torque Torque Game Engine Documentation
TGE Version 1.5.2

DebrisData Struct Reference

#include <debris.h>

Inheritance diagram for DebrisData:

Inheritance graph
[legend]

Public Types

enum  DebrisDataConst { DDC_NUM_EMITTERS = 2 }
typedef GameBaseData Parent

Public Member Functions

 DebrisData ()
bool onAdd ()
 Called when the object is added to the sim.
bool preload (bool server, char errorBuffer[256])
 Called to prepare the datablock for use, after it has been unpacked.
void packData (BitStream *stream)
void unpackData (BitStream *stream)
 DECLARE_CONOBJECT (DebrisData)

Static Public Member Functions

static void initPersistFields ()
 Register dynamic fields in a subclass of ConsoleObject.

Data Fields

F32 velocity
F32 velocityVariance
F32 friction
F32 elasticity
F32 lifetime
F32 lifetimeVariance
U32 numBounces
U32 bounceVariance
F32 minSpinSpeed
F32 maxSpinSpeed
bool render2D
bool explodeOnMaxBounce
 explodes after it has bounced max times
bool staticOnMaxBounce
 becomes static after bounced max times
bool snapOnMaxBounce
 snap into a "resting" position on last bounce
bool fade
bool useRadiusMass
 use mass calculations based on radius
F32 baseRadius
 radius at which the standard elasticity and friction apply
F32 gravModifier
 how much gravity affects debris
F32 terminalVelocity
 max velocity magnitude
bool ignoreWater
const char * shapeName
Resource< TSShapeshape
StringTableEntry textureName
TextureHandle texture
S32 explosionId
ExplosionDataexplosion
ParticleEmitterDataemitterList [DDC_NUM_EMITTERS]
S32 emitterIDList [DDC_NUM_EMITTERS]

Member Typedef Documentation

Reimplemented from GameBaseData.


Member Enumeration Documentation

Enumerator:
DDC_NUM_EMITTERS 


Constructor & Destructor Documentation

DebrisData::DebrisData (  ) 


Member Function Documentation

bool DebrisData::onAdd (  )  [virtual]

Called when the object is added to the sim.

Reimplemented from GameBaseData.

bool DebrisData::preload ( bool  server,
char  errorBuffer[256] 
) [virtual]

Called to prepare the datablock for use, after it has been unpacked.

Parameters:
server Set if we're running on the server (and therefore don't need to load things like textures or sounds).
errorBuffer If an error occurs in loading, this is set to a short string describing the error.
Returns:
True if all went well; false if something failed.
See also:
preload() and File Downloading

Reimplemented from GameBaseData.

static void DebrisData::initPersistFields (  )  [static]

Register dynamic fields in a subclass of ConsoleObject.

See also:
addField(), addFieldV(), addDepricatedField(), addGroup(), endGroup()

Reimplemented from GameBaseData.

void DebrisData::packData ( BitStream stream  )  [virtual]

Reimplemented from SimDataBlock.

void DebrisData::unpackData ( BitStream stream  )  [virtual]

Reimplemented from GameBaseData.

DebrisData::DECLARE_CONOBJECT ( DebrisData   ) 


Field Documentation

explodes after it has bounced max times

becomes static after bounced max times

snap into a "resting" position on last bounce

use mass calculations based on radius

radius at which the standard elasticity and friction apply

how much gravity affects debris

max velocity magnitude

const char* DebrisData::shapeName

TextureHandle DebrisData::texture

S32 DebrisData::emitterIDList[DDC_NUM_EMITTERS]




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