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.