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- ----------------------------------------------------------------------------------------------------
- --
- -- Copyright (c) Contributors to the Open 3D Engine Project.
- -- For complete copyright and license terms please see the LICENSE at the root of this distribution.
- --
- -- SPDX-License-Identifier: Apache-2.0 OR MIT
- --
- --
- --
- ----------------------------------------------------------------------------------------------------
- FogVolume =
- {
- type = "FogVolume",
- Properties =
- {
- bActive = 1, --[0,1,1,"If true, fog volume will be enabled."]
- eiVolumeType = 0, --[0,1,1,"Specifies the volume type. The following types are currently supported: 0 - Ellipsoid, 1 - Cube."
- Size = { x = 1, y = 1, z = 1 },
- color_Color = { x = 1, y = 1, z = 1 },
- fHDRDynamic = 0, --[-10,20,0.01,"Specifies how much brighter than the default 255,255,255 white the fog is."]
- bUseGlobalFogColor = 0, --[0,1,1,"If true, the Color property is ignored. Instead, the current global fog color is used."]
- GlobalDensity = 1.0, --[0,1000,1,"Controls the density of the fog. The higher the value the more dense the fog and the less you'll be able to see objects behind or inside the fog volume."]
- DensityOffset = 0.0, --[-1000,1000,1,"Offset fog density, used in conjunction with the GlobalDensity parameter."]
- NearCutoff = 0.0, --[0,2,0.1,"Stop rendering the object, depending on camera distance to object."]
- FallOffDirLong = 0.0, --[0,360,1,"Controls the longitude of the world space fall off direction of the fog. 0 represents East, rotation is counter-clockwise."]
- FallOffDirLati = 90.0, --[0,360,1,"Controls the latitude of the world space fall off direction of the fog. 90 lets the fall off direction point upwards in world space."]
- FallOffShift = 0.0, --[-100,100,0.1,"Controls how much to shift the fog density distribution along the fall off direction in world units (m)."]
- FallOffScale = 1.0, --[-100,100,0.01,"Scales the density distribution along the fall off direction. Higher values will make the fog fall off more rapidly and generate thicker fog layers along the negative fall off direction."]
- SoftEdges = 1.0, --[0,1,0.01,"Specifies a factor that is used to soften the edges of the fog volume when viewed from outside."]
- RampStart = 0.0, --[0,30000,1.0,"Specifies the start distance of fog density ramp in world units (m)."]
- RampEnd = 50.0, --[0,30000,1.0,"Specifies the end distance of fog density ramp in world units (m)."]
- RampInfluence = 0.0, --[0,1,0.0,"Controls the influence of fog density ramp."]
- WindInfluence = 1.0, --[0,20,0.0,"Controls the influence of the wind."]
- DensityNoiseScale = 1.0, --[0.0,10.0,0.0,"Scales the noise for the density."]
- DensityNoiseOffset = 1.0, --[-2,2,0.0,"Offsets the noise for the density."]
- DensityNoiseTimeFrequency = 0.0, --[0,1,0.0,"Controls the time frequency of the noise for the density."]
- DensityNoiseFrequency = { x = 10, y = 10, z = 10 }, --[1,1000,0.1,"Controls the spatial frequency of the noise for the density."]
- bIgnoresVisAreas = 0, --[0,1,0,"Controls whether this entity should respond to visareas."]
- bAffectsThisAreaOnly = 0, --[0,1,0,"Set this parameter to false to make this entity affect in multiple visareas."]
- },
- Fader =
- {
- fadeTime = 0.0,
- fadeToValue = 0.0,
- },
- Editor =
- {
- Model = "Editor/Objects/invisiblebox.cgf",
- Icon = "FogVolume.bmp",
- ShowBounds = 1,
- },
- }
- function FogVolume:OnSpawn()
- self:SetFlags(ENTITY_FLAG_CLIENT_ONLY, 0);
- self:SetFlags(ENTITY_FLAG_NO_PROXIMITY, 0);
- end
- -------------------------------------------------------
- function FogVolume:InitFogVolumeProperties()
- --System.Log( "FogVolume:InitFogVolumeProperties" )
- local props = self.Properties;
- self:LoadFogVolume( 0, self.Properties );
- end;
- -------------------------------------------------------
- function FogVolume:CreateFogVolume()
- --System.Log( "FogVolume:CreateFogVolume" )
- self:InitFogVolumeProperties()
- self.active = true;
- end
- -------------------------------------------------------
- function FogVolume:DeleteFogVolume()
- --System.Log( "FogVolume:DeleteFogVolume" )
- self:FreeSlot( 0 );
- self.active = false;
- end
- -------------------------------------------------------
- function FogVolume:OnInit()
- self.active = false;
- if( self.Properties.bActive == 1 ) then
- self:CreateFogVolume();
- end
- end
- -------------------------------------------------------
- function FogVolume:CheckMove()
- end
- -------------------------------------------------------
- function FogVolume:OnShutDown()
- end
- -------------------------------------------------------
- function FogVolume:OnPropertyChange()
- --System.Log( "FogVolume:OnPropertyChange" )
- if( self.Properties.bActive == 1 ) then
- self:CreateFogVolume();
- else
- self:DeleteFogVolume();
- end
- end
- -------------------------------------------------------
- -- optimization for common animated trackview properties, to avoid fully recreating everything on every animated frame
- function FogVolume:OnPropertyAnimated( name )
- local changeTakenCareOf = false;
- if (name=="GlobalDensity") then
- self:FadeGlobalDensity(0, 0, self.Properties.GlobalDensity); -- using fade with 0 time as there is not a 'set' function.
- changeTakenCareOf = true;
- end
- return changeTakenCareOf;
- end
- -------------------------------------------------------
- function FogVolume:OnReset()
- self.active = false;
- if( self.Properties.bActive == 1 ) then
- self:CreateFogVolume();
- end
- end
- -------------------------------------------------------
- -- Hide Event
- -------------------------------------------------------
- function FogVolume:Event_Hide()
- self:DeleteFogVolume();
- BroadcastEvent(self, "Hide");
- end
- -------------------------------------------------------
- -- Show Event
- -------------------------------------------------------
- function FogVolume:Event_Show()
- self:CreateFogVolume();
- BroadcastEvent(self, "Show");
- end
- -------------------------------------------------------
- -- Fade Event
- -------------------------------------------------------
- function FogVolume:Event_Fade()
- --System.Log("Do Fading");
- self:FadeGlobalDensity(0, self.Fader.fadeTime, self.Fader.fadeToValue);
- end
- -------------------------------------------------------
- -- Fade Time Event
- -------------------------------------------------------
- function FogVolume:Event_FadeTime(i, time)
- --System.Log("Fade time "..tostring(time));
- self.Fader.fadeTime = time;
- end
- -------------------------------------------------------
- -- Fade Value Event
- -------------------------------------------------------
- function FogVolume:Event_FadeValue(i, val)
- --System.Log("Fade val "..tostring(val));
- self.Fader.fadeToValue = val;
- end
- -------------------------------------------------------
- -- Set Enabled Event
- -------------------------------------------------------
- function FogVolume:Event_Enabled(i, enable)
- if (enable) then
- self:CreateFogVolume();
- self:ActivateOutput( "Enabled", true );
- else
- self:DeleteFogVolume();
- self:ActivateOutput( "Enabled", false );
- end
- end
- -------------------------------------------------------
- -- Set GlobalDensity Event
- -------------------------------------------------------
- function FogVolume:Event_SetGlobalDensity(i, val)
- self.Properties.GlobalDensity = val;
- self:FadeGlobalDensity(0, 0, self.Properties.GlobalDensity);
- end
- -------------------------------------------------------
- -- Set DensityNoiseOffset Event
- -------------------------------------------------------
- function FogVolume:Event_SetDensityNoiseOffset(i, val)
- self.Properties.DensityNoiseOffset = val;
- self:CreateFogVolume();
- end
- -------------------------------------------------------
- -- Set DensityNoiseScale Event
- -------------------------------------------------------
- function FogVolume:Event_SetDensityNoiseScale(i, val)
- self.Properties.DensityNoiseScale = val;
- self:CreateFogVolume();
- end
- -------------------------------------------------------
- -- Set WindInfluence Event
- -------------------------------------------------------
- function FogVolume:Event_SetWindInfluence(i, val)
- self.Properties.WindInfluence = val;
- self:CreateFogVolume();
- end
- -------------------------------------------------------
- -- Serialization
- -------------------------------------------------------
- function FogVolume:OnLoad(table)
- if(self.active and not table.active) then
- self:DeleteFogVolume();
- elseif(not self.active and table.active) then
- self:CreateFogVolume();
- end
- self.active = table.active;
- end
- -------------------------------------------------------
- function FogVolume:OnSave(table)
- table.active = self.active;
- end
- -------------------------------------------------------
- FogVolume.FlowEvents =
- {
- Inputs =
- {
- AO_Enabled = { FogVolume.Event_Enabled, "bool" },
- EV_Density = { FogVolume.Event_SetGlobalDensity, "float" },
- EV_DensityNoiseOffset = { FogVolume.Event_SetDensityNoiseOffset, "float" },
- EV_DensityNoiseScale = { FogVolume.Event_SetDensityNoiseScale, "float" },
- EV_WindInfluence = { FogVolume.Event_SetWindInfluence, "float" },
- },
- Outputs =
- {
- Enabled = "bool"
- },
- }
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