torque Torque Game Engine Documentation
TGE Version 1.5.2

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
AIWheeledVehicle
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
BadWordFilter
BadWordFilter::FilterTable
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
See also:
BitVector
BlenderThis MODULE contains class Blender
Box3DClone of Box3F, using 3D types
Box3FBounding Box
BoxBrush
BoxConvex
BreakStmtNode
Brush
BrushAdjustHeightAction
BSPNode
BVPT< Tstoreobj >
BVQuadTreeA bit vector quad tree, used to track flags for the terrain
CameraImplements a basic camera object
Camera::StateDelta
CameraData
CameraFX
CameraFXManager
CameraQuery
CameraScopeQuery
CameraShake
CameraSpline
CameraSpline::Knot
CameraSpline::TimeMap
ChunkCornerPoint
ChunkEdge
ChunkedTextureHandle
ChunkedTextureManager
ChunkedTextureObject
Chunker< T >
ChunkFile
ChunkScanEdge
ClearEmptyAction
ClearModifiedAction
ClippedPolyList
See also:
AbstractPolyList
ClippedPolyList::Poly
ClippedPolyList::Vertex
Cloud
CodeBlockCore TorqueScript code management class
Collision
CollisionList
CollisionState
CollisionStateList
CollisionTestHelper class for collision detection
CollisionWorkingList
CollisionWorkingList::RLink
CollisionWorkingList::WLink
Color
ColorF
ColorI
CommaCatExprNode
Compiler::CompilerFloatTable
Compiler::CompilerFloatTable::Entry
Compiler::CompilerIdentTable
Compiler::CompilerIdentTable::Entry
Compiler::CompilerStringTable
Compiler::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
ConsoleBaseType
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
Compiler::ConsoleParserList of parsers for the compiler
ConstantNode
ConstructorSimpleMesh
ConstructorSimpleMesh::primitive
Container
Container::CallbackInfo
Container::Link
ContinueStmtNode
Convex
ConvexBrush
ConvexBrush::TexInfo
ConvexFeature
ConvexFeature::Edge
ConvexFeature::Face
CreatorTree
CreatorTree::Node
D3DDevice
DataChunkerImplements a chunked data allocater
DataChunker::DataBlockBlock of allocated memory
DbgFileView
DbgFileView::FileLine
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
Dictionary::HashTableData
DInputDevice
DInputManager
DisplayDevice
DisplayPtrManager
DynamicTexture
EarlyOutPolyListEarly out check PolyList
EarlyOutPolyList::Poly
EarlyOutPolyList::Vertex
EdgeParent
EdgePoint
EditManager
EditTSCtrl
elapsedTime
elapsedTimeAggregate
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
Filter
FilterStream
FindMatch
FireballAtmosphere
FireballAtmosphereData
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
FogCalc
FogVolume
ForceField
ForceField::IBSPLeafSolid
ForceField::IBSPNode
ForceField::Surface
FrameAllocatorTemporary memory pool for per-frame allocations
FrameAllocatorMarkerHelper class to deal with FrameAllocator usage
FrameTemp< T >Class for temporary variables that you want to allocate easily using the FrameAllocator
FRangeValidatorFloating point min/max range validator
FreeListChunker< T >
FuncCallExprNode
FunctionDeclStmtNode
FxColor4
fxFoliageCulledList
fxFoliageItem
fxFoliageQuadrantNode
fxFoliageRenderList
fxFoliageReplicator
fxFoliageReplicator::tagFieldData
fxLight
fxLightData
fxRenderObject
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
GhostInfoInformation about a ghosted object
GjkCollisionState
Globals
GLStateGL state information
GPalette
GridChunk
GridInfo
GridSquare
Gui3DMouseEvent
GuiArrayCtrlRenders a grid of cells
GuiAviBitmapCtrl
GuiBackgroundCtrlRenders a background, so you can have a backdrop for your GUI
GuiBitmapButtonCtrl------------------------------------- Bitmap Button Contrl Set 'bitmap' comsole field to base name of bitmaps to use
GuiBitmapButtonTextCtrl
GuiBitmapCtrlRenders a bitmap
GuiBubbleTextCtrl
GuiButtonBaseCtrl
GuiButtonCtrl
GuiCanvasA canvas on which rendering occurs
GuiCanvas::AccKeyMapAccelerator key map
GuiCheckBoxCtrl
GuiColorPickerCtrlGuiColorPickerCtrl
GuiConsole
GuiConsoleEditCtrl
GuiConsoleTextCtrl
GuiControlRoot class for all GUI controls in Torque
GuiControlArrayControl
GuiControlProfileA GuiControlProfile is used by every GuiObject and is akin to a datablock
GuiCursor
GuiDirectoryFileListCtrl
GuiDirectoryTreeCtrl
GuiEditCtrl
GuiEffectCanvas
GuiEventRepresents a single GUI event
GuiFilterCtrl
GuiFrameSetCtrl
GuiFrameSetCtrl::FrameDetail
GuiGraphCtrl
GuiGraphCtrl::PlotInfo
GuiInputCtrl
GuiInspector
GuiInspectorDatablockField
GuiInspectorDynamicField
GuiInspectorDynamicGroup
GuiInspectorField
GuiInspectorGroup
GuiInspectorTypeCheckBox
GuiInspectorTypeColor
GuiInspectorTypeColorF
GuiInspectorTypeColorI
GuiInspectorTypeEnum
GuiInspectorTypeFileName
GuiInspectorTypeGuiProfile
GuiListBoxCtrl
GuiListBoxCtrl::LBItem
GuiMenuBackgroundCtrl
GuiMenuBar
GuiMenuBar::Menu
GuiMenuBar::MenuItem
GuiMenuTextListCtrl
GuiMessageVectorCtrlRender a MessageVector (chat HUD)
GuiMessageVectorCtrl::LineElement
GuiMessageVectorCtrl::LineWrappingDerived classes must keep this set of variables consistent if they use this classes onRender
GuiMessageVectorCtrl::LineWrapping::SEPair
GuiMessageVectorCtrl::SpecialMarkers
GuiMessageVectorCtrl::SpecialMarkers::Special
GuiMessageVectorCtrl::TextElement
GuiMLTextCtrl
GuiMLTextCtrl::Atom
GuiMLTextCtrl::Bitmap
GuiMLTextCtrl::BitmapRef
GuiMLTextCtrl::Font
GuiMLTextCtrl::Line
GuiMLTextCtrl::LineTag
GuiMLTextCtrl::Style
GuiMLTextCtrl::URL
GuiMLTextEditCtrl
GuiMouseEventCtrl
GuiPaneControlCollapsable pane control
GuiPlayerView
GuiPopUpBackgroundCtrl
GuiPopUpMenuCtrl
GuiPopUpMenuCtrl::Entry
GuiPopUpMenuCtrl::Scheme
GuiPopUpTextListCtrl
GuiProgressCtrl
GuiRadioCtrl
GuiScrollCtrl
GuiSliderCtrl
GuiStackControlA stack of GUI controls
GuiSubmenuBackgroundCtrl
GuiTabBookCtrlTab Book Control for creation of tabbed dialogs
GuiTabBookCtrl::TabHeaderInfo
GuiTabPageCtrl
GuiTerrPreviewCtrl
GuiTextCtrl
GuiTextEditCtrl
GuiTextEditSliderCtrl
GuiTextListCtrl
GuiTextListCtrl::Entry
GuiTheoraCtrlPlay back a Theora video file
GuiTickCtrlThis Gui Control is designed to be subclassed and let people create controls which want to recieve update ticks at a constant interval
GuiTreeViewCtrl
GuiTreeViewCtrl::Item
GuiTreeViewCtrl::Item::InspectorTag
GuiTreeViewCtrl::Item::ScriptTag
GuiTSCtrl
GuiVectorFieldCtrl
GuiWindowCtrl
hash_multimap< T, Tinfo >
Heightfield
HoverVehicle
HoverVehicle::JetActivation
HoverVehicleData
HTTPObject
IdGenerator
IfStmtNode
InfiniteBitStreamThis class acts to provide an "infinitely extending" stream
Input
InputDevice
InputDevice::ObjInfo
InputEventGeneric input event
InputManager
IntBinaryExprNode
Interior
Interior::AnimatedLight
Interior::ConvexHull
Interior::CoordBin
Interior::Edge
Interior::IBSPLeafSolid
Interior::IBSPNode
Interior::LightState
Interior::LightStateData
Interior::NullSurface
Interior::Portal
Interior::Surface
Interior::TexGenPlanes
Interior::TexMatrix
Interior::TriFan
Interior::Zone
InteriorConvex
InteriorDict
InteriorDictEntry
InteriorInstance
InteriorInstance::LightInfo
InteriorInstance::LightInfo::Light
InteriorInstance::LightInfo::StateDataInfo
InteriorLMManager
InteriorLMManager::InstanceLMInfo
InteriorLMManager::InteriorLMInfo
InteriorMap
InteriorMapConvex
InteriorMapResource
InteriorMapResource::Entity
InteriorMapResource::Property
InteriorPathFollower
InteriorPathFollower::WayPoint
InteriorResource
InteriorResTrigger
InteriorSubObject
IntNode
IntUnaryExprNode
IRangeValidatorSigned integer min/max range validator
IRangeValidatorScaledScaled integer field validator
Item
Item::StateDeltaClient interpolation data
ItemData
ITickableThis interface allows you to let any object be ticked
ItrGameEntity
ItrPaddedPoint
JoystickAxisInfo
JoystickInputDevice
LangFileClass for working with language files
LangTableLanguage file table
LavaVertex
LavaWave
LensFlare
LFlare
LightInfo
LightInfoList
LightManager
Lightning
Lightning::Strike
Lightning::Thunder
LightningBolt
LightningBolt::Node
LightningBolt::NodeManager
LightningData
LightUpdateGrouper
LightUpdateGrouper::BitIterator
LList< T >
LListNode< T >
LoopStmtNode
LowerHeightAction
MacCarbFont
MacCarbPlatStateNOTE: Placing system headers before Torque's platform.h will work around the Torque-Redefines-New problems
MacConsole
Marker
MasterInfo
MaterialList
MaterialPropertyMap
MaterialPropertyMap::MapEntry
Math
MatrixF4x4 Matrix Class
MemStream
MessageVectorStore a list of chat messages
MessageVector::MessageLine
MessageVector::SpectatorRef
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
MutexHandleHelper for simplifying mutex locking code
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
OggMixedStreamSource
OggVorbis_File
OggVorbisFile
OpenGLDevice
OptimizedPolyListA concrete, renderable PolyList
OptimizedPolyList::Edge
OptimizedPolyList::FullPoly
OptimizedPolyList::Poly
OptimizedPolyList::TriangleLighting
OrthoBoxConvex
OutlineSelectAction
OutputPoint
OutputPointFC_VB
OutputPointSP_FC_VB
PacketReceiveEventTriggered on incoming (UDP) packet
PaintMaterialAction
Particle
ParticleData
ParticleEmitter
ParticleEmitterData
ParticleEmitterNode
ParticleEmitterNodeData
PathA path!
PathCamera
PathCamera::StateDelta
PathCameraData
PathedInterior
PathedInteriorData
PathManager
PathManager::PathEntry
PathNode
PersistInfo
PersistInfo::InteriorChunk
PersistInfo::MissionChunk
PersistInfo::PersistChunk
PersistInfo::TerrainChunk
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
Platform::VolumeInformation
PlatformAssert
PlatformFont
PlatformFont::CharInfo
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
ProjectileBase class for all projectiles
ProjectileDataDatablock for projectiles. This class is the base class for all other projectiles
QuadPatchQuadratic spline patch
QuadTreeTracerHelper class to perform a fast, recursive ray cast against a set of hierarchical bounding boxes
QuadTreeTracer::RayStackNode
QuadTreeTracer::StackNode
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
RigidShape
RigidShape::StateDelta
RigidShapeData
RigidShapeData::Body
ScaleHeightAction
SceneGraph
SceneGraph::ZoneManager
SceneLighting
SceneLighting::InteriorProxy
SceneLighting::InteriorProxy::sgSurfaceInfo
SceneLighting::ObjectProxyCreate a proxy for each object to store data
SceneLighting::TerrainProxy
SceneLighting::TerrainProxy::SquareStackNode
SceneObjectA 3D object
SceneObject::LightingInfo
SceneObject::posinfo
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
sgColorMap
sgD3DCompatibility
sgDetailMapping
sgDTSDynamicLightingCache
sgDTSDynamicLightingCache::data
sgInteriorDynamicLightingCache
sgInteriorDynamicLightingCache::data
sgLightingModel
sgLightingModelAdvanced
sgLightingModelGLBase
sgLightingModelInverseSquare
sgLightingModelInverseSquareFastFalloff
sgLightingModelManager
sgLightingModelNearLinear
sgLightingModelNearLinearFastFalloff
sgLightingModelStock
sgLightMapThe base class for generating mission level or real-time light maps for any sceneObject
sgLightMap::sgStaticMeshInfo
sgLightObjectThis class extends fxLight to provide mission level static light objects
sgLightObject::sgAnimateState
sgLightObjectDataThe datablock class for sgUniversalStaticLight
sgMissionLightingFilter
sgMissionLightingFilterData
sgObjectShadowMonitorSomeone needs to make sure the resource usage doesn't get out of hand
sgObjectShadows
sgPlanarLightMapUsed to generate light maps on interiors
sgPlanarLightMap::sgLexel
sgPlanarLightMap::sgOccluder
sgPlanarLightMap::sgSmoothingTri
sgPlanarLightMap::sgSmoothingVert
sgRelightFilter
sgSceneLightingProcessEvent
sgShadowObjects
sgShadowObjects::sgObjectInfoObject info..
sgShadowObjects::sgStaticMeshTriUsed for storing static mesh geometry for fast shadow detection..
sgStatistics
sgTerrainLightMapUsed to generate terrain light maps
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
SimChunk
SimChunk::FourCCToAcrCalled post console init to set up the 4cc->class mappings
SimConsoleEventImplementation of schedule() function
SimConsoleThreadExecCallbackUsed by Con::threadSafeExecute()
SimConsoleThreadExecEvent
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
SimIdDictionaryMap of ID's to SimObjects
SimManagerNameDictionary
SimNameDictionaryMap of names to SimObjects
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
See also:
drawSplineBeam
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
StringBufferUtility class to wrap string manipulation in a representation independent way
StringBuffer::RequestCounts
StringHandle
StringStackCore stack for interpreter operations
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
TheoraTextureTheoraTexture decodes Ogg Theora files, and their audio
TheoraTexture::MagicalTrevorMagical Trevor is responsible for tracking elapsed time based on the currently playing buffer
TheoraTexture::MagicalTrevor::BufInf
Thread
ThreadStoragePlatform independent per-thread storage class
TimeEventThe time event causes the simulation to advance
TimeManager
Tokenizer
ToolVector< A >
TQuatF
TransformedQuakeVertex
TransitionWindowOptions_compat
Trigger
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
TSMesh::UVList
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., run through a series of frames of a material
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
UnknownChunkThis is a special purpose chunk we use to deal with situations where we have an unknown FourCC
VarNode
Vector< T >A dynamic array class
VectorField
VectorPtr< T >Template for vectors of pointers
Vehicle
Vehicle::StateDelta
VehicleBlocker
VehicleData
VehicleData::Body
Video
volumeLight
Voodoo2Device
VorbisStreamSource
WaterBlock
WavStreamSource
WayPointTeam
WeatherLightning
WeatherLightning::SoundEvent
WeatherLightningBolt
WeatherLightningData
WeatherLightningStrikeEvent
WheeledVehicle
WheeledVehicle::Wheel
WheeledVehicle::Wheel::Surface
WheeledVehicleData
WheeledVehicleData::Wheel
WheeledVehicleSpring
WheeledVehicleTire
Win32PlatState
WinConsole
WinFont
WorldEditor
WorldEditor::ClassInfo
WorldEditor::ClassInfo::Entry
WorldEditor::CollisionInfo
WorldEditor::Selection
WorldEditor::SelectionState
WorldEditor::SelectionState::Entry
x86UNIXFont
x86UNIXPlatformState
XMessageBox
XMessageBoxButton
YYSTYPE
ZipAggregate
ZipAggregate::FileEntry
ZipDirFileHeader
ZipDirFileHeader::DirFileHeader
ZipEOCDRecord
ZipEOCDRecord::EOCDRecord
ZipLocalFileHeader
ZipLocalFileHeader::LocalFileHeader
ZipSubRStream
ZipSubWStream
ZoneVisDeterminer



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