VCamera.cpp

Engine/source/Verve/Torque3D/VCamera.cpp

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Detailed Description

 1
 2//-----------------------------------------------------------------------------
 3// Verve
 4// Copyright (C) 2014 - Violent Tulip
 5//
 6// Permission is hereby granted, free of charge, to any person obtaining a copy
 7// of this software and associated documentation files (the "Software"), to
 8// deal in the Software without restriction, including without limitation the
 9// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
10// sell copies of the Software, and to permit persons to whom the Software is
11// furnished to do so, subject to the following conditions:
12//
13// The above copyright notice and this permission notice shall be included in
14// all copies or substantial portions of the Software.
15//
16// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
17// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
19// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
20// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
21// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
22// IN THE SOFTWARE.
23//-----------------------------------------------------------------------------
24#include "Verve/VerveConfig.h"
25#include "Verve/Torque/TCamera.h"
26#include "Verve/Torque3D/VCameraShake.h"
27
28#include "T3D/gameBase/gameConnection.h"
29
30//-----------------------------------------------------------------------------
31//
32// Camera Methods.
33//
34//-----------------------------------------------------------------------------
35
36bool VTorque::isCamera( SceneObjectType *pObject )
37{
38    return ( dynamic_cast<GameBase*>( pObject ) != NULL );
39}
40
41void VTorque::setCamera( SceneObjectType *pObject )
42{
43    // Fetch Game Base.
44    GameBase *object = dynamic_cast<GameBase*>( pObject );
45
46    // Fetch Client Group.
47    SimGroup* clientGroup = Sim::getClientGroup();
48
49    for ( SimGroup::iterator itr = clientGroup->begin(); itr != clientGroup->end(); itr++ )
50    {
51        GameConnection *connection = dynamic_cast<GameConnection*>( *itr );
52        if ( connection )
53        {
54            // Set Camera Object.
55            connection->setCameraObject( object );
56        }
57    }
58}
59