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590 lines
No EOL
16 KiB
C++
590 lines
No EOL
16 KiB
C++
//======== (C) Copyright 2001 Charles G. Cleveland All rights reserved. =========
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//
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// The copyright to the contents herein is the property of Charles G. Cleveland.
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// The contents may be used and/or copied only with the written permission of
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// Charles G. Cleveland, or in accordance with the terms and conditions stipulated in
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// the agreement/contract under which the contents have been supplied.
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//
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// Purpose:
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//
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// $Workfile: AvHParticleSystemManager.cpp $
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// $Date: 2002/10/28 20:36:06 $
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//
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//-------------------------------------------------------------------------------
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// $Log: AvHParticleSystemManager.cpp,v $
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// Revision 1.14 2002/10/28 20:36:06 Flayra
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// - Tweaked particle culling time to work with umbra and spores
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//
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// Revision 1.13 2002/10/24 21:34:46 Flayra
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// - Fixes for particle culling again!
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//
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// Revision 1.12 2002/07/10 14:44:10 Flayra
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// - Visibility fixes (too many PSs drawing, now they expire when not visible for awhile)
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//
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// Revision 1.11 2002/05/23 02:33:20 Flayra
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// - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development.
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//
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//===============================================================================
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#include "mod/AvHParticleSystemManager.h"
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#ifdef AVH_CLIENT
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#include "cl_dll/hud.h"
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#include "cl_dll/cl_util.h"
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// Triangle rendering apis are in gEngfuncs.pTriAPI
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#include "common/const.h"
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#include "common/entity_state.h"
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#include "common/cl_entity.h"
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#include "common/triangleapi.h"
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#include <papi.h>
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#include "mod/AvHParticleTemplateClient.h"
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#else
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#include "mod/AvHParticleTemplate.h"
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#include "mod/AvHParticleTemplateServer.h"
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#include "dlls/util.h"
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#endif
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#include "pm_shared/pm_debug.h"
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#ifdef AVH_CLIENT
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AvHParticleTemplateListClient gParticleTemplateList;
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extern DebugEntityListType gCubeDebugEntities;
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#else
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//AvHParticleTemplateList gParticleTemplateList;
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AvHParticleTemplateListServer gParticleTemplateList;
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#endif
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AvHParticleSystemManager* AvHParticleSystemManager::sInstance = NULL;
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const float kUpdateIncrement = 0.0f;
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AvHParticleSystemManager*
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AvHParticleSystemManager::Instance()
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{
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if(!sInstance)
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{
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sInstance = new AvHParticleSystemManager();
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}
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return sInstance;
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}
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void AvHParticleSystemManager::Init()
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{
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#ifdef AVH_CLIENT
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this->mStarted = false;
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#else
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this->mStarted = true;
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#endif
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this->mReloadFromTemplates = false;
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this->mUpdatedTime = 0.0f;
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this->mTimePassed = 0.0f;
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}
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AvHParticleSystemManager::AvHParticleSystemManager()
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{
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this->Init();
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}
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void
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AvHParticleSystemManager::CreateParticleSystem(uint32 inTemplateIndex, int inParentEntityIndex, ParticleSystemHandle inHandle)
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{
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this->mQueuedCreateList.push_back(QueuedParticleSystem(inTemplateIndex, this->GetTime(), inParentEntityIndex, inHandle));
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}
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void
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AvHParticleSystemManager::CreateParticleSystem(uint32 inTemplateIndex, vec3_t inOrigin, vec3_t* inNormal)
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{
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QueuedParticleSystem theParticleSystem(inTemplateIndex, this->GetTime(), inOrigin);
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if(inNormal)
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{
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theParticleSystem.SetNormal(*inNormal);
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}
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this->mQueuedCreateList.push_back(theParticleSystem);
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}
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bool
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AvHParticleSystemManager::CreateParticleSystem(const string& inTemplateName, vec3_t inOrigin, vec3_t* inNormal)
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{
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bool theSuccess = false;
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// Lookup template by name
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uint32 theTemplateIndex = 0;
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if(::gParticleTemplateList.GetTemplateIndexWithName(inTemplateName, theTemplateIndex))
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{
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this->CreateParticleSystem(theTemplateIndex, inOrigin, inNormal);
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theSuccess = true;
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}
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return theSuccess;
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}
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void
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AvHParticleSystemManager::CreateParticleSystemIfNotCreated(int inIndex, int inTemplateIndex, int inHandle)
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{
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bool theEntityHasParticles = false;
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// Look in list of entities, see if we've created one for this entity
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for(ParticleEntityList::iterator theIter = this->mParticleEntities.begin(); theIter != this->mParticleEntities.end(); theIter++)
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{
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if(*theIter == inIndex)
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{
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theEntityHasParticles = true;
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break;
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}
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}
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if(!theEntityHasParticles)
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{
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// If not, create one
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this->CreateParticleSystem(inTemplateIndex, inIndex, (ParticleSystemHandle)inHandle);
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// Add entity to list
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this->mParticleEntities.push_back(inIndex);
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}
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}
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void
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AvHParticleSystemManager::DestroyParticleSystemIfNotDestroyed(int inIndex, ParticleSystemHandle inHandle)
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{
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// Look in list of entities, see if we've created one for this entity
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for(ParticleEntityList::iterator theIter = this->mParticleEntities.begin(); theIter != this->mParticleEntities.end(); theIter++)
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{
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if(*theIter == inIndex)
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{
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// If so, destroy this particle system. Note that this particle system could have already
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// expired, that's ok. The list of particle entities just needs to be kept up to date.
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this->DestroyParticleSystem(inHandle);
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// Remove entity from list
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this->mParticleEntities.erase(theIter);
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break;
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}
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}
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}
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void
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AvHParticleSystemManager::DestroyParticleSystem(ParticleSystemHandle inHandle)
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{
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InternalDestroyParticleSystem(inHandle);
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}
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void
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AvHParticleSystemManager::Draw(const pVector& inView)
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{
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if(this->mStarted)
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{
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ParticleSystemList::iterator theIterator;
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for(theIterator = this->mParticleSystemList.begin(); theIterator != this->mParticleSystemList.end(); theIterator++)
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{
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theIterator->Draw(inView);
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}
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}
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}
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AvHParticleSystem*
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AvHParticleSystemManager::GetParticleSystem(ParticleSystemHandle inHandle)
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{
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AvHParticleSystem* theParticleSystem = NULL;
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for(ParticleSystemList::iterator theIterator = this->mParticleSystemList.begin(); theIterator != this->mParticleSystemList.end(); theIterator++)
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{
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if(theIterator->GetHandle() == inHandle)
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{
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theParticleSystem = &*theIterator;
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break;
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}
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}
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return theParticleSystem;
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}
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int
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AvHParticleSystemManager::GetNumberParticleSystems()
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{
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return (int)this->mParticleSystemList.size();
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}
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#ifdef AVH_CLIENT
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int AvHParticleSystemManager::GetNumberVisibleParticleSystems()
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{
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int theNumVisibleSystems = 0;
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for(ParticleSystemList::iterator theIterator = this->mParticleSystemList.begin(); theIterator != this->mParticleSystemList.end(); theIterator++)
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{
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if(theIterator->GetIsVisible())
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{
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theNumVisibleSystems++;
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}
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}
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return theNumVisibleSystems;
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}
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#endif
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float
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AvHParticleSystemManager::GetTime(void) const
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{
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float theTime = 0;
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#ifdef AVH_CLIENT
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theTime = gEngfuncs.GetClientTime();
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#else
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theTime = gpGlobals->time;
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#endif
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return theTime;
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}
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bool
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AvHParticleSystemManager::InternalDestroyParticleSystem(ParticleSystemHandle inHandle)
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{
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bool theDestroyed = false;
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for(ParticleSystemList::iterator theIterator = this->mParticleSystemList.begin(); theIterator != this->mParticleSystemList.end(); theIterator++)
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{
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if(theIterator->GetHandle() == inHandle)
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{
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// Tell it to kill its particles and clean up
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theIterator->Kill();
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// Remove it from the list
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theIterator = this->mParticleSystemList.erase(theIterator);
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// We're successful and done
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theDestroyed = true;
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break;
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}
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}
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return theDestroyed;
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}
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bool
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AvHParticleSystemManager::InternalCreateParticleSystem(const QueuedParticleSystem& inParticleSystem)
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{
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bool theSuccess = false;
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// add new particle system to list
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AvHParticleTemplate* theTemplate = ::gParticleTemplateList.GetTemplateAtIndex(inParticleSystem.mTemplateIndex);
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if(theTemplate)
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{
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AvHParticleSystem theNewParticleSystem(theTemplate, inParticleSystem.mTemplateIndex);
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// set it's template handle
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int theHandle = inParticleSystem.mHandle;
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if(theHandle)
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{
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theNewParticleSystem.SetHandle(theHandle);
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}
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else
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{
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// TODO: Check to be sure it has a lifetime, because it won't be able to be deleted
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}
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// Bind it to an entity if it was specified
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//if(inParticleSystem.mEntity)
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//{
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// theNewParticleSystem.SetEntity(inParticleSystem.mEntity);
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//}
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theNewParticleSystem.SetPosition(inParticleSystem.mOrigin);
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// Set time created
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theNewParticleSystem.SetTimeCreated(this->GetTime());
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// Set normal if specified
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if(inParticleSystem.mHasNormal)
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{
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theNewParticleSystem.SetNormal(inParticleSystem.mNormal);
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}
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this->mParticleSystemList.push_back(theNewParticleSystem);
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#ifdef AVH_CLIENT
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//int theGenerationEntityIndex;
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//if(theNewParticleSystem.GetGenerationEntity(theGenerationEntityIndex))
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//{
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// gCubeDebugEntities.push_back(theGenerationEntityIndex);
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//}
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//else
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//{
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int theParentEntityIndex = inParticleSystem.GetParentEntityIndex();
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if(theParentEntityIndex > 0)
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{
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gCubeDebugEntities.push_back(theParentEntityIndex);
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}
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//}
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#endif
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theSuccess = true;
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}
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return theSuccess;
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}
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void
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AvHParticleSystemManager::ProcessQueuedList()
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{
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// Process pending creates
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for(QueuedCreateList::iterator theCreateIter = this->mQueuedCreateList.begin(); theCreateIter != this->mQueuedCreateList.end(); /* no increment */)
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{
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// Run through the list, creating each queued particle system. If a system couldn't be created, we probably
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// don't have that particle template yet, so just skip it for now and try to create it next frame.
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// Add code that detects how long a queued particle system has been in?
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const float kTimeOut = 20.0f;
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float theCurrentTime = this->GetTime();
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bool theCreateTimedOut = theCurrentTime - theCreateIter->mTimeQueued > kTimeOut;
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if(theCreateTimedOut)
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{
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//ASSERT(!theCreateTimedOut);
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theCreateIter = this->mQueuedCreateList.erase(theCreateIter);
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}
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else
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{
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bool theCreated = this->InternalCreateParticleSystem(*theCreateIter);
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if(theCreated)
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{
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theCreateIter = this->mQueuedCreateList.erase(theCreateIter);
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}
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else
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{
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theCreateIter++;
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}
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}
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}
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// Process pending destroys
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for(QueuedDestroyList::iterator theDestroyIter = this->mQueuedDestroyList.begin(); theDestroyIter != this->mQueuedDestroyList.end(); /* no increment */)
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{
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ParticleSystemHandle theHandle = *theDestroyIter;
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// Try to delete it. If it hasn't been created yet, keep the pending destruction around
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bool theDestroyed = this->InternalDestroyParticleSystem(theHandle);
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if(theDestroyed)
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{
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theDestroyIter = this->mQueuedDestroyList.erase(theDestroyIter);
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}
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else
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{
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theDestroyIter++;
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}
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}
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}
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void
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AvHParticleSystemManager::QueueParticleSystem(const QueuedParticleSystem& inParticleSystem)
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{
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this->mQueuedCreateList.push_back(inParticleSystem);
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}
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void
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AvHParticleSystemManager::ReloadFromTemplates()
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{
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this->mReloadFromTemplates = true;
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}
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void
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AvHParticleSystemManager::Reset()
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{
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// Clear out alive particle systems
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for(ParticleSystemList::iterator theIterator = this->mParticleSystemList.begin(); theIterator != this->mParticleSystemList.end(); theIterator++)
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{
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theIterator->Kill();
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}
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this->mParticleSystemList.clear();
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// Clear out queued particle systems
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this->mQueuedCreateList.clear();
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this->mQueuedDestroyList.clear();
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// Clear entities we're tracking
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this->mParticleEntities.clear();
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// Init list again so it's just like we just built a new one
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this->Init();
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}
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bool AvHParticleSystemManager::SetParticleSystemCustomData(uint16 inCustomData, ParticleSystemHandle inHandle)
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{
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bool theSuccess = false;
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for(ParticleSystemList::iterator theIterator = this->mParticleSystemList.begin(); theIterator != this->mParticleSystemList.end(); theIterator++)
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{
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if(theIterator->GetHandle() == inHandle)
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{
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theIterator->SetCustomData(inCustomData);
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theSuccess = true;
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break;
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}
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}
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return theSuccess;
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}
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void
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AvHParticleSystemManager::MarkParticleSystemForDeletion(int inIndex, ParticleSystemHandle inHandle)
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{
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for(ParticleEntityList::iterator theIter = this->mParticleEntities.begin(); theIter != this->mParticleEntities.end(); theIter++)
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{
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if(*theIter == inIndex)
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{
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// Remove it from the list
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theIter = this->mParticleEntities.erase(theIter);
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break;
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}
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}
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// Mark it for deletion
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for(ParticleSystemList::iterator theIterator = this->mParticleSystemList.begin(); theIterator != this->mParticleSystemList.end(); theIterator++)
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{
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if(theIterator->GetHandle() == inHandle)
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{
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theIterator->SetIsMarkedForDeletion();
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break;
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}
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}
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}
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#ifdef AVH_CLIENT
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int AvHParticleSystemManager::GetNumVisibleParticleSystems() const
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{
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int theNumVisible = 0;
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for(ParticleSystemList::const_iterator theIterator = this->mParticleSystemList.begin(); theIterator != this->mParticleSystemList.end(); theIterator++)
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{
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if(theIterator->GetIsVisible())
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{
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theNumVisible++;
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}
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}
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return theNumVisible;
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}
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void
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AvHParticleSystemManager::SetParticleSystemGenerationEntityExtents(vec3_t& inMin, vec3_t& inMax, ParticleSystemHandle inHandle)
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{
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for(ParticleSystemList::iterator theIterator = this->mParticleSystemList.begin(); theIterator != this->mParticleSystemList.end(); theIterator++)
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{
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if(theIterator->GetHandle() == inHandle)
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{
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theIterator->SetGenerationEntityExtents(inMin, inMax);
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break;
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}
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}
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}
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void
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AvHParticleSystemManager::SetParticleSystemPosition(vec3_t& inPos, ParticleSystemHandle inHandle)
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{
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for(ParticleSystemList::iterator theIterator = this->mParticleSystemList.begin(); theIterator != this->mParticleSystemList.end(); theIterator++)
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{
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if(theIterator->GetHandle() == inHandle)
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{
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theIterator->SetPosition(inPos);
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break;
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}
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}
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}
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void
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AvHParticleSystemManager::SetParticleSystemVisibility(bool inVisibility, ParticleSystemHandle inHandle)
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{
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for(ParticleSystemList::iterator theIterator = this->mParticleSystemList.begin(); theIterator != this->mParticleSystemList.end(); theIterator++)
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{
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if(theIterator->GetHandle() == inHandle)
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{
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theIterator->SetIsVisible(inVisibility, this->GetTime());
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break;
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}
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}
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}
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#endif
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void
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AvHParticleSystemManager::Start()
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{
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if(!this->mStarted)
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{
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this->mStarted = true;
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this->mUpdatedTime = this->mTimePassed = 0.0f;
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}
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}
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void
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AvHParticleSystemManager::Update(double inTime)
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{
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if(this->mStarted)
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{
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this->ProcessQueuedList();
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ASSERT(inTime >= 0.0f);
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this->mTimePassed += (float)inTime;
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if(this->mTimePassed - this->mUpdatedTime > kUpdateIncrement)
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{
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float theTimeToUpdate = this->mTimePassed - this->mUpdatedTime;
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// Run through list, updating each one
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ParticleSystemList::iterator theIterator;
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for(theIterator = this->mParticleSystemList.begin(); theIterator != this->mParticleSystemList.end(); /* notice: no increment */ )
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{
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if(this->mReloadFromTemplates)
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{
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AvHParticleTemplate* theTemplate = gParticleTemplateList.GetTemplateAtIndex(theIterator->GetTemplateIndex());
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ASSERT(theTemplate);
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theIterator->LoadFromTemplate(theTemplate);
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}
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// Always update particle systems
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theIterator->Update(theTimeToUpdate);
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// If the particle system has lived long enough, mark it for deletion
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float theCurrentTime = this->GetTime();
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float theParticleSystemLifetime = theIterator->GetParticleSystemLifetime();
|
|
if(!theIterator->GetIsMarkedForDeletion())
|
|
{
|
|
if((theParticleSystemLifetime != -1) && theIterator->GetHasGeneratedParticles())
|
|
{
|
|
if(theCurrentTime > (theIterator->GetTimeCreated() + theParticleSystemLifetime))
|
|
{
|
|
theIterator->SetIsMarkedForDeletion();
|
|
}
|
|
}
|
|
}
|
|
|
|
#ifdef AVH_CLIENT
|
|
// Expire visibility of particle systems. The server sends down particle entities as they're updated, but we need
|
|
// a way to expire them.
|
|
if(theIterator->GetIsVisible())
|
|
{
|
|
const float kExpireTime = 6.0f;
|
|
if((theIterator->GetLastTimeVisibilityLastSetTrue() == -1) || (this->mTimePassed > (theIterator->GetLastTimeVisibilityLastSetTrue() + kExpireTime)))
|
|
{
|
|
theIterator->SetIsVisible(false, inTime);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
// If a particle system is marked for deletion and it has no more particles, delete it
|
|
if(theIterator->GetIsMarkedForDeletion() && (theIterator->GetNumberOfParticles() == 0) )
|
|
{
|
|
theIterator->Kill();
|
|
theIterator = this->mParticleSystemList.erase(theIterator);
|
|
}
|
|
else
|
|
{
|
|
theIterator++;
|
|
}
|
|
}
|
|
|
|
this->mUpdatedTime = this->mTimePassed;
|
|
}
|
|
}
|
|
this->mReloadFromTemplates = false;
|
|
} |