tge/engine/game/fx/cameraFXMgr.cc
2017-04-17 06:17:10 -06:00

155 lines
4.4 KiB
C++
Executable File

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