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Game
This section includes all objects, functions, and variables related to game play elements exposed by Torque 3D. More...
Classes | |
class | SimObject |
Base class for almost all objects involved in the simulation. More... | |
Modules | |
Game Objects | |
Objects which can be controlled or directly interact with a user, such as Player, Projectile, Item, etc. | |
Special Effects | |
Classes responsible for special effect objects, such as Explosion, Debris, Particles, etc. | |
AI | |
Classes and functions related to artificial intelligence for Torque 3D. | |
Miscellaneous | |
Miscellaneous/uncategorized game related objects. | |
Physics | |
Objects and functions related to Torque 3D's physics layer. | |
Vehicles | |
This section is dedicated to vehicle game objects, such as the base Vehicle class, WheeledVehicle, FlyingVehicle, and so on. | |
Functions | |
bool | addBadWord (string badWord) |
Add a string to the bad word filter. | |
bool | containerBoxEmpty (int mask, Point3F center, float xRadius, float yRadius=-1, float zRadius=-1, bool useClientContainer=false) |
See if any objects of the given types are present in box of given extent. | |
string | containerFindFirst (int mask, Point3F point, float x, float y, float z) |
Find objects matching the bitmask type within a box centered at point, with extents x, y, z. | |
string | containerFindNext () |
Get more results from a previous call to containerFindFirst(). | |
string | containerRayCast (Point3F start, Point3F end, int mask, SceneObject pExempt=NULL, bool useClientContainer=false) |
Cast a ray from start to end, checking for collision against items matching mask. | |
float | containerSearchCurrDist (bool useClientContainer=false) |
Get distance of the center of the current item from the center of the current initContainerRadiusSearch. | |
float | containerSearchCurrRadiusDist (bool useClientContainer=false) |
Get the distance of the closest point of the current item from the center of the current initContainerRadiusSearch. | |
SceneObject | containerSearchNext (bool useClientContainer=false) |
Get next item from a search started with initContainerRadiusSearch() or initContainerTypeSearch(). | |
bool | containsBadWords (string text) |
Checks to see if text is a bad word. | |
string | filterString (string baseString=NULL, string replacementChars=NULL) |
Replaces the characters in a string with designated text. | |
void | initContainerRadiusSearch (Point3F pos, float radius, int mask, bool useClientContainer=false) |
Start a search for items at the given position and within the given radius, filtering by mask. | |
void | initContainerTypeSearch (int mask, bool useClientContainer=false) |
Start a search for all items of the types specified by the bitset mask. | |
bool | isPointInside (Point3F position) |
Check to see if a point in world space is inside of an interior. | |
bool | isPointInside (F32 x, F32 y, F32 z) |
void | resetFPSTracker () |
Reset FPS stats (fps::). | |
void | sceneDumpZoneStates (bool updateFirst=true) |
Dump the current zoning states of all zone spaces in the scene to the console. | |
SceneObject | sceneGetZoneOwner (int zoneId=true) |
Return the SceneObject that contains the given zone. | |
void | setInteriorRenderMode (int mode) |
Globally changes how InteriorInstances are rendered. Useful for debugging geometry and rendering artifacts. | |
bool | spawnObject (class[, dataBlock, name, properties, script]) |
Global function used for spawning any type of object. | |
Variables | |
float | $cameraFov |
The camera's Field of View. | |
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. | |
int | $Ease::Back |
Backwards ease for curve movement. | |
int | $Ease::Bounce |
Bounce ease for curve movement. | |
int | $Ease::Circular |
Circular ease for curve movement. | |
int | $Ease::Cubic |
Cubic ease for curve movement. | |
float | $pref::Camera::distanceScale |
A scale to apply to the normal visible distance, typically used for tuning performance. | |
int | $Ease::Elastic |
Elastic ease for curve movement. | |
bool | $pref::enableBadWordFilter |
If true, the bad word filter will be enabled. | |
bool | $pref::enablePostEffects |
If true, post effects will be eanbled. | |
int | $Ease::Exponential |
Exponential ease for curve movement. | |
int | $Ease::In |
In ease for curve movement. | |
int | $Ease::InOut |
InOut ease for curve movement. | |
bool | $pref::Input::JoystickEnabled |
If true, the joystick is currently enabled. | |
int | $Ease::Linear |
Linear ease for curve movement. | |
int | $Ease::Out |
Out ease for curve movement. | |
int | $Ease::Quadratic |
Quadratic ease for curve movement. | |
int | $Ease::Quartic |
Quartic ease for curve movement. | |
int | $Ease::Quintic |
Quintic ease for curve movement. | |
int | $Ease::Sinusoidal |
Sinusoidal ease for curve movement. |
Detailed Description
This section includes all objects, functions, and variables related to game play elements exposed by Torque 3D.
Function Documentation
bool 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.
- Returns:
- True if word was successfully added, false if the word or a subset of it already exists in the table
- See also:
- filterString()
- Example:
// 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");
bool containerBoxEmpty | ( | int | mask, | |
Point3F | center, | |||
float | xRadius, | |||
float | yRadius = -1 , |
|||
float | zRadius = -1 , |
|||
bool | useClientContainer = false | |||
) |
See if any objects of the given types are present in box of given extent.
- Note:
- 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.
- Parameters:
-
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.
- Returns:
- true if the box is empty, false if any object is found.
string containerFindFirst | ( | int | mask, | |
Point3F | point, | |||
float | x, | |||
float | y, | |||
float | z | |||
) |
Find objects matching the bitmask type within a box centered at point, with extents x, y, z.
- Returns:
- The first object found, or an empty string if nothing was found. Thereafter, you can get more results using containerFindNext().
- See also:
- containerFindNext
string containerFindNext | ( | ) |
Get more results from a previous call to containerFindFirst().
- Note:
- You must call containerFindFirst() to begin the search.
- Returns:
- The next object found, or an empty string if nothing else was found.
- See also:
- containerFindFirst()
string containerRayCast | ( | Point3F | start, | |
Point3F | end, | |||
int | mask, | |||
SceneObject | pExempt = NULL , |
|||
bool | useClientContainer = false | |||
) |
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.
- Returns:
- 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.
float containerSearchCurrDist | ( | bool | useClientContainer = false |
) |
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.
- Returns:
- distance from the center of the current object to the center of the search
- See also:
- containerSearchNext
float containerSearchCurrRadiusDist | ( | bool | useClientContainer = false |
) |
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.
- Returns:
- distance from the closest point of the current object to the center of the search
- See also:
- containerSearchNext
SceneObject containerSearchNext | ( | bool | useClientContainer = false |
) |
Get next item from a search started with initContainerRadiusSearch() or initContainerTypeSearch().
- Parameters:
-
useClientContainer Optionally indicates the search should be within the client container.
- Returns:
- the next object found in the search, or null if no more
- Example:
// 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() ); }
bool 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
- Returns:
- True if the text has bad word(s), false if it is clean
- See also:
- addBadWord()
- filterString()
- Example:
// 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);
string filterString | ( | string | baseString = NULL , |
|
string | replacementChars = NULL | |||
) |
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.
- Returns:
- The new scrambled string
- See also:
- addBadWord()
- containsBadWords()
- Example:
// 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);
void initContainerRadiusSearch | ( | Point3F | pos, | |
float | radius, | |||
int | mask, | |||
bool | useClientContainer = false | |||
) |
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.
- See also:
- containerSearchNext
void initContainerTypeSearch | ( | int | mask, | |
bool | useClientContainer = false | |||
) |
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.
- See also:
- containerSearchNext
bool isPointInside | ( | Point3F | position | ) |
Check to see if a point in world space is inside of an interior.
- Parameters:
-
position The position to check in world space.
- Example:
// Check to see if a point is inside any interior %point = "100 100 100"; %isInside = isPointInside(%point);
bool isPointInside | ( | F32 | x, | |
F32 | y, | |||
F32 | z | |||
) |
Check to see if a set of coordinates in world space are inside of an interior.
- Parameters:
-
x X-coordinate for position in world space. y Y-coordinate for position in world space. z Z-coordinate for position in world space.
- Example:
// Check to see if a point is inside any interior %isInside = isPointInside(100, 100, 100);
void resetFPSTracker | ( | ) |
Reset FPS stats (fps::).
void sceneDumpZoneStates | ( | bool | updateFirst = true |
) |
Dump the current zoning states of all zone spaces in the scene to the console.
- Parameters:
-
updateFirst If true, zoning states are brought up to date first; if false, the zoning states are dumped as is.
- Note:
- Only valid on the client.
SceneObject sceneGetZoneOwner | ( | int | zoneId = true |
) |
Return the SceneObject that contains the given zone.
- Parameters:
-
zoneId ID of zone.
- Returns:
- A SceneObject or NULL if the given zoneId is invalid.
- Note:
- Only valid on the client.
void setInteriorRenderMode | ( | int | mode | ) |
Globally changes how InteriorInstances are rendered. Useful for debugging geometry and rendering artifacts.
- Note:
- This does not work in shipping mode
- Parameters:
-
mode The render mode can be one of the following numbers:
NormalRender = 0,
NormalRenderLines = 1,
ShowDetail = 2,
ShowAmbiguous = 3,
ShowOrphan = 4,
ShowLightmaps = 5,
ShowTexturesOnly = 6,
ShowPortalZones = 7,
ShowOutsideVisible = 8,
ShowCollisionFans = 9,
ShowStrips = 10,
ShowNullSurfaces = 11,
ShowLargeTextures = 12,
ShowHullSurfaces = 13,
ShowVehicleHullSurfaces = 14,
ShowVertexColors = 15,
ShowDetailLevel = 16
bool spawnObject | ( | class | [, dataBlock, name, properties, script] | ) |
Global function used for spawning any type of object.
Note: This is separate from SpawnSphere::spawnObject(). This function is not called off any other class and uses different parameters than the SpawnSphere's function. In the source, SpawnSphere::spawnObject() actually calls this function and passes its properties (spawnClass, spawnDatablock, etc).
- Parameters:
-
class Mandatory field specifying the object class, such as Player or TSStatic. datablock Field specifying the object's datablock, optional for objects such as TSStatic, mandatory for game objects like Player. name Optional field specifying a name for this instance of the object. properties Optional set of parameters applied to the spawn object during creation. script Optional command(s) to execute when spawning an object.
- Example:
// Set the parameters for the spawn function %objectClass = "Player"; %objectDatablock = "DefaultPlayerData"; %objectName = "PlayerName"; %additionalProperties = "health = \"0\";"; // Note the escape sequence \ in front of quotes %spawnScript = "echo(\"Player Spawned\");" // Note the escape sequence \ in front of quotes // Spawn with the engine's Sim::spawnObject() function %player = spawnObject(%objectClass, %objectDatablock, %objectName, %additionalProperties, %spawnScript);
Variable Documentation
float $cameraFov |
The camera's Field of View.
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.
int $Ease::Back |
Backwards ease for curve movement.
int $Ease::Bounce |
Bounce ease for curve movement.
int $Ease::Circular |
Circular ease for curve movement.
int $Ease::Cubic |
Cubic ease for curve movement.
float $pref::Camera::distanceScale |
A scale to apply to the normal visible distance, typically used for tuning performance.
int $Ease::Elastic |
Elastic ease for curve movement.
bool $pref::enableBadWordFilter |
If true, the bad word filter will be enabled.
bool $pref::enablePostEffects |
If true, post effects will be eanbled.
int $Ease::Exponential |
Exponential ease for curve movement.
int $Ease::In |
In ease for curve movement.
int $Ease::InOut |
InOut ease for curve movement.
bool $pref::Input::JoystickEnabled |
If true, the joystick is currently enabled.
int $Ease::Linear |
Linear ease for curve movement.
int $Ease::Out |
Out ease for curve movement.
int $Ease::Quadratic |
Quadratic ease for curve movement.
int $Ease::Quartic |
Quartic ease for curve movement.
int $Ease::Quintic |
Quintic ease for curve movement.
int $Ease::Sinusoidal |
Sinusoidal ease for curve movement.