Torque3D Documentation / _generateds / ShapeBase::MountedImage

ShapeBase::MountedImage

Engine/source/T3D/shapeBase.h

An image mounted on a shapebase.

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Classes:

class

Represent the state of a specific particle emitter on the image.

State

Variables tracking the state machine representing this specific mounted image.

bool

Is the image loaded?

bool

Is the next state going to result in the image being loaded?

Time till next state.

Remainder delta time. Used internally.

Fire skip count.

Alternate fire skip count.

Reload skip count.

bool

Is the trigger down?

bool

Is the second trigger down?

bool

Do we have ammo?

bool

Have we acquired a targer?

bool

Is the weapon wet?

bool

Is the player in motion?

bool
genericTrigger [ShapeBaseImageData::MaxGenericTriggers]

Generic triggers not assigned to anything in particular.

3space

Handles to threads and shapeinstances in the 3space system.

shapeInstance [ShapeBaseImageData::MaxShapes]
ambientThread [ShapeBaseImageData::MaxShapes]
visThread [ShapeBaseImageData::MaxShapes]
animThread [ShapeBaseImageData::MaxShapes]
flashThread [ShapeBaseImageData::MaxShapes]
spinThread [ShapeBaseImageData::MaxShapes]
bool

Should all threads animate across all shapes to keep them in sync?

bool

If the mounted image's owner is being controlled by the client and the image's datablock animateAllShapes field is true then set this to true and pass along to the client.

Tracks the last shape index.

Effects

Variables relating to lights, sounds, and particles.

Starting time for light flashes.

The real light (if any) associated with this weapon image.

Vector of currently playing sounds.

emitter [MaxImageEmitters]

Detailed Description

An image mounted on a shapebase.

State

Variables tracking the state machine representing this specific mounted image.

bool loaded 

Is the image loaded?

bool nextLoaded 

Is the next state going to result in the image being loaded?

F32 delayTime 

Time till next state.

F32 rDT 

Remainder delta time. Used internally.

U32 fireCount 

Fire skip count.

This is incremented every time the triggerDown bit is changed, so that the engine won't be too confused if the player toggles the trigger a bunch of times in a short period.

note:

The network deals with this variable at 3-bit precision, so it can only range 0-7.

U32 altFireCount 

Alternate fire skip count.

U32 reloadCount 

Reload skip count.

bool triggerDown 

Is the trigger down?

bool altTriggerDown 

Is the second trigger down?

bool ammo 

Do we have ammo?

May be true based on either energy OR ammo.

bool target 

Have we acquired a targer?

bool wet 

Is the weapon wet?

bool motion 

Is the player in motion?

bool genericTrigger [ShapeBaseImageData::MaxGenericTriggers]

Generic triggers not assigned to anything in particular.

These may be used to indicate some transition should occur.

3space

Handles to threads and shapeinstances in the 3space system.

TSShapeInstance * shapeInstance [ShapeBaseImageData::MaxShapes]
TSThread * ambientThread [ShapeBaseImageData::MaxShapes]
TSThread * visThread [ShapeBaseImageData::MaxShapes]
TSThread * animThread [ShapeBaseImageData::MaxShapes]
TSThread * flashThread [ShapeBaseImageData::MaxShapes]
TSThread * spinThread [ShapeBaseImageData::MaxShapes]
bool doAnimateAllShapes 

Should all threads animate across all shapes to keep them in sync?

bool forceAnimateAllShapes 

If the mounted image's owner is being controlled by the client and the image's datablock animateAllShapes field is true then set this to true and pass along to the client.

This will help in the cases where the client's control object is ghosted but does not yet have its controlling client set correctly due to networking order of operations. All this for the MountedImage::updateDoAnimateAllShapes() optimization.

U32 lastShapeIndex 

Tracks the last shape index.

Effects

Variables relating to lights, sounds, and particles.

updateSoundSources(const MatrixF & renderTransform)

addSoundSource(SFXSource * source)

SimTime lightStart 

Starting time for light flashes.

LightInfo * lightInfo 

The real light (if any) associated with this weapon image.

Vector< SFXSource * > mSoundSources 

Vector of currently playing sounds.

ImageEmitter emitter [MaxImageEmitters]

Public Attributes

String appliedSkinName 
ShapeBaseImageData * dataBlock 
ShapeBaseImageData * nextImage 
NetStringHandle nextSkinNameHandle 
NetStringHandle scriptAnimPrefix 

The script based anim prefix.

NetStringHandle skinNameHandle 
ShapeBaseImageData::StateData * state