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https://github.com/nillerusr/source-engine.git
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161 lines
4.7 KiB
C++
161 lines
4.7 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Particles which are simulated locally to some space (attachment, bone, etc)
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//
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//=============================================================================//
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#include "cbase.h"
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#include "particles_simple.h"
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#include "particles_localspace.h"
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#include "tier0/memdbgon.h"
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//-----------------------------------------------------------------------------
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// Constructor
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//-----------------------------------------------------------------------------
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CLocalSpaceEmitter::CLocalSpaceEmitter( const char *pDebugName ) :
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CSimpleEmitter( pDebugName )
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{
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}
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inline const matrix3x4_t& CLocalSpaceEmitter::GetTransformMatrix() const
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{
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return m_ParticleEffect.GetLocalSpaceTransform();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Creates a local space emitter
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//-----------------------------------------------------------------------------
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CSmartPtr<CLocalSpaceEmitter> CLocalSpaceEmitter::Create( const char *pDebugName,
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ClientEntityHandle_t hEntity, int nAttachment, int fFlags )
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{
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CLocalSpaceEmitter *pRet = new CLocalSpaceEmitter( pDebugName );
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pRet->SetDynamicallyAllocated( true );
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pRet->m_hEntity = hEntity;
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pRet->m_nAttachment = nAttachment;
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pRet->m_fFlags = fFlags;
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pRet->SetupTransformMatrix();
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return pRet;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Used to build the transformation matrix for this frame
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//-----------------------------------------------------------------------------
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void CLocalSpaceEmitter::Update( float flTimeDelta )
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{
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SetupTransformMatrix();
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}
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extern void FormatViewModelAttachment( Vector &vOrigin, bool bInverse );
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void CLocalSpaceEmitter::SimulateParticles( CParticleSimulateIterator *pIterator )
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{
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float timeDelta = pIterator->GetTimeDelta();
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SimpleParticle *pParticle = (SimpleParticle*)pIterator->GetFirst();
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while ( pParticle )
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{
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// Update velocity
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UpdateVelocity( pParticle, timeDelta );
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pParticle->m_Pos += pParticle->m_vecVelocity * timeDelta;
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// Should this particle die?
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pParticle->m_flLifetime += timeDelta;
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UpdateRoll( pParticle, timeDelta );
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// If we're dead, we're done
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if ( pParticle->m_flLifetime >= pParticle->m_flDieTime )
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{
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pIterator->RemoveParticle( pParticle );
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}
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pParticle = (SimpleParticle*)pIterator->GetNext();
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}
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}
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void CLocalSpaceEmitter::RenderParticles( CParticleRenderIterator *pIterator )
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{
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const matrix3x4_t &mLocalToWorld = GetTransformMatrix();
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const VMatrix &mModelView = ParticleMgr()->GetModelView();
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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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// Transform it
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Vector screenPos, worldPos;
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VectorTransform( pParticle->m_Pos, mLocalToWorld, worldPos );
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// Correct viewmodel squashing
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if ( m_fFlags & FLE_VIEWMODEL )
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{
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FormatViewModelAttachment( worldPos, false );
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}
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TransformParticle( mModelView, worldPos, screenPos );
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float sortKey = (int) screenPos.z;
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// Render it
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RenderParticle_ColorSizeAngle(
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pIterator->GetParticleDraw(),
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screenPos,
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UpdateColor( pParticle ),
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UpdateAlpha( pParticle ) * GetAlphaDistanceFade( screenPos, m_flNearClipMin, m_flNearClipMax ),
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UpdateScale( pParticle ),
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pParticle->m_flRoll
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);
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pParticle = (const SimpleParticle *)pIterator->GetNext( sortKey );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Create the matrix by which we'll transform the particle's local
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// space into world space, via the attachment's transform
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//-----------------------------------------------------------------------------
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void CLocalSpaceEmitter::SetupTransformMatrix( void )
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{
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IClientRenderable *pRenderable = ClientEntityList().GetClientRenderableFromHandle( m_hEntity );
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if ( pRenderable )
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{
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matrix3x4_t mat;
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if ( pRenderable->GetAttachment( m_nAttachment, mat ) == false )
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{
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// This attachment is bogus!
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Assert(0);
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}
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// Tell the particle effect so it knows
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Vector origin;
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MatrixGetColumn( mat, 3, origin );
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m_ParticleEffect.SetLocalSpaceTransform( mat );
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SetSortOrigin( origin );
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C_BaseEntity *pEnt = pRenderable->GetIClientUnknown()->GetBaseEntity();
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if ( pEnt )
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{
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Vector vWorldMins, vWorldMaxs;
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float scale = pEnt->CollisionProp()->BoundingRadius();
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vWorldMins[0] = origin[0] - scale;
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vWorldMins[1] = origin[1] - scale;
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vWorldMins[2] = origin[2] - scale;
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vWorldMaxs[0] = origin[0] + scale;
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vWorldMaxs[1] = origin[1] + scale;
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vWorldMaxs[2] = origin[2] + scale;
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GetBinding().SetBBox( vWorldMins, vWorldMaxs, true );
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}
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}
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// We preapply the local transform because we need to squash it for viewmodel FOV.
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m_ParticleEffect.SetAutoApplyLocalTransform( false );
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}
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