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https://github.com/nillerusr/source-engine.git
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476 lines
13 KiB
C++
476 lines
13 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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//=============================================================================//
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#include "cbase.h"
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#include "particlemgr.h"
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#include "particle_prototype.h"
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#include "particle_util.h"
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#include "surfinfo.h"
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#include "baseparticleentity.h"
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#include "materialsystem/imaterialsystemhardwareconfig.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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// Definitions
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// ------------------------------------------------------------------------- //
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#define NUM_AR2_EXPLOSION_PARTICLES 70
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#define AR2_DUST_RADIUS 240 // 340
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#define AR2_DUST_LIFETIME 4
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#define AR2_DUST_LIFETIME_DELTA 6
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#define AR2_DUST_SPEED 10000
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#define AR2_DUST_STARTSIZE 8
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#define AR2_DUST_ENDSIZE 32
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#define AR2_DUST_ALPHA 0.5f
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#define AR2_DUST_FADE_IN_TIME 0.25f
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static Vector g_AR2DustColor1(0.35, 0.345, 0.33 );
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static Vector g_AR2DustColor2(0.75, 0.75, 0.7);
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// ------------------------------------------------------------------------- //
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// Classes
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// ------------------------------------------------------------------------- //
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class C_AR2Explosion : public C_BaseParticleEntity, public IPrototypeAppEffect
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{
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public:
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DECLARE_CLASS( C_AR2Explosion, C_BaseParticleEntity );
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DECLARE_CLIENTCLASS();
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C_AR2Explosion();
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~C_AR2Explosion();
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private:
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class AR2ExplosionParticle : public StandardParticle_t
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{
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public:
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float m_Dist;
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Vector m_Start;
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float m_Roll;
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float m_RollSpeed;
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float m_Dwell;
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};
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// C_BaseEntity.
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public:
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virtual void OnDataChanged(DataUpdateType_t updateType);
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// IPrototypeAppEffect.
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public:
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virtual void Start(CParticleMgr *pParticleMgr, IPrototypeArgAccess *pArgs);
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// IParticleEffect.
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public:
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virtual 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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public:
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CParticleMgr *m_pParticleMgr;
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PMaterialHandle m_MaterialHandle;
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private:
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char m_szMaterialName[255];
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C_AR2Explosion( const C_AR2Explosion & );
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};
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// Expose to the particle app.
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EXPOSE_PROTOTYPE_EFFECT(AR2Explosion, C_AR2Explosion);
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IMPLEMENT_CLIENTCLASS_DT(C_AR2Explosion, DT_AR2Explosion, AR2Explosion)
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RecvPropString( RECVINFO( m_szMaterialName ) ),
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END_RECV_TABLE()
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// ------------------------------------------------------------------------- //
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// Helpers.
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// ------------------------------------------------------------------------- //
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// Given a line segment from vStart to vEnd
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// and a list of convex polygons in pSurfInfos and nSurfInfos,
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// fill in the list of which polygons the segment intersects.
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// Returns the number of intersected surfaces.
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static int IntersectSegmentWithSurfInfos(
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const Vector &vStart,
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const Vector &vEnd,
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SurfInfo *pSurfInfos,
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const int nSurfInfos,
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SurfInfo ** pIntersections,
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Vector *pIntersectionPositions,
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int nMaxIntersections)
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{
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if(nMaxIntersections == 0)
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return 0;
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int nIntersections = 0;
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for(int i=0; i < nSurfInfos; i++)
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{
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SurfInfo *pSurf = &pSurfInfos[i];
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// Does it intersect the plane?
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float dot1 = pSurf->m_Plane.DistTo(vStart);
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float dot2 = pSurf->m_Plane.DistTo(vEnd);
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if((dot1 > 0) != (dot2 > 0))
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{
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float t = dot1 / (dot1 - dot2);
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Vector vIntersection = vStart + (vEnd - vStart) * t;
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// If the intersection is behind any edge plane, then it's not inside the polygon.
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unsigned long iEdge;
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for(iEdge=0; iEdge < pSurf->m_nVerts; iEdge++)
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{
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VPlane edgePlane;
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edgePlane.m_Normal = pSurf->m_Plane.m_Normal.Cross(pSurf->m_Verts[iEdge] - pSurf->m_Verts[(iEdge+1)%pSurf->m_nVerts]);
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VectorNormalize( edgePlane.m_Normal );
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edgePlane.m_Dist = edgePlane.m_Normal.Dot(pSurf->m_Verts[iEdge]);
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if(edgePlane.DistTo(vIntersection) < 0.0f)
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break;
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}
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if(iEdge == pSurf->m_nVerts)
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{
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pIntersections[nIntersections] = pSurf;
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pIntersectionPositions[nIntersections] = vIntersection;
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++nIntersections;
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if(nIntersections >= nMaxIntersections)
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break;
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}
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}
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}
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return nIntersections;
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}
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// ------------------------------------------------------------------------- //
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// C_AR2Explosion
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// ------------------------------------------------------------------------- //
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C_AR2Explosion::C_AR2Explosion()
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{
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m_pParticleMgr = NULL;
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m_MaterialHandle = INVALID_MATERIAL_HANDLE;
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}
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C_AR2Explosion::~C_AR2Explosion()
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{
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}
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void C_AR2Explosion::OnDataChanged(DataUpdateType_t updateType)
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{
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C_BaseEntity::OnDataChanged(updateType);
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if(updateType == DATA_UPDATE_CREATED)
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{
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Start(ParticleMgr(), NULL);
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}
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}
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static ConVar mat_reduceparticles( "mat_reduceparticles", "0" );
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void C_AR2Explosion::Start(CParticleMgr *pParticleMgr, IPrototypeArgAccess *pArgs)
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{
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m_pParticleMgr = pParticleMgr;
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if(!pParticleMgr->AddEffect(&m_ParticleEffect, this))
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return;
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if (!m_szMaterialName[0])
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{
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Q_strncpy(m_szMaterialName, "particle/particle_noisesphere", sizeof( m_szMaterialName ) );
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}
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m_MaterialHandle = m_ParticleEffect.FindOrAddMaterial(m_szMaterialName);
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// Precalculate stuff for the particle spawning..
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#define NUM_DUSTEMITTER_SURFINFOS 128
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SurfInfo surfInfos[NUM_DUSTEMITTER_SURFINFOS];
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int nSurfInfos;
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// Center of explosion.
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Vector vCenter = GetAbsOrigin(); // HACKHACK.. when the engine bug is fixed, use origin.
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if ( IsXbox() )
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{
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m_ParticleEffect.SetBBox( vCenter-Vector(300,300,300), vCenter+Vector(300,300,300) );
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}
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#ifdef PARTICLEPROTOTYPE_APP
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float surfSize = 10000;
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nSurfInfos = 1;
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surfInfos[0].m_Verts[0].Init(-surfSize,-surfSize,0);
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surfInfos[0].m_Verts[1].Init(-surfSize,surfSize,0);
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surfInfos[0].m_Verts[2].Init(surfSize, surfSize,0);
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surfInfos[0].m_Verts[3].Init(surfSize,-surfSize,0);
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surfInfos[0].m_nVerts = 4;
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surfInfos[0].m_Plane.m_Normal.Init(0,0,1);
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surfInfos[0].m_Plane.m_Dist = -3;
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#else
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{
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nSurfInfos = 0;
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C_BaseEntity *ent = cl_entitylist->GetEnt( 0 );
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if ( ent )
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{
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nSurfInfos = engine->GetIntersectingSurfaces(
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ent->GetModel(),
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vCenter,
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AR2_DUST_RADIUS,
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true,
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surfInfos,
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NUM_DUSTEMITTER_SURFINFOS);
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}
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}
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#endif
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int nParticles = 0;
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int iParticlesToSpawn = NUM_AR2_EXPLOSION_PARTICLES;
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// In DX7, much fewer particles
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if ( g_pMaterialSystemHardwareConfig->GetDXSupportLevel() < 80 )
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{
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iParticlesToSpawn *= 0.25;
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}
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else if ( mat_reduceparticles.GetBool() )
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{
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iParticlesToSpawn *= 0.025;
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}
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if( nSurfInfos > 0 )
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{
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// For nParticles*N, generate a ray and cast it out. If it hits anything, spawn a particle there.
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int nTestsPerParticle=3;
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for(int i=0; i < iParticlesToSpawn; i++)
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{
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for(int iTest=0; iTest < nTestsPerParticle; iTest++)
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{
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Vector randVec = RandomVector(-1,1);
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VectorNormalize( randVec );
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Vector startPos = vCenter + randVec * AR2_DUST_RADIUS;
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randVec = RandomVector(-1,1);
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VectorNormalize( randVec );
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Vector endPos = vCenter + randVec * AR2_DUST_RADIUS;
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#define MAX_SURFINFO_INTERSECTIONS 4
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SurfInfo *pIntersected[MAX_SURFINFO_INTERSECTIONS];
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Vector vIntersections[MAX_SURFINFO_INTERSECTIONS];
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int nIntersections;
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nIntersections = IntersectSegmentWithSurfInfos(
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startPos,
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endPos,
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surfInfos,
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nSurfInfos,
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pIntersected,
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vIntersections,
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MAX_SURFINFO_INTERSECTIONS);
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if(nIntersections)
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{
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int iIntersection = rand() % nIntersections;
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Vector velocity;
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//velocity.Init(-1.0f + ((float)rand()/VALVE_RAND_MAX) * 2.0f, -1.0f + ((float)rand()/VALVE_RAND_MAX) * 2.0f, -1.0f + ((float)rand()/VALVE_RAND_MAX) * 2.0f);
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//velocity = velocity * FRand(m_MinSpeed, m_MaxSpeed);
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Vector direction = (vIntersections[iIntersection] - vCenter );
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float dist = VectorNormalize( direction );
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if(dist > AR2_DUST_RADIUS)
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dist = AR2_DUST_RADIUS;
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static float power = 2.0f;
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float falloffMul = pow(1.0f - dist / AR2_DUST_RADIUS, power);
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Vector reflection = direction - 2 * DotProduct( direction, pIntersected[iIntersection]->m_Plane.m_Normal ) * pIntersected[iIntersection]->m_Plane.m_Normal;
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VectorNormalize( reflection );
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velocity = reflection * AR2_DUST_SPEED * falloffMul;
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// velocity = velocity + (vIntersections[iIntersection] - vCenter) * falloffMul;
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/*
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debugoverlay->AddLineOverlay( vIntersections[iIntersection],
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vIntersections[iIntersection] + reflection * 64,
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128, 128, 255, false, 15.0 );
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*/
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#if 1
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AR2ExplosionParticle *pParticle =
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(AR2ExplosionParticle*)m_ParticleEffect.AddParticle( sizeof(AR2ExplosionParticle), m_MaterialHandle );
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if(pParticle)
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{
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pParticle->m_Pos = vIntersections[iIntersection];
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pParticle->m_Start = pParticle->m_Pos;
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pParticle->m_Dist = 8.0;
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pParticle->m_Velocity = velocity;
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// sound == 13031.496062992125984251968503937ips
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pParticle->m_Lifetime = -dist / 13031.5f - 0.1;
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pParticle->m_Roll = FRand( 0, M_PI * 2 );
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pParticle->m_RollSpeed = FRand( -1, 1 ) * 0.4;
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pParticle->m_Dwell = AR2_DUST_LIFETIME + random->RandomFloat( 0, AR2_DUST_LIFETIME_DELTA );
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nParticles++;
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break;
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}
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#endif
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}
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}
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}
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}
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// build interior smoke particles
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for(int i=nParticles; i < iParticlesToSpawn; i++)
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{
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Vector randVec = RandomVector(-1,1);
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VectorNormalize( randVec );
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Vector endPos = vCenter + randVec * AR2_DUST_RADIUS / 4.0;
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Vector direction = (endPos - vCenter );
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float dist = VectorNormalize( direction ) + random->RandomFloat( 0, AR2_DUST_RADIUS / 4.0 );
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if(dist > AR2_DUST_RADIUS)
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dist = AR2_DUST_RADIUS;
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static float power = 2.0f;
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float falloffMul = pow(1.0f - dist / (AR2_DUST_RADIUS / 2), power);
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Vector velocity = direction * AR2_DUST_SPEED * falloffMul;
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AR2ExplosionParticle *pParticle =
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(AR2ExplosionParticle*)m_ParticleEffect.AddParticle( sizeof(AR2ExplosionParticle), m_MaterialHandle );
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if(pParticle)
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{
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pParticle->m_Pos = endPos;
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pParticle->m_Start = pParticle->m_Pos;
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pParticle->m_Dist = 8.0;
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pParticle->m_Velocity = velocity;
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// sound == 13031.496062992125984251968503937ips
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pParticle->m_Lifetime = -dist / 13031.5f - 0.1;
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pParticle->m_Roll = FRand( 0, M_PI * 2 );
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pParticle->m_RollSpeed = FRand( -1, 1 ) * 4.0;
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pParticle->m_Dwell = 0.5 * (AR2_DUST_LIFETIME + random->RandomFloat( 0, AR2_DUST_LIFETIME_DELTA ));
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}
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}
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}
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void C_AR2Explosion::Update(float fTimeDelta)
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{
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if(!m_pParticleMgr)
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return;
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}
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void C_AR2Explosion::SimulateParticles( CParticleSimulateIterator *pIterator )
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{
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float dt = pIterator->GetTimeDelta();
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AR2ExplosionParticle *pParticle = (AR2ExplosionParticle*)pIterator->GetFirst();
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while ( pParticle )
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{
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if (dt > 0.05)
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dt = 0.05; // yuck, air resistance function craps out at less then 20fps
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// Update its lifetime.
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pParticle->m_Lifetime += dt; // pDraw->GetTimeDelta();
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if(pParticle->m_Lifetime > pParticle->m_Dwell)
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{
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// faded to nothing....
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pIterator->RemoveParticle( pParticle );
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}
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else
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{
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// Spin the thing
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pParticle->m_Roll += pParticle->m_RollSpeed * pIterator->GetTimeDelta();
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// delayed?
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if ( pParticle->m_Lifetime >= 0.0f )
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{
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// Move it (this comes after rendering to make it clear that moving the particle here won't change
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// its rendering for this frame since m_TransformedPos has already been set).
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pParticle->m_Pos = pParticle->m_Pos + pParticle->m_Velocity * dt;
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// keep track of distance traveled
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pParticle->m_Dist = pParticle->m_Dist + pParticle->m_Velocity.Length() * dt;
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// Dampen velocity.
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float dist = pParticle->m_Velocity.Length() * dt;
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float r = dist * dist;
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// FIXME: this is a really screwy air-resistance function....
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pParticle->m_Velocity = pParticle->m_Velocity * (100 / (100 + r ));
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// dampen roll
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static float dtime;
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static float decay;
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if (dtime != dt)
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{
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dtime = dt;
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decay = ExponentialDecay( 0.3, 1.0, dtime );
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}
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if (fabs(pParticle->m_RollSpeed) > 0.2)
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pParticle->m_RollSpeed = pParticle->m_RollSpeed * decay;
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}
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}
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pParticle = (AR2ExplosionParticle*)pIterator->GetNext();
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}
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}
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void C_AR2Explosion::RenderParticles( CParticleRenderIterator *pIterator )
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{
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const AR2ExplosionParticle *pParticle = (const AR2ExplosionParticle *)pIterator->GetFirst();
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while ( pParticle )
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{
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float sortKey = 0;
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if ( pParticle->m_Lifetime >= 0.0f )
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{
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// Draw.
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float lifetimePercent = ( pParticle->m_Lifetime - AR2_DUST_FADE_IN_TIME ) / pParticle->m_Dwell;
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// FIXME: base color should be a dirty version of the material color
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Vector color = g_AR2DustColor1 * (1.0 - lifetimePercent) + g_AR2DustColor2 * lifetimePercent;
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Vector tPos;
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TransformParticle(m_pParticleMgr->GetModelView(), pParticle->m_Pos, tPos);
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sortKey = tPos.z;
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float alpha;
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if ( pParticle->m_Lifetime < AR2_DUST_FADE_IN_TIME )
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{
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alpha = AR2_DUST_ALPHA * ( pParticle->m_Lifetime / AR2_DUST_FADE_IN_TIME );
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}
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else
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{
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alpha = AR2_DUST_ALPHA * ( 1.0f - lifetimePercent );
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}
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alpha *= GetAlphaDistanceFade( tPos, IsXbox() ? 100 : 50, IsXbox() ? 200 : 150 );
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RenderParticle_ColorSizeAngle(
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pIterator->GetParticleDraw(),
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tPos,
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color,
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alpha,
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pParticle->m_Dist, // size based on how far it's traveled
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pParticle->m_Roll);
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}
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pParticle = (const AR2ExplosionParticle *)pIterator->GetNext( sortKey );
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}
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}
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