Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

UTGame.DemoCamMod_ScreenShake


00001
00002
00003
00004
00005
00006
00007
00008
00009
00010
00011
00012
00013
00014
00015
00016
00017
00018
00019
00020
00021
00022
00023
00024
00025
00026
00027
00028
00029
00030
00031
00032
00033
00034
00035
00036
00037
00038
00039
00040
00041
00042
00043
00044
00045
00046
00047
00048
00049
00050
00051
00052
00053
00054
00055
00056
00057
00058
00059
00060
00061
00062
00063
00064
00065
00066
00067
00068
00069
00070
00071
00072
00073
00074
00075
00076
00077
00078
00079
00080
00081
00082
00083
00084
00085
00086
00087
00088
00089
00090
00091
00092
00093
00094
00095
00096
00097
00098
00099
00100
00101
00102
00103
00104
00105
00106
00107
00108
00109
00110
00111
00112
00113
00114
00115
00116
00117
00118
00119
00120
00121
00122
00123
00124
00125
00126
00127
00128
00129
00130
00131
00132
00133
00134
00135
00136
00137
00138
00139
00140
00141
00142
00143
00144
00145
00146
00147
00148
00149
00150
00151
00152
00153
00154
00155
00156
00157
00158
00159
00160
00161
00162
00163
00164
00165
00166
00167
00168
00169
00170
00171
00172
00173
00174
00175
00176
00177
00178
00179
00180
00181
00182
00183
00184
00185
00186
00187
00188
00189
00190
00191
00192
00193
00194
00195
00196
00197
00198
00199
00200
00201
00202
00203
00204
00205
00206
00207
00208
00209
00210
00211
00212
00213
00214
00215
00216
00217
00218
00219
00220
00221
00222
00223
00224
00225
00226
00227
00228
00229
00230
00231
00232
00233
00234
00235
00236
00237
00238
00239
00240
00241
00242
00243
00244
00245
00246
00247
00248
00249
00250
00251
00252
00253
00254
00255
00256
00257
00258
00259
00260
00261
00262
00263
00264
00265
00266
00267
00268
00269
00270
00271
00272
00273
00274
00275
00276
00277
00278
00279
00280
00281
00282
00283
/**
 * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
 */
class DemoCamMod_ScreenShake extends CameraModifier
	native
	config(Camera);

/**
 * DemoCamMod_ScreenShake
 * Screen Shake Camera modifier
 */

/** Shake start offset parameter */
enum EShakeParam
{
	ESP_OffsetRandom,	// Start with random offset (default)
	ESP_OffsetZero,		// Start with zero offset
};

/** Shake vector params */
struct native ShakeParams
{
	var() EShakeParam	X, Y, Z;

	var transient const byte Padding;
};

struct native ScreenShakeStruct
{
	/** Time in seconds to go until current screen shake is finished */
	var()	float	TimeToGo;
	/** Duration in seconds of current screen shake */
	var()	float	TimeDuration;

	/** view rotation amplitude */
	var()	vector	RotAmplitude;
	/** view rotation frequency */
	var()	vector	RotFrequency;
	/** view rotation Sine offset */
	var		vector	RotSinOffset;
	/** rotation parameters */
	var()	ShakeParams	RotParam;

	/** view offset amplitude */
	var()	vector	LocAmplitude;
	/** view offset frequency */
	var()	vector	LocFrequency;
	/** view offset Sine offset */
	var		vector	LocSinOffset;
	/** location parameters */
	var()	ShakeParams	LocParam;

	/** FOV amplitude */
	var()	float	FOVAmplitude;
	/** FOV frequency */
	var()	float	FOVFrequency;
	/** FOV Sine offset */
	var		float	FOVSinOffset;
	/** FOV parameters */
	var()	EShakeParam	FOVParam;

	structdefaultproperties
	{
		TimeDuration=1.f
		RotAmplitude=(X=100,Y=100,Z=200)
		RotFrequency=(X=10,Y=10,Z=25)
		LocAmplitude=(X=0,Y=3,Z=5)
		LocFrequency=(X=1,Y=10,Z=20)
		FOVAmplitude=2
		FOVFrequency=5
	}
};

/** Active ScreenShakes array */
var		Array<ScreenShakeStruct>	Shakes;

/** Always active ScreenShake for testing purposes */
var()	ScreenShakeStruct			TestShake;


/** Add a new screen shake to the list */
final function AddScreenShake( ScreenShakeStruct NewShake )
{
	// Initialize screen shake and add it to the list of active shakes
	Shakes[Shakes.Length] = InitializeShake( NewShake );
}

/** Initialize screen shake structure */
final function ScreenShakeStruct InitializeShake( ScreenShakeStruct NewShake )
{
	NewShake.TimeToGo	= NewShake.TimeDuration;

	if( !IsZero( NewShake.RotAmplitude ) )
	{
		NewShake.RotSinOffset.X		= InitializeOffset( NewShake.RotParam.X );
		NewShake.RotSinOffset.Y		= InitializeOffset( NewShake.RotParam.Y );
		NewShake.RotSinOffset.Z		= InitializeOffset( NewShake.RotParam.Z );
	}

	if( !IsZero( NewShake.LocAmplitude ) )
	{
		NewShake.LocSinOffset.X		= InitializeOffset( NewShake.LocParam.X );
		NewShake.LocSinOffset.Y		= InitializeOffset( NewShake.LocParam.Y );
		NewShake.LocSinOffset.Z		= InitializeOffset( NewShake.LocParam.Z );
	}

	if( NewShake.FOVAmplitude != 0 )
	{
		NewShake.FOVSinOffset		= InitializeOffset( NewShake.FOVParam );
	}

	return NewShake;
}

/** Initialize sin wave start offset */
final static function float InitializeOffset( EShakeParam Param )
{
	Switch( Param )
	{
		case ESP_OffsetRandom	: return FRand() * 2 * Pi;	break;
		case ESP_OffsetZero		: return 0;					break;
	}

	return 0;
}

/**
 * ComposeNewShake
 * Take Screen Shake parameters and create a new ScreenShakeStruct variable
 *
 * @param	Duration			Duration in seconds of shake
 * @param	newRotAmplitude		view rotation amplitude (pitch,yaw,roll)
 * @param	newRotFrequency		frequency of rotation shake
 * @param	newLocAmplitude		relative view offset amplitude (x,y,z)
 * @param	newLocFrequency		frequency of view offset shake
 * @param	newFOVAmplitude		fov shake amplitude
 * @param	newFOVFrequency		fov shake frequency
 */
final function ScreenShakeStruct ComposeNewShake
(
	float	Duration,
	vector	newRotAmplitude,
	vector	newRotFrequency,
	vector	newLocAmplitude,
	vector	newLocFrequency,
	float	newFOVAmplitude,
	float	newFOVFrequency
)
{
	local ScreenShakeStruct	NewShake;

	NewShake.TimeDuration	= Duration;

	NewShake.RotAmplitude	= newRotAmplitude;
	NewShake.RotFrequency	= newRotFrequency;

	NewShake.LocAmplitude	= newLocAmplitude;
	NewShake.LocFrequency	= newLocFrequency;

	NewShake.FOVAmplitude	= newFOVAmplitude;
	NewShake.FOVFrequency	= newFOVFrequency;

	return NewShake;
}

/**
 * StartNewShake
 *
 * @param	Duration			Duration in seconds of shake
 * @param	newRotAmplitude		view rotation amplitude (pitch,yaw,roll)
 * @param	newRotFrequency		frequency of rotation shake
 * @param	newLocAmplitude		relative view offset amplitude (x,y,z)
 * @param	newLocFrequency		frequency of view offset shake
 * @param	newFOVAmplitude		fov shake amplitude
 * @param	newFOVFrequency		fov shake frequency
 */
function StartNewShake
(
	float	Duration,
	vector	newRotAmplitude,
	vector	newRotFrequency,
	vector	newLocAmplitude,
	vector	newLocFrequency,
	float	newFOVAmplitude,
	float	newFOVFrequency
)
{
	local ScreenShakeStruct	NewShake;

	// check for a shake abort
	if (Duration == -1.f)
	{
		Shakes.Length = 0;
	}
	else
	{
		NewShake = ComposeNewShake
		(
			Duration,
			newRotAmplitude,
			newRotFrequency,
			newLocAmplitude,
			newLocFrequency,
			newFOVAmplitude,
			newFOVFrequency
		);

		AddScreenShake( NewShake );
	}
}

function DumpShakeInfo( ScreenShakeStruct Shake )
{
	LogInternal("TimeToGo:"		@ Shake.TimeToGo);
	LogInternal("TimeDuration"	@ Shake.TimeDuration);
	LogInternal("RotAmplitude"	@ Shake.RotAmplitude);
	LogInternal("RotFrequency"	@ Shake.RotFrequency);
	LogInternal("RotSinOffset"	@ Shake.RotSinOffset);
	//`log("RotParam"		@ Shake.RotParam );

	LogInternal("LocAmplitude"	@ Shake.LocAmplitude);
	LogInternal("LocFrequency"	@ Shake.LocFrequency);
	LogInternal("LocSinOffset"	@ Shake.LocSinOffset);
	//`log("LocParam"		@ Shake.LocParam );

	LogInternal("FOVAmplitude"	@ Shake.FOVAmplitude);
	LogInternal("FOVFrequency"	@ Shake.FOVFrequency);
	LogInternal("FOVSinOffset"	@ Shake.FOVSinOffset);
	//`log("FOVParam"		@ Shake.FOVParam );
}

/** Update a ScreenShake */
native function UpdateScreenShake(float DeltaTime, out ScreenShakeStruct Shake, out TPOV OutPOV);


/** @see CameraModifer::ModifyCamera */
function bool ModifyCamera
(
		Camera	Camera,
		float	DeltaTime,
	out TPOV	OutPOV
)
{
	local int i;
	local ScreenShakeStruct CurrentScreenShake;

	// Call super where modifier may be disabled
	super.ModifyCamera(Camera, DeltaTime, OutPOV);

	// Update Screen Shakes array
	if( Shakes.Length > 0 )
	{
		for(i=0; i<Shakes.Length; i++)
		{
			// compiler won't let us pass individual elements of a dynamic array as the value for an out parm, so use a local
			//@fixme ronp - TTPRO #40059
			CurrentScreenShake = Shakes[i];
			UpdateScreenShake(DeltaTime, CurrentScreenShake, OutPOV);
			Shakes[i] = CurrentScreenShake;
		}

		// Delete any obsolete shakes
		for(i=Shakes.Length-1; i>=0; i--)
		{
			if( Shakes[i].TimeToGo <= 0 )
			{
				Shakes.Remove(i,1);
			}
		}
	}

	// Update Test Shake
	UpdateScreenShake(DeltaTime, TestShake, OutPOV);
	return FALSE;
}

defaultproperties
{
   TestShake=(TimeDuration=1.000000,RotAmplitude=(X=100.000000,Y=100.000000,Z=200.000000),RotFrequency=(X=10.000000,Y=10.000000,Z=25.000000),LocAmplitude=(X=0.000000,Y=3.000000,Z=5.000000),LocFrequency=(X=1.000000,Y=10.000000,Z=20.000000),FOVAmplitude=2.000000,FOVFrequency=5.000000)
   Name="Default__DemoCamMod_ScreenShake"
   ObjectArchetype=CameraModifier'Engine.Default__CameraModifier'
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Class file time: tr 31-1-2018 17:18:20.000 - Creation time: sk 18-3-2018 10:01:06.934 - Created with UnCodeX