mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
106 lines
3.4 KiB
C#
106 lines
3.4 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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function VolumetricFog::onEnterFog(%this,%obj)
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{
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// This method is called whenever the control object (Camera or Player)
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// %obj enters the fog area.
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// echo("Control Object " @ %obj @ " enters fog " @ %this);
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}
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function VolumetricFog::onLeaveFog(%this,%obj)
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{
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// This method is called whenever the control object (Camera or Player)
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// %obj leaves the fog area.
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// echo("Control Object " @ %obj @ " left fog " @ %this);
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}
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function VolumetricFog::Dissolve(%this,%speed,%delete)
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{
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// This method dissolves the fog at speed milliseconds
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%this.isBuilding = true;
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if (%this.FogDensity > 0)
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{
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%this.setFogDensity(%this.FogDensity - 0.005);
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%this.schedule(%speed,Dissolve,%speed,%delete);
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}
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else
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{
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%this.isBuilding = false;
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%this.SetFogDensity(0.0);
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if (%delete !$= "" && %delete !$="0" && %delete !$="false")
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%this.schedule(250,delete);
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}
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}
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function VolumetricFog::Thicken(%this,%speed, %end_density)
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{
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// This method thickens the fog at speed milliseconds to a density of %end_density
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%this.isBuilding = true;
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if (%this.FogDensity + 0.005 < %end_density)
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{
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%this.setFogDensity(%this.FogDensity + 0.005);
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%this.schedule(%speed,Thicken,%speed, %end_density);
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}
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else
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{
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%this.setFogDensity(%end_density);
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%this.isBuilding = false;
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}
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}
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function GenerateFog(%pos,%scale,%color,%density)
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{
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// This function can be used to generate some fog caused by massive gunfire etc.
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// Change shape and modulation data to your likings.
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%fog=new VolumetricFog() {
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shapeName = "art/environment/Fog_Sphere.dts";
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fogColor = %color;
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fogDensity = "0.0";
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ignoreWater = "0";
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MinSize = "250";
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FadeSize = "750";
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texture = "art/environment/FogMod_heavy.dds";
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tiles = "1";
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modStrength = "0.2";
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PrimSpeed = "-0.01 0.04";
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SecSpeed = "0.02 0.02";
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position = %pos;
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rotation = "0 0 1 20.354";
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scale = %scale;
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canSave = "1";
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canSaveDynamicFields = "1";
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};
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if (isObject(%fog))
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{
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MissionCleanup.add(%fog);
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%fog.Thicken(500,%density);
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}
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return %fog;
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} |