Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef C_IMPACT_EFFECTS_H
#define C_IMPACT_EFFECTS_H
#ifdef _WIN32
#pragma once
#endif
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Purpose: DustParticle emitter
//-----------------------------------------------------------------------------
class CDustParticle : public CSimpleEmitter
{
public:
CDustParticle( const char *pDebugName ) : CSimpleEmitter( pDebugName ) {}
//Create
static CDustParticle *Create( const char *pDebugName="dust" )
{
return new CDustParticle( pDebugName );
}
//Roll
virtual float UpdateRoll( SimpleParticle *pParticle, float timeDelta )
{
pParticle->m_flRoll += pParticle->m_flRollDelta * timeDelta;
pParticle->m_flRollDelta += pParticle->m_flRollDelta * ( timeDelta * -8.0f );
#ifdef _XBOX
//Cap the minimum roll
if ( fabs( pParticle->m_flRollDelta ) < 0.1f )
{
pParticle->m_flRollDelta = ( pParticle->m_flRollDelta > 0.0f ) ? 0.1f : -0.1f;
}
#else
if ( fabs( pParticle->m_flRollDelta ) < 0.5f )
{
pParticle->m_flRollDelta = ( pParticle->m_flRollDelta > 0.0f ) ? 0.5f : -0.5f;
}
#endif // _XBOX
return pParticle->m_flRoll;
}
//Velocity
virtual void UpdateVelocity( SimpleParticle *pParticle, float timeDelta )
{
Vector saveVelocity = pParticle->m_vecVelocity;
//Decellerate
static float dtime;
static float decay;
if ( dtime != timeDelta )
{
dtime = timeDelta;
float expected = 0.5;
decay = exp( log( 0.0001f ) * dtime / expected );
}
pParticle->m_vecVelocity = pParticle->m_vecVelocity * decay;
#ifdef _XBOX
//Cap the minimum speed
if ( pParticle->m_vecVelocity.LengthSqr() < (8.0f*8.0f) )
{
VectorNormalize( saveVelocity );
pParticle->m_vecVelocity = saveVelocity * 8.0f;
}
#else
if ( pParticle->m_vecVelocity.LengthSqr() < (32.0f*32.0f) )
{
VectorNormalize( saveVelocity );
pParticle->m_vecVelocity = saveVelocity * 32.0f;
}
#endif // _XBOX
}
//Alpha
virtual float UpdateAlpha( const SimpleParticle *pParticle )
{
float tLifetime = pParticle->m_flLifetime / pParticle->m_flDieTime;
float ramp = 1.0f - tLifetime;
//Non-linear fade
if ( ramp < 0.75f )
ramp *= ramp;
return ramp;
}
private:
CDustParticle( const CDustParticle & ); // not defined, not accessible
};
void GetColorForSurface( trace_t *trace, Vector *color );
#include "tier0/memdbgoff.h"
#endif // C_IMPACT_EFFECTS_H