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- /*!
- @brief A datablock which defines and performs light animation, such as rotation, brightness fade, and colorization.
- @tsexample
- datablock LightAnimData( SubtlePulseLightAnim )
- {
- brightnessA = 0.5;
- brightnessZ = 1;
- brightnessPeriod = 1;
- brightnessKeys = "aza";
- brightnessSmooth = true;
- };
- @endtsexample
- @see LightBase
- @see LightDescription
- @ingroup FX
- @ingroup Lighting
- */
- class LightAnimData : public SimDataBlock {
- public:
- /*! @name Offset
- The XYZ translation animation state relative to the light position.
- @{ */
- /*! */
- /*!
- The value of the A key in the keyframe sequence.
- */
- float offsetA;
- /*!
- The value of the Z key in the keyframe sequence.
- */
- float offsetZ;
- /*!
- The animation time for keyframe sequence.
- */
- float offsetPeriod;
- /*!
- The keyframe sequence encoded into a string where characters from A to Z define a position between the two animation values.
- */
- string offsetKeys;
- /*!
- If true the transition between keyframes will be smooth.
- */
- bool offsetSmooth;
- /// @}
- /*! @name Rotation
- The XYZ rotation animation state relative to the light orientation.
- @{ */
- /*! */
- /*!
- The value of the A key in the keyframe sequence.
- */
- float rotA;
- /*!
- The value of the Z key in the keyframe sequence.
- */
- float rotZ;
- /*!
- The animation time for keyframe sequence.
- */
- float rotPeriod;
- /*!
- The keyframe sequence encoded into a string where characters from A to Z define a position between the two animation values.
- */
- string rotKeys;
- /*!
- If true the transition between keyframes will be smooth.
- */
- bool rotSmooth;
- /// @}
- /*! @name Color
- The RGB color animation state.
- @{ */
- /*! */
- /*!
- The value of the A key in the keyframe sequence.
- */
- float colorA;
- /*!
- The value of the Z key in the keyframe sequence.
- */
- float colorZ;
- /*!
- The animation time for keyframe sequence.
- */
- float colorPeriod;
- /*!
- The keyframe sequence encoded into a string where characters from A to Z define a position between the two animation values.
- */
- string colorKeys;
- /*!
- If true the transition between keyframes will be smooth.
- */
- bool colorSmooth;
- /// @}
- /*! @name Brightness
- The brightness animation state.
- @{ */
- /*! */
- /*!
- The value of the A key in the keyframe sequence.
- */
- float brightnessA;
- /*!
- The value of the Z key in the keyframe sequence.
- */
- float brightnessZ;
- /*!
- The animation time for keyframe sequence.
- */
- float brightnessPeriod;
- /*!
- The keyframe sequence encoded into a string where characters from A to Z define a position between the two animation values.
- */
- string brightnessKeys;
- /*!
- If true the transition between keyframes will be smooth.
- */
- bool brightnessSmooth;
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class SpinLightAnim : public LightAnimData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class FireLightAnim : public LightAnimData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class BlinkLightAnim : public LightAnimData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class FlickerLightAnim : public LightAnimData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class SubtlePulseLightAnim : public LightAnimData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class PulseLightAnim : public LightAnimData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class NullLightAnim : public LightAnimData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class DefaultEmitter : public ParticleEmitterData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class DefaultParticle : public ParticleData {
- public:
- };
- /*!
- @brief A very basic class containing information used by MissionMarker objects for rendering
- MissionMarkerData, is an extremely barebones class derived from ShapeBaseData. It is solely used by MissionMarker classes (such as SpawnSphere), so that you can see the object while editing a level.
- @tsexample
- datablock MissionMarkerData(SpawnSphereMarker)
- {
- category = "Misc";
- shapeFile = "core/art/shapes/octahedron.dts";
- };
- @endtsexample
- @see MissionMarker
- @see SpawnSphere
- @see WayPoint
- @ingroup enviroMisc
- */
- class MissionMarkerData : public ShapeBaseData {
- public:
- /*! @name Shadows
- @{ */
- /*! */
- /// @}
- /*! @name Render
- @{ */
- /*! */
- /// @}
- /*! @name Destruction
- Parameters related to the destruction effects of this object.
- @{ */
- /*! */
- /// @}
- /*! @name Physics
- @{ */
- /*! */
- /// @}
- /*! @name Damage/Energy
- @{ */
- /*! */
- /// @}
- /*! @name Camera
- The settings used by the shape when it is the camera.
- @{ */
- /*! */
- /// @}
- /*! @name Scripting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class CameraBookmarkMarker : public MissionMarkerData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class SpawnSphereMarker : public MissionMarkerData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class WayPointMarker : public MissionMarkerData {
- public:
- };
- /*!
- @brief A material in Torque 3D is a data structure that describes a surface.
- It contains many different types of information for rendering properties. Torque 3D generates shaders from Material definitions. The shaders are compiled at runtime and output into the example/shaders directory. Any errors or warnings generated from compiling the procedurally generated shaders are output to the console as well as the output window in the Visual C IDE.
- @tsexample
- singleton Material(DECAL_scorch)
- {
- baseTex[0] = "./scorch_decal.png";
- vertColor[ 0 ] = true;
- translucent = true;
- translucentBlendOp = None;
- translucentZWrite = true;
- alphaTest = true;
- alphaRef = 84;
- };
- @endtsexample
- @see Rendering
- @see ShaderData
- @ingroup GFX
- */
- class Material : public SimObject {
- public:
- /*! Flushes all material instances that use this material. */
- virtual void flush() {}
- /*! Reloads all material instances that use this material. */
- virtual void reload() {}
- /*! Dumps a formatted list of the currently allocated material instances for this material to the console. */
- virtual void dumpInstances() {}
- virtual string getAnimFlags() {}
- /*! Get filename of material */
- virtual string getFilename() {}
- /*! Returns true if this Material was automatically generated by MaterialList::mapMaterials() */
- virtual bool isAutoGenerated() {}
- /*! setAutoGenerated(bool isAutoGenerated): Set whether or not the Material is autogenerated. */
- virtual void setAutoGenerated() {}
- /*!
- Used to map this material to the material name used by TSShape.
- */
- string mapTo;
- /*!
- Streamable material
- */
- bool streamable;
- /*!
- Usage of custom color.
- */
- bool useCustomColor;
- /*!
- is this material a body
- */
- bool isBody;
- /*!
- is this mat is hair
- */
- bool isHair;
- /*!
- This color is multiplied against the diffuse texture color. If no diffuse texture is present this is the material color.
- */
- ColorF diffuseColor;
- /*!
- The diffuse color texture map.
- */
- filename diffuseMap;
- /*!
- A secondary diffuse color texture map which will use the second texcoord of a mesh.
- */
- filename overlayMap;
- /*!
- The lightmap texture used with pureLight.
- */
- filename lightMap;
- /*!
- The tonemap texture used with pureLight.
- */
- filename toneMap;
- /*!
- A typically greyscale detail texture additively blended into the material.
- */
- filename detailMap;
- /*!
- The scale factor for the detail map.
- */
- Point2F detailScale;
- /*!
- The normal map texture. You can use the DXTnm format only when per-pixel specular highlights are disabled, or a specular map is in use.
- */
- filename normalMap;
- /*!
- A second normal map texture applied at the detail scale. You can use the DXTnm format only when per-pixel specular highlights are disabled.
- */
- filename detailNormalMap;
- /*!
- */
- int diffuseMapDropMipMapCount;
- /*!
- */
- int overlayMapDropMipMapCount;
- /*!
- */
- int lightMapDropMipMapCount;
- /*!
- */
- int toneMapDropMipMapCount;
- /*!
- */
- int detailMapDropMipMapCount;
- /*!
- */
- int normalMapDropMipMapCount;
- /*!
- */
- int detailNormalMapDropMipMapCount;
- /*!
- Used to scale the strength of the detail normal map when blended with the base normal map.
- */
- float detailNormalMapStrength;
- /*!
- The color of the specular highlight when not using a specularMap.
- */
- ColorF specular;
- /*!
- The intensity of the specular highlight when not using a specularMap.
- */
- float specularPower;
- /*!
- This enables per-pixel specular highlights controlled by the alpha channel of the normal map texture. Note that if pixel specular is enabled the DXTnm format will not work with your normal map, unless you are also using a specular map.
- */
- bool pixelSpecular;
- /*!
- The specular map texture. The RGB channels of this texture provide a per-pixel replacement for the 'specular' parameter on the material. If this texture contains alpha information, the alpha channel of the texture will be used as the gloss map. This provides a per-pixel replacement for the 'specularPower' on the material
- */
- filename specularMap;
- /*!
- */
- int specularMapDropMipMapCount;
- /*!
- Enables parallax mapping and defines the scale factor for the parallax effect. Typically this value is less than 0.4 else the effect breaks down.
- */
- float parallaxScale;
- /*!
- Use anisotropic filtering for the textures of this stage.
- */
- bool useAnisotropic;
- /*!
- Treat specular map as metalness map.
- */
- bool useMetalness;
- /*!
- The name of a translucency map to apply to this material.
- */
- filename translucencyMap;
- /*!
- The name of an environment map cube map to apply to this material.
- */
- filename envMap;
- /*!
- */
- int envMapDropMipMapCount;
- /*!
- If true the vertex color is used for lighting.
- */
- bool vertLit;
- /*!
- If enabled, vertex colors are premultiplied with diffuse colors.
- */
- bool vertColor;
- /*!
- The Minnaert shading constant value. Must be greater than 0 to enable the effect.
- */
- float minnaertConstant;
- /*!
- Enables the subsurface scattering approximation.
- */
- bool subSurface;
- /*!
- The color used for the subsurface scattering approximation.
- */
- ColorF subSurfaceColor;
- /*!
- The 0 to 1 rolloff factor used in the subsurface scattering approximation.
- */
- float subSurfaceRolloff;
- /*!
- Enables rendering this material to the glow buffer.
- */
- bool glow;
- /*!
- Enables emissive lighting for the material.
- */
- bool emissive;
- /*!
- Disables backface culling casing surfaces to be double sided. Note that the lighting on the backside will be a mirror of the front side of the surface.
- */
- bool doubleSided;
- /*!
- Normals up marker.
- */
- bool normalsUp;
- /*!
- The types of animation to play on this material.
- */
- MaterialAnimType animFlags;
- /*!
- The scroll direction in UV space when scroll animation is enabled.
- */
- Point2F scrollDir;
- /*!
- The speed to scroll the texture in UVs per second when scroll animation is enabled.
- */
- float scrollSpeed;
- /*!
- The speed to rotate the texture in degrees per second when rotation animation is enabled.
- */
- float rotSpeed;
- /*!
- The piviot position in UV coordinates to center the rotation animation.
- */
- Point2F rotPivotOffset;
- /*!
- The type of wave animation to perform when wave animation is enabled.
- */
- MaterialWaveType waveType;
- /*!
- The wave frequency when wave animation is enabled.
- */
- float waveFreq;
- /*!
- The wave amplitude when wave animation is enabled.
- */
- float waveAmp;
- /*!
- The number of frames per second for frame based sequence animations if greater than zero.
- */
- float sequenceFramePerSec;
- /*!
- The size of each frame in UV units for sequence animations.
- */
- float sequenceSegmentSize;
- /*!
- @internal
- */
- Point2I cellIndex;
- /*!
- @internal
- */
- Point2I cellLayout;
- /*!
- @internal
- */
- int cellSize;
- /*!
- @internal
- */
- bool bumpAtlas;
- /*!
- For backwards compatibility.
- @see diffuseMap
- */
- filename baseTex;
- /*!
- For backwards compatibility.
- @see detailMap
- */
- filename detailTex;
- /*!
- For backwards compatibility.
- @see overlayMap
- */
- filename overlayTex;
- /*!
- For backwards compatibility.
- @see normalMap
- */
- filename bumpTex;
- /*!
- For backwards compatibility.
- @see envMap
- */
- filename envTex;
- /*!
- For backwards compatibility.
- @see diffuseColor
- */
- ColorF colorMultiply;
- /*!
- If set to false the lighting system will not cast shadows from this material.
- */
- bool castShadows;
- /*!
- @internal
- */
- bool planarReflection;
- /*!
- If true this material is translucent blended.
- */
- bool translucent;
- /*!
- The type of blend operation to use when the material is translucent.
- */
- MaterialBlendOp translucentBlendOp;
- /*!
- If enabled and the material is translucent it will write into the depth buffer.
- */
- bool translucentZWrite;
- /*!
- Enables alpha test when rendering the material.
- @see alphaRef
- */
- bool alphaTest;
- /*!
- The alpha reference value for alpha testing. Must be between 0 to 255.
- @see alphaTest
- */
- int alphaRef;
- /*!
- Mipmap LOD bias. Default value is 0.0
- */
- float mipLODBias;
- /*!
- The name of a CubemapData for environment mapping.
- */
- string cubemap;
- /*!
- Enables the material to use the dynamic cubemap from the ShapeBase object its applied to.
- */
- bool dynamicCubemap;
- /*!
- Sky support. Alters draw dimensions.
- */
- bool isSky;
- /*! @name Behavioral
- @{ */
- /*! */
- /*!
- Whether to show player footprint decals on this material.
- @see PlayerData::decalData
- */
- bool showFootprints;
- /*!
- Whether to emit dust particles from a shape moving over the material. This is, for example, used by vehicles or players to decide whether to show dust trails.
- */
- bool showDust;
- /*!
- If #showDust is true, this is the set of colors to use for the ParticleData of the dust emitter.
- @see ParticleData::colors
- */
- ColorF effectColor;
- /*!
- What sound to play from the PlayerData sound list when the player impacts on the surface with a velocity equal or greater than PlayerData::groundImpactMinSpeed.
- For a list of IDs, see #footstepSoundId
- */
- int impactSoundId;
- /*!
- The sound to play when the player impacts on the surface with a velocity equal or greater than PlayerData::groundImpactMinSpeed. If this is set, it overrides #impactSoundId. This field is useful for directly assigning custom impact sounds to materials without having to rely on the PlayerData sound assignment.
- @warn Be aware that materials are client-side objects. This means that the SFXTracks assigned to materials must be client-side, too.
- */
- SFXTrack customImpactSound;
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class CommonPlayerFootprint : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class AnimalFootMarkMat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class DECAL_defaultblobshadow : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class DECAL_RocketEXP : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class DECAL_scorch : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Fkrestiane_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class famale_decorated_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class famale_robe_D_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class famale_MnishiyD_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class famale_engineer_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class famale_carpenter_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class famale_blacksmith_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class famale_alchemisk_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class famale_cook_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Female_Tatters_Mon_DIFFUSE_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Female_Tatters_Eur_DIFFUSE_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Female_Tatters_Vik_DIFFUSE_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Female_Underwear_Mon_DIFFUSE_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Female_Underwear_Vik_DIFFUSE_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Female_Underwear_Eur_DIFFUSE_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Female_Hair_Vik_v3_DIFFUSE_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Female_Hair_Vik_v1_DIFFUSE_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Female_Hair_Mon_v3_DIFFUSE_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Female_Hair_Mon_v1_DIFFUSE_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Female_Hair_Eur_v2_DIFFUSE_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Female_Hair_All_v3_DIFFUSE_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Female_Hair_All_v1_DIFFUSE_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Female_Head_Vik_v1_DIFFUSE_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Female_Head_Mon_v1_DIFFUSE_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Female_Head_Eur_v1_DIFFUSE_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Female_Body_v1_DIFFUSE_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class MnishiyD_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class all_D_01_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class male_decorated_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Male_cook_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class male_carpenter_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class MkuznecD_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class male_alchemisk_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class male_engineer_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Mkrestiane_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Male_Antiseam_DIFFUSE_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Male_Underwear_Eur_DIFFUSE_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Male_Tatters_Mon_DIFFUSE_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Male_Tatters_Vik_DIFFUSE_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Male_Head_Vik_v1_DIFFUSE_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Male_Head_Mon_v1_DIFFUSE_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Male_Head_Eur_v1_DIFFUSE_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Male_Hair_Vik_v2_DIFFUSE_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Male_Hair_Mon_v4_DIFFUSE_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Male_Hair_Mon_v2_DIFFUSE_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Male_Hair_Eur_v1_DIFFUSE_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Male_Hair_All_v4_DIFFUSE_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Male_Hair_All_v2_DIFFUSE_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Male_Hair_All_v1_DIFFUSE_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Male_Body_v1_DIFFUSE_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Male_Beard_Vik_v4_DIFFUSE_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Male_Beard_Vik_v1_DIFFUSE_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Male_Beard_Mon_v4_DIFFUSE_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Male_Beard_Mon_v3_DIFFUSE_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Male_Beard_Eur_v3_DIFFUSE_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Male_Beard_All_v4_DIFFUSE_mat2 : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Male_Beard_All_v2_DIFFUSE_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class shops_04_atlas_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class WindowGrille_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class wooden_sign_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class shops_03_atlas_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class fishnet_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class grenade_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Metall_atlas_01_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Trebushet_planks_02_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Trebushet_planks_01_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Trebushet_atlas_02_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Trebushet_atlas_01_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Heavy_Horse_clr3_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Heavy_Horse_clr2_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Heavy_Horse_base_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Skinny_Horse_brown_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Skinny_Horse_bw_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Skinny_Horse_base_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Normal_Horse_brown_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Horse_DIFFUSE_BLACK_01_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Normal_Horse_black_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Normal_Horse_base_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class LOD100_atlas_02_06_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class LOD100_atlas_04_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class brick_2_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class wall_metal_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class brick_3_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Rock_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class herbal_plants_atlas_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class throne_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Decal_Mud_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class LOD100_atlas_03_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class LOD100_atlas_02_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class LOD100_house_atlas_01_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class robe_D_male_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Rope_1_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class stone_big_angle_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class rBlast_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class roof_tile_2_alpha_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Rope_2_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class House_plants_01_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class House_detail_atlas_1_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class fakhverk_atlas_02_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class wood_roof_01_alpha_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class tombstone_02_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class tombstone_01_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class glass_broken_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class glass_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class cloth_01_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Decal_HangingIvy_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Decal_Lichens_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class roof_tile_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Moss_Log_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Decal_Streaks_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class moss_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class planks_03_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class all_plants_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class skinnedcorpse_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class wood_floor_01_diff_mat2 : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Face_Asia_Aneta_DIFFUSE_01_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class TD_01_ThrowingKnife : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Hair_Female_DIFFUSE_01_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Face_Nord_Maria_DIFFUSE_01_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Face_Nord_Pavlina_DIFFUSE_01_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Face_Nord_Sophia_DIFFUSE_01_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Face_Europe_Iva_DIFFUSE_01_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Face_Asia_Hocchi_DIFFUSE_01_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Face_Asia_Emma_DIFFUSE_01_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Face_Europe_Dassy_DIFFUSE_01_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Face_Europe_Barbora_DIFFUSE_01_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class fmrobe_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class head_male_norslav2_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class head_male_kharient1_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class head_male_kharient3_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class head_male_norslav1_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class head_male_kharient2_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class head_male_norslav3_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class head_male_eurociid1_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class head_male_eurociid2_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class head_male_eurociid3_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class hair_male_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class atlas_beards_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class small_brick_01_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class cloth_trap_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Throwing_Stuff_01_png_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class ancient_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class sack_03_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Hair_03_png_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class felling_02_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GC_Soil : public Material {
- public:
- };
- /*!
- @brief Used to create static or dynamic cubemaps.
- This object is used with Material, WaterObject, and other objects for cubemap reflections.
- A simple declaration of a static cubemap:
- @tsexample
- singleton CubemapData( SkyboxCubemap )
- {
- cubeFace[0] = "./skybox_1";
- cubeFace[1] = "./skybox_2";
- cubeFace[2] = "./skybox_3";
- cubeFace[3] = "./skybox_4";
- cubeFace[4] = "./skybox_5";
- cubeFace[5] = "./skybox_6";
- };
- @endtsexample
- @note The dynamic cubemap functionality in CubemapData has been depreciated in favor of ReflectorDesc.
- @see ReflectorDesc
- @ingroup GFX
- */
- class CubemapData : public SimObject {
- public:
- /*! Update the assigned cubemaps faces. */
- virtual void updateFaces(()) {}
- /*! Returns the script filename of where the CubemapData object was defined. This is used by the material editor. */
- virtual string getFilename(()) {}
- /*!
- @brief The 6 cubemap face textures for a static cubemap.
- They are in the following order:
- - cubeFace[0] is -X
- - cubeFace[1] is +X
- - cubeFace[2] is -Z
- - cubeFace[3] is +Z
- - cubeFace[4] is -Y
- - cubeFace[5] is +Y
- */
- filename cubeFace;
- /*!
- Set to true if this is a dynamic cubemap. The default is false.
- */
- bool dynamic;
- /*!
- The size of each dynamic cubemap face in pixels.
- */
- int dynamicSize;
- /*!
- The near clip distance used when rendering to the dynamic cubemap.
- */
- float dynamicNearDist;
- /*!
- The far clip distance used when rendering to the dynamic cubemap.
- */
- float dynamicFarDist;
- /*!
- The typemask used to filter the objects rendered to the dynamic cubemap.
- */
- int dynamicObjectTypeMask;
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class CloudyCubemap : public CubemapData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class FoggyCubemap : public CubemapData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class DuskLight2Cubemap : public CubemapData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class DuskLightCubemap : public CubemapData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class FairCubemap : public CubemapData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class monument_04_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class monument_03_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class monument_02_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class monument_01_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class cog_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Forest_GC_tex_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class RoyalPadded_DIFFUSE_01_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class male_blacksmith_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class RoyalScale_DIFFUSE_01_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class RoyalPlate_DIFFUSE_01_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class RoyalChain_DIFFUSE_01_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class HeavyPadded_DIFFUSE_01_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class RoyalLeather_DIFFUSE_01_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class HeavyChain_DIFFUSE_01_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class fabric_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class water_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class fountain_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class common_plant_herbal_plants_atlas : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class RoyalPadded_DIFFUSE_BLACK_BROWN_02_jpg_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class HeavyPadded_DIFFUSE_02_jpg_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class male_body_01_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class male_head_01_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class RoyalLeather_DIFFUSE_02_jpg_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Rabbit_DIFFUSE_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Grouse_diff_fixed2_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class mooze_diff2_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Wolf_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class TowerShield_DIFFUSE_HERALDY_01_jpg_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class PaviseShield_DIFFUSE_HERALDY_01_jpg_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class KiteShield_DIFFUSE_HERALDY_01_jpg_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class HeaterShield_DIFFUSE_01_jpg_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Mutton_ready_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class SteelRoundache_DIFFUSE_01_jpg_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class RoundShield_DIFFUSE_02_jpg_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Buckler_DIFFUSE_01_jpg_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class PrimitiveShield_DIFFUSE_02_jpg_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class RoyalPlate_Dark_01_jpg_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class RoyalScale_DIFFUSE_03_jpg_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class RoyalChain_DIFFUSE_04_jpg_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Add_Swords_DIFFUSE_02_jpg_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Swas_n_Pots_DIFFUSE_01_jpg_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Sickles_n_Hammers_DIFFUSE_01_jpg_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Shovels_n_Picks_DIFFUSE_02_jpg_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class LightChain_DIFFUSE_02_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class LightScale_DIFFUSE_01_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Ironplate_DIFFUSE_01_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class RegularChain_DIFFUSE_01_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class HeavyScale_DIFFUSE_01_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Transitional_Mail_and_Plate_DIFFUSE_01_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Sow_DiffuseFinal_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Bear_Diffuse_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class BoarDiffuseFinal_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class SteppeMat_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class SwampMat_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class LogMat_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class ForestMat_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class female_noviceleather_cape_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class male_noviceleather_cape_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class male_noviceleather_detail_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class heavyleather_armor_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Rock02_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GrassRockMat_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Rock02Mat_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Rock01Mat_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class cloth_02_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class female_regularscale_trousers_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class female_regularscale_cape_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class male_regularscale_trousers_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class regularscale_boot_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class regularscale_gloves_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class male_regularscale_cape_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class regularscale_helmet_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class male_lamellarleather_cape_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class male_lamellarleather_trousers_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class lamellarleather_gloves_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class lamellarleather_helmet_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class female_lamellarleather_cape_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class female_lamellarleather_trousers_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class lamellarleather_foot_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class male_regular_padded_trousers_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class male_regular_padded_cape_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class female_regular_padded_cape_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class female_regular_padded_trousers_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class padded_regular_helmet_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class padded_regular_gloves_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class male_novice_padded_cape_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class female_novice_padded_cape_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class male_novice_padded_detail_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class WildCow_Diffuse_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class WildBull_diffuse_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Cow_diffuse4_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class bull_diffuse4_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class murl_test1234_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Roundshield_DFF_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Milaneese_Armor_DIFFUSE_01_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class leather_helmet_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class roof_tile_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class detail_wine_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Maple31_MapleBark : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Maple31_MapleLeaf : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class CommonHorseFootprint : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class apple_tex_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Oak31_OakMat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class blacksmith_atlas_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class ruins_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class tent_cloth_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class plaster_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class elm_tex_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Pig_Diffuse_2_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class WildHorse_D_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Milaneese_Armor_DIFFUSE_01_jpg_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class body_01_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Sheep_Diffuse2_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Horse_DIFFUSE_WHITE_01_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class stone_big_moss_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class floor_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class stone_big_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class willow_mat_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class female_leather_cape_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class female_leather_trousers_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Heavy_Horse1_DIFFUSE_05_jpg_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class birch21_birch_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Deer_Diffuse_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Weapon_Pack_06_DIFFUSE_01_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class shops_02_atlas_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class rivet_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class brick_big_02_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class fence_wood_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class pine_test_11_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Skinny_Horse_DIFFUSE_BW_01_png_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Horse_DIFFUSE_BLACK_01_png_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Horse_DIFFUSE_WHITE_01_png_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class sprucet_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Weapon_Pack_07_DIFFUSE_01_jpg_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Weapon_Pack_06_DIFFUSE_01_jpg_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class bark_02_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class wood_moss_01_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class wood_roof_01_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class thatched_02_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class thatched_01_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class fakhverk_atlas_01_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Weapon_Pack_05B_DIFFUSE_01_jpg_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Weapon_Pack_05_DIFFUSE_01_jpg_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Weapon_Pack_04_03_jpg_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class decbed_diffuce_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Utensil_1_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class utensil_02_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class barrel_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Utensil_d_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class ExpensiveDesk_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class sack_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class cloth_nobump_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class cloth_color_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Wicker_01_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Distaff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class SmoothWood_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class ovencoal_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class felling_01_diff : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class felling01 : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class roof_planks_01_diff : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class roof_planks01 : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class stone_floor01 : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class brick_big01 : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class door_01_diff : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class door01 : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class whitewash_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class felling02 : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class small_brick01 : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class planks_02_diff : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class planks02 : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class planks_01_diff : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class planks01 : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class wood_diffuce_01_mat2 : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class wood_floor_01_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class brick_01_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class shops_01_atlas_diff_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Weapon_Pack_03_DIFFUSE_01_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Nordic_Axe_01_jpg_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Maul_DIFFUSE_01_jpg_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Cudgel_01_jpg_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Claymore_01_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Bardiche_01_jpg_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Morgenstern_02_jpg_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Flanged_Mace_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class war_axe_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class ImposterMat_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class SpruceFolieage1_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class SpruceBark1_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class TunnelWallsRiverRockMaterial : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class TunnelWallsSwampMaterial : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class TunnelWallsSnowMaterial : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class TunnelCeilingClayMaterial : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class TunnelFloorClayMaterial : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class TunnelWallsClayMaterial : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class TunnelWallsSandMaterial : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class TunnelWallsCopperOreFragMaterial : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class TunnelWallsCopperOreMaterial : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class TunnelCeilingCopperOreMaterial : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class TunnelFloorCopperOreMaterial : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class TunnelWallsSilverOreFragMaterial : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class TunnelWallsSilverOreMaterial : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class TunnelCeilingSilverOreMaterial : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class TunnelFloorSilverOreMaterial : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class TunnelWallsIronOreFragMaterial : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class TunnelWallsIronOreMaterial : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class TunnelCeilingIronOreMaterial : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class TunnelFloorIronOreMaterial : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class TunnelWallsGoldOreFragMaterial : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class TunnelCeilingGoldOreMaterial : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class TunnelFloorGoldOreMaterial : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class TunnelWallsGoldOreMaterial : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class TunnelWallsSlateFragMaterial : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class TunnelCeilingSlateMaterial : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class TunnelFloorSlateMaterial : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class TunnelWallsSlateMaterial : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class TunnelWallsMarbleFragMaterial : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class TunnelCeilingMarbleMaterial : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class TunnelFloorMarbleMaterial : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class TunnelWallsMarbleMaterial : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class TunnelWallsGraniteFragMaterial : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class TunnelCeilingGraniteMaterial : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class TunnelFloorGraniteMaterial : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class TunnelWallsGraniteMaterial : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class TunnelWallsRockBareMaterial : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class TunnelCeilingRockMaterial : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class TunnelFloorRockMaterial : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class TunnelWallsRockMaterial : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class TunnelCeilingSteppeSoilMaterial : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class TunnelFloorSteppeSoilMaterial : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class TunnelWallsSteppeSoilMaterial : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class TunnelCeilingMaterial : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class TunnelFloorMaterial : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class TunnelWallsMaterial : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class newMaterial5 : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class newMaterial3 : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class TerrainMaterialList : public SimGroup {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class treemulberry_ColorEffectR27G177B88_material : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class treemulberry_fronds_material : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class treemulberry_material : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class treemulberry_bark_material : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class treemaple_ColorEffectR27G177B88_material : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class treemaple_fronds_material : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class treemaple_material : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class treemaple_bark_material : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class defaulttree_ColorEffectR27G177B88_material : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class defaulttree_fronds_material : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class defaulttree_material : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class defaulttree_bark_material : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class ucityHealthKit : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class cube_GridMaterial : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class broad_Arrow_broad_Arrow_material : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class bodkin_arrow_bodkin_arrow_material : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Arrow_160sm_Arrow_material : public Material {
- public:
- };
- /*!
- @brief The abstract base for all render bins.
- The render bins are used by the engine as a high level method to order and batch rendering operations.
- @ingroup RenderBin
- */
- class RenderBinManager : public SimObject {
- public:
- /*! Returns the bin type string. */
- virtual string getBinType(()) {}
- /*!
- Sets the render bin type which limits what render instances are added to this bin.
- */
- string binType;
- /*!
- Defines the order for rendering in relation to other bins.
- */
- float renderOrder;
- /*!
- Defines the order for adding instances in relation to other bins.
- */
- float processAddOrder;
- /*!
- Limites the render bin to basic lighting only.
- */
- bool basicOnly;
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief An abstract base class for render bin managers that render to a named textue target.
- This bin itself doesn't do any rendering work. It offers functionality to manage a texture render target which derived render bin classes can render into.
- @see RenderPrePassMgr
- @ingroup RenderBin
- */
- class RenderTexTargetBinManager : public RenderBinManager {
- public:
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief Rendering Manager responsible for lighting, shadows, and global variables affecing both.
- Should not be exposed to TorqueScript as a game object, meant for internal use only
- */
- class AdvancedLightBinManager : public RenderTexTargetBinManager {
- public:
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class AL_LightBinMgr : public AdvancedLightBinManager {
- public:
- };
- /*!
- @brief The render bin which performs a z+normals prepass used in Advanced Lighting.
- This render bin is used in Advanced Lighting to gather all opaque mesh render instances and render them to the g-buffer for use in lighting the scene and doing effects.
- PostEffect and other shaders can access the output of this bin by using the #prepass texture target name. See the edge anti-aliasing post effect for an example.
- @see game/core/scripts/client/postFx/edgeAA.cs
- @ingroup RenderBin
- */
- class RenderPrePassMgr : public RenderTexTargetBinManager {
- public:
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class AL_PrePassBin : public RenderPrePassMgr {
- public:
- };
- /*!
- @brief A grouping of render bin managers which forms a render pass.
- The render pass is used to order a set of RenderBinManager objects which are used when rendering a scene. This class does little work itself other than managing its list of render bins.
- In 'core/scripts/client/renderManager.cs' you will find the DiffuseRenderPassManager which is used by the C++ engine to render the scene.
- @see RenderBinManager
- @ingroup RenderBin
- */
- class RenderPassManager : public SimObject {
- public:
- /*! Returns the total number of bin managers. */
- virtual int getManagerCount(()) {}
- /*! Returns the render bin manager at the index or null if the index is out of range. */
- virtual string getManager(( int index )) {}
- /*! Add as a render bin manager to the pass. */
- virtual void addManager(( RenderBinManager renderBin )) {}
- /*! Removes a render bin manager. */
- virtual void removeManager(( RenderBinManager renderBin )) {}
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class ShadowRenderPassManager : public RenderPassManager {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class BlurDepthShader : public ShaderData {
- public:
- };
- /*!
- @brief Material object which provides more control over surface properties.
- CustomMaterials allow the user to specify their own shaders via the ShaderData datablock CustomMaterials are derived from Materials, so they can hold a lot of the same properties, but it is up to the user to code how these properties are used.
- @tsexample
- singleton CustomMaterial( WaterBasic )
- {
- sampler["reflectMap"] = "$reflectbuff";
- sampler["refractBuff"] = "$backbuff";
- cubemap = NewLevelSkyCubemap;
- shader = WaterBasicShader;
- stateBlock = WaterBasicStateBlock;
- version = 2.0;
- };
- @endtsexample
- @see Material, GFXStateBlock, GFXShaderData
- @ingroup Materials
- */
- class CustomMaterial : public Material {
- public:
- /*!
- Specifies pixel shader version for hardware, such as 2.0, 3.0, etc.
- */
- float version;
- /*!
- Alternate material for targeting lower end hardware.
- */
- Material fallback;
- /*!
- Name of a GFXShaderData for this effect.
- */
- string shader;
- /*!
- Name of a GFXStateBlockData for this effect.
- */
- GFXStateBlockData stateBlock;
- /*!
- String identifier of this material's target texture.
- */
- string target;
- /*!
- Flags this material as needing lights for forward rendering.
- */
- bool forwardLit;
- /*! @name Behavioral
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class BL_ProjectedShadowMaterial : public CustomMaterial {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class BL_ProjectedShadowShaderData : public ShaderData {
- public:
- };
- /*!
- @brief A state block description for rendering.
- This object is used with ShaderData in CustomMaterial and PostEffect to define the render state.
- @tsexample
- singleton GFXStateBlockData( PFX_DOFDownSampleStateBlock )
- {
- zDefined = true;
- zEnable = false;
- zWriteEnable = false;
- samplersDefined = true;
- samplerStates[0] = SamplerClampLinear;
- samplerStates[1] = SamplerClampPoint;
- // Copy the clamped linear sampler, but change
- // the u coord to wrap for this special case.
- samplerStates[2] = new GFXSamplerStateData( : SamplerClampLinear )
- {
- addressModeU = GFXAddressWrap;
- };
- };
- @endtsexample
- @note The 'xxxxDefined' fields are used to know what groups of fields are modified when combining multiple state blocks in material processing. You should take care to enable the right ones when setting values.
- @ingroup GFX
- */
- class GFXStateBlockData : public SimObject {
- public:
- /*! @name Alpha Blending
- @{ */
- /*! */
- /*!
- Set to true if the alpha blend state is not all defaults.
- */
- bool blendDefined;
- /*!
- Enables alpha blending. The default is false.
- */
- bool blendEnable;
- /*!
- The source blend state. The default is GFXBlendOne.
- */
- GFXBlend blendSrc;
- /*!
- The destination blend state. The default is GFXBlendZero.
- */
- GFXBlend blendDest;
- /*!
- The arithmetic operation applied to alpha blending. The default is GFXBlendOpAdd.
- */
- GFXBlendOp blendOp;
- /// @}
- /*! @name Separate Alpha Blending
- @{ */
- /*! */
- /*!
- Set to true if the seperate alpha blend state is not all defaults.
- */
- bool separateAlphaBlendDefined;
- /*!
- Enables the separate blend mode for the alpha channel. The default is false.
- */
- bool separateAlphaBlendEnable;
- /*!
- The source blend state. The default is GFXBlendOne.
- */
- GFXBlend separateAlphaBlendSrc;
- /*!
- The destination blend state. The default is GFXBlendZero.
- */
- GFXBlend separateAlphaBlendDest;
- /*!
- The arithmetic operation applied to separate alpha blending. The default is GFXBlendOpAdd.
- */
- GFXBlendOp separateAlphaBlendOp;
- /// @}
- /*! @name Alpha Test
- @{ */
- /*! */
- /*!
- Set to true if the alpha test state is not all defaults.
- */
- bool alphaDefined;
- /*!
- Enables per-pixel alpha testing. The default is false.
- */
- bool alphaTestEnable;
- /*!
- The test function used to accept or reject a pixel based on its alpha value. The default is GFXCmpGreaterEqual.
- */
- GFXCmpFunc alphaTestFunc;
- /*!
- The reference alpha value against which pixels are tested. The default is zero.
- */
- int alphaTestRef;
- /// @}
- /*! @name Color Write
- @{ */
- /*! */
- /*!
- Set to true if the color write state is not all defaults.
- */
- bool colorWriteDefined;
- /*!
- Enables red channel writes. The default is true.
- */
- bool colorWriteRed;
- /*!
- Enables blue channel writes. The default is true.
- */
- bool colorWriteBlue;
- /*!
- Enables green channel writes. The default is true.
- */
- bool colorWriteGreen;
- /*!
- Enables alpha channel writes. The default is true.
- */
- bool colorWriteAlpha;
- /// @}
- /*! @name Culling
- @{ */
- /*! */
- /*!
- Set to true if the culling state is not all defaults.
- */
- bool cullDefined;
- /*!
- Defines how back facing triangles are culled if at all. The default is GFXCullCCW.
- */
- GFXCullMode cullMode;
- /// @}
- /*! @name Depth
- @{ */
- /*! */
- /*!
- Set to true if the depth state is not all defaults.
- */
- bool zDefined;
- /*!
- Enables z-buffer reads. The default is true.
- */
- bool zEnable;
- /*!
- Enables z-buffer writes. The default is true.
- */
- bool zWriteEnable;
- /*!
- The depth comparision function which a pixel must pass to be written to the z-buffer. The default is GFXCmpLess.
- */
- GFXCmpFunc zFunc;
- /*!
- A floating-point bias used when comparing depth values. The default is zero.
- */
- float zBias;
- /*!
- An additional floating-point bias based on the maximum depth slop of the triangle being rendered. The default is zero.
- */
- float zSlopeBias;
- /// @}
- /*! @name Stencil
- @{ */
- /*! */
- /*!
- Set to true if the stencil state is not all defaults.
- */
- bool stencilDefined;
- /*!
- Enables stenciling. The default is false.
- */
- bool stencilEnable;
- /*!
- The stencil operation to perform if the stencil test fails. The default is GFXStencilOpKeep.
- */
- GFXStencilOp stencilFailOp;
- /*!
- The stencil operation to perform if the stencil test passes and the depth test fails. The default is GFXStencilOpKeep.
- */
- GFXStencilOp stencilZFailOp;
- /*!
- The stencil operation to perform if both the stencil and the depth tests pass. The default is GFXStencilOpKeep.
- */
- GFXStencilOp stencilPassOp;
- /*!
- The comparison function to test the reference value to a stencil buffer entry. The default is GFXCmpNever.
- */
- GFXCmpFunc stencilFunc;
- /*!
- The reference value for the stencil test. The default is zero.
- */
- int stencilRef;
- /*!
- The mask applied to the reference value and each stencil buffer entry to determine the significant bits for the stencil test. The default is 0xFFFFFFFF.
- */
- int stencilMask;
- /*!
- The write mask applied to values written into the stencil buffer. The default is 0xFFFFFFFF.
- */
- int stencilWriteMask;
- /// @}
- /*! @name Fixed Function
- @{ */
- /*! */
- /*!
- Enables fixed function lighting when rendering without a shader on geometry with vertex normals. The default is false.
- */
- bool ffLighting;
- /*!
- Enables fixed function vertex coloring when rendering without a shader. The default is false.
- */
- bool vertexColorEnable;
- /// @}
- /*! @name Sampler States
- @{ */
- /*! */
- /*!
- Set to true if the sampler states are not all defaults.
- */
- bool samplersDefined;
- /*!
- The array of texture sampler states.
- @note Not all graphics devices support 16 samplers. In general all systems support 4 samplers with most modern cards doing 8.
- */
- GFXSamplerStateData samplerStates;
- /*!
- The color used for multiple-texture blending with the GFXTATFactor texture-blending argument or the GFXTOPBlendFactorAlpha texture-blending operation. The default is opaque white (255, 255, 255, 255).
- */
- ColorI textureFactor;
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class BL_ProjectedShadowSBData : public GFXStateBlockData {
- public:
- };
- /*!
- @brief A fullscreen shader effect.
- @section PFXTextureIdentifiers
- @ingroup Rendering
- */
- class PostEffect : public SimGroup {
- public:
- virtual Script onEnabled(( string this )) {}
- virtual Script viewDisassembly(( string this )) {}
- virtual Script InspectVars(( string this )) {}
- /*! Called when this object is first created and registered. */
- void onAdd();
- /*! Called when an effect is processed but before textures are bound. This allows the user to change texture related paramaters or macros at runtime.
- @tsexample
- function SSAOPostFx::preProcess( %this )
- {
- if ( $SSAOPostFx::quality !$= %this.quality )
- {
- %this.quality = mClamp( mRound( $SSAOPostFx::quality ), 0, 2 );
- %this.setShaderMacro( "QUALITY", %this.quality );
- }
- %this.targetScale = $SSAOPostFx::targetScale;
- }
- @endtsexample
- @see setShaderConst
- @see setShaderMacro */
- void preProcess();
- /*! Called immediate before processing this effect. This is the user's chance to set the value of shader uniforms (constants).
- @see setShaderConst */
- void setShaderConsts();
- /*! Called when this effect becomes enabled. If the user returns false from this callback the effect will not be enabled.
- @return True to allow this effect to be enabled. */
- bool onEnabled();
- /*! Called when this effect becomes disabled. */
- void onDisabled();
- /*! Reloads the effect shader and textures. */
- virtual void reload(()) {}
- /*! Enables the effect. */
- virtual void enable(()) {}
- /*! Disables the effect. */
- virtual void disable(()) {}
- /*! Toggles the effect between enabled / disabled.
- @return True if effect is enabled. */
- virtual bool toggle(()) {}
- /*! @return True if the effect is enabled. */
- virtual bool isEnabled(()) {}
- /*! Sets the value of a uniform defined in the shader. This will usually be called within the setShaderConsts callback. Array type constants are not supported.
- @param name Name of the constanst, prefixed with '$'.
- @param value Value to set, space seperate values with more than one element.
- @tsexample
- function MyPfx::setShaderConsts( %this )
- {
- // example float4 uniform
- %this.setShaderConst( "$colorMod", "1.0 0.9 1.0 1.0" );
- // example float1 uniform
- %this.setShaderConst( "$strength", "3.0" );
- // example integer uniform
- %this.setShaderConst( "$loops", "5" );}
- @endtsexample */
- virtual void setShaderConst(( string name, string value )) {}
- /*! Sets the texture in the shader */
- virtual void setTexture(( int texture_slot, string texture_name )) {}
- /*! @return Width over height of the backbuffer. */
- virtual float getAspectRatio(()) {}
- /*! Dumps this PostEffect shader's disassembly to a temporary text file.
- @return Full path to the dumped file or an empty string if failed. */
- virtual string dumpShaderDisassembly(()) {}
- /*! Adds a macro to the effect's shader or sets an existing one's value. This will usually be called within the onAdd or preProcess callback.
- @param key lval of the macro.@param value rval of the macro, or may be empty.@tsexample
- function MyPfx::onAdd( %this )
- {
- %this.setShaderMacro( "NUM_SAMPLES", "10" );
- %this.setShaderMacro( "HIGH_QUALITY_MODE" );
- // In the shader looks like...
- // #define NUM_SAMPLES 10
- // #define HIGH_QUALITY_MODE
- }
- @endtsexample */
- virtual void setShaderMacro(( string key, string value="" )) {}
- /*! Remove a shader macro. This will usually be called within the preProcess callback.
- @param key Macro to remove. */
- virtual void removeShaderMacro(( string key )) {}
- /*! Remove all shader macros. */
- virtual void clearShaderMacros(()) {}
- /*!
- Name of a GFXShaderData for this effect.
- */
- string shader;
- /*!
- Name of a GFXStateBlockData for this effect.
- */
- GFXStateBlockData stateBlock;
- /*!
- String identifier of this effect's target texture.
- @see PFXTextureIdentifiers
- */
- string target;
- /*!
- Optional string identifier for this effect's target depth/stencil texture.
- @see PFXTextureIdentifiers
- */
- string targetDepthStencil;
- /*!
- If targetSize is zero this is used to set a relative size from the current target.
- */
- Point2F targetScale;
- /*!
- If non-zero this is used as the absolute target size.
- */
- Point2I targetSize;
- /*!
- Format of the target texture, not applicable if writing to the backbuffer.
- */
- GFXFormat targetFormat;
- /*!
- Color to which the target texture is cleared before rendering.
- */
- ColorF targetClearColor;
- /*!
- Describes when the target texture should be cleared.
- */
- PFXTargetClear targetClear;
- /*!
- Input textures to this effect ( samplers ).
- @see PFXTextureIdentifiers
- */
- filename texture;
- /*!
- When to process this effect during the frame.
- */
- PFXRenderTime renderTime;
- /*!
- Name of a renderBin, used if renderTime is PFXBeforeBin or PFXAfterBin.
- */
- string renderBin;
- /*!
- PostEffects are processed in DESCENDING order of renderPriority if more than one has the same renderBin/Time.
- */
- float renderPriority;
- /*!
- Is this effect processed during reflection render passes.
- */
- bool allowReflectPass;
- /*!
- Is the effect on.
- */
- bool isEnabled;
- /*!
- Allows you to turn on a PostEffect for only a single frame.
- */
- bool onThisFrame;
- /*!
- Allows you to turn on a PostEffect for only a single frame.
- */
- bool oneFrameOnly;
- /*!
- Skip processing of this PostEffect and its children even if its parent is enabled. Parent and sibling PostEffects in the chain are still processed.
- */
- bool skip;
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class BL_ShadowFilterPostFx : public PostEffect {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class BL_ShadowFilterSB : public GFXStateBlockData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class BL_ShadowFilterShaderH : public ShaderData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class BL_ShadowFilterShaderV : public ShaderData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class AL_ShadowVizOverlayCtrl : public GuiControl {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class AL_ShadowLabelTextProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class AL_ShadowVisualizeMaterial : public CustomMaterial {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class AL_ShadowVisualizeShader : public ShaderData {
- public:
- };
- class AL_LightSpecularVisualize : public PostEffect {
- public:
- virtual Script onEnabled(( string this )) {}
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class AL_LightSpecularVisualizeShader : public ShaderData {
- public:
- };
- class AL_LightColorVisualize : public PostEffect {
- public:
- virtual Script onEnabled(( string this )) {}
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class AL_LightColorVisualizeShader : public ShaderData {
- public:
- };
- class AL_NormalsVisualize : public PostEffect {
- public:
- virtual Script onEnabled(( string this )) {}
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class AL_NormalsVisualizeShader : public ShaderData {
- public:
- };
- class AL_DepthVisualize : public PostEffect {
- public:
- virtual Script onEnabled(( string this )) {}
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class AL_DepthVisualizeShader : public ShaderData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class AL_DefaultVisualizeState : public GFXStateBlockData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class AL_DepthVisualizeState : public GFXStateBlockData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class AL_ParticlePointLightMaterial : public CustomMaterial {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class AL_ParticlePointLightShader : public ShaderData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class AL_DefaultShadowMaterial : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class AL_DefaultPrePassMaterial : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class AL_SpotLightMaterial : public CustomMaterial {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class AL_SpotLightShader : public ShaderData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class AL_PointLightMaterial : public CustomMaterial {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class AL_PointLightShader : public ShaderData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class AL_ConvexLightState : public GFXStateBlockData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class AL_VectorLightMaterial : public CustomMaterial {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class AL_VectorLightShader : public ShaderData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class AL_VectorLightState : public GFXStateBlockData {
- public:
- };
- /*!
- @brief A render bin which uses object callbacks for rendering.
- This render bin gathers object render instances and calls its delegate method to perform rendering. It is used infrequently for specialized scene objects which perform custom rendering.
- @ingroup RenderBin
- */
- class RenderObjectMgr : public RenderBinManager {
- public:
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class EditorBin : public RenderObjectMgr {
- public:
- };
- /*!
- @brief A render bin for the glow pass.
- When the glow buffer PostEffect is enabled this bin gathers mesh render instances with glow materials and renders them to the #glowbuffer offscreen render target.
- This render target is then used by the 'GlowPostFx' PostEffect to blur and render the glowing portions of the screen.
- @ingroup RenderBin
- */
- class RenderGlowMgr : public RenderTexTargetBinManager {
- public:
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GlowBin : public RenderGlowMgr {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class ObjTranslucentBin : public RenderObjectMgr {
- public:
- };
- /*!
- @brief Abstract base class for RenderFormatToken, used to manipulate what goes on in the render manager
- You cannot actually instantiate RenderPassToken, only its child: RenderFormatToken. RenderFormatToken is an implementation which changes the format of the back buffer and/or the depth buffer.
- The RenderPassStateBin manager changes the rendering state associated with a token it is declared with. In stock Torque 3D, a single example exists in the way of AL_FormatToken (found in renderManager.cs). In that script file, all the render managers are intialized, and a single RenderFormatToken is used. This implementation basically exists to ensure Advanced Lighting works with MSAA.
- @see RenderFormatToken
- @see RenderPassStateBin
- @see game/core/scripts/client/renderManager.cs
- @ingroup RenderBin
- */
- class RenderPassStateToken : public SimObject {
- public:
- /*! @brief Enables the token. */
- virtual void enable(()) {}
- /*! @brief Disables the token. */
- virtual void disable(()) {}
- /*! @brief Toggles the token from enabled to disabled or vice versa. */
- virtual void toggle(()) {}
- /*!
- Enables or disables this token.
- */
- bool enabled;
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief Used to change the render target format when rendering in AL.
- RenderFormatToken is an implementation which changes the format of the back buffer and/or the depth buffer.
- The RenderPassStateBin manager changes the rendering state associated with this token. In stock Torque 3D, a single example exists in the way of AL_FormatToken (found in renderManager.cs). In that script file, all the render managers are intialized, and a single RenderFormatToken is used. This implementation basically exists to ensure Advanced Lighting works with MSAA.
- The actions for this token toggle the format of the back/depth buffers and it lets you specify a custom shader to "copy" the data so it can be reformatted or altered. This is done through the variables copyEffect and resolveEffect (which are post processes just like fog or glow)
- @tsexample
- // This token, and the associated render managers, ensure that driver MSAA does not get used for Advanced Lighting renders.
- // The 'AL_FormatResolve' PostEffect copies the result to the backbuffer.
- new RenderFormatToken(AL_FormatToken)
- {
- enabled = "false";
- format = "GFXFormatR8G8B8A8";
- depthFormat = "GFXFormatD24S8";
- aaLevel = 0; // -1 = match backbuffer
- // The contents of the back buffer before this format token is executed
- // is provided in $inTex
- copyEffect = "AL_FormatCopy";
- // The contents of the render target created by this format token is
- // provided in $inTex
- resolveEffect = "AL_FormatCopy";
- };
- @endtsexample
- @see RenderPassToken
- @see RenderPassStateBin
- @see game/core/scripts/client/renderManager.cs
- @ingroup GFX
- */
- class RenderFormatToken : public RenderPassStateToken {
- public:
- /*!
- Sets the color buffer format for this token.
- */
- GFXFormat format;
- /*!
- Sets the depth/stencil buffer format for this token.
- */
- GFXFormat depthFormat;
- /*!
- This PostEffect will be run when the render target is changed to the format specified by this token. It is used to copy/format data into the token rendertarget
- */
- PostEffect copyEffect;
- /*!
- This PostEffect will be run when the render target is changed back to the format active prior to this token. It is used to copy/format data from the token rendertarget to the backbuffer.
- */
- PostEffect resolveEffect;
- /*!
- Anti-ailiasing level for the this token. 0 disables, -1 uses adapter default.
- */
- int aaLevel;
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class AL_FormatToken : public RenderFormatToken {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class DiffuseRenderPassManager : public RenderPassManager {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class AL_FormatCopy : public PostEffect {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class AL_FormatTokenState : public GFXStateBlockData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class PhysicsCleanupSet : public SimSet {
- public:
- };
- class TwitchPlayPanelDlg : public GuiControl {
- public:
- virtual Script setMicVolume(( string this )) {}
- virtual Script setPlaybackVolume(( string this )) {}
- virtual Script pauseStreaming(()) {}
- virtual Script stopStreaming(( string this )) {}
- virtual Script init(( string this )) {}
- virtual Script onWake(( string this )) {}
- };
- class TwitchStartPanelDlg : public GuiControl {
- public:
- virtual Script onResolutionChanged(( string this )) {}
- virtual Script startStreaming(( string this )) {}
- virtual Script init(( string this )) {}
- virtual Script onWake(( string this )) {}
- };
- class TwitchLoginDlg : public GuiControl {
- public:
- virtual Script onLoginFailed(( string this )) {}
- virtual Script onLoginSuccess(( string this )) {}
- virtual Script Login(( string this )) {}
- virtual Script onWake(( string this )) {}
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class LoadingProgressTooltip : public GuiMLTextCtrl {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class LoadingProgressTxt : public GuiTextCtrl {
- public:
- };
- class LoadingGui : public GuiChunkedBitmapCtrl {
- public:
- virtual Script onSleep(( string this )) {}
- virtual Script onWake(( string this )) {}
- virtual Script onAdd(( string this )) {}
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class PlayersScrollProfile : public GuiControlProfile {
- public:
- };
- class OptionsPlayersDlg {
- public:
- virtual Script _closeDialog(( string this )) {}
- virtual Script onSleep(()) {}
- virtual Script onWake(()) {}
- };
- /*!
- @brief A control that allows to select a value from a drop-down list.
- For a nearly identical GUI with additional features, use GuiPopUpMenuCtrlEx.
- @tsexample
- new GuiPopUpMenuCtrl()
- {
- maxPopupHeight = "200";
- sbUsesNAColor = "0";
- reverseTextList = "0";
- bitmapBounds = "16 16";
- maxLength = "1024";
- position = "56 31";
- extent = "64 64";
- minExtent = "8 2";
- profile = "GuiPopUpMenuProfile";
- tooltipProfile = "GuiToolTipProfile";
- };
- @endtsexample
- @note This is definitely going to be deprecated soon.
- @see GuiPopUpMenuCtrlEx for more features and better explanations.
- @ingroup GuiControls
- */
- class GuiPopUpMenuCtrl : public GuiTextCtrl {
- public:
- virtual void add((string name, int idNum, int scheme=0)) {}
- virtual void addScheme((int id, ColorI fontColor, ColorI fontColorHL, ColorI fontColorSEL)) {}
- virtual string getText() {}
- /*! Clear the popup list. */
- virtual void clear() {}
- /*! Sort the list alphabetically. */
- virtual void sort() {}
- /*! Sort the list by ID. */
- virtual void sortID() {}
- virtual void forceOnAction() {}
- virtual void forceClose() {}
- virtual int getSelected() {}
- virtual void setSelected((int id, [scriptCallback=true])) {}
- virtual void setFirstSelected(([scriptCallback=true])) {}
- virtual void setNoneSelected() {}
- virtual string getTextById((int id)) {}
- virtual void changeTextById(( int id, string text )) {}
- /*! This fills the popup with a classrep's field enumeration type info.
- More of a helper function than anything. If console access to the field list is added, at least for the enumerated types, then this should go away.. */
- virtual void setEnumContent((string class, string enum)) {}
- /*! Returns the position of the first entry containing the specified text. */
- virtual int findText((string text)) {}
- /*! Get the size of the menu - the number of entries in it. */
- virtual int size() {}
- virtual void replaceText((bool doReplaceText)) {}
- virtual void clearEntry((S32 entry)) {}
- /*!
- */
- int maxPopupHeight;
- /*!
- */
- bool sbUsesNAColor;
- /*!
- */
- bool reverseTextList;
- /*!
- */
- filename bitmap;
- /*!
- */
- Point2I bitmapBounds;
- /*! @name Layout
- @{ */
- /*! */
- /// @}
- /*! @name Layout
- @{ */
- /*! */
- /// @}
- /*! @name Control
- @{ */
- /*! */
- /// @}
- /*! @name ToolTip
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Localization
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- class OptAudioDeviceList : public GuiPopUpMenuCtrl {
- public:
- virtual Script onSelect(( string this, string id, string text )) {}
- };
- class OptionsAudioDlg : public GuiControl {
- public:
- virtual Script saveSettings(( string this )) {}
- virtual Script cancelAndClose(( string this )) {}
- virtual Script _updatePushToTalk(( string this )) {}
- virtual Script onSleep(( string this )) {}
- virtual Script onWake(( string this )) {}
- };
- class OptionsVideoDlg : public GuiControl {
- public:
- virtual Script saveSettings(( string this )) {}
- virtual Script _cancelAndClose(( string this )) {}
- virtual Script presetPopUpMenuChanged(( string this )) {}
- virtual Script _applyAndClose(( string this )) {}
- virtual Script _autoDetectQuality(( string this )) {}
- virtual Script _updateApplyState(( string this )) {}
- virtual Script applyGraphics(( string this, string testNeedApply )) {}
- virtual Script buildVideoMode(( string this )) {}
- virtual Script initResMenu(( string this )) {}
- virtual Script _txtEditShadowDistanceChanged(( string this )) {}
- virtual Script _shadowDistanceSliderChanged(( string this )) {}
- virtual Script _txtEditGrassRenderingDistanceChanged(( string this )) {}
- virtual Script _grassRenderingDistanceSliderChanged(( string this )) {}
- virtual Script LightRaysChanged(( string this )) {}
- virtual Script ColorGradingChanged(( string this )) {}
- virtual Script DepthOfFieldChanged(( string this )) {}
- virtual Script AmbientOcclusionChanged(( string this )) {}
- virtual Script ReflectionsMenuChanged(( string this )) {}
- virtual Script ShadowsMenuChanged(( string this )) {}
- virtual Script AAQualityChanged(( string this )) {}
- virtual Script _txtEditBrightnessChanged(( string this )) {}
- virtual Script _brightnessSliderChanged(( string this )) {}
- virtual Script _autoAdjustClick(( string this )) {}
- virtual Script _txtEditObjectChanged(( string this )) {}
- virtual Script _objectSliderChanged(( string this )) {}
- virtual Script _txtEditTreeDistanceChanged(( string this )) {}
- virtual Script _treeDistanceSliderChanged(( string this )) {}
- virtual Script _txtEditTreeChanged(( string this )) {}
- virtual Script _treeSliderChanged(( string this )) {}
- virtual Script _txtEditHugeChanged(( string this )) {}
- virtual Script _hugeSliderChanged(( string this )) {}
- virtual Script _txtEditBigChanged(( string this )) {}
- virtual Script _bigSliderChanged(( string this )) {}
- virtual Script _txtEditSmallChanged(( string this )) {}
- virtual Script _smallSliderChanged(( string this )) {}
- virtual Script onSleep(()) {}
- virtual Script onWake(( string this )) {}
- virtual Script setPane(( string this, string pane )) {}
- };
- class GraphicsQualityPopup {
- public:
- virtual Script apply(( string this, string qualityGroup, string testNeedApply )) {}
- virtual Script init(( string this, string qualityGroup )) {}
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class cmCoreMessageBoxDlg : public GuiControl {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class cmMessageIDBoxDlg : public GuiControl {
- public:
- };
- class MessageBoxInputText {
- public:
- virtual Script onSleep(( string this )) {}
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class CmTreeCutProgressDlgProgress : public GuiProgressCtrl {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class CmTreeCutProgressDlgFrame : public GuiWindowCtrl {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class CmTreeCutProgressDlg : public GuiControl {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class IODropdownMenu : public GuiPopUpMenuCtrl {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class IOInputText : public GuiTextCtrl {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class IOInputCheckbox : public GuiCheckBoxCtrl {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class IODropdownText : public GuiMLTextCtrl {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class IODropdownFrame : public GuiWindowCtrl {
- public:
- };
- class IODropdownDlg : public GuiControl {
- public:
- virtual Script onSleep(( string this )) {}
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class MessagePopText : public GuiMLTextCtrl {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class MessagePopFrame : public GuiWindowCtrl {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class MessagePopupDlg : public GuiControl {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class MBOKCancelDetailsInfoText : public GuiMLTextCtrl {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class MBOKCancelDetailsScroll : public GuiScrollCtrl {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class MBOKCancelDetailsButton : public GuiButtonCtrl {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class MBOKCancelDetailsText : public GuiMLTextCtrl {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class MBOKCancelDetailsFrame : public GuiWindowCtrl {
- public:
- };
- class MessageBoxOKCancelDetailsDlg : public GuiControl {
- public:
- virtual Script onSleep(( string this )) {}
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class MBOKCancelText : public GuiMLTextCtrl {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class MBOKCancelFrame : public GuiWindowCtrl {
- public:
- };
- class MessageBoxOKCancelDlg : public GuiControl {
- public:
- virtual Script onSleep(( string this )) {}
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class MBYesNoCancelText : public GuiMLTextCtrl {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class MBYesNoCancelFrame : public GuiWindowCtrl {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class MessageBoxYesNoCancelDlg : public GuiControl {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class MBYesNoText : public GuiMLTextCtrl {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class MBYesNoFrame : public GuiWindowCtrl {
- public:
- };
- class MessageBoxYesNoDlg : public GuiControl {
- public:
- virtual Script onSleep(( string this )) {}
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class MBOKText : public GuiMLTextCtrl {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class MBOKFrame : public GuiWindowCtrl {
- public:
- };
- class MessageBoxOKDlg : public GuiControl {
- public:
- virtual Script onSleep(( string this )) {}
- };
- class NetGraphGui {
- public:
- virtual Script toggleKey(()) {}
- virtual Script updateStats(()) {}
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class NetGraphNetGraph5PosProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class NetGraphNetGraph4PosProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class NetGraphNetGraph3PosProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class NetGraphNetGraph2PosProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class NetGraphNetGraph1PosProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class NetGraphNetGraph0PosProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class NetGraphKeyContainerProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class NetGraphControlCommandActivatedProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class NetGraphControlCommandProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class NetGraphProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class ppOptionsOk1 : public GuiButtonCtrl {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class ppOptionsApply : public GuiButtonCtrl {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class ppOptionsQualityLabel : public GuiTextCtrl {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class ppOptionsQuality : public GuiPopUpMenuCtrl {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class ppOptionsDOFBlurCurveFarLabel : public GuiTextCtrl {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class ppOptionsDOFBurCurveNearLabel : public GuiTextCtrl {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class ppOptionsDOFFocusRangeMaxLabel : public GuiTextCtrl {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class ppOptionsDOFFocusRangeMinLabel : public GuiTextCtrl {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class ppOptionsDOFFarBlurMaxLabel : public GuiTextCtrl {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class ppOptionsDOFNearBlurMaxLabel : public GuiTextCtrl {
- public:
- };
- /*!
- @brief A single page in a GuiTabBookCtrl.
- @tsexample
- new GuiTabPageCtrl()
- {
- fitBook = "1";
- //Properties not specific to this control have been omitted from this example.
- };
- @endtsexample
- */
- class GuiTabPageCtrl : public GuiTextCtrl {
- public:
- /*! Select this page in its tab book. */
- virtual void select(()) {}
- /*!
- Determines whether to resize this page when it is added to the tab book. If true, the page will be resized according to the tab book extents and <i>tabPosition</i> property.
- */
- bool fitBook;
- /*! @name Layout
- @{ */
- /*! */
- /// @}
- /*! @name Layout
- @{ */
- /*! */
- /// @}
- /*! @name Control
- @{ */
- /*! */
- /// @}
- /*! @name ToolTip
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Localization
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class ppOptionsDOFAutoFocusTab : public GuiTabPageCtrl {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class ppOptionsDOFGeneralTab : public GuiTabPageCtrl {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class ppOptionsDOFTab : public GuiTabPageCtrl {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class ppOptionsLightRaysBrightnessScalarLabel : public GuiTextCtrl {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class ppOptionsLightRaysTab : public GuiTabPageCtrl {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class ppOptionsSSAODistanceLabel : public GuiTextCtrl {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class ppOptionsSSAODarknessLabel : public GuiTextCtrl {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class ppOptionsSSAORadiusLabel : public GuiTextCtrl {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class ppOptionsEnableSSLODebug : public GuiCheckBoxCtrl {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class ppOptionsSSAOTab : public GuiTabPageCtrl {
- public:
- };
- /*!
- @brief A container
- @tsexample
- // Create
- @endtsexample
- @note Only GuiTabPageCtrls must be added to GuiTabBookCtrls. If an object of a different class is added to the control, it will be reassigned to either the active page or the tab book's parent.
- @see GuiTabPageCtrl
- */
- class GuiTabBookCtrl : public GuiContainer {
- public:
- /*! Called when a new tab page is selected.
- @param text Text of the page header for the tab that is being selected.
- @param index Index of the tab page being selected. */
- void onTabSelected( String text, int index );
- /*! Called when the user right-clicks on a tab page header.
- @param text Text of the page header for the tab that is being selected.
- @param index Index of the tab page being selected. */
- void onTabRightClick( String text, int index );
- /*! Add a new tab page to the control.
- @param title Title text for the tab page header. */
- virtual void addPage(( string title="" )) {}
- /*! Set the selected tab page.
- @param index Index of the tab page. */
- virtual void selectPage(( int index )) {}
- /*! Get the index of the currently selected tab page.
- @return Index of the selected tab page or -1 if no tab page is selected. */
- virtual int getSelectedPage(()) {}
- /*! @name TabBook
- @{ */
- /*! */
- /*!
- Where to place the tab page headers.
- */
- GuiTabPosition tabPosition;
- /*!
- Spacing to put between individual tab page headers.
- */
- int tabMargin;
- /*!
- Minimum width allocated to a tab page header.
- */
- int minTabWidth;
- /*!
- Height of tab page headers.
- */
- int tabHeight;
- /*!
- Whether reordering tabs with the mouse is allowed.
- */
- bool allowReorder;
- /*!
- Index of page to select on first onWake() call (-1 to disable).
- */
- int defaultPage;
- /*!
- Index of currently selected page.
- */
- int selectedPage;
- /*!
- X offset of first tab page header.
- */
- int frontTabPadding;
- /// @}
- /*! @name Layout
- @{ */
- /*! */
- /// @}
- /*! @name Layout
- @{ */
- /*! */
- /// @}
- /*! @name Control
- @{ */
- /*! */
- /// @}
- /*! @name ToolTip
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Localization
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class ppOptionsTabBook : public GuiTabBookCtrl {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class ppOptionsWindow : public GuiWindowCtrl {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class SSAOVizPostFx : public PostEffect {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class SSAOApplyShader : public ShaderData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class SSAOBlurXShader : public ShaderData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class SSAOBlurYShader : public ShaderData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class SSAOShader : public ShaderData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class SSAOApplyStateBlock : public GFXStateBlockData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class SSAOBlurStateBlock : public GFXStateBlockData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class SSAOStateBlock : public GFXStateBlockData {
- public:
- };
- class SSAOPostFx : public PostEffect {
- public:
- virtual Script onDisabled(( string this )) {}
- virtual Script onEnabled(( string this )) {}
- virtual Script setShaderConsts(( string this )) {}
- };
- class SMAAFxStep3 : public PostEffect {
- public:
- virtual Script setShaderConsts(( string this )) {}
- };
- class SMAAFxStep2 : public PostEffect {
- public:
- virtual Script setShaderConsts(( string this )) {}
- };
- class SMAAFx : public PostEffect {
- public:
- virtual Script setShaderConsts(( string this )) {}
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class SMAA_NeighborhoodBlendingShader : public ShaderData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class SMAA_NeighborhoodBlendingStateBlock : public GFXStateBlockData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class SMAA_BlendWeightCalculationShader : public ShaderData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class SMAA_BlendWeightCalculationStateBlock : public GFXStateBlockData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class SMAA_EdgeDetectionShader : public ShaderData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class SMAA_EdgeDetectStateBlock : public GFXStateBlockData {
- public:
- };
- /*!
- @brief A sampler state used by GFXStateBlockData.
- The samplers define how a texture will be sampled when used from the shader or fixed function device
- @tsexample
- singleton GFXSamplerStateData(SamplerClampLinear)
- {
- textureColorOp = GFXTOPModulate;
- addressModeU = GFXAddressClamp;
- addressModeV = GFXAddressClamp;
- addressModeW = GFXAddressClamp;
- magFilter = GFXTextureFilterLinear;
- minFilter = GFXTextureFilterLinear;
- mipFilter = GFXTextureFilterLinear;
- };
- @endtsexample
- There are a few predefined samplers in the core scripts which you can use with GFXStateBlockData for the most common rendering cases:
- - SamplerClampLinear
- - SamplerClampPoint
- - SamplerWrapLinear
- - SamplerWrapPoint
- @see GFXStateBlockData
- @ingroup GFX
- */
- class GFXSamplerStateData : public SimObject {
- public:
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- /*! @name Color Op
- @{ */
- /*! */
- /*!
- The texture color blending operation. The default value is GFXTOPDisable which disables the sampler.
- */
- GFXTextureOp textureColorOp;
- /*!
- The first color argument for the texture stage. The default value is GFXTACurrent.
- */
- GFXTextureArgument colorArg1;
- /*!
- The second color argument for the texture stage. The default value is GFXTATexture.
- */
- GFXTextureArgument colorArg2;
- /*!
- The third color argument for triadic operations (multiply, add, and linearly interpolate). The default value is GFXTACurrent.
- */
- GFXTextureArgument colorArg3;
- /// @}
- /*! @name Alpha Op
- @{ */
- /*! */
- /*!
- The texture alpha blending operation. The default value is GFXTOPModulate.
- */
- GFXTextureOp alphaOp;
- /*!
- The first alpha argument for the texture stage. The default value is GFXTATexture.
- */
- GFXTextureArgument alphaArg1;
- /*!
- The second alpha argument for the texture stage. The default value is GFXTADiffuse.
- */
- GFXTextureArgument alphaArg2;
- /*!
- The third alpha channel selector operand for triadic operations (multiply, add, and linearly interpolate). The default value is GFXTACurrent.
- */
- GFXTextureArgument alphaArg3;
- /// @}
- /*! @name Address Mode
- @{ */
- /*! */
- /*!
- The texture address mode for the u coordinate. The default is GFXAddressWrap.
- */
- GFXTextureAddressMode addressModeU;
- /*!
- The texture address mode for the v coordinate. The default is GFXAddressWrap.
- */
- GFXTextureAddressMode addressModeV;
- /*!
- The texture address mode for the w coordinate. The default is GFXAddressWrap.
- */
- GFXTextureAddressMode addressModeW;
- /// @}
- /*! @name Filter State
- @{ */
- /*! */
- /*!
- The texture magnification filter. The default is GFXTextureFilterLinear.
- */
- GFXTextureFilterType magFilter;
- /*!
- The texture minification filter. The default is GFXTextureFilterLinear.
- */
- GFXTextureFilterType minFilter;
- /*!
- The texture mipmap filter used during minification. The default is GFXTextureFilterLinear.
- */
- GFXTextureFilterType mipFilter;
- /*!
- The mipmap level of detail bias. The default value is zero.
- */
- float mipLODBias;
- /*!
- The maximum texture anisotropy. The default value is 1.
- */
- int maxAnisotropy;
- /// @}
- /*!
- Sets the texture transform state. The default is GFXTTFFDisable.
- */
- GFXTextureTransformFlags textureTransform;
- /*!
- The selection of the destination register for the result of this stage. The default is GFXTACurrent.
- */
- GFXTextureArgument resultArg;
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class SamplerSMAA : public GFXSamplerStateData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class PFX_SelectionShader : public ShaderData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class PFX_DefaultSelectionStateBlock : public GFXStateBlockData {
- public:
- };
- class SelectionPostFX : public PostEffect {
- public:
- virtual Script setShaderConsts(( string this )) {}
- };
- class ppOptionsEnableHDRDebug {
- public:
- virtual Script onAction(( string this )) {}
- };
- class ppOptionsNVDistRoll {
- public:
- virtual Script onMouseDragged(( string this )) {}
- };
- class ppOptionsNVDistFreq {
- public:
- virtual Script onMouseDragged(( string this )) {}
- };
- class ppOptionsNVDistMul {
- public:
- virtual Script onMouseDragged(( string this )) {}
- };
- class ppOptionsNVHighMul {
- public:
- virtual Script onMouseDragged(( string this )) {}
- };
- class ppOptionsNVLowMul {
- public:
- virtual Script onMouseDragged(( string this )) {}
- };
- class ppOptionsNVBright {
- public:
- virtual Script onMouseDragged(( string this )) {}
- };
- class ppOptionsSharpenStrength {
- public:
- virtual Script onMouseDragged(( string this )) {}
- };
- class ppOptionsSharpenWidth {
- public:
- virtual Script onMouseDragged(( string this )) {}
- };
- class ppOptionsSharpenRange {
- public:
- virtual Script onMouseDragged(( string this )) {}
- };
- class ppOptionsDOFBlurCurveFarSlider : public GuiSliderCtrl {
- public:
- virtual Script onMouseDragged(( string this )) {}
- };
- class ppOptionsDOFBlurCurveNearSlider : public GuiSliderCtrl {
- public:
- virtual Script onMouseDragged(( string this )) {}
- };
- class ppOptionsDOFFocusRangeMaxSlider : public GuiSliderCtrl {
- public:
- virtual Script onMouseDragged(( string this )) {}
- };
- class ppOptionsDOFFocusRangeMinSlider : public GuiSliderCtrl {
- public:
- virtual Script onMouseDragged(( string this )) {}
- };
- class ppOptionsDOFFarBlurMaxSlider : public GuiSliderCtrl {
- public:
- virtual Script onMouseDragged(( string this )) {}
- };
- class ppOptionsDOFFarBlurMinSlider : public GuiSliderCtrl {
- public:
- virtual Script onMouseDragged(( string this )) {}
- };
- class ppOptionsDOFEnableAutoFocus : public GuiCheckBoxCtrl {
- public:
- virtual Script onAction(( string this )) {}
- };
- class ppOptionsDOFEnableDOF : public GuiCheckBoxCtrl {
- public:
- virtual Script onAction(( string this )) {}
- };
- class ppOptionsLightRaysBrightScalar : public GuiSliderCtrl {
- public:
- virtual Script onMouseDragged(( string this )) {}
- };
- class ppOptionsHDREffectsBlueShiftColorBaseColor {
- public:
- virtual Script onAction(( string this )) {}
- };
- class ppOptionsHDREffectsBlueShiftColorBlend {
- public:
- virtual Script onAction(( string this )) {}
- };
- class ppOptionsHDREffectsBlueShift {
- public:
- virtual Script onAction(( string this )) {}
- };
- class ppOptionsHDRBloomText {
- public:
- virtual Script onReturn(( string this )) {}
- };
- class ppOptionsHDRBloom {
- public:
- virtual Script onMouseDragged(( string this )) {}
- };
- class ppOptionsHDRBloomBlurStdDevText {
- public:
- virtual Script onReturn(( string this )) {}
- };
- class ppOptionsHDRBloomBlurStdDev {
- public:
- virtual Script onMouseDragged(( string this )) {}
- };
- class ppOptionsHDRBloomBlurMeanText {
- public:
- virtual Script onReturn(( string this )) {}
- };
- class ppOptionsHDRBloomBlurMean {
- public:
- virtual Script onMouseDragged(( string this )) {}
- };
- class ppOptionsHDRBloomBlurMultiplierText {
- public:
- virtual Script onReturn(( string this )) {}
- };
- class ppOptionsHDRBloomBlurMultiplier {
- public:
- virtual Script onMouseDragged(( string this )) {}
- };
- class ppOptionsHDRBloomBlurBrightPassThresholdText {
- public:
- virtual Script onReturn(( string this )) {}
- };
- class ppOptionsHDRBloomBlurBrightPassThreshold {
- public:
- virtual Script onMouseDragged(( string this )) {}
- };
- class ppOptionsHDRBrightnessAdaptRateText {
- public:
- virtual Script onReturn(( string this )) {}
- };
- class ppOptionsHDRBrightnessAdaptRate {
- public:
- virtual Script onMouseDragged(( string this )) {}
- };
- class ppOptionsHDRMinLuminanceText {
- public:
- virtual Script onReturn(( string this )) {}
- };
- class ppOptionsHDRMinLuminance {
- public:
- virtual Script onMouseDragged(( string this )) {}
- };
- class ppOptionsHDRKeyValueText {
- public:
- virtual Script onReturn(( string this )) {}
- };
- class ppOptionsHDRKeyValue {
- public:
- virtual Script onMouseDragged(( string this )) {}
- };
- class ppOptionsHDRToneMappingAmountText {
- public:
- virtual Script onReturn(( string this )) {}
- };
- class ppOptionsHDRToneMappingAmount {
- public:
- virtual Script onMouseDragged(( string this )) {}
- };
- class ppOptionsSSAODistance : public GuiSliderCtrl {
- public:
- virtual Script onMouseDragged(( string this )) {}
- };
- class ppOptionsSSAODarkness : public GuiSliderCtrl {
- public:
- virtual Script onMouseDragged(( string this )) {}
- };
- class ppOptionsSSAORadius : public GuiSliderCtrl {
- public:
- virtual Script onMouseDragged(( string this )) {}
- };
- class ppOptionsSSAOQuality {
- public:
- virtual Script onSelect(( string this, string id, string text )) {}
- };
- class ppOptionsLoadPreset {
- public:
- virtual Script onClick(()) {}
- };
- class ppOptionsSavePreset {
- public:
- virtual Script onClick(()) {}
- };
- class ppOptionsEnableNV {
- public:
- virtual Script onAction(( string this )) {}
- };
- class ppOptionsEnableSharpness {
- public:
- virtual Script onAction(( string this )) {}
- };
- class ppOptionsEnableDOF : public GuiCheckBoxCtrl {
- public:
- virtual Script onAction(( string this )) {}
- };
- class ppOptionsEnableLightRays : public GuiCheckBoxCtrl {
- public:
- virtual Script onAction(( string this )) {}
- };
- class ppOptionsEnableHDR {
- public:
- virtual Script onAction(( string this )) {}
- };
- class ppOptionsEnableSSAO : public GuiCheckBoxCtrl {
- public:
- virtual Script onAction(( string this )) {}
- };
- class ppOptionsEnableColorGrading {
- public:
- virtual Script onAction(( string this )) {}
- };
- class ppOptionsEnableVignette {
- public:
- virtual Script onAction(( string this )) {}
- };
- class PostFXManager : public GuiControl {
- public:
- virtual Script savePresetHandler(( string fileName )) {}
- virtual Script savePresetFile(( string this )) {}
- virtual Script loadPresetHandler(( string fileName )) {}
- virtual Script loadPresetFile(()) {}
- virtual Script settingsApplyDefaultPreset(( string this )) {}
- virtual Script settingsApplyAll(( string this, string sFrom )) {}
- virtual Script settingsApplyNightVision(( string this )) {}
- virtual Script settingsApplySharpen(( string this )) {}
- virtual Script settingsApplyDOF(( string this )) {}
- virtual Script settingsApplyLightRays(( string this )) {}
- virtual Script settingsApplyHDR(( string this )) {}
- virtual Script settingsApplySSAO(( string this )) {}
- virtual Script settingsApplyFromPreset(( string this )) {}
- virtual Script settingsRefreshAll(( string this )) {}
- virtual Script settingsRefreshNightVision(( string this )) {}
- virtual Script settingsRefreshSharpness(( string this )) {}
- virtual Script settingsRefreshDOF(( string this )) {}
- virtual Script settingsRefreshLightrays(( string this )) {}
- virtual Script settingsRefreshHDR(( string this )) {}
- virtual Script settingsRefreshSSAO(( string this )) {}
- virtual Script settingsEffectSetEnabled(( string this, string sName, string bEnable )) {}
- virtual Script settingsSetEnabled(( string this, string bEnablePostFX )) {}
- virtual Script getEnableResultFromControl(( string this, string control )) {}
- virtual Script onDialogPush(( string this )) {}
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class PixelizePFX : public PostEffect {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class PixelizeSB : public GFXStateBlockData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class PixelizeShader : public ShaderData {
- public:
- };
- class MLAAFx : public PostEffect {
- public:
- virtual Script setShaderConsts(( string this )) {}
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class MLAA_NeighborhoodBlendingShader : public ShaderData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class MLAA_NeighborhoodBlendingStateBlock : public GFXStateBlockData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class MLAA_BlendWeightCalculationShader : public ShaderData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class MLAA_BlendWeightCalculationStateBlock : public GFXStateBlockData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class MLAA_EdgeDetectionShader : public ShaderData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class MLAA_EdgeDetectStateBlock : public GFXStateBlockData {
- public:
- };
- class LightRayPostFX : public PostEffect {
- public:
- virtual Script setShaderConsts(( string this )) {}
- virtual Script preProcess(( string this )) {}
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class LightRayStateBlock : public GFXStateBlockData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class LightRayShader : public ShaderData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class LightRayOccludeShader : public ShaderData {
- public:
- };
- class LuminanceVisPostFX : public PostEffect {
- public:
- virtual Script onDisabled(( string this )) {}
- virtual Script onEnabled(( string this )) {}
- virtual Script setShaderConsts(( string this )) {}
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class LuminanceVisStateBlock : public GFXStateBlockData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class LuminanceVisShader : public ShaderData {
- public:
- };
- class HDRPostFX : public PostEffect {
- public:
- virtual Script onDisabled(( string this )) {}
- virtual Script onEnabled(( string this )) {}
- virtual Script setShaderConsts(( string this )) {}
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class HDRStateBlock : public GFXStateBlockData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class HDR_CombineStateBlock : public GFXStateBlockData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class HDR_DownSampleStateBlock : public GFXStateBlockData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class HDR_SampleStateBlock : public GFXStateBlockData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class HDR_CombineShader : public ShaderData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class HDR_CalcAdaptedLumShader : public ShaderData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class HDR_DownSampleLumShader : public ShaderData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class HDR_SampleLumShader : public ShaderData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class HDR_BloomGaussBlurVShader : public ShaderData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class HDR_BloomGaussBlurHShader : public ShaderData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class HDR_DownScale4x4Shader : public ShaderData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class HDR_BrightPassShader : public ShaderData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GlowPostFx : public PostEffect {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class PFX_GlowCombineStateBlock : public GFXStateBlockData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class PFX_GlowBlurHorzShader : public ShaderData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class PFX_GlowBlurVertShader : public ShaderData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class PFX_FXAAShader : public ShaderData {
- public:
- };
- class FXAA : public PostEffect {
- public:
- virtual Script setShaderConsts(()) {}
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class PFX_DefaultFXAAStateBlock : public GFXStateBlockData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class UnderwaterFogPostFx : public PostEffect {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class UnderwaterFogPassStateBlock : public GFXStateBlockData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class UnderwaterFogPassShader : public ShaderData {
- public:
- };
- class FogPostFx : public PostEffect {
- public:
- virtual Script onEnabled(( string this )) {}
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class FogPassStateBlock : public GFXStateBlockData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class FogPassShader : public ShaderData {
- public:
- };
- class FlashFx : public PostEffect {
- public:
- virtual Script setShaderConsts(( string this )) {}
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class PFX_FlashShader : public ShaderData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class PFX_FilmGrainShader : public ShaderData {
- public:
- };
- class FilmGrainPostFx : public PostEffect {
- public:
- virtual Script preProcess(( string this )) {}
- virtual Script setShaderConsts(( string this )) {}
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class PFX_DefaultFilmGrainStateBlock : public GFXStateBlockData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Debug_EdgeAAPostEffect : public PostEffect {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class EdgeAAPostEffect : public PostEffect {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class EdgeDetectPostEffect : public PostEffect {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class PFX_EdgeAADebugShader : public ShaderData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class PFX_EdgeAAShader : public ShaderData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class PFX_EdgeAADetectShader : public ShaderData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class PFX_DefaultEdgeAAStateBlock : public GFXStateBlockData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class PFX_DrunkShader : public ShaderData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class PFX_DrunkStateBlock : public GFXStateBlockData {
- public:
- };
- class DrunkPostFX : public PostEffect {
- public:
- virtual Script setShaderConsts(( string this )) {}
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class DOFFinalPFX : public PostEffect {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class DOFSmallBlur : public PostEffect {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class DOFCalcCoC : public PostEffect {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class DOFBlurX : public PostEffect {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class DOFBlurY : public PostEffect {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class PFX_DOFFinalShader : public ShaderData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class PFX_DOFSmallBlurShader : public ShaderData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class PFX_DOFCalcCoCShader : public ShaderData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class PFX_DOFBlurXShader : public ShaderData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class PFX_DOFBlurYShader : public ShaderData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class PFX_DOFDownSampleShader : public ShaderData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class PFX_DOFFinalStateBlock : public GFXStateBlockData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class PFX_DOFBlurStateBlock : public GFXStateBlockData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class PFX_DOFDownSampleStateBlock : public GFXStateBlockData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class PFX_DOFCalcCoCStateBlock : public GFXStateBlockData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class PFX_DefaultDOFStateBlock : public GFXStateBlockData {
- public:
- };
- class DOFPostEffect : public PostEffect {
- public:
- virtual Script autoFocus(( string this )) {}
- virtual Script setShaderConsts(( string this )) {}
- virtual Script setLerpDist(( string this, string d0, string d1, string d2 )) {}
- virtual Script onAdd(( string this )) {}
- /*! Set the parameters that control how the near and far equations are calculated
- from the focal distance. If you are not using auto focus you will need to call
- setFocusParams PRIOR to calling setFocalDist.
- */
- virtual Script setFocusParams(( string this, string nearBlurMax, string farBlurMax, string minRange, string maxRange, string nearSlope, string farSlope )) {}
- /*! This method sets auto focus enabled or disabled. Makes use of the parameters set
- by setFocusParams. When auto focus is enabled it determine the focal depth
- by performing a raycast at the screen-center.
- */
- virtual Script setAutoFocus(( string this, string enabled )) {}
- /*! This method is for manually controlling the focal distance. It will have no
- effect if auto focus is currently enabled. Makes use of the parameters set by
- setFocusParams.
- */
- virtual Script setFocalDist(( string this, string dist )) {}
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class AL_SpecMapVisualize : public PostEffect {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class AL_SpecMapShader : public ShaderData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class AL_ColorBufferVisualize : public PostEffect {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class AL_ColorBufferShader : public ShaderData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class AL_DeferredShadingFinalize : public PostEffect {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class SMBlurX : public PostEffect {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class AL_DeferredShading : public PostEffect {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class SMBlurStateBlock : public GFXStateBlockData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class SMBlurXShader : public ShaderData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class SMBlurYShader : public ShaderData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class SMDownSampleStateBlock : public GFXStateBlockData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class SMDownSampleShader : public ShaderData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class AL_DeferredShader : public ShaderData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class AL_DeferredShadingState : public GFXStateBlockData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class DeferredColorShader : public ShaderData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class ClearGBufferShader : public ShaderData {
- public:
- };
- class ColorGradingPostFx : public PostEffect {
- public:
- virtual Script setShaderConsts(( string this )) {}
- virtual Script preProcess(( string this )) {}
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class ColorGradingBlock : public GFXStateBlockData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class ColorGradingShader : public ShaderData {
- public:
- };
- class ChromaticLensPostFX : public PostEffect {
- public:
- virtual Script setShaderConsts(( string this )) {}
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class PFX_ChromaticLensShader : public ShaderData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class PFX_DefaultChromaticLensStateBlock : public GFXStateBlockData {
- public:
- };
- class ComboPFX : public PostEffect {
- public:
- virtual Script setShaderConsts(( string this )) {}
- virtual Script preProcess(( string this )) {}
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class PFX_ComboPFXShader : public ShaderData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class PFX_DefaultComboPFXStateBlock : public GFXStateBlockData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class PFXSet : public SimSet {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class BackgroundImagePFX : public PostEffect {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class PFX_BackgroundImageShader : public ShaderData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class PFX_PassthruShader : public ShaderData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class PFX_DefaultStateBlock : public GFXStateBlockData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class ForestOrdSBData : public GFXStateBlockData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class ForestOrdShaderData : public ShaderData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class EShoreTerrainShaderData : public ShaderData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class EProxyPreRenderShaderData : public ShaderData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class EProxyPreRenderSBData : public GFXStateBlockData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class ERenderManShaderData : public ShaderData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class BasicCloudsShader : public ShaderData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class CloudLayerShader : public ShaderData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class ScatterSkySimpleShaderData : public ShaderData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class ScatterSkyShaderData : public ShaderData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class ScatterSkySBData : public GFXStateBlockData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class UnderwaterBasic : public CustomMaterial {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class UnderWaterBasicShader : public ShaderData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class WaterBasic : public CustomMaterial {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class UnderWaterBasicStateBlock : public GFXStateBlockData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class WaterBasicStateBlock : public GFXStateBlockData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class WaterBasicShader : public ShaderData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Underwater : public CustomMaterial {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class UnderWaterShader : public ShaderData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class WaterEnvClipped : public CustomMaterial {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class water : public CustomMaterial {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class UnderWaterStateBlock : public GFXStateBlockData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class WaterStateBlock : public GFXStateBlockData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class WaterSampler : public GFXSamplerStateData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class WaterShaderEnvClipped : public ShaderData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class WaterShader : public ShaderData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class TerrainClaimSBData : public GFXStateBlockData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class TerrainClaimShaderData : public ShaderData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class TerrainHighlightSBData : public GFXStateBlockData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class TerrainHighlightShaderData : public ShaderData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class TerrainBlendShader : public ShaderData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class fxFoliageReplicatorShader : public ShaderData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class reflect : public ShaderData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class ReflectBump : public ShaderData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class OffscreenParticleCompositeShaderData : public ShaderData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class ParticlesShaderData : public ShaderData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class _DebugInterior_ : public ShaderData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class SamplerWrapNoFilter : public GFXSamplerStateData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class SamplerWrapPoint : public GFXSamplerStateData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class SamplerWrapLinear : public GFXSamplerStateData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class SamplerClampPoint : public GFXSamplerStateData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class SamplerClampLinear : public GFXSamplerStateData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class WarnMatCubeMap : public CubemapData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class WarningMaterial : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Corona_Mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Moon_Mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Moon_Glow_Mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class NightCubemap : public CubemapData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class DarkBlueSky : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class NewLevelSkyCubemap : public CubemapData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GreySkyCubemap : public CubemapData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class DesertSkyMat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class DesertSkyCubemap : public CubemapData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class BlankSkyMat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class BlankSkyCubemap : public CubemapData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class BlackSkyMat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class BlackSkyCubemap : public CubemapData {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class portal5_portal_lightray : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class portal5_portal_top : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class noshapetext_noshape_mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class noshapetext_lambert1 : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class noshape_NoShape : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class CameraMat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class SimpleConeMat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class OctahedronMat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Grid512_Red_Mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Grid512_OrangeLines_Mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Grid512_Orange_Mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Grid512_GreyBase_Mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Grid512_Grey_Mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Grid512_Green_Mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Grid512_ForestGreenLines_Mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Grid512_ForestGreen_Mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Grid512_Blue_Mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Grid512_Black_Mat : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class TimberHeavyMaterial : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class TimberLightMaterial : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class DefaultRoadMaterialOther : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class DefaultRoadMaterialTop : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class empty : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class BlankWhite : public Material {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class DefaultDecalRoadMaterial : public Material {
- public:
- };
- class CenterPrintText : public GuiMLTextCtrl {
- public:
- virtual Script onResize(( string this, string width, string height )) {}
- };
- class bottomPrintText : public GuiMLTextCtrl {
- public:
- virtual Script onResize(( string this, string width, string height )) {}
- };
- /*!
- @brief Used by GUIConsole system internally.
- */
- class GuiConsoleTextCtrl : public GuiControl {
- public:
- /*! @name GuiConsoleTextCtrl
- @{ */
- /*! */
- /*!
- */
- string expression;
- /// @}
- /*! @name Layout
- @{ */
- /*! */
- /// @}
- /*! @name Control
- @{ */
- /*! */
- /// @}
- /*! @name ToolTip
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Localization
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class TextOverlayControl : public GuiConsoleTextCtrl {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class FrameOverlayGui : public GuiControl {
- public:
- };
- class QuickEditDropDownTextEditCtrl {
- public:
- virtual Script updateFromChild(( string this, string ctrl )) {}
- virtual Script onRenameItem(()) {}
- };
- class AggregateControl {
- public:
- virtual Script callMethod(( string this, string method, string args )) {}
- virtual Script onAction(()) {}
- virtual Script updateFromChild(( string this, string child )) {}
- virtual Script getValue(( string this )) {}
- virtual Script setValue(( string this, string val, string child )) {}
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class ConsoleVarDlg : public GuiControl {
- public:
- };
- /*!
- @brief The on-screen, in-game console. Calls getLog() to get the on-screen console entries, then renders them as needed.
- @tsexample
- new GuiConsole()
- {
- //Properties not specific to this control have been omitted from this example.
- };
- @endtsexample
- @see GuiControl
- */
- class GuiConsole : public GuiArrayCtrl {
- public:
- /*! Called when a message in the log is clicked.
- @param level Diagnostic level of the message.
- @param message Message text.
- */
- void onMessageSelected( ConsoleLogEntry::Level level, string message );
- /*! @name Layout
- @{ */
- /*! */
- /// @}
- /*! @name Control
- @{ */
- /*! */
- /// @}
- /*! @name ToolTip
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Localization
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- class ConsoleMessageLogView : public GuiConsole {
- public:
- virtual Script onMessageSelected(( string this, string level, string message )) {}
- };
- /*!
- @brief Text entry element of a GuiConsole.
- @tsexample
- new GuiConsoleEditCtrl(ConsoleEntry)
- {
- profile = "ConsoleTextEditProfile";
- horizSizing = "width";
- vertSizing = "top";
- position = "0 462";
- extent = "640 18";
- minExtent = "8 8";
- visible = "1";
- altCommand = "ConsoleEntry::eval();";
- helpTag = "0";
- maxLength = "255";
- historySize = "40";
- password = "0";
- tabComplete = "0";
- sinkAllKeyEvents = "1";
- useSiblingScroller = "1";
- };
- @endtsexample
- */
- class GuiConsoleEditCtrl : public GuiTextEditCtrl {
- public:
- /*! @name GuiConsoleEditCtrl
- @{ */
- /*! */
- /*!
- */
- bool useSiblingScroller;
- /// @}
- /*! @name Text Input
- @{ */
- /*! */
- /// @}
- /*! @name Layout
- @{ */
- /*! */
- /// @}
- /*! @name Layout
- @{ */
- /*! */
- /// @}
- /*! @name Control
- @{ */
- /*! */
- /// @}
- /*! @name ToolTip
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Localization
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- class ConsoleEntry : public GuiConsoleEditCtrl {
- public:
- virtual Script eval(()) {}
- };
- class ConsoleDlg : public GuiControl {
- public:
- virtual Script setAlpha(( string this, string alpha )) {}
- virtual Script showWindow(( string this )) {}
- virtual Script hideWindow(( string this )) {}
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class OptRemapInputCtrl : public GuiInputCtrl {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class RemapDlg : public GuiControl {
- public:
- };
- /*!
- @brief A canvas on which rendering occurs.
- @section GuiCanvas_contents What a GUICanvas Can Contain...
- @subsection GuiCanvas_content_contentcontrol Content Control
- A content control is the top level GuiControl for a screen. This GuiControl will be the parent control for all other GuiControls on that particular screen.
- @subsection GuiCanvas_content_dialogs Dialogs
- A dialog is essentially another screen, only it gets overlaid on top of the current content control, and all input goes to the dialog. This is most akin to the "Open File" dialog box found in most operating systems. When you choose to open a file, and the "Open File" dialog pops up, you can no longer send input to the application, and must complete or cancel the open file request. Torque keeps track of layers of dialogs. The dialog with the highest layer is on top and will get all the input, unless the dialog is modeless, which is a profile option.
- @see GuiControlProfile
- @section GuiCanvas_dirty Dirty Rectangles
- The GuiCanvas is based on dirty regions. Every frame the canvas paints only the areas of the canvas that are 'dirty' or need updating. In most cases, this only is the area under the mouse cursor. This is why if you look in guiCanvas.cc the call to glClear is commented out. What you will see is a black screen, except in the dirty regions, where the screen will be painted normally. If you are making an animated GuiControl you need to add your control to the dirty areas of the canvas.
- @see GuiControl
- @ingroup GuiCore
- */
- class GuiCanvas : public GuiControl {
- public:
- virtual Script onFullScreenToggled(( string this, string newValue )) {}
- virtual Script attemptFullscreenToggle(( string this )) {}
- virtual Script onLoseFocus(( string this )) {}
- /*! @brief Get the GuiControl which is being used as the content.
- @tsexample
- Canvas.getContent();
- @endtsexample
- @return ID of current content control */
- virtual int getContent(()) {}
- /*! @brief Set the content of the canvas to a specified control.
- @param ctrl ID or name of GuiControl to set content to
- @tsexample
- Canvas.setContent(PlayGui);
- @endtsexample
- */
- virtual void setContent(( GuiControl ctrl )) {}
- /*! @hide */
- virtual void pushDialog((GuiControl ctrl, int layer=0, bool center=false)) {}
- /*! @hide */
- virtual void popDialog((GuiControl ctrl=NULL)) {}
- /*! @hide */
- virtual void popLayer((int layer)) {}
- /*! @brief Turns on the mouse cursor.
- @tsexample
- Canvas.cursorOn();
- @endtsexample
- */
- virtual void cursorOn(()) {}
- /*! @brief Turns on the mouse off.
- @tsexample
- Canvas.cursorOff();
- @endtsexample
- */
- virtual void cursorOff(()) {}
- /*! @brief Sets the cursor for the canvas.
- @param cursor Name of the GuiCursor to use
- @tsexample
- Canvas.setCursor("DefaultCursor");
- @endtsexample
- */
- virtual void setCursor(( GuiCursor cursor )) {}
- /*! @brief This turns on/off front-buffer rendering.
- @param enable True if all rendering should be done to the front buffer
- @tsexample
- Canvas.renderFront(false);
- @endtsexample
- */
- virtual void renderFront(( bool enable )) {}
- /*! @brief Enable rendering of the cursor.
- @tsexample
- Canvas.showCursor();
- @endtsexample
- */
- virtual void showCursor(()) {}
- /*! @brief Disable rendering of the cursor.
- @tsexample
- Canvas.hideCursor();
- @endtsexample
- */
- virtual void hideCursor(()) {}
- /*! @brief Determines if mouse cursor is enabled.
- @tsexample
- // Is cursor on?
- if(Canvas.isCursorOn())
- echo("Canvas cursor is on");
- @endtsexample
- @return Returns true if the cursor is on.
- */
- virtual bool isCursorOn(()) {}
- /*! @brief Determines if mouse cursor is rendering.
- @tsexample
- // Is cursor rendering?
- if(Canvas.isCursorShown())
- echo("Canvas cursor is rendering");
- @endtsexample
- @return Returns true if the cursor is rendering.
- */
- virtual bool isCursorShown(()) {}
- /*! @brief Force canvas to redraw.
- If the elapsed time is greater than the time since the last paint then the repaint will be skipped.
- @param elapsedMS The optional elapsed time in milliseconds.
- @tsexample
- Canvas.repaint();
- @endtsexample
- */
- virtual void repaint(( int elapsedMS=0 )) {}
- /*! @brief Reset the update regions for the canvas.
- @tsexample
- Canvas.reset();
- @endtsexample
- */
- virtual void reset(()) {}
- /*! @brief Get the current position of the cursor.
- @param param Description
- @tsexample
- %cursorPos = Canvas.getCursorPos();
- @endtsexample
- @return Screen coordinates of mouse cursor, in format "X Y" */
- virtual string getCursorPos(()) {}
- /*! @hide */
- virtual void setCursorPos((Point2I pos)) {}
- /*! @brief Gets the gui control under the mouse.
- @tsexample
- %underMouse = Canvas.getMouseControl();
- @endtsexample
- @return ID of the gui control, if one was found. NULL otherwise */
- virtual int getMouseControl(()) {}
- /*! @brief Returns the dimensions of the canvas
- @tsexample
- %extent = Canvas.getExtent();
- @endtsexample
- @return Width and height of canvas. Formatted as numerical values in a single string "# #" */
- virtual string getExtent(()) {}
- /*! @brief Change the title of the OS window.
- @param newTitle String containing the new name
- @tsexample
- Canvas.setWindowTitle("Documentation Rocks!");
- @endtsexample
- */
- virtual void setWindowTitle(( string newTitle )) {}
- /*! @brief Gets the current screen mode as a string.
- The return string will contain 5 values (width, height, fullscreen, bitdepth, refreshRate). You will need to parse out each one for individual use.
- @tsexample
- %screenWidth = getWord(Canvas.getVideoMode(), 0);
- %screenHeight = getWord(Canvas.getVideoMode(), 1);
- %isFullscreen = getWord(Canvas.getVideoMode(), 2);
- %bitdepth = getWord(Canvas.getVideoMode(), 3);
- %refreshRate = getWord(Canvas.getVideoMode(), 4);
- @endtsexample
- @return String formatted with screen width, screen height, screen mode, bit depth, and refresh rate. */
- virtual string getVideoMode(()) {}
- /*! @brief Gets the number of modes available on this device.
- @param param Description
- @tsexample
- %modeCount = Canvas.getModeCount()
- @endtsexample
- @return The number of video modes supported by the device */
- virtual int getModeCount(()) {}
- /*! @brief Gets information on the specified mode of this device.
- @param modeId Index of the mode to get data from.
- @return A video mode string given an adapter and mode index.
- @see GuiCanvas::getVideoMode() */
- virtual string getMode(( int modeId )) {}
- /*! @brief toggle canvas from fullscreen to windowed mode or back.
- @tsexample
- // If we are in windowed mode, the following will put is in fullscreen
- Canvas.toggleFullscreen();@endtsexample
- */
- virtual void toggleFullscreen(()) {}
- /*! Translate a coordinate from canvas window-space to screen-space.
- @param coordinate The coordinate in window-space.
- @return The given coordinate translated to screen-space. */
- virtual string clientToScreen(( Point2I coordinate )) {}
- /*! Translate a coordinate from screen-space to canvas window-space.
- @param coordinate The coordinate in screen-space.
- @return The given coordinate translated to window-space. */
- virtual string screenToClient(( Point2I coordinate )) {}
- /*! Get the current position of the platform window associated with the canvas.
- @return The window position of the canvas in screen-space. */
- virtual string getWindowPosition(()) {}
- /*! Set the position of the platform window associated with the canvas.
- @param position The new position of the window in screen-space. */
- virtual void setWindowPosition(( Point2I position )) {}
- /*! Is this canvas currently fullscreen? */
- virtual bool isFullscreen(()) {}
- /*! minimize this canvas' window. */
- virtual void minimizeWindow(()) {}
- virtual bool isMinimized(()) {}
- virtual bool isMaximized(()) {}
- /*! maximize this canvas' window. */
- virtual void maximizeWindow(()) {}
- /*! restore this canvas' window. */
- virtual void restoreWindow(()) {}
- /*! Claim OS input focus for this canvas' window. */
- virtual void setFocus(()) {}
- /*! Change the video mode of this canvas. This method has the side effect of setting the $pref::Video::mode to the new values.
- \param width The screen width to set.
- \param height The screen height to set.
- \param fullscreen Specify true to run fullscreen or false to run in a window
- \param bitDepth [optional] The desired bit-depth. Defaults to the current setting. This parameter is ignored if you are running in a window.
- \param refreshRate [optional] The desired refresh rate. Defaults to the current setting. This parameter is ignored if you are running in a window\param antialiasLevel [optional] The level of anti-aliasing to apply 0 = none */
- virtual void setVideoMode((int width, int height, bool fullscreen, [int bitDepth], [int refreshRate], [int antialiasLevel] )) {}
- virtual void resetVideoMode(()) {}
- /*! @name Mouse Handling
- @{ */
- /*! */
- /*!
- Deal with mouse buttons, even if the cursor is hidden.
- */
- bool alwaysHandleMouseButtons;
- /// @}
- /*! @name Canvas Rendering
- @{ */
- /*! */
- /*!
- The number of GFX fences to use.
- */
- int numFences;
- /// @}
- /*! @name Layout
- @{ */
- /*! */
- /// @}
- /*! @name Control
- @{ */
- /*! */
- /// @}
- /*! @name ToolTip
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Localization
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Canvas : public GuiCanvas {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class AudioAmbienceDefault : public SFXAmbience {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class AudioMusicLoop3D : public SFXDescription {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class AudioMusic3D : public SFXDescription {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class AudioMusicLoop2D : public SFXDescription {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class AudioMusic2D : public SFXDescription {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class AudioStreamLoop2D : public SFXDescription {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class AudioStream2D : public SFXDescription {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class AudioLoop2D : public SFXDescription {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class Audio2D : public SFXDescription {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class AudioClosestLoop3D : public SFXDescription {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class AudioCloseLoop3D : public SFXDescription {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class AudioNearLoop3D : public SFXDescription {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class AudioMediumLoop3D : public SFXDescription {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class AudioOutlyingLoop3D : public SFXDescription {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class AudioFarLoop3D : public SFXDescription {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class AudioDefaultLoop3D : public SFXDescription {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class horse_sounds : public SFXDescription {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class tree_sounds : public SFXDescription {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class trespassers : public SFXDescription {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class SteamVoiceChat : public SFXDescription {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class buildings : public SFXDescription {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class body_fall : public SFXDescription {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class combat_bowxbow_fire : public SFXDescription {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class combat_hit : public SFXDescription {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class voice_close : public SFXDescription {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class voice_death : public SFXDescription {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class heavy_breathing : public SFXDescription {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class player_footsteps : public SFXDescription {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class battle_orders : public SFXDescription {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class AudioClosest3D : public SFXDescription {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class AudioWater3D : public SFXDescription {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class AudioClose3D : public SFXDescription {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class AudioSoft3D : public SFXDescription {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class AudioDefault3D : public SFXDescription {
- public:
- };
- /*!
- @brief Description of a reverb environment.
- A reverb environment specifies how the audio mixer should render advanced environmental audio effects.
- To use reverb environments in your level, set up one or more ambient audio spaces, assign reverb environments appropriately, and then attach the SFXAmbiences to your LevelInfo (taking effect globally) or Zone objects (taking effect locally).
- To define your own custom reverb environments, it is usually easiest to adapt one of the pre-existing reverb definitions:
- @tsexample_nopar
- singleton SFXEnvironment( AudioEnvCustomUnderwater : AudioEnvUnderwater )
- {
- // Override select properties from AudioEnvUnderwater here.
- };
- @endtsexample
- In the Datablock Editor, this can be done by selecting an existing environment to copy from when creating the SFXEnvironment datablock.
- For a precise description of reverb audio and the properties of this class, please consult the EAX documentation.
- All SFXEnvironment instances are automatically added to the global @c SFXEnvironmentSet.
- @see http://www.atc.creative.com/algorithms/eax20.pdf
- @see http://connect.creativelabs.com/developer/Gaming/Forms/AllItems.aspx
- @see SFXAmbience::environment
- @ref SFX_reverb
- @ingroup SFX
- */
- class SFXEnvironment : public SimDataBlock {
- public:
- /*! @name Reverb
- @{ */
- /*! */
- /*!
- Environment size in meters.
- */
- float envSize;
- /*!
- Environment diffusion.
- */
- float envDiffusion;
- /*!
- Room effect level at mid-frequencies.
- */
- int room;
- /*!
- Relative room effect level at high frequencies.
- */
- int roomHF;
- /*!
- Relative room effect level at low frequencies.
- */
- int roomLF;
- /*!
- Reverberation decay time at mid frequencies.
- */
- float decayTime;
- /*!
- High-frequency to mid-frequency decay time ratio.
- */
- float decayHFRatio;
- /*!
- Low-frequency to mid-frequency decay time ratio.
- */
- float decayLFRatio;
- /*!
- Early reflections level relative to room effect.
- */
- int reflections;
- /*!
- Initial reflection delay time.
- */
- float reflectionsDelay;
- /*!
- Early reflections panning vector.
- */
- float reflectionsPan;
- /*!
- Late reverberation level relative to room effect.
- */
- int reverb;
- /*!
- Late reverberation delay time relative to initial reflection.
- */
- float reverbDelay;
- /*!
- Late reverberation panning vector.
- */
- float reverbPan;
- /*!
- Echo time.
- */
- float echoTime;
- /*!
- Echo depth.
- */
- float echoDepth;
- /*!
- Modulation time.
- */
- float modulationTime;
- /*!
- Modulation depth.
- */
- float modulationDepth;
- /*!
- Change in level per meter at high frequencies.
- */
- float airAbsorptionHF;
- /*!
- Reference high frequency in Hertz.
- */
- float HFReference;
- /*!
- Reference low frequency in Hertz.
- */
- float LFReference;
- /*!
- Logarithmic distance attenuation rolloff scale factor for reverb room size effect.
- */
- float roomRolloffFactor;
- /*!
- Value that controls the echo density in the late reverberation decay.
- */
- float diffusion;
- /*!
- Value that controls the modal density in the late reverberation decay.
- */
- float density;
- /*!
- A bitfield of reverb flags.
- @see REVERB_DECAYTIMESCALE
- @see REVERB_REFLECTIONSSCALE
- @see REVERB_REFLECTIONSDELAYSCALE
- @see REVERB_REVERBSCALE
- @see REVERB_REVERBDELAYSCALE
- @see REVERB_DECAYHFLIMIT
- @see REVERB_ECHOTIMESCALE
- @see REVERB_MODULATIONTIMESCALE
- @see REVERB_CORE0
- @see REVERB_CORE1
- @see REVERB_HIGHQUALITYREVERB
- @see REVERB_HIGHQUALITYDPL2REVERB
- */
- int flags;
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class AudioEnvPlain : public SFXEnvironment {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class AudioEnvOff : public SFXEnvironment {
- public:
- };
- /*!
- @brief Acts as a skin for the cursor, where each GuiCursor object can have its own look and click-zone.
- GuiCursors act as skins for the cursor in the game, where each individual GuiCursor can have its own defined imagemap,
- click zone and render offset. This allows a game to easily support a wide range of cursors. The active cursor can de changed
- for each Canvas using %canvasObj.setCursor(GuiCursor);.@tsexample
- new GuiCursor(DefaultCursor)
- {
- hotSpot = "1 1";
- renderOffset = "0 0";
- bitmapName = "~/art/gui/images/defaultCursor";
- };
- @endtsexample
- @see GuiCanvas
- @ingroup GuiCore
- */
- class GuiCursor : public SimObject {
- public:
- /*!
- The location of the cursor's hot spot (which pixel carries the click).
- */
- Point2I hotSpot;
- /*!
- Offset of the bitmap, where 0 signifies left edge of the bitmap, 1, the right. Similarly for the Y-component.
- */
- Point2F renderOffset;
- /*!
- File name of the bitmap for the cursor.
- */
- filename bitmapName;
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class DefaultCursor : public GuiCursor {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class MsgBoxTextEditProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class MsgBoxPasswordProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class MsgBoxCheckBoxProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class MsgBoxMLTextProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class MsgBoxButtonProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class CharButtonProfileDisabled : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class CharButtonProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class CmGuiCheckBoxProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class ProspectingRadiusDialogProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class TargetBarTextTitleProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class TargetBarTextNameProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class TargetBarTextProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiSmelterButtonProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiCraftButtonProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiSplitStackItemProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiInventoryContainerProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiEquipButtonProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiCurMaxEquipWeightTextProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiGrayVLineProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiGrayHLineProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiHLineProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiSkillVLineProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiCmSkillScrollProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiSkillDescProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiSkillStatInfoProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiPrevSkillButtonProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiNextSkillButtonProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiDefaultButtonProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiSkillTabPageProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiSkillTabBookProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiSkillInfoProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiCurMaxSkillTextProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiSkillItemProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiCmSplitContainer : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiCmChatWindowListBoxProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiCmChatWindowTransPanelProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiCmChatWindowPanelProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiCmChatWindowScrollProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class CenterPrintTextProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class CenterPrintProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiModalDialogBackgroundProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiMultiFieldTextEditProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiNumericTextEditSliderBitmapProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiNumericTextEditSliderProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiFormProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiTransparentProfileModeless : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiTextPadProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class ConsoleTextEditProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class ConsoleScrollProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiRSSFeedMLTextProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiTextPlayersCountACProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiTextPlayersACProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class AC_ScrollProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiText24Profile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiSimpleTreeProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiTreeViewProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiConsoleTextProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiConsoleTextEditProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiConsoleProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiMenuBarProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiTabPageProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiTabBookNoBitmapProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiTabBookProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiListBoxProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiPopUpMenuEditProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiPopUpMenuTabProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiPopUpMenuProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiPopupBackgroundProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiPopUpMenuDefault : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiPopupMenuItemBorder : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiPaneProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiSliderBoxProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiSliderProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiTransparentScrollProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiOverlayProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiScrollProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiRadioProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class InspectorCheckBoxTitleProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiCheckBoxListFlipedProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiCheckBoxListProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiCheckBoxProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class EditorTabPage : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiButtonTabProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiIconButtonSmallProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiIconButtonSolidProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiIconButtonProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiMenuButtonProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class InspectorDynamicFieldButton : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiThumbHighlightButtonProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiButtonProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiLoadingMLProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiProgressTextProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiRLProgressBitmapProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiProgressBitmapProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiProgressProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiTextEditDropSliderNumbersOnly : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiNumericDropSliderTextProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiTextEditNumericProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiTextEditProfileNumbersOnly : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiTreeViewRenameCtrlProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiTextEditProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiTextListProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiTextArrayProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiSelectableProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiMLTextWarningProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiMLTextProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiBigTextProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiMediumTextProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiAudioAutoSizeTextProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiAutoSizeTextProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiAuthorityTextSmall : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiAuthorityTextBig : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiTextProfileLight : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class InspectorTitleTextProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiTextSolidProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiTextCenterProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiTextRightProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiTextBoldCenterProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiTextBoldProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiTextProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiInputCtrlProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiBlackContentProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiContentProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiWindowCollapseProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiMenubarWindowProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class UpgradeClaimProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class CmLineTextEditBitmapClaimsProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiHToolbarWindowProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiToolbarWindowProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiWindowProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiFrameSetProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiModelessDialogProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiToolTipProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiGroupTitleProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiTabBorderProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiGroupBorderProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiTransparentwbProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiTransparentProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiSolidDefaultProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiDefaultProfile : public GuiControlProfile {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class SFXPausedSet : public SimSet {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class AudioMusic : public SFXDescription {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class AudioMessage : public SFXDescription {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class AudioEffect : public SFXDescription {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class AudioGui : public SFXDescription {
- public:
- };
- /*!
- @brief Playback controller for a sound source.
- All sound playback is driven by SFXSources. Each such source represents an independent playback controller that directly or indirectly affects sound output.
- While this class itself is instantiable, such an instance will not by itself emit any sound. This is the responsibility of its subclasses. Note, however, that none of these subclasses must be instantiated directly but must instead be instantiated indirectly through the SFX interface.
- @section SFXSource_playonce Play-Once Sources
- Often, a sound source need only exist for the duration of the sound it is playing. In this case so-called "play-once" sources simplify the bookkeeping involved by leaving the deletion of sources that have expired their playtime to the sound system.
- Play-once sources can be created in either of two ways:
- - sfxPlayOnce(): Directly create a play-once source from a SFXTrack or file.
- - sfxDeleteWhenStopped(): Retroactively turn any source into a play-once source that will automatically be deleted when moving into stopped state.
- @see sfxPlayOnce
- @see sfxDeleteWhenStopped
- @section SFXSource_hierarchies Source Hierarchies
- Source are arranged into playback hierarchies where a parent source will scale some of the properties of its children and also hand on any play(), pause(), and stop() commands to them. This allows to easily group sounds into logical units that can then be operated on as a whole.
- An example of this is the segregation of sounds according to their use in the game. Volume levels of background music, in-game sound effects, and character voices will usually be controlled independently and putting their sounds into different hierarchies allows to achieve that easily.
- The source properties that are scaled by parent values are:
- - volume,
- - pitch, and
- - priority
- This means that if a parent has a volume of 0.5, the child will play at half the effective volume it would otherwise have.
- Additionally, parents affect the playback state of their children:
- - A parent that is in stopped state will force all its direct and indirect children into stopped state.
- - A parent that is in paused state will force all its direct and indirect children that are playing into paused state. However, children that are in stopped state will not be affected.
- - A parent that is in playing state will not affect the playback state of its children.
- Each source maintains a state that is wants to be in which may differ from the state that is enforced on it by its parent. If a parent changes its states in a way that allows a child to move into its desired state, the child will do so.
- For logically grouping sources, instantiate the SFXSource class directly and make other sources children to it. A source thus instantiated will not effect any real sound output on its own but will influence the sound output of its direct and indirect children.
- @note Be aware that the property values used to scale child property values are the @b effective values. For example, the value used to scale the volume of a child is the @b effective volume of the parent, i.e. the volume after fades, distance attenuation, etc. has been applied.
- @see SFXDescription::sourceGroup
- @section SFXSource_volume Volume Attenuation
- During its lifetime, the volume of a source will be continually updated. This update process always progresses in a fixed set of steps to compute the final effective volume of the source based on the base volume level that was either assigned from the SFXDescription associated with the source (SFXDescription::volume) or manually set by the user. The process of finding a source's final effective volume is called "volume attenuation". The steps involved in attenuating a source's volume are (in order):
- <dl>
- <dt>Fading</dt>
- <dd>If the source currently has a fade-effect applied, the volume is interpolated along the currently active fade curve.</dd>
- <dt>Modulation</dt>
- <dd>If the source is part of a hierarchy, it's volume is scaled according to the effective volume of its parent.</dd>
- <dt>Distance Attenuation</dt>
- <dd>If the source is a 3D sound source, then the volume is interpolated according to the distance model in effect and current listener position and orientation (see @ref SFX_3d).</dd>
- </dl>
- @see SFXDescription::volume
- @see SFXDescription::is3d
- @section SFXSource_fades Volume Fades
- To ease-in and ease-out playback of a sound, fade effects may be applied to sources. A fade will either go from zero volume to full effective volume (fade-in) or from full effective volume to zero volume (fade-out).
- Fading is coupled to the play(), pause(), and stop() methods as well as to loop iterations when SFXDescription::fadeLoops is true for the source. play() and the start of a loop iteration will trigger a fade-in whereas pause(), stop() and the end of loop iterations will trigger fade-outs.
- For looping sources, if SFXDescription::fadeLoops is false, only the initial play() will trigger a fade-in and no further fading will be applied to loop iterations.
- By default, the fade durations will be governed by the SFXDescription::fadeInTime and SFXDescription::fadeOutTime properties of the SFXDescription attached to the source. However, these may be overridden on a per-source basis by setting fade times explicitly with setFadeTimes(). Additionally, the set values may be overridden for individual play(), pause(), and stop() calls by supplying appropriate fadeInTime/fadeOutTime parameters.
- By default, volume will interpolate linearly during fades. However, custom interpolation curves can be assigned through the SFXDescription::fadeInEase and SFXDescription::fadeOutTime properties.
- @see SFXDescription::fadeInTime
- @see SFXDescription::fadeOutTime
- @see SFXDescription::fadeInEase
- @see SFXDescription::fadeOutEase
- @see SFXDescription::fadeLoops
- @section SFXSource_cones Sound Cones
- @see SFXDescription::coneInsideAngle
- @see SFXDescription::coneOutsideAngle
- @see SFXDescription::coneOutsideVolume
- @section SFXSource_doppler Doppler Effect
- @see sfxGetDopplerFactor
- @see sfxSetDopplerFactor
- @see SFXAmbience::dopplerFactor
- @section SFXSource_markers Playback Markers
- Playback markers allow to attach notification triggers to specific playback positions. Once the play cursor crosses a position for which a marker is defined, the #onMarkerPassed callback will be triggered on the SFXSource thus allowing to couple script logic to .
- Be aware that the precision with which marker callbacks are triggered are bound by global source update frequency. Thus there may be a delay between the play cursor actually passing a marker position and the callback being triggered.
- @ingroup SFX
- */
- class SFXSource : public SimGroup {
- public:
- /*! Called when the playback status of the source changes.
- @param newStatus The new playback status. */
- void onStatusChange( SFXStatus newStatus );
- /*! Called when a parameter attached to the source changes value.
- This callback will be triggered before the value change has actually been applied to the source.
- @param parameter The parameter that has changed value.
- @note This is also triggered when the parameter is first attached to the source. */
- void onParameterValueChange( SFXParameter parameter );
- /*! Start playback of the source.
- If the sound data for the source has not yet been fully loaded, there will be a delay after calling play and playback will start after the data has become available.
- @param fadeInTime Seconds for the sound to reach full volume. If -1, the SFXDescription::fadeInTime set in the source's associated description is used. Pass 0 to disable a fade-in effect that may be configured on the description. */
- virtual void play(( float fadeInTime=-1.f )) {}
- /*! Stop playback of the source.
- @param fadeOutTime Seconds for the sound to fade down to zero volume. If -1, the SFXDescription::fadeOutTime set in the source's associated description is used. Pass 0 to disable a fade-out effect that may be configured on the description.
- Be aware that if a fade-out effect is used, the source will not immediately transtion to stopped state but will rather remain in playing state until the fade-out time has expired. */
- virtual void stop(( float fadeOutTime=-1.f )) {}
- /*! Pause playback of the source.
- @param fadeOutTime Seconds for the sound to fade down to zero volume. If -1, the SFXDescription::fadeOutTime set in the source's associated description is used. Pass 0 to disable a fade-out effect that may be configured on the description.
- Be aware that if a fade-out effect is used, the source will not immediately to paused state but will rather remain in playing state until the fade-out time has expired.. */
- virtual void pause(( float fadeOutTime=-1.f )) {}
- /*! Test whether the source is currently playing.
- @return True if the source is in playing state, false otherwise.
- @see play
- @see getStatus
- @see SFXStatus */
- virtual bool isPlaying(()) {}
- /*! Test whether the source is currently paused.
- @return True if the source is in paused state, false otherwise.
- @see pause
- @see getStatus
- @see SFXStatus */
- virtual bool isPaused(()) {}
- /*! Test whether the source is currently stopped.
- @return True if the source is in stopped state, false otherwise.
- @see stop
- @see getStatus
- @see SFXStatus */
- virtual bool isStopped(()) {}
- /*! Get the current playback status.
- @return Te current playback status
- */
- virtual string getStatus(()) {}
- /*! Get the current base volume level of the source.
- This is not the final effective volume that the source is playing at but rather the starting volume level before source group modulation, fades, or distance-based volume attenuation are applied.
- @return The current base volume level.
- @see setVolume
- @see SFXDescription::volume
- @ref SFXSource_volume */
- virtual float getVolume(()) {}
- /*! Set the base volume level for the source.
- This volume will be the starting point for source group volume modulation, fades, and distance-based volume attenuation.
- @param volume The new base volume level for the source. Must be 0>=volume<=1.
- @see getVolume
- @ref SFXSource_volume */
- virtual void setVolume(( float volume )) {}
- /*! Get the final effective volume level of the source.
- This method returns the volume level as it is after source group volume modulation, fades, and distance-based volume attenuation have been applied to the base volume level.
- @return The effective volume of the source.
- @ref SFXSource_volume */
- virtual float getAttenuatedVolume(()) {}
- /*! Get the fade-in time set on the source.
- This will initially be SFXDescription::fadeInTime.
- @return The fade-in time set on the source in seconds.
- @see SFXDescription::fadeInTime
- @ref SFXSource_fades */
- virtual float getFadeInTime(()) {}
- /*! Get the fade-out time set on the source.
- This will initially be SFXDescription::fadeOutTime.
- @return The fade-out time set on the source in seconds.
- @see SFXDescription::fadeOutTime
- @ref SFXSource_fades */
- virtual float getFadeOutTime(()) {}
- /*! Set the fade time parameters of the source.
- @param fadeInTime The new fade-in time in seconds.
- @param fadeOutTime The new fade-out time in seconds.
- @see SFXDescription::fadeInTime
- @see SFXDescription::fadeOutTime
- @ref SFXSource_fades */
- virtual void setFadeTimes(( float fadeInTime, float fadeOutTime )) {}
- /*! Get the pitch scale of the source.
- Pitch determines the playback speed of the source (default: 1).
- @return The current pitch scale factor of the source.
- @see setPitch
- @see SFXDescription::pitch */
- virtual float getPitch(()) {}
- /*! Set the pitch scale of the source.
- Pitch determines the playback speed of the source (default: 1).
- @param pitch The new pitch scale factor.
- @see getPitch
- @see SFXDescription::pitch */
- virtual void setPitch(( float pitch )) {}
- /*! Set the position and orientation of a 3D sound source.
- @hide */
- virtual void setTransform(( vector position [, vector direction ] )) {}
- /*! Set up the 3D volume cone for the source.
- @param innerAngle Angle of the inner sound cone in degrees (@ref SFXDescription::coneInsideAngle). Must be 0<=innerAngle<=360.
- @param outerAngle Angle of the outer sound cone in degrees (@ref SFXDescription::coneOutsideAngle). Must be 0<=outerAngle<=360.
- @param outsideVolume Volume scale factor outside of outer cone (@ref SFXDescription::coneOutsideVolume). Must be 0<=outsideVolume<=1.
- @note This method has no effect on the source if the source is not 3D.
- */
- virtual void setCone(( float innerAngle, float outerAngle, float outsideVolume )) {}
- /*! Get the number of SFXParameters that are attached to the source.
- @return The number of parameters attached to the source.
- @tsexample
- // Print the name ofo each parameter attached to %source.
- %numParams = %source.getParameterCount();
- for( %i = 0; %i < %numParams; %i ++ )
- echo( %source.getParameter( %i ).getParameterName() );
- @endtsexample
- @see getParameter
- @see addParameter
- */
- virtual int getParameterCount(()) {}
- /*! Attach @a parameter to the source,
- Once attached, the source will react to value changes of the given @a parameter. Attaching a parameter will also trigger an initial read-out of the parameter's current value.
- @param parameter The parameter to attach to the source. */
- virtual void addParameter(( SFXParameter parameter )) {}
- /*! Detach @a parameter from the source.
- Once detached, the source will no longer react to value changes of the given @a parameter.
- If the parameter is not attached to the source, the method will do nothing.
- @param parameter The parameter to detach from the source.
- */
- virtual void removeParameter(( SFXParameter parameter )) {}
- /*! Get the parameter at the given index.
- @param index Index of the parameter to fetch. Must be 0<=index<=getParameterCount().
- @return The parameter at the given @a index or null if @a index is out of range.
- @tsexample
- // Print the name ofo each parameter attached to %source.
- %numParams = %source.getParameterCount();
- for( %i = 0; %i < %numParams; %i ++ )
- echo( %source.getParameter( %i ).getParameterName() );
- @endtsexample
- @see getParameterCount */
- virtual string getParameter(( int index )) {}
- /*! Add a notification marker called @a name at @a pos seconds of playback.
- @param name Symbolic name for the marker that will be passed to the onMarkerPassed() callback.
- @param pos Playback position in seconds when the notification should trigger. Note that this is a soft limit and there may be a delay between the play cursor actually passing the position and the callback being triggered.
- @note For looped sounds, the marker will trigger on each iteration.
- @tsexample
- // Create a new source.
- $source = sfxCreateSource( AudioMusicLoop2D, "art/sound/backgroundMusic" );
- // Assign a class to the source.
- $source.class = "BackgroundMusic";
- // Add a playback marker at one minute into playback.
- $source.addMarker( "first", 60 );
- // Define the callback function. This function will be called when the playback position passes the one minute mark.
- function BackgroundMusic::onMarkerPassed( %this, %markerName )
- {
- if( %markerName $= "first" )
- echo( "Playback has passed the 60 seconds mark." );
- }
- // Play the sound.
- $source.play();
- @endtsexample */
- virtual void addMarker(( String name, float pos )) {}
- /*! @name Sound
- @{ */
- /*! */
- /*!
- The playback configuration that determines the initial sound properties and setup.
- Any SFXSource must have an associated SFXDescription.
- */
- SFXDescription Description;
- /*!
- Name of function to call when the status of the source changes.
- The source that had its status changed is passed as the first argument to the function and the new status of the source is passed as the second argument.
- */
- string statusCallback;
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class AudioChannelMusic : public SFXSource {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class AudioChannelMessages : public SFXSource {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class AudioChannelEffects : public SFXSource {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class AudioChannelGui : public SFXSource {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class AudioChannelDefault : public SFXSource {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class AudioChannel : public SFXDescription {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class AudioChannelMaster : public SFXSource {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class AudioMaster : public SFXDescription {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class ShaderQualityGroup : public SimGroup {
- public:
- };
- class LightingQualityGroup : public SimGroup {
- public:
- virtual Script onApply(( string this, string level )) {}
- };
- class TextureQualityGroup : public SimGroup {
- public:
- virtual Script onApply(( string this, string level )) {}
- };
- /*!
- @brief Data structure for storing indexed sequences of key/value pairs.
- This is a powerful array class providing PHP style arrays in TorqueScript.
- The following features are supported:<ul>
- <li>array pointers: this allows you to move forwards or backwards through the array as if it was a list, including jumping to the start or end.</li>
- <li>sorting: the array can be sorted in either alphabetic or numeric mode, on the key or the value, and in ascending or descending order</li>
- <li>add/remove elements: elements can be pushed/popped from the start or end of the array, or can be inserted/erased from anywhere in the middle</li>
- <li>removal of duplicates: remove duplicate keys or duplicate values</li>
- <li>searching: search the array and return the index of a particular key or value</li>
- <li>counting: count the number of instaces of a particular value or key in the array, as well as the total number of elements</li>
- <li>advanced features: array append, array crop and array duplicate</li>
- </ul>
- Array element keys and values can be strings or numbers
- */
- class ArrayObject : public SimObject {
- public:
- /*! Search the array from the current position for the element @param value Array value to search for
- @return Index of the first element found, or -1 if none
- */
- virtual int getIndexFromValue(( string value )) {}
- /*! Search the array from the current position for the key @param value Array key to search for
- @return Index of the first element found, or -1 if none
- */
- virtual int getIndexFromKey(( string key )) {}
- /*! Get the value of the array element at the submitted index.
- @param index 0-based index of the array element to get
- @return The value of the array element at the specified index, or "" if the index is out of range
- */
- virtual string getValue(( int index )) {}
- /*! Get the key of the array element at the submitted index.
- @param index 0-based index of the array element to get
- @return The key associated with the array element at the specified index, or "" if the index is out of range
- */
- virtual string getKey(( int index )) {}
- virtual string getValueFromKey(( string key )) {}
- virtual string getKeyFromValue(( string val )) {}
- /*! Set the key at the given index.
- @param key New key value
- @param index 0-based index of the array element to update
- */
- virtual void setKey(( string key, int index )) {}
- /*! Set the value at the given index.
- @param value New array element value
- @param index 0-based index of the array element to update
- */
- virtual void setValue(( string value, int index )) {}
- /*! Get the number of elements in the array. */
- virtual int count(()) {}
- /*! Get the number of times a particular value is found in the array.
- @param value Array element value to count
- */
- virtual int countValue(( string value )) {}
- /*! Get the number of times a particular key is found in the array.
- @param key Key value to count
- */
- virtual int countKey(( string key )) {}
- /*! Adds a new element to the end of an array (same as push_back()).
- @param key Key for the new element
- @param value Value for the new element
- */
- virtual void add(( string key, string value="" )) {}
- /*! Adds a new element to the end of an array.
- @param key Key for the new element
- @param value Value for the new element
- */
- virtual void push_back(( string key, string value="" )) {}
- /*! Adds a new element to the front of an array */
- virtual void push_front(( string key, string value="" )) {}
- /*! Adds a new element to a specified position in the array.
- - @a index = 0 will insert an element at the start of the array (same as push_front())
- - @a index = %array.count() will insert an element at the end of the array (same as push_back())
- @param key Key for the new element
- @param value Value for the new element
- @param index 0-based index at which to insert the new element */
- virtual void insert(( string key, string value, int index )) {}
- /*! Adds a new element to the end of an array or updates the value if key is already in a list. */
- virtual void setValueByKey(( string key, string value="" )) {}
- /*! Adds a new element to the end of an array or updates the value if key is already in a list. */
- virtual void updateValue(( string key, string value="" )) {}
- /*! Removes the last element from the array */
- virtual void pop_back(()) {}
- /*! Removes the first element from the array */
- virtual void pop_front(()) {}
- /*! Removes an element at a specific position from the array.
- @param index 0-based index of the element to remove
- */
- virtual void erase(( int index )) {}
- /*! Emptys all elements from an array */
- virtual void empty(()) {}
- /*! Removes any elements that have duplicated values (leaving the first instance) */
- virtual void uniqueValue(()) {}
- /*! Removes any elements that have duplicated keys (leaving the first instance) */
- virtual void uniqueKey(()) {}
- /*! Alters array into an exact duplicate of the target array.
- @param target ArrayObject to duplicate
- */
- virtual bool duplicate(( ArrayObject target )) {}
- /*! Removes elements with matching keys from array.
- @param target ArrayObject containing keys to remove from this array
- */
- virtual bool crop(( ArrayObject target )) {}
- /*! Appends the target array to the array object.
- @param target ArrayObject to append to the end of this array
- */
- virtual bool append(( ArrayObject target )) {}
- /*! Alpha sorts the array by value
- @param descending [optional] True for descending sort, false for ascending sort
- */
- virtual void sort(( bool descending=false )) {}
- /*! Alpha sorts the array by value in ascending order */
- virtual void sorta(()) {}
- /*! Alpha sorts the array by value in descending order */
- virtual void sortd(()) {}
- /*! Alpha sorts the array by key
- @param descending [optional] True for descending sort, false for ascending sort
- */
- virtual void sortk(( bool descending=false )) {}
- /*! Alpha sorts the array by key in ascending order */
- virtual void sortka(()) {}
- /*! Alpha sorts the array by key in descending order */
- virtual void sortkd(()) {}
- /*! Numerically sorts the array by value
- @param descending [optional] True for descending sort, false for ascending sort
- */
- virtual void sortn(( bool descending=false )) {}
- /*! Numerically sorts the array by value in ascending order */
- virtual void sortna(()) {}
- /*! Numerically sorts the array by value in descending order */
- virtual void sortnd(()) {}
- /*! Numerically sorts the array by key
- @param descending [optional] True for descending sort, false for ascending sort
- */
- virtual void sortnk(( bool descending=false )) {}
- /*! Numerical sorts the array by key in ascending order */
- virtual void sortnka(()) {}
- /*! Numerical sorts the array by key in descending order */
- virtual void sortnkd(()) {}
- /*! Sorts the array by value in ascending order using the given callback function.
- @param functionName Name of a function that takes two arguments A and B and returns -1 if A is less, 1 if B is less, and 0 if both are equal.
- @tsexample
- function mySortCallback(%a, %b)
- {
- return strcmp( %a.name, %b.name );
- }
- %array.sortf( "mySortCallback" );
- @endtsexample
- */
- virtual void sortf(( string functionName )) {}
- /*! Sorts the array by key in ascending order using the given callback function.
- @param functionName Name of a function that takes two arguments A and B and returns -1 if A is less, 1 if B is less, and 0 if both are equal.@see sortf
- */
- virtual void sortfk(( string functionName )) {}
- /*! Sorts the array by value in descending order using the given callback function.
- @param functionName Name of a function that takes two arguments A and B and returns -1 if A is less, 1 if B is less, and 0 if both are equal.@see sortf
- */
- virtual void sortfd(( string functionName )) {}
- /*! Sorts the array by key in descending order using the given callback function.
- @param functionName Name of a function that takes two arguments A and B and returns -1 if A is less, 1 if B is less, and 0 if both are equal.@see sortf
- */
- virtual void sortfkd(( string functionName )) {}
- /*! Moves array pointer to start of array
- @return Returns the new array pointer */
- virtual int moveFirst(()) {}
- /*! Moves array pointer to end of array
- @return Returns the new array pointer */
- virtual int moveLast(()) {}
- /*! Moves array pointer to next position
- @return Returns the new array pointer, or -1 if already at the end */
- virtual int moveNext(()) {}
- /*! Moves array pointer to prev position
- @return Returns the new array pointer, or -1 if already at the start */
- virtual int movePrev(()) {}
- /*! Gets the current pointer index */
- virtual int getCurrent(()) {}
- /*! Sets the current pointer index.
- @param index New 0-based pointer index
- */
- virtual void setCurrent(( int index )) {}
- /*! Echos the array contents to the console */
- virtual void echo(()) {}
- /*!
- Makes the keys and values case-sensitive.
- By default, comparison of key and value strings will be case-insensitive.
- */
- bool caseSensitive;
- /*!
- Helper field which allows you to add new key['keyname'] = value pairs.
- */
- caseString key;
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- class GraphicsQualityLevel : public ArrayObject {
- public:
- /*! Applies the graphics quality settings and calls
- 'onApply' on itself or its parent group if its
- been overloaded.
- */
- virtual Script apply(( string this )) {}
- /*! Returns true if the current quality settings equal
- this graphics quality level.
- */
- virtual Script isCurrent(( string this )) {}
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class MeshQualityGroup : public SimGroup {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GlobalActionMap : public ActionMap {
- public:
- };
- /*!
- @brief A debug helper for rendering debug primitives to the scene.
- The DebugDrawer is used to render debug primitives to the scene for testing. It is often useful when debugging collision code or complex 3d algorithms to have them draw debug information, like culling hulls or bounding volumes, normals, simple lines, and so forth.
- A key feature of the DebugDrawer is that each primitive gets a "time to live" (TTL) which allows them to continue to render to the scene for a fixed period of time. You can freeze or resume the system at any time to allow you to examine the output.
- @tsexample
- DebugDraw.drawLine( %player.getMuzzlePoint( 0 ), %hitPoint );
- DebugDraw.setLastTTL( 5000 ); // 5 seconds.
- @endtsexample
- The DebugDrawer renders solely in world space and all primitives are rendered with the cull mode disabled.
- @note This feature can easily be used to cheat in online games, so you should be sure it is disabled in your shipping game. By default the DebugDrawer is disabled in all TORQUE_SHIPPING builds.
- @ingroup GFX
- */
- class DebugDrawer : public SimObject {
- public:
- /*! Draws a line primitive between two 3d points. */
- virtual void drawLine(( Point3F a, Point3F b, ColorF color=ColorF::WHITE )) {}
- /*! Draws an axis aligned box primitive within the two 3d points. */
- virtual void drawBox(( Point3F a, Point3F b, ColorF color=ColorF::WHITE )) {}
- /*! Sets the "time to live" (TTL) for the last rendered primitive. */
- virtual void setLastTTL(( int ms )) {}
- /*! Sets the z buffer reading state for the last rendered primitive. */
- virtual void setLastZTest(( bool enabled )) {}
- /*! Toggles freeze mode which keeps the currently rendered primitives from expiring. */
- virtual void toggleFreeze(()) {}
- /*! Toggles the rendering of DebugDrawer primitives. */
- virtual void toggleDrawing(()) {}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class DebugDraw : public DebugDrawer {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class DataBlockGroup : public SimGroup {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class sgMissionLightingFilterSet : public SimSet {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class BehaviorSet : public SimSet {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class SFXParameterGroup : public SimGroup {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class ServersGroup : public SimGroup {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class ClientConnectionGroup : public SimGroup {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class TCPGroup : public SimGroup {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiDataGroup : public SimGroup {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GuiGroup : public SimGroup {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class ClientGroup : public SimGroup {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class ActionMapGroup : public SimGroup {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class DataBlockSet : public SimSet {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class TerrainMaterialSet : public SimSet {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class SFXAmbienceSet : public SimSet {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class SFXStateSet : public SimSet {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class SFXEnvironmentSet : public SimSet {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class SFXTrackSet : public SimSet {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class SFXDescriptionSet : public SimSet {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class SFXSourceSet : public SimSet {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class MaterialSet : public SimSet {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class WayPointSet : public SimSet {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class GhostAlwaysSet : public SimSet {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class ActiveActionMapSet : public SimSet {
- public:
- };
- /// Stub class
- ///
- /// @note This is a stub class to ensure a proper class hierarchy. No
- /// information was available for this class.
- class RootGroup : public SimGroup {
- public:
- };
- class AwStatsGui : public GuiControl {
- public:
- /*! @name Layout
- @{ */
- /*! */
- /// @}
- /*! @name Control
- @{ */
- /*! */
- /// @}
- /*! @name ToolTip
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Localization
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief Base class for game objects which use datablocks, networking, are editable, and need to process ticks.
- @ingroup gameObjects
- */
- class GameBase : public SceneObject {
- public:
- /*! @brief Get the client (if any) that controls this object.
- The controlling client is the one that will send moves to us to act on.
- @return the ID of the controlling GameConnection, or 0 if this object is not controlled by any client.
- @see GameConnection
- */
- virtual int getControllingClient(()) {}
- /*! @brief Called when the client controlling the object changes.
- @param controlled true if a client now controls this object, false if no client controls this object.
- */
- void setControl( bool controlled );
- virtual int getObjectGID(()) {}
- virtual int getServerGID(()) {}
- virtual int getGIDusage(()) {}
- virtual string getPositionOnServer(()) {}
- /*! @brief Get the datablock used by this object.
- @return the datablock this GameBase is using.@see setDataBlock()
- */
- virtual int getDataBlock(()) {}
- /*! @brief Assign this GameBase to use the specified datablock.
- @param data new datablock to use
- @return true if successful, false if failed.@see getDataBlock()
- */
- virtual bool setDataBlock(( GameBaseData data )) {}
- /*! @brief Apply an impulse to this object as defined by a world position and velocity vector.
- @param pos impulse world position
- @param vel impulse velocity (impulse force F = m * v)
- @return Always true
- @note Not all objects that derrive from GameBase have this defined.
- */
- virtual bool applyImpulse(( Point3F pos, VectorF vel )) {}
- /*! @brief Applies a radial impulse to the object using the given origin and force.
- @param origin World point of origin of the radial impulse.
- @param radius The radius of the impulse area.
- @param magnitude The strength of the impulse.
- @note Not all objects that derrive from GameBase have this defined.
- */
- virtual void applyRadialImpulse(( Point3F origin, float radius, float magnitude )) {}
- /*! @name Game
- @{ */
- /*! */
- /*!
- Script datablock used for game objects.
- */
- GameBaseData dataBlock;
- /// @}
- /*! @name Transform
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Mounting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- class ArrowBody : public GameBase {
- public:
- /*! @name Game
- @{ */
- /*! */
- /// @}
- /*! @name Transform
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Mounting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- class ArrowProjectile : public GameBase {
- public:
- /*! @name Game
- @{ */
- /*! */
- /// @}
- /*! @name Transform
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Mounting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- class ProjectileTrailEvent {
- public:
- };
- class RangedEvent {
- public:
- };
- class SpawnSingleAnimalBreed : public SimObject {
- public:
- /*!
- @brief
- */
- string animal_breed_name;
- /*!
- @brief
- */
- RandomCount random_count;
- /*!
- @brief
- */
- RandomSkillValueDelta random_quality;
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- class SpawnAnimalPattern : public GameBaseData {
- public:
- /*!
- @brief
- */
- float probability;
- /*!
- @brief
- */
- intList breeds;
- /*!
- @brief
- */
- intList substances;
- /*! @name Scripting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief Defines properties for a AI_Animal object.
- @see AI_Animal
- @ingroup gameObjects
- */
- class SpawnAnimalsData : public GameBaseData {
- public:
- /*!
- @brief is_use_single_central_terrain_block
- */
- bool is_use_single_central_terrain_block;
- /*!
- @brief passability_map_size__in_terrain_squares
- */
- int passability_map_size__in_terrain_squares;
- /*!
- @brief selected_servers
- */
- intList selected_servers;
- /*!
- @brief civilization_rating
- */
- int civilization_rating;
- /*!
- @brief spawning_animals_count
- */
- int spawning_animals_count;
- /*!
- @brief max_spawning_animals_count_debug_mode
- */
- int max_spawning_animals_count_debug_mode;
- /*!
- @brief is_spawn_all_creatures_at_start
- */
- bool is_spawn_all_creatures_at_start;
- /*!
- @brief is_random_movement_only
- */
- int is_random_movement_only;
- /*!
- @brief is_main_thread_calculations_limited
- */
- bool is_main_thread_calculations_limited;
- /*!
- @brief spawn_patterns
- */
- intList patterns;
- /*! @name Scripting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- class AI_AnimalPopulationManager : public GameBase {
- public:
- /*! @name Game
- @{ */
- /*! */
- /// @}
- /*! @name Transform
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Mounting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- class UpdateTrackEvent {
- public:
- };
- class ComplexObject : public SceneObject {
- public:
- /*! @name Transform
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Mounting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- class ComplexObjectStateEvent {
- public:
- };
- class ComplexObjectStatePatchEvent {
- public:
- };
- class ObjectOwnerEvent {
- public:
- };
- class ComplexObjectOwnersPatchEvent {
- public:
- };
- /*!
- @ingroup gameObjects
- */
- class ShapeBase : public GameBase {
- public:
- /*! @brief Called on the server when the client has requested a FOV change.
- When the client requests that its field of view should be changed (because they want to use a sniper scope, for example) this new FOV needs to be validated by the server. This method is called if it exists (it is optional) to validate the requested FOV, and modify it if necessary. This could be as simple as checking that the FOV falls within a correct range, to making sure that the FOV matches the capabilities of the current weapon.
- Following this method, ShapeBase ensures that the given FOV still falls within the datablock's cameraMinFov and cameraMaxFov. If that is good enough for your purposes, then you do not need to define the validateCameraFov() callback for your ShapeBase.
- @param fov The FOV that has been requested by the client.
- @return The FOV as validated by the server.
- @see ShapeBaseData
- */
- float validateCameraFov( float fov );
- /*! @brief Add or remove this object from the scene.
- When removed from the scene, the object will not be processed or rendered.
- @param show False to hide the object, true to re-show it
- */
- virtual void setHidden(( bool show )) {}
- /*! Check if the object is hidden.
- @return true if the object is hidden, false if visible.
- */
- virtual bool isHidden(()) {}
- /*! @brief Attach a sound to this shape and start playing it.
- @param slot Audio slot index for the sound (valid range is 0 - 3)
- @param track SFXTrack to play
- @return true if the sound was attached successfully, false if failed
- @see stopAudio()
- */
- virtual bool playAudio(( int slot, SFXTrack track )) {}
- /*! @brief Stop a sound started with playAudio.
- @param slot audio slot index (started with playAudio)
- @return true if the sound was stopped successfully, false if failed
- @see playAudio()
- */
- virtual bool stopAudio(( int slot )) {}
- /*! @brief Mount a new Image.
- @param image the Image to mount
- @param slot Image slot to mount into (valid range is 0 - 3)
- @param loaded initial loaded state for the Image
- @param skinTag tagged string to reskin the mounted Image
- @return true if successful, false if failed
- @tsexample
- %player.mountImage( PistolImage, 1 );
- %player.mountImage( CrossbowImage, 0, false );
- %player.mountImage( RocketLauncherImage, 0, true, 'blue' );
- @endtsexample
- @see unmountImage()
- @see getMountedImage()
- @see getPendingImage()
- @see isImageMounted()
- */
- virtual bool mountImage(( ShapeBaseImageData image, int slot, bool loaded=true, string skinTag="" )) {}
- /*! @brief Unmount the mounted Image in the specified slot.
- @param slot Image slot to unmount
- @return true if successful, false if failed
- @see mountImage()
- */
- virtual bool unmountImage(( int slot )) {}
- /*! @brief Get the Image mounted in the specified slot.
- @param slot Image slot to query
- @return ID of the ShapeBaseImageData datablock mounted in the slot, or 0 if no Image is mounted there.
- */
- virtual int getMountedImage(( int slot )) {}
- /*! @brief Get the Image that will be mounted next in the specified slot.
- Calling mountImage when an Image is already mounted does one of two things: <ol><li>Mount the new Image immediately, the old Image is discarded and whatever state it was in is ignored.</li><li>If the current Image state does not allow Image changes, the new Image is marked as pending, and will not be mounted until the current state completes. eg. if the user changes weapons, you may wish to ensure that the current weapon firing state plays to completion first.</li></ol>
- This command retrieves the ID of the pending Image (2nd case above).
- @param slot Image slot to query
- @return ID of the pending ShapeBaseImageData datablock, or 0 if none.
- */
- virtual int getPendingImage(( int slot )) {}
- /*! @brief Check if the current Image state is firing.
- @param slot Image slot to query
- @return true if the current Image state in this slot has the 'stateFire' flag set.
- */
- virtual bool isImageFiring(( int slot )) {}
- /*! @brief Check if the given datablock is mounted to any slot on this object.
- @param image ShapeBaseImageData datablock to query
- @return true if the Image is mounted to any slot, false otherwise.
- */
- virtual bool isImageMounted(( ShapeBaseImageData image )) {}
- /*! @brief Get the first slot the given datablock is mounted to on this object.
- @param image ShapeBaseImageData datablock to query
- @return index of the first slot the Image is mounted in, or -1 if the Image is not mounted in any slot on this object.
- */
- virtual int getMountSlot(( ShapeBaseImageData image )) {}
- /*! @brief Get the skin tag ID for the Image mounted in the specified slot.
- @param slot Image slot to query
- @return the skinTag value passed to mountImage when the image was mounted
- */
- virtual int getImageSkinTag(( int slot )) {}
- /*! @brief Get the name of the current state of the Image in the specified slot.
- @param slot Image slot to query
- @return name of the current Image state, or "Error" if slot is invalid
- */
- virtual string getImageState(( int slot )) {}
- /*! @brief Get the ammo state of the Image mounted in the specified slot.
- @param slot Image slot to query
- @return the Image's current ammo state
- */
- virtual bool getImageAmmo(( int slot )) {}
- /*! @brief Set the ammo state of the Image mounted in the specified slot.
- @param slot Image slot to modify
- @param state new ammo state for the Image
- @return the Image's new ammo state
- */
- virtual bool setImageAmmo(( int slot, bool state )) {}
- /*! @brief Get the loaded state of the Image mounted in the specified slot.
- @param slot Image slot to query
- @return the Image's current loaded state
- */
- virtual bool getImageLoaded(( int slot )) {}
- /*! @brief Set the loaded state of the Image mounted in the specified slot.
- @param slot Image slot to modify
- @param state new loaded state for the Image
- @return the Image's new loaded state
- */
- virtual bool setImageLoaded(( int slot, bool state )) {}
- /*! @brief Get the muzzle vector of the Image mounted in the specified slot.
- If the Image shape contains a node called 'muzzlePoint', then the muzzle vector is the forward direction vector of that node's transform in world space. If no such node is specified, the slot's mount node is used instead.
- If the correctMuzzleVector and firstPerson flags are set in the Image, the muzzle vector is computed to point at whatever object is right in front of the object's 'eye' node.
- @param slot Image slot to query
- @return the muzzle vector, or "0 1 0" if the slot is invalid
- */
- virtual string getMuzzleVector(( int slot )) {}
- /*! @brief Get the muzzle position of the Image mounted in the specified slot.
- If the Image shape contains a node called 'muzzlePoint', then the muzzle position is the position of that node in world space. If no such node is specified, the slot's mount node is used instead.
- @param slot Image slot to query
- @return the muzzle position, or "0 0 0" if the slot is invalid
- */
- virtual string getMuzzlePoint(( int slot )) {}
- /*! @brief Get the world transform of the specified mount slot.
- @param slot Image slot to query
- @return the mount transform
- */
- virtual string getSlotTransform(( int slot )) {}
- /*! @brief Get the object's current velocity.
- @return the current velocity
- */
- virtual string getVelocity(()) {}
- /*! @brief Set the object's velocity.
- @param vel new velocity for the object
- @return true
- */
- virtual bool setVelocity(( Point3F vel )) {}
- /*! @brief Apply an impulse to the object.
- @param pos world position of the impulse
- @param vec impulse momentum (velocity * mass)
- @return true
- */
- virtual bool applyImpulse(( Point3F pos, Point3F vec )) {}
- /*! @brief Get the forward direction of the 'eye' for this object.
- If the object model has a node called 'eye', this method will return that node's current forward direction vector, otherwise it will return the object's current forward direction vector.
- @return the eye vector for this object
- @see getEyePoint
- @see getEyeTransform
- */
- virtual string getEyeVector(()) {}
- /*! @brief Get the position of the 'eye' for this object.
- If the object model has a node called 'eye', this method will return that node's current world position, otherwise it will return the object's current world position.
- @return the eye position for this object
- @see getEyeVector
- @see getEyeTransform
- */
- virtual string getEyePoint(()) {}
- /*! @brief Get the 'eye' transform for this object.
- If the object model has a node called 'eye', this method will return that node's current transform, otherwise it will return the object's current transform.
- @return the eye transform for this object
- @see getEyeVector
- @see getEyePoint
- */
- virtual string getEyeTransform(()) {}
- /*! @brief Set the object's current damage level.
- @param level new damage level
- @see getDamageLevel()
- @see getDamagePercent()
- */
- virtual void setDamageLevel(( float level )) {}
- /*! @brief Get the object's current damage level.
- @return damage level
- @see setDamageLevel()
- */
- virtual float getDamageLevel(()) {}
- /*! @brief Get the object's current damage level as a percentage of maxDamage.
- @return damageLevel / datablock.maxDamage
- @see setDamageLevel()
- */
- virtual float getDamagePercent(()) {}
- /*! @brief Set the object's damage state.
- @param state should be one of "Enabled", "Disabled", "Destroyed"
- @return true if successful, false if failed
- @see getDamageState()
- */
- virtual bool setDamageState(( string state )) {}
- /*! @brief Get the object's damage state.
- @return the damage state; one of "Enabled", "Disabled", "Destroyed"
- @see setDamageState()
- */
- virtual string getDamageState(()) {}
- /*! @brief Check if the object is in the Destroyed damage state.
- @return true if damage state is "Destroyed", false if not
- @see isDisabled()
- @see isEnabled()
- */
- virtual bool isDestroyed(()) {}
- /*! @brief Check if the object is in the Disabled or Destroyed damage state.
- @return true if damage state is not "Enabled", false if it is
- @see isDestroyed()
- @see isEnabled()
- */
- virtual bool isDisabled(()) {}
- /*! @brief Check if the object is in the Enabled damage state.
- @return true if damage state is "Enabled", false if not
- @see isDestroyed()
- @see isDisabled()
- */
- virtual bool isEnabled(()) {}
- /*! @brief Increment the current damage level by the specified amount.
- @param amount value to add to current damage level
- */
- virtual void applyDamage(( float amount, SimObjectId hit_author_sim_id )) {}
- /*! @brief Repair damage by the specified amount.
- Note that the damage level is only reduced by repairRate per tick, so it may take several ticks for the total repair to complete.
- @param amount total repair value (subtracted from damage level over time)
- */
- virtual void applyRepair(( float amount )) {}
- /*! @brief Set amount to repair damage by each tick.
- Note that this value is separate to the repairRate field in ShapeBaseData. This value will be subtracted from the damage level each tick, whereas the ShapeBaseData field limits how much of the applyRepair value is subtracted each tick. Both repair types can be active at the same time.
- @param rate value to subtract from damage level each tick (must be > 0)
- @see getRepairRate()
- */
- virtual void setRepairRate(( float rate )) {}
- /*! @brief Get the per-tick repair amount.
- @return the current value to be subtracted from damage level each tick
- @see setRepairRate
- */
- virtual float getRepairRate(()) {}
- /*! @brief Check if this object can cloak.
- @return true
- @note Not implemented as it always returns true. */
- virtual bool canCloak(()) {}
- /*! @brief Set the cloaked state of this object.
- When an object is cloaked it is not rendered.
- @param cloak true to cloak the object, false to uncloak
- @see isCloaked()
- */
- virtual void setCloaked(( bool cloak )) {}
- /*! @brief Check if this object is cloaked.
- @return true if cloaked, false if not
- @see setCloaked()
- */
- virtual bool isCloaked(()) {}
- /*! @brief Set the damage flash level.
- Damage flash may be used as a postfx effect to flash the screen when the client is damaged.
- @note Relies on the flash postFx.
- @param level flash level (0-1)
- @see getDamageFlash()
- */
- virtual void setDamageFlash(( float level )) {}
- /*! @brief Get the damage flash level.
- @return flash level
- @see setDamageFlash
- */
- virtual float getDamageFlash(()) {}
- /*! @brief Set the white-out level.
- White-out may be used as a postfx effect to brighten the screen in response to a game event.
- @note Relies on the flash postFx.
- @param level flash level (0-1)
- @see getWhiteOut()
- */
- virtual void setWhiteOut(( float level )) {}
- /*! @brief Get the white-out level.
- @return white-out level
- @see setWhiteOut
- */
- virtual float getWhiteOut(()) {}
- /*! @brief Returns the default vertical field of view in degrees for this object if used as a camera.
- @return Default FOV
- */
- virtual float getDefaultCameraFov(()) {}
- /*! @brief Returns the vertical field of view in degrees for this object if used as a camera.
- @return current FOV as defined in ShapeBaseData::cameraDefaultFov
- */
- virtual float getCameraFov(()) {}
- /*! @brief Set the vertical field of view in degrees for this object if used as a camera.
- @param fov new FOV value
- */
- virtual void setCameraFov(( float fov )) {}
- /*! @brief Setup the invincible effect.
- This effect is used for HUD feedback to the user that they are invincible.
- @note Currently not implemented
- @param time duration in seconds for the invincible effect
- @param speed speed at which the invincible effect progresses
- */
- virtual void setInvincibleMode(( float time, float speed )) {}
- /*! @brief Set the damage direction vector.
- Currently this is only used to initialise the explosion if this object is blown up.
- @param vec damage direction vector
- @tsexample
- %obj.setDamageVector( "0 0 1" );
- @endtsexample
- */
- virtual void setDamageVector(( Point3F vec )) {}
- /*! @brief Set the name of this shape.
- @note This is the name of the shape object that is sent to the client, not the DTS or DAE model filename.
- @param name new name for the shape
- @see getShapeName()
- */
- virtual void setShapeName(( string name )) {}
- /*! @brief Get the name of the shape.
- @note This is the name of the shape object that is sent to the client, not the DTS or DAE model filename.
- @return the name of the shape
- @see setShapeName()
- */
- virtual string getShapeName(()) {}
- /*! @brief Apply a new skin to this shape.
- 'Skinning' the shape effectively renames the material targets, allowing different materials to be used on different instances of the same model.
- @param name name of the skin to apply
- @see skin
- @see getSkinName()
- */
- virtual void setSkinName(( string name )) {}
- /*! @brief Get the name of the skin applied to this shape.
- @return the name of the skin
- @see skin
- @see setSkinName()
- */
- virtual string getSkinName(()) {}
- /*! @brief Get the name of the indexed shape material.
- @param index index of the material to get (valid range is 0 - getTargetCount()-1).
- @return the name of the indexed material.
- @see getTargetCount()
- */
- virtual string getTargetName(( int index )) {}
- /*! @brief Get the number of materials in the shape.
- @return the number of materials in the shape.
- @see getTargetName()
- */
- virtual int getTargetCount(()) {}
- /*! @brief Change one of the materials on the shape.
- This method changes materials per mapTo with others. The material that is being replaced is mapped to unmapped_mat as a part of this transition.
- @note Warning, right now this only sort of works. It doesn't do a live update like it should.
- @param mapTo the name of the material target to remap (from getTargetName)
- @param oldMat the old Material that was mapped
- @param newMat the new Material to map
- @tsexample
- // remap the first material in the shape
- %mapTo = %obj.getTargetName( 0 );
- %obj.changeMaterial( %mapTo, 0, MyMaterial );
- @endtsexample
- */
- virtual void changeMaterial(( string mapTo, Material oldMat, Material newMat )) {}
- /*! @brief Get the model filename used by this shape.
- @return the shape filename
- */
- virtual string getModelFile(()) {}
- /*! @name Game
- @{ */
- /*! */
- /// @}
- /*! @name Transform
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Mounting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief This is a base class for all "marker" related objets. It is a 3D representation of a point in the level.
- The main use of a MissionMarker is to represent a point in 3D space with a mesh and basic ShapeBase information. If you simply need to mark a spot in your level, with no overhead from additional fields, this is a useful object.
- @tsexample
- new MissionMarker()
- {
- dataBlock = "WayPointMarker";
- position = "295.699 -171.817 280.124";
- rotation = "0 0 -1 13.8204";
- scale = "1 1 1";
- isRenderEnabled = "true";
- canSaveDynamicFields = "1";
- enabled = "1";
- };
- @endtsexample
- @note MissionMarkers will not add themselves to the scene except when in the editor.
- @see MissionMarkerData
- @see SpawnSphere
- @see WayPoint
- @ingroup enviroMisc
- */
- class MissionMarker : public ShapeBase {
- public:
- /*! @name Game
- @{ */
- /*! */
- /// @}
- /*! @name Transform
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Mounting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief Special type of marker, distinguished by a name and team ID number
- The original Torque engines were built from a multi-player game called Tribes. The Tribes series featured various team based game modes, such as capture the flag. The WayPoint class survived the conversion from game (Tribes) to game engine (Torque).
- Essentially, this is a MissionMarker with the addition of two variables: markerName and team. Whenever a WayPoint is created, it is added to a unique global list called WayPointSet. You can iterate through this set, seeking out specific markers determined by their markerName and team ID. This avoids the overhead of constantly calling commandToClient and commandToServer to determine a WayPoint object's name, unique ID, etc.
- @note The <i>markerName<i> field was previously called <i>name</i>, but was changed because this conflicted with the SimObject name field. Existing scripts that relied on the WayPoint <i>name</i> field will need to be updated.
- @tsexample
- new WayPoint()
- {
- team = "1";
- dataBlock = "WayPointMarker";
- position = "-0.0224786 1.53471 2.93219";
- rotation = "1 0 0 0";
- scale = "1 1 1";
- canSave = "1";
- canSaveDynamicFields = "1";
- };
- @endtsexample
- @see MissionMarker
- @see MissionMarkerData
- @ingroup enviroMisc
- */
- class WayPoint : public MissionMarker {
- public:
- /*! @name Misc
- @{ */
- /*! */
- /*!
- Unique name representing this waypoint
- */
- caseString markerName;
- /*!
- Unique numerical ID assigned to this waypoint, or set of waypoints
- */
- WayPointTeam team;
- /// @}
- /*! @name Game
- @{ */
- /*! */
- /// @}
- /*! @name Transform
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Mounting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief Special type of mission marker which allows a level editor's camera to jump to specific points.
- For Torque 3D editors only, not for actual game development
- */
- class CameraBookmark : public MissionMarker {
- public:
- /*! @name Game
- @{ */
- /*! */
- /// @}
- /*! @name Transform
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Mounting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- class OcclusionVolume : public SceneObject {
- public:
- /*! @name Internal
- @{ */
- /*! */
- /*!
- For internal use only.
- */
- string plane;
- /*!
- For internal use only.
- */
- string point;
- /*!
- For internal use only.
- */
- string edge;
- /// @}
- /*! @name Transform
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Mounting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief General interface to control a PathCamera object from the script level.
- @see PathCamera
- @tsexample
- datablock PathCameraData(LoopingCam)
- {
- mode = "";
- };
- @endtsexample
- @ingroup PathCameras
- @ingroup Datablocks
- */
- class PathCameraData : public ShapeBaseData {
- public:
- /*! @name Shadows
- @{ */
- /*! */
- /// @}
- /*! @name Render
- @{ */
- /*! */
- /// @}
- /*! @name Destruction
- Parameters related to the destruction effects of this object.
- @{ */
- /*! */
- /// @}
- /*! @name Physics
- @{ */
- /*! */
- /// @}
- /*! @name Damage/Energy
- @{ */
- /*! */
- /// @}
- /*! @name Camera
- The settings used by the shape when it is the camera.
- @{ */
- /*! */
- /// @}
- /*! @name Scripting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- class DbgHitTrackEvent {
- public:
- };
- class PlayerInputEvent {
- public:
- };
- class TimeTrackedNetEvent {
- public:
- };
- class ImageFireEvent : public TimeTrackedNetEvent {
- public:
- };
- class PlayerHealthEvent {
- public:
- };
- class CharacterParameter_SmoothChange_Event {
- public:
- };
- class PlayerTitleEvent {
- public:
- };
- class WeaponHitOccured_ServerToClientEvent {
- public:
- };
- class ImageStates_ServerToClientEvent {
- public:
- };
- class SoundEvent {
- public:
- };
- class ObjEffectsEvent {
- public:
- };
- class GroundEffectEvent {
- public:
- };
- class HitboxDebugEvent {
- public:
- };
- /*!
- @brief Lighting object which emits conical light in a direction.
- SpotLight is one of the two types of lighting objects that can be added to a Torque 3D level, the other being PointLight. Unlike directional or point lights, the SpotLights emits lighting in a specific direction within a cone. The distance of the cone is controlled by the SpotLight::range variable.
- @tsexample
- // Declaration of a point light in script, or created by World Editor
- new SpotLight(SampleSpotLight)
- {
- range = "10";
- innerAngle = "40";
- outerAngle = "45";
- isEnabled = "1";
- color = "1 1 1 1";
- brightness = "1";
- castShadows = "0";
- priority = "1";
- animate = "1";
- animationPeriod = "1";
- animationPhase = "1";
- flareType = "LightFlareExample0";
- flareScale = "1";
- attenuationRatio = "0 1 1";
- shadowType = "Spot";
- texSize = "512";
- overDarkFactor = "2000 1000 500 100";
- shadowDistance = "400";
- shadowSoftness = "0.15";
- numSplits = "1";
- logWeight = "0.91";
- fadeStartDistance = "0";
- lastSplitTerrainOnly = "0";
- representedInLightmap = "0";
- shadowDarkenColor = "0 0 0 -1";
- includeLightmappedGeometryInShadow = "0";
- position = "-29.4362 -5.86289 5.58602";
- rotation = "1 0 0 0";
- };
- @endtsexample
- @see LightBase
- @see PointLight
- @ingroup Lighting
- */
- class SpotLight : public LightBase {
- public:
- /*! @name Light
- @{ */
- /*! */
- /*!
- */
- float range;
- /*!
- */
- float innerAngle;
- /*!
- */
- float outerAngle;
- /// @}
- /*! @name Light
- @{ */
- /*! */
- /// @}
- /*! @name Light Animation
- @{ */
- /*! */
- /// @}
- /*! @name Misc
- @{ */
- /*! */
- /// @}
- /*! @name Advanced Lighting
- @{ */
- /*! */
- /// @}
- /*! @name Advanced Lighting Lightmap
- @{ */
- /*! */
- /// @}
- /*! @name Transform
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Mounting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief The most basic 3D shape with a datablock available in Torque 3D.
- When it comes to placing 3D objects in the scene, you technically have two options:
- 1. TSStatic objects
- 2. ShapeBase derived objects
- Since ShapeBase and ShapeBaseData are not meant to be instantiated in script, you will use one of its child classes instead. Several game related objects are derived from ShapeBase: Player, Vehicle, Item, and so on.
- When you need a 3D object with datablock capabilities, you will use an object derived from ShapeBase. When you need an object with extremely low overhead, and with no other purpose than to be a 3D object in the scene, you will use TSStatic.
- The most basic child of ShapeBase is StaticShape. It does not introduce any of the additional functionality you see in Player, Item, Vehicle or the other game play heavy classes. At its core, it is comparable to a TSStatic, but with a datbalock. Having a datablock provides a location for common variables as well as having access to various ShapeBaseData, GameBaseData and SimDataBlock callbacks.
- @tsexample
- // Create a StaticShape using a datablock
- datablock StaticShapeData(BasicShapeData)
- {
- shapeFile = "art/shapes/items/kit/healthkit.dts";
- testVar = "Simple string, not a stock variable";
- };
- new StaticShape()
- {
- dataBlock = "BasicShapeData";
- position = "0.0 0.0 0.0";
- rotation = "1 0 0 0";
- scale = "1 1 1";
- };
- @endtsexample
- @see StaticShapeData
- @see ShapeBase
- @see TSStatic
- @ingroup gameObjects
- */
- class StaticShape : public ShapeBase {
- public:
- /*! @name Game
- @{ */
- /*! */
- /// @}
- /*! @name Transform
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Mounting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- class StaticShapeWithDoorData : public StaticShapeData {
- public:
- /*! @name Door
- @{ */
- /*! */
- /*!
- */
- string openSequenceName;
- /*!
- */
- string closeSequenceName;
- /// @}
- /*! @name Shadows
- @{ */
- /*! */
- /// @}
- /*! @name Render
- @{ */
- /*! */
- /// @}
- /*! @name Destruction
- Parameters related to the destruction effects of this object.
- @{ */
- /*! */
- /// @}
- /*! @name Physics
- @{ */
- /*! */
- /// @}
- /*! @name Damage/Energy
- @{ */
- /*! */
- /// @}
- /*! @name Camera
- The settings used by the shape when it is the camera.
- @{ */
- /*! */
- /// @}
- /*! @name Scripting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- class StaticShapeWithDoor : public StaticShape {
- public:
- /*! @name Game
- @{ */
- /*! */
- /// @}
- /*! @name Transform
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Mounting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief All decals are managed by the decal manager. Provides a few global variables for managing
- the number of decals that are visible at any one time and the lifetime of the decal.
- @see $pref::Decals::enabled
- @see $pref::Decals::lifeTimeScale
- @see $Decals::poolBuffers
- @see decalManagerSave
- @see decalLoadFile
- @see decalManagerDirty
- @see decalManagerClear
- @see decalManagerAddDecal
- @see decalManagerRemoveDecal
- @ingroup FX
- */
- class DecalManager : public SceneObject {
- public:
- /*! @name Transform
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Mounting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief A basic health bar. Shows the damage value of the current PlayerObjectType control object.
- This gui displays the damage value of the current PlayerObjectType control object. The gui can be set to pulse if the health value drops below a set value. This control only works if a server connection exists and it's control object is a PlayerObjectType. If either of these requirements is false, the control is not rendered.
- @tsexample
- new GuiHealthBarHud(){
- fillColor = "0.0 1.0 0.0 1.0"; // Fills with a solid green color
- frameColor = "1.0 1.0 1.0 1.0"; // Solid white frame color
- damageFillColor = "1.0 0.0 0.0 1.0"; // Fills with a solid red color
- pulseRate = "500";
- pulseThreshold = "0.25";
- showFill = "true";
- showFrame = "true";
- displayEnergy = "false";
- };
- @endtsexample
- @ingroup GuiGame
- */
- class GuiHealthBarHud : public GuiControl {
- public:
- /*! @name Colors
- @{ */
- /*! */
- /*!
- Standard color for the background of the control.
- */
- ColorF fillColor;
- /*!
- Color for the control's frame.
- */
- ColorF frameColor;
- /*!
- As the health bar depletes, this color will represent the health loss amount.
- */
- ColorF damageFillColor;
- /// @}
- /*! @name Pulse
- @{ */
- /*! */
- /*!
- Speed at which the control will pulse.
- */
- int pulseRate;
- /*!
- Health level the control must be under before the control will pulse.
- */
- float pulseThreshold;
- /// @}
- /*! @name Misc
- @{ */
- /*! */
- /*!
- If true, we draw the background color of the control.
- */
- bool showFill;
- /*!
- If true, we draw the frame of the control.
- */
- bool showFrame;
- /*!
- If true, display the energy value rather than the damage value.
- */
- bool displayEnergy;
- /// @}
- /*! @name Layout
- @{ */
- /*! */
- /// @}
- /*! @name Control
- @{ */
- /*! */
- /// @}
- /*! @name ToolTip
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Localization
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief Displays name and damage of ShapeBase objects in its bounds. Must be a child of a GuiTSCtrl and a server connection must be present.
- This control displays the name and damage value of all named ShapeBase objects on the client. The name and damage of objects within the control's display area are overlayed above the object.
- This GUI control must be a child of a TSControl, and a server connection and control object must be present. This is a stand-alone control and relies only on the standard base GuiControl.
- @tsexample
- new GuiShapeNameHud(){
- fillColor = "0.0 1.0 0.0 1.0"; // Fills with a solid green color
- frameColor = "1.0 1.0 1.0 1.0"; // Solid white frame color
- textColor = "1.0 1.0 1.0 1.0"; // Solid white text Color
- showFill = "true";
- showFrame = "true";
- verticalOffset = "0.15";
- distanceFade = "15.0";
- };
- @endtsexample
- @ingroup GuiGame
- */
- class GuiShapeNameHud : public GuiControl {
- public:
- /*! @name Colors
- @{ */
- /*! */
- /*!
- Standard color for the background of the control.
- */
- ColorF fillColor;
- /*!
- Color for the control's frame.
- */
- ColorF frameColor;
- /*!
- Color for the text on this control.
- */
- ColorF textColor;
- /// @}
- /*! @name Misc
- @{ */
- /*! */
- /*!
- If true, we draw the background color of the control.
- */
- bool showFill;
- /*!
- If true, we draw the frame of the control.
- */
- bool showFrame;
- /*!
- Amount to vertically offset the control in relation to the ShapeBase object in focus.
- */
- float verticalOffset;
- /*!
- Visibility distance (how far the player must be from the ShapeBase object in focus) for this control to render.
- */
- float distanceFade;
- /// @}
- /*! @name Layout
- @{ */
- /*! */
- /// @}
- /*! @name Control
- @{ */
- /*! */
- /// @}
- /*! @name ToolTip
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Localization
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief The emitter for an explosion, whose properties are defined in an ExplosionData object.@ingroup FX
- */
- class Explosion : public GameBase {
- public:
- /*! @name Game
- @{ */
- /*! */
- /// @}
- /*! @name Transform
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Mounting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief This object is responsible for all particle emissions.
- Main interface for creating particles. The emitter does _not_ track changes in axis or velocity over the course of a single update, so this should be called at a fairly fine grain. The emitter will potentially track the last particle to be created into the next call to this function in order to create a uniformly random time distribution of the particles.
- If the object to which the emitter is attached is in motion, it should try to ensure that for call (n+1) to this function, start is equal to the end from call (n). This will ensure a uniform spatial distribution.
- @ingroup FX
- */
- class ParticleEmitter : public GameBase {
- public:
- /*! @name Game
- @{ */
- /*! */
- /// @}
- /*! @name Transform
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Mounting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief Manages the ring used for a Splash effect.
- @ingroup FX
- */
- class Splash : public GameBase {
- public:
- /*! @name Game
- @{ */
- /*! */
- /// @}
- /*! @name Transform
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Mounting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- class SetMissionCRCEvent {
- public:
- };
- /*!
- @brief Use by GameConnection to send a 2D sound event over the network.
- Not intended for game development, internal use only, but does expose GameConnection::play2D.
- */
- class Sim2DAudioEvent {
- public:
- };
- /*!
- @brief Use by GameConnection to send a 3D sound event over the network.
- Not intended for game development, internal use only, but does expose GameConnection::play3D.
- */
- class Sim3DAudioEvent {
- public:
- };
- class PhysicsClothData : public GameBaseData {
- public:
- /*! @name Scripting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- /*! @name Media
- @{ */
- /*! */
- /*!
- Path to the shape file.
- */
- filename shapeName;
- /// @}
- /*! @name Physics
- @{ */
- /*! */
- /*!
- Mass of the cloth.
- */
- float mass;
- /// @}
- };
- class PhysicsCloth : public GameBase {
- public:
- /*! @name Game
- @{ */
- /*! */
- /// @}
- /*! @name Transform
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Mounting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief Represents one or more rigid bodies defined in a single mesh file with a limited lifetime.
- PhysicsDebris loads a standard dts and creates a rigid body for each collision node.
- To work correctly the collision nodes must be positioned as PhysicsDebrisexpects.
- Two possible cases:
- 1. Visible mesh nodes are siblings of the collision node under a common parent dummy node
- 2. Collision node is a child of its visible mesh node
- Also colmesh type nodes are NOT supported; physx and most standard rigid body simulations do not support arbitrary triangle meshs for dynamics do to the computational expense. Therefore, collision nodes must be one of the following: Colbox, Colsphere, Colcapsule, or Col (convex).
- */
- class PhysicsDebris : public GameBase {
- public:
- /*! @name Game
- @{ */
- /*! */
- /// @}
- /*! @name Transform
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Mounting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief Creates a physics based impulse effect from a defined central point and magnitude.
- @see RadialImpulseEvent::send
- @ingroup Physics
- */
- class RadialImpulseEvent {
- public:
- };
- /*!
- @brief Defines the properties of a type of PhysicsShape.
- @see PhysicsShape.
- */
- class PhysicsShapeData : public GameBaseData {
- public:
- /*! @name Scripting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- /*! @name Media
- @{ */
- /*! */
- /*!
- Path to the shape file.
- */
- filename shapeName;
- /*!
- Name of a PhysicsDebrisData to spawn when destroyed (optional).
- */
- PhysicsDebrisData Debris;
- /*!
- Name of a ExplosionData to spawn when destroyed (optional).
- */
- ExplosionData Explosion;
- /*!
- Name of a PhysicsShapeData to spawn when destroyed (optional).
- */
- PhysicsShapeData destroyedShape;
- /// @}
- /*! @name Physics
- @{ */
- /*! */
- /*!
- Mass of the shape. Set mass to zero to create as a kinematic.
- */
- float mass;
- /*!
- Friction of the shape slowing motion when in contact with a surface.
- */
- float friction;
- /*!
- Friction of the shape resisting motion when starting at rest.
- */
- float staticFriction;
- /*!
- Bounciness of the shape in response to collisions. Normal range is zero to one.
- */
- float restitution;
- /*!
- Larger values cause linear velocity to decay over time more quickly
- */
- float linearDamping;
- /*!
- Larger values cause rotational velocity to decay over time more quickly.
- */
- float angularDamping;
- /*!
- Linear velocity threshold below which the shape may be put to sleep to save simulation time.
- */
- float linearSleepThreshold;
- /*!
- Angular velocity threshold below which the shape may be put to sleep to save simulation time.
- */
- float angularSleepThreshold;
- /*!
- While the shape is in water linear and angular dampening will be scaled by this value. It is expected that this value will usually be greater than one.
- */
- float waterDampingScale;
- /*!
- The density of this shape for purposes of calculating buoyancy forces. The result of a particular value is relative to the density of the WaterObject it is within.
- */
- float buoyancyDensity;
- /// @}
- /*! @name Networking
- @{ */
- /*! */
- /*!
- Controls whether this shape is simulated on the server, client, or both physics simulations.
- */
- PhysicsSimType simType;
- /// @}
- };
- /*!
- @brief A volume in space that defines an ambient sound zone.
- */
- class SFXSpace : public SceneObject {
- public:
- /*! @name Sound
- @{ */
- /*! */
- /*!
- Ambient sound environment for the space.
- */
- SFXAmbience soundAmbience;
- /// @}
- /*! @name Internal
- @{ */
- /*! */
- /*!
- For internal use only.
- */
- string plane;
- /*!
- For internal use only.
- */
- string point;
- /*!
- For internal use only.
- */
- string edge;
- /// @}
- /*! @name Transform
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Mounting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief Displays the speed of the current Vehicle based control object.
- This control only works if a server connection exists, and its control object is a Vehicle derived class. If either of these requirements is false, the control is not rendered.<br>The control renders the speedometer needle as a colored quad, rotated to indicate the Vehicle speed as determined by the <i>minAngle</i>, <i>maxAngle</i>, and <i>maxSpeed</i> properties. This control is normally placed on top of a GuiBitmapCtrl representing the speedometer dial.
- @tsexample
- new GuiSpeedometerHud()
- {
- maxSpeed = "100";
- minAngle = "215";
- maxAngle = "0";
- color = "1 0.3 0.3 1";
- center = "130 123";
- length = "100";
- width = "2";
- tail = "0";
- //Properties not specific to this control have been omitted from this example.
- };
- @endtsexample
- */
- class GuiSpeedometerHud : public GuiBitmapCtrl {
- public:
- /*! @name Needle
- @{ */
- /*! */
- /*!
- Maximum Vehicle speed (in Torque units per second) to represent on the speedo (Vehicle speeds greater than this are clamped to maxSpeed).
- */
- float maxSpeed;
- /*!
- Angle (in radians) of the needle when the Vehicle speed is 0. An angle of 0 points right, 90 points up etc).
- */
- float minAngle;
- /*!
- Angle (in radians) of the needle when the Vehicle speed is >= maxSpeed. An angle of 0 points right, 90 points up etc).
- */
- float maxAngle;
- /*!
- Color of the needle
- */
- ColorF color;
- /*!
- Center of the needle, offset from the GuiSpeedometerHud control top left corner
- */
- Point2F center;
- /*!
- Length of the needle from center to end
- */
- float Length;
- /*!
- Width of the needle
- */
- float width;
- /*!
- Length of the needle from center to tail
- */
- float tail;
- /// @}
- /*! @name Bitmap
- @{ */
- /*! */
- /// @}
- /*! @name Layout
- @{ */
- /*! */
- /// @}
- /*! @name Control
- @{ */
- /*! */
- /// @}
- /*! @name ToolTip
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Localization
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief Base functionality shared by all Vehicles (FlyingVehicle, HoverVehicle, WheeledVehicle.
- This object implements functionality shared by all Vehicle types, but should not be instantiated directly. Create a FlyingVehicle, HoverVehicle, or WheeledVehicle instead.
- @note The model used for any Vehicle must include a collision mesh at detail size -1.
- @ingroup Vehicles
- */
- class Vehicle : public ShapeBase {
- public:
- /*!
- When this flag is set, the vehicle will ignore throttle changes.
- */
- bool disableMove;
- /*! @name Game
- @{ */
- /*! */
- /// @}
- /*! @name Transform
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Mounting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief A datablock that describes an afxCamera.
- @ingroup afxMisc
- @ingroup AFX
- @ingroup Datablocks
- */
- class afxCameraData : public ShapeBaseData {
- public:
- /*! @name Shadows
- @{ */
- /*! */
- /// @}
- /*! @name Render
- @{ */
- /*! */
- /// @}
- /*! @name Destruction
- Parameters related to the destruction effects of this object.
- @{ */
- /*! */
- /// @}
- /*! @name Physics
- @{ */
- /*! */
- /// @}
- /*! @name Damage/Energy
- @{ */
- /*! */
- /// @}
- /*! @name Camera
- The settings used by the shape when it is the camera.
- @{ */
- /*! */
- /// @}
- /*! @name Scripting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief An Effect Wrapper as defined by an afxEffectWrapperData datablock.
- Conceptually an effect wrapper encloses a building-block effect and acts as a handle for adding the effect to a choreographer. Effect wrapper fields primarily deal with effect timing, constraints, and conditional effect execution.
- Not intended to be used directly, afxEffectWrapper is an internal baseclass used to implement effect-specific adapter classes.
- @ingroup afxEffects
- @ingroup AFX
- */
- class afxEffectWrapper : public SimObject {
- public:
- /*!
- ...
- */
- float liveScaleFactor;
- /*!
- ...
- */
- float liveFadeFactor;
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief Defines a particular magic-missile type. (Use with afxMagicSpellData.)
- @tsexample
- datablock afxMagicMissileData(Fireball_MM)
- {
- muzzleVelocity = 50;
- velInheritFactor = 0;
- lifetime = 20000;
- isBallistic = true;
- ballisticCoefficient = 0.85;
- gravityMod = 0.05;
- isGuided = true;
- precision = 30;
- trackDelay = 7;
- launchOffset = "0 0 43.7965";
- launchOnServerSignal = true;
- };
- @endtsexample
- @ingroup AFX
- */
- class afxMagicMissileData : public GameBaseData {
- public:
- /*!
- */
- ParticleEmitterData ParticleEmitter;
- /*!
- */
- ParticleEmitterData particleWaterEmitter;
- /*!
- */
- filename projectileShapeName;
- /*!
- */
- Point3F scale;
- /*!
- */
- SFXTrack sound;
- /*!
- */
- SplashData Splash;
- /*!
- */
- LightDescription lightDesc;
- /*!
- */
- bool isBallistic;
- /*!
- */
- float muzzleVelocity;
- /*!
- */
- int lifetime;
- /*!
- */
- float gravityMod;
- /*!
- */
- filename missileShapeName;
- /*!
- */
- Point3F missileShapeScale;
- /*!
- */
- Point3F startingVelocityVector;
- /*!
- */
- bool isGuided;
- /*!
- */
- float precision;
- /*!
- */
- int trackDelay;
- /*!
- */
- float ballisticCoefficient;
- /*!
- */
- int collisionMask;
- /*!
- */
- bool followTerrain;
- /*!
- */
- float followTerrainHeight;
- /*!
- */
- float followTerrainAdjustRate;
- /*!
- */
- int followTerrainAdjustDelay;
- /*!
- */
- float acceleration;
- /*!
- */
- int accelDelay;
- /*!
- */
- int accelLifetime;
- /*!
- */
- string launchNode;
- /*!
- */
- Point3F launchOffset;
- /*!
- */
- Point3F launchOffsetServer;
- /*!
- */
- Point3F launchOffsetClient;
- /*!
- */
- Point3F launchNodeOffset;
- /*!
- */
- float launchAimPitch;
- /*!
- */
- float launchAimPan;
- /*!
- */
- string launchConstraintServer;
- /*!
- */
- string launchConstraintClient;
- /*!
- */
- bool echoLaunchOffset;
- /*!
- */
- floatList wiggleMagnitudes;
- /*!
- */
- floatList wiggleSpeeds;
- /*!
- */
- string wiggleAxis;
- /*!
- */
- float hoverAltitude;
- /*!
- */
- float hoverAttackDistance;
- /*!
- */
- float hoverAttackGradient;
- /*!
- */
- int hovertime;
- /*!
- */
- bool reverseTargeting;
- /*!
- */
- int casterSafetyTime;
- /*! @name Scripting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- class afxRenderHighlightMgr : public RenderTexTargetBinManager {
- public:
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief A class that manages certain AFX effects that can persist for long durations.
- A class that manages certain AFX effects that can persist much longer than the duration of choreographers.
- @ingroup AFX
- */
- class afxResidueMgr : public GameBase {
- public:
- /*! @name Game
- @{ */
- /*! */
- /// @}
- /*! @name Transform
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Mounting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief A render bin for zodiac rendering on GroundPlane objects.
- This bin renders instances of AFX zodiac effects onto GroundPlane surfaces.
- @ingroup RenderBin
- @ingroup AFX
- */
- class afxZodiacGroundPlaneRenderer : public RenderBinManager {
- public:
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief A render bin for zodiac rendering on polysoup TSStatic objects.
- This bin renders instances of AFX zodiac effects onto polysoup TSStatic surfaces.
- @ingroup RenderBin
- @ingroup AFX
- */
- class afxZodiacPolysoupRenderer : public RenderBinManager {
- public:
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief A render bin for zodiac rendering on Terrain objects.
- This bin renders instances of AFX zodiac effects onto Terrain surfaces.
- @ingroup RenderBin
- @ingroup AFX
- */
- class afxZodiacTerrainRenderer : public RenderBinManager {
- public:
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief Event posted when player is fully loaded into the game and ready for interaction.
- */
- class ClientZoneInEvent {
- public:
- };
- /*!
- @brief A datablock that specifies an Animation Clip effect.
- An Animation Clip forces a target ShapeBase-derived object, such as Player or AIPlayer, to perform a particular animation sequence. Animation Clip does not supply any new animation data, but simply selects, by name, a sequence that is already defined in the target. Animation Clip can also target afxModel effects within the same choreographer.
- The target of an Animation Clip is the constraint source object specified by the posConstraint field of the enclosing effect wrapper. The target must be a ShapeBase-derived object, or an afxModel and it must contain an animation sequence with the same name as the clipName field.
- Animation Clip controls the rate of animation playback and can even play a sequence in reverse. When an Animation Clip selects a blended animation sequence, it is mixed with the current animation instead of replacing it. Animation Clips can be used to activate multiple, overlapping blend sequences.
- Normally when an Animation Clip is applied to a user-controlled Player, any interactive user actions will override the animation selected by the clip, but Animation Clips can be configured to temporarily block out some user actions for the duration of the clip.
- @ingroup afxEffects
- @ingroup AFX
- @ingroup Datablocks
- */
- class afxAnimClipData : public GameBaseData {
- public:
- /*!
- The name of an animation sequence to be played by a ShapeBase-derived object to which this effect is constrained. Also works on afxModel effects.
- default: ""
- */
- string clipName;
- /*!
- The desired playback speed for the sequence. A value of 1.0 indicates forward playback at a normal rate. Negative values cause the sequence to play backwards.
- default: 1.0
- */
- float rate;
- /*!
- Sets a starting offset for the selected animation clip. It directly specifies an animation thread position in the 0.0 to 1.0 range as a fraction of the clip's duration.
- default: 1.0
- */
- float posOffset;
- /*!
- The duration in which the active animation overlaps and blends into the sequence selected by the animation clip.
- default: 0.12
- */
- float transitionTime;
- /*!
- Specifies if the animation clip should not be applied to corpses or anything else with a disabled damage state.
- default: false
- */
- bool ignoreCorpse;
- /*!
- Specifies if the animation clip should not be applied to living objects or anything else with an enabled damage state.
- default: false
- */
- bool ignoreLiving;
- /*!
- Indicates if the animation clip is a death animation. If the target object dies during the effect, this will prevent the object from playing another standard death animation after this clip finishes.
- default: false
- */
- bool treatAsDeathAnim;
- /*!
- Indicates if user control of a Player should be temporarily blocked during the clip. (See afxAnimLockData.)
- default: false
- */
- bool lockAnimation;
- /*!
- If true, the clip will not be played on targets that are the control object and the camera is in first person mode.
- default: false
- */
- bool ignoreFirstPerson;
- /*!
- If true, the clip will not be played on targets that are the control object and the camera is in third person mode.
- default: false
- */
- bool ignoreThirdPerson;
- /*!
- A synonym for ignoreLiving.
- */
- bool ignoreDisabled;
- /*!
- A synonym for ignoreCorpse.
- */
- bool ignoreEnabled;
- /*! @name Scripting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief A datablock that specifies an Animation Lock effect.
- Animation Lock is used to temporarily lock out user-controlled Player actions, usually while an Animation Clip is concurrently playing. Animation Clips can already do this, but must lock out user actions for the entire clip length. Sometimes you only want to block user actions for a short section of a longer playing animation, such as the part where the Player is thrown into the air from an impact. With Animation Lock, you can set a specific timespan for when user actions are blocked, independent of any Animation Clip timing.
- The target of an Animation Lock is the constraint source object specified by the posConstraint field of the enclosing effect wrapper. The target must be a Player, a subclass of Player, or an afxModel.
- The timing of the Animation Lock is determined by the timing fields of the enclosing effect wrapper.
- Locking behavior timing is set by fields of the enclosing effect wrapper, so afxAnimLockData does not require any fields. However, TorqueScript syntax disallows the declaration of an empty datablock. Therefore, it is recommended that you set a dynamic field named 'priority' to zero in the body of the datablock as a workaround to this limitation.
- @ingroup afxEffects
- @ingroup AFX
- @ingroup Datablocks
- */
- class afxAnimLockData : public GameBaseData {
- public:
- /*! @name Scripting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief A datablock that specifies an Area Damage effect.
- An Area Damage effect is useful for assigning area damage with unusual timing that must be synchronized with other effects. Negative damage amounts can be used for healing effects.
- The primary difference between afxAreaDamageData and afxDamageData, which is also capable of inflicting area damage, is that afxAreaDamageData effects calculate the area damage in C++ code rather than calling out to the script function radiusDamage(). In cases where area damage needs to be inflicted repeatedly or in areas crowded with many targets, afxAreaDamageData is likely to get better performance.
- @ingroup afxEffects
- @ingroup AFX
- @ingroup Datablocks
- */
- class afxAreaDamageData : public GameBaseData {
- public:
- /*!
- An arbitrary string which is passed as an argument to a spell's onDamage() script method. It is used to classify a type of damage such as 'melee', 'magical', or 'fire'.
- */
- string flavor;
- /*!
- An amount of area damage to inflict on a target. Objects within half the radius receive full damage which then diminishes out to the full distance of the specified radius.
- */
- float damage;
- /*!
- Radius centered at the effect position in which damage will be applied.
- */
- float radius;
- /*!
- Specifies an amount of force to apply to damaged objects. Objects within half the radius receive full impulse which then diminishes out to the full distance of the specified radius.
- */
- float impulse;
- /*!
- When true, the onInflictedAreaDamage() method of the damaged object will be called to notify it of the damage. This is useful for starting some effects or action that responds to the damage.
- */
- bool notifyDamageSource;
- /*!
- When true, the object specified as the effect's primary position constraint will not receive any damage.
- */
- bool excludeConstraintObject;
- /*! @name Scripting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief A datablock that specifies an Audio Bank effect.
- afxAudioBank is very similar to the stock Torque SFXProfile datablock but it allows specification of up to 32 different sound files. The sound that actually plays is determined by the playIndex field.
- afxAudioBank is most useful when used in combination with field substitutions, whereby a substitution statement assigned to playIndex selects a different sound (perhaps randomly) each time the effect is used.
- @ingroup afxEffects
- @ingroup AFX
- @ingroup Datablocks
- */
- class afxAudioBank : public SimDataBlock {
- public:
- /*!
- A filesystem path to the folder containing the sound files specified by the filenames[] field. All sound files used in a single AudioBank must be located in the same folder.
- */
- filename path;
- /*!
- Up to 32 names of sound files found in the path folder. The sound that is actually played by an Audio Bank effect is determined by the playIndex field.
- */
- string filenames;
- /*!
- SFXDescription datablock to use with this set of sounds.
- */
- SFXDescription Description;
- /*!
- If set to true, file is pre-loaded, otherwise it is loaded on-demand.
- */
- bool preload;
- /*!
- An array index that selects a sound to play from the filenames[] field. Values outside of the range of assigned filename[] entries will not play any sound.
- */
- int playIndex;
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief A datablock that specifies a Billboard effect.
- A Billboard effect is a textured quadrangle which is always aligned to face towards the camera. It is much like a single static particle and is rendered in a similar fashion.
- @ingroup afxEffects
- @ingroup AFX
- @ingroup Datablocks
- */
- class afxBillboardData : public GameBaseData {
- public:
- /*!
- The color assigned to the quadrangle geometry. The way it combines with the given texture varies according to the setting of the textureFunction field.
- */
- ColorF color;
- /*!
- An image to use as the billboard's texture.
- */
- filename texture;
- /*!
- A value-pair that specifies the horizontal and vertical dimensions of the billboard in scene units.
- */
- Point2F dimensions;
- /*!
- An array of four value-pairs that specify the UV texture coordinates for the four corners of the billboard's quadrangle.
- */
- Point2F textureCoords;
- /*!
- Selects a common blend factor preset. When set to 'user', srcBlendFactor and dstBlendFactor can be used to set additional blend factor combinations.
- Possible values: normal, additive, subtractive, premultalpha, or user.
- */
- afxBillboard_BlendStyle blendStyle;
- /*!
- Specifies source blend factor when blendStyle is set to 'user'.
- Possible values: GFXBlendZero, GFXBlendOne, GFXBlendDestColor, GFXBlendInvDestColor, GFXBlendSrcAlpha, GFXBlendInvSrcAlpha, GFXBlendDestAlpha, GFXBlendInvDestAlpha, or GFXBlendSrcAlphaSat
- */
- GFXBlend srcBlendFactor;
- /*!
- Specifies destination blend factor when blendStyle is set to 'user'.
- Possible values: GFXBlendZero, GFXBlendOne, GFXBlendSrcColor, GFXBlendInvSrcColor, GFXBlendSrcAlpha, GFXBlendInvSrcAlpha, GFXBlendDestAlpha, or GFXBlendInvDestAlpha
- */
- GFXBlend dstBlendFactor;
- /*!
- Selects a texture function that determines how the texture pixels are combined with the shaded color of the billboard's quadrangle geometry.
- Possible values: replace, modulate, or add.
- */
- afxBillboard_TexFuncType textureFunction;
- /*! @name Scripting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief A Billboard effect as defined by an afxBillboardData datablock.
- A Billboard effect is a textured quadrangle which is always aligned to face towards the camera. It is much like a single static particle and is rendered in a similar fashion.
- @ingroup afxEffects
- @ingroup AFX
- */
- class afxBillboard : public GameBase {
- public:
- /*! @name Game
- @{ */
- /*! */
- /// @}
- /*! @name Transform
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Mounting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief A datablock that specifies a Camera Puppet effect.
- A Camera Puppet effect is used to control the position and orientation of the camera using the AFX constraint system. Camera Puppet effects are useful for creating small cut-scenes and can add a lot of visual drama to a spell or effectron effect.
- Effective use of Camera Puppet effects require a fairly advanced understanding of how Torque cameras work in a server-client context. Care must be taken to prevent client cameras from drifting too far out of sync from the server camera. Otherwise, obvious discontinuities in the motion will result when the Camera Puppet ends and control is restored to the server camera. Scoping problems can also result if a client camera is moved to a location that is inconsistent with the scene scoping done by the server camera.
- Often it is useful to manage camera controlling in an isolated effectron rather than directly incorporated into a magic-spell. This way the camera controlling effectron can target the specific client associated with the spellcaster. The spellcasting player observes the spell in a dramatic cut-scene-like fashion while other players continue to observe from their own viewing locations.
- @ingroup afxEffects
- @ingroup AFX
- @ingroup Datablocks
- */
- class afxCameraPuppetData : public GameBaseData {
- public:
- /*!
- This field is like the effect-wrapper fields for specifying constraint sources, but here it specifies a target for the camera-puppet effect.
- */
- string cameraSpec;
- /*!
- Specifies the networking model used for the camerapuppet effect. The effect can puppet just the server camera, just the client camera, or both.
- Possible values: $AFX::SERVER_ONLY, $AFX::CLIENT_ONLY, or $AFX::SERVER_AND_CLIENT.
- */
- char networking;
- /*! @name Scripting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief A datablock that specifies a Camera Shake effect.
- Camera Shake internally utilizes the standard Torque CameraShake class to implement a shaken camera effect.
- @ingroup afxEffects
- @ingroup AFX
- @ingroup Datablocks
- */
- class afxCameraShakeData : public GameBaseData {
- public:
- /*!
- The camera shake frequencies for all three axes: X, Y, Z.
- */
- Point3F frequency;
- /*!
- The camera shake amplitudes for all three axes: X, Y, Z.
- */
- Point3F amplitude;
- /*!
- Radius about the effect position in which shaking will be applied.
- */
- float radius;
- /*!
- Magnitude by which shaking decreases over distance to radius.
- */
- float falloff;
- /*! @name Scripting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief A datablock that specifies a Collision Event effect.
- MORE NEEDED HERE.
- @ingroup afxEffects
- @ingroup AFX
- @ingroup Datablocks
- */
- class afxCollisionEventData : public GameBaseData {
- public:
- /*!
- ...
- */
- string methodName;
- /*!
- ...
- */
- string scriptData;
- /*!
- ...
- */
- bool generateTrigger;
- /*!
- ...
- */
- char triggerBit;
- /*! @name Scripting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief A datablock that specifies a Console Message effect.
- Console Message effects are useful for debugging purposes when you want to make sure that an effect with a certain kind of timing is actually getting executed and for evaluating some kinds of field substitutions.
- @ingroup afxEffects
- @ingroup AFX
- @ingroup Datablocks
- */
- class afxConsoleMessageData : public GameBaseData {
- public:
- /*!
- A text message to be displayed when the effect is executed.
- */
- string message;
- /*! @name Scripting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief A datablock that specifies a Damage effect.
- A Damage effect is useful for assigning damage with unusual timing that must be synchronized with other effects. They can be used to deal direct damage, radius damage, and damage over time. Negative damage amounts can be used for healing effects.
- @ingroup afxEffects
- @ingroup AFX
- @ingroup Datablocks
- */
- class afxDamageData : public GameBaseData {
- public:
- /*!
- An arbitrary string which is passed as an argument to a spell's onDamage() script method. It can be used to identify which damage effect the damage came from in cases where more than one damage effect is used in a single spell.
- */
- string label;
- /*!
- An arbitrary string which is passed as an argument to a spell's onDamage() script method. It is used to classify a type of damage such as 'melee', 'magical', or 'fire'.
- */
- string flavor;
- /*!
- An amount of direct damage to inflict on a target.
- */
- float directDamage;
- /*!
- The number of times to inflict the damage specified by directDamage. Values greater than 1 inflict damage over time, with the amount of directDamage repeatedly dealt at evenly spaced intervals over the lifetime of the effect.
- */
- char directDamageRepeats;
- /*!
- An amount of area damage to inflict on a target. Objects within half the radius receive full damage which then diminishes out to the full distance of areaDamageRadius.
- */
- float areaDamage;
- /*!
- Radius centered at the effect position in which damage will be applied.
- */
- float areaDamageRadius;
- /*!
- Specifies an amount of force to apply to damaged objects. Objects within half the radius receive full impulse which then diminishes out to the full distance of areaDamageRadius.
- */
- float areaDamageImpulse;
- /*! @name Scripting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief A datablock that specifies a Foot Switch effect.
- A Foot Switch effect is used to disable some or all of the standard built-in footstep effects generated by Player objects.
- Stock Player objects generate footprint decals, footstep sounds, and puffs of particle dust in response to special animation triggers embedded in the Player's dts model. With the help of Phase Effects, AFX can substitute alternatives for these built-in effects. When this is done, it is often preferable to turn off some or all of the built-in footstep effects.
- Foot Switch effects are only meaningful when the primary position constraint is a Player or Player-derived object.
- @ingroup afxEffects
- @ingroup AFX
- @ingroup Datablocks
- */
- class afxFootSwitchData : public GameBaseData {
- public:
- /*!
- When true, all of a Player's footstep effects are turned off for the duration of the foot-switch effect.
- */
- bool overrideAll;
- /*!
- Specifically selects whether the Player's footprint decals are enabled.
- */
- bool overrideDecals;
- /*!
- Specifically selects whether the Player's footstep sounds are enabled.
- */
- bool overrideSounds;
- /*!
- Specifically selects whether the Player's footstep puffs of dust are enabled.
- */
- bool overrideDust;
- /*! @name Scripting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief A datablock that specifies a Gui Controller effect.
- A Gui Controller enables effect manipulation of pre-existing gui controls. With a Gui Controller effect, a regular gui control is located by name, made visible during the lifetime of the effect, and potentially repositioned by projecting 3D constraint positions into 2D screen space. In addition, when used with a progress-bar control, (GuiProgressCtrl, afxSpellCastBar, afxStatusBar), the progress-bar will continuously reflect the elapsed progress of the effect over its lifetime.
- @ingroup afxEffects
- @ingroup AFX
- @ingroup Datablocks
- */
- class afxGuiControllerData : public GameBaseData {
- public:
- /*!
- Specifies the name of an existing gui-control.
- */
- string controlName;
- /*!
- When true, the gui-control will retain its initial position, otherwise the gui-control position will be continuously updated using a projection of the 3D constraint position into 2D screen coordinates.
- */
- bool preservePosition;
- /*!
- If true, the effect will only be applied to a gui-control on the client that matches the controlling-client of the primary position constraint object.
- */
- bool controllingClientOnly;
- /*! @name Scripting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief A datablock that specifies a Gui Text effect.
- A Gui Text effect, with the help of an existing afxGuiTextHud, can be used to display 2D text effects on the Gui Canvas. Essentially, using Gui Text effects with an afxGuiTextHud is like using the stock GuiShapeNameHud, but with the ability to make additional text elements come and go as effects constrained to the projection of 3D positions onto the 2D screen.
- @ingroup afxEffects
- @ingroup AFX
- @ingroup Datablocks
- */
- class afxGuiTextData : public GameBaseData {
- public:
- /*!
- The literal text to display on the afxGuiTextHud. The center of the text will be placed at the projection of the 3D constraint position into 2D screen space.
- If the text field is set to the special string, '#shapeName', the shape name of the primary position constraint object will be used. (This is only meaningful if the constraint source is a ShapeBase-derived object.)
- */
- string text;
- /*!
- A color value for the text label.
- */
- ColorF color;
- /*! @name Scripting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief afxLightData is a legacy datablock which is not supported for T3D.
- In T3D, instead of afxLightData, use afxT3DPointLightData or afxT3DSpotLightData.
- @ingroup afxEffects
- @ingroup AFX
- @ingroup Datablocks
- */
- class afxLightData : public GameBaseData {
- public:
- /*! @name Scripting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief A datablock baseclass for afxT3DPointLightData and afxT3DSpotLightData.
- Not intended to be used directly, afxT3DLightBaseData exists to provide base member variables and generic functionality for the derived classes afxT3DPointLightData and afxT3DSpotLightData.
- @see afxT3DPointLightData
- @see afxT3DSpotLightData
- @see PointLight
- @see SpotLight
- @ingroup afxEffects
- @ingroup AFX
- @ingroup Datablocks
- */
- class afxT3DLightBaseData : public GameBaseData {
- public:
- /*! @name Light
- @{ */
- /*! */
- /*!
- Enables/Disables the object rendering and functionality in the scene.
- */
- bool isEnabled;
- /*!
- Changes the base color hue of the light.
- */
- ColorF color;
- /*!
- Adjusts the lights power, 0 being off completely.
- */
- float brightness;
- /*!
- Enables/disables shadow casts by this light.
- */
- bool castShadows;
- /*!
- Used for sorting of lights by the light manager. Priority determines if a light has a stronger effect than, those with a lower value
- */
- float priority;
- /*!
- Enables/disables a semi-transparent geometry to help visualize the light's range and placement.
- */
- bool localRenderViz;
- /// @}
- /*! @name Light Animation
- @{ */
- /*! */
- /*!
- Toggles animation for the light on and off
- */
- bool animate;
- /*!
- Datablock containing light animation information (LightAnimData)
- */
- LightAnimData animationType;
- /*!
- The length of time in seconds for a single playback of the light animation
- */
- float animationPeriod;
- /*!
- The phase used to offset the animation start time to vary the animation of nearby lights.
- */
- float animationPhase;
- /// @}
- /*! @name Misc
- @{ */
- /*! */
- /*!
- Datablock containing light flare information (LightFlareData)
- */
- LightFlareData flareType;
- /*!
- Globally scales all features of the light flare
- */
- float flareScale;
- /// @}
- /*! @name Scripting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief A datablock that specifies a Model effect.
- A Model effect is a lightweight client-only geometry object useful for effect-driven props.
- @ingroup afxEffects
- @ingroup AFX
- @ingroup Datablocks
- */
- class afxModelData : public GameBaseData {
- public:
- /*!
- The name of a .dts format file to use for the model.
- */
- filename shapeFile;
- /*!
- The name of an animation sequence to play in the model.
- */
- filename sequence;
- /*!
- The rate of playback for the sequence.
- */
- float sequenceRate;
- /*!
- An offset in seconds indicating a starting point for the animation sequence specified by the sequence field. A rate of 1.0 (rather than sequenceRate) is used to convert from seconds to the thread offset.
- */
- float sequenceOffset;
- /*!
- An alpha multiplier used to set maximum opacity of the model.
- */
- float alphaMult;
- /*!
- */
- float fogMult;
- /*!
- Rename one or more texture tags in the model. Texture tags are what link a model's textures to materials.
- Field should be a string containing space-separated remapping tokens. A remapping token is two names separated by a colon, ':'. The first name should be a texture-tag that exists in the model, while the second is a new name to replace it. The string can have any number of remapping tokens as long as the total string length does not exceed 255.
- */
- string remapTextureTags;
- /*!
- Sets whether the model casts a shadow.
- */
- bool shadowEnable;
- /*!
- deprecated
- */
- bool useVertexAlpha;
- /*!
- deprecated
- */
- int forceOnMaterialFlags;
- /*!
- deprecated
- */
- int forceOffMaterialFlags;
- /*!
- deprecated
- */
- bool textureFiltering;
- /*!
- deprecated
- */
- bool overrideLightingOptions;
- /*!
- */
- bool receiveSunLight;
- /*!
- deprecated
- */
- bool receiveLMLighting;
- /*!
- deprecated
- */
- bool useAdaptiveSelfIllumination;
- /*!
- deprecated
- */
- bool useCustomAmbientLighting;
- /*!
- deprecated
- */
- bool customAmbientSelfIllumination;
- /*!
- deprecated
- */
- ColorF customAmbientLighting;
- /*!
- deprecated
- */
- int shadowSize;
- /*!
- deprecated
- */
- float shadowMaxVisibleDistance;
- /*!
- deprecated
- */
- float shadowProjectionDistance;
- /*!
- deprecated
- */
- float shadowSphereAdjust;
- /*! @name Scripting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief A Model effect as defined by an afxModelData datablock.
- A Model effect is a lightweight client-only geometry object useful for effect-driven props.
- @ingroup afxEffects
- @ingroup AFX
- */
- class afxModel : public GameBase {
- public:
- /*! @name Game
- @{ */
- /*! */
- /// @}
- /*! @name Transform
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Mounting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief A Mooring effect as defined by an afxMooringData datablock.
- A Mooring is an invisible effect object which can be positioned and oriented within a scene like other objects. Its main purpose is to serve as a common mount point for other effects within the same choreographer. Typically one uses AFX animation features to create movement for a Mooring and then other effects are bound to it using effect-to-effect constraints (#effect).
- @ingroup afxEffects
- @ingroup AFX
- */
- class afxMooring : public GameBase {
- public:
- /*! @name Game
- @{ */
- /*! */
- /// @}
- /*! @name Transform
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Mounting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief afxMultiLightData is a legacy datablock which is not supported for T3D.
- @ingroup afxEffects
- @ingroup AFX
- @ingroup Datablocks
- */
- class afxMultiLightData : public GameBaseData {
- public:
- /*! @name Scripting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief A base datablock inherited by AFX Particle Emitter effects.
- A base datablock inherited by AFX Particle Emitter effects.
- @ingroup afxEffects
- @ingroup AFX
- @ingroup Datablocks
- */
- class afxParticleEmitterData : public ParticleEmitterData {
- public:
- /*!
- If true, the initial velocity of emitted particles is multiplied by the fade amount of the containing effect wrapper. As the effect fades-in and out, so does the initial velocity of new particles.
- */
- bool fadeVelocity;
- /*!
- If true, the ejection offset of emitted particles is multiplied by the fade amount of the containing effect wrapper. As the effect fades-in and out, so does the ejection offset of new particles.
- */
- bool fadeOffset;
- /*!
- General direction vector used for emitting particles. Its exact interpretation is determined by the particle emitter subclass.
- */
- Point3F vector;
- /*!
- Sets whether the vector field should be interpreted as a vector in the world coordinate system.
- */
- bool vectorIsWorld;
- /*!
- A string of paths to be used as transform paths. Each path name must reference an afxPathData datablock. Transform paths are used to translate particles along a given path or series of paths.
- */
- string pathsTransform;
- /*! @name ParticleEmitterData
- @{ */
- /*! */
- /// @}
- /*! @name AFX
- @{ */
- /*! */
- /// @}
- /*! @name AFX Pooled Particles
- @{ */
- /*! */
- /// @}
- /*! @name Scripting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief An AFX customized particle emitter that emits particles along a 3D vector.
- An AFX customized particle emitter that emits particles along a 3D vector.
- @ingroup afxEffects
- @ingroup AFX
- @ingroup Datablocks
- */
- class afxParticleEmitterVectorData : public afxParticleEmitterData {
- public:
- /*! @name ParticleEmitterData
- @{ */
- /*! */
- /// @}
- /*! @name AFX
- @{ */
- /*! */
- /// @}
- /*! @name AFX Pooled Particles
- @{ */
- /*! */
- /// @}
- /*! @name Scripting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief An AFX customized particle emitter that emits particles within a cone shape.
- An AFX customized particle emitter that emits particles within a cone shape.
- @ingroup afxEffects
- @ingroup AFX
- @ingroup Datablocks
- */
- class afxParticleEmitterConeData : public afxParticleEmitterData {
- public:
- /*!
- ...
- */
- float spreadMin;
- /*!
- ...
- */
- float spreadMax;
- /*! @name ParticleEmitterData
- @{ */
- /*! */
- /// @}
- /*! @name AFX
- @{ */
- /*! */
- /// @}
- /*! @name AFX Pooled Particles
- @{ */
- /*! */
- /// @}
- /*! @name Scripting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief An AFX customized particle emitter that emits particles along a path.
- An AFX customized particle emitter that emits particles along a path.
- @ingroup afxEffects
- @ingroup AFX
- @ingroup Datablocks
- */
- class afxParticleEmitterPathData : public afxParticleEmitterData {
- public:
- /*!
- ...
- */
- string paths;
- /*!
- ...
- */
- afxParticleEmitterPath_OriginType pathOrigin;
- /*!
- ...
- */
- bool groundConform;
- /*!
- ...
- */
- bool groundConformTerrain;
- /*!
- ...
- */
- bool groundConformInteriors;
- /*!
- ...
- */
- float groundConformHeight;
- /*! @name ParticleEmitterData
- @{ */
- /*! */
- /// @}
- /*! @name AFX
- @{ */
- /*! */
- /// @}
- /*! @name AFX Pooled Particles
- @{ */
- /*! */
- /// @}
- /*! @name Scripting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief An AFX customized particle emitter that emits particles within a disc shape.
- An AFX customized particle emitter that emits particles within a disc shape.
- @ingroup afxEffects
- @ingroup AFX
- @ingroup Datablocks
- */
- class afxParticleEmitterDiscData : public afxParticleEmitterData {
- public:
- /*!
- ...
- */
- float radiusMin;
- /*!
- ...
- */
- float radiusMax;
- /*! @name ParticleEmitterData
- @{ */
- /*! */
- /// @}
- /*! @name AFX
- @{ */
- /*! */
- /// @}
- /*! @name AFX Pooled Particles
- @{ */
- /*! */
- /// @}
- /*! @name Scripting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief A datablock that specifies a PhysicalZone effect.
- A Physical Zone is a Torque effect that applies physical forces to Players and other movable objects that enter a specific region of influence. AFX has enhanced Physical Zones by allowing orientation of vector forces and adding radial forces. AFX has also optimized Physical Zone networking so that they can be constrained to moving objects for a variety of effects including repelling and flying.
- @ingroup afxEffects
- @ingroup AFX
- @ingroup Datablocks
- */
- class afxPhysicalZoneData : public GameBaseData {
- public:
- /*!
- A multiplier that biases the velocity of an object every tick it is within the zone.
- */
- float velocityMod;
- /*!
- A multiplier that biases the influence of gravity on objects within the zone.
- */
- float gravityMod;
- /*!
- A three-valued vector representing a directional force applied to objects withing the zone.
- */
- Point3F appliedForce;
- /*!
- Floating point values describing the outer bounds of the PhysicalZone's region of influence.
- */
- string polyhedron;
- /*!
- This enumerated attribute defines the type of force used in the PhysicalZone. Possible values: vector, sphere, or cylinder.
- */
- PhysicalZone_ForceType forceType;
- /*!
- Determines if the force can be oriented by the PhysicalZone's transform matrix.
- */
- bool orientForce;
- /*!
- When true, an object used as the primary position constraint of a physical-zone effect will not be influenced by the forces of the zone.
- */
- bool excludeConstraintObject;
- /*! @name Scripting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief A datablock that specifies a Player Movement effect.
- Player Movement effects are used to directly alter the speed and/or movement direction of Player objects. The Player Movement effect is similar to the Player Puppet effect, but where puppet effects totally take over a Player's transformation using the AFX constraint system, Player Movement effects 'steer' the player using the same mechanisms that allow Player control from mouse and keyboard input. Another difference is that Player Movement effects only influence the server instance of a Player. Puppet effects can influence both the Player's server instance and its client ghosts.
- @ingroup afxEffects
- @ingroup AFX
- @ingroup Datablocks
- */
- class afxPlayerMovementData : public GameBaseData {
- public:
- /*!
- A floating-point multiplier that scales the constraint Player's movement speed.
- */
- float speedBias;
- /*!
- */
- Point3F movement;
- /*!
- Possible values: add, multiply, or replace.
- */
- afxPlayerMovement_OpType movementOp;
- /*! @name Scripting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief A datablock that specifies a Player Puppet effect.
- Player Puppet effects are defined using the afxPlayerPuppetData datablock and are used to control the movement of Player objects with the AFX constraint system. The Player Puppet effect is similar to the Player Movement effect, but where movement effects 'steer' the player using the same mechanisms that allow Player control from mouse and keyboard input, Player Puppet effects totally take over a Player's transformation using the AFX constraint system.
- Player Puppet can be configured to directly move a Player's client ghosts as well as its server instance. When doing this, it is important to keep the general motion of the Player object and its ghosts somewhat consistent. Otherwise, obvious discontinuities in the motion will result when the Player Puppet ends and control is restored to the server Player.
- @ingroup afxEffects
- @ingroup AFX
- @ingroup Datablocks
- */
- class afxPlayerPuppetData : public GameBaseData {
- public:
- /*!
- ...
- */
- string objectSpec;
- /*!
- ...
- */
- char networking;
- /*! @name Scripting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief A datablock that specifies a dynamic Point Light effect.
- A Point Light effect that uses the T3D PointLight object. afxT3DPointLightData has the same fields found in PointLight but in a datablock structure.
- @ingroup afxEffects
- @ingroup AFX
- @ingroup Datablocks
- */
- class afxT3DPointLightData : public afxT3DLightBaseData {
- public:
- /*! @name Light
- @{ */
- /*! */
- /*!
- Controls the falloff of the light emission
- */
- float radius;
- /// @}
- /*! @name Light
- @{ */
- /*! */
- /// @}
- /*! @name Light Animation
- @{ */
- /*! */
- /// @}
- /*! @name Misc
- @{ */
- /*! */
- /// @}
- /*! @name Scripting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief A datablock that specifies a Script Event effect.
- Arbitrary script functions can be called as an AFX effect using afxScriptEventData. They are useful for implementing high-level scripted side-effects such as character resurrection or teleportation.
- @ingroup afxEffects
- @ingroup AFX
- @ingroup Datablocks
- */
- class afxScriptEventData : public GameBaseData {
- public:
- /*!
- The name of a script method defined for the instance class of an effects choreographer. The arguments used to call this method are determined by the type of choreographer.
- */
- string methodName;
- /*!
- An arbitrary blind data value which is passed in as an argument of the script event method. The value of scriptData can be used to differentiate uses when handling different script event effects with a single method.
- */
- string scriptData;
- /*! @name Scripting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief A datablock that specifies a dynamic Spot Light effect.
- A Spot Light effect that uses the T3D SpotLight object. afxT3DSpotLightData has the same fields found in SpotLight but in a datablock structure.
- @ingroup afxEffects
- @ingroup AFX
- @ingroup Datablocks
- */
- class afxT3DSpotLightData : public afxT3DLightBaseData {
- public:
- /*! @name Light
- @{ */
- /*! */
- /*!
- ...
- */
- float range;
- /*!
- ...
- */
- float innerAngle;
- /*!
- ...
- */
- float outerAngle;
- /// @}
- /*! @name Light
- @{ */
- /*! */
- /// @}
- /*! @name Light Animation
- @{ */
- /*! */
- /// @}
- /*! @name Misc
- @{ */
- /*! */
- /// @}
- /*! @name Scripting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief A datablock that specifies a StaticShape effect.
- afxStaticShapeData inherits from StaticShapeData and adds some AFX specific fields. StaticShape effects should be specified using afxStaticShapeData rather than StaticShapeData datablocks.
- @ingroup afxEffects
- @ingroup AFX
- @ingroup Datablocks
- */
- class afxStaticShapeData : public StaticShapeData {
- public:
- /*!
- An animation sequence in the StaticShape to play.
- */
- filename sequence;
- /*!
- ...
- */
- bool ignoreSceneAmbient;
- /*!
- ...
- */
- bool useCustomSceneAmbient;
- /*!
- ...
- */
- ColorF customSceneAmbient;
- /*!
- When true, the StaticShape effect will leave behind the StaticShape object as a permanent part of the scene.
- */
- bool doSpawn;
- /*! @name Shadows
- @{ */
- /*! */
- /// @}
- /*! @name Render
- @{ */
- /*! */
- /// @}
- /*! @name Destruction
- Parameters related to the destruction effects of this object.
- @{ */
- /*! */
- /// @}
- /*! @name Physics
- @{ */
- /*! */
- /// @}
- /*! @name Damage/Energy
- @{ */
- /*! */
- /// @}
- /*! @name Camera
- The settings used by the shape when it is the camera.
- @{ */
- /*! */
- /// @}
- /*! @name Scripting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief A StaticShape effect as defined by an afxStaticShapeData datablock.
- @ingroup afxEffects
- @ingroup AFX
- */
- class afxStaticShape : public StaticShape {
- public:
- /*! @name Game
- @{ */
- /*! */
- /// @}
- /*! @name Transform
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Mounting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief afxVolumeLightData is a legacy datablock which is not supported for T3D.
- @ingroup afxEffects
- @ingroup AFX
- @ingroup Datablocks
- */
- class afxVolumeLightData : public GameBaseData {
- public:
- /*! @name Scripting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief A datablock that specifies a Zodiac Plane effect.
- afxZodiacData describes a zodiac-like effect called a zodiac plane. It reproduces most of the behavior of normal zodiacs but unlike zodiac decals, it is represented as a flat plane of geometry that can be more flexibly positioned and oriented.
- @ingroup afxEffects
- @ingroup AFX
- @ingroup Datablocks
- */
- class afxZodiacPlaneData : public GameBaseData {
- public:
- /*!
- An image to use as the zodiac's texture.
- */
- filename texture;
- /*!
- The zodiac's radius in scene units.
- */
- float radius;
- /*!
- The starting angle in degrees of the zodiac's rotation.
- */
- float startAngle;
- /*!
- The rate of rotation in degrees-per-second. Zodiacs with a positive rotationRate rotate clockwise, while those with negative values turn counter-clockwise.
- */
- float rotationRate;
- /*!
- A duration of time in seconds over which the zodiac grows from a zero size to its full size as specified by the radius.
- */
- float growInTime;
- /*!
- A duration of time in seconds over which the zodiac shrinks from full size to invisible.
- */
- float shrinkOutTime;
- /*!
- A rate in meters-per-second at which the zodiac grows in size. A negative value will shrink the zodiac.
- */
- float growthRate;
- /*!
- A color value for the zodiac.
- */
- ColorF color;
- /*!
- A blending style for the zodiac. Possible values: normal, additive, or subtractive.
- */
- afxZodiacPlane_BlendType blend;
- /*!
- Specifies if the zodiac's rotation should be defined by its constrained transformation.
- */
- bool trackOrientConstraint;
- /*!
- Controls whether the zodiac-plane's polygons are rendered when viewed from either side. If set to false, the zodiac-plane will only be seen when viewed from the direction it is facing (according to faceDir).
- */
- bool doubleSided;
- /*!
- Specifies which direction the zodiac-plane's polygons face. Possible values: up, down, front, back, right, or left.
- */
- afxZodiacPlane_FacingType faceDir;
- /*!
- Normal zodiacs have only one degree of freedom, a rotation around the z-axis. Depending on the setting for trackOrientConstraint, this means that the effect's orientation is either ignored or is limited to influencing the zodiac's angle of rotation. By default, zodiac-plane reproduces this limited behavior in order to match normal zodiacs. When useFullTransform is set to true, the zodiac can be arbitrarily oriented.
- */
- bool useFullTransform;
- /*! @name Scripting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief A ZodiacPlane effect as defined by an afxZodiacPlaneData datablock.
- @ingroup afxEffects
- @ingroup AFX
- */
- class afxZodiacPlane : public GameBase {
- public:
- /*! @name Game
- @{ */
- /*! */
- /// @}
- /*! @name Transform
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Mounting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief Allows legacy sgLightObjectData datablocks to appear in scripts.
- @ingroup afxMisc
- @ingroup AFX
- @ingroup Datablocks
- */
- class sgLightObjectData : public GameBaseData {
- public:
- /*! @name Scripting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief A datablock for specifiying AFX drag forces.
- @ingroup afxExperimental
- @ingroup AFX
- @ingroup Datablocks
- */
- class afxF_DragData : public GameBaseData {
- public:
- /*!
- ...
- */
- float drag;
- /*!
- ...
- */
- float airDensity;
- /*!
- ...
- */
- float crossSectionalArea;
- /*!
- ...
- */
- string forceSetName;
- /*! @name Scripting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief A datablock for specifiying AFX gravity forces.
- @ingroup afxExperimental
- @ingroup AFX
- @ingroup Datablocks
- */
- class afxF_GravityData : public GameBaseData {
- public:
- /*!
- ...
- */
- float gravity;
- /*!
- ...
- */
- string forceSetName;
- /*! @name Scripting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief An xmod datablock.
- @ingroup afxExperimental
- @ingroup afxXMods
- @ingroup AFX
- @ingroup Datablocks
- */
- class afxXM_ForceData : public afxXM_WeightedBaseData {
- public:
- /*!
- ...
- */
- string forceSetName;
- /*!
- ...
- */
- float updateDT;
- /*! @name Scripting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief A datablock for defining RPG aspects of a spell.
- @ingroup afxMisc
- @ingroup AFX
- @ingroup Datablocks
- */
- class afxRPGMagicSpellData : public GameBaseData {
- public:
- /*!
- ...
- */
- string spellName;
- /*!
- ...
- */
- string desc;
- /*!
- ...
- */
- afxRPGMagicSpell_TargetType target;
- /*!
- ...
- */
- float range;
- /*!
- ...
- */
- int manaCost;
- /*!
- ...
- */
- char reagentCost;
- /*!
- ...
- */
- string reagentName;
- /*!
- */
- float castingDur;
- /*!
- */
- filename iconBitmap;
- /*!
- */
- string sourcePack;
- /*!
- */
- bool isPlaceholder;
- /*!
- */
- char freeTargetStyle;
- /*!
- */
- bool targetOptional;
- /*! @name Scripting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief A simple but useful GUI control that propagates all events to its parent control.
- afxEventCatchAll is useful when you want certain events to be handled by its parent afxTSCtrl and not get consumed by certain non-interactive controls like a text HUD.
- @ingroup afxGUI
- @ingroup AFX
- */
- class afxEventCatchAll : public GuiControl {
- public:
- /*! @name Layout
- @{ */
- /*! */
- /// @}
- /*! @name Control
- @{ */
- /*! */
- /// @}
- /*! @name ToolTip
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Localization
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief Similar to GuiShapeNameHud, afxGuiTextHud displays ShapeBase object names but also allows Gui Text effects.
- @ingroup GuiGame
- */
- class afxGuiTextHud : public GuiControl {
- public:
- /*! @name Colors
- @{ */
- /*! */
- /*!
- ...
- */
- ColorF fillColor;
- /*!
- ...
- */
- ColorF frameColor;
- /*!
- ...
- */
- ColorF textColor;
- /// @}
- /*! @name Misc
- @{ */
- /*! */
- /*!
- ...
- */
- bool showFill;
- /*!
- ...
- */
- bool showFrame;
- /*!
- ...
- */
- float verticalOffset;
- /*!
- ...
- */
- float distanceFade;
- /*!
- ...
- */
- bool labelAllShapes;
- /*!
- ...
- */
- bool enableControlObjectOcclusion;
- /// @}
- /*! @name Layout
- @{ */
- /*! */
- /// @}
- /*! @name Control
- @{ */
- /*! */
- /// @}
- /*! @name ToolTip
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Localization
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief A simple GUI control used to contain player status bars and a label.
- @ingroup afxGUI
- @ingroup AFX
- */
- class afxStatusBox : public GuiBitmapCtrl {
- public:
- /*! @name Bitmap
- @{ */
- /*! */
- /// @}
- /*! @name Layout
- @{ */
- /*! */
- /// @}
- /*! @name Control
- @{ */
- /*! */
- /// @}
- /*! @name ToolTip
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Localization
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief A simple GUI control used for a player status label.
- @ingroup afxGUI
- @ingroup AFX
- */
- class afxStatusLabel : public GuiMLTextCtrl {
- public:
- /*! @name Text
- @{ */
- /*! */
- /// @}
- /*! @name Layout
- @{ */
- /*! */
- /// @}
- /*! @name Control
- @{ */
- /*! */
- /// @}
- /*! @name ToolTip
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Localization
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief A ParticlePool datablock.
- @ingroup afxUtil
- @ingroup AFX
- */
- class afxParticlePoolData : public GameBaseData {
- public:
- /*!
- ...
- */
- afxParticlePool_PoolType poolType;
- /*!
- ...
- */
- ColorF baseColor;
- /*!
- ...
- */
- float blendWeight;
- /*! @name Scripting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief A ParticlePool object as defined by an afxParticlePoolData datablock.
- @ingroup afxUtil
- @ingroup AFX
- */
- class afxParticlePool : public GameBase {
- public:
- /*! @name Game
- @{ */
- /*! */
- /// @}
- /*! @name Transform
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Mounting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief A datablock for specifiying a 3D path for use with AFX.
- @ingroup afxUtil
- @ingroup AFX
- @ingroup Datablocks
- */
- class afxPathData : public GameBaseData {
- public:
- /*!
- ...
- */
- string points;
- /*!
- ...
- */
- string roll;
- /*!
- ...
- */
- string times;
- /*!
- ...
- */
- string loop;
- /*!
- ...
- */
- float mult;
- /*!
- ...
- */
- float delay;
- /*!
- ...
- */
- float lifetime;
- /*!
- ...
- */
- float timeOffset;
- /*!
- ...
- */
- bool reverse;
- /*!
- ...
- */
- Point3F offset;
- /*!
- ...
- */
- bool echo;
- /*!
- ...
- */
- bool concentric;
- /*! @name Scripting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief An xmod datablock.
- @ingroup afxXMods
- @ingroup AFX
- @ingroup Datablocks
- */
- class afxXM_BoxAdaptData : public afxXM_WeightedBaseData {
- public:
- /*!
- ...
- */
- float scaleFactor;
- /*!
- ...
- */
- Point2F dimensionRange;
- /*! @name Scripting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief An xmod datablock.
- @ingroup afxXMods
- @ingroup AFX
- @ingroup Datablocks
- */
- class afxXM_BoxConformData : public afxXM_BaseData {
- public:
- /*!
- ...
- */
- afxXM_BoxConformType boxAlignment;
- /*! @name Scripting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief An xmod datablock.
- @ingroup afxXMods
- @ingroup AFX
- @ingroup Datablocks
- */
- class afxXM_BoxHeightOffsetData : public afxXM_BaseData {
- public:
- /*!
- */
- Point3F offset;
- /*! @name Scripting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief An xmod datablock.
- @ingroup afxXMods
- @ingroup AFX
- @ingroup Datablocks
- */
- class afxXM_GroundConformData : public afxXM_WeightedBaseData {
- public:
- /*!
- ...
- */
- float height;
- /*!
- ...
- */
- bool conformToTerrain;
- /*!
- ...
- */
- bool conformToInteriors;
- /*!
- ...
- */
- bool conformOrientation;
- /*! @name Scripting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief An xmod datablock.
- @ingroup afxXMods
- @ingroup AFX
- @ingroup Datablocks
- */
- class afxXM_HeightSamplerData : public afxXM_WeightedBaseData {
- public:
- /*! @name Scripting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief An xmod datablock.
- @ingroup afxXMods
- @ingroup AFX
- @ingroup Datablocks
- */
- class afxXM_MountedImageNodeData : public afxXM_BaseData {
- public:
- /*!
- ...
- */
- int imageSlot;
- /*!
- ...
- */
- string nodeName;
- /*! @name Scripting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief An xmod datablock.
- @ingroup afxXMods
- @ingroup AFX
- @ingroup Datablocks
- */
- class afxXM_LocalOffsetData : public afxXM_WeightedBaseData {
- public:
- /*!
- ...
- */
- Point3F localOffset;
- /*!
- ...
- */
- bool offsetPos2;
- /*! @name Scripting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief An xmod datablock.
- @ingroup afxXMods
- @ingroup AFX
- @ingroup Datablocks
- */
- class afxXM_WorldOffsetData : public afxXM_WeightedBaseData {
- public:
- /*!
- ...
- */
- Point3F worldOffset;
- /*!
- ...
- */
- bool offsetPos2;
- /*! @name Scripting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief An xmod datablock.
- @ingroup afxXMods
- @ingroup AFX
- @ingroup Datablocks
- */
- class afxXM_OscillateData : public afxXM_WeightedBaseData {
- public:
- /*!
- ...
- */
- int mask;
- /*!
- ...
- */
- Point3F min;
- /*!
- ...
- */
- Point3F max;
- /*!
- ...
- */
- float speed;
- /*!
- ...
- */
- Point3F axis;
- /*!
- ...
- */
- bool additiveScale;
- /*!
- ...
- */
- bool localOffset;
- /*! @name Scripting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief An xmod datablock.
- @ingroup afxXMods
- @ingroup AFX
- @ingroup Datablocks
- */
- class afxXM_OscillateZodiacColorData : public afxXM_WeightedBaseData {
- public:
- /*!
- ...
- */
- ColorF colorA;
- /*!
- ...
- */
- ColorF colorB;
- /*!
- ...
- */
- float speed;
- /*! @name Scripting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief An xmod datablock.
- @ingroup afxXMods
- @ingroup AFX
- @ingroup Datablocks
- */
- class afxXM_PathConformData : public afxXM_WeightedBaseData {
- public:
- /*!
- ...
- */
- string paths;
- /*!
- ...
- */
- float pathMult;
- /*!
- ...
- */
- float pathTimeOffset;
- /*!
- ...
- */
- bool orientToPath;
- /*! @name Scripting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief An xmod datablock.
- @ingroup afxXMods
- @ingroup AFX
- @ingroup Datablocks
- */
- class afxXM_PivotNodeOffsetData : public afxXM_BaseData {
- public:
- /*!
- ...
- */
- string nodeName;
- /*!
- ...
- */
- bool nodeIsStatic;
- /*! @name Scripting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief An xmod datablock.
- @ingroup afxXMods
- @ingroup AFX
- @ingroup Datablocks
- */
- class afxXM_RandomRotData : public afxXM_BaseData {
- public:
- /*!
- ...
- */
- Point3F axis;
- /*!
- ...
- */
- float thetaMin;
- /*!
- ...
- */
- float thetaMax;
- /*!
- ...
- */
- float phiMin;
- /*!
- ...
- */
- float phiMax;
- /*! @name Scripting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief An xmod datablock.
- @ingroup afxXMods
- @ingroup AFX
- @ingroup Datablocks
- */
- class afxXM_ShockwaveData : public afxXM_BaseData {
- public:
- /*!
- ...
- */
- float rate;
- /*!
- ...
- */
- bool aimZOnly;
- /*! @name Scripting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief An xmod datablock.
- @ingroup afxXMods
- @ingroup AFX
- @ingroup Datablocks
- */
- class afxXM_VelocityOffsetData : public afxXM_WeightedBaseData {
- public:
- /*!
- ...
- */
- float offsetFactor;
- /*!
- ...
- */
- bool offsetPos2;
- /*!
- ...
- */
- bool normalize;
- /*! @name Scripting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief An xmod datablock.
- @ingroup afxXMods
- @ingroup AFX
- @ingroup Datablocks
- */
- class afxXM_WaveBaseData : public afxXM_WeightedBaseData {
- public:
- /*!
- ...
- */
- afxXM_WaveFormType waveform;
- /*!
- ...
- */
- afxXM_WaveParamType parameter;
- /*!
- ...
- */
- afxXM_WaveOpType op;
- /*!
- waves per second
- */
- float speed;
- /*!
- ...
- */
- float speedVariance;
- /*!
- ...
- */
- float acceleration;
- /*!
- ...
- */
- float phaseShift;
- /*!
- ...
- */
- float dutyCycle;
- /*!
- ...
- */
- float dutyShift;
- /*!
- ...
- */
- float offDutyT;
- /*!
- ...
- */
- ByteRange wavesPerPulse;
- /*!
- ...
- */
- ByteRange wavesPerRest;
- /*!
- ...
- */
- float restDuration;
- /*!
- ...
- */
- float restDurationVariance;
- /*!
- ...
- */
- Point3F axis;
- /*!
- ...
- */
- bool axisIsLocal;
- /*! @name Scripting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief An xmod datablock.
- @ingroup afxXMods
- @ingroup AFX
- @ingroup Datablocks
- */
- class afxXM_WaveRiderBaseData : public afxXM_WeightedBaseData {
- public:
- /*!
- ...
- */
- afxXM_WaveFormType waveform;
- /*!
- ...
- */
- afxXM_WaveParamType parameter;
- /*!
- ...
- */
- afxXM_WaveOpType op;
- /*!
- ...
- */
- float offDutyT;
- /*!
- ...
- */
- Point3F axis;
- /*!
- ...
- */
- bool axisIsLocal;
- /*! @name Scripting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief An xmod datablock.
- @ingroup afxXMods
- @ingroup AFX
- @ingroup Datablocks
- */
- class afxXM_WaveColorData : public afxXM_WaveBaseData {
- public:
- /*!
- ...
- */
- ColorF a;
- /*!
- ...
- */
- ColorF b;
- /*!
- ...
- */
- ColorF aVariance;
- /*!
- ...
- */
- ColorF bVariance;
- /*!
- ...
- */
- bool syncVariances;
- /*! @name Scripting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief An xmod datablock.
- @ingroup afxXMods
- @ingroup AFX
- @ingroup Datablocks
- */
- class afxXM_WaveRiderColorData : public afxXM_WaveRiderBaseData {
- public:
- /*!
- ...
- */
- ColorF a;
- /*!
- ...
- */
- ColorF b;
- /*!
- ...
- */
- ColorF aVariance;
- /*!
- ...
- */
- ColorF bVariance;
- /*!
- ...
- */
- bool syncVariances;
- /*! @name Scripting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief An xmod datablock.
- @ingroup afxXMods
- @ingroup AFX
- @ingroup Datablocks
- */
- class afxXM_WaveScalarData : public afxXM_WaveBaseData {
- public:
- /*!
- ...
- */
- float a;
- /*!
- ...
- */
- float b;
- /*!
- ...
- */
- float aVariance;
- /*!
- ...
- */
- float bVariance;
- /*!
- ...
- */
- bool syncVariances;
- /*! @name Scripting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief An xmod datablock.
- @ingroup afxXMods
- @ingroup AFX
- @ingroup Datablocks
- */
- class afxXM_WaveRiderScalarData : public afxXM_WaveRiderBaseData {
- public:
- /*!
- ...
- */
- float a;
- /*!
- ...
- */
- float b;
- /*!
- ...
- */
- float aVariance;
- /*!
- ...
- */
- float bVariance;
- /*!
- ...
- */
- bool syncVariances;
- /*! @name Scripting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- class ChatEvent {
- public:
- };
- class ConfigEvent {
- public:
- };
- class CmMessageEvent {
- public:
- };
- class CmMessageResultEvent {
- public:
- };
- class YoConnectedPlayerEvent {
- public:
- };
- class AchievementEvent {
- public:
- };
- class StableEvent {
- public:
- };
- class CharacterInfoEvent {
- public:
- };
- class CmChatClient : public SimObject {
- public:
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- class ClaimEvent {
- public:
- };
- class CraftworkEvent {
- public:
- };
- class ObjectItemsListEvent {
- public:
- };
- class CmBuildModeEvent {
- public:
- };
- class EquipmentEvent {
- public:
- };
- class CmObjectEvent {
- public:
- };
- class CmSiegeWeaponStaticShape : public StaticShape {
- public:
- /*! @name Game
- @{ */
- /*! */
- /// @}
- /*! @name Transform
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Mounting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- class GuildEvent {
- public:
- };
- class HerbalEvent {
- public:
- };
- /*!
- @brief A static object derived from a 3D model file and placed within the game world.
- TSStatic is the most basic 3D shape in Torque. Unlike StaticShape it doesn't make use of a datablock. It derrives directly from SceneObject. This makes TSStatic extremely light weight, which is why the Tools use this class when you want to drop in a DTS or DAE object.
- While a TSStatic doesn't provide any motion -- it stays were you initally put it -- it does allow for a single ambient animation sequence to play when the object is first added to the scene.
- @tsexample
- new TSStatic(Team1Base) {
- shapeName = "art/shapes/desertStructures/station01.dts";
- playAmbient = "1";
- receiveSunLight = "1";
- receiveLMLighting = "1";
- useCustomAmbientLighting = "0";
- customAmbientLighting = "0 0 0 1";
- collisionType = "Visible Mesh";
- decalType = "Collision Mesh";
- allowPlayerStep = "1";
- renderNormals = "0";
- forceDetail = "-1";
- position = "315.18 -180.418 244.313";
- rotation = "0 0 1 195.952";
- scale = "1 1 1";
- isRenderEnabled = "true";
- canSaveDynamicFields = "1";
- };
- @endtsexample
- @ingroup gameObjects
- */
- class TSStatic : public SceneObject {
- public:
- /*! Get the name of the indexed shape material.
- @param index index of the material to get (valid range is 0 - getTargetCount()-1).
- @return the name of the indexed material.
- @see getTargetCount()
- */
- virtual string getTargetName(( int index=0 )) {}
- /*! Get the number of materials in the shape.
- @return the number of materials in the shape.
- @see getTargetName()
- */
- virtual int getTargetCount(()) {}
- /*! @brief Change one of the materials on the shape.
- This method changes materials per mapTo with others. The material that is being replaced is mapped to unmapped_mat as a part of this transition.
- @note Warning, right now this only sort of works. It doesn't do a live update like it should.
- @param mapTo the name of the material target to remap (from getTargetName)
- @param oldMat the old Material that was mapped
- @param newMat the new Material to map
- @tsexample
- // remap the first material in the shape
- %mapTo = %obj.getTargetName( 0 );
- %obj.changeMaterial( %mapTo, 0, MyMaterial );
- @endtsexample
- */
- virtual void changeMaterial(( string mapTo="", Material oldMat=NULL, Material newMat=NULL )) {}
- /*! @brief Get the model filename used by this shape.
- @return the shape filename
- @tsexample
- // Acquire the model filename used on this shape.
- %modelFilename = %obj.getModelFile();
- @endtsexample
- */
- virtual string getModelFile(()) {}
- /*! @name Media
- @{ */
- /*! */
- /*!
- %Path and filename of the model file (.DTS, .DAE) to use for this TSStatic.
- */
- filename shapeName;
- /// @}
- /*! @name Rendering
- @{ */
- /*! */
- /*!
- Enables automatic playing of the animation sequence named "ambient" (if it exists) when the TSStatic is loaded.
- */
- bool playAmbient;
- /*!
- Enables specify animation sequence name contolled by playAmbient. ("ambient" by default)
- */
- string ambientAnimName;
- /*!
- Enables detailed culling of meshes within the TSStatic. Should only be used with large complex shapes like buildings which contain many submeshes.
- */
- bool meshCulling;
- /*!
- Enables translucent sorting of the TSStatic by its origin instead of the bounds.
- */
- bool originSort;
- /// @}
- /*! @name Collision
- @{ */
- /*! */
- /*!
- The type of mesh data to use for collision queries.
- */
- TSMeshType collisionType;
- /*!
- The type of mesh data used to clip decal polygons against.
- */
- TSMeshType decalType;
- /*!
- @brief Allow a Player to walk up sloping polygons in the TSStatic (based on the collisionType).
- When set to false, the slightest bump will stop the player from walking on top of the object.
- */
- bool allowPlayerStep;
- /// @}
- /*! @name Debug
- @{ */
- /*! */
- /*!
- Debug rendering mode shows the normals for each point in the TSStatic's mesh.
- */
- float renderNormals;
- /*!
- Forces rendering to a particular detail level.
- */
- int forceDetail;
- /// @}
- /*! @name AFX
- @{ */
- /*! */
- /*!
- */
- bool ignoreZodiacs;
- /*!
- */
- bool useGradientRange;
- /*!
- */
- Point2F gradientRange;
- /*!
- */
- bool invertGradientRange;
- /// @}
- /*! @name Transform
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Mounting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- class HerbalObject : public TSStatic {
- public:
- /*! @name Media
- @{ */
- /*! */
- /// @}
- /*! @name Rendering
- @{ */
- /*! */
- /// @}
- /*! @name Collision
- @{ */
- /*! */
- /// @}
- /*! @name Debug
- @{ */
- /*! */
- /// @}
- /*! @name AFX
- @{ */
- /*! */
- /// @}
- /*! @name Transform
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Mounting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- class MixerEvent {
- public:
- };
- class ServerInventoryChangeEvent {
- public:
- };
- class ServerObjInventoryChangeEvent {
- public:
- };
- class ServerEquipmentChangeEvent {
- public:
- };
- class ClientInventoryUpdateEvent {
- public:
- };
- class SplitStackItemEvent {
- public:
- };
- class ClientFeatureUpdateEvent {
- public:
- };
- class JudgementHourStatusEvent {
- public:
- };
- /*!
- @brief Object used for remote procedure calls.
- Not intended for game development, for exposing ConsoleFunctions (such as commandToClient) only.
- */
- class RemoteCommandEvent {
- public:
- };
- class EventSkillToServer {
- public:
- };
- class EventSkillToClient {
- public:
- };
- class CmSkillsPlayer {
- public:
- /*! @name Ungrouped
- @{ */
- /*! */
- /*!
- Optional global name of this object.
- */
- string Name;
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /*!
- Optional name that may be used to lookup this object within a SimSet.
- */
- string internalName;
- /*!
- Group hierarchy parent of the object.
- */
- SimObject parentGroup;
- /*!
- Script class of object.
- */
- string class;
- /*!
- Script super-class of object.
- */
- string superClass;
- /*!
- Script class of object.
- */
- string className;
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /*!
- Whether the object is visible.
- */
- bool hidden;
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /*!
- Whether the object can be saved out. If false, the object is purely transient in nature.
- */
- bool canSave;
- /*!
- True if dynamic fields (added at runtime) should be saved. Defaults to true.
- */
- bool canSaveDynamicFields;
- /*!
- The universally unique identifier for the object.
- */
- pid persistentId;
- /*!
- True if this object is 4ever alone, perhaps it is an one side datablock.
- */
- bool local;
- /// @}
- };
- class InspectATreeReportEvent {
- public:
- };
- class AbilityCancelEvent {
- public:
- };
- class AbilityCheckStatusEvent {
- public:
- };
- class AbilityCooldownsEvent {
- public:
- };
- class AbilityEvent {
- public:
- };
- class AbilityReturnStatusEvent {
- public:
- };
- class SlashCommandEvent {
- public:
- };
- class GetSelectionEvent {
- public:
- };
- class AbilityWidget : public GuiContainer {
- public:
- /*! @name Layout
- @{ */
- /*! */
- /// @}
- /*! @name Layout
- @{ */
- /*! */
- /// @}
- /*! @name Control
- @{ */
- /*! */
- /// @}
- /*! @name ToolTip
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Localization
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief A layer of clouds which change shape over time and are affected by scene lighting.
- %CloudLayer always renders overhead, following the camera. It is intended as part of the background of your level, rendering in front of Sky/Sun type objects and behind everything else.
- The illusion of clouds forming and changing over time is controlled by the normal/opacity texture and the three sets of texture animation parameters. The texture is sampled three times. The first sample defines overall cloud density, where clouds are likely to form and their general size and shape. The second two samples control how it changes over time; they are combined and used as modifiers to the first sample.
- %CloudLayer is affected by scene lighting and is designed to be used in scenes with dynamic lighting or time of day changes.
- */
- class CloudLayer : public SceneObject {
- public:
- /*! @name CloudLayer
- @{ */
- /*! */
- /*!
- An RGBA texture which should contain normals and opacity (density).
- */
- filename texture;
- /*!
- Controls the texture repeat of this slot.
- */
- float texScale;
- /*!
- Controls the direction this slot scrolls.
- */
- Point2F texDirection;
- /*!
- Controls the speed this slot scrolls.
- */
- float texSpeed;
- /*!
- Base cloud color before lighting.
- */
- ColorF baseColor;
- /*!
- Brightness scale so CloudLayer can be overblown if desired.
- */
- float exposure;
- /*!
- Fraction of sky covered by clouds 0-1.
- */
- float coverage;
- /*!
- Overall scalar to texture scroll speed.
- */
- float windSpeed;
- /*!
- Abstract number which controls the curvature and height of the dome mesh.
- */
- float height;
- /*!
- Value used instead of scatter sky sun scale
- */
- Point3F sunScale;
- /*!
- Value used instead of scatter sky ambient scale
- */
- Point3F ambientScale;
- /*!
- */
- float fogDensity;
- /// @}
- /*! @name Transform
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Mounting
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- class GameDateTimeEvent {
- public:
- };
- /*!
- @brief Base class for events used by node editors, like River
- Editor use only.
- */
- class NodeListEvent {
- public:
- };
- class WeatherEvent {
- public:
- };
- class HotBarCell : public GuiButtonBaseCtrl {
- public:
- /*! @name Button
- @{ */
- /*! */
- /// @}
- /*! @name Layout
- @{ */
- /*! */
- /// @}
- /*! @name Control
- @{ */
- /*! */
- /// @}
- /*! @name ToolTip
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Localization
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- class ButtonCooldown : public GuiControl {
- public:
- /*! @name Layout
- @{ */
- /*! */
- /// @}
- /*! @name Control
- @{ */
- /*! */
- /// @}
- /*! @name ToolTip
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Localization
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief An extension of GuiBitmapButtonCtrl that additionally renders a text label on the bitmapped button.
- The text for the label is taken from the GuiButtonBaseCtrl::text property.
- For rendering, the label is placed, relative to the control's upper left corner, at the text offset specified in the control's profile (GuiControlProfile::textOffset) and justified according to the profile's setting (GuiControlProfile::justify).
- @see GuiControlProfile::textOffset
- @see GuiControlProfile::justify
- */
- class GuiBitmapButtonTextCtrl : public GuiBitmapButtonCtrl {
- public:
- /*! @name Bitmap
- @{ */
- /*! */
- /// @}
- /*! @name Button
- @{ */
- /*! */
- /// @}
- /*! @name Button
- @{ */
- /*! */
- /// @}
- /*! @name Layout
- @{ */
- /*! */
- /// @}
- /*! @name Control
- @{ */
- /*! */
- /// @}
- /*! @name ToolTip
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Localization
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief A push button that renders only a border.
- A border button consists of a border rendered along its extents according to the border thickness defined in its profile (GuiControlProfile::border). For the border color, a color is selected from the profile according to current button state:
- - Default state: GuiControlProfile::borderColor
- - Highlighted (mouse is over the button): GuiControlProfile::fontColorHL
- - Depressed (mouse button down but not yet released): GuiControlProfile::fontColorSEL
- @ingroup GuiButtons
- */
- class GuiBorderButtonCtrl : public GuiButtonBaseCtrl {
- public:
- /*! @name Button
- @{ */
- /*! */
- /// @}
- /*! @name Layout
- @{ */
- /*! */
- /// @}
- /*! @name Control
- @{ */
- /*! */
- /// @}
- /*! @name ToolTip
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Localization
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- class GuiPagesButtonCtrl : public GuiButtonCtrl {
- public:
- /*! @name Button
- @{ */
- /*! */
- /// @}
- /*! @name Button
- @{ */
- /*! */
- /// @}
- /*! @name Layout
- @{ */
- /*! */
- /// @}
- /*! @name Control
- @{ */
- /*! */
- /// @}
- /*! @name ToolTip
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Localization
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
- /*!
- @brief The GuiPanel panel is a container that when opaque will draw a left to right gradient using its profile fill and fill highlight colors.
- @tsexample
- // Mandatory GuiDefaultProfile
- // Contains the fill color information required by a GuiPanel
- // Some values left out for sake of this example
- new GuiControlProfile (GuiDefaultProfile)
- {
- // fill color
- opaque = false;
- fillColor = "242 241 240";
- fillColorHL ="228 228 235";
- fillColorSEL = "98 100 137";
- fillColorNA = "255 255 255 ";
- };
- new GuiPanel(TestPanel)
- {
- position = "45 33";
- extent = "342 379";
- minExtent = "16 16";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiDefaultProfile"; // Color fill info is in this profile
- isContainer = "1";
- };
- @endtsexample
- @see GuiControlProfile
- @ingroup GuiContainers
- */
- class GuiPanel : public GuiContainer {
- public:
- /*! @name Layout
- @{ */
- /*! */
- /// @}
- /*! @name Layout
- @{ */
- /*! */
- /// @}
- /*! @name Control
- @{ */
- /*! */
- /// @}
- /*! @name ToolTip
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Localization
- @{ */
- /*! */
- /// @}
- /*! @name Ungrouped
- @{ */
- /*! */
- /// @}
- /*! @name Object
- @{ */
- /*! */
- /// @}
- /*! @name Editing
- @{ */
- /*! */
- /// @}
- /*! @name Persistence
- @{ */
- /*! */
- /// @}
- };
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