NS/dev/3.2-LUA/source/mod/AvHParticleSystem.cpp
tankefugl f0bcdd7a9f Branched for LUA development.
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@266 67975925-1194-0748-b3d5-c16f83f1a3a1
2005-07-13 11:35:45 +00:00

1127 lines
35 KiB
C++

//======== (C) Copyright 2002 Charles G. Cleveland All rights reserved. =========
//
// The copyright to the contents herein is the property of Charles G. Cleveland.
// The contents may be used and/or copied only with the written permission of
// Charles G. Cleveland, or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//
// Purpose:
//
// $Workfile: AvHParticleSystem.cpp $
// $Date: 2002/10/24 21:34:32 $
//
//-------------------------------------------------------------------------------
// $Log: AvHParticleSystem.cpp,v $
// Revision 1.20 2002/10/24 21:34:32 Flayra
// - Tried to hunt down particle crash on changelevel, this is slightly cleaner though
//
// Revision 1.19 2002/10/16 01:03:04 Flayra
// - Added new particle flag for particles to lie flat on ground ("faceup"), needed for scanner sweep
//
// Revision 1.18 2002/07/28 19:21:28 Flayra
// - Balance changes after/during RC4a
//
// Revision 1.17 2002/07/25 16:57:59 flayra
// - Linux changes
//
// Revision 1.16 2002/07/10 14:43:40 Flayra
// - Visibility fixes (too many PSs drawing, now they expire when not visible for awhile), removed cl_particleinfo drawing
//
// Revision 1.15 2002/06/10 20:01:24 Flayra
// - Updated extern references to drawing code (ugh)
//
// Revision 1.14 2002/05/28 17:58:44 Flayra
// - Temporary fix for bast. It was creating crazy amounts of particle systems and should be investigated immediately.
//
// Revision 1.13 2002/05/23 02:33:20 Flayra
// - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development.
//
//===============================================================================
#include "mod/AvHParticleSystem.h"
#include "mod/AvHParticleTemplate.h"
#include <papi.h>
#ifdef AVH_CLIENT
#include "cl_dll/cl_util.h"
#include "cl_dll/util_vector.h"
#include "common/renderingconst.h"
#include "common/const.h"
#include "engine/progdefs.h"
#include "engine/edict.h"
#include "pm_shared/pm_defs.h"
#include "engine/cdll_int.h"
#include "common/event_api.h"
#include "common/cl_entity.h"
#include <particledefs.h>
#include <p_vector.h>
#include "common/usercmd.h"
#include "pm_shared/pm_shared.h"
#include "pm_shared/pm_movevars.h"
#include "pm_shared/pm_debug.h"
#include "mod/AvHParticleSystemManager.h"
#include "cl_dll/ev_hldm.h"
#include "mod/AvHParticleTemplateClient.h"
extern AvHParticleTemplateListClient gParticleTemplateList;
#include "mod/AvHClientVariables.h"
void DrawScaledHUDSprite(int inSpriteHandle, int inMode, int inRowsInSprite, int inX, int inY, int inWidth, int inHeight, int inForceSpriteFrame, float inStartU = 0.0f, float inStartV = 0.0f, float inEndU = 1.0f, float inEndV = 1.0f, float inRotateUVRadians = 0.0f, bool inUVWrapsOverFrames = false);
#include "mod/AvHClientUtil.h"
#else
#include "dlls/extdll.h"
#include "dlls/util.h"
#ifdef WIN32
#include "common/cl_entity.h"
#endif
#endif
#include "util/MathUtil.h"
const float kDefaultParticleSystemPhysicsUpdateRate = .05f;
AvHParticleSystem::AvHParticleSystem(AvHParticleTemplate* inTemplate, uint32 inIndex)
{
this->mTemplateIndex = inIndex;
this->mHandle = 0;
this->mGroup = 0;
this->mHasNormal = false;
this->mNormal.x = this->mNormal.y = this->mNormal.z = 0;
this->mGroupMaxParticles = inTemplate->GetMaxParticles();
this->mGroup = pGenParticleGroups(1, this->mGroupMaxParticles);
#ifdef AVH_CLIENT
this->mSprite = 0;
#endif
memset(&this->mBaseEntityPos, 0, sizeof(this->mBaseEntityPos));
//this->mEntity = -1;
//memset(this->mOrigin, 0, sizeof(this->mOrigin));
memset(this->mGenerationEntityAbsMin, 0, sizeof(this->mGenerationEntityAbsMin));
memset(this->mGenerationEntityAbsMax, 0, sizeof(this->mGenerationEntityAbsMax));
this->mTimeCreated = -1;
this->mIsMarkedForDeletion = false;
this->mNumSpriteFrames = inTemplate->GetNumSpriteFrames();
this->mAnimationSpeed = inTemplate->GetAnimationSpeed();
this->mGenerationEntityIndex = inTemplate->GetGenerationEntityIndex();
this->mGenerationEntityParam = inTemplate->GetGenerationEntityParameter();
this->mGenerationEntityVolumeFactor = 0.0f;
this->mUpdateFirst = true;
this->mFadeIn = inTemplate->GetFadeIn();
this->mFadeOut = inTemplate->GetFadeOut();
this->mUseWorldGravity = inTemplate->GetUseWorldGravity();
inTemplate->GetGravity(this->mParticleGravity);
this->mUseDensity = inTemplate->GetUseDensity();
this->mUseTrisNotQuads = inTemplate->GetUseTrisNotQuads();
this->mMinimizeEdges = inTemplate->GetMinimizeEdges();
this->mMaxAlpha = inTemplate->GetMaxAlpha();
this->mConstrainPitch = inTemplate->GetConstrainPitch();
this->mFaceUp = inTemplate->GetFaceUp();
this->mCollide = inTemplate->GetCollide();
this->mParticleSystemIndexToGenerate = inTemplate->GetParticleSystemIndexToGenerate();
this->mHasGeneratedParticles = false;
this->mCustomData = 0;
#ifdef AVH_CLIENT
this->LoadSpriteIfNeeded(inTemplate);
this->mIsVisible = true;
this->mLastTimeVisibilitySetTrue = -1;
#endif
#ifdef AVH_SERVER
this->mTimeOfLastPhysicsUpdate = -1;
this->mPhysicsUpdateTime = kDefaultParticleSystemPhysicsUpdateRate;
#endif
this->LoadFromTemplate(inTemplate);
}
#ifdef AVH_CLIENT
//extern "C"
//{
extern playermove_t* pmove;
//}
#endif
void
AvHParticleSystem::Collide(float inTime)
{
#ifdef AVH_CLIENT
ParticleGroup* theCurrentGroup = pGetCurrentGroup();
if(theCurrentGroup)
{
// See which particles bounce.
for(int i = 0; i < theCurrentGroup->p_count; i++)
{
Particle& m = theCurrentGroup->list[i];
// See if particle's current and next positions cross plane.
// If not, couldn't bounce, so keep going.
vec3_t pCurrent;
pCurrent[0] = m.pos.x;
pCurrent[1] = m.pos.y;
pCurrent[2] = m.pos.z;
pVector pnext(m.pos + m.vel * inTime);
vec3_t pNext;
pNext[0] = pnext.x;
pNext[1] = pnext.y;
pNext[2] = pnext.z;
struct pmtrace_s* trace = pmove->PM_TraceLine(pCurrent, pNext, PM_TRACELINE_ANYVISIBLE, 2 /*point sized hull*/, -1);
if(trace->fraction != 1.0)
{
// Play sound where particle hit
//pmove->PM_PlaySound( CHAN_BODY, "player/pl_wade1.wav", 1, ATTN_NORM, 0, PITCH_NORM );
//EV_HLDM_DecalGunshot( trace, BULLET_PLAYER_9MM );
//if(gEngfuncs.pfnRandomLong( 0, 3 ) == 1)
//{
// gEngfuncs.pEventAPI->EV_PlaySound(-1, trace->endpos, CHAN_AUTO, "drop.wav", .5f, ATTN_STATIC, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ));
//}
// Mark the particle for deletion
//m.age = -1;
theCurrentGroup->Remove(i);
// Generate new particle system at point of impact, if specified
if(this->mParticleSystemIndexToGenerate != -1)
{
AvHParticleSystemManager::Instance()->CreateParticleSystem(this->mParticleSystemIndexToGenerate, trace->endpos);
}
}
}
}
#endif
}
void
AvHParticleSystem::Draw(const pVector &inView)
{
// only draw on client
#ifdef AVH_CLIENT
if(this->GetIsVisible())
{
AvHParticleTemplate* theTemplate = gParticleTemplateList.GetTemplateAtIndex(this->mTemplateIndex);
if(theTemplate)
{
string theParticleSystemName = theTemplate->GetName();
pCurrentGroup(this->mGroup);
// Back face culling
gEngfuncs.pTriAPI->CullFace( TRI_FRONT );
// Set render mode
gEngfuncs.pTriAPI->RenderMode( this->mRenderMode );
// Draw it
this->DrawGroup(inView);
// Reset render mode
gEngfuncs.pTriAPI->RenderMode( kRenderNormal );
}
}
#endif
}
#ifdef AVH_CLIENT
void
AvHParticleSystem::DrawGroup(const pVector &inView)
{
bool draw_tex = (this->mSprite != 0);
bool const_color = true;
bool const_size = false;
float size_scale = this->mParticleSize;
// Only support one group right now
int cnt = pGetGroupCount();
if(cnt < 1)
return;
// TODO: Change these news to use vectors of maxParticleSize? Get pGetParticleGroupRef working?
pVector *ppos = new pVector[cnt];
float* pAge = new float[cnt];
float *color = const_color ? NULL : new float[cnt * 4];
pVector *size = const_size ? NULL : new pVector[cnt];
pGetParticles(0, cnt, (float *)ppos, color, NULL, (float *)size, (float*)pAge);
//ParticleGroup* theParticleGroup = pGetParticleGroupRef(cnt - 1);
//if(!theParticleGroup)
// return;
//
//pVector* ppos = NULL;
//float* color = NULL;
//pVector* size = NULL;
//ppos = &(theParticleGroup->list->pos);
//if(!const_color)
// color = (float*)&(theParticleGroup->list->color);
//if(!const_size)
// size = &(theParticleGroup->list->size);
// Compute the vectors from the particle to the corners of its tri.
// 2
// |\ The particle is at the center of the x.
// |-\ V0, V1, and V2 go from there to the vertices.
// |x|\ The texcoords are (0,0), (2,0), and (0,2) respectively.
// 0-+-1 We clamp the texture so the rest is transparent.
pVector up(0, 0, 1);
pVector right = inView ^ up;
right.normalize();
pVector nup = right ^ inView;
//pVector nup = inView ^ right;
// The particles should face you unless constrained (this is for rain and the like)
if(this->mConstrainPitch)
nup = up;
// Particle should draw facing up
if(this->mFaceUp)
{
up = pVector(0, 1, 0);
right = pVector(-1, 0, 0);
nup = pVector(0, -1, 0);
}
right *= size_scale/2.0f;
nup *= size_scale/2.0f;
// Quad draws v0, v1, v2, v3
//pVector V0 = -(right + nup);
// Lower left
pVector V0 = nup - right;
// Upper left
pVector V1 = -(right + nup);
// Upper right
pVector V2 = right - nup;
// Lower right
pVector V3 = right + nup;
// Tri draws v0, v4, v3
//pVector V4 = nup;
pVector V4 = -nup;
for(int i = 0; i < cnt; i++)
{
int theTextureOffsetToUse = 0;
float theAgeFactor = 0.0f;
float theParticleLifetime = this->GetParticleLifetime();
if(theParticleLifetime > 0)
{
// 0 - 1 value of nearness to death
theAgeFactor = pAge[i]/theParticleLifetime;
if(this->mNumSpriteFrames > 1)
{
// Read in number of frames, also read in speed so we can loop the same animation multiple times over their life!
int theNumSpriteFrames = this->mNumSpriteFrames;
theTextureOffsetToUse = this->mAnimationSpeed*(theAgeFactor)*(theNumSpriteFrames-1);
theTextureOffsetToUse = min(max(0, theTextureOffsetToUse), theNumSpriteFrames-1);
}
}
if(this->mSprite)
{
struct model_s* theSpriteModel = const_cast<struct model_s*>(gEngfuncs.GetSpritePointer(this->mSprite));
if(theSpriteModel && gEngfuncs.pTriAPI->SpriteTexture(theSpriteModel, theTextureOffsetToUse))
{
pVector &p = ppos[i];
pVector sV0 = V0;
pVector sV1 = V1;
pVector sV2 = V2;
pVector sV3 = V3;
pVector sV4 = V4;
if(this->GetParticleScale() != 1.0f && (theAgeFactor != 0.0f))
{
float theScaleFactor = 1 + (this->GetParticleScale() - 1)*theAgeFactor;
sV0 *= theScaleFactor;
sV1 *= theScaleFactor;
sV2 *= theScaleFactor;
sV3 *= theScaleFactor;
sV4 *= theScaleFactor;
}
// Set alpha to max
float theAlpha = this->mMaxAlpha;
// If the particles don't live forever and we can fade, calculate the alpha
if((this->mFadeIn || this->mFadeOut) && (theParticleLifetime > 0))
{
float theHalfLifetime = theParticleLifetime/2.0f;
if(this->mFadeIn && this->mFadeOut)
theAlpha = this->mMaxAlpha - this->mMaxAlpha*(fabs(pAge[i] - theHalfLifetime)/theHalfLifetime);
else if(this->mFadeIn)
theAlpha = this->mMaxAlpha*pAge[i]/theParticleLifetime;
else if(this->mFadeOut)
theAlpha = this->mMaxAlpha - this->mMaxAlpha*(pAge[i]/theParticleLifetime);
theAlpha = max(min(this->mMaxAlpha, theAlpha), 0.0f);
}
// if(cl_particleinfo->value)
// {
// pVector theUpperLeftWorldPos = p + sV1;
// pVector theLowerRightWorldPos = p + sV3;
// pVector theUpperLeftScreenPos;
// pVector theLowerRightScreenPos;
//
// AvHCUWorldToScreen((float*)&theUpperLeftWorldPos, (float*)&theUpperLeftScreenPos);
// AvHCUWorldToScreen((float*)&theLowerRightWorldPos, (float*)&theLowerRightScreenPos);
//
// int theScreenX = theUpperLeftWorldPos.x;
// int theScreenY = theUpperLeftWorldPos.y;
// int theScreenWidth = theLowerRightScreenPos.x - theScreenX;
// int theScreenHeight = theLowerRightScreenPos.y - theScreenY;
//
// DrawScaledHUDSprite(this->mSprite, this->mRenderMode, 1, theScreenX, theScreenY, theScreenWidth, theScreenHeight, theTextureOffsetToUse);
// }
// else
// {
if(this->mUseTrisNotQuads)
{
gEngfuncs.pTriAPI->Begin( TRI_TRIANGLES );
gEngfuncs.pTriAPI->Color4f(1.0f, 1.0f, 1.0f, theAlpha);
if(draw_tex) gEngfuncs.pTriAPI->TexCoord2f(0,0);
pVector ver = p + sV0;
gEngfuncs.pTriAPI->Vertex3fv((float*)&ver);
if(draw_tex) gEngfuncs.pTriAPI->TexCoord2f(.5,1);
ver = p + sV4;
gEngfuncs.pTriAPI->Vertex3fv((float*)&ver);
if(draw_tex) gEngfuncs.pTriAPI->TexCoord2f(1,0);
ver = p + sV3;
gEngfuncs.pTriAPI->Vertex3fv((float*)&ver);
gEngfuncs.pTriAPI->End();
}
else
{
gEngfuncs.pTriAPI->Begin( TRI_QUADS );
gEngfuncs.pTriAPI->Color4f(1.0f, 1.0f, 1.0f, theAlpha);
if(draw_tex) gEngfuncs.pTriAPI->TexCoord2f(0,0);
pVector ver = p + sV0;
gEngfuncs.pTriAPI->Vertex3fv((float*)&ver);
if(draw_tex) gEngfuncs.pTriAPI->TexCoord2f(1,0);
ver = p + sV3;
gEngfuncs.pTriAPI->Vertex3fv((float*)&ver);
if(draw_tex) gEngfuncs.pTriAPI->TexCoord2f(1,1);
ver = p + sV2;
gEngfuncs.pTriAPI->Vertex3fv((float*)&ver);
if(draw_tex) gEngfuncs.pTriAPI->TexCoord2f(0,1);
ver = p + sV1;
gEngfuncs.pTriAPI->Vertex3fv((float*)&ver);
gEngfuncs.pTriAPI->End();
}
// }
}
}
}
delete [] ppos;
if(color) delete [] color;
if(size) delete [] size;
if(pAge) delete [] pAge;
}
float AvHParticleSystem::GetLastTimeVisibilityLastSetTrue() const
{
return this->mLastTimeVisibilitySetTrue;
}
#endif
ParticleSystemHandle
AvHParticleSystem::GetHandle() const
{
return this->mHandle;
}
bool
AvHParticleSystem::GetHasGeneratedParticles() const
{
return this->mHasGeneratedParticles;
}
bool
AvHParticleSystem::GetIsMarkedForDeletion(void) const
{
return this->mIsMarkedForDeletion;
}
#ifdef AVH_CLIENT
bool
AvHParticleSystem::GetIsVisible() const
{
return this->mIsVisible;
}
#endif
int
AvHParticleSystem::GetNumberOfParticles(void) const
{
int theNumParticles = 0;
pCurrentGroup(this->mGroup);
theNumParticles = pGetGroupCount();
return theNumParticles;
}
float
AvHParticleSystem::GetParticleSystemLifetime() const
{
return this->mParticleSystemLifetime;
}
float
AvHParticleSystem::GetParticleLifetime() const
{
return this->mParticleLifetime + this->mCustomData*.2f;
}
uint32
AvHParticleSystem::GetTemplateIndex() const
{
return this->mTemplateIndex;
}
float
AvHParticleSystem::GetTimeCreated() const
{
return this->mTimeCreated;
}
// Updating this function? Change ::Update below for max particles?
void
AvHParticleSystem::Kill()
{
//pCurrentGroup(this->mGroup);
pDeleteParticleGroups(this->mGroup);
}
void AvHParticleSystem::LoadFromTemplate(AvHParticleTemplate* inTemplate)
{
this->mParticleSize = inTemplate->GetParticleSize();
this->mParticleScaling = inTemplate->GetParticleScaling();
this->mGenerationRate = inTemplate->GetGenerationRate();
this->mParticleLifetime = inTemplate->GetParticleLifetime();
this->mParticleSystemLifetime = inTemplate->GetParticleSystemLifetime();
this->mMaxParticles = inTemplate->GetMaxParticles();
this->mRenderMode = inTemplate->GetRenderMode();
this->mGenerationShape = inTemplate->GetGenerationShape();
inTemplate->GetGenerationParams(this->mGenerationParams);
this->mStartingVelocityShape = inTemplate->GetStartingVelocityShape();
inTemplate->GetStartingVelocityParams(this->mStartingVelocityParams);
}
#ifdef AVH_CLIENT
void
AvHParticleSystem::LoadSpriteIfNeeded(AvHParticleTemplate* inTemplate)
{
if(!this->mSprite)
{
string theSprite = inTemplate->GetSprite();
if(theSprite != "")
{
this->mSprite = Safe_SPR_Load(theSprite.c_str());
if(this->mSprite != 0)
{
int theNumFrames = SPR_Frames(this->mSprite);
ASSERT(this->mNumSpriteFrames <= theNumFrames);
}
else
{
char theErrorMessage[512];
sprintf(theErrorMessage, "Couldn't load sprite, deleting particle system: %s\n", theSprite.c_str());
DrawConsoleString(0, 0, theErrorMessage);
this->SetIsMarkedForDeletion();
}
}
}
}
#endif
bool
AvHParticleSystem::GetGenerationEntity(int &outIndex) const
{
bool theSuccess = false;
if(this->mGenerationEntityIndex != -1)
{
outIndex = this->mGenerationEntityIndex;
theSuccess = true;
}
return theSuccess;
}
//void
//AvHParticleSystem::SetEntity(int inEntity)
//{
// //this->mEntity = inEntity;
// this->mGenerationEntityIndex = inEntity;
//}
void
AvHParticleSystem::SetHandle(ParticleSystemHandle inHandle)
{
this->mHandle = inHandle;
}
void
AvHParticleSystem::SetIsMarkedForDeletion(void)
{
this->mIsMarkedForDeletion = true;
}
#ifdef AVH_CLIENT
void
AvHParticleSystem::SetIsVisible(bool inVisibilityState, float inTimeSet)
{
this->mIsVisible = inVisibilityState;
if(inVisibilityState)
{
this->mLastTimeVisibilitySetTrue = inTimeSet;
}
if(!this->mIsVisible)
{
AvHParticleTemplate* theTemplate = gParticleTemplateList.GetTemplateAtIndex(this->mTemplateIndex);
if(theTemplate)
{
string theParticleSystemName = theTemplate->GetName();
}
}
}
#endif
void AvHParticleSystem::SetNormal(const vec3_t& inOrigin)
{
this->mHasNormal = true;
this->mNormal.x = inOrigin.x;
this->mNormal.y = inOrigin.y;
this->mNormal.z = inOrigin.z;
}
void
AvHParticleSystem::SetParticleSystemLifetime(float inLifetime)
{
this->mParticleSystemLifetime = inLifetime;
}
void
AvHParticleSystem::SetParticleLifetime(float inLifetime)
{
this->mParticleLifetime = inLifetime;
}
void
AvHParticleSystem::SetPosition(vec3_t inOrigin)
{
//memcpy(this->mOrigin, inOrigin, sizeof(vec3_t));
this->mBaseEntityPos.x = inOrigin.x;
this->mBaseEntityPos.y = inOrigin.y;
this->mBaseEntityPos.z = inOrigin.z;
}
void
AvHParticleSystem::SetTimeCreated(float inTime)
{
this->mTimeCreated = inTime;
#ifdef AVH_CLIENT
if(this->mIsVisible)
{
this->mLastTimeVisibilitySetTrue = inTime;
}
#endif
}
void
AvHParticleSystem::GenerateParticles(int inNumberParticles)
{
PDomainEnum theDomain = (PDomainEnum)this->mGenerationShape;
if((inNumberParticles > 0) && (theDomain != PS_None))
{
ParticleParams theParams;
memset(theParams, 0, sizeof(ParticleParams));
float theEdgeInset = (this->mMinimizeEdges ? this->mParticleSize : 0.0f);
if(this->mGenerationEntityIndex != -1)
{
if((theDomain == PS_Point) || (theDomain == PS_Blob) || (theDomain == PS_Sphere))
{
theParams[0] = (this->mGenerationEntityAbsMax[0] + this->mGenerationEntityAbsMin[0])/2.0f;
theParams[1] = (this->mGenerationEntityAbsMax[1] + this->mGenerationEntityAbsMin[1])/2.0f;
theParams[2] = (this->mGenerationEntityAbsMax[2] + this->mGenerationEntityAbsMin[2])/2.0f;
if(theDomain == PS_Blob)
{
theParams[3] = this->mGenerationEntityParam;
}
else if(theDomain == PS_Sphere)
{
float theRadius1 = fabs(this->mGenerationEntityAbsMax[0] - this->mGenerationEntityAbsMin[0])/2.0f;
theRadius1 = max(theRadius1 - theEdgeInset, 0);
float theRadius2 = this->mGenerationEntityParam;
theRadius2 = max(theRadius2 - theEdgeInset, 0);
theParams[3] = theRadius1;
theParams[4] = theRadius2;
}
}
else if(theDomain == PS_Box)
{
theParams[0] = this->mGenerationEntityAbsMin[0] + theEdgeInset;
theParams[1] = this->mGenerationEntityAbsMin[1] + theEdgeInset;
theParams[2] = this->mGenerationEntityAbsMin[2] + theEdgeInset;
theParams[3] = this->mGenerationEntityAbsMax[0] - theEdgeInset;
theParams[4] = this->mGenerationEntityAbsMax[1] - theEdgeInset;
theParams[5] = this->mGenerationEntityAbsMax[2] - theEdgeInset;
}
}
else
{
memcpy(theParams, this->mGenerationParams, sizeof(ParticleParams));
// Different domains have different meanings, generate points appropriately for each
if(theDomain == PS_Point)
{
theParams[0] += this->mBaseEntityPos.x;
theParams[1] += this->mBaseEntityPos.y;
theParams[2] += this->mBaseEntityPos.z;
}
else if((theDomain == PS_Cone) || (theDomain == PS_Box))
{
theParams[0] += this->mBaseEntityPos.x;
theParams[1] += this->mBaseEntityPos.y;
theParams[2] += this->mBaseEntityPos.z;
theParams[3] += this->mBaseEntityPos.x;
theParams[4] += this->mBaseEntityPos.y;
theParams[5] += this->mBaseEntityPos.z;
}
}
pSource(inNumberParticles, theDomain, theParams[0], theParams[1], theParams[2], theParams[3], theParams[4], theParams[5], theParams[6], theParams[7]);
this->mHasGeneratedParticles = true;
}
}
float AvHParticleSystem::GetParticleScale() const
{
return this->mParticleScaling + this->mCustomData*.3f;
}
void AvHParticleSystem::SetCustomData(uint16 inCustomData)
{
this->mCustomData = inCustomData;
}
void
AvHParticleSystem::SetGenerationEntityExtents(vec3_t& inMin, vec3_t& inMax)
{
ASSERT(inMin.x <= inMax.x);
ASSERT(inMin.y <= inMax.y);
ASSERT(inMin.z <= inMax.z);
//memcpy(&this->mGenerationEntityAbsMin, &inMin, sizeof(vec3_t));
//memcpy(&this->mGenerationEntityAbsMax, &inMax, sizeof(vec3_t));
this->mGenerationEntityAbsMin.x = inMin.x;
this->mGenerationEntityAbsMin.y = inMin.y;
this->mGenerationEntityAbsMin.z = inMin.z;
this->mGenerationEntityAbsMax.x = inMax.x;
this->mGenerationEntityAbsMax.y = inMax.y;
this->mGenerationEntityAbsMax.z = inMax.z;
// // Setting the generation entity also sets our base position
//// this->mBaseEntityPos.x = (this->mGenerationEntityAbsMax[0] + this->mGenerationEntityAbsMin[0])/2.0f;
//// this->mBaseEntityPos.y = (this->mGenerationEntityAbsMax[1] + this->mGenerationEntityAbsMin[1])/2.0f;
//// this->mBaseEntityPos.z = (this->mGenerationEntityAbsMax[2] + this->mGenerationEntityAbsMin[2])/2.0f;
// this->mBaseEntityPos.x = (inMax.x + inMin.x)/2.0f;
// this->mBaseEntityPos.y = (inMax.y + inMin.y)/2.0f;
// this->mBaseEntityPos.z = (inMax.z + inMin.z)/2.0f;
// Calculate approximate volume
float xDiff = fabs(this->mGenerationEntityAbsMax[0] - this->mGenerationEntityAbsMin[0]);
float yDiff = fabs(this->mGenerationEntityAbsMax[1] - this->mGenerationEntityAbsMin[1]);
float zDiff = fabs(this->mGenerationEntityAbsMax[2] - this->mGenerationEntityAbsMin[2]);
this->mGenerationEntityVolumeFactor = (xDiff/100.0f)*(yDiff/100.0f)*(zDiff/100.0f);
}
void
AvHParticleSystem::SetStartingVelocity()
{
// Set starting velocity
PDomainEnum theDomain = (PDomainEnum)this->mStartingVelocityShape;
if(theDomain != PS_None)
{
// Attention: adding in mBaseEntityPos won't work for all domains...fix this up
pVelocityD(theDomain, this->mStartingVelocityParams[0], this->mStartingVelocityParams[1], this->mStartingVelocityParams[2], this->mStartingVelocityParams[3],
this->mStartingVelocityParams[4], this->mStartingVelocityParams[5], this->mStartingVelocityParams[6], this->mStartingVelocityParams[7]);
}
}
void
AvHParticleSystem::Update(float inTime)
{
// I could foresee problems with not updating unless we can see the system, so update always. Check performance.
//#ifdef AVH_CLIENT
//if(this->GetIsVisible())
//{
//#endif
// If max particles changed, recreate particle group. This should only happen during editing, so if
// it's a bit flaky or we lose memory or have glitches it might be OK
if(this->mGroupMaxParticles != this->mMaxParticles)
{
this->Kill();
this->mGroupMaxParticles = this->mMaxParticles;
this->mGroup = pGenParticleGroups(1, this->mGroupMaxParticles);
this->mUpdateFirst = true;
}
// Set the current particle group
pCurrentGroup(this->mGroup);
//this->UpdateFromWorld();
if(this->mUpdateFirst)
{
this->UpdateFirst();
this->mUpdateFirst = false;
}
// TODO: There should be nine params, not eight
// TODO: Some of this stuff should only be set once at creation
// Set time passed
pTimeStep((float)inTime);
// Generate particles as long as the system is alive
if(!this->GetIsMarkedForDeletion())
{
// Generate particles based on rate or density
int theGenerationRate = this->mGenerationRate + 15*this->mCustomData;
int theNumParticlesToGenerate = (this->mUseDensity ? this->mGenerationEntityVolumeFactor*theGenerationRate : theGenerationRate);
this->SetStartingVelocity();
this->GenerateParticles(theNumParticlesToGenerate);
}
// Gravity.
if(this->mUseWorldGravity)
{
// Apply world gravity to particles
float flGravity = CVAR_GET_FLOAT( "sv_gravity" );
this->mParticleGravity[2] = -flGravity;
}
pGravity(this->mParticleGravity[0], this->mParticleGravity[1], this->mParticleGravity[2]);
// Kill off particles that have lived their life
if(this->GetParticleLifetime() != -1)
{
pKillOld(this->GetParticleLifetime());
}
// Kill particles that were marked for deletion
pKillOld(0, true);
if(this->mCollide)
{
this->Collide(inTime);
}
//if(this->mVortex)
//{
// pVortex(this->mBaseEntityPos.x, this->mBaseEntityPos.y, this->mBaseEntityPos.z, 0, 0, 1, 10, P_EPS, 300);
//}
// Move particles to their new positions.
pMove();
//#ifdef AVH_CLIENT
// }
//#endif
}
#ifdef AVH_SERVER
void
AvHParticleSystem::UpdatePhysics(entvars_t* inPEV)
{
ASSERT(inPEV);
float theCurrentTime = (float)gpGlobals->time;
// First thing, either update the particle system entity postion with the generation entity, or update ourself with
// the position of the entity (for particle systems that don't use generation entities)
if(this->mGenerationEntityIndex != -1)
{
// Set position of particle system entity to be at the center of the generation entity
entvars_t* theEntity = VARS(INDEXENT(this->mGenerationEntityIndex));
if(!FNullEnt(theEntity))
{
// I don't understand why theEntity->origin isn't the center of theEntity->absmin and theEntity->absmax.
vec3_t theEntityOrigin;
theEntityOrigin.x = (theEntity->absmin.x + theEntity->absmax.x)/2.0f;
theEntityOrigin.y = (theEntity->absmin.y + theEntity->absmax.y)/2.0f;
theEntityOrigin.z = (theEntity->absmin.z + theEntity->absmax.z)/2.0f;
UTIL_SetOrigin(inPEV, theEntityOrigin);
// Update our bounding area
this->SetGenerationEntityExtents(theEntity->absmin, theEntity->absmax);
}
}
// Now update our position from entity. When the particle system doesn't use a generation entity, the
// position of the particle system is given by the "parent" entity. Otherwise, our base entity position
// is given from the position of our generation entity
else
{
this->mBaseEntityPos.x = inPEV->origin.x;
this->mBaseEntityPos.y = inPEV->origin.y;
this->mBaseEntityPos.z = inPEV->origin.z;
}
// Every x seconds, update bounding box
if((this->mTimeOfLastPhysicsUpdate == -1) || (theCurrentTime > this->mTimeOfLastPhysicsUpdate + this->mPhysicsUpdateTime))
{
// Only support one group right now
pCurrentGroup(this->mGroup);
int theNumParticles = pGetGroupCount();
if(theNumParticles >= 1)
{
// Get all the particles
pVector* pPos = new pVector[theNumParticles];
pGetParticles(0, theNumParticles, (float*)pPos, NULL, NULL, NULL, NULL);
// Make the default size bigger than a point
vec3_t theDefaultRadius(64, 64, 64);
vec3_t theMinCoord = inPEV->origin - theDefaultRadius;
vec3_t theMaxCoord = inPEV->origin + theDefaultRadius;
// Now set the size of the particle system.
// if(this->mGenerationEntityIndex != -1)
// {
// theMinCoord = this->mGenerationEntityAbsMin;
// theMaxCoord = this->mGenerationEntityAbsMax;
// }
// Run through particles (choose only every nth one?)
for(int i = 0; i < theNumParticles; i++)
{
// Get position of each, change the bounding box accordingly
pVector& theParticle = pPos[i];
float theX = theParticle.x;
float theY = theParticle.y;
float theZ = theParticle.z;
// Assumes particles are at max size
float theHalfSize = this->GetParticleScale()*(this->mParticleSize/2.0f);
theMinCoord[0] = min(theMinCoord[0], (theX - theHalfSize));
theMinCoord[1] = min(theMinCoord[1], (theY - theHalfSize));
theMinCoord[2] = min(theMinCoord[2], (theZ - theHalfSize));
theMaxCoord[0] = max(theMaxCoord[0], (theX + theHalfSize));
theMaxCoord[1] = max(theMaxCoord[1], (theY + theHalfSize));
theMaxCoord[2] = max(theMaxCoord[2], (theZ + theHalfSize));
}
// Set our new size
vec3_t theMinSize = theMinCoord - inPEV->origin;
vec3_t theMaxSize = theMaxCoord - inPEV->origin;
UTIL_SetSize(inPEV, theMinSize, theMaxSize);
// Update time
this->mTimeOfLastPhysicsUpdate = theCurrentTime;
delete [] pPos;
}
}
// // Now update our position from entity. When the particle system doesn't use a generation entity, the
// // position of the particle system is given by the "parent" entity. Otherwise, our base entity position
// // is given from the position of our generation entity
// if(this->mGenerationEntityIndex == -1)
// {
// this->mBaseEntityPos.x = inPEV->origin.x;
// this->mBaseEntityPos.y = inPEV->origin.y;
// this->mBaseEntityPos.z = inPEV->origin.z;
// }
// else
// {
// //entvars_t* theEntity = VARS(INDEXENT(this->mEntity));
// entvars_t* theEntity = VARS(INDEXENT(this->mGenerationEntityIndex));
// if(!FNullEnt(theEntity))
// //if(theEntity)
// {
// // Set position to center of entity bounding box
// this->SetGenerationEntityExtents(theEntity->absmin, theEntity->absmax);
//
// // Update "parent" entity to follow the generation entity
// inPEV->origin.x = this->mBaseEntityPos.x;
// inPEV->origin.y = this->mBaseEntityPos.y;
// inPEV->origin.z = this->mBaseEntityPos.z;
// }
// }
}
#endif
void
AvHParticleSystem::UpdateFirst()
{
this->SetStartingVelocity();
// Set size
pSize(this->mParticleSize);
// Set initial lifetime to be random so we don't have a huge mass of particles dying at once
int theParticleLifetime = this->GetParticleLifetime();
if(theParticleLifetime > 0)
{
pStartingAge(theParticleLifetime/2.0f, theParticleLifetime/2.0f);
}
// Why was this here?
//int theNumParticles = inTemplate->GetMaxParticles();
//ASSERT(theNumParticles > 0);
//this->GenerateParticles(theNumParticles);
// Reset starting age
if(theParticleLifetime > 0)
{
pStartingAge(0.0f, 0.0f);
}
if(this->mHasNormal)
{
// Assumes that 0, 0, 1 is the base (ie, particle systems were defined assuming that they hit a normal of 0,0,1)
PDomainEnum theGenDomain = (PDomainEnum)this->mGenerationShape;
Vector theXAxis, theYAxis;
CreateOrthoNormalBasis(this->mNormal, theXAxis, theYAxis);
if((theGenDomain == PS_Point) || (theGenDomain == PS_Blob) || (theGenDomain == PS_Sphere) || (theGenDomain == PS_Box))
{
// Rotate the first three parameters as a point
vec3_t theGenerationVector((float)this->mGenerationParams[0], (float)this->mGenerationParams[1], (float)this->mGenerationParams[2]);
TransformVector(theGenerationVector, theXAxis, theYAxis, this->mNormal, theGenerationVector);
this->mGenerationParams[0] = (int)(theGenerationVector.x);
this->mGenerationParams[1] = (int)(theGenerationVector.y);
this->mGenerationParams[2] = (int)(theGenerationVector.z);
}
if((theGenDomain == PS_Box) || (theGenDomain == PS_Cone))
{
// Rotate the second three parameters as a point
vec3_t theGenerationVector((float)this->mGenerationParams[3], (float)this->mGenerationParams[4], (float)this->mGenerationParams[5]);
TransformVector(theGenerationVector, theXAxis, theYAxis, this->mNormal, theGenerationVector);
this->mGenerationParams[3] = (int)(theGenerationVector.x);
this->mGenerationParams[4] = (int)(theGenerationVector.y);
this->mGenerationParams[5] = (int)(theGenerationVector.z);
}
// If a normal was specified, rotate the starting velocity params by this amount
PDomainEnum theVelDomain = (PDomainEnum)this->mStartingVelocityShape;
if((theVelDomain == PS_Point) || (theVelDomain == PS_Blob) || (theVelDomain == PS_Sphere) || (theVelDomain == PS_Box))
{
// Rotate the first three parameters as a point
vec3_t theStartingVelocityVector((float)this->mStartingVelocityParams[0], (float)this->mStartingVelocityParams[1], (float)this->mStartingVelocityParams[2]);
TransformVector(theStartingVelocityVector, theXAxis, theYAxis, this->mNormal, theStartingVelocityVector);
this->mStartingVelocityParams[0] = (int)(theStartingVelocityVector.x);
this->mStartingVelocityParams[1] = (int)(theStartingVelocityVector.y);
this->mStartingVelocityParams[2] = (int)(theStartingVelocityVector.z);
}
if((theVelDomain == PS_Box) || (theVelDomain == PS_Cone))
{
// Rotate the second three parameters as a point
vec3_t theStartingVelocityVector((float)this->mStartingVelocityParams[3], (float)this->mStartingVelocityParams[4], (float)this->mStartingVelocityParams[5]);
TransformVector(theStartingVelocityVector, theXAxis, theYAxis, this->mNormal, theStartingVelocityVector);
this->mStartingVelocityParams[3] = (int)(theStartingVelocityVector.x);
this->mStartingVelocityParams[4] = (int)(theStartingVelocityVector.y);
this->mStartingVelocityParams[5] = (int)(theStartingVelocityVector.z);
}
}
}
//void
//AvHParticleSystem::UpdateFromWorld()
//{
//// if(this->mEntity != -1)
//// {
////#ifdef AVH_CLIENT
////
//// cl_entity_s* theEntity = gEngfuncs.GetEntityByIndex(this->mEntity);
//// if(theEntity)
//// {
//// // Set position to center of entity bounding box
//// this->mBaseEntityPos.x = theEntity->origin.x;
//// this->mBaseEntityPos.y = theEntity->origin.y;
//// this->mBaseEntityPos.z = theEntity->origin.z;
//// }
////
//// // Update generation entity if there is one
//// if(this->mGenerationEntityIndex != -1)
//// {
//// theEntity = gEngfuncs.GetEntityByIndex(this->mGenerationEntityIndex);
//// if(theEntity)
//// {
//// this->SetGenerationEntityExtents(theEntity->curstate.mins, theEntity->curstate.mins);
//// }
//// }
////
////#else
//
// entvars_t* theEntity = VARS(INDEXENT(this->mEntity));
// if(theEntity)
// {
// // Set position to center of entity bounding box
// this->SetGenerationEntityExtents(theEntity->absmin, theEntity->absmax);
//
// this->mBaseEntityPos.x = (this->mGenerationEntityAbsMax[0] + this->mGenerationEntityAbsMin[0])/2.0f;
// this->mBaseEntityPos.y = (this->mGenerationEntityAbsMax[1] + this->mGenerationEntityAbsMin[1])/2.0f;
// this->mBaseEntityPos.z = (this->mGenerationEntityAbsMax[2] + this->mGenerationEntityAbsMin[2])/2.0f;
// }
//
////#endif
//// }
//// else
//// {
//// this->mBaseEntityPos.x = this->mOrigin[0];
//// this->mBaseEntityPos.y = this->mOrigin[1];
//// this->mBaseEntityPos.z = this->mOrigin[2];
//// }
//}