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154
Torque/SDK/engine/game/fx/cameraFXMgr.cc
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154
Torque/SDK/engine/game/fx/cameraFXMgr.cc
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//-----------------------------------------------------------------------------
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// Torque Game Engine
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// Copyright (C) GarageGames.com, Inc.
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//-----------------------------------------------------------------------------
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#include "platform/platform.h"
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#include "game/fx/cameraFXMgr.h"
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#include "math/mRandom.h"
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#include "math/mMatrix.h"
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#include "dgl/dgl.h"
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// global cam fx
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CameraFXManager gCamFXMgr;
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//**************************************************************************
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// Camera effect
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//**************************************************************************
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CameraFX::CameraFX()
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{
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mElapsedTime = 0.0;
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mDuration = 1.0;
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}
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//--------------------------------------------------------------------------
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// Update
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//--------------------------------------------------------------------------
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void CameraFX::update( F32 dt )
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{
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mElapsedTime += dt;
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}
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//**************************************************************************
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// Camera shake effect
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//**************************************************************************
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CameraShake::CameraShake()
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{
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mFreq.zero();
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mAmp.zero();
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mStartAmp.zero();
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mTimeOffset.zero();
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mCamFXTrans.identity();
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mFalloff = 10.0;
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}
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//--------------------------------------------------------------------------
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// Update
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//--------------------------------------------------------------------------
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void CameraShake::update( F32 dt )
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{
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Parent::update( dt );
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fadeAmplitude();
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VectorF camOffset;
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camOffset.x = mAmp.x * sin( M_2PI * (mTimeOffset.x + mElapsedTime) * mFreq.x );
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camOffset.y = mAmp.y * sin( M_2PI * (mTimeOffset.y + mElapsedTime) * mFreq.y );
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camOffset.z = mAmp.z * sin( M_2PI * (mTimeOffset.z + mElapsedTime) * mFreq.z );
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VectorF rotAngles;
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rotAngles.x = camOffset.x * 10.0 * M_PI/180.0;
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rotAngles.y = camOffset.y * 10.0 * M_PI/180.0;
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rotAngles.z = camOffset.z * 10.0 * M_PI/180.0;
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MatrixF rotMatrix( EulerF( rotAngles.x, rotAngles.y, rotAngles.z ) );
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mCamFXTrans = rotMatrix;
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mCamFXTrans.setPosition( camOffset );
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}
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//--------------------------------------------------------------------------
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// Fade out the amplitude over time
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//--------------------------------------------------------------------------
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void CameraShake::fadeAmplitude()
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{
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F32 percentDone = (mElapsedTime / mDuration);
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if( percentDone > 1.0 ) percentDone = 1.0;
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F32 time = 1 + percentDone * mFalloff;
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time = 1 / (time * time);
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mAmp = mStartAmp * time;
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}
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//--------------------------------------------------------------------------
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// Initialize
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//--------------------------------------------------------------------------
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void CameraShake::init()
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{
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mTimeOffset.x = 0.0;
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mTimeOffset.y = gRandGen.randF();
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mTimeOffset.z = gRandGen.randF();
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}
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//**************************************************************************
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// CameraFXManager
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//**************************************************************************
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CameraFXManager::CameraFXManager()
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{
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mCamFXTrans.identity();
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}
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//--------------------------------------------------------------------------
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// Destructor
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//--------------------------------------------------------------------------
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CameraFXManager::~CameraFXManager()
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{
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clear();
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}
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//--------------------------------------------------------------------------
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// Add new effect to currently running list
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//--------------------------------------------------------------------------
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void CameraFXManager::addFX( CameraFX *newFX )
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{
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mFXList.link( newFX );
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}
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//--------------------------------------------------------------------------
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// Clear all currently running camera effects
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//--------------------------------------------------------------------------
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void CameraFXManager::clear()
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{
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mFXList.free();
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}
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//--------------------------------------------------------------------------
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// Update camera effects
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//--------------------------------------------------------------------------
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void CameraFXManager::update( F32 dt )
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{
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CameraFXPtr *cur = NULL;
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mCamFXTrans.identity();
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for( cur = mFXList.next( cur ); cur; cur = mFXList.next( cur ) )
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{
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CameraFX * curFX = *cur;
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curFX->update( dt );
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MatrixF fxTrans = curFX->getTrans();
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mCamFXTrans.mul( fxTrans );
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if( curFX->isExpired() )
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{
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CameraFXPtr *prev = mFXList.prev( cur );
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mFXList.free( cur );
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cur = prev;
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}
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}
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}
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