Fix weapon image camera shake.

This commit is contained in:
Daniel Buckmaster 2014-12-07 20:59:17 +11:00
parent 2dd23e459a
commit 9622f93d05
4 changed files with 90 additions and 54 deletions

View file

@ -44,6 +44,7 @@
#include "sfx/sfxTypes.h"
#include "scene/sceneManager.h"
#include "core/stream/fileStream.h"
#include "T3D/fx/cameraFXMgr.h"
//----------------------------------------------------------------------------
@ -297,6 +298,9 @@ ShapeBaseImageData::ShapeBaseImageData()
shakeCamera = false;
camShakeFreq = Point3F::Zero;
camShakeAmp = Point3F::Zero;
camShakeDuration = 1.5f;
camShakeRadius = 3.0f;
camShakeFalloff = 10.0f;
}
ShapeBaseImageData::~ShapeBaseImageData()
@ -739,10 +743,7 @@ void ShapeBaseImageData::initPersistFields()
"@see lightType");
addField( "shakeCamera", TypeBool, Offset(shakeCamera, ShapeBaseImageData),
"@brief Flag indicating whether the camera should shake when this Image fires.\n\n"
"@note Camera shake only works properly if the player is in control of "
"the one and only shapeBase object in the scene which fires an Image that "
"uses camera shake." );
"@brief Flag indicating whether the camera should shake when this Image fires.\n\n" );
addField( "camShakeFreq", TypePoint3F, Offset(camShakeFreq, ShapeBaseImageData),
"@brief Frequency of the camera shaking effect.\n\n"
@ -752,6 +753,16 @@ void ShapeBaseImageData::initPersistFields()
"@brief Amplitude of the camera shaking effect.\n\n"
"@see shakeCamera" );
addField( "camShakeDuration", TypeF32, Offset(camShakeDuration, ShapeBaseImageData),
"Duration (in seconds) to shake the camera." );
addField( "camShakeRadius", TypeF32, Offset(camShakeRadius, ShapeBaseImageData),
"Radial distance that a camera's position must be within relative to the "
"center of the explosion to be shaken." );
addField( "camShakeFalloff", TypeF32, Offset(camShakeFalloff, ShapeBaseImageData),
"Falloff value for the camera shake." );
addField( "casing", TYPEID< DebrisData >(), Offset(casing, ShapeBaseImageData),
"@brief DebrisData datablock to use for ejected casings.\n\n"
"@see stateEjectShell" );
@ -1028,6 +1039,9 @@ void ShapeBaseImageData::packData(BitStream* stream)
{
mathWrite( *stream, camShakeFreq );
mathWrite( *stream, camShakeAmp );
stream->write( camShakeDuration );
stream->write( camShakeRadius );
stream->write( camShakeFalloff );
}
mathWrite( *stream, shellExitDir );
@ -1208,7 +1222,10 @@ void ShapeBaseImageData::unpackData(BitStream* stream)
if ( shakeCamera )
{
mathRead( *stream, &camShakeFreq );
mathRead( *stream, &camShakeAmp );
mathRead( *stream, &camShakeAmp );
stream->read( &camShakeDuration );
stream->read( &camShakeRadius );
stream->read( &camShakeFalloff );
}
mathRead( *stream, &shellExitDir );
@ -2596,6 +2613,10 @@ void ShapeBase::setImageState(U32 imageSlot, U32 newState,bool force)
ejectShellCasing( imageSlot );
}
// Shake camera on client.
if (isGhost() && nextStateData.fire && image.dataBlock->shakeCamera) {
shakeCamera( imageSlot );
}
// Server must animate the shape if it is a firestate...
if (isServerObject() && (image.dataBlock->state[newState].fire || image.dataBlock->state[newState].altFire))
@ -3342,3 +3363,57 @@ void ShapeBase::ejectShellCasing( U32 imageSlot )
casing->init( shellPos, shellVel );
}
void ShapeBase::shakeCamera( U32 imageSlot )
{
MountedImage& image = mMountedImageList[imageSlot];
ShapeBaseImageData* imageData = image.dataBlock;
if (!imageData->shakeCamera)
return;
// Warning: this logic was duplicated from Explosion.
// first check if explosion is near camera
GameConnection* connection = GameConnection::getConnectionToServer();
ShapeBase *obj = dynamic_cast<ShapeBase*>(connection->getControlObject());
bool applyShake = true;
if (obj)
{
ShapeBase* cObj = obj;
while ((cObj = cObj->getControlObject()) != 0)
{
if (cObj->useObjsEyePoint())
{
applyShake = false;
break;
}
}
}
if (applyShake && obj)
{
VectorF diff;
getMuzzlePoint(imageSlot, &diff);
diff = obj->getPosition() - diff;
F32 dist = diff.len();
if (dist < imageData->camShakeRadius)
{
CameraShake *camShake = new CameraShake;
camShake->setDuration(imageData->camShakeDuration);
camShake->setFrequency(imageData->camShakeFreq);
F32 falloff = dist / imageData->camShakeRadius;
falloff = 1.0f + falloff * 10.0f;
falloff = 1.0f / (falloff * falloff);
VectorF shakeAmp = imageData->camShakeAmp * falloff;
camShake->setAmplitude(shakeAmp);
camShake->setFalloff(imageData->camShakeFalloff);
camShake->init();
gCamFXMgr.addFX(camShake);
}
}
}