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fixed a typo from upstream
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@ -45,48 +45,48 @@ static const U32 sgAllowedDynamicTypes = 0xffffff;
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IMPLEMENT_CO_DATABLOCK_V1(StaticShapeData);
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ConsoleDocClass( StaticShapeData,
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"@brief The most basic ShapeBaseData derrived shape datablock available in Torque 3D.\n\n"
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"@brief The most basic ShapeBaseData derrived shape datablock available in Torque 3D.\n\n"
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"When it comes to placing 3D objects in the scene, you effectively have two options:\n\n"
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"1. TSStatic objects\n\n"
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"2. ShapeBase derived objects\n\n"
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"When it comes to placing 3D objects in the scene, you effectively have two options:\n\n"
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"1. TSStatic objects\n\n"
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"2. ShapeBase derived objects\n\n"
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"Since ShapeBase and ShapeBaseData are not meant to be instantiated in script, you "
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"will use one of its child classes instead. Several game related objects are derived "
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"from ShapeBase: Player, Vehicle, Item, and so on.\n\n"
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"Since ShapeBase and ShapeBaseData are not meant to be instantiated in script, you "
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"will use one of its child classes instead. Several game related objects are derived "
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"from ShapeBase: Player, Vehicle, Item, and so on.\n\n"
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"When you need a 3D object with datablock capabilities, you will use an object derived "
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"from ShapeBase. When you need an object with extremely low overhead, and with no other "
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"purpose than to be a 3D object in the scene, you will use TSStatic.\n\n"
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"When you need a 3D object with datablock capabilities, you will use an object derived "
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"from ShapeBase. When you need an object with extremely low overhead, and with no other "
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"purpose than to be a 3D object in the scene, you will use TSStatic.\n\n"
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"The most basic child of ShapeBase is StaticShape. It does not introduce any of the "
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"additional functionality you see in Player, Item, Vehicle or the other game play "
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"heavy classes. At its core, it is comparable to a TSStatic, but with a datbalock. Having "
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"The most basic child of ShapeBase is StaticShape. It does not introduce any of the "
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"additional functionality you see in Player, Item, Vehicle or the other game play "
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"heavy classes. At its core, it is comparable to a TSStatic, but with a datbalock. Having "
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"a datablock provides a location for common variables as well as having access to "
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"various ShapeBaseData, GameBaseData and SimDataBlock callbacks.\n\n"
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"@tsexample\n"
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"// Create a StaticShape using a datablock\n"
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"datablock StaticShapeData(BasicShapeData)\n"
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"{\n"
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" shapeFile = \"art/shapes/items/kit/healthkit.dts\";\n"
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" testVar = \"Simple string, not a stock variable\";\n"
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"};\n\n"
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"new StaticShape()\n"
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"{\n"
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" dataBlock = \"BasicShapeData\";\n"
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" position = \"0.0 0.0 0.0\";\n"
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" rotation = \"1 0 0 0\";\n"
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" scale = \"1 1 1\";\n"
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"};\n"
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"@endtsexample\n\n"
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"@tsexample\n"
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"// Create a StaticShape using a datablock\n"
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"datablock StaticShapeData(BasicShapeData)\n"
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"{\n"
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" shapeFile = \"art/shapes/items/kit/healthkit.dts\";\n"
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" testVar = \"Simple string, not a stock variable\";\n"
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"};\n\n"
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"new StaticShape()\n"
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"{\n"
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" dataBlock = \"BasicShapeData\";\n"
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" position = \"0.0 0.0 0.0\";\n"
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" rotation = \"1 0 0 0\";\n"
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" scale = \"1 1 1\";\n"
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"};\n"
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"@endtsexample\n\n"
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"@see StaticShape\n"
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"@see StaticShape\n"
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"@see ShapeBaseData\n"
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"@see TSStatic\n\n"
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"@see TSStatic\n\n"
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"@ingroup gameObjects\n"
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"@ingroup Datablocks");
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"@ingroup gameObjects\n"
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"@ingroup Datablocks");
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StaticShapeData::StaticShapeData()
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{
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@ -128,47 +128,47 @@ void StaticShapeData::unpackData(BitStream* stream)
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IMPLEMENT_CO_NETOBJECT_V1(StaticShape);
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ConsoleDocClass( StaticShape,
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"@brief The most basic 3D shape with a datablock available in Torque 3D.\n\n"
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"@brief The most basic 3D shape with a datablock available in Torque 3D.\n\n"
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"When it comes to placing 3D objects in the scene, you technically have two options:\n\n"
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"1. TSStatic objects\n\n"
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"2. ShapeBase derived objects\n\n"
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"When it comes to placing 3D objects in the scene, you technically have two options:\n\n"
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"1. TSStatic objects\n\n"
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"2. ShapeBase derived objects\n\n"
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"Since ShapeBase and ShapeBaseData are not meant to be instantiated in script, you "
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"will use one of its child classes instead. Several game related objects are derived "
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"from ShapeBase: Player, Vehicle, Item, and so on.\n\n"
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"Since ShapeBase and ShapeBaseData are not meant to be instantiated in script, you "
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"will use one of its child classes instead. Several game related objects are derived "
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"from ShapeBase: Player, Vehicle, Item, and so on.\n\n"
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"When you need a 3D object with datablock capabilities, you will use an object derived "
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"from ShapeBase. When you need an object with extremely low overhead, and with no other "
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"purpose than to be a 3D object in the scene, you will use TSStatic.\n\n"
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"When you need a 3D object with datablock capabilities, you will use an object derived "
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"from ShapeBase. When you need an object with extremely low overhead, and with no other "
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"purpose than to be a 3D object in the scene, you will use TSStatic.\n\n"
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"The most basic child of ShapeBase is StaticShape. It does not introduce any of the "
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"additional functionality you see in Player, Item, Vehicle or the other game play "
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"heavy classes. At its core, it is comparable to a TSStatic, but with a datbalock. Having "
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"The most basic child of ShapeBase is StaticShape. It does not introduce any of the "
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"additional functionality you see in Player, Item, Vehicle or the other game play "
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"heavy classes. At its core, it is comparable to a TSStatic, but with a datbalock. Having "
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"a datablock provides a location for common variables as well as having access to "
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"various ShapeBaseData, GameBaseData and SimDataBlock callbacks.\n\n"
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"@tsexample\n"
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"// Create a StaticShape using a datablock\n"
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"datablock StaticShapeData(BasicShapeData)\n"
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"{\n"
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" shapeFile = \"art/shapes/items/kit/healthkit.dts\";\n"
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" testVar = \"Simple string, not a stock variable\";\n"
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"};\n\n"
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"new StaticShape()\n"
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"{\n"
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" dataBlock = \"BasicShapeData\";\n"
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" position = \"0.0 0.0 0.0\";\n"
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" rotation = \"1 0 0 0\";\n"
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" scale = \"1 1 1\";\n"
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"};\n"
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"@endtsexample\n\n"
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"@tsexample\n"
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"// Create a StaticShape using a datablock\n"
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"datablock StaticShapeData(BasicShapeData)\n"
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"{\n"
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" shapeFile = \"art/shapes/items/kit/healthkit.dts\";\n"
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" testVar = \"Simple string, not a stock variable\";\n"
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"};\n\n"
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"new StaticShape()\n"
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"{\n"
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" dataBlock = \"BasicShapeData\";\n"
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" position = \"0.0 0.0 0.0\";\n"
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" rotation = \"1 0 0 0\";\n"
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" scale = \"1 1 1\";\n"
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"};\n"
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"@endtsexample\n\n"
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"@see StaticShapeData\n"
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"@see ShapeBase\n"
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"@see TSStatic\n\n"
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"@see StaticShapeData\n"
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"@see ShapeBase\n"
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"@see TSStatic\n\n"
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"@ingroup gameObjects\n");
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"@ingroup gameObjects\n");
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StaticShape::StaticShape()
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{
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@ -240,7 +240,7 @@ void StaticShape::setTransform(const MatrixF& mat)
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setMaskBits(PositionMask);
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}
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void StaticShape::onUnmount(ShapeBase*,S32)
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void StaticShape::onUnmount(SceneObject*,S32)
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{
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// Make sure the client get's the final server pos.
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setMaskBits(PositionMask);
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@ -303,7 +303,7 @@ void StaticShape::unpackUpdate(NetConnection *connection, BitStream *bstream)
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// Marked internal, as this is flagged to be deleted
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// [8/1/2010 mperry]
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DefineConsoleMethod( StaticShape, setPoweredState, void, (bool isPowered), , "(bool isPowered)"
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"@internal")
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"@internal")
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{
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if(!object->isServerObject())
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return;
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