Detailed Description
A scriptable, renderable shape.
ShapeBase is the renderable shape from which most of the scriptable, game objects are derived, including the Player,
Vehicle and
Item classes. ShapeBase provides collision detection, audio channels, and animation as well as damage (and damage states), energy, and the ability to mount Images and objects.
ShapeBase objects are not normally instantiated in the scene; derived classes such as Player,
WheeledVehicle, and,
StaticShape are used instead. But ShapeBase (and the associated datablock,
ShapeBaseData) may be used to provide functionality common to all derived objects.
A ShapeBase object consists of a DTS or DAE shape file. This file has the following requirements:
Control Object
Generally in a Torque game, each client is in control of a single game object (such as a Player in an FPS game, or a
WheeledVehicle in a racing game). In a game where the client has control over multiple objects (such as units in an RTS), the control object may be the
Camera that determines the client's view of the world (although in general, the client's camera object does not need to be the same as the control object).
The object controlled by the client is important for several reasons:
- The control object receives Moves from the client
GameConnection (such as keyboard or gamepad input).
- The control object is used to 'scope' the client, that is, to determine what else in the world is significant for the client, and which objects the server should give priority when sending network updates to the client.
Energy/Damage
ShapeBase includes basic enery and damage systems that may be used by derived classes as required. For example, the Player class uses energy to determine whether the character is capabable of running and jumping, which can be used to mimic the character getting tired and having to rest before continuing. The Player class also uses the damage system
PlayerData::onDestroyed callback to trigger a death animation. The
Vehicle classes use the current damage level to trigger particle emitters, so a vehicle could progressively generate more smoke as it becomes more damaged.
ShapeBase also includes parameters to 'blow up' the object when it is Destroyed (damage level above
ShapeBaseData::destroyedLevel). Blowing up an object can generate an explosion and debris, as well as exclude the object from rendering.
Parameters to control the object's energy and damage functionality can be found in the
ShapeBaseData datablock.
- See also:
- ShapeBaseData::maxEnergy
- ShapeBaseData::maxDamage
Member Function Documentation
void ShapeBase::applyDamage |
( |
float |
amount |
) |
|
Increment the current damage level by the specified amount.
- Parameters:
-
|
amount |
value to add to current damage level |
bool ShapeBase::applyImpulse |
( |
Point3F |
pos, |
|
|
Point3F |
vec |
|
|
) |
|
|
|
Apply an impulse to the object.
- Parameters:
-
|
pos |
world position of the impulse |
|
vec |
impulse momentum (velocity * mass) |
- Returns:
- true
void ShapeBase::applyRepair |
( |
float |
amount |
) |
|
Repair damage by the specified amount.
Note that the damage level is only reduced by repairRate per tick, so it may take several ticks for the total repair to complete.
- Parameters:
-
|
amount |
total repair value (subtracted from damage level over time) |
bool ShapeBase::canCloak |
( |
|
) |
|
Check if this object can cloak.
- Returns:
- true
- Note:
- Not implemented as it always returns true.
void ShapeBase::changeMaterial |
( |
string |
mapTo, |
|
|
Material |
oldMat, |
|
|
Material |
newMat |
|
|
) |
|
|
|
Change one of the materials on the shape.
This method changes materials per mapTo with others. The material that is being replaced is mapped to unmapped_mat as a part of this transition.
- Note:
- Warning, right now this only sort of works. It doesn't do a live update like it should.
- Parameters:
-
|
mapTo |
the name of the material target to remap (from getTargetName) |
|
oldMat |
the old Material that was mapped |
|
newMat |
the new Material to map |
- Example:
-
// remap the first material in the shape
%mapTo = %obj.getTargetName( 0 ); %obj.changeMaterial( %mapTo, 0, MyMaterial );
bool ShapeBase::destroyThread |
( |
int |
slot |
) |
|
Destroy an animation thread, which prevents it from playing.
- Parameters:
-
|
slot |
thread slot to destroy |
- Returns:
- true if successful, false if failed
- See also:
- playThread
void ShapeBase::dumpMeshVisibility |
( |
|
) |
|
Print a list of visible and hidden meshes in the shape to the console for debugging purposes.
- Note:
- Only in a SHIPPING build.
Point3F ShapeBase::getAIRepairPoint |
( |
|
) |
|
Get the position at which the AI should stand to repair things.
If the shape defines a node called "AIRepairNode", this method will return the current world position of that node, otherwise "0 0 0".
- Returns:
- the AI repair position
float ShapeBase::getCameraFov |
( |
|
) |
|
int ShapeBase::getControllingClient |
( |
|
) |
|
Get the client (if any) that controls this object.
The controlling client is the one that will send moves to us to act on.
- Returns:
- the ID of the controlling
GameConnection, or 0 if this object is not controlled by any client.
- See also:
- GameConnection
int ShapeBase::getControllingObject |
( |
|
) |
|
Get the object (if any) that controls this object.
- Returns:
- the ID of the controlling ShapeBase object, or 0 if this object is not controlled by another object.
float ShapeBase::getDamageFlash |
( |
|
) |
|
Get the damage flash level.
- Returns:
- flash level
- See also:
- setDamageFlash
float ShapeBase::getDamageLevel |
( |
|
) |
|
Get the object's current damage level.
- Returns:
- damage level
- See also:
- setDamageLevel()
float ShapeBase::getDamagePercent |
( |
|
) |
|
Get the object's current damage level as a percentage of maxDamage.
- Returns:
- damageLevel / datablock.maxDamage
- See also:
- setDamageLevel()
string ShapeBase::getDamageState |
( |
|
) |
|
Get the object's damage state.
- Returns:
- the damage state; one of "Enabled", "Disabled", "Destroyed"
- See also:
- setDamageState()
float ShapeBase::getDefaultCameraFov |
( |
|
) |
|
Returns the default vertical field of view in degrees for this object if used as a camera.
- Returns:
- Default FOV
float ShapeBase::getEnergyLevel |
( |
|
) |
|
Get the object's current energy level.
- Returns:
- energy level
- See also:
- setEnergyLevel()
float ShapeBase::getEnergyPercent |
( |
|
) |
|
Get the object's current energy level as a percentage of maxEnergy.
- Returns:
- energyLevel / datablock.maxEnergy
- See also:
- setEnergyLevel()
Point3F ShapeBase::getEyePoint |
( |
|
) |
|
Get the position of the 'eye' for this object.
If the object model has a node called 'eye', this method will return that node's current world position, otherwise it will return the object's current world position.
- Returns:
- the eye position for this object
- See also:
- getEyeVector
- getEyeTransform
TransformF ShapeBase::getEyeTransform |
( |
|
) |
|
Get the 'eye' transform for this object.
If the object model has a node called 'eye', this method will return that node's current transform, otherwise it will return the object's current transform.
- Returns:
- the eye transform for this object
- See also:
- getEyeVector
- getEyePoint
VectorF ShapeBase::getEyeVector |
( |
|
) |
|
Get the forward direction of the 'eye' for this object.
If the object model has a node called 'eye', this method will return that node's current forward direction vector, otherwise it will return the object's current forward direction vector.
- Returns:
- the eye vector for this object
- See also:
- getEyePoint
- getEyeTransform
bool ShapeBase::getImageAltTrigger |
( |
int |
slot |
) |
|
Get the alt trigger state of the Image mounted in the specified slot.
- Parameters:
-
- Returns:
- the Image's current alt trigger state
bool ShapeBase::getImageAmmo |
( |
int |
slot |
) |
|
Get the ammo state of the Image mounted in the specified slot.
- Parameters:
-
- Returns:
- the Image's current ammo state
bool ShapeBase::getImageGenericTrigger |
( |
int |
slot, |
|
|
int |
trigger |
|
|
) |
|
|
|
Get the generic trigger state of the Image mounted in the specified slot.
- Parameters:
-
|
slot |
Image slot to query |
|
trigger |
Generic trigger number |
- Returns:
- the Image's current generic trigger state
bool ShapeBase::getImageLoaded |
( |
int |
slot |
) |
|
Get the loaded state of the Image mounted in the specified slot.
- Parameters:
-
- Returns:
- the Image's current loaded state
string ShapeBase::getImageScriptAnimPrefix |
( |
int |
slot |
) |
|
Get the script animation prefix of the Image mounted in the specified slot.
- Parameters:
-
- Returns:
- the Image's current script animation prefix
int ShapeBase::getImageSkinTag |
( |
int |
slot |
) |
|
Get the skin tag ID for the Image mounted in the specified slot.
- Parameters:
-
- Returns:
- the skinTag value passed to mountImage when the image was mounted
string ShapeBase::getImageState |
( |
int |
slot |
) |
|
Get the name of the current state of the Image in the specified slot.
- Parameters:
-
- Returns:
- name of the current Image state, or "Error" if slot is invalid
bool ShapeBase::getImageTarget |
( |
int |
slot |
) |
|
Get the target state of the Image mounted in the specified slot.
- Parameters:
-
- Returns:
- the Image's current target state
bool ShapeBase::getImageTrigger |
( |
int |
slot |
) |
|
Get the trigger state of the Image mounted in the specified slot.
- Parameters:
-
- Returns:
- the Image's current trigger state
string ShapeBase::getLookAtPoint |
( |
float |
distance = 2000, |
|
|
int |
typeMask = 0xFFFFFFFF |
|
|
) |
|
|
|
Get the world position this object is looking at.
Casts a ray from the eye and returns information about what the ray hits.
- Parameters:
-
|
distance |
maximum distance of the raycast |
|
typeMask |
typeMask of objects to include for raycast collision testing |
- Returns:
- look-at information as "Object HitX HitY HitZ [Material]" or empty string for no hit
- Example:
-
%lookat = %obj.getLookAtPoint(); echo( "Looking at: " @ getWords( %lookat, 1, 3 ) );
string ShapeBase::getModelFile |
( |
|
) |
|
Get the model filename used by this shape.
- Returns:
- the shape filename
int ShapeBase::getMountedImage |
( |
int |
slot |
) |
|
Get the Image mounted in the specified slot.
- Parameters:
-
- Returns:
- ID of the ShapeBaseImageData datablock mounted in the slot, or 0 if no Image is mounted there.
Get the first slot the given datablock is mounted to on this object.
- Parameters:
-
- Returns:
- index of the first slot the Image is mounted in, or -1 if the Image is not mounted in any slot on this object.
Point3F ShapeBase::getMuzzlePoint |
( |
int |
slot |
) |
|
Get the muzzle position of the Image mounted in the specified slot.
If the Image shape contains a node called 'muzzlePoint', then the muzzle position is the position of that node in world space. If no such node is specified, the slot's mount node is used instead.
- Parameters:
-
- Returns:
- the muzzle position, or "0 0 0" if the slot is invalid
VectorF ShapeBase::getMuzzleVector |
( |
int |
slot |
) |
|
Get the muzzle vector of the Image mounted in the specified slot.
If the Image shape contains a node called 'muzzlePoint', then the muzzle vector is the forward direction vector of that node's transform in world space. If no such node is specified, the slot's mount node is used instead.
If the correctMuzzleVector flag (correctMuzzleVectorTP in 3rd person) is set in the Image, the muzzle vector is computed to point at whatever object is right in front of the object's 'eye' node.
- Parameters:
-
- Returns:
- the muzzle vector, or "0 1 0" if the slot is invalid
int ShapeBase::getPendingImage |
( |
int |
slot |
) |
|
Get the Image that will be mounted next in the specified slot.
Calling mountImage when an Image is already mounted does one of two things:
- Mount the new Image immediately, the old Image is discarded and whatever state it was in is ignored.
- If the current Image state does not allow Image changes, the new Image is marked as pending, and will not be mounted until the current state completes. eg. if the user changes weapons, you may wish to ensure that the current weapon firing state plays to completion first.
This command retrieves the ID of the pending Image (2nd case above).
- Parameters:
-
- Returns:
- ID of the pending ShapeBaseImageData datablock, or 0 if none.
float ShapeBase::getRechargeRate |
( |
|
) |
|
Get the current recharge rate.
- Returns:
- the recharge rate (per tick)
- See also:
- setRechargeRate()
float ShapeBase::getRepairRate |
( |
|
) |
|
Get the per-tick repair amount.
- Returns:
- the current value to be subtracted from damage level each tick
- See also:
- setRepairRate
string ShapeBase::getShapeName |
( |
|
) |
|
Get the name of the shape.
- Note:
- This is the name of the shape object that is sent to the client, not the DTS or DAE model filename.
- Returns:
- the name of the shape
- See also:
- setShapeName()
string ShapeBase::getSkinName |
( |
|
) |
|
Get the name of the skin applied to this shape.
- Returns:
- the name of the skin
- See also:
- skin
- setSkinName()
TransformF ShapeBase::getSlotTransform |
( |
int |
slot |
) |
|
Get the world transform of the specified mount slot.
- Parameters:
-
- Returns:
- the mount transform
int ShapeBase::getTargetCount |
( |
|
) |
|
Get the number of materials in the shape.
- Returns:
- the number of materials in the shape.
- See also:
- getTargetName()
string ShapeBase::getTargetName |
( |
int |
index |
) |
|
Get the name of the indexed shape material.
- Parameters:
-
- Returns:
- the name of the indexed material.
- See also:
- getTargetCount()
VectorF ShapeBase::getVelocity |
( |
|
) |
|
Get the object's current velocity.
- Returns:
- the current velocity
Reimplemented in Camera.
float ShapeBase::getWhiteOut |
( |
|
) |
|
Get the white-out level.
- Returns:
- white-out level
- See also:
- setWhiteOut
bool ShapeBase::hasImageState |
( |
int |
slot, |
|
|
string |
state |
|
|
) |
|
|
|
Check if the given state exists on the mounted Image.
- Parameters:
-
|
slot |
Image slot to query |
|
state |
Image state to check for |
- Returns:
- true if the Image has the requested state defined.
bool ShapeBase::isCloaked |
( |
|
) |
|
Check if this object is cloaked.
- Returns:
- true if cloaked, false if not
- See also:
- setCloaked()
bool ShapeBase::isDestroyed |
( |
|
) |
|
Check if the object is in the Destroyed damage state.
- Returns:
- true if damage state is "Destroyed", false if not
- See also:
- isDisabled()
- isEnabled()
bool ShapeBase::isDisabled |
( |
|
) |
|
Check if the object is in the Disabled or Destroyed damage state.
- Returns:
- true if damage state is not "Enabled", false if it is
- See also:
- isDestroyed()
- isEnabled()
bool ShapeBase::isEnabled |
( |
|
) |
|
Check if the object is in the Enabled damage state.
- Returns:
- true if damage state is "Enabled", false if not
- See also:
- isDestroyed()
- isDisabled()
bool ShapeBase::isHidden |
( |
|
) |
|
Check if the object is hidden.
- Returns:
- true if the object is hidden, false if visible.
bool ShapeBase::isImageFiring |
( |
int |
slot |
) |
|
Check if the current Image state is firing.
- Parameters:
-
- Returns:
- true if the current Image state in this slot has the 'stateFire' flag set.
Check if the given datablock is mounted to any slot on this object.
- Parameters:
-
- Returns:
- true if the Image is mounted to any slot, false otherwise.
bool ShapeBase::mountImage |
( |
ShapeBaseImageData |
image, |
|
|
int |
slot, |
|
|
bool |
loaded = true, |
|
|
string |
skinTag = "" |
|
|
) |
|
|
|
Mount a new Image.
- Parameters:
-
|
image |
the Image to mount |
|
slot |
Image slot to mount into (valid range is 0 - 3) |
|
loaded |
initial loaded state for the Image |
|
skinTag |
tagged string to reskin the mounted Image |
- Returns:
- true if successful, false if failed
- Example:
-
%player.mountImage( PistolImage, 1 );
%player.mountImage( CrossbowImage, 0, false );
%player.mountImage( RocketLauncherImage, 0, true, 'blue' );
- See also:
- unmountImage()
- getMountedImage()
- getPendingImage()
- isImageMounted()
bool ShapeBase::pauseThread |
( |
int |
slot |
) |
|
Pause an animation thread.
If restarted using playThread, the animation will resume from the paused position.
- Parameters:
-
- Returns:
- true if successful, false if failed
- See also:
- playThread
bool ShapeBase::playAudio |
( |
int |
slot, |
|
|
SFXTrack |
track |
|
|
) |
|
|
|
Attach a sound to this shape and start playing it.
- Parameters:
-
|
slot |
Audio slot index for the sound (valid range is 0 - 3) |
|
track |
SFXTrack to play |
- Returns:
- true if the sound was attached successfully, false if failed
- See also:
- stopAudio()
bool ShapeBase::playThread |
( |
int |
slot, |
|
|
string |
name = "" |
|
|
) |
|
|
|
Start a new animation thread, or restart one that has been paused or stopped.
- Parameters:
-
|
slot |
thread slot to play. Valid range is 0 - 3) |
|
name |
name of the animation sequence to play in this slot. If not specified, the paused or stopped thread in this slot will be resumed. |
- Returns:
- true if successful, false if failed
- Example:
-
%obj.playThread( 0, "ambient" ); // Play the ambient sequence in slot 0
%obj.setThreadTimeScale( 0, 0.5 ); // Play at half-speed
%obj.pauseThread( 0 ); // Pause the sequence
%obj.playThread( 0 ); // Resume playback
%obj.playThread( 0, "spin" ); // Replace the sequence in slot 0
- See also:
- pauseThread()
- stopThread()
- setThreadDir()
- setThreadTimeScale()
- destroyThread()
void ShapeBase::setAllMeshesHidden |
( |
bool |
hide |
) |
|
Set the hidden state on all the shape meshes.
This allows you to hide all meshes in the shape, for example, and then only enable a few.
- Parameters:
-
|
hide |
new hidden state for all meshes |
void ShapeBase::setCameraFov |
( |
float |
fov |
) |
|
Set the vertical field of view in degrees for this object if used as a camera.
- Parameters:
-
void ShapeBase::setCloaked |
( |
bool |
cloak |
) |
|
Set the cloaked state of this object.
When an object is cloaked it is not rendered.
- Parameters:
-
|
cloak |
true to cloak the object, false to uncloak |
- See also:
- isCloaked()
void ShapeBase::setDamageFlash |
( |
float |
level |
) |
|
Set the damage flash level.
Damage flash may be used as a postfx effect to flash the screen when the client is damaged.
- Note:
- Relies on the flash postFx.
- Parameters:
-
- See also:
- getDamageFlash()
void ShapeBase::setDamageLevel |
( |
float |
level |
) |
|
bool ShapeBase::setDamageState |
( |
string |
state |
) |
|
Set the object's damage state.
- Parameters:
-
|
state |
should be one of "Enabled", "Disabled", "Destroyed" |
- Returns:
- true if successful, false if failed
- See also:
- getDamageState()
void ShapeBase::setDamageVector |
( |
Point3F |
vec |
) |
|
Set the damage direction vector.
Currently this is only used to initialise the explosion if this object is blown up.
- Parameters:
-
|
vec |
damage direction vector |
- Example:
-
%obj.setDamageVector( "0 0 1" );
void ShapeBase::setEnergyLevel |
( |
float |
level |
) |
|
void ShapeBase::setHidden |
( |
bool |
show |
) |
|
Add or remove this object from the scene.
When removed from the scene, the object will not be processed or rendered.
- Parameters:
-
|
show |
False to hide the object, true to re-show it |
Reimplemented from SimObject.
bool ShapeBase::setImageAltTrigger |
( |
int |
slot, |
|
|
bool |
state |
|
|
) |
|
|
|
Set the alt trigger state of the Image mounted in the specified slot.
- Parameters:
-
|
slot |
Image slot to modify |
|
state |
new alt trigger state for the Image |
- Returns:
- the Image's new alt trigger state
bool ShapeBase::setImageAmmo |
( |
int |
slot, |
|
|
bool |
state |
|
|
) |
|
|
|
Set the ammo state of the Image mounted in the specified slot.
- Parameters:
-
|
slot |
Image slot to modify |
|
state |
new ammo state for the Image |
- Returns:
- the Image's new ammo state
int ShapeBase::setImageGenericTrigger |
( |
int |
slot, |
|
|
int |
trigger, |
|
|
bool |
state |
|
|
) |
|
|
|
Set the generic trigger state of the Image mounted in the specified slot.
- Parameters:
-
|
slot |
Image slot to modify |
|
trigger |
Generic trigger number |
|
state |
new generic trigger state for the Image |
- Returns:
- the Image's new generic trigger state or -1 if there was a problem.
bool ShapeBase::setImageLoaded |
( |
int |
slot, |
|
|
bool |
state |
|
|
) |
|
|
|
Set the loaded state of the Image mounted in the specified slot.
- Parameters:
-
|
slot |
Image slot to modify |
|
state |
new loaded state for the Image |
- Returns:
- the Image's new loaded state
void ShapeBase::setImageScriptAnimPrefix |
( |
int |
slot, |
|
|
string |
prefix |
|
|
) |
|
|
|
Set the script animation prefix for the Image mounted in the specified slot.
This is used to further modify the prefix used when deciding which animation sequence to play while this image is mounted.
- Parameters:
-
|
slot |
Image slot to modify |
|
prefix |
The prefix applied to the image |
bool ShapeBase::setImageTarget |
( |
int |
slot, |
|
|
bool |
state |
|
|
) |
|
|
|
Set the target state of the Image mounted in the specified slot.
- Parameters:
-
|
slot |
Image slot to modify |
|
state |
new target state for the Image |
- Returns:
- the Image's new target state
bool ShapeBase::setImageTrigger |
( |
int |
slot, |
|
|
bool |
state |
|
|
) |
|
|
|
Set the trigger state of the Image mounted in the specified slot.
- Parameters:
-
|
slot |
Image slot to modify |
|
state |
new trigger state for the Image |
- Returns:
- the Image's new trigger state
void ShapeBase::setInvincibleMode |
( |
float |
time, |
|
|
float |
speed |
|
|
) |
|
|
|
Setup the invincible effect.
This effect is used for HUD feedback to the user that they are invincible.
- Note:
- Currently not implemented
- Parameters:
-
|
time |
duration in seconds for the invincible effect |
|
speed |
speed at which the invincible effect progresses |
void ShapeBase::setMeshHidden |
( |
string |
name, |
|
|
bool |
hide |
|
|
) |
|
|
|
Set the hidden state on the named shape mesh.
- Parameters:
-
|
name |
name of the mesh to hide/show |
|
hide |
new hidden state for the mesh |
void ShapeBase::setRechargeRate |
( |
float |
rate |
) |
|
Set the recharge rate.
The recharge rate is added to the object's current energy level each tick, up to the maxEnergy level set in the
ShapeBaseData datablock.
- Parameters:
-
|
rate |
the recharge rate (per tick) |
- See also:
- getRechargeRate()
void ShapeBase::setRepairRate |
( |
float |
rate |
) |
|
Set amount to repair damage by each tick.
Note that this value is separate to the repairRate field in
ShapeBaseData. This value will be subtracted from the damage level each tick, whereas the
ShapeBaseData field limits how much of the applyRepair value is subtracted each tick. Both repair types can be active at the same time.
- Parameters:
-
|
rate |
value to subtract from damage level each tick (must be > 0) |
- See also:
- getRepairRate()
void ShapeBase::setShapeName |
( |
string |
name |
) |
|
Set the name of this shape.
- Note:
- This is the name of the shape object that is sent to the client, not the DTS or DAE model filename.
- Parameters:
-
|
name |
new name for the shape |
- See also:
- getShapeName()
void ShapeBase::setSkinName |
( |
string |
name |
) |
|
Apply a new skin to this shape.
'Skinning' the shape effectively renames the material targets, allowing different materials to be used on different instances of the same model.
- Parameters:
-
|
name |
name of the skin to apply |
- See also:
- skin
- getSkinName()
bool ShapeBase::setThreadDir |
( |
int |
slot, |
|
|
bool |
fwd |
|
|
) |
|
|
|
Set the playback direction of an animation thread.
- Parameters:
-
|
slot |
thread slot to modify |
|
fwd |
true to play the animation forwards, false to play backwards |
- Returns:
- true if successful, false if failed
- See also:
- playThread()
bool ShapeBase::setThreadPosition |
( |
int |
slot, |
|
|
float |
pos |
|
|
) |
|
|
|
Set the position within an animation thread.
- Parameters:
-
|
slot |
thread slot to modify |
|
pos |
position within thread |
- Returns:
- true if successful, false if failed
- See also:
- playThread
bool ShapeBase::setThreadTimeScale |
( |
int |
slot, |
|
|
float |
scale |
|
|
) |
|
|
|
Set the playback time scale of an animation thread.
- Parameters:
-
|
slot |
thread slot to modify |
|
scale |
new thread time scale (1=normal speed, 0.5=half speed etc) |
- Returns:
- true if successful, false if failed
- See also:
- playThread
bool ShapeBase::setVelocity |
( |
Point3F |
vel |
) |
|
Set the object's velocity.
- Parameters:
-
|
vel |
new velocity for the object |
- Returns:
- true
void ShapeBase::setWhiteOut |
( |
float |
level |
) |
|
Set the white-out level.
White-out may be used as a postfx effect to brighten the screen in response to a game event.
- Note:
- Relies on the flash postFx.
- Parameters:
-
- See also:
- getWhiteOut()
void ShapeBase::startFade |
( |
int |
time, |
|
|
int |
delay, |
|
|
bool |
fadeOut |
|
|
) |
|
|
|
Fade the object in or out without removing it from the scene.
A faded out object is still in the scene and can still be collided with, so if you want to disable collisions for this shape after it fades out use setHidden to temporarily remove this shape from the scene.
- Note:
- Items have the ability to light their surroundings. When an Item with an active light is fading out, the light it emits is correspondingly reduced until it goes out. Likewise, when the item fades in, the light is turned-up till it reaches it's normal brightntess.
- Parameters:
-
|
time |
duration of the fade effect in ms |
|
delay |
delay in ms before the fade effect begins |
|
fadeOut |
true to fade-out to invisible, false to fade-in to full visibility |
bool ShapeBase::stopAudio |
( |
int |
slot |
) |
|
Stop a sound started with playAudio.
- Parameters:
-
|
slot |
audio slot index (started with playAudio) |
- Returns:
- true if the sound was stopped successfully, false if failed
- See also:
- playAudio()
bool ShapeBase::stopThread |
( |
int |
slot |
) |
|
Stop an animation thread.
If restarted using playThread, the animation will start from the beginning again.
- Parameters:
-
- Returns:
- true if successful, false if failed
- See also:
- playThread
bool ShapeBase::unmountImage |
( |
int |
slot |
) |
|
Unmount the mounted Image in the specified slot.
- Parameters:
-
|
slot |
Image slot to unmount |
- Returns:
- true if successful, false if failed
- See also:
- mountImage()
float ShapeBase::validateCameraFov |
( |
float |
fov |
) |
|
Called on the server when the client has requested a FOV change.
When the client requests that its field of view should be changed (because they want to use a sniper scope, for example) this new FOV needs to be validated by the server. This method is called if it exists (it is optional) to validate the requested FOV, and modify it if necessary. This could be as simple as checking that the FOV falls within a correct range, to making sure that the FOV matches the capabilities of the current weapon.
Following this method, ShapeBase ensures that the given FOV still falls within the datablock's cameraMinFov and cameraMaxFov. If that is good enough for your purposes, then you do not need to define the validateCameraFov() callback for your ShapeBase.
- Parameters:
-
|
fov |
The FOV that has been requested by the client. |
- Returns:
- The FOV as validated by the server.
- See also:
- ShapeBaseData
Member Data Documentation
Is this object AI controlled.
If True then this object is considered AI controlled and not player controlled.
The skin applied to the shape.
'Skinning' the shape effectively renames the material targets, allowing different materials to be used on different instances of the same model. Using getSkinName() and setSkinName() is equivalent to reading and writing the skin field directly.
Any material targets that start with the old skin name have that part of the name replaced with the new skin name. The initial old skin name is "base". For example, if a new skin of "blue" was applied to a model that had material targets base_body and face, the new targets would be blue_body and face. Note that face was not renamed since it did not start with the old skin name of "base".
To support models that do not use the default "base" naming convention, you can also specify the part of the name to replace in the skin field itself. For example, if a model had a material target called shapemat, we could apply a new skin "shape=blue", and the material target would be renamed to bluemat (note "shape" has been replaced with "blue").
Multiple skin updates can also be applied at the same time by separating them with a semicolon. For example: "base=blue;face=happy_face".
Material targets are only renamed if an existing
Material maps to that name, or if there is a diffuse texture in the model folder with the same name as the new target.
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