mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-02 11:01:00 +00:00
So the problem is that when your inside the sphere it won't render so it might make someone think that it's not working right. So what I did was determine if the camera is inside the sphere. If the camera is inside the sphere, then I find the distance from the center of the sphere to the camera Round down and use that as the radius to draw the sphere. That way if someone zooms in or out, their screen is still showing the sphere.
598 lines
18 KiB
C++
598 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 ) );
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|
|
|
|
|
S32 useRadius = mWindRadius;
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|
// Draw a 2D circle for the wind radius.
|
|
if ( isRadialEmitter() )
|
|
{
|
|
|
|
//So the problem is that when your inside the sphere it won't render so it might make someone
|
|
//think that it's not working right. So what I did was determine if the camera is inside the sphere.
|
|
//If the camera is inside the sphere, then I find the distance from the center of the sphere to the camera
|
|
//Round down and use that as the radius to draw the sphere.
|
|
//That way if someone zooms in or out, their screen is still showing the sphere.
|
|
GameConnection * gc = GameConnection::getConnectionToServer();
|
|
GameBase* gb = gc->getCameraObject();
|
|
if (gb)
|
|
{
|
|
Point3F camPos = gb->getPosition();
|
|
if ( getPosition().isInsideSphere( camPos, mWindRadius ) )
|
|
useRadius = getPosition().distanceTo(camPos);
|
|
}
|
|
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 );
|
|
} |