mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 12:44:46 +00:00
209 lines
6 KiB
C++
209 lines
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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#include "platform/platform.h"
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#include "T3D/fx/cameraFXMgr.h"
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#include "platform/profiler.h"
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#include "math/mRandom.h"
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#include "math/mMatrix.h"
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// global cam fx
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CameraFXManager gCamFXMgr;
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//**************************************************************************
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// Camera effect
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//**************************************************************************
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CameraFX::CameraFX()
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{
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mElapsedTime = 0.0;
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mDuration = 1.0;
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}
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//--------------------------------------------------------------------------
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// Update
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//--------------------------------------------------------------------------
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void CameraFX::update( F32 dt )
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{
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mElapsedTime += dt;
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}
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//**************************************************************************
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// Camera shake effect
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//**************************************************************************
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CameraShake::CameraShake()
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{
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mFreq.zero();
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mAmp.zero();
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mStartAmp.zero();
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mTimeOffset.zero();
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mCamFXTrans.identity();
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mFalloff = 10.0;
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remoteControlled = false;
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isAdded = false;
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}
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bool CameraShake::isExpired()
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{
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if ( remoteControlled )
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return false;
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return Parent::isExpired();
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}
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//--------------------------------------------------------------------------
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// Update
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//--------------------------------------------------------------------------
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void CameraShake::update( F32 dt )
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{
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Parent::update( dt );
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if ( !remoteControlled )
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fadeAmplitude();
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else
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mAmp = mStartAmp;
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VectorF camOffset;
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camOffset.x = mAmp.x * sin( M_2PI * (mTimeOffset.x + mElapsedTime) * mFreq.x );
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camOffset.y = mAmp.y * sin( M_2PI * (mTimeOffset.y + mElapsedTime) * mFreq.y );
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camOffset.z = mAmp.z * sin( M_2PI * (mTimeOffset.z + mElapsedTime) * mFreq.z );
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VectorF rotAngles;
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rotAngles.x = camOffset.x * 10.0 * M_PI/180.0;
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rotAngles.y = camOffset.y * 10.0 * M_PI/180.0;
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rotAngles.z = camOffset.z * 10.0 * M_PI/180.0;
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MatrixF rotMatrix( EulerF( rotAngles.x, rotAngles.y, rotAngles.z ) );
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mCamFXTrans = rotMatrix;
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mCamFXTrans.setPosition( camOffset );
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}
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//--------------------------------------------------------------------------
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// Fade out the amplitude over time
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//--------------------------------------------------------------------------
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void CameraShake::fadeAmplitude()
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{
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F32 percentDone = (mElapsedTime / mDuration);
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if( percentDone > 1.0 ) percentDone = 1.0;
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F32 time = 1 + percentDone * mFalloff;
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time = 1 / (time * time);
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mAmp = mStartAmp * time;
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}
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//--------------------------------------------------------------------------
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// Initialize
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//--------------------------------------------------------------------------
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void CameraShake::init()
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{
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mTimeOffset.x = 0.0;
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mTimeOffset.y = gRandGen.randF();
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mTimeOffset.z = gRandGen.randF();
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}
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//**************************************************************************
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// CameraFXManager
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//**************************************************************************
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CameraFXManager::CameraFXManager()
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{
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mCamFXTrans.identity();
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}
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//--------------------------------------------------------------------------
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// Destructor
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//--------------------------------------------------------------------------
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CameraFXManager::~CameraFXManager()
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{
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clear();
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}
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//--------------------------------------------------------------------------
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// Add new effect to currently running list
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//--------------------------------------------------------------------------
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void CameraFXManager::addFX( CameraFX *newFX )
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{
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mFXList.pushFront( newFX );
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}
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void CameraFXManager::removeFX( CameraFX *fx )
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{
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CamFXList::Iterator itr = mFXList.begin();
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for ( ; itr != mFXList.end(); itr++ )
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{
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if ( *itr == fx )
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{
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mFXList.erase( itr );
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return;
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}
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}
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return;
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}
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//--------------------------------------------------------------------------
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// Clear all currently running camera effects
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//--------------------------------------------------------------------------
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void CameraFXManager::clear()
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{
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for(CamFXList::Iterator i = mFXList.begin(); i != mFXList.end(); ++i)
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{
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delete *i;
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}
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mFXList.clear();
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}
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//--------------------------------------------------------------------------
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// Update camera effects
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//--------------------------------------------------------------------------
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void CameraFXManager::update( F32 dt )
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{
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PROFILE_SCOPE( CameraFXManager_update );
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mCamFXTrans.identity();
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CamFXList::Iterator cur;
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for(CamFXList::Iterator i = mFXList.begin(); i != mFXList.end(); /*Trickiness*/)
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{
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// Store previous iterator and increment while iterator is still valid.
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cur = i;
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++i;
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CameraFX * curFX = *cur;
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curFX->update( dt );
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MatrixF fxTrans = curFX->getTrans();
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mCamFXTrans.mul( fxTrans );
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if( curFX->isExpired() )
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{
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delete curFX;
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mFXList.erase( cur );
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}
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}
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}
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