mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
120 lines
4.1 KiB
C++
120 lines
4.1 KiB
C++
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
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// Copyright (C) 2015 Faust Logic, Inc.
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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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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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#include "afx/arcaneFX.h"
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#include "console/consoleTypes.h"
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#include "core/stream/bitStream.h"
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#include "afx/ce/afxCameraShake.h"
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// afxCameraShakeData
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IMPLEMENT_CO_DATABLOCK_V1(afxCameraShakeData);
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ConsoleDocClass( afxCameraShakeData,
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"@brief A datablock that specifies a Camera Shake effect.\n\n"
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"Camera Shake internally utilizes the standard Torque CameraShake class to implement a shaken camera effect."
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"\n\n"
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"@ingroup afxEffects\n"
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"@ingroup AFX\n"
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"@ingroup Datablocks\n"
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);
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afxCameraShakeData::afxCameraShakeData()
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{
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camShakeFreq.set( 10.0, 10.0, 10.0 );
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camShakeAmp.set( 1.0, 1.0, 1.0 );
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camShakeRadius = 10.0;
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camShakeFalloff = 10.0;
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}
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afxCameraShakeData::afxCameraShakeData(const afxCameraShakeData& other, bool temp_clone) : GameBaseData(other, temp_clone)
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{
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camShakeFreq = other.camShakeFreq;
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camShakeAmp = other.camShakeAmp;
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camShakeRadius = other.camShakeRadius;
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camShakeFalloff = other.camShakeFalloff;
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}
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#define myOffset(field) Offset(field, afxCameraShakeData)
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void afxCameraShakeData::initPersistFields()
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{
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docsURL;
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addField("frequency", TypePoint3F, Offset(camShakeFreq, afxCameraShakeData),
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"The camera shake frequencies for all three axes: X, Y, Z.");
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addField("amplitude", TypePoint3F, Offset(camShakeAmp, afxCameraShakeData),
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"The camera shake amplitudes for all three axes: X, Y, Z.");
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addFieldV("radius", TypeRangedF32, Offset(camShakeRadius, afxCameraShakeData), &CommonValidators::PositiveFloat,
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"Radius about the effect position in which shaking will be applied.");
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addFieldV("falloff", TypeRangedF32, Offset(camShakeFalloff, afxCameraShakeData), &CommonValidators::PositiveFloat,
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"Magnitude by which shaking decreases over distance to radius.");
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Parent::initPersistFields();
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}
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bool afxCameraShakeData::onAdd()
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{
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if (Parent::onAdd() == false)
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return false;
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return true;
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}
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void afxCameraShakeData::packData(BitStream* stream)
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{
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Parent::packData(stream);
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stream->write(camShakeFreq.x);
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stream->write(camShakeFreq.y);
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stream->write(camShakeFreq.z);
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stream->write(camShakeAmp.x);
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stream->write(camShakeAmp.y);
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stream->write(camShakeAmp.z);
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stream->write(camShakeRadius);
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stream->write(camShakeFalloff);
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}
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void afxCameraShakeData::unpackData(BitStream* stream)
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{
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Parent::unpackData(stream);
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stream->read(&camShakeFreq.x);
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stream->read(&camShakeFreq.y);
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stream->read(&camShakeFreq.z);
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stream->read(&camShakeAmp.x);
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stream->read(&camShakeAmp.y);
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stream->read(&camShakeAmp.z);
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stream->read(&camShakeRadius);
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stream->read(&camShakeFalloff);
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}
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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