Explosion

Engine/source/T3D/fx/explosion.h

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Private Types

Parent 

Protected Functions

Advances simulation time for animations.

bool
bool

Called when the object is added to the sim.

Called when the object is removed from the sim.

Called when the SceneManager is ready for the registration of render instances.

Processes a move event and updates object state once every 32 milliseconds.

Public Functions

bool
onNewDataBlock(GameBaseData * dptr, bool reload)

Called when a new datablock is set.

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

Public Static Functions

initPersistFields()