/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Doom 3 BFG Edition Source Code. If not, see . In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #ifndef __DECLPARTICLE_H__ #define __DECLPARTICLE_H__ /* =============================================================================== idDeclParticle =============================================================================== */ static const int MAX_PARTICLE_STAGES = 32; class idParticleParm { public: idParticleParm() { table = NULL; from = to = 0.0f; } const idDeclTable * table; float from; float to; float Eval( float frac, idRandom &rand ) const; float Integrate( float frac, idRandom &rand ) const; }; typedef enum { PDIST_RECT, // ( sizeX sizeY sizeZ ) PDIST_CYLINDER, // ( sizeX sizeY sizeZ ) PDIST_SPHERE // ( sizeX sizeY sizeZ ringFraction ) // a ringFraction of zero allows the entire sphere, 0.9 would only // allow the outer 10% of the sphere } prtDistribution_t; typedef enum { PDIR_CONE, // parm0 is the solid cone angle PDIR_OUTWARD // direction is relative to offset from origin, parm0 is an upward bias } prtDirection_t; typedef enum { PPATH_STANDARD, PPATH_HELIX, // ( sizeX sizeY sizeZ radialSpeed climbSpeed ) PPATH_FLIES, PPATH_ORBIT, PPATH_DRIP } prtCustomPth_t; typedef enum { POR_VIEW, POR_AIMED, // angle and aspect are disregarded POR_X, POR_Y, POR_Z } prtOrientation_t; typedef struct renderEntity_s renderEntity_t; typedef struct renderView_s renderView_t; typedef struct { const renderEntity_t * renderEnt; // for shaderParms, etc const renderView_t * renderView; int index; // particle number in the system float frac; // 0.0 to 1.0 idRandom random; idVec3 origin; // dynamic smoke particles can have individual origins and axis idMat3 axis; float age; // in seconds, calculated as fraction * stage->particleLife idRandom originalRandom; // needed so aimed particles can reset the random for another origin calculation float animationFrameFrac; // set by ParticleTexCoords, used to make the cross faded version } particleGen_t; // // single particle stage // class idParticleStage { public: idParticleStage(); ~idParticleStage() {} void Default(); int NumQuadsPerParticle() const; // includes trails and cross faded animations // returns the number of verts created, which will range from 0 to 4*NumQuadsPerParticle() int CreateParticle( particleGen_t *g, idDrawVert *verts ) const; void ParticleOrigin( particleGen_t *g, idVec3 &origin ) const; int ParticleVerts( particleGen_t *g, const idVec3 origin, idDrawVert *verts ) const; void ParticleTexCoords( particleGen_t *g, idDrawVert *verts ) const; void ParticleColors( particleGen_t *g, idDrawVert *verts ) const; const char * GetCustomPathName(); const char * GetCustomPathDesc(); int NumCustomPathParms(); void SetCustomPathType( const char *p ); void operator=( const idParticleStage &src ); //------------------------------ const idMaterial * material; int totalParticles; // total number of particles, although some may be invisible at a given time float cycles; // allows things to oneShot ( 1 cycle ) or run for a set number of cycles // on a per stage basis int cycleMsec; // ( particleLife + deadTime ) in msec float spawnBunching; // 0.0 = all come out at first instant, 1.0 = evenly spaced over cycle time float particleLife; // total seconds of life for each particle float timeOffset; // time offset from system start for the first particle to spawn float deadTime; // time after particleLife before respawning //------------------------------- // standard path parms prtDistribution_t distributionType; float distributionParms[4]; prtDirection_t directionType; float directionParms[4]; idParticleParm speed; float gravity; // can be negative to float up bool worldGravity; // apply gravity in world space bool randomDistribution; // randomly orient the quad on emission ( defaults to true ) bool entityColor; // force color from render entity ( fadeColor is still valid ) //------------------------------ // custom path will completely replace the standard path calculations prtCustomPth_t customPathType; // use custom C code routines for determining the origin float customPathParms[8]; //-------------------------------- idVec3 offset; // offset from origin to spawn all particles, also applies to customPath int animationFrames; // if > 1, subdivide the texture S axis into frames and crossfade float animationRate; // frames per second float initialAngle; // in degrees, random angle is used if zero ( default ) idParticleParm rotationSpeed; // half the particles will have negative rotation speeds prtOrientation_t orientation; // view, aimed, or axis fixed float orientationParms[4]; idParticleParm size; idParticleParm aspect; // greater than 1 makes the T axis longer idVec4 color; idVec4 fadeColor; // either 0 0 0 0 for additive, or 1 1 1 0 for blended materials float fadeInFraction; // in 0.0 to 1.0 range float fadeOutFraction; // in 0.0 to 1.0 range float fadeIndexFraction; // in 0.0 to 1.0 range, causes later index smokes to be more faded bool hidden; // for editor use //----------------------------------- float boundsExpansion; // user tweak to fix poorly calculated bounds idBounds bounds; // derived }; // // group of particle stages // class idDeclParticle : public idDecl { public: virtual size_t Size() const; virtual const char * DefaultDefinition() const; virtual bool Parse( const char *text, const int textLength, bool allowBinaryVersion ); virtual void FreeData(); bool Save( const char *fileName = NULL ); // Loaded instead of re-parsing, written if MD5 hash different bool LoadBinary( idFile * file, unsigned int checksum ); void WriteBinary( idFile * file, unsigned int checksum ); idListstages; idBounds bounds; float depthHack; private: bool RebuildTextSource(); void GetStageBounds( idParticleStage *stage ); idParticleStage * ParseParticleStage( idLexer &src ); void ParseParms( idLexer &src, float *parms, int maxParms ); void ParseParametric( idLexer &src, idParticleParm *parm ); void WriteStage( idFile *f, idParticleStage *stage ); void WriteParticleParm( idFile *f, idParticleParm *parm, const char *name ); }; #endif /* !__DECLPARTICLE_H__ */