Returns entity Y-axis scale factor (1.0=original size, default 1.0 if invalid). Takes entity (entity handle). Returns Y scale as Double (entity.scale.y, 1.0 if entity doesn't exist). Validates entity exists, returns scale.y directly (Y-axis scale factor), returns 1.0 if invalid handle. Query function for entity height scaling.
This function retrieves entity Y-axis scale. Scale factor meaning: 1.0 = original size (no scaling), >1.0 = taller (2.0 = double height), <1.0 = shorter (0.
Returns entity Y-axis scale factor (1.0=original size, default 1.0 if invalid). Takes entity (entity handle). Returns Y scale as Double (entity.scale.y, 1.0 if entity doesn't exist). Validates entity exists, returns scale.y directly (Y-axis scale factor), returns 1.0 if invalid handle. Query function for entity height scaling.
This function retrieves entity Y-axis scale. Scale factor meaning: 1.0 = original size (no scaling), >1.0 = taller (2.0 = double height), <1.0 = shorter (0.5 = half height), negative = mirrored (flips along Y-axis vertically). Return value: returns entity.scale.y (scale factor, dimensionless multiplier), float converted to double, 1.0 if entity handle invalid. Default scale: entities created with scale=1.0 (original size), b3dScaleEntity modifies scale factors. Use cases: (1) Height queries (check vertical size for collision, jumping), (2) Squash-and-stretch animation (query Y scale for cartoony deformation), (3) Proportional calculations (compute world height = mesh height * scaleY), (4) Growth effects (track size changes over time), (5) Debugging (log scale state). Common pattern: scaleY = b3dEntityScaleY(entity), worldHeight = b3dMeshHeight(entity) * scaleY, or aspectRatio = scaleX / scaleY for distortion checks. Typical usage: query Y scale for height calculations, check scale for animation states, combine with mesh dimensions for world bounds. Non-uniform scaling: X/Y/Z scales can differ (stretched/squashed), query all three for full scale state, uniform scaling has scaleX == scaleY == scaleZ. Physics: if entity has physics body, Y scale affects collision shape height (collision shape scaled vertically), query scale to determine collision bounds. Parent scale: if entity parented, world scaleY = parent scaleY * child scaleY (scales multiply down hierarchy), returned value is local scale (not world scale). Invalid handle: returns 1.0 for non-existent entities (default scale, safe default for multiplication). Performance: O(1) lookup (hash map find, field access, very fast). Related: b3dEntityScaleX returns X-axis scale, b3dEntityScaleZ returns Z-axis scale, b3dScaleEntity sets scale, b3dMeshHeight returns mesh dimensions.