Counter Strike : Global Offensive Source Code
You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
|
|
//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "particle_simple3d.h"
#include "view.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// Defined in pm_math.c
float anglemod( float a );
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
CSmartPtr<CSimple3DEmitter> CSimple3DEmitter::Create( const char *pDebugName ) { CSimple3DEmitter* pSimple3DEmitter = new CSimple3DEmitter( pDebugName );
// Do in world space
pSimple3DEmitter->m_ParticleEffect.SetEffectCameraSpace( false ); return pSimple3DEmitter; }
void CSimple3DEmitter::SimulateParticles( CParticleSimulateIterator *pIterator ) { Particle3D *pParticle = (Particle3D*)pIterator->GetFirst(); while ( pParticle ) { const float timeDelta = pIterator->GetTimeDelta();
//Should this particle die?
pParticle->m_flLifeRemaining -= timeDelta;
if ( pParticle->IsDead() ) { pIterator->RemoveParticle( pParticle ); } else { // Angular rotation
pParticle->m_vAngles.x += pParticle->m_flAngSpeed * timeDelta; pParticle->m_vAngles.y += pParticle->m_flAngSpeed * timeDelta; pParticle->m_vAngles.z += pParticle->m_flAngSpeed * timeDelta;
//Simulate the movement with collision
trace_t trace; m_ParticleCollision.MoveParticle( pParticle->m_Pos, pParticle->m_vecVelocity, &pParticle->m_flAngSpeed, timeDelta, &trace );
// ---------------------------------------
// Decay towards flat
// ---------------------------------------
if (pParticle->m_flAngSpeed == 0 || trace.fraction != 1.0) { pParticle->m_vAngles.x = anglemod(pParticle->m_vAngles.x); if (pParticle->m_vAngles.x < 180) { if (fabs(pParticle->m_vAngles.x - 90) > 0.5) { pParticle->m_vAngles.x = 0.5*pParticle->m_vAngles.x + 46; } } else { if (fabs(pParticle->m_vAngles.x - 270) > 0.5) { pParticle->m_vAngles.x = 0.5*pParticle->m_vAngles.x + 135; } }
pParticle->m_vAngles.y = anglemod(pParticle->m_vAngles.y); if (fabs(pParticle->m_vAngles.y) > 0.5) { pParticle->m_vAngles.y = 0.5*pParticle->m_vAngles.z; } } }
pParticle = (Particle3D*)pIterator->GetNext(); } }
void CSimple3DEmitter::RenderParticles( CParticleRenderIterator *pIterator ) { const Particle3D *pParticle = (const Particle3D *)pIterator->GetFirst(); while ( pParticle ) { float sortKey = CurrentViewForward().Dot( CurrentViewOrigin() - pParticle->m_Pos );
// -------------------------------------------------------
// Set color based on direction towards camera
// -------------------------------------------------------
Vector color; Vector vFaceNorm; Vector vCameraToFace = (pParticle->m_Pos - CurrentViewOrigin()); AngleVectors(pParticle->m_vAngles,&vFaceNorm); float flFacing = DotProduct(vCameraToFace,vFaceNorm);
if (flFacing <= 0) { color[0] = pParticle->m_uchFrontColor[0] / 255.0f; color[1] = pParticle->m_uchFrontColor[1] / 255.0f; color[2] = pParticle->m_uchFrontColor[2] / 255.0f; } else { color[0] = pParticle->m_uchBackColor[0] / 255.0f; color[1] = pParticle->m_uchBackColor[1] / 255.0f; color[2] = pParticle->m_uchBackColor[2] / 255.0f; }
//Render it in world space
RenderParticle_ColorSizeAngles( pIterator->GetParticleDraw(), pParticle->m_Pos, color, pParticle->GetFadeFraction(), pParticle->m_uchSize, pParticle->m_vAngles);
pParticle = (const Particle3D *)pIterator->GetNext( sortKey ); } }
|