Torque3D/Templates/Empty/game/scripts/server/VolumetricFog.cs

106 lines
3.4 KiB
C#

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// 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.
//-----------------------------------------------------------------------------
function VolumetricFog::onEnterFog(%this,%obj)
{
// This method is called whenever the control object (Camera or Player)
// %obj enters the fog area.
// echo("Control Object " @ %obj @ " enters fog " @ %this);
}
function VolumetricFog::onLeaveFog(%this,%obj)
{
// This method is called whenever the control object (Camera or Player)
// %obj leaves the fog area.
// echo("Control Object " @ %obj @ " left fog " @ %this);
}
function VolumetricFog::Dissolve(%this,%speed,%delete)
{
// This method dissolves the fog at speed milliseconds
%this.isBuilding = true;
if (%this.FogDensity > 0)
{
%this.setFogDensity(%this.FogDensity - 0.005);
%this.schedule(%speed,Dissolve,%speed,%delete);
}
else
{
%this.isBuilding = false;
%this.SetFogDensity(0.0);
if (%delete !$= "" && %delete !$="0" && %delete !$="false")
%this.schedule(250,delete);
}
}
function VolumetricFog::Thicken(%this,%speed, %end_density)
{
// This method thickens the fog at speed milliseconds to a density of %end_density
%this.isBuilding = true;
if (%this.FogDensity + 0.005 < %end_density)
{
%this.setFogDensity(%this.FogDensity + 0.005);
%this.schedule(%speed,Thicken,%speed, %end_density);
}
else
{
%this.setFogDensity(%end_density);
%this.isBuilding = false;
}
}
function GenerateFog(%pos,%scale,%color,%density)
{
// This function can be used to generate some fog caused by massive gunfire etc.
// Change shape and modulation data to your likings.
%fog=new VolumetricFog() {
shapeName = "art/environment/Fog_Sphere.dts";
fogColor = %color;
fogDensity = "0.0";
ignoreWater = "0";
MinSize = "250";
FadeSize = "750";
texture = "art/environment/FogMod_heavy.dds";
tiles = "1";
modStrength = "0.2";
PrimSpeed = "-0.01 0.04";
SecSpeed = "0.02 0.02";
position = %pos;
rotation = "0 0 1 20.354";
scale = %scale;
canSave = "1";
canSaveDynamicFields = "1";
};
if (isObject(%fog))
{
MissionCleanup.add(%fog);
%fog.Thicken(500,%density);
}
return %fog;
}