ns/releases/valve/source/mod/AvHParticleSystemManager.cpp
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2005-06-08 18:52:38 +00:00

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//======== (C) Copyright 2001 Charles G. Cleveland All rights reserved. =========
//
// The copyright to the contents herein is the property of Charles G. Cleveland.
// The contents may be used and/or copied only with the written permission of
// Charles G. Cleveland, or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//
// Purpose:
//
// $Workfile: AvHParticleSystemManager.cpp $
// $Date: 2002/10/28 20:36:06 $
//
//-------------------------------------------------------------------------------
// $Log: AvHParticleSystemManager.cpp,v $
// Revision 1.14 2002/10/28 20:36:06 Flayra
// - Tweaked particle culling time to work with umbra and spores
//
// Revision 1.13 2002/10/24 21:34:46 Flayra
// - Fixes for particle culling again!
//
// Revision 1.12 2002/07/10 14:44:10 Flayra
// - Visibility fixes (too many PSs drawing, now they expire when not visible for awhile)
//
// Revision 1.11 2002/05/23 02:33:20 Flayra
// - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development.
//
//===============================================================================
#include "mod/AvHParticleSystemManager.h"
#ifdef AVH_CLIENT
#include "cl_dll/hud.h"
#include "cl_dll/cl_util.h"
// Triangle rendering apis are in gEngfuncs.pTriAPI
#include "const.h"
#include "entity_state.h"
#include "cl_entity.h"
#include "triangleapi.h"
#include "particles/papi.h"
#include "mod/AvHParticleTemplateClient.h"
#else
#include "mod/AvHParticleTemplate.h"
#include "mod/AvHParticleTemplateServer.h"
#include "dlls/util.h"
#endif
#include "pm_shared/pm_debug.h"
#ifdef AVH_CLIENT
AvHParticleTemplateListClient gParticleTemplateList;
extern DebugEntityListType gCubeDebugEntities;
#else
//AvHParticleTemplateList gParticleTemplateList;
AvHParticleTemplateListServer gParticleTemplateList;
#endif
AvHParticleSystemManager* AvHParticleSystemManager::sInstance = NULL;
const float kUpdateIncrement = 0.0f;
AvHParticleSystemManager*
AvHParticleSystemManager::Instance()
{
if(!sInstance)
{
sInstance = new AvHParticleSystemManager();
}
return sInstance;
}
void AvHParticleSystemManager::Init()
{
#ifdef AVH_CLIENT
this->mStarted = false;
#else
this->mStarted = true;
#endif
this->mReloadFromTemplates = false;
this->mUpdatedTime = 0.0f;
this->mTimePassed = 0.0f;
}
AvHParticleSystemManager::AvHParticleSystemManager()
{
this->Init();
}
void
AvHParticleSystemManager::CreateParticleSystem(uint32 inTemplateIndex, int inParentEntityIndex, ParticleSystemHandle inHandle)
{
this->mQueuedCreateList.push_back(QueuedParticleSystem(inTemplateIndex, this->GetTime(), inParentEntityIndex, inHandle));
}
void
AvHParticleSystemManager::CreateParticleSystem(uint32 inTemplateIndex, vec3_t inOrigin, vec3_t* inNormal)
{
QueuedParticleSystem theParticleSystem(inTemplateIndex, this->GetTime(), inOrigin);
if(inNormal)
{
theParticleSystem.SetNormal(*inNormal);
}
this->mQueuedCreateList.push_back(theParticleSystem);
}
bool
AvHParticleSystemManager::CreateParticleSystem(const string& inTemplateName, vec3_t inOrigin, vec3_t* inNormal)
{
bool theSuccess = false;
// Lookup template by name
uint32 theTemplateIndex = 0;
if(::gParticleTemplateList.GetTemplateIndexWithName(inTemplateName, theTemplateIndex))
{
this->CreateParticleSystem(theTemplateIndex, inOrigin, inNormal);
theSuccess = true;
}
return theSuccess;
}
void
AvHParticleSystemManager::CreateParticleSystemIfNotCreated(int inIndex, int inTemplateIndex, int inHandle)
{
bool theEntityHasParticles = false;
// Look in list of entities, see if we've created one for this entity
for(ParticleEntityList::iterator theIter = this->mParticleEntities.begin(); theIter != this->mParticleEntities.end(); theIter++)
{
if(*theIter == inIndex)
{
theEntityHasParticles = true;
break;
}
}
if(!theEntityHasParticles)
{
// If not, create one
this->CreateParticleSystem(inTemplateIndex, inIndex, (ParticleSystemHandle)inHandle);
// Add entity to list
this->mParticleEntities.push_back(inIndex);
}
}
void
AvHParticleSystemManager::DestroyParticleSystemIfNotDestroyed(int inIndex, ParticleSystemHandle inHandle)
{
// Look in list of entities, see if we've created one for this entity
for(ParticleEntityList::iterator theIter = this->mParticleEntities.begin(); theIter != this->mParticleEntities.end(); theIter++)
{
if(*theIter == inIndex)
{
// If so, destroy this particle system. Note that this particle system could have already
// expired, that's ok. The list of particle entities just needs to be kept up to date.
this->DestroyParticleSystem(inHandle);
// Remove entity from list
this->mParticleEntities.erase(theIter);
break;
}
}
}
void
AvHParticleSystemManager::DestroyParticleSystem(ParticleSystemHandle inHandle)
{
InternalDestroyParticleSystem(inHandle);
}
void
AvHParticleSystemManager::Draw(const pVector& inView)
{
if(this->mStarted)
{
ParticleSystemList::iterator theIterator;
for(theIterator = this->mParticleSystemList.begin(); theIterator != this->mParticleSystemList.end(); theIterator++)
{
theIterator->Draw(inView);
}
}
}
AvHParticleSystem*
AvHParticleSystemManager::GetParticleSystem(ParticleSystemHandle inHandle)
{
AvHParticleSystem* theParticleSystem = NULL;
for(ParticleSystemList::iterator theIterator = this->mParticleSystemList.begin(); theIterator != this->mParticleSystemList.end(); theIterator++)
{
if(theIterator->GetHandle() == inHandle)
{
theParticleSystem = &*theIterator;
break;
}
}
return theParticleSystem;
}
int
AvHParticleSystemManager::GetNumberParticleSystems()
{
return this->mParticleSystemList.size();
}
#ifdef AVH_CLIENT
int AvHParticleSystemManager::GetNumberVisibleParticleSystems()
{
int theNumVisibleSystems = 0;
for(ParticleSystemList::iterator theIterator = this->mParticleSystemList.begin(); theIterator != this->mParticleSystemList.end(); theIterator++)
{
if(theIterator->GetIsVisible())
{
theNumVisibleSystems++;
}
}
return theNumVisibleSystems;
}
#endif
float
AvHParticleSystemManager::GetTime(void) const
{
float theTime = 0;
#ifdef AVH_CLIENT
theTime = gEngfuncs.GetClientTime();
#else
theTime = gpGlobals->time;
#endif
return theTime;
}
bool
AvHParticleSystemManager::InternalDestroyParticleSystem(ParticleSystemHandle inHandle)
{
bool theDestroyed = false;
for(ParticleSystemList::iterator theIterator = this->mParticleSystemList.begin(); theIterator != this->mParticleSystemList.end(); theIterator++)
{
if(theIterator->GetHandle() == inHandle)
{
// Tell it to kill its particles and clean up
theIterator->Kill();
// Remove it from the list
theIterator = this->mParticleSystemList.erase(theIterator);
// We're successful and done
theDestroyed = true;
break;
}
}
return theDestroyed;
}
bool
AvHParticleSystemManager::InternalCreateParticleSystem(const QueuedParticleSystem& inParticleSystem)
{
bool theSuccess = false;
// add new particle system to list
AvHParticleTemplate* theTemplate = ::gParticleTemplateList.GetTemplateAtIndex(inParticleSystem.mTemplateIndex);
if(theTemplate)
{
AvHParticleSystem theNewParticleSystem(theTemplate, inParticleSystem.mTemplateIndex);
// set it's template handle
int theHandle = inParticleSystem.mHandle;
if(theHandle)
{
theNewParticleSystem.SetHandle(theHandle);
}
else
{
// TODO: Check to be sure it has a lifetime, because it won't be able to be deleted
}
// Bind it to an entity if it was specified
//if(inParticleSystem.mEntity)
//{
// theNewParticleSystem.SetEntity(inParticleSystem.mEntity);
//}
theNewParticleSystem.SetPosition(inParticleSystem.mOrigin);
// Set time created
theNewParticleSystem.SetTimeCreated(this->GetTime());
// Set normal if specified
if(inParticleSystem.mHasNormal)
{
theNewParticleSystem.SetNormal(inParticleSystem.mNormal);
}
this->mParticleSystemList.push_back(theNewParticleSystem);
#ifdef AVH_CLIENT
//int theGenerationEntityIndex;
//if(theNewParticleSystem.GetGenerationEntity(theGenerationEntityIndex))
//{
// gCubeDebugEntities.push_back(theGenerationEntityIndex);
//}
//else
//{
int theParentEntityIndex = inParticleSystem.GetParentEntityIndex();
if(theParentEntityIndex > 0)
{
gCubeDebugEntities.push_back(theParentEntityIndex);
}
//}
#endif
theSuccess = true;
}
return theSuccess;
}
void
AvHParticleSystemManager::ProcessQueuedList()
{
// Process pending creates
for(QueuedCreateList::iterator theCreateIter = this->mQueuedCreateList.begin(); theCreateIter != this->mQueuedCreateList.end(); /* no increment */)
{
// Run through the list, creating each queued particle system. If a system couldn't be created, we probably
// don't have that particle template yet, so just skip it for now and try to create it next frame.
// Add code that detects how long a queued particle system has been in?
const float kTimeOut = 20.0f;
float theCurrentTime = this->GetTime();
bool theCreateTimedOut = theCurrentTime - theCreateIter->mTimeQueued > kTimeOut;
if(theCreateTimedOut)
{
//ASSERT(!theCreateTimedOut);
theCreateIter = this->mQueuedCreateList.erase(theCreateIter);
}
else
{
bool theCreated = this->InternalCreateParticleSystem(*theCreateIter);
if(theCreated)
{
theCreateIter = this->mQueuedCreateList.erase(theCreateIter);
}
else
{
theCreateIter++;
}
}
}
// Process pending destroys
for(QueuedDestroyList::iterator theDestroyIter = this->mQueuedDestroyList.begin(); theDestroyIter != this->mQueuedDestroyList.end(); /* no increment */)
{
ParticleSystemHandle theHandle = *theDestroyIter;
// Try to delete it. If it hasn't been created yet, keep the pending destruction around
bool theDestroyed = this->InternalDestroyParticleSystem(theHandle);
if(theDestroyed)
{
theDestroyIter = this->mQueuedDestroyList.erase(theDestroyIter);
}
else
{
theDestroyIter++;
}
}
}
void
AvHParticleSystemManager::QueueParticleSystem(const QueuedParticleSystem& inParticleSystem)
{
this->mQueuedCreateList.push_back(inParticleSystem);
}
void
AvHParticleSystemManager::ReloadFromTemplates()
{
this->mReloadFromTemplates = true;
}
void
AvHParticleSystemManager::Reset()
{
// Clear out alive particle systems
for(ParticleSystemList::iterator theIterator = this->mParticleSystemList.begin(); theIterator != this->mParticleSystemList.end(); theIterator++)
{
theIterator->Kill();
}
this->mParticleSystemList.clear();
// Clear out queued particle systems
this->mQueuedCreateList.clear();
this->mQueuedDestroyList.clear();
// Clear entities we're tracking
this->mParticleEntities.clear();
// Init list again so it's just like we just built a new one
this->Init();
}
bool AvHParticleSystemManager::SetParticleSystemCustomData(uint16 inCustomData, ParticleSystemHandle inHandle)
{
bool theSuccess = false;
for(ParticleSystemList::iterator theIterator = this->mParticleSystemList.begin(); theIterator != this->mParticleSystemList.end(); theIterator++)
{
if(theIterator->GetHandle() == inHandle)
{
theIterator->SetCustomData(inCustomData);
theSuccess = true;
break;
}
}
return theSuccess;
}
void
AvHParticleSystemManager::MarkParticleSystemForDeletion(int inIndex, ParticleSystemHandle inHandle)
{
for(ParticleEntityList::iterator theIter = this->mParticleEntities.begin(); theIter != this->mParticleEntities.end(); theIter++)
{
if(*theIter == inIndex)
{
// Remove it from the list
theIter = this->mParticleEntities.erase(theIter);
break;
}
}
// Mark it for deletion
for(ParticleSystemList::iterator theIterator = this->mParticleSystemList.begin(); theIterator != this->mParticleSystemList.end(); theIterator++)
{
if(theIterator->GetHandle() == inHandle)
{
theIterator->SetIsMarkedForDeletion();
break;
}
}
}
#ifdef AVH_CLIENT
int AvHParticleSystemManager::GetNumVisibleParticleSystems() const
{
int theNumVisible = 0;
for(ParticleSystemList::const_iterator theIterator = this->mParticleSystemList.begin(); theIterator != this->mParticleSystemList.end(); theIterator++)
{
if(theIterator->GetIsVisible())
{
theNumVisible++;
}
}
return theNumVisible;
}
void
AvHParticleSystemManager::SetParticleSystemGenerationEntityExtents(vec3_t& inMin, vec3_t& inMax, ParticleSystemHandle inHandle)
{
for(ParticleSystemList::iterator theIterator = this->mParticleSystemList.begin(); theIterator != this->mParticleSystemList.end(); theIterator++)
{
if(theIterator->GetHandle() == inHandle)
{
theIterator->SetGenerationEntityExtents(inMin, inMax);
break;
}
}
}
void
AvHParticleSystemManager::SetParticleSystemPosition(vec3_t& inPos, ParticleSystemHandle inHandle)
{
for(ParticleSystemList::iterator theIterator = this->mParticleSystemList.begin(); theIterator != this->mParticleSystemList.end(); theIterator++)
{
if(theIterator->GetHandle() == inHandle)
{
theIterator->SetPosition(inPos);
break;
}
}
}
void
AvHParticleSystemManager::SetParticleSystemVisibility(bool inVisibility, ParticleSystemHandle inHandle)
{
for(ParticleSystemList::iterator theIterator = this->mParticleSystemList.begin(); theIterator != this->mParticleSystemList.end(); theIterator++)
{
if(theIterator->GetHandle() == inHandle)
{
theIterator->SetIsVisible(inVisibility, this->GetTime());
break;
}
}
}
#endif
void
AvHParticleSystemManager::Start()
{
if(!this->mStarted)
{
this->mStarted = true;
this->mUpdatedTime = this->mTimePassed = 0.0f;
}
}
void
AvHParticleSystemManager::Update(double inTime)
{
if(this->mStarted)
{
this->ProcessQueuedList();
ASSERT(inTime >= 0.0f);
this->mTimePassed += (float)inTime;
if(this->mTimePassed - this->mUpdatedTime > kUpdateIncrement)
{
float theTimeToUpdate = this->mTimePassed - this->mUpdatedTime;
// Run through list, updating each one
ParticleSystemList::iterator theIterator;
for(theIterator = this->mParticleSystemList.begin(); theIterator != this->mParticleSystemList.end(); /* notice: no increment */ )
{
if(this->mReloadFromTemplates)
{
AvHParticleTemplate* theTemplate = gParticleTemplateList.GetTemplateAtIndex(theIterator->GetTemplateIndex());
ASSERT(theTemplate);
theIterator->LoadFromTemplate(theTemplate);
}
// Always update particle systems
theIterator->Update(theTimeToUpdate);
// If the particle system has lived long enough, mark it for deletion
float theCurrentTime = this->GetTime();
float theParticleSystemLifetime = theIterator->GetParticleSystemLifetime();
if(!theIterator->GetIsMarkedForDeletion())
{
if((theParticleSystemLifetime != -1) && theIterator->GetHasGeneratedParticles())
{
if(theCurrentTime > (theIterator->GetTimeCreated() + theParticleSystemLifetime))
{
theIterator->SetIsMarkedForDeletion();
}
}
}
#ifdef AVH_CLIENT
// Expire visibility of particle systems. The server sends down particle entities as they're updated, but we need
// a way to expire them.
if(theIterator->GetIsVisible())
{
const float kExpireTime = 6.0f;
if((theIterator->GetLastTimeVisibilityLastSetTrue() == -1) || (this->mTimePassed > (theIterator->GetLastTimeVisibilityLastSetTrue() + kExpireTime)))
{
theIterator->SetIsVisible(false, inTime);
}
}
#endif
// If a particle system is marked for deletion and it has no more particles, delete it
if(theIterator->GetIsMarkedForDeletion() && (theIterator->GetNumberOfParticles() == 0) )
{
theIterator->Kill();
theIterator = this->mParticleSystemList.erase(theIterator);
}
else
{
theIterator++;
}
}
this->mUpdatedTime = this->mTimePassed;
}
}
this->mReloadFromTemplates = false;
}