//----------------------------------------------------------------------------- // Verve // Copyright (C) 2014 - Violent Tulip // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #include "Verve/VerveConfig.h" #include "Verve/Torque/TCamera.h" #include "Verve/Torque3D/VCameraShake.h" #include "T3D/gameBase/gameConnection.h" //----------------------------------------------------------------------------- // // Camera Methods. // //----------------------------------------------------------------------------- bool VTorque::isCamera( SceneObjectType *pObject ) { return ( dynamic_cast( pObject ) != NULL ); } void VTorque::setCamera( SceneObjectType *pObject ) { // Fetch Game Base. GameBase *object = dynamic_cast( pObject ); // Fetch Client Group. SimGroup* clientGroup = Sim::getClientGroup(); for ( SimGroup::iterator itr = clientGroup->begin(); itr != clientGroup->end(); itr++ ) { GameConnection *connection = dynamic_cast( *itr ); if ( connection ) { // Set Camera Object. connection->setCameraObject( object ); } } }