//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// // Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames // Copyright (C) 2015 Faust Logic, Inc. // // 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 "afx/arcaneFX.h" #include "console/consoleTypes.h" #include "core/stream/bitStream.h" #include "afx/ce/afxCameraShake.h" //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// // afxCameraShakeData IMPLEMENT_CO_DATABLOCK_V1(afxCameraShakeData); ConsoleDocClass( afxCameraShakeData, "@brief A datablock that specifies a Camera Shake effect.\n\n" "Camera Shake internally utilizes the standard Torque CameraShake class to implement a shaken camera effect." "\n\n" "@ingroup afxEffects\n" "@ingroup AFX\n" "@ingroup Datablocks\n" ); afxCameraShakeData::afxCameraShakeData() { camShakeFreq.set( 10.0, 10.0, 10.0 ); camShakeAmp.set( 1.0, 1.0, 1.0 ); camShakeRadius = 10.0; camShakeFalloff = 10.0; } afxCameraShakeData::afxCameraShakeData(const afxCameraShakeData& other, bool temp_clone) : GameBaseData(other, temp_clone) { camShakeFreq = other.camShakeFreq; camShakeAmp = other.camShakeAmp; camShakeRadius = other.camShakeRadius; camShakeFalloff = other.camShakeFalloff; } #define myOffset(field) Offset(field, afxCameraShakeData) void afxCameraShakeData::initPersistFields() { addField("frequency", TypePoint3F, Offset(camShakeFreq, afxCameraShakeData), "The camera shake frequencies for all three axes: X, Y, Z."); addField("amplitude", TypePoint3F, Offset(camShakeAmp, afxCameraShakeData), "The camera shake amplitudes for all three axes: X, Y, Z."); addField("radius", TypeF32, Offset(camShakeRadius, afxCameraShakeData), "Radius about the effect position in which shaking will be applied."); addField("falloff", TypeF32, Offset(camShakeFalloff, afxCameraShakeData), "Magnitude by which shaking decreases over distance to radius."); Parent::initPersistFields(); } bool afxCameraShakeData::onAdd() { if (Parent::onAdd() == false) return false; return true; } void afxCameraShakeData::packData(BitStream* stream) { Parent::packData(stream); stream->write(camShakeFreq.x); stream->write(camShakeFreq.y); stream->write(camShakeFreq.z); stream->write(camShakeAmp.x); stream->write(camShakeAmp.y); stream->write(camShakeAmp.z); stream->write(camShakeRadius); stream->write(camShakeFalloff); } void afxCameraShakeData::unpackData(BitStream* stream) { Parent::unpackData(stream); stream->read(&camShakeFreq.x); stream->read(&camShakeFreq.y); stream->read(&camShakeFreq.z); stream->read(&camShakeAmp.x); stream->read(&camShakeAmp.y); stream->read(&camShakeAmp.z); stream->read(&camShakeRadius); stream->read(&camShakeFalloff); } //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//