VCamera.cpp 2.2 KB

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  1. //-----------------------------------------------------------------------------
  2. // Verve
  3. // Copyright (C) 2014 - Violent Tulip
  4. //
  5. // Permission is hereby granted, free of charge, to any person obtaining a copy
  6. // of this software and associated documentation files (the "Software"), to
  7. // deal in the Software without restriction, including without limitation the
  8. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  9. // sell copies of the Software, and to permit persons to whom the Software is
  10. // furnished to do so, subject to the following conditions:
  11. //
  12. // The above copyright notice and this permission notice shall be included in
  13. // all copies or substantial portions of the Software.
  14. //
  15. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  16. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  17. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  18. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  19. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  20. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  21. // IN THE SOFTWARE.
  22. //-----------------------------------------------------------------------------
  23. #include "Verve/VerveConfig.h"
  24. #include "Verve/Torque/TCamera.h"
  25. #include "Verve/Torque3D/VCameraShake.h"
  26. #include "T3D/gameBase/gameConnection.h"
  27. //-----------------------------------------------------------------------------
  28. //
  29. // Camera Methods.
  30. //
  31. //-----------------------------------------------------------------------------
  32. bool VTorque::isCamera( SceneObjectType *pObject )
  33. {
  34. return ( dynamic_cast<GameBase*>( pObject ) != NULL );
  35. }
  36. void VTorque::setCamera( SceneObjectType *pObject )
  37. {
  38. // Fetch Game Base.
  39. GameBase *object = dynamic_cast<GameBase*>( pObject );
  40. // Fetch Client Group.
  41. SimGroup* clientGroup = Sim::getClientGroup();
  42. for ( SimGroup::iterator itr = clientGroup->begin(); itr != clientGroup->end(); itr++ )
  43. {
  44. GameConnection *connection = dynamic_cast<GameConnection*>( *itr );
  45. if ( connection )
  46. {
  47. // Set Camera Object.
  48. connection->setCameraObject( object );
  49. }
  50. }
  51. }