VCamera.cpp
Engine/source/Verve/Torque3D/VCamera.cpp
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