Torque3D/Engine/source/T3D/fx/cameraFXMgr.cpp

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2012-09-19 15:15:01 +00:00
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "T3D/fx/cameraFXMgr.h"
#include "platform/profiler.h"
#include "math/mRandom.h"
#include "math/mMatrix.h"
// global cam fx
CameraFXManager gCamFXMgr;
//**************************************************************************
// Camera effect
//**************************************************************************
CameraFX::CameraFX()
{
mElapsedTime = 0.0;
mDuration = 1.0;
}
//--------------------------------------------------------------------------
// Update
//--------------------------------------------------------------------------
void CameraFX::update( F32 dt )
{
mElapsedTime += dt;
}
//**************************************************************************
// Camera shake effect
//**************************************************************************
CameraShake::CameraShake()
{
mFreq.zero();
mAmp.zero();
mStartAmp.zero();
mTimeOffset.zero();
mCamFXTrans.identity();
mFalloff = 10.0;
remoteControlled = false;
isAdded = false;
}
bool CameraShake::isExpired()
{
if ( remoteControlled )
return false;
return Parent::isExpired();
}
//--------------------------------------------------------------------------
// Update
//--------------------------------------------------------------------------
void CameraShake::update( F32 dt )
{
Parent::update( dt );
if ( !remoteControlled )
fadeAmplitude();
else
mAmp = mStartAmp;
VectorF camOffset;
camOffset.x = mAmp.x * sin( M_2PI * (mTimeOffset.x + mElapsedTime) * mFreq.x );
camOffset.y = mAmp.y * sin( M_2PI * (mTimeOffset.y + mElapsedTime) * mFreq.y );
camOffset.z = mAmp.z * sin( M_2PI * (mTimeOffset.z + mElapsedTime) * mFreq.z );
VectorF rotAngles;
rotAngles.x = camOffset.x * 10.0 * M_PI/180.0;
rotAngles.y = camOffset.y * 10.0 * M_PI/180.0;
rotAngles.z = camOffset.z * 10.0 * M_PI/180.0;
MatrixF rotMatrix( EulerF( rotAngles.x, rotAngles.y, rotAngles.z ) );
mCamFXTrans = rotMatrix;
mCamFXTrans.setPosition( camOffset );
}
//--------------------------------------------------------------------------
// Fade out the amplitude over time
//--------------------------------------------------------------------------
void CameraShake::fadeAmplitude()
{
F32 percentDone = (mElapsedTime / mDuration);
if( percentDone > 1.0 ) percentDone = 1.0;
F32 time = 1 + percentDone * mFalloff;
time = 1 / (time * time);
mAmp = mStartAmp * time;
}
//--------------------------------------------------------------------------
// Initialize
//--------------------------------------------------------------------------
void CameraShake::init()
{
mTimeOffset.x = 0.0;
mTimeOffset.y = gRandGen.randF();
mTimeOffset.z = gRandGen.randF();
}
//**************************************************************************
// CameraFXManager
//**************************************************************************
CameraFXManager::CameraFXManager()
{
mCamFXTrans.identity();
}
//--------------------------------------------------------------------------
// Destructor
//--------------------------------------------------------------------------
CameraFXManager::~CameraFXManager()
{
clear();
}
//--------------------------------------------------------------------------
// Add new effect to currently running list
//--------------------------------------------------------------------------
void CameraFXManager::addFX( CameraFX *newFX )
{
mFXList.pushFront( newFX );
}
void CameraFXManager::removeFX( CameraFX *fx )
{
CamFXList::Iterator itr = mFXList.begin();
for ( ; itr != mFXList.end(); itr++ )
{
if ( *itr == fx )
{
mFXList.erase( itr );
return;
}
}
return;
}
//--------------------------------------------------------------------------
// Clear all currently running camera effects
//--------------------------------------------------------------------------
void CameraFXManager::clear()
{
for(CamFXList::Iterator i = mFXList.begin(); i != mFXList.end(); ++i)
{
delete *i;
}
mFXList.clear();
}
//--------------------------------------------------------------------------
// Update camera effects
//--------------------------------------------------------------------------
void CameraFXManager::update( F32 dt )
{
PROFILE_SCOPE( CameraFXManager_update );
mCamFXTrans.identity();
CamFXList::Iterator cur;
for(CamFXList::Iterator i = mFXList.begin(); i != mFXList.end(); /*Trickiness*/)
{
// Store previous iterator and increment while iterator is still valid.
cur = i;
++i;
CameraFX * curFX = *cur;
curFX->update( dt );
MatrixF fxTrans = curFX->getTrans();
mCamFXTrans.mul( fxTrans );
if( curFX->isExpired() )
{
delete curFX;
mFXList.erase( cur );
}
}
}