ExplosionData

consoledoc.h

Defines the attributes of an Explosion: particleEmitters, debris, lighting and camera shake effects.

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Public Attributes

Point3F

Amplitude of camera shaking, defined in the "X Y Z" axes.

float

Duration (in seconds) to shake the camera.

float

Falloff value for the camera shake.

Point3F

Frequency of camera shaking, defined in the "X Y Z" axes.

float

Radial distance that a camera's position must be within relative to the center of the explosion to be shaken.

List of DebrisData objects to spawn with this explosion.

int

Number of debris objects to create.

int

Variance in the number of debris objects to create (must be from 0 - debrisNum).

float

Maximum reference angle, from the vertical plane, to eject debris from.

float

Minimum reference angle, from the vertical plane, to eject debris from.

float

Maximum angle, from the horizontal plane, to eject debris from.

float

Minimum angle, from the horizontal plane, to eject debris from.

float

Velocity to toss debris at.

float

Variance in the debris initial velocity (must be >= 0).

int

Amount of time, in milliseconds, to delay the start of the explosion effect from the creation of the Explosion object.

int

Variance, in milliseconds, of delayMS.

emitter [4]

List of additional ParticleEmitterData objects to spawn with this explosion.

Point3F

"X Y Z" scale factor applied to the explosionShape model at the start of the explosion.

filename

Optional DTS or DAE shape to place at the center of the explosion.

bool

Controls whether the visual effects of the explosion always face the camera.

int

Lifetime, in milliseconds, of the Explosion object.

int

Variance, in milliseconds, of the lifetimeMS of the Explosion object.

float

Final brightness of the PointLight created by this explosion.

LinearColorF

Final color of the PointLight created by this explosion.

float

Final radius of the PointLight created by this explosion.

float

Distance (in the explosion normal direction) of the PointLight position from the explosion center.

float

Initial brightness of the PointLight created by this explosion.

LinearColorF

Initial color of the PointLight created by this explosion.

float

Initial radius of the PointLight created by this explosion.

float

Offset distance (in a random direction) of the center of the explosion from the Explosion object position.

int

Density of the particle cloud created at the start of the explosion.

Emitter used to generate a cloud of particles at the start of the explosion.

float

Radial distance from the explosion center at which cloud particles are emitted.

float

Time scale at which to play the explosionShape ambient sequence.

bool

Controls whether the camera shakes during this explosion.

Point3F
sizes [4]

"X Y Z" size keyframes used to scale the explosionShape model.

Non-looping sound effect that will be played at the start of the explosion.

List of additional ExplosionData objects to create at the start of the explosion.

float
times [4]

Time keyframes used to scale the explosionShape model.

Detailed Description

Defines the attributes of an Explosion: particleEmitters, debris, lighting and camera shake effects.

Public Attributes

Point3F camShakeAmp 

Amplitude of camera shaking, defined in the "X Y Z" axes.

Set any value to 0 to disable shaking in that axis.

float camShakeDuration 

Duration (in seconds) to shake the camera.

float camShakeFalloff 

Falloff value for the camera shake.

Point3F camShakeFreq 

Frequency of camera shaking, defined in the "X Y Z" axes.

float camShakeRadius 

Radial distance that a camera's position must be within relative to the center of the explosion to be shaken.

DebrisData Debris 

List of DebrisData objects to spawn with this explosion.

int debrisNum 

Number of debris objects to create.

int debrisNumVariance 

Variance in the number of debris objects to create (must be from 0 - debrisNum).

float debrisPhiMax 

Maximum reference angle, from the vertical plane, to eject debris from.

float debrisPhiMin 

Minimum reference angle, from the vertical plane, to eject debris from.

float debrisThetaMax 

Maximum angle, from the horizontal plane, to eject debris from.

float debrisThetaMin 

Minimum angle, from the horizontal plane, to eject debris from.

float debrisVelocity 

Velocity to toss debris at.

float debrisVelocityVariance 

Variance in the debris initial velocity (must be >= 0).

int delayMS 

Amount of time, in milliseconds, to delay the start of the explosion effect from the creation of the Explosion object.

int delayVariance 

Variance, in milliseconds, of delayMS.

ParticleEmitterData emitter [4]

List of additional ParticleEmitterData objects to spawn with this explosion.

see:

particleEmitter

Point3F explosionScale 

"X Y Z" scale factor applied to the explosionShape model at the start of the explosion.

filename explosionShape 

Optional DTS or DAE shape to place at the center of the explosion.

The ambient animation of this model will be played automatically at the start of the explosion.

bool faceViewer 

Controls whether the visual effects of the explosion always face the camera.

int lifetimeMS 

Lifetime, in milliseconds, of the Explosion object.

note:

If explosionShape is defined and contains an ambient animation, this field is ignored, and the playSpeed scaled duration of the animation is used instead.

int lifetimeVariance 

Variance, in milliseconds, of the lifetimeMS of the Explosion object.

float lightEndBrightness 

Final brightness of the PointLight created by this explosion.

LinearColorF lightEndColor 

Final color of the PointLight created by this explosion.

float lightEndRadius 

Final radius of the PointLight created by this explosion.

float lightNormalOffset 

Distance (in the explosion normal direction) of the PointLight position from the explosion center.

float lightStartBrightness 

Initial brightness of the PointLight created by this explosion.

Brightness is linearly interpolated from lightStartBrightness to lightEndBrightness over the lifetime of the explosion.

LinearColorF lightStartColor 

Initial color of the PointLight created by this explosion.

Color is linearly interpolated from lightStartColor to lightEndColor over the lifetime of the explosion.

float lightStartRadius 

Initial radius of the PointLight created by this explosion.

Radius is linearly interpolated from lightStartRadius to lightEndRadius over the lifetime of the explosion.

float offset 

Offset distance (in a random direction) of the center of the explosion from the Explosion object position.

Most often used to create some variance in position for subExplosion effects.

int particleDensity 

Density of the particle cloud created at the start of the explosion.

see:

particleEmitter

ParticleEmitterData ParticleEmitter 

Emitter used to generate a cloud of particles at the start of the explosion.

Explosions can generate two different particle effects. The first is a single burst of particles at the start of the explosion emitted in a spherical cloud using particleEmitter.

The second effect spawns the list of ParticleEmitters given by the emitter[] field. These emitters generate particles in the normal way throughout the lifetime of the explosion.

float particleRadius 

Radial distance from the explosion center at which cloud particles are emitted.

see:

particleEmitter

float playSpeed 

Time scale at which to play the explosionShape ambient sequence.

bool ShakeCamera 

Controls whether the camera shakes during this explosion.

Point3F sizes [4]

"X Y Z" size keyframes used to scale the explosionShape model.

The explosionShape (if defined) will be scaled using the times/sizes keyframes over the lifetime of the explosion.

SFXTrack soundProfile 

Non-looping sound effect that will be played at the start of the explosion.

ExplosionData subExplosion [5]

List of additional ExplosionData objects to create at the start of the explosion.

float times [4]

Time keyframes used to scale the explosionShape model.

Values should be in increasing order from 0.0 - 1.0, and correspond to the life of the Explosion where 0 is the beginning and 1 is the end of the explosion lifetime.