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.
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float
ExplosionData::camShakeDuration¶ Duration (in seconds) to shake the camera.
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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.
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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.
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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.