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- //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
- // 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);
- }
- //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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