Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#ifndef PARTICLES_SIMPLE_H
#define PARTICLES_SIMPLE_H
#ifdef _WIN32
#pragma once
#endif
#include "particlemgr.h"
#include "particlesphererenderer.h"
#include "smartptr.h"
// ------------------------------------------------------------------------------------------------ //
// CParticleEffect is the base class that you can derive from to make a particle effect.
// These can be used two ways:
//
// 1. Allocate a CParticleEffect-based object using the class's static Create() function. This gives
// you back a smart pointer that handles the reference counting for you.
//
// 2. Contain a CParticleEffect object in your class.
// ------------------------------------------------------------------------------------------------ //
class CParticleEffect : public IParticleEffect
{
public:
DECLARE_CLASS_NOBASE( CParticleEffect );
friend class CRefCountAccessor;
// Call this before adding a bunch of particles to give it a rough estimate of where
// your particles are for sorting amongst other translucent entities.
void SetSortOrigin( const Vector &vSortOrigin );
PMaterialHandle GetPMaterial(const char *name);
Particle* AddParticle( unsigned int particleSize, PMaterialHandle material, const Vector &origin );
CParticleEffectBinding& GetBinding() { return m_ParticleEffect; }
const char *GetEffectName();
void AddFlags( int iFlags ) { m_Flags |= iFlags; }
void RemoveFlags( int iFlags ) { m_Flags &= ~iFlags; }
void SetDontRemove( bool bSet )
{
if( bSet )
AddFlags( FLAG_DONT_REMOVE );
else
RemoveFlags( FLAG_DONT_REMOVE );
}
// IParticleEffect overrides
public:
virtual void SetParticleCullRadius( float radius );
virtual void NotifyRemove( void );
virtual const Vector & GetSortOrigin();
virtual void NotifyDestroyParticle( Particle* pParticle );
virtual void Update( float flTimeDelta );
// All Create() functions should call this so the effect deletes itself
// when it is removed from the particle manager.
void SetDynamicallyAllocated( bool bDynamic=true );
virtual bool ShouldSimulate() const { return m_bSimulate; }
virtual void SetShouldSimulate( bool bSim ) { m_bSimulate = bSim; }
int AllocateToolParticleEffectId();
int GetToolParticleEffectId() const;
protected:
CParticleEffect( const char *pDebugName );
virtual ~CParticleEffect();
// Returns nonzero if Release() has been called.
int IsReleased();
enum
{
FLAG_ALLOCATED = (1<<1), // Most of the CParticleEffects are dynamically allocated but
// some are member variables of a class. If they're member variables.
FLAG_DONT_REMOVE = (1<<2),
};
// Used to track down bugs.
char const *m_pDebugName;
CParticleEffectBinding m_ParticleEffect;
Vector m_vSortOrigin;
int m_Flags; // Combination of CParticleEffect::FLAG_
bool m_bSimulate;
int m_nToolParticleEffectId;
private:
// Update the reference count.
void AddRef();
void Release();
int m_RefCount; // When this goes to zero and the effect has no more active
// particles, (and it's dynamically allocated), it will delete itself.
CParticleEffect( const CParticleEffect & ); // not defined, not accessible
};
inline int CParticleEffect::GetToolParticleEffectId() const
{
return m_nToolParticleEffectId;
}
inline int CParticleEffect::AllocateToolParticleEffectId()
{
m_nToolParticleEffectId = ParticleMgr()->AllocateToolParticleEffectId();
return m_nToolParticleEffectId;
}
//-----------------------------------------------------------------------------
// Particle flags
//-----------------------------------------------------------------------------
enum SimpleParticleFlag_t
{
SIMPLE_PARTICLE_FLAG_WINDBLOWN = 0x1,
SIMPLE_PARTICLE_FLAG_NO_VEL_DECAY = 0x2 // Used by the blood spray emitter. By default, it decays the
// particle velocity.
};
class SimpleParticle : public Particle
{
public:
SimpleParticle() : m_iFlags(0) {}
// AddSimpleParticle automatically initializes these fields.
Vector m_vecVelocity;
float m_flRoll;
float m_flDieTime; // How long it lives for.
float m_flLifetime; // How long it has been alive for so far.
unsigned char m_uchColor[3];
unsigned char m_uchStartAlpha;
unsigned char m_uchEndAlpha;
unsigned char m_uchStartSize;
unsigned char m_uchEndSize;
unsigned char m_iFlags; // See SimpleParticleFlag_t above
float m_flRollDelta;
};
// CSimpleEmitter implements a common way to simulate and render particles.
//
// Effects can add particles to the particle manager and point at CSimpleEmitter
// for the effect so they don't have to implement the simulation code. It simulates
// velocity, and fades their alpha from invisible to solid and back to invisible over their lifetime.
//
// Particles you add using this effect must use the class CParticleSimple::Particle.
class CSimpleEmitter : public CParticleEffect
{
// IParticleEffect overrides.
public:
DECLARE_CLASS( CSimpleEmitter, CParticleEffect );
static CSmartPtr<CSimpleEmitter> Create( const char *pDebugName );
virtual void SimulateParticles( CParticleSimulateIterator *pIterator );
virtual void RenderParticles( CParticleRenderIterator *pIterator );
void SetNearClip( float nearClipMin, float nearClipMax );
void SetDrawBeforeViewModel( bool state = true );
SimpleParticle* AddSimpleParticle( PMaterialHandle hMaterial, const Vector &vOrigin, float flDieTime=3, unsigned char uchSize=10 );
// Overridables for variants like CEmberEffect.
protected:
CSimpleEmitter( const char *pDebugName = NULL );
virtual ~CSimpleEmitter();
virtual float UpdateAlpha( const SimpleParticle *pParticle );
virtual float UpdateScale( const SimpleParticle *pParticle );
virtual float UpdateRoll( SimpleParticle *pParticle, float timeDelta );
virtual void UpdateVelocity( SimpleParticle *pParticle, float timeDelta );
virtual Vector UpdateColor( const SimpleParticle *pParticle );
float m_flNearClipMin;
float m_flNearClipMax;
private:
CSimpleEmitter( const CSimpleEmitter & ); // not defined, not accessible
};
//==================================================
// EmberEffect
//==================================================
class CEmberEffect : public CSimpleEmitter
{
public:
CEmberEffect( const char *pDebugName );
static CSmartPtr<CEmberEffect> Create( const char *pDebugName );
virtual void UpdateVelocity( SimpleParticle *pParticle, float timeDelta );
virtual Vector UpdateColor( const SimpleParticle *pParticle );
private:
CEmberEffect( const CEmberEffect & ); // not defined, not accessible
};
//==================================================
// FireSmokeEffect
//==================================================
class CFireSmokeEffect : public CSimpleEmitter
{
public:
CFireSmokeEffect( const char *pDebugName );
static CSmartPtr<CFireSmokeEffect> Create( const char *pDebugName );
virtual void UpdateVelocity( SimpleParticle *pParticle, float timeDelta );
virtual float UpdateAlpha( const SimpleParticle *pParticle );
protected:
VPlane m_planeClip;
private:
CFireSmokeEffect( const CFireSmokeEffect & ); // not defined, not accessible
};
//==================================================
// CFireParticle
//==================================================
class CFireParticle : public CSimpleEmitter
{
public:
CFireParticle( const char *pDebugName );
static CSmartPtr<CFireParticle> Create( const char *pDebugName );
virtual Vector UpdateColor( const SimpleParticle *pParticle );
private:
CFireParticle( const CFireParticle & ); // not defined, not accessible
};
#endif // PARTICLES_SIMPLE_H