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