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Classes responsible for special effect objects, such as Explosion, Debris, Particles, etc. More...
Classes | |
class | Debris |
Base debris class. Uses the DebrisData datablock for properties of individual debris objects. More... | |
class | DebrisData |
Stores properties for an individual debris type. More... | |
class | DecalData |
A datablock describing an individual decal. More... | |
class | DecalManager |
All decals are managed by the decal manager. Provides a few global variables for managing the number of decals that are visible at any one time and the lifetime of the decal. More... | |
class | Explosion |
The emitter for an explosion, whose properties are defined in an ExplosionData object. More... | |
class | ExplosionData |
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... | |
class | ForestWindEmitter |
Object responsible for simulating wind in a level. More... | |
class | LightAnimData |
A datablock which defines and performs light animation, such as rotation, brightness fade, and colorization. More... | |
class | Lightning |
An individual lightning bolt, created from a LightningData object. More... | |
class | LightningData |
An emitter for Lightning objects. More... | |
class | LightningStrikeEvent |
A lightning bolt strike, called from strikeRandomPoint or strikeObject method on Lightning. More... | |
class | ParticleData |
Contains information for how specific particles should look and react including particle colors, particle imagemap, acceleration value for individual particles and spin information. More... | |
class | ParticleEmitter |
This object is responsible for all particle emissions. More... | |
class | ParticleEmitterData |
Acts as the physical point in space in white Particles are created from. Also manages how to fire particles, including velocity, offset and length of firing (or 'ejection'). More... | |
class | ParticleEmitterNode |
Manages timing update information for the assigned particleEmitter. Particles can be assigned to this emitter through the method setEmitterDataBlock(particleEmitterDatablock). More... | |
class | ParticleEmitterNodeData |
Contains the timeMuliplier information to be assigned to a ParticleEmitterNode. The time multiplayer value for the ParticleEmitterNodeData can be set with nodeData.timeMultiple = value;. More... | |
class | Precipitation |
Defines a precipitation based storm (IE: rain, snow, etc.). More... | |
class | PrecipitationData |
Defines the droplets used in a storm (IE: raindrops, snowflakes, etc.). More... | |
class | Splash |
Manages the ring used for a Splash effect. More... | |
class | SplashData |
Acts as the physical point in space in white a Splash is created from. More... | |
Enumerations | |
enum | ParticleBlendStyle { NORMAL, ADDITIVE, SUBTRACTIVE, PREMULTALPHA } |
The type of visual blending style to apply to the particles. More... | |
Functions | |
float | calcExplosionCoverage (Point3F pos=Point3F(0.0f, 0.0f, 0.0f), int id=NULL, int covMask=NULL) |
Calculates how much an explosion effects a specific object. Use this to determine. | |
int | decalManagerAddDecal (Point3F position, Point3F normal, float rot, float scale, DecalData decalData, bool isImmortal=false) |
Adds a new decal to the decal manager. | |
void | decalManagerClear () |
Removes all decals currently loaded in the decalManager. | |
bool | decalManagerDirty () |
Returns if the decal manager has unsaved modifications. | |
bool | decalManagerLoad (string fileName) |
Loads the decals from the entered filename. | |
bool | decalManagerRemoveDecal (int decalID) |
Remove specified decal from the scene. | |
void | decalManagerSave (String decalSaveFile="") |
Saves the decals for the active mission in the entered filename. | |
Variables | |
bool | $Decals::debugRender |
If true, the decal spheres will be visualized when in the editor. | |
bool | $pref::Decals::enabled |
Whether decals are currently enabled or not. | |
float | $pref::Decals::lifeTimeScale |
Lifetime that decals will last after being created in the world. | |
bool | $Decals::poolBuffers |
If true, will merge all PrimitiveBuffers and VertexBuffers into a pair of pools before clearing them at the end of a frame. | |
float | $Decals::sphereDistanceTolerance |
The distance at which the decal system will start breaking up decal spheres when adding new decals. | |
float | $Decals::sphereRadiusTolerance |
The radius beyond which the decal system will start breaking up decal spheres when adding new decals. |
Classes responsible for special effect objects, such as Explosion, Debris, Particles, etc.
enum ParticleBlendStyle |
The type of visual blending style to apply to the particles.
float calcExplosionCoverage | ( | Point3F | pos = Point3F(0.0f, 0.0f, 0.0f) , |
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int | id = NULL , |
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int | covMask = NULL | |||
) |
Calculates how much an explosion effects a specific object. Use this to determine.
damage values to objects based on their distance from the explosion's center point.
// Get the position of an explosion. %position = ExplosionData.getPosition(); // Set a list of TypeMasks (defined in gameFunctioncs.cpp), seperated by the | character. %TypeMasks = $TypeMasks::StaticObjectType | $TypeMasks::ItemObjectType // Call the function, and acquire the value of effect, from 0.0f - 1.0f. %effectValue = calcExplosionCoverage(%position , %sceneObjectToEffect , %TypeMasks);
int decalManagerAddDecal | ( | Point3F | position, | |
Point3F | normal, | |||
float | rot, | |||
float | scale, | |||
DecalData | decalData, | |||
bool | isImmortal = false | |||
) |
Adds a new decal to the decal manager.
position | Position for new decal to be placed. | |
normal | Up vector for the decal. Like the axel for this decal. | |
rot | Distance for this decal to be rotated around the normal, like a tire on an axel. | |
scale | Physical scale of new decal. | |
decalData | DecalData Datablock to use for the new decal. | |
isImmortal | Whether or not this decal is immortal. If immortal, it does not age and must be removed explicitly. |
// Specify the decal position %position = "1.0 1.0 1.0"; // Specify the up vector %normal = "0.0 0.0 1.0"; // Specify the rotation for the decal %rotation = "0.5"; // Specify the scale for the decal %scale = "0.35"; // Specify the decalData datablock to use for this new decal %decalData = "decalDatablockName"; // Specify if this decal is immortal. Immortal decals don't age and must be removed explicitly. %immortal = "false"; // Tell the decal manager to remove all existing decals. decalManagerAddDecal( %position, %normal, %rotation, %scale, %decalData, %immortal);
void decalManagerClear | ( | ) |
Removes all decals currently loaded in the decalManager.
// Tell the decal manager to remove all existing decals. decalManagerClear();
bool decalManagerDirty | ( | ) |
Returns if the decal manager has unsaved modifications.
// Ask the decal manager if it has unsaved modifications. %hasUnsavedModifications = decalManagerDirty();
bool decalManagerLoad | ( | string | fileName | ) |
Loads the decals from the entered filename.
fileName | Filename to load the decals from. |
// Set the filename to load the decals from. %fileName = "./missionDecals.mis.decals"; // Inform the decal manager to load the decals from the entered filename. decalManagerLoad(%fileName);
bool decalManagerRemoveDecal | ( | int | decalID | ) |
Remove specified decal from the scene.
decalID | Entry ID of the decal to remove. |
// Specify a decal ID to be removed %decalID = 1; // Tell the decal manager to remove the specified decal ID. decalManagerRemoveDecal( %decalId )
void decalManagerSave | ( | String | decalSaveFile = "" |
) |
Saves the decals for the active mission in the entered filename.
decalSaveFile | Filename to save the decals at. |
// Set the filename to save the decals in. If no filename is set, then the decals will default to <activeMissionName>.mis.decals %fileName = "./missionDecals.mis.decals"; // Inform the decal manager to save the decals for the active mission. decalManagerSave(%fileName);
bool $Decals::debugRender |
If true, the decal spheres will be visualized when in the editor.
bool $pref::Decals::enabled |
Whether decals are currently enabled or not.
float $pref::Decals::lifeTimeScale |
Lifetime that decals will last after being created in the world.
bool $Decals::poolBuffers |
If true, will merge all PrimitiveBuffers and VertexBuffers into a pair of pools before clearing them at the end of a frame.
If false, will just clear them at the end of a frame.
float $Decals::sphereDistanceTolerance |
The distance at which the decal system will start breaking up decal spheres when adding new decals.
float $Decals::sphereRadiusTolerance |
The radius beyond which the decal system will start breaking up decal spheres when adding new decals.