with values of projection of itself onto another vector (unless different `out` is provided).

  Parameters:

    1. `otherVector`: `vec2`

    2. `out`: `vec2|nil` Optional destination argument.

  Returns:

    - `vec2` Returns itself or out value.

# Module common/ac_primitive_vec3.lua

## Function vec3.new(x, y, z)
Creates new vector. It’s usually faster to create a new item with `vec3(x, y, z)` directly, but the way LuaJIT works,
that call only works with three numbers. If you only provide a single number, rest will be set to 0. This call, however, supports
various calls (which also makes it slightly slower).

  Parameters:

  1. `x`: `number?`

  2. `y`: `number?`

  3. `z`: `number?`

  Returns:

  - `vec3`
## Function vec3.isvec3(p)
Checks if value is vec3 or not.

  Parameters:

  1. `p`: `any`

  Returns:

  - `boolean`
## Function vec3.tmp()
Temporary vector. For most cases though, it might be better to define those locally and use those. Less chance of collision.

  Returns:

  - `vec3`
## Function vec3(x, y, z)
Three-dimensional vector. All operators are overloaded.
Note: creating a lot of new vectors can create extra work for garbage collector reducing overall effectiveness.
Where possible, instead of using mathematical operators consider using methods altering state of already existing vectors. So, instead of:
```lua
someVec = vec3()
…
someVec = math.normalize(vec1 + vec2) * 10
```
Consider rewriting it like:
```lua
someVec = vec3()
…
someVec:set(vec1):add(vec2):normalize():scale(10)
```

  Parameters:

  1. `x`: `number?`

  2. `y`: `number?`

  3. `z`: `number?`

  Returns:

  - `vec3`
## Class vec3
Three-dimensional vector. All operators are overloaded.
Note: creating a lot of new vectors can create extra work for garbage collector reducing overall effectiveness.
Where possible, instead of using mathematical operators consider using methods altering state of already existing vectors. So, instead of:
```lua
someVec = vec3()
…
someVec = math.normalize(vec1 + vec2) * 10
```
Consider rewriting it like:
```lua
someVec = vec3()
…
someVec:set(vec1):add(vec2):normalize():scale(10)
```

- `vec3.new(x, y, z)`

  Creates new vector. It’s usually faster to create a new item with `vec3(x, y, z)` directly, but the way LuaJIT works,
that call only works with three numbers. If you only provide a single number, rest will be set to 0. This call, however, supports
various calls (which also makes it slightly slower).

  Parameters:

    1. `x`: `number?`

    2. `y`: `number?`

    3. `z`: `number?`

  Returns:

    - `vec3`

- `vec3.isvec3(p)`

  Checks if value is vec3 or not.

  Parameters:

    1. `p`: `any`

  Returns:

    - `boolean`

- `vec3.tmp()`

  Temporary vector. For most cases though, it might be better to define those locally and use those. Less chance of collision.

  Returns:

    - `vec3`

- `vec3:clone()`

  Makes a copy of a vector.

  Returns:

    - `vec3`

- `vec3:unpack()`

  Unpacks vec3 into rgb and number.

  Returns:

    - `rgb`

- `vec3:table()`

  Turns vec3 into a table with three values.

  Returns:

    - `number`

- `vec3:type()`

  Returns reference to vec3 class.
function vec3:type() end

- `vec3:set(x, y, z)`

  Parameters:

    1. `x`: `vec3|number`

    2. `y`: `number?`

    3. `z`: `number?`

  Returns:

    - `vec3` Returns itself.

- `vec3:setScaled(vec, scale)`

  Parameters:

    1. `vec`: `vec3`

    2. `scale`: `number`

  Returns:

    - `vec3` Returns itself.

- `vec3:setLerp(value1, value2, mix)`

  Parameters:

    1. `value1`: `vec3`

    2. `value2`: `vec3`

    3. `mix`: `number`

  Returns:

    - `vec3` Returns itself.

- `vec3:setCrossNormalized(value1, value2)`

  Sets itself to a normalized result of cross product of value1 and value2.

  Parameters:

    1. `value1`: `vec3`

    2. `value2`: `vec3`

  Returns:

    - `vec3` Returns itself.

- `vec3:copyTo(out)`

  Copies its values to a different vector.

  Parameters:

    1. `out`: `vec3`

  Returns:

    - `vec3` Returns itself.

- `vec3:add(valueToAdd, out)`

  Parameters:

    1. `valueToAdd`: `vec3|number`

    2. `out`: `vec3|nil` Optional destination argument.

  Returns:

    - `vec3` Returns itself or out value.

- `vec3:addScaled(valueToAdd, scale, out)`

  Parameters:

    1. `valueToAdd`: `vec3`

    2. `scale`: `number`

    3. `out`: `vec3|nil` Optional destination argument.

  Returns:

    - `vec3` Returns itself or out value.

- `vec3:sub(valueToSubtract, out)`

  Parameters:

    1. `valueToSubtract`: `vec3|number`

    2. `out`: `vec3|nil` Optional destination argument.

  Returns:

    - `vec3` Returns itself or out value.

- `vec3:mul(valueToMultiplyBy, out)`

  Parameters:

    1. `valueToMultiplyBy`: `vec3`

    2. `out`: `vec3|nil` Optional destination argument.

  Returns:

    - `vec3` Returns itself or out value.

- `vec3:div(valueToDivideBy, out)`

  Parameters:

    1. `valueToDivideBy`: `vec3`

    2. `out`: `vec3|nil` Optional destination argument.

  Returns:

    - `vec3` Returns itself or out value.

- `vec3:pow(exponent, out)`

  Parameters:

    1. `exponent`: `vec3|number`

    2. `out`: `vec3|nil` Optional destination argument.

  Returns:

    - `vec3` Returns itself or out value.

- `vec3:scale(multiplier, out)`

  Parameters:

    1. `multiplier`: `number`

    2. `out`: `vec3|nil` Optional destination argument.

  Returns:

    - `vec3` Returns itself or out value.

- `vec3:min(otherValue, out)`

  Parameters:

    1. `otherValue`: `vec3|number`

    2. `out`: `vec3|nil` Optional destination argument.

  Returns:

    - `vec3` Returns itself or out value.

- `vec3:max(otherValue, out)`

  Parameters:

    1. `otherValue`: `vec3|number`

    2. `out`: `vec3|nil` Optional destination argument.

  Returns:

    - `vec3` Returns itself or out value.

- `vec3:saturate(out)`

  Parameters:

    1. `out`: `vec3|nil` Optional destination argument.

  Returns:

    - `vec3` Returns itself or out value.

- `vec3:clamp(min, max, out)`

  Parameters:

    1. `min`: `vec3`

    2. `max`: `vec3`

    3. `out`: `vec3|nil` Optional destination argument.

  Returns:

    - `vec3` Returns itself or out value.

- `vec3:length()`

  Returns:

    - `number`

- `vec3:lengthSquared()`

  Returns:

    - `number`

- `vec3:distance(otherVector)`

  Parameters:

    1. `otherVector`: `vec3`

  Returns:

    - `number`

- `vec3:distanceSquared(otherVector)`

  Parameters:

    1. `otherVector`: `vec3`

  Returns:

    - `number`

- `vec3:closerToThan(otherVector, distanceThreshold)`

  Parameters:

    1. `otherVector`: `vec3`

    2. `distanceThreshold`: `number`

  Returns:

    - `boolean`

- `vec3:angle(otherVector)`

  Parameters:

    1. `otherVector`: `vec3`

  Returns:

    - `number` Radians.

- `vec3:dot(otherVector)`

  Parameters:

    1. `otherVector`: `vec3`

  Returns:

    - `number`

- `vec3:normalize(out)`

  Normalizes itself (unless different `out` is provided).

  Parameters:

    1. `out`: `vec3|nil` Optional destination argument.

  Returns:

    - `vec3` Returns itself or out value.

- `vec3:cross(otherVector, out)`

  Rewrites own values with values of cross product of itself and other vector (unless different `out` is provided).

  Parameters:

    1. `otherVector`: `vec3`

    2. `out`: `vec3|nil` Optional destination argument.

  Returns:

    - `vec3` Returns itself or out value.

- `vec3:lerp(otherVector, mix, out)`

  Rewrites own values with values of lerp of itself and other vector (unless different `out` is provided).

  Parameters:

    1. `otherVector`: `vec3`

    2. `mix`: `number`

    3. `out`: `vec3|nil` Optional destination argument.

  Returns:

    - `vec3` Returns itself or out value.

- `vec3:project(otherVector, out)`

  Rewrites own values with values of projection of itself onto another vector (unless different `out` is provided).

  Parameters:

    1. `otherVector`: `vec3`

    2. `out`: `vec3|nil` Optional destination argument.

  Returns:

    - `vec3` Returns itself or out value.

- `vec3:rotate(quaternion, out)`

  Rewrites own values with values of itself rotated with quaternion (unless different `out` is provided).

  Parameters:

    1. `quaternion`: `quat`

    2. `out`: `vec3|nil` Optional destination argument.

  Returns:

    - `vec3` Returns itself or out value.

- `vec3:distanceToLine(a, b)`

  Returns distance from point to a line. For performance reasons doesn’t do any checks, so be careful with incoming arguments.
function vec3:distanceToLine(a, b) end

- `vec3:distanceToLineSquared(a, b)`

  Returns squared distance from point to a line. For performance reasons doesn’t do any checks, so be careful with incoming arguments.
function vec3:distanceToLineSquared(a, b) end

# Module common/ac_primitive_vec4.lua

## Function vec4.new(x, y, z, w)
Creates new vector. It’s usually faster to create a new item with `vec4(x, y, z, w)` directly, but the way LuaJIT works,
that call only works with four numbers. If you only provide a single number, rest will be set to 0. This call, however, supports
various calls (which also makes it slightly slower).

  Parameters:

  1. `x`: `number?`

  2. `y`: `number?`

  3. `z`: `number?`

  4. `w`: `number?`

  Returns:

  - `vec4`
## Function vec4.isvec4(p)
Checks if value is vec4 or not.

  Parameters:

  1. `p`: `any`

  Returns:

  - `boolean`
## Function vec4.tmp()
Temporary vector. For most cases though, it might be better to define those locally and use those. Less chance of collision.

  Returns:

  - `vec4`
## Function vec4(x, y, z, w)
Four-dimensional vector. All operators are also overloaded.
Note: creating a lot of new vectors can create extra work for garbage collector reducing overall effectiveness.
Where possible, instead of using mathematical operators consider using methods altering state of already existing vectors. So, instead of:
```lua
someVec = vec4()
…
someVec = math.normalize(vec1 + vec2) * 10
```
Consider rewriting it like:
```lua
someVec = vec4()
…
someVec:set(vec1):add(vec2):normalize():scale(10)
```

  Parameters:

  1. `x`: `number?`

  2. `y`: `number?`

  3. `z`: `number?`

  4. `w`: `number?`

  Returns:

  - `vec4`
## Class vec4
Four-dimensional vector. All operators are also overloaded.
Note: creating a lot of new vectors can create extra work for garbage collector reducing overall effectiveness.
Where possible, instead of using mathematical operators consider using methods altering state of already existing vectors. So, instead of:
```lua
someVec = vec4()
…
someVec = math.normalize(vec1 + vec2) * 10
```
Consider rewriting it like:
```lua
someVec = vec4()
…
someVec:set(vec1):add(vec2):normalize():scale(10)
```

- `vec4.new(x, y, z, w)`

  Creates new vector. It’s usually faster to create a new item with `vec4(x, y, z, w)` directly, but the way LuaJIT works,
that call only works with four numbers. If you only provide a single number, rest will be set to 0. This call, however, supports
various calls (which also makes it slightly slower).

  Parameters:

    1. `x`: `number?`

    2. `y`: `number?`

    3. `z`: `number?`

    4. `w`: `number?`

  Returns:

    - `vec4`

- `vec4.isvec4(p)`

  Checks if value is vec4 or not.

  Parameters:

    1. `p`: `any`

  Returns:

    - `boolean`

- `vec4.tmp()`

  Temporary vector. For most cases though, it might be better to define those locally and use those. Less chance of collision.

  Returns:

    - `vec4`

- `vec4:clone()`

  Makes a copy of a vector.

  Returns:

    - `vec4`

- `vec4:unpack()`

  Unpacks vec4 into rgb and number.

  Returns:

    - `rgb`

- `vec4:table()`

  Turns vec4 into a table with four values.

  Returns:

    - `number`

- `vec4:type()`

  Returns reference to vec4 class.
function vec4:type() end

- `vec4:set(x, y, z, w)`

  Parameters:

    1. `x`: `vec4|number`

    2. `y`: `number?`

    3. `z`: `number?`

    4. `w`: `number?`

  Returns:

    - `vec4` Returns itself.

- `vec4:setScaled(vec, scale)`

  Parameters:

    1. `vec`: `vec4`

    2. `scale`: `number`

  Returns:

    - `vec4` Returns itself.

- `vec4:setLerp(value1, value2, mix)`

  Parameters:

    1. `value1`: `vec4`

    2. `value2`: `vec4`

    3. `mix`: `number`

  Returns:

    - `vec4` Returns itself.

- `vec4:setCrossNormalized(value1, value2)`

  Sets itself to a normalized result of cross product of value1 and value2.

  Parameters:

    1. `value1`: `vec4`

    2. `value2`: `vec4`

  Returns:

    - `vec4` Returns itself.

- `vec4:copyTo(out)`

  Copies its values to a different vector.

  Parameters:

    1. `out`: `vec4`

  Returns:

    - `vec4` Returns itself.

- `vec4:add(valueToAdd, out)`

  Parameters:

    1. `valueToAdd`: `vec4|number`

    2. `out`: `vec4|nil` Optional destination argument.

  Returns:

    - `vec4` Returns itself or out value.

- `vec4:addScaled(valueToAdd, scale, out)`

  Parameters:

    1. `valueToAdd`: `vec4`

    2. `scale`: `number`

    3. `out`: `vec4|nil` Optional destination argument.

  Returns:

    - `vec4` Returns itself or out value.

- `vec4:sub(valueToSubtract, out)`

  Parameters:

    1. `valueToSubtract`: `vec4|number`

    2. `out`: `vec4|nil` Optional destination argument.

  Returns:

    - `vec4` Returns itself or out value.

- `vec4:mul(valueToMultiplyBy, out)`

  Parameters:

    1. `valueToMultiplyBy`: `vec4`

    2. `out`: `vec4|nil` Optional destination argument.

  Returns:

    - `vec4` Returns itself or out value.

- `vec4:div(valueToDivideBy, out)`

  Parameters:

    1. `valueToDivideBy`: `vec4`

    2. `out`: `vec4|nil` Optional destination argument.

  Returns:

    - `vec4` Returns itself or out value.

- `vec4:pow(exponent, out)`

  Parameters:

    1. `exponent`: `vec4|number`

    2. `out`: `vec4|nil` Optional destination argument.

  Returns:

    - `vec4` Returns itself or out value.

- `vec4:scale(multiplier, out)`

  Parameters:

    1. `multiplier`: `number`

    2. `out`: `vec4|nil` Optional destination argument.

  Returns:

    - `vec4` Returns itself or out value.

- `vec4:min(otherValue, out)`

  Parameters:

    1. `otherValue`: `vec4|number`

    2. `out`: `vec4|nil` Optional destination argument.

  Returns:

    - `vec4` Returns itself or out value.

- `vec4:max(otherValue, out)`

  Parameters:

    1. `otherValue`: `vec4|number`

    2. `out`: `vec4|nil` Optional destination argument.

  Returns:

    - `vec4` Returns itself or out value.

- `vec4:saturate(out)`

  Parameters:

    1. `out`: `vec4|nil` Optional destination argument.

  Returns:

    - `vec4` Returns itself or out value.

- `vec4:clamp(min, max, out)`

  Parameters:

    1. `min`: `vec4`

    2. `max`: `vec4`

    3. `out`: `vec4|nil` Optional destination argument.

  Returns:

    - `vec4` Returns itself or out value.

- `vec4:length()`

  Returns:

    - `number`

- `vec4:lengthSquared()`

  Returns:

    - `number`

- `vec4:distance(otherVector)`

  Parameters:

    1. `otherVector`: `vec4`

  Returns:

    - `number`

- `vec4:distanceSquared(otherVector)`

  Parameters:

    1. `otherVector`: `vec4`

  Returns:

    - `number`

- `vec4:closerToThan(otherVector, distanceThreshold)`

  Parameters:

    1. `otherVector`: `vec4`

    2. `distanceThreshold`: `number`

  Returns:

    - `boolean`

- `vec4:angle(otherVector)`

  Parameters:

    1. `otherVector`: `vec4`

  Returns:

    - `number` Radians.

- `vec4:dot(otherVector)`

  Parameters:

    1. `otherVector`: `vec4`

  Returns:

    - `number`

- `vec4:normalize(out)`

  Normalizes itself (unless different `out` is provided).

  Parameters:

    1. `out`: `vec4|nil` Optional destination argument.

  Returns:

    - `vec4` Returns itself or out value.

- `vec4:lerp(otherVector, mix, out)`

  Rewrites own values with values of lerp of itself and other vector (unless different `out` is provided).

  Parameters:

    1. `otherVector`: `vec4`

    2. `mix`: `number`

    3. `out`: `vec4|nil` Optional destination argument.

  Returns:

    - `vec4` Returns itself or out value.

- `vec4:project(otherVector, out)`

  Rewrites own values with values of projection of itself onto another vector (unless different `out` is provided).

  Parameters:

    1. `otherVector`: `vec4`

    2. `out`: `vec4|nil` Optional destination argument.

  Returns:

    - `vec4` Returns itself or out value.

# Module common/ac_primitive_rgb.lua

## Function rgb.new(r, g, b, m)
Creates new instance. It’s usually faster to create a new item with `rgb(r, g, b, mult)` directly, but the way LuaJIT works,
that call only works with three numbers. If you only provide a single number, rest will be set to 0. This call, however, supports
various calls (which also makes it slightly slower).

  Parameters:

  1. `r`: `number?`

  2. `g`: `number?`

  3. `b`: `number?`

  Returns:

  - `rgb`
## Function rgb.isrgb(p)
Checks if value is rgb or not.

  Parameters:

  1. `p`: `any`

  Returns:

  - `boolean`
## Function rgb.tmp()
Temporary color. For most cases though, it might be better to define those locally and use those. Less chance of collision.

  Returns:

  - `rgb`
## Function rgb.from0255(r, g, b, a)
Creates color from 0…255 values

  Parameters:

  1. `r`: `number` From 0 to 255

  2. `g`: `number` From 0 to 255

  3. `b`: `number` From 0 to 255

  Returns:

  - `rgb`
## Function rgb(r, g, b)
Three-channel color. All operators are overloaded. White is usually `rgb=1,1,1`.

  Parameters:

  1. `r`: `number?`

  2. `g`: `number?`

  3. `b`: `number?`

  Returns:

  - `rgb`
## Class rgb
Three-channel color. All operators are overloaded. White is usually `rgb=1,1,1`.

- `rgb.new(r, g, b, m)`

  Creates new instance. It’s usually faster to create a new item with `rgb(r, g, b, mult)` directly, but the way LuaJIT works,
that call only works with three numbers. If you only provide a single number, rest will be set to 0. This call, however, supports
various calls (which also makes it slightly slower).

  Parameters:

    1. `r`: `number?`

    2. `g`: `number?`

    3. `b`: `number?`

  Returns:

    - `rgb`

- `rgb.isrgb(p)`

  Checks if value is rgb or not.

  Parameters:

    1. `p`: `any`

  Returns:

    - `boolean`

- `rgb.tmp()`

  Temporary color. For most cases though, it might be better to define those locally and use those. Less chance of collision.

  Returns:

    - `rgb`

- `rgb.from0255(r, g, b, a)`

  Creates color from 0…255 values

  Parameters:

    1. `r`: `number` From 0 to 255

    2. `g`: `number` From 0 to 255

    3. `b`: `number` From 0 to 255

  Returns:

    - `rgb`

- `rgb:clone()`

  Makes a copy of a vector.

  Returns:

    - `rgb`

- `rgb:unpack()`

  Unpacks rgb into three numbers.

  Returns:

    - `rgb`

- `rgb:table()`

  Turns rgb into a table with three numbers.

  Returns:

    - `number`

- `rgb:type()`

  Returns reference to rgb class.
function rgb:type() end

- `rgb:set(r, g, b)`

  Parameters:

    1. `r`: `rgb|number`

    2. `g`: `number?`

    3. `b`: `number?`

  Returns:

    - `rgb` Returns itself.

- `rgb:setScaled(x, mult)`

  Parameters:

    1. `x`: `rgb`

    2. `mult`: `number`

  Returns:

    - `rgb` Returns itself.

- `rgb:setLerp(value1, value2, mix)`

  Parameters:

    1. `value1`: `rgb`

    2. `value2`: `rgb`

    3. `mix`: `number`

  Returns:

    - `rgb` Returns itself.

- `rgb:add(valueToAdd, out)`

  Parameters:

    1. `valueToAdd`: `rgb|number`

    2. `out`: `rgb|nil` Optional destination argument.

  Returns:

    - `rgb` Returns itself or out value.

- `rgb:addScaled(valueToAdd, scale, out)`

  Parameters:

    1. `valueToAdd`: `rgb`

    2. `scale`: `number`

    3. `out`: `rgb|nil` Optional destination argument.

  Returns:

    - `rgb` Returns itself or out value.

- `rgb:sub(valueToSubtract, out)`

  Parameters:

    1. `valueToSubtract`: `rgb|number`

    2. `out`: `rgb|nil` Optional destination argument.

  Returns:

    - `rgb` Returns itself or out value.

- `rgb:mul(valueToMultiplyBy, out)`

  Parameters:

    1. `valueToMultiplyBy`: `rgb`

    2. `out`: `rgb|nil` Optional destination argument.

  Returns:

    - `rgb` Returns itself or out value.

- `rgb:div(valueToDivideBy, out)`

  Parameters:

    1. `valueToDivideBy`: `rgb`

    2. `out`: `rgb|nil` Optional destination argument.

  Returns:

    - `rgb` Returns itself or out value.

- `rgb:pow(exponent, out)`

  Parameters:

    1. `exponent`: `rgb|number`

    2. `out`: `rgb|nil` Optional destination argument.

  Returns:

    - `rgb` Returns itself or out value.

- `rgb:scale(multiplier, out)`

  Parameters:

    1. `multiplier`: `number`

    2. `out`: `rgb|nil` Optional destination argument.

  Returns:

    - `rgb` Returns itself or out value.

- `rgb:min(otherValue, out)`

  Parameters:

    1. `otherValue`: `rgb|number`

    2. `out`: `rgb|nil` Optional destination argument.

  Returns:

    - `rgb` Returns itself or out value.

- `rgb:max(otherValue, out)`

  Parameters:

    1. `otherValue`: `rgb|number`

    2. `out`: `rgb|nil` Optional destination argument.

  Returns:

    - `rgb` Returns itself or out value.

- `rgb:saturate(out)`

  Parameters:

    1. `out`: `rgb|nil` Optional destination argument.

  Returns:

    - `rgb` Returns itself or out value.

- `rgb:clamp(min, max, out)`

  Parameters:

    1. `min`: `rgb`

    2. `max`: `rgb`

    3. `out`: `rgb|nil` Optional destination argument.

  Returns:

    - `rgb` Returns itself or out value.

- `rgb:adjustSaturation(saturation, out)`

  Adjusts saturation using a very simple formula.

  Parameters:

    1. `saturation`: `number`

    2. `out`: `rgb|nil` Optional destination argument.

  Returns:

    - `rgb` Returns itself or out value.

- `rgb:normalize()`

  Makes sure brightest value does not exceed 1.

  Returns:

    - `rgb` Returns itself.

- `rgb:value()`

  Returns brightest value (aka V in HSV).

  Returns:

    - `number`

- `rgb:hue()`

  Returns hue.

  Returns:

    - `number`

- `rgb:saturation()`

  Returns saturation.

  Returns:

    - `number`

- `rgb:luminance()`

  Returns luminance value.

  Returns:

    - `number`

- `rgb:rgbm(mult)`

  Returns rgbm.

  Parameters:

    1. `mult`: `number?` Default value: 1.

  Returns:

    - `rgbm`

- `rgb:hsv()`

  Returns HSV color of rgb*mult.

  Returns:

    - `hsv`

- `rgb:vec3()`

  Returns rgb*mult turned to vec3.

  Returns:

    - `vec3`

# Module common/ac_primitive_hsv.lua

## Function hsv.new(h, s, v)
Creates new instance. It’s usually faster to create a new item with `hsv(h, s, v)`.

  Parameters:

  1. `h`: `number?`

  2. `s`: `number?`

  3. `v`: `number?`

  Returns:

  - `hsv`
## Function hsv.ishsv(p)
Checks if value is hsv or not.

  Parameters:

  1. `p`: `any`

  Returns:

  - `boolean`
## Function hsv.tmp()
Temporary HSV color. For most cases though, it might be better to define those locally and use those. Less chance of collision.

  Returns:

  - `hsv`
## Function hsv(h, s, v)
HSV color (hue, saturation, value). Equality operator is overloaded.

  Parameters:

  1. `h`: `number?`

  2. `s`: `number?`

  3. `v`: `number?`

  Returns:

  - `hsv`
## Class hsv
HSV color (hue, saturation, value). Equality operator is overloaded.

- `hsv.new(h, s, v)`

  Creates new instance. It’s usually faster to create a new item with `hsv(h, s, v)`.

  Parameters:

    1. `h`: `number?`

    2. `s`: `number?`

    3. `v`: `number?`

  Returns:

    - `hsv`

- `hsv.ishsv(p)`

  Checks if value is hsv or not.

  Parameters:

    1. `p`: `any`

  Returns:

    - `boolean`

- `hsv.tmp()`

  Temporary HSV color. For most cases though, it might be better to define those locally and use those. Less chance of collision.

  Returns:

    - `hsv`

- `hsv:clone()`

  Makes a copy of a vector.

  Returns:

    - `hsv`

- `hsv:unpack()`

  Unpacks hsv into three numbers.

  Returns:

    - `rgb`

- `hsv:table()`

  Turns hsv into a table with three numbers.

  Returns:

    - `number`

- `hsv:type()`

  Returns reference to hsv class.
function hsv:type() end

- `hsv:set(h, s, v)`

  Parameters:

    1. `h`: `number`

    2. `s`: `number`

    3. `v`: `number`

  Returns:

    - `hsv` Returns itself.

- `hsv:rgb()`

  Returns RGB color.

  Returns:

    - `rgb`

# Module common/ac_primitive_rgbm.lua

## Function rgbm.new(r, g, b, m)
Creates new instance. It’s usually faster to create a new item with `rgbm(r, g, b, mult)` directly, but the way LuaJIT works,
that call only works with four numbers. If you only provide a single number, rest will be set to 0. This call, however, supports
various calls (which also makes it slightly slower).

  Parameters:

  1. `r`: `number?`

  2. `g`: `number?`

  3. `b`: `number?`

  4. `m`: `number?` Default value: 1.

  Returns:

  - `rgbm`
## Function rgbm.isrgbm(p)
Checks if value is rgbm or not.

  Parameters:

  1. `p`: `any`

  Returns:

  - `boolean`
## Function rgbm.tmp()
Temporary vector. For most cases though, it might be better to define those locally and use those. Less chance of collision.

  Returns:

  - `rgbm`
## Function rgbm.from0255(r, g, b, a)
Creates color from 0…255 values

  Parameters:

  1. `r`: `number` From 0 to 255.

  2. `g`: `number` From 0 to 255.

  3. `b`: `number` From 0 to 255.

  4. `a`: `number?` From 0 to 1. Default value: 1.

  Returns:

  - `rgbm`
## Function rgbm(r, g, b, mult)
Four-channel color. Fourth value, `mult`, can be used for alpha, for brightness, anything like that. All operators are also 
overloaded. White is usually `rgb=1,1,1`.

  Parameters:

  1. `r`: `number?`

  2. `g`: `number?`

  3. `b`: `number?`

  4. `mult`: `number?`

  Returns:

  - `rgbm`
## Class rgbm
Four-channel color. Fourth value, `mult`, can be used for alpha, for brightness, anything like that. All operators are also 
overloaded. White is usually `rgb=1,1,1`.

- `rgbm.new(r, g, b, m)`

  Creates new instance. It’s usually faster to create a new item with `rgbm(r, g, b, mult)` directly, but the way LuaJIT works,
that call only works with four numbers. If you only provide a single number, rest will be set to 0. This call, however, supports
various calls (which also makes it slightly slower).

  Parameters:

    1. `r`: `number?`

    2. `g`: `number?`

    3. `b`: `number?`

    4. `m`: `number?` Default value: 1.

  Returns:

    - `rgbm`

- `rgbm.isrgbm(p)`

  Checks if value is rgbm or not.

  Parameters:

    1. `p`: `any`

  Returns:

    - `boolean`

- `rgbm.tmp()`

  Temporary vector. For most cases though, it might be better to define those locally and use those. Less chance of collision.

  Returns:

    - `rgbm`

- `rgbm.from0255(r, g, b, a)`

  Creates color from 0…255 values

  Parameters:

    1. `r`: `number` From 0 to 255.

    2. `g`: `number` From 0 to 255.

    3. `b`: `number` From 0 to 255.

    4. `a`: `number?` From 0 to 1. Default value: 1.

  Returns:

    - `rgbm`

- `rgbm:clone()`

  Makes a copy of a vector.

  Returns:

    - `rgbm`

- `rgbm:unpack()`

  Unpacks rgbm into rgb and number.

  Returns:

    - `rgb`

- `rgbm:table()`

  Turns rgbm into a table with four values.

  Returns:

    - `number`

- `rgbm:type()`

  Returns reference to rgbm class.
function rgbm:type() end

- `rgbm:set(rgb, mult)`

  Parameters:

    1. `rgb`: `rgbm|rgb`

    2. `mult`: `number?`

  Returns:

    - `rgbm` Returns itself.

- `rgbm:setLerp(value1, value2, mix)`

  Parameters:

    1. `value1`: `rgbm`

    2. `value2`: `rgbm`

    3. `mix`: `number`

  Returns:

    - `rgbm` Returns itself.

- `rgbm:add(valueToAdd, out)`

  Parameters:

    1. `valueToAdd`: `rgbm|number`

    2. `out`: `rgbm|nil` Optional destination argument.

  Returns:

    - `rgbm` Returns itself or out value.

- `rgbm:addScaled(valueToAdd, scale, out)`

  Parameters:

    1. `valueToAdd`: `rgbm`

    2. `scale`: `number`

    3. `out`: `rgbm|nil` Optional destination argument.

  Returns:

    - `rgbm` Returns itself or out value.

- `rgbm:sub(valueToSubtract, out)`

  Parameters:

    1. `valueToSubtract`: `rgbm|number`

    2. `out`: `rgbm|nil` Optional destination argument.

  Returns:

    - `rgbm` Returns itself or out value.

- `rgbm:mul(valueToMultiplyBy, out)`

  Parameters:

    1. `valueToMultiplyBy`: `rgbm`

    2. `out`: `rgbm|nil` Optional destination argument.

  Returns:

    - `rgbm` Returns itself or out value.

- `rgbm:div(valueToDivideBy, out)`

  Parameters:

    1. `valueToDivideBy`: `rgbm`

    2. `out`: `rgbm|nil` Optional destination argument.

  Returns:

    - `rgbm` Returns itself or out value.

- `rgbm:pow(exponent, out)`

  Parameters:

    1. `exponent`: `rgbm|number`

    2. `out`: `rgbm|nil` Optional destination argument.

  Returns:

    - `rgbm` Returns itself or out value.

- `rgbm:scale(multiplier, out)`

  Parameters:

    1. `multiplier`: `number`

    2. `out`: `rgbm|nil` Optional destination argument.

  Returns:

    - `rgbm` Returns itself or out value.

- `rgbm:min(otherValue, out)`

  Parameters:

    1. `otherValue`: `rgbm|number`

    2. `out`: `rgbm|nil` Optional destination argument.

  Returns:

    - `rgbm` Returns itself or out value.

- `rgbm:max(otherValue, out)`

  Parameters:

    1. `otherValue`: `rgbm|number`

    2. `out`: `rgbm|nil` Optional destination argument.

  Returns:

    - `rgbm` Returns itself or out value.

- `rgbm:saturate(out)`

  Parameters:

    1. `out`: `rgbm|nil` Optional destination argument.

  Returns:

    - `rgbm` Returns itself or out value.

- `rgbm:clamp(min, max, out)`

  Parameters:

    1. `min`: `rgbm`

    2. `max`: `rgbm`

    3. `out`: `rgbm|nil` Optional destination argument.

  Returns:

    - `rgbm` Returns itself or out value.

- `rgbm:normalize()`

  Makes sure brightest value does not exceed 1.

  Returns:

    - `rgbm` Returns itself.

- `rgbm:value()`

  Returns brightest value.

  Returns:

    - `number`

- `rgbm:luminance()`

  Returns luminance value.

  Returns:

    - `number`

- `rgbm:color()`

  Returns color (rgb*mult).

  Returns:

    - `rgb`

- `rgbm:hsv()`

  Returns HSV color of rgb*mult.

  Returns:

    - `hsv`

- `rgbm:vec3()`

  Returns rgb*mult turned to vec3.

  Returns:

    - `vec3`

- `rgbm:vec4()`

  Returns vec4, where X, Y and Z are RGB values and W is mult.

  Returns:

    - `vec4`

# Module common/ac_primitive_quat.lua

## Function quat.new(x, y, z, w)
Creates new quaternion. It’s usually faster to create a new item with `quat(x, y, z, w)` directly, but the way LuaJIT works,
that call only works with four numbers. If you only provide a single number, rest will be set to 0. This call, however, supports
various calls (which also makes it slightly slower).

  Parameters:

  1. `x`: `number?`

  2. `y`: `number?`

  3. `z`: `number?`

  4. `w`: `number?`

  Returns:

  - `quat`
## Function quat.isquat(p)
Checks if value is quat or not.

  Parameters:

  1. `p`: `any`

  Returns:

  - `boolean`
## Function quat.fromAngleAxis(angle, x, y, z)
Creates a new quaternion.

  Parameters:

  1. `angle`: `number` In radians.

  2. `x`: `vec3|number`

  3. `y`: `number?`

  4. `z`: `number?`

  Returns:

  - `quat`
## Function quat.fromDirection(x, y, z)
Creates a new quaternion.

  Parameters:

  1. `x`: `vec3|number`

  2. `y`: `number?`

  3. `z`: `number?`

  Returns:

  - `quat`
## Function quat.between(u, v)
Creates a new quaternion.

  Parameters:

  1. `u`: `quat`

  2. `v`: `quat`

  Returns:

  - `quat`
## Function quat.tmp()
Temporary quaternion. For most cases though, it might be better to define those locally and use those. Less chance of collision.

  Returns:

  - `quat`
## Function quat(x, y, z, w)
Quaternion. All operators are overloaded.

  Parameters:

  1. `x`: `number?`

  2. `y`: `number?`

  3. `z`: `number?`

  4. `w`: `number?`

  Returns:

  - `quat`
## Class quat
Quaternion. All operators are overloaded.

- `quat.new(x, y, z, w)`

  Creates new quaternion. It’s usually faster to create a new item with `quat(x, y, z, w)` directly, but the way LuaJIT works,
that call only works with four numbers. If you only provide a single number, rest will be set to 0. This call, however, supports
various calls (which also makes it slightly slower).

  Parameters:

    1. `x`: `number?`

    2. `y`: `number?`

    3. `z`: `number?`

    4. `w`: `number?`

  Returns:

    - `quat`

- `quat.isquat(p)`

  Checks if value is quat or not.

  Parameters:

    1. `p`: `any`

  Returns:

    - `boolean`

- `quat.fromAngleAxis(angle, x, y, z)`

  Creates a new quaternion.

  Parameters:

    1. `angle`: `number` In radians.

    2. `x`: `vec3|number`

    3. `y`: `number?`

    4. `z`: `number?`

  Returns:

    - `quat`

- `quat.fromDirection(x, y, z)`

  Creates a new quaternion.

  Parameters:

    1. `x`: `vec3|number`

    2. `y`: `number?`

    3. `z`: `number?`

  Returns:

    - `quat`

- `quat.between(u, v)`

  Creates a new quaternion.

  Parameters:

    1. `u`: `quat`

    2. `v`: `quat`

  Returns:

    - `quat`

- `quat.tmp()`

  Temporary quaternion. For most cases though, it might be better to define those locally and use those. Less chance of collision.

  Returns:

    - `quat`

- `quat:clone()`

  Makes a copy of a quaternion.

  Returns:

    - `quat`

- `quat:unpack()`

  Unpacks quat into rgb and number.

  Returns:

    - `rgb`

- `quat:table()`

  Turns quat into a table with four values.

  Returns:

    - `number`

- `quat:type()`

  Returns reference to quat class.
function quat:type() end

- `quat:set(x, y, z, w)`

  Parameters:

    1. `x`: `quat|number`

    2. `y`: `number?`

    3. `z`: `number?`

    4. `w`: `number?`

  Returns:

    - `quat` Returns itself.

- `quat:setAngleAxis(angle, x, y, z)`

  Parameters:

    1. `angle`: `number` In radians.

    2. `x`: `vec3|number`

    3. `y`: `number?`

    4. `z`: `number?`

  Returns:

    - `quat` Returns itself.

- `quat:getAngleAxis()`

  Returns:

    1. `number` Angle in radians.

    2. `number` Axis, X.

    3. `number` Axis, Y.

    4. `number` Axis, Z.

- `quat:setBetween(u, v)`

  Parameters:

    1. `u`: `quat`

    2. `v`: `quat`

  Returns:

    - `quat` Returns itself.

- `quat:setDirection(x, y, z)`

  Parameters:

    1. `x`: `vec3|number`

    2. `y`: `number?`

    3. `z`: `number?`

  Returns:

    - `quat` Returns itself.

- `quat:add(valueToAdd, out)`

  Parameters:

    1. `valueToAdd`: `quat|number`

    2. `out`: `quat|nil` Optional destination argument.

  Returns:

    - `quat` Returns itself or out value.

- `quat:sub(valueToSubtract, out)`

  Parameters:

    1. `valueToSubtract`: `quat|number`

    2. `out`: `quat|nil` Optional destination argument.

  Returns:

    - `quat` Returns itself or out value.

- `quat:mul(valueToMultiplyBy, out)`

  Parameters:

    1. `valueToMultiplyBy`: `quat`

    2. `out`: `quat|nil` Optional destination argument.

  Returns:

    - `quat` Returns itself or out value.

- `quat:scale(multiplier, out)`

  Parameters:

    1. `multiplier`: `number`

    2. `out`: `quat|nil` Optional destination argument.

  Returns:

    - `quat` Returns itself or out value.

- `quat:length()`

  Returns:

    - `number`

- `quat:normalize(out)`

  Normalizes itself (unless different `out` is provided).

  Parameters:

    1. `out`: `quat|nil` Optional destination argument.

  Returns:

    - `quat` Returns itself or out value.

- `quat:lerp(otherVector, mix, out)`

  Rewrites own values with values of lerp of itself and other quaternion (unless different `out` is provided).

  Parameters:

    1. `otherVector`: `quat`

    2. `mix`: `number`

    3. `out`: `quat|nil` Optional destination argument.

  Returns:

    - `quat` Returns itself or out value.

- `quat:slerp(otherVector, mix, out)`

  Rewrites own values with values of slerp of itself and other quaternion (unless different `out` is provided).

  Parameters:

    1. `otherVector`: `quat`

    2. `mix`: `number`

    3. `out`: `quat|nil` Optional destination argument.

  Returns:

    - `quat` Returns itself or out value.

# Module common/ac_smoothing.lua

## Function smoothing.setDT(dt)
Call it once every frame at the beginning, it would affect all instances of `smoothing`.

  Parameters:

  1. `dt`: `number` Time passed since last frame, in seconds.
## Function smoothing(initialValue, smoothingIntensity)
Strange thing which is only kept for backwards compatibility. Holds a value, numerical or a vector, and
updates it every frame slowly moving it towards target value. For new projects, I would recommend to use
something else.

It doesn’t even use lag parameter, but instead some strange “smooth” thing…

  Parameters:

  1. `initialValue`: `number|vec2|vec3|vec4`

  2. `smoothingIntensity`: `number?` Default value: 100.

  Returns:

  - `smoothing`
## Class smoothing
Strange thing which is only kept for backwards compatibility. Holds a value, numerical or a vector, and
updates it every frame slowly moving it towards target value. For new projects, I would recommend to use
something else.

It doesn’t even use lag parameter, but instead some strange “smooth” thing…

- `smoothing.setDT(dt)`

  Call it once every frame at the beginning, it would affect all instances of `smoothing`.

  Parameters:

    1. `dt`: `number` Time passed since last frame, in seconds.

- `smoothing:update(newValue)`

  Updates value, moving it closer to `newValue`.

  Parameters:

    1. `newValue`: `number|vec2|vec3|vec4` Target value to move to.

- `smoothing:updateIfNew(newValue)`

  Updates value, moving it closer to `newValue`, but only if `newValue` is different from the one used in
`:updateIfNew()` last time. And for vectors it compares not by value, but by reference. Makes me wonder what was I
thinking about.

  Parameters:

    1. `newValue`: `number|vec2|vec3|vec4` Target value to move to.

# Module common/ac_matrices.lua

## Function mat3x3.identity()
Creates a new neutral matrix.

  Returns:

  - `mat3x3`
## Function mat3x3(row1, row2, row3)

  Parameters:

  1. `row1`: `vec3`

  2. `row2`: `vec3`

  3. `row3`: `vec3`

  Returns:

  - `mat3x3`
## Class mat3x3

- `mat3x3.identity()`

  Creates a new neutral matrix.

  Returns:

    - `mat3x3`

- `mat3x3:set(value)`

  Parameters:

    1. `value`: `mat3x3`

  Returns:

    - `mat3x3`

- `mat3x3:clone()`

  Returns:

    - `mat3x3`
## Function mat4x4.identity()
Creates a new neutral matrix.

  Returns:

  - `mat4x4`
## Function mat4x4.translation(offset)
Creates a translation matrix.

  Parameters:

  1. `offset`: `vec3`

  Returns:

  - `mat4x4`
## Function mat4x4.rotation(angle, axis)
Creates a rotation matrix.

  Parameters:

  1. `angle`: `number` Angle in radians.

  2. `axis`: `vec3`

  Returns:

  - `mat4x4`
## Function mat4x4.scaling(scale)
Creates a scaling matrix.

  Parameters:

  1. `scale`: `vec3`

  Returns:

  - `mat4x4`
## Function mat4x4(row1, row2, row3, row4)

  Parameters:

  1. `row1`: `vec4`

  2. `row2`: `vec4`

  3. `row3`: `vec4`

  4. `row4`: `vec4`

  Returns:

  - `mat4x4`
## Class mat4x4

- `mat4x4.identity()`

  Creates a new neutral matrix.

  Returns:

    - `mat4x4`

- `mat4x4.translation(offset)`

  Creates a translation matrix.

  Parameters:

    1. `offset`: `vec3`

  Returns:

    - `mat4x4`

- `mat4x4.rotation(angle, axis)`

  Creates a rotation matrix.

  Parameters:

    1. `angle`: `number` Angle in radians.

    2. `axis`: `vec3`

  Returns:

    - `mat4x4`

- `mat4x4.scaling(scale)`

  Creates a scaling matrix.

  Parameters:

    1. `scale`: `vec3`

  Returns:

    - `mat4x4`

- `mat4x4:set(value)`

  Parameters:

    1. `value`: `mat4x4`

  Returns:

    - `mat4x4`

- `mat4x4:transformVectorTo(destination, vec)`

  Parameters:

    1. `destination`: `vec3`

    2. `vec`: `vec3`

  Returns:

    - `vec3`

- `mat4x4:transformVector(vec)`

  Parameters:

    1. `vec`: `vec3`

  Returns:

    - `vec3`

- `mat4x4:transformPointTo(destination, vec)`

  Parameters:

    1. `destination`: `vec3`

    2. `vec`: `vec3`

  Returns:

    - `vec3`

- `mat4x4:transformPoint(vec)`

  Parameters:

    1. `vec`: `vec3`

  Returns:

    - `vec3`

- `mat4x4:clone()`

  Returns:

    - `mat4x4`

- `mat4x4:inverse()`

  Creates a new matrix.

  Returns:

    - `mat4x4`

- `mat4x4:inverseSelf()`

  Modifies current matrix.

  Returns:

    - `mat4x4` Returns self for easy chaining.

- `mat4x4:transpose()`

  Creates a new matrix.

  Returns:

    - `mat4x4`

- `mat4x4:transposeSelf()`

  Modifies current matrix.

  Returns:

    - `mat4x4` Returns self for easy chaining.

- `mat4x4:mul(other)`

  Note: unlike vector’s `:mul()`, this one creates a new matrix!

  Parameters:

    1. `other`: `mat4x4`

  Returns:

    - `mat4x4`

- `mat4x4:mulSelf(other)`

  Modifies current matrix.

  Parameters:

    1. `other`: `mat4x4`

  Returns:

    - `mat4x4` Returns self for easy chaining.

# Module common/math.lua

## Function math.gaussianAdjustment(x, k)
Takes value with even 0…1 distribution and remaps it to recreate a distribution
similar to Gaussian’s one (with k≈0.52, a default value). Lower to make bell more
compact, use a value above 1 to get some sort of inverse distibution.

  Parameters:

  1. `x`: `number` Value to adjust.

  2. `k`: `number` Bell curvature parameter.

  Returns:

  - `number`
## Function math.poissonSamplerCircle(size)
Builds a list of points (vec2) arranged in a circle with poisson distribution.

  Parameters:

  1. `size`: `integer` Number of points.

  Returns:

  - `vec2`
## Function math.seededRandom(seed)
Generates random number based on a seed.

  Parameters:

  1. `seed`: `integer|boolean|string` Seed.

  Returns:

  - `number` Random number from 0 to 1.
## Function math.round(number, decimals)
Rounds number, leaves certain number of decimals.

  Parameters:

  1. `number`: `number`

  2. `decimals`: `number?` Default value: 0 (rounding to a whole number).
## Function math.clampN(value, min, max)
Clamps a number value between `min` and `max`.

  Parameters:

  1. `value`: `number`

  2. `min`: `number`

  3. `max`: `number`

  Returns:

  - `number`
## Function math.saturateN(value)
Clamps a number value between 0 and 1.

  Parameters:

  1. `value`: `number`

  Returns:

  - `number`
## Function math.clampV(value, min, max)
Clamps a copy of a vector between `min` and `max`. To avoid making copies, use `vec:clamp(min, max)`.

  Parameters:

  1. `value`: `T`

  2. `min`: `any`

  3. `max`: `any`

  Returns:

  - `T`
## Function math.saturateV(value)
Clamps a copy of a vector between 0 and 1. To avoid making copies, use `vec:saturate()`.

  Parameters:

  1. `value`: `T`

  Returns:

  - `T`
## Function math.clamp(x, min, max)
Clamps value between `min` and `max`, returning `min` if `x` is below `min` or `max` if `x` is above `max`. Universal version, so might be slower.
Also, if given a vector or a color, would make a copy of it.

  Parameters:

  1. `x`: `T`

  2. `min`: `any`

  3. `max`: `any`

  Returns:

  - `T`
## Function math.saturate(x)
Clamps value between 0 and 1, returning 0 if `x` is below 0 or 1 if `x` is above 1. Universal version, so might be slower.
Also, if given a vector or a color, would make a copy of it.

  Parameters:

  1. `x`: `T`

  Returns:

  - `T`
## Function math.sign(x)
Returns a sing of a value, or 0 if value is 0.

  Parameters:

  1. `x`: `number`

  Returns:

  - `integer`
## Function math.lerp(x, y, mix)
Linear interpolation between `x` and `y` using `mix` (x * (1 - mix) + y * mix).

  Parameters:

  1. `x`: `number`

  2. `y`: `number`

  3. `mix`: `number`

  Returns:

  - `number`
## Function math.lerpInvSat(value, min, max)
Returns 0 if value is less than v0, returns 1 if it’s more than v1, linear interpolation in-between.

  Parameters:

  1. `value`: `number`

  2. `min`: `number`

  3. `max`: `number`

  Returns:

  - `number`
## Function math.smoothstep(x)
Smoothstep operation. More about it in [wiki](https://en.wikipedia.org/wiki/Smoothstep).

  Parameters:

  1. `x`: `number`

  Returns:

  - `number`
## Function math.smootherstep(x)
Like a smoothstep operation, but even smoother.

  Parameters:

  1. `x`: `number`

  Returns:

  - `number`
## Function math.normalize(x)
Creates a copy of a vector and normalizes it. Consider avoiding making a copy with `vec:normalize()`.

  Parameters:

  1. `x`: `T`

  Returns:

  - `T`
## Function math.cross(x, y)
Creates a copy of a vector and runs a cross product on it. Consider avoiding making a copy with `vec:cross(otherVec)`.

  Parameters:

  1. `x`: `vec3`

  Returns:

  - `vec3`
## Function math.dot(x, y)
Calculates dot product of two vectors.

  Parameters:

  1. `x`: `vec2|vec3|vec4`

  Returns:

  - `number`
## Function math.angle(x, y)
Calculates angle between vectors in radians.

  Parameters:

  1. `x`: `vec2|vec3|vec4`

  Returns:

  - `number` Radians.
## Function math.distance(x, y)
Calculates distance between vectors.

  Parameters:

  1. `x`: `vec2|vec3|vec4`

  Returns:

  - `number`
## Function math.distanceSquared(x, y)
Calculates squared distance between vectors (slightly faster without taking a square root).

  Parameters:

  1. `x`: `vec2|vec3|vec4`

  Returns:

  - `number`
## Function math.project(x, y)
Creates a copy of a vector and projects it onto a different vector. Consider avoiding making a copy with `vec:project(otherVec)`.

  Parameters:

  1. `x`: `T`

  Returns:

  - `T`
## Function math.isNaN(x)
Checks if value is NaN.

  Parameters:

  1. `x`: `number`

  Returns:

  - `boolean`
## Function math.lagMult(lag, dt)

  Parameters:

  1. `lag`: `number`

  2. `dt`: `number`

  Returns:

  - `number`
## Function math.applyLag(value, target, lag, dt)

  Parameters:

  1. `value`: `number`

  2. `target`: `number`

  3. `lag`: `number`

  4. `dt`: `number`

  Returns:

  - `number`

# Module common/string.lua

## Function string.split(self, separator, limit, trimResult, skipEmpty)
Splits string into an array using separator.

  Parameters:

  1. `self`: `string` String to split.

  2. `separator`: `string` Separator. If empty, string will be split into individual characters.

  3. `limit`: `integer?` Limit for pieces of string. Once reached, remaining string is put as a list piece.

  4. `trimResult`: `boolean?` Set to `true` to trim found strings. Default value: `false`.

  5. `skipEmpty`: `boolean?` Set to `false` to keep empty strings. Default value: `true` (for compatibility reasons).

  Returns:

  - `string`
## Function string.numbers(self, limit)
Splits string into a bunch of numbers (not in an array). Any symbol that isn’t a valid part of number is considered to be a delimiter. Does not create an array
to keep things faster. To make it into an array, simply wrap the call in `{}`.

  Parameters:

  1. `self`: `string` String to split.

  2. `limit`: `integer?` Limit for amount of numbers. Once reached, remaining part is ignored.

  Returns:

  - `...` Numbers
## Function string.startsWith(self, another, offset)
Checks if the beginning of a string matches another string. If string to match is longer than the first one, always returns `false`.

  Parameters:

  1. `self`: `string` String to check the beginning of.

  2. `another`: `string` String to match.

  3. `offset`: `integer?` Optional offset for the matching beginning. Default value: `0`.

  Returns:

  - `boolean`
## Function string.endsWith(self, another, offset)
Checks if the end of a string matches another string. If string to match is longer than the first one, always returns `false`.

  Parameters:

  1. `self`: `string` String to check the end of.

  2. `another`: `string` String to match.

  3. `offset`: `integer?` Optional offset for the matching end. Default value: `0`.

  Returns:

  - `boolean`
## Function string.alphanumCompare(self, another)
Compares string alphanumerically.

  Parameters:

  1. `self`: `string` First string.

  2. `another`: `string` Second string.

  Returns:

  - `integer` Returns positive number if first string is larger than second one, or 0 if strings are equal.
## Function string.trim(self, characters, direction)
Trims string at beginning and end.

  Parameters:

  1. `self`: `string` String to trim.

  2. `characters`: `string?` Characters to remove. Default value: `'\n\r\t '`.

  3. `direction`: `integer?` Direction to trim, 0 for trimming both ends, -1 for trimming beginning only, 1 for trimming the end. Default value: `0`.

  Returns:

  - `string`
## Function string.multiply(self, count)
Repeats string a given number of times (`repeat` is a reserved keyword, so here we are).

  Parameters:

  1. `self`: `string` String to trim.

  2. `count`: `integer` Number of times to repeat the string.

  Returns:

  - `string`
## Function string.pad(self, targetLength, pad, direction)
Pads string with symbols from `pad` until it reaches the desired length.

  Parameters:

  1. `self`: `string` String to trim.

  2. `targetLength`: `integer` Desired string length. If shorter than current length, string will be trimmed from the end.

  3. `pad`: `string?` String to pad with. If empty, no padding will be performed. If has more than one symbol, will be repeated to fill the space. Default value: ` ` (space).

  4. `direction`: `integer?` Direction to pad to, 1 for padding at the end, -1 for padding at the start, 0 for padding from both ends centering string. Default value: `1`.

  Returns:

  - `string`
## Function string.regfind(self, pattern, init, ignoreCase)
Similar to `string.find()`: looks for the first match of `pattern` and returns indices, but uses regular expressions.

Note: regular expressions currently are in ECMAScript format, so backtracking is not supported. Also, in most cases they are slower than regular Lua patterns.

  Parameters:

  1. `self`: `string` String to search in.

  2. `pattern`: `integer` Regular expression.

  3. `init`: `integer?` 1-based offset to start searching from. Default value: `1`.

  4. `ignoreCase`: `boolean?` Set to `true` to make search case-insensitive. Default value: `false`.

  Returns:

  1. `integer`

  2. `integer` 1-based index of the ending of found pattern, or `nil` if no match has been found.

  3. `...` Captured elements, if there are any capture groups in the pattern.
## Function string.regmatch(self, pattern, init, ignoreCase)
Similar to `string.match()`: looks for the first match of `pattern` and returns matches, but uses regular expressions.

Note: regular expressions currently are in ECMAScript format, so backtracking is not supported. Also, in most cases they are slower than regular Lua patterns.

  Parameters:

  1. `self`: `string` String to search in.

  2. `pattern`: `integer` Regular expression.

  3. `init`: `integer?` 1-based offset to start searching from. Default value: `1`.

  4. `ignoreCase`: `boolean?` Set to `true` to make search case-insensitive. Default value: `false`.

  Returns:

  - `string` Captured elements if there are any capture groups in the pattern, or the whole captured string otherwise.
## Function string.reggmatch(self, pattern, ignoreCase)
Similar to `string.gmatch()`: iterates over matches of `pattern`, but uses regular expressions.

Note: regular expressions currently are in ECMAScript format, so backtracking is not supported. Also, in most cases they are slower than regular Lua patterns.

  Parameters:

  1. `self`: `string` String to search in.

  2. `pattern`: `integer` Regular expression.

  3. `ignoreCase`: `boolean?` Set to `true` to make search case-insensitive. Default value: `false`.

  Returns:

  - `fun`
## Function string.reggsub(self, pattern, repl, ignoreCase)
Similar to `string.gsub()`: replaces all entries of `pattern` with `repl`, but uses regular expressions.

Note: regular expressions currently are in ECMAScript format, so backtracking is not supported. Also, in most cases they are slower than regular Lua patterns.

  Parameters:

  1. `self`: `string` String to search in.

  2. `pattern`: `integer` Regular expression.

  3. `ignoreCase`: `boolean?` Set to `true` to make search case-insensitive. Default value: `false`.

  Returns:

  - `fun`

# Module common/table.lua

## Function table.chain(table, ...)
Merges tables into one big table. Tables can be arrays or dictionaries, if it’s a dictionary same keys from subsequent tables will overwrite previously set keys.

  Parameters:

  1. `table`: `T[]`

  Returns:

  - `T`
## Function table.isArray(t)
Checks if table is an array or not. Arrays are tables that only have consequtive numeric keys.

  Parameters:

  1. `t`: `table|any[]`

  Returns:

  - `boolean`
## Function table.new(arrayElements, mapElements)
Creates a new table with preallocated space for given amount of elements.

  Parameters:

  1. `arrayElements`: `integer` How many elements the table will have as a sequence.

  2. `mapElements`: `integer` How many other elements the table will have.

  Returns:

  - `table`
## Function table.clear(t)
Cleares table without deallocating space using a fast LuaJIT call. Can work
with both array and non-array tables.

  Parameters:

  1. `t`: `table`
## Function table.nkeys(t)
Returns the total number of elements in a given Lua table (i.e. from both the array and hash parts combined).

  Parameters:

  1. `t`: `table`
## Function table.clone(t)
Clones table using a fast LuaJIT call.

  Parameters:

  1. `t`: `table`
## Function table.removeItem(t, item)
Removes first item by value, returns true if any item was removed. Can work
with both array and non-array tables.

  Parameters:

  1. `t`: `table<any, T>`

  2. `item`: `T`

  Returns:

  - `boolean`
## Function table.getOrCreate(t, key, callback, callbackData)
Returns an element from table with a given key. If there is no such element, calls callback
and uses its return value to add a new element and return that. Can work
with both array and non-array tables.

  Parameters:

  1. `t`: `table<any, T>`

  2. `key`: `any`

  3. `callback`: `fun(callbackData: TCallbackData): T`

  4. `callbackData`: `TCallbackData?`

  Returns:

  - `T`
## Function table.contains(t, item)
Returns true if table contains an item. Can work with both array and non-array tables.

  Parameters:

  1. `t`: `table<any, T>`

  2. `item`: `T`

  Returns:

  - `boolean`
## Function table.random(t, filteringCallback, filteringCallbackData, randomDevice)
Returns a random item from a table. Optional callback works like a filter. Can work
with both array and non-array tables. Alternatively, optional callback can provide a number
for a weight of an item.

  Parameters:

  1. `t`: `table<TKey, T>`

  2. `filteringCallback`: `nil|fun(item: T, key: TKey, callbackData: TCallbackData): boolean`

  3. `filteringCallbackData`: `TCallbackData?`

  4. `randomDevice`: `nil|fun(): number` Optional callback for generating random numbers. Needs to return a value between 0 and 1. If not set, default `math.random` is used.

  Returns:

  - `T`
## Function table.indexOf(t, item)
Returns a key of a given element, or `nil` if there is no such element in a table. Can work
with both array and non-array tables.

  Parameters:

  1. `t`: `table<TKey, T>`

  2. `item`: `T`

  Returns:

  - `TKey|nil`
## Function table.join(t, itemsJoin, keyValueJoin, toStringCallback, toStringCallbackData)
Joins elements of a table to a string, works with both arrays and non-array tables. Optinal
toStringCallback parameter can be used for a custom item serialization. All parameters but
`t` (for actual table) are optional and can be skipped.

Note: it wouldn’t work as fast as `table.concat`, but it would call a `tostring()` (or custom
serializer callback) for each element.

  Parameters:

  1. `t`: `table<TKey, T>`

  2. `itemsJoin`: `string?` Default value: ','.

  3. `keyValueJoin`: `string?` Default value: '='.

  4. `toStringCallback`: `nil|fun(item: T, key: TKey, callbackData: TCallbackData): string`

  5. `toStringCallbackData`: `TCallbackData?`

  Returns:

  - `TKey|nil`
## Function table.slice(t, from, to, step)
Slices array, basically acts like slicing thing in Python.

  Parameters:

  1. `t`: `T[]`

  2. `from`: `integer` Starting index.

  3. `to`: `integer?` Ending index.

  4. `step`: `integer?` Step.

  Returns:

  - `T`
## Function table.reverse(t)
Flips table from back to front, requires an array.

  Parameters:

  1. `t`: `T[]`

  Returns:

  - `T`
## Function table.map(t, callback, callbackData)
Calls callback function for each of table elements, creates a new table containing all the resulting values.
Can work with both array and non-array tables. For non-array tables, new table is going to be an array unless
callback function would return a key as a second return value.

If callback returns two values, second would be used as a key to create a table-like table (not an array-like one).

Note: if callback returns `nil`, value will be skipped, so this function can act as a filtering one too.

  Parameters:

  1. `t`: `table<TKey, T>`

  2. `callback`: `fun(item: T, index: TKey, callbackData: TCallbackData): TReturnValue, TReturnKey|nil` Mapping callback.

  3. `callbackData`: `TCallbackData?`

  Returns:

  - `table`
## Function table.reduce(t, startingValue, callback, callbackData)
Calls callback function for each of table elements, creates a new table containing all the resulting values.
Can work with both array and non-array tables. For non-array tables, new table is going to be an array unless
callback function would return a key as a second return value.

If callback returns two values, second would be used as a key to create a table-like table (not an array-like one).

Note: if callback returns `nil`, value will be skipped, so this function can act as a filtering one too.

  Parameters:

  1. `t`: `table<TKey, T>`

  2. `startingValue`: `TData`

  3. `callback`: `fun(data: TData, item: T, index: TKey, callbackData: TCallbackData): TData` Reduction callback.

  4. `callbackData`: `TCallbackData?`

  Returns:

  - `TData`
## Function table.filter(t, callback, callbackData)
Creates a new table from all elements for which filtering callback returns true. Can work with both
array and non-array tables.

  Parameters:

  1. `t`: `table<TKey, T>`

  2. `callback`: `fun(item: T, index: TKey, callbackData: TCallbackData): any` Filtering callback.

  3. `callbackData`: `TCallbackData?`

  Returns:

  - `table`
## Function table.every(t, callback, callbackData)
Returns true if callback returns non-false value for every element of the table. Can work with both
array and non-array tables.

  Parameters:

  1. `t`: `table<TKey, T>`

  2. `callback`: `fun(item: T, index: TKey, callbackData: TCallbackData): boolean`

  3. `callbackData`: `TCallbackData?`

  Returns:

  - `boolean`
## Function table.some(t, callback, callbackData)
Returns true if callback returns non-false value for at least a single element of the table. Can work
with both array and non-array tables.

  Parameters:

  1. `t`: `table<TKey, T>`

  2. `callback`: `fun(item: T, index: TKey, callbackData: TCallbackData): boolean`

  3. `callbackData`: `TCallbackData?`

  Returns:

  - `boolean`
## Function table.count(t, callback, callbackData)
Counts number of elements for which callback returns non-false value. Can work
with both array and non-array tables.

  Parameters:

  1. `t`: `table<TKey, T>`

  2. `callback`: `fun(item: T, index: TKey, callbackData: TCallbackData): boolean`

  3. `callbackData`: `TCallbackData?`

  Returns:

  - `integer`
## Function table.sum(t, callback, callbackData)
Calls callback for each element, returns sum of returned values. Can work
with both array and non-array tables. If callback is missing, sums actual values in table.

  Parameters:

  1. `t`: `table<TKey, T>`

  2. `callback`: `fun(item: T, index: TKey, callbackData: TCallbackData): boolean`

  3. `callbackData`: `TCallbackData?`

  Returns:

  - `integer`
## Function table.findFirst(t, callback, callbackData)
Returns first element and its key for which callback returns a non-false value. Can work
with both array and non-array tables. If nothing is found, returns `nil`.

  Parameters:

  1. `t`: `table<TKey, T>`

  2. `callback`: `fun(item: T, index: TKey, callbackData: TCallbackData): boolean`

  3. `callbackData`: `TCallbackData?`

  Returns:

  - `T`
## Function table.findByProperty(t, key, value)
Returns first element and its key for which a certain property matches the value. If nothing is
found, returns `nil`.

  Parameters:

  1. `t`: `table<TKey, T>`

  2. `key`: `string`

  3. `value`: `any`

  Returns:

  - `T`
## Function table.maxEntry(t, callback, callbackData)
Returns an element and its key for which callback would return the highest numerical value. Can work
with both array and non-array tables. If callback is missing, actual table elements will be compared.

  Parameters:

  1. `t`: `table<TKey, T>`

  2. `callback`: `fun(item: T, index: TKey, callbackData: TCallbackData): number`

  3. `callbackData`: `TCallbackData?`

  Returns:

  - `T`
## Function table.minEntry(t, callback, callbackData)
Returns an element and its key for which callback would return the lowest numerical value. Can work
with both array and non-array tables. If callback is missing, actual table elements will be compared.

  Parameters:

  1. `t`: `table<TKey, T>`

  2. `callback`: `fun(item: T, index: TKey, callbackData: TCallbackData): number`

  3. `callbackData`: `TCallbackData?`

  Returns:

  - `T`
## Function table.forEach(t, callback, callbackData)
Runs callback for each item in a table. Can work with both array and non-array tables.

  Parameters:

  1. `t`: `table<TKey, T>`

  2. `callback`: `fun(item: T, key: TKey, callbackData: TCallbackData)`

  3. `callbackData`: `TCallbackData?`

  Returns:

  - `table`
## Function table.distinct(t, callback, callbackData)
Creates a new table with unique elements from original table only. Optionally, a callback
can be used to provide a key which uniqueness will be checked. Can work with both array
and non-array tables.

  Parameters:

  1. `t`: `table<TKey, T>`

  2. `callback`: `nil|fun(item: T, key: TKey, callbackData: TCallbackData): any`

  3. `callbackData`: `TCallbackData?`

  Returns:

  - `table`
## Function table.findLeftOfIndex(t, testCallback, testCallbackData)
Finds first element for which `testCallback` returns true, returns index of an element before it.
Elements should be ordered in such a way that there would be no more elements returning false to the right
of an element returning true.

If `testCallback` returns true for all elements, would return 0. If `testCallback` returns false for all,
returns index of the latest element.

  Parameters:

  1. `t`: `T[]`

  2. `testCallback`: `fun(item: T, index: integer, callbackData: TCallbackData): boolean`

  3. `testCallbackData`: `nil|TCallbackData`

  Returns:

  - `integer`
## Function table.flatten(t, maxLevel)
Flattens table similar to JavaScript function with the same name. Requires an array.

  Parameters:

  1. `t`: `any[]`

  2. `maxLevel`: `integer?` Default value: 1.

  Returns:

  - `any`
## Function table.range(endingIndex, startingIndex, step, callback, callbackData)
Creates a new table running in steps from `startingIndex` to `endingIndex`, including `endingIndex`.
If callback returns two values, second value is used as a key.

  Parameters:

  1. `endingIndex`: `integer?`

  2. `startingIndex`: `integer`

  3. `step`: `integer?`

  4. `callback`: `fun(index: integer, callbackData: TCallbackData): T`

  5. `callbackData`: `TCallbackData?`

  Returns:

  - `T`
## Function table.build(iterator, k, v)
Creates a new table from iterator. Supports iterators returning one or two values (if two values are returned, first is considered the key,
if not, values are simply added to a list).

  Parameters:

  1. `iterator`: `fun(...): T`

  Returns:

  - `T`

# Module common/io.lua

## Class io.FileAttributes
Structure containing various file or directory attributes, including various flags and dates. All values are precomputed and ready to be used (there is
no overhead in accessing them once you get the structure).
## Function io.load(filename, fallbackData)
Reads file content into a string, if such file exists, otherwise returns fallback data or `nil`.

  Parameters:

  1. `filename`: `string` Filename.

  2. `fallbackData`: `nil|string` Data to return if file could not be read.

  Returns:

  - `string`
## Function io.scanDir(directory, mask, callback, callbackData)
Scan directory and call callback function for each of files, passing file name (not full name, but only name of the file) and attributes. If callback function would return
a non-nil value, iteration will stop and value returned by callback would return from this function. This could be used to
find a certain file without going through all files in the directory. Optionally, a mask can be used to pre-filter received files
entries.

If callback function is not provided, it’ll return list of files instead (file names only).

System entries “.” and “..” will not be included in the list of files. Accessing attributes does not add extra cost.

  Parameters:

  1. `directory`: `string` Directory to look for files in. Note: directory is relative to current directory, not to script directory. For AC in general it’s an AC root directory, but do not rely on it, instead use `ac.getFolder(ac.FolderID.Root)`.

  2. `mask`: `string?` Mask in a form of usual “*.*”. Default value: '*'.

  3. `callback`: `fun(fileName: string, fileAttributes: io.FileAttributes, callbackData: TCallbackData): TReturn` Callback which will be ran for every file in directory fitting mask until it would return a non-nil value.

  4. `callbackData`: `TCallbackData?` Callback data that will be passed to callback as third argument, to avoid creating a capture.

  Returns:

  - `TReturn` First non-nil value returned by callback.
## Function io.scanZip(filename)
Returns list of entry names from a ZIP-file.

  Parameters:

  1. `filename`: `string`

  Returns:

  - `string`

# Module common/os.lua

## Class os.ConsoleProcessResult
## Function os.openFileDialog(params, callback)
Opens regular Windows file opening dialog, calls callback with either an error or a path to a file selected by user
(or nil if selection was cancelled). All parameters in `params` table are optional (the whole table too).

  Parameters:

  1. `params`: `{title: string, defaultFolder: string, folder: string, fileName: string, fileTypes: {` name: string, mask: string }[], addAllFilesFileType: boolean, fileTypeIndex: integer, fileNameLabel: string, okButtonLabel: string, places: string[], flags: os.DialogFlags}|"{\n  title = 'Open',\n  defaultFolder = ac.getFolder(ac.FolderID.Root),\n  fileTypes = {\n    {\n      name = 'Images',\n      mask = '*.png;*.jpg;*.jpeg;*.psd'\n    }\n  },\n  addAllFilesFileType = true,\n  flags = bit.bor(os.DialogFlags.PathMustExist, os.DialogFlags.FileMustExist)\n}" "Table with properties:\n- `title` (`string`): Dialog title.\n- `defaultFolder` (`string`): Default folder if there is not a recently used folder value available.\n- `folder` (`string`): Selected folder (unlike `defaultFolder`, overrides recently used folder).\n- `fileName` (`string`): File name that appears in the File name edit box when that dialog box is opened.\n- `fileTypes` (`{ name: string, mask: string }[]`): File types (names and masks).\n- `addAllFilesFileType` (`boolean`): If providing file types, set this to true to automatically add “All Files (*.*)” type at the bottom\n- `fileTypeIndex` (`integer`): File type selected by default (1-based).\n- `fileNameLabel` (`string`): Text of the label next to the file name edit box.\n- `okButtonLabel` (`string`): Text of the Open button.\n- `places` (`string[]`): Additional places to show in the list of locations on the left.\n- `flags` (`os.DialogFlags`): Dialog flags (use `bit.bor()` to combine flags together to avoid errors with adding same flag twice)"

  2. `callback`: `fun(err: string, filename: string)`
## Function os.saveFileDialog(params, callback)
Opens regular Windows file saving dialog, calls callback with either an error or a path to a file selected by user
(or nil if selection was cancelled). All parameters in `params` table are optional (the whole table too).

  Parameters:

  1. `params`: `{title: string, defaultFolder: string, defaultExtension: string, folder: string, fileName: string, saveAsItem: string, fileTypes: {` name: string, mask: string }[], addAllFilesFileType: boolean, fileTypeIndex: integer, fileNameLabel: string, okButtonLabel: string, places: string[], flags: os.DialogFlags}|"{\n  title = 'Save',\n  defaultFolder = ac.getFolder(ac.FolderID.Root),\n  fileTypes = {\n    {\n      name = 'Images',\n      mask = '*.png;*.jpg;*.jpeg;*.psd'\n    }\n  },\n  addAllFilesFileType = true,\n  flags = bit.bor(os.DialogFlags.PathMustExist, os.DialogFlags.OverwritePrompt, os.DialogFlags.NoReadonlyReturn)\n}" "Table with properties:\n- `title` (`string`): Dialog title.\n- `defaultFolder` (`string`): Default folder if there is not a recently used folder value available.\n- `defaultExtension` (`string`): Sets the default extension to be added to file names.\n- `folder` (`string`): Selected folder (unlike `defaultFolder`, overrides recently used folder).\n- `fileName` (`string`): File name that appears in the File name edit box when that dialog box is opened.\n- `saveAsItem` (`string`): Ann item to be used as the initial entry in a Save As dialog.\n- `fileTypes` (`{ name: string, mask: string }[]`): File types (names and masks).\n- `addAllFilesFileType` (`boolean`): If providing file types, set this to true to automatically add “All Files (*.*)” type at the bottom\n- `fileTypeIndex` (`integer`): File type selected by default (1-based).\n- `fileNameLabel` (`string`): Text of the label next to the file name edit box.\n- `okButtonLabel` (`string`): Text of the Save button.\n- `places` (`string[]`): Additional places to show in the list of locations on the left.\n- `flags` (`os.DialogFlags`): Dialog flags (use `bit.bor()` to combine flags together to avoid errors with adding same flag twice)"

  2. `callback`: `fun(err: string, filename: string)`
## Function os.runConsoleProcess(params, callback)
Run a console process in background with given arguments, return exit code and output in callback. Launched process will be tied
to AC process to shut down with AC (works only on Windows 8 and newer).

  Parameters:

  1. `params`: `{filename: string, arguments: string[], rawArguments: boolean, workingDirectory: string, timeout: integer, environment: table, stdin: string, separateStderr: boolean, terminateWithScript: boolean}|"{` filename = '', arguments = {} }" "Table with properties:\n- `filename` (`string`): Application filename.\n- `arguments` (`string[]`): Arguments (quotes will be added automatically unless `rawArguments` is set to true).\n- `rawArguments` (`boolean`): Set to `true` to disable any arguments processing and pass them as they are, simply joining them with a space symbol.\n- `workingDirectory` (`string`): Working directory.\n- `timeout` (`integer`): Timeout in milliseconds. If above zero, process will be killed after given time has passed.\n- `environment` (`table`): If set to a table, values from that table will be used as environment variables instead of inheriting ones from AC process.\n- `stdin` (`string`): Optional data to pass to a process in stdin pipe.\n- `separateStderr` (`boolean`): Store stderr data in a separate string.\n- `terminateWithScript` (`boolean`): Terminate process if this Lua script were to terminate (for example, during reload)."

  2. `callback`: `nil|fun(err: string, data: os.ConsoleProcessResult)`

# Module common/timer.lua

## Function setTimeout(callback, delay, uniqueKey)
Runs callback after certain time. Returns cancellation ID.
Note: all callbacks will be ran before `update()` call,
and they would only ran when script runs. So if your script is executed each frame and AC runs at 60 FPS, smallest interval
would be 0.016 s, and anything lower that you’d set would still act like 0.016 s. Also, intervals would only be called once
per frame.

  Parameters:

  1. `callback`: `fun()`

  2. `delay`: `number` Delay time in seconds.

  3. `uniqueKey`: `any?` Unique key: if set, timer wouldn’t be added unless there is no more active timers with such ID.

  Returns:

  - `integer`
## Function setInterval(callback, period, uniqueKey)
Repeteadly runs callback after certain time. Returns cancellation ID.
Note: all callbacks will be ran before `update()` call,
and they would only ran when script runs. So if your script is executed each frame and AC runs at 60 FPS, smallest interval
would be 0.016 s, and anything lower that you’d set would still act like 0.016 s. Also, intervals would only be called once
per frame.

  Parameters:

  1. `callback`: `fun()`

  2. `period`: `number` Period time in seconds.

  3. `uniqueKey`: `any?` Unique key: if set, timer wouldn’t be added unless there is no more active timers with such ID.

  Returns:

  - `integer`
## Function clearTimeout(cancellationID)
Stops timeout.

  Parameters:

  1. `cancellationID`: `integer` Value earlier retuned by `setTimeout()`. If a non-numerical value is passed (like a `nil`), call is ignored and returns `false`.

  Returns:

  - `boolean` True if timeout with such ID has been found and stopped.
## Function clearInterval(cancellationID)
Stops interval.

  Parameters:

  1. `cancellationID`: `integer` Value earlier retuned by `setInterval()`.

  Returns:

  - `boolean` True if interval with such ID has been found and stopped.

# Module common/ac_extras_ini.lua

## Function ac.INIConfig(format, sections)
A wrapper for data parsed from an INI files, supports different INI formats. Parsing is done on
CSP side, rest is on CSP side. Use `:get()` and `:set()` methods to operate values.

  Parameters:

  1. `format`: `ac.INIFormat`

  2. `sections`: `table`

  Returns:

  - `ac.INIConfig`
## Class ac.INIConfig
A wrapper for data parsed from an INI files, supports different INI formats. Parsing is done on
CSP side, rest is on CSP side. Use `:get()` and `:set()` methods to operate values.

- `ac.INIConfig:get(section, key, defaultValue, offset)`

  Get value from parsed INI file. Note: getting vector values creates them anew, so if you’re going to use a value often, consider
caching it locally.

  Parameters:

    1. `section`: `string` Section name.

    2. `key`: `string` Value key.

    3. `defaultValue`: `T` Defines type of value to return, is returned if value is missing. If not set, list of strings is returned.

    4. `offset`: `integer?` Optional 1-based offset for data parsed in CSP format (in case value contains several items). Default value: 1.

  Returns:

    - `T`

- `ac.INIConfig:iterate(prefix, noPostfixForFirst)`

  Iterates over sections of INI file with a certain prefix. Order matches order of CSP parsing such data.

Example:
```lua
for index, section in iniConfig:iterate('LIGHT') do
  print('Color: '..iniConfig:get(section, 'COLOR', 'red'))
end
```

  Parameters:

    1. `prefix`: `string` Prefix for section names.

    2. `noPostfixForFirst`: `boolean?` Only for default INI format. If set to `true`, first section would not have “_0” postfix.

  Returns:

    - `fun`

- `ac.INIConfig:iterateValues(section, prefix, digitsOnly)`

  Iterates over values of INI section with a certain prefix. Order matches order of CSP parsing such data.

Example:
```lua
for index, key in iniConfig:iterateValues('LIGHT_0', 'POSITION', true) do
  print('Position: '..tostring(iniConfig:get('LIGHT_0', key, vec3())))
end
```

  Parameters:

    1. `prefix`: `string` Prefix for section names.

    2. `digitsOnly`: `boolean?` If set to `true`, would only collect keys consisting of a prefix and a number (useful for configs with extra properties).

  Returns:

    - `fun`

- `ac.INIConfig:mapSection(section, defaults)`

  Takes table with default values and returns a table with values filled from config.

  Parameters:

    1. `section`: `string` Section name.

    2. `defaults`: `T` Table with keys and default values. Keys are the same as INI keys.

  Returns:

    - `T`

- `ac.INIConfig:mapConfig(defaults)`

  Takes table with default values and returns a table with values filled from config.

  Parameters:

    1. `defaults`: `T` Table with section names and sub-tables with keys and default values. Keys are the same as INI keys.

  Returns:

    - `T`

- `ac.INIConfig:set(section, key, value)`

  Set an INI value. Pass `nil` as value to remove it.

  Parameters:

    1. `section`: `string`

    2. `key`: `string`

    3. `value`: `string|string[]|number|boolean|nil|vec2|vec3|vec4|rgb|rgbm`

  Returns:

    - `ac.INIConfig` Returns itself for chaining several methods together.

- `ac.INIConfig:setAndSave(section, key, value)`

  Set an INI value and save file immediattely using special old Windows function to edit a single INI value. Compatible only with default
INI format. Doesn’t provide major peformance improvements, but might be useful if you prefer to keep original formatting as much as possible
when editing a single value only.

  Parameters:

    1. `section`: `string`

    2. `key`: `string`

    3. `value`: `string|string[]|number|boolean|nil|vec2|vec3|vec4|rgb|rgbm`

  Returns:

    - `boolean` Returns `true` if new value is different and config was saved.

- `ac.INIConfig:serialize()`

  Serializes data in INI format using format specified on INIConfig creation. You can also use `tostring()` function.

  Returns:

    - `string`

- `ac.INIConfig:save(filename)`

  Saves contents to a file in INI form.

  Parameters:

    1. `filename`: `string?` Filename. If filename is not set, saves file with the same name as it was loaded. Updates `filename` field.

  Returns:

    - `ac.INIConfig` Returns itself for chaining several methods together.
## Function ac.INIConfig.parse(data, format)
Parse INI config from a string.

  Parameters:

  1. `data`: `string` Serialized INI data.

  2. `format`: `ac.INIFormat?` Format to parse. Default value: `ac.INIFormat.Default`.

  Returns:

  - `ac.INIConfig`
## Function ac.INIConfig.load(filename, format, includeFolders)
Load INI file, optionally with includes.

  Parameters:

  1. `filename`: `string` INI config filename.

  2. `format`: `ac.INIFormat?` Format to parse. Default value: `ac.INIFormat.Default`.

  3. `includeFolders`: `string[]?` Optional folders to include files from (only for `ac.INIFormat.ExtendedIncludes` format). If not set, parent folder for config filename is used.

  Returns:

  - `ac.INIConfig`
## Function ac.INIConfig.carData(carIndex, fileName)
Load car data INI file. Supports “data.acd” files as well. Returned files might be tweaked by
things like custom physics virtual tyres. To get original file, use `ac.INIConfig.load()`.

Returned file can’t be saved.

  Parameters:

  1. `carIndex`: `number` 0-based car index.

  2. `fileName`: `string` Car data file name, such as `'tyres.ini'`.

  Returns:

  - `ac.INIConfig`
## Function ac.INIConfig.trackData(fileName)
Load track data INI file. Can be used by track scripts which might not always  have access to those files directly.

Returned file can’t be saved.

  Parameters:

  1. `fileName`: `string` Car data file name, such as `'tyres.ini'`.

  Returns:

  - `ac.INIConfig`
## Function ac.INIConfig.onlineExtras()
Returns config with extra online options, the ones that can be set with Content Manager.

  Returns:

  - `ac.INIConfig|nil` If not an online session, returns `nil`.
## Function ac.INIConfig.cspModule(cspModuleID)
Load config of a CSP module by its name.

  Parameters:

  1. `cspModuleID`: `ac.CSPModuleID` Name of a CSP module.

  Returns:

  - `ac.INIConfig`
## Function ac.INIConfig.scriptSettings()
Load config of the current Lua script (“settings.ini” in script directory and settings overriden by user, meant to be customizable with Content Manager). Can’t
be changed by script directly.

  Returns:

  - `ac.INIConfig`

# Module common/ac_extras_connect.lua

## Function ac.connect(layout, keepLive, namespace)
Creates a new shared structure to quickly exchange data between different Lua scripts within a session. Example:
```lua
local sharedData = ac.connect{
  ac.StructItem.key('myChannel'),        -- optional, to avoid collisions
  someString = ac.StructItem.string(24), -- 24 is for capacity
  someInt = ac.StructItem.int(),
  someDouble = ac.StructItem.double(),
  someVec = ac.StructItem.vec3()
}
```

Note: to connect two scripts, both of them chould use `ac.connect()` and pass exactly the same layouts. Also, consider using more
specific names to avoid possible unwanted collisions. For example, instead of using `value = ac.StructItem.int()` which might be
used somewhere else, use `weatherBrightnessValue = ac.StructItem.int()`. Or, simply add `ac.StructItem.key('myUniqueKey')`.

For safety reasons, car scripts can only connect to other car scripts, and track scripts can only connect to other track scripts.

  Parameters:

  1. `layout`: `T` A table containing fields of structure and their types. Use `ac.StructItem` methods to select types. Alternatively, you can pass a string for the body of the structure here, but be careful with it.

  2. `keepLive`: `boolean?` Set to true to keep structure even if any references were removed or script was unloaded.

  3. `namespace`: `nil|ac.SharedNamespace` Optional namespace stopping scripts of certain types to access data of scripts with different types. For more details check `ac.SharedNamespace` documentation.

  Returns:

  - `T`

# Module common/ac_struct_item.lua

## Function ac.StructItem.key(key)

  Returns:

  - `nil`
## Function ac.StructItem.half()

  Returns:

  - `number`
## Function ac.StructItem.float()

  Returns:

  - `number`
## Function ac.StructItem.double()

  Returns:

  - `number`
## Function ac.StructItem.norm8()

  Returns:

  - `number`
## Function ac.StructItem.unorm8()

  Returns:

  - `number`
## Function ac.StructItem.norm16()

  Returns:

  - `number`
## Function ac.StructItem.unorm16()

  Returns:

  - `number`
## Function ac.StructItem.int16()

  Returns:

  - `integer`
## Function ac.StructItem.uint16()

  Returns:

  - `integer`
## Function ac.StructItem.int32()

  Returns:

  - `integer`
## Function ac.StructItem.uint32()

  Returns:

  - `integer`
## Function ac.StructItem.int64()

  Returns:

  - `integer`
## Function ac.StructItem.uint64()

  Returns:

  - `integer`
## Function ac.StructItem.boolean()

  Returns:

  - `boolean`
## Function ac.StructItem.char()

  Returns:

  - `integer`
## Function ac.StructItem.byte()

  Returns:

  - `integer`
## Function ac.StructItem.vec2()

  Returns:

  - `vec2`
## Function ac.StructItem.vec3()

  Returns:

  - `vec3`
## Function ac.StructItem.vec4()

  Returns:

  - `vec4`
## Function ac.StructItem.rgb()

  Returns:

  - `rgb`
## Function ac.StructItem.rgbm()

  Returns:

  - `rgbm`
## Function ac.StructItem.hsv()

  Returns:

  - `hsv`
## Function ac.StructItem.quat()

  Returns:

  - `quat`
## Function ac.StructItem.array(elementType, size)

  Parameters:

  1. `elementType`: `T`

  2. `size`: `integer`

  Returns:

  - `T`
## Function ac.StructItem.string(capacity)

  Returns:

  - `string`

# Module common/ac_extras_hashspace.lua

## Class ac.HashSpaceItem

- `ac.HashSpaceItem:id()`

  Returns ID associated with an item.

  Returns:

    - `integer`

- `ac.HashSpaceItem:update(pos)`

  Moves an item to a position.

  Parameters:

    1. `pos`: `vec3`

- `ac.HashSpaceItem:dispose()`

  Removes item from its space.
function HashSpaceItem:dispose() end
## Function ac.HashSpace(cellSize)
Simple structure meant to speed up collision detection by arranging items in a grid using hashmap. Cells are arranged horizontally.

  Parameters:

  1. `cellSize`: `number` Should be about twice as large as your largest entity.

  Returns:

  - `ac.HashSpace`
## Class ac.HashSpace
Simple structure meant to speed up collision detection by arranging items in a grid using hashmap. Cells are arranged horizontally.

- `ac.HashSpace:iterate(pos, callback, callbackData)`

  Iterates items around given position.

  Parameters:

    1. `pos`: `vec3`

    2. `callback`: `fun(id: integer, callbackData: T)`

    3. `callbackData`: `T?`

- `ac.HashSpace:anyAround(pos)`

  Checks if there are any items around given position.

  Parameters:

    1. `pos`: `vec3`

  Returns:

    - `boolean`

- `ac.HashSpace:count(pos)`

  Count amount of items around given position.

  Parameters:

    1. `pos`: `vec3`

  Returns:

    - `integer`

- `ac.HashSpace:rawPointers(pos)`

  Returns raw pointers for given position for manual iteration. Be careful!

  Parameters:

    1. `pos`: `vec3`

  Returns:

    - `any`

- `ac.HashSpace:add()`

  Adds a new dynamic item to the grid. Each item gets a new ID.

  Returns:

    - `ac.HashSpaceItem`

- `ac.HashSpace:addFixed(id, pos)`

  Adds a fixed item to the grid, with predetermined ID. Avoid mixing dynamic and fixed items in the same grid.

  Parameters:

    1. `id`: `integer`

    2. `pos`: `vec3`

# Module common/ac_extras_numlut.lua

## Function ac.Lut(data, hsvColumns)
Meant to quickly interpolate between tables of values, some of them could be colors set in HSV. Example:
```lua
local lut = ac.Lut([[
 -100 |  0.00,   350,  0.37,  1.00,  3.00,  1.00,  1.00,  3.60,500.00,  0.04
  -90 |  1.00,    10,  0.37,  1.00,  3.00,  1.00,  1.00,  3.60,500.00,  0.04
  -20 |  1.00,    10,  0.37,  1.00,  3.00,  1.00,  1.00,  3.60,500.00,  0.04
]], { 2 })
assert(lut:calculate(-95)[1] == 1)
```

  Parameters:

  1. `data`: `string` String with LUT data, in a format similar to AC LUT formats. Please note: rows must be ordered for efficient binary search.

  2. `hsvColumns`: `integer[]` 1-based indices of columns storing HSV data. Such columns, of course, will be interpolated differently (for example, mixing hues 350 and 20 would produce 10).

  Returns:

  - `ac.Lut`
## Class ac.Lut
Meant to quickly interpolate between tables of values, some of them could be colors set in HSV. Example:
```lua
local lut = ac.Lut([[
 -100 |  0.00,   350,  0.37,  1.00,  3.00,  1.00,  1.00,  3.60,500.00,  0.04
  -90 |  1.00,    10,  0.37,  1.00,  3.00,  1.00,  1.00,  3.60,500.00,  0.04
  -20 |  1.00,    10,  0.37,  1.00,  3.00,  1.00,  1.00,  3.60,500.00,  0.04
]], { 2 })
assert(lut:calculate(-95)[1] == 1)
```

- `ac.Lut:calculate(input)`

  Interpolate for a given input, return a newly created table. Note: consider using `:calculateTo()` instead to avoid re-creating tables, it would work much more efficiently.

  Parameters:

    1. `input`: `number`

  Returns:

    - `number`

- `ac.Lut:calculateTo(output, input)`

  Interpolate for a given input, write result to a given table.

  Parameters:

    1. `output`: `number[]`

    2. `input`: `number`

  Returns:

    - `number`
## Class ac.LutJit
Meant to quickly interpolate between tables of values, some of them could be colors set in HSV. Example:
```lua
local lutJit = ac.LutJit:new{ data = {
  { input = -100, output = {  0.00,   350,  0.37,  1.00,  3.00,  1.00,  1.00,  3.60,500.00,  0.04 } },
  { input =  -90, output = {  1.00,    10,  0.37,  1.00,  3.00,  1.00,  1.00,  3.60,500.00,  0.04 } },
  { input =  -20, output = {  1.00,    10,  0.37,  1.00,  3.00,  1.00,  1.00,  3.60,500.00,  0.04 } },
  }, hsvRows = { 2 }}
assert(lutJit:calculate(-95)[1] == 1)
```
Obsolete. Use `ac.Lut` instead, with faster C++ implementation.

- `ac.LutJit:new(o, data, hsvRows)`

  Creates new ac.LuaJit instance. Deprecated, use `ac.Lut` instead.

  Parameters:

    1. `data`: `any`

    2. `hsvRows`: `integer[]`  1-based indices of columns (not rows) storing HSV values in them.

  Returns:

    - `table`

- `ac.LutJit:calculate(input)`

  Computes a new value. Deprecated, use `ac.Lut` instead.

  Parameters:

    1. `input`: `number`

  Returns:

    - `number`

- `ac.LutJit:calculateTo(output, input)`

  Computes a new value to a preexisting HSV value. Deprecated, use `ac.Lut` instead.

  Parameters:

    1. `output`: `number[]`

    2. `input`: `number`

  Returns:

    - `number`
## Function ac.LutJit:new(o, data, hsvRows)
Creates new ac.LuaJit instance. Deprecated, use `ac.Lut` instead.

  Parameters:

  1. `data`: `any`

  2. `hsvRows`: `integer[]`  1-based indices of columns (not rows) storing HSV values in them.

  Returns:

  - `table`
## Function ac.LutJit:calculate(input)
Computes a new value. Deprecated, use `ac.Lut` instead.

  Parameters:

  1. `input`: `number`

  Returns:

  - `number`
## Function ac.LutJit:calculateTo(output, input)
Computes a new value to a preexisting HSV value. Deprecated, use `ac.Lut` instead.

  Parameters:

  1. `output`: `number[]`

  2. `input`: `number`

  Returns:

  - `number`

# Module common/ac_extras_onlineevent.lua

## Function ac.OnlineEvent(layout, callback, namespace)
Creates a new type of online event to exchange between scripts running on different clients in an online
race. Example:
```lua
local chatMessageEvent = ac.OnlineEvent({
  -- message structure layout:
  message = ac.StructItem.string(50),
  mood = ac.StructItem.float(),
}, function (sender, data)
  -- got a message from other client (or ourselves; in such case `sender.index` would be 0):
  ac.debug('Got message: from', sender and sender.index or -1)
  ac.debug('Got message: text', data.message)
  ac.debug('Got message: mood', data.mood)
end)

-- sending a new message:
chatMessageEvent{ message = 'hello world', mood = 5 }
```

Note: to exchange messages between two scripts, both of them chould use `ac.OnlineEvent()` and pass exactly the same layouts. Also, consider using more
specific names to avoid possible unwanted collisions. For example, instead of using `value = ac.StructItem.int()` which might be
used somewhere else, use `mySpecificValue = ac.StructItem.int()`. Or, simply add `ac.StructItem.key('myUniqueKey')`.

For safety reasons, car scripts can only exchange messages with other car scripts, and track scripts can only exchange messages with other track scripts.

Each message should be smaller than 175 bytes. At least 200 ms should pass between sending messages. Don’t use this system to exchange data too often: at
current stage, it uses chat messages to transfer data, so it’s far from optimal.

  Parameters:

  1. `layout`: `T` A table containing fields of structure and their types. Use `ac.StructItem` methods to select types. Alternatively, you can pass a string for the body of the structure here, but be careful with it.

  2. `callback`: `fun(sender: ac.StateCar|nil, message: T)` Callback that will be called when a new message of this type is received. Note: it would be called even if message was sent from this script. Use `sender` to check message origin: if it’s `nil`, message has come from the server, if its `.index` is 0, message has come from this client (and possibly this script).

  3. `namespace`: `nil|ac.SharedNamespace` Optional namespace stopping scripts of certain types to access data of scripts with different types. For more details check `ac.SharedNamespace` documentation.

  Returns:

  - `fun`

# Module common/ac_extras_connectmmf.lua

## Function ac.readMemoryMappedFile(filename, layout)
Opens shared memory file for reading.

  Parameters:

  1. `filename`: `string` Shared memory file filename (without “Local\” bit).

  2. `layout`: `T` String for the body of the structure.

  Returns:

  - `T`
## Function ac.writeMemoryMappedFile(filename, layout)
Opens shared memory file for writing.

  Parameters:

  1. `filename`: `string` Shared memory file filename (without “Local\” bit).

  2. `layout`: `T` String for the body of the structure.

  Returns:

  - `T`

# Module common/ac_general_utils.lua

## Function ac.evaluateLapTime()
Estimates lap time and sector times for main car using AC function originally used by Time Attack mode. Could be
helpful in creating custom time attack modes. Uses “ideal_line.ai” from “track folder/data”, so might not work
well with mods. If that file is missing, returns nil.

# Module common/ac_music.lua

## Class ac.MusicData
Information about currently playing track. Use function `ac.currentlyPlaying()` to get
a reference to it.

To draw album cover, pass `ac.MusicData` as an argument to something like `ui.image()`.
## Function ac.currentlyPlaying()
Syncs information about currently playing music and returns a table with details. Takes data from
Windows 10 Media API, or from other sources configured in Music module of CSP.

  Returns:

  - `ac.MusicData`

# Module common/ac_storage.lua

## Class ac.StoredValue

- `ac.StoredValue:get()`

  Returns:

    - `string|number|boolean|vec2|vec3|vec4|rgb|rgbm`

- `ac.StoredValue:set(value)`

  Parameters:

    1. `value`: `string|number|boolean|vec2|vec3|vec4|rgb|rgbm`
## Function ac.storage(layout, keyPrefix)
Storage function. Easiest way to use is to pass it a table with default values — it would give you a table back
which would load values on reads and save values on writes. Values have to be either strings, numbers, booleans,
vectors or colors. Example:
```lua
local storedValues = ac.storage{
  someKey = 15,
  someStringValue = 20
}
storedValues.someKey = 20
```
Alternatively, you can use it as a function which would take a key and a default value and return you an
`ac.StoredValue` wrapper with methods `:get()` and `:set(newValue)`:
```lua
local stored = ac.storage('someKey', 15)
stored:get()
stored:set(20)
```
Or, just access it directly in `localStorage` style of JavaScript. Similar to JavaScript, this way you can only store
strings:
```lua
ac.storage.key = 'value'
ac.debug('loaded', ac.storage.key)
```
Data will be saved in “Documents\Assetto Corsa\cfg\extension\state\lua”, in corresponding subfolder. Actual writing
will happen a few seconds after new value was pushed, and only if value was changed, so feel free to use this function
to write things often.

  Parameters:

  1. `layout`: `T`

  2. `keyPrefix`: `string|nil` Optional parameter for adding a prefix to keys.

  Returns:

  - `T`
## Function ac.storageHasKey(storage, key)
Checks if storage table created by `ac.storage(table)` has a certain key or not.

  Parameters:

  1. `storage`: `any`

  2. `key`: `string`

  Returns:

  - `boolean`

# Module common/ac_configs.lua

## Class ac.ConfigProvider

- `ac.ConfigProvider.bool(section, key, defaultValue)`

  Parameters:

    1. `section`: `string`

    2. `key`: `string`

    3. `defaultValue`: `boolean|nil`

  Returns:

    - `boolean`

- `ac.ConfigProvider.number(section, key, defaultValue)`

  Parameters:

    1. `section`: `string`

    2. `key`: `string`

    3. `defaultValue`: `number`

  Returns:

    - `number`

- `ac.ConfigProvider.string(section, key, defaultValue)`

  Parameters:

    1. `section`: `string`

    2. `key`: `string`

    3. `defaultValue`: `string|nil`

  Returns:

    - `string`

- `ac.ConfigProvider.rgb(section, key, defaultValue)`

  Parameters:

    1. `section`: `string`

    2. `key`: `string`

    3. `defaultValue`: `rgb|nil`

  Returns:

    - `rgb`

- `ac.ConfigProvider.rgbm(section, key, defaultValue)`

  Parameters:

    1. `section`: `string`

    2. `key`: `string`

    3. `defaultValue`: `rgbm|nil`

  Returns:

    - `rgbm`

- `ac.ConfigProvider.vec2(section, key, defaultValue)`

  Parameters:

    1. `section`: `string`

    2. `key`: `string`

    3. `defaultValue`: `vec2|nil`

  Returns:

    - `vec2`

- `ac.ConfigProvider.vec3(section, key, defaultValue)`

  Parameters:

    1. `section`: `string`

    2. `key`: `string`

    3. `defaultValue`: `vec3|nil`

  Returns:

    - `vec3`

- `ac.ConfigProvider.vec4(section, key, defaultValue)`

  Parameters:

    1. `section`: `string`

    2. `key`: `string`

    3. `defaultValue`: `vec4|nil`

  Returns:

    - `vec4`
## Function ac.getTrackConfig(section, key, defaultValue)
Reads a value from the config of currently loaded track. To use it, you need to specify `defaultValue` value, it would be used to determine
the type of the value you need (and would be returned if value in config is missing).

Alternatively, if called without arguments, returns ac.ConfigProvider which then can be used to access
values in a typed manner. For it, `defaultValue` is optional.

  Parameters:

  1. `section`: `string` Section name in config (the one in square brackets).

  2. `key`: `string` Config key (value before “=” sign).

  3. `defaultValue`: `T` Value that’s returned as a result if value is missing. Also determines the type needed.

  Returns:

  - `T`
## Function ac.getCarConfig(carIndex, section, key, defaultValue)
Reads a value from the config of a car. To use it, you need to specify `defaultValue` value, it would be used to determine
the type of the value you need (and would be returned if value in config is missing).

Alternatively, if called with car index only, returns ac.ConfigProvider which then can be used to access
values in a typed manner. For it, `defaultValue` is optional.

  Parameters:

  1. `carIndex`: `integer` 0-based car index.

  2. `section`: `string` Section name in config (the one in square brackets).

  3. `key`: `string` Config key (value before “=” sign).

  4. `defaultValue`: `T` Value that’s returned as a result if value is missing. Also determines the type needed.

  Returns:

  - `T`

# Module common/ac_reftypes.lua

## Function refbool(value)
Stores a boolean value and can be used as a reference to it.

  Parameters:

  1. `value`: `boolean` Stored value.

  Returns:

  - `refbool`
## Class refbool
Stores a boolean value and can be used as a reference to it.

- `refbool.isrefbool(x)`

  Returns:

    - `boolean`

- `refbool:set(newValue)`

  For easier use with UI controls.

  Parameters:

    1. `newValue`: `boolean|`true`|`false``

  Returns:

    - `refbool`
## Function refnumber(value)
Stores a numerical value and can be used as a reference to it.

  Parameters:

  1. `value`: `number` Stored value.

  Returns:

  - `refnumber`
## Class refnumber
Stores a numerical value and can be used as a reference to it.

- `refnumber.isrefnumber(x)`

  Returns:

    - `boolean`

- `refnumber:set(newValue)`

  For easier use with UI controls.

  Parameters:

    1. `newValue`: `number`

  Returns:

    - `refnumber`

# Module common/ac_web.lua

## Class WebResponse
## Function web.get(url, headers, callback)
Sends a GET HTTP request. Note: you can only have two requests running at once, mostly to make sure
a faulty script wouldn’t spam a remote server or overload internet connection (that’s how I lost access
to one of my API tokens for some time, accidentally sending a request each frame).

  Parameters:

  1. `url`: `string` URL.

  2. `headers`: `table<string, string|number|boolean>?` Optional headers. Use special `[':headers-only'] = true` header if you only need to load headers (for servers without proper support of HEAD method).

  3. `callback`: `fun(err: string, response: WebResponse)`
## Function web.post(url, headers, data, callback)
Sends a POST HTTP request. Note: you can only have two requests running at once, mostly to make sure
a faulty script wouldn’t spam a remote server or overload internet connection (that’s how I lost access
to one of my API tokens for some time, accidentally sending a request each frame).

  Parameters:

  1. `url`: `string` URL.

  2. `headers`: `table<string, string|number|boolean>?` Optional headers. Use special `[':headers-only'] = true` header if you only need to load headers (for servers without proper support of HEAD method).

  3. `data`: `WebPayload` Optional data.

  4. `callback`: `fun(err: string, response: WebResponse)`
## Function web.request(method, url, headers, data, callback)
Sends a custom HTTP request. Note: you can only have two requests running at once, mostly to make sure
a faulty script wouldn’t spam a remote server or overload internet connection (that’s how I lost access
to one of my API tokens for some time, accidentally sending a request each frame).

  Parameters:

  1. `method`: `"'GET'"|"'POST'"|"'PUT'"|"'HEAD'"|"'DELETE'"|"'PATCH'"|"'OPTIONS'"` HTTP method.

  2. `url`: `string` URL.

  3. `headers`: `table<string, string|number|boolean>?` Optional headers. Use special `[':headers-only'] = true` header if you only need to load headers (for servers without proper support of HEAD method).

  4. `data`: `WebPayload` Optional data.

  5. `callback`: `fun(err: string, response: WebResponse)`

# Module common/stringify.lua

## Function stringify(obj, compact, depthLimit)
Serialize Lua value (table, number, string, etc.) in a Lua table format (similar to how `JSON.stringify` in JavaScript
generates a thing with JavaScript syntax). Format seems to be called Luaon. Most of Lua entities are supported, including array-like tables, table
tables and mixed ones. CSP API things, such as vectors or colors, are also supported. For things like threads,
functions or unknown cdata types instead a placeholder object will be created.

Circular references also result in creating similar objects, for example: `t = {1, 2, 3, t}` would result in
`{ 1, 2, 3, { type = 'circular reference' } }`.

If any table in given data would have a `__stringify()` function, it would be called as a method (so first argument
would be the table with `__stringify` itself). If that function would return a string, that string will be used
instead of regular table serialization. The idea is for classes to define a method like this and output a line of code
which could be used to create a new instance like this on deserialization. Note: for such like to use a custom function
like a class constructor, you would either need to register that function with a certain name or provide a table referring
to it on deserialization. That’s because although deserialization uses `load()` function to parse and run data as Lua code,
it wouldn’t allow code to access existing functions by default.

  Parameters:

  1. `obj`: `table|number|string|boolean|nil` Object o serialize.

  2. `compact`: `boolean?` If true, resulting string would not have spaces and line breaks, slightly faster and a lot more compact.

  3. `depthLimit`: `integer?` Limits how deep serialization would go. Default value: 20.

  Returns:

  - `string` String with input data presented in Lua syntax.
## Function stringify.parse(serialized, namespace)
Parse a string with Lua table syntax into a Lua object (table, number, string, vector, etc.), can support custom objects as well.
Only functions from `namespace` can be used (as well as vectors and functions registered earlier with `stringify.register()`),
so if you’re using custom classes, make sure to either register them earlier or pass them in `namespace` table. Alternatively,
you can just pass `_G` as `namespace`, but it might be pretty unsecure, so maybe don’t do it.

Would raise an error if failed to parse or if any of initializers would raise an error.

  Parameters:

  1. `serialized`: `string` Serialized data.

  2. `namespace`: `table<string, function>|nil` Namespace table. Serialized data would be evaluated as Lua code and would have access to it.

  Returns:

  - `table|number|string|boolean|nil`
## Function stringify.tryParse(serialized, namespace, fallback)
Parse a string with Lua table syntax into a Lua object (table, number, string, vector, etc.), can support custom objects as well.
Only functions from `namespace` can be used (as well as vectors and functions registered earlier with `stringify.register()`),
so if you’re using custom classes, make sure to either register them earlier or pass them in `namespace` table. Alternatively,
you can just pass `_G` as `namespace`, but it might be pretty unsecure, so maybe don’t do it.

Returns fallback value if failed to parse, or if `serialized` is empty or not set, or if any of initializers would raise an error.

  Parameters:

  1. `serialized`: `string` Serialized data.

  2. `namespace`: `table<string, function>|nil` Namespace table. Serialized data would be evaluated as Lua code and would have access to it.

  3. `fallback`: `T|nil` Value to return if parsing failed.

  Returns:

  - `T`
## Function stringify.register(name, fn)
Registers a new initializer function with a given name.

  Parameters:

  1. `name`: `string` Name of an initializer (how serialized data would refer to it).

  2. `fn`: `function` Initializer function (returning value for serialized data to use).
## Function stringify.substep(out, ptr, obj, lineBreak, depthLimit)
Serialization substep. Works similar to `stringify()` itself, but instead of returning string simply adds new terms to
`out` table. Use it in custom `__stringify` methods for serializing child items if you need the best performance.

  Parameters:

  1. `out`: `string[]` Output table with words to concatenate later (without any joining string).

  2. `ptr`: `integer` Position within `out` table to write next word into. At the very start, when table is empty, it would be 1.

  3. `obj`: `any` Item to serialize.

  4. `lineBreak`: `string|nil` Line break with some spaces for aligning child items, or `nil` if compact stringify mode is used. One tab is two spaces.

  5. `depthLimit`: `integer` Limits how many steps down serialization can go. If 0 or below, no tables would be serialized.

  Returns:

  - `integer` Updated `ptr` value (if one item was added to `out`, should increase by 1).
## Class ClassStringifiable
A small helper to add as a parent class for EmmyLua to work better.

- `ClassStringifiable:__stringify(out, ptr, obj, lineBreak, depthLimit)`

  Serialize instance of class. Can either return a `string`, or construct it into `out` table and return a new position in it. String itself should be a like of
Lua code which would reconstruct the object on deserialization. Don’t forget to either register referred function with `stringify.register()` or provide
a reference to it in `namespace` table with `stringify.parse()`.

Note: to serialize sub-objects, such as constructor arguments, you can use `stringify()` or `stringify.substep()` if you’re using an approach with
manually constructing `out` table. Alternatively for basic types you can use `string.format()`: “%q” would give you a string in Lua format, so you can use it
like so:
```lua
function MyClass:__serialize()
  return string.format('MyClass(%q, %s)', self.stringName, self.numericalCounter)
end
```

  Parameters:

    1. `out`: `string[]` Output table with words to concatenate later (without any joining string).

    2. `ptr`: `integer` Position within `out` table to write next word into. At the very start, when table is empty, it would be 1.

    3. `obj`: `any` Item to serialize.

    4. `lineBreak`: `string|nil` Line break with some spaces for aligning child items, or `nil` if compact stringify mode is used. One tab is two spaces.

    5. `depthLimit`: `integer` Limits how many steps down serialization can go. If 0 or below, no tables would be serialized.

  Returns:

    - `integer` Updated `ptr` value (if one item was added to `out`, should increase by 1).

# Module ac_pp_filters.lua

## Class ScriptData

- `ScriptData.update(dt)`

  Called each to apply post-processing. Make sure to at least draw main frame here with `ui.drawImage('dynamic::screen', vec2(), ui.windowSize())`.

  Parameters:

    1. `dt`: `number` Time passed since last `update()` call, in seconds.

# Module common/ac_audio.lua

## Function ac.AudioEvent(eventName, reverbResponse)
Audio event is a audio emitter which uses a certain event from one of loaded FMOD soundbanks.

  Parameters:

  1. `eventName`: `string` Event name, for example, `'/cars/lada_revolution/door'` (leading “/” or “event:” prefix are optional).

  2. `reverbResponse`: `boolean|`true`|`false`` Set to true if audio event should be affected by reverb in tunnels and such.

  Returns:

  - `ac.AudioEvent`
## Class ac.AudioEvent
Audio event is a audio emitter which uses a certain event from one of loaded FMOD soundbanks.

- `ac.AudioEvent:setPosition(pos, dir, up, vel)`

  Sets audio event orientation.

  Parameters:

    1. `pos`: `vec3` Position. If you’re working on a car script, position is relative to car position.

    2. `dir`: `vec3|nil` Direction. If missing, forwards vector is used.

    3. `up`: `vec3|nil` Vector directed up for full 3D orientation.

    4. `vel`: `vec3|nil` Velocity of audio source. If missing, sound is stationary. If you’re working on a car script, velocity is relative to car velocity.

- `ac.AudioEvent:keepAlive()`

  Deprecated, now all events are alive until `:dispose()` is called.

- `ac.AudioEvent:setParam(name, value)`

  Set value of an audio event parameter.

  Parameters:

    1. `name`: `string`

    2. `value`: `number`

- `ac.AudioEvent:isValid()`

  Returns `true` if event is loaded successfully. If event does not load, make sure soundbank is loaded first, and that event name is correct.

  Returns:

    - `boolean`

- `ac.AudioEvent:isPlaying()`

  Returns `true` if audio event is playing.

  Returns:

    - `boolean`

- `ac.AudioEvent:isPaused()`

  Returns `true` if audio event is paused.

  Returns:

    - `boolean`

- `ac.AudioEvent:isWithinRange()`

  Return `true` if audio event is within hearing range of current listener. Could be a good way to pause some expensive processing
for distant audio events. Although in general comparing distance with a threshold on Lua side with vectors might be faster (without
going Lua→CSP→FMOD and back).

  Returns:

    - `boolean`

- `ac.AudioEvent:resume()`

  function _ac_AudioEvent:resume() end

- `ac.AudioEvent:resumeIf(condition)`

  If condition is `true`, start an audio event if it’s stopped, resume it if it’s paused. If condition is false, stop audio event.

  Parameters:

    1. `condition`: `boolean|`true`|`false``

- `ac.AudioEvent:stop()`

  Stop audio event.
function _ac_AudioEvent:stop() end

- `ac.AudioEvent:start()`

  Start audio event.
function _ac_AudioEvent:start() end

- `ac.AudioEvent:getTransformationRaw()`

  If you need to move audio event often, accessing its matrix directly might be the best way. But you have to be extra careful in
making sure matrix is always normalized (vectors `side`, `up` and `look` should be othrogonal with lengths of 1), otherwise
audio might sound strange, with rapid changes in volume.

  Returns:

    - `mat4x4`

- `ac.AudioEvent:dispose()`

  Stop and remove audio event.
function _ac_AudioEvent:dispose() end

# Module common/ac_light.lua

## Function ac.LightSource(lightType, position)
Light source on the scene. Starts working immediattely after creation. Use `:dispose()` to remove it.

  Parameters:

  1. `lightType`: `ac.LightType?`

  2. `position`: `vec3?`

  Returns:

  - `ac.LightSource`
## Class ac.LightSource
Light source on the scene. Starts working immediattely after creation. Use `:dispose()` to remove it.

- `ac.LightSource:keepAlive()`

  Doesn’t do anything, kept for compatibility.

- `ac.LightSource:dispose()`

  Removes light from the scene.
function _ac_LightSource:dispose() end

# Module common/ac_render.lua

## Function render.fullscreenPass(params)
Draws a fullscreen pass with a custom shader. Shader is compiled at first run, which might take a few milliseconds.
If you’re drawing things continuously, use `async` parameter and shader will be compiled in a separate thread,
while drawing will be skipped until shader is ready.

You can bind up to 32 textures and pass any number/boolean/vector/color/matrix values to the shader, which makes
it a very effective tool for any custom drawing you might need to make.

Example:
```lua
render.fullscreenPass({
  async = true,
  blendMode = render.BlendMode.BlendAdd,
  textures = {
    txInput1 = 'texture.png',  -- any key would work, but it’s easier to have a common prefix like “tx”
    txInput2 = mediaPlayer,
    txMissing = false
  },
  values = {
    gValueColor = rgbm(1, 2, 0, 0.5),  -- any key would work, but it’s easier to have a common prefix like “g”
    gValueNumber = math.random(),
    gValueVec = vec2(1, 2),
    gFlag = math.random() > 0.5
  },
  shader = [[
    float4 main(PS_IN pin) {
      float4 in1 = txInput1.Sample(samAnisotropic, pin.Tex);
      float4 in2 = txInput2.Sample(samAnisotropic, pin.Tex + gValueVec);
      return pin.ApplyFog(gFlag ? in1 + in2 * gValueColor : in2);
    }
  ]]
})
```

Consider wrapping result to `pin.ApplyFog(…)` to automatically apply configured fog.

Tip: to simplify and speed things up, it might make sense to move table outside of a function to reuse it from frame
to frame, simply accessing and updating textures, values and other parameters before call. However, make sure not to
add new textures and values, otherwise it would require to recompile shader and might lead to VRAM leaks (if you would
end up having thousands of no more used shaders). If you don’t have a working texture at the time of first creating
that table, use `false` for missing texture value.

Note: if shader would fail to compile, a C++ exception will be triggered, terminating script completely (to prevent AC
from crashing, C++ exceptions halt Lua script that triggered them until script gets a full reload).

  Parameters:

  1. `params`: `{blendMode: render.BlendMode, depthMode: render.DepthMode, depth: number, async: boolean, textures: table, values: table, shader: string}|"{\n`  blendMode = render.BlendMode.AlphaBlend,\n  depthMode = render.DepthMode.ReadOnlyLessEqual,\n  textures = {\n    \n  },\n  values = {\n    \n  },\n  shader = [[float4 main(PS_IN pin) {\n    return float4(pin.Tex.x, pin.Tex.y, 0, 1);\n  }]]\n}" "Table with properties:\n- `blendMode` (`render.BlendMode`): Blend mode. Default value: `render.BlendMode.AlphaBlend`.\n- `depthMode` (`render.DepthMode`): Depth mode. Default value: `render.DepthMode.ReadOnlyLessEqual`.\n- `depth` (`number`): Optional depth in meters, to use hardware-accelerated depth clipping.\n- `async` (`boolean`): If set to `true`, drawing won’t occur until shader would be compiled in a different thread.\n- `textures` (`table`): Table with textures to pass to a shader. For textures, anything passable in `ui.image()` can be used (filename, remote URL, media element, extra canvas, etc.). If you don’t have a texture and need to reset bound one, use `false` for a texture value (instead of `nil`)\n- `values` (`table`): Table with values to pass to a shader. Values can be numbers, booleans, vectors, colors or 4×4 matrix. Values will be aligned automatically.\n- `shader` (`string`): Shader code (format is HLSL, regular DirectX shader); actual code will be added into a template in “assettocorsa/extension/internal/shader-tpl/ui.fx”."

  Returns:

  - `boolean` Returns `false` if shader is not yet ready and no drawing occured (happens only if `async` is set to `true`).
## Function render.shaderedQuad(params)
Draws a 3D quad with a custom shader. Shader is compiled at first run, which might take a few milliseconds.
If you’re drawing things continuously, use `async` parameter and shader will be compiled in a separate thread,
while drawing will be skipped until shader is ready.

You can bind up to 32 textures and pass any number/boolean/vector/color/matrix values to the shader, which makes
it a very effective tool for any custom drawing you might need to make.

Example:
```lua
render.shaderedQuad({
  async = true,
  p1 = vec3(…),
  p2 = vec3(…),
  p3 = vec3(…),
  p4 = vec3(…),
  textures = {
    txInput1 = 'texture.png',  -- any key would work, but it’s easier to have a common prefix like “tx”
    txInput2 = mediaPlayer,
    txMissing = false
  },
  values = {
    gValueColor = rgbm(1, 2, 0, 0.5),  -- any key would work, but it’s easier to have a common prefix like “g”
    gValueNumber = math.random(),
    gValueVec = vec2(1, 2),
    gFlag = math.random() > 0.5
  },
  shader = [[
    float4 main(PS_IN pin) {
      float4 in1 = txInput1.Sample(samAnisotropic, pin.Tex);
      float4 in2 = txInput2.Sample(samAnisotropic, pin.Tex + gValueVec);
      return pin.ApplyFog(gFlag ? in1 + in2 * gValueColor : in2);
    }
  ]]
})
```

Consider wrapping result to `pin.ApplyFog(…)` to automatically apply configured fog. To set blend mode and such, use `render.setBlendMode()`.

Tip: to simplify and speed things up, it might make sense to move table outside of a function to reuse it from frame
to frame, simply accessing and updating textures, values and other parameters before call. However, make sure not to
add new textures and values, otherwise it would require to recompile shader and might lead to VRAM leaks (if you would
end up having thousands of no more used shaders). If you don’t have a working texture at the time of first creating
that table, use `false` for missing texture value.

Note: if shader would fail to compile, a C++ exception will be triggered, terminating script completely (to prevent AC
from crashing, C++ exceptions halt Lua script that triggered them until script gets a full reload).

  Parameters:

  1. `params`: `{blendMode: render.BlendMode, depthMode: render.DepthMode, async: boolean, textures: table, values: table, shader: string}|"{\n`  blendMode = render.BlendMode.AlphaBlend,\n  depthMode = render.DepthMode.ReadOnlyLessEqual,\n  textures = {\n    \n  },\n  values = {\n    \n  },\n  shader = [[float4 main(PS_IN pin) {\n    return float4(pin.Tex.x, pin.Tex.y, 0, 1);\n  }]]\n}" "Table with properties:\n- `blendMode` (`render.BlendMode`): Blend mode. Default value: `render.BlendMode.AlphaBlend`.\n- `depthMode` (`render.DepthMode`): Depth mode. Default value: `render.DepthMode.ReadOnlyLessEqual`.\n- `async` (`boolean`): If set to `true`, drawing won’t occur until shader would be compiled in a different thread.\n- `textures` (`table`): Table with textures to pass to a shader. For textures, anything passable in `ui.image()` can be used (filename, remote URL, media element, extra canvas, etc.). If you don’t have a texture and need to reset bound one, use `false` for a texture value (instead of `nil`)\n- `values` (`table`): Table with values to pass to a shader. Values can be numbers, booleans, vectors, colors or 4×4 matrix. Values will be aligned automatically.\n- `shader` (`string`): Shader code (format is HLSL, regular DirectX shader); actual code will be added into a template in “assettocorsa/extension/internal/shader-tpl/ui.fx”."

  Returns:

  - `boolean` Returns `false` if shader is not yet ready and no drawing occured (happens only if `async` is set to `true`).

# Module common/ac_render_enums.lua



# Module common/ac_ray.lua

## Class ray
Ray for simple geometric raycasting. Do not create ray manually, instead use `render.createRay(pos, dir, length)` or `render.createMouseRay()`.
Do not alter direction directly, or, if you do, do not cast it against lines, triangles or meshes, it stores some other precomputed values
for faster and more accurate raycasting.

- `ray:aabb(min, max)`

  Ray/AABB intersection.

  Parameters:

    1. `min`: `vec3` AABB min corner.

    2. `max`: `vec3` AABB max corner.

  Returns:

    - `boolean` True if there was an intersection.

- `ray:line(from, to, width)`

  Ray/thick line intersection.

  Parameters:

    1. `from`: `vec3` Line, starting point.

    2. `to`: `vec3` Line, finishing point.

    3. `width`: `number` Line width.

  Returns:

    - `number` Intersection distance, or -1 if there was no intersection.

- `ray:plane(planePoint, planeNormal)`

  Ray/plaane intersection.

  Parameters:

    1. `planePoint`: `vec3`

    2. `planeNormal`: `vec3`

  Returns:

    - `number` Intersection distance, or -1 if there was no intersection.

- `ray:triangle(p1, p2, p3)`

  Ray/triangle intersection.

  Parameters:

    1. `p1`: `vec3` Triangle, point A.

    2. `p2`: `vec3` Triangle, point B.

    3. `p3`: `vec3` Triangle, point C.

  Returns:

    - `number` Intersection distance, or -1 if there was no intersection.

- `ray:sphere(center, radius)`

  Ray/sphere intersection.

  Parameters:

    1. `center`: `vec3` Sphere, center.

    2. `radius`: `number` Sphere, radius.

  Returns:

    - `number` Intersection distance, or -1 if there was no intersection.

- `ray:track()`

  Ray/track intersection.

  Returns:

    - `number` Intersection distance, or -1 if there was no intersection.

- `ray:scene()`

  Ray/scene intersection (both with track and cars).

  Returns:

    - `number` Intersection distance, or -1 if there was no intersection.

- `ray:cars()`

  Ray/cars intersection.

  Returns:

    - `number` Intersection distance, or -1 if there was no intersection.

- `ray:physics(outPosition, outNormal)`

  Ray/physics meshes intersection.

  Parameters:

    1. `outPosition`: `vec3` Optional vec3 to which contact point will be written.

    2. `outNormal`: `vec3` Optional vec3 to which contact normal will be written.

  Returns:

    - `number` Intersection distance, or -1 if there was no intersection.

- `ray:distance(p)`

  Distance between ray and a point.

  Parameters:

    1. `p`: `vec3` Point.

  Returns:

    - `number` Distance.

# Module common/ac_positioning_helper.lua

## Function render.PositioningHelper()

  Returns:

  - `render.PositioningHelper`
## Class render.PositioningHelper

- `render.PositioningHelper:render(pos, forceInactive)`

  Parameters:

    1. `pos`: `vec3`

    2. `forceInactive`: `boolean?` Prevents PositioningHelper from moving. Default value: `false`.

  Returns:

    - `boolean`

- `render.PositioningHelper:renderAligned(pos, look, forceInactive)`

  Parameters:

    1. `pos`: `vec3`

    2. `look`: `vec3`

    3. `forceInactive`: `boolean?` Prevents PositioningHelper from moving. Default value: `false`.

  Returns:

    - `boolean`

- `render.PositioningHelper:renderFullyAligned(pos, look, up, forceInactive)`

  Parameters:

    1. `pos`: `vec3`

    2. `look`: `vec3`

    3. `up`: `vec3`

    4. `forceInactive`: `boolean?` Prevents PositioningHelper from moving. Default value: `false`.

  Returns:

    - `boolean`

- `render.PositioningHelper:anyHighlight()`

  Returns:

    - `boolean`

- `render.PositioningHelper:movingInScreenSpace()`

  Returns:

    - `boolean`

# Module common/ac_ui.lua

## Function ui.SmoothInterpolation(initialValue, weightMult)
Very simple thing for smooth UI animations. Call it with a number for its initial state and it would
return you a function. Each frame, call this function with your new target value and it would give you
a smoothly changing numerical value. Unlike functions like `math.applyLag()`, this one is a bit more
complicated, taking into account velocity as well.

  Parameters:

  1. `initialValue`: `number` Initial value with which animation will start.

  2. `weightMult`: `number?` Weight multiplier for smoother or faster animation. Default value: 1.

  Returns:

  - `fun`
## Function ui.FadingElement(drawCallback, initialState)
Another simple helper for easily creating elements fading in and out. Just pass it a draw callback and
and initial state (should it be visible or not), and then call returned function every frame passing it
a boolean to specify if item should be visible or not. Example:
```lua
local timeLeft = 120

local function drawTimeLeft()
  ui.text(string.format('Time left: %02.0f', math.max(0, timeLeft)))
  -- keep in mind: when timer would reach 0, block would still be visible for a bit while fading out, so
  -- that’s why there is that `math.max()` call
end

local fadingTimer = ui.FadingElement(drawTimeLeft)

function script.update(dt)
  timeLeft = timeLeft - dt
  fadingTimer(timeLeft > 0 and timeLeft < 60)  -- only show timer if time left is below 60 seconds
end
```

  Parameters:

  1. `drawCallback`: `fun()` Draw callback. Would only be called if alpha is above 0.2%, so there is no overhead if element is hidden.

  2. `initialState`: `boolean?` Should element be visible from the start. Default value: `false`.

  Returns:

  - `fun`
## Class ui.DWriteFont
DirectWrite font name builder. Instead of using it, you can simply provide a string, but this thing might be a nicer way. You can chain its methods too:
```lua
local MyFavouriteFont = ui.DWriteFont('Best Font', './data'):weight(ui.DWriteFont.Weight.Bold):style(ui.DWriteFont.Style.Italic):stretch(ui.DWriteFont.Stretch.Condensed)
…
ui.pushFont(MyFavouriteFont)  -- you could also just put font here, but if defined once and reused, it would generate less garbage for GC to clean up.
ui.dwriteText('Hello world!', 14)
ui.popFont()
```
## Function ui.weatherIcon(weatherType)
Returns an icon for a given weather type

  Parameters:

  1. `weatherType`: `ac.WeatherType`

  Returns:

  - `ui.Icons`
## Function ui.pushStyleVar(varID, value)
Push style variable.

  Parameters:

  1. `varID`: `ui.StyleVar`

  2. `value`: `number|vec2`
## Function ui.pushID(value)
Push ID (use it if you, for example, have a list of buttons created in a loop).

  Parameters:

  1. `value`: `number|string`
## Function ui.inputText(label, str, flags)
Text input control. Returns updated string (which would be the input string unless it changed, so no)
copying there. Second return value would change to `true` when text has changed. Example:
```lua
myText = ui.inputText('Enter something:', myText)
```

Third argument is `true` if Enter was pressed while editing text.

  Parameters:

  1. `label`: `string`

  2. `str`: `string`

  3. `flags`: `ui.InputTextFlags?`

  Returns:

  1. `string`

  2. `boolean`

  3. `boolean`
## Function ui.colorPicker(label, color, flags)
Color picker control. Returns true if color has changed (as usual with Lua, colors are passed)
by reference so update value would be put in place of old one automatically.

  Parameters:

  1. `label`: `string`

  2. `color`: `rgb|rgbm`

  3. `flags`: `ui.ColorPickerFlags?`

  Returns:

  - `boolean`
## Function ui.colorButton(label, color, flags, size)
Color button control. Returns true if color has changed (as usual with Lua, colors are passed)
by reference so update value would be put in place of old one automatically.

  Parameters:

  1. `label`: `string`

  2. `color`: `rgb|rgbm`

  3. `flags`: `ui.ColorPickerFlags?`

  4. `size`: `vec2?`

  Returns:

  - `boolean`
## Function ui.toast(icon, message, undoCallback)
Show popup message.

  Parameters:

  1. `icon`: `ui.Icons`

  2. `message`: `string`

  3. `undoCallback`: `fun()|nil` If provided, there’ll be an undo button which, when clicked, will call this callback.
## Function ui.transparentWindow(id, pos, size, noPadding, content)
Draw a window with transparent background.

  Parameters:

  1. `id`: `string` Window ID, has to be unique within your script.

  2. `pos`: `vec2` Window position.

  3. `size`: `vec2` Window size.

  4. `noPadding`: `boolean?` Disables window padding. Default value: `false`.

  5. `content`: `fun(): T` Window content callback.

  Returns:

  - `T`
## Function ui.toolWindow(id, pos, size, noPadding, content)
Draw a window with semi-transparent background.

  Parameters:

  1. `id`: `string` Window ID, has to be unique within your script.

  2. `pos`: `vec2` Window position.

  3. `size`: `vec2` Window size.

  4. `noPadding`: `boolean?` Disables window padding. Default value: `false`.

  5. `content`: `fun(): T` Window content callback.

  Returns:

  - `T`
## Function ui.tooltip(padding, content)
Draw a tooltip with custom content.

  Parameters:

  1. `padding`: `vec2?` Tooltip padding. Default value: `vec2(20, 8)`.

  2. `content`: `fun(): T` Window content callback.

  Returns:

  - `T`
## Function ui.childWindow(id, size, border, flags, content)
Draw a child window: perfect for clipping content, for scrolling lists, etc. Think of it more like
a HTML div with overflow set to either scrolling or hidden, for example.

  Parameters:

  1. `id`: `string` Window ID, has to be unique within given context (like, two sub-windows of the same window should have different IDs).

  2. `size`: `vec2` Window size.

  3. `border`: `boolean?` Window border.

  4. `flags`: `ui.WindowFlags?` Window flags.

  5. `content`: `fun(): T` Window content callback.

  Returns:

  - `T`
## Function ui.treeNode(label, flags, content)
Draw a tree node element: a collapsible block with content inside it (which might include other tree
nodes). Great for grouping things together. Note: if you need to have a tree node with changing label,
use label like “your changing label###someUniqueID” for it to work properly. Everything after “###” will
count as ID and not be shown. Same trick applies to other controls as well, such as tabs, buttons, etc.

  Parameters:

  1. `label`: `string` Tree node label (which also acts like its ID).

  2. `flags`: `ui.TreeNodeFlags?` Tree node flags.

  3. `content`: `fun(): T` Tree node content callback (called only if tree node is expanded).

  Returns:

  - `T`
## Function ui.tabBar(id, flags, content)
Draw a section with tabs. Inside, use `ui.tabItem()` to draw actual tabs like so:
```lua
ui.tabBar('someTabBarID', function ()
  ui.tabItem('Tab 1', function () --[[ Contents of Tab 1 ]] end)
  ui.tabItem('Tab 2', function () --[[ Contents of Tab 2 ]] end)
end)
```

  Parameters:

  1. `id`: `string` Tab bar ID.

  2. `flags`: `ui.TabBarFlags?` Tab bar flags.

  3. `content`: `fun(): T` Individual tabs callback.

  Returns:

  - `T`
## Function ui.tabItem(label, flags, content)
Draw a new tab in a tab bar. Note: if you need to have a tab with changing label,
use label like “your changing label###someUniqueID” for it to work properly. Everything after “###” will
count as ID and not be shown. Same trick applies to other controls as well, such as tree nodes, buttons, etc.
```lua
ui.tabBar('someTabBarID', function ()
  ui.tabItem('Tab 1', function () --[[ Contents of Tab 1 ]] end)
  ui.tabItem('Tab 2', function () --[[ Contents of Tab 2 ]] end)
end)
```

  Parameters:

  1. `label`: `string` Tab label.

  2. `flags`: `ui.TabItemFlags?` Tab flags.

  3. `content`: `fun(): T` Tab content callback (called only if tab is selected).

  Returns:

  - `T`
## Function ui.itemPopup(id, mouseButton, content)
Adds context menu to previously drawn item which would open when certain mouse button would be pressed. Once it happens,
content callback will be called each frame to draw contents of said menu.
```lua
ui.itemPopup(ui.MouseButton.Right, function ()
  if ui.selectable('Item 1') then --[[ Item 1 was clicked ]] end
  if ui.selectable('Item 2') then --[[ Item 2 was clicked ]] end
  ui.separator()
  if ui.selectable('Item 3') then --[[ Item 3 was clicked ]] end
  -- Other types of controls would also work
end)
```

  Parameters:

  1. `id`: `string` Context menu ID.

  2. `mouseButton`: `ui.MouseButton` Mouse button

  3. `content`: `fun(): T` Menu content callback (called only if menu is opened).

  Returns:

  - `T`
## Function ui.combo(label, previewValue, flags, content)
Adds a dropdown list (aka combo box). Items are drawn in content callback function, or alternatively
it can work with a list of strings and an ID of a selected item, returning either ID of selected item and
boolean with `true` value if it was changed, or if ID is a refnumber, it would just return a boolean value
for whatever it was changed or not.

  Parameters:

  1. `label`: `string` Label of the element.

  2. `previewValue`: `string?` Preview value.

  3. `flags`: `ui.ComboFlags?` Combo box flags.

  4. `content`: `fun(): T` Combo box items callback.

  Returns:

  - `T`
## Function ui.slider(label, value, min, max, format, power)
Adds a slider. For value, either pass `refnumber` and slider would return a single boolean with `true` value
if it was moved (and storing updated value in passed `refnumber`), or pass a regular number and then
slider would return number and then a boolean. Example:
```lua
-- With refnumber:
local ref = refnumber(currentValue)
if ui.slider('Test', ref) then currentValue = ref.value end

-- Without refnumber:
local value, changed = ui.slider('Test', currentValue)
if changed then currentValue = value end

-- Or, of course, if you don’t need to know if it changed (and, you can always use `ui.itemEdited()` as well):
currentValue = ui.slider('Test', currentValue)
```
I personally prefer to hide slider label and instead use its format string to show what’s it for. IMGUI would
not show symbols after “##”, but use them for ID calculation.
```lua
currentValue = ui.slider('##someSliderID', currentValue, 0, 100, 'Quantity: %.0f')
```
By the way, a bit of clarification: “##” would do
that, but “###” would result in ID where only symbols going after “###” are taken into account. Helps if you
have a control which label is constantly changing. For example, a tab showing a number of elements or current time.

To enter value with keyboard, hold Ctrl and click on it.

  Parameters:

  1. `label`: `string` Slider label.

  2. `value`: `refnumber` Current slider value.

  3. `min`: `number?` Default value: 0.

  4. `max`: `number?` Default value: 1.

  5. `format`: `string|'%.3f'|nil` C-style format string. Default value: '%.3f'.

  6. `power`: `number?` Power for non-linear slider. Default value: 1 (linear).

  Returns:

  - `boolean` True if slider has moved.
## Function ui.drawRaceFlag(color)
Draws race flag of a certain type, or in a certain color in its usual position.
Use it if you want to add a new flag type: this way, if custom UI later would replace flags with
a different look (or even if it’s just a custom texture mod), it would still work.

Note: if your script can access physics and you need a regular flag, using `physics.overrideRacingFlag()`
would work better (it would also affect track conditions and such).

  Parameters:

  1. `color`: `ac.FlagType|rgbm`
## Function ui.drawCarIcon(iconID, color)
Draws icon for car state, along with low fuel icon. If more than one icon is visible at once, subsequent ones are drawn
to the right of previous icon. Settings altering position and opacity of low fuel icon also apply here. Background is
included by default: simply pass a semi-transparent symbol here.

  Parameters:

  1. `iconID`: `ui.Icons|fun(iconSize: number)` Might be an icon ID or anything else `ui.icon()` can take, or a function taking icon size.

  2. `color`: `rgbm?` Icon tint for background. Default value: `rgbm.colors.white`.
## Function ui.atlasIconID(filename, uv1, uv2)
Generates ID to use with `ui.icon()` to draw an icon from an atlas.

  Parameters:

  1. `filename`: `string` Texture filename.

  2. `uv1`: `vec2` UV coordinates of the upper left corner.

  3. `uv2`: `vec2` UV coordinates of the bottom right corner.

  Returns:

  - `ui.Icons` Returns an ID to be used as an argument for `ui.icon()` function.
## Function ui.atlasIcons(filename, columns, rows, icons)
Generates a table acting like icons atlas.

  Parameters:

  1. `filename`: `string` Texture filename.

  2. `columns`: `integer` Number of columns in the atlas.

  3. `rows`: `integer` Number of rows in the atlas.

  4. `icons`: `T` Table with icons from left top corner, each icon is a table with 1-based row and column indices.

  Returns:

  - `T`
## Function ui.MediaPlayer.supported()
Checks if system supports these media players (Microsoft Media Foundation framework was added in Windows 8). If it’s not supported,
you can still use API, but it would fail to load any video or audio.

  Returns:

  - `boolean`
## Function ui.MediaPlayer(source)
Media player which can load a video and be used as a texture in calls like `ui.drawImage()`, `ui.beginTextureShade()` or `display.image()`. Also, it can load an audio
file and play it offscreen.

Since 0.1.77, media players can also be used as textures for scene references, like `ac.findMeshes(…):setMaterialTexture()`.

Uses Microsoft Media Foundation framework for video decoding and hardware acceleration, so only supports codecs supported by Windows.
Instead of asking user to install custom codecs, it might be a better idea to use [ones available by default](https://support.microsoft.com/en-us/windows/codecs-faq-392483a0-b9ac-27c7-0f61-5a7f18d408af).

Usage:
```lua
local player = ui.MediaPlayer()
player:setSource('myVideo.wmw'):setAutoPlay(true)

function script.update(dt)
  ui.drawImage(player, vec2(), vec2(400, 200))
end
```

When first used, MMF library is loaded and a separate DirectX device is created. Usually this process is pretty much instantaneous,
but sometimes it might take a few seconds. During that time you can still use media player methods to set source, volume, start playback, etc.
Some things might act a bit differently though. To make sure library is loaded before use, you can use `ui.MediaPlayer.supportedAsync()` with
a callback.

  Parameters:

  1. `source`: `string|nil` URL or a filename. Optional, can be set later with `player:setSource()`.

  Returns:

  - `ui.MediaPlayer`
## Class ui.MediaPlayer
Media player which can load a video and be used as a texture in calls like `ui.drawImage()`, `ui.beginTextureShade()` or `display.image()`. Also, it can load an audio
file and play it offscreen.

Since 0.1.77, media players can also be used as textures for scene references, like `ac.findMeshes(…):setMaterialTexture()`.

Uses Microsoft Media Foundation framework for video decoding and hardware acceleration, so only supports codecs supported by Windows.
Instead of asking user to install custom codecs, it might be a better idea to use [ones available by default](https://support.microsoft.com/en-us/windows/codecs-faq-392483a0-b9ac-27c7-0f61-5a7f18d408af).

Usage:
```lua
local player = ui.MediaPlayer()
player:setSource('myVideo.wmw'):setAutoPlay(true)

function script.update(dt)
  ui.drawImage(player, vec2(), vec2(400, 200))
end
```

When first used, MMF library is loaded and a separate DirectX device is created. Usually this process is pretty much instantaneous,
but sometimes it might take a few seconds. During that time you can still use media player methods to set source, volume, start playback, etc.
Some things might act a bit differently though. To make sure library is loaded before use, you can use `ui.MediaPlayer.supportedAsync()` with
a callback.

- `ui.MediaPlayer:setSource(url)`

  Sets file name or URL for video player to play. URL can lead to a remote resource.

  Parameters:

    1. `url`: `string` URL or a filename.

  Returns:

    - `ui.MediaPlayer` Returns itself for chaining several methods together.

- `ui.MediaPlayer:resolution()`

  Get video resolution. Would not work right after initialization or `player:setSource()`, first video needs to finish loading.

  Returns:

    - `vec2` Width and height in pixels.

- `ui.MediaPlayer:currentTime()`

  Get current playback position in seconds. Can be changed with `player:setCurrentTime()`.

  Returns:

    - `number`

- `ui.MediaPlayer:duration()`

  Get video duration in seconds.

  Returns:

    - `number`

- `ui.MediaPlayer:volume()`

  Get current video volume in range between 0 and 1. Can be changed with `player:setVolume()`.

  Returns:

    - `number`

- `ui.MediaPlayer:balance()`

  Get current video audio balance in range between -1 (left channel only) and 1 (right channel only). Can be changed with `player:setBalance()`.

  Returns:

    - `number`

- `ui.MediaPlayer:playbackRate()`

  Get current playback speed. Normal speed is 1. Can be changed with `player:setPlaybackRate()`.

  Returns:

    - `number`

- `ui.MediaPlayer:availableTime()`

  Get available time in seconds. If you are streaming a video, it might be a good idea to pause it until there would be enough of time available to play it.
Note: sometimes might misbehave when combined with jumping to a future point in video.

  Returns:

    - `number`

- `ui.MediaPlayer:playing()`

  Checks if video is playing now. Can be changed with `player:play()` and `player:pause()`.

  Returns:

    - `boolean`

- `ui.MediaPlayer:looping()`

  Checks if video is looping. Can be changed with `player:setLooping()`.

  Returns:

    - `boolean`

- `ui.MediaPlayer:autoPlay()`

  Checks if video would be played automatically. Can be changed with `player:setAutoPlay()`.

  Returns:

    - `boolean`

- `ui.MediaPlayer:muted()`

  Checks if video is muted. Can be changed with `player:setMuted()`.

  Returns:

    - `boolean`

- `ui.MediaPlayer:ended()`

  Checks if video has ended.

  Returns:

    - `boolean`

- `ui.MediaPlayer:seeking()`

  Checks if video player is seeking currently.

  Returns:

    - `boolean`

- `ui.MediaPlayer:hasVideo()`

  Checks if video is ready. If MMF failed to load the video, it would return `false`.

  Returns:

    - `boolean`

- `ui.MediaPlayer:hasAudio()`

  Checks if there is an audio to play.

  Returns:

    - `boolean`

- `ui.MediaPlayer:setCurrentTime(value)`

  Sets video position.

  Parameters:

    1. `value`: `number` New video position in seconds.

  Returns:

    - `ui.MediaPlayer` Returns itself for chaining several methods together.

- `ui.MediaPlayer:setPlaybackRate(value)`

  Sets playback speed.

  Parameters:

    1. `value`: `number?` New speed value from 0 to 1. Default value: 1.

  Returns:

    - `ui.MediaPlayer` Returns itself for chaining several methods together.

- `ui.MediaPlayer:setVolume(value)`

  Sets volume.

  Parameters:

    1. `value`: `number?` New volume value from 0 to 1. Default value: 1.

  Returns:

    - `ui.MediaPlayer` Returns itself for chaining several methods together.

- `ui.MediaPlayer:setBalance(value)`

  Sets audio balance.

  Parameters:

    1. `value`: `number?` New balance value from -1 (left channel only) to 1 (right channel only). Default value: 0.

  Returns:

    - `ui.MediaPlayer` Returns itself for chaining several methods together.

- `ui.MediaPlayer:setMuted(value)`

  Sets muted parameter.

  Parameters:

    1. `value`: `boolean?` Set to `true` to disable audio.

  Returns:

    - `ui.MediaPlayer` Returns itself for chaining several methods together.

- `ui.MediaPlayer:setLooping(value)`

  Sets looping parameter.

  Parameters:

    1. `value`: `boolean?` Set to `true` if video needs to start from beginning when it ends.

  Returns:

    - `ui.MediaPlayer` Returns itself for chaining several methods together.

- `ui.MediaPlayer:setAutoPlay(value)`

  Sets auto playing parameter.

  Parameters:

    1. `value`: `boolean?` Set to `true` if video has to be started automatically.

  Returns:

    - `ui.MediaPlayer` Returns itself for chaining several methods together.

- `ui.MediaPlayer:setGenerateMips(value)`

  Sets MIP maps generation flag. Use it if you want to tie media resource directly to a mesh instead of using it
in UI or scriptable display.

MIP maps are additional copies of the texture with half resolution, quarter resolution, etc. If in distance, GPUs
would read those downscaled copies instead of main texture to both avoid aliasing and improve performance.

  Parameters:

    1. `value`: `boolean?` Set to `true` to generate MIP maps.

  Returns:

    - `ui.MediaPlayer` Returns itself for chaining several methods together.

- `ui.MediaPlayer:setUpdatePeriod(period)`

  If you’re using a video element in UI or a scriptable display, this method would not do anything. But if you’re
tying media to a mesh (with, for example, `ac.findMeshes():setMaterialTexture()`), this method allows to control
how much time is passed before video is updated to the next frame. Default value: 0.05 s for 20 FPS. Set to 0
to update video every frame (final framerate would still be limited by frame rate of original video).

  Parameters:

    1. `period`: `number?` Update period in seconds. Default value: 0.05.

  Returns:

    - `ui.MediaPlayer` Returns itself for chaining several methods together.

- `ui.MediaPlayer:linkToSimulationSpeed(value)`

  Links playback rate to simulation speed: pauses when game or replay are paused, slows down with replay slow motion,
speeds up with replay fast forwarding.

  Parameters:

    1. `value`: `boolean?` Set to `true` to link playback rate.

  Returns:

    - `ui.MediaPlayer` Returns itself for chaining several methods together.

- `ui.MediaPlayer:useAsTexture()`

  Sets media element to be used as texture by calling these functions:
```lua
self:setAutoPlay(true)            -- start playing once video is ready
self:setMuted(true)               -- without audio (it wouldn’t be proper 3D audio anyway)
self:setLooping(true)             -- start from the beginning once it ends
self:setGenerateMips(true)        -- generate MIPs to avoid aliasing in distance
self:linkToSimulationSpeed(true)  -- pause when game or replay are paused, etc.
```
Of course, you can call those functions manually, or call this one and then use any other functions
to change the behaviour. It’s only a helping shortcut, that’s all.

  Returns:

    - `ui.MediaPlayer` Returns itself for chaining several methods together.

- `ui.MediaPlayer:play()`

  Starts to play a video.

  Returns:

    - `ui.MediaPlayer` Returns itself for chaining several methods together.

- `ui.MediaPlayer:pause()`

  Pauses a video. To fully stop it, use `player:pause():setCurrentTime(0)`.

  Returns:

    - `ui.MediaPlayer` Returns itself for chaining several methods together.

- `ui.MediaPlayer:debugText()`

  Some debug information for testing and fixing things.

  Returns:

    - `string`
## Function ui.MediaPlayer.supported()
Checks if system supports these media players (Microsoft Media Foundation framework was added in Windows 8). If it’s not supported,
you can still use API, but it would fail to load any video or audio.

Instead of this one, use `ui.MediaPlayer.supportedAsync()` which wouldn’t cause game to freeze while waiting for MMF to finish
initializing.

  Returns:

  - `boolean`
## Function ui.MediaPlayer.supportedAsync(callback)
Checks if system supports these media players (Microsoft Media Foundation framework was added in Windows 8). If it’s not supported,
you can still use API, but it would fail to load any video or audio. Runs asyncronously.

  Parameters:

  1. `callback`: `fun(supported: boolean)`
## Function ui.ExtraCanvas(resolution, mips, antialiasingMode, textureFormat)

  Parameters:

  1. `resolution`: `vec2|integer` Resolution in pixels. Usually textures with sizes of power of two work the best.

  2. `mips`: `integer?` Number of MIPs for a texture. MIPs are downsized versions of main texture used to avoid aliasing. Default value: 1 (no MIPs).

  3. `antialiasingMode`: `render.AntialiasingMode?` Antialiasing mode. Default value: `render.AntialiasingMode.None` (disabled).

  4. `textureFormat`: `render.TextureFormat?` Texture format. Default value: `render.TextureFormat.R8G8B8A8.UNorm`.

  Returns:

  - `ui.ExtraCanvas`
## Class ui.ExtraCanvas
Extra canvases are textures you can use in UI calls instead of filenames or apply as material textures to scene geometry,
and also edit them live by drawing things into them using “ui…” functions. A few possible use cases as an example:
- If your app or display uses a complex background or another element, it might be benefitial to draw it into a texture once and then reuse it;
- If you want to apply some advanced transformations to some graphics, it might work better to use texture;
- It can also be used to blur some elements by drawing them into a texture and then drawing it blurred.

Note: update happens from a different short-lived UI context, so interactive controls would not work here.

- `ui.ExtraCanvas:dispose()`

  Disposes canvas and releases resources.
function _ui_ExtraCanvas:dispose() end

- `ui.ExtraCanvas:setName(name)`

  Sets canvas name for debugging. Canvases with set name appear in Lua Debug App, allowing to monitor their state.

  Parameters:

    1. `name`: `string?` Name to display texture as. If set to `nil` or `false`, name will be reset and texture will be hidden.

  Returns:

    - `ui.ExtraCanvas` Returns itself for chaining several methods together.

- `ui.ExtraCanvas:update(callback)`

  Updates texture, calling `callback` to draw things with. If you want to do several changes, it would work better to group them in a
single `canvas:update()` call.

Note: canvas won’t be cleared here, to clear it first, use `canvas:clear()` method.

  Parameters:

    1. `callback`: `fun(dt: number)` Drawing function. Might not be called if canvas has been disposed or isn’t available for drawing into.

  Returns:

    - `ui.ExtraCanvas` Returns itself for chaining several methods together.

- `ui.ExtraCanvas:updateWithShader(params)`

  Updates texture using a shadered quad. Faster than using `:update()` with `ui.renderShader()`:
no time will be wasted setting up IMGUI pass and preparing all that data, just a single draw call.
Shader is compiled at first run, which might take a few milliseconds.
If you’re drawing things continuously, use `async` parameter and shader will be compiled in a separate thread,
while drawing will be skipped until shader is ready.

You can bind up to 32 textures and pass any number/boolean/vector/color/matrix values to the shader, which makes
it a very effective tool for any custom drawing you might need to make.

  Parameters:

    1. `params`: `{p1: vec2, p2: vec2, uv1: vec2, uv2: vec2, blendMode: render.BlendMode, async: boolean, textures: table, values: table, shader: string}|"{\n`  textures = {\n    \n  },\n  values = {\n    \n  },\n  shader = [[float4 main(PS_IN pin) {\n    return float4(pin.Tex.x, pin.Tex.y, 0, 1);\n  }]]\n}" "Table with properties:\n- `p1` (`vec2`): Position of upper left corner relative to whole screen or canvas. Default value: `vec2(0, 0)`.\n- `p2` (`vec2`): Position of bottom right corner relative to whole screen or canvas. Default value: size of canvas.\n- `uv1` (`vec2`): Texture coordinates for upper left corner. Default value: `vec2(0, 0)`.\n- `uv2` (`vec2`): Texture coordinates for bottom right corner. Default value: `vec2(1, 1)`.\n- `blendMode` (`render.BlendMode`): Blend mode. Default value: `render.BlendMode.Opaque`.\n- `async` (`boolean`): If set to `true`, drawing won’t occur until shader would be compiled in a different thread.\n- `textures` (`table`): Table with textures to pass to a shader. For textures, anything passable in `ui.image()` can be used (filename, remote URL, media element, extra canvas, etc.). If you don’t have a texture and need to reset bound one, use `false` for a texture value (instead of `nil`)\n- `values` (`table`): Table with values to pass to a shader. Values can be numbers, booleans, vectors, colors or 4×4 matrix. Values will be aligned automatically.\n- `shader` (`string`): Shader code (format is HLSL, regular DirectX shader); actual code will be added into a template in “assettocorsa/extension/internal/shader-tpl/ui.fx”."

  Returns:

    - `boolean` Returns `false` if shader is not yet ready and no drawing occured (happens only if `async` is set to `true`).

- `ui.ExtraCanvas:updateSceneWithShader(params)`

  Updates texture using a shader with a fullscreen pass. Faster than using `:update()` with `ui.renderShader()`:
no time will be wasted setting up IMGUI pass and preparing all that data, just a single draw call.
Shader is compiled at first run, which might take a few milliseconds.
If you’re drawing things continuously, use `async` parameter and shader will be compiled in a separate thread,
while drawing will be skipped until shader is ready.

You can bind up to 32 textures and pass any number/boolean/vector/color/matrix values to the shader, which makes
it a very effective tool for any custom drawing you might need to make.

Unlike `:updateWithShader()`, this version is single pass stereo-aware and can be used in the middle of
rendering scene, and has access to camera state and some rendering pipeline textures by default (see “fullscreen.fx” template).
Use it if you need to prepare an offscreen buffer to apply to the scene.

  Parameters:

    1. `params`: `{p1: vec2, p2: vec2, uv1: vec2, uv2: vec2, blendMode: render.BlendMode, async: boolean, textures: table, values: table, shader: string}|"{\n`  textures = {\n    \n  },\n  values = {\n    \n  },\n  shader = [[float4 main(PS_IN pin) {\n    return float4(pin.Tex.x, pin.Tex.y, 0, 1);\n  }]]\n}" "Table with properties:\n- `p1` (`vec2`): Position of upper left corner relative to whole screen or canvas. Default value: `vec2(0, 0)`.\n- `p2` (`vec2`): Position of bottom right corner relative to whole screen or canvas. Default value: size of canvas.\n- `uv1` (`vec2`): Texture coordinates for upper left corner. Default value: `vec2(0, 0)`.\n- `uv2` (`vec2`): Texture coordinates for bottom right corner. Default value: `vec2(1, 1)`.\n- `blendMode` (`render.BlendMode`): Blend mode. Default value: `render.BlendMode.Opaque`.\n- `async` (`boolean`): If set to `true`, drawing won’t occur until shader would be compiled in a different thread.\n- `textures` (`table`): Table with textures to pass to a shader. For textures, anything passable in `ui.image()` can be used (filename, remote URL, media element, extra canvas, etc.). If you don’t have a texture and need to reset bound one, use `false` for a texture value (instead of `nil`)\n- `values` (`table`): Table with values to pass to a shader. Values can be numbers, booleans, vectors, colors or 4×4 matrix. Values will be aligned automatically.\n- `shader` (`string`): Shader code (format is HLSL, regular DirectX shader); actual code will be added into a template in “assettocorsa/extension/internal/shader-tpl/ui.fx”."

  Returns:

    - `boolean` Returns `false` if shader is not yet ready and no drawing occured (happens only if `async` is set to `true`).

- `ui.ExtraCanvas:clear(col)`

  Clears canvas.

  Parameters:

    1. `col`: `rgbm`

  Returns:

    - `ui.ExtraCanvas` Returns itself for chaining several methods together.

- `ui.ExtraCanvas:applyAntialiasing()`

  Manually applies antialiasing to the texture (works only if it was created with a specific antialiasing mode).
By default antialiasing is applied automatically, but calling this function switches AA to a manual mode.

  Returns:

    - `ui.ExtraCanvas` Returns itself for chaining several methods together.

- `ui.ExtraCanvas:mipsUpdate()`

  Generates MIPs. Once called, switches texture to manual MIPs generating mode. Note: this operation is not that expensive, but it’s not free.

  Returns:

    - `ui.ExtraCanvas` Returns itself for chaining several methods together.

- `ui.ExtraCanvas:save(filename, format)`

  Saves canvas as an image.

  Parameters:

    1. `filename`: `string` Destination filename.

    2. `format`: `ac.ImageFormat|nil` Texture format (by default guessed based on texture name).

  Returns:

    - `ui.ExtraCanvas` Returns itself for chaining several methods together.

- `ui.ExtraCanvas:encode()`

  Returns image encoded in DDS format. Might be useful if you would need to store an image
in some custom form (if so, consider compressing it with `ac.compress()`).

Note: you can later use `ui.decodeImage()` to get a string which you can then pass as a texture name
to any of texture receiving functions. This way, you can load image into a new canvas later: just
create a new canvas (possibly using `ui.imageSize()` first to get image size) and update it drawing
imported image to the full size of the canvas.

  Returns:

    - `string|nil` Binary data, or `nil` if binary data export has failed.

- `ui.ExtraCanvas:size()`

  Returns texture resolution (or zeroes if element has been disposed).

  Returns:

    - `vec2`

- `ui.ExtraCanvas:mips()`

  Returns number of MIP maps (1 for no MIP maps and it being a regular texture).

  Returns:

    - `integer`

- `ui.ExtraCanvas:clone()`

  Clones current canvas.

  Returns:

    - `ui.ExtraCanvas` Returns new canvas.

- `ui.ExtraCanvas:backup()`

  Backup current state of canvas, return a function which can be called to restore original state. Note:
it clones current canvas texture, so don’t make too many backup copies at once.

  Returns:

    - `fun`

- `ui.ExtraCanvas:copyFrom(other)`

  Copies contents from another canvas or from CPU canvas data. Faster than copying by drawing, but works only
if size and number of MIP maps match. If not, fails quietly.

  Parameters:

    1. `other`: `ui.ExtraCanvas|ui.ExtraCanvasData` Canvas to copy content from.

  Returns:

    - `ui.ExtraCanvas` Returns itself for chaining several methods together.

- `ui.ExtraCanvas:accessData(callback)`

  Downloads data from GPU to CPU asyncronously (usually takes about 0.15 ms to get the data). Resulting data can be
used to access colors of individual pixels or upload it back to CPU restoring original state.

  Parameters:

    1. `callback`: `fun(err: string, data: ui.ExtraCanvasData)`
## Class ui.ExtraCanvasData
Contents of `ui.ExtraCanvas` copied to CPU. There, that data can no longer be used to draw things (but it can be uploaded
back to GPU with `canvas:copyFrom()`), but it can be used to quickly access colors of individual pixels. Unlike `ui.ExtraCanvas`,
instances of `ui.ExtraCanvasData` consume RAM, not VRAM.

To save RAM while storing several copies of data, you can use `data:compress()` to apply fast LZ4 compression. Note that each time
you would use data by reading colors of pixels, data would get decompressed automatically. Copying extra data back to canvas with
`canvas:copyFrom()` works with both compressed and decompressed data (data would be decompressed temporary).

- `ui.ExtraCanvasData:dispose()`

  Disposes canvas and releases resources.
function _ui_ExtraCanvasData:dispose() end

- `ui.ExtraCanvasData:compress()`

  Compresses data using LZ4 algorithm if data wasn’t compressed already.

  Returns:

    - `ui.ExtraCanvasData` Returns itself for chaining several methods together.

- `ui.ExtraCanvasData:size()`

  Returns original texture resolution (or zeroes if data has been disposed).

  Returns:

    - `vec2`

- `ui.ExtraCanvasData:compressed()`

  Returns `true` if data is currently compressed.

  Returns:

    - `boolean`

- `ui.ExtraCanvasData:memoryFootprint()`

  Returns space taken by data in bytes.

  Returns:

    - `integer`

- `ui.ExtraCanvasData:color(x, y)`

  Returns color of a pixel. If coordinates are outside, or data has been disposed, returns zeroes.

  Parameters:

    1. `x`: `integer` 0-based X coordinate.

    2. `y`: `integer` 0-based Y coordinate.

  Returns:

    - `rgbm` Pixel color from 0 to 1.

- `ui.ExtraCanvasData:colorTo(color, x, y)`

  Writes color of a pixel to a provided `rgbm` value. Same as `data:color()`, but does not create new color values, so should be
easier on garbage collector and more useful if you need to go through a lot of pixels for some reason.

  Parameters:

    1. `color`: `rgbm` 0-based X coordinate.

    2. `x`: `integer` 0-based X coordinate.

    3. `y`: `integer` 0-based Y coordinate.

  Returns:

    - `rgbm` Pixel color from 0 to 1 (same as input `color`).
## Function ui.shortcut(key, ...)
Returns a function which returns `true` when keyboard shortcut is pressed.

  Parameters:

  1. `key`: `{key: ui.KeyIndex, ctrl: boolean, alt: boolean, shift: boolean, super: boolean}|"{` key = ui.KeyIndex.A, ctrl = false }"

  Returns:

  - `fun`
## Function ui.renderTexture(params)
Draws image using custom drawcall (not an IMGUI drawcall). Any transformations and color shifts
wouldn’t work. But there are some extra shading features available here.

  Parameters:

  1. `params`: `{filename: string, p1: vec2, p2: vec2, color: rgbm, colorOffset: rgbm, uv1: vec2, uv2: vec2, blendMode: render.BlendMode, mask1: string, mask1UV1: vec2, mask1UV2: vec2, mask1Flags: render.TextureMaskFlags, mask2: string, mask2UV1: vec2, mask2UV2: vec2, mask2Flags: render.TextureMaskFlags}|"{\n`  filename = '',\n  p1 = vec2(0, 0),\n  p2 = vec2(1, 1),\n  color = rgbm.colors.white,\n  uv1 = vec2(0, 0),\n  uv2 = vec2(1, 1),\n  blendMode = render.BlendMode.BlendAccurate\n}" "Table with properties:\n- `filename` (`string`): Path to the image, absolute or relative to script folder or AC root. URLs are also accepted.\n- `p1` (`vec2`): Position of upper left corner relative to whole screen or canvas.\n- `p2` (`vec2`): Position of bottom right corner relative to whole screen or canvas.\n- `color` (`rgbm`): Tint of the image, with white it would be drawn as it is. In this call, can be above 0. Default value: `rgbm.colors.white`.\n- `colorOffset` (`rgbm`): Color offset. Default value: `rgbm.colors.transparent`.\n- `uv1` (`vec2`): Texture coordinates for upper left corner. Default value: `vec2(0, 0)`.\n- `uv2` (`vec2`): Texture coordinates for bottom right corner. Default value: `vec2(1, 1)`.\n- `blendMode` (`render.BlendMode`): Blend mode. Default value: `render.BlendMode.BlendAccurate`.\n- `mask1` (`string`): Optional mask #1, resulting image will be drawn only if mask is non-transparent and with non-zero alpha channel. Default value: `nil`.\n- `mask1UV1` (`vec2`): Texture coordinates for upper left corner of a mask. Default value: `vec2(0, 0)`.\n- `mask1UV2` (`vec2`): Texture coordinates for bottom right corner of a mask. Default value: `vec2(1, 1)`.\n- `mask1Flags` (`render.TextureMaskFlags`): Flags for the first mask. Default value: 6.\n- `mask2` (`string`): Optional mask #2, resulting image will be drawn only if mask is non-transparent and with non-zero alpha channel. Default value: `nil`.\n- `mask2UV1` (`vec2`): Texture coordinates for upper left corner of a mask. Default value: `vec2(0, 0)`.\n- `mask2UV2` (`vec2`): Texture coordinates for bottom right corner of a mask. Default value: `vec2(1, 1)`.\n- `mask2Flags` (`render.TextureMaskFlags`): Flags for the second mask. Default value: 6."
## Function ui.renderShader(params)
Draws a quad with a custom shader. Shader is compiled at first run, which might take a few milliseconds.
If you’re drawing things continuously, use `async` parameter and shader will be compiled in a separate thread,
while drawing will be skipped until shader is ready.

You can bind up to 32 textures and pass any number/boolean/vector/color/matrix values to the shader, which makes
it a very effective tool for any custom drawing you might need to make.

Example:
```lua
ui.renderShader({
  async = true,
  p1 = vec2(),
  p2 = ui.windowSize(),
  blendMode = render.BlendMode.BlendAdd,
  textures = {
    txInput1 = 'texture.png',  -- any key would work, but it’s easier to have a common prefix like “tx”
    txInput2 = mediaPlayer,
    txMissing = false
  },
  values = {
    gValueColor = rgbm(1, 2, 0, 0.5),  -- any key would work, but it’s easier to have a common prefix like “g”
    gValueNumber = math.random(),
    gValueVec = vec2(1, 2),
    gFlag = math.random() > 0.5
  },
  shader = [[
    float4 main(PS_IN pin) {
      float4 in1 = txInput1.Sample(samAnisotropic, pin.Tex);
      float4 in2 = txInput2.Sample(samAnisotropic, pin.Tex + gValueVec);
      return gFlag ? in1 + in2 * gValueColor : in2;
    }
  ]]
})
```

Tip: to simplify and speed things up, it might make sense to move table outside of a function to reuse it from frame
to frame, simply accessing and updating textures, values and other parameters before call. However, make sure not to
add new textures and values, otherwise it would require to recompile shader and might lead to VRAM leaks (if you would
end up having thousands of no more used shaders). If you don’t have a working texture at the time of first creating
that table, use `false` for missing texture value.

Note: if shader would fail to compile, a C++ exception will be triggered, terminating script completely (to prevent AC
from crashing, C++ exceptions halt Lua script that triggered them until script gets a full reload).

  Parameters:

  1. `params`: `{p1: vec2, p2: vec2, uv1: vec2, uv2: vec2, blendMode: render.BlendMode, async: boolean, textures: table, values: table, shader: string}|"{\n`  p1 = vec2(0, 0),\n  p2 = vec2(1, 1),\n  blendMode = render.BlendMode.BlendAccurate,\n  textures = {\n    \n  },\n  values = {\n    \n  },\n  shader = [[float4 main(PS_IN pin) {\n    return float4(pin.Tex.x, pin.Tex.y, 0, 1);\n  }]]\n}" "Table with properties:\n- `p1` (`vec2`): Position of upper left corner relative to whole screen or canvas.\n- `p2` (`vec2`): Position of bottom right corner relative to whole screen or canvas.\n- `uv1` (`vec2`): Texture coordinates for upper left corner. Default value: `vec2(0, 0)`.\n- `uv2` (`vec2`): Texture coordinates for bottom right corner. Default value: `vec2(1, 1)`.\n- `blendMode` (`render.BlendMode`): Blend mode. Default value: `render.BlendMode.BlendAccurate`.\n- `async` (`boolean`): If set to `true`, drawing won’t occur until shader would be compiled in a different thread.\n- `textures` (`table`): Table with textures to pass to a shader. For textures, anything passable in `ui.image()` can be used (filename, remote URL, media element, extra canvas, etc.). If you don’t have a texture and need to reset bound one, use `false` for a texture value (instead of `nil`)\n- `values` (`table`): Table with values to pass to a shader. Values can be numbers, booleans, vectors, colors or 4×4 matrix. Values will be aligned automatically.\n- `shader` (`string`): Shader code (format is HLSL, regular DirectX shader); actual code will be added into a template in “assettocorsa/extension/internal/shader-tpl/ui.fx”."

  Returns:

  - `boolean` Returns `false` if shader is not yet ready and no drawing occured (happens only if `async` is set to `true`).
## Function ui.beginSubgroup(offsetX)
Begins new group offset horizontally to the right, pushes item width to fill available space. Call `ui.endSubgroup()` when done.

  Parameters:

  1. `offsetX`: `number?` Default value: 20.
## Function ui.endSubgroup()
Ends group began with `ui.beginSubgroup()`.
function ui.endSubgroup() end
## Function ui.GIFPlayer(source)
GIF player can be used to display animated GIFs.

  Parameters:

  1. `source`: `string` URL, filename or binary data.

  Returns:

  - `ui.GIFPlayer`
## Class ui.GIFPlayer
GIF player can be used to display animated GIFs.

- `ui.GIFPlayer:resolution()`

  Get GIF resolution. If GIF is not yet loaded, returns zeroes.

  Returns:

    - `vec2` Width and height in pixels.

- `ui.GIFPlayer:rewind()`

  Rewinds GIF back to beginning.

  Returns:

    - `boolean`

- `ui.GIFPlayer:ready()`

  Checks if GIF is loaded and ready to be drawn.

  Returns:

    - `boolean`

- `ui.GIFPlayer:valid()`

  Returns `false` if GIF decoding has failed.

  Returns:

    - `boolean`

# Module common/ac_scene.lua

## Class ac.SceneReference
Reference to one or several objects in scene. Works similar to those jQuery things which would refer to one or
several of webpage elements. Use methods like `ac.findNodes()` to get one. Once you have a reference to some nodes,
you can load additional KN5s, create new nodes and such in it.
Note: it might be beneficial in general to prefer methods like `ac.findNodes()` and `ac.findMeshes()` over `ac.findAny()`.
Should be fewer surprises this way.

- `ac.SceneReference:dispose()`

  Dispose any resources associated with this ac.SceneReference and empty it out. Use it if you need to remove a previously
created node or a loaded KN5.
function _ac_SceneReference:dispose() end

- `ac.SceneReference:setMaterialProperty(property, value)`

  Set material property. Be careful to match the type (you need the same amount of numeric values). If you’re using boolean,-
resulting value will be either 1 or 0.

  Parameters:

    1. `property`: `string|"'ksEmissive'"`

    2. `value`: `number|vec2|vec3|rgb|vec4|rgbm|boolean`

- `ac.SceneReference:setMaterialTexture(texture, value)`

  Set material texture. Three possible uses:

1. Pass color to create a new solid color texture:
  ```lua
  meshes:setMaterialTexture('txDiffuse', rgbm(1, 0, 0, 1)) -- for red color
  ```
2. Pass filename to load a new texture. Be careful, it would load texture syncronously unless it
  was loaded before:
  ```lua
  meshes:setMaterialTexture('txDiffuse', 'filename.dds')
  ```
3. Pass a table with parameters to draw a texture in a style of scriptable displays. Be careful as to
  not call it too often, make sure to limit refresh rate unless you really need a quick update. If you’re
  working on a track script, might also be useful to check if camera is close enough with something like
  ac.getSim().cameraPosition:closerToThan(display coordinates, some distance)
  ```lua
  meshes:setMaterialTexture('txDiffuse', {
    textureSize = vec2(1024, 1024), -- although optional, I recommend to set it: skin could replace texture by one with different resolution
    background = rgbm(1, 0, 0, 1),  -- set to `nil` (or remove) to reuse original texture as background, set to `false` to skip background preparation completely
    region = {                      -- if not set, whole texture will be repainted
        from = vec2(200, 300),
        size = vec2(400, 400)
    },
    callback = function (dt)
      display.rect{ pos = …, size = …, … }
    end
  })
  ```

  Parameters:

    1. `texture`: `string|"'txDiffuse'"|"'txNormal'"|"'txEmissive'"|"'txMaps'"` Name of a texture slot.

    2. `value`: `{callback: fun(dt: number), textureSize: vec2, region: {from: vec2, size: vec2}, background: rgbm|boolean|nil}|"{\n`  callback = function (dt)  end,\n  textureSize = vec2(512, 512),\n  region = {\n    from = vec2(0, 0),\n    size = vec2(512, 512)\n  }\n}"

  Returns:

    - `ac.SceneReference` Returns self for easy chaining.

- `ac.SceneReference:ensureUniqueMaterials()`

  Ensures all materials are unique, allowing to alter their textures and material properties without affecting the rest of the scene. Only
ensures uniqueness relative to the rest of the scene. For example, if it refers to two meshes using the same material, they’ll continue
to share material, but it would be their own material, separate from the scene.

  Returns:

    - `ac.SceneReference` Returns self for easy chaining.

- `ac.SceneReference:storeCurrentTransformation()`

  Stores current transformation to be restored when `ac.SceneReference` is disposed (for example, when script reloads). Might be a good
idea to use it first on any nodes you’re going to move, so all of them would get back when script is reloaded (assuming their original 
transformation is important, like it is with needles, for example).

  Returns:

    - `ac.SceneReference` Returns self for easy chaining.

- `ac.SceneReference:clearMotion()`

  CSP keeps track of previous world position of each node to do its motion blur. This call would clear that value, so teleported, for
example, objects wouldn’t have motion blur artifacts for a frame.

  Returns:

    - `ac.SceneReference` Returns self for easy chaining.

- `ac.SceneReference:size()`

  Number of elements in this reference. Alternatively, you can use `#` operator.

  Returns:

    - `integer`

- `ac.SceneReference:empty()`

  If reference is empty or not.

  Returns:

    - `boolean`

- `ac.SceneReference:findAny(filter)`

  Find any children that match filter and return a new reference to them.

  Parameters:

    1. `filter`: `string` Node/mesh filter.

  Returns:

    - `ac.SceneReference` Reference to found scene elements.

- `ac.SceneReference:findNodes(filter)`

  Find any child nodes that match filter and return a new reference to them.

  Parameters:

    1. `filter`: `string` Node filter.

  Returns:

    - `ac.SceneReference` Reference to found nodes.

- `ac.SceneReference:findMeshes(filter)`

  Find any child meshes that match filter and return a new reference to them.

  Parameters:

    1. `filter`: `string` Mesh filter.

  Returns:

    - `ac.SceneReference` Reference to found meshes.

- `ac.SceneReference:findSkinnedMeshes(filter)`

  Find any child skinned meshes that match filter and return a new reference to them.

  Parameters:

    1. `filter`: `string` Mesh filter.

  Returns:

    - `ac.SceneReference` Reference to found skinned meshes.

- `ac.SceneReference:findByClass(objectClass, filter)`

  Find any child objects of a certain class that match filter and return a new reference to them.

  Parameters:

    1. `objectClass`: `ac.ObjectClass` Objects class.

    2. `filter`: `string` Mesh filter.

  Returns:

    - `ac.SceneReference` Reference to found skinned meshes.

- `ac.SceneReference:filterAny(filter)`

  Filters current reference and returns new one with objects that match filter only.

  Parameters:

    1. `filter`: `string` Node/mesh filter.

  Returns:

    - `ac.SceneReference` Reference to found scene elements.

- `ac.SceneReference:filterNodes(filter)`

  Filters current reference and returns new one with nodes that match filter only.

  Parameters:

    1. `filter`: `string` Node filter.

  Returns:

    - `ac.SceneReference` Reference to found nodes.

- `ac.SceneReference:filterMeshes(filter)`

  Filters current reference and returns new one with meshes that match filter only.

  Parameters:

    1. `filter`: `string` Mesh filter.

  Returns:

    - `ac.SceneReference` Reference to found meshes.

- `ac.SceneReference:filterSkinnedMeshes(filter)`

  Filters current reference and returns new one with skinned meshes that match filter only.

  Parameters:

    1. `filter`: `string` Mesh filter.

  Returns:

    - `ac.SceneReference` Reference to found skinned meshes.

- `ac.SceneReference:filterByClass(objectClass, filter)`

  Filters current reference and returns new one with objects of a certain class that match filter only.

  Parameters:

    1. `objectClass`: `ac.ObjectClass` Objects class.

    2. `filter`: `string` Mesh filter.

  Returns:

    - `ac.SceneReference` Reference to found skinned meshes.

- `ac.SceneReference:createNode(name, keepAlive)`

  Create a new node with a given name and attach it as a child.

  Parameters:

    1. `name`: `string`

    2. `keepAlive`: `boolean|`true`|`false`` Set to `true` to create a long-lasting node which wouldn’t be removed when script is reloaded.

  Returns:

    - `ac.SceneReference` Newly created node or nil if failed

- `ac.SceneReference:createBoundingSphereNode(name, radius)`

  Create a new bounding sphere node with a given name and attach it as a child. Using those might help with performance: children
would skip bounding frustum test, and whole node would not get traversed during rendering if it’s not in frustum.

Note: for it to work properly, it’s better to attach it to AC cars node, as that one does expect those bounding sphere nodes
to be inside of it. You can find it with `ac.findNodes('carsRoot:yes')`.

  Parameters:

    1. `name`: `string`

  Returns:

    - `ac.SceneReference` Can return nil if failed.

- `ac.SceneReference:loadKN5(filename)`

  Load KN5 model and attach it as a child. To use remote models, first load them with `web.loadRemoteModel()`.

Node: The way it actually works, KN5 would be loaded in a pool and then copied here (with sharing
of resources such as vertex buffers). This generally helps with performance.

  Parameters:

    1. `filename`: `string` KN5 filename relative to script folder or AC root folder.

  Returns:

    - `ac.SceneReference` Can return nil if failed.

- `ac.SceneReference:loadKN5LOD(filename, mainFilename)`

  Load KN5 LOD model and attach it as a child. Parameter `mainFilename` should refer to the main KN5 with all the textures.

Node: The way it actually works, KN5 would be loaded in a pool and then copied here (with sharing
of resources such as vertex buffers). This generally helps with performance. Main KN5 would be
loaded as well, but not shown, and instead kept in a pool.

  Parameters:

    1. `filename`: `string` KN5 filename relative to script folder or AC root folder.

    2. `mainFilename`: `string` Main KN5 filename relative to script folder or AC root folder.

  Returns:

    - `ac.SceneReference` Can return nil if failed.

- `ac.SceneReference:loadKN5Async(filename, callback)`

  Load KN5 model and attach it as a child asyncronously. To use remote models, first load them with `web.loadRemoteModel()`.

Node: The way it actually works, KN5 would be loaded in a pool and then copied here (with sharing
of resources such as vertex buffers). This generally helps with performance.

  Parameters:

    1. `filename`: `string` KN5 filename relative to script folder or AC root folder.

    2. `callback`: `fun(err: string, loaded: ac.SceneReference?)` Callback called once model is loaded.

- `ac.SceneReference:loadKN5LODAsync(filename, mainFilename, callback)`

  Load KN5 model and attach it as a child asyncronously. Parameter `mainFilename` should refer to the main KN5 with all the textures.

Node: The way it actually works, KN5 would be loaded in a pool and then copied here (with sharing
of resources such as vertex buffers). This generally helps with performance. Main KN5 would be
loaded as well, but not shown, and instead kept in a pool.

  Parameters:

    1. `filename`: `string` KN5 filename relative to script folder or AC root folder.

    2. `mainFilename`: `string` Main KN5 filename relative to script folder or AC root folder.

    3. `callback`: `fun(err: string, loaded: ac.SceneReference?)` Callback called once model is loaded.

- `ac.SceneReference:setAnimation(filename, position, force)`

  Loads animation from a file (on first call only), sets animation position. To use remote animations, first load them with `web.loadRemoteAnimation()`.

  Parameters:

    1. `filename`: `string` Animation filename (”…ksanim”). If set to `nil`, no animation will be applied.

    2. `position`: `number?` Animation position from 0 to 1. Default value: 0.

    3. `force`: `boolean?` If not set to `true`, animation will be applied only if position is different from position used previously. Default value: `false`.

  Returns:

    - `ac.SceneReference` Returns self for easy chaining.

- `ac.SceneReference:setVisible(visible)`

  Parameters:

    1. `visible`: `boolean|`true`|`false``

  Returns:

    - `ac.SceneReference` Returns self for easy chaining.

- `ac.SceneReference:setShadows(shadows)`

  Parameters:

    1. `shadows`: `boolean|`true`|`false``

  Returns:

    - `ac.SceneReference` Returns self for easy chaining.

- `ac.SceneReference:setTransparent(transparent)`

  Parameters:

    1. `transparent`: `boolean|`true`|`false``

  Returns:

    - `ac.SceneReference` Returns self for easy chaining.

- `ac.SceneReference:setAttribute(key, value)`

  Sets attribute associated with current meshes or nodes. Attributes are stored as strings, but you can access them as numbers with `:getAttibute()` by
passing number as `defaultValue`. To find meshes with a certain attribute, use “hasAttribute:name” search query.

  Parameters:

    1. `key`: `string`

    2. `value`: `number|string|nil` Pass `nil` to remove an attribute.

  Returns:

    - `ac.SceneReference` Returns self for easy chaining.

- `ac.SceneReference:getAttribute(key, defaultValue)`

  Gets an attribute value.

  Parameters:

    1. `key`: `string`

    2. `defaultValue`: `number|string|nil` If `nil` is passed, returns string (or `nil` if attribute is not set).

  Returns:

    - `string|number|nil` Type is determined based on type of `defaultValue`.

- `ac.SceneReference:setMotionStencil(value)`

  Reference:
- Reduced TAA: 1;
- Extra TAA: 0.5.

  Parameters:

    1. `value`: `number`

  Returns:

    - `ac.SceneReference` Returns self for easy chaining.

- `ac.SceneReference:setPosition(pos)`

  Sets position of a node (or nodes).

Note: only nodes can move. If you need to move meshes, find their parent node and move it. If its parent node has more than a single mesh as a child,
create a new node as a child of that parent and move mesh there.

  Parameters:

    1. `pos`: `vec3`

  Returns:

    - `ac.SceneReference` Returns self for easy chaining.

- `ac.SceneReference:setOrientation(look, up)`

  Sets orientation of a node (or nodes). If vector `up` is not provided, facing up vector will be used.

Note: only nodes can rotate. If you need to rotate meshes, find their parent node and rotate it. If its parent node has more than a single mesh as a child,
create a new node as a child of that parent and move mesh there.

  Parameters:

    1. `look`: `vec3`

    2. `up`: `vec3|nil`

  Returns:

    - `ac.SceneReference` Returns self for easy chaining.

- `ac.SceneReference:setRotation(axis, angleRad)`

  Replaces orientation of a node (or nodes) with rotational matrix. If you want to just rotate node from its current orientation, use `:rotate()`.

Note: only nodes can rotate. If you need to rotate meshes, find their parent node and rotate it. If its parent node has more than a single mesh as a child,
create a new node as a child of that parent and move mesh there.

  Parameters:

    1. `axis`: `vec3`

    2. `angleRad`: `number`

  Returns:

    - `ac.SceneReference` Returns self for easy chaining.

- `ac.SceneReference:rotate(axis, angleRad)`

  Rotates node (or nodes) relative to its current orientation. If you want to completely replace its orientation by rotating matrix, use `:setRotation()`.

Note: only nodes can rotate. If you need to rotate meshes, find their parent node and rotate it. If its parent node has more than a single mesh as a child,
create a new node as a child of that parent and move mesh there.

  Parameters:

    1. `axis`: `vec3`

    2. `angleRad`: `number`

  Returns:

    - `ac.SceneReference` Returns self for easy chaining.

- `ac.SceneReference:getPosition()`

  Returns position of a first node relative to its parent.

  Returns:

    - `vec3`

- `ac.SceneReference:getLook()`

  Returns direction a first node is looking towards relative to its parent.

  Returns:

    - `vec3`

- `ac.SceneReference:getUp()`

  Returns direction upwards of a first node relative to its parent.

  Returns:

    - `vec3`

- `ac.SceneReference:getChildrenCount()`

  Returns number of children of all nodes in current scene reference.

  Returns:

    - `integer`

- `ac.SceneReference:getTransformationRaw()`

  Returns reference to transformation matrix of the first node relative to its parent. If you need to move
something often, accessing its matrix directly might be the best way. Be careful though, if there
are no nodes in the list, it would return `nil`.

  Returns:

    - `mat4x4` Reference to transformation matrix of the first node, or nil. Use `mat4x4:set()` to update its value, or access its rows directly.

- `ac.SceneReference:getWorldTransformationRaw()`

  Returns world transformation matrix of the first node. Do not use it to move node in world space (if you need
to move in world space, either use `ref:getTransformationRaw():set(worldSpaceTransform:mul(ref:getParent():getWorldTransformationRaw():inverse()))` or
simply move your node to a node without transformation, like root of dynamic objects). Be careful though, if there
are no nodes in the list, it would return `nil`.

  Returns:

    - `mat4x4` Reference to transformation matrix of the first node, or nil. Use `mat4x4:set()` to update its value, or access its rows directly.

- `ac.SceneReference:getStaticAABB()`

  Returns AABB (minimum and maximum coordinates in vector) of static meshes in current selection. Only regular static meshes
are taken into account (meshes created when KN5 is exported in track mode).

  Returns:

    1. `vec3` Minimum coordinate.

    2. `vec3` Maximum coordinate.

    3. `integer` Number of static meshes in selection.

- `ac.SceneReference:getLocalAABB()`

  Returns AABB (minimum and maximum coordinates in vector) of meshes in current selection in local mesh coordinates. Recalculates
AABB live, might take some time with high-poly meshes.

  Returns:

    1. `vec3` Minimum coordinate.

    2. `vec3` Maximum coordinate.

    3. `integer` Number of static meshes in selection.

- `ac.SceneReference:getChild(index)`

  Returns a new scene reference with a child in certain index (assuming current scene reference points to node). If current reference
contains several nodes, children from all of them at given index will be collected.

  Parameters:

    1. `index`: `integer?` 1-based index of a child. Default value: 1.

  Returns:

    - `ac.SceneReference`

- `ac.SceneReference:getChildren()`

  Returns a new scene reference with first-class children (not children of children) of all nodes in current reference.

  Parameters:

    1. `index`: `integer?` 1-based index of a child. Default value: 1.

  Returns:

    - `ac.SceneReference`

- `ac.SceneReference:getParent()`

  Returns a new scene reference with a parent of an object in current scene reference. If current reference
contains several objects, parents of all of them will be collected.

  Returns:

    - `ac.SceneReference`

- `ac.SceneReference:append(sceneRef)`

  Adds nodes and meshes from another scene reference to current scene reference.

  Parameters:

    1. `sceneRef`: `ac.SceneReference` Scene reference to append.

  Returns:

    - `ac.SceneReference` Returns self for easy chaining.

- `ac.SceneReference:raycast(ray, outSceneRef, outPosRef, outNormalRef, outUVRef)`

  Casts a ray prepared by something like `render.createRay(pos, dir, length)` or `render.createMouseRay()`.

If you need to access a mesh that was hit, set second argument to true:
```lua
local hitDistance, hitMesh = mesh:raycast(render.createRay(pos, dir), true)
if hitDistance ~= -1 then
  print(hitMesh:name())
end
```
Alternatively, reuse your own scene reference for better performance if you need to cast
a lot of rays:
```lua
local hitMesh = ac.emptySceneReference()
local hitDistance = mesh:raycast(render.createRay(pos, dir), hitMesh)
if hitDistance ~= -1 then
  print(hitMesh:name())
end
```

  Parameters:

    1. `ray`: `ray`

    2. `outSceneRef`: `ac.SceneReference|boolean|nil`

    3. `outPosRef`: `vec3|nil` Local position (not the world one).

    4. `outNormalRef`: `vec3|nil` Local normal.

    5. `outUVRef`: `vec2|nil` Texture coordinate.

  Returns:

    1. `number` Distance to hit, or -1 if there was no hit.

    2. `ac.SceneReference|nil` Reference to a mesh that was hit (same as `outSceneRef`, doubled here for convenience).

- `ac.SceneReference:name(index)`

  Get name of an element.

  Parameters:

    1. `index`: `integer|nil` 1-based index of an element to get a name of. Default value: 1.

  Returns:

    - `string` Node or mesh name.

- `ac.SceneReference:class(index)`

  Get class of an element.

  Parameters:

    1. `index`: `integer|nil` 1-based index of an element to get a class of. Default value: 1.

  Returns:

    - `ac.ObjectClass` Number for class of an object.

- `ac.SceneReference:materialName(index)`

  Get material name of an element.

  Parameters:

    1. `index`: `integer|nil` 1-based index of an element to get a material name of. Default value: 1.

  Returns:

    - `string` Material name.

- `ac.SceneReference:shaderName(index)`

  Get shader name of an element.

  Parameters:

    1. `index`: `integer|nil` 1-based index of an element to get a shader name of. Default value: 1.

  Returns:

    - `string` Shader name.

- `ac.SceneReference:getTextureSlotsCount(index)`

  Get number of texture slots of an element.

  Parameters:

    1. `index`: `integer|nil` 1-based index of an element to get number of texture slots of. Default value: 1.

  Returns:

    - `integer` Number of texture slots.

- `ac.SceneReference:getMaterialPropertiesCount(index)`

  Get number of material properties of an element.

  Parameters:

    1. `index`: `integer|nil` 1-based index of an element to get number of material properties of. Default value: 1.

  Returns:

    - `integer` Number of material properties.

- `ac.SceneReference:getTextureSlotName(index, slotIndex)`

  Get name of a certain texture slot of an element.

  Parameters:

    1. `index`: `integer|nil` 1-based index of an element to get a name of a certain texture slot of. Default value: 1.

    2. `slotIndex`: `integer|nil` 1-based index of a texture slot. Default value: 1.

  Returns:

    - `string|nil` Texture slot name (like “txDiffuse” or “txNormal”) or `nil` if there is no such element or property.

- `ac.SceneReference:getMaterialPropertyName(index, slotIndex)`

  Get name of a certain material property of an element.

  Parameters:

    1. `index`: `integer|nil` 1-based index of an element to get a name of a certain material property of. Default value: 1.

    2. `slotIndex`: `integer|nil` 1-based index of a material property. Default value: 1.

  Returns:

    - `string|nil` Material property name (like “ksDiffuse” or “ksAmbient”) or `nil` if there is no such element or property.

- `ac.SceneReference:getTextureSlotIndex(index, slotName)`

  Get index of a certain texture slot of an element from the name of that slot.

  Parameters:

    1. `index`: `integer|nil` 1-based index of an element to get an index of a texture slot of. Default value: 1.

    2. `slotName`: `string|"'txDiffuse'"|"'txNormal'"|"'txEmissive'"|"'txMaps'"` Name of a texture slot.

  Returns:

    - `integer|nil` 1-based texture slot index, or `nil` if there is no such property.

- `ac.SceneReference:getMaterialPropertyIndex(index, propertyName)`

  Get index of a certain material property of an element from the name of that property.

  Parameters:

    1. `index`: `integer|nil` 1-based index of an element to get an index of a material property of. Default value: 1.

    2. `propertyName`: `string|"'ksDiffuse'"|"'ksAmbient'"|"'ksEmissive'"` Name of material property.

  Returns:

    - `integer|nil` 1-based material property index, or `nil` if there is no such property.

- `ac.SceneReference:getTextureSlotFilename(index, slot)`

  Get texture filename of a certain texture slot of an element.

  Parameters:

    1. `index`: `integer|nil` 1-based index of an element to get a texture filename of. Default value: 1.

    2. `slot`: `string|integer|nil|"'txDiffuse'"|"'txNormal'"|"'txEmissive'"|"'txMaps'"` Texture slot name or a 1-based index of a texture slot. Default value: 1.

  Returns:

    - `string` Texture filename or `nil` if there is no such slot or element.

- `ac.SceneReference:getMaterialPropertyValue(index, property)`

  Get value of a certain material property of an element.

  Parameters:

    1. `index`: `integer|nil` 1-based index of an element to get a material property of. Default value: 1.

    2. `property`: `string|integer|nil|"'ksDiffuse'"|"'ksAmbient'"|"'ksEmissive'"` Material property name or a 1-based index of a material property. Default value: 1.

  Returns:

    - `number|vec2|vec3|vec4|nil` Material property value (type depends on material property type), or `nil` if there is no such element or material property.

- `ac.SceneReference:getMaterialsCount()`

  Get number of materials in given scene reference (not recursive, only checks meshes and skinned meshes). If same material is used
for two different meshes, it would only count once. Materials sharing same name can be different (for example, applying “[SHADER_REPLACEMENT_...]”
via config to some meshes, not materials, forks their materials to not affect other meshes using the same material).

  Returns:

    - `integer` Number of materials.

- `ac.SceneReference:boundingSphere(index, outVec)`

  Get bounding sphere of an element. Works only with meshes or skinned meshes, nodes will return nil.

  Parameters:

    1. `index`: `integer|nil` 1-based index of an element to get a bounding sphere of. Default value: 1.

    2. `outVec`: `vec3|nil` Optional vector to use for bounding sphere position, to avoid creating new vector.

  Returns:

    1. `vec3|nil` Center of bounding sphere in parent node coordinates, or nil if there is no bounding sphere (if it’s not a mesh or a skinned mesh).

    2. `number|nil` Radius of bounding sphere, or nil if there is no bounding sphere (if it’s not a mesh or a skinned mesh).

- `ac.SceneReference:applySkin(skin)`

  Applies skin to nodes or meshes (if ran with nodes, will apply skin to all of their children meshes).
Skin is a table storing texture names and filenames to skin textures. Example:
```lua
local skinDir = ac.getFolder(ac.FolderID.ContentCars) .. '/' .. ac.getCarID(0) .. '/skins/my_skin'
ac.findNodes('carRoot:0'):applySkin({
  ['metal_details.dds'] = skinDir .. '/metal_details.dds'
})
```

  Parameters:

    1. `skin`: `table<string, string>`

  Returns:

    - `ac.SceneReference` Returns self for easy chaining.

- `ac.SceneReference:resetSkin()`

  Resets textures to ones from associated KN5 file where possible.

  Returns:

    - `ac.SceneReference` Returns self for easy chaining.

- `ac.SceneReference:setParent(parentSceneRef)`

  Change parent of nodes in current reference.

  Parameters:

    1. `parentSceneRef`: `ac.SceneReference|nil` Set to nil to disconnect node from a scene.

  Returns:

    - `ac.SceneReference` Returns self for easy chaining.

- `ac.SceneReference:setMaterialsFrom(materialSceneRef)`

  Finds materials in another scene reference that have the same names as materials in a given scene reference,
and copies them over, so after that both references would share materials. Example use case: if you have LOD A and
LOD B and LOD A got unique materials (because there are multiple objects sharing same KN5 model), with this function
it’s possible to sync together materials from LOD A and LOD B by running `lodB:setMaterialsFrom(lodA)`. And because
materials would not be actually copied, but instead shared, any consequent change of material properly in LOD A would
be mirrored in LOD B.

  Returns:

    - `ac.SceneReference` Returns self for easy chaining.

- `ac.SceneReference:at(index, outSceneRef)`

  Creates a new scene reference with just a single item from the original scene reference.
Indices are 1-based. By default it would create a new scene reference, if you need to access
a lot of objects fast, provide your own:
```lua
  local meshes = ac.findMeshes('shader:ksTree')
  local ref = ac.emptySceneReference()
  for i = 1, #meshes do
    meshes:at(i, ref)
    print(ref:name())  -- note: for this particular case, it would be more optimal to use meshes:name(i) instead
  end
```

  Parameters:

    1. `index`: `integer` 1-based index.

    2. `outSceneRef`: `ac.SceneReference|nil`

  Returns:

    - `ac.SceneReference` Reference to a child, might be empty if there is no such child.

- `ac.SceneReference:countMatches(other)`

  Returns number of nodes and meshes matching between this and another scene reference. Could be used to quickly find out if a certain element is in a set.

  Parameters:

    1. `s`: `ac.SceneReference`

    2. `other`: `nil|ac.SceneReference|ac.SceneReference[]` Can be a single scene reference or a table with several of them. 

  Returns:

    - `integer`

- `ac.SceneReference:makeUnionWith(other)`

  Creates a new scene reference containing unique elements from both sets.

  Parameters:

    1. `s`: `ac.SceneReference`

    2. `other`: `nil|ac.SceneReference|ac.SceneReference[]` Can be a single scene reference or a table with several of them.

  Returns:

    - `ac.SceneReference`

- `ac.SceneReference:makeIntersectionWith(other)`

  Creates a new scene reference containing only the elements found in both of original sets.

  Parameters:

    1. `s`: `ac.SceneReference`

    2. `other`: `nil|ac.SceneReference|ac.SceneReference[]` Can be a single scene reference or a table with several of them. 

  Returns:

    - `ac.SceneReference`

- `ac.SceneReference:makeSubtractionWith(other)`

  Creates a new scene reference containing only the elements found in first set, but not in second set.

  Parameters:

    1. `s`: `ac.SceneReference`

    2. `other`: `nil|ac.SceneReference|ac.SceneReference[]` Can be a single scene reference or a table with several of them. 

  Returns:

    - `ac.SceneReference`

- `ac.SceneReference:createFakeShadow(params)`

  Create new fake shadow node. Uses the same shading as track fake shadows.

  Parameters:

    1. `params`: `{points: vec3[], opacity: number, squaredness: vec2}|"{` points = {  }, opacity = 1, squaredness = vec2() }" "@Params for newly created node."

  Returns:

    - `ac.SceneReference` Reference to a newly created object.

- `ac.SceneReference:setFakeShadowPoints(points, corners)`

  Sets fake shadow points if current reference was created with `sceneReference:createFakeShadow()`.

  Parameters:

    1. `points`: `vec3[]` Four corners.

    2. `corners`: `number[]` Four numbers for corner intensity.

  Returns:

    - `ac.SceneReference` Returns self for easy chaining.

- `ac.SceneReference:setFakeShadowSquaredness(squaredness)`

  Sets fake shadow squaredness if current reference was created with `sceneReference:createFakeShadow()`.

  Parameters:

    1. `squaredness`: `vec2` X is squaredness along one axis, Y is along another.

  Returns:

    - `ac.SceneReference` Returns self for easy chaining.

- `ac.SceneReference:setFakeShadowOpacity(opacity)`

  Sets fake shadow opacity if current reference was created with `sceneReference:createFakeShadow()`.

  Parameters:

    1. `opacity`: `number` Value from 0 to 1.

  Returns:

    - `ac.SceneReference` Returns self for easy chaining.

- `ac.SceneReference:applyShaderReplacements(data, includeType)`

  Applies shader replacements stored in INI config format. Can optionally load included files, so templates
work as well. If there is no symbol “[” in `data`, applies passed values to all meshes and materials in selection.

  Parameters:

    1. `data`: `string` Config in INIPP format.

    2. `includeType`: `ac.IncludeType?` Include type. If not set, includes will not be resolved, so templates won’t work. Default value: `ac.IncludeType.None`.

  Returns:

    - `ac.SceneReference` Returns self for easy chaining.

- `ac.SceneReference:projectTexture(params)`

  Projects texture onto a mesh or few meshes, draws result. Use in when updating a dynamic texture, display or an extra canvas.
Position, and directions are set in world space.

Note: this is not a regular IMGUI drawing call, so most functions, such as shading offsets, transformations or clipping, would 
not work here.

Tip 1: if you want to draw a new skin for a car and apply AO to it, one way might be to draw it in a canvas and then draw
original AO texture on top with special shading parameters:
```lua
-- drawing rest of skin here
ui.setShadingOffset(0, 0, 0, -1)
ui.drawImage('car::EXT_body.dds', 0, ui.windowSize(), rgbm.colors.black)  -- with these shading offset properties, texture
    -- will be drawn in black with inverse of brightness used for opacity
ui.resetShadingOffset()
```

Tip 2: if you want to project things on meshes with certain material, make sure to filter out meshes so that it would only
affect meshes from LOD A (instead of `ac.findMeshes('material:car_paint')` use `ac.findMeshes('{ material:car_paint & lod:A}')`),
otherwise there’d be quite a few artifacts. I spent some time like this trying to figure out why results were off.

  Parameters:

    1. `params`: `{filename: string, pos: vec3, look: vec3, up: vec3, color: rgbm, colorOffset: rgbm, size: vec2, depth: number, skew: vec2, tiling: vec2, doubleSided: boolean, uvOffset: vec2, blendMode: render.BlendMode, mask1: string, mask1UV1: vec2, mask1UV2: vec2, mask1Flags: render.TextureMaskFlags, mask2: string, mask2UV1: vec2, mask2UV2: vec2, mask2Flags: render.TextureMaskFlags}|"{\n`  filename = '',\n  pos = vec3(),\n  look = vec3(),\n  up = vec3(0, 1, 0),\n  color = rgbm.colors.white,\n  size = vec2(),\n  depth = 1e9,\n  doubleSided = false\n}" "Table with properties:\n- `filename` (`string`): Path to a texture, or a texture element (`ui.MediaElement`, `ui.ExtraCanvas`, `ac.GeometryShot`).\n- `pos` (`vec3`): Position from which texture will be projected, in world space.\n- `look` (`vec3`): Direction with which texture will be projected, in world space.\n- `up` (`vec3`): Optional vector directed up, to specify texture rotation.\n- `color` (`rgbm`): Optional color. Default value: `rgbm.colors.white`.\n- `colorOffset` (`rgbm`): Optional color offset. Default value: `rgbm.colors.transparent`.\n- `size` (`vec2`): Size, horizontal and vertical. Default value: `vec2(1, 1)`.\n- `depth` (`number`): Depth: how far from camera projection goes, with a smooth falloff. Default value: 1e9.\n- `skew` (`vec2`): Optional skew. Default value: `vec2(0, 0)`.\n- `tiling` (`vec2`): Optional tiling for horizontal and vertical axis. With 1 tiles normally, with -1 tiles with flipping, other values are currently reserved. Default value: `vec2(0, 0)` (no tiling).\n- `doubleSided` (`boolean`): Set to `true` to draw things on surfaces facing away as well. Default value: `false`.\n- `uvOffset` (`vec2`): Optional UV offset. By default CSP estimates an UV offset such that most triagles would be shown. If mapping is way off though, it might need tweaking (or even repeated calls with different offsets).\n- `blendMode` (`render.BlendMode`): Optional override for blend mode. Default value: `render.BlendMode.BlendAccurate`.\n- `mask1` (`string`): Optional masking texture.\n- `mask1UV1` (`vec2`): Optional masking texture UV coordinates.\n- `mask1UV2` (`vec2`): Optional masking texture UV coordinates.\n- `mask1Flags` (`render.TextureMaskFlags`): Optional masking texture flags.\n- `mask2` (`string`): Optional secondary masking texture.\n- `mask2UV1` (`vec2`): Optional secondary masking texture UV coordinates.\n- `mask2UV2` (`vec2`): Optional secondary masking texture UV coordinates.\n- `mask2Flags` (`render.TextureMaskFlags`): Optional secondary masking texture flags."

  Returns:

    - `ac.SceneReference` Returns self for easy chaining.

- `ac.SceneReference:projectShader(params)`

  Projects shader onto a mesh or few meshes, draws result. Use in when updating a dynamic texture, display or an extra canvas.
Position, and directions are set in world space. Shader is compiled at first run, which might take a few milliseconds.
If you’re drawing things continuously, use `async` parameter and shader will be compiled in a separate thread,
while drawing will be skipped until shader is ready.

You can bind up to 32 textures and pass any number/boolean/vector/color/matrix values to the shader, which makes
it a very effective tool for any custom drawing you might need to make.      

Example:
```lua
local ray = render.createMouseRay()
meshes:projectShader({
  async = true,
  pos = ray.pos,
  look = ray.dir,
  blendMode = render.BlendMode.Opaque,
  textures = {
    txInput1 = 'texture.png',  -- any key would work, but it’s easier to have a common prefix like “tx”
    txInput2 = mediaPlayer,
    txMissing = false
  },
  values = {
    gValueColor = rgbm(1, 2, 0, 0.5),  -- any key would work, but it’s easier to have a common prefix like “g”
    gValueNumber = math.random(),
    gValueVec = vec2(1, 2),
    gFlag = math.random() > 0.5
  },
  shader = [[
    float4 main(PS_IN pin) { 
      if (dot(abs(pin.Tex * 2 - 1), 1) > 0.5) return 0;
      float4 in1 = txInput1.Sample(samAnisotropic, pin.Tex);
      float4 in2 = txInput2.Sample(samAnisotropic, pin.Tex + gValueVec);
      return gFlag ? pin.NormalView * in1 + in2 * gValueColor : in2;
    }
  ]]
})
```

Tip: to simplify and speed things up, it might make sense to move table outside of a function to reuse it from frame
to frame, simply accessing and updating textures, values and other parameters before call. However, make sure not to
add new textures and values, otherwise it would require to recompile shader and might lead to VRAM leaks (if you would
end up having thousands of no more used shaders). If you don’t have a working texture at the time of first creating
that table, use `false` for missing texture value.

Note: if shader would fail to compile, a C++ exception will be triggered, terminating script completely (to prevent AC 
from crashing, C++ exceptions halt Lua script that triggered them until script gets a full reload).

  Parameters:

    1. `params`: `{pos: vec3, look: vec3, up: vec3, size: vec2, withDepth: boolean, expanded: boolean, uvOffset: vec2, blendMode: render.BlendMode, async: boolean, textures: table, values: table, shader: string}|"{\n`  pos = vec3(),\n  look = vec3(),\n  up = vec3(0, 1, 0),\n  size = vec2(),\n  withDepth = true,\n  expanded = true,\n  blendMode = render.BlendMode.BlendAccurate,\n  textures = {\n    \n  },\n  values = {\n    \n  },\n  shader = [[float4 main(PS_IN pin) {\n    return float4(pin.Tex.x, pin.Tex.y, 0, 1);\n  }]]\n}" "Table with properties:\n- `pos` (`vec3`): Position from which texture will be projected, in world space.\n- `look` (`vec3`): Direction with which texture will be projected, in world space.\n- `up` (`vec3`): Optional vector directed up, to specify texture rotation.\n- `size` (`vec2`): Size, horizontal and vertical. Default value: `vec2(1, 1)`.\n- `withDepth` (`boolean`): If depth is used, nearest to projection position triagles will have higher priority (in case of overlapping UV), slightly slower, but produces better results (especially with `expanded` set to `true`).\n- `expanded` (`boolean`): Draws each mesh four additional times with small offsets to fill partically covered pixels. More expensive (but less expensive comparing to fixing issue with those half covered pixels with additional draw calls via Lua).\n- `uvOffset` (`vec2`): Optional UV offset. By default CSP estimates an UV offset such that most triagles would be shown. If mapping is way off though, it might need tweaking (or even repeated calls with different offsets).\n- `blendMode` (`render.BlendMode`): Blend mode. Default value: `render.BlendMode.BlendAccurate`.\n- `async` (`boolean`): If set to `true`, drawing won’t occur until shader would be compiled in a different thread.\n- `textures` (`table`): Table with textures to pass to a shader. For textures, anything passable in `ui.image()` can be used (filename, remote URL, media element, extra canvas, etc.). If you don’t have a texture and need to reset bound one, use `false` for a texture value (instead of `nil`)\n- `values` (`table`): Table with values to pass to a shader. Values can be numbers, booleans, vectors, colors or 4×4 matrix. Values will be aligned automatically.\n- `shader` (`string`): Shader code (format is HLSL, regular DirectX shader); actual code will be added into a template in “assettocorsa/extension/internal/shader-tpl/project.fx” (look into it to see what fields are available)."

  Returns:

    - `boolean` Returns `false` if shader is not yet ready and no drawing occured (happens only if `async` is set to `true`).
## Function ac.emptySceneReference()

  Returns:

  - `ac.SceneReference`
## Function ac.findAny(s)
Creates a new scene reference containing objects (nodes, meshes, etc.) collected with a filter from root node associated with current script. For most scripts it would be an AC root node. For track scripts,
track root node. For car scripts, car’s root.

Node: for most cases, using `ac.findNodes()`, `ac.findMeshes()` and similar would work better.

  Parameters:

  1. `s`: `string` Node/mesh filter.

  Returns:

  - `ac.SceneReference`
## Function ac.findNodes(s)
Creates a new scene reference containing nodes collected with a filter from root node associated with current script. For most scripts it would be an AC root node. For track scripts,
track root node. For car scripts, car’s root.

Just a reminder, nodes refer to parent objects. Themselves, don’t get rendered, only their children elements (which might be nodes or meshes), but they can move.

Filter is regular stuff, the same as used in INI configs. To use complex filter with commas and operators, wrap it in curly brackets as usual. There are also some special keywords available:
- `'luaRoot:yes'`: root node associated with current script.
- `'sceneRoot:yes'`: the most root node.
- `'carsRoot:yes'`: node that hosts all the cars. If you want to load custom dynamic objects, especially complex, it’s recommended to load them in bounding sphere and attach here (this node is optimized to render bounding sphere-wrapped objects quickly).
- `'trackRoot:yes'`: track root node.
- `'staticRoot:yes'`: node with static geometry (affected by motion blur from original AC).
- `'dynamicRoot:yes'`: node with dynamic geometry (node affected by motion blur from original AC).

Note: if you’re adding new objects to a car, seach for `'BODYTR'` node. Car root remains stationary and hosts “BODYTR” for main car model and things like wheels and suspension nodes.

  Parameters:

  1. `s`: `string` Node filter.

  Returns:

  - `ac.SceneReference`
## Function ac.findMeshes(s)
Creates a new scene reference containing meshes collected with a filter from root node associated with current script. For most scripts it would be an AC root node. For track scripts,
track root node. For car scripts, car’s root.

Just as a reminder, meshes can’t move. If you want to move a mesh, find its parent node and move it. If parent node has more than a single mesh, you can create a new parent node and move
mesh found with `ac.findMeshes()` there.

Filter is regular stuff, the same as used in INI configs. To use complex filter with commas and operators, wrap it in curly brackets as usual.

  Parameters:

  1. `s`: `string` Mesh filter.

  Returns:

  - `ac.SceneReference`
## Function ac.findSkinnedMeshes(s)
Creates a new scene reference containing skinned meshes collected with a filter from root node associated with current script. For most scripts it would be an AC root node. For track scripts,
track root node. For car scripts, car’s root.

Filter is regular stuff, the same as used in INI configs. To use complex filter with commas and operators, wrap it in curly brackets as usual.

  Parameters:

  1. `s`: `string` Mesh filter.

  Returns:

  - `ac.SceneReference`
## Function ac.findByClass(objectClass, s)
Creates a new scene reference containing objects of a certain class collected with a filter from root node associated with current script. For most scripts it would be an AC root node. For track scripts,
track root node. For car scripts, car’s root.

Filter is regular stuff, the same as used in INI configs. To use complex filter with commas and operators, wrap it in curly brackets as usual.

  Parameters:

  1. `objectClass`: `ac.ObjectClass` Objects class.

  2. `s`: `string` Mesh filter.

  Returns:

  - `ac.SceneReference`
## Function ac.GeometryShot(sceneReference, resolution, mips, withDepth, antialiasingMode)
This thing allows to draw 3D objects in UI functions (or use them as textures in `ac.SceneReference:setMaterialTexture()`, 
for example). Prepare a scene reference (might be a bunch of nodes or meshes), create a new `ac.GeometryShot` with that reference,
call `ac.GeometryShot:update()` with camera parameters and then use resulting shot instead of a texture name.

Each `ac.GeometryShot` holds a GPU texture in R8G8B8A8 format with optional MIPs and additional depth texture in D32 format, so
don’t create too many of those and use `ac.GeometryShot:dispose()` for shots you no longer need (or just lose them to get garbage
collected, but it might take more time.

  Parameters:

  1. `sceneReference`: `ac.SceneReference` Reference to nodes or meshes to draw.

  2. `resolution`: `vec2` Resolution in pixels. Usually textures with sizes of power of two work the best.

  3. `mips`: `integer?` Number of MIPs for a texture. MIPs are downsized versions of main texture used to avoid aliasing. Default value: 1 (no MIPs).

  4. `withDepth`: `boolean?` If set to `true`, depth buffer will be available to show as well.

  5. `antialiasingMode`: `render.AntialiasingMode?` Antialiasing mode. Default value: `render.AntialiasingMode.None` (disabled).

  Returns:

  - `ac.GeometryShot`
## Class ac.GeometryShot
This thing allows to draw 3D objects in UI functions (or use them as textures in `ac.SceneReference:setMaterialTexture()`, 
for example). Prepare a scene reference (might be a bunch of nodes or meshes), create a new `ac.GeometryShot` with that reference,
call `ac.GeometryShot:update()` with camera parameters and then use resulting shot instead of a texture name.

Each `ac.GeometryShot` holds a GPU texture in R8G8B8A8 format with optional MIPs and additional depth texture in D32 format, so
don’t create too many of those and use `ac.GeometryShot:dispose()` for shots you no longer need (or just lose them to get garbage
collected, but it might take more time.

- `ac.GeometryShot:dispose()`

  Disposes geometry shot and releases resources.
function _ac_GeometryShot:dispose() end

- `ac.GeometryShot:update(pos, look, up, fov)`

  Updates texture making a shot of referenced geometry with given camera parameters. Camera coordinates are set in world space.

To make orthogonal shot, pass 0 as `fov`.

  Parameters:

    1. `pos`: `vec3` Camera position.

    2. `look`: `vec3` Camera direction.

    3. `up`: `vec3?` Camera vector facing upwards relative to camera. Default value: `vec3(0, 1, 0)`.

    4. `fov`: `number?` FOV in degrees. Default value: 90.

  Returns:

    - `ac.GeometryShot` Returns itself for chaining several methods together.

- `ac.GeometryShot:depth()`

  Returns a texture reference to a depth buffer (only if created with `withDepth` set to `true`), which you can use to draw
depth buffer with something like `ui.image(shot:depth(), vec2(320, 160))`.

Note: buffer is treated like a single-channel texture so it would show in red, but with `ui.setShadingOffset()` you can draw
it differently.

  Returns:

    - `string`

- `ac.GeometryShot:clear(col)`

  Clears texture.

  Parameters:

    1. `col`: `rgbm`

  Returns:

    - `ac.GeometryShot` Returns itself for chaining several methods together.

- `ac.GeometryShot:mipsUpdate()`

  Generates MIPs. Once called, switches texture to manual MIPs generating mode. Note: this operation is not that expensive, but it’s not free.

  Returns:

    - `ac.GeometryShot` Returns itself for chaining several methods together.

- `ac.GeometryShot:setTransparentPass(value)`

  Enables or disables transparent pass (secondary drawing pass with transparent surfaces). Disabled by default.

  Parameters:

    1. `value`: `boolean?` Set to `true` to enable transparent pass. Default value: `true`.

  Returns:

    - `ac.GeometryShot` Returns itself for chaining several methods together.

- `ac.GeometryShot:setOriginalLighting(value)`

  Enables original lighting (stops from switching to neutral lighting active by default). With original lighting,
methods like `shot:setAmbientColor()` and `shot:setReflectionColor()` would no longer have an effect.

Note: this is not working well currently with post-processing active, drawing HDR colors into LDR texture. 
Better support for such things is coming a bit later.

  Parameters:

    1. `value`: `boolean?` Set to `true` to enable original lighting. Default value: `true`.

  Returns:

    - `ac.GeometryShot` Returns itself for chaining several methods together.

- `ac.GeometryShot:setSky(value)`

  Enables sky in the shot. By default, sky is not drawn.

Note: this is not working well currently with post-processing active, drawing HDR colors into LDR texture. 
Better support for such things is coming a bit later.

  Parameters:

    1. `value`: `boolean?` Set to `true` to enable sky. Default value: `true`.

  Returns:

    - `ac.GeometryShot` Returns itself for chaining several methods together.

- `ac.GeometryShot:setParticles(value)`

  Enables particles in the shot. By default, particles are not drawn.

Note: this is not working well currently with post-processing active, drawing HDR colors into LDR texture. 
Better support for such things is coming a bit later.

  Parameters:

    1. `value`: `boolean?` Set to `true` to enable particles. Default value: `true`.

  Returns:

    - `ac.GeometryShot` Returns itself for chaining several methods together.

- `ac.GeometryShot:setShadersType(type)`

  Changes used shaders set. Switch to a set like `render.ShadersType.SampleColor` to access color of surface without any extra effects.

  Parameters:

    1. `type`: `render.ShadersType?` Type of shaders set to use. Default value: `render.ShadersType.Simplified`.

  Returns:

    - `ac.GeometryShot` Returns itself for chaining several methods together.

- `ac.GeometryShot:setClippingPlanes(near, far)`

  Sets clipping planes. If clipping planes are too far apart, Z-fighting might occur. Note: to avoid Z-fighting, increasing
nearby clipping plane distance helps much more.

  Parameters:

    1. `near`: `boolean?` Nearby clipping plane in meters. Default value: 0.05.

    2. `far`: `boolean?` Far clipping plane in meters. Default value: 1000.

  Returns:

    - `ac.GeometryShot` Returns itself for chaining several methods together.

- `ac.GeometryShot:setOrthogonalParams(size, depth)`

  Sets orthogonal parameters.

  Parameters:

    1. `size`: `vec2`

    2. `depth`: `number`

  Returns:

    - `ac.GeometryShot` Returns itself for chaining several methods together.

- `ac.GeometryShot:setClearColor(value)`

  Sets clear color to clear texture with before each update. Transparent by default.

  Parameters:

    1. `value`: `rgbm` Clear color from 0 to 1. Initial value: `rgbm.colors.transparent`.

  Returns:

    - `ac.GeometryShot` Returns itself for chaining several methods together.

- `ac.GeometryShot:setAmbientColor(value)`

  Sets ambient color used for general lighting.

  Parameters:

    1. `value`: `rgbm` Ambient color. Initial value: `rgbm(3, 3, 3, 1)`.

  Returns:

    - `ac.GeometryShot` Returns itself for chaining several methods together.

- `ac.GeometryShot:setReflectionColor(zenith, horizon)`

  Sets color for reflection gradient.

  Parameters:

    1. `zenith`: `rgbm` Zenith reflection color. Initial value: `rgbm(1, 1, 1, 1)`.

    2. `horizon`: `rgbm` Horizon reflection color. Initial value: `rgbm(0, 0, 0, 1)`.

  Returns:

    - `ac.GeometryShot` Returns itself for chaining several methods together.

- `ac.GeometryShot:size()`

  Returns texture resolution (or zeroes if element has been disposed).

  Returns:

    - `vec2`

- `ac.GeometryShot:mips()`

  Returns number of MIP maps (1 for no MIP maps and it being a regular texture).

  Returns:

    - `integer`

- `ac.GeometryShot:applyAntialiasing()`

  Manually applies antialiasing to the texture (works only if it was created with a specific antialiasing mode).
By default antialiasing is applied automatically, but calling this function switches AA to a manual mode.

  Returns:

    - `ac.GeometryShot` Returns itself for chaining several methods together.

- `ac.GeometryShot:save(filename, format)`

  Saves shot as an image.

  Parameters:

    1. `filename`: `string` Destination filename.

    2. `format`: `ac.ImageFormat?` Texture format (by default guessed based on texture name).

  Returns:

    - `ac.GeometryShot` Returns itself for chaining several methods together.

# Module common/ac_display.lua

## Function display.rect(params)
Draw a rectangle.

  Parameters:

  1. `params`: `{pos: vec2, size: vec2, color: rgbm}|"{` pos = vec2(), size = vec2(), color = rgbm.colors.white }" "Table with properties:\n- `pos` (`vec2`): Coordinates of the top left corner in pixels.\n- `size` (`vec2`): Size in pixels.\n- `color` (`rgbm`): Rectangle color."
## Function display.image(params)
Draw an image.

If you’re drawing a lot of different images, consider combining them into a single atlas and using
`uvStart`/`uvEnd` to specify the region.

  Parameters:

  1. `params`: `{image: string, pos: vec2, size: vec2, color: rgbm, uvStart: vec2, uvEnd: vec2}|"{\n`  image = '',\n  pos = vec2(),\n  size = vec2(),\n  color = rgbm.colors.white,\n  uvStart = vec2(0, 0),\n  uvEnd = vec2(1, 1)\n}" "Table with properties:\n- `image` (`string`): Path to image to draw.\n- `pos` (`vec2`): Coordinates of the top left corner in pixels.\n- `size` (`vec2`): Size in pixels.\n- `color` (`rgbm`): Image will be multiplied by this color.\n- `uvStart` (`vec2`): UV coordinates of the top left corner.\n- `uvEnd` (`vec2`): UV coordinates of the bottom right corner."
## Function display.text(params)
Draw text using AC font.

  Parameters:

  1. `params`: `{text: string, pos: vec2, letter: vec2, font: string, color: rgbm, alignment: number, width: number, spacing: number}|"{\n`  text = '',\n  pos = vec2(),\n  letter = vec2(20, 40),\n  font = 'aria',\n  color = rgbm.colors.white,\n  alignment = 0,\n  width = 200,\n  spacing = 0\n}" "Table with properties:\n- `text` (`string`): Text to draw.\n- `pos` (`vec2`): Coordinates of the top left corner in pixels.\n- `letter` (`vec2`): Size of each letter.\n- `font` (`string`): AC font to draw text with, either from “content/fonts” or from a folder with a script (can refer to a subfolder).\n- `color` (`rgbm`): Text color.\n- `alignment` (`number`): 0 for left, 0.5 for center, 1 for middle, could be anything in-between. Set `width` as well so it would know in what area to align text.\n- `width` (`number`): Required for non-left alignment.\n- `spacing` (`number`): Additional offset between characters, could be either positive or negative."
## Function display.horizontalBar(params)
Draw simple horizontal bar (like progress bar) consisting of several sections.

  Parameters:

  1. `params`: `{text: string, pos: vec2, size: vec2, delta: number, activeColor: rgbm, inactiveColor: rgbm, total: integer, active: integer}|"{\n`  text = '',\n  pos = vec2(),\n  size = vec2(200, 40),\n  delta = 8,\n  activeColor = rgbm.colors.white,\n  inactiveColor = rgbm.colors.transparent,\n  total = 12,\n  active = 8\n}" "Table with properties:\n- `text` (`string`): Text to draw.\n- `pos` (`vec2`): Coordinates of the top left corner of the bar in pixels.\n- `size` (`vec2`): Size of the whole bar.\n- `delta` (`number`): Distance between elements.\n- `activeColor` (`rgbm`): Active color.\n- `inactiveColor` (`rgbm`): Inactive color.\n- `total` (`integer`): Total number of sections.\n- `active` (`integer`): Number of active sections."

# Module common/ac_particles.lua

## Function ac.Particles.Flame(params)
Flame emitter holding specialized settings. Set settings in a table when creating an emitter and/or change them later.
Use `:emit(position, velocity, amount)` to actually emit flames.

  Parameters:

  1. `params`: `{color: rgbm, size: number, temperatureMultiplier: number, flameIntensity: number}|"{\n`  color = rgbm(0.5, 0.5, 0.5, 0.5),\n  size = 0.2,\n  temperatureMultiplier = 1,\n  flameIntensity = 0\n}" "Table with properties:\n- `color` (`rgbm`): Flame color multiplier (for red/yellow/blue adjustment use `temperatureMultiplier` instead).\n- `size` (`number`): Particles size. Default value: 0.2.\n- `temperatureMultiplier` (`number`): Temperature multipler to vary base color from red to blue. Default value: 1.\n- `flameIntensity` (`number`): Flame intensity affecting flame look and behaviour. Default value: 0."

  Returns:

  - `ac.Particles.Flame`
## Class ac.Particles.Flame
Flame emitter holding specialized settings. Set settings in a table when creating an emitter and/or change them later.
Use `:emit(position, velocity, amount)` to actually emit flames.

- `ac.Particles.Flame:emit(position, velocity, amount)`

  Emits flames from given position with certain velocity.
function _ac_Particles_Flame:emit(position, velocity, amount) end
## Function ac.Particles.Sparks(params)
Sparks emitter holding specialized settings. Set settings in a table when creating an emitter and/or change them later.
Use `:emit(position, velocity, amount)` to actually emit sparks.

  Parameters:

  1. `params`: `{color: rgbm, life: number, size: number, directionSpread: number, positionSpread: number}|"{\n`  color = rgbm(0.5, 0.5, 0.5, 0.5),\n  life = 4,\n  size = 0.2,\n  directionSpread = 1,\n  positionSpread = 0.2\n}" "Table with properties:\n- `color` (`rgbm`): Sparks color.\n- `life` (`number`): Base lifetime. Default value: 4.\n- `size` (`number`): Base size. Default value: 0.2.\n- `directionSpread` (`number`): How much sparks directions vary. Default value: 1.\n- `positionSpread` (`number`): How much sparks position vary. Default value: 0.2."

  Returns:

  - `ac.Particles.Sparks`
## Class ac.Particles.Sparks
Sparks emitter holding specialized settings. Set settings in a table when creating an emitter and/or change them later.
Use `:emit(position, velocity, amount)` to actually emit sparks.

- `ac.Particles.Sparks:emit(position, velocity, amount)`

  Emits sparks from given position with certain velocity.
function _ac_Particles_Sparks:emit(position, velocity, amount) end
## Function ac.Particles.Smoke(params)
Smoke emitter holding specialized settings. Set settings in a table when creating an emitter and/or change them later.
Use `:emit(position, velocity, amount)` to actually emit smoke.

  Parameters:

  1. `params`: `{color: rgbm, colorConsistency: number, thickness: number, life: number, size: number, spreadK: number, growK: number, targetYVelocity: number}|"{\n`  color = rgbm(0.5, 0.5, 0.5, 0.5),\n  colorConsistency = 0.5,\n  thickness = 1,\n  life = 4,\n  size = 0.2,\n  spreadK = 1,\n  growK = 1,\n  targetYVelocity = 0\n}" "Table with properties:\n- `color` (`rgbm`): Smoke color with values from 0 to 1. Alpha can be used to adjust thickness. Default alpha value: 0.5.\n- `colorConsistency` (`number`): Defines how much color dissipates when smoke expands, from 0 to 1. Default value: 0.5.\n- `thickness` (`number`): How thick is smoke, from 0 to 1. Default value: 1.\n- `life` (`number`): Smoke base lifespan in seconds. Default value: 4.\n- `size` (`number`): Starting particle size in meters. Default value: 0.2.\n- `spreadK` (`number`): How randomized is smoke spawn (mostly, speed and direction). Default value: 1.\n- `growK` (`number`): How fast smoke expands. Default value: 1.\n- `targetYVelocity` (`number`): Neutral vertical velocity. Set above zero for hot gasses and below zero for cold, to collect at the bottom. Default value: 0."

  Returns:

  - `ac.Particles.Smoke`
## Class ac.Particles.Smoke
Smoke emitter holding specialized settings. Set settings in a table when creating an emitter and/or change them later.
Use `:emit(position, velocity, amount)` to actually emit smoke.

- `ac.Particles.Smoke:emit(position, velocity, amount)`

  Emits smoke from given position with certain velocity.
function _ac_Particles_Smoke:emit(position, velocity, amount) end
## Function ac.Particles.Detractor(params)
Particles detractor pushing smoke (and othe particles later) away. Move it somewhere, set radius
and velocity and it would affect the smoke.

Note: use carefully, smoke particles can only account for eight detractors at once, and some of them can be set
by track config. Also, moving cars or exhaust flames push smoke away using the same system.

  Parameters:

  1. `params`: `{position: vec3, velocity: vec3, radius: number, forceMultiplier: number}|"{` radius = 10, forceMultiplier = 1 }" "Table with properties:\n- `position` (`vec3`): Detractor position.\n- `velocity` (`vec3`): Detractor velocity (main value that is used to push particles; stationary detractors don’t have much effect).\n- `radius` (`number`): Radius of the effect.\n- `forceMultiplier` (`number`): Force multiplier of the effect."

  Returns:

  - `ac.Particles.Detractor`
## Class ac.Particles.Detractor
Particles detractor pushing smoke (and othe particles later) away. Move it somewhere, set radius
and velocity and it would affect the smoke.

Note: use carefully, smoke particles can only account for eight detractors at once, and some of them can be set
by track config. Also, moving cars or exhaust flames push smoke away using the same system.