---------------------------------------------------------------------------------------------------- -- -- All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or -- its licensors. -- -- For complete copyright and license terms please see the LICENSE at the root of this -- distribution (the "License"). All use of this software is governed by the License, -- or, if provided, by the license below or the license accompanying this file. Do not -- remove or modify any license notices. This file is distributed on an "AS IS" BASIS, -- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. -- -- ---------------------------------------------------------------------------------------------------- FogVolume = { type = "FogVolume", Properties = { bActive = 1, --[0,1,1,"If true, fog volume will be enabled."] eiVolumeType = 0, --[0,1,1,"Specifies the volume type. The following types are currently supported: 0 - Ellipsoid, 1 - Cube." Size = { x = 1, y = 1, z = 1 }, color_Color = { x = 1, y = 1, z = 1 }, fHDRDynamic = 0, --[-10,20,0.01,"Specifies how much brighter than the default 255,255,255 white the fog is."] bUseGlobalFogColor = 0, --[0,1,1,"If true, the Color property is ignored. Instead, the current global fog color is used."] GlobalDensity = 1.0, --[0,1000,1,"Controls the density of the fog. The higher the value the more dense the fog and the less you'll be able to see objects behind or inside the fog volume."] DensityOffset = 0.0, --[-1000,1000,1,"Offset fog density, used in conjunction with the GlobalDensity parameter."] NearCutoff = 0.0, --[0,2,0.1,"Stop rendering the object, depending on camera distance to object."] FallOffDirLong = 0.0, --[0,360,1,"Controls the longitude of the world space fall off direction of the fog. 0 represents East, rotation is counter-clockwise."] FallOffDirLati = 90.0, --[0,360,1,"Controls the latitude of the world space fall off direction of the fog. 90 lets the fall off direction point upwards in world space."] FallOffShift = 0.0, --[-100,100,0.1,"Controls how much to shift the fog density distribution along the fall off direction in world units (m)."] FallOffScale = 1.0, --[-100,100,0.01,"Scales the density distribution along the fall off direction. Higher values will make the fog fall off more rapidly and generate thicker fog layers along the negative fall off direction."] SoftEdges = 1.0, --[0,1,0.01,"Specifies a factor that is used to soften the edges of the fog volume when viewed from outside."] RampStart = 0.0, --[0,30000,1.0,"Specifies the start distance of fog density ramp in world units (m)."] RampEnd = 50.0, --[0,30000,1.0,"Specifies the end distance of fog density ramp in world units (m)."] RampInfluence = 0.0, --[0,1,0.0,"Controls the influence of fog density ramp."] WindInfluence = 1.0, --[0,20,0.0,"Controls the influence of the wind."] DensityNoiseScale = 1.0, --[0.0,10.0,0.0,"Scales the noise for the density."] DensityNoiseOffset = 1.0, --[-2,2,0.0,"Offsets the noise for the density."] DensityNoiseTimeFrequency = 0.0, --[0,1,0.0,"Controls the time frequency of the noise for the density."] DensityNoiseFrequency = { x = 10, y = 10, z = 10 }, --[1,1000,0.1,"Controls the spatial frequency of the noise for the density."] bIgnoresVisAreas = 0, --[0,1,0,"Controls whether this entity should respond to visareas."] bAffectsThisAreaOnly = 0, --[0,1,0,"Set this parameter to false to make this entity affect in multiple visareas."] }, Fader = { fadeTime = 0.0, fadeToValue = 0.0, }, Editor = { Model = "Editor/Objects/invisiblebox.cgf", Icon = "FogVolume.bmp", ShowBounds = 1, }, } function FogVolume:OnSpawn() self:SetFlags(ENTITY_FLAG_CLIENT_ONLY, 0); self:SetFlags(ENTITY_FLAG_NO_PROXIMITY, 0); end ------------------------------------------------------- function FogVolume:InitFogVolumeProperties() --System.Log( "FogVolume:InitFogVolumeProperties" ) local props = self.Properties; self:LoadFogVolume( 0, self.Properties ); end; ------------------------------------------------------- function FogVolume:CreateFogVolume() --System.Log( "FogVolume:CreateFogVolume" ) self:InitFogVolumeProperties() self.active = true; end ------------------------------------------------------- function FogVolume:DeleteFogVolume() --System.Log( "FogVolume:DeleteFogVolume" ) self:FreeSlot( 0 ); self.active = false; end ------------------------------------------------------- function FogVolume:OnInit() self.active = false; if( self.Properties.bActive == 1 ) then self:CreateFogVolume(); end end ------------------------------------------------------- function FogVolume:CheckMove() end ------------------------------------------------------- function FogVolume:OnShutDown() end ------------------------------------------------------- function FogVolume:OnPropertyChange() --System.Log( "FogVolume:OnPropertyChange" ) if( self.Properties.bActive == 1 ) then self:CreateFogVolume(); else self:DeleteFogVolume(); end end ------------------------------------------------------- -- optimization for common animated trackview properties, to avoid fully recreating everything on every animated frame function FogVolume:OnPropertyAnimated( name ) local changeTakenCareOf = false; if (name=="GlobalDensity") then self:FadeGlobalDensity(0, 0, self.Properties.GlobalDensity); -- using fade with 0 time as there is not a 'set' function. changeTakenCareOf = true; end return changeTakenCareOf; end ------------------------------------------------------- function FogVolume:OnReset() self.active = false; if( self.Properties.bActive == 1 ) then self:CreateFogVolume(); end end ------------------------------------------------------- -- Hide Event ------------------------------------------------------- function FogVolume:Event_Hide() self:DeleteFogVolume(); BroadcastEvent(self, "Hide"); end ------------------------------------------------------- -- Show Event ------------------------------------------------------- function FogVolume:Event_Show() self:CreateFogVolume(); BroadcastEvent(self, "Show"); end ------------------------------------------------------- -- Fade Event ------------------------------------------------------- function FogVolume:Event_Fade() --System.Log("Do Fading"); self:FadeGlobalDensity(0, self.Fader.fadeTime, self.Fader.fadeToValue); end ------------------------------------------------------- -- Fade Time Event ------------------------------------------------------- function FogVolume:Event_FadeTime(i, time) --System.Log("Fade time "..tostring(time)); self.Fader.fadeTime = time; end ------------------------------------------------------- -- Fade Value Event ------------------------------------------------------- function FogVolume:Event_FadeValue(i, val) --System.Log("Fade val "..tostring(val)); self.Fader.fadeToValue = val; end ------------------------------------------------------- -- Set Enabled Event ------------------------------------------------------- function FogVolume:Event_Enabled(i, enable) if (enable) then self:CreateFogVolume(); self:ActivateOutput( "Enabled", true ); else self:DeleteFogVolume(); self:ActivateOutput( "Enabled", false ); end end ------------------------------------------------------- -- Set GlobalDensity Event ------------------------------------------------------- function FogVolume:Event_SetGlobalDensity(i, val) self.Properties.GlobalDensity = val; self:FadeGlobalDensity(0, 0, self.Properties.GlobalDensity); end ------------------------------------------------------- -- Set DensityNoiseOffset Event ------------------------------------------------------- function FogVolume:Event_SetDensityNoiseOffset(i, val) self.Properties.DensityNoiseOffset = val; self:CreateFogVolume(); end ------------------------------------------------------- -- Set DensityNoiseScale Event ------------------------------------------------------- function FogVolume:Event_SetDensityNoiseScale(i, val) self.Properties.DensityNoiseScale = val; self:CreateFogVolume(); end ------------------------------------------------------- -- Set WindInfluence Event ------------------------------------------------------- function FogVolume:Event_SetWindInfluence(i, val) self.Properties.WindInfluence = val; self:CreateFogVolume(); end ------------------------------------------------------- -- Serialization ------------------------------------------------------- function FogVolume:OnLoad(table) if(self.active and not table.active) then self:DeleteFogVolume(); elseif(not self.active and table.active) then self:CreateFogVolume(); end self.active = table.active; end ------------------------------------------------------- function FogVolume:OnSave(table) table.active = self.active; end ------------------------------------------------------- FogVolume.FlowEvents = { Inputs = { AO_Enabled = { FogVolume.Event_Enabled, "bool" }, EV_Density = { FogVolume.Event_SetGlobalDensity, "float" }, EV_DensityNoiseOffset = { FogVolume.Event_SetDensityNoiseOffset, "float" }, EV_DensityNoiseScale = { FogVolume.Event_SetDensityNoiseScale, "float" }, EV_WindInfluence = { FogVolume.Event_SetWindInfluence, "float" }, }, Outputs = { Enabled = "bool" }, }