Talk:Screenshake
From MechWarrior: Living Legends Wiki
Deimos:
just leaving this here so I don't have to search it in the code again
float dist = (pClientActor->GetEntity()->GetWorldPos() - explosionInfo.pos).len(); Vec3 eyeToExplosion = explosionInfo.pos - state.eyePosition; eyeToExplosion.Normalize(); bool inFOV = (state.eyeDirection.Dot(eyeToExplosion) > 0.68f); if(pActor && pActor->GetLinkedVehicle()) { Vec3 eyeDir = static_cast<CPlayer*>(pActor)->GetVehicleViewDir(); inFOV = (eyeDir.Dot(eyeToExplosion) > 0.68f); } if(inFOV && (dist < explosionInfo.radius)) { if (explosionInfo.damage>10.0f || explosionInfo.pressure>100.0f) { //Add some angular impulse to the client actor depending on distance, direction... float dt = (1.0f - dist/explosionInfo.radius); dt = dt * dt; float angleZ = g_PI*0.15f*dt; float angleX = g_PI*0.15f*dt; pActor->AddAngularImpulse(Ang3(Random(-angleX*0.5f,angleX),0.0f,Random(-angleZ,angleZ)),0.0f,dt*2.0f); } }
there is some additional cry engine black box magic in SimulateExplosion
pressure Explosion impulse pressure at radius distance from epicenter.
min_phys_radius Explosion minimal radius, at this radius full pressure is applied.
max_phys_radius Explosion maximal radius, at this radius impulse pressure will be reaching zero.
and that is the best I could find in the cry engine docs