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541 lines
15 KiB
541 lines
15 KiB
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//===========================================================================//
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#include "cbase.h"
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#include "particles_simple.h"
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#include "env_wind_shared.h"
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#include "keyvalues.h"
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#include "toolframework_client.h"
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#include "toolframework/itoolframework.h"
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#include "vstdlib/ikeyvaluessystem.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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// Used for debugging to make sure all particle effects get freed when we exit.
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CUtlLinkedList<CParticleEffect*,int> g_ParticleEffects;
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class CEffectChecker
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{
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public:
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~CEffectChecker()
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{
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Assert( g_ParticleEffects.Count() == 0 );
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}
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} g_EffectChecker;
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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CParticleEffect::CParticleEffect( const char *pName )
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{
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m_pDebugName = pName;
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m_vSortOrigin.Init();
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m_Flags = FLAG_ALLOCATED;
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m_nToolParticleEffectId = TOOLPARTICLESYSTEMID_INVALID;
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m_RefCount = 0;
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m_bSimulate = true;
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ParticleMgr()->AddEffect( &m_ParticleEffect, this );
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#if defined( _DEBUG )
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g_ParticleEffects.AddToTail( this );
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose: Destructor
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//-----------------------------------------------------------------------------
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CParticleEffect::~CParticleEffect( void )
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{
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#if defined( _DEBUG )
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int index = g_ParticleEffects.Find( this );
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Assert( g_ParticleEffects.IsValidIndex(index) );
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g_ParticleEffects.Remove( index );
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#endif
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// HACKHACK: Prevent re-entering the destructor, clear m_Flags.
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// For some reason we'll get a callback into NotifyRemove() after being deleted!
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// Investigate dangling pointer
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m_Flags = 0;
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if ( ( m_nToolParticleEffectId != TOOLPARTICLESYSTEMID_INVALID ) && clienttools->IsInRecordingMode() )
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{
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KeyValues *msg = new KeyValues( "OldParticleSystem_Destroy" );
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msg->SetInt( "id", m_nToolParticleEffectId );
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msg->SetFloat( "time", gpGlobals->curtime );
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ToolFramework_PostToolMessage( HTOOLHANDLE_INVALID, msg );
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m_nToolParticleEffectId = TOOLPARTICLESYSTEMID_INVALID;
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}
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}
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void CParticleEffect::SetDynamicallyAllocated( bool bDynamic )
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{
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if( bDynamic )
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m_Flags |= FLAG_ALLOCATED;
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else
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m_Flags &= ~FLAG_ALLOCATED;
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}
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int CParticleEffect::IsReleased()
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{
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return m_RefCount == 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CParticleEffect::AddRef()
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{
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++m_RefCount;
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}
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void CParticleEffect::Release()
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{
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Assert( m_RefCount > 0 );
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--m_RefCount;
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// If all the particles are already gone, delete ourselves now.
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// If there are still particles, wait for the last NotifyDestroyParticle.
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if ( m_RefCount == 0 )
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{
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if ( m_Flags & FLAG_ALLOCATED )
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{
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if ( m_ParticleEffect.GetNumActiveParticles() == 0 )
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{
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m_ParticleEffect.SetRemoveFlag();
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}
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : &vSortOrigin -
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//-----------------------------------------------------------------------------
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const Vector &CParticleEffect::GetSortOrigin()
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{
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Assert(m_vSortOrigin.IsValid());
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return m_vSortOrigin;
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}
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const char *CParticleEffect::GetEffectName()
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{
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return m_pDebugName;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : pParticle -
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//-----------------------------------------------------------------------------
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void CParticleEffect::NotifyDestroyParticle( Particle* pParticle )
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{
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// Go away if we're released and there are no more particles.
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if( m_ParticleEffect.GetNumActiveParticles() == 0 && IsReleased() && (m_Flags & FLAG_ALLOCATED) && !(m_Flags & FLAG_DONT_REMOVE) )
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{
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m_ParticleEffect.SetRemoveFlag();
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}
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}
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void CParticleEffect::Update( float flTimeDelta )
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CParticleEffect::NotifyRemove()
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{
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if( m_Flags & FLAG_ALLOCATED )
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{
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Assert( IsReleased() );
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delete this;
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}
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}
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void CParticleEffect::SetSortOrigin( const Vector &vSortOrigin )
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{
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if ( GetBinding().GetAutoUpdateBBox() )
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{
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if ( m_ParticleEffect.EnlargeBBoxToContain( vSortOrigin ) )
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{
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m_vSortOrigin = vSortOrigin;
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}
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}
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else
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{
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// If not auto-updating bbox, don't change the bbox, just set the sort origin.
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m_vSortOrigin = vSortOrigin;
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}
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}
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void CParticleEffect::SetParticleCullRadius( float radius )
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{
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m_ParticleEffect.SetParticleCullRadius( radius );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *name -
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// Output : PMaterialHandle
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//-----------------------------------------------------------------------------
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PMaterialHandle CParticleEffect::GetPMaterial(const char *name)
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{
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return m_ParticleEffect.FindOrAddMaterial(name);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : particleSize -
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// material -
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// Output : SimpleParticle
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//-----------------------------------------------------------------------------
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Particle *CParticleEffect::AddParticle( unsigned int particleSize, PMaterialHandle material, const Vector &origin )
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{
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// If you get here, then you must call SetSortOrigin before adding particles.
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Assert( m_vSortOrigin.IsValid() );
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Particle *pParticle = (Particle *) m_ParticleEffect.AddParticle( particleSize, material );
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if( pParticle == NULL )
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return NULL;
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pParticle->m_Pos = origin;
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return pParticle;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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REGISTER_EFFECT_USING_CREATE( CSimpleEmitter );
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CSimpleEmitter::CSimpleEmitter( const char *pDebugName ) : CParticleEffect( pDebugName )
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{
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m_flNearClipMin = 16.0f;
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m_flNearClipMax = 64.0f;
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m_nSplitScreenPlayerSlot = -1;
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}
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CSimpleEmitter::~CSimpleEmitter()
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{
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}
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CSmartPtr<CSimpleEmitter> CSimpleEmitter::Create( const char *pDebugName )
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{
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CSimpleEmitter *pRet = new CSimpleEmitter( pDebugName );
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pRet->SetDynamicallyAllocated( true );
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return pRet;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Set the internal near clip range for this particle system
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// Input : nearClipMin - beginning of clip range
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// nearClipMax - end of clip range
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//-----------------------------------------------------------------------------
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void CSimpleEmitter::SetNearClip( float nearClipMin, float nearClipMax )
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{
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m_flNearClipMin = nearClipMin;
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m_flNearClipMax = nearClipMax;
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}
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SimpleParticle* CSimpleEmitter::AddSimpleParticle(
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PMaterialHandle hMaterial,
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const Vector &vOrigin,
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float flDieTime,
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unsigned char uchSize )
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{
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SimpleParticle *pRet = (SimpleParticle*)AddParticle( sizeof( SimpleParticle ), hMaterial, vOrigin );
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if ( pRet )
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{
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pRet->m_Pos = vOrigin;
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pRet->m_vecVelocity.Init();
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pRet->m_flRoll = 0;
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pRet->m_flRollDelta = 0;
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pRet->m_flLifetime = 0;
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pRet->m_flDieTime = flDieTime;
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pRet->m_uchColor[0] = pRet->m_uchColor[1] = pRet->m_uchColor[2] = 0;
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pRet->m_uchStartAlpha = pRet->m_uchEndAlpha = 255;
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pRet->m_uchStartSize = pRet->m_uchEndSize = uchSize;
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pRet->m_iFlags = 0;
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}
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return pRet;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : fTimeDelta -
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// Output : float
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//-----------------------------------------------------------------------------
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float CSimpleEmitter::UpdateAlpha( const SimpleParticle *pParticle )
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{
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return (pParticle->m_uchStartAlpha/255.0f) + ( (float)(pParticle->m_uchEndAlpha/255.0f) - (float)(pParticle->m_uchStartAlpha/255.0f) ) * (pParticle->m_flLifetime / pParticle->m_flDieTime);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : fTimeDelta -
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// Output : float
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//-----------------------------------------------------------------------------
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float CSimpleEmitter::UpdateScale( const SimpleParticle *pParticle )
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{
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return (float)pParticle->m_uchStartSize + ( (float)pParticle->m_uchEndSize - (float)pParticle->m_uchStartSize ) * (pParticle->m_flLifetime / pParticle->m_flDieTime);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : fTimeDelta -
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// Output : Vector
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//-----------------------------------------------------------------------------
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#define WIND_ACCEL 50
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void CSimpleEmitter::UpdateVelocity( SimpleParticle *pParticle, float timeDelta )
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{
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if (pParticle->m_iFlags & SIMPLE_PARTICLE_FLAG_WINDBLOWN)
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{
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Vector vecWind;
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GetWindspeedAtTime( gpGlobals->curtime, vecWind );
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for ( int i = 0 ; i < 2 ; i++ )
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{
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if ( pParticle->m_vecVelocity[i] < vecWind[i] )
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{
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pParticle->m_vecVelocity[i] += ( timeDelta * WIND_ACCEL );
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// clamp
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if ( pParticle->m_vecVelocity[i] > vecWind[i] )
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pParticle->m_vecVelocity[i] = vecWind[i];
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}
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else if (pParticle->m_vecVelocity[i] > vecWind[i] )
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{
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pParticle->m_vecVelocity[i] -= ( timeDelta * WIND_ACCEL );
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// clamp.
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if ( pParticle->m_vecVelocity[i] < vecWind[i] )
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pParticle->m_vecVelocity[i] = vecWind[i];
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}
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : fTimeDelta -
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// Output : float
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//-----------------------------------------------------------------------------
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float CSimpleEmitter::UpdateRoll( SimpleParticle *pParticle, float timeDelta )
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{
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pParticle->m_flRoll += pParticle->m_flRollDelta * timeDelta;
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return pParticle->m_flRoll;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pParticle -
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// timeDelta -
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//-----------------------------------------------------------------------------
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Vector CSimpleEmitter::UpdateColor( const SimpleParticle *pParticle )
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{
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static Vector cColor;
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cColor[0] = pParticle->m_uchColor[0] / 255.0f;
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cColor[1] = pParticle->m_uchColor[1] / 255.0f;
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cColor[2] = pParticle->m_uchColor[2] / 255.0f;
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return cColor;
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}
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void CSimpleEmitter::SimulateParticles( CParticleSimulateIterator *pIterator )
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{
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float timeDelta = pIterator->GetTimeDelta();
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SimpleParticle *pParticle = (SimpleParticle*)pIterator->GetFirst();
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while ( pParticle )
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{
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//Update velocity
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UpdateVelocity( pParticle, timeDelta );
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pParticle->m_Pos += pParticle->m_vecVelocity * timeDelta;
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//Should this particle die?
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pParticle->m_flLifetime += timeDelta;
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UpdateRoll( pParticle, timeDelta );
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if ( pParticle->m_flLifetime >= pParticle->m_flDieTime )
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pIterator->RemoveParticle( pParticle );
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pParticle = (SimpleParticle*)pIterator->GetNext();
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}
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}
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void CSimpleEmitter::RenderParticles( CParticleRenderIterator *pIterator )
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{
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ASSERT_LOCAL_PLAYER_RESOLVABLE();
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if ( m_nSplitScreenPlayerSlot != -1 && m_nSplitScreenPlayerSlot != GET_ACTIVE_SPLITSCREEN_SLOT() )
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return;
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const SimpleParticle *pParticle = (const SimpleParticle *)pIterator->GetFirst();
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while ( pParticle )
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{
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//Render
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Vector tPos;
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TransformParticle( ParticleMgr()->GetModelView(), pParticle->m_Pos, tPos );
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float sortKey = (int) tPos.z;
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//Render it
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RenderParticle_ColorSizeAngle(
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pIterator->GetParticleDraw(),
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tPos,
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UpdateColor( pParticle ),
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UpdateAlpha( pParticle ) * GetAlphaDistanceFade( tPos, m_flNearClipMin, m_flNearClipMax ),
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UpdateScale( pParticle ),
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pParticle->m_flRoll
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);
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pParticle = (const SimpleParticle *)pIterator->GetNext( sortKey );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : state -
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//-----------------------------------------------------------------------------
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void CSimpleEmitter::SetDrawBeforeViewModel( bool state )
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{
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m_ParticleEffect.SetDrawBeforeViewModel( state );
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}
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void CSimpleEmitter::SetShouldDrawForSplitScreenUser( int nSlot )
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{
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m_nSplitScreenPlayerSlot = nSlot;
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}
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//==================================================
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// Particle Library
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//==================================================
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CEmberEffect::CEmberEffect( const char *pDebugName ) : CSimpleEmitter( pDebugName )
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{
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}
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CSmartPtr<CEmberEffect> CEmberEffect::Create( const char *pDebugName )
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{
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CEmberEffect *pRet = new CEmberEffect( pDebugName );
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pRet->SetDynamicallyAllocated( true );
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return pRet;
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}
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void CEmberEffect::UpdateVelocity( SimpleParticle *pParticle, float timeDelta )
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{
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float speed = VectorNormalize( pParticle->m_vecVelocity );
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Vector offset;
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speed -= ( 12.0f * timeDelta );
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offset.Random( -0.125f, 0.125f );
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pParticle->m_vecVelocity += offset;
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VectorNormalize( pParticle->m_vecVelocity );
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pParticle->m_vecVelocity *= speed;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pParticle -
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// timeDelta -
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//-----------------------------------------------------------------------------
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Vector CEmberEffect::UpdateColor( const SimpleParticle *pParticle )
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{
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Vector color;
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float ramp = 1.0f - ( pParticle->m_flLifetime / pParticle->m_flDieTime );
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color[0] = ( (float) pParticle->m_uchColor[0] * ramp ) / 255.0f;
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color[1] = ( (float) pParticle->m_uchColor[1] * ramp ) / 255.0f;
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color[2] = ( (float) pParticle->m_uchColor[2] * ramp ) / 255.0f;
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return color;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pParticle -
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// timeDelta -
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// Output : float
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//-----------------------------------------------------------------------------
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CFireSmokeEffect::CFireSmokeEffect( const char *pDebugName ) : CSimpleEmitter( pDebugName )
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{
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}
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CSmartPtr<CFireSmokeEffect> CFireSmokeEffect::Create( const char *pDebugName )
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{
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CFireSmokeEffect *pRet = new CFireSmokeEffect( pDebugName );
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pRet->SetDynamicallyAllocated( true );
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return pRet;
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}
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float CFireSmokeEffect::UpdateAlpha( const SimpleParticle *pParticle )
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{
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return ( ((float)pParticle->m_uchStartAlpha/255.0f) * sin( M_PI * (pParticle->m_flLifetime / pParticle->m_flDieTime) ) );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pParticle -
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// timeDelta -
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//-----------------------------------------------------------------------------
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void CFireSmokeEffect::UpdateVelocity( SimpleParticle *pParticle, float timeDelta )
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pParticle -
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// timeDelta -
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// Output : Vector
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//-----------------------------------------------------------------------------
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CFireParticle::CFireParticle( const char *pDebugName ) : CSimpleEmitter( pDebugName )
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{
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}
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CSmartPtr<CFireParticle> CFireParticle::Create( const char *pDebugName )
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{
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CFireParticle *pRet = new CFireParticle( pDebugName );
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pRet->SetDynamicallyAllocated( true );
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return pRet;
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}
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Vector CFireParticle::UpdateColor( const SimpleParticle *pParticle )
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{
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for ( int i = 0; i < 3; i++ )
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{
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//FIXME: This is frame dependant... but I don't want to store off start/end colors yet
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//pParticle->m_uchColor[i] = MAX( 0, pParticle->m_uchColor[i]-2 );
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}
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return CSimpleEmitter::UpdateColor( pParticle );
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}
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