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- //-----------------------------------------------------------------------------
- // Copyright (c) 2012 GarageGames, LLC
- //
- // 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.
- //-----------------------------------------------------------------------------
- function VolumetricFog::onEnterFog(%this,%obj)
- {
- // This method is called whenever the control object (Camera or Player)
- // %obj enters the fog area.
-
- // echo("Control Object " @ %obj @ " enters fog " @ %this);
- }
- function VolumetricFog::onLeaveFog(%this,%obj)
- {
- // This method is called whenever the control object (Camera or Player)
- // %obj leaves the fog area.
-
- // echo("Control Object " @ %obj @ " left fog " @ %this);
- }
- function VolumetricFog::Dissolve(%this,%speed,%delete)
- {
- // This method dissolves the fog at speed milliseconds
- %this.isBuilding = true;
- if (%this.FogDensity > 0)
- {
- %this.setFogDensity(%this.FogDensity - 0.005);
- %this.schedule(%speed,Dissolve,%speed,%delete);
- }
- else
- {
- %this.isBuilding = false;
- %this.SetFogDensity(0.0);
- if (%delete !$= "" && %delete !$="0" && %delete !$="false")
- %this.schedule(250,delete);
- }
- }
- function VolumetricFog::Thicken(%this,%speed, %end_density)
- {
- // This method thickens the fog at speed milliseconds to a density of %end_density
- %this.isBuilding = true;
- if (%this.FogDensity + 0.005 < %end_density)
- {
- %this.setFogDensity(%this.FogDensity + 0.005);
- %this.schedule(%speed,Thicken,%speed, %end_density);
- }
- else
- {
- %this.setFogDensity(%end_density);
- %this.isBuilding = false;
- }
- }
-
- function GenerateFog(%pos,%scale,%color,%density)
- {
- // This function can be used to generate some fog caused by massive gunfire etc.
- // Change shape and modulation data to your likings.
-
- %fog=new VolumetricFog() {
- shapeName = "art/environment/Fog_Sphere.dts";
- fogColor = %color;
- fogDensity = "0.0";
- ignoreWater = "0";
- MinSize = "250";
- FadeSize = "750";
- texture = "art/environment/FogMod_heavy.dds";
- tiles = "1";
- modStrength = "0.2";
- PrimSpeed = "-0.01 0.04";
- SecSpeed = "0.02 0.02";
- position = %pos;
- rotation = "0 0 1 20.354";
- scale = %scale;
- canSave = "1";
- canSaveDynamicFields = "1";
- };
-
- if (isObject(%fog))
- {
- MissionCleanup.add(%fog);
-
- %fog.Thicken(500,%density);
- }
-
- return %fog;
- }
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