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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "fx_fleck.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// enable this to have the fleck_merge cvar as well as the current system count displayed as it changes (for profiling)
#define REPORT_MERGED_FLECKS 0
//
// class PARTICLE_MERGE
//{
//public:
// bool MergeParticleSystems( CFleckParticles *pSystem, const char *pEffectName, const Vector ¢er, const Vector &extents )
// { merge; return true; }
//};
// a singly linked list through all particle effects of a specific type
// with a specific rule for sharing them.
// Needs a hook to the particle effect's constructor/destructor and factory method
// The factory needs to support optionally merging the new particles into a previously built particle effect
// this cuts down on lots of scene management overhead as well as rendering/batch overhead
template< class PARTICLE_EFFECT, class PARTICLE_MERGE > class CParticleMergeList { public: CParticleMergeList() : m_pHead(NULL) {} void AddParticleSystem( PARTICLE_EFFECT *pSystem ); void RemoveParticleSystem( PARTICLE_EFFECT *pRemove ); PARTICLE_EFFECT *FindAndMergeParticleSystem( const char *pEffectName, const Vector ¢er, const Vector &extents ); bool MergeParticleSystems( PARTICLE_EFFECT *pSystem, const char *pEffectName, const Vector ¢er, const Vector &extents ); private: PARTICLE_EFFECT *m_pHead; PARTICLE_MERGE m_merge; };
#if REPORT_MERGED_FLECKS
ConVar fleck_merge("fleck_merge","1"); int g_PCount = 0; #endif
template< class PARTICLE_EFFECT, class PARTICLE_MERGE > void CParticleMergeList<PARTICLE_EFFECT,PARTICLE_MERGE>::AddParticleSystem( PARTICLE_EFFECT *pSystem ) { #if REPORT_MERGED_FLECKS
g_PCount++; Msg("PS: %d\n", g_PCount); #endif
pSystem->m_pNextParticleSystem = m_pHead; m_pHead = pSystem; }
template< class PARTICLE_EFFECT, class PARTICLE_MERGE > void CParticleMergeList<PARTICLE_EFFECT,PARTICLE_MERGE>::RemoveParticleSystem( PARTICLE_EFFECT *pRemove ) { #if REPORT_MERGED_FLECKS
g_PCount--; Msg("PS: %d\n", g_PCount); #endif
PARTICLE_EFFECT **pPrev = &m_pHead; PARTICLE_EFFECT *pCur = *pPrev; while ( pCur ) { if ( pCur == pRemove ) { *pPrev = pCur->m_pNextParticleSystem; return; } pPrev = &pCur->m_pNextParticleSystem; pCur = *pPrev; } }
template< class PARTICLE_EFFECT, class PARTICLE_MERGE > PARTICLE_EFFECT *CParticleMergeList<PARTICLE_EFFECT,PARTICLE_MERGE>::FindAndMergeParticleSystem( const char *pEffectName, const Vector ¢er, const Vector &extents ) { #if REPORT_MERGED_FLECKS
if ( !fleck_merge.GetBool() ) return NULL; #endif
for ( PARTICLE_EFFECT *pMerge = m_pHead; pMerge != NULL; pMerge = pMerge->m_pNextParticleSystem ) { if ( m_merge.MergeParticleSystems( pMerge, pEffectName, center, extents ) ) return pMerge; } return NULL; }
// merge anything within 10 feet
const float MAX_RADIUS_BBOX_MERGE = 120.0f;
template< class PARTICLE_EFFECT > class CMergeSameNameBbox { public: bool MergeParticleSystems( PARTICLE_EFFECT *pSystem, const char *pEffectName, const Vector ¢er, const Vector &extents ) { // by default, match names
if ( !Q_stricmp(pSystem->GetEffectName(), pEffectName) ) { Vector mins, maxs; pSystem->GetBinding().GetWorldspaceBounds( &mins, &maxs ); AddPointToBounds( center - extents, mins, maxs ); AddPointToBounds( center + extents, mins, maxs ); Vector size = maxs - mins; float radius = size.Length(); if ( radius < MAX_RADIUS_BBOX_MERGE ) { pSystem->GetBinding().SetBBox( mins, maxs ); // put sort origin at center of the new box
Vector sortOrigin = 0.5f * (mins+maxs); pSystem->SetSortOrigin(sortOrigin); return true; } } return false; } };
CParticleMergeList< CFleckParticles, CMergeSameNameBbox<CFleckParticles> > g_FleckMergeList;
//
// CFleckParticles
//
CSmartPtr<CFleckParticles> CFleckParticles::Create( const char *pDebugName, const Vector &vCenter, const Vector &extents ) { CFleckParticles *pMerge = g_FleckMergeList.FindAndMergeParticleSystem( pDebugName, vCenter, extents ); if ( pMerge ) return pMerge;
CFleckParticles *pRet = new CFleckParticles( pDebugName ); if ( pRet ) { pRet->GetBinding().SetBBox( vCenter - extents, vCenter + extents ); pRet->SetSortOrigin(vCenter); } return pRet; }
CFleckParticles::CFleckParticles( const char *pDebugName ) : CSimpleEmitter( pDebugName ), m_pNextParticleSystem(NULL) { g_FleckMergeList.AddParticleSystem(this); }
CFleckParticles::~CFleckParticles() { g_FleckMergeList.RemoveParticleSystem(this); }
//-----------------------------------------------------------------------------
// Purpose: Test for surrounding collision surfaces for quick collision testing for the particle system
// Input : &origin - starting position
// *dir - direction of movement (if NULL, will do a point emission test in four directions)
// angularSpread - looseness of the spread
// minSpeed - minimum speed
// maxSpeed - maximum speed
// gravity - particle gravity for the sytem
// dampen - dampening amount on collisions
// flags - extra information
//-----------------------------------------------------------------------------
void CFleckParticles::Setup( const Vector &origin, const Vector *direction, float angularSpread, float minSpeed, float maxSpeed, float gravity, float dampen, int flags ) { //See if we've specified a direction
m_ParticleCollision.Setup( origin, direction, angularSpread, minSpeed, maxSpeed, gravity, dampen ); }
void CFleckParticles::RenderParticles( CParticleRenderIterator *pIterator ) { const FleckParticle *pParticle = (const FleckParticle*)pIterator->GetFirst(); while ( pParticle ) { Vector tPos; TransformParticle( ParticleMgr()->GetModelView(), pParticle->m_Pos, tPos ); float sortKey = (int) tPos.z; Vector color; color[0] = pParticle->m_uchColor[0] / 255.0f; color[1] = pParticle->m_uchColor[1] / 255.0f; color[2] = pParticle->m_uchColor[2] / 255.0f; //Render it
RenderParticle_ColorSizeAngle( pIterator->GetParticleDraw(), tPos, color, 1.0f - (pParticle->m_flLifetime / pParticle->m_flDieTime), pParticle->m_uchSize, pParticle->m_flRoll );
pParticle = (const FleckParticle*)pIterator->GetNext( sortKey ); } }
void CFleckParticles::SimulateParticles( CParticleSimulateIterator *pIterator ) { FleckParticle *pParticle = (FleckParticle*)pIterator->GetFirst(); while ( pParticle ) { const float timeDelta = pIterator->GetTimeDelta();
//Should this particle die?
pParticle->m_flLifetime += timeDelta;
if ( pParticle->m_flLifetime >= pParticle->m_flDieTime ) { pIterator->RemoveParticle( pParticle ); } else { pParticle->m_flRoll += pParticle->m_flRollDelta * timeDelta;
//Simulate the movement with collision
trace_t trace; m_ParticleCollision.MoveParticle( pParticle->m_Pos, pParticle->m_vecVelocity, &pParticle->m_flRollDelta, timeDelta, &trace );
// If we're in solid, then stop moving
if ( trace.allsolid ) { pParticle->m_vecVelocity = vec3_origin; pParticle->m_flRollDelta = 0.0f; } }
pParticle = (FleckParticle*)pIterator->GetNext(); } }
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