torque Torque Game Engine Documentation
CVS Revision Label 1.3.x

Torque Data Structures

Here are the data structures with brief descriptions:
_StringTableA global table for the hashing and tracking of strings
_StringTable::NodeThis is internal to the _StringTable class
AbstractClassRepCore functionality for class manipulation
AbstractClassRep::Field
AbstractPolyListA polygon filtering interface
ActionMapMap raw inputs to a variety of actions
ActionMap::BreakEntry
ActionMap::DeviceMapUsed to represent a devices
ActionMap::Node
AdjustHeightAction
AIClient
AIConnection
AIPlayer
AISpecialNode
AllocatedTexture
AmbientAudioManagerThe AmbientAudioManager manages varying the properties of audio emitters based on the player's position
AngAxisF
AsciiData
AsciiData::KeyData
AssignDecl
AssignExprNode
AssignOpExprNode
AudioBuffer
AudioDescription
AudioEmitter
AudioEnvironment
AudioProfile
AudioSampleEnvironment
AudioStreamSource
AudioStreamSourceFactory
Auth2CertificateFormerly contained a certificate, showing that something was valid
AuthInfoFormerly contained data indicating whether a user is valid
BanListHelper class to keep track of bans
BanList::BanInfo
BaseMaterialInfo
BinaryExprNodeA binary mathematical expression (ie, left op right)
BitMatrixA matrix of bits
BitRenderFunctions for rendering to 1bpp bitmaps
BitSet32A convenience class to manipulate a set of bits
BitStream
BitTables
BitVectorManage a vector of bits of arbitrary size
BitVectorW
BlenderThis MODULE contains class Blender
Box3DClone of Box3F, using 3D types
Box3FBounding Box
BoxBrush
BoxConvex
BreakStmtNode
Brush
BrushAdjustHeightAction
BSPNode
BVQuadTreeA bit vector quad tree, used to track flags for the terrain
CameraImplements a basic camera object
Camera::StateDelta
CameraData
CameraFX
CameraFXManager
CameraScopeQuery
CameraShake
CameraSpline
CameraSpline::Knot
CameraSpline::TimeMap
ChunkCornerPoint
ChunkEdge
ChunkedTextureHandle
ChunkedTextureManager
ChunkedTextureObject
Chunker< T >
ChunkScanEdge
ClearEmptyAction
ClearModifiedAction
ClippedPolyList
ClippedPolyList::Poly
ClippedPolyList::Vertex
Cloud
CodeBlock
Collision
CollisionList
CollisionState
CollisionStateList
CollisionTestHelper class for collision detection
CollisionWorkingList
CollisionWorkingList::RLink
CollisionWorkingList::WLink
Color
ColorF
ColorI
CommaCatExprNode
CompilerFloatTable
CompilerFloatTable::Entry
CompilerIdentTable
CompilerIdentTable::Entry
CompilerStringTable
CompilerStringTable::Entry
ConcreteClassRep< T >Helper class for AbstractClassRep
ConcretePolyListA concrete, renderable PolyList
ConcretePolyList::Poly
ConditionalExprNode
ConnectedAcceptEventTriggered when we accept a new connection
ConnectedNotifyEventNotify simulation of state of a connection
ConnectedReceiveEventTriggered when we receive data from a connected entity
ConnectionProtocolThe base class for Torque's networking protocol
ConnectionStringTableMaintain a table of strings which are shared across the network
ConnectionStringTable::Entry
ConsoleConstructorThis is the backend for the ConsoleMethod()/ConsoleFunction() macros
ConsoleEventRepresents a line of console input
ConsoleLogEntryRepresents an entry in the log
ConsoleLoggerA class designed to be used as a console consumer and log the data it receives to a file
ConsoleObjectInterface class to the console
ConstantNode
Container
Container::CallbackInfo
Container::Link
ContinueStmtNode
Convex
ConvexFeature
ConvexFeature::Edge
ConvexFeature::Face
CreatorTree
CreatorTree::Node
D3DDevice
DataChunkerImplements a chunked data allocater
DataChunker::DataBlockBlock of allocated memory
Debris
DebrisData
DebugViewHelper class to render a HUD debug display
DebugView::DebugLine
DecalDataDataBlock implementation for decals
DecalInstanceStore an instance of a decal
DecalManagerManage decals in the world
DemoGameImplementation of GameInterface for the demo app
DemoNetInterface
DepthSortList
DepthSortList::PolyExtents
Audio::Description
DetailManager
DetailManager::DetailData
DetailManager::DetailProfile
Dictionary
Dictionary::Entry
DInputDevice
DInputManager
DisplayDevice
DisplayPtrManager
EarlyOutPolyListEarly out check PolyList
EarlyOutPolyList::Poly
EarlyOutPolyList::Vertex
EdgeParent
EdgePoint
EditManager
EditTSCtrl
EllipseBrush
EmitChunk
EnumTableScripting engine representation of an enum
EnumTable::EnumsThis represents a specific item in the enumeration
EventBase event structure (also used for FrameEvent and QuitEvent)
EventDescriptor
Explosion
ExplosionData
ExprEvalState
ExprNodeA mathematical expression
ExtrudedPolyListExtruded Polytope PolyList
ExtrudedPolyList::ExtrudedFace
ExtrudedPolyList::Poly
ExtrudedPolyList::Vertex
File
FileObject
FileStream
FileTimePlatform dependent file date-time structure
FilterStream
FindMatch
FlattenHeightAction
FloatBinaryExprNode
FloatNode
FloatUnaryExprNode
FloorPlanResource
FloorPlanResource::Area
fluid
fluid::block
fluid::node
fluid::plane
fluid::rgba
fluid::uv
fluid::vertex
fluid::xyz
FlyingVehicle
FlyingVehicle::JetActivation
FlyingVehicleData
FogVolume
ForceField
ForceField::IBSPLeafSolid
ForceField::IBSPNode
ForceField::Surface
FRangeValidatorFloating point min/max range validator
FreeListChunker< T >
FuncCallExprNode
FunctionDeclStmtNode
FxColor4
fxFoliageCulledList
fxFoliageItem
fxFoliageQuadrantNode
fxFoliageRenderList
fxFoliageReplicator
fxFoliageReplicator::tagFieldData
fxLight
fxLightData
fxShapeReplicatedStatic
fxShapeReplicator
fxShapeReplicator::tagFieldData
fxSunLight
GameBaseBase class for game objects which use datablocks, networking, are editable, and need to process ticks
GameBase::Link
GameBaseDataScriptable, demo-able datablock
GameConnection
GameConnection::GamePacketNotify
GameInterface
GameTSCtrl
GBitmap
GFont
GFont::CharInfo
GhostInfoInformation about a ghosted object
GjkCollisionState
Globals
GLState
GPalette
GridChunk
GridInfo
GridSquare
Gui3DMouseEvent
GuiArrayCtrl
GuiBitmapCtrl
GuiControl
GuiEvent
GuiPlayerView
GuiTerrPreviewCtrl
GuiTextCtrl
GuiTSCtrl
Heightfield
HoverVehicle
HoverVehicle::JetActivation
HoverVehicleData
HTTPObject
IdGenerator
IfStmtNode
Input
InputDevice
InputDevice::ObjInfo
InputEventGeneric input event
InputManager
IntBinaryExprNode
Interior
Interior::AnimatedLight
Interior::ConvexHull
Interior::CoordBin
Interior::IBSPLeafSolid
Interior::IBSPNode
Interior::LightState
Interior::LightStateData
Interior::NullSurface
Interior::Portal
Interior::Surface
Interior::TexGenPlanes
Interior::TriFan
Interior::Zone
InteriorConvex
InteriorDict
InteriorDictEntry
InteriorInstance
InteriorInstance::LightInfo
InteriorInstance::LightInfo::Light
InteriorInstance::LightInfo::StateDataInfo
InteriorLMManager
InteriorLMManager::InstanceLMInfo
InteriorLMManager::InteriorLMInfo
InteriorPathFollower
InteriorPathFollower::WayPoint
InteriorResource
InteriorResTrigger
InteriorSubObject
IntNode
IntUnaryExprNode
IRangeValidatorSigned integer min/max range validator
IRangeValidatorScaledScaled integer field validator
Item
Item::StateDelta
ItemData
ItrGameEntity
ItrPaddedPoint
JoystickAxisInfo
JoystickInputDevice
LavaVertex
LavaWave
LensFlare
LFlare
LightInfo
LightManager
Lightning
Lightning::Strike
Lightning::Thunder
LightningBolt
LightningBolt::Node
LightningBolt::NodeManager
LightningData
LightUpdateGrouper
LightUpdateGrouper::BitIterator
LList< T >
LListNode< T >
LoopStmtNode
LowerHeightAction
MacCarbPlatState
MacConsole
Marker
MasterInfo
MaterialList
MaterialPropertyMap
MaterialPropertyMap::MapEntry
Math
MatrixF4x4 Matrix Class
MemStream
MirrorSubObject
MissionArea
MissionAreaEditor
MissionMarker
MissionMarkerData
MouseMoveEventMouse input event
Move
MoveManager
MRandomGeneratorBase class for random number generators
MRandomLCGLinear Congruential Method, the "minimal standard generator"
MRandomR250Fast, very good random numbers
Mutex
Namespace
Namespace::Entry
Net
NetAddressGeneric network address
NetAsync
NetConnectionTorque network connection
NetConnection::GhostRefStructure to track ghost references in packets
NetConnection::GhostSaveStructure to track ghost-always objects and their ghost indices
NetConnection::NetRate
NetConnection::PacketNotifyStructure to track packets and what we sent over them
NetEventAn event to be sent over the network
NetEventNote
NetInterfaceNetInterface class
NetObjectSuperclass for ghostable networked objects
NetStringTable
NetStringTable::Entry
Noise2D
ObjectBlockDecl
ObjectDeclNode
OggVorbis_File
OggVorbisFile
OpenGLDevice
OrthoBoxConvex
OutlineSelectAction
OutputPoint
OutputPointFC_VB
OutputPointSP_FC_VB
PacketReceiveEventTriggered on incoming (UDP) packet
PaintMaterialAction
ParticleEmitter
ParticleEmitterData
ParticleEmitterNode
ParticleEmitterNodeData
PathA path!
PathCamera
PathCamera::StateDelta
PathCameraData
PathedInterior
PathedInteriorData
PathManager
PathManager::PathEntry
PathNode
PhysicalZone
PlaneExtractorPolyListFill a Vector<PlaneF> with the planes from the geometry passed through this PolyList
PlaneF
PlaneTransformer
Platform
Platform::FileInfo
Platform::LocalTime
Platform::SystemInfo_struct
Platform::SystemInfo_struct::Processor
PlatformAssert
Player
Player::ActionAnimation
Player::ArmAnimation
Player::ContactInfo
Player::Death
Player::Range
Player::StateDeltaClient interpolation/warp data
PlayerData
PlayerData::ActionAnimation
PlayerData::ActionAnimationDefAnimation and other data intialized in onAdd
PlayerData::ActionAnimationDef::Vector
Point2D2D high-precision point
Point2F2D floating-point point
Point2I2D integer point
Point3D
Point3F
Point3I3D integer point
Point4F4D floating-point point
Polyhedron
Polyhedron::Edge
PolyList
PolyList::Poly
Polytope
Polytope::Collision
Polytope::Edge
Polytope::Face
Polytope::StackElement
Polytope::Vertex
Polytope::Volume
Precipitation
PrecipitationDataPrecipitation datablock
ProcessListList to keep track of GameBases to process
ProcessMutex
Processor
ProfilerThe Profiler is used to see how long a specific chunk of code takes to execute
ProfilerData
ProfilerRootData
ProjectileBase class for all projectiles
ProjectileDataDatablock for projectiles. This class is the base class for all other projectiles
QuadPatchQuadratic spline patch
QuakeFMTVertex
QuakeMTVertex
QuakeTVertex
QuakeVertex
Quat16Compressed quaternion class
QuatF
QuitEvent
Raindrop
RaiseHeightAction
RawData
RayInfoExtension of the collision structore to allow use with raycasting
RectClipper
RectD
RectF
RectI
RedBook
RedBookDevice
Render2Point
RenderPoint
ResDictionaryResource Dictionary
ResizeBitStream
ResizeFilterStream
ResManagerA virtual file system for the storage and retrieval of ResourceObjects
ResManager::RegisteredExtension
Resolution
Resource< T >Wrapper class around a ResourceInstance subclass
ResourceInstanceThe base class for all resources
ResourceObjectWrapper around a ResourceInstance
ResourceType
ResourceTypeRawData
ResourceTypeStaticRawData
ReturnStmtNode
Rigid
ScaleHeightAction
SceneGraph
SceneGraph::ZoneManager
SceneLighting
SceneLighting::InteriorProxy
SceneLighting::ObjectProxyCreate a proxy for each object to store data
SceneLighting::PersistInfo
SceneLighting::PersistInfo::InteriorChunk
SceneLighting::PersistInfo::MissionChunk
SceneLighting::PersistInfo::PersistChunk
SceneLighting::PersistInfo::TerrainChunk
SceneLighting::TerrainProxy
SceneLighting::TerrainProxy::SquareStackNode
SceneObjectA 3D object
SceneObject::LightingInfo
SceneObjectRefReference to a scene object
SceneRenderImageA SceneRenderImage is used by the SceneState/SceneGraph to sort objects for rendering order
SceneRootRoot of scene graph
SceneStateThe SceneState describes the state of the scene being rendered
SceneState::FogBand
SceneState::RenderBSPNodeUsed to construct the BSP tree for sorting translucent images
SceneState::TransformPortalUsed to represent a portal which inserts a transformation into the scene
SceneState::ZoneState
ScopeFrustumA scope frustum describes a pyramid to clip new portals against
SelectAction
Selection
SelectionBrush
Semaphore
ServerInfo
SetEmptyAction
SetHeightAction
SetMaterialGroupAction
SetMissionCRCEvent
SetModifiedAction
SGWinding
Shadow
Shadow::DistanceDetail
Shadow::PixelSizeDetail
Shadow::ShadowSettings
ShadowVolumeBSPUsed to calculate shadows
ShadowVolumeBSP::SurfaceInfo
ShadowVolumeBSP::SVNode
ShadowVolumeBSP::SVPoly
ShapeBaseShapeBase is the renderable shape from which most of the scriptable objects are derived, including the player, vehicle and items classes
ShapeBase::CollisionTimeout
ShapeBase::MountedImageAn image mounted on a shapebase
ShapeBase::MountedImage::ImageEmitterRepresent the state of a specific particle emitter on the image
ShapeBase::MountInfoMounted objects
ShapeBase::Sound
ShapeBase::Thread
ShapeBaseConvex
ShapeBaseData
ShapeBaseImageData
ShapeBaseImageData::StateData
ShapeBaseImageData::StateData::Transition
ShapeImageRenderImage
ShowTSShape
Sim2DAudioEvent
Sim3DAudioEvent
SimConsoleEventImplementation of schedule() function
SimDataBlockRoot DataBlock class
SimDataBlockEvent
SimDataBlockGroup
SimEventRepresents a queued event in the sim
SimFieldDictionaryDictionary to keep track of dynamic fields on SimObject
SimFieldDictionary::Entry
SimFieldDictionaryIterator
SimGroupA group of SimObjects
SimGroupIterator
SimIdDictionary
SimManagerNameDictionary
SimNameDictionary
SimObjectBase class for objects involved in the simulation
SimObject::Notify
SimObjectListA vector of SimObjects
SimObjectPtr< T >Smart SimObject pointer
SimpleQueryListFor simple queries. Simply creates a vector of the objects
SimSetA set of SimObjects
SimSetIteratorIterator for use with SimSets
SimSetIterator::Entry
SimSetIterator::Stack
Sky
SlotAccessNode
SlotAssignNode
SlotAssignOpNode
SlotDecl
SmoothHeightAction
SoftSelectAction
SparseArray< T >
SparseArray< T >::Node
SpawnSphere
Sphere
Sphere::Triangle
Sphere::TriangleMesh
SphereF
Splash
SplashData
SplashRing
SplashRingPoint
SplCtrlPtsClass for spline control points
SplineUtil::SplineBeamInfo
SplinePatchBase class for spline patches
SquareStackNode
SquareStackNode2
StaticShape
StaticShapeData
StdConsole
StmtNodeRepresentation of a node for the scripting language parser
StormCloudData
StormFogData
StormFogVolume
StormInfo
StrcatExprNode
StrConstNode
StreamBase stream class for streaming data across a specific media
StreqExprNode
StringHandle
StripCache
SubObjectRenderImage
Sun
TagDictionary
TagDictionary::TagEntry
TCPObject
TelnetConsoleTelnet admin console
TelnetConsole::TelnetClientRepresents a connection to the telnet console
TelnetDebuggerTelnet debug service implementation
TelnetDebugger::Breakpoint
Terraformer
TerrainAction
TerrainBlock
TerrainBlock::Material
TerrainConvex
TerrainEditor
TerrainFile
TerrainRender
TerrLightInfo
TexInfo
TextureObject
Thread
TimeEventThe time event causes the simulation to advance
TimeManager
ToolVector< A >
TQuatF
TransformedQuakeVertex
Trigger
TriggerData
TSDecalMeshDecals! The lovely detailing thingies, e.g. bullet hole marks
TSDrawPrimitive
TSIntegerSetThe standard mathmatical set, where there are no duplicates
TSLastDetailThis neat little class renders the object to a texture so that when the object is far away, it can be drawn as a billboard instead of a mesh
TSMaterialListSpecialized material list for 3space objects
TSMesh
TSPartInstance
TSScaleClass to handle general scaling case
TSShapeTSShape stores generic data for a 3space model
TSShape::ConvexHullAccelerator
TSShape::DecalDecals hang off objects like objects hang off nodes
TSShape::DecalStateDescribes state of a decal
TSShape::DetailDetails are used for render detail selection
TSShape::IflMaterialIFL Materials are used to animate material lists -- i.e
TSShape::NodeNodes hold the transforms in the shape's tree. They are the bones of the skeleton
TSShape::ObjectObjects hold renderable items (in particular meshes)
TSShape::ObjectStateDescribes state of an individual object
TSShape::SequenceA Sequence holds all the information necessary to perform a particular animation (sequence)
TSShape::TriggerWhen time on a sequence advances past a certain point, a trigger takes effect and changes one of the state variables to on or off
TSShapeAllocAlloc structure used in the reading/writing of shapes
TSShapeConstructorThis class allows an artist to export their animations for the model into the .dsq format
TSShapeInstanceAn instance of a 3space shape
TSShapeInstance::DecalObjectInstanceAlso set up based on shape data...they refer to mesh object instances
TSShapeInstance::IflMaterialInstanceIFL objects ... controlled by animation but also can be controlled by user
TSShapeInstance::MeshObjectInstanceThese are set up by default based on shape data
TSShapeInstance::ObjectInstanceBase class for all renderable objects, including mesh objects and decal objects
TSShapeInstance::RenderData
TSShapeInstance::RenderData::VertexAlpha
TSSkinMesh
TSSortedMeshTSSortedMesh is for meshes that need sorting (obviously)
TSSortedMesh::ClusterThis is a group of primitives that belong "together" in the rendering sequence
TSStatic
TSStaticConvex
TSThread3space animation thread
TSThread::TransitionDataIf in transition..
TSTransformStruct for encapsulating ts transform related static functions
TSVertex
TTagDerefNode
TTagExprNode
TTagSetStmtNode
TypeValidator
UInputManager
UnderLavaFX
UnixCommandExecutor
UnixUtils
VarNode
Vector< T >A dynamic array class
VectorPtr< T >Template for vectors of pointers
Vehicle
Vehicle::StateDelta
VehicleBlocker
VehicleData
VehicleData::Body
Video
Voodoo2Device
VorbisStreamSource
WaterBlock
WavStreamSource
WayPoint
WayPointTeam
WheeledVehicle
WheeledVehicle::Wheel
WheeledVehicle::Wheel::Surface
WheeledVehicleData
WheeledVehicleData::Wheel
WheeledVehicleSpring
WheeledVehicleTire
Win32PlatState
WinConsole
WorldEditor
WorldEditor::ClassInfo
WorldEditor::ClassInfo::Entry
WorldEditor::CollisionInfo
WorldEditor::Selection
WorldEditor::SelectionState
WorldEditor::SelectionState::Entry
x86UNIXPlatformState
XMessageBox
XMessageBoxButton
YYSTYPE
ZipAggregate
ZipAggregate::FileEntry
ZipDirFileHeader
ZipDirFileHeader::DirFileHeader
ZipEOCDRecord
ZipEOCDRecord::EOCDRecord
ZipLocalFileHeader
ZipLocalFileHeader::LocalFileHeader
ZipSubRStream
ZipSubWStream
ZoneVisDeterminer



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