ActionMap | ActionMaps assign platform input events to console commands |
AdvancedLightBinManager | Rendering Manager responsible for lighting, shadows, and global variables affecing both |
AIClient | Simulated client driven by AI commands |
AIConnection | Special client connection driven by an AI, rather than a human |
AIPlayer | A Player object not controlled by conventional input, but by an AI engine |
ArrayObject | Data structure for storing indexed sequences of key/value pairs |
BanList | Used for kicking and banning players from a server. There is only a single instance of BanList. It is very important to note that you do not ever create this object in script like you would other game play objects. You simply reference it via namespace |
BasicClouds | Renders up to three layers of scrolling cloud-cover textures overhead |
Camera | Represents a position, direction and field of view to render a scene from |
CameraData | A datablock that describes a camera |
CloudLayer | A layer of clouds which change shape over time and are affected by scene lighting |
ConsoleLogger | |
ConvexShape | A renderable, collidable convex shape defined by a collection of surface planes |
CubemapData | Used to create static or dynamic cubemaps |
CustomMaterial | Material object which provides more control over surface properties |
Debris | Base debris class. Uses the DebrisData datablock for properties of individual debris objects |
DebrisData | Stores properties for an individual debris type |
DebugDrawer | A debug helper for rendering debug primitives to the scene |
DecalData | A datablock describing an individual decal |
DecalManager | All decals are managed by the decal manager. Provides a few global variables for managing the number of decals that are visible at any one time and the lifetime of the decal |
DecalRoad | A strip shaped decal defined by spine nodes which clips against Terrain objects |
EditorIconRegistry | This class is used to find the correct icon file path for different SimObject class types |
EventManager | Wrapper for the standard messaging system |
Explosion | The emitter for an explosion, whose properties are defined in an ExplosionData object |
ExplosionData | The data on what an explosion should look like. Definesa particle data, debris data, affects the lighting conditions in the region of the explosion, and shakes the camera |
FileDialog | Base class responsible for displaying an OS file browser |
FileObject | This class is responsible opening, reading, creating, and saving file contents |
FileStreamObject | A wrapper around StreamObject for parsing text and data from files |
FlyingVehicle | A flying vehicle |
FlyingVehicleData | Defines the properties of a FlyingVehicle |
Forest | Forest is a global-bounds scene object provides collision and rendering for a (.forest) data file |
ForestBrushElement | Represents a type of ForestItem and parameters for how it is placed when painting with a ForestBrush that contains it |
ForestItemData | Base class for defining a type of ForestItem. It does not implement loading or rendering of the shapeFile |
ForestWindEmitter | Object responsible for simulating wind in a level |
fxFoliageReplicator | An emitter to replicate fxFoliageItem objects across an area |
fxShapeReplicatedStatic | The object definition for shapes that will be replicated across an area using an fxShapeReplicator |
fxShapeReplicator | An emitter for objects to replicate across an area |
GameBase | Base class for game objects which use datablocks, networking, are editable, and need to process ticks |
GameBaseData | Scriptable, demo-able datablock. Used by GameBase objects |
GameConnection | The game-specific subclass of NetConnection |
GameTSCtrl | The main 3D viewport for a Torque 3D game |
GFXCardProfiler | Provides a device independent wrapper around both the capabilities reported by the card/drivers and the exceptions recorded in various scripts |
GFXCardProfilerAPI | This class is the interface between TorqueScript and GFXCardProfiler |
GFXInit | Functions for tracking GFX adapters and initializing them into devices |
GFXSamplerStateData | A sampler state used by GFXStateBlockData |
GFXStateBlockData | A state block description for rendering |
GroundCover | Covers the ground in a field of objects (IE: Grass, Flowers, etc) |
GroundPlane | An infinite plane extending in all direction |
GuiArrayCtrl | |
GuiAutoScrollCtrl | A container that scrolls its child control up over time |
GuiBitmapBorderCtrl | A control that renders a skinned border specified in its profile |
GuiBitmapButtonCtrl | A button that renders its various states (mouse over, pushed, etc.) from separate bitmaps |
GuiBitmapButtonTextCtrl | An extension of GuiBitmapButtonCtrl that additionally renders a text label on the bitmapped button |
GuiBitmapCtrl | A gui control that is used to display an image |
GuiBorderButtonCtrl | A push button that renders only a border |
GuiBubbleTextCtrl | A single-line text control that displays its text in a multi-line popup when clicked |
GuiButtonBaseCtrl | The base class for the various button controls |
GuiButtonCtrl | The most widely used button class |
GuiCanvas | A canvas on which rendering occurs |
GuiCheckBoxCtrl | A named checkbox that can be toggled on and off |
GuiChunkedBitmapCtrl | This is a control that will render a specified bitmap or a bitmap specified in a referenced variable |
GuiClockHud | Basic HUD clock. Displays the current simulation time offset from some base |
GuiConsole | The on-screen, in-game console. Calls getLog() to get the on-screen console entries, then renders them as needed |
GuiConsoleEditCtrl | Text entry element of a GuiConsole |
GuiContainer | Brief Desc |
GuiControl | Base class for all Gui control objects |
GuiControlArrayControl | Brief Desc |
GuiControlProfile | A collection of properties that determine control behavior and rendering |
GuiCrossHairHud | Basic cross hair hud. Reacts to state of control object. Also displays health bar for named objects under the cross hair |
GuiCursor | Acts as a skin for the cursor, where each GuiCursor object can have its own look and click-zone |
GuiDirectoryFileListCtrl | A control that displays a list of files from within a single directory in the game file system |
GuiDragAndDropControl | A container control that can be used to implement drag&drop behavior |
GuiDynamicCtrlArrayControl | A container that arranges children into a grid |
GuiFadeinBitmapCtrl | A GUI control which renders a black square over a bitmap image. The black square will fade out, then fade back in after a determined time. This control is especially useful for transitions and splash screens |
GuiFrameSetCtrl | A gui control allowing a window to be subdivided into panes, each of which displays a gui control child of the GuiFrameSetCtrl |
GuiGameListMenuCtrl | A base class for cross platform menu controls that are gamepad friendly |
GuiGameListMenuProfile | A GuiControlProfile with additional fields specific to GuiGameListMenuCtrl |
GuiGameListOptionsCtrl | A control for showing pages of options that are gamepad friendly |
GuiGameListOptionsProfile | A GuiControlProfile with additional fields specific to GuiGameListOptionsCtrl |
GuiGraphCtrl | A control that plots one or more curves in a chart |
GuiHealthBarHud | A basic health bar. Shows the damage value of the current PlayerObjectType control object |
GuiIconButtonCtrl | Draws the bitmap within a special button control. Only a single bitmap is used and the button will be drawn in a highlighted mode when the mouse hovers over it or when it has been clicked |
GuiInputCtrl | A control that locks the mouse and reports all keyboard input events to script |
GuiListBoxCtrl | A list of text items |
GuiMenuBar | GUI Control which displays a horizontal bar with individual drop-down menu items. Each menu item may also have submenu items |
GuiMessageVectorCtrl | A chat HUD control that displays messages from a MessageVector |
GuiMLTextCtrl | A text control that uses the Gui Markup Language ('ML') tags to dynamically change the text |
GuiMLTextEditCtrl | A text entry control that accepts the Gui Markup Language ('ML') tags and multiple lines |
GuiMouseEventCtrl | Used to overlaps a 'hot region' where you want to catch inputs with and have specific events occur based on individual callbacks |
GuiObjectView | GUI control which displays a 3D model |
GuiPaneControl | A collapsable pane control |
GuiPanel | The GuiPanel panel is a container that when opaque will draw a left to right gradient using its profile fill and fill highlight colors |
GuiPopUpMenuCtrl | A control that allows to select a value from a drop-down list |
GuiPopUpMenuCtrlEx | A control that allows to select a value from a drop-down list |
GuiProgressBitmapCtrl | A horizontal progress bar rendered from a repeating image |
GuiProgressCtrl | GUI Control which displays a horizontal bar which increases as the progress value of 0.0 - 1.0 increases |
GuiRadioCtrl | A button based around the radio concept |
GuiRolloutCtrl | A container that shows a single child with an optional header bar that can be used to collapse and expand the rollout |
GuiScriptNotifyCtrl | A control which adds several reactions to other GUIs via callbacks |
GuiScrollCtrl | A container that allows to view one or more possibly larger controls inside its area by providing horizontal and/or vertical scroll bars |
GuiSeparatorCtrl | A control that renders a horizontal or vertical separator with an optional text label (horizontal only) |
GuiShapeNameHud | Displays name and damage of ShapeBase objects in its bounds. Must be a child of a GuiTSCtrl and a server connection must be present |
GuiSliderCtrl | A control that displays a value between its minimal and maximal bounds using a slider placed on a vertical or horizontal axis |
GuiSpeedometerHud | Displays the speed of the current Vehicle based control object |
GuiSplitContainer | A container that splits its area between two child controls |
GuiStackControl | A container that stacks its children horizontally or vertically |
GuiSwatchButtonCtrl | A button that is used to represent color; often used in correlation with a color picker |
GuiTabBookCtrl | A container |
GuiTabPageCtrl | A single page in a GuiTabBookCtrl |
GuiTextCtrl | GUI control object this displays a single line of text, without TorqueML |
GuiTextEditCtrl | A component that places a text entry box on the screen |
GuiTextEditSliderBitmapCtrl | GUI Control which displays a numerical value which can be increased or decreased using a pair of bitmap up/down buttons |
GuiTextEditSliderCtrl | GUI Control which displays a numerical value which can be increased or decreased using a pair of arrows |
GuiTextListCtrl | GUI control that displays a list of text. Text items in the list can be individually selected |
GuiTheoraCtrl | A control to playing Theora videos |
GuiTickCtrl | Brief Description |
GuiToggleButtonCtrl | Deprecated gui control |
GuiTreeViewCtrl | Hierarchical list of text items with optional icons |
GuiTSCtrl | Abstract base class for controls that render 3D scenes |
GuiWindowCtrl | A window with a title bar and an optional set of buttons |
HoverVehicle | A hovering vehicle |
HoverVehicleData | Defines the properties of a HoverVehicle |
HTTPObject | Allows communications between the game and a server using HTTP protocols |
InteriorInstance | Object used to represent buildings and other architectural structures (legacy) |
Item | Base Item class. Uses the ItemData datablock for common properties |
ItemData | Stores properties for an individual Item type |
LangTable | Provides the code necessary to handle the low level management of the string tables for localization |
LevelInfo | Stores and controls the rendering and status information for a game level |
LightAnimData | A datablock which defines and performs light animation, such as rotation, brightness fade, and colorization |
LightBase | This is the base class for light objects |
LightDescription | A helper datablock used by classes (such as shapebase) that submit lights to the scene but do not use actual "LightBase" objects |
LightFlareData | Defines a light flare effect usable by scene lights |
Lightning | An individual lightning bolt, created from a LightningData object |
LightningData | An emitter for Lightning objects |
LightningStrikeEvent | A lightning bolt strike, called from strikeRandomPoint or strikeObject method on Lightning |
Marker | A single joint, or knot, along a path. Should be stored inside a Path container object. A path markers can be one of three primary movement types: "normal", "Position Only", or "Kink" |
Material | A material in Torque 3D is a data structure that describes a surface |
MeshRoad | A strip of rectangular mesh segments defined by a 3D spline for prototyping road-shaped objects in your scene |
Message | Base class for messages |
MessageForwarder | Forward messages from one queue to another |
MessageVector | Store a list of chat messages |
MissionArea | Level object which defines the boundaries of the level |
MissionMarker | This is a base class for all "marker" related objets. It is a 3D representation of a point in the level |
MissionMarkerData | A very basic class containing information used by MissionMarker objects for rendering |
NetConnection | Provides the basis for implementing a multiplayer game protocol |
NetObject | Superclass for all ghostable networked objects |
OcclusionVolume | |
OpenFileDialog | Derived from FileDialog, this class is responsible for opening a file browser with the intention of opening a file |
OpenFolderDialog | OS level dialog used for browsing folder structures |
ParticleData | Contains information for how specific particles should look and react including particle colors, particle imagemap, acceleration value for individual particles and spin information |
ParticleEmitter | This object is responsible for all particle emissions |
ParticleEmitterData | Acts as the physical point in space in white Particles are created from. Also manages how to fire particles, including velocity, offset and length of firing (or 'ejection') |
ParticleEmitterNode | Manages timing update information for the assigned particleEmitter. Particles can be assigned to this emitter through the method setEmitterDataBlock(particleEmitterDatablock) |
ParticleEmitterNodeData | Contains the timeMuliplier information to be assigned to a ParticleEmitterNode. The time multiplayer value for the ParticleEmitterNodeData can be set with nodeData.timeMultiple = value; |
Path | A spline along which various objects can move along. The spline object acts like a container for Marker objects, which make up the joints, or knots, along the path. Paths can be assigned a speed, can be looping or non-looping. Each of a path's markers can be one of three primary movement types: "normal", "Position Only", or "Kink" |
PathCamera | A camera that moves along a path. The camera can then be made to travel along this path forwards or backwards |
PathCameraData | General interface to control a PathCamera object from the script level |
PfxVis | Singleton class that exposes ConsoleStaticFunctions for debug visualizing PostEffects |
PhysicalZone | Physical Zones are areas that modify the player's gravity and/or velocity and/or applied force |
PhysicsDebris | Represents one or more rigid bodies defined in a single mesh file with a limited lifetime |
PhysicsDebrisData | Defines the properties of a type of PhysicsDebrisData |
PhysicsForce | Helper object for gameplay physical forces. WIP |
PhysicsShape | Represents a destructible physical object simulated through the plugin system |
PhysicsShapeData | Defines the properties of a type of PhysicsShape |
Player | A client-controlled player character |
PlayerData | Defines properties for a Player object |
PointLight | Lighting object that radiates light in all directions |
Portal | An object that provides a "window" into a zone, allowing a viewer to see what's rendered in the zone |
PostEffect | A fullscreen shader effect |
Precipitation | Defines a precipitation based storm (IE: rain, snow, etc.) |
PrecipitationData | Defines the droplets used in a storm (IE: raindrops, snowflakes, etc.) |
Prefab | A collection of arbitrary objects which can be allocated and manipulated as a group |
Projectile | Base projectile class. Uses the ProjectileData class for properties of individual projectiles |
ProjectileData | Stores properties for an individual projectile type |
PxCloth | Rectangular patch of cloth simulated by PhysX |
PxMaterial | Defines a PhysX material assignable to PxMultiActorData |
PxMultiActor | Represents a destructible physical object simulated using PhysX |
PxMultiActorData | Defines the properties of a type of PxMultiActor |
RadialImpulseEvent | Creates a physics based impulse effect from a defined central point and magnitude |
ReflectorDesc | A datablock which defines performance and quality properties for dynamic reflections |
RenderBinManager | The abstract base for all render bins |
RenderFormatToken | Used to change the render target format when rendering in AL |
RenderGlowMgr | A render bin for the glow pass |
RenderImposterMgr | A render bin for batch rendering imposters |
RenderMeshExample | An example scene object which renders a mesh |
RenderMeshMgr | A render bin for mesh rendering |
RenderObjectExample | An example scene object which renders using a callback |
RenderObjectMgr | A render bin which uses object callbacks for rendering |
RenderOcclusionMgr | A render bin which renders occlusion query requests |
RenderParticleMgr | A render bin which renders particle geometry |
RenderPassManager | A grouping of render bin managers which forms a render pass |
RenderPassStateBin | A non-rendering render bin used to enable/disable a RenderPassStateToken |
RenderPassStateToken | Abstract base class for RenderFormatToken, used to manipulate what goes on in the render manager |
RenderPrePassMgr | The render bin which performs a z+normals prepass used in Advanced Lighting |
RenderShapeExample | An example scene object which renders a DTS |
RenderTerrainMgr | A render bin for terrain mesh rendering |
RenderTexTargetBinManager | An abstract base class for render bin managers that render to a named textue target |
RenderTranslucentMgr | A render bin for rendering translucent meshes |
RigidShape | Implements rigid-body physics for DTS objects in the world |
RigidShapeData | Defines the physics properties for an individual RigidShapeData physics object |
River | A water volume defined by a 3D spline |
SaveFileDialog | Derived from FileDialog, this class is responsible for opening a file browser with the intention of saving a file |
ScatterSky | Represents both the sun and sky for scenes with a dynamic time of day |
SceneObject | A networkable object that exists in the 3D world |
ScriptGroup | Essentially a SimGroup, but with onAdd and onRemove script callbacks |
ScriptMsgListener | Script accessible version of Dispatcher::IMessageListener. Often used in conjunction with EventManager |
ScriptObject | A script-level OOP object which allows binding of a class, superClass and arguments along with declaration of methods |
SFXAmbience | A datablock that describes an ambient sound space |
SFXController | A sound source that drives multi-source playback |
SFXDescription | A description for how a sound should be played |
SFXEmitter | An invisible 3D object that emits sound |
SFXEnvironment | Description of a reverb environment |
SFXFMODEvent | A playable sound event in an FMOD Designer audio project |
SFXFMODEventGroup | A group of events in an imported FMOD Designer project |
SFXFMODEventSource | A sound source controller playing an FMOD Designer event (SFXFMODEvent) |
SFXFMODProject | An FMOD Designer project loaded into Torque |
SFXParameter | A sound channel value that can be bound to multiple sound sources |
SFXPlayList | A datablock describing a playback pattern of sounds |
SFXProfile | Encapsulates a single sound file for playback by the sound system |
SFXSound | A sound controller that directly plays a single sound file |
SFXSource | Playback controller for a sound source |
SFXSpace | A volume in space that defines an ambient sound zone |
SFXState | A boolean switch used to modify playlist behavior |
SFXTrack | Abstract base class for sound data that can be played back by the sound system |
ShaderData | Special type of data block that stores information about a handwritten shader |
ShapeBase | A scriptable, renderable shape |
ShapeBaseData | Defines properties for a ShapeBase object |
ShapeBaseImageData | Represents geometry to be mounted to a ShapeBase object |
SimDataBlock | Root DataBlock class |
SimGroup | A collection of SimObjects that are owned by the group |
SimObject | Base class for almost all objects involved in the simulation |
SimpleMessageEvent | A very simple example of a network event used by SimpleNetObject |
SimpleNetObject | A very simple example of a class derived from NetObject |
SimSet | A collection of SimObjects |
SimXMLDocument | File I/O object used for creating, reading, and writing XML documents |
SkyBox | Represents the sky with an artist-created cubemap |
SpawnSphere | This class is used for creating any type of game object, assigning it a class, datablock, and even a function when it is spawned |
Splash | Manages the ring used for a Splash effect |
SplashData | Acts as the physical point in space in white a Splash is created from |
SpotLight | Lighting object which emits conical light in a direction |
StaticShape | The most basic 3D shape with a datablock available in Torque 3D |
StaticShapeData | The most basic ShapeBaseData derrived shape datablock available in Torque 3D |
StreamObject | Base class for working with streams |
Sun | A global light affecting your entire scene and optionally renders a corona effect |
TCPObject | Allows communications between the game and a server using TCP/IP protocols |
TerrainBlock | Represent a terrain object in a Torque 3D level |
TerrainMaterial | Orginizes the material settings for a single terrain material layer |
TimeOfDay | Environmental object that triggers a day/night cycle in level |
Trigger | A Trigger is a volume of space that initiates script callbacks when objects pass through the Trigger |
TriggerData | Defines shared properties for Trigger objects |
TSForestItemData | Concrete implementation of ForestItemData which loads and renders dts format shapeFiles |
TSShapeConstructor | An object used to modify a DTS or COLLADA shape model after it has been loaded by Torque |
TSStatic | A static object derived from a 3D model file and placed within the game world |
Vehicle | Base functionality shared by all Vehicles (FlyingVehicle, HoverVehicle, WheeledVehicle |
VehicleData | Base properties shared by all Vehicles (FlyingVehicle, HoverVehicle, WheeledVehicle |
WaterBlock | A block shaped water volume defined by a 3D scale and orientation |
WaterObject | Abstract base class for representing a body of water |
WaterPlane | Represents a large body of water stretching to the horizon in all directions |
WayPoint | Special type of marker, distinguished by a name and team ID number |
WheeledVehicle | A wheeled vehicle |
WheeledVehicleData | Defines the properties of a WheeledVehicle |
WheeledVehicleSpring | Defines the properties of a WheeledVehicle spring |
WheeledVehicleTire | Defines the properties of a WheeledVehicle tire |
ZipObject | Provides access to a zip file |
Zone | An object that culls the rendering of everything contained within it |