Counter Strike : Global Offensive Source Code
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "particle_simple3d.h"
#include "view.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// Defined in pm_math.c
float anglemod( float a );
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
CSmartPtr<CSimple3DEmitter> CSimple3DEmitter::Create( const char *pDebugName )
{
CSimple3DEmitter* pSimple3DEmitter = new CSimple3DEmitter( pDebugName );
// Do in world space
pSimple3DEmitter->m_ParticleEffect.SetEffectCameraSpace( false );
return pSimple3DEmitter;
}
void CSimple3DEmitter::SimulateParticles( CParticleSimulateIterator *pIterator )
{
Particle3D *pParticle = (Particle3D*)pIterator->GetFirst();
while ( pParticle )
{
const float timeDelta = pIterator->GetTimeDelta();
//Should this particle die?
pParticle->m_flLifeRemaining -= timeDelta;
if ( pParticle->IsDead() )
{
pIterator->RemoveParticle( pParticle );
}
else
{
// Angular rotation
pParticle->m_vAngles.x += pParticle->m_flAngSpeed * timeDelta;
pParticle->m_vAngles.y += pParticle->m_flAngSpeed * timeDelta;
pParticle->m_vAngles.z += pParticle->m_flAngSpeed * timeDelta;
//Simulate the movement with collision
trace_t trace;
m_ParticleCollision.MoveParticle( pParticle->m_Pos, pParticle->m_vecVelocity, &pParticle->m_flAngSpeed, timeDelta, &trace );
// ---------------------------------------
// Decay towards flat
// ---------------------------------------
if (pParticle->m_flAngSpeed == 0 || trace.fraction != 1.0)
{
pParticle->m_vAngles.x = anglemod(pParticle->m_vAngles.x);
if (pParticle->m_vAngles.x < 180)
{
if (fabs(pParticle->m_vAngles.x - 90) > 0.5)
{
pParticle->m_vAngles.x = 0.5*pParticle->m_vAngles.x + 46;
}
}
else
{
if (fabs(pParticle->m_vAngles.x - 270) > 0.5)
{
pParticle->m_vAngles.x = 0.5*pParticle->m_vAngles.x + 135;
}
}
pParticle->m_vAngles.y = anglemod(pParticle->m_vAngles.y);
if (fabs(pParticle->m_vAngles.y) > 0.5)
{
pParticle->m_vAngles.y = 0.5*pParticle->m_vAngles.z;
}
}
}
pParticle = (Particle3D*)pIterator->GetNext();
}
}
void CSimple3DEmitter::RenderParticles( CParticleRenderIterator *pIterator )
{
const Particle3D *pParticle = (const Particle3D *)pIterator->GetFirst();
while ( pParticle )
{
float sortKey = CurrentViewForward().Dot( CurrentViewOrigin() - pParticle->m_Pos );
// -------------------------------------------------------
// Set color based on direction towards camera
// -------------------------------------------------------
Vector color;
Vector vFaceNorm;
Vector vCameraToFace = (pParticle->m_Pos - CurrentViewOrigin());
AngleVectors(pParticle->m_vAngles,&vFaceNorm);
float flFacing = DotProduct(vCameraToFace,vFaceNorm);
if (flFacing <= 0)
{
color[0] = pParticle->m_uchFrontColor[0] / 255.0f;
color[1] = pParticle->m_uchFrontColor[1] / 255.0f;
color[2] = pParticle->m_uchFrontColor[2] / 255.0f;
}
else
{
color[0] = pParticle->m_uchBackColor[0] / 255.0f;
color[1] = pParticle->m_uchBackColor[1] / 255.0f;
color[2] = pParticle->m_uchBackColor[2] / 255.0f;
}
//Render it in world space
RenderParticle_ColorSizeAngles(
pIterator->GetParticleDraw(),
pParticle->m_Pos,
color,
pParticle->GetFadeFraction(),
pParticle->m_uchSize,
pParticle->m_vAngles);
pParticle = (const Particle3D *)pIterator->GetNext( sortKey );
}
}