consoledoc.h
Classes:
An invisible shape that allow objects within it to have an accumulation map.
ActionMaps assign platform input events to console commands.
Rendering Manager responsible for lighting, shadows, and global variables affecing both.
A datablock that specifies an Animation Clip effect.
A datablock that specifies an Animation Lock effect.
A datablock that specifies an Area Damage effect.
A datablock that specifies an Audio Bank effect.
A Billboard effect as defined by an afxBillboardData datablock.
A datablock that specifies a Billboard effect.
A 3rd person camera object.
A datablock that describes an afxCamera.
A datablock that specifies a Camera Puppet effect.
A datablock that specifies a Camera Shake effect.
Base class used by choreographers.
Datablock base class used by choreographers.
A datablock that specifies a Collision Event effect.
A datablock that specifies a Console Message effect.
A datablock that specifies a Damage effect.
A datablock baseclass for afxEffectWrapperData and afxEffectGroupData.
A datablock that describes an Effect Group.
A basic effects choreographer.
Defines the properties of an afxEffectron.
An Effect Wrapper as defined by an afxEffectWrapperData datablock.
A datablock that describes an Effect Wrapper.
A simple but useful GUI control that propagates all events to its parent control.
A datablock for specifiying AFX drag forces.
A datablock for specifiying AFX gravity forces.
A datablock that specifies a Foot Switch effect.
A datablock that specifies a Gui Controller effect.
A customized variation of GuiInspectorField.
A datablock that specifies a Gui Text effect.
Similar to GuiShapeNameHud, afxGuiTextHud displays ShapeBase object names but also allows Gui Text effects.
afxLightData is a legacy datablock which is not supported for T3D.
A datablock that specifies a Machine Gun effect.
Magic-missile class used internally by afxMagicSpell. Properties of individual missile types are defined using afxMagicMissileData.
Defines a particular magic-missile type. (Use with afxMagicSpellData.)
A magic spell effects choreographer.
Defines the properties of an afxMagicSpell.
A Model effect as defined by an afxModelData datablock.
A datablock that specifies a Model effect.
A Mooring effect as defined by an afxMooringData datablock.
A datablock that specifies a Mooring effect.
afxMultiLightData is a legacy datablock which is not supported for T3D.
An AFX customized particle emitter that emits particles within a cone shape.
A base datablock inherited by AFX Particle Emitter effects.
An AFX customized particle emitter that emits particles within a disc shape.
An AFX customized particle emitter that emits particles along a path.
An AFX customized particle emitter that emits particles along a 3D vector.
A ParticlePool object as defined by an afxParticlePoolData datablock.
A ParticlePool datablock.
A datablock for specifiying a 3D path for use with AFX.
A datablock that specifies a Phrase Effect, a grouping of other effects.
A datablock that specifies a PhysicalZone effect.
A datablock that specifies a Player Movement effect.
A datablock that specifies a Player Puppet effect.
A Projectile effect as defined by an afxProjectileData datablock.
A datablock that specifies a Projectile effect.
A class that manages certain AFX effects that can persist for long durations.
A datablock for defining RPG aspects of a spell.
A datablock that specifies a Script Event effect.
A choreographer for selection effects.
Defines the properties of an afxSelectronData.
A spellbook object.
A spellbook datablock.
A GUI button with some special features that are useful for casting AFX spells.
A GUI progress bar useful as a spell casting bar.
A StaticShape effect as defined by an afxStaticShapeData datablock.
A datablock that specifies a StaticShape effect.
A GUI status bar for tracking and displaying health and energy of ShapeBase objects.
A simple GUI control used to contain player status bars and a label.
A simple GUI control used for a player status label.
A datablock baseclass for afxT3DPointLightData and afxT3DSpotLightData.
A datablock that specifies a dynamic Point Light effect.
A datablock that specifies a dynamic Spot Light effect.
A customized variation of GameTSCtrl.
afxVolumeLightData is a legacy datablock which is not supported for T3D.
An xmod datablock.
An xmod datablock.
An xmod datablock.
An xmod datablock.
An xmod datablock.
An xmod datablock.
An xmod datablock.
An xmod datablock.
An xmod datablock.
An xmod datablock.
An xmod datablock.
An xmod datablock.
An xmod datablock.
An xmod datablock.
An xmod datablock.
An xmod datablock.
An xmod datablock.
An xmod datablock.
An xmod datablock.
An xmod datablock.
An xmod datablock.
An xmod datablock.
An xmod datablock.
An xmod datablock.
An xmod datablock.
An xmod datablock.
An xmod datablock.
A datablock that specifies a decal-like Zodiac effect.
A render bin for zodiac rendering on GroundPlane objects.
A render bin for zodiac rendering on MeshRoad objects.
A ZodiacPlane effect as defined by an afxZodiacPlaneData datablock.
A datablock that specifies a Zodiac Plane effect.
A render bin for zodiac rendering on polysoup TSStatic objects.
A render bin for zodiac rendering on Terrain objects.
Simulated client driven by AI commands.
Special client connection driven by an AI, rather than a human.
Defines properties for an AITurretShape object.
Data structure for storing indexed sequences of key/value pairs.
Defines properties for an AssetImprotConfig object. @AssetImportConfig is a SimObject derived object intended to act as a container for all the necessary configuration data when running the Asset Importer. @It dictates if and how any given asset type will be processed when running an import action. This is because the Asset Importer utilizes a lot of informed logic @to try and automate as much of the import process as possible. In theory, you would run the import on a given file, and based on your config the importer will do @everything from importing the designated file, as well as finding and importing any associated files such as images or materials, and prepping the objects at time @of import to avoid as much manual post-processing as possible.
Defines properties for an AssetImportObject object. @AssetImportObject is a SimObject derived object intended to act as a stand-in for the to-be imported objects. @It contains important info such as dependencies, if it's been processed, any error/status issues and the originating file @or if it's been programmatically generated as part of the import process.
Defines properties for an AssetImportObject object. @AssetImportObject is a SimObject derived object intended to act as a stand-in for the to-be imported objects. @It contains important info such as dependencies, if it's been processed, any error/status issues and the originating file @or if it's been programmatically generated as part of the import process.
Allows legacy AudioDescription datablocks to be treated as SFXDescription datablocks.
Allows legacy AudioProfile datablocks to be treated as SFXProfile datablocks.
Renders up to three layers of scrolling cloud-cover textures overhead.
An example scene object which renders a mesh.
Represents a position, direction and field of view to render a scene from.
A datablock that describes a camera.
A layer of clouds which change shape over time and are affected by scene lighting.
A renderable, collidable convex shape defined by a collection of surface planes.
A type of marker that designates a location AI characters can take cover.
Used to create static or dynamic cubemaps.
Material object which provides more control over surface properties.
A Shader Feature with custom definitions.
Base debris class. Uses the DebrisData datablock for properties of individual debris objects.
Stores properties for an individual debris type.
A debug helper for rendering debug primitives to the scene.
A datablock describing an individual decal.
The object that manages all of the decals in the active mission.
A strip shaped decal defined by spine nodes which clips against Terrain objects.
This class is used to find the correct icon file path for different SimObject class types.
The EventManager class is a wrapper for the standard messaging system.
The emitter for an explosion effect, with properties defined by a ExplosionData object.
Defines the attributes of an Explosion: particleEmitters, debris, lighting and camera shake effects.
Base class responsible for displaying an OS file browser.
This class is responsible opening, reading, creating, and saving file contents.
A wrapper around StreamObject for parsing text and data from files.
A flying vehicle.
Defines the properties of a FlyingVehicle.
Forest is a global-bounds scene object provides collision and rendering for a (.forest) data file.
Represents a type of ForestItem and parameters for how it is placed when painting with a ForestBrush that contains it.
Base class for defining a type of ForestItem. It does not implement loading or rendering of the shapeFile.
Object responsible for simulating wind in a level.
An emitter to replicate fxFoliageItem objects across an area.
The object definition for shapes that will be replicated across an area using an fxShapeReplicator.
An emitter for objects to replicate across an area.
Base class for game objects which use datablocks, networking, are editable, and need to process ticks.
Scriptable, demo-able datablock. Used by GameBase objects.
The game-specific subclass of NetConnection.
The main 3D viewport for a Torque 3D game.
This class is the interface between TorqueScript and GFXCardProfiler.
Functions for tracking GFX adapters and initializing them into devices.
A sampler state used by GFXStateBlockData.
A state block description for rendering.
Covers the ground in a field of objects (IE: Grass, Flowers, etc).
An infinite plane extending in all direction.
A container that scrolls its child control up over time.
A control that renders a skinned border specified in its profile.
A button that renders its various states (mouse over, pushed, etc.) from separate bitmaps.
An extension of GuiBitmapButtonCtrl that additionally renders a text label on the bitmapped button.
A gui control that is used to display an image.
A push button that renders only a border.
A single-line text control that displays its text in a multi-line popup when clicked.
The base class for the various button controls.
The most widely used button class.
A canvas on which rendering occurs.
A named checkbox that can be toggled on and off.
This is a control that will render a specified bitmap or a bitmap specified in a referenced variable.
Basic HUD clock. Displays the current simulation time offset from some base.
The on-screen, in-game console. Calls getLog() to get the on-screen console entries, then renders them as needed.
Text entry element of a GuiConsole.
Brief Desc.
Base class for all Gui control objects.
Brief Desc.
A collection of properties that determine control behavior and rendering.
Basic cross hair hud. Reacts to state of control object. Also displays health bar for named objects under the cross hair.
A control that displays a list of files from within a single directory in the game file system.
A container control that can be used to implement drag&drop behavior.
A container that arranges children into a grid.
A GUI control which renders a black square over a bitmap image. The black square will fade out, then fade back in after a determined time. This control is especially useful for transitions and splash screens.
A gui control allowing a window to be subdivided into panes, each of which displays a gui control child of the GuiFrameSetCtrl.
A base class for cross platform menu controls that are gamepad friendly.
A GuiControlProfile with additional fields specific to GuiGameListMenuCtrl.
A control for showing pages of options that are gamepad friendly.
A GuiControlProfile with additional fields specific to GuiGameListOptionsCtrl.
A control that plots one or more curves in a chart.
A basic health bar. Shows the damage value of the current PlayerObjectType control object.
Shows the health or energy value of the current PlayerObjectType control object.
Draws the bitmap within a special button control. Only a single bitmap is used and the button will be drawn in a highlighted mode when the mouse hovers over it or when it has been clicked.
A control that locks the mouse and reports all keyboard input events to script.
A list of text items.
GUI Control which displays a horizontal bar with individual drop-down menu items. Each menu item may also have submenu items.
A chat HUD control that displays messages from a MessageVector.
A text control that uses the Gui Markup Language ('ML') tags to dynamically change the text.
A text entry control that accepts the Gui Markup Language ('ML') tags and multiple lines.
Used to overlaps a 'hot region' where you want to catch inputs with and have specific events occur based on individual callbacks.
GUI control which displays a 3D model.
A collapsable pane control.
A control that allows to select a value from a drop-down list.
A control that allows to select a value from a drop-down list.
A horizontal progress bar rendered from a repeating image.
GUI Control which displays a horizontal bar which increases as the progress value of 0.0 - 1.0 increases.
A button based around the radio concept.
The most widely used button class.
A container that shows a single child with an optional header bar that can be used to collapse and expand the rollout.
A control which adds several reactions to other GUIs via callbacks.
A container that allows to view one or more possibly larger controls inside its area by providing horizontal and/or vertical scroll bars.
A control that renders a horizontal or vertical separator with an optional text label (horizontal only)
A control that displays a value between its minimal and maximal bounds using a slider placed on a vertical or horizontal axis.
Displays the speed of the current Vehicle based control object.
A container that splits its area between two child controls.
A container that stacks its children horizontally or vertically.
A button that is used to represent color; often used in correlation with a color picker.
A container.
A single page in a GuiTabBookCtrl.
GUI control object this displays a single line of text, without TorqueML.
A component that places a text entry box on the screen.
GUI Control which displays a numerical value which can be increased or decreased using a pair of bitmap up/down buttons.
GUI Control which displays a numerical value which can be increased or decreased using a pair of arrows.
GUI control that displays a list of text. Text items in the list can be individually selected.
A control to playing Theora videos.
Brief Description.
Deprecated gui control.
Hierarchical list of text items with optional icons.
Abstract base class for controls that render 3D scenes.
A window with a title bar and an optional set of buttons.
A hovering vehicle.
Defines the properties of a HoverVehicle.
Allows communications between the game and a server using HTTP.
Provides the code necessary to handle the low level management of the string tables for localization.
Stores and controls the rendering and status information for a game level.
A datablock which defines and performs light animation, such as rotation, brightness fade, and colorization.
This is the base class for light objects.
A helper datablock used by classes (such as shapebase) that submit lights to the scene but do not use actual "LightBase" objects.
Defines a light flare effect usable by scene lights.
An emitter for lightning bolts.
Common data for a Lightning emitter object.
Network event that triggers a lightning strike on the client when it is received.
A material in Torque 3D is a data structure that describes a surface.
A strip of rectangular mesh segments defined by a 3D spline for prototyping road-shaped objects in your scene.
Base class for messages.
Forward messages from one queue to another.
Store a list of chat messages.
Level object which defines the boundaries of the level.
This is a base class for all "marker" related objets. It is a 3D representation of a point in the level.
A very basic class containing information used by MissionMarker objects for rendering.
Provides the basis for implementing a multiplayer game protocol.
Superclass for all ghostable networked objects.
An invisible shape that causes objects hidden from view behind it to not be rendered.
Derived from FileDialog, this class is responsible for opening a file browser with the intention of opening a file.
OS level dialog used for browsing folder structures.
Contains information for how specific particles should look and react including particle colors, particle imagemap, acceleration value for individual particles and spin information.
This object is responsible for spawning particles.
Defines particle emission properties such as ejection angle, period and velocity for a ParticleEmitter.
A particle emitter object that can be positioned in the world and dynamically enabled or disabled.
Contains additional data to be associated with a ParticleEmitterNode.
A spline along which various objects can move along. The spline object acts like a container for Marker objects, which make up the joints, or knots, along the path. Paths can be assigned a speed, can be looping or non-looping. Each of a path's markers can be one of three primary movement types: "normal", "Position Only", or "Kink".
A camera that moves along a path. The camera can then be made to travel along this path forwards or backwards.
General interface to control a PathCamera object from the script level.
Singleton class that exposes ConsoleStaticFunctions for debug visualizing PostEffects.
Physical Zones are areas that modify the player's gravity and/or velocity and/or applied force.
Represents one or more rigid bodies defined in a single mesh file with a limited lifetime.
Defines the properties of a PhysicsDebris object.
Helper object for gameplay physical forces.
Represents a destructible physical object simulated through the plugin system.
Defines the properties of a PhysicsShape.
Defines properties for a Player object.
Lighting object that radiates light in all directions.
An object that provides a "window" into a zone, allowing a viewer to see what's rendered in the zone.
A fullscreen shader effect.
Defines a precipitation based storm (rain, snow, etc).
Defines the droplets used in a storm (raindrops, snowflakes, etc).
A collection of arbitrary objects which can be allocated and manipulated as a group.
Base projectile class. Uses the ProjectileData class for properties of individual projectiles.
Stores properties for an individual projectile type.
A simple proximity mine.
Stores common properties for a ProximityMine.
Creates a physics-based impulse effect from a defined central point and magnitude.
An example scene object which renders a mesh.
A datablock which defines performance and quality properties for dynamic reflections.
The abstract base for all render bins.
The render bin which performs a z+normals deferred used in Advanced Lighting.
Used to change the render target format when rendering in AL.
A render bin for the glow pass.
A render bin for batch rendering imposters.
An example scene object which renders a mesh.
A render bin for mesh rendering.
An example scene object which renders using a callback.
A render bin which uses object callbacks for rendering.
A render bin which renders occlusion query requests.
A render bin which renders particle geometry.
A grouping of render bin managers which forms a render pass.
A non-rendering render bin used to enable/disable a RenderPassStateToken.
Abstract base class for RenderFormatToken, used to manipulate what goes on in the render manager.
A render bin which uses object callbacks for rendering.
An example scene object which renders a DTS.
A render bin for terrain mesh rendering.
An abstract base class for render bin managers that render to a named textue target.
A render bin for rendering translucent meshes.
Contains additional data to be associated with a RibbonNode.
The RigidShape class implements rigid-body physics for DTS objects in the world.
Defines the physics properties for an individual RigidShapeData physics object.
A water volume defined by a 3D spline.
Derived from FileDialog, this class is responsible for opening a file browser with the intention of saving a file.
Represents both the sun and sky for scenes with a dynamic time of day.
A networkable object that exists in the 3D world.
Essentially a SimGroup, but with onAdd and onRemove script callbacks.
Script accessible version of Dispatcher::IMessageListener. Often used in conjunction with EventManager.
A script-level OOP object which allows binding of a class, superClass and arguments along with declaration of methods.
A ScriptObject that responds to tick and frame events.
A datablock that describes an ambient sound space.
A sound source that drives multi-source playback.
A description for how a sound should be played.
An invisible 3D object that emits sound.
Description of a reverb environment.
A sound channel value that can be bound to multiple sound sources.
A datablock describing a playback pattern of sounds.
Encapsulates a single sound file for playback by the sound system.
A sound controller that directly plays a single sound file.
Playback controller for a sound source.
A volume in space that defines an ambient sound zone.
A boolean switch used to modify playlist behavior.
Abstract base class for sound data that can be played back by the sound system.
Allows legacy sgLightObjectData datablocks to appear in scripts.
Special type of data block that stores information about a handwritten shader.
Defines properties for a ShapeBase object.
Represents geometry to be mounted to a ShapeBase object.
A collection of SimObjects that are owned by the group.
Base class for almost all objects involved in the simulation.
A very simple example of a network event.
A very simple example of a class derived from NetObject.
A collection of SimObjects.
File I/O object used for creating, reading, and writing XML documents.
Represents the sky with an artist-created cubemap.
An example scene object which renders a mesh.
This class is used for creating any type of game object, assigning it a class, datablock, and other properties when it is spawned.
An example scene object which renders a mesh.
Acts as the physical point in space in white a Splash is created from.
Lighting object which emits conical light in a direction.
The most basic 3D shape with a datablock available in Torque 3D.
The most basic ShapeBaseData derrived shape datablock available in Torque 3D.
Base class for working with streams.
A global light affecting your entire scene and optionally renders a corona effect.
Allows communications between the game and a server using TCP/IP protocols.
Represent a terrain object in a Torque 3D level.
The TerrainMaterial class orginizes the material settings for a single terrain material layer.
Definition of a named texture target playing a Theora video.
Environmental object that triggers a day/night cycle in level.
Defines shared properties for Trigger objects.
Concrete implementation of ForestItemData which loads and renders dts format shapeFiles.
An object used to modify a DTS or COLLADA shape model after it has been loaded by Torque.
A static object derived from a 3D model file and placed within the game world.
Defines properties for a TurretShape object.
Base functionality shared by all Vehicles (FlyingVehicle, HoverVehicle, WheeledVehicle).
Base properties shared by all Vehicles (FlyingVehicle, HoverVehicle, WheeledVehicle).
Volumetric Fog Object class. Main class defining the Volumetric Fog objects in the scene. Used in conjunction with the VolumetricFogRTManager class which is responsible for the required rendertargets.
Creates and maintains one set of rendertargets to be used by every VolumetricFog object in the scene.
A block shaped water volume defined by a 3D scale and orientation.
Abstract base class for representing a body of water.
Represents a large body of water stretching to the horizon in all directions.
Special type of marker, distinguished by a name and team ID number.
A wheeled vehicle.
Defines the properties of a WheeledVehicle.
Defines the properties of a WheeledVehicle spring.
Defines the properties of a WheeledVehicle tire.
Provides access to a zip file.
An object that represents an interior space.
Namespaces:
Public Enumerations
_TamlFormatMode { xml binary }
afxBillboard_BlendStyle { NORMAL ADDITIVE SUBTRACTIVE PREMULTALPHA }
Possible blending types.
afxParticleEmitterPath_OriginType { origin point vector tangent }
Possible particle emitter path origin types.
afxParticlePool_PoolType { normal pass twopass }
Possible particle pool types.
afxPath3DLoopType { constant cycle oscillate }
Possible loop types for an afxPath.
afxPhraseEffect_MatchType { any all }
Possible phrase effect match types.
afxPhraseEffect_PhraseType { triggered continuous }
Possible phrase effect types.
afxPhraseEffect_StateType { on off both }
Possible phrase effect state types.
afxPlayerMovement_OpType { add multiply replace mult }
Possible player movement operation types.
afxProjectile_LaunchDirType { towardPos2Constraint orientConstraint launchDirField }
Possible projectile launch direction types.
afxRPGMagicSpell_TargetType { nothing self friend enemy corpse free }
Possible RPG spell target types.
afxXM_BoxConformType { x x y y z z x y z }
Possible box conform alignment types.
afxXM_WaveFormType { none sine square triangle sawtooth noise one }
Possible waveform types.
afxXM_WaveOpType { add multiply replace mult }
Possible wave operation types.
afxXM_WaveParamType { none pos x y z ori pos2 x y z scale x y z color red green blue alpha vis position x y z orientation position2 x y z r g b a visibility }
Possible wave parameter types.
afxZodiac_BlendType { normal additive subtractive }
Possible zodiac blend types.
afxZodiacPlane_BlendType { normal additive subtractive }
Possible zodiac blend types.
afxZodiacPlane_FacingType { up down forward backward right left front back }
Possible zodiac plane facing types.
baseTexFormat { NONE DDS PNG }
Description.
CameraMotionMode { Stationary FreeRotate Fly OrbitObject OrbitPoint TrackObject Overhead EditOrbit }
Movement behavior type for Camera.
CoverPointSize { Prone Crouch Stand }
The size of a cover point.
GFXAdapterType { OpenGL D3D11 NullDevice }
Back-end graphics API used by the GFX subsystem.
GFXBlend { GFXBlendZero GFXBlendOne GFXBlendSrcColor GFXBlendInvSrcColor GFXBlendSrcAlpha GFXBlendInvSrcAlpha GFXBlendDestAlpha GFXBlendInvDestAlpha GFXBlendDestColor GFXBlendInvDestColor GFXBlendSrcAlphaSat }
The supported blend modes.
GFXBlendOp { GFXBlendOpAdd GFXBlendOpSubtract GFXBlendOpRevSubtract GFXBlendOpMin GFXBlendOpMax }
The blend operators.
GFXCmpFunc { GFXCmpNever GFXCmpLess GFXCmpEqual GFXCmpLessEqual GFXCmpGreater GFXCmpNotEqual GFXCmpGreaterEqual GFXCmpAlways }
The supported comparison functions.
GFXCullMode { GFXCullNone GFXCullCW GFXCullCCW }
The render cull modes.
GFXFormat { GFXFormatR8G8B8 GFXFormatR8G8B8A8 GFXFormatR8G8B8A8_SRGB GFXFormatR8G8B8X8 GFXFormatR32F GFXFormatR5G6B5 GFXFormatR5G5B5A1 GFXFormatR5G5B5X1 GFXFormatA4L4 GFXFormatA8L8 GFXFormatA8 GFXFormatL8 GFXFormatBC1 GFXFormatBC2 GFXFormatBC3 GFXFormatBC4 GFXFormatBC5 GFXFormatD32 GFXFormatD24X8 GFXFormatD24S8 GFXFormatD24FS8 GFXFormatD16 GFXFormatR32G32B32A32F GFXFormatR16G16B16A16F GFXFormatL16 GFXFormatR16G16B16A16 GFXFormatR16G16 GFXFormatR16F GFXFormatR16G16F GFXFormatR10G10B10A2 }
The texture formats.
GFXStencilOp { GFXStencilOpKeep GFXStencilOpZero GFXStencilOpReplace GFXStencilOpIncrSat GFXStencilOpDecrSat GFXStencilOpInvert GFXStencilOpIncr GFXStencilOpDecr }
The stencil operators.
GFXTextureAddressMode { GFXAddressWrap GFXAddressMirror GFXAddressClamp GFXAddressBorder GFXAddressMirrorOnce }
The texture address modes.
GFXTextureFilterType { GFXTextureFilterNone GFXTextureFilterPoint GFXTextureFilterLinear GFXTextureFilterAnisotropic }
The texture filter types.
GuiAlignmentType { Left Center Right Top Bottom }
GuiAutoScrollDirection { Up Down Left Right }
Direction in which to scroll the child control.
GuiBitmapMode { Stretched Centered }
Rendering behavior when placing bitmaps in controls.
GuiButtonType { PushButton ToggleButton RadioButton }
Type of button control.
GuiDockingType { None Client Top Bottom Left Right }
GuiFontCharset { ANSI SYMBOL SHIFTJIS HANGEUL HANGUL GB2312 CHINESEBIG5 OEM JOHAB HEBREW ARABIC GREEK TURKISH VIETNAMESE THAI EASTEUROPE RUSSIAN MAC BALTIC }
GuiFrameState { alwaysOn alwaysOff dynamic }
GuiGraphType { Bar Filled Point PolyLine }
The charting style of a single plotting curve in a GuiGraphCtrl.
GuiHorizontalSizing { right width left center relative aspectLeft aspectRight aspectCenter windowRelative }
Horizontal sizing behavior of a GuiControl.
GuiHorizontalStackingType { Right Left }
Determines how child controls are stacked horizontally.
GuiIconButtonIconLocation { None Left Right Center }
GuiIconButtonTextLocation { None Bottom Right Top Left Center }
GuiScrollBarBehavior { alwaysOn alwaysOff dynamic }
Display behavior of a scroll bar. Determines when a scrollbar will be visible.
GuiSeparatorType { Vertical Horizontal }
GuiSeparatorCtrl orientations.
GuiSplitFixedPanel { None FirstPanel SecondPanel }
Which side of the splitter to keep at a fixed size (if any).
GuiSplitOrientation { Vertical Horizontal }
Axis along which to divide the container's space.
GuiStackingType { Vertical Horizontal Dynamic }
Stacking method used to position child controls.
GuiTabPosition { Top Bottom }
Where the control should put the tab headers for selecting individual pages.
GuiTheoraTranscoder { Auto Generic SSE2420RGBA }
Routine to use for converting Theora's Y'CbCr pixel format to RGB color space.
GuiTSRenderStyles { standard side separate }
Style of rendering for a GuiTSCtrl.
GuiVerticalSizing { bottom height top center relative aspectTop aspectBottom aspectCenter windowRelative }
Vertical sizing behavior of a GuiControl.
GuiVerticalStackingType { Bottom Top }
Determines how child controls are stacked vertically.
ImageAssetType { Albedo Normal ORMConfig GUI Roughness AO Metalness Glow Particle Decal Cubemap }
Type of mesh data available in a shape.
ItemLightType { NoLight ConstantLight PulsingLight }
The type of light the Item has.
LogLevel { normal warning error }
Priority levels for logging entries.
MarkerKnotType { Normal Only Kink }
The type of knot that this marker will be.
MarkerSmoothingType { Spline Linear }
The type of smoothing this marker will have for pathed objects.
MaterialAnimType { Scroll Rotate Wave Scale Sequence }
The type of animation effect to apply to this material.
MaterialBlendOp { None Mul PreMul Add AddAlpha Sub LerpAlpha }
The type of graphical blending operation to apply to this material.
MaterialWaveType { Sin Triangle Square }
When using the Wave material animation, one of these Wave Types will be used to determine the type of wave to display.
MBButtons { Ok OkCancel RetryCancel SaveDontSave SaveDontSaveCancel }
Which buttons to display on a message box.
MBIcons { Information Warning Stop Question }
What icon to show on a message box.
MBReturnVal { OK Cancelled Retry DontSave }
Return value for messageBox() indicating which button was pressed by the user.
NavMeshWaterMethod { Ignore Solid Impassable }
The method used to include water surfaces in the NavMesh.
ParticleBlendStyle { NORMAL ADDITIVE SUBTRACTIVE PREMULTALPHA }
The type of visual blending style to apply to the particles.
PFXRenderTime { PFXBeforeBin PFXAfterBin PFXAfterDiffuse PFXEndOfFrame PFXTexGenOnDemand }
When to process this effect during the frame.
PFXTargetClear { PFXTargetClear_None PFXTargetClear_OnCreate PFXTargetClear_OnDraw }
Describes when the target texture should be cleared.
PFXTargetViewport { PFXTargetViewport_TargetSize PFXTargetViewport_GFXViewport PFXTargetViewport_NamedInTexture0 }
Specifies how the viewport should be set up for a PostEffect's target.
PhysicalZone_ForceType { vector spherical cylindrical sphere cylinder }
Possible physical zone force types.
PhysicsSimType { ClientOnly ServerOnly ClientServer }
How to handle the physics simulation with the client's and server.
PlayerPose { Stand Sprint Crouch Prone Swim }
The pose of the Player.
ReflectionModeEnum { Reflections Cubemap Cubemap }
Type of mesh data available in a shape.
ReflectProbeType { Sphere Box }
Type of mesh data available in a shape.
RenderTexTargetSize { windowsize windowsizescaled fixedsize }
What size to render the target texture. Sizes are based on the Window the render is occuring in.
SDLJoystickType { Unknown Controller Wheel Stick Stick Pad Guitar Kit Pad Throttle }
The type of device connected.
SDLPowerEnum { Unknown Empty Low Medium Full Wired Max }
An enumeration of battery levels of a joystick.
SFXChannel { Volume Pitch Priority PositionX PositionY PositionZ RotationX RotationY RotationZ VelocityX VelocityY VelocityZ ReferenceDistance MaxDistance ConeInsideAngle ConeOutsideAngle ConeOutsideVolume Cursor Status User0 User1 User2 User3 }
Channels are individual properties of sound sources that may be animated over time.
SFXDistanceModel { Linear Logarithmic Exponential }
Type of volume distance attenuation curve.
SFXPlayListLoopMode { All Single }
Playlist behavior when description is set to loop.
SFXPlayListRandomMode { NotRandom StrictRandom OrderedRandom }
Randomization pattern to apply to playlist slot playback order.
SFXPlayListReplayMode { IgnorePlaying RestartPlaying KeepPlaying StartNew SkipIfPlaying }
Behavior when hitting the play stage of a slot that is still playing from a previous cycle.
SFXPlayListStateMode { StopWhenDeactivated PauseWhenDeactivated IgnoreWhenDeactivated }
Reaction behavior when a state is changed incompatibly on a slot that has already started playing.
SFXPlayListTransitionMode { None Wait WaitAll Stop StopAll }
Playlist behavior when transitioning in and out of invididual slots.
SFXStatus { Playing Stopped Paused }
Playback status of sound source.
ShadowFilterMode { None SoftShadow SoftShadowHighQuality }
The shadow filtering modes for Advanced Lighting shadows.
ShadowType { Spot PSSM DualParaboloidSinglePass DualParaboloid CubeMap }
ShapeBaseImageLightType { NoLight ConstantLight SpotLight PulsingLight WeaponFireLight }
The type of light to attach to this ShapeBaseImage.
ShapeBaseImageLoadedState { Ignore Loaded Empty }
The loaded state of this ShapeBaseImage.
ShapeBaseImageRecoilState { NoRecoil LightRecoil MediumRecoil HeavyRecoil }
What kind of recoil this ShapeBaseImage should emit when fired.
ShapeBaseImageSpinState { Ignore Stop SpinUp SpinDown FullSpeed }
How the spin animation should be played.
TSMeshType { None Bounds Mesh Mesh }
Type of mesh data available in a shape.
TSShapeConstructorAnimType { Frames Seconds Milliseconds }
TSShapeConstructorLodType { DetectDTS SingleSize TrailingNumber }
TSShapeConstructorUpAxis { X_AXIS Y_AXIS Z_AXIS DEFAULT }
Axis to use for upwards direction when importing from Collada.
TurretShapeFireLinkType { FireTogether GroupedFire IndividualFire }
How the weapons are linked to triggers for this TurretShape.
VActionToggle { ON OFF }
VDataTableDataType { EXPRESSION STATIC VARIABLE }
VPathEditorMode { GIZMO ADDNODE DELETENODE }
VPathNodeOrientationType { FREE TOPOINT }
VPathObjectOrientationType { FREE INTERPOLATE TOPATH TOOBJECT TOPOINT }
VPathType { BEZIER LINEAR }
VScriptEventCommandType { EXPRESSION METHOD }
Public Variables
bool
Force all work items to execute on main thread. turns this into a single-threaded system. Primarily useful to find whether malfunctions are caused by parallel execution or not.
float
The camera's Field of View.
int
Sets the number of frames to skip while rendering the scene.
string
The group that objects will be added to when they are created.
float
Backwards movement speed for the active player.
bool
Boolean state for it the system is using a keyboard and mouse or not.
float
Downwards movement speed for the active player.
float
Forwards movement speed for the active player.
bool
Boolean state for if freelook is active or not.
float
Left movement speed for the active player.
float
Current pitch value, typically applied through input devices, such as a mouse.
float
Downwards pitch speed.
float
Upwards pitch speed.
float
Right movement speed for the active player.
float
Current roll value, typically applied through input devices, such as a mouse.
float
Left roll speed.
float
Right roll speed.
int
Used to determine the trigger counts of buttons. Namely used for input actions such as jumping and weapons firing.
int
Used to determine the trigger counts of buttons. Namely used for input actions such as jumping and weapons firing.
int
Used to determine the trigger counts of buttons. Namely used for input actions such as jumping and weapons firing.
int
Used to determine the trigger counts of buttons. Namely used for input actions such as jumping and weapons firing.
int
Used to determine the trigger counts of buttons. Namely used for input actions such as jumping and weapons firing.
int
Used to determine the trigger counts of buttons. Namely used for input actions such as jumping and weapons firing.
float
Upwards movement speed for the active player.
float
Left thumbstick X axis position on a dual-analog gamepad.
float
Right thumbstick X axis position on a dual-analog gamepad.
float
Current yaw value, typically applied through input devices, such as a mouse.
float
Left Yaw speed.
float
Right Yaw speed.
float
Left thumbstick Y axis position on a dual-analog gamepad.
float
Right thumbstick Y axis position on a dual-analog gamepad.
The control for which a command is currently being evaluated. Only set during 'command' and altCommand callbacks to the control for which the command or altCommand is invoked.
int
The speed at which system processing time advances.
float
Animation time scale.
void
[string1, string2, ...]Adds case sensitive strings to the StringTable.
int
schedule(time, refobject|0, command,
Public Functions
void
Activates DirectInput.
void
activatePackage(String packageName)
Activates an existing package.
bool
addBadWord(string badWord)
Add a string to the bad word filter.
void
addGlobalShaderMacro(string name, string value)
Adds a global shader macro which will be merged with the script defined macros on every shader. The macro will replace the value of an existing macro of the same name. For the new macro to take effect all the shaders in the system need to be reloaded.
void
addMaterialMapping(string texName, string matName)
Maps the given texture to the given material.
RotationF
AddRotation(RotationF a, RotationF b)
Adds two rotations together.
string
addTaggedString(string str)
Use the addTaggedString function to tag a new string and add it to the NetStringTable.
void
...
string
...
string
...
int
aiAddPlayer(string name, string ns)
'playerName'[, 'AIClassType'] );
int
aiConnect(... )
Creates a new AIConnection, and passes arguments to its onConnect script callback.
void
allowConnections(bool allow)
Sets whether or not the global NetInterface allows connections from remote hosts.
void
Assert(bool condition, string message)
Fatal Script Assertion.
void
Prints the scripting call stack to the console log.
void
beginSampling(string location, string backend)
Takes a string informing the backend where to store sample data and optionally a name of the specific logging backend to use. The default is the CSV backend. In most cases, the logging store will be a file name.
string
buildTaggedString(string format, ... )
Build a string using the specified tagged string format.
float
calcExplosionCoverage(Point3F pos, int id, uint covMask)
Calculates how much an explosion effects a specific object.
string
call(string functionName, string args...)
Apply the given arguments to the specified global function and return the result of the call.
void
cancel(int eventId)
cancel(eventId)
void
cancelAll(string objectId)
cancelAll(objectId): cancel pending events on the specified object. Events will be automatically cancelled if object is deleted.
void
int
castSpell(afxMagicSpellData datablock, ShapeBase caster, SceneObject target, SimObject extra)
Instantiates the magic spell defined by datablock and cast by caster.
void
Release the unused pooled textures in texture manager freeing up video memory.
void
void
Clears the flagged state on all allocated GFX resources. See flagCurrentGFXResources for usage details.
void
void
Closes the current network port.
void
Close our startup splash window.
void
cls()
Clears the console output.
string
collapseEscape(string text)
Replace all escape sequences in text with their respective character codes.
ColorI
ColorFloatToInt(LinearColorF color)
Convert from a float color to an integer color (0.0 - 1.0 to 0 to 255).
ColorI
ColorHEXToRGB(string hex)
Convert from a hex color value to an integer RGB (red, green, blue) color (00 - FF to 0 to 255).
ColorI
ColorHSBToRGB(Point3I hsb)
Convert from a HSB (hue, saturation, brightness) to an integer RGB (red, green, blue) color. HSB is also know as HSL or HSV as well, with the last letter standing for lightness or value.
LinearColorF
ColorIntToFloat(ColorI color)
Convert from a integer color to an float color (0 to 255 to 0.0 - 1.0).
string
ColorRGBToHEX(ColorI color)
Convert from a integer RGB (red, green, blue) color to hex color value (0 to 255 to 00 - FF).
string
ColorRGBToHSB(ColorI color)
Convert from a integer RGB (red, green, blue) color to HSB (hue, saturation, brightness). HSB is also know as HSL or HSV as well, with the last letter standing for lightness or value.
string
ColorScale(LinearColorF color, float scalar)
Returns color scaled by scalar (color*scalar).
void
commandToClient(NetConnection client, string func, ... )
Send a command from the server to the client.
void
commandToServer(string func, ... )
Send a command to the server.
bool
compile(string fileName, bool overrideNoDSO)
Compile a file to bytecode.
void
CompileLanguage(string inputFile, bool createMap)
Compiles a LSO language file. if createIndex is true, will also create languageMap.cs with the global variables for each string index. The input file must follow this example layout: TXT_HELLO_WORLD = Hello world in english!
bool
containerBoxEmpty(uint mask, Point3F center, float xRadius, float yRadius, float zRadius, bool useClientContainer)
See if any objects of the given types are present in box of given extent.
string
containerFindFirst(uint typeMask, Point3F origin, Point3F size)
Find objects matching the bitmask type within a box centered at point, with extents x, y, z.
string
Get more results from a previous call to containerFindFirst().
string
containerRayCast(Point3F start, Point3F end, uint mask, SceneObject pExempt, bool useClientContainer)
Cast a ray from start to end, checking for collision against items matching mask.
float
containerSearchCurrDist(bool useClientContainer)
Get distance of the center of the current item from the center of the current initContainerRadiusSearch.
float
containerSearchCurrRadiusDist(bool useClientContainer)
Get the distance of the closest point of the current item from the center of the current initContainerRadiusSearch.
containerSearchNext(bool useClientContainer)
Get next item from a search started with initContainerRadiusSearch() or initContainerTypeSearch().
bool
containsBadWords(string text)
Checks to see if text is a bad word.
int
countBits(int v)
Count the number of bits that are set in the given 32 bit integer.
bool
createPath(string path)
Create the given directory or the path leading to the given filename.
void
Disables DirectInput.
void
deactivatePackage(String packageName)
Deactivates a previously activated package.
void
debug()
Drops the engine into the native C++ debugger.
void
Dumps all current EngineObject instances to the console.
void
debugEnumInstances(string className, string functionName)
Call the given function for each instance of the given class.
void
debugv(string variableName)
Logs the value of the given variable to the console.
int
decalManagerAddDecal(Point3F position, Point3F normal, float rot, float scale, DecalData decalData, bool isImmortal)
Adds a new decal to the decal manager.
void
Removes all decals currently loaded in the decal manager.
bool
Returns whether the decal manager has unsaved modifications.
bool
decalManagerEditDecal(int decalID, Point3F pos, Point3F normal, float rotAroundNormal, float decalScale)
Edit specified decal of the decal manager.
bool
decalManagerLoad(string fileName)
Clears existing decals and replaces them with decals loaded from the specified file.
bool
decalManagerRemoveDecal(int decalID)
Remove specified decal from the scene.
void
decalManagerSave(String decalSaveFile)
Saves the decals for the active mission in the entered filename.
void
Delete all the datablocks we've downloaded.
void
deleteVariables(string pattern)
Undefine all global variables matching the given name pattern.
void
describeGFXResources(string resourceTypes, string filePath, bool unflaggedOnly)
Dumps a description of GFX resources to a file or the console.
void
describeGFXStateBlocks(string filePath)
Dumps a description of all state blocks.
string
detag(string str)
Returns the string from a tag string.
bool
dispatchMessage(string queueName, string message, string data)
Dispatch a message to a queue.
bool
dispatchMessageObject(string queueName, string message)
Dispatch a message object to a queue.
bool
displaySplashWindow(string path)
Display a startup splash window suitable for showing while the engine still starts up.
void
DNetSetLogging(bool enabled)
Enables logging of the connection protocols.
void
void
dumpAlloc(int allocNum)
Dumps information about the given allocated memory block.
void
dumpConsoleClasses(bool dumpScript, bool dumpEngine)
Dumps all declared console classes to the console.
void
dumpConsoleFunctions(bool dumpScript, bool dumpEngine)
Dumps all declared console functions to the console.
bool
dumpEngineDocs(string outputFile)
Dumps the engine scripting documentation to the specified file overwriting any existing content.
void
Dumps to the console a full description of all cached fonts, along with info on the codepoints each contains.
void
Dumps a formatted list of currently allocated material instances to the console.
void
dumpMemSnapshot(string fileName)
Dumps a snapshot of current memory to a file.
void
Dumps network statistics for each class to the console.
void
Dump the current contents of the networked string table to the console.
void
Dumps all ProcessObjects in ServerProcessList and ClientProcessList to the console.
void
Creates a 64x64 normal map texture filled with noise. The texture is saved to randNormTex.png in the location of the game executable.
void
Dumps information about String memory usage.
void
Dumps a list of all active texture objects to the console.
void
dumpUnflaggedAllocs(string fileName)
Dumps all unflagged memory allocations.
void
duplicateCachedFont(string oldFontName, int oldFontSize, string newFontName)
Copy the specified old font to a new name. The new copy will not have a platform font backing it, and so will never have characters added to it. But this is useful for making copies of fonts to add postprocessing effects to via exportCachedFont.
void
echo(string message...)
Logs a message to the console.
void
enableSamples(string pattern, bool state)
Enable sampling for all keys that match the given name pattern. Slashes are treated as separators.
void
enableWinConsole(bool _enable)
bool
endsWith(string str, string suffix, bool caseSensitive)
Test whether the given string ends with the given suffix.
void
error(string message...)
Logs an error message to the console.
string
eval(string consoleString)
eval(consoleString)
bool
excludeOtherInstance(string appIdentifer)
Used to exclude/prevent all other instances using the same identifier specified.
bool
exec(string fileName, bool noCalls, bool journalScript)
Execute the given script file.
bool
execPrefs(string relativeFileName, bool noCalls, bool journalScript)
Manually execute a special script file that contains game or editor preferences.
string
expandEscape(string text)
Replace all characters in text that need to be escaped for the string to be a valid string literal with their respective escape sequences.
string
expandFilename(string filename)
Grabs the full path of a specified file.
string
expandOldFilename(string filename)
Retrofits a filepath that uses old Torque style.
void
export(string pattern, string filename, bool append)
Write out the definitions of all global variables matching the given name pattern.
void
exportCachedFont(string faceName, int fontSize, string fileName, int padding, int kerning)
Export specified font to the specified filename as a PNG. The image can then be processed in Photoshop or another tool and reimported using importCachedFont. Characters in the font are exported as one long strip.
Create a XML document containing a dump of the entire exported engine API.
int
extractDatablockCacheCRC(string fileName)
String
fileBase(string fileName)
Get the base of a file name (removes extension and path)
String
fileCreatedTime(string fileName)
Returns a platform specific formatted string with the creation time for the file.
bool
fileDelete(string path)
Delete a file from the hard drive.
String
fileExt(string fileName)
Get the extension of a file.
String
fileModifiedTime(string fileName)
Returns a platform specific formatted string with the last modified time for the file.
String
fileName(string fileName)
Get only the file name of a path and file name string (removes path)
String
filePath(string fileName)
Get the path of a file (removes name and extension)
int
fileSize(string fileName)
Determines the size of a file on disk.
string
filterString(string baseString, string replacementChars)
Replaces the characters in a string with designated text.
String
findFirstFile(string pattern, bool recurse)
Returns the first file in the directory system matching the given pattern.
String
findFirstFileMultiExpr(string pattern, bool recurse)
Returns the first file in the directory system matching the given patterns.
String
findNextFile(string pattern)
Returns the next file matching a search begun in findFirstFile().
String
findNextFileMultiExpr(string pattern)
Returns the next file matching a search begun in findFirstFileMultiExpr().
string
firstWord(string text)
Return the first word in text.
void
Flags all current memory allocations.
void
Flags all currently allocated GFX resources. Used for resource allocation and leak tracking by flagging current resources then dumping a list of unflagged resources at some later point in execution.
void
Releases all textures and resurrects the texture manager.
void
Dumps some useful statistics regarding free memory.
bool
Generate a TAML schema file of all engine types.
Torque::UUID
Generate a new universally unique identifier (UUID).
int
Returns the count of active DDSs files in memory.
string
Returns the active light manager name.
int
Get the version of the application build, as a string.
string
Get the version of the aplication build, as a human readable string.
Returns the best texture format for storage of HDR data for the active device.
String
getBitmapInfo(string filename)
Returns image info in the following format: width TAB height TAB bytesPerPixel TAB format. It will return an empty string if the file is not found.
Point3F
getBoxCenter(Box3F box)
Get the center point of an axis-aligned box.
string
Get the type of build, "Debug" or "Release".
string
getCategoryOfClass(string className)
Returns the category of the given class.
string
getColorFromHSV(float hue, float sat, float val, float alpha)
Coverts an HSV formatted color into an RBG color.
string
Get the time of compilation.
int
Gets the primary LangTable used by the game.
Returns the current ActionMap.
String
Return the current working directory.
int
string
getDescriptionOfClass(string className)
Returns the description string for the named class.
Point3F
Returns the width, height, and bitdepth of the screen/desktop.
String
getDirectoryList(string path, int depth)
Gathers a list of directories starting at the given path.
string
Get the string describing the active GFX device.
String
Returns a tab-seperated string of the detected devices across all adapters.
Get the string describing the active GFX device type.
string
getDSOPath(string scriptFileName)
Get the absolute path to the file in which the compiled code for the given script file will be stored.
string
Get the name of the engine product that this is running from, as a string.
int
getEventTimeLeft(int scheduleId)
getEventTimeLeft(scheduleId) Get the time left in ms until this event will trigger.
String
Gets the name of the game's executable.
string
getField(string text, int index)
Extract the field at the given index in the newline and/or tab separated list in text.
int
getFieldCount(string text)
Return the number of newline and/or tab separated fields in text.
string
getFields(string text, int startIndex, int endIndex)
Extract a range of fields from the given startIndex onwards thru endIndex.
int
getFileCount(string pattern, bool recurse)
Returns the number of files in the directory tree that match the given patterns.
int
getFileCountMultiExpr(string pattern, bool recurse)
Returns the number of files in the directory tree that match the given patterns.
int
getFileCRC(string fileName)
Provides the CRC checksum of the given file.
String
getFirstNumber(string str)
Get the first occuring number from str.
string
Returns a list of supported shape format extensions separated by tabs.Example output: *.dsq TAB *.dae TAB.
string
Returns a list of supported shape formats in filter form.
Point3F
Returns the current location of the free target.
string
getFunctionPackage(string funcName)
Provides the name of the package the function belongs to.
String
Returns a tab seperated list of light manager names.
string
Return the current local time as: weekday month day year hour min sec.
String
Get the absolute path to the directory that contains the main.cs script from which the engine was started.
void
getMaterialInstances(BaseMaterialDefinition target, GuiTreeViewCtrl tree)
Dumps a formatted list of currently allocated material instances to the console.
string
getMaterialMapping(string texName)
Returns the name of the material mapped to this texture.
float
getMax(float v1, float v2)
Calculate the greater of two specified numbers.
int
Get max number of allowable dynamic vertices in a single vertex buffer.
float
getMaxF(float a, float b)
Returns the greater of the two arguments.
int
string
getMethodPackage(string nameSpace, string method)
Provides the name of the package the method belongs to.
float
getMin(float v1, float v2)
Calculate the lesser of two specified numbers.
float
getMinF(float a, float b)
Returns the lesser of the two arguments.
Get the MissionArea object, if any.
String
int
Get the EventManager object for all NavMesh updates.
string
Returns a space delimited list of the active packages in stack order.
float
Returns the pixel shader version for the active device.
float
getRandom(int a, int b)
Returns a random number based on parameters passed in..
Point3F
getRandomDir(Point3F axis, float thetaMin, float thetaMax, float phiMin, float phiMax)
Get a random direction vector.
float
getRandomF(float a, float b)
Get a random float number between a and b.
int
Get the current seed used by the random number generator.
int
Return the current real time in milliseconds.
string
getRecord(string text, int index)
Extract the record at the given index in the newline-separated list in text.
int
getRecordCount(string text)
Return the number of newline-separated records in text.
string
getRecords(string text, int startIndex, int endIndex)
Extract a range of records from the given startIndex onwards thru endIndex.
int
Get the root Scene object that is loaded.
Point3F
getRotationDirection(RotationF rot)
Gets the direction from the rotation's angles.
VectorF
getRotationForwardVector(RotationF rot)
Get the forward vector of a rotation.
VectorF
getRotationRightVector(RotationF rot)
Gets the right vector of a rotation.
VectorF
getRotationUpVector(RotationF rot)
Gets the up vector of a rotation.
int
Get the number of active Scene objects that are loaded.
int
getScheduleDuration(int scheduleId)
getScheduleDuration(scheduleId);
int
int
int
Sim time is time since the game started.
int
Gets a count of available stock colors.
LinearColorF
getStockColorF(string stockColorName)
Gets a floating-point-based stock color by name.
ColorI
getStockColorI(string stockColorName)
Gets a byte-based stock color by name.
string
getStockColorName(int stockColorIndex)
Gets the stock color name at the specified index.
string
getSubStr(string str, int start, int numChars)
Return a substring of str starting at start and continuing either through to the end of str (if numChars is -1) or for numChars characters (except if this would exceed the actual source string length).
string
getTag(string textTagString)
Extracts the tag from a tagged string.
string
getTaggedString(string tag)
Use the getTaggedString function to convert a tag to a string.
bool
getTerrainHeight(F32 x, F32 y)
Gets the terrain height at the specified position.
bool
getTerrainHeight(Point2I position)
Gets the terrain height at the specified position.
bool
getTerrainHeightBelowPosition(F32 x, F32 y)
Takes a world point and find the "highest" terrain underneath it.
bool
getTerrainHeightBelowPosition(Point2I position)
Takes a world point and find the "highest" terrain underneath it.
bool
getTerrainUnderWorldPoint(F32 x, F32 y, F32 z)
Takes a world point and find the "highest" terrain underneath it.
bool
getTerrainUnderWorldPoint(Point3F position)
Gets the terrain block that is located under the given world point.
String
Returns a list of texture profiles in the format: ProfileName TextureCount TextureMB.
int
getTimeSinceStart(int scheduleId)
getTimeSinceStart(scheduleId);
string
getToken(string text, string delimiters, int index)
Extract the substring at the given index in the delimiters separated list in text.
int
getTokenCount(string text, string delimiters)
Return the number of delimiters substrings in text.
string
getTokens(string text, string delimiters, int startIndex, int endIndex)
Extract a range of substrings separated by delimiters at the given startIndex onwards thru endIndex.
int
getTrailingNumber(string str)
Get the numeric suffix of the given input string.
string
getVariable(string varName)
Returns the value of the named variable or an empty string if not found.
int
Get the version of the engine build, as a string.
string
Get the version of the engine build, as a human readable string.
bool
Test whether Torque is running in web-deployment mode.
string
getWord(string text, int index)
Extract the word at the given index in the whitespace-separated list in text.
int
getWordCount(string text)
Return the number of whitespace-separated words in text.
string
getWords(string text, int startIndex, int endIndex)
Extract a range of words from the given startIndex onwards thru endIndex.
String
Reports the current directory.
void
gotoWebPage(string address)
Open the given URL or file in the user's web browser.
void
importCachedFont(string faceName, int fontSize, string fileName, int padding, int kerning)
Import an image strip from exportCachedFont. Call with the same parameters you called exportCachedFont.
void
initContainerRadiusSearch(Point3F pos, float radius, uint mask, bool useClientContainer)
Start a search for items at the given position and within the given radius, filtering by mask.
void
initContainerTypeSearch(uint mask, bool useClientContainer)
Start a search for all items of the types specified by the bitset mask.
RotationF
InterpolateRotation(RotationF a, RotationF b, float factor)
Interpolates between two rotations.
bool
isAddressTypeAvailable(int addressType)
Determines if a specified address type can be reached.
bool
isalnum(string str, int index)
Test whether the character at the given position is an alpha-numeric character.
bool
isClass(string identifier)
Returns true if the passed identifier is the name of a declared class.
bool
bool
Test whether the engine has been compiled with TORQUE_DEBUG, i.e. if it includes debugging functionality.
bool
isDefined(string varName, string varValue)
Determines if a variable exists and contains a value.
bool
IsDirectory(string directory)
Determines if a specified directory exists or not.
bool
isEventPending(int scheduleId)
isEventPending(scheduleId);
bool
isFile(string fileName)
Determines if the specified file exists or not.
bool
isFloat(string str, bool sciOk)
Returns true if the string is a float.
bool
isFunction(string funcName)
Determines if a function exists or not.
bool
isInt(string str)
Returns true if the string is an integer.
bool
isMemberOfClass(string className, string superClassName)
Returns true if the class is derived from the super class.
bool
isMethod(string nameSpace, string method)
Determines if a class/namespace method exists.
bool
isObject(string objectName)
isObject(object)
bool
isPackage(String identifier)
Returns true if the identifier is the name of a declared package.
bool
isQueueRegistered(string queueName)
Determines if a dispatcher queue exists.
bool
Test whether the engine has been compiled with TORQUE_SHIPPING, i.e. in a form meant for final release.
bool
isspace(string str, int index)
Test whether the character at the given position is a whitespace character.
bool
isStockColor(string stockColorName)
Gets whether the specified name is a stock color or not.
bool
isSupportedFormat(string extension)
bool
Test whether the engine has been compiled with TORQUE_TOOLS, i.e. if it includes tool-related functionality.
bool
isValidIP(string str)
Returns true if the string is a valid ip address, excepts localhost.
bool
isValidObjectName(string name)
Return true if the given name makes for a valid object name.
bool
isValidPort(string str)
Returns true if the string is a valid port number.
bool
isWriteableFileName(string fileName)
Determines if a file name can be written to using File I/O.
bool
lightScene(string completeCallbackFn, string mode)
Will generate static lighting for the scene if supported by the active light manager.
void
listGFXResources(bool unflaggedOnly)
Returns a list of the unflagged GFX resources. See flagCurrentGFXResources for usage details.
loadObject(string filename)
Loads a serialized object from a file.
void
lockMouse(bool isLocked)
Lock or unlock the mouse to the window.
void
log(string message)
Logs a message to the console.
void
logError(string message)
Logs an error message to the console.
void
logWarning(string message)
Logs a warning message to the console.
string
ltrim(string str)
Remove leading whitespace from the string.
float
m2Pi()
Return the value of 2*PI (full-circle in radians).
float
mAbs(float v)
Calculate absolute value of specified value.
float
mAcos(float v)
Calculate the arc-cosine of v.
String
makeFullPath(string path, string cwd)
Converts a relative file path to a full path.
String
makeRelativePath(string path, string to)
Turns a full or local path to a relative one.
void
Called before a series of datablocks are reloaded to help distinguish reloaded datablocks from already loaded ones.
float
mAsin(float v)
Calculate the arc-sine of v.
float
mAtan(float rise, float run)
Calculate the arc-tangent (slope) of a line defined by rise and run.
string
materialRayCast(Point3F start, Point3F end, uint mask, SceneObject pExempt, bool useClientContainer)
Cast a ray from start to end, checking for collision against items matching mask.
void
mathInit(... )
Install the math library with specified extensions.
TransformF
MatrixCreate(VectorF position, AngAxisF orientation)
Create a transform from the given translation and orientation.
TransformF
MatrixCreateFromEuler(Point3F angles)
@Create a matrix from the given rotations.
Point3F
MatrixInverseMulVector(MatrixF xfrm, Point3F vector)
Multiply the vector by the affine inverse of the transform.
Point3F
MatrixMulPoint(TransformF transform, Point3F point)
Multiply the given point by the given transform assuming that w=1.
TransformF
MatrixMultiply(TransformF left, TransformF right)
Multiply the two matrices.
VectorF
MatrixMulVector(TransformF transform, VectorF vector)
Multiply the vector by the transform assuming that w=0.
int
mCeil(float v)
Round v up to the nearest integer.
float
mClamp(float v, float min, float max)
Clamp the specified value between two bounds.
float
mCos(float v)
Calculate the cosine of v.
float
mDegToRad(float degrees)
Convert specified degrees into radians.
int
messageBox(string title, string message, MBButtons buttons, MBIcons icons)
Display a modal message box using the platform's native message box implementation.
string
mFloatLength(float v, uint precision)
Formats the specified number to the given number of decimal places.
int
mFloor(float v)
Round v down to the nearest integer.
float
mFMod(float v, float d)
Calculate the remainder of v/d.
float
mGetAngleBetweenVectors(VectorF vecA, VectorF vecB)
Returns angle between two vectors.
float
mGetSignedAngleBetweenVectors(VectorF vecA, VectorF vecB, VectorF norm)
Returns signed angle between two vectors, using a normal for orientation.
bool
mIsPow2(int v)
Returns whether the value is an exact power of two.
float
mLerp(float v1, float v2, float time)
Calculate linearly interpolated value between two specified numbers using specified normalized time.
float
mLog(float v)
Calculate the natural logarithm of v.
String
monthNumToStr(int num, bool abbreviate)
returns month as a word given a number or "" if number is bad
MatrixF
moveTransformAbs(MatrixF xfrm, Point3F pos)
Move the transform to the new absolute position.
MatrixF
moveTransformRel(MatrixF xfrm, Point3F pos)
Move the transform to the new relative position.
float
mPi()
Return the value of PI (half-circle in radians).
float
mPow(float v, float p)
Calculate b raised to the p-th power.
float
mRadToDeg(float radians)
Convert specified radians into degrees.
Point3F
mRandomDir(Point3F axis, float angleMin, float angleMax)
Returns a randomized direction based on a starting axis and the min/max angles.
Point3F
mRandomPointInSphere(float radius)
Returns a randomized point inside a sphere of a given radius.
int
mRound(float v)
Round v to the nth decimal place or the nearest whole number by default.
float
mRoundColour(float v, int n)
Round v to the nth decimal place or the nearest whole number by default.
int
mRoundDelta(float v, int d)
Round v to the nearest number based on the delta.
float
mSaturate(float v)
Clamp the specified value between 0 and 1 (inclusive).
float
mSin(float v)
Calculate the sine of v.
string
mSolveCubic(float a, float b, float c, float d)
Solve a cubic equation (3rd degree polynomial) of form a*x^3 + b*x^2 + c*x + d = 0.
string
mSolveQuadratic(float a, float b, float c)
Solve a quadratic equation (2nd degree polynomial) of form a*x^2 + b*x + c = 0.
string
mSolveQuartic(float a, float b, float c, float d, float e)
Solve a quartic equation (4th degree polynomial) of form a*x^4 + b*x^3 + c*x^2 + d*x + e = 0.
float
mSqrt(float v)
Calculate the square-root of v.
float
mTan(float v)
Calculate the tangent of v.
int
mWrap(int v, int min, int max)
Wrap the specified value between two bounds.
float
mWrapF(float v, float min, float max)
Wrap the specified value between two bounds.
int
nameToID(string objectName)
nameToID(object)
void
NavMeshIgnore(int objid, bool _ignore)
Flag this object as not generating a navmesh result.
void
NavMeshUpdateAll(int objid, bool remove)
Update all NavMesh tiles that intersect the given object's world box.
void
NavMeshUpdateAroundObject(int objid, bool remove)
Update all NavMesh tiles that intersect the given object's world box.
void
NavMeshUpdateOne(int meshid, int objid, bool remove)
Update all tiles in a given NavMesh that intersect the given object's world box.
string
nextToken(string str1, string token, string delim)
Tokenize a string using a set of delimiting characters.
void
openFile(string file)
Open the given file through the system. This will usually open the file in its associated application.
void
openFolder(string path)
Open the given folder in the system's file manager.
String
pathConcat(string path, string file)
Combines two separate strings containing a file path and file name together into a single string.
bool
pathCopy(string fromFile, string toFile, bool noOverwrite)
Copy a file to a new location.
void
Load all Path information from the mission.
void
physicsDebugDraw(bool enable)
void
void
physicsDestroyWorld(string worldName)
physicsDestroyWorld( String worldName )
bool
physicsInit(string library)
physicsInit( [string library] )
bool
physicsInitWorld(string worldName)
physicsInitWorld( String worldName )
bool
Returns true if a physics plugin exists and is initialized.
void
physicsSetTimeScale(float scale)
physicsSetTimeScale( F32 scale )
bool
physicsStopSimulation( String worldName )
void
physicsStartSimulation(string worldName)
physicsStartSimulation( String worldName )
void
physicsStopSimulation(string worldName)
physicsStopSimulation( String worldName )
void
playJournal(string filename)
Begin playback of a journal from a specified field.
void
playJournalToVideo(string journalFile, string videoFile, string encoder, float framerate, Point2I resolution)
Load a journal file and capture it video.
void
populateAllFontCacheRange(uint rangeStart, uint rangeEnd)
Populate the font cache for all fonts with Unicode code points in the specified range.
void
populateAllFontCacheString(string string)
Populate the font cache for all fonts with characters from the specified string.
void
populateFontCacheRange(string faceName, int fontSize, uint rangeStart, uint rangeEnd)
Populate the font cache for the specified font with Unicode code points in the specified range.
void
populateFontCacheString(string faceName, int fontSize, string string)
Populate the font cache for the specified font with characters from the specified string.
void
Preload all datablocks in client mode.
void
Dumps current profiling stats to the console window.
void
profilerDumpToFile(string fileName)
Dumps current profiling stats to a file.
void
profilerEnable(bool enable)
Enables or disables the profiler.
void
profilerMarkerEnable(string markerName, bool enable)
Enable or disable a specific profile.
void
Resets the profiler, clearing it of all its data.
void
queryAllServers(uint lanPort, uint flags, string gameType, string missionType, uint minPlayers, uint maxPlayers, uint maxBots, uint regionMask, uint maxPing, uint minCPU, uint filterFlags)
queryAllServers(...);
void
queryLanServers(uint lanPort, uint flags, string gameType, string missionType, uint minPlayers, uint maxPlayers, uint maxBots, uint regionMask, uint maxPing, uint minCPU, uint filterFlags)
queryLanServers(...);
void
queryMasterServer(uint flags, string gameType, string missionType, uint minPlayers, uint maxPlayers, uint maxBots, uint regionMask, uint maxPing, uint minCPU, uint filterFlags)
queryMasterServer(...);
void
querySingleServer(string addrText, U8 flags)
querySingleServer(address, flags);
void
quit()
Shut down the engine and exit its process.
void
quitWithErrorMessage(string message, int status)
Display an error message box showing the given message and then shut down the engine and exit its process.
void
quitWithStatus(int status)
Shut down the engine and exit its process.
void
realQuit()
bool
registerMessageListener(string queueName, string listenerName)
Registers an event message.
void
registerMessageQueue(string queueName)
Registeres a dispatcher queue.
void
Flushes all procedural shaders and re-initializes all active material instances.
void
Reload all the textures from disk.
string
removeField(string text, int index)
Remove the field in text at the given index.
void
removeGlobalShaderMacro(string name)
Removes an existing global macro by name.
string
removeRecord(string text, int index)
Remove the record in text at the given index.
void
removeTaggedString(int tag)
Remove a tagged string from the Net String Table.
string
removeToken(string text, string delimiters, int index)
Remove the substring in text separated by delimiters at the given index.
string
removeWord(string text, int index)
Remove the word in text at the given index.
void
void
Reset FPS stats (fps::)
void
ResetGFX()
forces the gbuffer to be reinitialized in cases of improper/lack of buffer clears.
void
Deactivates and then activates the currently active light manager.This causes most shaders to be regenerated and is often used when global rendering changes have occured.
string
restWords(string text)
Return all but the first word in text.
int
rolloverRayCast(Point3F start, Point3F end, uint mask)
Performs a raycast from points start to end and returns the ID of nearest intersecting object with a type found in the specified mask. Returns -1 if no object is found.
RotationF
RotationLookAt(Point3F origin, Point3F target, Point3F up)
Provides a rotation orientation to look at a target from a given position.
string
rtrim(string str)
Remove trailing whitespace from the string.
void
saveCompositeTexture(string pathR, string pathG, string pathB, string pathA, string inputKeyString, string saveAs)
File1,file2,file3,file4,[chanels for r g b and a locations],saveAs.
void
saveJournal(string filename)
Save the journal to the specified file.
bool
saveObject(SimObject object, string filename)
Serialize the object to a file.
void
void
void
sceneDumpZoneStates(bool updateFirst)
Dump the current zoning states of all zone spaces in the scene to the console.
sceneGetZoneOwner(uint zoneId)
Return the SceneObject that contains the given zone.
void
screenShot(string file, string format, uint tileCount, float tileOverlap)
Takes a screenshot with optional tiling to produce huge screenshots.
void
setCoreLangTable(string lgTable)
Sets the primary LangTable used by the game.
bool
setCurrentDirectory(string path)
Set the current working directory.
void
setDatablockCacheCRC(uint crc)
void
setDefaultFov(float defaultFOV)
Set the default FOV for a camera.
string
setField(string text, int index, string replacement)
Replace the field in text at the given index with replacement.
int
SetFogVolumeQuality(uint new_quality)
Resizes the rendertargets of the Volumetric Fog object. @params new_quality new quality for the rendertargets 1 = full size, 2 = halfsize, 3 = 1/3, 4 = 1/4 ...
void
setFov(float FOV)
Set the FOV of the camera.
bool
setLightManager(string name)
Finds and activates the named light manager.
void
setLogMode(int mode)
Determines how log files are written.
void
setMainDotCsDir(string path)
bool
setNetPort(int port, bool bind)
Set the network port for the game to use.
void
setPixelShaderVersion(float version)
Sets the pixel shader version for the active device. This can be used to force a lower pixel shader version than is supported by the device for testing or performance optimization.
void
setRandomSeed(int seed)
Set the current seed for the random number generator.
string
setRecord(string text, int index, string replacement)
Replace the record in text at the given index with replacement.
void
setReflectFormat(GFXFormat format)
Set the reflection texture format.
RotationF
setRotationRightVector(RotationF rot, VectorF rightVec)
Sets the right vector of the rotation.
RotationF
setRotationUpVector(RotationF rot, VectorF upVec)
Sets the up vector of the rotation.
bool
setServerInfo(uint index)
setServerInfo(index);
bool
setShadowManager(string sShadowSystemName)
string sShadowSystemName
string
setShadowVizLight(string name)
string
setToken(string text, string delimiters, int index, string replacement)
Replace the substring in text separated by delimiters at the given index with replacement.
void
setVariable(string varName, string value)
Sets the value of the named variable.
string
setWord(string text, int index, string replacement)
Replace the word in text at the given index with replacement.
void
setZoomSpeed(int speed)
Set the zoom speed of the camera. This affects how quickly the camera changes from one field of view to another.
bool
sfxCreateDevice(string provider, string device, bool useHardware, int maxBuffers)
Try to create a new sound device using the given properties.
sfxCreateSource(SFXDescription description, string filename)
Create a temporary SFXProfile from the given description and filename and then create and return a new source that plays the profile.
sfxCreateSource(SFXDescription description, string filename, float x, float y, float z)
Create a temporary SFXProfile from the given description and filename and then create and return a new source that plays the profile. Position the sound source at the given coordinates (if it is a 3D sound).
sfxCreateSource(SFXTrack track)
Create a new source that plays the given track.
sfxCreateSource(SFXTrack track, float x, float y, float z)
Create a new source that plays the given track and position its 3D sounds source at the given coordinates (if it is a 3D sound).
void
Delete the currently active sound device and release all its resources.
void
sfxDeleteWhenStopped(SFXSource source)
Mark the given source for deletion as soon as it moves into stopped state.
void
sfxDumpSources(bool includeGroups)
Dump information about all current SFXSource instances to the console.
string
sfxDumpSourcesToString(bool includeGroups)
Dump information about all current SFXSource instances to a string.
string
Return a newline-separated list of all active states.
string
Get a list of all available sound devices.
string
Return information about the currently active sound device.
Get the falloff curve type currently being applied to 3D sounds.
float
Get the current global doppler effect setting.
float
Get the current global scale factor applied to volume attenuation of 3D sounds in the logarithmic model.
void
void
sfxPlayOnce(SFXDescription description, string filename)
Create a new temporary SFXProfile from the given description and filename, then create a play-once source for it and start playback.
sfxPlayOnce(SFXDescription description, string filename, float x, float y, float z, float fadeInTime)
Create a new temporary SFXProfile from the given description and filename, then create a play-once source for it and start playback. Position the source's 3D sound at the given coordinates (only if the description is set up for 3D sound).
sfxPlayOnce(SFXTrack track)
Create a play-once source for the given track.
sfxPlayOnce(SFXTrack track, float x, float y, float z, float fadeInTime)
Create a play-once source for the given given track and position the source's 3D sound at the given coordinates only if the track's description is set up for 3D sound).
void
Set the falloff curve type to use for distance-based volume attenuation of 3D sounds.
void
sfxSetDopplerFactor(float value)
Set the global doppler effect scale factor.
void
sfxSetRolloffFactor(float value)
Set the global scale factor to apply to volume attenuation of 3D sounds in the logarithmic model.
void
sfxStopAndDelete(SFXSource source)
Stop playback of the given source (if it is not already stopped) and delete the source.
void
ShakeCamera(float duration, float falloff, VectorF amplitude, VectorF frequency)
int
sizeof(string objectOrClass)
Determines the memory consumption of a class or object.
void
Prevents mouse movement from being processed.
bool
spawnObject(class )
Global function used for spawning any type of object.
void
Activates the shape replicator.
int
startEffectron(afxEffectronData datablock, string constraintSource, string constraintName, SimObject extra)
Instantiates the effectron defined by datablock.
void
Start watching resources for file changes.
void
Activates the foliage replicator.
void
int
startPrecisionTimer() - Create and start a high resolution platform timer. Returns the timer id.
int
startSelectron(SceneObject selectedObj, unsigned int subcode, SimObject extra)
Instantiates a selectron.
bool
startsWith(string str, string prefix, bool caseSensitive)
Test whether the given string begins with the given prefix.
void
startVideoCapture(GuiCanvas canvas, string filename, string encoder, float framerate, Point2I resolution)
Begins a video capture session.
void
Stop watching resources for file changes.
void
int
stopPrecisionTimer(int id)
stopPrecisionTimer( S32 id ) - Stop and destroy timer with the passed id. Returns the elapsed milliseconds.
void
Stops the rendering sampler.
void
void
Stops the video capture session.
int
strasc(string chr)
Return the integer character code value corresponding to the first character in the given string.
string
strchr(string str, string chr)
Find the first occurrence of the given character in str.
int
strchrpos(string str, string chr, int start)
Find the first occurrence of the given character in the given string.
int
strcmp(string str1, string str2)
Compares two strings using case-sensitive comparison.
string
strformat(string format, string value)
Format the given value as a string using printf-style formatting.
int
stricmp(string str1, string str2)
Compares two strings using case-insensitive comparison.
int
strinatcmp(string str1, string str2)
Compares two strings using "natural order" case-insensitive comparison.
string
stripChars(string str, string chars)
Remove all occurrences of characters contained in chars from str.
string
StripMLControlChars(string inString)
Strip TorqueML control characters from the specified string, returning a 'clean' version.
String
stripTrailingNumber(string str)
Strip a numeric suffix from the given string.
bool
strIsMatchExpr(string pattern, string str, bool caseSensitive)
Match a pattern against a string.
bool
strIsMatchMultipleExpr(string patterns, string str, bool caseSensitive)
Match a multiple patterns against a single string.
int
strlen(string str)
Get the length of the given string in bytes.
int
strlenskip(string str, string first, string last)
Calculate the length of a string in characters, skipping everything between and including first and last.
string
strlwr(string str)
Return an all lower-case version of the given string.
int
strnatcmp(string str1, string str2)
Compares two strings using "natural order" case-sensitive comparison.
int
strpos(string haystack, string needle, int offset)
Find the start of needle in haystack searching from left to right beginning at the given offset.
int
strposr(string haystack, string needle, int offset)
Find the start of needle in haystack searching from right to left beginning at the given offset.
string
strrchr(string str, string chr)
Find the last occurrence of the given character in str.
int
strrchrpos(string str, string chr, int start)
Find the last occurrence of the given character in the given string.
string
strrepeat(string str, int numTimes, string delimiter)
Return a string that repeats str numTimes number of times delimiting each occurrence with delimiter.
string
strreplace(string source, string from, string to)
Replace all occurrences of from in source with to.
int
strstr(string string, string substring)
Find the start of substring in the given string searching from left to right.
string
strToggleCaseToWords(string str)
Parse a Toggle Case word into separate words.
string
strToPlayerName(string ptr)
string
strupr(string str)
Return an all upper-case version of the given string.
RotationF
SubtractRotation(RotationF a, RotationF b)
Subtracts two rotations.
bool
void
telnetSetParameters(int port, string consolePass, string listenPass, bool remoteEcho)
Initializes and open the telnet console.
void
Called after a series of datablocks are reloaded to trigger some important actions on the reloaded datablocks.
void
trace(bool enable)
Enable or disable tracing in the script code VM.
string
trim(string str)
Remove leading and trailing whitespace from the string.
void
tsUpdateImposterImages(bool forceUpdate)
void
unregisterMessageListener(string queueName, string listenerName)
Unregisters an event message.
void
unregisterMessageQueue(string queueName)
Unregisters a dispatcher queue.
void
Used to validate memory space for the game.
VectorF
VectorAdd(VectorF a, VectorF b)
Add two vectors.
VectorF
VectorCross(VectorF a, VectorF b)
Calculcate the cross product of two vectors.
float
VectorDist(VectorF a, VectorF b)
Compute the distance between two vectors.
VectorF
VectorDiv(VectorF a, VectorF b)
Divide two vectors.
float
VectorDot(VectorF a, VectorF b)
Compute the dot product of two vectors.
float
VectorLen(VectorF v)
Calculate the magnitude of the given vector.
VectorF
VectorLerp(VectorF a, VectorF b, float t)
Linearly interpolate between two vectors by t.
VectorF
VectorMidPoint(VectorF a, VectorF b)
Gets the midpoint between the two vectors.
VectorF
VectorMul(VectorF a, VectorF b)
Multiplies two vectors.
VectorF
VectorNormalize(VectorF v)
Brings a vector into its unit form, i.e. such that it has the magnitute 1.
MatrixF
VectorOrthoBasis(AngAxisF aa)
Create an orthogonal basis from the given vector.
VectorF
VectorReflect(VectorF vec, VectorF normal)
Compute the reflection of a vector based on a normal.
string
VectorRot(Point3F v, float angle)
rotate a vector in 2d
VectorF
VectorScale(VectorF a, float scalar)
Scales a vector by a scalar.
VectorF
VectorSub(VectorF a, VectorF b)
Subtract two vectors.
void
warn(string message...)
Logs a warning message to the console.
bool
Returns true if script compiler had a syntax error. Useful for detecting syntax errors after reloading a script.
String
weekdayNumToStr(int num, bool abbreviate)
returns weekday as a word given a number or "" if number is bad
void
Force all cached fonts to serialize themselves to the cache.
Detailed Description
Public Enumerations
_TamlFormatMode
Enumerator
- xml
- binary
afxBillboard_BlendStyle
Enumerator
- NORMAL
...
No blending style.
- ADDITIVE
...
Adds the color of the pixel to the frame buffer with full alpha for each pixel.
- SUBTRACTIVE
...
Subtractive Blending. Reverses the color model, causing dark colors to have a stronger visual effect.
- PREMULTALPHA
...
Color blends with the colors of the imagemap rather than the alpha.
Possible blending types.
afxParticleEmitterPath_OriginType
Enumerator
- origin
...
- point
...
- vector
...
- tangent
...
Possible particle emitter path origin types.
afxParticlePool_PoolType
Enumerator
- normal
...
Lowest priority level, no highlighting.
- pass
...
- twopass
...
Possible particle pool types.
afxPath3DLoopType
Enumerator
- constant
...
- cycle
...
- oscillate
...
Possible loop types for an afxPath.
afxPhraseEffect_MatchType
Enumerator
- any
...
- all
...
Possible phrase effect match types.
afxPhraseEffect_PhraseType
Enumerator
- triggered
...
- continuous
...
Possible phrase effect types.
afxPhraseEffect_StateType
Enumerator
- on
...
- off
...
- both
...
Possible phrase effect state types.
afxPlayerMovement_OpType
Enumerator
- add
...
- multiply
...
- replace
...
- mult
...
Possible player movement operation types.
afxProjectile_LaunchDirType
Enumerator
- towardPos2Constraint
...
- orientConstraint
...
- launchDirField
...
Possible projectile launch direction types.
afxRPGMagicSpell_TargetType
Enumerator
- nothing
...
- self
...
- friend
...
- enemy
...
- corpse
...
- free
...
Possible RPG spell target types.
afxXM_BoxConformType
Enumerator
- x
...
- x
...
- y
...
- y
...
- z
...
- z
...
- x
...
- y
...
- z
...
Possible box conform alignment types.
afxXM_WaveFormType
Enumerator
- none
...
- sine
...
- square
...
- triangle
...
- sawtooth
...
- noise
...
- one
...
Possible waveform types.
afxXM_WaveOpType
Enumerator
- add
...
- multiply
...
- replace
...
- mult
...
Possible wave operation types.
afxXM_WaveParamType
Enumerator
- none
...
- pos
...
- x
...
- y
...
- z
...
- ori
...
- pos2
...
- x
...
- y
...
- z
...
- scale
...
- x
...
- y
...
- z
...
- color
...
- red
...
- green
...
- blue
...
- alpha
...
- vis
...
- position
...
- x
...
- y
...
- z
...
- orientation
...
- position2
...
- x
...
- y
...
- z
...
- r
...
- g
...
- b
...
- a
...
- visibility
...
Possible wave parameter types.
afxZodiac_BlendType
Enumerator
- normal
...
Lowest priority level, no highlighting.
- additive
...
- subtractive
...
Possible zodiac blend types.
afxZodiacPlane_BlendType
Enumerator
- normal
...
Lowest priority level, no highlighting.
- additive
...
- subtractive
...
Possible zodiac blend types.
afxZodiacPlane_FacingType
Enumerator
- up
...
- down
...
- forward
...
- backward
...
- right
...
- left
...
- front
...
- back
...
Possible zodiac plane facing types.
baseTexFormat
Enumerator
- NONE
No cached terrain.
- DDS
Cache the terrain in a DDS format.
- PNG
Cache the terrain in a PNG format.
Description.
?
CameraMotionMode
Enumerator
- Stationary
Camera does not rotate or move.
- FreeRotate
Camera may rotate but does not move.
- Fly
Camera may rotate and move freely.
- OrbitObject
Camera orbits about a given object. Damage flash and white out is determined by the object being orbited. See Camera::setOrbitMode() to set the orbit object and other parameters.
- OrbitPoint
Camera orbits about a given point. See Camera::setOrbitMode() to set the orbit point and other parameters.
- TrackObject
Camera always faces a given object. See Camera::setTrackObject() to set the object to track and a distance to remain from the object.
- Overhead
Camera moves in the XY plane.
- EditOrbit
Used by the World Editor to orbit about a point. When first activated, the camera is rotated to face the orbit point rather than move to it.
Movement behavior type for Camera.
CoverPointSize
Enumerator
- Prone
Only provides cover when prone.
Prone pose.
- Crouch
Only provides cover when crouching.
Crouch pose.
- Stand
Provides cover when standing.
Standard movement pose.
The size of a cover point.
GFXAdapterType
Enumerator
- OpenGL
OpenGL.
- D3D11
Direct3D 11.
- NullDevice
Null device for dedicated servers.
Back-end graphics API used by the GFX subsystem.
GFXBlend
Enumerator
- GFXBlendZero
(0, 0, 0, 0)
- GFXBlendOne
(1, 1, 1, 1)
- GFXBlendSrcColor
(Rs, Gs, Bs, As)
- GFXBlendInvSrcColor
(1 - Rs, 1 - Gs, 1 - Bs, 1 - As)
- GFXBlendSrcAlpha
(As, As, As, As)
- GFXBlendInvSrcAlpha
( 1 - As, 1 - As, 1 - As, 1 - As)
- GFXBlendDestAlpha
(Ad Ad Ad Ad)
- GFXBlendInvDestAlpha
(1 - Ad 1 - Ad 1 - Ad 1 - Ad)
- GFXBlendDestColor
(Rd, Gd, Bd, Ad)
- GFXBlendInvDestColor
(1 - Rd, 1 - Gd, 1 - Bd, 1 - Ad)
- GFXBlendSrcAlphaSat
(f, f, f, 1) where f = min(As, 1 - Ad)
The supported blend modes.
GFXBlendOp
Enumerator
- GFXBlendOpAdd
- GFXBlendOpSubtract
- GFXBlendOpRevSubtract
- GFXBlendOpMin
- GFXBlendOpMax
The blend operators.
GFXCmpFunc
Enumerator
- GFXCmpNever
- GFXCmpLess
- GFXCmpEqual
- GFXCmpLessEqual
- GFXCmpGreater
- GFXCmpNotEqual
- GFXCmpGreaterEqual
- GFXCmpAlways
The supported comparison functions.
GFXCullMode
Enumerator
- GFXCullNone
- GFXCullCW
- GFXCullCCW
The render cull modes.
GFXFormat
Enumerator
- GFXFormatR8G8B8
- GFXFormatR8G8B8A8
- GFXFormatR8G8B8A8_SRGB
- GFXFormatR8G8B8X8
- GFXFormatR32F
- GFXFormatR5G6B5
- GFXFormatR5G5B5A1
- GFXFormatR5G5B5X1
- GFXFormatA4L4
- GFXFormatA8L8
- GFXFormatA8
- GFXFormatL8
- GFXFormatBC1
- GFXFormatBC2
- GFXFormatBC3
- GFXFormatBC4
- GFXFormatBC5
- GFXFormatD32
- GFXFormatD24X8
- GFXFormatD24S8
- GFXFormatD24FS8
- GFXFormatD16
- GFXFormatR32G32B32A32F
- GFXFormatR16G16B16A16F
- GFXFormatL16
- GFXFormatR16G16B16A16
- GFXFormatR16G16
- GFXFormatR16F
- GFXFormatR16G16F
- GFXFormatR10G10B10A2
The texture formats.
note:Not all formats are supported on all platforms.
GFXStencilOp
Enumerator
- GFXStencilOpKeep
- GFXStencilOpZero
- GFXStencilOpReplace
- GFXStencilOpIncrSat
- GFXStencilOpDecrSat
- GFXStencilOpInvert
- GFXStencilOpIncr
- GFXStencilOpDecr
The stencil operators.
GFXTextureAddressMode
Enumerator
- GFXAddressWrap
- GFXAddressMirror
- GFXAddressClamp
- GFXAddressBorder
- GFXAddressMirrorOnce
The texture address modes.
GFXTextureFilterType
Enumerator
- GFXTextureFilterNone
- GFXTextureFilterPoint
- GFXTextureFilterLinear
- GFXTextureFilterAnisotropic
The texture filter types.
GuiAlignmentType
Enumerator
- Left
Child controls are positioned in order from right to left (right-most control is first)
Scroll from right towards left.
- Center
- Right
Child controls are positioned in order from left to right (left-most control is first)
Scroll from left towards right.
- Top
Tab headers on top edge.
Child controls are positioned in order from bottom to top (bottom-most control is first)
- Bottom
Tab headers on bottom edge.
Child controls are positioned in order from top to bottom (top-most control is first)
GuiAutoScrollDirection
Enumerator
- Up
Scroll from bottom towards top.
- Down
Scroll from top towards bottom.
- Left
Child controls are positioned in order from right to left (right-most control is first)
Scroll from right towards left.
- Right
Child controls are positioned in order from left to right (left-most control is first)
Scroll from left towards right.
Direction in which to scroll the child control.
GuiBitmapMode
Enumerator
- Stretched
Stretch bitmap to fit control extents.
- Centered
Center bitmap in control.
Rendering behavior when placing bitmaps in controls.
GuiButtonType
Enumerator
- PushButton
A button that triggers an action when clicked.
- ToggleButton
A button that is toggled between on and off state.
- RadioButton
A button placed in groups for presenting choices.
Type of button control.
GuiDockingType
Enumerator
- None
Simple point sampled filtering. This is the fastest and lowest quality mode.
No transition. Immediately move on to processing the slot or immediately move on to the next slot.
Allow both childs to resize (default).
Disable blending for this material.
No mesh data.
- Client
- Top
Tab headers on top edge.
Child controls are positioned in order from bottom to top (bottom-most control is first)
- Bottom
Tab headers on bottom edge.
Child controls are positioned in order from top to bottom (top-most control is first)
- Left
Child controls are positioned in order from right to left (right-most control is first)
Scroll from right towards left.
- Right
Child controls are positioned in order from left to right (left-most control is first)
Scroll from left towards right.
GuiFontCharset
Enumerator
- ANSI
- SYMBOL
- SHIFTJIS
- HANGEUL
- HANGUL
- GB2312
- CHINESEBIG5
- OEM
- JOHAB
- HEBREW
- ARABIC
- GREEK
- TURKISH
- VIETNAMESE
- THAI
- EASTEUROPE
- RUSSIAN
- MAC
- BALTIC
GuiFrameState
Enumerator
- alwaysOn
Always visible.
- alwaysOff
Never visible.
- dynamic
Only visible when actually needed, i.e. when the child control(s) exceed the visible space on the given axis.
GuiGraphType
Enumerator
- Bar
Plot the curve as a bar chart.
- Filled
Plot a filled poly graph that connects the data points on the curve.
- Point
Plot each data point on the curve as a single dot.
- PolyLine
Plot straight lines through the data points of the curve.
The charting style of a single plotting curve in a GuiGraphCtrl.
GuiHorizontalSizing
Enumerator
- right
...
- width
- left
...
- center
- relative
- aspectLeft
- aspectRight
- aspectCenter
- windowRelative
Horizontal sizing behavior of a GuiControl.
GuiHorizontalStackingType
Enumerator
- Right
Child controls are positioned in order from left to right (left-most control is first)
Scroll from left towards right.
- Left
Child controls are positioned in order from right to left (right-most control is first)
Scroll from right towards left.
Determines how child controls are stacked horizontally.
GuiIconButtonIconLocation
Enumerator
- None
Simple point sampled filtering. This is the fastest and lowest quality mode.
No transition. Immediately move on to processing the slot or immediately move on to the next slot.
Allow both childs to resize (default).
Disable blending for this material.
No mesh data.
- Left
Child controls are positioned in order from right to left (right-most control is first)
Scroll from right towards left.
- Right
Child controls are positioned in order from left to right (left-most control is first)
Scroll from left towards right.
- Center
GuiIconButtonTextLocation
Enumerator
- None
Simple point sampled filtering. This is the fastest and lowest quality mode.
No transition. Immediately move on to processing the slot or immediately move on to the next slot.
Allow both childs to resize (default).
Disable blending for this material.
No mesh data.
- Bottom
Tab headers on bottom edge.
Child controls are positioned in order from top to bottom (top-most control is first)
- Right
Child controls are positioned in order from left to right (left-most control is first)
Scroll from left towards right.
- Top
Tab headers on top edge.
Child controls are positioned in order from bottom to top (bottom-most control is first)
- Left
Child controls are positioned in order from right to left (right-most control is first)
Scroll from right towards left.
- Center
GuiScrollBarBehavior
Enumerator
- alwaysOn
Always visible.
- alwaysOff
Never visible.
- dynamic
Only visible when actually needed, i.e. when the child control(s) exceed the visible space on the given axis.
Display behavior of a scroll bar. Determines when a scrollbar will be visible.
GuiSeparatorType
Enumerator
- Vertical
Stack children vertically by setting their Y position.
Divide vertically placing one child left and one child right.
- Horizontal
Stack children horizontall by setting their X position.
Divide horizontally placing one child on top and one child below.
GuiSeparatorCtrl orientations.
GuiSplitFixedPanel
Enumerator
- None
Simple point sampled filtering. This is the fastest and lowest quality mode.
No transition. Immediately move on to processing the slot or immediately move on to the next slot.
Allow both childs to resize (default).
Disable blending for this material.
No mesh data.
- FirstPanel
Keep.
- SecondPanel
Which side of the splitter to keep at a fixed size (if any).
GuiSplitOrientation
Enumerator
- Vertical
Stack children vertically by setting their Y position.
Divide vertically placing one child left and one child right.
- Horizontal
Stack children horizontall by setting their X position.
Divide horizontally placing one child on top and one child below.
Axis along which to divide the container's space.
GuiStackingType
Enumerator
- Vertical
Stack children vertically by setting their Y position.
Divide vertically placing one child left and one child right.
- Horizontal
Stack children horizontall by setting their X position.
Divide horizontally placing one child on top and one child below.
- Dynamic
Automatically switch between Vertical and Horizontal stacking. Vertical stacking is chosen when the stack control is taller than it is wide, horizontal stacking is chosen when the stack control is wider than it is tall.
Stacking method used to position child controls.
GuiTabPosition
Enumerator
- Top
Tab headers on top edge.
Child controls are positioned in order from bottom to top (bottom-most control is first)
- Bottom
Tab headers on bottom edge.
Child controls are positioned in order from top to bottom (top-most control is first)
Where the control should put the tab headers for selecting individual pages.
GuiTheoraTranscoder
Enumerator
- Auto
Automatically detect most appropriate setting.
- Generic
Slower but beneric transcoder that can convert all Y'CbCr input formats to RGB or RGBA output.
- SSE2420RGBA
Fast SSE2-based transcoder with fixed conversion from 4:2:0 Y'CbCr to RGBA.
Routine to use for converting Theora's Y'CbCr pixel format to RGB color space.
GuiTSRenderStyles
Enumerator
- standard
- side
- separate
Style of rendering for a GuiTSCtrl.
GuiVerticalSizing
Enumerator
- bottom
- height
- top
- center
- relative
- aspectTop
- aspectBottom
- aspectCenter
- windowRelative
Vertical sizing behavior of a GuiControl.
GuiVerticalStackingType
Enumerator
- Bottom
Tab headers on bottom edge.
Child controls are positioned in order from top to bottom (top-most control is first)
- Top
Tab headers on top edge.
Child controls are positioned in order from bottom to top (bottom-most control is first)
Determines how child controls are stacked vertically.
ImageAssetType
Enumerator
- Albedo
- Normal
Knot will have a smooth camera translation/rotation effect.
- ORMConfig
- GUI
- Roughness
- AO
- Metalness
- Glow
- Particle
- Decal
- Cubemap
Uses a static CubemapData.
Uses a cubemap baked from the probe's current position.
Type of mesh data available in a shape.
ItemLightType
Enumerator
- NoLight
No light is attached.
The item has no light attached.
- ConstantLight
A constant emitting light is attached.
The item has a constantly emitting light attached.
- PulsingLight
A pusling light is attached.
The item has a pulsing light attached.
The type of light the Item has.
LogLevel
Enumerator
- normal
...
Lowest priority level, no highlighting.
- warning
Mid level priority, tags and highlights possible issues in blue.
- error
Highest priority level, extreme emphasis on this entry. Highlighted in red.
Priority levels for logging entries.
MarkerKnotType
Enumerator
- Normal
Knot will have a smooth camera translation/rotation effect.
- Only
Will do the same for translations, leaving rotation un-touched.
- Kink
The rotation will take effect immediately for an abrupt rotation change.
The type of knot that this marker will be.
MarkerSmoothingType
Enumerator
- Spline
Marker will cause the movements of the pathed object to be smooth.
- Linear
Marker will have no smoothing effect.
Volume attenuates linearly from the references distance onwards to max distance where it reaches zero.
The type of smoothing this marker will have for pathed objects.
MaterialAnimType
Enumerator
- Scroll
Scroll the material along the X/Y axis.
- Rotate
Rotate the material around a point.
- Wave
Warps the material with an animation using Sin, Triangle or Square mathematics.
- Scale
Scales the material larger and smaller with a pulsing effect.
- Sequence
Enables the material to have multiple frames of animation in its imagemap.
The type of animation effect to apply to this material.
MaterialBlendOp
Enumerator
- None
Simple point sampled filtering. This is the fastest and lowest quality mode.
No transition. Immediately move on to processing the slot or immediately move on to the next slot.
Allow both childs to resize (default).
Disable blending for this material.
No mesh data.
- Mul
Multiplicative blending.
- PreMul
Premultiplied alpha.
- Add
Adds the color of the material to the frame buffer with full alpha for each pixel.
- AddAlpha
The color is modulated by the alpha channel before being added to the frame buffer.
- Sub
Subtractive Blending. Reverses the color model, causing dark colors to have a stronger visual effect.
- LerpAlpha
Linearly interpolates between Material color and frame buffer color based on alpha.
The type of graphical blending operation to apply to this material.
MaterialWaveType
Enumerator
- Sin
Warps the material along a curved Sin Wave.
- Triangle
Warps the material along a sharp Triangle Wave.
- Square
Warps the material along a wave which transitions between two oppposite states. As a Square Wave, the transition is quick and sudden.
When using the Wave material animation, one of these Wave Types will be used to determine the type of wave to display.
MBButtons
Enumerator
- Ok
- OkCancel
- RetryCancel
- SaveDontSave
- SaveDontSaveCancel
Which buttons to display on a message box.
MBIcons
Enumerator
- Information
- Warning
- Stop
Stops the spin sequence at its current position.
Stop the sound source spawned last by this playlist. Then proceed.
- Question
What icon to show on a message box.
MBReturnVal
Enumerator
- OK
- Cancelled
- Retry
- DontSave
Return value for messageBox() indicating which button was pressed by the user.
NavMeshWaterMethod
Enumerator
- Ignore
Ignore all water surfaces.
Ignore the loaded state.
No changes to the spin sequence.
- Solid
Treat water surfaces as solid and walkable.
- Impassable
Treat water as an impassable obstacle.
The method used to include water surfaces in the NavMesh.
ParticleBlendStyle
Enumerator
- NORMAL
...
No blending style.
- ADDITIVE
...
Adds the color of the pixel to the frame buffer with full alpha for each pixel.
- SUBTRACTIVE
...
Subtractive Blending. Reverses the color model, causing dark colors to have a stronger visual effect.
- PREMULTALPHA
...
Color blends with the colors of the imagemap rather than the alpha.
The type of visual blending style to apply to the particles.
PFXRenderTime
Enumerator
- PFXBeforeBin
Before a RenderInstManager bin.
- PFXAfterBin
After a RenderInstManager bin.
- PFXAfterDiffuse
After the diffuse rendering pass.
- PFXEndOfFrame
When the end of the frame is reached.
- PFXTexGenOnDemand
This PostEffect is not processed by the manager. It will generate its texture when it is requested.
When to process this effect during the frame.
PFXTargetClear
Enumerator
- PFXTargetClear_None
Never clear the PostEffect target.
- PFXTargetClear_OnCreate
Clear once on create.
- PFXTargetClear_OnDraw
Clear before every draw.
Describes when the target texture should be cleared.
PFXTargetViewport
Enumerator
- PFXTargetViewport_TargetSize
Set viewport to match target size (default).
- PFXTargetViewport_GFXViewport
Use the current GFX viewport (scaled to match target size).
- PFXTargetViewport_NamedInTexture0
Use the input texture 0 if it is named (scaled to match target size), otherwise revert to PFXTargetViewport_TargetSize if there is none.
Specifies how the viewport should be set up for a PostEffect's target.
note:Applies to both the diffuse target and the depth target (if defined).
PhysicalZone_ForceType
Enumerator
- vector
...
- spherical
...
- cylindrical
...
- sphere
...
- cylinder
...
Possible physical zone force types.
PhysicsSimType
Enumerator
- ClientOnly
Only handle physics on the client.
- ServerOnly
Only handle physics on the server.
- ClientServer
Handle physics on both the client and server.
How to handle the physics simulation with the client's and server.
PlayerPose
Enumerator
- Stand
Provides cover when standing.
Standard movement pose.
- Sprint
Sprinting pose.
- Crouch
Only provides cover when crouching.
Crouch pose.
- Prone
Only provides cover when prone.
Prone pose.
- Swim
Swimming pose.
The pose of the Player.
ReflectionModeEnum
Enumerator
- Reflections
This probe does not provide any local reflection data.
- Cubemap
Uses a static CubemapData.
Uses a cubemap baked from the probe's current position.
- Cubemap
Uses a static CubemapData.
Uses a cubemap baked from the probe's current position.
Type of mesh data available in a shape.
ReflectProbeType
Enumerator
- Sphere
Sphere shaped.
- Box
Box shape.
Type of mesh data available in a shape.
RenderTexTargetSize
Enumerator
- windowsize
Render to the size of the window.
- windowsizescaled
Render to the size of the window, scaled to the render target's size.
- fixedsize
Don't scale the target texture, and render to its default size.
What size to render the target texture. Sizes are based on the Window the render is occuring in.
SDLJoystickType
Enumerator
- Unknown
- Controller
- Wheel
- Stick
- Stick
- Pad
- Guitar
- Kit
- Pad
- Throttle
The type of device connected.
SDLPowerEnum
Enumerator
- Unknown
- Empty
ShapeBaseImage is not loaded.
- Low
- Medium
- Full
- Wired
- Max
An enumeration of battery levels of a joystick.
SFXChannel
Enumerator
- Volume
Channel controls volume level of attached sound sources.
- Pitch
Channel controls pitch of attached sound sources.
- Priority
Channel controls virtualizaton priority level of attached sound sources.
- PositionX
Channel controls X coordinate of 3D sound position of attached sources.
- PositionY
Channel controls Y coordinate of 3D sound position of attached sources.
- PositionZ
Channel controls Z coordinate of 3D sound position of attached sources.
- RotationX
Channel controls X rotation (in degrees) of 3D sound orientation of attached sources.
- RotationY
Channel controls Y rotation (in degrees) of 3D sound orientation of attached sources.
- RotationZ
Channel controls Z rotation (in degrees) of 3D sound orientation of attached sources.
- VelocityX
Channel controls X coordinate of 3D sound velocity vector of attached sources.
- VelocityY
Channel controls Y coordinate of 3D sound velocity vector of attached sources.
- VelocityZ
Channel controls Z coordinate of 3D sound velocity vector of attached sources.
- ReferenceDistance
Channel controls reference distance of 3D sound of attached sources.
- MaxDistance
Channel controls max volume attenuation distance of 3D sound of attached sources.
- ConeInsideAngle
Channel controls angle (in degrees) of 3D sound inner volume cone of attached sources.
- ConeOutsideAngle
Channel controls angle (in degrees) of 3D sound outer volume cone of attached sources.
- ConeOutsideVolume
Channel controls volume outside of 3D sound outer cone of attached sources.
- Cursor
Channel controls playback cursor of attached sound sources.
note:
Be aware that different types of sound sources interpret play cursor positions differently or do not actually have play cursors (these sources will ignore the channel).
- Status
Channel controls playback status of attached sound sources.
The channel's value is rounded down to the nearest integer and interpreted in the following way:
1: Play
2: Stop
3: Pause
- User0
Channel available for custom use. By default ignored by sources.
note:
For FMOD Designer event sources (SFXFMODEventSource), this channel is used for event parameters defined in FMOD Designer and should not be used otherwise.
- User1
Channel available for custom use. By default ignored by sources.
- User2
Channel available for custom use. By default ignored by sources.
- User3
Channel available for custom use. By default ignored by sources.
Channels are individual properties of sound sources that may be animated over time.
SFXDistanceModel
Enumerator
- Linear
Marker will have no smoothing effect.
Volume attenuates linearly from the references distance onwards to max distance where it reaches zero.
- Logarithmic
Volume attenuates logarithmically starting from the reference distance and halving every reference distance step from there on. Attenuation stops at max distance but volume won't reach zero.
- Exponential
Volume attenuates exponentially starting from the reference distance and attenuating every reference distance step by the rolloff factor. Attenuation stops at max distance but volume won't reach zero.
Type of volume distance attenuation curve.
The distance model determines the falloff curve applied to the volume of 3D sounds over distance.
SFX_3d
SFXPlayListLoopMode
Enumerator
- All
Loop over all slots, i.e. jump from last to first slot after all slots have played.
- Single
Loop infinitely over the current slot. Only useful in combination with either states or manual playlist control.
Playlist behavior when description is set to loop.
SFXPlayListRandomMode
Enumerator
- NotRandom
Play slots in sequential order. No randomization.
- StrictRandom
Play a strictly random selection of slots.
In this mode, a set of numSlotsToPlay random numbers between 0 and numSlotsToPlay-1 (inclusive), i.e. in the range of valid slot indices, is generated and playlist slots are played back in the order of this list. This allows the same slot to occur multiple times in a list and, consequentially, allows for other slots to not appear at all in a given slot ordering.
- OrderedRandom
Play all slots in the list in a random order.
In this mode, the
numSlotsToPlay
slots from the list with valid tracks assigned are put into a random order and played. This guarantees that each slots is played exactly once albeit at a random position in the total ordering.
Randomization pattern to apply to playlist slot playback order.
SFXPlayListReplayMode
Enumerator
- IgnorePlaying
Ignore any sources that may already be playing on the slot and just create a new source.
- RestartPlaying
Restart all sources that was last created for the slot.
- KeepPlaying
Keep playing the current source(s) as if the source started last on the slot was created in this cycle. For this, the sources associated with the slot are brought to the top of the play stack.
- StartNew
Stop all sources currently playing on the slot and then create a new source.
- SkipIfPlaying
If there are sources already playing on the slot, skip the play stage.
Behavior when hitting the play stage of a slot that is still playing from a previous cycle.
SFXPlayListStateMode
Enumerator
- StopWhenDeactivated
Stop the sources playing on the slot when a state changes to a setting that is incompatible with the slot's state setting.
- PauseWhenDeactivated
Pause all sources playing on the slot when a state changes to a setting that is incompatible with the slot's state setting.
When the slot's state is reactivated again, the sources will resume playback.
- IgnoreWhenDeactivated
Ignore when a state changes to a setting incompatible with the slot's state setting and just keep playing sources attached to the slot.
Reaction behavior when a state is changed incompatibly on a slot that has already started playing.
SFXPlayListTransitionMode
Enumerator
- None
Simple point sampled filtering. This is the fastest and lowest quality mode.
No transition. Immediately move on to processing the slot or immediately move on to the next slot.
Allow both childs to resize (default).
Disable blending for this material.
No mesh data.
- Wait
Wait for the sound source spawned last by this playlist to finish playing. Then proceed.
- WaitAll
Wait for all sound sources currently spawned by the playlist to finish playing. Then proceed.
- Stop
Stops the spin sequence at its current position.
Stop the sound source spawned last by this playlist. Then proceed.
- StopAll
Stop all sound sources spawned by the playlist. Then proceed.
Playlist behavior when transitioning in and out of invididual slots.
Transition behaviors apply when the playback controller starts processing a playlist slot and when it ends processing a slot. Using transition behaviors, playback can be synchronized.
SFXStatus
Enumerator
- Playing
The source is currently playing.
- Stopped
Playback of the source is stopped. When transitioning to Playing state, playback will start at the beginning of the source.
- Paused
Playback of the source is paused. Resuming playback will play from the current playback position.
Playback status of sound source.
ShadowFilterMode
Enumerator
- None
Simple point sampled filtering. This is the fastest and lowest quality mode.
No transition. Immediately move on to processing the slot or immediately move on to the next slot.
Allow both childs to resize (default).
Disable blending for this material.
No mesh data.
- SoftShadow
A variable tap rotated poisson disk soft shadow filter. It performs 4 taps to classify the point as in shadow, out of shadow, or along a shadow edge. Samples on the edge get an additional 8 taps to soften them.
- SoftShadowHighQuality
A 12 tap rotated poisson disk soft shadow filter. It performs all the taps for every point without any early rejection.
The shadow filtering modes for Advanced Lighting shadows.
ShadowType
Enumerator
- Spot
- PSSM
- DualParaboloidSinglePass
- DualParaboloid
- CubeMap
ShapeBaseImageLightType
Enumerator
- NoLight
No light is attached.
The item has no light attached.
- ConstantLight
A constant emitting light is attached.
The item has a constantly emitting light attached.
- SpotLight
A spotlight is attached.
- PulsingLight
A pusling light is attached.
The item has a pulsing light attached.
- WeaponFireLight
Light emits when the weapon is fired, then dissipates.
The type of light to attach to this ShapeBaseImage.
ShapeBaseImageLoadedState
Enumerator
- Ignore
Ignore all water surfaces.
Ignore the loaded state.
No changes to the spin sequence.
- Loaded
ShapeBaseImage is loaded.
- Empty
ShapeBaseImage is not loaded.
The loaded state of this ShapeBaseImage.
ShapeBaseImageRecoilState
Enumerator
- NoRecoil
No recoil occurs.
- LightRecoil
A light recoil occurs.
- MediumRecoil
A medium recoil occurs.
- HeavyRecoil
A heavy recoil occurs.
What kind of recoil this ShapeBaseImage should emit when fired.
ShapeBaseImageSpinState
Enumerator
- Ignore
Ignore all water surfaces.
Ignore the loaded state.
No changes to the spin sequence.
- Stop
Stops the spin sequence at its current position.
Stop the sound source spawned last by this playlist. Then proceed.
- SpinUp
Increase spin sequence timeScale from 0 (on state entry) to 1 (after stateTimeoutValue seconds).
- SpinDown
Decrease spin sequence timeScale from 1 (on state entry) to 0 (after stateTimeoutValue seconds).
- FullSpeed
Resume the spin sequence playback at its current position with timeScale = 1.
How the spin animation should be played.
TSMeshType
Enumerator
- None
Simple point sampled filtering. This is the fastest and lowest quality mode.
No transition. Immediately move on to processing the slot or immediately move on to the next slot.
Allow both childs to resize (default).
Disable blending for this material.
No mesh data.
- Bounds
Bounding box of the shape.
- Mesh
Specifically desingated "collision" meshes.
Rendered mesh polygons.
- Mesh
Specifically desingated "collision" meshes.
Rendered mesh polygons.
Type of mesh data available in a shape.
TSShapeConstructorAnimType
Enumerator
- Frames
- Seconds
- Milliseconds
TSShapeConstructorLodType
Enumerator
- DetectDTS
- SingleSize
- TrailingNumber
TSShapeConstructorUpAxis
Enumerator
- X_AXIS
- Y_AXIS
- Z_AXIS
- DEFAULT
Axis to use for upwards direction when importing from Collada.
TurretShapeFireLinkType
Enumerator
- FireTogether
All weapons fire under trigger 0.
- GroupedFire
Weapon mounts 0,2 fire under trigger 0, mounts 1,3 fire under trigger 1.
- IndividualFire
Each weapon mount fires under its own trigger 0-3.
How the weapons are linked to triggers for this TurretShape.
VActionToggle
Enumerator
- ON
- OFF
VDataTableDataType
Enumerator
- EXPRESSION
- STATIC
- VARIABLE
VPathEditorMode
Enumerator
- GIZMO
- ADDNODE
- DELETENODE
VPathNodeOrientationType
Enumerator
- FREE
- TOPOINT
VPathObjectOrientationType
Enumerator
- FREE
- INTERPOLATE
- TOPATH
- TOOBJECT
- TOPOINT
VPathType
Enumerator
- BEZIER
- LINEAR
VScriptEventCommandType
Enumerator
- EXPRESSION
- METHOD
Public Variables
bool $_forceAllMainThread
Force all work items to execute on main thread. turns this into a single-threaded system. Primarily useful to find whether malfunctions are caused by parallel execution or not.
float $cameraFov
The camera's Field of View.
int $frameSkip
Sets the number of frames to skip while rendering the scene.
string $instantGroup
The group that objects will be added to when they are created.
float $mvBackwardAction
Backwards movement speed for the active player.
bool $mvDeviceIsKeyboardMouse
Boolean state for it the system is using a keyboard and mouse or not.
float $mvDownAction
Downwards movement speed for the active player.
float $mvForwardAction
Forwards movement speed for the active player.
bool $mvFreeLook
Boolean state for if freelook is active or not.
float $mvLeftAction
Left movement speed for the active player.
float $mvPitch
Current pitch value, typically applied through input devices, such as a mouse.
float $mvPitchDownSpeed
Downwards pitch speed.
float $mvPitchUpSpeed
Upwards pitch speed.
float $mvRightAction
Right movement speed for the active player.
float $mvRoll
Current roll value, typically applied through input devices, such as a mouse.
float $mvRollLeftSpeed
Left roll speed.
float $mvRollRightSpeed
Right roll speed.
int $mvTriggerCount0
Used to determine the trigger counts of buttons. Namely used for input actions such as jumping and weapons firing.
int $mvTriggerCount1
Used to determine the trigger counts of buttons. Namely used for input actions such as jumping and weapons firing.
int $mvTriggerCount2
Used to determine the trigger counts of buttons. Namely used for input actions such as jumping and weapons firing.
int $mvTriggerCount3
Used to determine the trigger counts of buttons. Namely used for input actions such as jumping and weapons firing.
int $mvTriggerCount4
Used to determine the trigger counts of buttons. Namely used for input actions such as jumping and weapons firing.
int $mvTriggerCount5
Used to determine the trigger counts of buttons. Namely used for input actions such as jumping and weapons firing.
float $mvUpAction
Upwards movement speed for the active player.
float $mvXAxis_L
Left thumbstick X axis position on a dual-analog gamepad.
float $mvXAxis_R
Right thumbstick X axis position on a dual-analog gamepad.
float $mvYaw
Current yaw value, typically applied through input devices, such as a mouse.
float $mvYawLeftSpeed
Left Yaw speed.
float $mvYawRightSpeed
Right Yaw speed.
float $mvYAxis_L
Left thumbstick Y axis position on a dual-analog gamepad.
float $mvYAxis_R
Right thumbstick Y axis position on a dual-analog gamepad.
GuiControl $ThisControl
The control for which a command is currently being evaluated. Only set during 'command' and altCommand callbacks to the control for which the command or altCommand is invoked.
int $timeAdvance
The speed at which system processing time advances.
float $timeScale
Animation time scale.
void addCaseSensitiveStrings
[string1, string2, ...]Adds case sensitive strings to the StringTable.
void restartInstance
int schedule
schedule(time, refobject|0, command,
Public Functions
activateDirectInput()
Activates DirectInput.
Also activates any connected joysticks.
activatePackage(String packageName)
Activates an existing package.
The activation occurs by updating the namespace linkage of existing functions and methods. If the package is already activated the function does nothing.
addBadWord(string badWord)
Add a string to the bad word filter.
The bad word filter is a table containing words which will not be displayed in chat windows. Instead, a designated replacement string will be displayed. There are already a number of bad words automatically defined.
Parameters:
badWord | Exact text of the word to restrict. |
True if word was successfully added, false if the word or a subset of it already exists in the table
// In this game, "Foobar" is banned %badWord = "Foobar"; // Returns true, word was successfully added addBadWord(%badWord); // Returns false, word has already been added addBadWord("Foobar");
addGlobalShaderMacro(string name, string value)
Adds a global shader macro which will be merged with the script defined macros on every shader. The macro will replace the value of an existing macro of the same name. For the new macro to take effect all the shaders in the system need to be reloaded.
addMaterialMapping(string texName, string matName)
Maps the given texture to the given material.
Generates a console warning before overwriting.
Material maps are used by terrain and interiors for triggering effects when an object moves onto a terrain block or interior surface using the associated texture.
AddRotation(RotationF a, RotationF b)
Adds two rotations together.
Parameters:
a | Rotation one. |
b | Rotation two. |
v sum of both rotations.
addTaggedString(string str)
Use the addTaggedString function to tag a new string and add it to the NetStringTable.
Parameters:
str | The string to be tagged and placed in the NetStringTable. Tagging ignores case, so tagging the same string (excluding case differences) will be ignored as a duplicated tag. |
Returns a string( containing a numeric value) equivalent to the string ID for the newly tagged string
syntaxDataTypes under Tagged Strings
afxEndMissionNotify()
...
afxGetEngine()
...
afxGetVersion()
...
aiAddPlayer(string name, string ns)
'playerName'[, 'AIClassType'] );
aiConnect(... )
Creates a new AIConnection, and passes arguments to its onConnect script callback.
The newly created AIConnection
GameConnection for parameter information
allowConnections(bool allow)
Sets whether or not the global NetInterface allows connections from remote hosts.
Parameters:
allow | Set to true to allow remote connections. |
Assert(bool condition, string message)
Fatal Script Assertion.
backtrace()
Prints the scripting call stack to the console log.
Used to trace functions called from within functions. Can help discover what functions were called (and not yet exited) before the current point in scripts.
beginSampling(string location, string backend)
Takes a string informing the backend where to store sample data and optionally a name of the specific logging backend to use. The default is the CSV backend. In most cases, the logging store will be a file name.
beginSampling( "mysamples.csv" );
buildTaggedString(string format, ... )
Build a string using the specified tagged string format.
This function takes an already tagged string (passed in as a tagged string ID) and one or more additional strings. If the tagged string contains argument tags that range from %%1 through %%9, then each additional string will be substituted into the tagged string. The final (non-tagged) combined string will be returned. The maximum length of the tagged string plus any inserted additional strings is 511 characters.
Parameters:
format | A tagged string ID that contains zero or more argument tags, in the form of %%1 through %%9. |
... | A variable number of arguments that are insterted into the tagged string based on the argument tags within the format string. |
An ordinary string that is a combination of the original tagged string with any additional strings passed in inserted in place of each argument tag.
// Create a tagged string with argument tags %taggedStringID = addTaggedString("Welcome %1 to the game!"); // Some point later, combine the tagged string with some other string %string = buildTaggedString(%taggedStringID, %playerName); echo(%string);
syntaxDataTypes under Tagged Strings
calcExplosionCoverage(Point3F pos, int id, uint covMask)
Calculates how much an explosion effects a specific object.
Use this to determine how much damage to apply to objects based on their distance from the explosion's center point, and whether the explosion is blocked by other objects.
Parameters:
pos | Center position of the explosion. |
id | Id of the object of which to check coverage. |
covMask | Mask of object types that may block the explosion. |
Coverage value from 0 (not affected by the explosion) to 1 (fully affected)
// Get the position of the explosion. %position = %explosion.getPosition(); // Set a list of TypeMasks (defined in gameFunctioncs.cpp), seperated by the | character. %TypeMasks = $TypeMasks::StaticObjectType | $TypeMasks::ItemObjectType // Acquire the damage value from 0.0f - 1.0f. %coverage = calcExplosionCoverage( %position, %sceneObject, %TypeMasks ); // Apply damage to object %sceneObject.applyDamage( %coverage * 20 );
call(string functionName, string args...)
Apply the given arguments to the specified global function and return the result of the call.
Parameters:
functionName | The name of the function to call. This function must be in the global namespace, i.e. you cannot call a function in a namespace through call. Use eval() for that. |
The result of the function call.
function myFunction( %arg ) { return ( %arg SPC "World!" ); } echo( call( "myFunction", "Hello" ) ); // Prints "Hello World!" to the console.
cancel(int eventId)
cancel(eventId)
cancelAll(string objectId)
cancelAll(objectId): cancel pending events on the specified object. Events will be automatically cancelled if object is deleted.
cancelServerQuery()
castSpell(afxMagicSpellData datablock, ShapeBase caster, SceneObject target, SimObject extra)
Instantiates the magic spell defined by datablock and cast by caster.
cleanupTexturePool()
Release the unused pooled textures in texture manager freeing up video memory.
clearClientPaths()
UNDOCUMENTED!
clearGFXResourceFlags()
Clears the flagged state on all allocated GFX resources. See flagCurrentGFXResources for usage details.
clearServerPaths()
UNDOCUMENTED!
closeNetPort()
Closes the current network port.
closeSplashWindow()
Close our startup splash window.
note:This is currently only implemented on Windows.
cls()
Clears the console output.
collapseEscape(string text)
Replace all escape sequences in text with their respective character codes.
This function replaces all escape sequences (\n, \t, etc) in the given string with the respective characters they represent.
The primary use of this function is for converting strings from their literal form into their compiled/translated form, as is normally done by the TorqueScript compiler.
Parameters:
text | A string. |
A duplicate of text with all escape sequences replaced by their respective character codes.
// Print: // // str // ing // // to the console. Note how the backslash in the string must be escaped here // in order to prevent the TorqueScript compiler from collapsing the escape // sequence in the resulting string. echo( collapseEscape( "str\ning" ) );
ColorFloatToInt(LinearColorF color)
Convert from a float color to an integer color (0.0 - 1.0 to 0 to 255).
Parameters:
color | Float color value to be converted in the form "R G B A", where R is red, G is green, B is blue, and A is alpha. |
Converted color value (0 - 255)
ColorFloatToInt( "0 0 1 0.5" ) // Returns "0 0 255 128".
ColorHEXToRGB(string hex)
Convert from a hex color value to an integer RGB (red, green, blue) color (00 - FF to 0 to 255).
Parameters:
hex | Hex color value (#000000 - #FFFFFF) to be converted to an RGB (red, green, blue) value. |
Integer color value to be converted in the form "R G B A", where R is red, G is green, B is blue, and A is alpha. Alpha isn't handled/converted so only pay attention to the RGB value
ColorHEXToRGB( "#0000FF" ) // Returns "0 0 255 0".
ColorHSBToRGB(Point3I hsb)
Convert from a HSB (hue, saturation, brightness) to an integer RGB (red, green, blue) color. HSB is also know as HSL or HSV as well, with the last letter standing for lightness or value.
Parameters:
hsb | HSB (hue, saturation, brightness) value to be converted. |
Integer color value to be converted in the form "R G B A", where R is red, G is green, B is blue, and A is alpha. Alpha isn't handled/converted so only pay attention to the RGB value
ColorHSBToRGB( "240 100 100" ) // Returns "0 0 255 0".
ColorIntToFloat(ColorI color)
Convert from a integer color to an float color (0 to 255 to 0.0 - 1.0).
Parameters:
color | Integer color value to be converted in the form "R G B A", where R is red, G is green, B is blue, and A is alpha. |
Converted color value (0.0 - 1.0)
ColorIntToFloat( "0 0 255 128" ) // Returns "0 0 1 0.5".
ColorRGBToHEX(ColorI color)
Convert from a integer RGB (red, green, blue) color to hex color value (0 to 255 to 00 - FF).
Parameters:
color | Integer color value to be converted in the form "R G B A", where R is red, G is green, B is blue, and A is alpha. It excepts an alpha, but keep in mind this will not be converted. |
Hex color value (#000000 - #FFFFFF), alpha isn't handled/converted so it is only the RGB value
ColorRBGToHEX( "0 0 255 128" ) // Returns "#0000FF".
ColorRGBToHSB(ColorI color)
Convert from a integer RGB (red, green, blue) color to HSB (hue, saturation, brightness). HSB is also know as HSL or HSV as well, with the last letter standing for lightness or value.
Parameters:
color | Integer color value to be converted in the form "R G B A", where R is red, G is green, B is blue, and A is alpha. It excepts an alpha, but keep in mind this will not be converted. |
HSB color value, alpha isn't handled/converted so it is only the RGB value
ColorRBGToHSB( "0 0 255 128" ) // Returns "240 100 100".
ColorScale(LinearColorF color, float scalar)
Returns color scaled by scalar (color*scalar).
Parameters:
color | The color to be scaled. |
scalar | The amount to scale the color. |
commandToClient(NetConnection client, string func, ... )
Send a command from the server to the client.
Parameters:
client | The numeric ID of a client GameConnection |
func | Name of the client function being called |
... | Various parameters being passed to client command |
// Set up the client command. Needs to be executed on the client, such as // within scripts/client/client.cs // Update the Ammo Counter with current ammo, if not any then hide the counter. function clientCmdSetAmmoAmountHud(%amount) { if (!%amount) AmmoAmount.setVisible(false); else { AmmoAmount.setVisible(true); AmmoAmount.setText("Ammo: "@%amount); } } // Call it from a server function. Needs to be executed on the server, //such as within scripts/server/game.cs function GameConnection::setAmmoAmountHud(%client, %amount) { commandToClient(%client, 'SetAmmoAmountHud', %amount); }
commandToServer(string func, ... )
Send a command to the server.
Parameters:
func | Name of the server command being called |
... | Various parameters being passed to server command |
// Create a standard function. Needs to be executed on the client, such // as within scripts/client/default.bind.cs function toggleCamera(%val) { // If key was down, call a server command named 'ToggleCamera' if (%val) commandToServer('ToggleCamera'); } // Server command being called from above. Needs to be executed on the // server, such as within scripts/server/commands.cs function serverCmdToggleCamera(%client) { if (%client.getControlObject() == %client.player) { %client.camera.setVelocity("0 0 0"); %control = %client.camera; } else { %client.player.setVelocity("0 0 0"); %control = %client.player; } %client.setControlObject(%control); clientCmdSyncEditorGui(); }
compile(string fileName, bool overrideNoDSO)
Compile a file to bytecode.
This function will read the TorqueScript code in the specified file, compile it to internal bytecode, and, if DSO generation is enabled or overrideNoDDSO is true, will store the compiled code in a .dso file in the current DSO path mirrorring the path of fileName.
Parameters:
fileName | Path to the file to compile to bytecode. |
overrideNoDSO | If true, force generation of DSOs even if the engine is compiled to not generate write compiled code to DSO files. |
True if the file was successfully compiled, false if not.
note:The definitions contained in the given file will not be made available and no code will actually be executed. Use exec() for that.
CompileLanguage(string inputFile, bool createMap)
Compiles a LSO language file. if createIndex is true, will also create languageMap.cs with the global variables for each string index. The input file must follow this example layout: TXT_HELLO_WORLD = Hello world in english!
containerBoxEmpty(uint mask, Point3F center, float xRadius, float yRadius, float zRadius, bool useClientContainer)
See if any objects of the given types are present in box of given extent.
note:Parameters:Extent parameter is last since only one radius is often needed. If one radius is provided, the yRadius and zRadius are assumed to be the same. Unfortunately, if you need to use the client container, you'll need to set all of the radius parameters. Fortunately, this function is mostly used on the server.
mask | Indicates the type of objects we are checking against. |
center | Center of box. |
xRadius | Search radius in the x-axis. See note above. |
yRadius | Search radius in the y-axis. See note above. |
zRadius | Search radius in the z-axis. See note above. |
useClientContainer | Optionally indicates the search should be within the client container. |
true if the box is empty, false if any object is found.
containerFindFirst(uint typeMask, Point3F origin, Point3F size)
Find objects matching the bitmask type within a box centered at point, with extents x, y, z.
The first object found, or an empty string if nothing was found. Thereafter, you can get more results using containerFindNext().
containerFindNext()
Get more results from a previous call to containerFindFirst().
note:You must call containerFindFirst() to begin the search.
The next object found, or an empty string if nothing else was found.
containerRayCast(Point3F start, Point3F end, uint mask, SceneObject pExempt, bool useClientContainer)
Cast a ray from start to end, checking for collision against items matching mask.
If pExempt is specified, then it is temporarily excluded from collision checks (For instance, you might want to exclude the player if said player was firing a weapon.) Parameters:
start | An XYZ vector containing the tail position of the ray. |
end | An XYZ vector containing the head position of the ray |
mask | A bitmask corresponding to the type of objects to check for |
pExempt | An optional ID for a single object that ignored for this raycast |
useClientContainer | Optionally indicates the search should be within the client container. |
A string containing either null, if nothing was struck, or these fields:
The ID of the object that was struck.
The x, y, z position that it was struck.
The x, y, z of the normal of the face that was struck.
The distance between the start point and the position we hit.
containerSearchCurrDist(bool useClientContainer)
Get distance of the center of the current item from the center of the current initContainerRadiusSearch.
Parameters:
useClientContainer | Optionally indicates the search should be within the client container. |
distance from the center of the current object to the center of the search
containerSearchCurrRadiusDist(bool useClientContainer)
Get the distance of the closest point of the current item from the center of the current initContainerRadiusSearch.
Parameters:
useClientContainer | Optionally indicates the search should be within the client container. |
distance from the closest point of the current object to the center of the search
containerSearchNext(bool useClientContainer)
Get next item from a search started with initContainerRadiusSearch() or initContainerTypeSearch().
Parameters:
useClientContainer | Optionally indicates the search should be within the client container. |
the next object found in the search, or null if no more
// print the names of all nearby ShapeBase derived objects %position = %obj.getPosition; %radius = 20; %mask = $TypeMasks::ShapeBaseObjectType; initContainerRadiusSearch( %position, %radius, %mask ); while ( (%targetObject = containerSearchNext()) != 0 ) { echo( "Found: " @ %targetObject.getName() ); }
containsBadWords(string text)
Checks to see if text is a bad word.
The text is considered to be a bad word if it has been added to the bad word filter.
Parameters:
text | Text to scan for bad words |
True if the text has bad word(s), false if it is clean
// In this game, "Foobar" is banned %badWord = "Foobar"; // Add a banned word to the bad word filter addBadWord(%badWord); // Create the base string, can come from anywhere like user chat %userText = "Foobar"; // Create a string of random letters %replacementChars = "knqwrtlzs"; // If the text contains a bad word, filter it before printing // Otherwise print the original text if(containsBadWords(%userText)) { // Filter the string %filteredText = filterString(%userText, %replacementChars); // Print filtered text echo(%filteredText); } else echo(%userText);
countBits(int v)
Count the number of bits that are set in the given 32 bit integer.
Parameters:
v | An integer value. |
The number of bits that are set in v.
createPath(string path)
Create the given directory or the path leading to the given filename.
If path ends in a trailing slash, then all components in the given path will be created as directories (if not already in place). If path, does not end in a trailing slash, then the last component of the path is taken to be a file name and only the directory components of the path will be created.
Parameters:
path | The path to create. |
note:Only present in a Tools build of Torque.
deactivateDirectInput()
Disables DirectInput.
Also deactivates any connected joysticks.
deactivatePackage(String packageName)
Deactivates a previously activated package.
The package is deactivated by removing its namespace linkages to any function or method. If there are any packages above this one in the stack they are deactivated as well. If the package is not on the stack this function does nothing.
debug()
Drops the engine into the native C++ debugger.
This function triggers a debug break and drops the process into the IDE's debugger. If the process is not running with a debugger attached it will generate a runtime error on most platforms.
note:This function is not available in shipping builds.
debugDumpAllObjects()
Dumps all current EngineObject instances to the console.
note:This function is only available in debug builds.
debugEnumInstances(string className, string functionName)
Call the given function for each instance of the given class.
Parameters:
className | Name of the class for which to enumerate instances. |
functionName | Name of function to call and pass each instance of the given class. |
note:This function is only available in debug builds and primarily meant as an aid in debugging.
debugv(string variableName)
Logs the value of the given variable to the console.
Prints a string of the form "
Parameters:
variableName | Name of the local or global variable to print. |
%var = 1; debugv( "%var" ); // Prints "%var = 1"
decalManagerAddDecal(Point3F position, Point3F normal, float rot, float scale, DecalData decalData, bool isImmortal)
Adds a new decal to the decal manager.
Parameters:
position | World position for the decal. |
normal | Decal normal vector (if the decal was a tire lying flat on a surface, this is the vector pointing in the direction of the axle). |
rot | Angle (in radians) to rotate this decal around its normal vector. |
scale | Scale factor applied to the decal. |
decalData | DecalData datablock to use for the new decal. |
isImmortal | Whether or not this decal is immortal. If immortal, it does not expire automatically and must be removed explicitly. |
Returns the ID of the new Decal object or -1 on failure.
// Specify the decal position %position = "1.0 1.0 1.0"; // Specify the up vector %normal = "0.0 0.0 1.0"; // Add the new decal. %decalObj = decalManagerAddDecal( %position, %normal, 0.5, 0.35, ScorchBigDecal, false );
decalManagerClear()
Removes all decals currently loaded in the decal manager.
// Tell the decal manager to remove all existing decals. decalManagerClear();
decalManagerDirty()
Returns whether the decal manager has unsaved modifications.
True if the decal manager has unsaved modifications, false if everything has been saved.
// Ask the decal manager if it has unsaved modifications. %hasUnsavedModifications = decalManagerDirty();
decalManagerEditDecal(int decalID, Point3F pos, Point3F normal, float rotAroundNormal, float decalScale)
Edit specified decal of the decal manager.
Parameters:
decalID | ID of the decal to edit. |
pos | World position for the decal. |
normal | Decal normal vector (if the decal was a tire lying flat on a surface, this is the vector pointing in the direction of the axle). |
rotAroundNormal | Angle (in radians) to rotate this decal around its normal vector. |
decalScale | Scale factor applied to the decal. |
Returns true if successful, false if decalID not found.
decalManagerLoad(string fileName)
Clears existing decals and replaces them with decals loaded from the specified file.
Parameters:
fileName | Filename to load the decals from. |
True if the decal manager was able to load the requested file, false if it could not.
// Set the filename to load the decals from. %fileName = "./missionDecals.mis.decals"; // Inform the decal manager to load the decals from the entered filename. decalManagerLoad( %fileName );
decalManagerRemoveDecal(int decalID)
Remove specified decal from the scene.
Parameters:
decalID | ID of the decal to remove. |
Returns true if successful, false if decal ID not found.
// Specify a decal ID to be removed %decalID = 1; // Tell the decal manager to remove the specified decal ID. decalManagerRemoveDecal( %decalId )
decalManagerSave(String decalSaveFile)
Saves the decals for the active mission in the entered filename.
Parameters:
decalSaveFile | Filename to save the decals to. // Set the filename to save the decals in. If no filename is set, then the // decals will default to <activeMissionName>.mis.decals %fileName = "./missionDecals.mis.decals"; // Inform the decal manager to save the decals for the active mission. decalManagerSave( %fileName ); |
deleteDataBlocks()
Delete all the datablocks we've downloaded.
This is usually done in preparation of downloading a new set of datablocks, such as occurs on a mission change, but it's also good post-mission cleanup.
deleteVariables(string pattern)
Undefine all global variables matching the given name pattern.
Parameters:
pattern | A global variable name pattern. Must begin with '$'. // Define a global variable in the "My" namespace. $My::Variable = "value"; // Undefine all variable in the "My" namespace. deleteVariables( "$My::*" ); |
describeGFXResources(string resourceTypes, string filePath, bool unflaggedOnly)
Dumps a description of GFX resources to a file or the console.
Parameters:
resourceTypes | A space seperated list of resource types or an empty string for all resources. |
filePath | A file to dump the list to or an empty string to write to the console. |
unflaggedOnly | If true only unflagged resources are dumped. See flagCurrentGFXResources. |
note:The resource types can be one or more of the following:
texture
texture target
window target
vertex buffers
primitive buffers
fences
cubemaps
shaders
stateblocks
describeGFXStateBlocks(string filePath)
Dumps a description of all state blocks.
Parameters:
filePath | A file to dump the state blocks to or an empty string to write to the console. |
detag(string str)
Returns the string from a tag string.
Should only be used within the context of a function that receives a tagged string, and is not meant to be used outside of this context. Use getTaggedString() to convert a tagged string ID back into a regular string at any time.
// From scripts/client/message. cs function clientCmdChatMessage(%sender, %voice, %pitch, %msgString, %a1, %a2, %a3, %a4, %a5, %a6, %a7, %a8, %a9, %a10) { onChatMessage(detag(%msgString), %voice, %pitch); }
syntaxDataTypes under Tagged Strings
dispatchMessage(string queueName, string message, string data)
Dispatch a message to a queue.
Parameters:
queueName | Queue to dispatch the message to |
message | Message to dispatch |
data | Data for message |
True for success, false for failure
dispatchMessageObject(string queueName, string message)
Dispatch a message object to a queue.
Parameters:
queueName | Queue to dispatch the message to |
message | Message to dispatch |
true for success, false for failure
displaySplashWindow(string path)
Display a startup splash window suitable for showing while the engine still starts up.
note:Parameters:This is currently only implemented on Windows.
path | relative path to splash screen image to display. |
True if the splash window could be successfully initialized.
DNetSetLogging(bool enabled)
Enables logging of the connection protocols.
When enabled a lot of network debugging information is sent to the console. Parameters:
enabled | True to enable, false to disable |
dumpActivePostFX()
UNDOCUMENTED!
dumpAlloc(int allocNum)
Dumps information about the given allocated memory block.
Parameters:
allocNum | Memory block to dump information about. |
note:Available in debug builds only. In torqueConfig.h, TORQUE_DISABLE_MEMORY_MANAGER must be undefined to use this function.
dumpConsoleClasses(bool dumpScript, bool dumpEngine)
Dumps all declared console classes to the console.
Parameters:
dumpScript | Optional parameter specifying whether or not classes defined in script should be dumped. |
dumpEngine | Optional parameter specifying whether or not classes defined in the engine should be dumped. |
dumpConsoleFunctions(bool dumpScript, bool dumpEngine)
Dumps all declared console functions to the console.
Parameters:
dumpScript | Optional parameter specifying whether or not functions defined in script should be dumped. |
dumpEngine | Optional parameter specitying whether or not functions defined in the engine should be dumped. |
dumpEngineDocs(string outputFile)
Dumps the engine scripting documentation to the specified file overwriting any existing content.
Parameters:
outputFile | The relative or absolute output file path and name. |
Returns true if successful.
dumpFontCacheStatus()
Dumps to the console a full description of all cached fonts, along with info on the codepoints each contains.
dumpMaterialInstances()
Dumps a formatted list of currently allocated material instances to the console.
dumpMemSnapshot(string fileName)
Dumps a snapshot of current memory to a file.
The total memory used will also be output to the console. This function will attempt to create the file if it does not already exist. Parameters:
fileName | Name and path of file to save profiling stats to. Must use forward slashes (/) dumpMemSnapshot( "C:/Torque/ProfilerLogs/profilerlog1.txt" ); |
note:Available in debug builds only. In torqueConfig.h, TORQUE_DISABLE_MEMORY_MANAGER must be undefined to use this function.
dumpNetStats()
Dumps network statistics for each class to the console.
The returned avg, min and max values are in bits sent per update. The num value is the total number of events collected.
note:This method only works when TORQUE_NET_STATS is defined in torqueConfig.h.
dumpNetStringTable()
Dump the current contents of the networked string table to the console.
The results are returned in three columns. The first column is the network string ID. The second column is the string itself. The third column is the reference count to the network string.
note:This function is available only in debug builds.
dumpProcessList()
Dumps all ProcessObjects in ServerProcessList and ClientProcessList to the console.
dumpRandomNormalMap()
Creates a 64x64 normal map texture filled with noise. The texture is saved to randNormTex.png in the location of the game executable.
dumpStringMemStats()
Dumps information about String memory usage.
dumpTextureObjects()
Dumps a list of all active texture objects to the console.
note:This function is only available in debug builds.
dumpUnflaggedAllocs(string fileName)
Dumps all unflagged memory allocations.
Dumps all memory allocations that were made after a call to flagCurrentAllocs(). Helpful when used with flagCurrentAllocs() for detecting memory leaks and analyzing general memory usage.
Parameters:
fileName | Optional file path and location to dump all memory allocations not flagged by flagCurrentAllocs(). If left blank, data will be dumped to the console. |
dumpMemSnapshot(); // dumps info to console dumpMemSnapshot( "C:/Torque/profilerlog1.txt" ); // dumps info to file
note:Available in debug builds only. In torqueConfig.h, TORQUE_DISABLE_MEMORY_MANAGER must be undefined to use this function.
duplicateCachedFont(string oldFontName, int oldFontSize, string newFontName)
Copy the specified old font to a new name. The new copy will not have a platform font backing it, and so will never have characters added to it. But this is useful for making copies of fonts to add postprocessing effects to via exportCachedFont.
Parameters:
oldFontName | The name of the font face to copy. |
oldFontSize | The size of the font to copy. |
newFontName | The name of the new font face. |
echo(string message...)
Logs a message to the console.
Concatenates all given arguments to a single string and prints the string to the console. A newline is added automatically after the text.
Parameters:
message | Any number of string arguments. |
echoThru(string passthru, string text...)
Like echo(), but first argument is returned.
enableSamples(string pattern, bool state)
Enable sampling for all keys that match the given name pattern. Slashes are treated as separators.
enableWinConsole(bool _enable)
endsWith(string str, string suffix, bool caseSensitive)
Test whether the given string ends with the given suffix.
Parameters:
str | The string to test. |
suffix | The potential suffix of str. |
caseSensitive | If true, the comparison will be case-sensitive; if false, differences in casing will not be taken into account. |
True if the last characters in str match the complete contents of suffix; false otherwise.
startsWith( "TEST123", "123" ) // Returns true.
error(string message...)
Logs an error message to the console.
Concatenates all given arguments to a single string and prints the string to the console as an error message (in the in-game console, these will show up using a red font by default). A newline is added automatically after the text.
Parameters:
message | Any number of string arguments. |
errorThru(string passthru, string text...)
Like error(), but first argument is returned.
eval(string consoleString)
eval(consoleString)
excludeOtherInstance(string appIdentifer)
Used to exclude/prevent all other instances using the same identifier specified.
note:Parameters:Not used on OSX, Xbox, or in Win debug builds
appIdentifier | Name of the app set up for exclusive use. |
False if another app is running that specified the same appIdentifier
exec(string fileName, bool noCalls, bool journalScript)
Execute the given script file.
Parameters:
fileName | Path to the file to execute |
noCalls | Deprecated |
journalScript | Deprecated |
True if the script was successfully executed, false if not.
// Execute the init.cs script file found in the same directory as the current script file. exec( "./init.cs" );
execPrefs(string relativeFileName, bool noCalls, bool journalScript)
Manually execute a special script file that contains game or editor preferences.
Parameters:
relativeFileName | Name and path to file from project folder |
noCalls | Deprecated |
journalScript | Deprecated |
True if script was successfully executed
note:Appears to be useless in Torque 3D, should be deprecated
expandEscape(string text)
Replace all characters in text that need to be escaped for the string to be a valid string literal with their respective escape sequences.
All characters in text that cannot appear in a string literal will be replaced by an escape sequence (\n, \t, etc).
The primary use of this function is for converting strings suitable for being passed as string literals to the TorqueScript compiler.
Parameters:
text | A string |
A duplicate of the text parameter with all unescaped characters that cannot appear in string literals replaced by their respective escape sequences.
expandFilename(string filename)
Grabs the full path of a specified file.
Parameters:
filename | Name of the local file to locate |
String containing the full filepath on disk
expandOldFilename(string filename)
Retrofits a filepath that uses old Torque style.
String containing filepath with new formatting
export(string pattern, string filename, bool append)
Write out the definitions of all global variables matching the given name pattern.
If fileName is not "", the variable definitions are written to the specified file. Otherwise the definitions will be printed to the console.
The output are valid TorqueScript statements that can be executed to restore the global variable values.
Parameters:
pattern | A global variable name pattern. Must begin with '$'. |
filename | Path of the file to which to write the definitions or "" to write the definitions to the console. |
append | If true and fileName is not "", then the definitions are appended to the specified file. Otherwise existing contents of the file (if any) will be overwritten. |
// Write out all preference variables to a prefs.cs file. export( "$prefs::*", "prefs.cs" );
exportCachedFont(string faceName, int fontSize, string fileName, int padding, int kerning)
Export specified font to the specified filename as a PNG. The image can then be processed in Photoshop or another tool and reimported using importCachedFont. Characters in the font are exported as one long strip.
Parameters:
faceName | The name of the font face. |
fontSize | The size of the font in pixels. |
fileName | The file name and path for the output PNG. |
padding | The padding between characters. |
kerning | The kerning between characters. |
exportEngineAPIToXML()
Create a XML document containing a dump of the entire exported engine API.
A SimXMLDocument containing a dump of the engine's export information or NULL if the operation failed.
extractDatablockCacheCRC(string fileName)
UNDOCUMENTED!
fileBase(string fileName)
Get the base of a file name (removes extension and path)
Parameters:
fileName | Name and path of file to check |
String containing the file name, minus extension and path
fileCreatedTime(string fileName)
Returns a platform specific formatted string with the creation time for the file.
Parameters:
fileName | Name and path of file to check |
Formatted string (OS specific) containing created time, "9/3/2010 12:33:47 PM" for example
fileDelete(string path)
Delete a file from the hard drive.
Parameters:
path | Name and path of the file to delete |
note:THERE IS NO RECOVERY FROM THIS. Deleted file is gone for good.
True if file was successfully deleted
fileExt(string fileName)
Get the extension of a file.
Parameters:
fileName | Name and path of file |
String containing the extension, such as ".exe" or ".cs"
fileModifiedTime(string fileName)
Returns a platform specific formatted string with the last modified time for the file.
Parameters:
fileName | Name and path of file to check |
Formatted string (OS specific) containing modified time, "9/3/2010 12:33:47 PM" for example
fileName(string fileName)
Get only the file name of a path and file name string (removes path)
Parameters:
fileName | Name and path of file to check |
String containing the file name, minus the path
filePath(string fileName)
Get the path of a file (removes name and extension)
Parameters:
fileName | Name and path of file to check |
String containing the path, minus name and extension
fileSize(string fileName)
Determines the size of a file on disk.
Parameters:
fileName | Name and path of the file to check |
Returns filesize in bytes, or -1 if no file
filterString(string baseString, string replacementChars)
Replaces the characters in a string with designated text.
Uses the bad word filter to determine which characters within the string will be replaced.
Parameters:
baseString | The original string to filter. |
replacementChars | A string containing letters you wish to swap in the baseString. |
The new scrambled string
// Create the base string, can come from anywhere %baseString = "Foobar"; // Create a string of random letters %replacementChars = "knqwrtlzs"; // Filter the string %newString = filterString(%baseString, %replacementChars); // Print the new string to console echo(%newString);
findFirstFile(string pattern, bool recurse)
Returns the first file in the directory system matching the given pattern.
Use the corresponding findNextFile() to step through the results. If you're only interested in the number of files returned by the pattern match, use getFileCount().
This function differs from findFirstFileMultiExpr() in that it supports a single search pattern being passed in.
note:Parameters:You cannot run multiple simultaneous file system searches with these functions. Each call to findFirstFile() and findFirstFileMultiExpr() initiates a new search and renders a previous search invalid.
pattern | The path and file name pattern to match against. |
recurse | If true, the search will exhaustively recurse into subdirectories of the given path and match the given filename pattern. |
The path of the first file matched by the search or an empty string if no matching file could be found.
// Execute all .cs files in a subdirectory and its subdirectories. for( %file = findFirstFile( "subdirectory/*.cs" ); %file !$= ""; %file = findNextFile() ) exec( %file );
findFirstFileMultiExpr(string pattern, bool recurse)
Returns the first file in the directory system matching the given patterns.
Use the corresponding findNextFileMultiExpr() to step through the results. If you're only interested in the number of files returned by the pattern match, use getFileCountMultiExpr().
This function differs from findFirstFile() in that it supports multiple search patterns to be passed in.
note:Parameters:You cannot run multiple simultaneous file system searches with these functions. Each call to findFirstFile() and findFirstFileMultiExpr() initiates a new search and renders a previous search invalid.
pattern | The path and file name pattern to match against, such as *.cs. Separate multiple patterns with TABs. For example: "*.cs" TAB "*.dso" |
recurse | If true, the search will exhaustively recurse into subdirectories of the given path and match the given filename patterns. |
String of the first matching file path, or an empty string if no matching files were found.
// Find all DTS or Collada models %filePatterns = "*.dts" TAB "*.dae"; %fullPath = findFirstFileMultiExpr( %filePatterns ); while ( %fullPath !$= "" ) { echo( %fullPath ); %fullPath = findNextFileMultiExpr( %filePatterns ); }
findNextFile(string pattern)
Returns the next file matching a search begun in findFirstFile().
Parameters:
pattern | The path and file name pattern to match against. This is optional and may be left out as it is not used by the code. It is here for legacy reasons. |
The path of the next filename matched by the search or an empty string if no more files match.
// Execute all .cs files in a subdirectory and its subdirectories. for( %file = findFirstFile( "subdirectory/*.cs" ); %file !$= ""; %file = findNextFile() ) exec( %file );
findNextFileMultiExpr(string pattern)
Returns the next file matching a search begun in findFirstFileMultiExpr().
Parameters:
pattern | The path and file name pattern to match against. This is optional and may be left out as it is not used by the code. It is here for legacy reasons. |
String of the next matching file path, or an empty string if no matching files were found.
// Find all DTS or Collada models %filePatterns = "*.dts" TAB "*.dae"; %fullPath = findFirstFileMultiExpr( %filePatterns ); while ( %fullPath !$= "" ) { echo( %fullPath ); %fullPath = findNextFileMultiExpr( %filePatterns ); }
firstWord(string text)
Return the first word in text.
Parameters:
text | A list of words separated by newlines, spaces, and/or tabs. |
The word at index 0 in text or "" if text is empty.
note:This is equal to @tsexample_nopar getWord( text, 0 )
flagCurrentAllocs()
Flags all current memory allocations.
Flags all current memory allocations for exclusion in subsequent calls to dumpUnflaggedAllocs(). Helpful in detecting memory leaks and analyzing memory usage.
flagCurrentGFXResources()
Flags all currently allocated GFX resources. Used for resource allocation and leak tracking by flagging current resources then dumping a list of unflagged resources at some later point in execution.
flushTextureCache()
Releases all textures and resurrects the texture manager.
freeMemoryDump()
Dumps some useful statistics regarding free memory.
Dumps an analysis of 'free chunks' of memory. Does not print how much memory is free.
GenerateTamlSchema()
Generate a TAML schema file of all engine types.
The schema file is specified using the console variable '$pref::T2D::TAMLSchema'.
Whether the schema file was writtent or not.
generateUUID()
Generate a new universally unique identifier (UUID).
A newly generated UUID.
getActiveDDSFiles()
Returns the count of active DDSs files in memory.
getActiveLightManager()
Returns the active light manager name.
getAppVersionNumber()
Get the version of the application build, as a string.
getAppVersionString()
Get the version of the aplication build, as a human readable string.
getBestHDRFormat()
Returns the best texture format for storage of HDR data for the active device.
getBitmapInfo(string filename)
Returns image info in the following format: width TAB height TAB bytesPerPixel TAB format. It will return an empty string if the file is not found.
getBoxCenter(Box3F box)
Get the center point of an axis-aligned box.
Parameters:
b | A Box3F, in string format using "minExtentX minExtentY minExtentZ maxExtentX maxExtentY maxExtentZ" |
Center of the box.
getBuildString()
Get the type of build, "Debug" or "Release".
getCategoryOfClass(string className)
Returns the category of the given class.
Parameters:
className | The name of the class. |
getColorFromHSV(float hue, float sat, float val, float alpha)
Coverts an HSV formatted color into an RBG color.
Parameters:
hue | The hue of the color (0-360). |
sat | The saturation of the color (0-1). |
val | The value of the color (0-1). |
alpha | The alpha of the color (0-1). |
getCompileTimeString()
Get the time of compilation.
getCoreLangTable()
Gets the primary LangTable used by the game.
ID of the core LangTable
getCurrentActionMap()
Returns the current ActionMap.
getCurrentDirectory()
Return the current working directory.
The absolute path of the current working directory.
note:Only present in a Tools build of Torque.
getDatablockCacheCRC()
UNDOCUMENTED!
getDescriptionOfClass(string className)
Returns the description string for the named class.
Parameters:
className | The name of the class. |
The class description in string format.
getDesktopResolution()
Returns the width, height, and bitdepth of the screen/desktop.
getDirectoryList(string path, int depth)
Gathers a list of directories starting at the given path.
Parameters:
path | String containing the path of the directory |
depth | Depth of search, as in how many subdirectories to parse through |
Tab delimited string containing list of directories found during search, "" if no files were found
getDisplayDeviceInformation()
Get the string describing the active GFX device.
getDisplayDeviceList()
Returns a tab-seperated string of the detected devices across all adapters.
getDisplayDeviceType()
Get the string describing the active GFX device type.
getDSOPath(string scriptFileName)
Get the absolute path to the file in which the compiled code for the given script file will be stored.
Parameters:
scriptFileName | Path to the .cs script file. |
The absolute path to the .dso file for the given script file.
note:The compiler will store newly compiled DSOs in the prefs path but pre-existing DSOs will be loaded from the current paths.
getPrefsPath
getEngineName()
Get the name of the engine product that this is running from, as a string.
getEventTimeLeft(int scheduleId)
getEventTimeLeft(scheduleId) Get the time left in ms until this event will trigger.
getExecutableName()
Gets the name of the game's executable.
String containing this game's executable name
getField(string text, int index)
Extract the field at the given index in the newline and/or tab separated list in text.
Fields in text must be separated by newlines and/or tabs. Parameters:
text | A list of fields separated by newlines and/or tabs. |
index | The zero-based index of the field to extract. |
The field at the given index or "" if the index is out of range.
getField( "a b" TAB "c d" TAB "e f", 1 ) // Returns "c d"
getFieldCount(string text)
Return the number of newline and/or tab separated fields in text.
Parameters:
text | A list of fields separated by newlines and/or tabs. |
The number of newline and/or tab sepearated elements in text.
getFieldCount( "a b" TAB "c d" TAB "e f" ) // Returns 3
getFields(string text, int startIndex, int endIndex)
Extract a range of fields from the given startIndex onwards thru endIndex.
Fields in text must be separated by newlines and/or tabs. Parameters:
text | A list of fields separated by newlines and/or tabs. |
startIndex | The zero-based index of the first field to extract from text. |
endIndex | The zero-based index of the last field to extract from text. If this is -1, all fields beginning with startIndex are extracted from text. |
A string containing the specified range of fields from text or "" if startIndex is out of range or greater than endIndex.
getFields( "a b" TAB "c d" TAB "e f", 1 ) // Returns "c d" TAB "e f"
getFileCount(string pattern, bool recurse)
Returns the number of files in the directory tree that match the given patterns.
This function differs from getFileCountMultiExpr() in that it supports a single search pattern being passed in.
If you're interested in a list of files that match the given pattern and not just the number of files, use findFirstFile() and findNextFile().
Parameters:
pattern | The path and file name pattern to match against. |
recurse | If true, the search will exhaustively recurse into subdirectories of the given path and match the given filename pattern counting files in subdirectories. |
Number of files located using the pattern
// Count the number of .cs files in a subdirectory and its subdirectories. getFileCount( "subdirectory/*.cs" );
getFileCountMultiExpr(string pattern, bool recurse)
Returns the number of files in the directory tree that match the given patterns.
If you're interested in a list of files that match the given patterns and not just the number of files, use findFirstFileMultiExpr() and findNextFileMultiExpr().
Parameters:
pattern | The path and file name pattern to match against, such as *.cs. Separate multiple patterns with TABs. For example: "*.cs" TAB "*.dso" |
recurse | If true, the search will exhaustively recurse into subdirectories of the given path and match the given filename pattern. |
Number of files located using the patterns
// Count all DTS or Collada models %filePatterns = "*.dts" TAB "*.dae"; echo( "Nunmer of shape files:" SPC getFileCountMultiExpr( %filePatterns ) );
getFileCRC(string fileName)
Provides the CRC checksum of the given file.
Parameters:
fileName | The path to the file. |
The calculated CRC checksum of the file, or -1 if the file could not be found.
getFirstNumber(string str)
Get the first occuring number from str.
Parameters:
str | The string from which to read out the first number. |
String representation of the number or if no number.
getFormatExtensions()
Returns a list of supported shape format extensions separated by tabs.Example output: *.dsq TAB *.dae TAB.
getFormatFilters()
Returns a list of supported shape formats in filter form.
Example output: DSQ Files|*.dsq|COLLADA Files|*.dae|
getFreeTargetPosition()
Returns the current location of the free target.
getFunctionPackage(string funcName)
Provides the name of the package the function belongs to.
Parameters:
funcName | String containing name of the function |
The name of the function's package
getLightManagerNames()
Returns a tab seperated list of light manager names.
getLocalTime()
Return the current local time as: weekday month day year hour min sec.
Local time is platform defined.
getMainDotCsDir()
Get the absolute path to the directory that contains the main.cs script from which the engine was started.
This directory will usually contain all the game assets and, in a user-side game installation, will usually be read-only.
The path to the main game assets.
getMaterialInstances(BaseMaterialDefinition target, GuiTreeViewCtrl tree)
Dumps a formatted list of currently allocated material instances to the console.
getMaterialMapping(string texName)
Returns the name of the material mapped to this texture.
If no materials are found, an empty string is returned.
Parameters:
texName | Name of the texture |
getMax(float v1, float v2)
Calculate the greater of two specified numbers.
Parameters:
v1 | Input value. |
v2 | Input value. |
The greater value of the two specified values.
getMaxDynamicVerts()
Get max number of allowable dynamic vertices in a single vertex buffer.
the max number of allowable dynamic vertices in a single vertex buffer
getMaxF(float a, float b)
Returns the greater of the two arguments.
getMaxFrameAllocation()
UNDOCUMENTED!
getMethodPackage(string nameSpace, string method)
Provides the name of the package the method belongs to.
Parameters:
namespace | Class or namespace, such as Player |
method | Name of the funciton to search for |
The name of the method's package
getMin(float v1, float v2)
Calculate the lesser of two specified numbers.
Parameters:
v1 | Input value. |
v2 | Input value. |
The lesser value of the two specified values.
getMinF(float a, float b)
Returns the lesser of the two arguments.
getMissionAreaServerObject()
Get the MissionArea object, if any.
getNamedTargetList()
UNDOCUMENTED!
getNavMeshEventManager()
Get the EventManager object for all NavMesh updates.
getPackageList()
Returns a space delimited list of the active packages in stack order.
getPixelShaderVersion()
Returns the pixel shader version for the active device.
getRandom(int a, int b)
Returns a random number based on parameters passed in..
If no parameters are passed in, getRandom() will return a float between 0.0 and 1.0. If one parameter is passed an integer between 0 and the passed in value will be returned. Two parameters will return an integer between the specified numbers.
Parameters:
a | If this is the only parameter, a number between 0 and a is returned. Elsewise represents the lower bound. |
b | Upper bound on the random number. The random number will be <= b. |
A pseudo-random integer between a and b, between 0 and a, or a float between 0.0 and 1.1 depending on usage.
note:All parameters are optional.
getRandomDir(Point3F axis, float thetaMin, float thetaMax, float phiMin, float phiMax)
Get a random direction vector.
getRandomF(float a, float b)
Get a random float number between a and b.
getRandomSeed()
Get the current seed used by the random number generator.
The current random number generator seed value.
getRealTime()
Return the current real time in milliseconds.
Real time is platform defined; typically time since the computer booted.
getRecord(string text, int index)
Extract the record at the given index in the newline-separated list in text.
Records in text must be separated by newlines. Parameters:
text | A list of records separated by newlines. |
index | The zero-based index of the record to extract. |
The record at the given index or "" if index is out of range.
getRecord( "a b" NL "c d" NL "e f", 1 ) // Returns "c d"
getRecordCount(string text)
Return the number of newline-separated records in text.
Parameters:
text | A list of records separated by newlines. |
The number of newline-sepearated elements in text.
getRecordCount( "a b" NL "c d" NL "e f" ) // Returns 3
getRecords(string text, int startIndex, int endIndex)
Extract a range of records from the given startIndex onwards thru endIndex.
Records in text must be separated by newlines. Parameters:
text | A list of records separated by newlines. |
startIndex | The zero-based index of the first record to extract from text. |
endIndex | The zero-based index of the last record to extract from text. If this is -1, all records beginning with startIndex are extracted from text. |
A string containing the specified range of records from text or "" if startIndex is out of range or greater than endIndex.
getRecords( "a b" NL "c d" NL "e f", 1 ) // Returns "c d" NL "e f"
getRootScene()
Get the root Scene object that is loaded.
The id of the Root Scene. Will be 0 if no root scene is loaded
getRotationDirection(RotationF rot)
Gets the direction from the rotation's angles.
Parameters:
Our | rotation. |
getRotationForwardVector(RotationF rot)
Get the forward vector of a rotation.
getRotationRightVector(RotationF rot)
Gets the right vector of a rotation.
Parameters:
Our | rotation. |
getRotationUpVector(RotationF rot)
Gets the up vector of a rotation.
Parameters:
Our | rotation. |
getScene(uint sceneId)
Get the root Scene object that is loaded.
The id of the Root Scene. Will be 0 if no root scene is loaded
getSceneCount()
Get the number of active Scene objects that are loaded.
The number of active scenes
getScheduleDuration(int scheduleId)
getScheduleDuration(scheduleId);
getServerCount()
getServerPathSet()
UNDOCUMENTED!
getSimTime()
Sim time is time since the game started.
Return the current sim time in milliseconds.
getStockColorCount()
Gets a count of available stock colors.
A count of available stock colors.
getStockColorF(string stockColorName)
Gets a floating-point-based stock color by name.
Parameters:
stockColorName | - The stock color name to retrieve. |
The stock color that matches the specified color name. Returns nothing if the color name is not found.
getStockColorI(string stockColorName)
Gets a byte-based stock color by name.
Parameters:
stockColorName | - The stock color name to retrieve. |
The stock color that matches the specified color name. Returns nothing if the color name is not found.
getStockColorName(int stockColorIndex)
Gets the stock color name at the specified index.
Parameters:
stockColorIndex | The zero-based index of the stock color name to retrieve. |
The stock color name at the specified index or nothing if the string is invalid.
getSubStr(string str, int start, int numChars)
Return a substring of str starting at start and continuing either through to the end of str (if numChars is -1) or for numChars characters (except if this would exceed the actual source string length).
Parameters:
str | The string from which to extract a substring. |
start | The offset at which to start copying out characters. |
numChars | Optional argument to specify the number of characters to copy. If this is -1, all characters up the end of the input string are copied. |
A string that contains the given portion of the input string.
getSubStr( "foobar", 1, 2 ) // Returns "oo".
getTag(string textTagString)
Extracts the tag from a tagged string.
Should only be used within the context of a function that receives a tagged string, and is not meant to be used outside of this context.
Parameters:
textTagString | The tagged string to extract. |
The tag ID of the string.
syntaxDataTypes under Tagged Strings
getTaggedString(string tag)
Use the getTaggedString function to convert a tag to a string.
This is not the same as detag() which can only be used within the context of a function that receives a tag. This function can be used any time and anywhere to convert a tag to a string.
Parameters:
tag | A numeric tag ID. |
The string as found in the Net String table.
syntaxDataTypes under Tagged Strings
getTerrainHeight(F32 x, F32 y)
Gets the terrain height at the specified position.
Parameters:
x | The X coordinate in world space |
y | The Y coordinate in world space |
Returns the terrain height at the given point as an F32 value.
getTerrainHeight(Point2I position)
Gets the terrain height at the specified position.
Parameters:
position | The world space point, minus the z (height) value. Formatted as ("x y") |
Returns the terrain height at the given point as an F32 value.
getTerrainHeightBelowPosition(F32 x, F32 y)
Takes a world point and find the "highest" terrain underneath it.
Parameters:
x | The X coordinate in world space |
y | The Y coordinate in world space |
Returns the closest terrain height below the given point as an F32 value.
getTerrainHeightBelowPosition(Point2I position)
Takes a world point and find the "highest" terrain underneath it.
Parameters:
position | The world space point, minus the z (height) value. Formatted as ("x y") |
Returns the closest terrain height below the given point as an F32 value.
getTerrainUnderWorldPoint(F32 x, F32 y, F32 z)
Takes a world point and find the "highest" terrain underneath it.
Parameters:
x | The X coordinate in world space |
y | The Y coordinate in world space |
z | The Z coordinate in world space |
Returns the ID of the requested terrain block (0 if not found).
getTerrainUnderWorldPoint(Point3F position)
Gets the terrain block that is located under the given world point.
Parameters:
position | The world space coordinate you wish to query at. Formatted as ("x y z") |
Returns the ID of the requested terrain block (0 if not found).
getTextureProfileStats()
Returns a list of texture profiles in the format: ProfileName TextureCount TextureMB.
getTimeSinceStart(int scheduleId)
getTimeSinceStart(scheduleId);
getToken(string text, string delimiters, int index)
Extract the substring at the given index in the delimiters separated list in text.
Parameters:
text | A delimiters list of substrings. |
delimiters | Character or characters that separate the list of substrings in text. |
index | The zero-based index of the substring to extract. |
The substring at the given index or "" if the index is out of range.
getToken( "a b c d", " ", 2 ) // Returns "c"
getTokenCount(string text, string delimiters)
Return the number of delimiters substrings in text.
Parameters:
text | A delimiters list of substrings. |
delimiters | Character or characters that separate the list of substrings in text. |
The number of delimiters substrings in text.
getTokenCount( "a b c d e", " " ) // Returns 5
getTokens(string text, string delimiters, int startIndex, int endIndex)
Extract a range of substrings separated by delimiters at the given startIndex onwards thru endIndex.
Parameters:
text | A delimiters list of substrings. |
delimiters | Character or characters that separate the list of substrings in text. |
startIndex | The zero-based index of the first substring to extract from text. |
endIndex | The zero-based index of the last substring to extract from text. If this is -1, all words beginning with startIndex are extracted from text. |
A string containing the specified range of substrings from text or "" if startIndex is out of range or greater than endIndex.
getTokens( "a b c d", " ", 1, 2, ) // Returns "b c"
getTrailingNumber(string str)
Get the numeric suffix of the given input string.
Parameters:
str | The string from which to read out the numeric suffix. |
The numeric value of the number suffix of str or -1 if str has no such suffix.
getTrailingNumber( "test123" ) // Returns '123'.
getUserDataDirectory()
getUserHomeDirectory()
getVariable(string varName)
Returns the value of the named variable or an empty string if not found.
@varName Name of the variable to search for
Value contained by varName, "" if the variable does not exist
getVersionNumber()
Get the version of the engine build, as a string.
getVersionString()
Get the version of the engine build, as a human readable string.
getWebDeployment()
Test whether Torque is running in web-deployment mode.
In this mode, Torque will usually run within a browser and certain restrictions apply (e.g. Torque will not be able to enter fullscreen exclusive mode).
True if Torque is running in web-deployment mode.
getWord(string text, int index)
Extract the word at the given index in the whitespace-separated list in text.
Words in text must be separated by newlines, spaces, and/or tabs. Parameters:
text | A whitespace-separated list of words. |
index | The zero-based index of the word to extract. |
The word at the given index or "" if the index is out of range.
getWord( "a b c", 1 ) // Returns "b"
getWordCount(string text)
Return the number of whitespace-separated words in text.
Words in text must be separated by newlines, spaces, and/or tabs. Parameters:
text | A whitespace-separated list of words. |
The number of whitespace-separated words in text.
getWordCount( "a b c d e" ) // Returns 5
getWords(string text, int startIndex, int endIndex)
Extract a range of words from the given startIndex onwards thru endIndex.
Words in text must be separated by newlines, spaces, and/or tabs. Parameters:
text | A whitespace-separated list of words. |
startIndex | The zero-based index of the first word to extract from text. |
endIndex | The zero-based index of the last word to extract from text. If this is -1, all words beginning with startIndex are extracted from text. |
A string containing the specified range of words from text or "" if startIndex is out of range or greater than endIndex.
getWords( "a b c d", 1, 2, ) // Returns "b c"
getWorkingDirectory()
Reports the current directory.
String containing full file path of working directory
gotoWebPage(string address)
Open the given URL or file in the user's web browser.
Parameters:
address | The address to open. If this is not prefixed by a protocol specifier ("...://"), then the function checks whether the address refers to a file or directory and if so, prepends "file://" to adress; if the file check fails, "http://" is prepended to address. |
gotoWebPage( "http://www.garagegames.com" );
importCachedFont(string faceName, int fontSize, string fileName, int padding, int kerning)
Import an image strip from exportCachedFont. Call with the same parameters you called exportCachedFont.
Parameters:
faceName | The name of the font face. |
fontSize | The size of the font in pixels. |
fileName | The file name and path for the input PNG. |
padding | The padding between characters. |
kerning | The kerning between characters. |
initContainerRadiusSearch(Point3F pos, float radius, uint mask, bool useClientContainer)
Start a search for items at the given position and within the given radius, filtering by mask.
Parameters:
pos | Center position for the search |
radius | Search radius |
mask | Bitmask of object types to include in the search |
useClientContainer | Optionally indicates the search should be within the client container. |
initContainerTypeSearch(uint mask, bool useClientContainer)
Start a search for all items of the types specified by the bitset mask.
Parameters:
mask | Bitmask of object types to include in the search |
useClientContainer | Optionally indicates the search should be within the client container. |
InterpolateRotation(RotationF a, RotationF b, float factor)
Interpolates between two rotations.
Parameters:
a | Rotation one. |
b | Rotation two. |
factor | The amount to interpolate between the two. |
v, interpolated result.
isAddressTypeAvailable(int addressType)
Determines if a specified address type can be reached.
isalnum(string str, int index)
Test whether the character at the given position is an alpha-numeric character.
Alpha-numeric characters are characters that are either alphabetic (a-z, A-Z) or numbers (0-9). Parameters:
str | The string to test. |
index | The index of a character in str. |
True if the character at the given index in str is an alpha-numeric character; false otherwise.
isClass(string identifier)
Returns true if the passed identifier is the name of a declared class.
isDatablockCacheSaved()
UNDOCUMENTED!
isDebugBuild()
Test whether the engine has been compiled with TORQUE_DEBUG, i.e. if it includes debugging functionality.
True if this is a debug build; false otherwise.
isDefined(string varName, string varValue)
Determines if a variable exists and contains a value.
Parameters:
varName | Name of the variable to search for |
True if the variable was defined in script, false if not
isDefined( "$myVar" );
IsDirectory(string directory)
Determines if a specified directory exists or not.
Parameters:
directory | String containing path in the form of "foo/bar" |
Returns true if the directory was found.
note:Do not include a trailing slash '/'.
isEventPending(int scheduleId)
isEventPending(scheduleId);
isFile(string fileName)
Determines if the specified file exists or not.
Parameters:
fileName | The path to the file. |
Returns true if the file was found.
isFloat(string str, bool sciOk)
Returns true if the string is a float.
Parameters:
str | The string to test. |
sciOk | Test for correct scientific notation and accept it (ex. 1.2e+14) |
true if str is a float and false if not
isFloat( "13.5" ) // Returns true.
isFunction(string funcName)
Determines if a function exists or not.
Parameters:
funcName | String containing name of the function |
True if the function exists, false if not
isInt(string str)
Returns true if the string is an integer.
Parameters:
str | The string to test. |
true if str is an integer and false if not
isInt( "13" ) // Returns true.
isMemberOfClass(string className, string superClassName)
Returns true if the class is derived from the super class.
If either class doesn't exist this returns false. Parameters:
className | The class name. |
superClassName | The super class to look for. |
isMethod(string nameSpace, string method)
Determines if a class/namespace method exists.
Parameters:
namespace | Class or namespace, such as Player |
method | Name of the function to search for |
True if the method exists, false if not
isObject(string objectName)
isObject(object)
isPackage(String identifier)
Returns true if the identifier is the name of a declared package.
isQueueRegistered(string queueName)
Determines if a dispatcher queue exists.
Parameters:
queueName | String containing the name of queue |
isShippingBuild()
Test whether the engine has been compiled with TORQUE_SHIPPING, i.e. in a form meant for final release.
True if this is a shipping build; false otherwise.
isspace(string str, int index)
Test whether the character at the given position is a whitespace character.
Characters such as tab, space, or newline are considered whitespace. Parameters:
str | The string to test. |
index | The index of a character in str. |
True if the character at the given index in str is a whitespace character; false otherwise.
isStockColor(string stockColorName)
Gets whether the specified name is a stock color or not.
Parameters:
stockColorName | - The stock color name to test for. |
Whether the specified name is a stock color or not.
isSupportedFormat(string extension)
UNDOCUMENTED!
isToolBuild()
Test whether the engine has been compiled with TORQUE_TOOLS, i.e. if it includes tool-related functionality.
True if this is a tool build; false otherwise.
isValidIP(string str)
Returns true if the string is a valid ip address, excepts localhost.
Parameters:
str | The string to test. |
true if str is a valid ip address and false if not
isValidIP( "localhost" ) // Returns true.
isValidObjectName(string name)
Return true if the given name makes for a valid object name.
Parameters:
name | Name of object |
True if name is allowed, false if denied (usually because it starts with a number, _, or invalid character
isValidPort(string str)
Returns true if the string is a valid port number.
Parameters:
str | The string to test. |