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ExplosionData Class Reference
[Special Effects]

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...

Inheritance diagram for ExplosionData:
Inheritance graph
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List of all members.

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.

Detailed Description

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.


Member Data Documentation

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.

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.

Scale size create the explosionShape DTS model at the start of the explosion.

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.

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.

Time scale at which to play the full explosion sequence.

Boolean, determines if the camera shakes or not during this explosion.

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.

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.



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