etqw-sdk/source/bse/BSE_SpawnDomains.h

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2008-05-29 00:00:00 +00:00
// Copyright (C) 2007 Id Software, Inc.
//
#pragma once
#ifndef _BSE_SPAWN_DOMAINS_H_INC_
#define _BSE_SPAWN_DOMAINS_H_INC_
enum
{
SPF_NONE_0 = 0,
SPF_NONE_1,
SPF_NONE_2,
SPF_NONE_3,
SPF_ONE_0,
SPF_ONE_1,
SPF_ONE_2,
SPF_ONE_3,
SPF_POINT_0,
SPF_POINT_1,
SPF_POINT_2,
SPF_POINT_3,
SPF_LINEAR_0,
SPF_LINEAR_1,
SPF_LINEAR_2,
SPF_LINEAR_3,
SPF_BOX_0,
SPF_BOX_1,
SPF_BOX_2,
SPF_BOX_3,
SPF_SURFACE_BOX_0,
SPF_SURFACE_BOX_1,
SPF_SURFACE_BOX_2,
SPF_SURFACE_BOX_3,
SPF_SPHERE_0,
SPF_SPHERE_1,
SPF_SPHERE_2,
SPF_SPHERE_3,
SPF_SURFACE_SPHERE_0,
SPF_SURFACE_SPHERE_1,
SPF_SURFACE_SPHERE_2,
SPF_SURFACE_SPHERE_3,
SPF_CYLINDER_0,
SPF_CYLINDER_1,
SPF_CYLINDER_2,
SPF_CYLINDER_3,
SPF_SURFACE_CYLINDER_0,
SPF_SURFACE_CYLINDER_1,
SPF_SURFACE_CYLINDER_2,
SPF_SURFACE_CYLINDER_3,
SPF_SPIRAL_0,
SPF_SPIRAL_1,
SPF_SPIRAL_2,
SPF_SPIRAL_3,
SPF_MODEL_0,
SPF_MODEL_1,
SPF_MODEL_2,
SPF_MODEL_3,
SPF_COUNT
};
typedef void ( *TSpawnFunc )( float *, const class rvParticleParms &, idVec3 *, const idVec3 * );
#define PPFLAG_SURFACE ( 1 << 0 )
#define PPFLAG_USEENDORIGIN ( 1 << 1 )
#define PPFLAG_CONE ( 1 << 2 )
#define PPFLAG_RELATIVE ( 1 << 3 )
#define PPFLAG_LINEARSPACING ( 1 << 4 )
#define PPFLAG_ATTENUATE ( 1 << 5 )
#define PPFLAG_INV_ATTENUATE ( 1 << 6 )
class idRenderModel;
// Parameters that define how a particle spawns. These are generic to all fields
struct sdModelInfo {
static const int NUM_SURF_REMAP = 10;
idRenderModel *model;
int surfRemap[NUM_SURF_REMAP]; //Will have a nuber of elements set to a certain surface's index based on the number of triangles in that surface
// so surfaces with only like a few triangles don't have very dense particles generated for them.
void CalculateSurfRemap( void );
};
extern const char sdPoolAllocator_rvParticleParms[];
class rvParticleParms : public sdPoolAllocator< rvParticleParms, sdPoolAllocator_rvParticleParms, 128 >
{
friend class rvParticle;
friend class rvLineParticle;
friend void SpawnStub( float *result, const rvParticleParms &parms, idVec3 *normal, const idVec3 * );
friend void SpawnNone1( float *result, const rvParticleParms &parms, idVec3 *normal, const idVec3 * );
friend void SpawnNone2( float *result, const rvParticleParms &parms, idVec3 *normal, const idVec3 * );
friend void SpawnNone3( float *result, const rvParticleParms &parms, idVec3 *normal, const idVec3 * );
friend void SpawnOne1( float *result, const rvParticleParms &parms, idVec3 *normal, const idVec3 * );
friend void SpawnOne2( float *result, const rvParticleParms &parms, idVec3 *normal, const idVec3 * );
friend void SpawnOne3( float *result, const rvParticleParms &parms, idVec3 *normal, const idVec3 * );
friend void SpawnPoint1( float *result, const rvParticleParms &parms, idVec3 *normal, const idVec3 * );
friend void SpawnPoint2( float *result, const rvParticleParms &parms, idVec3 *normal, const idVec3 * );
friend void SpawnPoint3( float *result, const rvParticleParms &parms, idVec3 *normal, const idVec3 * );
friend void SpawnLinear1( float *result, const rvParticleParms &parms, idVec3 *normal, const idVec3 * );
friend void SpawnLinear2( float *result, const rvParticleParms &parms, idVec3 *normal, const idVec3 * );
friend void SpawnLinear3( float *result, const rvParticleParms &parms, idVec3 *normal, const idVec3 * );
friend void SpawnBox1( float *result, const rvParticleParms &parms, idVec3 *normal, const idVec3 * );
friend void SpawnBox2( float *result, const rvParticleParms &parms, idVec3 *normal, const idVec3 * );
friend void SpawnBox3( float *result, const rvParticleParms &parms, idVec3 *normal, const idVec3 * );
friend void SpawnSurfaceBox1( float *result, const rvParticleParms &parms, idVec3 *normal, const idVec3 * );
friend void SpawnSurfaceBox2( float *result, const rvParticleParms &parms, idVec3 *normal, const idVec3 * );
friend void SpawnSurfaceBox3( float *result, const rvParticleParms &parms, idVec3 *normal, const idVec3 * );
friend void SpawnSphere1( float *result, const rvParticleParms &parms, idVec3 *normal, const idVec3 * );
friend void SpawnSphere2( float *result, const rvParticleParms &parms, idVec3 *normal, const idVec3 * );
friend void SpawnSphere3( float *result, const rvParticleParms &parms, idVec3 *normal, const idVec3 * );
friend void SpawnSurfaceSphere1( float *result, const rvParticleParms &parms, idVec3 *normal, const idVec3 * );
friend void SpawnSurfaceSphere2( float *result, const rvParticleParms &parms, idVec3 *normal, const idVec3 * );
friend void SpawnSurfaceSphere3( float *result, const rvParticleParms &parms, idVec3 *normal, const idVec3 * );
friend void SpawnCylinder3( float *result, const rvParticleParms &parms, idVec3 *normal, const idVec3 * );
friend void SpawnSurfaceCylinder3( float *result, const rvParticleParms &parms, idVec3 *normal, const idVec3 * );
friend void SpawnSpiral2( float *result, const rvParticleParms &parms, idVec3 *normal, const idVec3 * );
friend void SpawnSpiral3( float *result, const rvParticleParms &parms, idVec3 *normal, const idVec3 * );
friend void SpawnModel3( float *result, const rvParticleParms &parms, idVec3 *normal, const idVec3 * );
public:
rvParticleParms( void ) { mModelInfo = NULL; mStatic = 0;}
~rvParticleParms( void ) { delete mModelInfo; }
void operator= ( const rvParticleParms &other ) {
memcpy( this, &other, sizeof( rvParticleParms ) );
if ( other.mModelInfo ) {
mModelInfo = new sdModelInfo;
*mModelInfo = *other.mModelInfo;
}
mStatic = 0;
}
bool operator== ( const rvParticleParms &comp ) const { return( Compare( comp ) ); }
bool operator!= ( const rvParticleParms &comp ) const { return( !Compare( comp ) ); }
void Init( int spawnType = SPF_NONE_0 ) { mSpawnType = spawnType; mFlags = 0; mRange = 0.0f; mModelInfo = NULL; mMins.Zero(); mMaxs.Zero(); }
ID_INLINE void Spawn( float *dest, const rvParticleParms &parms, idVec3 *normal, const idVec3 *centre ) { ( *spawnFunctions[mSpawnType] )( dest, parms, normal, centre ); }
ID_INLINE void Spawn( float *dest, const rvParticleParms &parms ) { ( *spawnFunctions[mSpawnType] )( dest, parms, NULL, NULL ); }
void HandleRelativeParms( float *death, float *init, int count );
void GetMinsMaxs( idVec3 &mins, idVec3 &maxs );
ID_INLINE int GetFlags( void ) const { return mFlags; }
ID_INLINE const idVec3 & GetMins( void ) const { return mMins; }
ID_INLINE const idVec3 & GetMaxs( void ) const { return mMaxs; }
//private:
byte mSpawnType; // Type of spawn domain (eg. box, spiral)
byte mFlags; // PPFLAG_
byte mStatic;
byte mPad;
float mRange; // Repeat length of spiral
sdModelInfo *mModelInfo; // idRenderModel *
idVec3 mMins; // Box mins, line start etc
idVec3 mMaxs; // Box maxs, line end etc
private:
bool Compare( const rvParticleParms &comp ) const;
static TSpawnFunc spawnFunctions[SPF_COUNT];
};
void SpawnStub( float *result, const rvParticleParms &parms, idVec3 *normal = NULL, const idVec3 * = NULL );
void SpawnNone1( float *result, const rvParticleParms &parms, idVec3 *normal = NULL, const idVec3 * = NULL );
void SpawnNone2( float *result, const rvParticleParms &parms, idVec3 *normal = NULL, const idVec3 * = NULL );
void SpawnNone3( float *result, const rvParticleParms &parms, idVec3 *normal = NULL, const idVec3 * = NULL );
void SpawnOne1( float *result, const rvParticleParms &parms, idVec3 *normal = NULL, const idVec3 * = NULL );
void SpawnOne2( float *result, const rvParticleParms &parms, idVec3 *normal = NULL, const idVec3 * = NULL );
void SpawnOne3( float *result, const rvParticleParms &parms, idVec3 *normal = NULL, const idVec3 * = NULL );
void SpawnPoint1( float *result, const rvParticleParms &parms, idVec3 *normal = NULL, const idVec3 * = NULL );
void SpawnPoint2( float *result, const rvParticleParms &parms, idVec3 *normal = NULL, const idVec3 * = NULL );
void SpawnPoint3( float *result, const rvParticleParms &parms, idVec3 *normal = NULL, const idVec3 * = NULL );
void SpawnLinear1( float *result, const rvParticleParms &parms, idVec3 *normal = NULL, const idVec3 * = NULL );
void SpawnLinear2( float *result, const rvParticleParms &parms, idVec3 *normal = NULL, const idVec3 * = NULL );
void SpawnLinear3( float *result, const rvParticleParms &parms, idVec3 *normal = NULL, const idVec3 * = NULL );
void SpawnBox1( float *result, const rvParticleParms &parms, idVec3 *normal = NULL, const idVec3 * = NULL );
void SpawnBox2( float *result, const rvParticleParms &parms, idVec3 *normal = NULL, const idVec3 * = NULL );
void SpawnBox3( float *result, const rvParticleParms &parms, idVec3 *normal = NULL, const idVec3 * = NULL );
void SpawnSurfaceBox1( float *result, const rvParticleParms &parms, idVec3 *normal = NULL, const idVec3 * = NULL );
void SpawnSurfaceBox2( float *result, const rvParticleParms &parms, idVec3 *normal = NULL, const idVec3 * = NULL );
void SpawnSurfaceBox3( float *result, const rvParticleParms &parms, idVec3 *normal = NULL, const idVec3 * = NULL );
void SpawnSphere1( float *result, const rvParticleParms &parms, idVec3 *normal = NULL, const idVec3 * = NULL );
void SpawnSphere2( float *result, const rvParticleParms &parms, idVec3 *normal = NULL, const idVec3 * = NULL );
void SpawnSphere3( float *result, const rvParticleParms &parms, idVec3 *normal = NULL, const idVec3 * = NULL );
void SpawnSurfaceSphere1( float *result, const rvParticleParms &parms, idVec3 *normal = NULL, const idVec3 * = NULL );
void SpawnSurfaceSphere2( float *result, const rvParticleParms &parms, idVec3 *normal = NULL, const idVec3 * = NULL );
void SpawnSurfaceSphere3( float *result, const rvParticleParms &parms, idVec3 *normal = NULL, const idVec3 * = NULL );
void SpawnCylinder3( float *result, const rvParticleParms &parms, idVec3 *normal = NULL, const idVec3 * = NULL );
void SpawnSurfaceCylinder3( float *result, const rvParticleParms &parms, idVec3 *normal = NULL, const idVec3 * = NULL );
void SpawnSpiral2( float *result, const rvParticleParms &parms, idVec3 *normal = NULL, const idVec3 * = NULL );
void SpawnSpiral3( float *result, const rvParticleParms &parms, idVec3 *normal = NULL, const idVec3 * = NULL );
void SpawnModel3( float *result, const rvParticleParms &parms, idVec3 *normal = NULL, const idVec3 * = NULL );
#endif // _BSE_SPAWN_DOMAINS_H_INC_