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172
Torque/SDK/engine/game/fx/explosion.h
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172
Torque/SDK/engine/game/fx/explosion.h
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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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#ifndef _EXPLOSION_H_
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#define _EXPLOSION_H_
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#ifndef _GAMEBASE_H_
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#include "game/gameBase.h"
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#endif
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#ifndef _TSSHAPE_H_
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#include "ts/tsShape.h"
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#endif
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class ParticleEmitter;
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class ParticleEmitterData;
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class TSThread;
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class AudioProfile;
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struct DebrisData;
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class ShockwaveData;
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//--------------------------------------------------------------------------
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class ExplosionData : public GameBaseData {
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public:
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typedef GameBaseData Parent;
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enum ExplosionConsts
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{
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EC_NUM_DEBRIS_TYPES = 1,
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EC_NUM_EMITTERS = 4,
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EC_MAX_SUB_EXPLOSIONS = 5,
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EC_NUM_TIME_KEYS = 4,
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};
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public:
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StringTableEntry dtsFileName;
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bool faceViewer;
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S32 particleDensity;
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F32 particleRadius;
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AudioProfile* soundProfile;
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ParticleEmitterData* particleEmitter;
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S32 soundProfileId;
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S32 particleEmitterId;
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Point3F explosionScale;
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F32 playSpeed;
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Resource<TSShape> explosionShape;
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S32 explosionAnimation;
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ParticleEmitterData* emitterList[EC_NUM_EMITTERS];
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S32 emitterIDList[EC_NUM_EMITTERS];
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ShockwaveData * shockwave;
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S32 shockwaveID;
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bool shockwaveOnTerrain;
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DebrisData * debrisList[EC_NUM_DEBRIS_TYPES];
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S32 debrisIDList[EC_NUM_DEBRIS_TYPES];
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F32 debrisThetaMin;
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F32 debrisThetaMax;
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F32 debrisPhiMin;
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F32 debrisPhiMax;
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S32 debrisNum;
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S32 debrisNumVariance;
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F32 debrisVelocity;
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F32 debrisVelocityVariance;
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// sub - explosions
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ExplosionData* explosionList[EC_MAX_SUB_EXPLOSIONS];
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S32 explosionIDList[EC_MAX_SUB_EXPLOSIONS];
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S32 delayMS;
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S32 delayVariance;
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S32 lifetimeMS;
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S32 lifetimeVariance;
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F32 offset;
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Point3F sizes[ EC_NUM_TIME_KEYS ];
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F32 times[ EC_NUM_TIME_KEYS ];
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// camera shake data
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bool shakeCamera;
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VectorF camShakeFreq;
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VectorF camShakeAmp;
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F32 camShakeDuration;
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F32 camShakeRadius;
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F32 camShakeFalloff;
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// Dynamic Lighting. The light is smoothly
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// interpolated from start to end time.
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F32 lightStartRadius;
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F32 lightEndRadius;
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ColorF lightStartColor;
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ColorF lightEndColor;
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ExplosionData();
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DECLARE_CONOBJECT(ExplosionData);
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bool onAdd();
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bool preload(bool server, char errorBuffer[256]);
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static void initPersistFields();
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virtual void packData(BitStream* stream);
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virtual void unpackData(BitStream* stream);
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};
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DECLARE_CONSOLETYPE(ExplosionData)
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//--------------------------------------------------------------------------
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class Explosion : public GameBase
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{
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typedef GameBase Parent;
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private:
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ExplosionData* mDataBlock;
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TSShapeInstance* mExplosionInstance;
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TSThread* mExplosionThread;
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ParticleEmitter * mEmitterList[ ExplosionData::EC_NUM_EMITTERS ];
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U32 mCurrMS;
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U32 mEndingMS;
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F32 mRandAngle;
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LightInfo mLight;
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protected:
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Point3F mInitialNormal;
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F32 mFade;
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F32 mFog;
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bool mActive;
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S32 mDelayMS;
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F32 mRandomVal;
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U32 mCollideType;
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protected:
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bool onAdd();
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void onRemove();
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bool explode();
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void processTick(const Move *move);
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void advanceTime(F32 dt);
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void updateEmitters( F32 dt );
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void launchDebris( Point3F &axis );
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void spawnSubExplosions();
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void setCurrentScale();
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// Rendering
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protected:
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bool prepRenderImage(SceneState *state, const U32 stateKey, const U32 startZone, const bool modifyBaseZoneState);
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void renderObject(SceneState *state, SceneRenderImage *image);
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void prepModelView(SceneState*);
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void registerLights(LightManager * lm, bool lightingScene);
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public:
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Explosion();
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~Explosion();
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void setInitialState(const Point3F& point, const Point3F& normal, const F32 fade = 1.0);
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bool onNewDataBlock(GameBaseData* dptr);
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void setCollideType( U32 cType ){ mCollideType = cType; }
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DECLARE_CONOBJECT(Explosion);
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static void initPersistFields();
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};
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#endif // _H_EXPLOSION
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