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256 lines
7.7 KiB
C++
256 lines
7.7 KiB
C++
//========= 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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#ifndef PARTICLES_SIMPLE_H
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#define PARTICLES_SIMPLE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "particlemgr.h"
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#include "particlesphererenderer.h"
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#include "smartptr.h"
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// ------------------------------------------------------------------------------------------------ //
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// CParticleEffect is the base class that you can derive from to make a particle effect.
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// These can be used two ways:
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//
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// 1. Allocate a CParticleEffect-based object using the class's static Create() function. This gives
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// you back a smart pointer that handles the reference counting for you.
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//
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// 2. Contain a CParticleEffect object in your class.
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// ------------------------------------------------------------------------------------------------ //
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class CParticleEffect : public IParticleEffect
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{
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public:
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DECLARE_CLASS_NOBASE( CParticleEffect );
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friend class CRefCountAccessor;
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// Call this before adding a bunch of particles to give it a rough estimate of where
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// your particles are for sorting amongst other translucent entities.
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void SetSortOrigin( const Vector &vSortOrigin );
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PMaterialHandle GetPMaterial(const char *name);
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Particle* AddParticle( unsigned int particleSize, PMaterialHandle material, const Vector &origin );
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CParticleEffectBinding& GetBinding() { return m_ParticleEffect; }
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const char *GetEffectName();
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void AddFlags( int iFlags ) { m_Flags |= iFlags; }
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void RemoveFlags( int iFlags ) { m_Flags &= ~iFlags; }
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void SetDontRemove( bool bSet )
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{
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if( bSet )
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AddFlags( FLAG_DONT_REMOVE );
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else
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RemoveFlags( FLAG_DONT_REMOVE );
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}
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// IParticleEffect overrides
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public:
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virtual void SetParticleCullRadius( float radius );
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virtual void NotifyRemove( void );
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virtual const Vector & GetSortOrigin();
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virtual void NotifyDestroyParticle( Particle* pParticle );
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virtual void Update( float flTimeDelta );
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// All Create() functions should call this so the effect deletes itself
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// when it is removed from the particle manager.
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void SetDynamicallyAllocated( bool bDynamic=true );
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virtual bool ShouldSimulate() const { return m_bSimulate; }
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virtual void SetShouldSimulate( bool bSim ) { m_bSimulate = bSim; }
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int AllocateToolParticleEffectId();
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int GetToolParticleEffectId() const;
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protected:
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CParticleEffect( const char *pDebugName );
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virtual ~CParticleEffect();
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// Returns nonzero if Release() has been called.
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int IsReleased();
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enum
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{
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FLAG_ALLOCATED = (1<<1), // Most of the CParticleEffects are dynamically allocated but
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// some are member variables of a class. If they're member variables.
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FLAG_DONT_REMOVE = (1<<2),
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};
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// Used to track down bugs.
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char const *m_pDebugName;
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CParticleEffectBinding m_ParticleEffect;
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Vector m_vSortOrigin;
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int m_Flags; // Combination of CParticleEffect::FLAG_
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bool m_bSimulate;
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int m_nToolParticleEffectId;
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private:
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// Update the reference count.
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void AddRef();
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void Release();
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int m_RefCount; // When this goes to zero and the effect has no more active
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// particles, (and it's dynamically allocated), it will delete itself.
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CParticleEffect( const CParticleEffect & ); // not defined, not accessible
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};
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inline int CParticleEffect::GetToolParticleEffectId() const
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{
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return m_nToolParticleEffectId;
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}
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inline int CParticleEffect::AllocateToolParticleEffectId()
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{
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m_nToolParticleEffectId = ParticleMgr()->AllocateToolParticleEffectId();
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return m_nToolParticleEffectId;
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}
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//-----------------------------------------------------------------------------
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// Particle flags
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//-----------------------------------------------------------------------------
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enum SimpleParticleFlag_t
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{
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SIMPLE_PARTICLE_FLAG_WINDBLOWN = 0x1,
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SIMPLE_PARTICLE_FLAG_NO_VEL_DECAY = 0x2 // Used by the blood spray emitter. By default, it decays the
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// particle velocity.
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};
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class SimpleParticle : public Particle
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{
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public:
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SimpleParticle() : m_iFlags(0) {}
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// AddSimpleParticle automatically initializes these fields.
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Vector m_vecVelocity;
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float m_flRoll;
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float m_flDieTime; // How long it lives for.
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float m_flLifetime; // How long it has been alive for so far.
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unsigned char m_uchColor[3];
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unsigned char m_uchStartAlpha;
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unsigned char m_uchEndAlpha;
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unsigned char m_uchStartSize;
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unsigned char m_uchEndSize;
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unsigned char m_iFlags; // See SimpleParticleFlag_t above
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float m_flRollDelta;
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};
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// CSimpleEmitter implements a common way to simulate and render particles.
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//
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// Effects can add particles to the particle manager and point at CSimpleEmitter
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// for the effect so they don't have to implement the simulation code. It simulates
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// velocity, and fades their alpha from invisible to solid and back to invisible over their lifetime.
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//
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// Particles you add using this effect must use the class CParticleSimple::Particle.
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class CSimpleEmitter : public CParticleEffect
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{
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// IParticleEffect overrides.
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public:
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DECLARE_CLASS( CSimpleEmitter, CParticleEffect );
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static CSmartPtr<CSimpleEmitter> Create( const char *pDebugName );
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virtual void SimulateParticles( CParticleSimulateIterator *pIterator );
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virtual void RenderParticles( CParticleRenderIterator *pIterator );
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void SetNearClip( float nearClipMin, float nearClipMax );
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void SetDrawBeforeViewModel( bool state = true );
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SimpleParticle* AddSimpleParticle( PMaterialHandle hMaterial, const Vector &vOrigin, float flDieTime=3, unsigned char uchSize=10 );
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// Overridables for variants like CEmberEffect.
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protected:
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CSimpleEmitter( const char *pDebugName = NULL );
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virtual ~CSimpleEmitter();
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virtual float UpdateAlpha( const SimpleParticle *pParticle );
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virtual float UpdateScale( const SimpleParticle *pParticle );
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virtual float UpdateRoll( SimpleParticle *pParticle, float timeDelta );
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virtual void UpdateVelocity( SimpleParticle *pParticle, float timeDelta );
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virtual Vector UpdateColor( const SimpleParticle *pParticle );
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float m_flNearClipMin;
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float m_flNearClipMax;
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private:
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CSimpleEmitter( const CSimpleEmitter & ); // not defined, not accessible
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};
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//==================================================
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// EmberEffect
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//==================================================
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class CEmberEffect : public CSimpleEmitter
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{
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public:
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CEmberEffect( const char *pDebugName );
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static CSmartPtr<CEmberEffect> Create( const char *pDebugName );
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virtual void UpdateVelocity( SimpleParticle *pParticle, float timeDelta );
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virtual Vector UpdateColor( const SimpleParticle *pParticle );
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private:
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CEmberEffect( const CEmberEffect & ); // not defined, not accessible
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};
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//==================================================
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// FireSmokeEffect
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//==================================================
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class CFireSmokeEffect : public CSimpleEmitter
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{
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public:
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CFireSmokeEffect( const char *pDebugName );
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static CSmartPtr<CFireSmokeEffect> Create( const char *pDebugName );
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virtual void UpdateVelocity( SimpleParticle *pParticle, float timeDelta );
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virtual float UpdateAlpha( const SimpleParticle *pParticle );
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protected:
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VPlane m_planeClip;
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private:
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CFireSmokeEffect( const CFireSmokeEffect & ); // not defined, not accessible
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};
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//==================================================
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// CFireParticle
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//==================================================
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class CFireParticle : public CSimpleEmitter
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{
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public:
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CFireParticle( const char *pDebugName );
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static CSmartPtr<CFireParticle> Create( const char *pDebugName );
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virtual Vector UpdateColor( const SimpleParticle *pParticle );
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private:
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CFireParticle( const CFireParticle & ); // not defined, not accessible
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};
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#endif // PARTICLES_SIMPLE_H
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