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ExplosionData Class Reference
[Special Effects]
Defines the attributes of an Explosion: particleEmitters, debris, lighting and camera shake effects. More...
Public Attributes | |
Point3F | camShakeAmp |
Amplitude of camera shaking, defined in the "X Y Z" axes. | |
float | camShakeDuration |
Duration (in seconds) to shake the camera. | |
float | camShakeFalloff |
Falloff value for the camera shake. | |
Point3F | camShakeFreq |
Frequency of camera shaking, defined in the "X Y Z" axes. | |
float | camShakeRadius |
Radial distance that a camera's position must be within relative to the center of the explosion to be shaken. | |
DebrisData | Debris |
List of DebrisData objects to spawn with this explosion. | |
int | debrisNum |
Number of debris objects to create. | |
int | debrisNumVariance |
Variance in the number of debris objects to create (must be from 0 - debrisNum). | |
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 initial velocity (must be >= 0). | |
int | delayMS |
Amount of time, in milliseconds, to delay the start of the explosion effect from the creation of the Explosion object. | |
int | delayVariance |
Variance, in milliseconds, of delayMS. | |
ParticleEmitterData | emitter [4] |
List of additional ParticleEmitterData objects to spawn with this explosion. | |
Point3F | explosionScale |
"X Y Z" scale factor applied to the explosionShape model at the start of the explosion. | |
filename | explosionShape |
Optional DTS or DAE shape to place at the center of the explosion. | |
bool | faceViewer |
Controls whether the visual effects of the explosion always face the camera. | |
int | lifetimeMS |
Lifetime, in milliseconds, of the Explosion object. | |
int | lifetimeVariance |
Variance, in milliseconds, of the lifetimeMS of the Explosion object. | |
float | lightEndBrightness |
Final brightness of the PointLight created by this explosion. | |
ColorF | lightEndColor |
Final color of the PointLight created by this explosion. | |
float | lightEndRadius |
Final radius of the PointLight created by this explosion. | |
float | lightNormalOffset |
Distance (in the explosion normal direction) of the PointLight position from the explosion center. | |
float | lightStartBrightness |
Initial brightness of the PointLight created by this explosion. | |
ColorF | lightStartColor |
Initial color of the PointLight created by this explosion. | |
float | lightStartRadius |
Initial radius of the PointLight created by this explosion. | |
float | offset |
Offset distance (in a random direction) of the center of the explosion from the Explosion object position. | |
int | particleDensity |
Density of the particle cloud created at the start of the explosion. | |
ParticleEmitterData | ParticleEmitter |
Emitter used to generate a cloud of particles at the start of the explosion. | |
float | particleRadius |
Radial distance from the explosion center at which cloud particles are emitted. | |
float | playSpeed |
Time scale at which to play the explosionShape ambient sequence. | |
bool | shakeCamera |
Controls whether the camera shakes during this explosion. | |
Point3F | sizes [4] |
"X Y Z" size keyframes used to scale the explosionShape model. | |
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 at the start of the explosion. | |
float | times [4] |
Time keyframes used to scale the explosionShape model. |
Detailed Description
Defines the attributes of an Explosion: particleEmitters, debris, lighting and camera shake effects.
Member Data Documentation
Point3F ExplosionData::camShakeAmp |
Amplitude of camera shaking, defined in the "X Y Z" axes.
Set any value to 0 to disable shaking in that axis.
Duration (in seconds) to shake the camera.
Falloff value for the camera shake.
Point3F ExplosionData::camShakeFreq |
Frequency of camera shaking, defined in the "X Y Z" axes.
Radial distance that a camera's position must be within relative to the center of the explosion to be shaken.
List of DebrisData objects to spawn with this explosion.
Number of debris objects to create.
Variance in the number of debris objects to create (must be from 0 - debrisNum).
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 initial velocity (must be >= 0).
Amount of time, in milliseconds, to delay the start of the explosion effect from the creation of the Explosion object.
Variance, in milliseconds, of delayMS.
List of additional ParticleEmitterData objects to spawn with this explosion.
- See also:
- particleEmitter
Point3F ExplosionData::explosionScale |
"X Y Z" scale factor applied to the explosionShape model at the start of the explosion.
filename ExplosionData::explosionShape |
Optional DTS or DAE shape to place at the center of the explosion.
The ambient animation of this model will be played automatically at the start of the explosion.
Controls whether the visual effects of the explosion always face the camera.
Lifetime, in milliseconds, of the Explosion object.
- Note:
- If explosionShape is defined and contains an ambient animation, this field is ignored, and the playSpeed scaled duration of the animation is used instead.
Variance, in milliseconds, of the lifetimeMS of the Explosion object.
Final brightness of the PointLight created by this explosion.
- See also:
- lightStartBrightness
ColorF ExplosionData::lightEndColor |
Final color of the PointLight created by this explosion.
- See also:
- lightStartColor
Final radius of the PointLight created by this explosion.
- See also:
- lightStartRadius
Distance (in the explosion normal direction) of the PointLight position from the explosion center.
Initial brightness of the PointLight created by this explosion.
Brightness is linearly interpolated from lightStartBrightness to lightEndBrightness over the lifetime of the explosion.
- See also:
- lifetimeMS
Initial color of the PointLight created by this explosion.
Color is linearly interpolated from lightStartColor to lightEndColor over the lifetime of the explosion.
- See also:
- lifetimeMS
Initial radius of the PointLight created by this explosion.
Radius is linearly interpolated from lightStartRadius to lightEndRadius over the lifetime of the explosion.
- See also:
- lifetimeMS
float ExplosionData::offset |
Offset distance (in a random direction) of the center of the explosion from the Explosion object position.
Most often used to create some variance in position for subExplosion effects.
Density of the particle cloud created at the start of the explosion.
- See also:
- particleEmitter
Emitter used to generate a cloud of particles at the start of the explosion.
Explosions can generate two different particle effects. The first is a single burst of particles at the start of the explosion emitted in a spherical cloud using particleEmitter.
The second effect spawns the list of ParticleEmitters given by the emitter[] field. These emitters generate particles in the normal way throughout the lifetime of the explosion.
Radial distance from the explosion center at which cloud particles are emitted.
- See also:
- particleEmitter
float ExplosionData::playSpeed |
Time scale at which to play the explosionShape ambient sequence.
Controls whether the camera shakes during this explosion.
Point3F ExplosionData::sizes[4] |
"X Y Z" size keyframes used to scale the explosionShape model.
The explosionShape (if defined) will be scaled using the times/sizes keyframes over the lifetime of the explosion.
- See also:
- lifetimeMS
Non-looping sound effect that will be played at the start of the explosion.
List of additional ExplosionData objects to create at the start of the explosion.
float ExplosionData::times[4] |
Time keyframes used to scale the explosionShape model.
Values should be in increasing order from 0.0 - 1.0, and correspond to the life of the Explosion where 0 is the beginning and 1 is the end of the explosion lifetime.
- See also:
- lifetimeMS