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By default it is not included in the build, you must #define GHOSTSCOPING in the torqueConfig.h to enable it. The distance can be set via the mission file by adding visibleGhostDistance = "1000"; Or if it is not set in the mission file it will default to what is defined in torqueConfig.h #defined as GHOSTSCOPING_DEFAULT_DISTANCE_IF_NOT_IN_MISSION The mission default distance can be overridden on a per connection basis by using gameconnection:setVisibleGhostDistance and gameconnection:getVisibleGhostDistance The logic for setting the scoping distance was moved from shapebase in the original design to SceneObject so that it will affect cameras, players, etc.
142 lines
No EOL
3.6 KiB
C++
142 lines
No EOL
3.6 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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#ifndef _LEVELINFO_H_
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#define _LEVELINFO_H_
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#ifndef _NETOBJECT_H_
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#include "sim/netObject.h"
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#endif
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#ifndef _COLOR_H_
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#include "core/color.h"
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#endif
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#ifndef _FOGSTRUCTS_H_
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#include "scene/fogStructs.h"
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#endif
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#ifndef _SFXCOMMON_H_
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#include "sfx/sfxCommon.h"
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#endif
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#include "torqueConfig.h"
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class SFXAmbience;
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class SFXSoundscape;
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class LevelInfo : public NetObject
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{
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typedef NetObject Parent;
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private:
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F32 mWorldSize;
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FogData mFogData;
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F32 mNearClip;
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F32 mVisibleDistance;
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#ifdef GHOSTSCOPING
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F32 mVisibleGhostDistance;
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#endif
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F32 mDecalBias;
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ColorI mCanvasClearColor;
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/// @name Lighting Properties
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/// @{
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bool mAdvancedLightmapSupport;
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/// Seconds it takes to go from one global ambient color
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/// to a different one.
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F32 mAmbientLightBlendPhase;
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/// Interpolation for going from one global ambient color
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/// to a different one.
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EaseF mAmbientLightBlendCurve;
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/// @}
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/// @name Sound Properties
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/// @{
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/// Global ambient sound space properties.
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SFXAmbience* mSoundAmbience;
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/// Distance attenuation model to use.
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SFXDistanceModel mSoundDistanceModel;
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///
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SFXSoundscape* mSoundscape;
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/// @}
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/// Responsible for passing on
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/// the LevelInfo settings to the
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/// client SceneGraph, from which
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/// other systems can get at them.
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void _updateSceneGraph();
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void _onLMActivate(const char *lm, bool enable);
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public:
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LevelInfo();
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virtual ~LevelInfo();
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DECLARE_CONOBJECT(LevelInfo);
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/// @name SceneObject Inheritance
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/// @{
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virtual SFXAmbience* getSoundAmbience() const { return mSoundAmbience; }
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/// @}
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/// @name SimObject Inheritance
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/// @{
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virtual bool onAdd();
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virtual void onRemove();
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virtual void inspectPostApply();
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static void initPersistFields();
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/// @}
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/// @name NetObject Inheritance
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/// @{
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enum NetMaskBits
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{
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UpdateMask = BIT(0)
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};
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virtual U32 packUpdate( NetConnection *conn, U32 mask, BitStream *stream );
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virtual void unpackUpdate( NetConnection *conn, BitStream *stream );
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/// @}
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};
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#endif // _LEVELINFO_H_
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