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//===== Copyright (c) 1996-2006, Valve Corporation, All rights reserved. ======//
//
// Purpose: provide client-side access to the new particle system, with similar
// usage to CSimpleEmitter
//
// $NoKeywords: $
//===========================================================================//
#ifndef PARTICLES_NEW_H
#define PARTICLES_NEW_H
#ifdef _WIN32
#pragma once
#endif
#include "particlemgr.h"
#include "particles/particles.h"
#include "particlesphererenderer.h"
#include "smartptr.h"
#include "particles_simple.h"
#include "tier1/utlobjectreference.h"
//-----------------------------------------------------------------------------
// Particle effect
//-----------------------------------------------------------------------------
class CNewParticleEffect : public IParticleEffect, public CParticleCollection, public CDefaultClientRenderable { public: DECLARE_CLASS_NOBASE( CNewParticleEffect ); DECLARE_REFERENCED_CLASS( CNewParticleEffect );
public: friend class CRefCountAccessor; friend class CParticleSystemQuery;
// list management
CNewParticleEffect *m_pNext; CNewParticleEffect *m_pPrev;
// Call this before adding a bunch of particles to give it a rough estimate of where
// your particles are for sorting amongst other translucent entities.
void SetSortOrigin( const Vector &vSortOrigin ); bool ShouldDraw( void ); virtual int GetRenderFlags( void ); const QAngle& GetRenderAngles( void ); const matrix3x4_t& RenderableToWorldTransform(); void GetRenderBounds( Vector& mins, Vector& maxs ); virtual bool ShouldDrawForSplitScreenUser( int nSlot );
// check if the new bounds of the particle system needs its client-leaf info needs to be updated
void DetectChanges( void ); const Vector &GetRenderOrigin( void ); PMaterialHandle GetPMaterial( const char *name ); bool RecalculateBoundingBox(); Particle* AddParticle( unsigned int particleSize, PMaterialHandle material, const Vector &origin ); const char *GetEffectName(); void SetDontRemove( bool bSet ); void SetDrawn( bool bDrawn ); void SetFirstFrameFlag( bool bFirst ); void SetNeedsBBoxUpdate( bool bNeedsUpdate ); void SetAutoUpdateBBox( bool bNeedsUpdate ); void SetRemoveFlag( void ); bool GetRemoveFlag( void ); bool GetFirstFrameFlag( void ); bool GetNeedsBBoxUpdate( void ); bool GetAutoUpdateBBox( void ); bool ShouldPerformCullCheck() const; void MarkShouldPerformCullCheck( bool bEnable ); CBaseEntity *GetOwner( void ) { return m_hOwner; } void SetOwner( CBaseEntity *pOwner ); CNewParticleEffect* ReplaceWith( const char *pParticleSystemName );
static CNewParticleEffect *Create( CBaseEntity *pOwner, const char *pParticleSystemName, const char *pDebugName = NULL ); static CNewParticleEffect *Create( CBaseEntity *pOwner, CParticleSystemDefinition *pDef, const char *pDebugName = NULL ); static CNewParticleEffect *CreatePrecached( CBaseEntity *pOwner, int nPrecacheIndex, const char *pDebugName = NULL ); static CNewParticleEffect *CreateOrAggregate( CBaseEntity *pOwner, const char *pParticleSystemName, Vector const &vecAggregatePosition, const char *pDebugName = NULL, int nSplitScreenUser = -1 ); static CNewParticleEffect *CreateOrAggregate( CBaseEntity *pOwner, CParticleSystemDefinition *pDef, Vector const &vecAggregatePosition, const char *pDebugName = NULL, int nSplitScreenUser = -1 ); static CNewParticleEffect *CreateOrAggregatePrecached( CBaseEntity *pOwner, int nPrecacheIndex, Vector const &vecAggregatePosition, const char *pDebugName = NULL, int nSplitScreenUser = -1 );
static void RemoveParticleEffect( int nPrecacheIndex );
virtual int DrawModel( int flags, const RenderableInstance_t &instance );
bool SetupBones( matrix3x4a_t *pBoneToWorldOut, int nMaxBones, int boneMask, float currentTime );
void SetDrawOnlyForSplitScreenUser( int nSlot );
// CParticleCollection overrides
public: void StopEmission( bool bInfiniteOnly = false, bool bRemoveAllParticles = false, bool bWakeOnStop = false, bool bPlayEndCap = false ); void SetDormant( bool bDormant ); void SetControlPoint( int nWhichPoint, const Vector &v ); void SetControlPointEntity( int nWhichPoint, CBaseEntity *pEntity ); void SetControlPointOrientation( int nWhichPoint, const Quaternion &q ); void SetControlPointOrientation( int nWhichPoint, const Vector &forward, const Vector &right, const Vector &up ); void SetControlPointForwardVector( int nWhichPoint, const Vector &v ); void SetControlPointUpVector( int nWhichPoint, const Vector &v ); void SetControlPointRightVector( int nWhichPoint, const Vector &v );
FORCEINLINE EHANDLE const &GetControlPointEntity( int nWhichPoint ) { return m_hControlPointOwners[ nWhichPoint ]; }
// IParticleEffect overrides
public:
virtual void SimulateParticles( CParticleSimulateIterator *pIterator ) { } virtual void RenderParticles( CParticleRenderIterator *pIterator ) { }
virtual void SetParticleCullRadius( float radius ); virtual void NotifyRemove( void ); virtual const Vector & GetSortOrigin( void );
// virtual void NotifyDestroyParticle( Particle* pParticle );
virtual void Update( float flTimeDelta );
// All Create() functions should call this so the effect deletes itself
// when it is removed from the particle manager.
void SetDynamicallyAllocated( bool bDynamic = true );
virtual bool ShouldSimulate() const { return m_bSimulate; } virtual void SetShouldSimulate( bool bSim ) { m_bSimulate = bSim; }
void SetToolRecording( bool bRecord );
int AllocateToolParticleEffectId(); int GetToolParticleEffectId() const;
virtual ~CNewParticleEffect();
protected: CNewParticleEffect( CBaseEntity *pOwner, const char *pEffectName ); CNewParticleEffect( CBaseEntity *pOwner, CParticleSystemDefinition *pEffect ); CNewParticleEffect( CBaseEntity *pOwner, int nPrecacheIndex );
// Returns nonzero if Release() has been called.
int IsReleased(); // Used to track down bugs.
const char *m_pDebugName;
bool m_bDontRemove : 1; bool m_bRemove : 1; bool m_bDrawn : 1; bool m_bNeedsBBoxUpdate : 1; bool m_bIsFirstFrame : 1; bool m_bAutoUpdateBBox : 1; bool m_bAllocated : 1; bool m_bSimulate : 1; bool m_bRecord : 1; bool m_bShouldPerformCullCheck : 1;
// if a particle system is created through the non-aggregation entry point, we can't aggregate into it
bool m_bDisableAggregation : 1;
int m_nToolParticleEffectId; Vector m_vSortOrigin; EHANDLE m_hOwner; EHANDLE m_hControlPointOwners[MAX_PARTICLE_CONTROL_POINTS];
// holds the min/max bounds used to manage this thing in the client leaf system
Vector m_LastMin; Vector m_LastMax;
int m_nSplitScreenUser; // -1 means don't care
Vector m_vecAggregationCenter; // origin for aggregation if aggregation enabled
private: // Update the reference count.
void AddRef(); void Release(); void RecordControlPointOrientation( int nWhichPoint ); void Construct(); void RecordCreation(); int m_RefCount; // When this goes to zero and the effect has no more active
// particles, (and it's dynamically allocated), it will delete itself.
matrix3x4a_t m_DrawModelMatrix; CNewParticleEffect( const CNewParticleEffect & ); // not defined, not accessible
};
//-----------------------------------------------------------------------------
// Inline methods
//-----------------------------------------------------------------------------
inline int CNewParticleEffect::GetToolParticleEffectId() const { return m_nToolParticleEffectId; }
inline int CNewParticleEffect::AllocateToolParticleEffectId() { m_nToolParticleEffectId = ParticleMgr()->AllocateToolParticleEffectId(); return m_nToolParticleEffectId; }
// Call this before adding a bunch of particles to give it a rough estimate of where
// your particles are for sorting amongst other translucent entities.
inline void CNewParticleEffect::SetSortOrigin( const Vector &vSortOrigin ) { m_vSortOrigin = vSortOrigin; }
inline const Vector &CNewParticleEffect::GetSortOrigin( void ) { return m_vSortOrigin; }
inline bool CNewParticleEffect::ShouldDraw( void ) { return true; }
inline const QAngle& CNewParticleEffect::GetRenderAngles( void ) { return vec3_angle; }
inline const matrix3x4_t & CNewParticleEffect::RenderableToWorldTransform() { static matrix3x4_t mat; SetIdentityMatrix( mat ); PositionMatrix( GetRenderOrigin(), mat ); return mat; }
inline Vector const &CNewParticleEffect::GetRenderOrigin( void ) { return m_vSortOrigin; }
inline PMaterialHandle CNewParticleEffect::GetPMaterial(const char *name) { //!!
Assert( 0 ); return NULL; }
inline Particle* CNewParticleEffect::AddParticle( unsigned int particleSize, PMaterialHandle material, const Vector &origin ) { //!!
Assert( 0 ); return NULL; }
inline const char *CNewParticleEffect::GetEffectName() { return GetName(); }
inline void CNewParticleEffect::SetDontRemove( bool bSet ) { m_bDontRemove = bSet; }
inline void CNewParticleEffect::SetDrawn( bool bDrawn ) { m_bDrawn = bDrawn; }
inline void CNewParticleEffect::SetFirstFrameFlag( bool bFirst ) { m_bIsFirstFrame = bFirst; }
inline void CNewParticleEffect::SetDynamicallyAllocated( bool bDynamic ) { m_bAllocated = bDynamic; }
inline void CNewParticleEffect::SetNeedsBBoxUpdate( bool bNeedsUpdate ) { m_bNeedsBBoxUpdate = bNeedsUpdate; }
inline void CNewParticleEffect::SetAutoUpdateBBox( bool bNeedsUpdate ) { m_bAutoUpdateBBox = bNeedsUpdate; }
inline void CNewParticleEffect::SetRemoveFlag( void ) { m_bRemove = true; }
inline bool CNewParticleEffect::GetRemoveFlag( void ) { return m_bRemove; }
inline bool CNewParticleEffect::GetFirstFrameFlag( void ) { return m_bIsFirstFrame; }
inline bool CNewParticleEffect::GetNeedsBBoxUpdate( void ) { return m_bNeedsBBoxUpdate; }
inline bool CNewParticleEffect::GetAutoUpdateBBox( void ) { return m_bAutoUpdateBBox; }
inline bool CNewParticleEffect::ShouldPerformCullCheck() const { return m_bShouldPerformCullCheck; }
inline void CNewParticleEffect::MarkShouldPerformCullCheck( bool bEnable ) { m_bShouldPerformCullCheck = bEnable; }
inline CNewParticleEffect *CNewParticleEffect::Create( CBaseEntity *pOwner, const char *pParticleSystemName, const char *pDebugName ) { CNewParticleEffect *pRet = new CNewParticleEffect( pOwner, pParticleSystemName ); pRet->m_pDebugName = pDebugName; pRet->SetDynamicallyAllocated( true ); return pRet; }
inline CNewParticleEffect *CNewParticleEffect::Create( CBaseEntity *pOwner, CParticleSystemDefinition *pDef, const char *pDebugName ) { CNewParticleEffect *pRet = new CNewParticleEffect( pOwner, pDef ); pRet->m_pDebugName = pDebugName; pRet->SetDynamicallyAllocated( true ); return pRet; }
inline CNewParticleEffect *CNewParticleEffect::CreatePrecached( CBaseEntity *pOwner, int nPrecacheIndex, const char *pDebugName ) { CNewParticleEffect *pRet = new CNewParticleEffect( pOwner, nPrecacheIndex ); pRet->m_pDebugName = pDebugName; pRet->SetDynamicallyAllocated( true ); return pRet; }
//--------------------------------------------------------------------------------
// If you use an HPARTICLEFFECT instead of a cnewparticleeffect *, you get a pointer
// which will go to null when the effect is deleted
//--------------------------------------------------------------------------------
typedef CUtlReference<CNewParticleEffect> HPARTICLEFFECT;
#endif // PARTICLES_NEW_H
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