2344 lines
59 KiB
C++
2344 lines
59 KiB
C++
// this include must remain at the top of every CPP file
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//Anything above this #include will be ignored by the compiler
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#include "../qcommon/exe_headers.h"
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#include "client.h"
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#if !defined(FX_SCHEDULER_H_INC)
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#include "FxScheduler.h"
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#endif
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#if !defined(G2_H_INC)
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#include "../ghoul2/G2.h"
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#include "../ghoul2/G2_local.h"
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#endif
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#ifdef VV_LIGHTING
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#include "../renderer/tr_lightmanager.h"
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#endif
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extern int drawnFx;
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//--------------------------
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//
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// Base Effect Class
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//
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//--------------------------
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CEffect::CEffect(void) :
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mMatImpactFX(MATIMPACTFX_NONE),
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mMatImpactParm(-1),
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mSoundVolume(-1),
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mSoundRadius(-1),
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mFlags(0)
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{
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memset( &mRefEnt, 0, sizeof( mRefEnt ));
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}
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//--------------------------
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//
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// Derived Particle Class
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//
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//--------------------------
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//----------------------------
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void CParticle::Init(void)
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{
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mRefEnt.radius = 0.0f;
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if (mFlags & FX_PLAYER_VIEW)
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{
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mOrigin1[0] = irand(0, 639);
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mOrigin1[1] = irand(0, 479);
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}
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}
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//----------------------------
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void CParticle::Die(void)
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{
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if ( mFlags & FX_DEATH_RUNS_FX && !(mFlags & FX_KILL_ON_IMPACT) )
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{
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vec3_t norm;
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// Man, this just seems so, like, uncool and stuff...
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VectorSet( norm, flrand(-1.0f, 1.0f), flrand(-1.0f, 1.0f), flrand(-1.0f, 1.0f));
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VectorNormalize( norm );
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theFxScheduler.PlayEffect( mDeathFxID, mOrigin1, norm );
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}
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}
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//----------------------------
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bool CParticle::Cull(void)
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{
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vec3_t dir;
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if (mFlags & FX_PLAYER_VIEW)
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{
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// this will be drawn as a 2D effect so don't cull it
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return false;
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}
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// Get the direction to the view
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VectorSubtract( mOrigin1, theFxHelper.refdef->vieworg, dir );
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// Check if it's behind the viewer
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if ( (DotProduct( theFxHelper.refdef->viewaxis[0], dir )) < 0) // cg.cosHalfFOV * (len - mRadius) )
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{
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return true;
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}
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// don't cull if this is hacked to show up close to the inview wpn
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if (mFlags & FX_DEPTH_HACK)
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{
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return false;
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}
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// Can't be too close
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float len = VectorLengthSquared( dir );
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if ( len < fx_nearCull->value )
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{
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return true;
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}
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return false;
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}
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//----------------------------
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void CParticle::Draw(void)
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{
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if ( mFlags & FX_DEPTH_HACK )
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{
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// Not sure if first person needs to be set, but it can't hurt?
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mRefEnt.renderfx |= RF_DEPTHHACK;
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}
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if (mFlags & FX_PLAYER_VIEW)
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{
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vec4_t color;
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color[0] = mRefEnt.shaderRGBA[0] / 255.0;
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color[1] = mRefEnt.shaderRGBA[1] / 255.0;
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color[2] = mRefEnt.shaderRGBA[2] / 255.0;
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color[3] = mRefEnt.shaderRGBA[3] / 255.0;
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// add this 2D effect to the proper list. it will get drawn after the cgi.RenderScene call
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theFxScheduler.Add2DEffect(mOrigin1[0], mOrigin1[1], mRefEnt.radius, mRefEnt.radius, color, mRefEnt.customShader);
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}
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else
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{
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// Add our refEntity to the scene
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VectorCopy( mOrigin1, mRefEnt.origin );
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theFxHelper.AddFxToScene(&mRefEnt);
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}
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drawnFx++;
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}
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//----------------------------
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// Update
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//----------------------------
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bool CParticle::Update(void)
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{
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// Game pausing can cause dumb time things to happen, so kill the effect in this instance
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if ( mTimeStart > theFxHelper.mTime )
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{
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return false;
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}
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if ( mFlags & FX_RELATIVE )
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{
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if ( !mGhoul2.IsValid())
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{ // the thing we are bolted to is no longer valid, so we may as well just die.
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return false;
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}
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vec3_t org;
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vec3_t ax[3];
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// Get our current position and direction
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if (!theFxHelper.GetOriginAxisFromBolt(&mGhoul2, mEntNum, mModelNum, mBoltNum, org, ax))
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{ //could not get bolt
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return false;
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}
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vec3_t realVel, realAccel;
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VectorMA( org, mOrgOffset[0], ax[0], org );
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VectorMA( org, mOrgOffset[1], ax[1], org );
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VectorMA( org, mOrgOffset[2], ax[2], org );
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const float time = (theFxHelper.mTime - mTimeStart) * 0.001f;
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// calc the real velocity and accel vectors
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VectorScale( ax[0], mVel[0], realVel );
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VectorMA( realVel, mVel[1], ax[1], realVel );
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VectorMA( realVel, mVel[2], ax[2], realVel );
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//realVel[2] += 0.5f * mGravity * time;
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VectorScale( ax[0], mAccel[0], realAccel );
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VectorMA( realAccel, mAccel[1], ax[1], realAccel );
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VectorMA( realAccel, mAccel[2], ax[2], realAccel );
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// Get our real velocity at the current time, taking into account the effects of acceleartion. NOTE: not sure if this is even 100% correct math-wise
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VectorMA( realVel, time, realAccel, realVel );
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// Now move us to where we should be at the given time
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VectorMA( org, time, realVel, mOrigin1 );
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}
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else if (( mTimeStart < theFxHelper.mTime ) && UpdateOrigin() == false )
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{
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// we are marked for death
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return false;
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}
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if ( !Cull() )
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{
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// Only update these if the thing is visible.
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UpdateSize();
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UpdateRGB();
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UpdateAlpha();
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UpdateRotation();
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Draw();
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}
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return true;
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}
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//----------------------------
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// Update Origin
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//----------------------------
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bool CParticle::UpdateOrigin(void)
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{
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vec3_t new_origin;
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VectorMA( mVel, theFxHelper.mRealTime, mAccel, mVel );
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// Predict the new position
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new_origin[0] = mOrigin1[0] + (theFxHelper.mRealTime * mVel[0]);// + (theFxHelper.mHalfRealTimeSq * mVel[0]);
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new_origin[1] = mOrigin1[1] + (theFxHelper.mRealTime * mVel[1]);// + (theFxHelper.mHalfRealTimeSq * mVel[1]);
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new_origin[2] = mOrigin1[2] + (theFxHelper.mRealTime * mVel[2]);// + (theFxHelper.mHalfRealTimeSq * mVel[2]);
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// Only perform physics if this object is tagged to do so
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if ( (mFlags & FX_APPLY_PHYSICS) && !(mFlags & FX_PLAYER_VIEW) )
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{
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bool solid;
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if ( mFlags & FX_EXPENSIVE_PHYSICS )
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{
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solid = true; // by setting this to true, we force a real trace to happen
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}
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else
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{
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// if this returns solid, we need to do a trace
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if (!com_RMG || com_RMG->integer)
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{ // don't do this call for RMG maps
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TCGPointContents *data = (TCGPointContents *)cl.mSharedMemory;
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VectorCopy(new_origin, data->mPoint);
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data->mPassEntityNum = ENTITYNUM_WORLD;
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// if this returns solid, we need to do a trace
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solid = !!(VM_Call( cgvm, CG_POINT_CONTENTS ) & MASK_SOLID);
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}
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else
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{
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solid = false;
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}
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}
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if ( solid )
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{
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trace_t trace;
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float dot;
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if ( mFlags & FX_USE_BBOX )
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{
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if (mFlags & FX_GHOUL2_TRACE)
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{
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theFxHelper.G2Trace( trace, mOrigin1, mMin, mMax, new_origin, -1, MASK_SOLID );
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}
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else
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{
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theFxHelper.Trace( trace, mOrigin1, mMin, mMax, new_origin, -1, MASK_SOLID );
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}
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}
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else
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{
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if (mFlags & FX_GHOUL2_TRACE)
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{
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theFxHelper.G2Trace( trace, mOrigin1, NULL, NULL, new_origin, -1, MASK_PLAYERSOLID );
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}
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else
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{
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theFxHelper.Trace( trace, mOrigin1, NULL, NULL, new_origin, -1, MASK_SOLID );
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}
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}
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// Hit something
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if (trace.startsolid || trace.allsolid)
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{
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VectorClear( mVel );
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VectorClear( mAccel );
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if ((mFlags & FX_GHOUL2_TRACE) && (mFlags & FX_IMPACT_RUNS_FX))
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{
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static vec3_t bsNormal = {0, 1, 0};
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theFxScheduler.PlayEffect( mImpactFxID, trace.endpos, bsNormal );
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}
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mFlags &= ~(FX_APPLY_PHYSICS | FX_IMPACT_RUNS_FX);
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return true;
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}
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else if ( trace.fraction < 1.0f )//&& !trace.startsolid && !trace.allsolid )
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{
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if ( mFlags & FX_IMPACT_RUNS_FX && !(trace.surfaceFlags & SURF_NOIMPACT ))
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{
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theFxScheduler.PlayEffect( mImpactFxID, trace.endpos, trace.plane.normal );
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}
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// may need to interact with the material type we hit
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theFxScheduler.MaterialImpact(&trace, (CEffect*)this);
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if ( mFlags & FX_KILL_ON_IMPACT )
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{
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// time to die
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return false;
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}
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VectorMA( mVel, theFxHelper.mRealTime * trace.fraction, mAccel, mVel );
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dot = DotProduct( mVel, trace.plane.normal );
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VectorMA( mVel, -2.0f * dot, trace.plane.normal, mVel );
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VectorScale( mVel, mElasticity, mVel );
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mElasticity *= 0.5f;
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// If the velocity is too low, make it stop moving, rotating, and turn off physics to avoid
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// doing expensive operations when they aren't needed
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//if ( trace.plane.normal[2] > 0.33f && mVel[2] < 10.0f )
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if (VectorLengthSquared(mVel) < 100.0f)
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{
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VectorClear( mVel );
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VectorClear( mAccel );
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mFlags &= ~(FX_APPLY_PHYSICS | FX_IMPACT_RUNS_FX);
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}
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// Set the origin to the exact impact point
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VectorMA( trace.endpos, 1.0f, trace.plane.normal, mOrigin1 );
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return true;
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}
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}
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}
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// No physics were done to this object, move it
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VectorCopy( new_origin, mOrigin1 );
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if (mFlags & FX_PLAYER_VIEW)
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{
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if (mOrigin1[0] < 0 || mOrigin1[0] > 639 || mOrigin1[1] < 0 || mOrigin1[1] > 479)
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{
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return false;
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}
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}
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return true;
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}
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//----------------------------
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// Update Size
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//----------------------------
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void CParticle::UpdateSize(void)
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{
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// completely biased towards start if it doesn't get overridden
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float perc1 = 1.0f, perc2 = 1.0f;
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if ( (mFlags & FX_SIZE_LINEAR) )
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{
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// calculate element biasing
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perc1 = 1.0f - (float)(theFxHelper.mTime - mTimeStart) / (float)(mTimeEnd - mTimeStart);
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}
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// We can combine FX_LINEAR with _either_ FX_NONLINEAR, FX_WAVE, or FX_CLAMP
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if (( mFlags & FX_SIZE_PARM_MASK ) == FX_SIZE_NONLINEAR )
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{
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if ( theFxHelper.mTime > mSizeParm )
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{
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// get percent done, using parm as the start of the non-linear fade
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perc2 = 1.0f - (float)(theFxHelper.mTime - mSizeParm) / (float)(mTimeEnd - mSizeParm);
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}
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if ( mFlags & FX_SIZE_LINEAR )
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{
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// do an even blend
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perc1 = perc1 * 0.5f + perc2 * 0.5f;
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}
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else
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{
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// just copy it over...sigh
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perc1 = perc2;
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}
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}
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else if (( mFlags & FX_SIZE_PARM_MASK ) == FX_SIZE_WAVE )
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{
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// wave gen, with parm being the frequency multiplier
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perc1 = perc1 * cosf( (theFxHelper.mTime - mTimeStart) * mSizeParm );
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}
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else if (( mFlags & FX_SIZE_PARM_MASK ) == FX_SIZE_CLAMP )
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{
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if ( theFxHelper.mTime < mSizeParm )
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{
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// get percent done, using parm as the start of the non-linear fade
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perc2 = (float)(mSizeParm - theFxHelper.mTime) / (float)(mSizeParm - mTimeStart);
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}
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else
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{
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perc2 = 0.0f; // make it full size??
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}
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if ( (mFlags & FX_SIZE_LINEAR) )
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{
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// do an even blend
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perc1 = perc1 * 0.5f + perc2 * 0.5f;
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}
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else
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{
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// just copy it over...sigh
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perc1 = perc2;
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}
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}
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// If needed, RAND can coexist with linear and either non-linear or wave.
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if ( mFlags & FX_SIZE_RAND )
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{
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// Random simply modulates the existing value
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perc1 = flrand(0.0f, perc1);
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}
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mRefEnt.radius = (mSizeStart * perc1) + (mSizeEnd * (1.0f - perc1));
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}
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inline int VectorToInt(vec3_t vec)
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{
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int tmp, retval;
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_asm
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{
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push edx
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mov edx, [vec]
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fld dword ptr[edx + 0]
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fld dword ptr[edx + 4]
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fld dword ptr[edx + 8]
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mov eax, 0xff00
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fistp tmp
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mov al, byte ptr [tmp]
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shl eax, 16
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fistp tmp
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mov ah, byte ptr [tmp]
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fistp tmp
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mov al, byte ptr [tmp]
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mov [retval], eax
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pop edx
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}
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return(retval);
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}
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//----------------------------
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// Update RGB
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//----------------------------
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void CParticle::UpdateRGB(void)
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{
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// completely biased towards start if it doesn't get overridden
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float perc1 = 1.0f, perc2 = 1.0f;
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vec3_t res;
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if ( (mFlags & FX_RGB_LINEAR) )
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{
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// calculate element biasing
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perc1 = 1.0f - (float)( theFxHelper.mTime - mTimeStart ) / (float)( mTimeEnd - mTimeStart );
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}
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// We can combine FX_LINEAR with _either_ FX_NONLINEAR, FX_WAVE, or FX_CLAMP
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if (( mFlags & FX_RGB_PARM_MASK ) == FX_RGB_NONLINEAR )
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{
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if ( theFxHelper.mTime > mRGBParm )
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{
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// get percent done, using parm as the start of the non-linear fade
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perc2 = 1.0f - (float)( theFxHelper.mTime - mRGBParm ) / (float)( mTimeEnd - mRGBParm );
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}
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if ( (mFlags & FX_RGB_LINEAR) )
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{
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// do an even blend
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perc1 = perc1 * 0.5f + perc2 * 0.5f;
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}
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else
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{
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// just copy it over...sigh
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perc1 = perc2;
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}
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}
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else if (( mFlags & FX_RGB_PARM_MASK ) == FX_RGB_WAVE )
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{
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// wave gen, with parm being the frequency multiplier
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perc1 = perc1 * cosf(( theFxHelper.mTime - mTimeStart ) * mRGBParm );
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}
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else if (( mFlags & FX_RGB_PARM_MASK ) == FX_RGB_CLAMP )
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{
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if ( theFxHelper.mTime < mRGBParm )
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{
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// get percent done, using parm as the start of the non-linear fade
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perc2 = (float)(mRGBParm - theFxHelper.mTime) / (float)(mRGBParm - mTimeStart);
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}
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else
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{
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perc2 = 0.0f; // make it full size??
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}
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|
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if (( mFlags & FX_RGB_LINEAR ))
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{
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// do an even blend
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perc1 = perc1 * 0.5f + perc2 * 0.5f;
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}
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else
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{
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// just copy it over...sigh
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perc1 = perc2;
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}
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}
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|
|
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// If needed, RAND can coexist with linear and either non-linear or wave.
|
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if ( mFlags & FX_RGB_RAND )
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{
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// Random simply modulates the existing value
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perc1 = flrand(0.0f, perc1);
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}
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// Now get the correct color
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VectorScale( mRGBStart, perc1, res );
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VectorMA( res, 1.0f - perc1, mRGBEnd, res );
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res[0] = Com_Clamp(0.0f, 1.0f, res[0]) * 255.0f;
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res[1] = Com_Clamp(0.0f, 1.0f, res[1]) * 255.0f;
|
|
res[2] = Com_Clamp(0.0f, 1.0f, res[2]) * 255.0f;
|
|
|
|
*(int *)mRefEnt.shaderRGBA = VectorToInt(res);
|
|
}
|
|
|
|
//----------------------------
|
|
// Update Alpha
|
|
//----------------------------
|
|
void CParticle::UpdateAlpha(void)
|
|
{
|
|
int alpha;
|
|
|
|
// completely biased towards start if it doesn't get overridden
|
|
float perc1 = 1.0f, perc2 = 1.0f;
|
|
|
|
if ( (mFlags & FX_ALPHA_LINEAR) )
|
|
{
|
|
// calculate element biasing
|
|
perc1 = 1.0f - (float)(theFxHelper.mTime - mTimeStart) / (float)(mTimeEnd - mTimeStart);
|
|
}
|
|
|
|
// We can combine FX_LINEAR with _either_ FX_NONLINEAR, FX_WAVE, or FX_CLAMP
|
|
if (( mFlags & FX_ALPHA_PARM_MASK ) == FX_ALPHA_NONLINEAR )
|
|
{
|
|
if ( theFxHelper.mTime > mAlphaParm )
|
|
{
|
|
// get percent done, using parm as the start of the non-linear fade
|
|
perc2 = 1.0f - (float)(theFxHelper.mTime - mAlphaParm) / (float)(mTimeEnd - mAlphaParm);
|
|
}
|
|
|
|
if (( mFlags & FX_ALPHA_LINEAR ))
|
|
{
|
|
// do an even blend
|
|
perc1 = perc1 * 0.5f + perc2 * 0.5f;
|
|
}
|
|
else
|
|
{
|
|
// just copy it over...sigh
|
|
perc1 = perc2;
|
|
}
|
|
}
|
|
else if (( mFlags & FX_ALPHA_PARM_MASK ) == FX_ALPHA_WAVE )
|
|
{
|
|
// wave gen, with parm being the frequency multiplier
|
|
perc1 = perc1 * cosf( (theFxHelper.mTime - mTimeStart) * mAlphaParm );
|
|
}
|
|
else if (( mFlags & FX_ALPHA_PARM_MASK ) == FX_ALPHA_CLAMP )
|
|
{
|
|
if ( theFxHelper.mTime < mAlphaParm )
|
|
{
|
|
// get percent done, using parm as the start of the non-linear fade
|
|
perc2 = (float)(mAlphaParm - theFxHelper.mTime) / (float)(mAlphaParm - mTimeStart);
|
|
}
|
|
else
|
|
{
|
|
perc2 = 0.0f; // make it full size??
|
|
}
|
|
|
|
if (( mFlags & FX_ALPHA_LINEAR ))
|
|
{
|
|
// do an even blend
|
|
perc1 = perc1 * 0.5f + perc2 * 0.5f;
|
|
}
|
|
else
|
|
{
|
|
// just copy it over...sigh
|
|
perc1 = perc2;
|
|
}
|
|
}
|
|
|
|
perc1 = (mAlphaStart * perc1) + (mAlphaEnd * (1.0f - perc1));
|
|
|
|
// We should be in the right range, but clamp to ensure
|
|
perc1 = Com_Clamp(0.0f, 1.0f, perc1);
|
|
|
|
// If needed, RAND can coexist with linear and either non-linear or wave.
|
|
if ( mFlags & FX_ALPHA_RAND )
|
|
{
|
|
// Random simply modulates the existing value
|
|
perc1 = flrand(0.0f, perc1);
|
|
}
|
|
|
|
alpha = Com_Clamp(0, 255, perc1 * 255.0f);
|
|
if ( mFlags & FX_USE_ALPHA )
|
|
{
|
|
// should use this when using art that has an alpha channel
|
|
mRefEnt.shaderRGBA[3] = (byte)alpha;
|
|
}
|
|
else
|
|
{
|
|
// Modulate the rgb fields by the alpha value to do the fade, works fine for additive blending
|
|
mRefEnt.shaderRGBA[0] = ((int)mRefEnt.shaderRGBA[0] * alpha) >> 8;
|
|
mRefEnt.shaderRGBA[1] = ((int)mRefEnt.shaderRGBA[1] * alpha) >> 8;
|
|
mRefEnt.shaderRGBA[2] = ((int)mRefEnt.shaderRGBA[2] * alpha) >> 8;
|
|
}
|
|
}
|
|
|
|
//--------------------------
|
|
void CParticle::UpdateRotation(void)
|
|
{
|
|
mRefEnt.rotation += theFxHelper.mFrameTime * 0.01f * mRotationDelta;
|
|
mRotationDelta *= ( 1.0f - ( theFxHelper.mFrameTime * 0.0007f )); // decay rotationDelta
|
|
}
|
|
|
|
|
|
//--------------------------------
|
|
//
|
|
// Derived Oriented Particle Class
|
|
//
|
|
//--------------------------------
|
|
COrientedParticle::COrientedParticle(void)
|
|
{
|
|
mRefEnt.reType = RT_ORIENTED_QUAD;
|
|
}
|
|
|
|
//----------------------------
|
|
bool COrientedParticle::Cull(void)
|
|
{
|
|
vec3_t dir;
|
|
// float len;
|
|
|
|
// Get the direction to the view
|
|
VectorSubtract( mOrigin1, theFxHelper.refdef->vieworg, dir );
|
|
|
|
// Check if it's behind the viewer
|
|
if ( (DotProduct( theFxHelper.refdef->viewaxis[0], dir )) < 0 )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
// len = VectorLengthSquared( dir );
|
|
|
|
// don't cull stuff that's associated with inview wpns
|
|
if ( mFlags & FX_DEPTH_HACK )
|
|
{
|
|
return false;
|
|
}
|
|
// Can't be too close
|
|
// if ( len < fx_nearCull->value * fx_nearCull->value)
|
|
// {
|
|
// return true;
|
|
// }
|
|
|
|
return false;
|
|
}
|
|
|
|
//----------------------------
|
|
void COrientedParticle::Draw(void)
|
|
{
|
|
if ( mFlags & FX_DEPTH_HACK )
|
|
{
|
|
// Not sure if first person needs to be set
|
|
mRefEnt.renderfx |= RF_DEPTHHACK;
|
|
}
|
|
|
|
// Add our refEntity to the scene
|
|
VectorCopy( mOrigin1, mRefEnt.origin );
|
|
if ( !(mFlags&FX_RELATIVE) )
|
|
{
|
|
VectorCopy( mNormal, mRefEnt.axis[0] );
|
|
MakeNormalVectors( mRefEnt.axis[0], mRefEnt.axis[1], mRefEnt.axis[2] );
|
|
}
|
|
|
|
theFxHelper.AddFxToScene( &mRefEnt );
|
|
drawnFx++;
|
|
}
|
|
|
|
//----------------------------
|
|
// Update
|
|
//----------------------------
|
|
bool COrientedParticle::Update(void)
|
|
{
|
|
// Game pausing can cause dumb time things to happen, so kill the effect in this instance
|
|
if ( mTimeStart > theFxHelper.mTime )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if ( mFlags & FX_RELATIVE )
|
|
{
|
|
if ( !mGhoul2.IsValid())
|
|
{ // the thing we are bolted to is no longer valid, so we may as well just die.
|
|
return false;
|
|
}
|
|
vec3_t org;
|
|
vec3_t ax[3];
|
|
|
|
// Get our current position and direction
|
|
if (!theFxHelper.GetOriginAxisFromBolt(&mGhoul2, mEntNum, mModelNum, mBoltNum, org, ax))
|
|
{ //could not get bolt
|
|
return false;
|
|
}
|
|
vec3_t realVel, realAccel;
|
|
|
|
VectorMA( org, mOrgOffset[0], ax[0], org );
|
|
VectorMA( org, mOrgOffset[1], ax[1], org );
|
|
VectorMA( org, mOrgOffset[2], ax[2], org );
|
|
|
|
const float time = (theFxHelper.mTime - mTimeStart) * 0.001f;
|
|
// calc the real velocity and accel vectors
|
|
VectorScale( ax[0], mVel[0], realVel );
|
|
VectorMA( realVel, mVel[1], ax[1], realVel );
|
|
VectorMA( realVel, mVel[2], ax[2], realVel );
|
|
// realVel[2] += 0.5f * mGravity * time;
|
|
|
|
VectorScale( ax[0], mAccel[0], realAccel );
|
|
VectorMA( realAccel, mAccel[1], ax[1], realAccel );
|
|
VectorMA( realAccel, mAccel[2], ax[2], realAccel );
|
|
|
|
// Get our real velocity at the current time, taking into account the effects of acceleartion. NOTE: not sure if this is even 100% correct math-wise
|
|
VectorMA( realVel, time, realAccel, realVel );
|
|
|
|
// Now move us to where we should be at the given time
|
|
VectorMA( org, time, realVel, mOrigin1 );
|
|
|
|
//use the normalOffset and add that to the actual normal of the bolt
|
|
//NOTE: not tested!!!
|
|
VectorCopy( ax[0], mRefEnt.axis[0] );
|
|
VectorCopy( ax[1], mRefEnt.axis[1] );
|
|
VectorCopy( ax[2], mRefEnt.axis[2] );
|
|
|
|
//vec3_t offsetAngles;
|
|
//VectorSet( offsetAngles, 0, 90, 90 );
|
|
|
|
vec3_t offsetAxis[3];
|
|
//NOTE: mNormal is actually PITCH YAW and ROLL offsets
|
|
AnglesToAxis( mNormal, offsetAxis );
|
|
MatrixMultiply( offsetAxis, ax, mRefEnt.axis );
|
|
}
|
|
else if (( mTimeStart < theFxHelper.mTime ) && UpdateOrigin() == false )
|
|
{
|
|
// we are marked for death
|
|
return false;
|
|
}
|
|
|
|
if ( !Cull() )
|
|
{ // Only update these if the thing is visible.
|
|
UpdateSize();
|
|
UpdateRGB();
|
|
UpdateAlpha();
|
|
UpdateRotation();
|
|
|
|
Draw();
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
//----------------------------
|
|
//
|
|
// Derived Line Class
|
|
//
|
|
//----------------------------
|
|
CLine::CLine(void)
|
|
{
|
|
mRefEnt.reType = RT_LINE;
|
|
}
|
|
|
|
//----------------------------
|
|
void CLine::Draw(void)
|
|
{
|
|
if ( mFlags & FX_DEPTH_HACK )
|
|
{
|
|
// Not sure if first person needs to be set, but it can't hurt?
|
|
mRefEnt.renderfx |= RF_DEPTHHACK;
|
|
}
|
|
|
|
VectorCopy( mOrigin1, mRefEnt.origin );
|
|
VectorCopy( mOrigin2, mRefEnt.oldorigin );
|
|
|
|
theFxHelper.AddFxToScene(&mRefEnt);
|
|
drawnFx++;
|
|
}
|
|
|
|
//----------------------------
|
|
bool CLine::Update(void)
|
|
{
|
|
// Game pausing can cause dumb time things to happen, so kill the effect in this instance
|
|
if ( mTimeStart > theFxHelper.mTime )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if ( mFlags & FX_RELATIVE )
|
|
{
|
|
if ( !mGhoul2.IsValid())
|
|
{ // the thing we are bolted to is no longer valid, so we may as well just die.
|
|
return false;
|
|
}
|
|
|
|
vec3_t ax[3];
|
|
// Get our current position and direction
|
|
if (!theFxHelper.GetOriginAxisFromBolt(&mGhoul2, mEntNum, mModelNum, mBoltNum, mOrigin1, ax))
|
|
{ //could not get bolt
|
|
return false;
|
|
}
|
|
|
|
VectorAdd(mOrigin1, mOrgOffset, mOrigin1); //add the offset to the bolt point
|
|
|
|
VectorMA( mOrigin1, mVel[0], ax[0], mOrigin2 );
|
|
VectorMA( mOrigin2, mVel[1], ax[1], mOrigin2 );
|
|
VectorMA( mOrigin2, mVel[2], ax[2], mOrigin2 );
|
|
}
|
|
|
|
if ( !Cull())
|
|
{
|
|
// Only update these if the thing is visible.
|
|
UpdateSize();
|
|
UpdateRGB();
|
|
UpdateAlpha();
|
|
|
|
Draw();
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
//----------------------------
|
|
//
|
|
// Derived Electricity Class
|
|
//
|
|
//----------------------------
|
|
CElectricity::CElectricity(void)
|
|
{
|
|
mRefEnt.reType = RT_ELECTRICITY;
|
|
}
|
|
|
|
//----------------------------
|
|
void CElectricity::Initialize(void)
|
|
{
|
|
mRefEnt.frame = flrand(0.0f, 1.0f) * 1265536.0f;
|
|
mRefEnt.axis[0][2] = theFxHelper.mTime + (mTimeEnd - mTimeStart); // endtime
|
|
|
|
if ( mFlags & FX_DEPTH_HACK )
|
|
{
|
|
mRefEnt.renderfx |= RF_DEPTHHACK;
|
|
}
|
|
|
|
if ( mFlags & FX_BRANCH )
|
|
{
|
|
mRefEnt.renderfx |= RF_FORKED;
|
|
}
|
|
|
|
if ( mFlags & FX_TAPER )
|
|
{
|
|
mRefEnt.renderfx |= RF_TAPERED;
|
|
}
|
|
|
|
if ( mFlags & FX_GROW )
|
|
{
|
|
mRefEnt.renderfx |= RF_GROW;
|
|
}
|
|
}
|
|
|
|
//----------------------------
|
|
void CElectricity::Draw(void)
|
|
{
|
|
VectorCopy( mOrigin1, mRefEnt.origin );
|
|
VectorCopy( mOrigin2, mRefEnt.oldorigin );
|
|
mRefEnt.axis[0][0] = mChaos;
|
|
mRefEnt.axis[0][1] = mTimeEnd - mTimeStart;
|
|
|
|
theFxHelper.AddFxToScene( &mRefEnt );
|
|
drawnFx++;
|
|
}
|
|
|
|
//----------------------------
|
|
bool CElectricity::Update(void)
|
|
{
|
|
// Game pausing can cause dumb time things to happen, so kill the effect in this instance
|
|
if ( mTimeStart > theFxHelper.mTime )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if ( mFlags & FX_RELATIVE )
|
|
{
|
|
if ( !mGhoul2.IsValid())
|
|
{ // the thing we are bolted to is no longer valid, so we may as well just die.
|
|
return false;
|
|
}
|
|
|
|
vec3_t ax[3];
|
|
// Get our current position and direction
|
|
if (!theFxHelper.GetOriginAxisFromBolt(&mGhoul2, mEntNum, mModelNum, mBoltNum, mOrigin1, ax))
|
|
{ //could not get bolt
|
|
return false;
|
|
}
|
|
|
|
VectorAdd(mOrigin1, mOrgOffset, mOrigin1); //add the offset to the bolt point
|
|
|
|
VectorMA( mOrigin1, mVel[0], ax[0], mOrigin2 );
|
|
VectorMA( mOrigin2, mVel[1], ax[1], mOrigin2 );
|
|
VectorMA( mOrigin2, mVel[2], ax[2], mOrigin2 );
|
|
}
|
|
|
|
if ( !Cull())
|
|
{
|
|
// Only update these if the thing is visible.
|
|
UpdateSize();
|
|
UpdateRGB();
|
|
UpdateAlpha();
|
|
|
|
Draw();
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
//----------------------------
|
|
//
|
|
// Derived Tail Class
|
|
//
|
|
//----------------------------
|
|
CTail::CTail(void)
|
|
{
|
|
mRefEnt.reType = RT_LINE;
|
|
}
|
|
|
|
//----------------------------
|
|
void CTail::Draw(void)
|
|
{
|
|
if ( mFlags & FX_DEPTH_HACK )
|
|
{
|
|
// Not sure if first person needs to be set
|
|
mRefEnt.renderfx |= RF_DEPTHHACK;
|
|
}
|
|
|
|
VectorCopy( mOrigin1, mRefEnt.origin );
|
|
|
|
theFxHelper.AddFxToScene(&mRefEnt);
|
|
drawnFx++;
|
|
}
|
|
|
|
//----------------------------
|
|
bool CTail::Update(void)
|
|
{
|
|
// Game pausing can cause dumb time things to happen, so kill the effect in this instance
|
|
if ( mTimeStart > theFxHelper.mTime )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if ( mFlags & FX_RELATIVE )
|
|
{
|
|
if ( !mGhoul2.IsValid())
|
|
{ // the thing we are bolted to is no longer valid, so we may as well just die.
|
|
return false;
|
|
}
|
|
vec3_t org;
|
|
vec3_t ax[3];
|
|
if (mModelNum>=0 && mBoltNum>=0) //bolt style
|
|
{
|
|
if (!theFxHelper.GetOriginAxisFromBolt(&mGhoul2, mEntNum, mModelNum, mBoltNum, org, ax))
|
|
{ //could not get bolt
|
|
return false;
|
|
}
|
|
}
|
|
|
|
vec3_t realVel, realAccel;
|
|
|
|
VectorMA( org, mOrgOffset[0], ax[0], org );
|
|
VectorMA( org, mOrgOffset[1], ax[1], org );
|
|
VectorMA( org, mOrgOffset[2], ax[2], org );
|
|
|
|
// calc the real velocity and accel vectors
|
|
// FIXME: if you want right and up movement in addition to the forward movement, you'll have to convert dir into a set of perp. axes and do some extra work
|
|
VectorScale( ax[0], mVel[0], realVel );
|
|
VectorMA( realVel, mVel[1], ax[1], realVel );
|
|
VectorMA( realVel, mVel[2], ax[2], realVel );
|
|
|
|
VectorScale( ax[0], mAccel[0], realAccel );
|
|
VectorMA( realAccel, mAccel[1], ax[1], realAccel );
|
|
VectorMA( realAccel, mAccel[2], ax[2], realAccel );
|
|
|
|
const float time = (theFxHelper.mTime - mTimeStart) * 0.001f;
|
|
|
|
// Get our real velocity at the current time, taking into account the effects of acceleration. NOTE: not sure if this is even 100% correct math-wise
|
|
VectorMA( realVel, time, realAccel, realVel );
|
|
|
|
// Now move us to where we should be at the given time
|
|
VectorMA( org, time, realVel, mOrigin1 );
|
|
|
|
// Just calc an old point some time in the past, doesn't really matter when
|
|
VectorMA( org, (time - 0.003f), realVel, mOldOrigin );
|
|
}
|
|
#ifdef _SOF2DEV_
|
|
else if ( !fx_freeze->integer )
|
|
#else
|
|
else
|
|
#endif
|
|
{
|
|
VectorCopy( mOrigin1, mOldOrigin );
|
|
}
|
|
|
|
if (( mTimeStart < theFxHelper.mTime ) && UpdateOrigin() == false )
|
|
{
|
|
// we are marked for death
|
|
return false;
|
|
}
|
|
|
|
if ( !Cull() )
|
|
{
|
|
// Only update these if the thing is visible.
|
|
UpdateSize();
|
|
UpdateLength();
|
|
UpdateRGB();
|
|
UpdateAlpha();
|
|
|
|
CalcNewEndpoint();
|
|
Draw();
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
//----------------------------
|
|
void CTail::UpdateLength(void)
|
|
{
|
|
// completely biased towards start if it doesn't get overridden
|
|
float perc1 = 1.0f, perc2 = 1.0f;
|
|
|
|
if ( mFlags & FX_LENGTH_LINEAR )
|
|
{
|
|
// calculate element biasing
|
|
perc1 = 1.0f - (float)(theFxHelper.mTime - mTimeStart) / (float)(mTimeEnd - mTimeStart);
|
|
}
|
|
|
|
// We can combine FX_LINEAR with _either_ FX_NONLINEAR or FX_WAVE
|
|
if (( mFlags & FX_LENGTH_PARM_MASK ) == FX_LENGTH_NONLINEAR )
|
|
{
|
|
if ( theFxHelper.mTime > mLengthParm )
|
|
{
|
|
// get percent done, using parm as the start of the non-linear fade
|
|
perc2 = 1.0f - (float)(theFxHelper.mTime - mLengthParm) / (float)(mTimeEnd - mLengthParm);
|
|
}
|
|
|
|
if ( mFlags & FX_LENGTH_LINEAR )
|
|
{
|
|
// do an even blend
|
|
perc1 = perc1 * 0.5f + perc2 * 0.5f;
|
|
}
|
|
else
|
|
{
|
|
// just copy it over...sigh
|
|
perc1 = perc2;
|
|
}
|
|
}
|
|
else if (( mFlags & FX_LENGTH_PARM_MASK ) == FX_LENGTH_WAVE )
|
|
{
|
|
// wave gen, with parm being the frequency multiplier
|
|
perc1 = perc1 * cosf( (theFxHelper.mTime - mTimeStart) * mLengthParm );
|
|
}
|
|
else if (( mFlags & FX_LENGTH_PARM_MASK ) == FX_LENGTH_CLAMP )
|
|
{
|
|
if ( theFxHelper.mTime < mLengthParm )
|
|
{
|
|
// get percent done, using parm as the start of the non-linear fade
|
|
perc2 = (float)(mLengthParm - theFxHelper.mTime) / (float)(mLengthParm - mTimeStart);
|
|
}
|
|
else
|
|
{
|
|
perc2 = 0.0f; // make it full size??
|
|
}
|
|
|
|
if ( mFlags & FX_LENGTH_LINEAR )
|
|
{
|
|
// do an even blend
|
|
perc1 = perc1 * 0.5f + perc2 * 0.5f;
|
|
}
|
|
else
|
|
{
|
|
// just copy it over...sigh
|
|
perc1 = perc2;
|
|
}
|
|
}
|
|
|
|
// If needed, RAND can coexist with linear and either non-linear or wave.
|
|
if ( mFlags & FX_LENGTH_RAND )
|
|
{
|
|
// Random simply modulates the existing value
|
|
perc1 = flrand(0.0f, perc1);
|
|
}
|
|
|
|
mLength = (mLengthStart * perc1) + (mLengthEnd * (1.0f - perc1));
|
|
}
|
|
|
|
|
|
//----------------------------
|
|
void CTail::CalcNewEndpoint(void)
|
|
{
|
|
vec3_t temp;
|
|
|
|
// FIXME: Hmmm, this looks dumb when physics are on and a bounce happens
|
|
VectorSubtract( mOldOrigin, mOrigin1, temp );
|
|
|
|
// I wish we didn't have to do a VectorNormalize every frame.....
|
|
VectorNormalize( temp );
|
|
|
|
VectorMA( mOrigin1, mLength, temp, mRefEnt.oldorigin );
|
|
}
|
|
|
|
|
|
//----------------------------
|
|
//
|
|
// Derived Cylinder Class
|
|
//
|
|
//----------------------------
|
|
CCylinder::CCylinder(void)
|
|
{
|
|
mRefEnt.reType = RT_CYLINDER;
|
|
mTraceEnd = qfalse;
|
|
}
|
|
|
|
bool CCylinder::Cull(void)
|
|
{
|
|
if (mTraceEnd)
|
|
{ //eh, don't cull variable-length cylinders
|
|
return false;
|
|
}
|
|
|
|
return CTail::Cull();
|
|
}
|
|
|
|
void CCylinder::UpdateLength(void)
|
|
{
|
|
if (mTraceEnd)
|
|
{
|
|
vec3_t temp;
|
|
trace_t tr;
|
|
|
|
VectorMA( mOrigin1, FX_MAX_TRACE_DIST, mRefEnt.axis[0], temp );
|
|
theFxHelper.Trace( tr, mOrigin1, NULL, NULL, temp, -1, MASK_SOLID );
|
|
VectorSubtract( tr.endpos, mOrigin1, temp );
|
|
mLength = VectorLength(temp);
|
|
}
|
|
else
|
|
{
|
|
CTail::UpdateLength();
|
|
}
|
|
}
|
|
|
|
//----------------------------
|
|
void CCylinder::Draw(void)
|
|
{
|
|
if ( mFlags & FX_DEPTH_HACK )
|
|
{
|
|
// Not sure if first person needs to be set, but it can't hurt?
|
|
mRefEnt.renderfx |= RF_DEPTHHACK;
|
|
}
|
|
|
|
VectorCopy( mOrigin1, mRefEnt.origin );
|
|
VectorMA( mOrigin1, mLength, mRefEnt.axis[0], mRefEnt.oldorigin );
|
|
|
|
theFxHelper.AddFxToScene(&mRefEnt);
|
|
drawnFx++;
|
|
}
|
|
|
|
//----------------------------
|
|
// Update Size2
|
|
//----------------------------
|
|
void CCylinder::UpdateSize2(void)
|
|
{
|
|
// completely biased towards start if it doesn't get overridden
|
|
float perc1 = 1.0f, perc2 = 1.0f;
|
|
|
|
if ( mFlags & FX_SIZE2_LINEAR )
|
|
{
|
|
// calculate element biasing
|
|
perc1 = 1.0f - (float)(theFxHelper.mTime - mTimeStart) / (float)(mTimeEnd - mTimeStart);
|
|
}
|
|
|
|
// We can combine FX_LINEAR with _either_ FX_NONLINEAR or FX_WAVE
|
|
if (( mFlags & FX_SIZE2_PARM_MASK ) == FX_SIZE2_NONLINEAR )
|
|
{
|
|
if ( theFxHelper.mTime > mSize2Parm )
|
|
{
|
|
// get percent done, using parm as the start of the non-linear fade
|
|
perc2 = 1.0f - (float)(theFxHelper.mTime - mSize2Parm) / (float)(mTimeEnd - mSize2Parm);
|
|
}
|
|
|
|
if ( (mFlags & FX_SIZE2_LINEAR) )
|
|
{
|
|
// do an even blend
|
|
perc1 = perc1 * 0.5f + perc2 * 0.5f;
|
|
}
|
|
else
|
|
{
|
|
// just copy it over...sigh
|
|
perc1 = perc2;
|
|
}
|
|
}
|
|
else if (( mFlags & FX_SIZE2_PARM_MASK ) == FX_SIZE2_WAVE )
|
|
{
|
|
// wave gen, with parm being the frequency multiplier
|
|
perc1 = perc1 * cosf( (theFxHelper.mTime - mTimeStart) * mSize2Parm );
|
|
}
|
|
else if (( mFlags & FX_SIZE2_PARM_MASK ) == FX_SIZE2_CLAMP )
|
|
{
|
|
if ( theFxHelper.mTime < mSize2Parm )
|
|
{
|
|
// get percent done, using parm as the start of the non-linear fade
|
|
perc2 = (float)(mSize2Parm - theFxHelper.mTime) / (float)(mSize2Parm - mTimeStart);
|
|
}
|
|
else
|
|
{
|
|
perc2 = 0.0f; // make it full size??
|
|
}
|
|
|
|
if ( mFlags & FX_SIZE2_LINEAR )
|
|
{
|
|
// do an even blend
|
|
perc1 = perc1 * 0.5f + perc2 * 0.5f;
|
|
}
|
|
else
|
|
{
|
|
// just copy it over...sigh
|
|
perc1 = perc2;
|
|
}
|
|
}
|
|
|
|
// If needed, RAND can coexist with linear and either non-linear or wave.
|
|
if ( mFlags & FX_SIZE2_RAND )
|
|
{
|
|
// Random simply modulates the existing value
|
|
perc1 = flrand(0.0f, perc1);
|
|
}
|
|
|
|
mRefEnt.rotation = (mSize2Start * perc1) + (mSize2End * (1.0f - perc1));
|
|
}
|
|
|
|
//----------------------------
|
|
bool CCylinder::Update(void)
|
|
{
|
|
// Game pausing can cause dumb time things to happen, so kill the effect in this instance
|
|
if ( mTimeStart > theFxHelper.mTime )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if ( mFlags & FX_RELATIVE )
|
|
{
|
|
if ( !mGhoul2.IsValid())
|
|
{ // the thing we are bolted to is no longer valid, so we may as well just die.
|
|
return false;
|
|
}
|
|
|
|
vec3_t ax[3];
|
|
// Get our current position and direction
|
|
if (!theFxHelper.GetOriginAxisFromBolt(&mGhoul2, mEntNum, mModelNum, mBoltNum, mOrigin1, ax))
|
|
{ //could not get bolt
|
|
return false;
|
|
}
|
|
|
|
VectorAdd(mOrigin1, mOrgOffset, mOrigin1); //add the offset to the bolt point
|
|
|
|
VectorCopy( ax[0], mRefEnt.axis[0] );
|
|
//FIXME: should mNormal be a modifier on the forward axis?
|
|
/*
|
|
VectorMA( mOrigin1, mNormal[0], ax[0], mOrigin2 );
|
|
VectorMA( mOrigin2, mNormal[1], ax[1], mOrigin2 );
|
|
VectorMA( mOrigin2, mNormal[2], ax[2], mOrigin2 );
|
|
*/
|
|
}
|
|
|
|
if ( !Cull() )
|
|
{
|
|
// Only update these if the thing is visible.
|
|
UpdateSize();
|
|
UpdateSize2();
|
|
UpdateLength();
|
|
UpdateRGB();
|
|
UpdateAlpha();
|
|
|
|
Draw();
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
//----------------------------
|
|
//
|
|
// Derived Emitter Class
|
|
//
|
|
//----------------------------
|
|
CEmitter::CEmitter(void)
|
|
{
|
|
// There may or may not be a model, but if there isn't one,
|
|
// we just won't bother adding the refEnt in our Draw func
|
|
mRefEnt.reType = RT_MODEL;
|
|
}
|
|
|
|
//----------------------------
|
|
CEmitter::~CEmitter(void)
|
|
{
|
|
}
|
|
|
|
//----------------------------
|
|
// Draw
|
|
//----------------------------
|
|
void CEmitter::Draw(void)
|
|
{
|
|
// Emitters don't draw themselves, but they may need to add an attached model
|
|
if ( mFlags & FX_ATTACHED_MODEL )
|
|
{
|
|
mRefEnt.nonNormalizedAxes = qtrue;
|
|
|
|
VectorCopy( mOrigin1, mRefEnt.origin );
|
|
|
|
VectorScale( mRefEnt.axis[0], mRefEnt.radius, mRefEnt.axis[0] );
|
|
VectorScale( mRefEnt.axis[1], mRefEnt.radius, mRefEnt.axis[1] );
|
|
VectorScale( mRefEnt.axis[2], mRefEnt.radius, mRefEnt.axis[2] );
|
|
|
|
theFxHelper.AddFxToScene((miniRefEntity_t*)0);// I hate having to do this, but this needs to get added as a regular refEntity
|
|
theFxHelper.AddFxToScene(&mRefEnt);
|
|
}
|
|
|
|
// If we are emitting effects, we had better be careful because just calling it every cgame frame could
|
|
// either choke up the effects system on a fast machine, or look really nasty on a low end one.
|
|
if ( mFlags & FX_EMIT_FX )
|
|
{
|
|
vec3_t org, v;
|
|
float ftime, time2, step;
|
|
int t, dif;
|
|
|
|
#define TRAIL_RATE 12 // we "think" at about a 60hz rate
|
|
|
|
// Pick a target step distance and square it
|
|
step = mDensity + flrand(-mVariance, mVariance);
|
|
step *= step;
|
|
|
|
dif = 0;
|
|
|
|
for ( t = mOldTime; t <= theFxHelper.mTime; t += TRAIL_RATE )
|
|
{
|
|
dif += TRAIL_RATE;
|
|
|
|
// ?Not sure if it's better to update this before or after updating the origin
|
|
VectorMA( mOldVelocity, dif * 0.001f, mAccel, v );
|
|
|
|
// Calc the time differences
|
|
ftime = dif * 0.001f;
|
|
time2 = ftime * ftime * 0.5f;
|
|
|
|
// Predict the new position
|
|
org[0] = mOldOrigin[0] + (ftime * v[0]) + (time2 * v[0]);
|
|
org[1] = mOldOrigin[1] + (ftime * v[1]) + (time2 * v[1]);
|
|
org[2] = mOldOrigin[2] + (ftime * v[2]) + (time2 * v[2]);
|
|
|
|
// Is it time to draw an effect?
|
|
if ( DistanceSquared( org, mOldOrigin ) >= step )
|
|
{
|
|
// Pick a new target step distance and square it
|
|
step = mDensity + flrand(-mVariance, mVariance);
|
|
step *= step;
|
|
|
|
// We met the step criteria so, we should add in the effect
|
|
theFxScheduler.PlayEffect( mEmitterFxID, org, mRefEnt.axis );
|
|
|
|
VectorCopy( org, mOldOrigin );
|
|
VectorCopy( v, mOldVelocity );
|
|
dif = 0;
|
|
mOldTime = t;
|
|
}
|
|
}
|
|
}
|
|
drawnFx++;
|
|
}
|
|
|
|
//----------------------------
|
|
bool CEmitter::Update(void)
|
|
{
|
|
// Game pausing can cause dumb time things to happen, so kill the effect in this instance
|
|
if ( mTimeStart > theFxHelper.mTime )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Use this to track if we've stopped moving
|
|
VectorCopy( mOrigin1, mOldOrigin );
|
|
VectorCopy( mVel, mOldVelocity );
|
|
|
|
if ( mFlags & FX_RELATIVE )
|
|
{
|
|
if ( !mGhoul2.IsValid())
|
|
{ // the thing we are bolted to is no longer valid, so we may as well just die.
|
|
return false;
|
|
}
|
|
assert(0);//need this?
|
|
|
|
}
|
|
if (( mTimeStart < theFxHelper.mTime ) && UpdateOrigin() == false )
|
|
{
|
|
// we are marked for death
|
|
return false;
|
|
}
|
|
|
|
bool moving = false;
|
|
|
|
// If the thing is no longer moving, kill the angle delta, but don't do it too quickly or it will
|
|
// look very artificial. Don't do it too slowly or it will look like there is no friction.
|
|
if ( VectorCompare( mOldOrigin, mOrigin1 ))
|
|
{
|
|
VectorScale( mAngleDelta, 0.7f, mAngleDelta );
|
|
}
|
|
else
|
|
{
|
|
moving = true;
|
|
}
|
|
|
|
if ( mFlags & FX_PAPER_PHYSICS )
|
|
{
|
|
// do this in a more framerate independant manner
|
|
float sc = ( 20.0f / theFxHelper.mFrameTime);
|
|
|
|
// bah, evil clamping
|
|
if ( sc >= 1.0f )
|
|
{
|
|
sc = 1.0f;
|
|
}
|
|
|
|
if ( moving )
|
|
{
|
|
// scale the velocity down, basically inducing drag. Acceleration ( gravity ) should keep it pulling down, which is what we want.
|
|
VectorScale( mVel, (sc * 0.8f + 0.2f ) * 0.92f, mVel );
|
|
|
|
// add some chaotic motion based on the way we are oriented
|
|
VectorMA( mVel, (1.5f - sc) * 4.0f, mRefEnt.axis[0], mVel );
|
|
VectorMA( mVel, (1.5f - sc) * 4.0f, mRefEnt.axis[1], mVel );
|
|
}
|
|
|
|
// make us settle so we can lay flat
|
|
mAngles[0] *= (0.97f * (sc * 0.4f + 0.6f ));
|
|
mAngles[2] *= (0.97f * (sc * 0.4f + 0.6f ));
|
|
|
|
// decay our angle delta so we don't rotate as quickly
|
|
VectorScale( mAngleDelta, (0.96f * (sc * 0.1f + 0.9f )), mAngleDelta );
|
|
}
|
|
|
|
UpdateAngles();
|
|
UpdateSize();
|
|
|
|
Draw();
|
|
|
|
return true;
|
|
}
|
|
|
|
//----------------------------
|
|
void CEmitter::UpdateAngles(void)
|
|
{
|
|
VectorMA( mAngles, theFxHelper.mFrameTime * 0.01f, mAngleDelta, mAngles ); // was 0.001f, but then you really have to jack up the delta to even notice anything
|
|
AnglesToAxis( mAngles, mRefEnt.axis );
|
|
}
|
|
|
|
|
|
//--------------------------
|
|
//
|
|
// Derived Light Class
|
|
//
|
|
//--------------------------
|
|
|
|
//----------------------------
|
|
void CLight::Draw(void)
|
|
{
|
|
#ifdef VV_LIGHTING
|
|
VVLightMan.RE_AddLightToScene( mOrigin1, mRefEnt.radius, mRefEnt.origin[0], mRefEnt.origin[1], mRefEnt.origin[2] );
|
|
#else
|
|
theFxHelper.AddLightToScene( mOrigin1, mRefEnt.radius, mRefEnt.origin[0], mRefEnt.origin[1], mRefEnt.origin[2] );
|
|
#endif
|
|
drawnFx++;
|
|
}
|
|
|
|
//----------------------------
|
|
// Update
|
|
//----------------------------
|
|
bool CLight::Update(void)
|
|
{
|
|
// Game pausing can cause dumb time things to happen, so kill the effect in this instance
|
|
if ( mTimeStart > theFxHelper.mTime )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if ( mFlags & FX_RELATIVE )
|
|
{
|
|
if ( !mGhoul2.IsValid())
|
|
{ // the thing we are bolted to is no longer valid, so we may as well just die.
|
|
return false;
|
|
}
|
|
|
|
vec3_t ax[3];
|
|
// Get our current position and direction
|
|
if (!theFxHelper.GetOriginAxisFromBolt(&mGhoul2, mEntNum, mModelNum, mBoltNum, mOrigin1, ax))
|
|
{ //could not get bolt
|
|
return false;
|
|
}
|
|
|
|
VectorMA( mOrigin1, mOrgOffset[0], ax[0], mOrigin1 );
|
|
VectorMA( mOrigin1, mOrgOffset[1], ax[1], mOrigin1 );
|
|
VectorMA( mOrigin1, mOrgOffset[2], ax[2], mOrigin1 );
|
|
}
|
|
|
|
UpdateSize();
|
|
UpdateRGB();
|
|
|
|
Draw();
|
|
|
|
return true;
|
|
}
|
|
|
|
//----------------------------
|
|
// Update Size
|
|
//----------------------------
|
|
void CLight::UpdateSize(void)
|
|
{
|
|
// completely biased towards start if it doesn't get overridden
|
|
float perc1 = 1.0f, perc2 = 1.0f;
|
|
|
|
if ( mFlags & FX_SIZE_LINEAR )
|
|
{
|
|
// calculate element biasing
|
|
perc1 = 1.0f - (float)(theFxHelper.mTime - mTimeStart) / (float)(mTimeEnd - mTimeStart);
|
|
}
|
|
|
|
// We can combine FX_LINEAR with _either_ FX_NONLINEAR or FX_WAVE
|
|
if (( mFlags & FX_SIZE_PARM_MASK ) == FX_SIZE_NONLINEAR )
|
|
{
|
|
if ( theFxHelper.mTime > mSizeParm )
|
|
{
|
|
// get percent done, using parm as the start of the non-linear fade
|
|
perc2 = 1.0f - (float)(theFxHelper.mTime - mSizeParm) / (float)(mTimeEnd - mSizeParm);
|
|
}
|
|
|
|
if ( (mFlags & FX_SIZE_LINEAR) )
|
|
{
|
|
// do an even blend
|
|
perc1 = perc1 * 0.5f + perc2 * 0.5f;
|
|
}
|
|
else
|
|
{
|
|
// just copy it over...sigh
|
|
perc1 = perc2;
|
|
}
|
|
}
|
|
else if (( mFlags & FX_SIZE_PARM_MASK ) == FX_SIZE_WAVE )
|
|
{
|
|
// wave gen, with parm being the frequency multiplier
|
|
perc1 = perc1 * cosf( (theFxHelper.mTime - mTimeStart) * mSizeParm );
|
|
}
|
|
else if (( mFlags & FX_SIZE_PARM_MASK ) == FX_SIZE_CLAMP )
|
|
{
|
|
if ( theFxHelper.mTime < mSizeParm )
|
|
{
|
|
// get percent done, using parm as the start of the non-linear fade
|
|
perc2 = (float)(mSizeParm - theFxHelper.mTime) / (float)(mSizeParm - mTimeStart);
|
|
}
|
|
else
|
|
{
|
|
perc2 = 0.0f; // make it full size??
|
|
}
|
|
|
|
if ( mFlags & FX_SIZE_LINEAR )
|
|
{
|
|
// do an even blend
|
|
perc1 = perc1 * 0.5f + perc2 * 0.5f;
|
|
}
|
|
else
|
|
{
|
|
// just copy it over...sigh
|
|
perc1 = perc2;
|
|
}
|
|
}
|
|
|
|
// If needed, RAND can coexist with linear and either non-linear or wave.
|
|
if ( mFlags & FX_SIZE_RAND )
|
|
{
|
|
// Random simply modulates the existing value
|
|
perc1 = flrand(0.0f, perc1);
|
|
}
|
|
|
|
mRefEnt.radius = (mSizeStart * perc1) + (mSizeEnd * (1.0f - perc1));
|
|
}
|
|
|
|
//----------------------------
|
|
// Update RGB
|
|
//----------------------------
|
|
void CLight::UpdateRGB(void)
|
|
{
|
|
// completely biased towards start if it doesn't get overridden
|
|
float perc1 = 1.0f, perc2 = 1.0f;
|
|
vec3_t res;
|
|
|
|
if ( mFlags & FX_RGB_LINEAR )
|
|
{
|
|
// calculate element biasing
|
|
perc1 = 1.0f - (float)( theFxHelper.mTime - mTimeStart ) / (float)( mTimeEnd - mTimeStart );
|
|
}
|
|
|
|
// We can combine FX_LINEAR with _either_ FX_NONLINEAR or FX_WAVE
|
|
if (( mFlags & FX_RGB_PARM_MASK ) == FX_RGB_NONLINEAR )
|
|
{
|
|
if ( theFxHelper.mTime > mRGBParm )
|
|
{
|
|
// get percent done, using parm as the start of the non-linear fade
|
|
perc2 = 1.0f - (float)( theFxHelper.mTime - mRGBParm ) / (float)( mTimeEnd - mRGBParm );
|
|
}
|
|
|
|
if ( mFlags & FX_RGB_LINEAR )
|
|
{
|
|
// do an even blend
|
|
perc1 = perc1 * 0.5f + perc2 * 0.5f;
|
|
}
|
|
else
|
|
{
|
|
// just copy it over...sigh
|
|
perc1 = perc2;
|
|
}
|
|
}
|
|
else if (( mFlags & FX_RGB_PARM_MASK ) == FX_RGB_WAVE )
|
|
{
|
|
// wave gen, with parm being the frequency multiplier
|
|
perc1 = perc1 * cosf(( theFxHelper.mTime - mTimeStart ) * mRGBParm );
|
|
}
|
|
else if (( mFlags & FX_RGB_PARM_MASK ) == FX_RGB_CLAMP )
|
|
{
|
|
if ( theFxHelper.mTime < mRGBParm )
|
|
{
|
|
// get percent done, using parm as the start of the non-linear fade
|
|
perc2 = (float)(mRGBParm - theFxHelper.mTime) / (float)(mRGBParm - mTimeStart);
|
|
}
|
|
else
|
|
{
|
|
perc2 = 0.0f; // make it full size??
|
|
}
|
|
|
|
if ( mFlags & FX_RGB_LINEAR )
|
|
{
|
|
// do an even blend
|
|
perc1 = perc1 * 0.5f + perc2 * 0.5f;
|
|
}
|
|
else
|
|
{
|
|
// just copy it over...sigh
|
|
perc1 = perc2;
|
|
}
|
|
}
|
|
|
|
// If needed, RAND can coexist with linear and either non-linear or wave.
|
|
if ( mFlags & FX_RGB_RAND )
|
|
{
|
|
// Random simply modulates the existing value
|
|
perc1 = flrand(0.0f, perc1);
|
|
}
|
|
|
|
// Now get the correct color
|
|
VectorScale( mRGBStart, perc1, res );
|
|
VectorMA(res, ( 1.0f - perc1 ), mRGBEnd, mRefEnt.origin);
|
|
}
|
|
|
|
//--------------------------
|
|
//
|
|
// Derived Trail Class
|
|
//
|
|
//--------------------------
|
|
#define NEW_MUZZLE 0
|
|
#define NEW_TIP 1
|
|
#define OLD_TIP 2
|
|
#define OLD_MUZZLE 3
|
|
|
|
//----------------------------
|
|
void CTrail::Draw()
|
|
{
|
|
polyVert_t verts[3];
|
|
// vec3_t color;
|
|
|
|
// build the first tri out of the new muzzle...new tip...old muzzle
|
|
VectorCopy( mVerts[NEW_MUZZLE].origin, verts[0].xyz );
|
|
VectorCopy( mVerts[NEW_TIP].origin, verts[1].xyz );
|
|
VectorCopy( mVerts[OLD_MUZZLE].origin, verts[2].xyz );
|
|
|
|
// VectorScale( mVerts[NEW_MUZZLE].curRGB, mVerts[NEW_MUZZLE].curAlpha, color );
|
|
verts[0].modulate[0] = mVerts[NEW_MUZZLE].rgb[0];
|
|
verts[0].modulate[1] = mVerts[NEW_MUZZLE].rgb[1];
|
|
verts[0].modulate[2] = mVerts[NEW_MUZZLE].rgb[2];
|
|
verts[0].modulate[3] = mVerts[NEW_MUZZLE].alpha;
|
|
|
|
// VectorScale( mVerts[NEW_TIP].curRGB, mVerts[NEW_TIP].curAlpha, color );
|
|
verts[1].modulate[0] = mVerts[NEW_TIP].rgb[0];
|
|
verts[1].modulate[1] = mVerts[NEW_TIP].rgb[1];
|
|
verts[1].modulate[2] = mVerts[NEW_TIP].rgb[2];
|
|
verts[1].modulate[3] = mVerts[NEW_TIP].alpha;
|
|
|
|
// VectorScale( mVerts[OLD_MUZZLE].curRGB, mVerts[OLD_MUZZLE].curAlpha, color );
|
|
verts[2].modulate[0] = mVerts[OLD_MUZZLE].rgb[0];
|
|
verts[2].modulate[1] = mVerts[OLD_MUZZLE].rgb[1];
|
|
verts[2].modulate[2] = mVerts[OLD_MUZZLE].rgb[2];
|
|
verts[2].modulate[3] = mVerts[OLD_MUZZLE].alpha;
|
|
|
|
verts[0].st[0] = mVerts[NEW_MUZZLE].curST[0];
|
|
verts[0].st[1] = mVerts[NEW_MUZZLE].curST[1];
|
|
verts[1].st[0] = mVerts[NEW_TIP].curST[0];
|
|
verts[1].st[1] = mVerts[NEW_TIP].curST[1];
|
|
verts[2].st[0] = mVerts[OLD_MUZZLE].curST[0];
|
|
verts[2].st[1] = mVerts[OLD_MUZZLE].curST[1];
|
|
|
|
// Add this tri
|
|
theFxHelper.AddPolyToScene( mShader, 3, verts );
|
|
|
|
// build the second tri out of the old muzzle...old tip...new tip
|
|
VectorCopy( mVerts[OLD_MUZZLE].origin, verts[0].xyz );
|
|
VectorCopy( mVerts[OLD_TIP].origin, verts[1].xyz );
|
|
VectorCopy( mVerts[NEW_TIP].origin, verts[2].xyz );
|
|
|
|
// VectorScale( mVerts[OLD_MUZZLE].curRGB, mVerts[OLD_MUZZLE].curAlpha, color );
|
|
verts[0].modulate[0] = mVerts[OLD_MUZZLE].rgb[0];
|
|
verts[0].modulate[1] = mVerts[OLD_MUZZLE].rgb[1];
|
|
verts[0].modulate[2] = mVerts[OLD_MUZZLE].rgb[2];
|
|
verts[0].modulate[3] = mVerts[OLD_MUZZLE].alpha;
|
|
|
|
// VectorScale( mVerts[OLD_TIP].curRGB, mVerts[OLD_TIP].curAlpha, color );
|
|
verts[1].modulate[0] = mVerts[OLD_TIP].rgb[0];
|
|
verts[1].modulate[1] = mVerts[OLD_TIP].rgb[1];
|
|
verts[1].modulate[2] = mVerts[OLD_TIP].rgb[2];
|
|
verts[0].modulate[3] = mVerts[OLD_TIP].alpha;
|
|
|
|
// VectorScale( mVerts[NEW_TIP].curRGB, mVerts[NEW_TIP].curAlpha, color );
|
|
verts[2].modulate[0] = mVerts[NEW_TIP].rgb[0];
|
|
verts[2].modulate[1] = mVerts[NEW_TIP].rgb[1];
|
|
verts[2].modulate[2] = mVerts[NEW_TIP].rgb[2];
|
|
verts[0].modulate[3] = mVerts[NEW_TIP].alpha;
|
|
|
|
verts[0].st[0] = mVerts[OLD_MUZZLE].curST[0];
|
|
verts[0].st[1] = mVerts[OLD_MUZZLE].curST[1];
|
|
verts[1].st[0] = mVerts[OLD_TIP].curST[0];
|
|
verts[1].st[1] = mVerts[OLD_TIP].curST[1];
|
|
verts[2].st[0] = mVerts[NEW_TIP].curST[0];
|
|
verts[2].st[1] = mVerts[NEW_TIP].curST[1];
|
|
|
|
// Add this tri
|
|
theFxHelper.AddPolyToScene( mShader, 3, verts );
|
|
|
|
drawnFx++;
|
|
}
|
|
|
|
//----------------------------
|
|
// Update
|
|
//----------------------------
|
|
bool CTrail::Update()
|
|
{
|
|
// Game pausing can cause dumb time things to happen, so kill the effect in this instance
|
|
if ( mTimeStart > theFxHelper.mTime )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
float perc = (float)(mTimeEnd - theFxHelper.mTime) / (float)(mTimeEnd - mTimeStart);
|
|
|
|
for ( int t = 0; t < 4; t++ )
|
|
{
|
|
// mVerts[t].curAlpha = mVerts[t].alpha * perc + mVerts[t].destAlpha * ( 1.0f - perc );
|
|
// if ( mVerts[t].curAlpha < 0.0f )
|
|
// {
|
|
// mVerts[t].curAlpha = 0.0f;
|
|
// }
|
|
|
|
// VectorScale( mVerts[t].rgb, perc, mVerts[t].curRGB );
|
|
// VectorMA( mVerts[t].curRGB, ( 1.0f - perc ), mVerts[t].destrgb, mVerts[t].curRGB );
|
|
mVerts[t].curST[0] = mVerts[t].ST[0] * perc + mVerts[t].destST[0] * ( 1.0f - perc );
|
|
if ( mVerts[t].curST[0] > 1.0f )
|
|
{
|
|
mVerts[t].curST[0] = 1.0f;
|
|
}
|
|
mVerts[t].curST[1] = mVerts[t].ST[1] * perc + mVerts[t].destST[1] * ( 1.0f - perc );
|
|
}
|
|
|
|
Draw();
|
|
|
|
return true;
|
|
}
|
|
|
|
//--------------------------
|
|
//
|
|
// Derived Poly Class
|
|
//
|
|
//--------------------------
|
|
|
|
//----------------------------
|
|
bool CPoly::Cull(void)
|
|
{
|
|
vec3_t dir;
|
|
|
|
// Get the direction to the view
|
|
VectorSubtract( mOrigin1, theFxHelper.refdef->vieworg, dir );
|
|
|
|
// Check if it's behind the viewer
|
|
if ( (DotProduct( theFxHelper.refdef->viewaxis[0], dir )) < 0 )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
float len = VectorLengthSquared( dir );
|
|
|
|
// Can't be too close
|
|
if ( len < fx_nearCull->value * fx_nearCull->value)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//----------------------------
|
|
void CPoly::Draw(void)
|
|
{
|
|
polyVert_t verts[MAX_CPOLY_VERTS];
|
|
|
|
for ( int i = 0; i < mCount; i++ )
|
|
{
|
|
// Add our midpoint and vert offset to get the actual vertex
|
|
VectorAdd( mOrigin1, mOrg[i], verts[i].xyz );
|
|
|
|
// Assign the same color to each vert
|
|
*(int *)verts[i].modulate = *(int *)mRefEnt.shaderRGBA;
|
|
|
|
// Copy the ST coords
|
|
Vector2Copy( mST[i], verts[i].st );
|
|
}
|
|
|
|
// Add this poly
|
|
theFxHelper.AddPolyToScene( mRefEnt.customShader, mCount, verts );
|
|
drawnFx++;
|
|
}
|
|
|
|
//----------------------------
|
|
void CPoly::CalcRotateMatrix(void)
|
|
{
|
|
float cosX, cosZ;
|
|
float sinX, sinZ;
|
|
float rad;
|
|
|
|
// rotate around Z
|
|
rad = DEG2RAD( mRotDelta[YAW] * theFxHelper.mFrameTime * 0.01f );
|
|
cosZ = cosf( rad );
|
|
sinZ = sinf( rad );
|
|
// rotate around X
|
|
rad = DEG2RAD( mRotDelta[PITCH] * theFxHelper.mFrameTime * 0.01f );
|
|
cosX = cosf( rad );
|
|
sinX = sinf( rad );
|
|
|
|
/*Pitch - aroundx Yaw - around z
|
|
1 0 0 c -s 0
|
|
0 c -s s c 0
|
|
0 s c 0 0 1
|
|
*/
|
|
mRot[0][0] = cosZ;
|
|
mRot[1][0] = -sinZ;
|
|
mRot[2][0] = 0;
|
|
mRot[0][1] = cosX * sinZ;
|
|
mRot[1][1] = cosX * cosZ;
|
|
mRot[2][1] = -sinX;
|
|
mRot[0][2] = sinX * sinZ;
|
|
mRot[1][2] = sinX * cosZ;
|
|
mRot[2][2] = cosX;
|
|
/*
|
|
// ROLL is not supported unless anyone complains, if it needs to be added, use this format
|
|
Roll
|
|
|
|
c 0 s
|
|
0 1 0
|
|
-s 0 c
|
|
*/
|
|
mLastFrameTime = theFxHelper.mFrameTime;
|
|
}
|
|
|
|
//--------------------------------
|
|
void CPoly::Rotate(void)
|
|
{
|
|
vec3_t temp[MAX_CPOLY_VERTS];
|
|
float dif = fabs( (float)(mLastFrameTime - theFxHelper.mFrameTime) );
|
|
|
|
if ( dif > 0.1f * mLastFrameTime )
|
|
{
|
|
CalcRotateMatrix();
|
|
}
|
|
|
|
// Multiply our rotation matrix by each of the offset verts to get their new position
|
|
for ( int i = 0; i < mCount; i++ )
|
|
{
|
|
VectorRotate( mOrg[i], mRot, temp[i] );
|
|
VectorCopy( temp[i], mOrg[i] );
|
|
}
|
|
}
|
|
|
|
//----------------------------
|
|
// Update
|
|
//----------------------------
|
|
bool CPoly::Update(void)
|
|
{
|
|
// Game pausing can cause dumb time things to happen, so kill the effect in this instance
|
|
if ( mTimeStart > theFxHelper.mTime )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// If our timestamp hasn't exired yet, we won't even consider doing any kind of motion
|
|
if ( theFxHelper.mTime > mTimeStamp )
|
|
{
|
|
vec3_t mOldOrigin;
|
|
|
|
VectorCopy( mOrigin1, mOldOrigin );
|
|
|
|
if (( mTimeStart < theFxHelper.mTime ) && UpdateOrigin() == false )
|
|
{
|
|
// we are marked for death
|
|
return false;
|
|
}
|
|
|
|
// Only rotate whilst moving
|
|
if ( !VectorCompare( mOldOrigin, mOrigin1 ))
|
|
{
|
|
Rotate();
|
|
}
|
|
}
|
|
|
|
if ( !Cull())
|
|
{
|
|
// Only update these if the thing is visible.
|
|
UpdateRGB();
|
|
UpdateAlpha();
|
|
|
|
Draw();
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
//----------------------------
|
|
void CPoly::PolyInit(void)
|
|
{
|
|
if ( mCount < 3 )
|
|
{
|
|
return;
|
|
}
|
|
|
|
int i;
|
|
vec3_t org = {0.0f, 0.0f ,0.0f};
|
|
|
|
// Find our midpoint
|
|
for ( i = 0; i < mCount; i++ )
|
|
{
|
|
VectorAdd( org, mOrg[i], org );
|
|
}
|
|
|
|
VectorScale( org, (float)(1.0f / mCount), org );
|
|
|
|
// now store our midpoint for physics purposes
|
|
VectorCopy( org, mOrigin1 );
|
|
|
|
// Now we process the passed in points and make it so that they aren't actually the point...
|
|
// rather, they are the offset from mOrigin1.
|
|
for ( i = 0; i < mCount; i++ )
|
|
{
|
|
VectorSubtract( mOrg[i], mOrigin1, mOrg[i] );
|
|
}
|
|
|
|
CalcRotateMatrix();
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
CBezier
|
|
|
|
Bezier curve line
|
|
-------------------------
|
|
*/
|
|
bool CBezier::Cull( void )
|
|
{
|
|
vec3_t dir;
|
|
|
|
VectorSubtract( mOrigin1, theFxHelper.refdef->vieworg, dir );
|
|
|
|
//Check if it's in front of the viewer
|
|
if ( (DotProduct( theFxHelper.refdef->viewaxis[0], dir )) >= 0 )
|
|
{
|
|
return false; //don't cull
|
|
}
|
|
|
|
VectorSubtract( mOrigin2, theFxHelper.refdef->vieworg, dir );
|
|
|
|
//Check if it's in front of the viewer
|
|
if ( (DotProduct( theFxHelper.refdef->viewaxis[0], dir )) >= 0 )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
VectorSubtract( mControl1, theFxHelper.refdef->vieworg, dir );
|
|
|
|
//Check if it's in front of the viewer
|
|
if ( (DotProduct( theFxHelper.refdef->viewaxis[0], dir )) >= 0 )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return true; //all points behind viewer
|
|
}
|
|
|
|
//----------------------------
|
|
bool CBezier::Update( void )
|
|
{
|
|
float ftime, time2;
|
|
|
|
ftime = theFxHelper.mFrameTime * 0.001f;
|
|
time2 = ftime * ftime * 0.5f;
|
|
|
|
mControl1[0] = mControl1[0] + (ftime * mControl1Vel[0]) + (time2 * mControl1Vel[0]);
|
|
mControl2[0] = mControl2[0] + (ftime * mControl2Vel[0]) + (time2 * mControl2Vel[0]);
|
|
mControl1[1] = mControl1[1] + (ftime * mControl1Vel[1]) + (time2 * mControl1Vel[1]);
|
|
mControl2[1] = mControl2[1] + (ftime * mControl2Vel[1]) + (time2 * mControl2Vel[1]);
|
|
mControl1[2] = mControl1[2] + (ftime * mControl1Vel[2]) + (time2 * mControl1Vel[2]);
|
|
mControl2[2] = mControl2[2] + (ftime * mControl2Vel[2]) + (time2 * mControl2Vel[2]);
|
|
|
|
if ( Cull() == false )
|
|
{
|
|
// Only update these if the thing is visible.
|
|
UpdateSize();
|
|
UpdateRGB();
|
|
UpdateAlpha();
|
|
|
|
Draw();
|
|
}
|
|
return true;
|
|
}
|
|
|
|
//----------------------------
|
|
inline void CBezier::DrawSegment( vec3_t start, vec3_t end, float texcoord1, float texcoord2, float segPercent, float lastSegPercent )
|
|
{
|
|
vec3_t lineDir, cross, viewDir;
|
|
static vec3_t lastEnd[2];
|
|
polyVert_t verts[4];
|
|
float scaleBottom = 0.0f, scaleTop = 0.0f;
|
|
|
|
VectorSubtract( end, start, lineDir );
|
|
VectorSubtract( end, theFxHelper.refdef->vieworg, viewDir );
|
|
CrossProduct( lineDir, viewDir, cross );
|
|
VectorNormalize( cross );
|
|
|
|
// scaleBottom is the width of the bottom edge of the quad, scaleTop is the width of the top edge
|
|
scaleBottom = (mSizeStart + ((mSizeEnd - mSizeStart) * lastSegPercent)) * 0.5f;
|
|
scaleTop = (mSizeStart + ((mSizeEnd - mSizeStart) * segPercent)) * 0.5f;
|
|
|
|
//Construct the oriented quad
|
|
if ( mInit )
|
|
{
|
|
VectorCopy( lastEnd[0], verts[0].xyz );
|
|
VectorCopy( lastEnd[1], verts[1].xyz );
|
|
}
|
|
else
|
|
{
|
|
VectorMA( start, -scaleBottom, cross, verts[0].xyz );
|
|
VectorMA( start, scaleBottom, cross, verts[1].xyz );
|
|
}
|
|
|
|
verts[0].st[0] = 0.0f;
|
|
verts[0].st[1] = texcoord1;
|
|
|
|
verts[0].modulate[0] = mRefEnt.shaderRGBA[0] * ( 1.0f - texcoord1 );
|
|
verts[0].modulate[1] = mRefEnt.shaderRGBA[1] * ( 1.0f - texcoord1 );
|
|
verts[0].modulate[2] = mRefEnt.shaderRGBA[2] * ( 1.0f - texcoord1 );
|
|
verts[0].modulate[3] = mRefEnt.shaderRGBA[3];
|
|
|
|
verts[1].st[0] = 1.0f;
|
|
verts[1].st[1] = texcoord1;
|
|
|
|
verts[1].modulate[0] = mRefEnt.shaderRGBA[0] * ( 1.0f - texcoord1 );
|
|
verts[1].modulate[1] = mRefEnt.shaderRGBA[1] * ( 1.0f - texcoord1 );
|
|
verts[1].modulate[2] = mRefEnt.shaderRGBA[2] * ( 1.0f - texcoord1 );
|
|
verts[1].modulate[3] = mRefEnt.shaderRGBA[3];
|
|
|
|
if ( texcoord1 == 0.0f )
|
|
{
|
|
*(int *)verts[0].modulate = 0;
|
|
*(int *)verts[1].modulate = 0;
|
|
}
|
|
|
|
VectorMA( end, scaleTop, cross, verts[2].xyz );
|
|
verts[2].st[0] = 1.0f;
|
|
verts[2].st[1] = texcoord2;
|
|
|
|
verts[2].modulate[0] = mRefEnt.shaderRGBA[0] * ( 1.0f - texcoord2 );
|
|
verts[2].modulate[1] = mRefEnt.shaderRGBA[1] * ( 1.0f - texcoord2 );
|
|
verts[2].modulate[2] = mRefEnt.shaderRGBA[2] * ( 1.0f - texcoord2 );
|
|
verts[2].modulate[3] = mRefEnt.shaderRGBA[3];
|
|
|
|
VectorMA( end, -scaleTop, cross, verts[3].xyz );
|
|
verts[3].st[0] = 0.0f;
|
|
verts[3].st[1] = texcoord2;
|
|
|
|
verts[3].modulate[0] = mRefEnt.shaderRGBA[0] * ( 1.0f - texcoord2 );
|
|
verts[3].modulate[1] = mRefEnt.shaderRGBA[1] * ( 1.0f - texcoord2 );
|
|
verts[3].modulate[2] = mRefEnt.shaderRGBA[2] * ( 1.0f - texcoord2 );
|
|
verts[3].modulate[3] = mRefEnt.shaderRGBA[3];
|
|
|
|
theFxHelper.AddPolyToScene( mRefEnt.customShader, 4, verts );
|
|
|
|
VectorCopy( verts[2].xyz, lastEnd[1] );
|
|
VectorCopy( verts[3].xyz, lastEnd[0] );
|
|
|
|
mInit = true;
|
|
}
|
|
|
|
const float BEZIER_RESOLUTION = 16.0f;
|
|
|
|
//----------------------------
|
|
void CBezier::Draw( void )
|
|
{
|
|
vec3_t pos, old_pos;
|
|
float mu, mum1;
|
|
float incr = 1.0f / BEZIER_RESOLUTION, tex = 1.0f, tc1, tc2;
|
|
int i = 0;
|
|
|
|
VectorCopy( mOrigin1, old_pos );
|
|
|
|
mInit = false; //Signify a new batch for vert gluing
|
|
|
|
float mum13, mu3, group1, group2;
|
|
|
|
tc1 = 0.0f;
|
|
|
|
for ( mu = incr; mu <= 1.0f; mu += incr)
|
|
{
|
|
//Four point curve
|
|
mum1 = 1 - mu;
|
|
mum13 = mum1 * mum1 * mum1;
|
|
mu3 = mu * mu * mu;
|
|
group1 = 3 * mu * mum1 * mum1;
|
|
group2 = 3 * mu * mu *mum1;
|
|
|
|
for ( i = 0; i < 3; i++ )
|
|
{
|
|
pos[i] = mum13 * mOrigin1[i] + group1 * mControl1[i] + group2 * mControl2[i] + mu3 * mOrigin2[i];
|
|
}
|
|
|
|
tc2 = mu * tex;
|
|
|
|
//Draw it
|
|
DrawSegment( old_pos, pos, tc1, tc2, mu, mu - incr );
|
|
|
|
VectorCopy( pos, old_pos );
|
|
tc1 = tc2;
|
|
}
|
|
drawnFx++;
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
CFlash
|
|
|
|
Full screen flash
|
|
-------------------------
|
|
*/
|
|
|
|
//----------------------------
|
|
bool CFlash::Update( void )
|
|
{
|
|
if ( UpdateOrigin() == false )
|
|
{
|
|
// we are marked for death
|
|
return false;
|
|
}
|
|
|
|
UpdateSize();
|
|
mRefEnt.radius *= mRadiusModifier;
|
|
UpdateRGB();
|
|
UpdateAlpha();
|
|
|
|
Draw();
|
|
return true;
|
|
}
|
|
|
|
bool FX_WorldToScreen(vec3_t worldCoord, float *x, float *y)
|
|
{
|
|
int xcenter, ycenter;
|
|
vec3_t local, transformed;
|
|
vec3_t vfwd, vright, vup;
|
|
|
|
//NOTE: did it this way because most draw functions expect virtual 640x480 coords
|
|
// and adjust them for current resolution
|
|
xcenter = 640 / 2;//gives screen coords in virtual 640x480, to be adjusted when drawn
|
|
ycenter = 480 / 2;//gives screen coords in virtual 640x480, to be adjusted when drawn
|
|
|
|
VectorSubtract (worldCoord, theFxHelper.refdef->vieworg, local);
|
|
|
|
AngleVectors (theFxHelper.refdef->viewangles, vfwd, vright, vup);
|
|
|
|
transformed[0] = DotProduct(local,vright);
|
|
transformed[1] = DotProduct(local,vup);
|
|
transformed[2] = DotProduct(local,vfwd);
|
|
|
|
// Make sure Z is not negative.
|
|
if(transformed[2] < 0.01)
|
|
{
|
|
return false;
|
|
}
|
|
// Simple convert to screen coords.
|
|
float xzi = xcenter / transformed[2] * (90.0/theFxHelper.refdef->fov_x);
|
|
float yzi = ycenter / transformed[2] * (90.0/theFxHelper.refdef->fov_y);
|
|
|
|
*x = (xcenter + xzi * transformed[0]);
|
|
*y = (ycenter - yzi * transformed[1]);
|
|
|
|
return true;
|
|
}
|
|
|
|
//----------------------------
|
|
void CFlash::Init( void )
|
|
{
|
|
// 10/19/01 kef -- maybe we want to do something different here for localized flashes, but right
|
|
//now I want to be sure that whatever RGB changes occur to a non-localized flash will also occur
|
|
//to a localized flash (so I'll have the same initial RGBA values for both...I need them sync'd for an effect)
|
|
|
|
vec3_t dif;
|
|
float mod = 1.0f, dis = 0.0f, maxRange = 900;
|
|
|
|
VectorSubtract( mOrigin1, theFxHelper.refdef->vieworg, dif );
|
|
dis = VectorNormalize( dif );
|
|
|
|
mod = DotProduct( dif, theFxHelper.refdef->viewaxis[0] );
|
|
|
|
if ( dis > maxRange || ( mod < 0.5f && dis > 100 ))
|
|
{
|
|
mod = 0.0f;
|
|
}
|
|
else if ( mod < 0.5f && dis <= 100 )
|
|
{
|
|
mod += 1.1f;
|
|
}
|
|
|
|
mod *= (1.0f - ((dis * dis) / (maxRange * maxRange)));
|
|
|
|
VectorScale( mRGBStart, mod, mRGBStart );
|
|
VectorScale( mRGBEnd, mod, mRGBEnd );
|
|
|
|
if ( mFlags & FX_LOCALIZED_FLASH )
|
|
{
|
|
FX_WorldToScreen(mOrigin1, &mScreenX, &mScreenY);
|
|
|
|
// modify size of localized flash based on distance to effect (but not orientation)
|
|
if (dis > 100 && dis < maxRange)
|
|
{
|
|
mRadiusModifier = (1.0f - ((dis * dis) / (maxRange * maxRange)));
|
|
}
|
|
}
|
|
}
|
|
|
|
//----------------------------
|
|
void CFlash::Draw( void )
|
|
{
|
|
mRefEnt.reType = RT_SPRITE;
|
|
|
|
if ( mFlags & FX_LOCALIZED_FLASH )
|
|
{
|
|
vec4_t color;
|
|
|
|
color[0] = mRefEnt.shaderRGBA[0] / 255.0;
|
|
color[1] = mRefEnt.shaderRGBA[1] / 255.0;
|
|
color[2] = mRefEnt.shaderRGBA[2] / 255.0;
|
|
color[3] = mRefEnt.shaderRGBA[3] / 255.0;
|
|
|
|
// add this 2D effect to the proper list. it will get drawn after the cgi.RenderScene call
|
|
theFxScheduler.Add2DEffect(mScreenX, mScreenY, mRefEnt.radius, mRefEnt.radius, color, mRefEnt.customShader);
|
|
}
|
|
else
|
|
{
|
|
VectorCopy( theFxHelper.refdef->vieworg, mRefEnt.origin );
|
|
VectorMA( mRefEnt.origin, 12, theFxHelper.refdef->viewaxis[0], mRefEnt.origin );
|
|
mRefEnt.radius = 11.0f;
|
|
|
|
theFxHelper.AddFxToScene( &mRefEnt );
|
|
}
|
|
drawnFx++;
|
|
}
|
|
|
|
void FX_AddPrimitive( CEffect **pEffect, int killTime );
|
|
void FX_FeedTrail(effectTrailArgStruct_t *a)
|
|
{
|
|
CTrail *fx = new CTrail;
|
|
int i = 0;
|
|
|
|
while (i < 4)
|
|
{
|
|
VectorCopy(a->mVerts[i].origin, fx->mVerts[i].origin);
|
|
VectorCopy(a->mVerts[i].rgb, fx->mVerts[i].rgb);
|
|
VectorCopy(a->mVerts[i].destrgb, fx->mVerts[i].destrgb);
|
|
VectorCopy(a->mVerts[i].curRGB, fx->mVerts[i].curRGB);
|
|
fx->mVerts[i].alpha = a->mVerts[i].alpha;
|
|
fx->mVerts[i].destAlpha = a->mVerts[i].destAlpha;
|
|
fx->mVerts[i].curAlpha = a->mVerts[i].curAlpha;
|
|
fx->mVerts[i].ST[0] = a->mVerts[i].ST[0];
|
|
fx->mVerts[i].ST[1] = a->mVerts[i].ST[1];
|
|
fx->mVerts[i].destST[0] = a->mVerts[i].destST[0];
|
|
fx->mVerts[i].destST[1] = a->mVerts[i].destST[1];
|
|
fx->mVerts[i].curST[0] = a->mVerts[i].curST[0];
|
|
fx->mVerts[i].curST[1] = a->mVerts[i].curST[1];
|
|
i++;
|
|
}
|
|
|
|
fx->SetFlags(a->mSetFlags);
|
|
|
|
fx->mShader = a->mShader;
|
|
|
|
FX_AddPrimitive((CEffect **)&fx, a->mKillTime);
|
|
}
|
|
// end
|