mirror of
https://github.com/nillerusr/source-engine.git
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251 lines
7.8 KiB
C++
251 lines
7.8 KiB
C++
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "baseparticleentity.h"
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#include "entityparticletrail_shared.h"
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#include "particlemgr.h"
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#include "particle_util.h"
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#include "particles_simple.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//-----------------------------------------------------------------------------
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// Entity particle trail, client-side implementation
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//-----------------------------------------------------------------------------
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class C_EntityParticleTrail : public C_BaseParticleEntity
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{
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public:
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DECLARE_CLIENTCLASS();
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DECLARE_CLASS( C_EntityParticleTrail, C_BaseParticleEntity );
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C_EntityParticleTrail( );
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~C_EntityParticleTrail( );
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// C_BaseEntity
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virtual void OnDataChanged( DataUpdateType_t updateType );
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// IParticleEffect
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void Update( float fTimeDelta );
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virtual void RenderParticles( CParticleRenderIterator *pIterator );
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virtual void SimulateParticles( CParticleSimulateIterator *pIterator );
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private:
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C_EntityParticleTrail( const C_EntityParticleTrail & ); // not defined, not accessible
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void Start( );
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void AddParticle( float flInitialDeltaTime, const Vector &vecMins, const Vector &vecMaxs, const matrix3x4_t &boxToWorld );
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int m_iMaterialName;
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EntityParticleTrailInfo_t m_Info;
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EHANDLE m_hConstraintEntity;
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PMaterialHandle m_hMaterial;
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TimedEvent m_teParticleSpawn;
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};
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//-----------------------------------------------------------------------------
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// Networking
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//-----------------------------------------------------------------------------
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IMPLEMENT_CLIENTCLASS_DT( C_EntityParticleTrail, DT_EntityParticleTrail, CEntityParticleTrail )
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RecvPropInt(RECVINFO(m_iMaterialName)),
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RecvPropDataTable( RECVINFO_DT( m_Info ), 0, &REFERENCE_RECV_TABLE(DT_EntityParticleTrailInfo) ),
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RecvPropEHandle(RECVINFO(m_hConstraintEntity)),
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END_RECV_TABLE()
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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C_EntityParticleTrail::C_EntityParticleTrail( void )
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{
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}
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C_EntityParticleTrail::~C_EntityParticleTrail()
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{
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ParticleMgr()->RemoveEffect( &m_ParticleEffect );
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}
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//-----------------------------------------------------------------------------
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// On data changed
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//-----------------------------------------------------------------------------
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void C_EntityParticleTrail::OnDataChanged( DataUpdateType_t updateType )
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{
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BaseClass::OnDataChanged( updateType );
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if ( updateType == DATA_UPDATE_CREATED )
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{
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Start( );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pParticleMgr -
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// *pArgs -
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//-----------------------------------------------------------------------------
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void C_EntityParticleTrail::Start( )
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{
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if( ParticleMgr()->AddEffect( &m_ParticleEffect, this ) == false )
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return;
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const char *pMaterialName = GetMaterialNameFromIndex( m_iMaterialName );
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if ( !pMaterialName )
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return;
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m_hMaterial = ParticleMgr()->GetPMaterial( pMaterialName );
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m_teParticleSpawn.Init( 150 );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_EntityParticleTrail::AddParticle( float flInitialDeltaTime, const Vector &vecMins, const Vector &vecMaxs, const matrix3x4_t &boxToWorld )
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{
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// Select a random point somewhere in the hitboxes of the entity.
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Vector vecLocalPosition, vecWorldPosition;
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vecLocalPosition.x = Lerp( random->RandomFloat( 0.0f, 1.0f ), vecMins.x, vecMaxs.x );
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vecLocalPosition.y = Lerp( random->RandomFloat( 0.0f, 1.0f ), vecMins.y, vecMaxs.y );
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vecLocalPosition.z = Lerp( random->RandomFloat( 0.0f, 1.0f ), vecMins.z, vecMaxs.z );
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VectorTransform( vecLocalPosition, boxToWorld, vecWorldPosition );
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// Don't emit the particle unless it's inside the model
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if ( m_hConstraintEntity.Get() )
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{
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Ray_t ray;
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trace_t tr;
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ray.Init( vecWorldPosition, vecWorldPosition );
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enginetrace->ClipRayToEntity( ray, MASK_ALL, m_hConstraintEntity, &tr );
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if ( !tr.startsolid )
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return;
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}
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// Make a new particle
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SimpleParticle *pParticle = (SimpleParticle *)m_ParticleEffect.AddParticle( sizeof(SimpleParticle), m_hMaterial );
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if ( pParticle == NULL )
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return;
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pParticle->m_Pos = vecWorldPosition;
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pParticle->m_flRoll = Helper_RandomInt( 0, 360 );
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pParticle->m_flRollDelta = Helper_RandomFloat( -2.0f, 2.0f );
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pParticle->m_flLifetime = flInitialDeltaTime;
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pParticle->m_flDieTime = m_Info.m_flLifetime;
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pParticle->m_uchColor[0] = 64;
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pParticle->m_uchColor[1] = 140;
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pParticle->m_uchColor[2] = 225;
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pParticle->m_uchStartAlpha = Helper_RandomInt( 64, 64 );
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pParticle->m_uchEndAlpha = 0;
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pParticle->m_uchStartSize = m_Info.m_flStartSize;
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pParticle->m_uchEndSize = m_Info.m_flEndSize;
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pParticle->m_vecVelocity = vec3_origin;
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VectorMA( pParticle->m_Pos, flInitialDeltaTime, pParticle->m_vecVelocity, pParticle->m_Pos );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : fTimeDelta -
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//-----------------------------------------------------------------------------
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void C_EntityParticleTrail::Update( float fTimeDelta )
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{
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float tempDelta = fTimeDelta;
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studiohdr_t *pStudioHdr;
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mstudiohitboxset_t *set;
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matrix3x4_t *hitboxbones[MAXSTUDIOBONES];
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C_BaseEntity *pMoveParent = GetMoveParent();
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if ( !pMoveParent )
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return;
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C_BaseAnimating *pAnimating = pMoveParent->GetBaseAnimating();
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if (!pAnimating)
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goto trailNoHitboxes;
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if ( !pAnimating->HitboxToWorldTransforms( hitboxbones ) )
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goto trailNoHitboxes;
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pStudioHdr = modelinfo->GetStudiomodel( pAnimating->GetModel() );
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if (!pStudioHdr)
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goto trailNoHitboxes;
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set = pStudioHdr->pHitboxSet( pAnimating->GetHitboxSet() );
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if ( !set )
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goto trailNoHitboxes;
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//Add new particles
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while ( m_teParticleSpawn.NextEvent( tempDelta ) )
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{
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int nHitbox = random->RandomInt( 0, set->numhitboxes - 1 );
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mstudiobbox_t *pBox = set->pHitbox(nHitbox);
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AddParticle( tempDelta, pBox->bbmin, pBox->bbmax, *hitboxbones[pBox->bone] );
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}
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return;
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trailNoHitboxes:
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while ( m_teParticleSpawn.NextEvent( tempDelta ) )
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{
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AddParticle( tempDelta, pMoveParent->CollisionProp()->OBBMins(), pMoveParent->CollisionProp()->OBBMaxs(), pMoveParent->EntityToWorldTransform() );
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}
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}
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inline void C_EntityParticleTrail::RenderParticles( CParticleRenderIterator *pIterator )
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{
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const SimpleParticle *pParticle = (const SimpleParticle*)pIterator->GetFirst();
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while ( pParticle )
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{
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float t = pParticle->m_flLifetime / pParticle->m_flDieTime;
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// Render
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Vector tPos;
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TransformParticle( ParticleMgr()->GetModelView(), pParticle->m_Pos, tPos );
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float sortKey = tPos.z;
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Vector color = Vector( pParticle->m_uchColor[0] / 255.0f, pParticle->m_uchColor[1] / 255.0f, pParticle->m_uchColor[2] / 255.0f );
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float alpha = Lerp( t, pParticle->m_uchStartAlpha / 255.0f, pParticle->m_uchEndAlpha / 255.0f );
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float flSize = Lerp( t, pParticle->m_uchStartSize, pParticle->m_uchEndSize );
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// Render it
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RenderParticle_ColorSize( pIterator->GetParticleDraw(), tPos, color, alpha, flSize );
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pParticle = (const SimpleParticle*)pIterator->GetNext( sortKey );
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}
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}
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inline void C_EntityParticleTrail::SimulateParticles( CParticleSimulateIterator *pIterator )
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{
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SimpleParticle *pParticle = (SimpleParticle*)pIterator->GetFirst();
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while ( pParticle )
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{
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// Update position
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float flTimeDelta = pIterator->GetTimeDelta();
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pParticle->m_Pos += pParticle->m_vecVelocity * flTimeDelta;
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// NOTE: I'm overloading "die time" to be the actual start time.
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pParticle->m_flLifetime += flTimeDelta;
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if ( pParticle->m_flLifetime >= pParticle->m_flDieTime )
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pIterator->RemoveParticle( pParticle );
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pParticle = (SimpleParticle*)pIterator->GetNext();
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}
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}
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