Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
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 | UnrealScript Documentation |
previous class next class | frames no frames |