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