mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
592 lines
18 KiB
C++
592 lines
18 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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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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#include "platform/platform.h"
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#include "forest/forestWindEmitter.h"
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#include "forest/forestWindMgr.h"
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#include "console/consoleInternal.h"
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#include "core/stream/bitStream.h"
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#include "core/util/safeDelete.h"
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#include "platform/profiler.h"
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#include "math/mathIO.h"
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#include "math/mRandom.h"
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#include "scene/sceneManager.h"
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#include "scene/sceneRenderState.h"
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#include "renderInstance/renderPassManager.h"
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#include "gfx/gfxDrawUtil.h"
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#include "gfx/gfxTransformSaver.h"
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#include "sim/netConnection.h"
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#include "T3D/gameBase/processList.h"
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#include "console/engineAPI.h"
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#include "T3D/gameBase/gameConnection.h"
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ConsoleDocClass( ForestWindEmitter,
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"@brief Object responsible for simulating wind in a level.\n\n"
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"When placed in the level, a ForestWindEmitter will cause tree branches to bend and sway, leaves "
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"to flutter, and create vertical bending on the tree's trunk.\n\n"
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"@tsexample\n"
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"// The following is a full declaration of a wind emitter\n"
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"new ForestWindEmitter()\n"
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"{\n"
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" position = \"497.739 765.821 102.395\";\n"
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" windEnabled = \"1\";\n"
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" radialEmitter = \"1\";\n"
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" strength = \"1\";\n"
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" radius = \"3\";\n"
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" gustStrength = \"0.5\";\n"
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" gustFrequency = \"1\";\n"
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" gustYawAngle = \"10\";\n"
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" gustYawFrequency = \"4\";\n"
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" gustWobbleStrength = \"2\";\n"
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" turbulenceStrength = \"1\";\n"
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" turbulenceFrequency = \"2\";\n"
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" hasMount = \"0\";\n"
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" scale = \"3 3 3\";\n"
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" canSave = \"1\";\n"
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" canSaveDynamicFields = \"1\";\n"
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" rotation = \"1 0 0 0\";\n"
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"};\n"
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"@endtsexample\n\n"
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"@ingroup FX\n"
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"@ingroup Forest\n"
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"@ingroup Atmosphere\n"
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);
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// We need to know when the mission editor is enabled.
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extern bool gEditingMission;
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ForestWind::ForestWind( ForestWindEmitter *emitter )
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: mStrength( 0.0f ),
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mDirection( 1.0f, 0, 0 ),
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mLastGustTime( 0 ),
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mLastYawTime( 0 ),
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mCurrentTarget( 0, 0 ),
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mCurrentInterp( 0 ),
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mTargetYawAngle( 0 ),
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mParent( emitter ),
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mIsDirty( false ),
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mRandom( Platform::getRealMilliseconds() + 1 )
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{
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}
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ForestWind::~ForestWind()
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{
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}
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void ForestWind::processTick()
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{
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PROFILE_SCOPE( ForestWind_ProcessTick );
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const F32 deltaTime = 0.032f;
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const U32 simTime = Sim::getCurrentTime();
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Point2F finalVec( 0, 0 );
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Point2F windDir( mParent->mWindDirection.x, mParent->mWindDirection.y );
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if ( mLastGustTime < simTime )
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{
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Point2F turbVec( 0, 0 );
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if ( mLastGustTime < simTime + (mParent->mWindTurbulenceFrequency * 1000.0f) )
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turbVec = (mRandom.randF() * mParent->mWindTurbulenceStrength) * windDir;
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mLastGustTime = simTime + (mParent->mWindGustFrequency * 1000.0f);
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Point2F gustVec = (mRandom.randF() * mParent->mWindGustStrength + mRandom.randF() * mParent->mWindGustWobbleStrength) * windDir;
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finalVec += gustVec + turbVec;
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//finalVec.normalizeSafe();
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}
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//bool rotationChange = false;
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if ( mLastYawTime < simTime )
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{
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mLastYawTime = simTime + (mParent->mWindGustYawFrequency * 1000.0f);
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F32 rotateAmt = mRandom.randF() * mParent->mWindGustYawAngle + mRandom.randF() * mParent->mWindGustWobbleStrength;
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if ( mRandom.randF() <= 0.5f )
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rotateAmt = -rotateAmt;
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rotateAmt = mDegToRad( rotateAmt );
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if ( rotateAmt > M_2PI_F )
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rotateAmt -= M_2PI_F;
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else if ( rotateAmt < -M_2PI_F )
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rotateAmt += M_2PI_F;
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mTargetYawAngle = rotateAmt;
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//finalVec.rotate( rotateAmt );
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mCurrentTarget.rotate( rotateAmt );
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}
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//mCurrentTarget.normalizeSafe();
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if ( mCurrentTarget.isZero() || mCurrentInterp >= 1.0f )
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{
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mCurrentInterp = 0;
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mCurrentTarget.set( 0, 0 );
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Point2F windDir( mDirection.x, mDirection.y );
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windDir.normalizeSafe();
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mCurrentTarget = finalVec + windDir;
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}
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else
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{
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mCurrentInterp += deltaTime;
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mCurrentInterp = mClampF( mCurrentInterp, 0.0f, 1.0f );
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mDirection.interpolate( mDirection, Point3F( mCurrentTarget.x, mCurrentTarget.y, 0 ), mCurrentInterp );
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//F32 rotateAmt = mLerp( 0, mTargetYawAngle, mCurrentInterp );
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//mTargetYawAngle -= rotateAmt;
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//Point2F dir( mDirection.x, mDirection.y );
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//if ( mTargetYawAngle > 0.0f )
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// dir.rotate( rotateAmt );
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//mDirection.set( dir.x, dir.y, 0 );
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}
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}
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void ForestWind::setStrengthAndDirection( F32 strength, const VectorF &direction )
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{
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if ( mStrength != strength ||
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mDirection != direction )
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{
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mStrength = strength;
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mDirection = direction;
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mIsDirty = true;
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}
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}
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void ForestWind::setStrength( F32 strength )
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{
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if ( mStrength != strength )
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{
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mStrength = strength;
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mIsDirty = true;
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}
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}
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void ForestWind::setDirection( const VectorF &direction )
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{
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if ( mDirection != direction )
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{
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mDirection = direction;
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mIsDirty = true;
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}
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}
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IMPLEMENT_CO_NETOBJECT_V1(ForestWindEmitter);
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ForestWindEmitter::ForestWindEmitter( bool makeClientObject )
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: mEnabled( true ),
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mAddedToScene( false ),
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mWind( NULL ),
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mWindStrength( 1 ),
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mWindDirection( 1, 0, 0 ),
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mWindGustFrequency( 3.0f ),
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mWindGustStrength( 0.25f ),
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mWindGustYawAngle( 10.0f ),
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mWindGustYawFrequency( 4.0f ),
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mWindGustWobbleStrength( 2.0f ),
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mWindTurbulenceFrequency( 2.0f ),
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mWindTurbulenceStrength( 0.25f ),
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mWindRadius( 0 ),
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mRadialEmitter( false ),
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mHasMount( false ),
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mIsMounted( false ),
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mMountObject( NULL )
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{
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mTypeMask |= StaticObjectType | EnvironmentObjectType;
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if ( makeClientObject )
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mNetFlags.set( IsGhost );
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else
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mNetFlags.set( Ghostable | ScopeAlways );
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}
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ForestWindEmitter::~ForestWindEmitter()
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{
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}
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void ForestWindEmitter::initPersistFields()
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{
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// Initialise parents' persistent fields.
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Parent::initPersistFields();
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addGroup( "ForestWind" );
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addField( "windEnabled", TypeBool, Offset( mEnabled, ForestWindEmitter ), "Determines if the emitter will be counted in wind calculations." );
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addField( "radialEmitter", TypeBool, Offset( mRadialEmitter, ForestWindEmitter ), "Determines if the emitter is a global direction or local radial emitter." );
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addField( "strength", TypeF32, Offset( mWindStrength, ForestWindEmitter ), "The strength of the wind force." );
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addField( "radius", TypeF32, Offset( mWindRadius, ForestWindEmitter ), "The radius of the emitter for local radial emitters." );
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addField( "gustStrength", TypeF32, Offset( mWindGustStrength, ForestWindEmitter ), "The maximum strength of a gust." );
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addField( "gustFrequency", TypeF32, Offset( mWindGustFrequency, ForestWindEmitter ), "The frequency of gusting in seconds." );
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addField( "gustYawAngle", TypeF32, Offset( mWindGustYawAngle, ForestWindEmitter ), "The amount of degrees the wind direction can drift (both positive and negative)." );
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addField( "gustYawFrequency", TypeF32, Offset( mWindGustYawFrequency, ForestWindEmitter ), "The frequency of wind yaw drift, in seconds." );
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addField( "gustWobbleStrength", TypeF32, Offset( mWindGustWobbleStrength, ForestWindEmitter ), "The amount of random wobble added to gust and turbulence vectors." );
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addField( "turbulenceStrength", TypeF32, Offset( mWindTurbulenceStrength, ForestWindEmitter ), "The strength of gust turbulence." );
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addField( "turbulenceFrequency", TypeF32, Offset( mWindTurbulenceFrequency, ForestWindEmitter ), "The frequency of gust turbulence, in seconds." );
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addField( "hasMount", TypeBool, Offset( mHasMount, ForestWindEmitter ), "Determines if the emitter is mounted to another object." );
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endGroup( "ForestWind" );
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}
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U32 ForestWindEmitter::packUpdate(NetConnection * con, U32 mask, BitStream * stream)
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{
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U32 retMask = Parent::packUpdate( con, mask, stream );
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mathWrite( *stream, mObjToWorld );
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if ( stream->writeFlag( mask & EnabledMask ) )
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stream->writeFlag( mEnabled );
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if ( stream->writeFlag( mask & WindMask ) )
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{
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stream->write( mWindStrength );
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stream->write( mWindRadius );
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stream->writeFlag( mRadialEmitter );
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stream->write( mWindGustStrength );
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stream->write( mWindGustFrequency );
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stream->write( mWindGustYawAngle );
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stream->write( mWindGustYawFrequency );
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stream->write( mWindGustWobbleStrength );
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stream->write( mWindTurbulenceStrength );
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stream->write( mWindTurbulenceFrequency );
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// The wind direction should be normalized!
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if ( mWindDirection.isZero() )
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{
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VectorF forwardVec( 0, 0, 0 );
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mWorldToObj.getColumn( 1, &mWindDirection );
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}
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else
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mWindDirection.normalize();
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stream->writeNormalVector( mWindDirection, 8 );
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stream->writeFlag( mHasMount );
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}
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return retMask;
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}
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void ForestWindEmitter::unpackUpdate(NetConnection * con, BitStream * stream)
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{
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// Unpack Parent.
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Parent::unpackUpdate( con, stream );
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MatrixF xfm;
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mathRead( *stream, &xfm );
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Parent::setTransform( xfm );
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U32 windMask = 0;
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if ( stream->readFlag() ) // EnabledMask
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mEnabled = stream->readFlag();
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if ( stream->readFlag() ) // WindMask
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{
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stream->read( &mWindStrength );
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stream->read( &mWindRadius );
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mRadialEmitter = stream->readFlag();
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stream->read( &mWindGustStrength );
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stream->read( &mWindGustFrequency );
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stream->read( &mWindGustYawAngle );
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stream->read( &mWindGustYawFrequency );
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stream->read( &mWindGustWobbleStrength );
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stream->read( &mWindTurbulenceStrength );
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stream->read( &mWindTurbulenceFrequency );
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stream->readNormalVector( &mWindDirection, 8 );
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windMask |= WindMask;
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mHasMount = stream->readFlag();
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}
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// This does nothing if the masks are not set!
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if ( windMask != 0 && isProperlyAdded() )
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{
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Point3F boxRad( 0, 0, 0 );
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if ( !isRadialEmitter() )
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boxRad.set( 10000.0f, 10000.0f, 10000.0f );
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else
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boxRad.set( mWindRadius, mWindRadius, mWindRadius );
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mObjBox.set( -boxRad, boxRad );
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resetWorldBox();
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_initWind( windMask );
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}
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}
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bool ForestWindEmitter::onAdd()
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{
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if ( !Parent::onAdd() )
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return false;
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// Only the client side actually does wind.
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if ( isClientObject() )
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{
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// TODO: wasn't this a big hack we already fixed better?
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//Projectile::getGhostReceivedSignal().notify( this, &ForestWindEmitter::_onMountObjectGhostReceived );
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_initWind();
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WINDMGR->addEmitter( this );
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}
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Point3F boxRad( 0, 0, 0 );
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if ( !isRadialEmitter() )
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boxRad.set( 10000.0f, 10000.0f, 10000.0f );
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else
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boxRad.set( mWindRadius, mWindRadius, mWindRadius );
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mObjBox.set( -boxRad, boxRad );
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resetWorldBox();
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enableCollision();
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// If we are we editing the mission then
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// be sure to add us to the scene.
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if ( gEditingMission || mHasMount )
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{
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addToScene();
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mAddedToScene = true;
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}
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return true;
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}
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void ForestWindEmitter::onRemove()
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{
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// Only the client side actually does wind.
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if ( isClientObject() )
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{
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//Projectile::getGhostReceivedSignal().remove( this, &ForestWindEmitter::_onMountObjectGhostReceived );
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WINDMGR->removeEmitter( this );
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SAFE_DELETE( mWind );
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}
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// If we are editing the mission then remove
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// us from the scene graph.
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if ( gEditingMission || mHasMount )
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{
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removeFromScene();
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mAddedToScene = false;
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}
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// Do Parent.
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Parent::onRemove();
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}
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void ForestWindEmitter::_onMountObjectGhostReceived( SceneObject *object )
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{
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if ( !object )
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return;
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attachToObject( object );
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}
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void ForestWindEmitter::inspectPostApply()
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{
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// Force the client update!
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setMaskBits(0xffffffff);
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}
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void ForestWindEmitter::onEditorEnable()
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{
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if ( !mAddedToScene )
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{
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addToScene();
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mAddedToScene = true;
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}
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}
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void ForestWindEmitter::onEditorDisable()
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{
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// Remove us from the scene.
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if ( mAddedToScene )
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{
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removeFromScene();
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mAddedToScene = false;
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}
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}
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void ForestWindEmitter::_initWind( U32 mask )
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{
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AssertFatal( !isServerObject(), "SpeedWind is never updated on the server!" );
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// If we don't have a wind
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// object create one now.
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if ( !mWind )
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mWind = new ForestWind( this );
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// Do we need to apply a new direction and strength?
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if ( mask & WindMask )
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{
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mWorldToObj.getColumn( 1, &mWindDirection );
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mWind->setStrengthAndDirection( mWindStrength, mWindDirection );
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}
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}
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void ForestWindEmitter::setTransform( const MatrixF &mat )
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{
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Parent::setTransform( mat );
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// Force the client update!
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setMaskBits(0xffffffff);
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if ( isClientObject() )
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_initWind();
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}
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void ForestWindEmitter::prepRenderImage( SceneRenderState* state )
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{
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PROFILE_SCOPE( ForestWindEmitter_PrepRenderImage );
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// Only render the radius and
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// direction if we're in the editor.
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// Don't render them if this is a reflect pass.
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if ( !state->isDiffusePass() || !gEditingMission )
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return;
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// This should be sufficient for most objects that don't manage zones, and
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// don't need to return a specialized RenderImage...
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ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
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ri->renderDelegate.bind( this, &ForestWindEmitter::_renderEmitterInfo );
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ri->type = RenderPassManager::RIT_Editor;
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state->getRenderPass()->addInst( ri );
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}
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void ForestWindEmitter::_renderEmitterInfo( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat )
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{
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if ( overrideMat )
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return;
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GFXTransformSaver saver;
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GFXDrawUtil *drawer = GFX->getDrawUtil();
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AssertFatal( drawer, "Got NULL GFXDrawUtil!" );
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const Point3F &pos = getPosition();
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const VectorF &windVec = mWind->getDirection();
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GFXStateBlockDesc desc;
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desc.setBlend( true );
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desc.setZReadWrite( true, false );
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// Draw an arrow pointing
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// in the wind direction.
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drawer->drawArrow( desc, pos, pos + (windVec * mWindStrength), ColorI( 0, 0, 255, 255 ) );//Point3F( -235.214, 219.589, 34.0991 ), Point3F( -218.814, 244.731, 37.5587 ), ColorI( 255, 255, 0, 255 ) );//
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drawer->drawArrow( desc, pos, pos + (mWind->getTarget() * mWindStrength ), ColorI( 255, 0, 0, 85 ) );
|
|
|
|
S32 useRadius = mWindRadius;
|
|
// Draw a 2D circle for the wind radius.
|
|
if ( isRadialEmitter() )
|
|
{
|
|
// If the camera is close to the sphere, shrink the sphere so it remains visible.
|
|
GameConnection* gc = GameConnection::getConnectionToServer();
|
|
GameBase* gb;
|
|
if ( gc && (gb = gc->getCameraObject()) )
|
|
{
|
|
F32 camDist = (gb->getPosition() - getPosition()).len();
|
|
if ( camDist < mWindRadius )
|
|
useRadius = camDist;
|
|
}
|
|
drawer->drawSphere( desc, useRadius, pos, ColorI( 255, 0, 0, 80 ) );
|
|
}
|
|
}
|
|
|
|
F32 ForestWindEmitter::getStrength() const
|
|
{
|
|
return mWind->getStrength();
|
|
}
|
|
|
|
void ForestWindEmitter::setStrength( F32 strength )
|
|
{
|
|
mWindStrength = strength;
|
|
mWind->setStrength( mWindStrength );
|
|
}
|
|
|
|
void ForestWindEmitter::attachToObject( SceneObject *obj )
|
|
{
|
|
if ( !obj )
|
|
return;
|
|
|
|
mMountObject = obj;
|
|
mIsMounted = true;
|
|
|
|
if ( isServerObject() )
|
|
deleteNotify( mMountObject );
|
|
}
|
|
|
|
void ForestWindEmitter::updateMountPosition()
|
|
{
|
|
AssertFatal( isClientObject(), "ForestWindEmitter::updateMountPosition - This should only happen on the client!" );
|
|
|
|
if ( !mHasMount || !mMountObject )
|
|
return;
|
|
|
|
MatrixF mat( true );
|
|
mat.setPosition( mMountObject->getPosition() );
|
|
Parent::setTransform( mat );
|
|
}
|
|
|
|
void ForestWindEmitter::onDeleteNotify(SimObject *object)
|
|
{
|
|
AssertFatal( isServerObject(), "ForestWindEmitter::onDeleteNotify - This should never happen on the client!" );
|
|
safeDeleteObject();
|
|
}
|
|
|
|
DefineEngineMethod( ForestWindEmitter, attachToObject, void, ( U32 objectID ),,
|
|
"@brief Mounts the wind emitter to another scene object\n\n"
|
|
|
|
"@param objectID Unique ID of the object wind emitter should attach to"
|
|
|
|
"@tsexample\n"
|
|
"// Wind emitter previously created and named %windEmitter\n"
|
|
"// Going to attach it to the player, making him a walking wind storm\n"
|
|
"%windEmitter.attachToObject(%player);\n"
|
|
"@endtsexample\n\n")
|
|
{
|
|
SceneObject *obj = dynamic_cast<SceneObject*>( Sim::findObject( objectID ) );
|
|
if ( !obj )
|
|
Con::warnf( "ForestWindEmitter::attachToObject - failed to find object with ID: %d", objectID );
|
|
|
|
object->attachToObject( obj );
|
|
} |