ExplosionData

: particleEmitters, debris, lighting and camera shake effects.

Inherit:
GameBaseData

Description

Defines the attributes of an Explosion: particleEmitters, debris, lighting and camera shake effects.

Fields

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.

float ExplosionData::camShakeDuration

Duration (in seconds) to shake the camera.

float ExplosionData::camShakeFalloff

Falloff value for the camera shake.

Point3F ExplosionData::camShakeFreq

Frequency of camera shaking, defined in the “X Y Z” axes.

float ExplosionData::camShakeRadius

Radial distance that a camera’s position must be within relative to the center of the explosion to be shaken.

DebrisData ExplosionData::Debris

List of DebrisData objects to spawn with this explosion.

int ExplosionData::debrisNum

Number of debris objects to create.

int ExplosionData::debrisNumVariance

Variance in the number of debris objects to create (must be from 0 - debrisNum).

float ExplosionData::debrisPhiMax

Maximum reference angle, from the vertical plane, to eject debris from.

float ExplosionData::debrisPhiMin

Minimum reference angle, from the vertical plane, to eject debris from.

float ExplosionData::debrisThetaMax

Maximum angle, from the horizontal plane, to eject debris from.

float ExplosionData::debrisThetaMin

Minimum angle, from the horizontal plane, to eject debris from.

float ExplosionData::debrisVelocity

Velocity to toss debris at.

float ExplosionData::debrisVelocityVariance

Variance in the debris initial velocity (must be gt = 0).

int ExplosionData::delayMS

Amount of time, in milliseconds, to delay the start of the explosion effect from the creation of the Explosion object.

int ExplosionData::delayVariance

Variance, in milliseconds, of delayMS.

ParticleEmitterData ExplosionData::emitter[4]

List of additional ParticleEmitterData objects to spawn with this explosion.

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.

bool ExplosionData::faceViewer

Controls whether the visual effects of the explosion always face the camera.

int ExplosionData::lifetimeMS

Lifetime, in milliseconds, of the Explosion object.

int ExplosionData::lifetimeVariance

Variance, in milliseconds, of the lifetimeMS of the Explosion object.

float ExplosionData::lightEndBrightness

Final brightness of the PointLight created by this explosion.

ColorF ExplosionData::lightEndColor

Final color of the PointLight created by this explosion.

float ExplosionData::lightEndRadius

Final radius of the PointLight created by this explosion.

float ExplosionData::lightNormalOffset

Distance (in the explosion normal direction) of the PointLight position from the explosion center.

float ExplosionData::lightStartBrightness

Initial brightness of the PointLight created by this explosion. Brightness is linearly interpolated from lightStartBrightness to lightEndBrightness over the lifetime of the explosion.

ColorF ExplosionData::lightStartColor

Initial color of the PointLight created by this explosion. Color is linearly interpolated from lightStartColor to lightEndColor over the lifetime of the explosion.

float ExplosionData::lightStartRadius

Initial radius of the PointLight created by this explosion. Radius is linearly interpolated from lightStartRadius to lightEndRadius over the lifetime of the explosion.

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.

int ExplosionData::particleDensity

Density of the particle cloud created at the start of the explosion.

ParticleEmitterData ExplosionData::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.

float ExplosionData::particleRadius

Radial distance from the explosion center at which cloud particles are emitted.

float ExplosionData::playSpeed

Time scale at which to play the explosionShape ambient sequence.

bool ExplosionData::shakeCamera

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.

SFXTrack ExplosionData::soundProfile

Non-looping sound effect that will be played at the start of the explosion.

ExplosionData ExplosionData::subExplosion[5]

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.