Explosion
Engine/source/T3D/fx/explosion.h
Private Types
Parent
Private Attributes
mEmitterList [ExplosionData::EC_NUM_EMITTERS]
Protected Attributes
Protected Functions
advanceTime(F32 dt)
Advances simulation time for animations.
bool
explode()
launchDebris(Point3F & axis)
bool
onAdd()
Called when the object is added to the sim.
prepBatchRender(SceneRenderState * state)
prepRenderImage(SceneRenderState * state)
Called when the SceneManager is ready for the registration of render instances.
processTick(const Move * move)
Processes a move event and updates object state once every 32 milliseconds.
updateEmitters(F32 dt)
Public Functions
bool
onNewDataBlock(GameBaseData * dptr, bool reload)
Called when a new datablock is set.
setCollideType(U32 cType)
setSubstitutionData(SimObject * obj, S32 idx)
submitLights(LightManager * lm, bool staticLighting)
Submit lights to the light manager passed in.
Public Static Functions
Detailed Description
Private Types
typedef GameBase Parent
Private Attributes
U32 mCurrMS
ExplosionData * mDataBlock
SimObjectPtr< ParticleEmitter > mEmitterList [ExplosionData::EC_NUM_EMITTERS]
U32 mEndingMS
TSShapeInstance * mExplosionInstance
TSThread * mExplosionThread
LightInfo * mLight
SimObjectPtr< ParticleEmitter > mMainEmitter
F32 mRandAngle
SFXProfile * soundProfile_clone
S32 ss_index
SimObject * ss_object
Protected Attributes
bool mActive
U32 mCollideType
S32 mDelayMS
F32 mFade
Point3F mInitialNormal
F32 mRandomVal
Protected Functions
advanceTime(F32 dt)
Reimplemented from: ProcessObject
explode()
launchDebris(Point3F & axis)
onAdd()
Reimplemented from: SceneObject
onRemove()
Reimplemented from: SceneObject
prepBatchRender(SceneRenderState * state)
prepModelView(SceneRenderState * )
prepRenderImage(SceneRenderState * state)
Reimplemented from: SceneObject
processTick(const Move * move)
Reimplemented from: ProcessObject
setCurrentScale()
spawnSubExplosions()
updateEmitters(F32 dt)
Public Functions
Explosion()
~Explosion()
DECLARE_CONOBJECT(Explosion )
getLight()
Reimplemented from: ISceneLight
onNewDataBlock(GameBaseData * dptr, bool reload)
Reimplemented from: GameBase
setCollideType(U32 cType)
setInitialState(const Point3F & point, const Point3F & normal, const F32 fade)
setSubstitutionData(SimObject * obj, S32 idx)
submitLights(LightManager * lm, bool staticLighting)
Reimplemented from: ISceneLight