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The data on what an explosion should look like. Definesa particle data, debris data, affects the lighting conditions in the region of the explosion, and shakes the camera. More...
Public Attributes | |
Point3F | camShakeAmp |
Amplitude to shake the camera, defined as the 3 F32 values of X Y Z. | |
float | camShakeDuration |
Duration to shake the camera. | |
float | camShakeFalloff |
Falloff value for the camera shake. | |
Point3F | camShakeFreq |
Frequency to shake the camera, defined as the 3 F32 values of X Y Z. | |
float | camShakeRadius |
Radial distance that a camera's position must be in relation to the center of the explosion to have its camera shaken. | |
DebrisData | Debris |
List of DebrisData to spawn with this explosion. | |
int | debrisNum |
Number of debris objects to create. | |
int | debrisNumVariance |
Variance in the number of debris objects to create, from 0 to n. | |
float | debrisPhiMax |
Maximum reference angle, from the vertical plane, to eject debris from. | |
float | debrisPhiMin |
Minimum reference angle, from the vertical plane, to eject debris from. | |
float | debrisThetaMax |
Maximum angle, from the horizontal plane, to eject debris from. | |
float | debrisThetaMin |
Minimum angle, from the horizontal plane, to eject debris from. | |
float | debrisVelocity |
Velocity to toss debris at. | |
float | debrisVelocityVariance |
Variance in the debris velocity, from 0 to n. | |
int | delayMS |
Amount of time, in milliseconds, to delay the explosion from starting from the creation of this ExplosionData object. | |
int | delayVariance |
Variance of the delayMS, in milliseconds, to delay the expolosion from start from the creation of this ExplosionData object. | |
ParticleEmitterData | emitter [4] |
List of ParticleEmitterData objects to spawn with this explosion. | |
Point3F | explosionScale |
Scale size create the explosionShape DTS model at the start of the explosion. | |
filename | explosionShape |
DTS shape to place at the center of the explosion. The 'ambient' animation of this model will automatically be played at the start of the explosion. | |
bool | faceViewer |
Boolean, sets if the visual effects of the explosion should or should not face the player. | |
int | lifetimeMS |
Lifetime, in milliseconds, of this ExplosionData object. | |
int | lifetimeVariance |
Time variance, in milliseconds, for the lifetimeMS of this ExplosionData object. | |
float | lightEndBrightness |
ColorF | lightEndColor |
float | lightEndRadius |
float | lightNormalOffset |
float | lightStartBrightness |
ColorF | lightStartColor |
float | lightStartRadius |
float | offset |
Allowed offset for the center position of this ExplosionData to be created from the specified position. | |
int | particleDensity |
Density of the particles used in the explosion. | |
ParticleEmitterData | ParticleEmitter |
ParticleEmitterData object to be spawned with this explosion. | |
float | particleRadius |
Radius distance that particles should travel from the explosion. | |
float | playSpeed |
Time scale at which to play the full explosion sequence. | |
bool | shakeCamera |
Boolean, determines if the camera shakes or not during this explosion. | |
Point3F | sizes [4] |
Sizes to set the ExplosionData. Up to 4 allowed. Will transition through sizes based on values set in the times value. | |
SFXTrack | soundProfile |
Non-looping sound effect that will be played at the start of the explosion. | |
ExplosionData | subExplosion [5] |
List of additional ExplosionData objects to create alongside this ExplosionData object. | |
float | times [4] |
Times to transition through the explosion effect. Up to 4 allowed. Values are 0.0 - 1.0, and corrispond to the life of the ExplosionData where 0 is the beginning and 1 is end of the lifespace. |
The data on what an explosion should look like. Definesa particle data, debris data, affects the lighting conditions in the region of the explosion, and shakes the camera.
Point3F ExplosionData::camShakeAmp |
Amplitude to shake the camera, defined as the 3 F32 values of X Y Z.
Duration to shake the camera.
Falloff value for the camera shake.
Point3F ExplosionData::camShakeFreq |
Frequency to shake the camera, defined as the 3 F32 values of X Y Z.
Radial distance that a camera's position must be in relation to the center of the explosion to have its camera shaken.
List of DebrisData to spawn with this explosion.
Number of debris objects to create.
Variance in the number of debris objects to create, from 0 to n.
Maximum reference angle, from the vertical plane, to eject debris from.
Minimum reference angle, from the vertical plane, to eject debris from.
Maximum angle, from the horizontal plane, to eject debris from.
Minimum angle, from the horizontal plane, to eject debris from.
Velocity to toss debris at.
Variance in the debris velocity, from 0 to n.
Amount of time, in milliseconds, to delay the explosion from starting from the creation of this ExplosionData object.
Variance of the delayMS, in milliseconds, to delay the expolosion from start from the creation of this ExplosionData object.
List of ParticleEmitterData objects to spawn with this explosion.
Point3F ExplosionData::explosionScale |
Scale size create the explosionShape DTS model at the start of the explosion.
filename ExplosionData::explosionShape |
DTS shape to place at the center of the explosion. The 'ambient' animation of this model will automatically be played at the start of the explosion.
Boolean, sets if the visual effects of the explosion should or should not face the player.
Lifetime, in milliseconds, of this ExplosionData object.
Time variance, in milliseconds, for the lifetimeMS of this ExplosionData object.
ColorF ExplosionData::lightEndColor |
float ExplosionData::offset |
Allowed offset for the center position of this ExplosionData to be created from the specified position.
Density of the particles used in the explosion.
ParticleEmitterData object to be spawned with this explosion.
Radius distance that particles should travel from the explosion.
float ExplosionData::playSpeed |
Time scale at which to play the full explosion sequence.
Boolean, determines if the camera shakes or not during this explosion.
Point3F ExplosionData::sizes[4] |
Sizes to set the ExplosionData. Up to 4 allowed. Will transition through sizes based on values set in the times value.
Non-looping sound effect that will be played at the start of the explosion.
List of additional ExplosionData objects to create alongside this ExplosionData object.
float ExplosionData::times[4] |
Times to transition through the explosion effect. Up to 4 allowed. Values are 0.0 - 1.0, and corrispond to the life of the ExplosionData where 0 is the beginning and 1 is end of the lifespace.