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sc_spatial_v1.world_to_local

Converts world[3] doubles to zone-local local[3] doubles; zone 0 is world; outputs written only on return 1.

int (*)(uint64_t, const double *, double *)

Service index

Property Value
Symbol sc_spatial_v1.world_to_local
Record ID sc-spatial-v1-world-to-local
Service teleport.spatial
Table sc_spatial_v1
Version macro SC_SPATIAL_SERVICE_VERSION
Packed table version 65536
Since / availability size >= 40; 1.0
Complete member extent (x64 bytes) 40
Table size (x64 bytes) 56

Header source

int (*world_to_local)(uint64_t zone_id, const double world[3], double local[3]);
Converts world[3] doubles to zone-local local[3] doubles; zone 0 is world; outputs written only on return 1.

Absent table: query_service NOT_FOUND; wrong thread/missing teleport or unreadable game state: 0. Outputs only written on 1. Additional failures/output state unspecified unless described in the buffer contract.

Absent table: query_service NOT_FOUND

Caller buffers; IDs are borrowed session values, not pointers. No allocation transfer; internal allocation unspecified.

Game thread only; recursive reentrancy unspecified.

unspecified

unspecified

No cancellation entrypoint; synchronous query.

Status labels are copied verbatim from the catalogue: direct is native access; typed-wrapper is wrapper-backed; restricted is a subset/adaptation; unsupported means no supported route is established. No status implies universal safety.

Language Catalogue status Source evidence / wrapper tokens
c direct include/sc_spatial.h
(*world_to_local)
cpp direct include/sc_spatial.h
(*world_to_local)
csharp unsupported docs/sdk-csharp.md
The host-owned services each have a class.
docs/sdk-csharp.md
| Class | Service | Does |
lua unsupported sdk/docs/lua.md
The script sees only:
sdk/docs/lua.md
There is no io, os, package, require, debug, dofile, loadfile or FFI
plugins/lua/sco_lua_game.c
if (!(actors || vehicles || world || entities || creative)) return;

None identified in the catalogue; this is not proof none can exist.

ABI pins prove layout, not semantic behavior or a live game session.