Torque 3D 3.7
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AITurretShapeData Members

The following tables list the members exposed by AITurretShapeData.

 
Name 
Description 
 
Weak reference to WeakRefBase
 
Name 
Description 
 
This is record AITurretShapeData::Constants. 
 
Various constants relating to the ShapeBaseData 
 
This is record TurretShapeData::FireLinkType. 
 
This is record TurretShapeData::Recoil. 
 
Flags passed to SimObject::write 
 
Name 
Description 
 
Whether dynamic fields should be saved out in serialization. Defaults to true. 
 
Name of namespace to use as class namespace. 
 
mId 
Id number for this object. 
 
Internal name assigned to the object. Not set by default. 
 
The namespace in which method lookup for this object begins. 
 
name Datablock Internals 
 
Persistent ID assigned to this object. Allows to unambiguously refer to this object in serializations regardless of stream object ordering. 
 
< reference counter for StrongRefPtr objects 
 
Name of namespace to use as class super namespace. 
 
< The Id to force upon the object. Poor object. 
 
< Force a registered object to use the given Id. Cleared upon use. 
 
Name 
Description 
 
 
 
Subclasses should overload this method instead of the public destroySelf(). 
 
 
We can provide more detail, like object name and id.
 
 
Called when the object is selected in the editor. 
 
Called when the object is unselected in the editor. 
 
 
 
 
 
Perform namespace linking on this object.
 
 
Undo namespace linking on this object.
 
 
Name 
Description 
 
Subclasses of ConsoleObjects that are datablocks should redefine this static member variable and set it to true. 
 
Used by the console system to automatically tell datablock classes apart from non-datablock classes. 
 
< The node on the shape we will aim from 
 
< If the derrived class supports it, allow the camera to bank 
 
< Default vertical FOV in degrees. 
 
< Maximum distance from eye 
 
< Max vertical FOV allowed in degrees. 
 
< Minumumistance from eye 
 
< Min vertical FOV allowed in degrees. 
 
< Shape's camera node index 
 
< Vertical offset 
 
This is category, a member of class GameBaseData. 
 
This is cloakTexName, a member of class ShapeBaseData. 
 
< Detail level bounding boxes. 
 
< Detail level used to collide with.
These are detail IDs, see TSShape::findDetail() 
 
This is computeCRC, a member of class ShapeBaseData. 
 
This is cubeDescId, a member of class ShapeBaseData. 
 
This is cubeDescName, a member of class ShapeBaseData. 
 
< Damage level decals 
 
@name Destruction
Everyone likes to blow things up! 
 
< Detail level used to generate debris 
 
This is debrisID, a member of class ShapeBaseData. 
 
This is debrisShape, a member of class ShapeBaseData. 
 
This is debrisShapeName, a member of class ShapeBaseData. 
 
This is density, a member of class ShapeBaseData. 
 
This is destroyedLevel, a member of class ShapeBaseData. 
 
This is disabledLevel, a member of class ShapeBaseData. 
 
drag 
This is drag, a member of class ShapeBaseData. 
 
< Shape's ear node index 
 
This is elasticity, a member of class ItemData. 
 
This is explosion, a member of class ShapeBaseData. 
 
This is explosionID, a member of class ShapeBaseData. 
 
< Shape's eye node index 
 
< The ID of the fire state
 
< Do we allow only first person view of this image? 
 
This is friction, a member of class ItemData. 
 
This is gravityMod, a member of class ItemData. 
 
< Code controlled node for heading changes 
 
< Additional nodes that mirror the movements of the heading node. 
 
< Degrees per second rotation. 0 means not allowed. Less than 0 means instantaneous. 
 
< Optional sequence played when the turret's heading changes 
 
< Destroyed hulk 
 
This is inheritEnergyFromMount, a member of class ShapeBaseData. 
 
< This image contains at least one animated states 
 
< If set, object cannot take damage (won't show up with damage bar either) 
 
This is lightColor, a member of class ItemData. 
 
This is lightOnlyStatic, a member of class ItemData. 
 
This is lightRadius, a member of class ItemData. 
 
This is lightTime, a member of class ItemData. 
 
This is lightType, a member of class ItemData. 
 
< Detail level used to perform line-of-sight queries against.
These are detail IDs, see TSShape::findDetail() 
 
mass 
name Physical Properties 
 
This is maxDamage, a member of class ShapeBaseData. 
 
This is maxEnergy, a member of class ShapeBaseData. 
 
< Max degrees to rotate from center. 180 or more indicates full rotation. 
 
< Max degrees to rotate up from straight ahead 
 
< Maximum distance to scan to 
 
< Maximum heading angle from center to scan, in degrees 
 
< Maximum pitch angle from center to scan, in degrees 
 
This is maxVelocity, a member of class ItemData. 
 
< Maximum range of the weapons, which may be different than the max scan distance 
 
mCRC 
This is mCRC, a member of class ShapeBaseData. 
 
< Min degrees to rotate down from straight ahead 
 
< Do mounted images bank along with the camera? 
 
< Node index of mountPoint 
 
Signal triggered when this datablock is modified. GameBase objects referencing this datablock notify with this signal. 
 
< Shape handle 
 
observe this object through its camera transform and default fov 
 
This is packed, a member of class GameBaseData. 
 
< Code controlled node for pitch changes 
 
< Additional nodes that mirror the movements of the pitch node. 
 
< Degrees per second rotation. 0 means not allowed. Less than 0 means instantaneous. 
 
< Optional sequence played when the turret pitches 
 
This is recoilSequence, a member of class TurretShapeData. 
 
This is reflectorDesc, a member of class ShapeBaseData. 
 
< If set, will not render this object when destroyed. 
 
< Rate per tick. 
 
< The node on the shape we will scan from 
 
< How often should we perform a scan 
 
< Random amount that should be added to the scan tick frequency 
 
 
 
This is shadowMaxVisibleDistance, a member of class ShapeBaseData. 
 
This is shadowProjectionDistance, a member of class ShapeBaseData. 
 
This is shadowSize, a member of class ShapeBaseData. 
 
This is shadowSphereAdjust, a member of class ShapeBaseData. 
 
This is shapeName, a member of class ShapeBaseData. 
 
This is simpleServerCollision, a member of class ItemData. 
 
< Should the turret's mounted weapon(s) start in a loaded state? 
 
< Array of states. 
 
This is stateDirection, a member of class AITurretShapeData. 
 
This is stateFire, a member of class AITurretShapeData. 
 
@name State Data Individual state data used to initialize struct array 
 
This is stateScaleAnimation, a member of class AITurretShapeData. 
 
This is stateScan, a member of class AITurretShapeData. 
 
This is stateScript, a member of class AITurretShapeData. 
 
This is stateSequence, a member of class AITurretShapeData. 
 
< Are the states loaded yet? 
 
This is stateTimeoutValue, a member of class AITurretShapeData. 
 
This is stateTransitionActivated, a member of class AITurretShapeData. 
 
This is stateTransitionAtRest, a member of class AITurretShapeData. 
 
This is stateTransitionDeactivated, a member of class AITurretShapeData. 
 
This is stateTransitionNoTarget, a member of class AITurretShapeData. 
 
This is stateTransitionNotAtRest, a member of class AITurretShapeData. 
 
This is stateTransitionTarget, a member of class AITurretShapeData. 
 
This is stateTransitionTimeout, a member of class AITurretShapeData. 
 
This is stateWaitForTimeout, a member of class AITurretShapeData. 
 
This is sticky, a member of class ItemData. 
 
< How long after the turret has lost the target should it still track it (in seconds) 
 
This is underwaterExplosion, a member of class ShapeBaseData. 
 
This is underwaterExplosionID, a member of class ShapeBaseData. 
 
< Do we use this object's eye point to view from
 
< Velocity used to lead target (if value <= 0, don't lead target). 
 
< How are the weapons linked together and triggered 
 
< Where ShapeBaseImageData weapons are mounted 
 
< Should the turret allow only z rotations (like an item)? 
Name 
Description 
This is friend class SimGroup. 
This is friend class SimIdDictionary. 
This is friend class SimManager. 
This is friend class SimManagerNameDictionary. 
This is friend class SimNameDictionary. 
mEngineObjectPool 
This is friend class StrongObjectRef. 
typeinfo 
mEngineObjectUserData 
 
Name 
Description 
 
 
 
This is __description, a member of class ConsoleObject. 
 
@name Object IDs and lookup. For a subclass hierarchy based on ConsoleObject to become functional for use as a console object type, the hierarchy must implement a naming scheme and indexing function for looking up objects by name. 
 
@name Object IDs and lookup. For a subclass hierarchy based on ConsoleObject to become functional for use as a console object type, the hierarchy must implement a naming scheme and indexing function for looking up objects by name. 
 
This is __getObjectId, a member of class ConsoleObject. 
 
This is __getObjectId, a member of class SimObject. 
 
Overload this in subclasses to change the message formatting. @param fmt A printf style format string. @param args A va_list containing the args passed ot a log function. @note It is suggested that you use String::VToString
 
Marks the start of a fixed size array of fields. @see console_autodoc 
 
Add a deprecated field.
A deprecated field will always be undefined, even if you assign a value to it. This is useful when you need to make sure that a field is not being used anymore. 
 
This is the overview for the addField method overload. 
 
Register a validated field.
A validated field is just like a normal field except that you can't have it be an array, and that you give it a pointer to a TypeValidator subclass, which is then used to validate any value placed in it. Invalid values are ignored and an error is printed to the console.
@see addField @see typeValidators.h 
 
Mark the beginning of a group of fields.
This is used in the consoleDoc system. @see console_autodoc 
 
This is the overview for the addProtectedField method overload. 
 
This is the overview for the addToSet method overload. 
 
This is AITurretShapeData, a member of class AITurretShapeData. 
 
Copy dynamic fields from another object onto this one.
Everything from obj will overwrite what's in this object.
@param obj Object to copy from
 
Copy fields from another object onto this one.
Objects must be of same type. Everything from obj will overwrite what's in this object; extra fields in this object will remain. This includes dynamic fields.
@param obj Object to copy from.
 
 
void setLastError(const char*);
 
 
Assign the given name to this object. 
 
This is canModDynamicFields, a member of class SimObject. 
 
This is canModStaticFields, a member of class SimObject. 
 
< Remove all notifications for this object.
 
 
< Notify an object when we are cleared.
 
 
Return a shallow copy of this object.
 
 
This is computeAccelerator, a member of class ShapeBaseData. 
 
Register global constant variables and do other one-time initialization tasks in a subclass of ConsoleObject.
@deprecated You should use ConsoleMethod and ConsoleFunction, not this, to register methods or commands. @see console
 
 
This is the overview for the ConsoleObject constructor overload. 
 
Copy SimObject to another SimObject (Originally designed for T2D).
Copy SimObject to another SimObject (Originally designed for T2D). 
 
This is the overview for the create method overload. 
 
Dump describeSelf()s of all live ConsoleObjects to the console.
 
 
This is the overview for the debugEnumInstances method overload. 
 
This is DECLARE_ABSTRACT_CLASS, a member of class EngineObject. 
 
This is the overview for the DECLARE_CALLBACK method overload. 
 
This is the overview for the DECLARE_CALLBACK method overload. 
 
This is the overview for the DECLARE_CALLBACK method overload. 
 
This is DECLARE_CONOBJECT, a member of class AITurretShapeData. 
 
This is DECLARE_INSCOPE, a member of class EngineObject. 
 
Decrements the reference count
 
Return a deep copy of this object.
 
 
< Notify an object when we are deleted.
 
 
Unregister, mark as deleted, and free the object.
 
 
Return a string that describes this instance. Meant primarily for debugging.
 
 
Return a textual description of the object.
 
 
 
 
object destroy self call (from StrongRefPtr). Override if this class has specially allocated memory. 
 
Print the AbstractClassRep hierarchy of this object to the console.
 
 
Print the SimGroup hierarchy of this object to the console.
 
 
Dump the contents of this object to the console. Use the Torque Script dump() and dumpF() functions to call this. 
 
Marks the end of an array of fields. @see console_autodoc 
 
Mark the end of a group of fields.
This is used in the consoleDoc system. @see console_autodoc 
 
Get a reference to a field by name. 
 
This is findMountPoint, a member of class ShapeBaseData. 
 
Find a named sub-object of this object.
This is subclassed in the SimGroup and SimSet classes.
For a single object, it just returns NULL, as normal objects cannot have children. 
 
Returns boolean specifying if the object can be serialized. 
 
Get whether fields created at runtime should be saved. Default is true. 
 
Get our network-layer class id.
@param netClassGroup The net class for which we want our ID. @see
Inlines 
 
Get our compiler and platform independent class name.
@note This name can be used to instantiate another instance using create() 
 
Return name of class namespace set on this object. 
 
Gets the ClassRep.
 
 
Component Information 
 
This is getConsoleMethodData, a member of class SimObject. 
 
Return the object that this object is copying fields from
 
Get the value of a field on the object.
See @ref simobject_console "here" for a detailed discussion of what this function does.
@param slotName Field to access. @param array String containing index into array (if field is an array); if NULL, it is ignored.
 
 
Get the type of a field on the object.
@param slotName Field to access. @param array String containing index into array (if field is an array); if NULL, it is ignored. 
 
Get the declaration line number 
 
Get a handle to a boolean telling us if we expanded the dynamic group.
@see GuiInspector::Inspect() 
 
Return the pool of EngineObjects to which this object belongs. 
 
Get reference to the dictionary containing dynamic fields.
See @ref simobject_console "here" for a detailed discussion of what this function does.
This dictionary can be iterated over using a SimFieldDictionaryIterator
 
Get a list of all the fields. This information cannot be modified. 
 
Get the filename 
 
Return the SimGroup that this object is contained in. Never NULL except for RootGroup and unregistered objects. 
 
Return the unique numeric object ID. 
 
Return the object ID as a string. 
 
Get the internal name of this control 
 
Get a list of all the fields, set up so we can modify them.
@note This is a bad trick to pull if you aren't very careful, since you can blast field data
 
Get the modified key for this particular datablock. 
 
Return the name of this object. 
 
Return the object's namespace. 
 
Assign a new modified key.
Datablocks are assigned a modified key which is updated every time a static field of the datablock is changed. These are gotten from a global store. 
 
Return the persistent ID assigned to this object or assign one to it if it has none.
 
 
Get the original name of this control 
 
Get the abstract class information for this class's superclass. 
 
Return the persistent ID assigned to this object or NULL
 
This is getRefCount, a member of class StrongRefBase. 
 
Get the abstract class information for this class. 
 
Return name of superclass namespace set on this object. 
 
This is getWeakReference, a member of class WeakRefBase. 
 
Component Console Overrides 
 
Increments the reference count
 
 
 
Triggers the reload signal. 
 
Called after any property of the object is changed in the world editor.
@see inspectPreApply
 
 
Called before any property of the object is changed in the world editor.
The calling order here is:
 
 
This is isAutoDeleted, a member of class SimObject. 
 
 
 
Returns true if this is a client side only datablock (in other words a datablock allocated with 'new' instead of the 'datablock' keyword). 
 
This is isDeleted, a member of class SimObject. 
 
This is isEditorOnly, a member of class SimObject. 
 
This is isExpanded, a member of class SimObject. 
 
Return true if the field is defined on the object
 
 
This is isHidden, a member of class SimObject. 
 
This is isLocked, a member of class SimObject. 
 
Check if a method exists in the objects current namespace.
 
 
This is isNameChangeAllowed, a member of class SimObject. 
 
This is isProperlyAdded, a member of class SimObject. 
 
This is isRemoved, a member of class SimObject. 
 
name Accessors 
 
Returns true if this object is selected or any group it is a member of is.
 
 
Logs with Con::errorf
 
Logs with Con::printf
 
Logs with Con::warnf
 
Get the classname from a class tag. 
 
< Get a state by name. 
 
 
 
Called when a SimObject is deleted.
When you are on the notification list for another object and it is deleted, this method is called. 
 
< Called when a dynamic field is modified.
 
 
Called when the editor is deactivated. 
 
Called when the editor is activated. 
 
Called when the object is added to a SimGroup.
 
 
Called when the object is removed from a SimGroup.
 
 
Called when the object's name is changed. 
 
Called when the object is removed from the sim.
 
 
 
 
< Called when a static field is modified.
 
 
 
 
 
 
< Process constructor options. (ie, new SimObject(1,2,3))
 
 
< Send out deletion notifications.
 
 
This is readObject, a member of class SimObject. 
 
This is the overview for the registerObject method overload. 
 
Register a reference to this object.
You pass a pointer to your reference to this object.
When the object is deleted, it will null your pointer, ensuring you don't access old memory.
@param obj Pointer to your reference to the object.
 
 
Remove a field.
Sometimes, you just have to remove a field! @returns True on success. 
 
This is the overview for the removeFromSet method overload. 
 
< Remove a notification from the list. 
 
Performs a safe delayed delete of the object using a sim event. 
 
save 
Save object as a TorqueScript File
 
This is setAutoDelete, a member of class SimObject. 
 
Set serialization flag. 
 
Set whether fields created at runtime should be saved. Default is true. 
 
 
 
Set the object that this object should be copying fields from.
 
 
Set the value of a field on the object.
See @ref simobject_console "here" for a detailed discussion of what this function does.
@param slotName Field to access. @param array String containing index into array; if NULL, it is ignored. @param value Value to store.
 
 
This is the overview for the setDataFieldType method overload. 
 
These functions are used to track the line number (1-based) on which the object was created if it was loaded from script
Set the declaration line number
 
 
This is setEditorOnly, a member of class SimObject. 
 
This is setExpanded, a member of class SimObject. 
 
Set the value of a field. 
 
These functions allow you to set and access the filename where this object was created.
Set the filename
 
 
< Force an Id on the next registered object. 
 
 
 
 
 
These functions support internal naming that is not namespace bound for locating child controls in a generic way.
Set the internal name of this control (Not linked to a namespace)
 
 
 
 
This is setModDynamicFields, a member of class SimObject. 
 
This is setModStaticFields, a member of class SimObject. 
 
This is setNameChangeAllowed, a member of class SimObject. 
 
Set the original name of this control
 
 
 
 
 
 
Get next matching item in namespace.
This wraps a call to Namespace::tabComplete; it gets the next thing in the namespace, given a starting value and a base length of the string. See Namespace::tabComplete for details.
 
 
 
 
Unregister the object from Sim.
This performs several operations:
  • Sets the removed flag.
  • Call onRemove()
  • Clear out notifications.
  • Remove the object from...
  • Finally, cancel any pending events for this object (as it can't receive them now).

 
 
Unregister a reference to this object.
Remove a reference from the list, so that it won't get nulled inappropriately.
Call this when you're done with your reference to the object, especially if you're going to free the memory. Otherwise, you may erroneously get something overwritten.
@see registerReference
 
 
Output the TorqueScript to recreate this object.
This calls writeFields internally. @param stream Stream to output to. @param tabStop Indentation level for this object. @param flags If SelectedOnly is passed here, then only objects marked as selected (using setSelected) will output themselves.
 
 
Output the TorqueScript to recreate this object.
This calls writeFields internally. @param stream Stream to output to. @param tabStop Indentation level for this object. @param flags If SelectedOnly is passed here, then only objects marked as selected (using setSelected) will output themselves.
 
 
Determine whether or not a field should be written.
@param fiedname The name of the field being written. @param value The value of the field.
 
 
Write the fields of this object in TorqueScript.
@param stream Stream for output. @param tabStop Indentation level for the fields.
 
 
SimObject Methods 
Name 
Description 
This is nested type EngineObject::__IsDisposableType. 
This is nested type EngineObject::__IsSingletonType. 
Type of callback function for iterating over EngineObject instances. 
This is nested type AITurretShapeData::Parent. 
 
Name 
Description 
 
name Notification 
 
This is class AITurretShapeData::StateData. 
 
Name 
Description 
 
Release the given object's memory in the pool it has been allocated from.
 
 
new 
This is the overview for the new operator overload. 
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