Returns entity Z-axis scale factor (1.0=original size, default 1.0 if invalid). Takes entity (entity handle). Returns Z scale as Double (entity.scale.z, 1.0 if entity doesn't exist). Validates entity exists, returns scale.z directly (Z-axis scale factor), returns 1.0 if invalid handle. Query function for entity depth scaling.
This function retrieves entity Z-axis scale. Scale factor meaning: 1.0 = original size (no scaling), >1.0 = deeper (2.0 = double depth front-to-back), <1.0 = shallower (0.
Returns entity Z-axis scale factor (1.0=original size, default 1.0 if invalid). Takes entity (entity handle). Returns Z scale as Double (entity.scale.z, 1.0 if entity doesn't exist). Validates entity exists, returns scale.z directly (Z-axis scale factor), returns 1.0 if invalid handle. Query function for entity depth scaling.
This function retrieves entity Z-axis scale. Scale factor meaning: 1.0 = original size (no scaling), >1.0 = deeper (2.0 = double depth front-to-back), <1.0 = shallower (0.5 = half depth), negative = mirrored (flips along Z-axis, may break rendering). Return value: returns entity.scale.z (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) Depth queries (check front-to-back size for collision, bounding), (2) Proportional calculations (compute world depth = mesh depth * scaleZ), (3) Elongation effects (stretch entities along forward axis), (4) Animation (query scale for size-based effects), (5) Debugging (log scale state). Common pattern: scaleZ = b3dEntityScaleZ(entity), worldDepth = b3dMeshDepth(entity) * scaleZ, or volume = scaleX * scaleY * scaleZ for proportional volume. Typical usage: query Z scale for depth calculations, check scale for elongation, 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, Z scale affects collision shape depth (collision shape scaled along forward axis), query scale to determine collision bounds. Parent scale: if entity parented, world scaleZ = parent scaleZ * child scaleZ (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, b3dEntityScaleY returns Y-axis scale, b3dScaleEntity sets scale, b3dMeshDepth returns mesh dimensions.