#include <stdio.h>#include <stdlib.h>#include <string.h>#include <assetmgr.h>#include <texture.h>#include <tri.h>#include <colmath.h>#include <coltest.h>#include <rinfo.h>#include <camera.h>#include <d3dx8core.h>#include "Common/GlobalData.h"#include "Common/PerfTimer.h"#include "GameClient/TerrainVisual.h"#include "GameClient/View.h"#include "GameClient/Water.h"#include "GameLogic/AIPathfind.h"#include "GameLogic/TerrainLogic.h"#include "W3DDevice/GameClient/TerrainTex.h"#include "W3DDevice/GameClient/W3DDynamicLight.h"#include "W3DDevice/GameClient/W3DScene.h"#include "W3DDevice/GameClient/W3DTerrainTracks.h"#include "W3DDevice/GameClient/W3DBibBuffer.h"#include "W3DDevice/GameClient/W3DTreeBuffer.h"#include "W3DDevice/GameClient/W3DRoadBuffer.h"#include "W3DDevice/GameClient/W3DBridgeBuffer.h"#include "W3DDevice/GameClient/W3DWaypointBuffer.h"#include "W3DDevice/GameClient/W3DCustomEdging.h"#include "W3DDevice/GameClient/WorldHeightMap.h"#include "W3DDevice/GameClient/W3DShaderManager.h"#include "W3DDevice/GameClient/W3DShadow.h"#include "W3DDevice/GameClient/W3DWater.h"#include "W3DDevice/GameClient/W3DShroud.h"#include "WW3D2/DX8Wrapper.h"#include "WW3D2/Light.h"#include "WW3D2/Scene.h"#include "W3DDevice/GameClient/W3DPoly.h"#include "W3DDevice/GameClient/W3DCustomScene.h"#include "W3DDevice/GameClient/camerashakesystem.h"Go to the source code of this file.
Functions | |
| DEFINE_AUTO_POOL (CameraShakeSystemClass::CameraShakerClass, 256) | |
Variables | |
| const float | MIN_OMEGA = DEG_TO_RADF(12.5f*360.0f) |
| const float | MAX_OMEGA = DEG_TO_RADF(15.0f*360.0f) |
| const float | END_OMEGA = DEG_TO_RADF(360.0f) |
| const float | MIN_PHI = DEG_TO_RADF(0.0f) |
| const float | MAX_PHI = DEG_TO_RADF(360.0f) |
| const Vector3 | AXIS_ROTATION = Vector3(DEG_TO_RADF(7.5f),DEG_TO_RADF(15.0f),DEG_TO_RADF(5.0f)) |
| CameraShakeSystemClass | CameraShakerSystem |
| DEFINE_AUTO_POOL | ( | CameraShakeSystemClass::CameraShakerClass | , |
| 256 | ) |
| const Vector3 AXIS_ROTATION = Vector3(DEG_TO_RADF(7.5f),DEG_TO_RADF(15.0f),DEG_TO_RADF(5.0f)) |
Definition at line 101 of file camerashakesystem.cpp.
| CameraShakeSystemClass CameraShakerSystem |
Definition at line 304 of file camerashakesystem.cpp.
| const float END_OMEGA = DEG_TO_RADF(360.0f) |
Definition at line 98 of file camerashakesystem.cpp.
| const float MAX_OMEGA = DEG_TO_RADF(15.0f*360.0f) |
Definition at line 97 of file camerashakesystem.cpp.
| const float MAX_PHI = DEG_TO_RADF(360.0f) |
Definition at line 100 of file camerashakesystem.cpp.
| const float MIN_OMEGA = DEG_TO_RADF(12.5f*360.0f) |
Definition at line 96 of file camerashakesystem.cpp.
| const float MIN_PHI = DEG_TO_RADF(0.0f) |
Definition at line 99 of file camerashakesystem.cpp.