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Add all new AFX files
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196
Engine/source/afx/ea/afxEA_CameraShake.cpp
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196
Engine/source/afx/ea/afxEA_CameraShake.cpp
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
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// Copyright (C) 2015 Faust Logic, Inc.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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#include <typeinfo>
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#include "afx/arcaneFX.h"
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#include "T3D/fx/cameraFXMgr.h"
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#include "afx/afxEffectDefs.h"
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#include "afx/afxEffectWrapper.h"
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#include "afx/afxChoreographer.h"
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#include "afx/ce/afxCameraShake.h"
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// afxEA_CameraShake
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class afxEA_CameraShake : public afxEffectWrapper
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{
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typedef afxEffectWrapper Parent;
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afxCameraShakeData* shake_data;
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CameraShake* camera_shake;
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void do_runtime_substitutions();
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public:
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/*C*/ afxEA_CameraShake();
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/*D*/ ~afxEA_CameraShake();
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virtual void ea_set_datablock(SimDataBlock*);
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virtual bool ea_start();
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virtual bool ea_update(F32 dt);
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virtual void ea_finish(bool was_stopped);
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};
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//~~~~~~~~~~~~~~~~~~~~//
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afxEA_CameraShake::afxEA_CameraShake()
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{
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shake_data = 0;
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camera_shake = 0;
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}
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afxEA_CameraShake::~afxEA_CameraShake()
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{
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delete camera_shake;
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if (shake_data && shake_data->isTempClone())
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delete shake_data;
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shake_data = 0;
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}
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void afxEA_CameraShake::ea_set_datablock(SimDataBlock* db)
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{
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shake_data = dynamic_cast<afxCameraShakeData*>(db);
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}
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bool afxEA_CameraShake::ea_start()
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{
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if (!shake_data)
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{
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Con::errorf("afxEA_CameraShake::ea_start() -- missing or incompatible datablock.");
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return false;
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}
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do_runtime_substitutions();
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afxConstraint* pos_constraint = getPosConstraint();
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afxConstraint* aim_constraint = getAimConstraint();
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if (aim_constraint && pos_constraint)
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{
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if (full_lifetime <= 0 || full_lifetime == INFINITE_LIFETIME)
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{
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Con::errorf("afxEA_CameraShake::ea_start() -- effect requires a finite lifetime.");
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return false;
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}
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SceneObject* shaken = aim_constraint->getSceneObject();
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if (shaken)
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{
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Point3F pos; pos_constraint->getPosition(pos);
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VectorF diff = shaken->getPosition() - pos;
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F32 dist = diff.len();
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if (dist < shake_data->camShakeRadius)
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{
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camera_shake = new CameraShake;
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camera_shake->setDuration(full_lifetime);
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camera_shake->setFrequency(shake_data->camShakeFreq);
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F32 falloff = dist/shake_data->camShakeRadius;
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falloff = 1 + falloff*10.0;
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falloff = 1.0 / (falloff*falloff);
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VectorF shakeAmp = shake_data->camShakeAmp*falloff;
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camera_shake->setAmplitude(shakeAmp);
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camera_shake->setFalloff(shake_data->camShakeFalloff);
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camera_shake->init();
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}
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}
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}
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return true;
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}
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bool afxEA_CameraShake::ea_update(F32 dt)
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{
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afxConstraint* aim_constraint = getAimConstraint();
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if (camera_shake && aim_constraint)
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{
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camera_shake->update(dt);
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SceneObject* shaken = aim_constraint->getSceneObject();
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if (shaken)
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{
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MatrixF fxTrans = camera_shake->getTrans();
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MatrixF curTrans = shaken->getRenderTransform();
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curTrans.mul(fxTrans);
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Point3F cameraPosWorld;
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curTrans.getColumn(3,&cameraPosWorld);
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shaken->setPosition(cameraPosWorld);
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}
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}
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return true;
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}
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void afxEA_CameraShake::ea_finish(bool was_stopped)
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{
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delete camera_shake;
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camera_shake = 0;
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}
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void afxEA_CameraShake::do_runtime_substitutions()
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{
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// only clone the datablock if there are substitutions
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if (shake_data->getSubstitutionCount() > 0)
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{
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// clone the datablock and perform substitutions
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afxCameraShakeData* orig_db = shake_data;
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shake_data = new afxCameraShakeData(*orig_db, true);
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orig_db->performSubstitutions(shake_data, choreographer, group_index);
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}
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}
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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class afxEA_CameraShakeDesc : public afxEffectAdapterDesc, public afxEffectDefs
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{
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static afxEA_CameraShakeDesc desc;
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public:
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virtual bool testEffectType(const SimDataBlock*) const;
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virtual bool requiresStop(const afxEffectWrapperData*, const afxEffectTimingData&) const;
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virtual bool runsOnServer(const afxEffectWrapperData*) const { return false; }
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virtual bool runsOnClient(const afxEffectWrapperData*) const { return true; }
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virtual bool isPositional(const afxEffectWrapperData*) const { return false; }
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virtual afxEffectWrapper* create() const { return new afxEA_CameraShake; }
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};
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afxEA_CameraShakeDesc afxEA_CameraShakeDesc::desc;
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bool afxEA_CameraShakeDesc::testEffectType(const SimDataBlock* db) const
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{
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return (typeid(afxCameraShakeData) == typeid(*db));
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}
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bool afxEA_CameraShakeDesc::requiresStop(const afxEffectWrapperData* ew, const afxEffectTimingData& timing) const
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{
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return (timing.lifetime < 0);
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}
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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