| /** | |
| \brief Legacy way of using particles in the game | |
| * \note They work okay when just needing to play a particle once every once in a while | |
| * But are extremely wasteful when it comes to playing multiple Particles at the same time | |
| */ | |
| class Particle : ParticleBase | |
| { | |
| /** \name Generic data | |
| Generic data for the Particle | |
| */ | |
| //@{ | |
| //! ID from ParticleList if assigned | |
| protected int m_ParticleID; | |
| //! Approx. remaining lifetime of particle | |
| protected float m_Lifetime; | |
| //! Whether this particle repeats | |
| protected bool m_IsRepeat; | |
| //! Whether this particle is queued for deletion | |
| private bool m_MarkedForDeletion; | |
| //@} | |
| /** \name Wiggle API | |
| Data for the wiggle API | |
| */ | |
| //@{ | |
| //! Used for Wiggle API, to signal that wiggle API is currently doing work | |
| bool m_WiggleProcessing; | |
| //! Used for Wiggle API, to restore after unparenting | |
| bool m_ForceOrientationRelativeToWorld; | |
| //! Used for Wiggle API, to restore after unparenting | |
| vector m_DefaultOri; | |
| //! Used for Wiggle API, to restore after unparenting | |
| vector m_DefaultPos; | |
| //! Used for Wiggle API, to restore after unparenting | |
| vector m_DefaultWorldOri; | |
| //! Used for Wiggle API, to restore after unparenting | |
| vector m_DefaultWorldPos; | |
| //! Used for Wiggle API, Wiggle room [-m_MaxOriWiggle, m_MaxOriWiggle] | |
| float m_MaxOriWiggle; | |
| //! Used for Wiggle API, Interval for wiggling [0, m_MaxOriInterval[ | |
| float m_MaxOriInterval; | |
| //! Used for Wiggle API, calls the Wiggle functionality | |
| ref Timer m_RandomizeOri; | |
| //@} | |
| //! Parent Object the Particle is child of | |
| protected Object m_ParentObject; | |
| //! The child object which contains the actual particle | |
| protected Object m_ParticleEffect; | |
| //! DEPRECATED | |
| protected int m_PreviousFrame; | |
| //! DEPRECATED | |
| private vector m_GlobalPosPreviousFrame; | |
| //! DEPRECATED | |
| static private const int MAX_EMITORS = 30; | |
| //! ctor | |
| void Particle() | |
| { | |
| ParticleInit(); | |
| } | |
| //! Purely here so that it can be emptied in ParticleSource | |
| protected void ParticleInit() | |
| { | |
| SetFlags(EntityFlags.VISIBLE, true); | |
| SetEventMask(EntityEvent.INIT); | |
| SetEventMask(EntityEvent.FRAME); | |
| } | |
| /** \name Create a particle (static) | |
| You can create a particle either at some position, or create it as a child on some object. | |
| */ | |
| //@{ | |
| /** | |
| \brief Creates a particle emitter and attaches it on the given object | |
| \param particle_id \p int Particle ID registered in ParticleList | |
| \param parent_obj \p Object Instance on which this particle will be attached | |
| \param local_pos \p vector Attachment position local to the parent (Optional) | |
| \param local_ori \p vector Orientation local to the parent (Pitch, Yawn, Roll in degrees) (Optional) | |
| \param force_world_rotation \p bool Forces particle's orientation to rotate relative to the world and not with the object (Optional) | |
| \return \p Particle Created particle instance | |
| */ | |
| static Particle CreateOnObject( int particle_id, Object parent_obj, vector local_pos = "0 0 0", vector local_ori = "0 0 0", bool force_world_rotation = false ) | |
| { | |
| if (!parent_obj) | |
| Error("ERROR when creating a particle! Parameter parent_obj is NULL!"); | |
| vector global_pos = parent_obj.GetPosition(); | |
| Particle p = CreateInWorld(particle_id, global_pos, Vector(0,0,0), force_world_rotation); | |
| p.AddAsChild(parent_obj, local_pos, local_ori, force_world_rotation); | |
| p.m_DefaultOri = local_ori; | |
| return p; | |
| } | |
| /** | |
| \brief Legacy function for backwards compatibility | |
| */ | |
| static Particle Create( int particle_id, Object parent_obj, vector local_pos = "0 0 0", vector local_ori = "0 0 0" ) | |
| { | |
| return CreateOnObject( particle_id, parent_obj, local_pos, local_ori); | |
| } | |
| /** | |
| \brief Creates a particle emitter on the given position | |
| \param particle_id \p int Particle ID registered in ParticleList | |
| \param global_pos \p Vector Position where the particel will be created | |
| \param global_ori \p vector Orientation (Pitch, Yawn, Roll in degrees) (Optional) | |
| \param force_world_rotation \p bool Forces particle's orientation to rotate relative to the world and not with the object (Optional) | |
| \return \p Particle Created particle instance | |
| */ | |
| static Particle CreateInWorld( int particle_id, vector global_pos, vector global_ori = "0 0 0", bool force_world_rotation = false ) | |
| { | |
| Particle p = Particle.Cast( GetGame().CreateObjectEx("Particle", global_pos, ECE_LOCAL) ); | |
| p.SetSource(particle_id); | |
| p.SetOrientation(global_ori); | |
| p.m_ForceOrientationRelativeToWorld = force_world_rotation; | |
| return p; | |
| } | |
| /** | |
| \brief Legacy function for backwards compatibility with 1.01 and below | |
| */ | |
| static Particle Create( int particle_id, vector global_pos, vector global_ori = "0 0 0" ) | |
| { | |
| return CreateInWorld( particle_id, global_pos, global_ori ); | |
| } | |
| //@} | |
| /** \name Static play on creation | |
| You can use the following Play(...) functions to create and activate a particle in 1 line of your script. | |
| */ | |
| //@{ | |
| /** | |
| \brief Creates a particle emitter, attaches it on the given object and activates it | |
| \param particle_id \p int Particle ID registered in ParticleList | |
| \param parent_obj \p Object Instance on which this particle will be attached | |
| \param local_pos \p vector Attachment position local to the parent (Optional) | |
| \param local_ori \p vector Orientation local to the parent (Pitch, Yaw, Roll in degrees) (Optional) | |
| \param force_world_rotation \p bool Forces particle's orientation to rotate relative to the world and not with the object (Optional) | |
| \return \p Particle Created particle instance | |
| */ | |
| static Particle PlayOnObject( int particle_id, Object parent_obj, vector local_pos = "0 0 0", vector local_ori = "0 0 0", bool force_world_rotation = false ) | |
| { | |
| Particle p = CreateOnObject(particle_id, parent_obj, local_pos, local_ori, force_world_rotation); | |
| p.PlayParticle(); | |
| return p; | |
| } | |
| /** | |
| \brief Legacy function for backwards compatibility with 1.01 and below | |
| */ | |
| static Particle Play( int particle_id, Object parent_obj, vector local_pos = "0 0 0", vector local_ori = "0 0 0" ) | |
| { | |
| return PlayOnObject( particle_id, parent_obj, local_pos, local_ori); | |
| } | |
| /** | |
| \brief Creates a particle emitter on the given position and activates it | |
| \param particle_id \p int Particle ID registered in ParticleList | |
| \param global_pos \p Vector Position where the particel will be created | |
| \return \p Particle Created particle instance | |
| */ | |
| static Particle PlayInWorld( int particle_id, vector global_pos) | |
| { | |
| Particle p = CreateInWorld(particle_id, global_pos); | |
| p.PlayParticle(); | |
| return p; | |
| } | |
| /** | |
| \brief Legacy function for backwards compatibility with 1.01 and below | |
| */ | |
| static Particle Play( int particle_id, vector global_pos) | |
| { | |
| return PlayInWorld( particle_id, global_pos); | |
| } | |
| //@} | |
| /** \name Playback | |
| Methods regarding playing/stopping of particle | |
| */ | |
| //@{ | |
| /** | |
| \brief Method to tell the particle to start playing | |
| \param particle_id \p int Particle ID registered in ParticleList to start playing | |
| */ | |
| override void PlayParticle(int particle_id = -1) | |
| { | |
| PlayParticleEx(particle_id, 0); | |
| } | |
| /** | |
| \brief Method to tell the particle to start playing | |
| \note The parameter to set the ID will only work when the particle is not already playing | |
| \param particle_id \p int Particle ID registered in ParticleList to start playing | |
| \param flags \p int Flags to pass to the playing (None on this level) | |
| \return \p bool Whether the particle successfully started | |
| */ | |
| override bool PlayParticleEx(int particle_id = -1, int flags = 0) | |
| { | |
| if ( particle_id > -1 ) | |
| { | |
| SetSource(particle_id); | |
| } | |
| OnParticleStart(); | |
| UpdateState(); | |
| return true; | |
| } | |
| /** | |
| \brief Legacy function for backwards compatibility with 1.01 and below | |
| \param particle_id \p int Particle ID registered in ParticleList to start playing | |
| */ | |
| void Play(int particle_id = -1) | |
| { | |
| PlayParticle(particle_id); | |
| } | |
| /** | |
| \brief Method to tell the particle to stop playing | |
| \note No flags available for Particle | |
| \note Emitors are automatically removed later when its particle count is 0 | |
| \param flags \p int Flags to pass to the stopping (None on this level) | |
| \return \p bool Whether the particle successfully stopped | |
| */ | |
| override bool StopParticle(int flags = 0) | |
| { | |
| OnParticleStop(); | |
| // Without the following we might get an error when a particle parent is despawned client-side. | |
| Object parent = Object.Cast( GetParent() ); | |
| if ( parent && !ToDelete()) | |
| { | |
| vector world_pos = GetPosition(); | |
| parent.RemoveChild(this); | |
| SetPosition(world_pos); | |
| } | |
| UpdateState(); | |
| return true; | |
| } | |
| /** | |
| \brief Legacy function for backwards compatibility with 1.14 and below | |
| */ | |
| void Stop() | |
| { | |
| StopParticle(); | |
| } | |
| //@} | |
| /** \name Properties and state | |
| Obtain information or set properties regarding the state of the Particle | |
| */ | |
| //@{ | |
| /** | |
| \brief Sets particle id | |
| \note Does not work at runtime, particle object needs to be destroyed and then Particle needs to play again | |
| \param particle_id \p int Particle ID registered in ParticleList to start playing | |
| */ | |
| void SetSource(int particle_id) | |
| { | |
| m_ParticleID = particle_id; | |
| } | |
| /** | |
| \brief Gets particle id | |
| \note This is not necessarily the CURRENT particle | |
| * As one can use SetSource while the Particle is still playing | |
| * But that will not change the particle before Particle is played again | |
| \return \p int The last set Particle ID registered in ParticleList | |
| */ | |
| int GetParticleID() | |
| { | |
| return m_ParticleID; | |
| } | |
| /** | |
| \brief Returns direct particle effect entity which is usually handled by this class 'Particle' if there is one | |
| \note Is a child of this Particle | |
| \return \p Object The Object with the particle component or null | |
| */ | |
| Object GetDirectParticleEffect() | |
| { | |
| return m_ParticleEffect; | |
| } | |
| /** | |
| \brief Returns the parent of this Particle if there is one | |
| \return \p Object The registered parent or null | |
| */ | |
| Object GetParticleParent() | |
| { | |
| return m_ParentObject; | |
| } | |
| /** | |
| \brief Returns if there is any particle active | |
| \return \p bool Whether there is any particle active | |
| */ | |
| bool HasActiveParticle() | |
| { | |
| if (m_ParticleEffect) | |
| { | |
| return ParticleHasActive(m_ParticleEffect); | |
| } | |
| return false; | |
| } | |
| /** | |
| \brief Returns the total count of active particles in all emitors | |
| \note Internally does a sum, HasActiveParticle is better for a quick check | |
| \return \p int Total count of active particles | |
| */ | |
| int GetParticleCount() | |
| { | |
| if (m_ParticleEffect) | |
| { | |
| return ParticleGetCount(m_ParticleEffect); | |
| } | |
| return 0; | |
| } | |
| /** | |
| \brief Returns whether there is a repeating particle | |
| \return \p bool whether there is a repeating particle | |
| */ | |
| bool IsRepeat() | |
| { | |
| if (m_ParticleEffect) | |
| { | |
| bool repeat = false; | |
| int emitors = GetParticleEmitorCount(m_ParticleEffect); | |
| for (int i = 0; i < emitors; ++i) | |
| { | |
| GetParticleParm(m_ParticleEffect, i, EmitorParam.REPEAT, repeat); | |
| if (repeat) | |
| { | |
| return true; | |
| } | |
| } | |
| } | |
| return false; | |
| } | |
| /** | |
| \brief Returns the approx. max lifetime | |
| \return \p float The largest lifetime sum among the emitors | |
| */ | |
| float GetMaxLifetime() | |
| { | |
| float lifetime_return = 0; | |
| if (m_ParticleEffect) | |
| { | |
| float lifetime_min = 0; | |
| float lifetime_random = 0; | |
| float effect_time = 0; | |
| float lifetime_sum = 0; | |
| int emitors = GetParticleEmitorCount(m_ParticleEffect); | |
| for (int i = 0; i < emitors; ++i) | |
| { | |
| GetParticleParm(m_ParticleEffect, i, EmitorParam.LIFETIME, lifetime_min); | |
| GetParticleParm(m_ParticleEffect, i, EmitorParam.LIFETIME_RND, lifetime_random); | |
| GetParticleParm(m_ParticleEffect, i, EmitorParam.EFFECT_TIME, effect_time); | |
| lifetime_sum = lifetime_min + lifetime_random + effect_time; | |
| if ( lifetime_sum > lifetime_return ) | |
| { | |
| lifetime_return = lifetime_sum; | |
| } | |
| } | |
| } | |
| return lifetime_return; | |
| } | |
| //@} | |
| /** \name Misc Particle specific helpers | |
| Functionality specific for Particle | |
| */ | |
| //@{ | |
| /** | |
| \brief Creates/Destroys ParticleEffect child according to current state | |
| \note Is called from Play/Stop methods | |
| */ | |
| protected void UpdateState() | |
| { | |
| if ( m_IsPlaying == false && m_ParticleEffect) | |
| { | |
| DestroyParticleEffect(); | |
| } | |
| else if ( m_IsPlaying == true && m_ParticleEffect == null ) | |
| { | |
| CreateParticleEffect(); | |
| } | |
| } | |
| /** | |
| \brief Creates ParticleEffect child, called from UpdateState | |
| */ | |
| private void CreateParticleEffect() | |
| { | |
| if ( !GetGame().IsServer() || !GetGame().IsMultiplayer() ) | |
| { | |
| string fullPath = ParticleList.GetParticleFullPath(m_ParticleID); | |
| if (fullPath == "") | |
| { | |
| ErrorEx("Could not play Particle as there is no valid particle id assigned."); | |
| m_IsPlaying = false; | |
| return; | |
| } | |
| if ( m_ParticleEffect == null ) | |
| { | |
| m_ParticleEffect = GetGame().CreateObjectEx("#particlesourceenf", vector.Zero, ECE_LOCAL); // particle source must be lowercase! | |
| } | |
| AddChild(m_ParticleEffect, -1, m_ForceOrientationRelativeToWorld); | |
| vobject vobj = GetObject( fullPath ); | |
| m_ParticleEffect.SetObject(vobj, ""); | |
| ReleaseObject(vobj); | |
| m_IsRepeat = IsRepeat(); | |
| m_Lifetime = GetMaxLifetime(); | |
| } | |
| } | |
| /** | |
| \brief Destroys ParticleEffect child, called from UpdateState | |
| \note Does not destroy it immediately | |
| * As it simply nulls the lifetime | |
| * Then it will be cleaned up by EOnFrame eventually | |
| */ | |
| private void DestroyParticleEffect() | |
| { | |
| if ( m_ParticleEffect && GetGame() ) | |
| { | |
| SetParameter(-1, EmitorParam.LIFETIME, 0); | |
| SetParameter(-1, EmitorParam.LIFETIME_RND, 0); | |
| SetParameter(-1, EmitorParam.REPEAT, 0); | |
| m_IsRepeat = false; | |
| } | |
| } | |
| /** | |
| \brief OnFrame update event decrementing the stored approx. lifetime and checking for deletion | |
| */ | |
| override void EOnFrame(IEntity other, float timeSlice) | |
| { | |
| m_Lifetime -= timeSlice; | |
| OnCheckAutoDelete(); | |
| } | |
| /** | |
| \brief Creates ParticleEffect child, called from UpdateState | |
| */ | |
| void OnCheckAutoDelete() | |
| { | |
| if (m_Lifetime <= 0) | |
| { | |
| if (!m_MarkedForDeletion) | |
| { | |
| m_IsRepeat = IsRepeat(); // It is possible that the REPEAT flag was changed during lifetime, so it needs to be checked again. | |
| if ( m_IsRepeat ) | |
| { | |
| m_Lifetime = GetMaxLifetime(); | |
| } | |
| else | |
| { | |
| OnParticleStop(); | |
| if ( GetParticleCount() == 0 ) | |
| { | |
| m_MarkedForDeletion = true; | |
| OnToDelete(); | |
| OnParticleEnd(); | |
| } | |
| } | |
| } | |
| else | |
| { | |
| if ( m_MarkedForDeletion ) | |
| { | |
| if (m_ParticleEffect) | |
| { | |
| m_ParticleEffect.Delete(); | |
| m_ParticleEffect = null; | |
| } | |
| Delete(); | |
| } | |
| } | |
| } | |
| } | |
| /** | |
| \brief Called before deletion from OnCheckAutoDelete | |
| */ | |
| private void OnToDelete() | |
| { | |
| } | |
| //@} | |
| /** \name Misc | |
| Various helpers | |
| */ | |
| //@{ | |
| /** | |
| \brief Attaches this particle onto some object. If null value is provided then the particle will be detached from the current parent. | |
| \note Due to the members being filled in, AddChild/RemoveChild cannot be used with Particle when using Wiggle | |
| \param parent \p Object Parent onto which this particle will be attached | |
| \param local_pos \p vector Attachment position local to the parent (optional) | |
| \param local_ori \p vector Orientation local to the parent (Pitch, Yawn, Roll in degrees) (Optional) | |
| \param force_rotation_to_world \p bool Force rotation to be in WS (Optional) | |
| */ | |
| void AddAsChild(Object parent, vector local_pos = "0 0 0", vector local_ori = "0 0 0", bool force_rotation_to_world = false) | |
| { | |
| if (ToDelete()) | |
| return; | |
| if (parent) | |
| { | |
| // AddAsChild method is sometimes called from a timer. | |
| // Due to that it is necesarry to use ToDelete() here to check if the parent object is flagged for deletion or not on client, | |
| // because sometimes this code is executed before the parent's destructor from where this would normally be handled. | |
| if (!parent.ToDelete()) | |
| { | |
| SetPosition(local_pos); | |
| SetOrientation(local_ori); | |
| m_ParentObject = parent; | |
| m_DefaultPos = local_pos; | |
| m_ForceOrientationRelativeToWorld = force_rotation_to_world; | |
| if (m_ParticleEffect) | |
| AddChild(m_ParticleEffect, -1, m_ForceOrientationRelativeToWorld); | |
| parent.AddChild(this, -1, false); | |
| } | |
| } | |
| else | |
| { | |
| if (m_ParentObject && !m_ParentObject.ToDelete()) | |
| { | |
| m_ParentObject.RemoveChild(this, true); | |
| m_ParentObject = null; | |
| } | |
| } | |
| } | |
| //@} | |
| /** \name Parameter API | |
| Helpful methods for getting or setting parameters | |
| */ | |
| //@{ | |
| /** | |
| \brief Set the value of a parameter of all emitors in the particle | |
| \param parameter \p int The parameter to apply the new value to (enum EmitorParam) | |
| \param value \p float The value to apply | |
| */ | |
| void SetParticleParam(int parameter_id, float value ) | |
| { | |
| if (!m_ParticleEffect) | |
| return; | |
| SetParticleParm(m_ParticleEffect, -1, parameter_id, value); | |
| } | |
| /** | |
| \brief Set the value of a parameter of an emitor in the particle | |
| \param emitter \p int The emitter to apply the new value to, -1 for all emitter | |
| \param parameter \p int The parameter to apply the new value to (enum EmitorParam) | |
| \param value \p float The value to apply | |
| */ | |
| void SetParameter(int emitter, int parameter, float value) | |
| { | |
| if (!m_ParticleEffect) | |
| return; | |
| SetParticleParm(m_ParticleEffect, emitter, parameter, value); | |
| } | |
| /** | |
| \brief Get the value of a parameter of an emitor in the particle | |
| \param emitter \p int The emitor to get the value from | |
| \param parameter \p int The parameter to get the value from (enum EmitorParam) | |
| \param value \p float The value | |
| */ | |
| void GetParameter(int emitter, int parameter, out float value) | |
| { | |
| if (!m_ParticleEffect) | |
| return; | |
| GetParticleParm(m_ParticleEffect, emitter, parameter, value); | |
| } | |
| /** | |
| \brief Get the value of a parameter of an emitor in the particle | |
| \param emitter \p int The emitor to get the value from | |
| \param parameter \p int The parameter to get the value from (enum EmitorParam) | |
| \return \p float The value | |
| */ | |
| float GetParameterEx(int emitter, int parameter) | |
| { | |
| if (!m_ParticleEffect) | |
| return 0; | |
| float value; | |
| GetParticleParm(m_ParticleEffect, emitter, parameter, value); | |
| return value; | |
| } | |
| /** | |
| \brief Scales the given parameter on all emitors relatively to their ORIGINAL value. | |
| \param parameter_id \p int The parameter to adjust (enum EmitorParam) | |
| \param coef \p float The multiplier to apply | |
| */ | |
| void ScaleParticleParamFromOriginal(int parameter_id, float coef ) | |
| { | |
| if (!m_ParticleEffect) | |
| return; | |
| int emitors = GetParticleEmitorCount(m_ParticleEffect); | |
| for (int i = 0; i < emitors; ++i) | |
| { | |
| float value; | |
| GetParticleParmOriginal(m_ParticleEffect, i, parameter_id, value); | |
| SetParticleParm(m_ParticleEffect, i, parameter_id, value * coef); | |
| } | |
| } | |
| /** | |
| \brief Scales the given parameter on all emitors relatively to their CURRENT value. | |
| \param parameter_id \p int The parameter to adjust (enum EmitorParam) | |
| \param coef \p float The multiplier to apply | |
| */ | |
| void ScaleParticleParam(int parameter_id, float coef ) | |
| { | |
| if (!m_ParticleEffect) | |
| return; | |
| int emitors = GetParticleEmitorCount(m_ParticleEffect); | |
| for (int i = 0; i < emitors; ++i) | |
| { | |
| float value; | |
| GetParticleParm(m_ParticleEffect, i, parameter_id, value); | |
| SetParticleParm(m_ParticleEffect, i, parameter_id, value * coef); | |
| } | |
| } | |
| /** | |
| \brief Increments the value of the given parameter relatively from the ORIGINAL value. | |
| \note It's a simple sum, so negative value decrements | |
| \param parameter_id \p int The parameter to adjust (enum EmitorParam) | |
| \param value \p float The value to sum | |
| */ | |
| void IncrementParticleParamFromOriginal(int parameter_id, float value ) | |
| { | |
| if (!m_ParticleEffect) | |
| return; | |
| int emitors = GetParticleEmitorCount(m_ParticleEffect); | |
| for (int i = 0; i < emitors; ++i) | |
| { | |
| float param; | |
| GetParticleParmOriginal(m_ParticleEffect, i, parameter_id, param); | |
| SetParticleParm(m_ParticleEffect, i, parameter_id, param + value); | |
| } | |
| } | |
| /** | |
| \brief Increments the value of the given parameter relatively from the CURRENT value. | |
| \note It's a simple sum, so negative value decrements | |
| \param parameter_id \p int The parameter to adjust (enum EmitorParam) | |
| \param value \p float The value to sum | |
| */ | |
| void IncrementParticleParam(int parameter_id, float value ) | |
| { | |
| if (!m_ParticleEffect) | |
| return; | |
| int emitors = GetParticleEmitorCount(m_ParticleEffect); | |
| for (int i = 0; i < emitors; ++i) | |
| { | |
| float param; | |
| GetParticleParm(m_ParticleEffect, i, parameter_id, param); | |
| SetParticleParm(m_ParticleEffect, i, parameter_id, param + value); | |
| } | |
| } | |
| //@} | |
| /** \name Wiggle API | |
| Settings to make the Particle wiggle | |
| */ | |
| //@{ | |
| /** | |
| \brief Checks if particle is currently wiggling | |
| */ | |
| bool IsWiggling() | |
| { | |
| return m_RandomizeOri && m_RandomizeOri.IsRunning(); | |
| } | |
| /** | |
| \brief Makes the particle change direction by random_angle every random_interval seconds. | |
| \note This does not actually work on Particle with no parent, it should on ParticleSource | |
| \note Calling SetWiggle(0,0) will effectively stop all wiggle functionality | |
| \param random_angle \p float Will be the range [-random_angle, random_angle[ to wiggle between | |
| \param random_interval \p float Will be the time range [0, random_interval] to wiggle next time | |
| */ | |
| void SetWiggle(float random_angle, float random_interval) | |
| { | |
| if ( random_angle != 0 || random_interval != 0 ) | |
| { | |
| m_MaxOriWiggle = random_angle; | |
| m_MaxOriInterval = random_interval; | |
| if ( !m_RandomizeOri ) | |
| m_RandomizeOri = new Timer( CALL_CATEGORY_GAMEPLAY ); | |
| if ( !m_RandomizeOri.IsRunning() ) // Makes sure the timer is NOT running already | |
| m_RandomizeOri.Run( Math.RandomFloat(0, m_MaxOriInterval) , this, "RandomizeOrientation", null, false); | |
| } | |
| else | |
| { | |
| StopWiggle(); | |
| } | |
| } | |
| /** | |
| \brief Stops randomized wiggle | |
| */ | |
| void StopWiggle() | |
| { | |
| if ( m_RandomizeOri ) | |
| { | |
| m_RandomizeOri.Stop(); | |
| } | |
| m_MaxOriWiggle = 0; | |
| m_MaxOriInterval = 0; | |
| } | |
| /** | |
| \brief Randomizes a new orientation and applies it | |
| */ | |
| void RandomizeOrientation() | |
| { | |
| m_WiggleProcessing = true; | |
| if (m_ParentObject) | |
| { | |
| if ( !m_RandomizeOri.IsRunning() ) | |
| { | |
| m_RandomizeOri.Run( Math.RandomFloat(0, m_MaxOriInterval) , this, "RandomizeOrientation", NULL, false); | |
| } | |
| Object old_parent = m_ParentObject; | |
| AddAsChild( null ); | |
| AddAsChild( old_parent, m_DefaultPos, m_DefaultOri + RandWiggleVector() ); | |
| } | |
| m_WiggleProcessing = false; | |
| } | |
| /** | |
| \brief Helper to get a randomized wiggle vector | |
| */ | |
| protected vector RandWiggleVector() | |
| { | |
| return Vector( RandWiggleFloat(), RandWiggleFloat(), RandWiggleFloat() ); | |
| } | |
| /** | |
| \brief Helper to get a randomized wiggle float value | |
| */ | |
| protected float RandWiggleFloat() | |
| { | |
| return Math.RandomFloatInclusive(-m_MaxOriWiggle, m_MaxOriWiggle); | |
| } | |
| //@} | |
| } |