Torque3D/Engine/source/Verve/Torque3D/VCamera.cpp
2019-03-07 16:23:41 -06:00

57 lines
2.2 KiB
C++

//-----------------------------------------------------------------------------
// Verve
// Copyright (C) 2014 - Violent Tulip
//
// 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 "Verve/VerveConfig.h"
#include "Verve/Torque/TCamera.h"
#include "Verve/Torque3D/VCameraShake.h"
#include "T3D/gameBase/gameConnection.h"
//-----------------------------------------------------------------------------
//
// Camera Methods.
//
//-----------------------------------------------------------------------------
bool VTorque::isCamera( SceneObjectType *pObject )
{
return ( dynamic_cast<GameBase*>( pObject ) != NULL );
}
void VTorque::setCamera( SceneObjectType *pObject )
{
// Fetch Game Base.
GameBase *object = dynamic_cast<GameBase*>( pObject );
// Fetch Client Group.
SimGroup* clientGroup = Sim::getClientGroup();
for ( SimGroup::iterator itr = clientGroup->begin(); itr != clientGroup->end(); itr++ )
{
GameConnection *connection = dynamic_cast<GameConnection*>( *itr );
if ( connection )
{
// Set Camera Object.
connection->setCameraObject( object );
}
}
}