//===== Copyright (c) 1996-2006, Valve Corporation, All rights reserved. ======// // // Purpose: particle system definitions // //===========================================================================// #ifndef PARTICLES_H #define PARTICLES_H #ifdef _WIN32 #pragma once #endif #include "mathlib/mathlib.h" #include "mathlib/vector.h" #include "mathlib/ssemath.h" #include "appframework/iappsystem.h" #if 1 #include "materialsystem/imaterialsystem.h" #include "materialsystem/MaterialSystemUtil.h" #else class IMaterial; class IMatRenderContext; #endif #include "dmxloader/dmxelement.h" #include "tier1/utlintrusivelist.h" #include "vstdlib/random.h" #include "tier1/utlobjectreference.h" #include "tier1/UtlStringMap.h" #include "tier1/utlmap.h" #include "trace.h" #include "tier1/utlsoacontainer.h" #include "raytrace.h" #include "materialsystem/imesh.h" #if defined( CLIENT_DLL ) #include "c_pixel_visibility.h" #endif //----------------------------------------------------------------------------- // Forward declarations //----------------------------------------------------------------------------- struct DmxElementUnpackStructure_t; class CParticleSystemDefinition; class CParticleCollection; class CParticleOperatorInstance; class CParticleSystemDictionary; class CUtlBuffer; class IParticleOperatorDefinition; class CSheet; class CMeshBuilder; extern float s_pRandomFloats[]; //----------------------------------------------------------------------------- // Random numbers //----------------------------------------------------------------------------- #define MAX_RANDOM_FLOATS 4096 #define RANDOM_FLOAT_MASK ( MAX_RANDOM_FLOATS - 1 ) //----------------------------------------------------------------------------- // Helpers //----------------------------------------------------------------------------- // Get a list of the files inside the particle manifest file void GetParticleManifest( CUtlVector& list ); void GetParticleManifest( CUtlVector& list, const char *pFile ); //----------------------------------------------------------------------------- // Particle attributes //----------------------------------------------------------------------------- #define MAX_PARTICLE_ATTRIBUTES 24 #define DEFPARTICLE_ATTRIBUTE( name, bit, datatype ) \ const int PARTICLE_ATTRIBUTE_##name##_MASK = (1 << bit); \ const int PARTICLE_ATTRIBUTE_##name = bit; \ const EAttributeDataType PARTICLE_ATTRIBUTE_##name##_DATATYPE = datatype; // required DEFPARTICLE_ATTRIBUTE( XYZ, 0, ATTRDATATYPE_4V ); // particle lifetime (duration) of particle as a float. DEFPARTICLE_ATTRIBUTE( LIFE_DURATION, 1, ATTRDATATYPE_FLOAT ); // prev coordinates for verlet integration DEFPARTICLE_ATTRIBUTE( PREV_XYZ, 2, ATTRDATATYPE_4V ); // radius of particle DEFPARTICLE_ATTRIBUTE( RADIUS, 3, ATTRDATATYPE_FLOAT ); // rotation angle of particle DEFPARTICLE_ATTRIBUTE( ROTATION, 4, ATTRDATATYPE_FLOAT ); // rotation speed of particle DEFPARTICLE_ATTRIBUTE( ROTATION_SPEED, 5, ATTRDATATYPE_FLOAT ); // tint of particle DEFPARTICLE_ATTRIBUTE( TINT_RGB, 6, ATTRDATATYPE_4V ); // alpha tint of particle DEFPARTICLE_ATTRIBUTE( ALPHA, 7, ATTRDATATYPE_FLOAT ); // creation time stamp (relative to particle system creation) DEFPARTICLE_ATTRIBUTE( CREATION_TIME, 8, ATTRDATATYPE_FLOAT ); // sequnece # (which animation sequence number this particle uses ) DEFPARTICLE_ATTRIBUTE( SEQUENCE_NUMBER, 9, ATTRDATATYPE_FLOAT ); // length of the trail DEFPARTICLE_ATTRIBUTE( TRAIL_LENGTH, 10, ATTRDATATYPE_FLOAT ); // unique particle identifier DEFPARTICLE_ATTRIBUTE( PARTICLE_ID, 11, ATTRDATATYPE_INT ); // unique rotation around up vector DEFPARTICLE_ATTRIBUTE( YAW, 12, ATTRDATATYPE_FLOAT ); // second sequnece # (which animation sequence number this particle uses ) DEFPARTICLE_ATTRIBUTE( SEQUENCE_NUMBER1, 13, ATTRDATATYPE_FLOAT ); // hit box index DEFPARTICLE_ATTRIBUTE( HITBOX_INDEX, 14, ATTRDATATYPE_INT ); DEFPARTICLE_ATTRIBUTE( HITBOX_RELATIVE_XYZ, 15, ATTRDATATYPE_4V ); DEFPARTICLE_ATTRIBUTE( ALPHA2, 16, ATTRDATATYPE_FLOAT ); // particle trace caching fields DEFPARTICLE_ATTRIBUTE( SCRATCH_VEC, 17, ATTRDATATYPE_4V ); //scratch field used for storing arbitraty vec data DEFPARTICLE_ATTRIBUTE( SCRATCH_FLOAT, 18, ATTRDATATYPE_4V ); //scratch field used for storing arbitraty float data DEFPARTICLE_ATTRIBUTE( UNUSED, 19, ATTRDATATYPE_FLOAT ); DEFPARTICLE_ATTRIBUTE( PITCH, 20, ATTRDATATYPE_4V ); DEFPARTICLE_ATTRIBUTE( NORMAL, 21, ATTRDATATYPE_4V ); // 0 0 0 if none DEFPARTICLE_ATTRIBUTE( GLOW_RGB, 22, ATTRDATATYPE_4V ); // glow color DEFPARTICLE_ATTRIBUTE( GLOW_ALPHA, 23, ATTRDATATYPE_FLOAT ); // glow alpha #define MAX_PARTICLE_CONTROL_POINTS 64 #define ATTRIBUTES_WHICH_ARE_VEC3S_MASK ( PARTICLE_ATTRIBUTE_SCRATCH_VEC_MASK | PARTICLE_ATTRIBUTE_XYZ_MASK | \ PARTICLE_ATTRIBUTE_PREV_XYZ_MASK | PARTICLE_ATTRIBUTE_TINT_RGB_MASK | \ PARTICLE_ATTRIBUTE_HITBOX_RELATIVE_XYZ_MASK | PARTICLE_ATTRIBUTE_NORMAL_MASK | \ PARTICLE_ATTRIBUTE_GLOW_RGB_MASK ) #define ATTRIBUTES_WHICH_ARE_0_TO_1 (PARTICLE_ATTRIBUTE_ALPHA_MASK | PARTICLE_ATTRIBUTE_ALPHA2_MASK) #define ATTRIBUTES_WHICH_ARE_ANGLES (PARTICLE_ATTRIBUTE_ROTATION_MASK | PARTICLE_ATTRIBUTE_YAW_MASK | PARTICLE_ATTRIBUTE_PITCH_MASK ) #define ATTRIBUTES_WHICH_ARE_INTS (PARTICLE_ATTRIBUTE_PARTICLE_ID_MASK | PARTICLE_ATTRIBUTE_HITBOX_INDEX_MASK ) // Auto filters #define ATTRIBUTES_WHICH_ARE_POSITION_AND_VELOCITY (PARTICLE_ATTRIBUTE_XYZ_MASK | PARTICLE_ATTRIBUTE_PREV_XYZ_MASK) #define ATTRIBUTES_WHICH_ARE_LIFE_DURATION (PARTICLE_ATTRIBUTE_LIFE_DURATION_MASK | PARTICLE_ATTRIBUTE_CREATION_TIME_MASK) #define ATTRIBUTES_WHICH_ARE_ROTATION (PARTICLE_ATTRIBUTE_ROTATION_MASK | PARTICLE_ATTRIBUTE_YAW_MASK | PARTICLE_ATTRIBUTE_ROTATION_SPEED_MASK | PARTICLE_ATTRIBUTE_PITCH_MASK ) #define ATTRIBUTES_WHICH_ARE_SIZE (PARTICLE_ATTRIBUTE_RADIUS_MASK | PARTICLE_ATTRIBUTE_TRAIL_LENGTH_MASK) #define ATTRIBUTES_WHICH_ARE_COLOR_AND_OPACITY (PARTICLE_ATTRIBUTE_TINT_RGB_MASK | PARTICLE_ATTRIBUTE_GLOW_RGB_MASK | PARTICLE_ATTRIBUTE_ALPHA_MASK | PARTICLE_ATTRIBUTE_ALPHA2_MASK | PARTICLE_ATTRIBUTE_GLOW_ALPHA_MASK ) #define ATTRIBUTES_WHICH_ARE_ANIMATION_SEQUENCE (PARTICLE_ATTRIBUTE_SEQUENCE_NUMBER_MASK | PARTICLE_ATTRIBUTE_SEQUENCE_NUMBER1_MASK) #define ATTRIBUTES_WHICH_ARE_HITBOX (PARTICLE_ATTRIBUTE_HITBOX_INDEX_MASK | PARTICLE_ATTRIBUTE_HITBOX_RELATIVE_XYZ_MASK) #define ATTRIBUTES_WHICH_ARE_NORMAL (PARTICLE_ATTRIBUTE_NORMAL_MASK) #if defined( _GAMECONSOLE ) #define MAX_PARTICLES_IN_A_SYSTEM 2000 #else #define MAX_PARTICLES_IN_A_SYSTEM 5000 #endif // Set this to 1 or 0 to enable or disable particle profiling. // Note that this profiling is expensive on Linux, and some anti-virus // products can make this very expensive on Windows. #define MEASURE_PARTICLE_PERF 0 #define MIN_PARTICLE_SPEED 0.001 #define MAX_PARTICLE_ORIENTATION_TYPES 3 //----------------------------------------------------------------------------- // Particle function types //----------------------------------------------------------------------------- enum ParticleFunctionType_t { FUNCTION_RENDERER = 0, FUNCTION_OPERATOR, FUNCTION_INITIALIZER, FUNCTION_EMITTER, FUNCTION_CHILDREN, // NOTE: This one is a fake function type, only here to help eliminate a ton of duplicated code in the editor FUNCTION_FORCEGENERATOR, FUNCTION_CONSTRAINT, PARTICLE_FUNCTION_COUNT }; //----------------------------------------------------------------------------- // Particle filter types // Used for classifying operators in the interface // Can only have 32 altogether //----------------------------------------------------------------------------- enum ParticleFilterType_t { FILTER_NOT_SPECIAL = 0, FILTER_POSITION_AND_VELOCITY, FILTER_LIFE_DURATION, FILTER_PARAMETER_REMAPPING, FILTER_ROTATION, FILTER_SIZE, FILTER_COLOR_AND_OPACITY, FILTER_ANIMATION_SEQUENCE, FILTER_HITBOX, FILTER_NORMAL, FILTER_CONTROL_POINTS, FILTER_COUNT }; enum ParticleFilterMask_t { FILTER_NOT_SPECIAL_MASK = 0, FILTER_POSITION_AND_VELOCITY_MASK = 1 << 1, FILTER_LIFE_DURATION_MASK = 1 << 2, FILTER_PARAMETER_REMAPPING_MASK = 1 << 3, FILTER_ROTATION_MASK = 1 << 4, FILTER_SIZE_MASK = 1 << 5, FILTER_COLOR_AND_OPACITY_MASK = 1 << 6, FILTER_ANIMATION_SEQUENCE_MASK = 1 << 7, FILTER_HITBOX_MASK = 1 << 8, FILTER_NORMAL_MASK = 1 << 9, FILTER_CONTROL_POINTS_MASK = 1 << 10 }; struct CParticleVisibilityInputs { float m_flInputMin; float m_flInputMax; float m_flAlphaScaleMin; float m_flAlphaScaleMax; float m_flRadiusScaleMin; float m_flRadiusScaleMax; float m_flRadiusScaleFOVBase; float m_flProxyRadius; float m_flDistanceInputMin; float m_flDistanceInputMax; float m_flDotInputMin; float m_flDotInputMax; int m_nCPin; }; struct ModelHitBoxInfo_t { Vector m_vecBoxMins; Vector m_vecBoxMaxes; matrix3x4_t m_Transform; }; class CModelHitBoxesInfo { public: float m_flLastUpdateTime; float m_flPrevLastUpdateTime; int m_nNumHitBoxes; int m_nNumPrevHitBoxes; ModelHitBoxInfo_t *m_pHitBoxes; ModelHitBoxInfo_t *m_pPrevBoxes; bool CurAndPrevValid( void ) const { return ( m_nNumHitBoxes && ( m_nNumPrevHitBoxes == m_nNumHitBoxes ) ); } CModelHitBoxesInfo( void ) { m_flLastUpdateTime = -1; m_nNumHitBoxes = 0; m_nNumPrevHitBoxes = 0; m_pHitBoxes = NULL; m_pPrevBoxes = NULL; } ~CModelHitBoxesInfo( void ) { if ( m_pHitBoxes ) delete[] m_pHitBoxes; if ( m_pPrevBoxes ) delete[] m_pPrevBoxes; } }; //----------------------------------------------------------------------------- // Particle kill list //----------------------------------------------------------------------------- #define KILL_LIST_INDEX_BITS 24 #define KILL_LIST_FLAGS_BITS ( 32 - KILL_LIST_INDEX_BITS ) #define KILL_LIST_INDEX_MASK ( ( 1 << KILL_LIST_INDEX_BITS ) - 1 ) #define KILL_LIST_FLAGS_MASK ( ( 1 << KILL_LIST_FLAGS_BITS ) - 1 ) struct KillListItem_t { unsigned int nIndex : KILL_LIST_INDEX_BITS; unsigned int nFlags : KILL_LIST_FLAGS_BITS; }; enum KillListFlags { // TODO: use this in ApplyKillList (the idea: pass particles to a child system, but dont then kill them) KILL_LIST_FLAG_DONT_KILL = ( 1 << 0 ) }; //----------------------------------------------------------------------------- // Interface to allow the particle system to call back into the client //----------------------------------------------------------------------------- #define PARTICLE_SYSTEM_QUERY_INTERFACE_VERSION "VParticleSystemQuery004" class IParticleSystemQuery : public IAppSystem { public: virtual bool IsEditor( ) = 0; virtual void GetLightingAtPoint( const Vector& vecOrigin, Color &tint ) = 0; virtual void TraceLine( const Vector& vecAbsStart, const Vector& vecAbsEnd, unsigned int mask, const class IHandleEntity *ignore, int collisionGroup, CBaseTrace *ptr ) = 0; virtual bool IsPointInSolid( const Vector& vecPos, const int nContentsMask ) = 0; // given a possible spawn point, tries to movie it to be on or in the source object. returns // true if it succeeded virtual bool MovePointInsideControllingObject( CParticleCollection *pParticles, void *pObject, Vector *pPnt ) { return true; } virtual bool IsPointInControllingObjectHitBox( CParticleCollection *pParticles, int nControlPointNumber, Vector vecPos, bool bBBoxOnly = false ) { return true; } virtual int GetRayTraceEnvironmentFromName( const char *pszRtEnvName ) { return 0; // == PRECIPITATION } virtual int GetCollisionGroupFromName( const char *pszCollisionGroupName ) { return 0; // == COLLISION_GROUP_NONE } virtual void GetRandomPointsOnControllingObjectHitBox( CParticleCollection *pParticles, int nControlPointNumber, int nNumPtsOut, float flBBoxScale, int nNumTrysToGetAPointInsideTheModel, Vector *pPntsOut, Vector vecDirectionBias, Vector *pHitBoxRelativeCoordOut = NULL, int *pHitBoxIndexOut = NULL, int nDesiredHitbox = -1, const char *pszHitboxSetName = NULL ) = 0; virtual void GetClosestControllingObjectHitBox( CParticleCollection *pParticles, int nControlPointNumber, int nNumPtsIn, float flBBoxScale, Vector *pPntsIn, Vector *pHitBoxRelativeCoordOut = NULL, int *pHitBoxIndexOut = NULL, int nDesiredHitbox = -1, const char *pszHitboxSetName = NULL ) = 0; virtual int GetControllingObjectHitBoxInfo( CParticleCollection *pParticles, int nControlPointNumber, int nBufSize, // # of output slots available ModelHitBoxInfo_t *pHitBoxOutputBuffer, const char *pszHitboxSetName ) { // returns number of hit boxes output return 0; } virtual void GetControllingObjectOBBox( CParticleCollection *pParticles, int nControlPointNumber, Vector vecMin, Vector vecMax ) { vecMin = vecMax = vec3_origin; } // Traces Four Rays against a defined RayTraceEnvironment virtual void TraceAgainstRayTraceEnv( int envnumber, const FourRays &rays, fltx4 TMin, fltx4 TMax, RayTracingResult *rslt_out, int32 skip_id ) const = 0; virtual Vector GetLocalPlayerPos( void ) { return vec3_origin; } virtual void GetLocalPlayerEyeVectors( Vector *pForward, Vector *pRight = NULL, Vector *pUp = NULL ) { *pForward = vec3_origin; *pRight = vec3_origin; *pUp = vec3_origin; } virtual Vector GetCurrentViewOrigin() { return vec3_origin; } virtual int GetActivityCount() = 0; virtual const char *GetActivityNameFromIndex( int nActivityIndex ) { return 0; } virtual int GetActivityNumber( void *pModel, const char *m_pszActivityName ) { return -1; } virtual float GetPixelVisibility( int *pQueryHandle, const Vector &vecOrigin, float flScale ) = 0; virtual void SetUpLightingEnvironment( const Vector& pos ) { } virtual void PreSimulate( ) = 0; virtual void PostSimulate( ) = 0; virtual void DebugDrawLine(const Vector& origin, const Vector& dest, int r, int g, int b,bool noDepthTest, float duration) = 0; virtual void *GetModel( char const *pMdlName ) { return NULL; } virtual void DrawModel( void *pModel, const matrix3x4_t &DrawMatrix, CParticleCollection *pParticles, int nParticleNumber, int nBodyPart, int nSubModel, int nSkin, int nAnimationSequence = 0, float flAnimationRate = 30.0f, float r = 1.0f, float g = 1.0f, float b = 1.0f, float a = 1.0f ) = 0; virtual void BeginDrawModels( int nNumModels, Vector const &vecCenter, CParticleCollection *pParticles ) {} virtual void FinishDrawModels( CParticleCollection *pParticles ) {} virtual void UpdateProjectedTexture( const int nParticleID, IMaterial *pMaterial, Vector &vOrigin, float flRadius, float flRotation, float r, float g, float b, float a, void *&pUserVar ) = 0; }; //----------------------------------------------------------------------------- // // Particle system manager. Using a class because tools need it that way // so the SFM and PET tools can share managers despite being linked to // separate particle system .libs // //----------------------------------------------------------------------------- typedef int ParticleSystemHandle_t; class CParticleSystemMgr { public: // Constructor, destructor CParticleSystemMgr(); ~CParticleSystemMgr(); // Initialize the particle system bool Init( IParticleSystemQuery *pQuery, bool bAllowPrecache ); void Shutdown(); // methods to add builtin operators. If you don't call these at startup, you won't be able to sim or draw. These are done separately from Init, so that // the server can omit the code needed for rendering/simulation, if desired. void AddBuiltinSimulationOperators( void ); void AddBuiltinRenderingOperators( void ); // Registration of known operators void AddParticleOperator( ParticleFunctionType_t nOpType, IParticleOperatorDefinition *pOpFactory ); // Read a particle config file, add it to the list of particle configs bool ReadParticleConfigFile( const char *pFileName, bool bPrecache, bool bDecommitTempMemory = true ); bool ReadParticleConfigFile( CUtlBuffer &buf, bool bPrecache, bool bDecommitTempMemory = true, const char *pFileName = NULL ); void DecommitTempMemory(); // For recording, write a specific particle system to a CUtlBuffer in DMX format bool WriteParticleConfigFile( const char *pParticleSystemName, CUtlBuffer &buf, bool bPreventNameBasedLookup = false ); bool WriteParticleConfigFile( const DmObjectId_t& id, CUtlBuffer &buf, bool bPreventNameBasedLookup = false ); // create a particle system by name. returns null if one of that name does not exist CParticleCollection *CreateParticleCollection( const char *pParticleSystemName, float flDelay = 0.0f, int nRandomSeed = 0 ); CParticleCollection *CreateParticleCollection( ParticleSystemHandle_t particleSystemName, float flDelay = 0.0f, int nRandomSeed = 0 ); // create a particle system given a particle system id CParticleCollection *CreateParticleCollection( const DmObjectId_t &id, float flDelay = 0.0f, int nRandomSeed = 0 ); // Is a particular particle system defined? bool IsParticleSystemDefined( const char *pParticleSystemName ); bool IsParticleSystemDefined( const DmObjectId_t &id ); // Returns the index of the specified particle system. ParticleSystemHandle_t GetParticleSystemIndex( const char *pParticleSystemName ); ParticleSystemHandle_t FindOrAddParticleSystemIndex( const char *pParticleSystemName ); // Returns the name of the specified particle system. const char *GetParticleSystemNameFromIndex( ParticleSystemHandle_t iIndex ); // Return the number of particle systems in our dictionary int GetParticleSystemCount( void ); // Get the label for a filter const char *GetFilterName( ParticleFilterType_t nFilterType ) const; // call to get available particle operator definitions // NOTE: FUNCTION_CHILDREN will return a faked one, for ease of writing the editor CUtlVector< IParticleOperatorDefinition *> &GetAvailableParticleOperatorList( ParticleFunctionType_t nWhichList ); void GetParticleSystemsInFile( const char *pFileName, CUtlVector *pOutSystemNameList ); void GetParticleSystemsInBuffer( CUtlBuffer &buf, CUtlVector *pOutSystemNameList ); // Returns the unpack structure for a particle system definition const DmxElementUnpackStructure_t *GetParticleSystemDefinitionUnpackStructure(); // Particle sheet management void ShouldLoadSheets( bool bLoadSheets ); CSheet *FindOrLoadSheet( CParticleSystemDefinition *pDef, bool bTryReloading = false ); void FlushAllSheets( void ); // Render cache used to render opaque particle collections void ResetRenderCache( void ); void AddToRenderCache( CParticleCollection *pParticles ); void DrawRenderCache( IMatRenderContext *pRenderContext, bool bShadowDepth ); IParticleSystemQuery *Query( void ) { return m_pQuery; } // return the particle field name const char* GetParticleFieldName( int nParticleField ) const; // WARNING: the pointer returned by this function may be invalidated // *at any time* by the editor, so do not ever cache it. CParticleSystemDefinition* FindParticleSystem( const char *pName ); CParticleSystemDefinition* FindParticleSystem( const DmObjectId_t& id ); CParticleSystemDefinition* FindParticleSystem( ParticleSystemHandle_t hParticleSystem ); CParticleSystemDefinition* FindPrecachedParticleSystem( int nPrecacheIndex ); void CommitProfileInformation( bool bCommit ); // call after simulation, if you want // sim time recorded. if oyu pass // flase, info will be thrown away and // uncomitted time reset. Having this // function lets you only record // profile data for slow frames if // desired. void DumpProfileInformation( void ); // write particle_profile.csv void DumpParticleList( const char *pNameSubstring ); // Cache/uncache materials used by particle systems void PrecacheParticleSystem( int nStringNumber, const char *pName ); void UncacheAllParticleSystems(); // Sets the last simulation time, used for particle system sleeping logic void SetLastSimulationTime( float flTime ); float GetLastSimulationTime() const; // Sets the last simulation duration ( the amount of time we spent simulating particle ) last frame // Used to fallback to cheaper particle systems under load void SetLastSimulationDuration( float flDuration ); float GetLastSimulationDuration() const; void SetFallbackParameters( float flBase, float flMultiplier, float flSimFallbackBaseMultiplier, float flSimThresholdMs ); float GetFallbackBase() const; float GetFallbackMultiplier() const; float GetSimFallbackThresholdMs() const; float GetSimFallbackBaseMultiplier() const; void SetSystemLevel( int nCPULevel, int nGPULevel ); int GetParticleCPULevel() const; int GetParticleGPULevel() const; void LevelShutdown( void ); // called at level unload time void FrameUpdate( void ); // call this once per frame on main thread // Particle attribute query funcs int GetParticleAttributeByName( const char *pAttribute ) const; // SLOW! returns -1 on error const char *GetParticleAttributeName( int nAttribute ) const; // returns 'unknown' on error EAttributeDataType GetParticleAttributeDataType( int nAttribute ) const; private: struct RenderCache_t { IMaterial *m_pMaterial; CUtlVector< CParticleCollection * > m_ParticleCollections; }; struct BatchStep_t { CParticleCollection *m_pParticles; CParticleOperatorInstance *m_pRenderer; void *m_pContext; int m_nFirstParticle; int m_nParticleCount; int m_nVertCount; }; struct Batch_t { int m_nVertCount; int m_nIndexCount; CUtlVector< BatchStep_t > m_BatchStep; }; struct ParticleAttribute_t { EAttributeDataType nDataType; const char *pName; }; // Unserialization-related methods bool ReadParticleDefinitions( CUtlBuffer &buf, const char *pFileName, bool bPrecache, bool bDecommitTempMemory ); void AddParticleSystem( CDmxElement *pParticleSystem ); // Serialization-related methods CDmxElement *CreateParticleDmxElement( const DmObjectId_t &id ); CDmxElement *CreateParticleDmxElement( const char *pParticleSystemName ); bool WriteParticleConfigFile( CDmxElement *pParticleSystem, CUtlBuffer &buf, bool bPreventNameBasedLookup ); // Builds a list of batches to render void BuildBatchList( int iRenderCache, IMatRenderContext *pRenderContext, CUtlVector< Batch_t >& batches ); // Known operators CUtlVector m_ParticleOperators[PARTICLE_FUNCTION_COUNT]; // Particle system dictionary CParticleSystemDictionary *m_pParticleSystemDictionary; // typedef CUtlMap< ITexture *, CSheet* > SheetsCache; typedef CUtlStringMap< CSheet* > SheetsCache_t; SheetsCache_t m_SheetList; // attaching and dtaching killlists. when simulating, a particle system gets a kill list. after // simulating, the memory for that will be used for the next particle system. This matters for // threaded particles, because we don't want to share the same kill list between simultaneously // simulating particle systems. void AttachKillList( CParticleCollection *pParticles); void DetachKillList( CParticleCollection *pParticles); // Set up s_AttributeTable void InitAttributeTable( void ); // For visualization (currently can only visualize one operator at a time) CParticleCollection *m_pVisualizedParticles; DmObjectId_t m_VisualizedOperatorId; IParticleSystemQuery *m_pQuery; CUtlVector< RenderCache_t > m_RenderCache; IMaterial *m_pShadowDepthMaterial; float m_flLastSimulationTime; float m_flLastSimulationDuration; CUtlVector< ParticleSystemHandle_t > m_PrecacheLookup; CUtlVector< ParticleSystemHandle_t > m_ClientPrecacheLookup; bool m_bDidInit; bool m_bUsingDefaultQuery; bool m_bShouldLoadSheets; bool m_bAllowPrecache; int m_nNumFramesMeasured; float m_flFallbackBase; float m_flFallbackMultiplier; float m_flSimFallbackBaseMultiplier; float m_flSimThresholdMs; int m_nCPULevel; int m_nGPULevel; static ParticleAttribute_t s_AttributeTable[MAX_PARTICLE_ATTRIBUTES]; friend class CParticleSystemDefinition; friend class CParticleCollection; }; extern CParticleSystemMgr *g_pParticleSystemMgr; //----------------------------------------------------------------------------- // A particle system can only have 1 operator using a particular ID //----------------------------------------------------------------------------- enum ParticleOperatorId_t { // Generic IDs OPERATOR_GENERIC = -2, // Can have as many of these as you want OPERATOR_SINGLETON = -1, // Can only have 1 operator with the same name as this one // Renderer operator IDs // Operator IDs // Initializer operator IDs OPERATOR_PI_POSITION, // Particle initializer: position (can only have 1 position setter) OPERATOR_PI_RADIUS, OPERATOR_PI_ALPHA, OPERATOR_PI_TINT_RGB, OPERATOR_PI_ROTATION, OPERATOR_PI_YAW, // Emitter IDs OPERATOR_ID_COUNT, }; //----------------------------------------------------------------------------- // Class factory for particle operators //----------------------------------------------------------------------------- class IParticleOperatorDefinition { public: virtual const char *GetName() const = 0; virtual CParticleOperatorInstance *CreateInstance( const DmObjectId_t &id ) const = 0; // virtual void DestroyInstance( CParticleOperatorInstance *pInstance ) const = 0; virtual const DmxElementUnpackStructure_t* GetUnpackStructure() const = 0; virtual ParticleOperatorId_t GetId() const = 0; virtual uint32 GetFilter() const = 0; virtual bool IsObsolete() const = 0; #if MEASURE_PARTICLE_PERF // performance monitoring float m_flMaxExecutionTime; float m_flTotalExecutionTime; float m_flUncomittedTime; FORCEINLINE void RecordExecutionTime( float flETime ) { m_flUncomittedTime += flETime; m_flMaxExecutionTime = MAX( m_flMaxExecutionTime, flETime ); } FORCEINLINE float TotalRecordedExecutionTime( void ) const { return m_flTotalExecutionTime; } FORCEINLINE float MaximumRecordedExecutionTime( void ) const { return m_flMaxExecutionTime; } #else FORCEINLINE void RecordExecutionTime( float flETime ) { } #endif }; //----------------------------------------------------------------------------- // Particle operators //----------------------------------------------------------------------------- class CParticleOperatorInstance { public: // custom allocators so we can be simd aligned void *operator new( size_t nSize ); void* operator new( size_t size, int nBlockUse, const char *pFileName, int nLine ); void operator delete( void *pData ); void operator delete( void* p, int nBlockUse, const char *pFileName, int nLine ); // unpack structure will be applied by creator. add extra initialization needed here virtual void InitParams( CParticleSystemDefinition *pDef ) { } virtual size_t GetRequiredContextBytes( ) const { return 0; } virtual void InitializeContextData( CParticleCollection *pParticles, void *pContext ) const { } virtual uint32 GetWrittenAttributes( void ) const = 0; virtual uint32 GetReadAttributes( void ) const = 0; virtual uint64 GetReadControlPointMask() const { return 0; } virtual uint32 GetFilter( void ) const { uint32 filter = 0; uint32 wrAttrib = GetWrittenAttributes(); if (wrAttrib & ATTRIBUTES_WHICH_ARE_POSITION_AND_VELOCITY) { filter = filter | FILTER_POSITION_AND_VELOCITY_MASK; } if (wrAttrib & ATTRIBUTES_WHICH_ARE_LIFE_DURATION) { filter = filter | FILTER_LIFE_DURATION_MASK; } if (wrAttrib & ATTRIBUTES_WHICH_ARE_ROTATION) { filter = filter | FILTER_ROTATION_MASK; } if (wrAttrib & ATTRIBUTES_WHICH_ARE_SIZE) { filter = filter | FILTER_SIZE_MASK; } if (wrAttrib & ATTRIBUTES_WHICH_ARE_COLOR_AND_OPACITY) { filter = filter | FILTER_COLOR_AND_OPACITY_MASK; } if (wrAttrib & ATTRIBUTES_WHICH_ARE_ANIMATION_SEQUENCE) { filter = filter | FILTER_ANIMATION_SEQUENCE_MASK; } if (wrAttrib & ATTRIBUTES_WHICH_ARE_HITBOX) { filter = filter | FILTER_HITBOX_MASK; } if (wrAttrib & ATTRIBUTES_WHICH_ARE_NORMAL) { filter = filter | FILTER_NORMAL_MASK; } return filter; } // these control points are NOT positions or matrices (ie don't try to transform them) virtual uint64 GetNonPositionalControlPointMask() const { return 0; } // Used when an operator needs to read the attributes of a particle at spawn time virtual uint32 GetReadInitialAttributes( void ) const { return 0; } // a particle simulator does this virtual void Operate( CParticleCollection *pParticles, float flOpStrength, void *pContext ) const { } virtual void PostSimulate( CParticleCollection *pParticles, void *pContext ) const { } // a renderer overrides this virtual void Render( IMatRenderContext *pRenderContext, CParticleCollection *pParticles, const Vector4D &vecDiffuseModulation, void *pContext, int nViewRecursionDepth ) const { } virtual bool IsBatchable() const { return true; } virtual bool IsOrderImportant() const { return false; } virtual bool ShouldRun( bool bApplyingParentKillList ) const { return !bApplyingParentKillList; } virtual void RenderUnsorted( CParticleCollection *pParticles, void *pContext, IMatRenderContext *pRenderContext, CMeshBuilder &meshBuilder, int nVertexOffset, int nFirstParticle, int nParticleCount ) const { } // Returns the number of verts + indices to render virtual int GetParticlesToRender( CParticleCollection *pParticles, void *pContext, int nFirstParticle, int nRemainingVertices, int nRemainingIndices, int *pVertsUsed, int *pIndicesUsed ) const { *pVertsUsed = 0; *pIndicesUsed = 0; return 0; } // emitters over-ride this. Return a mask of what fields you initted virtual uint32 Emit( CParticleCollection *pParticles, float flOpCurStrength, void *pContext ) const { return 0; } // emitters over-ride this. virtual void StopEmission( CParticleCollection *pParticles, void *pContext, bool bInfiniteOnly = false ) const { } virtual void StartEmission( CParticleCollection *pParticles, void *pContext, bool bInfiniteOnly = false ) const { } virtual void Restart( CParticleCollection *pParticles, void *pContext ) {} // initters over-ride this virtual void InitParticleSystem( CParticleCollection *pParticles, void *pContext ) const { } // a force generator does this. It accumulates in the force array virtual void AddForces( FourVectors *AccumulatedForces, CParticleCollection *pParticles, int nBlocks, float flCurStrength, void *pContext ) const { } // this is called for each constarint every frame. It can set up data like nearby world traces, // etc virtual void SetupConstraintPerFrameData( CParticleCollection *pParticles, void *pContext ) const { } // a constraint overrides this. It shold return a true if it did anything virtual bool EnforceConstraint( int nStartBlock, int nNumBlocks, CParticleCollection *pParticles, void *pContext, int nNumValidParticlesInLastChunk ) const { return false; } // should the constraint be run only once after all other constraints? virtual bool IsFinalConstaint( void ) const { return false; } // determines if a mask needs to be initialized multiple times. virtual bool InitMultipleOverride() { return false; } // Indicates if this initializer is scrub-safe (initializers don't use random numbers, for example) virtual bool IsScrubSafe() { return false; } // particle-initters over-ride this virtual void InitNewParticlesScalar( CParticleCollection *pParticles, int nFirstParticle, int n_particles, int attribute_write_mask, void *pContext ) const { } // init new particles in blocks of 4. initters that have sse smarts should over ride this. the scalar particle initter will still be cllaed for head/tail. virtual void InitNewParticlesBlock( CParticleCollection *pParticles, int start_block, int n_blocks, int attribute_write_mask, void *pContext ) const { // default behaviour is to call the scalar one 4x times InitNewParticlesScalar( pParticles, 4*start_block, 4*n_blocks, attribute_write_mask, pContext ); } // splits particle initialization up into scalar and block sections, callingt he right code void InitNewParticles( CParticleCollection *pParticles, int nFirstParticle, int n_particles, int attribute_write_mask , void *pContext) const; // this function is queried to determine if a particle system is over and doen with. A particle // system is done with when it has noparticles and no operators intend to create any more virtual bool MayCreateMoreParticles( CParticleCollection const *pParticles, void *pContext ) const { return false; } // Returns the operator definition that spawned this operator const IParticleOperatorDefinition *GetDefinition() { return m_pDef; } virtual bool ShouldRunBeforeEmitters( void ) const { return false; } // Called when the SFM wants to skip forward in time virtual void SkipToTime( float flTime, CParticleCollection *pParticles, void *pContext ) const {} // Returns a unique ID for this definition const DmObjectId_t& GetId() { return m_Id; } // Used for editing + debugging to visualize the operator in 3D virtual void Render( CParticleCollection *pParticles ) const {} // Used as a debugging mechanism to prevent bogus calls to RandomInt or RandomFloat inside operators // Use CParticleCollection::RandomInt/RandomFloat instead int RandomInt( int nMin, int nMax ) { // NOTE: Use CParticleCollection::RandomInt! Assert(0); return 0; } float RandomFloat( float flMinVal = 0.0f, float flMaxVal = 1.0f ) { // NOTE: Use CParticleCollection::RandomFloat! Assert(0); return 0.0f; } float RandomFloatExp( float flMinVal = 0.0f, float flMaxVal = 1.0f, float flExponent = 1.0f ) { // NOTE: Use CParticleCollection::RandomFloatExp! Assert(0); return 0.0f; } float m_flOpStartFadeInTime; float m_flOpEndFadeInTime; float m_flOpStartFadeOutTime; float m_flOpEndFadeOutTime; float m_flOpFadeOscillatePeriod; float m_flOpTimeOffsetMin; float m_flOpTimeOffsetMax; int m_nOpTimeOffsetSeed; int m_nOpStrengthScaleSeed; float m_flOpStrengthMinScale; float m_flOpStrengthMaxScale; int m_nOpTimeScaleSeed; float m_flOpTimeScaleMin; float m_flOpTimeScaleMax; bool m_bStrengthFastPath; // set for operators which just always have strengh = 0 int m_nOpEndCapState; virtual void Precache( void ) { } virtual void Uncache( void ) { } virtual ~CParticleOperatorInstance( void ) { // so that sheet references, etc can be cleaned up } protected: // utility function for initting a scalar attribute to a random range in an sse fashion void InitScalarAttributeRandomRangeExpBlock( int nAttributeId, float fMinValue, float fMaxValue, float fExp, CParticleCollection *pParticles, int nStartBlock, int nBlockCount, bool bRandomlyInvert = false ) const; void AddScalarAttributeRandomRangeExpBlock( int nAttributeId, float fMinValue, float fMaxValue, float fExp, CParticleCollection *pParticles, int nStartBlock, int nBlockCount, bool bRandomlyInvert = false ) const; void InitScalarAttributeRandomRangeExpScalar( int nAttributeId, float fMinValue, float fMaxValue, float fExp, CParticleCollection *pParticles, int nStartParticle, int nParticleCount ) const; void CheckForFastPath( void ); // call at operator init time // utility funcs to access CParticleCollection data: bool HasAttribute( CParticleCollection *pParticles, int nAttribute ) const; KillListItem_t *GetParentKillList( CParticleCollection *pParticles, int &nNumParticlesToKill ) const; private: friend class CParticleCollection; friend class CParticleSystemDefinition; friend class CParticleSystemMgr; const IParticleOperatorDefinition *m_pDef; void SetDefinition( const IParticleOperatorDefinition * pDef, const DmObjectId_t &id ) { m_pDef = pDef; CopyUniqueId( id, &m_Id ); } DmObjectId_t m_Id; template friend class CParticleOperatorDefinition; }; class CParticleInitializerOperatorInstance : public CParticleOperatorInstance { public: virtual bool ShouldRun( bool bApplyingParentKillList ) const { return ( !bApplyingParentKillList ) || m_bRunForParentApplyKillList; } bool m_bRunForParentApplyKillList; }; class CParticleRenderOperatorInstance : public CParticleOperatorInstance { public: CParticleVisibilityInputs VisibilityInputs; }; //----------------------------------------------------------------------------- // Helper macro for creating particle operator factories //----------------------------------------------------------------------------- template < class T > class CParticleOperatorDefinition : public IParticleOperatorDefinition { public: CParticleOperatorDefinition( const char *pFactoryName, ParticleOperatorId_t id, bool bIsObsolete ) : m_pFactoryName( pFactoryName ), m_Id( id ) { #if MEASURE_PARTICLE_PERF m_flTotalExecutionTime = 0.0f; m_flMaxExecutionTime = 0.0f; m_flUncomittedTime = 0.0f; #endif m_bIsObsolete = bIsObsolete; } virtual const char *GetName() const { return m_pFactoryName; } virtual ParticleOperatorId_t GetId() const { return m_Id; } virtual CParticleOperatorInstance *CreateInstance( const DmObjectId_t &id ) const { CParticleOperatorInstance *pOp = new T; pOp->SetDefinition( this, id ); return pOp; } virtual const DmxElementUnpackStructure_t* GetUnpackStructure() const { return m_pUnpackParams; } // Editor won't display obsolete operators virtual bool IsObsolete() const { return m_bIsObsolete; } virtual uint32 GetFilter() const { T temp; return temp.GetFilter(); } private: const char *m_pFactoryName; ParticleOperatorId_t m_Id; bool m_bIsObsolete; static DmxElementUnpackStructure_t *m_pUnpackParams; }; #define DECLARE_PARTICLE_OPERATOR( _className ) \ DECLARE_DMXELEMENT_UNPACK() \ friend class CParticleOperatorDefinition<_className > #define DEFINE_PARTICLE_OPERATOR( _className, _operatorName, _id ) \ static CParticleOperatorDefinition<_className> s_##_className##Factory( _operatorName, _id, false ) #define DEFINE_PARTICLE_OPERATOR_OBSOLETE( _className, _operatorName, _id ) \ static CParticleOperatorDefinition<_className> s_##_className##Factory( _operatorName, _id, true ) #define BEGIN_PARTICLE_OPERATOR_UNPACK( _className ) \ BEGIN_DMXELEMENT_UNPACK( _className ) \ DMXELEMENT_UNPACK_FIELD( "operator start fadein","0", float, m_flOpStartFadeInTime ) \ DMXELEMENT_UNPACK_FIELD( "operator end fadein","0", float, m_flOpEndFadeInTime ) \ DMXELEMENT_UNPACK_FIELD( "operator start fadeout","0", float, m_flOpStartFadeOutTime ) \ DMXELEMENT_UNPACK_FIELD( "operator end fadeout","0", float, m_flOpEndFadeOutTime ) \ DMXELEMENT_UNPACK_FIELD( "operator fade oscillate","0", float, m_flOpFadeOscillatePeriod ) \ DMXELEMENT_UNPACK_FIELD( "operator time offset seed","0", int, m_nOpTimeOffsetSeed ) \ DMXELEMENT_UNPACK_FIELD( "operator time offset min","0", float, m_flOpTimeOffsetMin ) \ DMXELEMENT_UNPACK_FIELD( "operator time offset max","0", float, m_flOpTimeOffsetMax ) \ DMXELEMENT_UNPACK_FIELD( "operator time scale seed","0", int, m_nOpTimeScaleSeed ) \ DMXELEMENT_UNPACK_FIELD( "operator time scale min","1", float, m_flOpTimeScaleMin ) \ DMXELEMENT_UNPACK_FIELD( "operator time scale max","1", float, m_flOpTimeScaleMax ) \ DMXELEMENT_UNPACK_FIELD( "operator time strength random scale max", "1", float, m_flOpStrengthMaxScale ) \ DMXELEMENT_UNPACK_FIELD( "operator strength scale seed","0", int, m_nOpStrengthScaleSeed ) \ DMXELEMENT_UNPACK_FIELD( "operator strength random scale min", "1", float, m_flOpStrengthMinScale ) \ DMXELEMENT_UNPACK_FIELD( "operator strength random scale max", "1", float, m_flOpStrengthMaxScale ) \ DMXELEMENT_UNPACK_FIELD( "operator end cap state", "-1", int, m_nOpEndCapState ) #define END_PARTICLE_OPERATOR_UNPACK( _className ) \ END_DMXELEMENT_UNPACK_TEMPLATE( _className, CParticleOperatorDefinition<_className>::m_pUnpackParams ) #define BEGIN_PARTICLE_INITIALIZER_OPERATOR_UNPACK( _className ) \ BEGIN_PARTICLE_OPERATOR_UNPACK( _className ) \ DMXELEMENT_UNPACK_FIELD( "run for killed parent particles", "1", bool, m_bRunForParentApplyKillList ) #define BEGIN_PARTICLE_RENDER_OPERATOR_UNPACK( _className ) \ BEGIN_PARTICLE_OPERATOR_UNPACK( _className ) \ DMXELEMENT_UNPACK_FIELD( "Visibility Proxy Input Control Point Number", "-1", int, VisibilityInputs.m_nCPin ) \ DMXELEMENT_UNPACK_FIELD( "Visibility Proxy Radius", "1.0", float, VisibilityInputs.m_flProxyRadius ) \ DMXELEMENT_UNPACK_FIELD( "Visibility input minimum","0", float, VisibilityInputs.m_flInputMin ) \ DMXELEMENT_UNPACK_FIELD( "Visibility input maximum","1", float, VisibilityInputs.m_flInputMax ) \ DMXELEMENT_UNPACK_FIELD( "Visibility input dot minimum","0", float, VisibilityInputs.m_flDotInputMin ) \ DMXELEMENT_UNPACK_FIELD( "Visibility input dot maximum","0", float, VisibilityInputs.m_flDotInputMax ) \ DMXELEMENT_UNPACK_FIELD( "Visibility input distance minimum","0", float, VisibilityInputs.m_flDistanceInputMin ) \ DMXELEMENT_UNPACK_FIELD( "Visibility input distance maximum","0", float, VisibilityInputs.m_flDistanceInputMax ) \ DMXELEMENT_UNPACK_FIELD( "Visibility Alpha Scale minimum","0", float, VisibilityInputs.m_flAlphaScaleMin ) \ DMXELEMENT_UNPACK_FIELD( "Visibility Alpha Scale maximum","1", float, VisibilityInputs.m_flAlphaScaleMax ) \ DMXELEMENT_UNPACK_FIELD( "Visibility Radius Scale minimum","1", float, VisibilityInputs.m_flRadiusScaleMin ) \ DMXELEMENT_UNPACK_FIELD( "Visibility Radius Scale maximum","1", float, VisibilityInputs.m_flRadiusScaleMax ) \ DMXELEMENT_UNPACK_FIELD( "Visibility Radius FOV Scale base","0", float, VisibilityInputs.m_flRadiusScaleFOVBase ) #define REGISTER_PARTICLE_OPERATOR( _type, _className ) \ g_pParticleSystemMgr->AddParticleOperator( _type, &s_##_className##Factory ) // need to think about particle constraints in terms of segregating affected particles so as to // run multi-pass constraints on only a subset //----------------------------------------------------------------------------- // flags for particle systems //----------------------------------------------------------------------------- enum { PCFLAGS_FIRST_FRAME = 0x1, PCFLAGS_PREV_CONTROL_POINTS_INITIALIZED = 0x2, }; #define DEBUG_PARTICLE_SORT 0 //------------------------------------------------------------------------------ // particle render helpers //------------------------------------------------------------------------------ struct CParticleVisibilityData { float m_flAlphaVisibility; float m_flRadiusVisibility; bool m_bUseVisibility; }; // sorting functionality for rendering. Call GetRenderList( bool bSorted ) to get the list of // particles to render (sorted or not, including children). // **do not casually change this structure**. The sorting code treats it interchangably as an SOA // and accesses it using sse. Any changes to this struct need the sort code updated.** struct ParticleRenderData_t { float m_flSortKey; // what we sort by int m_nIndex; // index or fudged index (for child particles) float m_flRadius; // effective radius, using visibility #if PLAT_LITTLE_ENDIAN uint8 m_nAlpha; // effective alpha, combining alpha and alpha2 and vis. 0 - 255 uint8 m_nAlphaPad[3]; // this will be written to #endif #if PLAT_BIG_ENDIAN uint8 m_nAlphaPad[3]; // this will be written to uint8 m_nAlpha; // effective alpha, combining alpha and alpha2 and vis. 0 - 255 #endif }; struct ExtendedParticleRenderData_t : ParticleRenderData_t { float m_flX; float m_flY; float m_flZ; float m_flPad; }; typedef struct ALIGN16 _FourInts { int32 m_nValue[4]; } ALIGN16_POST FourInts; struct ParticleBaseRenderData_SIMD_View { fltx4 m_fl4SortKey; FourVectors m_fl4XYZ; fltx4 m_fl4Alpha; fltx4 m_fl4Red; fltx4 m_fl4Green; fltx4 m_fl4Blue; fltx4 m_fl4Radius; fltx4 m_fl4AnimationTimeValue; fltx4 m_fl4SequenceID; // 56 bytes per particle }; struct ParticleFullRenderData_SIMD_View : public ParticleBaseRenderData_SIMD_View { fltx4 m_fl4Rotation; fltx4 m_fl4Yaw; // no-op operation so templates can compile FORCEINLINE void SetARGB2( fltx4 const &fl4Red, fltx4 const &fl4Green, fltx4 const &fl4Blue, fltx4 const &fl4Alpha ) { } FORCEINLINE void SetNormal( fltx4 const &fl4NormalX, fltx4 const &fl4NormalY, fltx4 const &fl4NormalZ ) { } }; struct ParticleRenderDataWithOutlineInformation_SIMD_View : public ParticleFullRenderData_SIMD_View { FourVectors m_v4Color2; fltx4 m_fl4Alpha2; FORCEINLINE void SetARGB2( fltx4 const &fl4Red, fltx4 const &fl4Green, fltx4 const &fl4Blue, fltx4 const &fl4Alpha ) { m_v4Color2.x = fl4Red; m_v4Color2.y = fl4Green; m_v4Color2.z = fl4Blue; m_fl4Alpha2 = fl4Alpha; } }; struct ParticleRenderDataWithNormal_SIMD_View : public ParticleFullRenderData_SIMD_View { FourVectors m_v4Normal; FORCEINLINE void SetNormal( fltx4 const &fl4NormalX, fltx4 const &fl4NormalY, fltx4 const &fl4NormalZ ) { m_v4Normal.x = fl4NormalX; m_v4Normal.y = fl4NormalY; m_v4Normal.z = fl4NormalZ; } }; // definitions for byte fields ( colors ). endian-ness matters here. #if PLAT_LITTLE_ENDIAN #define BYTE_FIELD(x) \ uint8 x; \ uint8 x##_Pad[3 + 3 * 4 ]; #endif #if PLAT_BIG_ENDIAN #define BYTE_FIELD(x) \ uint8 x##_Pad0[3]; \ uint8 x; \ uint8 x##_Pad[3 * 4 ]; #endif #define FLOAT_FIELD( x ) \ float x; \ float x##_Pad[3]; struct ParticleBaseRenderData_Scalar_View { int32 m_nSortKey; int32 m_nPad00[3]; FLOAT_FIELD( m_flX ); FLOAT_FIELD( m_flY ); FLOAT_FIELD( m_flZ ); BYTE_FIELD( m_nAlpha ); BYTE_FIELD( m_nRed ); BYTE_FIELD( m_nGreen ); BYTE_FIELD( m_nBlue ); FLOAT_FIELD( m_flRadius ); FLOAT_FIELD( m_flAnimationTimeValue ); #if PLAT_LITTLE_ENDIAN uint8 m_nSequenceID; uint8 m_nSequenceID1; uint8 m_nPadSequence[2 + 3 * 4]; #endif #if PLAT_BIG_ENDIAN uint8 m_nPadSequence[2]; uint8 m_nSequenceID1; uint8 m_nSequenceID; uint8 m_nPadSequence1[ 3 * 4]; #endif }; struct ParticleFullRenderData_Scalar_View : public ParticleBaseRenderData_Scalar_View { FLOAT_FIELD( m_flRotation ); FLOAT_FIELD( m_flYaw ); float Red2( void ) const { return 1.0; } float Green2( void ) const { return 1.0; } float Blue2( void ) const { return 1.0; } float Alpha2( void ) const { return 1.0; } float NormalX( void ) const { return 1.0; } float NormalY( void ) const { return 1.0; } float NormalZ( void ) const { return 1.0; } }; struct ParticleRenderDataWithOutlineInformation_Scalar_View : public ParticleFullRenderData_Scalar_View { FLOAT_FIELD( m_flRed2 ); FLOAT_FIELD( m_flGreen2 ); FLOAT_FIELD( m_flBlue2 ); FLOAT_FIELD( m_flAlpha2 ); float Red2( void ) const { return m_flRed2; } float Green2( void ) const { return m_flGreen2; } float Blue2( void ) const { return m_flBlue2; } float Alpha2( void ) const { return m_flAlpha2; } }; struct ParticleRenderDataWithNormal_Scalar_View : public ParticleFullRenderData_Scalar_View { FLOAT_FIELD( m_flNormalX ); FLOAT_FIELD( m_flNormalY ); FLOAT_FIELD( m_flNormalZ ); float NormalX( void ) const { return m_flNormalX; } float NormalY( void ) const { return m_flNormalY; } float NormalZ( void ) const { return m_flNormalZ; } }; ParticleFullRenderData_Scalar_View **GetExtendedRenderList( CParticleCollection *pParticles, IMatRenderContext *pRenderContext, bool bSorted, int *pNparticles, CParticleVisibilityData *pVisibilityData); ParticleRenderDataWithOutlineInformation_Scalar_View **GetExtendedRenderListWithPerParticleGlow( CParticleCollection *pParticles, IMatRenderContext *pRenderContext, bool bSorted, int *pNparticles, CParticleVisibilityData *pVisibilityData ); ParticleRenderDataWithNormal_Scalar_View **GetExtendedRenderListWithNormals( CParticleCollection *pParticles, IMatRenderContext *pRenderContext, bool bSorted, int *pNparticles, CParticleVisibilityData *pVisibilityData ); // returns # of particles int GenerateExtendedSortedIndexList( Vector vecCamera, Vector *pCameraFwd, CParticleVisibilityData *pVisibilityData, CParticleCollection *pParticles, bool bSorted, void *pOutBuf, ParticleFullRenderData_Scalar_View **pParticlePtrs ); //------------------------------------------------------------------------------ // CParticleSnapshot wraps a CSOAContainer, so that a particle system // can write to it or read from it (e.g. this can be attached to a control point). //------------------------------------------------------------------------------ class CParticleSnapshot { DECLARE_DMXELEMENT_UNPACK(); public: CParticleSnapshot() { Purge(); } ~CParticleSnapshot() { Purge(); } struct AttributeMap { AttributeMap( int nContainerAttribute, int nParticleAttribute ) : m_nContainerAttribute( nContainerAttribute ), m_nParticleAttribute( nParticleAttribute ) {} int m_nContainerAttribute, m_nParticleAttribute; }; typedef CUtlVector< AttributeMap > AttributeMapVector; // Has the CParticleSnapshot been fully initialized? bool IsValid( void ) { return !!m_pContainer; } // Initialize from a .psf DMX file: bool Unserialize( const char *pFullPath ); // Serialize to a .psf DMX file (NOTE: external containers will serialize out fine, but won't be external when read back in) bool Serialize( const char *pFullPath, bool bTextMode = true ); // TODO: once this stabilizes, switch to binary mode // Initialize by creating a new container, with a specified attribute mapping (will clear out old data if it exists) // - each map entry specifies container attribute and associated particle attribute // - the mapping should be one-to-one (container attributes are 'labeled' with particle attributes), // so each particle attribute and container field should be used *AT MOST* once // - NOTE: many-to-one and one-to-many mappings may be implemented by particle read/write operators bool Init( int nX, int nY, int nZ, const AttributeMapVector &attributeMaps ); // Same as the other Init, except the attribute mapping are specified with varargs instead of a vector // (pairs of int params specify container attribute and associated particle attribute, terminated by -1) bool Init( int nX, int nY, int nZ, ... ); // Initialize by wrapping a pre-existing container, with a specified attribute mapping // - same conditions/parameters as above // - existing container attributes are expected to match the particle attribute data types // - if a new attribute is added to the external container, call InitExternal again to update the snapshot bool InitExternal( CSOAContainer *pContainer, const AttributeMapVector &attributeMaps ); bool InitExternal( CSOAContainer *pContainer, ... ); // Clear the snapshot (and container) back to its initial state void Purge( void ); // This provides READ-ONLY access to the snapshot's container (all write accessors should have wrappers here, to ensure // that the container's set of attributes is not modified, which would invalidate the snapshot attribute mapping table) const CSOAContainer *GetContainer( void ) { return m_pContainer; } // Does the snapshot have data (of the appropriate type) for the given particle attribute? bool HasAttribute( int nParticleAttribute, EAttributeDataType nDataType ) const { Assert( ( nParticleAttribute >= 0 ) && ( nParticleAttribute < MAX_PARTICLE_ATTRIBUTES ) ); int nContainerIndex = m_ParticleAttributeToContainerAttribute[ nParticleAttribute ]; return ( ( nContainerIndex != -1 ) && ( m_pContainer->GetAttributeType( nContainerIndex ) == nDataType ) ); } // ---------- Wrappers for CSOAContainer members ---------- int NumCols( void ) { return m_pContainer->NumCols(); } int NumRows( void ) { return m_pContainer->NumRows(); } int NumSlices( void ) { return m_pContainer->NumSlices(); } // Read data from the container for the given particle attribute, at index (nIndex,0,0) template T *ElementPointer( int nParticleAttribute, int nX = 0, int nY = 0, int nZ = 0 ) const { Assert( ( nParticleAttribute >= 0 ) && ( nParticleAttribute < MAX_PARTICLE_ATTRIBUTES ) ); Assert( m_ParticleAttributeToContainerAttribute[ nParticleAttribute ] != -1 ); return m_pContainer->ElementPointer( m_ParticleAttributeToContainerAttribute[ nParticleAttribute ], nX, nY, nZ ); } FourVectors *ElementPointer4V( int nParticleAttribute, int nX = 0, int nY = 0, int nZ = 0 ) const { Assert( ( nParticleAttribute >= 0 ) && ( nParticleAttribute < MAX_PARTICLE_ATTRIBUTES ) ); Assert( m_ParticleAttributeToContainerAttribute[ nParticleAttribute ] != -1 ); return m_pContainer->ElementPointer4V( m_ParticleAttributeToContainerAttribute[ nParticleAttribute ], nX, nY, nZ ); } // ---------- Wrappers for CSOAContainer members ---------- private: enum ParticleSnapshotDmxVersion_t { PARTICLE_SNAPSHOT_DMX_VERSION = 1 }; // Whether we're using an external container (as opposed to our embedded one) bool UsingExternalContainer( void ) { return ( m_pContainer && ( m_pContainer != &m_Container ) ); } // Utility function used by the Init methods to add+validate an attribute mapping pair: bool AddAttributeMapping( int nFieldNumber, int nParticleAttribute, const char *pFunc ); // Utility function used by the Init methods to validate data types for an attribute mapping pair: bool ValidateAttributeMapping( int nFieldNumber, int nParticleAttribute, const char *pFunc ); // Utility function to validate the embedded container after it is unserialized bool EmbeddedContainerIsValid( void ); // Check whether the particle system's defined attributes have been changed (this won't compile if they have), so we can update the serialization code if need be void CheckParticleAttributesForChanges( void ); CSOAContainer m_Container; // Embedded container CSOAContainer * m_pContainer; // Pointer either to the embedded container or an external one // For each particle attribute, this contains the index of the corresponding container attribute (-1 means 'none') int m_ParticleAttributeToContainerAttribute[ MAX_PARTICLE_ATTRIBUTES ]; int m_ContainerAttributeToParticleAttribute[ MAX_SOA_FIELDS ]; // Reverse mapping (used for error-checking) }; //------------------------------------------------------------------------------ // structure describing the parameter block used by operators which use the path between two points to // control particles. //------------------------------------------------------------------------------ struct CPathParameters { int m_nStartControlPointNumber; int m_nEndControlPointNumber; int m_nBulgeControl; float m_flBulge; float m_flMidPoint; void ClampControlPointIndices( void ) { m_nStartControlPointNumber = MAX(0, MIN( MAX_PARTICLE_CONTROL_POINTS-1, m_nStartControlPointNumber ) ); m_nEndControlPointNumber = MAX(0, MIN( MAX_PARTICLE_CONTROL_POINTS-1, m_nEndControlPointNumber ) ); } }; struct CParticleControlPoint { Vector m_Position; Vector m_PrevPosition; // orientation Vector m_ForwardVector; Vector m_UpVector; Vector m_RightVector; // reference to entity or whatever this control point comes from void *m_pObject; // parent for hierarchies int m_nParent; // CParticleSnapshot which particles can read data from or write data to: CParticleSnapshot *m_pSnapshot; }; struct CParticleCPInfo { CParticleControlPoint m_ControlPoint; CModelHitBoxesInfo m_CPHitBox; }; // struct for simd xform to transform a point from an identitiy coordinate system to that of the control point struct CParticleSIMDTransformation { FourVectors m_v4Origin; FourVectors m_v4Fwd; FourVectors m_v4Up; FourVectors m_v4Right; FORCEINLINE void VectorRotate( FourVectors &InPnt ) { fltx4 fl4OutX = SubSIMD( AddSIMD( MulSIMD( InPnt.x, m_v4Fwd.x ), MulSIMD( InPnt.z, m_v4Up.x ) ), MulSIMD( InPnt.y, m_v4Right.x ) ); fltx4 fl4OutY = SubSIMD( AddSIMD( MulSIMD( InPnt.x, m_v4Fwd.y ), MulSIMD( InPnt.z, m_v4Up.y ) ), MulSIMD( InPnt.y, m_v4Right.y ) ); InPnt.z = SubSIMD( AddSIMD( MulSIMD( InPnt.x, m_v4Fwd.z ), MulSIMD( InPnt.z, m_v4Up.z ) ), MulSIMD( InPnt.y, m_v4Right.z ) ); InPnt.x = fl4OutX; InPnt.y = fl4OutY; } FORCEINLINE void VectorTransform( FourVectors &InPnt ) { VectorRotate( InPnt ); InPnt.x = AddSIMD( InPnt.x, m_v4Origin.x ); InPnt.y = AddSIMD( InPnt.y, m_v4Origin.y ); InPnt.z = AddSIMD( InPnt.z, m_v4Origin.z ); } }; #define NUM_COLLISION_CACHE_MODES 4 //----------------------------------------------------------------------------- // // CParticleCollection // //----------------------------------------------------------------------------- enum EParticleRestartMode_t { RESTART_NORMAL, // just reset emitters RESTART_RESET_AND_MAKE_SURE_EMITS_HAPPEN, // reset emitters. If another restart has already happened, emit particles right now to handle multiple resets per frame. }; struct CParticleAttributeAddressTable { float *m_pAttributes[MAX_PARTICLE_ATTRIBUTES]; size_t m_nFloatStrides[MAX_PARTICLE_ATTRIBUTES]; FORCEINLINE size_t Stride( int nAttr ) const { return m_nFloatStrides[nAttr]; } FORCEINLINE float *Address( int nAttr ) const { return m_pAttributes[nAttr]; } FORCEINLINE uint8 *ByteAddress( int nAttr ) const { return ( uint8 * ) m_pAttributes[nAttr]; } FORCEINLINE float *FloatAttributePtr( int nAttribute, int nParticleNumber ) const { int block_ofs = nParticleNumber / 4; return m_pAttributes[ nAttribute ] + m_nFloatStrides[ nAttribute ] * block_ofs + ( nParticleNumber & 3 ); } void CopyParticleAttributes( int nSrcIndex, int nDestIndex ) const; }; //----------------------------------------------------------------------------- // CCachedParticleBatches // // Caches up to MAX_CACHED_PARTICLE_BATCHES particle batches. The // ICachedPerFrameMeshData comes from the dynamic mesh created when rendering // the particles the first time. This cache is only valid for a single frame. // // Only certain particle systems work with caching. The particle sytem must // not sort, must not alter vertices on the CPU based upon view data, and must // not be rendering in mat_queue_mode 0. SpriteTrail particle system that use // the spritecard shader cache their particle batches for reuse throughout the // frame. //----------------------------------------------------------------------------- #define MAX_CACHED_PARTICLE_BATCHES 8 class CCachedParticleBatches { public: uint32 m_nLastValidParticleCacheFrame; int m_nCachedRenderListCount; ICachedPerFrameMeshData *m_pCachedBatches[ MAX_CACHED_PARTICLE_BATCHES ]; CCachedParticleBatches() : m_nLastValidParticleCacheFrame( (uint32)-1 ), m_nCachedRenderListCount( 0 ) { Q_memset( m_pCachedBatches, 0, sizeof( ICachedPerFrameMeshData* ) * MAX_CACHED_PARTICLE_BATCHES ); } ~CCachedParticleBatches() { ClearBatches(); } FORCEINLINE void ClearBatches() { m_nCachedRenderListCount = 0; for ( int i=0; iFree(); m_pCachedBatches[ i ] = NULL; } } FORCEINLINE void SetCachedBatch( int nBatch, ICachedPerFrameMeshData* pBatch ) { if ( nBatch >= MAX_CACHED_PARTICLE_BATCHES ) return; m_pCachedBatches[ nBatch ] = pBatch; } FORCEINLINE ICachedPerFrameMeshData *GetCachedBatch( int nBatch ) { if ( nBatch >= MAX_CACHED_PARTICLE_BATCHES ) return NULL; return m_pCachedBatches[ nBatch ]; } FORCEINLINE void SetCachedRenderListCount( int nParticleCount ) { m_nCachedRenderListCount = nParticleCount; } FORCEINLINE int GetCachedRenderListCount() { return m_nCachedRenderListCount; } }; class CParticleCollection { public: ~CParticleCollection( void ); // Restarts the particle collection, stopping all non-continuous emitters void Restart( EParticleRestartMode_t eMode = RESTART_NORMAL ); // compute bounds from particle list void RecomputeBounds( void ); void SetControlPoint( int nWhichPoint, const Vector &v ); void SetControlPointObject( int nWhichPoint, void *pObject ); 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 ); void SetControlPointParent( int nWhichPoint, int n ); void SetControlPointSnapshot( int nWhichPoint, CParticleSnapshot *pSnapshot ); void SetControlPointOrientation( int nWhichPoint, const Quaternion &q ); // get the pointer to an attribute for a given particle. // !!speed!! if you find yourself calling this anywhere that matters, // you're not handling the simd-ness of the particle system well // and will have bad perf. const float *GetFloatAttributePtr( int nAttribute, int nParticleNumber ) const; const int *GetIntAttributePtr( int nAttribute, int nParticleNumber ) const; const fltx4 *GetM128AttributePtr( int nAttribute, size_t *pStrideOut ) const; const FourVectors *Get4VAttributePtr( int nAttribute, size_t *pStrideOut ) const; const FourInts *Get4IAttributePtr( int nAttribute, size_t *pStrideOut ) const; const int *GetIntAttributePtr( int nAttribute, size_t *pStrideOut ) const; Vector GetVectorAttributeValue( int nAttribute, int nParticleNumber ) const; float GetFloatAttributeValue( int nAttribute, int nParticleNumber ) const; int *GetIntAttributePtrForWrite( int nAttribute, int nParticleNumber ); float *GetFloatAttributePtrForWrite( int nAttribute, int nParticleNumber ); fltx4 *GetM128AttributePtrForWrite( int nAttribute, size_t *pStrideOut ); FourVectors *Get4VAttributePtrForWrite( int nAttribute, size_t *pStrideOut ); const float *GetInitialFloatAttributePtr( int nAttribute, int nParticleNumber ) const; const fltx4 *GetInitialM128AttributePtr( int nAttribute, size_t *pStrideOut ) const; const FourVectors *GetInitial4VAttributePtr( int nAttribute, size_t *pStrideOut ) const; float *GetInitialFloatAttributePtrForWrite( int nAttribute, int nParticleNumber ); fltx4 *GetInitialM128AttributePtrForWrite( int nAttribute, size_t *pStrideOut ); void Simulate( float dt ); void SkipToTime( float t ); // the camera objetc may be compared for equality against control point objects void Render( int nViewRecursionLevel, IMatRenderContext *pRenderContext, const Vector4D &vecDiffuseModulation, bool bTranslucentOnly = false, void *pCameraObject = NULL ); bool IsValid( void ) const { return m_pDef != NULL; } // this system and all children are valid bool IsFullyValid( void ) const; const char *GetName() const; bool DependsOnSystem( const char *pName ) const; // IsFinished returns true when a system has no particles and won't be creating any more bool IsFinished( void ) const; // Used to make sure we're accessing valid memory bool IsValidAttributePtr( int nAttribute, const void *pPtr ) const; void SwapPosAndPrevPos( void ); void SetNActiveParticles( int nCount ); void KillParticle(int nPidx, unsigned int nFlags = 0); void StopEmission( bool bInfiniteOnly = false, bool bRemoveAllParticles = false, bool bWakeOnStop = false, bool bPlayEndCap = false ); void StartEmission( bool bInfiniteOnly = false ); void SetDormant( bool bDormant ); bool IsEmitting() const; const Vector& GetControlPointAtCurrentTime( int nControlPoint ) const; void GetControlPointOrientationAtCurrentTime( int nControlPoint, Vector *pForward, Vector *pRight, Vector *pUp ) const; void GetControlPointTransformAtCurrentTime( int nControlPoint, matrix3x4_t *pMat ); void GetControlPointTransformAtCurrentTime( int nControlPoint, VMatrix *pMat ); int GetControlPointParent( int nControlPoint ) const; CParticleSnapshot *GetControlPointSnapshot( int nWhichPoint ) const; // Used to retrieve the position of a control point // somewhere between m_fCurTime and m_fCurTime - m_fPreviousDT void GetControlPointAtTime( int nControlPoint, float flTime, Vector *pControlPoint ); void GetControlPointAtPrevTime( int nControlPoint, Vector *pControlPoint ); void GetControlPointOrientationAtTime( int nControlPoint, float flTime, Vector *pForward, Vector *pRight, Vector *pUp ); void GetControlPointTransformAtTime( int nControlPoint, float flTime, matrix3x4_t *pMat ); void GetControlPointTransformAtTime( int nControlPoint, float flTime, VMatrix *pMat ); void GetControlPointTransformAtTime( int nControlPoint, float flTime, CParticleSIMDTransformation *pXForm ); int GetHighestControlPoint( void ) const; // Control point accessed: // NOTE: Unlike the definition's version of these methods, // these OR-in the masks of their children. bool ReadsControlPoint( int nPoint ) const; bool IsNonPositionalControlPoint( int nPoint ) const; // Used by particle systems to generate random numbers. Do not call these methods - use sse // code int RandomInt( int nMin, int nMax ); float RandomFloat( float flMin, float flMax ); float RandomFloatExp( float flMin, float flMax, float flExponent ); void RandomVector( float flMin, float flMax, Vector *pVector ); void RandomVector( const Vector &vecMin, const Vector &vecMax, Vector *pVector ); float RandomVectorInUnitSphere( Vector *pVector ); // Returns the length sqr of the vector // NOTE: These versions will produce the *same random numbers* if you give it the same random // sample id. do not use these methods. int RandomInt( int nRandomSampleId, int nMin, int nMax ); float RandomFloat( int nRandomSampleId, float flMin, float flMax ); float RandomFloatExp( int nRandomSampleId, float flMin, float flMax, float flExponent ); void RandomVector( int nRandomSampleId, float flMin, float flMax, Vector *pVector ); void RandomVector( int nRandomSampleId, const Vector &vecMin, const Vector &vecMax, Vector *pVector ); float RandomVectorInUnitSphere( int nRandomSampleId, Vector *pVector ); // Returns the length sqr of the vector fltx4 RandomFloat( const FourInts &ParticleID, int nRandomSampleOffset ); // Random number offset (for use in getting Random #s in operators) int OperatorRandomSampleOffset() const; // Returns the render bounds void GetBounds( Vector *pMin, Vector *pMax ); // Visualize operators (for editing/debugging) void VisualizeOperator( const DmObjectId_t *pOpId = NULL ); // Does the particle system use the power of two frame buffer texture (refraction?) bool UsesPowerOfTwoFrameBufferTexture( bool bThisFrame ) const; // Does the particle system use the full frame buffer texture (soft particles) bool UsesFullFrameBufferTexture( bool bThisFrame ) const; // Is the particle system translucent? bool IsTranslucent() const; // Is the particle system two-pass? bool IsTwoPass() const; // Is the particle system batchable? bool IsBatchable() const; // Is the order of the particles important bool IsOrderImportant() const; // Should this system be run want to read its parent's kill list inside ApplyKillList? bool ShouldRunForParentApplyKillList( void ) const; // Renderer iteration int GetRendererCount() const; CParticleOperatorInstance *GetRenderer( int i ); void *GetRendererContext( int i ); bool CheckIfOperatorShouldRun( CParticleOperatorInstance const * op, float *pflCurStrength, bool bApplyingParentKillList = false ); Vector TransformAxis( const Vector &SrcAxis, bool bLocalSpace, int nControlPointNumber = 0); // return backwards-sorted particle list. use --addressing const ParticleRenderData_t *GetRenderList( IMatRenderContext *pRenderContext, bool bSorted, int *pNparticles, CParticleVisibilityData *pVisibilityData ); // calculate the points of a curve for a path void CalculatePathValues( CPathParameters const &PathIn, float flTimeStamp, Vector *pStartPnt, Vector *pMidPnt, Vector *pEndPnt ); int GetGroupID() const; void InitializeNewParticles( int nFirstParticle, int nParticleCount, uint32 nInittedMask, bool bApplyingParentKillList = false ); // update hit boxes for control point if not updated yet for this sim step void UpdateHitBoxInfo( int nControlPointNumber, const char *pszHitboxSetName ); // Used by particle system definitions to manage particle collection lists void UnlinkFromDefList( ); FORCEINLINE uint8 const *GetPrevAttributeMemory( void ) const { return m_pPreviousAttributeMemory; } FORCEINLINE uint8 const *GetAttributeMemory( void ) const { return m_pParticleMemory; } FORCEINLINE bool IsUsingInterpolatedRendering( void ) const { return ( ( m_flTargetDrawTime < m_flCurTime ) && ( m_flTargetDrawTime >= m_flPrevSimTime ) && ( GetPrevAttributeMemory() ) && ( ! m_bFrozen ) ); } void ResetParticleCache(); CCachedParticleBatches *GetCachedParticleBatches(); // render helpers int GenerateCulledSortedIndexList( ParticleRenderData_t *pOut, Vector vecCamera, Vector vecFwd, CParticleVisibilityData *pVisibilityData, bool bSorted ); int GenerateSortedIndexList( ParticleRenderData_t *pOut, Vector vecCameraPos, CParticleVisibilityData *pVisibilityData, bool bSorted ); CParticleCollection *GetNextCollectionUsingSameDef() { return m_pNextDef; } CUtlReference< CSheet > m_Sheet; bool m_bTriedLoadingSheet; protected: CParticleCollection( ); // Used by client code bool Init( const char *pParticleSystemName ); bool Init( CParticleSystemDefinition *pDef ); // Bloat the bounding box by bounds around the control point void BloatBoundsUsingControlPoint(); // to run emitters on restart, out of main sim. void RunRestartedEmitters( void ); void SetRenderable( void *pRenderable ); private: void Init( CParticleSystemDefinition *pDef, float flDelay, int nRandomSeed ); void InitStorage( CParticleSystemDefinition *pDef ); void InitParticleCreationTime( int nFirstParticle, int nNumToInit ); void CopyInitialAttributeValues( int nStartParticle, int nNumParticles ); void ApplyKillList( void ); void SetAttributeToConstant( int nAttribute, float fValue ); void SetAttributeToConstant( int nAttribute, float fValueX, float fValueY, float fValueZ ); void InitParticleAttributes( int nStartParticle, int nNumParticles, int nAttrsLeftToInit ); // call emitter and initializer operators on the specified system // NOTE: this may be called from ApplyKillList, so the child can access about-to-be-killed particles static void EmitAndInit( CParticleCollection *pCollection, bool bApplyingParentKillList = false ); // initialize this attribute for all active particles void FillAttributeWithConstant( int nAttribute, float fValue ); // Updates the previous control points void UpdatePrevControlPoints( float dt ); // Returns the memory for a particular constant attribute float *GetConstantAttributeMemory( int nAttribute ); // Swaps two particles in the particle list void SwapAdjacentParticles( int hParticle ); // Unlinks a particle from the list void UnlinkParticle( int hParticle ); // Inserts a particle before another particle in the list void InsertParticleBefore( int hParticle, int hBefore ); // Move a particle from one index to another void MoveParticle( int nInitialIndex, int nNewIndex ); // Computes the sq distance to a particle position float ComputeSqrDistanceToParticle( int hParticle, const Vector &vecPosition ) const; // Grows the dist sq range for all particles void GrowDistSqrBounds( float flDistSqr ); // Simulates the first frame void SimulateFirstFrame( ); bool SystemContainsParticlesWithBoolSet( bool CParticleCollection::*pField ) const; // Does the particle collection contain opaque particle systems bool ContainsOpaqueCollections(); bool ComputeUsesPowerOfTwoFrameBufferTexture(); bool ComputeUsesFullFrameBufferTexture(); bool ComputeIsTranslucent(); bool ComputeIsTwoPass(); bool ComputeIsBatchable(); bool ComputeIsOrderImportant(); bool ComputeRunForParentApplyKillList(); void LabelTextureUsage( void ); void LinkIntoDefList( ); // Return the number of particle systems sharing the same definition int GetCurrentParticleDefCount( CParticleSystemDefinition* pDef ); void CopyParticleAttributesToPreviousAttributes( void ) const; public: fltx4 m_fl4CurTime; // accumulated time int m_nPaddedActiveParticles; // # of groups of 4 particles float m_flCurTime; // accumulated time // support for simulating particles at < the frame rate and interpolating. // for a system simulating at lower frame rate, flDrawTime will be < m_flCurTime and >=m_flPrevSimTime float m_flPrevSimTime; // the time of the previous sim float m_flTargetDrawTime; // the timestamp for drawing int m_nActiveParticles; // # of active particles float m_flDt; float m_flPreviousDt; float m_flNextSleepTime; // time to go to sleep if not drawn CUtlReference< CParticleSystemDefinition > m_pDef; int m_nAllocatedParticles; int m_nMaxAllowedParticles; bool m_bDormant; bool m_bEmissionStopped; bool m_bPendingRestart; bool m_bQueuedStartEmission; bool m_bFrozen; bool m_bInEndCap; int m_LocalLightingCP; Color m_LocalLighting; // control point data. Don't set these directly, or they won't propagate down to children // particle control points can act as emitter centers, repulsions points, etc. what they are // used for depends on what operators and parameters your system has. int m_nNumControlPointsAllocated; CParticleCPInfo *m_pCPInfo; FORCEINLINE CParticleControlPoint &ControlPoint( int nIdx ) const; FORCEINLINE CModelHitBoxesInfo &ControlPointHitBox( int nIdx ) const; // public so people can call methods uint8 *m_pOperatorContextData; CParticleCollection *m_pNext; // for linking children together CParticleCollection *m_pPrev; // for linking children together struct CWorldCollideContextData *m_pCollisionCacheData[NUM_COLLISION_CACHE_MODES]; // children can share collision caches w/ parent CParticleCollection *m_pParent; CUtlIntrusiveDList m_Children; // list for all child particle systems Vector m_Center; // average of particle centers void *m_pRenderable; // for use by client void *operator new(size_t nSize); void *operator new( size_t size, int nBlockUse, const char *pFileName, int nLine ); void operator delete(void *pData); void operator delete( void* p, int nBlockUse, const char *pFileName, int nLine ); protected: // current bounds for the particle system bool m_bBoundsValid; Vector m_MinBounds; Vector m_MaxBounds; int m_nHighestCP; //Highest CP set externally. Needs to assert if a system calls to an unassigned CP. private: int m_nAttributeMemorySize; unsigned char *m_pParticleMemory; // fixed size at initialization. Must be aligned for SSE unsigned char *m_pParticleInitialMemory; // fixed size at initialization. Must be aligned for SSE unsigned char *m_pConstantMemory; uint8 *m_pPreviousAttributeMemory; // for simulating at less than the display rate int m_nPerParticleInitializedAttributeMask; int m_nPerParticleUpdatedAttributeMask; int m_nPerParticleReadInitialAttributeMask; // What fields do operators want to see initial attribute values for? CParticleAttributeAddressTable m_ParticleAttributes; CParticleAttributeAddressTable m_ParticleInitialAttributes; CParticleAttributeAddressTable m_PreviousFrameAttributes; float *m_pConstantAttributes; uint64 m_nControlPointReadMask; // Mask indicating which control points have been accessed uint64 m_nControlPointNonPositionalMask; // Mask indicating which control points are non-positional (ie shouldn't be transformed) int m_nParticleFlags; // PCFLAGS_xxx bool m_bIsScrubbable : 1; bool m_bIsRunningInitializers : 1; bool m_bIsRunningOperators : 1; bool m_bIsTranslucent : 1; bool m_bIsTwoPass : 1; bool m_bAnyUsesPowerOfTwoFrameBufferTexture : 1; // whether or not we or any children use this bool m_bAnyUsesFullFrameBufferTexture : 1; bool m_bIsBatchable : 1; bool m_bIsOrderImportant : 1; // is order important when deleting bool m_bRunForParentApplyKillList : 1; // see ShouldRunForParentApplyKillList() bool m_bUsesPowerOfTwoFrameBufferTexture; // whether or not we use this, _not_ our children bool m_bUsesFullFrameBufferTexture; // How many frames have we drawn? int m_nDrawnFrames; // Used to assign unique ids to each particle int m_nUniqueParticleId; // Used to generate random numbers int m_nRandomQueryCount; int m_nRandomSeed; int m_nOperatorRandomSampleOffset; float m_flMinDistSqr; float m_flMaxDistSqr; float m_flOOMaxDistSqr; Vector m_vecLastCameraPos; float m_flLastMinDistSqr; float m_flLastMaxDistSqr; // Particle collection kill list. set up by particle system mgr int m_nNumParticlesToKill; KillListItem_t *m_pParticleKillList; // Used to build a list of all particle collections that have the same particle def CParticleCollection *m_pNextDef; CParticleCollection *m_pPrevDef; void LoanKillListTo( CParticleCollection *pBorrower ) const; bool HasAttachedKillList( void ) const; CCachedParticleBatches *m_pCachedParticleBatches; // For debugging CParticleOperatorInstance *m_pRenderOp; friend class CParticleSystemMgr; friend class CParticleOperatorInstance; friend class CParticleSystemDefinition; friend class C4VInterpolatedAttributeIterator; friend class CM128InterpolatedAttributeIterator; }; class CM128InitialAttributeIterator : public CStridedConstPtr { public: FORCEINLINE CM128InitialAttributeIterator( int nAttribute, CParticleCollection *pParticles ) { m_pData = pParticles->GetInitialM128AttributePtr( nAttribute, &m_nStride ); } }; class CM128AttributeIterator : public CStridedConstPtr { public: FORCEINLINE void Init( int nAttribute, CParticleCollection *pParticles ) { m_pData = pParticles->GetM128AttributePtr( nAttribute, &m_nStride ); } FORCEINLINE CM128AttributeIterator( int nAttribute, CParticleCollection *pParticles ) { Init( nAttribute, pParticles ); } CM128AttributeIterator( void ) { } FORCEINLINE fltx4 operator()( fltx4 fl4T ) const { return *( m_pData ); } }; class C4IAttributeIterator : public CStridedConstPtr { public: FORCEINLINE void Init( int nAttribute, CParticleCollection *pParticles ) { m_pData = pParticles->Get4IAttributePtr( nAttribute, &m_nStride ); } FORCEINLINE C4IAttributeIterator( int nAttribute, CParticleCollection *pParticles ) { Init( nAttribute, pParticles ); } FORCEINLINE C4IAttributeIterator( void ) { } }; class CM128AttributeWriteIterator : public CStridedPtr { public: FORCEINLINE CM128AttributeWriteIterator( void ) { } FORCEINLINE void Init ( int nAttribute, CParticleCollection *pParticles ) { m_pData = pParticles->GetM128AttributePtrForWrite( nAttribute, &m_nStride ); } FORCEINLINE CM128AttributeWriteIterator( int nAttribute, CParticleCollection *pParticles ) { Init( nAttribute, pParticles ); } }; class C4VAttributeIterator : public CStridedConstPtr { public: FORCEINLINE void Init( int nAttribute, CParticleCollection *pParticles ) { m_pData = pParticles->Get4VAttributePtr( nAttribute, &m_nStride ); } FORCEINLINE C4VAttributeIterator( void ) { } FORCEINLINE C4VAttributeIterator( int nAttribute, CParticleCollection *pParticles ) { Init( nAttribute, pParticles ); } FORCEINLINE fltx4 X( fltx4 T ) { return m_pData->x; } FORCEINLINE fltx4 Y( fltx4 T ) { return m_pData->y; } FORCEINLINE fltx4 Z( fltx4 T ) { return m_pData->z; } }; class CM128InterpolatedAttributeIterator : public CM128AttributeIterator { protected: intp m_nOldDataOffset; FORCEINLINE fltx4 const *PreviousData( void ) const { return ( fltx4 const * ) ( ( ( uint8 const * ) m_pData ) + m_nOldDataOffset ); } public: FORCEINLINE void Init( int nAttribute, CParticleCollection *pParticles ) { m_pData = pParticles->GetM128AttributePtr( nAttribute, &m_nStride ); Assert( pParticles->GetPrevAttributeMemory() ); if ( m_nStride ) { m_nOldDataOffset = pParticles->m_PreviousFrameAttributes.ByteAddress( nAttribute ) - pParticles->m_ParticleAttributes.ByteAddress( nAttribute ); } else { m_nOldDataOffset = 0; } } FORCEINLINE CM128InterpolatedAttributeIterator( int nAttribute, CParticleCollection *pParticles ) { Init( nAttribute, pParticles ); } CM128InterpolatedAttributeIterator( void ) { } FORCEINLINE fltx4 operator()( fltx4 fl4T ) const { fltx4 fl4Ret = *( PreviousData() ); return AddSIMD( fl4Ret, MulSIMD( fl4T, SubSIMD( *m_pData, fl4Ret ) ) ); } }; class C4VInterpolatedAttributeIterator : public C4VAttributeIterator { protected: ptrdiff_t m_nOldDataOffset; FORCEINLINE FourVectors const *PreviousData( void ) const { return ( FourVectors const * ) ( ( ( uint8 const * ) m_pData ) + m_nOldDataOffset ); } public: void Init( int nAttribute, CParticleCollection *pParticles ); FORCEINLINE C4VInterpolatedAttributeIterator( void ) { } FORCEINLINE C4VInterpolatedAttributeIterator( int nAttribute, CParticleCollection *pParticles ) { Init( nAttribute, pParticles ); } FORCEINLINE fltx4 X( fltx4 fl4T ) const { fltx4 fl4Ret = PreviousData()->x; return AddSIMD( fl4Ret, MulSIMD( fl4T, SubSIMD( m_pData->x, fl4Ret ) ) ); } FORCEINLINE fltx4 Y( fltx4 fl4T ) const { fltx4 fl4Ret = PreviousData()->y; return AddSIMD( fl4Ret, MulSIMD( fl4T, SubSIMD( m_pData->y, fl4Ret ) ) ); } FORCEINLINE fltx4 Z( fltx4 fl4T ) const { fltx4 fl4Ret = PreviousData()->z; return AddSIMD( fl4Ret, MulSIMD( fl4T, SubSIMD( m_pData->z, fl4Ret ) ) ); } }; class C4VInitialAttributeIterator : public CStridedConstPtr { public: FORCEINLINE C4VInitialAttributeIterator( int nAttribute, CParticleCollection *pParticles ) { m_pData = pParticles->GetInitial4VAttributePtr( nAttribute, &m_nStride ); } }; class C4VAttributeWriteIterator : public CStridedPtr { public: FORCEINLINE C4VAttributeWriteIterator( int nAttribute, CParticleCollection *pParticles ) { m_pData = pParticles->Get4VAttributePtrForWrite( nAttribute, &m_nStride ); } }; //----------------------------------------------------------------------------- // Inline methods of CParticleCollection //----------------------------------------------------------------------------- inline bool CParticleCollection::HasAttachedKillList( void ) const { return m_pParticleKillList != NULL; } inline bool CParticleCollection::ReadsControlPoint( int nPoint ) const { return ( m_nControlPointReadMask & ( 1ULL << nPoint ) ) != 0; } inline bool CParticleCollection::IsNonPositionalControlPoint( int nPoint ) const { return ( m_nControlPointNonPositionalMask & ( 1ULL << nPoint ) ) != 0; } inline void CParticleCollection::SetNActiveParticles( int nCount ) { Assert( nCount >= 0 && nCount <= m_nMaxAllowedParticles ); m_nActiveParticles = nCount; m_nPaddedActiveParticles = ( nCount+3 )/4; } inline void CParticleCollection::SwapPosAndPrevPos( void ) { // strides better be the same! Assert( m_ParticleAttributes.Stride( PARTICLE_ATTRIBUTE_XYZ ) == m_ParticleAttributes.Stride( PARTICLE_ATTRIBUTE_PREV_XYZ ) ); V_swap( m_ParticleAttributes.m_pAttributes[ PARTICLE_ATTRIBUTE_XYZ ], m_ParticleAttributes.m_pAttributes[ PARTICLE_ATTRIBUTE_PREV_XYZ ] ); } FORCEINLINE CParticleControlPoint &CParticleCollection::ControlPoint( int nIdx ) const { Assert( nIdx >= 0 && nIdx < m_nNumControlPointsAllocated ); return m_pCPInfo[ MAX(0, MIN( nIdx, m_nNumControlPointsAllocated - 1 )) ].m_ControlPoint; } FORCEINLINE CModelHitBoxesInfo &CParticleCollection::ControlPointHitBox( int nIdx ) const { return m_pCPInfo[ MAX(0, MIN( nIdx, m_nNumControlPointsAllocated - 1 )) ].m_CPHitBox; } inline void CParticleCollection::LoanKillListTo( CParticleCollection *pBorrower ) const { Assert(! pBorrower->m_pParticleKillList ); pBorrower->m_nNumParticlesToKill = 0; pBorrower->m_pParticleKillList = m_pParticleKillList; } inline void CParticleCollection::SetAttributeToConstant( int nAttribute, float fValue ) { float *fconst = m_pConstantAttributes + 4*3*nAttribute; fconst[0] = fconst[1] = fconst[2] = fconst[3] = fValue; } inline void CParticleCollection::SetAttributeToConstant( int nAttribute, float fValueX, float fValueY, float fValueZ ) { float *fconst = m_pConstantAttributes + 4*3*nAttribute; fconst[0] = fconst[1] = fconst[2] = fconst[3] = fValueX; fconst[4] = fconst[5] = fconst[6] = fconst[7] = fValueY; fconst[8] = fconst[9] = fconst[10] = fconst[11] = fValueZ; } inline void CParticleCollection::SetControlPoint( int nWhichPoint, const Vector &v ) { Assert( ( nWhichPoint >= 0) && ( nWhichPoint < MAX_PARTICLE_CONTROL_POINTS ) ); if ( nWhichPoint < m_nNumControlPointsAllocated ) { ControlPoint( nWhichPoint ).m_Position = v; m_nHighestCP = MAX( m_nHighestCP, nWhichPoint ); } for( CParticleCollection *i = m_Children.m_pHead; i; i=i->m_pNext ) { i->SetControlPoint( nWhichPoint, v ); } } inline void CParticleCollection::SetControlPointObject( int nWhichPoint, void *pObject ) { Assert( ( nWhichPoint >= 0) && ( nWhichPoint < MAX_PARTICLE_CONTROL_POINTS ) ); if ( nWhichPoint < m_nNumControlPointsAllocated ) { ControlPoint( nWhichPoint ).m_pObject = pObject; m_nHighestCP = MAX( m_nHighestCP, nWhichPoint ); } for( CParticleCollection *i = m_Children.m_pHead; i; i=i->m_pNext ) { i->SetControlPointObject( nWhichPoint, pObject ); } } inline void CParticleCollection::SetControlPointOrientation( int nWhichPoint, const Vector &forward, const Vector &right, const Vector &up ) { Assert( ( nWhichPoint >= 0) && ( nWhichPoint < MAX_PARTICLE_CONTROL_POINTS ) ); // check perpendicular Assert( fabs( DotProduct( forward, up ) ) <= 0.1f ); Assert( fabs( DotProduct( forward, right ) ) <= 0.1f ); Assert( fabs( DotProduct( right, up ) ) <= 0.1f ); if ( nWhichPoint < m_nNumControlPointsAllocated ) { ControlPoint( nWhichPoint ).m_ForwardVector = forward; ControlPoint( nWhichPoint ).m_UpVector = up; ControlPoint( nWhichPoint ).m_RightVector = right; m_nHighestCP = MAX( m_nHighestCP, nWhichPoint ); } // make sure all children are finished for( CParticleCollection *i = m_Children.m_pHead; i; i=i->m_pNext ) { i->SetControlPointOrientation( nWhichPoint, forward, right, up ); } } inline Vector CParticleCollection::TransformAxis( const Vector &SrcAxis, bool bLocalSpace, int nControlPointNumber) { if ( bLocalSpace ) { return // mxmul ( SrcAxis.x * ControlPoint( nControlPointNumber ).m_RightVector )+ ( SrcAxis.y * ControlPoint( nControlPointNumber ).m_ForwardVector )+ ( SrcAxis.z * ControlPoint( nControlPointNumber ).m_UpVector ); } else return SrcAxis; } inline void CParticleCollection::SetControlPointOrientation( int nWhichPoint, const Quaternion &q ) { matrix3x4_t mat; Vector vecForward, vecUp, vecRight; QuaternionMatrix( q, mat ); MatrixVectors( mat, &vecForward, &vecRight, &vecUp ); SetControlPointOrientation( nWhichPoint, vecForward, vecRight, vecUp ); } inline void CParticleCollection::SetControlPointForwardVector( int nWhichPoint, const Vector &v ) { Assert( ( nWhichPoint >= 0) && ( nWhichPoint < MAX_PARTICLE_CONTROL_POINTS ) ); if ( nWhichPoint < m_nNumControlPointsAllocated ) { ControlPoint( nWhichPoint ).m_ForwardVector = v; m_nHighestCP = MAX( m_nHighestCP, nWhichPoint ); } for( CParticleCollection *i = m_Children.m_pHead; i; i=i->m_pNext ) { i->SetControlPointForwardVector( nWhichPoint, v ); } } inline void CParticleCollection::SetControlPointUpVector( int nWhichPoint, const Vector &v ) { Assert( ( nWhichPoint >= 0) && ( nWhichPoint < MAX_PARTICLE_CONTROL_POINTS ) ); if ( nWhichPoint < m_nNumControlPointsAllocated ) { ControlPoint( nWhichPoint ).m_UpVector = v; m_nHighestCP = MAX( m_nHighestCP, nWhichPoint ); } for( CParticleCollection *i = m_Children.m_pHead; i; i=i->m_pNext ) { i->SetControlPointUpVector( nWhichPoint, v ); } } inline void CParticleCollection::SetControlPointRightVector( int nWhichPoint, const Vector &v) { Assert( ( nWhichPoint >= 0) && ( nWhichPoint < MAX_PARTICLE_CONTROL_POINTS ) ); if ( nWhichPoint < m_nNumControlPointsAllocated ) { ControlPoint( nWhichPoint ).m_RightVector = v; m_nHighestCP = MAX( m_nHighestCP, nWhichPoint ); } for( CParticleCollection *i = m_Children.m_pHead; i; i=i->m_pNext ) { i->SetControlPointRightVector( nWhichPoint, v ); } } inline void CParticleCollection::SetControlPointParent( int nWhichPoint, int n ) { Assert( ( nWhichPoint >= 0) && ( nWhichPoint < MAX_PARTICLE_CONTROL_POINTS ) ); if ( nWhichPoint < m_nNumControlPointsAllocated ) { ControlPoint( nWhichPoint ).m_nParent = n; m_nHighestCP = MAX( m_nHighestCP, nWhichPoint ); } for( CParticleCollection *i = m_Children.m_pHead; i; i=i->m_pNext ) { i->SetControlPointParent( nWhichPoint, n ); } } inline void CParticleCollection::SetControlPointSnapshot( int nWhichPoint, CParticleSnapshot *pSnapshot ) { Assert( ( nWhichPoint >= 0 ) && ( nWhichPoint < MAX_PARTICLE_CONTROL_POINTS ) ); if ( nWhichPoint < m_nNumControlPointsAllocated ) { ControlPoint( nWhichPoint ).m_pSnapshot = pSnapshot; } for( CParticleCollection *i = m_Children.m_pHead; i; i=i->m_pNext ) { i->SetControlPointSnapshot( nWhichPoint, pSnapshot ); } } // Returns the memory for a particular constant attribute inline float *CParticleCollection::GetConstantAttributeMemory( int nAttribute ) { return m_pConstantAttributes + 3 * 4 * nAttribute; } // Random number offset (for use in getting Random #s in operators) inline int CParticleCollection::OperatorRandomSampleOffset() const { return m_nOperatorRandomSampleOffset; } // Used by particle systems to generate random numbers inline int CParticleCollection::RandomInt( int nRandomSampleId, int nMin, int nMax ) { // do not call float flRand = s_pRandomFloats[ ( m_nRandomSeed + nRandomSampleId ) & RANDOM_FLOAT_MASK ]; flRand *= ( nMax + 1 - nMin ); int nRand = (int)flRand + nMin; return nRand; } inline float CParticleCollection::RandomFloat( int nRandomSampleId, float flMin, float flMax ) { // do not call float flRand = s_pRandomFloats[ ( m_nRandomSeed + nRandomSampleId ) & RANDOM_FLOAT_MASK ]; flRand *= ( flMax - flMin ); flRand += flMin; return flRand; } inline fltx4 CParticleCollection::RandomFloat( const FourInts &ParticleID, int nRandomSampleOffset ) { fltx4 Retval; int nOfs=m_nRandomSeed+nRandomSampleOffset; SubFloat( Retval, 0 ) = s_pRandomFloats[ ( nOfs + ParticleID.m_nValue[0] ) & RANDOM_FLOAT_MASK ]; SubFloat( Retval, 1 ) = s_pRandomFloats[ ( nOfs + ParticleID.m_nValue[1] ) & RANDOM_FLOAT_MASK ]; SubFloat( Retval, 2 ) = s_pRandomFloats[ ( nOfs + ParticleID.m_nValue[2] ) & RANDOM_FLOAT_MASK ]; SubFloat( Retval, 3 ) = s_pRandomFloats[ ( nOfs + ParticleID.m_nValue[3] ) & RANDOM_FLOAT_MASK ]; return Retval; } inline float CParticleCollection::RandomFloatExp( int nRandomSampleId, float flMin, float flMax, float flExponent ) { // do not call float flRand = s_pRandomFloats[ ( m_nRandomSeed + nRandomSampleId ) & RANDOM_FLOAT_MASK ]; flRand = powf( flRand, flExponent ); flRand *= ( flMax - flMin ); flRand += flMin; return flRand; } inline void CParticleCollection::RandomVector( int nRandomSampleId, float flMin, float flMax, Vector *pVector ) { // do not call float flDelta = flMax - flMin; int nBaseId = m_nRandomSeed + nRandomSampleId; pVector->x = s_pRandomFloats[ nBaseId & RANDOM_FLOAT_MASK ]; pVector->x *= flDelta; pVector->x += flMin; pVector->y = s_pRandomFloats[ ( nBaseId + 1 ) & RANDOM_FLOAT_MASK ]; pVector->y *= flDelta; pVector->y += flMin; pVector->z = s_pRandomFloats[ ( nBaseId + 2 ) & RANDOM_FLOAT_MASK ]; pVector->z *= flDelta; pVector->z += flMin; } inline void CParticleCollection::RandomVector( int nRandomSampleId, const Vector &vecMin, const Vector &vecMax, Vector *pVector ) { // do not call int nBaseId = m_nRandomSeed + nRandomSampleId; pVector->x = RandomFloat( nBaseId, vecMin.x, vecMax.x ); pVector->y = RandomFloat( nBaseId + 1, vecMin.y, vecMax.y ); pVector->z = RandomFloat( nBaseId + 2, vecMin.z, vecMax.z ); } // Used by particle systems to generate random numbers inline int CParticleCollection::RandomInt( int nMin, int nMax ) { // do not call return RandomInt( m_nRandomQueryCount++, nMin, nMax ); } inline float CParticleCollection::RandomFloat( float flMin, float flMax ) { // do not call return RandomFloat( m_nRandomQueryCount++, flMin, flMax ); } inline float CParticleCollection::RandomFloatExp( float flMin, float flMax, float flExponent ) { // do not call return RandomFloatExp( m_nRandomQueryCount++, flMin, flMax, flExponent ); } inline void CParticleCollection::RandomVector( float flMin, float flMax, Vector *pVector ) { // do not call RandomVector( m_nRandomQueryCount, flMin, flMax, pVector ); m_nRandomQueryCount +=3; } inline void CParticleCollection::RandomVector( const Vector &vecMin, const Vector &vecMax, Vector *pVector ) { // do not call RandomVector( m_nRandomQueryCount, vecMin, vecMax, pVector ); m_nRandomQueryCount +=3; } inline float CParticleCollection::RandomVectorInUnitSphere( Vector *pVector ) { // do not call float flUnitSphere = RandomVectorInUnitSphere( m_nRandomQueryCount, pVector ); m_nRandomQueryCount +=3; return flUnitSphere; } // get the pointer to an attribute for a given particle. !!speed!! if you find yourself // calling this anywhere that matters, you're not handling the simd-ness of the particle system // well and will have bad perf. inline const float *CParticleCollection::GetFloatAttributePtr( int nAttribute, int nParticleNumber ) const { Assert( nParticleNumber < m_nAllocatedParticles ); return m_ParticleAttributes.FloatAttributePtr( nAttribute, nParticleNumber ); } inline int *CParticleCollection::GetIntAttributePtrForWrite( int nAttribute, int nParticleNumber ) { return reinterpret_cast< int* >( GetFloatAttributePtrForWrite( nAttribute, nParticleNumber ) ); } inline const int *CParticleCollection::GetIntAttributePtr( int nAttribute, int nParticleNumber ) const { return (int*)GetFloatAttributePtr( nAttribute, nParticleNumber ); } inline const fltx4 *CParticleCollection::GetM128AttributePtr( int nAttribute, size_t *pStrideOut ) const { *(pStrideOut) = m_ParticleAttributes.Stride( nAttribute ) / 4; return reinterpret_cast( m_ParticleAttributes.Address( nAttribute ) ); } inline const FourInts *CParticleCollection::Get4IAttributePtr( int nAttribute, size_t *pStrideOut ) const { *(pStrideOut) = m_ParticleAttributes.Stride( nAttribute ) / 4; return reinterpret_cast( m_ParticleAttributes.Address( nAttribute ) ); } inline const int32 *CParticleCollection::GetIntAttributePtr( int nAttribute, size_t *pStrideOut ) const { *(pStrideOut) = m_ParticleAttributes.Stride( nAttribute ); return reinterpret_cast( m_ParticleAttributes.Address( nAttribute ) ); } inline const FourVectors *CParticleCollection::Get4VAttributePtr( int nAttribute, size_t *pStrideOut ) const { *(pStrideOut) = m_ParticleAttributes.Stride( nAttribute ) / 12; return reinterpret_cast( m_ParticleAttributes.Address( nAttribute ) ); } inline FourVectors *CParticleCollection::Get4VAttributePtrForWrite( int nAttribute, size_t *pStrideOut ) { *( pStrideOut ) = m_ParticleAttributes.Stride( nAttribute ) / 12; return reinterpret_cast( m_ParticleAttributes.Address( nAttribute ) ); } inline const FourVectors *CParticleCollection::GetInitial4VAttributePtr( int nAttribute, size_t *pStrideOut ) const { *(pStrideOut) = m_ParticleInitialAttributes.Stride( nAttribute )/12; return reinterpret_cast( m_ParticleInitialAttributes.Address( nAttribute ) ); } inline Vector CParticleCollection::GetVectorAttributeValue( int nAttribute, int nParticleNumber ) const { Assert( nParticleNumber < m_nAllocatedParticles ); size_t nStride; float const *pData = ( float const * ) Get4VAttributePtr( nAttribute, &nStride ); int nOfs = nParticleNumber / 4; int nRemainder = nParticleNumber & 3; pData += 12 * nOfs + nRemainder; Vector vecRet( pData[0], pData[4], pData[8] ); return vecRet; } inline float CParticleCollection::GetFloatAttributeValue( int nAttribute, int nParticleNumber ) const { Assert( nParticleNumber < m_nAllocatedParticles ); float const *pData = GetFloatAttributePtr( nAttribute, nParticleNumber ); return *pData; } inline float *CParticleCollection::GetFloatAttributePtrForWrite( int nAttribute, int nParticleNumber ) { // NOTE: If you hit this assertion, it means your particle operator isn't returning // the appropriate fields in the RequiredAttributesMask call Assert( !m_bIsRunningInitializers || ( m_nPerParticleInitializedAttributeMask & (1 << nAttribute) ) ); Assert( !m_bIsRunningOperators || ( m_nPerParticleUpdatedAttributeMask & (1 << nAttribute) ) ); Assert( m_ParticleAttributes.Stride( nAttribute ) != 0 ); Assert( nParticleNumber < m_nAllocatedParticles ); return m_ParticleAttributes.FloatAttributePtr( nAttribute, nParticleNumber ); } inline fltx4 *CParticleCollection::GetM128AttributePtrForWrite( int nAttribute, size_t *pStrideOut ) { // NOTE: If you hit this assertion, it means your particle operator isn't returning // the appropriate fields in the RequiredAttributesMask call Assert( !m_bIsRunningInitializers || ( m_nPerParticleInitializedAttributeMask & (1 << nAttribute) ) ); Assert( !m_bIsRunningOperators || ( m_nPerParticleUpdatedAttributeMask & (1 << nAttribute) ) ); Assert( m_ParticleAttributes.Stride( nAttribute ) != 0 ); *( pStrideOut ) = m_ParticleAttributes.Stride( nAttribute ) / 4; return reinterpret_cast( m_ParticleAttributes.Address( nAttribute ) ); } inline const float *CParticleCollection::GetInitialFloatAttributePtr( int nAttribute, int nParticleNumber ) const { Assert( nParticleNumber < m_nAllocatedParticles ); return m_ParticleInitialAttributes.FloatAttributePtr( nAttribute, nParticleNumber ); } inline const fltx4 *CParticleCollection::GetInitialM128AttributePtr( int nAttribute, size_t *pStrideOut ) const { *( pStrideOut ) = m_ParticleInitialAttributes.Stride( nAttribute ) / 4; return reinterpret_cast( m_ParticleInitialAttributes.Address( nAttribute ) ); } inline float *CParticleCollection::GetInitialFloatAttributePtrForWrite( int nAttribute, int nParticleNumber ) { Assert( nParticleNumber < m_nAllocatedParticles ); Assert( m_nPerParticleReadInitialAttributeMask & ( 1 << nAttribute ) ); return m_ParticleInitialAttributes.FloatAttributePtr( nAttribute, nParticleNumber ); } inline fltx4 *CParticleCollection::GetInitialM128AttributePtrForWrite( int nAttribute, size_t *pStrideOut ) { Assert( m_nPerParticleReadInitialAttributeMask & ( 1 << nAttribute ) ); *( pStrideOut ) = m_ParticleInitialAttributes.Stride( nAttribute ) / 4; return reinterpret_cast( m_ParticleInitialAttributes.Address( nAttribute ) ); } // Used to make sure we're accessing valid memory inline bool CParticleCollection::IsValidAttributePtr( int nAttribute, const void *pPtr ) const { if ( pPtr < m_ParticleAttributes.Address( nAttribute ) ) return false; size_t nArraySize = m_ParticleAttributes.Stride( nAttribute ) * m_nAllocatedParticles / 4; void *pMaxPtr = m_ParticleAttributes.Address( nAttribute ) + nArraySize; return ( pPtr <= pMaxPtr ); } FORCEINLINE void CParticleCollection::KillParticle( int nPidx, unsigned int nKillFlags ) { // add a particle to the sorted kill list. entries must be added in sorted order. // within a particle operator, this is safe to call. Outside of one, you have to call // the ApplyKillList() method yourself. The storage for the kill list is global between // all particle systems, so you can't kill a particle in 2 different CParticleCollections // w/o calling ApplyKillList Assert( !m_nNumParticlesToKill || ( nPidx > (int)m_pParticleKillList[ m_nNumParticlesToKill - 1 ].nIndex ) ); // note that it is permissible to kill particles with indices>the number of active // particles, in order to faciliate easy sse coding (that said, we only expect the // particle index to be at most more than 3 larger than the particle count) Assert( nPidx < m_nActiveParticles + 4 ); COMPILE_TIME_ASSERT( ( sizeof( KillListItem_t ) == 4 ) && ( MAX_PARTICLES_IN_A_SYSTEM < ( 1 << KILL_LIST_INDEX_BITS ) ) ); Assert( !( nPidx & ~KILL_LIST_INDEX_MASK ) && !( nKillFlags & ~KILL_LIST_FLAGS_MASK ) ); KillListItem_t killItem = { nPidx, nKillFlags }; Assert( m_nNumParticlesToKill < MAX_PARTICLES_IN_A_SYSTEM ); m_pParticleKillList[ m_nNumParticlesToKill++ ] = killItem; } // initialize this attribute for all active particles inline void CParticleCollection::FillAttributeWithConstant( int nAttribute, float fValue ) { size_t stride; fltx4 *pAttr = GetM128AttributePtrForWrite( nAttribute, &stride ); fltx4 fill=ReplicateX4( fValue ); for( int i = 0; i < m_nPaddedActiveParticles; i++ ) { *(pAttr) = fill; pAttr += stride; } } //----------------------------------------------------------------------------- // Helper to set vector attribute values //----------------------------------------------------------------------------- FORCEINLINE void SetVectorAttribute( float *pAttribute, float x, float y, float z ) { pAttribute[0] = x; pAttribute[4] = y; pAttribute[8] = z; } FORCEINLINE void SetVectorAttribute( float *pAttribute, const Vector &v ) { pAttribute[0] = v.x; pAttribute[4] = v.y; pAttribute[8] = v.z; } FORCEINLINE void SetVectorFromAttribute( Vector &v, const float *pAttribute ) { v.x = pAttribute[0]; v.y = pAttribute[4]; v.z = pAttribute[8]; } //----------------------------------------------------------------------------- // Computes the sq distance to a particle position //----------------------------------------------------------------------------- FORCEINLINE float CParticleCollection::ComputeSqrDistanceToParticle( int hParticle, const Vector &vecPosition ) const { const float *xyz = GetFloatAttributePtr( PARTICLE_ATTRIBUTE_XYZ, hParticle ); Vector vecParticlePosition( xyz[0], xyz[4], xyz[8] ); return vecParticlePosition.DistToSqr( vecPosition ); } //----------------------------------------------------------------------------- // Grows the dist sq range for all particles //----------------------------------------------------------------------------- FORCEINLINE void CParticleCollection::GrowDistSqrBounds( float flDistSqr ) { if ( m_flLastMinDistSqr > flDistSqr ) { m_flLastMinDistSqr = flDistSqr; } else if ( m_flLastMaxDistSqr < flDistSqr ) { m_flLastMaxDistSqr = flDistSqr; } } //----------------------------------------------------------------------------- // Data associated with children particle systems //----------------------------------------------------------------------------- struct ParticleChildrenInfo_t { DmObjectId_t m_Id; ParticleSystemHandle_t m_Name; bool m_bUseNameBasedLookup; float m_flDelay; // How much to delay this system after the parent starts bool m_bEndCap; // This child only plays when an effect is stopped with endcap effects. }; //----------------------------------------------------------------------------- // A template describing how a particle system will function //----------------------------------------------------------------------------- class CParticleSystemDefinition { DECLARE_DMXELEMENT_UNPACK(); DECLARE_REFERENCED_CLASS( CParticleSystemDefinition ); public: CParticleSystemDefinition( void ); ~CParticleSystemDefinition( void ); // Serialization, unserialization void Read( CDmxElement *pElement ); CDmxElement *Write(); const char *MaterialName() const; IMaterial *GetMaterial() const; const char *GetName() const; const DmObjectId_t& GetId() const; // Does the particle system use the power of two frame buffer texture (refraction?) bool UsesPowerOfTwoFrameBufferTexture(); // Does the particle system use the full frame buffer texture (soft particles) bool UsesFullFrameBufferTexture(); // Should we always precache this? bool ShouldAlwaysPrecache() const; // Should we batch particle collections using this definition up? bool ShouldBatch() const; // Is the particle system rendered on the viewmodel? bool IsViewModelEffect() const; bool IsScreenSpaceEffect() const; void SetDrawThroughLeafSystem( bool bDraw ) { m_bDrawThroughLeafSystem = bDraw; } bool IsDrawnThroughLeafSystem( void ) const { return m_bDrawThroughLeafSystem; } // Used to iterate over all particle collections using the same def CParticleCollection *FirstCollection(); // What's the effective cull size + fill cost? // Used for early retirement float GetCullRadius() const; float GetCullFillCost() const; int GetCullControlPoint() const; const char *GetCullReplacementDefinition() const; int GetMaxRecursionDepth() const; // Retirement bool HasRetirementBeenChecked( int nFrame ) const; void MarkRetirementCheck( int nFrame ); bool HasFallback() const; CParticleSystemDefinition *GetFallbackReplacementDefinition() const; int GetMinCPULevel() const; int GetMinGPULevel() const; // Control point read void MarkReadsControlPoint( int nPoint ); bool ReadsControlPoint( int nPoint ) const; bool IsNonPositionalControlPoint( int nPoint ) const; float GetMaxTailLength() const; void SetMaxTailLength( float flMaxTailLength ); // Sheet symbols (used to avoid string->symbol conversions when effects are created) void InvalidateSheetSymbol(); void CacheSheetSymbol( CUtlSymbol sheetSymbol ); bool IsSheetSymbolCached() const; CUtlSymbol GetSheetSymbol() const; private: void Precache(); void Uncache(); bool IsPrecached() const; void UnlinkAllCollections(); void SetupContextData( ); void ParseChildren( CDmxElement *pElement ); void ParseOperators( const char *pszName, ParticleFunctionType_t nFunctionType, CDmxElement *pElement, CUtlVector &out_list ); void WriteChildren( CDmxElement *pElement ); void WriteOperators( CDmxElement *pElement, const char *pOpKeyName, const CUtlVector &inList ); CUtlVector *GetOperatorList( ParticleFunctionType_t type ); CParticleOperatorInstance *FindOperatorById( ParticleFunctionType_t type, const DmObjectId_t &id ); CParticleOperatorInstance *FindOperatorByName( const char *pOperatorName ); // SLOW! private: int m_nInitialParticles; int m_nPerParticleUpdatedAttributeMask; int m_nPerParticleInitializedAttributeMask; int m_nInitialAttributeReadMask; int m_nAttributeReadMask; uint64 m_nControlPointReadMask; uint64 m_nControlPointNonPositionalMask; Vector m_BoundingBoxMin; Vector m_BoundingBoxMax; CUtlString m_MaterialName; CMaterialReference m_Material; Vector4D m_vecMaterialModulation; CParticleCollection *m_pFirstCollection; CUtlString m_CullReplacementName; float m_flCullRadius; float m_flCullFillCost; int m_nCullControlPoint; int m_nRetireCheckFrame; int m_nMaxRecursionDepth; float m_flMaxTailLength; // Fallbacks for exceeding maximum number of the same type of system at once. CUtlString m_FallbackReplacementName; int m_nFallbackMaxCount; int m_nFallbackCurrentCount; CUtlReference< CParticleSystemDefinition > m_pFallback; // Default attribute values Color m_ConstantColor; Vector m_ConstantNormal; float m_flConstantRadius; float m_flConstantRotation; float m_flConstantRotationSpeed; int m_nConstantSequenceNumber; int m_nConstantSequenceNumber1; int m_nGroupID; float m_flMaximumTimeStep; float m_flMaximumSimTime; // maximum time to sim before drawing first frame. float m_flMinimumSimTime; // minimum time to sim before drawing first frame - prevents all // capped particles from drawing at 0 time. float m_flMinimumTimeStep; // for simulating at < frame rate int m_nMinimumFrames; // number of frames to apply max/min simulation times int m_nMinCPULevel; // minimum CPU/GPU levels for a int m_nMinGPULevel; // particle system to be allowed to spawn // Is the particle system rendered on the viewmodel? bool m_bViewModelEffect; bool m_bScreenSpaceEffect; bool m_bDrawThroughLeafSystem; bool m_bSheetSymbolCached; CUtlSymbol m_SheetSymbol; size_t m_nContextDataSize; DmObjectId_t m_Id; public: float m_flMaxDrawDistance; // distance at which to not draw. float m_flNoDrawTimeToGoToSleep; // after not beeing seen for this long, the system will sleep int m_nMaxParticles; int m_nSkipRenderControlPoint; // if the camera is attached to the // object associated with this control // point, don't render the system int m_nAllowRenderControlPoint; // if the camera is attached to the // object associated with this control // point, render the system, otherwise, don't int m_nAggregationMinAvailableParticles; // only aggregate if their are this many free particles float m_flAggregateRadius; // aggregate particles if this system is within radius n float m_flStopSimulationAfterTime; // stop ( freeze ) simulation after this time CUtlString m_Name; CUtlVector m_Operators; CUtlVector m_Renderers; CUtlVector m_Initializers; CUtlVector m_Emitters; CUtlVector m_ForceGenerators; CUtlVector m_Constraints; CUtlVector m_Children; CUtlVector m_nOperatorsCtxOffsets; CUtlVector m_nRenderersCtxOffsets; CUtlVector m_nInitializersCtxOffsets; CUtlVector m_nEmittersCtxOffsets; CUtlVector m_nForceGeneratorsCtxOffsets; CUtlVector m_nConstraintsCtxOffsets; #if MEASURE_PARTICLE_PERF float m_flTotalSimTime; float m_flUncomittedTotalSimTime; float m_flMaxMeasuredSimTime; float m_flTotalRenderTime; float m_flMaxMeasuredRenderTime; float m_flUncomittedTotalRenderTime; #endif uint m_nPerParticleOutlineMaterialVarToken; CInterlockedInt m_nNumIntersectionTests; // the number of particle intersectio queries done CInterlockedInt m_nNumActualRayTraces; // the total number of ray intersections done. int m_nMaximumActiveParticles; bool m_bShouldSort; bool m_bShouldBatch; bool m_bIsPrecached : 1; bool m_bAlwaysPrecache : 1; friend class CParticleCollection; friend class CParticleSystemMgr; }; //----------------------------------------------------------------------------- // Inline methods //----------------------------------------------------------------------------- inline CParticleSystemDefinition::CParticleSystemDefinition( void ) { m_vecMaterialModulation.Init( 1.0f, 1.0f, 1.0f, 1.0f ); m_SheetSymbol = UTL_INVAL_SYMBOL; m_bSheetSymbolCached = false; m_nControlPointReadMask = 0; m_nControlPointNonPositionalMask = 0; m_nInitialAttributeReadMask = 0; m_nPerParticleInitializedAttributeMask = 0; m_nPerParticleUpdatedAttributeMask = 0; m_nAttributeReadMask = 0; m_nNumIntersectionTests = 0; m_nNumActualRayTraces = 0; #if MEASURE_PARTICLE_PERF m_flTotalSimTime = 0.0; m_flMaxMeasuredSimTime = 0.0; m_flMaxMeasuredRenderTime = 0.0f; m_flTotalRenderTime = 0.0f; m_flUncomittedTotalRenderTime = 0.0f; m_flUncomittedTotalSimTime = 0.0f; #endif m_nMaximumActiveParticles = 0; m_bIsPrecached = false; m_bAlwaysPrecache = false; m_bShouldBatch = false; m_bShouldSort = true; m_pFirstCollection = NULL; m_flCullRadius = 0.0f; m_flCullFillCost = 1.0f; m_nRetireCheckFrame = 0; m_nMaxRecursionDepth = 8; m_nFallbackCurrentCount = 0; m_bDrawThroughLeafSystem = true; m_flMaxTailLength = 0.0f; m_flMinimumTimeStep = 0; m_nPerParticleOutlineMaterialVarToken = 0; } inline CParticleSystemDefinition::~CParticleSystemDefinition( void ) { UnlinkAllCollections(); m_Operators.PurgeAndDeleteElements(); m_Renderers.PurgeAndDeleteElements(); m_Initializers.PurgeAndDeleteElements(); m_Emitters.PurgeAndDeleteElements(); m_ForceGenerators.PurgeAndDeleteElements(); m_Constraints.PurgeAndDeleteElements(); } // Used to iterate over all particle collections using the same def inline CParticleCollection *CParticleSystemDefinition::FirstCollection() { return m_pFirstCollection; } inline float CParticleSystemDefinition::GetCullRadius() const { return m_flCullRadius; } inline float CParticleSystemDefinition::GetCullFillCost() const { return m_flCullFillCost; } inline const char *CParticleSystemDefinition::GetCullReplacementDefinition() const { return m_CullReplacementName; } inline int CParticleSystemDefinition::GetCullControlPoint() const { return m_nCullControlPoint; } inline int CParticleSystemDefinition::GetMaxRecursionDepth() const { return m_nMaxRecursionDepth; } inline bool CParticleSystemDefinition::HasFallback() const { return ( m_nFallbackMaxCount > 0 ); } inline int CParticleSystemDefinition::GetMinCPULevel() const { return m_nMinCPULevel; } inline int CParticleSystemDefinition::GetMinGPULevel() const { return m_nMinGPULevel; } inline void CParticleSystemDefinition::MarkReadsControlPoint( int nPoint ) { m_nControlPointReadMask |= ( 1ULL << nPoint ); } inline bool CParticleSystemDefinition::IsNonPositionalControlPoint( int nPoint ) const { return ( m_nControlPointNonPositionalMask & ( 1ULL << nPoint ) ) != 0; } inline bool CParticleSystemDefinition::ReadsControlPoint( int nPoint ) const { return ( m_nControlPointReadMask & ( 1ULL << nPoint ) ) != 0; } // Retirement inline bool CParticleSystemDefinition::HasRetirementBeenChecked( int nFrame ) const { return m_nRetireCheckFrame == nFrame; } inline void CParticleSystemDefinition::MarkRetirementCheck( int nFrame ) { m_nRetireCheckFrame = nFrame; } inline bool CParticleSystemDefinition::ShouldBatch() const { return m_bShouldBatch; } inline bool CParticleSystemDefinition::IsViewModelEffect() const { return m_bViewModelEffect; } inline bool CParticleSystemDefinition::IsScreenSpaceEffect() const { return m_bScreenSpaceEffect; } inline float CParticleSystemDefinition::GetMaxTailLength() const { return m_flMaxTailLength; } inline void CParticleSystemDefinition::SetMaxTailLength( float flMaxTailLength ) { m_flMaxTailLength = flMaxTailLength; } inline const char *CParticleSystemDefinition::MaterialName() const { return m_MaterialName; } inline const DmObjectId_t& CParticleSystemDefinition::GetId() const { return m_Id; } inline int CParticleCollection::GetGroupID( void ) const { return m_pDef->m_nGroupID; } FORCEINLINE const Vector& CParticleCollection::GetControlPointAtCurrentTime( int nControlPoint ) const { Assert( !m_pDef || m_pDef->ReadsControlPoint( nControlPoint ) ); return ControlPoint( nControlPoint ).m_Position; } FORCEINLINE void CParticleCollection::GetControlPointOrientationAtCurrentTime( int nControlPoint, Vector *pForward, Vector *pRight, Vector *pUp ) const { Assert( nControlPoint <= GetHighestControlPoint() ); Assert( !m_pDef || m_pDef->ReadsControlPoint( nControlPoint ) ); // FIXME: Use quaternion lerp to get control point transform at time *pForward = ControlPoint( nControlPoint).m_ForwardVector; *pRight = ControlPoint( nControlPoint ).m_RightVector; *pUp = ControlPoint( nControlPoint ).m_UpVector; } FORCEINLINE int CParticleCollection::GetControlPointParent( int nControlPoint ) const { Assert( nControlPoint <= GetHighestControlPoint() ); Assert( !m_pDef || m_pDef->ReadsControlPoint( nControlPoint ) ); return ControlPoint( nControlPoint ).m_nParent; } FORCEINLINE CParticleSnapshot *CParticleCollection::GetControlPointSnapshot( int nControlPoint ) const { Assert( nControlPoint <= GetHighestControlPoint() ); if ( nControlPoint == -1 ) return NULL; return ControlPoint( nControlPoint ).m_pSnapshot; } #endif // PARTICLES_H