etqw-sdk/source/bse/BSE_Particle.h

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2008-05-29 00:00:00 +00:00
// Copyright (C) 2007 Id Software, Inc.
//
#ifndef _BSE_PARTICLE_H_INC_
#define _BSE_PARTICLE_H_INC_
#include "../renderer/ModelManager.h"
#include "../renderer/RenderWorld.h"
#define BSE_FUTURE ( 0.016f ) // How far into the future to check for particle spawning
#define BSE_TIME_EPSILON ( 0.002f ) // Edge condition checks
#define BSE_PHYSICS_TIME_SAMPLE ( 0.1f ) // Number of seconds to check the position delta for physics
#define BSE_MINIMUM_TRACE_DIST ( 16.0f ) // The square of the distance below which physics will not check
#define BSE_SURFACE_OFFSET ( 2.0f ) // Amount a collision is pushed back along the normal
#define BSE_BOUNCE_LIMIT ( 2500.0f ) // Square of velocity below which a particle stops bouncing
#define BSE_TRACE_OFFSET ( 0.02f ) // How much the bounce should move back from the endpos
#define MAX_PARTICLES ( 2048 ) // Max number of particles attached to an effect (arbitrary sanity check)
#define BSE_DENSITY_FACTOR ( 50.0f )
#define BSE_MAX_FORKS ( 16 )
#define BSE_MAX_DURATION ( 60.0f * 5.0f ) // 5 Minutes
#define BSE_NUM_SPAWNABLE ( 4 ) // Number of random effects to choose from
enum
{
PTYPE_NONE = 0, // A non sprite - for sound and vision segments
PTYPE_SPRITE, // Simple 2D alpha blended quad
PTYPE_LINE, // 2D alpha blended line
PTYPE_ORIENTED, // 2D particle oriented in 3D - alpha blended
PTYPE_DECAL, // Hook into id's decal system
PTYPE_MODEL, // Model - must only have 1 surface
PTYPE_LIGHT, // Dynamic light - very expensive
PTYPE_ELECTRICITY, // A bolt of electricity
PTYPE_LINKED, // A series of linked lines
PTYPE_ORIENTEDLINKED,
PTYPE_DEBRIS, // A client side moveable entity spawned in the game
PTYPE_COUNT
};
// Defined classes
class rvParticle;
class rvSpriteParticle;
class rvLineParticle;
class rvOrientedParticle;
class rvElectricityParticle;
class rvDecalParticle;
class rvModelParticle;
class rvLightParticle;
class rvLinkedParticle;
class sdOrientedLinkedParticle;
class rvDebrisParticle;
class rvParticleTemplate;
class rvParticleParms;
// Referenced classes
class rvBSE;
class rvDeclEffect;
class rvSegment;
class rvSegmentTemplate;
struct srfTriangles_t;
#define PTFLAG_STATIONARY BIT( 0 )
#define PTFLAG_LOCKED BIT( 1 )
#define PTFLAG_HAS_OFFSET BIT( 2 )
#define PTFLAG_PARSED BIT( 8 )
#define PTFLAG_HAS_PHYSICS BIT( 9 )
#define PTFLAG_DELETE_ON_IMPACT BIT( 10 )
#define PTFLAG_GENERATED_NORMAL BIT( 11 )
#define PTFLAG_GENERATED_ORG_NORMAL BIT( 12 )
#define PTFLAG_FLIPPED_NORMAL BIT( 13 )
#define PTFLAG_CALCED_NORMAL BIT( 14 )
#define PTFLAG_ADDITIVE BIT( 15 )
#define PTFLAG_GENERATED_LINE BIT( 16 )
#define PTFLAG_SHADOWS BIT( 17 )
#define PTFLAG_SPECULAR BIT( 18 )
#define PTFLAG_LINKED BIT( 19 )
#define PTFLAG_TILED BIT( 20 )
#define PTFLAG_PERSIST BIT( 21 )
#define PTFLAG_USELIGHTNING_AXIS BIT( 22 )
#define PTFLAG_FADE_IN BIT( 23 )
#define PTFLAG_USE_MATERIAL_COLOR BIT( 24 )
#define PTFLAG_PARENTVEL BIT( 25 )
#define PTFLAG_HAS_LINEHIT BIT( 26 )
#define PTFLAG_INITED BIT( 27 )
// ==============================================
// Particle types (from multiple elements)
// ==============================================
class rvParticle
{
public:
friend class rvParticleTemplate;
rvParticle( void ) {}
virtual ~rvParticle( void ) {}
void SetFlag( bool on, int flag ) { on ? mFlags |= flag : mFlags &= ~flag; }
bool GetFlag( int flag ) const { return ( mFlags & flag ) != 0 ; }
int GetStationary( void ) const { return( ( mFlags & PTFLAG_STATIONARY ) ); }
int GetLocked( void ) const { return( ( mFlags & PTFLAG_LOCKED ) ); }
int GetHasOffset( void ) const { return( ( mFlags & PTFLAG_HAS_OFFSET ) ); }
int GetGeneratedLine( void ) const { return( ( mFlags & PTFLAG_GENERATED_LINE ) ); }
int GetAdditive( void ) const { return( ( mFlags & PTFLAG_ADDITIVE ) ); }
int GetTiled( void ) const { return( ( mFlags & PTFLAG_TILED ) ); }
int GetPersist( void ) const { return( ( mFlags & PTFLAG_PERSIST ) ); }
void SetStationary( bool stopped ) { SetFlag( stopped, PTFLAG_STATIONARY ); }
void SetLocked( bool locked ) { SetFlag( locked, PTFLAG_LOCKED ); }
void SetHasOffset( bool hasOffset ) { SetFlag( hasOffset, PTFLAG_HAS_OFFSET ); }
void SetNext( rvParticle *next ) { mNext = next; }
rvParticle *GetNext( void ) const { return( mNext ); }
ID_INLINE float GetDuration( void ) const { return( mEndTime - mStartTime ); }
void ExtendLife( float time ) { mEndTime = time; }
bool Expired( float time ) const { return( time >= mEndTime - BSE_TIME_EPSILON ); }
void CalcImpactPoint( idVec3 &endPos, const idVec3 &origin, const idVec3 &motion, const idBounds &bounds, const idVec3 &normal );
void SetOriginUsingEndOrigin( rvBSE *effect, rvParticleTemplate *pt, idVec3 *normal, idVec3 *centre );
void HandleEndOrigin( rvBSE *effect, rvParticleTemplate *pt, idVec3 *normal = NULL, idVec3 *centre = NULL );
void SetLengthUsingEndOrigin( rvBSE *effect, rvParticleParms &parms, float *length );
void HandleEndLength( rvBSE *effect, rvParticleTemplate *pt, rvParticleParms &parms, float *length );
void Bounce( rvBSE *effect, rvParticleTemplate *pt, idVec3 endPos, idVec3 normal, float time );
bool RunPhysics( rvBSE *effect, rvSegmentTemplate *pt, float time );
void CheckTimeoutEffect( rvBSE *effect, rvSegmentTemplate *st, float time );
dword HandleTint( const rvBSE *effect, idVec4 &colour, float alpha );
void RenderQuadTrail( const rvBSE *effect, srfTriangles_t *tri, idVec3 offset, float fraction, idVec4 &colour, idVec3 &pos, bool first );
void EmitSmokeParticles( rvBSE *effect, rvSegment *child, rvParticleTemplate *pt, float time );
void ScaleAngle( float constant ) { mAngleEnv.Scale( constant ); }
float GetEndTime( void ) const { return( mEndTime ); }
virtual rvParticle *GetArrayEntry( int i ) const { assert( 0 ); return( NULL ); }
virtual int GetArrayIndex( rvParticle *p ) const { assert( 0 ); return( 0 ); }
bool GetEvaluationTime( float time, float &evalTime, bool infinite = false );
void EvaluatePosition( const rvBSE *effect, rvParticleTemplate *pt, idVec3 &pos, float time );
void EvaluateVelocity( const rvBSE *effect, idVec3 &velocity, float time );
ID_INLINE void EvaluateTint( rvEnvParms *tint, rvEnvParms *fade, const float time, float oneOverDuration, idVec4 &dest ) {
tint->Evaluate( mTintEnv, time, oneOverDuration, dest.ToFloatPtr() );
fade->Evaluate( mFadeEnv, time, oneOverDuration, &dest[3] );
}
ID_INLINE void EvaluateAngle( rvEnvParms *angle, const float time, float oneOverDuration, rvAngles &dest ) {
angle->Evaluate( mAngleEnv, time, oneOverDuration, dest.ToFloatPtr() );
}
ID_INLINE void EvaluateOffset( rvEnvParms *offset, const float time, float oneOverDuration, idVec3 &dest ) {
offset->Evaluate( mOffsetEnv, time, oneOverDuration, dest.ToFloatPtr() );
}
virtual void EvaluateSize( rvEnvParms *size, const float time, float oneOverDuration, float *dest ) { assert( 0 ); }
virtual void EvaluateRotation( rvEnvParms *rotation, const float time, float oneOverDuration, float *dest ) { assert( 0 ); }
virtual void EvaluateLength( rvEnvParms *length, const float time, float oneOverDuration, idVec3 &dest ) { assert( 0 ); }
void InitTintEnv( rvEnvParms &env, float duration ) { mTintEnv.Init( env, duration ); }
void InitFadeEnv( rvEnvParms &env, float duration ) { mFadeEnv.Init( env, duration ); }
void InitAngleEnv( rvEnvParms &env, float duration ) { mAngleEnv.Init( env, duration ); }
void InitOffsetEnv( rvEnvParms &env, float duration ) { mOffsetEnv.Init( env, duration ); }
virtual void InitSizeEnv( rvEnvParms &env, float duration ) { assert( 0 ); }
virtual void InitRotationEnv( rvEnvParms &env, float duration ) { assert( 0 ); }
virtual void InitLengthEnv( rvEnvParms &env, float duration ) { assert( 0 ); }
virtual float *GetInitSize( void ) { assert( 0 ); return( NULL ); }
virtual float *GetDestSize( void ) { assert( 0 ); return( NULL ); }
virtual float *GetInitRotation( void ) { assert( 0 ); return( NULL ); }
virtual float *GetDestRotation( void ) { assert( 0 ); return( NULL ); }
virtual void ScaleRotation( float constant ) {}
virtual float *GetInitLength( void ) { assert( 0 ); return( NULL ); }
virtual float *GetDestLength( void ) { assert( 0 ); return( NULL ); }
void Attenuate( float atten, rvParticleParms &parms, rvEnvParms1 &result );
void Attenuate( float atten, rvParticleParms &parms, rvEnvParms2 &result );
void Attenuate( float atten, rvParticleParms &parms, rvEnvParms3 &result );
void Attenuate( float atten, rvParticleParms &parms, rvEnvParms1Particle &result );
void Attenuate( float atten, rvParticleParms &parms, rvEnvParms2Particle &result );
void Attenuate( float atten, rvParticleParms &parms, rvEnvParms3Particle &result );
void AttenuateFade( float atten, rvParticleParms &parms ) { Attenuate( atten, parms, mFadeEnv ); }
virtual void AttenuateSize( float atten, rvParticleParms &parms ) {}
virtual void AttenuateLength( float atten, rvParticleParms &parms ) {}
virtual void TransformLength( idVec3 normal ) {}
virtual void ScaleLength( float constant ) {}
virtual void GetSpawnInfo( idVec4 &tint, idVec3 &size, idVec3 &rotate ) { assert( 0 ); }
virtual void HandleTiling( rvParticleTemplate *pt ) {}
virtual void HandleOrientation( rvAngles &angles ) {}
virtual void FinishSpawn( rvBSE *effect, rvSegment *segment, float birthTime, float fraction = 0.0f, const idVec3 &initOffset = vec3_origin, const idMat3 &initAxis = mat3_identity );
virtual int Update( rvParticleTemplate *pt, float time ) { return( 1 ); }
virtual bool Render( const rvBSE *effect, rvParticleTemplate *pt, const idMat3 &view, srfTriangles_t *tri, float time, float override = 1.0f ) { return( false ); }
void DoRenderBurnTrail( rvBSE *effect, rvParticleTemplate *st, const idMat3 &view, srfTriangles_t *tri, float time );
virtual void RenderBurnTrail( rvBSE *effect, rvParticleTemplate *pt, const idMat3 &view, srfTriangles_t *tri, float time ) {}
virtual void RenderMotion( rvBSE *effect, rvParticleTemplate *pt, srfTriangles_t *tri, const struct renderEffect_s *owner, float time, float trailScale );
virtual bool InitLight( rvBSE *effect, rvSegmentTemplate *st, float time ) { return( false ); }
virtual bool PresentLight( rvBSE *effect, rvParticleTemplate *pt, float time, bool infinite ) { return( false ); }
virtual bool Destroy( void ) { return( false ); }
virtual void SetModel( const idRenderModel *model ) {}
virtual void SetupElectricity( rvParticleTemplate *pt ) {}
virtual void Refresh( rvBSE *effect, rvSegmentTemplate *st, rvParticleTemplate *pt ) {}
float UpdateViewDist( const idVec3 &eyePos ) { return (mPosition - eyePos).LengthSqr(); }
//REMOVE unsigned int GetSortKey( void ) { return *((int *)(&mSqrViewDist)); }
//REMOVE const idVec3& GetPosition() const { return mPosition; }
protected:
// Can be altered in UpdateParticles
class rvParticle *mNext;
float mMotionStartTime; // World start time for motion calcs - reset on a bounce
// could be stored as a delta from start
float mLastTrailTime; // Last time a smoke particle was emitted
// need to restructure flags
int mFlags;
// Fixed at spawn time
float mStartTime; // World start time of particle in seconds
float mEndTime; // End of particle's life
float mTrailTime; // Length of trail
int mTrailCount; // Number of particles in trail
// always between 0 and 1 inc
float mFraction; // Fraction along the line
float mTextureScale; // Multiplier for the texture coord
float mTextureOffset;
idVec3 mInitEffectPos; // Initial effect position when the particle is spawned
idMat3 mInitAxis; // Initial effect axis when the particle is spawned
idVec3 mInitPos; // Position at time = 0
idVec3 mVelocity; // Initial velocity
idVec3 mAcceleration; // Initial acceleration
float mFriction; // Friction works by slowing down over time, this float is basically ( 1 / [Time in seconds from spawning at which velocity should be zero] )
rvEnvParms3Particle mTintEnv;
rvEnvParms1Particle mFadeEnv;
rvEnvParms3Particle mAngleEnv;
rvEnvParms3Particle mOffsetEnv;
int mTrailRepeat;
idVec3 mPosition; // Updated every time EvaluatePosition is called
//REMOVE float mSqrViewDist; // Fixme: Allocate on stack during sorting? // For sorting
};
class rvSpriteParticle : public rvParticle
{
public:
friend class rvParticleTemplate;
virtual rvParticle *GetArrayEntry( int i ) const;
virtual int GetArrayIndex( rvParticle *p ) const;
virtual void EvaluateSize( rvEnvParms *size, const float time, float oneOverDuration, float *dest ) {
size->Evaluate( mSizeEnv, time, oneOverDuration, dest );
}
virtual void EvaluateRotation( rvEnvParms *rotation, const float time, float oneOverDuration, float *dest ) {
rotation->Evaluate( mRotationEnv, time, oneOverDuration, dest );
}
//virtual void EvaluateLength( rvEnvParms *length, const float time, float oneOverDuration, idVec3 &dest ) {}
virtual void InitSizeEnv( rvEnvParms &env, float duration ) { mSizeEnv.Init( env, duration ); }
virtual float *GetInitSize( void ) { return( mSizeEnv.GetStart() ); }
virtual float *GetDestSize( void ) { return( mSizeEnv.GetEnd() ); }
virtual void InitRotationEnv( rvEnvParms &env, float duration ) { mRotationEnv.Init( env, duration ); }
virtual float *GetInitRotation( void ) { return( mRotationEnv.GetStart() ); }
virtual float *GetDestRotation( void ) { return( mRotationEnv.GetEnd() ); }
virtual void ScaleRotation( float constant ) { mRotationEnv.Scale( constant ); }
virtual void AttenuateSize( float atten, rvParticleParms &parms ) { Attenuate( atten, parms, mSizeEnv ); }
virtual void GetSpawnInfo( idVec4 &tint, idVec3 &size, idVec3 &rotate );
virtual bool Render( const rvBSE *effect, rvParticleTemplate *pt, const idMat3 &view, srfTriangles_t* tri, float time, float override = 1.0f );
virtual void RenderBurnTrail( rvBSE *effect, rvParticleTemplate *pt, const idMat3 &view, srfTriangles_t* tri, float time ) { DoRenderBurnTrail( effect, pt, view, tri, time ); }
protected:
// Fixed at spawn time
rvEnvParms2Particle mSizeEnv;
rvEnvParms1Particle mRotationEnv;
};
class rvLineParticle : public rvParticle
{
public:
friend class rvParticleTemplate;
virtual rvParticle *GetArrayEntry( int i ) const;
virtual int GetArrayIndex( rvParticle *p ) const;
virtual void EvaluateSize( rvEnvParms *size, const float time, float oneOverDuration, float *dest ) {// { mSizeEnv.Evaluate( time, dest ); }
size->Evaluate( mSizeEnv, time, oneOverDuration, dest );
}
virtual void EvaluateLength( rvEnvParms *length, const float time, float oneOverDuration, idVec3 &dest ) {// { mLengthEnv.Evaluate( time, dest.ToFloatPtr() ); }
length->Evaluate( mLengthEnv, time, oneOverDuration, dest.ToFloatPtr() );
}
virtual void InitSizeEnv( rvEnvParms &env, float duration ) { mSizeEnv.Init( env, duration ); }
virtual float *GetInitSize( void ) { return( mSizeEnv.GetStart() ); }
virtual float *GetDestSize( void ) { return( mSizeEnv.GetEnd() ); }
virtual void InitRotationEnv( rvEnvParms &env, float duration ) {}
virtual float *GetInitRotation( void ) { return( NULL ); }
virtual float *GetDestRotation( void ) { return( NULL ); }
virtual void SetRotation( void ) {}
virtual void InitLengthEnv( rvEnvParms &env, float duration ) { mLengthEnv.Init( env, duration ); }
virtual float *GetInitLength( void ) { return( mLengthEnv.GetStart() ); }
virtual float *GetDestLength( void ) { return( mLengthEnv.GetEnd() ); }
virtual void TransformLength( idVec3 normal ) { mLengthEnv.Transform( normal ); }
virtual void ScaleLength( float constant ) { mLengthEnv.Scale( constant ); }
virtual void AttenuateSize( float atten, rvParticleParms &parms ) { Attenuate( atten, parms, mSizeEnv ); }
virtual void AttenuateLength( float atten, rvParticleParms &parms ) { Attenuate( atten, parms, mLengthEnv ); }
virtual void GetSpawnInfo( idVec4 &tint, idVec3 &size, idVec3 &rotate );
virtual void HandleTiling( rvParticleTemplate *pt );
virtual void FinishSpawn( rvBSE *effect, rvSegment *segment, float birthTime, float fraction = 0.0f, const idVec3 &initOffset = vec3_origin, const idMat3 &initAxis = mat3_identity );
virtual bool Render( const rvBSE *effect, rvParticleTemplate *pt, const idMat3 &view, srfTriangles_t* tri, float time, float override = 1.0f );
virtual void RenderBurnTrail( rvBSE *effect, rvParticleTemplate *pt, const idMat3 &view, srfTriangles_t* tri, float time ) { DoRenderBurnTrail( effect, pt, view, tri, time ); }
virtual void Refresh( rvBSE *effect, rvSegmentTemplate *st, rvParticleTemplate *pt );
protected:
// Fixed at spawn time
rvEnvParms1Particle mSizeEnv;
rvEnvParms3Particle mLengthEnv;
};
class rvOrientedParticle : public rvSpriteParticle
{
public:
friend class rvParticleTemplate;
virtual rvParticle *GetArrayEntry( int i ) const;
virtual int GetArrayIndex( rvParticle *p ) const;
virtual void EvaluateSize( rvEnvParms *size, const float time, float oneOverDuration, float *dest ) {// { mSizeEnv.Evaluate( time, dest ); }
size->Evaluate( mSizeEnv, time, oneOverDuration, dest );
}
virtual void EvaluateRotation( rvEnvParms *rotation, const float time, float oneOverDuration, float *dest ) {
rotation->Evaluate( mRotationEnv, time, oneOverDuration, dest );
}// { mRotationEnv.Evaluate( time, dest ); }
virtual void EvaluateLength( rvEnvParms *length, const float time, float oneOverDuration, idVec3 &dest ) {}
virtual void InitSizeEnv( rvEnvParms &env, float duration ) { mSizeEnv.Init( env, duration ); }
virtual float *GetInitSize( void ) { return( mSizeEnv.GetStart() ); }
virtual float *GetDestSize( void ) { return( mSizeEnv.GetEnd() ); }
virtual void InitRotationEnv( rvEnvParms &env, float duration ) { mRotationEnv.Init( env, duration ); }
virtual float *GetInitRotation( void ) { return( mRotationEnv.GetStart() ); }
virtual float *GetDestRotation( void ) { return( mRotationEnv.GetEnd() ); }
virtual void ScaleRotation( float constant ) { mRotationEnv.Scale( constant ); }
virtual void GetSpawnInfo( idVec4 &tint, idVec3 &size, idVec3 &rotate );
virtual void HandleOrientation( rvAngles &angles ) { mRotationEnv.Rotate( angles ); }
virtual bool Render( const rvBSE *effect, rvParticleTemplate *pt, const idMat3 &view, srfTriangles_t* tri, float time, float override = 1.0f );
private:
// Fixed at spawn time
rvEnvParms2Particle mSizeEnv;
rvEnvParms3Particle mRotationEnv;
};
class rvElectricityParticle : public rvLineParticle
{
public:
friend class rvParticleTemplate;
int GetBoltCount( float length );
void RenderBranch( const rvBSE *effect, struct SElecWork *work, idVec3 start, idVec3 end );
void RenderLineSegment( const rvBSE *effect, struct SElecWork *work, idVec3 start, float startFraction );
void ApplyShape( const rvBSE *effect, struct SElecWork *work, idVec3 start, idVec3 end, int count, float startFraction, float endFraction );
virtual rvParticle *GetArrayEntry( int i ) const;
virtual int GetArrayIndex( rvParticle *p ) const;
virtual int Update( rvParticleTemplate *pt, float time );
virtual bool Render( const rvBSE *effect, rvParticleTemplate *pt, const idMat3 &view, srfTriangles_t *tri, float time, float override = 1.0f );
virtual void SetupElectricity( rvParticleTemplate *pt );
private:
// Alterable
int mNumBolts;
// Fixed at spawn time
int mNumForks;
int mSeed;
idVec3 mForkSizeMins;
idVec3 mForkSizeMaxs;
idVec3 mJitterSize;
float mLastJitter;
float mJitterRate;
const idDeclTable *mJitterTable;
};
class rvDecalParticle : public rvParticle //rvSpriteParticle
{
public:
friend class rvParticleTemplate;
virtual rvParticle *GetArrayEntry( int i ) const;
virtual int GetArrayIndex( rvParticle *p ) const;
virtual void EvaluateSize( rvEnvParms *size, const float time, float oneOverDuration, float *dest ) {}
virtual void EvaluateRotation( rvEnvParms *rotation, const float time, float oneOverDuration, float *dest ) {
rotation->Evaluate( mRotationEnv, time, oneOverDuration, dest );
}
virtual void EvaluateLength( rvEnvParms *length, const float time, float oneOverDuration, idVec3 &dest ) {}
virtual void InitSizeEnv( rvEnvParms &env, float duration ) {}
virtual float *GetInitSize( void ) { return( mSizeEnv.GetStart() ); }
virtual float *GetDestSize( void ) { return( mSizeEnv.GetEnd() ); }
virtual void InitRotationEnv( rvEnvParms &env, float duration ) {}
virtual float *GetInitRotation( void ) { return( mRotationEnv.GetStart() ); }
virtual float *GetDestRotation( void ) { return( mRotationEnv.GetEnd() ); }
virtual void ScaleRotation( float constant ) { mRotationEnv.Scale( constant ); }
virtual void GetSpawnInfo( idVec4 &tint, idVec3 &size, idVec3 &rotate );
private:
rvEnvParms3Particle mSizeEnv;
rvEnvParms1Particle mRotationEnv;
};
class rvModelParticle : public rvParticle
{
public:
friend class rvParticleTemplate;
virtual rvParticle *GetArrayEntry( int i ) const;
virtual int GetArrayIndex( rvParticle *p ) const;
virtual void EvaluateSize( rvEnvParms *size, const float time, float oneOverDuration, float *dest ) {// { mSizeEnv.Evaluate( time, dest ); }
size->Evaluate( mSizeEnv, time, oneOverDuration, dest );
}
virtual void EvaluateRotation( rvEnvParms *rotation, const float time, float oneOverDuration, float *dest ) {// { mRotationEnv.Evaluate( time, dest ); }
rotation->Evaluate( mRotationEnv, time, oneOverDuration, dest );
}
virtual void EvaluateLength( rvEnvParms *length, const float time, float oneOverDuration, idVec3 &dest ) {}
virtual void InitSizeEnv( rvEnvParms &env, float duration ) { mSizeEnv.Init( env, duration ); }
virtual float *GetInitSize( void ) { return( mSizeEnv.GetStart() ); }
virtual float *GetDestSize( void ) { return( mSizeEnv.GetEnd() ); }
virtual void InitRotationEnv( rvEnvParms &env, float duration ) { mRotationEnv.Init( env, duration ); }
virtual float *GetInitRotation( void ) { return( mRotationEnv.GetStart() ); }
virtual float *GetDestRotation( void ) { return( mRotationEnv.GetEnd() ); }
virtual void GetSpawnInfo( idVec4 &tint, idVec3 &size, idVec3 &rotate );
virtual bool Render( const rvBSE *effect, rvParticleTemplate *pt, const idMat3 &view, srfTriangles_t* tri, float time, float override = 1.0f );
virtual void SetModel( const idRenderModel *model ) { mModel = model; }
virtual void AttenuateSize( float atten, rvParticleParms &parms ) { Attenuate( atten, parms, mSizeEnv ); }
private:
// Fixed at spawn time
rvEnvParms3Particle mSizeEnv;
rvEnvParms3Particle mRotationEnv;
const idRenderModel *mModel;
};
class rvLightParticle : public rvParticle
{
public:
friend class rvParticleTemplate;
rvLightParticle( void ) { mLightDefHandle = -1; }
~rvLightParticle( void ) { Destroy(); }
virtual rvParticle *GetArrayEntry( int i ) const;
virtual int GetArrayIndex( rvParticle *p ) const;
virtual void EvaluateSize( rvEnvParms *size, const float time, float oneOverDuration, float *dest ) {// { mSizeEnv.Evaluate( time, dest ); }
size->Evaluate( mSizeEnv, time, oneOverDuration, dest );
}
virtual void EvaluateLength( rvEnvParms *length, const float time, float oneOverDuration, idVec3 &dest ) {}
virtual void InitSizeEnv( rvEnvParms &env, float duration ) { mSizeEnv.Init( env, duration ); }
virtual float *GetInitSize( void ) { return( mSizeEnv.GetStart() ); }
virtual float *GetDestSize( void ) { return( mSizeEnv.GetEnd() ); }
virtual void InitRotationEnv( rvEnvParms &env, float duration ) {}
virtual float *GetInitRotation( void ) { return( NULL ); }
virtual float *GetDestRotation( void ) { return( NULL ); }
virtual void AttenuateSize( float atten, rvParticleParms &parms ) { Attenuate( atten, parms, mSizeEnv ); }
virtual void GetSpawnInfo( idVec4 &tint, idVec3 &size, idVec3 &rotate );
virtual bool InitLight( rvBSE *effect, rvSegmentTemplate *st, float time );
virtual bool PresentLight( rvBSE *effect, rvParticleTemplate *pt, float time, bool infinite );
virtual bool Destroy( void );
private:
// Fixed at spawn time
rvEnvParms3Particle mSizeEnv;
// Alterable
qhandle_t mLightDefHandle;
renderLight_t mLight;
};
class rvLinkedParticle : public rvParticle
{
public:
friend class rvParticleTemplate;
virtual rvParticle *GetArrayEntry( int i ) const;
virtual int GetArrayIndex( rvParticle *p ) const;
virtual void EvaluateSize( rvEnvParms *size, const float time, float oneOverDuration, float *dest ) {// { mSizeEnv.Evaluate( time, dest ); }
size->Evaluate( mSizeEnv, time, oneOverDuration, dest );
}
virtual void EvaluateLength( rvEnvParms *length, const float time, float oneOverDuration, idVec3 &dest ) {}
virtual void InitSizeEnv( rvEnvParms &env, float duration ) { mSizeEnv.Init( env, duration ); }
virtual float *GetInitSize( void ) { return( mSizeEnv.GetStart() ); }
virtual float *GetDestSize( void ) { return( mSizeEnv.GetEnd() ); }
virtual void InitRotationEnv( rvEnvParms &env, float duration ) {}
virtual float *GetInitRotation( void ) { return( NULL ); }
virtual float *GetDestRotation( void ) { return( NULL ); }
virtual void AttenuateSize( float atten, rvParticleParms &parms ) { Attenuate( atten, parms, mSizeEnv ); }
virtual void FinishSpawn( rvBSE *effect, rvSegment *segment, float birthTime, float fraction = 0.0f, const idVec3 &initOffset = vec3_origin, const idMat3 &initAxis = mat3_identity );
virtual void GetSpawnInfo( idVec4 &tint, idVec3 &size, idVec3 &rotate ) {}
virtual void HandleTiling( rvParticleTemplate *pt );
virtual bool Render( const rvBSE *effect, rvParticleTemplate *pt, const idMat3 &view, srfTriangles_t* tri, float time, float override = 1.0f );
private:
// Fixed at spawn time
rvEnvParms1Particle mSizeEnv;
};
class sdOrientedLinkedParticle : public rvLinkedParticle
{
public:
virtual bool Render( const rvBSE *effect, rvParticleTemplate *pt, const idMat3 &view, srfTriangles_t* tri, float time, float override = 1.0f );
};
class rvDebrisParticle : public rvParticle
{
public:
friend class rvParticleTemplate;
virtual rvParticle *GetArrayEntry( int i ) const;
virtual int GetArrayIndex( rvParticle *p ) const;
virtual void EvaluateRotation( rvEnvParms *rotation, const float time, float oneOverDuration, float *dest ) {// { mRotationEnv.Evaluate( time, dest ); }
rotation->Evaluate( mRotationEnv, time, oneOverDuration, dest );
}
virtual void InitRotationEnv( rvEnvParms &env, float duration ) { mRotationEnv.Init( env, duration ); }
virtual float *GetInitRotation( void ) { return( mRotationEnv.GetStart() ); }
virtual float *GetDestRotation( void ) { return( mRotationEnv.GetEnd() ); }
virtual void ScaleRotation( float constant ) { mRotationEnv.Scale( constant ); }
virtual void FinishSpawn( rvBSE *effect, rvSegment *segment, float birthTime, float fraction = 0.0f, const idVec3 &initOffset = vec3_origin, const idMat3 &initAxis = mat3_identity );
private:
// Fixed at spawn time
rvEnvParms3Particle mRotationEnv;
};
// ================================================================================================
struct rvTrailInfo {
short mTrailType;
byte mStatic;
byte mPad;
idStr mTrailTypeName;
const idMaterial *mTrailMaterial;
idVec2 mTrailTime; // Length of trial in seconds
idVec2 mTrailCount; // Number of particles in trail
float mTrailScale; // Width of the motion trails will be particleSize scaled by this
rvTrailInfo() : mStatic(0) {
}
};
struct rvElectricityInfo {
int mNumForks; // Number of forks for
byte mStatic;
byte mPad;
idVec3 mForkSizeMins;
idVec3 mForkSizeMaxs;
idVec3 mJitterSize; // Amount of jitter for the electricity
float mJitterRate;
const idDeclTable *mJitterTable; // The envelope for the jitter in the lightning bolt
rvElectricityInfo() : mStatic(0) {
}
};
class rvParticleTemplate
{
public:
friend class rvParticle;
friend class rvSpriteParticle;
friend class rvLineParticle;
friend class rvOrientedParticle;
friend class rvElectricityParticle;
friend class rvModelParticle;
friend class rvLightParticle;
friend class rvDebrisParticle;
friend class rvParticleTemplateWrapper;
friend class rvLinkedParticle;
friend class sdOrientedLinkedParticle;
rvParticleTemplate( void ) : mFlags(0) { }
~rvParticleTemplate( void ) {}
bool operator== ( const rvParticleTemplate& a ) const { return( Compare( a ) ); }
bool operator!= ( const rvParticleTemplate& a ) const { return( !Compare( a ) ); }
void SetFlag( bool on, int flag ) { on ? mFlags |= flag : mFlags &= ~flag; }
bool GetFlag( int flag ) const { return ( mFlags & flag ) != 0; }
bool GetParsed( void ) const { return( !!( mFlags & PTFLAG_PARSED ) ); }
bool GetHasPhysics( void ) const { return( !!( mFlags & PTFLAG_HAS_PHYSICS ) ); }
bool GetHasLineHit( void ) const { return( !!( mFlags & PTFLAG_HAS_LINEHIT ) ); }
bool GetDeleteOnImpact( void ) const { return( !!( mFlags & PTFLAG_DELETE_ON_IMPACT ) ); }
bool GetGeneratedNormal( void ) const { return( !!( mFlags & PTFLAG_GENERATED_NORMAL ) ); }
bool GetGeneratedOriginNormal( void ) const { return( !!( mFlags & PTFLAG_GENERATED_ORG_NORMAL ) ); }
bool GetFlippedNormal( void ) const { return( !!( mFlags & PTFLAG_FLIPPED_NORMAL ) ); }
bool GetCalculatedNormal( void ) const { return( !!( mFlags & PTFLAG_CALCED_NORMAL ) ); }
bool GetAdditive( void ) const { return( !!( mFlags & PTFLAG_ADDITIVE ) ); }
bool GetGeneratedLine( void ) const { return( !!( mFlags & PTFLAG_GENERATED_LINE ) ); }
bool GetShadows( void ) const { return( !!( mFlags & PTFLAG_SHADOWS ) ); }
bool GetSpecular( void ) const { return( !!( mFlags & PTFLAG_SPECULAR ) ); }
bool GetLinked( void ) const { return( !!( mFlags & PTFLAG_LINKED ) ); }
bool GetTiled( void ) const { return( !!( mFlags & PTFLAG_TILED ) ); }
bool GetPersist( void ) const { return( !!( mFlags & PTFLAG_PERSIST ) ); }
bool GetParentVelocity( void ) const { return( !!( mFlags & PTFLAG_PARENTVEL ) ); }
void SetParsed( bool parsed ) { SetFlag( parsed, PTFLAG_PARSED ); }
void SetHasPhysics( bool hasPhysics ) { SetFlag( hasPhysics, PTFLAG_HAS_PHYSICS ); }
void SetHasLineHit( bool hasLH ) { SetFlag( hasLH, PTFLAG_HAS_LINEHIT ); }
void SetDeleteOnImpact( bool deleteOnImpact ) { SetFlag( deleteOnImpact, PTFLAG_DELETE_ON_IMPACT ); }
void SetGeneratedNormal( bool generatedNormal ) { SetFlag( generatedNormal, PTFLAG_GENERATED_NORMAL ); }
void SetGeneratedOriginNormal( bool generatedNormal ) { SetFlag( generatedNormal, PTFLAG_GENERATED_ORG_NORMAL ); }
void SetFlippedNormal( bool flippedNormal ) { SetFlag( flippedNormal, PTFLAG_FLIPPED_NORMAL ); }
void SetCalculatedNormal( bool calcedNormal ) { SetFlag( calcedNormal, PTFLAG_CALCED_NORMAL ); }
void SetAdditive( bool additive ) { SetFlag( additive, PTFLAG_ADDITIVE ); }
void SetGeneratedLine( bool generatedLine ) { SetFlag( generatedLine, PTFLAG_GENERATED_LINE ); }
void SetShadows( bool shadows ) { SetFlag( shadows, PTFLAG_SHADOWS ); }
void SetSpecular( bool specular ) { SetFlag( specular, PTFLAG_SPECULAR ); }
void SetLinked( bool linked ) { SetFlag( linked, PTFLAG_LINKED ); }
void SetTiled( bool tiled ) { SetFlag( tiled, PTFLAG_TILED ); }
void SetPersist( bool tiled ) { SetFlag( tiled, PTFLAG_PERSIST ); }
void SetParentVelocity( bool pv ) { SetFlag( pv, PTFLAG_PARENTVEL ); }
void SetType( int type ) { mType = type; }
int GetType( void ) const { return( mType ); }
const idMaterial *GetMaterial( void ) const { return( mMaterial ); }
void SetMaterial( idMaterial *material ) { mMaterial = material; }
idRenderModel *GetModel( void ) const { return mModel; }
idTraceModel *GetTraceModel( void ) const;
float GetPhysicsDistance() const { return mPhysicsDistance; }
const char *GetEntityDefName( void ) const { return( mEntityDefName ); }
float GetGravity( void ) const { return( rvRandom::flrand( mGravity[0], mGravity[1] ) ); }
float GetTiling( void ) const { return( mTiling ); }
int GetTrailType( void ) const { return( mTrailInfo->mTrailType ); }
const idMaterial *GetTrailMaterial( void ) const { return( mTrailInfo->mTrailMaterial ); }
float GetTrailTime( void ) const { return( rvRandom::flrand( mTrailInfo->mTrailTime[0], mTrailInfo->mTrailTime[1] ) ); }
float GetMaxTrailTime( void ) const { return( mTrailInfo->mTrailTime[1] ); }
int GetTrailCount( void ) const;
int GetMaxTrailCount( void ) const { return( ( int )ceilf( mTrailInfo->mTrailCount[1] ) + 1 ); }
float GetDuration( void ) const { return( rvRandom::flrand( mDuration[0], mDuration[1] ) ); }
float GetMaxDuration( void ) const { return( mDuration[1] ); }
int GetNumTimeoutEffects( void ) const { return( mNumTimeoutEffects ); }
bool HasTrail( void ) const { return( mTrailInfo->mTrailType && !mTrailInfo->mTrailTypeName.IsEmpty() ); }
int GetTrailRepeat( void ) { return mTrailRepeat; }
float GetWindDeviationAngle( void ) { return mWindDeviationAngle; }
int GetNumFrames( void ) { return mNumFrames; }
int GetVertexCount( void ) const { return( mVertexCount ); }
int GetIndexCount( void ) const { return( mIndexCount ); }
float GetMaxParmValue( rvParticleParms &spawn, rvParticleParms &death, rvEnvParms &envelope );
float GetMaxSize( void );
float GetMaxOffset( void );
float GetMaxLength( void );
void EvaluateSimplePosition( idVec3 &pos, float time, float lifeTime, idVec3 &initPos, idVec3 &velocity, idVec3 &acceleration, idVec3 &friction );
float GetFurthestDistance( void );
float CostTrail( float cost ) const;
const idStr &GetTrailTypeName( void ) const { return( mTrailInfo->mTrailTypeName ); }
float GetTrailScale( void ) const { return mTrailInfo->mTrailScale; }
float GetSpawnVolume( rvBSE *effect );
bool UsesEndOrigin( void );
bool GetVector( idParser *src, int count, idVec3 &result );
void SetParameterCounts( void );
rvEnvParms* ParseMotionParms( idParser *src, int count, rvEnvParms *def );
rvParticleParms* ParseSpawnParms( rvDeclEffect *effect, idParser *src, int count, rvParticleParms *def );
bool ParseMotionDomains( rvDeclEffect *effect, idParser *src );
bool CheckCommonParms( idParser *src, rvParticleParms &parms );
bool ParseSpawnDomains( rvDeclEffect *effect, idParser *src );
bool ParseDeathDomains( rvDeclEffect *effect, idParser *src );
bool ParseImpact( rvDeclEffect *effect, idParser *src );
bool ParseTimeout( rvDeclEffect *effect, idParser *src );
bool ParseBlendParms( rvDeclEffect *effect, idParser *src );
bool Parse( rvDeclEffect *effect, idParser *src );
void Init( void );
void Finish( void );
void Purge( void );
void PurgeTraceModel( void );
void MakeEditable( void );
static void ShutdownStatic( void );
void Duplicate( rvParticleTemplate const &copy );
private:
bool Compare( const rvParticleTemplate& a ) const;
void FixupParms( rvParticleParms &parms );
void AllocTrail( void );
void AllocElectricityInfo( void );
int mFlags;
int mTraceModelIndex;
int mType; // Type of particle
const idMaterial *mMaterial;
idRenderModel *mModel;
//idStr mModelName;
idStr mEntityDefName;
idVec2 mGravity;
idVec2 mDuration;
idVec3 mCentre; // Centre of bounds for normal generation
float mTiling; // Multiplier for texcoords
float mBounce;
float mPhysicsDistance;
float mWindDeviationAngle;
short mVertexCount;
short mIndexCount;
byte mTrailRepeat;
byte mNumSizeParms;
byte mNumRotateParms;
byte mNumFrames;
rvTrailInfo *mTrailInfo;
rvElectricityInfo *mElecInfo;
// Spawn info
rvParticleParms *mpSpawnPosition;
rvParticleParms *mpSpawnDirection;
rvParticleParms *mpSpawnVelocity;
rvParticleParms *mpSpawnAcceleration;
rvParticleParms *mpSpawnFriction;
rvParticleParms *mpSpawnTint;
rvParticleParms *mpSpawnFade;
rvParticleParms *mpSpawnSize;
rvParticleParms *mpSpawnRotate;
rvParticleParms *mpSpawnAngle;
rvParticleParms *mpSpawnOffset;
rvParticleParms *mpSpawnLength;
rvParticleParms *mpSpawnWindStrength;
// Motion info
rvEnvParms *mpTintEnvelope;
rvEnvParms *mpFadeEnvelope;
rvEnvParms *mpSizeEnvelope;
rvEnvParms *mpRotateEnvelope;
rvEnvParms *mpAngleEnvelope;
rvEnvParms *mpOffsetEnvelope;
rvEnvParms *mpLengthEnvelope;
// Death (end condition) info
rvParticleParms *mpDeathTint;
rvParticleParms *mpDeathFade;
rvParticleParms *mpDeathSize;
rvParticleParms *mpDeathRotate;
rvParticleParms *mpDeathAngle;
rvParticleParms *mpDeathOffset;
rvParticleParms *mpDeathLength;
// Misc info
int mNumImpactEffects;
const rvDeclEffect *mImpactEffects[BSE_NUM_SPAWNABLE];
int mNumTimeoutEffects;
const rvDeclEffect *mTimeoutEffects[BSE_NUM_SPAWNABLE];
static rvTrailInfo sTrailInfo;
static rvElectricityInfo sElectricityInfo;
// Motion info
static rvEnvParms sDefaultEnvelope;
static rvEnvParms sEmptyEnvelope;
static rvParticleParms sSPF_ONE_1;
static rvParticleParms sSPF_ONE_2;
static rvParticleParms sSPF_ONE_3;
static rvParticleParms sSPF_NONE_0;
static rvParticleParms sSPF_NONE_1;
static rvParticleParms sSPF_NONE_3;
static bool sInited;
static void InitStatic( void );
};
#endif //_BSE_PARTICLE_H_INC_