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- //-----------------------------------------------------------------------------
- // 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<GameBase*>( pObject ) != NULL );
- }
- void VTorque::setCamera( SceneObjectType *pObject )
- {
- // Fetch Game Base.
- GameBase *object = dynamic_cast<GameBase*>( pObject );
- // Fetch Client Group.
- SimGroup* clientGroup = Sim::getClientGroup();
- for ( SimGroup::iterator itr = clientGroup->begin(); itr != clientGroup->end(); itr++ )
- {
- GameConnection *connection = dynamic_cast<GameConnection*>( *itr );
- if ( connection )
- {
- // Set Camera Object.
- connection->setCameraObject( object );
- }
- }
- }
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