mirror of
https://github.com/nillerusr/source-engine.git
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2264 lines
75 KiB
C++
2264 lines
75 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: particle system definitions
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//
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//===========================================================================//
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#ifndef PARTICLES_H
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#define PARTICLES_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "mathlib/mathlib.h"
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#include "mathlib/vector.h"
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#include "mathlib/ssemath.h"
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#include "materialsystem/imaterialsystem.h"
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#include "dmxloader/dmxelement.h"
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#include "tier1/utlintrusivelist.h"
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#include "vstdlib/random.h"
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#include "tier1/utlobjectreference.h"
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#include "tier1/UtlStringMap.h"
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#include "tier1/utlmap.h"
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#include "materialsystem/MaterialSystemUtil.h"
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#include "trace.h"
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#include "tier1/utlsoacontainer.h"
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#if defined( CLIENT_DLL )
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#include "c_pixel_visibility.h"
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#endif
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//-----------------------------------------------------------------------------
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// Forward declarations
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//-----------------------------------------------------------------------------
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struct DmxElementUnpackStructure_t;
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class CParticleSystemDefinition;
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class CParticleCollection;
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class CParticleOperatorInstance;
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class CParticleSystemDictionary;
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class CUtlBuffer;
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class IParticleOperatorDefinition;
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class CSheet;
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class CMeshBuilder;
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extern float s_pRandomFloats[];
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//-----------------------------------------------------------------------------
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// Random numbers
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//-----------------------------------------------------------------------------
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#define MAX_RANDOM_FLOATS 4096
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#define RANDOM_FLOAT_MASK ( MAX_RANDOM_FLOATS - 1 )
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//-----------------------------------------------------------------------------
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// Particle attributes
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//-----------------------------------------------------------------------------
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#define MAX_PARTICLE_ATTRIBUTES 32
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#define DEFPARTICLE_ATTRIBUTE( name, bit ) \
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const int PARTICLE_ATTRIBUTE_##name##_MASK = (1 << bit); \
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const int PARTICLE_ATTRIBUTE_##name = bit;
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// required
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DEFPARTICLE_ATTRIBUTE( XYZ, 0 );
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// particle lifetime (duration) of particle as a float.
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DEFPARTICLE_ATTRIBUTE( LIFE_DURATION, 1 );
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// prev coordinates for verlet integration
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DEFPARTICLE_ATTRIBUTE( PREV_XYZ, 2 );
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// radius of particle
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DEFPARTICLE_ATTRIBUTE( RADIUS, 3 );
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// rotation angle of particle
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DEFPARTICLE_ATTRIBUTE( ROTATION, 4 );
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// rotation speed of particle
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DEFPARTICLE_ATTRIBUTE( ROTATION_SPEED, 5 );
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// tint of particle
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DEFPARTICLE_ATTRIBUTE( TINT_RGB, 6 );
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// alpha tint of particle
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DEFPARTICLE_ATTRIBUTE( ALPHA, 7 );
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// creation time stamp (relative to particle system creation)
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DEFPARTICLE_ATTRIBUTE( CREATION_TIME, 8 );
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// sequnece # (which animation sequence number this particle uses )
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DEFPARTICLE_ATTRIBUTE( SEQUENCE_NUMBER, 9 );
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// length of the trail
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DEFPARTICLE_ATTRIBUTE( TRAIL_LENGTH, 10 );
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// unique particle identifier
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DEFPARTICLE_ATTRIBUTE( PARTICLE_ID, 11 );
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// unique rotation around up vector
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DEFPARTICLE_ATTRIBUTE( YAW, 12 );
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// second sequnece # (which animation sequence number this particle uses )
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DEFPARTICLE_ATTRIBUTE( SEQUENCE_NUMBER1, 13 );
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// hit box index
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DEFPARTICLE_ATTRIBUTE( HITBOX_INDEX, 14 );
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DEFPARTICLE_ATTRIBUTE( HITBOX_RELATIVE_XYZ, 15 );
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DEFPARTICLE_ATTRIBUTE( ALPHA2, 16 );
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// particle trace caching fields
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DEFPARTICLE_ATTRIBUTE( TRACE_P0, 17 ); // start pnt of trace
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DEFPARTICLE_ATTRIBUTE( TRACE_P1, 18 ); // end pnt of trace
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DEFPARTICLE_ATTRIBUTE( TRACE_HIT_T, 19 ); // 0..1 if hit
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DEFPARTICLE_ATTRIBUTE( TRACE_HIT_NORMAL, 20 ); // 0 0 0 if no hit
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#define MAX_PARTICLE_CONTROL_POINTS 64
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#define ATTRIBUTES_WHICH_ARE_VEC3S_MASK ( PARTICLE_ATTRIBUTE_TRACE_P0_MASK | PARTICLE_ATTRIBUTE_TRACE_P1_MASK | \
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PARTICLE_ATTRIBUTE_TRACE_HIT_NORMAL | PARTICLE_ATTRIBUTE_XYZ_MASK | \
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PARTICLE_ATTRIBUTE_PREV_XYZ_MASK | PARTICLE_ATTRIBUTE_TINT_RGB_MASK | \
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PARTICLE_ATTRIBUTE_HITBOX_RELATIVE_XYZ_MASK )
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#define ATTRIBUTES_WHICH_ARE_0_TO_1 (PARTICLE_ATTRIBUTE_ALPHA_MASK | PARTICLE_ATTRIBUTE_ALPHA2_MASK)
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#define ATTRIBUTES_WHICH_ARE_ANGLES (PARTICLE_ATTRIBUTE_ROTATION_MASK | PARTICLE_ATTRIBUTE_YAW_MASK )
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#define ATTRIBUTES_WHICH_ARE_INTS (PARTICLE_ATTRIBUTE_PARTICLE_ID_MASK | PARTICLE_ATTRIBUTE_HITBOX_INDEX_MASK )
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#if defined( _X360 )
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#define MAX_PARTICLES_IN_A_SYSTEM 2000
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#else
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#define MAX_PARTICLES_IN_A_SYSTEM 5000
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#endif
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// Set this to 1 or 0 to enable or disable particle profiling.
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// Note that this profiling is expensive on Linux, and some anti-virus
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// products can make this *extremely* expensive on Windows.
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#define MEASURE_PARTICLE_PERF 0
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//-----------------------------------------------------------------------------
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// Particle function types
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//-----------------------------------------------------------------------------
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enum ParticleFunctionType_t
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{
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FUNCTION_RENDERER = 0,
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FUNCTION_OPERATOR,
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FUNCTION_INITIALIZER,
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FUNCTION_EMITTER,
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FUNCTION_CHILDREN, // NOTE: This one is a fake function type, only here to help eliminate a ton of duplicated code in the editor
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FUNCTION_FORCEGENERATOR,
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FUNCTION_CONSTRAINT,
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PARTICLE_FUNCTION_COUNT
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};
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struct CParticleVisibilityInputs
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{
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float m_flCameraBias;
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float m_flInputMin;
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float m_flInputMax;
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float m_flAlphaScaleMin;
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float m_flAlphaScaleMax;
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float m_flRadiusScaleMin;
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float m_flRadiusScaleMax;
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float m_flProxyRadius;
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float m_flBBoxScale;
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bool m_bUseBBox;
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int m_nCPin;
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};
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struct ModelHitBoxInfo_t
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{
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Vector m_vecBoxMins;
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Vector m_vecBoxMaxes;
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matrix3x4_t m_Transform;
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};
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class CModelHitBoxesInfo
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{
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public:
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float m_flLastUpdateTime;
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float m_flPrevLastUpdateTime;
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int m_nNumHitBoxes;
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int m_nNumPrevHitBoxes;
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ModelHitBoxInfo_t *m_pHitBoxes;
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ModelHitBoxInfo_t *m_pPrevBoxes;
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bool CurAndPrevValid( void ) const
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{
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return ( m_nNumHitBoxes && ( m_nNumPrevHitBoxes == m_nNumHitBoxes ) );
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}
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CModelHitBoxesInfo( void )
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{
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m_flLastUpdateTime = -1;
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m_nNumHitBoxes = 0;
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m_nNumPrevHitBoxes = 0;
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m_pHitBoxes = NULL;
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m_pPrevBoxes = NULL;
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}
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~CModelHitBoxesInfo( void )
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{
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if ( m_pHitBoxes )
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delete[] m_pHitBoxes;
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if ( m_pPrevBoxes )
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delete[] m_pPrevBoxes;
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}
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};
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//-----------------------------------------------------------------------------
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// Interface to allow the particle system to call back into the client
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//-----------------------------------------------------------------------------
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#define PARTICLE_SYSTEM_QUERY_INTERFACE_VERSION "VParticleSystemQuery001"
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class IParticleSystemQuery : public IAppSystem
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{
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public:
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virtual void GetLightingAtPoint( const Vector& vecOrigin, Color &tint ) = 0;
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virtual void TraceLine( const Vector& vecAbsStart,
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const Vector& vecAbsEnd, unsigned int mask,
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const class IHandleEntity *ignore,
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int collisionGroup,
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CBaseTrace *ptr ) = 0;
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// given a possible spawn point, tries to movie it to be on or in the source object. returns
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// true if it succeeded
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virtual bool MovePointInsideControllingObject( CParticleCollection *pParticles,
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void *pObject,
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Vector *pPnt )
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{
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return true;
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}
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virtual bool IsPointInControllingObjectHitBox(
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CParticleCollection *pParticles,
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int nControlPointNumber, Vector vecPos, bool bBBoxOnly = false )
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{
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return true;
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}
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virtual int GetCollisionGroupFromName( const char *pszCollisionGroupName )
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{
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return 0; // == COLLISION_GROUP_NONE
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}
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virtual void GetRandomPointsOnControllingObjectHitBox(
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CParticleCollection *pParticles,
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int nControlPointNumber,
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int nNumPtsOut,
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float flBBoxScale,
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int nNumTrysToGetAPointInsideTheModel,
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Vector *pPntsOut,
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Vector vecDirectionBias,
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Vector *pHitBoxRelativeCoordOut = NULL,
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int *pHitBoxIndexOut = NULL ) = 0;
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virtual int GetControllingObjectHitBoxInfo(
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CParticleCollection *pParticles,
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int nControlPointNumber,
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int nBufSize, // # of output slots available
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ModelHitBoxInfo_t *pHitBoxOutputBuffer )
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{
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// returns number of hit boxes output
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return 0;
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}
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virtual Vector GetLocalPlayerPos( void )
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{
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return vec3_origin;
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}
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virtual void GetLocalPlayerEyeVectors( Vector *pForward, Vector *pRight = NULL, Vector *pUp = NULL )
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{
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*pForward = vec3_origin;
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*pRight = vec3_origin;
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*pUp = vec3_origin;
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}
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virtual float GetPixelVisibility( int *pQueryHandle, const Vector &vecOrigin, float flScale ) = 0;
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virtual void SetUpLightingEnvironment( const Vector& pos )
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{
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}
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};
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//-----------------------------------------------------------------------------
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//
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// Particle system manager. Using a class because tools need it that way
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// so the SFM and PET tools can share managers despite being linked to
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// separate particle system .libs
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//
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//-----------------------------------------------------------------------------
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typedef int ParticleSystemHandle_t;
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class CParticleSystemMgr
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{
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public:
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// Constructor, destructor
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CParticleSystemMgr();
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~CParticleSystemMgr();
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// Initialize the particle system
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bool Init( IParticleSystemQuery *pQuery );
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// methods to add builtin operators. If you don't call these at startup, you won't be able to sim or draw. These are done separately from Init, so that
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// the server can omit the code needed for rendering/simulation, if desired.
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void AddBuiltinSimulationOperators( void );
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void AddBuiltinRenderingOperators( void );
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// Registration of known operators
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void AddParticleOperator( ParticleFunctionType_t nOpType, IParticleOperatorDefinition *pOpFactory );
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// Read a particle config file, add it to the list of particle configs
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bool ReadParticleConfigFile( const char *pFileName, bool bPrecache, bool bDecommitTempMemory = true );
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bool ReadParticleConfigFile( CUtlBuffer &buf, bool bPrecache, bool bDecommitTempMemory = true, const char *pFileName = NULL );
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void DecommitTempMemory();
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// For recording, write a specific particle system to a CUtlBuffer in DMX format
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bool WriteParticleConfigFile( const char *pParticleSystemName, CUtlBuffer &buf, bool bPreventNameBasedLookup = false );
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bool WriteParticleConfigFile( const DmObjectId_t& id, CUtlBuffer &buf, bool bPreventNameBasedLookup = false );
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// create a particle system by name. returns null if one of that name does not exist
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CParticleCollection *CreateParticleCollection( const char *pParticleSystemName, float flDelay = 0.0f, int nRandomSeed = 0 );
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// create a particle system given a particle system id
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CParticleCollection *CreateParticleCollection( const DmObjectId_t &id, float flDelay = 0.0f, int nRandomSeed = 0 );
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// Is a particular particle system defined?
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bool IsParticleSystemDefined( const char *pParticleSystemName );
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bool IsParticleSystemDefined( const DmObjectId_t &id );
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// Returns the index of the specified particle system.
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ParticleSystemHandle_t GetParticleSystemIndex( const char *pParticleSystemName );
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// Returns the name of the specified particle system.
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const char *GetParticleSystemNameFromIndex( ParticleSystemHandle_t iIndex );
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// Return the number of particle systems in our dictionary
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int GetParticleSystemCount( void );
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// call to get available particle operator definitions
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// NOTE: FUNCTION_CHILDREN will return a faked one, for ease of writing the editor
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CUtlVector< IParticleOperatorDefinition *> &GetAvailableParticleOperatorList( ParticleFunctionType_t nWhichList );
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// Returns the unpack structure for a particle system definition
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const DmxElementUnpackStructure_t *GetParticleSystemDefinitionUnpackStructure();
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// Particle sheet management
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void ShouldLoadSheets( bool bLoadSheets );
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CSheet *FindOrLoadSheet( char const *pszFname, ITexture *pTexture );
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CSheet *FindOrLoadSheet( IMaterial *pMaterial );
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void FlushAllSheets( void );
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// Render cache used to render opaque particle collections
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void ResetRenderCache( void );
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void AddToRenderCache( CParticleCollection *pParticles );
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void DrawRenderCache( bool bShadowDepth );
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IParticleSystemQuery *Query( void ) { return m_pQuery; }
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// return the particle field name
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const char* GetParticleFieldName( int nParticleField ) const;
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// WARNING: the pointer returned by this function may be invalidated
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// *at any time* by the editor, so do not ever cache it.
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CParticleSystemDefinition* FindParticleSystem( const char *pName );
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CParticleSystemDefinition* FindParticleSystem( const DmObjectId_t& id );
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void CommitProfileInformation( bool bCommit ); // call after simulation, if you want
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// sim time recorded. if oyu pass
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// flase, info will be thrown away and
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// uncomitted time reset. Having this
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// function lets you only record
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// profile data for slow frames if
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// desired.
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void DumpProfileInformation( void ); // write particle_profile.csv
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// Cache/uncache materials used by particle systems
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void PrecacheParticleSystem( const char *pName );
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void UncacheAllParticleSystems();
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// Sets the last simulation time, used for particle system sleeping logic
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void SetLastSimulationTime( float flTime );
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float GetLastSimulationTime() const;
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int Debug_GetTotalParticleCount() const;
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bool Debug_FrameWarningNeededTestAndReset();
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float ParticleThrottleScaling() const; // Returns 1.0 = not restricted, 0.0 = fully restricted (i.e. don't draw!)
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bool ParticleThrottleRandomEnable() const; // Retruns a randomish bool to say if you should draw this particle.
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void TallyParticlesRendered( int nVertexCount, int nIndexCount = 0 );
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private:
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struct RenderCache_t
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{
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IMaterial *m_pMaterial;
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CUtlVector< CParticleCollection * > m_ParticleCollections;
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};
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struct BatchStep_t
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{
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CParticleCollection *m_pParticles;
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CParticleOperatorInstance *m_pRenderer;
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void *m_pContext;
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int m_nFirstParticle;
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int m_nParticleCount;
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int m_nVertCount;
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};
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struct Batch_t
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{
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int m_nVertCount;
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int m_nIndexCount;
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CUtlVector< BatchStep_t > m_BatchStep;
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};
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// Unserialization-related methods
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bool ReadParticleDefinitions( CUtlBuffer &buf, const char *pFileName, bool bPrecache, bool bDecommitTempMemory );
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void AddParticleSystem( CDmxElement *pParticleSystem );
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// Serialization-related methods
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CDmxElement *CreateParticleDmxElement( const DmObjectId_t &id );
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CDmxElement *CreateParticleDmxElement( const char *pParticleSystemName );
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bool WriteParticleConfigFile( CDmxElement *pParticleSystem, CUtlBuffer &buf, bool bPreventNameBasedLookup );
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// Builds a list of batches to render
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void BuildBatchList( int iRenderCache, IMatRenderContext *pRenderContext, CUtlVector< Batch_t >& batches );
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// Known operators
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CUtlVector<IParticleOperatorDefinition *> m_ParticleOperators[PARTICLE_FUNCTION_COUNT];
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// Particle system dictionary
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CParticleSystemDictionary *m_pParticleSystemDictionary;
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// typedef CUtlMap< ITexture *, CSheet* > SheetsCache;
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typedef CUtlStringMap< CSheet* > SheetsCache_t;
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SheetsCache_t m_SheetList;
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// attaching and dtaching killlists. when simulating, a particle system gets a kill list. after
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// simulating, the memory for that will be used for the next particle system. This matters for
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// threaded particles, because we don't want to share the same kill list between simultaneously
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// simulating particle systems.
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void AttachKillList( CParticleCollection *pParticles);
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void DetachKillList( CParticleCollection *pParticles);
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// For visualization (currently can only visualize one operator at a time)
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CParticleCollection *m_pVisualizedParticles;
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DmObjectId_t m_VisualizedOperatorId;
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IParticleSystemQuery *m_pQuery;
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CUtlVector< RenderCache_t > m_RenderCache;
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IMaterial *m_pShadowDepthMaterial;
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float m_flLastSimulationTime;
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bool m_bDidInit;
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bool m_bUsingDefaultQuery;
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bool m_bShouldLoadSheets;
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int m_nNumFramesMeasured;
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enum { c_nNumFramesTracked = 10 };
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int m_nParticleVertexCountHistory[c_nNumFramesTracked];
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float m_fParticleCountScaling;
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int m_nParticleIndexCount;
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int m_nParticleVertexCount;
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bool m_bFrameWarningNeeded;
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friend class CParticleSystemDefinition;
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friend class CParticleCollection;
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};
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extern CParticleSystemMgr *g_pParticleSystemMgr;
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//-----------------------------------------------------------------------------
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// A particle system can only have 1 operator using a particular ID
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//-----------------------------------------------------------------------------
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enum ParticleOperatorId_t
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{
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// Generic IDs
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OPERATOR_GENERIC = -2, // Can have as many of these as you want
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OPERATOR_SINGLETON = -1, // Can only have 1 operator with the same name as this one
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// Renderer operator IDs
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// Operator IDs
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// Initializer operator IDs
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OPERATOR_PI_POSITION, // Particle initializer: position (can only have 1 position setter)
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OPERATOR_PI_RADIUS,
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OPERATOR_PI_ALPHA,
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OPERATOR_PI_TINT_RGB,
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OPERATOR_PI_ROTATION,
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OPERATOR_PI_YAW,
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// Emitter IDs
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OPERATOR_ID_COUNT,
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};
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|
|
|
//-----------------------------------------------------------------------------
|
|
// Class factory for particle operators
|
|
//-----------------------------------------------------------------------------
|
|
class IParticleOperatorDefinition
|
|
{
|
|
public:
|
|
virtual const char *GetName() const = 0;
|
|
virtual CParticleOperatorInstance *CreateInstance( const DmObjectId_t &id ) const = 0;
|
|
// virtual void DestroyInstance( CParticleOperatorInstance *pInstance ) const = 0;
|
|
virtual const DmxElementUnpackStructure_t* GetUnpackStructure() const = 0;
|
|
virtual ParticleOperatorId_t GetId() const = 0;
|
|
virtual bool IsObsolete() const = 0;
|
|
virtual size_t GetClassSize() const = 0;
|
|
|
|
#if MEASURE_PARTICLE_PERF
|
|
// performance monitoring
|
|
float m_flMaxExecutionTime;
|
|
float m_flTotalExecutionTime;
|
|
float m_flUncomittedTime;
|
|
|
|
FORCEINLINE void RecordExecutionTime( float flETime )
|
|
{
|
|
m_flUncomittedTime += flETime;
|
|
m_flMaxExecutionTime = MAX( m_flMaxExecutionTime, flETime );
|
|
}
|
|
|
|
FORCEINLINE float TotalRecordedExecutionTime( void ) const
|
|
{
|
|
return m_flTotalExecutionTime;
|
|
}
|
|
|
|
FORCEINLINE float MaximumRecordedExecutionTime( void ) const
|
|
{
|
|
return m_flMaxExecutionTime;
|
|
}
|
|
#endif
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Particle operators
|
|
//-----------------------------------------------------------------------------
|
|
class CParticleOperatorInstance
|
|
{
|
|
public:
|
|
// custom allocators so we can be simd aligned
|
|
void *operator new( size_t nSize );
|
|
void* operator new( size_t size, int nBlockUse, const char *pFileName, int nLine );
|
|
void operator delete( void *pData );
|
|
void operator delete( void* p, int nBlockUse, const char *pFileName, int nLine );
|
|
|
|
// unpack structure will be applied by creator. add extra initialization needed here
|
|
virtual void InitParams( CParticleSystemDefinition *pDef, CDmxElement *pElement )
|
|
{
|
|
}
|
|
|
|
virtual size_t GetRequiredContextBytes( ) const
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
virtual void InitializeContextData( CParticleCollection *pParticles, void *pContext ) const
|
|
{
|
|
}
|
|
|
|
virtual uint32 GetWrittenAttributes( void ) const = 0;
|
|
virtual uint32 GetReadAttributes( void ) const = 0;
|
|
virtual uint64 GetReadControlPointMask() const
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
// Used when an operator needs to read the attributes of a particle at spawn time
|
|
virtual uint32 GetReadInitialAttributes( void ) const
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
// a particle simulator does this
|
|
virtual void Operate( CParticleCollection *pParticles, float flOpStrength, void *pContext ) const
|
|
{
|
|
}
|
|
|
|
// a renderer overrides this
|
|
virtual void Render( IMatRenderContext *pRenderContext,
|
|
CParticleCollection *pParticles, void *pContext ) const
|
|
{
|
|
}
|
|
|
|
virtual bool IsBatchable() const
|
|
{
|
|
return true;
|
|
}
|
|
|
|
virtual void RenderUnsorted( CParticleCollection *pParticles, void *pContext, IMatRenderContext *pRenderContext, CMeshBuilder &meshBuilder, int nVertexOffset, int nFirstParticle, int nParticleCount ) const
|
|
{
|
|
}
|
|
|
|
// Returns the number of verts + indices to render
|
|
virtual int GetParticlesToRender( CParticleCollection *pParticles, void *pContext, int nFirstParticle, int nRemainingVertices, int nRemainingIndices, int *pVertsUsed, int *pIndicesUsed ) const
|
|
{
|
|
*pVertsUsed = 0;
|
|
*pIndicesUsed = 0;
|
|
return 0;
|
|
}
|
|
|
|
|
|
// emitters over-ride this. Return a mask of what fields you initted
|
|
virtual uint32 Emit( CParticleCollection *pParticles, float flOpCurStrength,
|
|
void *pContext ) const
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
// emitters over-ride this.
|
|
virtual void StopEmission( CParticleCollection *pParticles, void *pContext, bool bInfiniteOnly = false ) const
|
|
{
|
|
}
|
|
virtual void StartEmission( CParticleCollection *pParticles, void *pContext, bool bInfiniteOnly = false ) const
|
|
{
|
|
}
|
|
virtual void Restart( CParticleCollection *pParticles, void *pContext ) {}
|
|
|
|
// initters over-ride this
|
|
virtual void InitParticleSystem( CParticleCollection *pParticles, void *pContext ) const
|
|
{
|
|
}
|
|
|
|
|
|
// a force generator does this. It accumulates in the force array
|
|
virtual void AddForces( FourVectors *AccumulatedForces,
|
|
CParticleCollection *pParticles,
|
|
int nBlocks,
|
|
float flCurStrength,
|
|
void *pContext ) const
|
|
{
|
|
}
|
|
|
|
|
|
// this is called for each constarint every frame. It can set up data like nearby world traces,
|
|
// etc
|
|
virtual void SetupConstraintPerFrameData( CParticleCollection *pParticles,
|
|
void *pContext ) const
|
|
{
|
|
}
|
|
|
|
|
|
// a constraint overrides this. It shold return a true if it did anything
|
|
virtual bool EnforceConstraint( int nStartBlock,
|
|
int nNumBlocks,
|
|
CParticleCollection *pParticles,
|
|
void *pContext,
|
|
int nNumValidParticlesInLastChunk ) const
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// should the constraint be run only once after all other constraints?
|
|
virtual bool IsFinalConstraint( void ) const
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// determines if a mask needs to be initialized multiple times.
|
|
virtual bool InitMultipleOverride()
|
|
{
|
|
return false;
|
|
}
|
|
|
|
|
|
// Indicates if this initializer is scrub-safe (initializers don't use random numbers, for example)
|
|
virtual bool IsScrubSafe()
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// particle-initters over-ride this
|
|
virtual void InitNewParticlesScalar( CParticleCollection *pParticles, int nFirstParticle, int n_particles, int attribute_write_mask, void *pContext ) const
|
|
{
|
|
}
|
|
|
|
// init new particles in blocks of 4. initters that have sse smarts should over ride this. the scalar particle initter will still be cllaed for head/tail.
|
|
virtual void InitNewParticlesBlock( CParticleCollection *pParticles, int start_block, int n_blocks, int attribute_write_mask, void *pContext ) const
|
|
{
|
|
// default behaviour is to call the scalar one 4x times
|
|
InitNewParticlesScalar( pParticles, 4*start_block, 4*n_blocks, attribute_write_mask, pContext );
|
|
}
|
|
|
|
// splits particle initialization up into scalar and block sections, callingt he right code
|
|
void InitNewParticles( CParticleCollection *pParticles, int nFirstParticle, int n_particles, int attribute_write_mask , void *pContext) const;
|
|
|
|
|
|
// this function is queried to determine if a particle system is over and doen with. A particle
|
|
// system is done with when it has noparticles and no operators intend to create any more
|
|
virtual bool MayCreateMoreParticles( CParticleCollection *pParticles, void *pContext ) const
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Returns the operator definition that spawned this operator
|
|
const IParticleOperatorDefinition *GetDefinition()
|
|
{
|
|
return m_pDef;
|
|
}
|
|
|
|
virtual bool ShouldRunBeforeEmitters( void ) const
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Does this operator require that particles remain in the order they were emitted?
|
|
virtual bool RequiresOrderInvariance( void ) const
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Called when the SFM wants to skip forward in time
|
|
virtual void SkipToTime( float flTime, CParticleCollection *pParticles, void *pContext ) const {}
|
|
|
|
// Returns a unique ID for this definition
|
|
const DmObjectId_t& GetId() { return m_Id; }
|
|
|
|
// Used for editing + debugging to visualize the operator in 3D
|
|
virtual void Render( CParticleCollection *pParticles ) const {}
|
|
|
|
// Used as a debugging mechanism to prevent bogus calls to RandomInt or RandomFloat inside operators
|
|
// Use CParticleCollection::RandomInt/RandomFloat instead
|
|
int RandomInt( int nMin, int nMax )
|
|
{
|
|
// NOTE: Use CParticleCollection::RandomInt!
|
|
Assert(0);
|
|
return 0;
|
|
}
|
|
|
|
float RandomFloat( float flMinVal = 0.0f, float flMaxVal = 1.0f )
|
|
{
|
|
// NOTE: Use CParticleCollection::RandomFloat!
|
|
Assert(0);
|
|
return 0.0f;
|
|
}
|
|
|
|
float RandomFloatExp( float flMinVal = 0.0f, float flMaxVal = 1.0f, float flExponent = 1.0f )
|
|
{
|
|
// NOTE: Use CParticleCollection::RandomFloatExp!
|
|
Assert(0);
|
|
return 0.0f;
|
|
}
|
|
|
|
float m_flOpStartFadeInTime;
|
|
float m_flOpEndFadeInTime;
|
|
float m_flOpStartFadeOutTime;
|
|
float m_flOpEndFadeOutTime;
|
|
float m_flOpFadeOscillatePeriod;
|
|
|
|
virtual ~CParticleOperatorInstance( void )
|
|
{
|
|
// so that sheet references, etc can be cleaned up
|
|
}
|
|
|
|
protected:
|
|
// utility function for initting a scalar attribute to a random range in an sse fashion
|
|
void InitScalarAttributeRandomRangeBlock( int nAttributeId, float fMinValue, float fMaxValue,
|
|
CParticleCollection *pParticles, int nStartBlock, int nBlockCount ) const;
|
|
void InitScalarAttributeRandomRangeExpBlock( int nAttributeId, float fMinValue, float fMaxValue, float fExp,
|
|
CParticleCollection *pParticles, int nStartBlock, int nBlockCount ) const;
|
|
void AddScalarAttributeRandomRangeBlock( int nAttributeId, float fMinValue, float fMaxValue, float fExp,
|
|
CParticleCollection *pParticles, int nStartBlock, int nBlockCount, bool bRandomlyInvert ) const;
|
|
|
|
private:
|
|
friend class CParticleCollection;
|
|
|
|
const IParticleOperatorDefinition *m_pDef;
|
|
void SetDefinition( const IParticleOperatorDefinition * pDef, const DmObjectId_t &id )
|
|
{
|
|
m_pDef = pDef;
|
|
CopyUniqueId( id, &m_Id );
|
|
}
|
|
|
|
DmObjectId_t m_Id;
|
|
|
|
template <typename T> friend class CParticleOperatorDefinition;
|
|
};
|
|
|
|
class CParticleRenderOperatorInstance : public CParticleOperatorInstance
|
|
{
|
|
public:
|
|
|
|
CParticleVisibilityInputs VisibilityInputs;
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Helper macro for creating particle operator factories
|
|
//-----------------------------------------------------------------------------
|
|
template < class T >
|
|
class CParticleOperatorDefinition : public IParticleOperatorDefinition
|
|
{
|
|
public:
|
|
CParticleOperatorDefinition( const char *pFactoryName, ParticleOperatorId_t id, bool bIsObsolete ) : m_pFactoryName( pFactoryName ), m_Id( id )
|
|
{
|
|
#if MEASURE_PARTICLE_PERF
|
|
m_flTotalExecutionTime = 0.0f;
|
|
m_flMaxExecutionTime = 0.0f;
|
|
m_flUncomittedTime = 0.0f;
|
|
#endif
|
|
m_bIsObsolete = bIsObsolete;
|
|
}
|
|
|
|
virtual const char *GetName() const
|
|
{
|
|
return m_pFactoryName;
|
|
}
|
|
|
|
virtual ParticleOperatorId_t GetId() const
|
|
{
|
|
return m_Id;
|
|
}
|
|
|
|
virtual CParticleOperatorInstance *CreateInstance( const DmObjectId_t &id ) const
|
|
{
|
|
CParticleOperatorInstance *pOp = new T;
|
|
pOp->SetDefinition( this, id );
|
|
return pOp;
|
|
}
|
|
|
|
virtual const DmxElementUnpackStructure_t* GetUnpackStructure() const
|
|
{
|
|
return m_pUnpackParams;
|
|
}
|
|
|
|
// Editor won't display obsolete operators
|
|
virtual bool IsObsolete() const
|
|
{
|
|
return m_bIsObsolete;
|
|
}
|
|
|
|
virtual size_t GetClassSize() const
|
|
{
|
|
return sizeof( T );
|
|
}
|
|
|
|
private:
|
|
const char *m_pFactoryName;
|
|
ParticleOperatorId_t m_Id;
|
|
bool m_bIsObsolete;
|
|
static DmxElementUnpackStructure_t *m_pUnpackParams;
|
|
};
|
|
|
|
#define DECLARE_PARTICLE_OPERATOR( _className ) \
|
|
DECLARE_DMXELEMENT_UNPACK() \
|
|
friend class CParticleOperatorDefinition<_className >
|
|
|
|
#define DEFINE_PARTICLE_OPERATOR( _className, _operatorName, _id ) \
|
|
static CParticleOperatorDefinition<_className> s_##_className##Factory( _operatorName, _id, false )
|
|
|
|
#define DEFINE_PARTICLE_OPERATOR_OBSOLETE( _className, _operatorName, _id ) \
|
|
static CParticleOperatorDefinition<_className> s_##_className##Factory( _operatorName, _id, true )
|
|
|
|
#define BEGIN_PARTICLE_OPERATOR_UNPACK( _className ) \
|
|
BEGIN_DMXELEMENT_UNPACK( _className ) \
|
|
DMXELEMENT_UNPACK_FIELD( "operator start fadein","0", float, m_flOpStartFadeInTime ) \
|
|
DMXELEMENT_UNPACK_FIELD( "operator end fadein","0", float, m_flOpEndFadeInTime ) \
|
|
DMXELEMENT_UNPACK_FIELD( "operator start fadeout","0", float, m_flOpStartFadeOutTime ) \
|
|
DMXELEMENT_UNPACK_FIELD( "operator end fadeout","0", float, m_flOpEndFadeOutTime ) \
|
|
DMXELEMENT_UNPACK_FIELD( "operator fade oscillate","0", float, m_flOpFadeOscillatePeriod )
|
|
|
|
#define END_PARTICLE_OPERATOR_UNPACK( _className ) \
|
|
END_DMXELEMENT_UNPACK_TEMPLATE( _className, CParticleOperatorDefinition<_className>::m_pUnpackParams )
|
|
|
|
#define BEGIN_PARTICLE_RENDER_OPERATOR_UNPACK( _className ) \
|
|
BEGIN_PARTICLE_OPERATOR_UNPACK( _className ) \
|
|
DMXELEMENT_UNPACK_FIELD( "Visibility Proxy Input Control Point Number", "-1", int, VisibilityInputs.m_nCPin ) \
|
|
DMXELEMENT_UNPACK_FIELD( "Visibility Proxy Radius", "1.0", float, VisibilityInputs.m_flProxyRadius ) \
|
|
DMXELEMENT_UNPACK_FIELD( "Visibility input minimum","0", float, VisibilityInputs.m_flInputMin ) \
|
|
DMXELEMENT_UNPACK_FIELD( "Visibility input maximum","1", float, VisibilityInputs.m_flInputMax ) \
|
|
DMXELEMENT_UNPACK_FIELD( "Visibility Alpha Scale minimum","0", float, VisibilityInputs.m_flAlphaScaleMin ) \
|
|
DMXELEMENT_UNPACK_FIELD( "Visibility Alpha Scale maximum","1", float, VisibilityInputs.m_flAlphaScaleMax ) \
|
|
DMXELEMENT_UNPACK_FIELD( "Visibility Radius Scale minimum","1", float, VisibilityInputs.m_flRadiusScaleMin ) \
|
|
DMXELEMENT_UNPACK_FIELD( "Visibility Radius Scale maximum","1", float, VisibilityInputs.m_flRadiusScaleMax ) \
|
|
DMXELEMENT_UNPACK_FIELD( "Visibility Camera Depth Bias", "0", float, VisibilityInputs.m_flCameraBias )
|
|
|
|
// DMXELEMENT_UNPACK_FIELD( "Visibility Use Bounding Box for Proxy", "0", bool, VisibilityInputs.m_bUseBBox )
|
|
// DMXELEMENT_UNPACK_FIELD( "Visibility Bounding Box Scale", "1.0", float, VisibilityInputs.m_flBBoxScale )
|
|
|
|
#define REGISTER_PARTICLE_OPERATOR( _type, _className ) \
|
|
g_pParticleSystemMgr->AddParticleOperator( _type, &s_##_className##Factory )
|
|
|
|
|
|
// need to think about particle constraints in terms of segregating affected particles so as to
|
|
// run multi-pass constraints on only a subset
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// flags for particle systems
|
|
//-----------------------------------------------------------------------------
|
|
enum
|
|
{
|
|
PCFLAGS_FIRST_FRAME = 0x1,
|
|
PCFLAGS_PREV_CONTROL_POINTS_INITIALIZED = 0x2,
|
|
};
|
|
|
|
|
|
|
|
#define DEBUG_PARTICLE_SORT 0
|
|
|
|
// sorting functionality for rendering. Call GetRenderList( bool bSorted ) to get the list of
|
|
// particles to render (sorted or not, including children).
|
|
// **do not casually change this structure**. The sorting code treats it interchangably as an SOA
|
|
// and accesses it using sse. Any changes to this struct need the sort code updated.**
|
|
struct ParticleRenderData_t
|
|
{
|
|
float m_flSortKey; // what we sort by
|
|
int m_nIndex; // index or fudged index (for child particles)
|
|
float m_flRadius; // effective radius, using visibility
|
|
#if VALVE_LITTLE_ENDIAN
|
|
uint8 m_nAlpha; // effective alpha, combining alpha and alpha2 and vis. 0 - 255
|
|
uint8 m_nAlphaPad[3]; // this will be written to
|
|
#else
|
|
uint8 m_nAlphaPad[3]; // this will be written to
|
|
uint8 m_nAlpha; // effective alpha, combining alpha and alpha2 and vis. 0 - 255
|
|
#endif
|
|
};
|
|
|
|
struct ExtendedParticleRenderData_t : ParticleRenderData_t
|
|
{
|
|
float m_flX;
|
|
float m_flY;
|
|
float m_flZ;
|
|
float m_flPad;
|
|
};
|
|
|
|
|
|
typedef struct ALIGN16 _FourInts
|
|
{
|
|
int32 m_nValue[4];
|
|
} ALIGN16_POST FourInts;
|
|
|
|
|
|
|
|
// structure describing the parameter block used by operators which use the path between two points to
|
|
// control particles.
|
|
struct CPathParameters
|
|
{
|
|
int m_nStartControlPointNumber;
|
|
int m_nEndControlPointNumber;
|
|
int m_nBulgeControl;
|
|
float m_flBulge;
|
|
float m_flMidPoint;
|
|
|
|
void ClampControlPointIndices( void )
|
|
{
|
|
m_nStartControlPointNumber = MAX(0, MIN( MAX_PARTICLE_CONTROL_POINTS-1, m_nStartControlPointNumber ) );
|
|
m_nEndControlPointNumber = MAX(0, MIN( MAX_PARTICLE_CONTROL_POINTS-1, m_nEndControlPointNumber ) );
|
|
}
|
|
};
|
|
|
|
struct CParticleVisibilityData
|
|
{
|
|
float m_flAlphaVisibility;
|
|
float m_flRadiusVisibility;
|
|
float m_flCameraBias;
|
|
bool m_bUseVisibility;
|
|
};
|
|
|
|
struct CParticleControlPoint
|
|
{
|
|
Vector m_Position;
|
|
Vector m_PrevPosition;
|
|
|
|
// orientation
|
|
Vector m_ForwardVector;
|
|
Vector m_UpVector;
|
|
Vector m_RightVector;
|
|
|
|
// reference to entity or whatever this control point comes from
|
|
void *m_pObject;
|
|
|
|
// parent for hierarchies
|
|
int m_nParent;
|
|
};
|
|
|
|
|
|
// struct for simd xform to transform a point from an identitiy coordinate system to that of the control point
|
|
struct CParticleSIMDTransformation
|
|
{
|
|
FourVectors m_v4Origin;
|
|
FourVectors m_v4Fwd;
|
|
FourVectors m_v4Up;
|
|
FourVectors m_v4Right;
|
|
|
|
|
|
FORCEINLINE void VectorRotate( FourVectors &InPnt )
|
|
{
|
|
fltx4 fl4OutX = SubSIMD( AddSIMD( MulSIMD( InPnt.x, m_v4Fwd.x ), MulSIMD( InPnt.z, m_v4Up.x ) ), MulSIMD( InPnt.y, m_v4Right.x ) );
|
|
fltx4 fl4OutY = SubSIMD( AddSIMD( MulSIMD( InPnt.x, m_v4Fwd.y ), MulSIMD( InPnt.z, m_v4Up.y ) ), MulSIMD( InPnt.y, m_v4Right.y ) );
|
|
InPnt.z = SubSIMD( AddSIMD( MulSIMD( InPnt.x, m_v4Fwd.z ), MulSIMD( InPnt.z, m_v4Up.z ) ), MulSIMD( InPnt.y, m_v4Right.z ) );
|
|
InPnt.x = fl4OutX;
|
|
InPnt.y = fl4OutY;
|
|
}
|
|
|
|
FORCEINLINE void VectorTransform( FourVectors &InPnt )
|
|
{
|
|
VectorRotate( InPnt );
|
|
InPnt.x = AddSIMD( InPnt.x, m_v4Origin.x );
|
|
InPnt.y = AddSIMD( InPnt.y, m_v4Origin.y );
|
|
InPnt.z = AddSIMD( InPnt.z, m_v4Origin.z );
|
|
}
|
|
};
|
|
|
|
#define NUM_COLLISION_CACHE_MODES 4
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// CParticleCollection
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
class CParticleCollection
|
|
{
|
|
public:
|
|
~CParticleCollection( void );
|
|
|
|
// Restarts the particle collection, stopping all non-continuous emitters
|
|
void Restart();
|
|
|
|
// compute bounds from particle list
|
|
void RecomputeBounds( void );
|
|
|
|
void SetControlPoint( int nWhichPoint, const Vector &v );
|
|
void SetControlPointObject( int nWhichPoint, void *pObject );
|
|
|
|
void SetControlPointOrientation( int nWhichPoint, const Vector &forward,
|
|
const Vector &right, const Vector &up );
|
|
void SetControlPointOrientation( int nWhichPoint, const Quaternion &q );
|
|
void SetControlPointForwardVector( int nWhichPoint, const Vector &v );
|
|
void SetControlPointUpVector( int nWhichPoint, const Vector &v );
|
|
void SetControlPointRightVector( int nWhichPoint, const Vector &v );
|
|
void SetControlPointParent( int nWhichPoint, int n );
|
|
|
|
// get the pointer to an attribute for a given particle.
|
|
// !!speed!! if you find yourself calling this anywhere that matters,
|
|
// you're not handling the simd-ness of the particle system well
|
|
// and will have bad perf.
|
|
const float *GetFloatAttributePtr( int nAttribute, int nParticleNumber ) const;
|
|
const int *GetIntAttributePtr( int nAttribute, int nParticleNumber ) const;
|
|
const fltx4 *GetM128AttributePtr( int nAttribute, size_t *pStrideOut ) const;
|
|
const FourVectors *Get4VAttributePtr( int nAttribute, size_t *pStrideOut ) const;
|
|
const FourInts *Get4IAttributePtr( int nAttribute, size_t *pStrideOut ) const;
|
|
const int *GetIntAttributePtr( int nAttribute, size_t *pStrideOut ) const;
|
|
|
|
|
|
int *GetIntAttributePtrForWrite( int nAttribute, int nParticleNumber );
|
|
|
|
float *GetFloatAttributePtrForWrite( int nAttribute, int nParticleNumber );
|
|
fltx4 *GetM128AttributePtrForWrite( int nAttribute, size_t *pStrideOut );
|
|
FourVectors *Get4VAttributePtrForWrite( int nAttribute, size_t *pStrideOut );
|
|
|
|
const float *GetInitialFloatAttributePtr( int nAttribute, int nParticleNumber ) const;
|
|
const fltx4 *GetInitialM128AttributePtr( int nAttribute, size_t *pStrideOut ) const;
|
|
const FourVectors *GetInitial4VAttributePtr( int nAttribute, size_t *pStrideOut ) const;
|
|
float *GetInitialFloatAttributePtrForWrite( int nAttribute, int nParticleNumber );
|
|
fltx4 *GetInitialM128AttributePtrForWrite( int nAttribute, size_t *pStrideOut );
|
|
|
|
void Simulate( float dt, bool updateBboxOnly = false );
|
|
void SkipToTime( float t );
|
|
|
|
// the camera objetc may be compared for equality against control point objects
|
|
void Render( IMatRenderContext *pRenderContext, bool bTranslucentOnly = false, void *pCameraObject = NULL );
|
|
|
|
bool IsValid( void ) const;
|
|
const char *GetName() const;
|
|
|
|
// IsFinished returns true when a system has no particles and won't be creating any more
|
|
bool IsFinished( void );
|
|
|
|
// Used to make sure we're accessing valid memory
|
|
bool IsValidAttributePtr( int nAttribute, const void *pPtr ) const;
|
|
|
|
void SwapPosAndPrevPos( void );
|
|
|
|
void SetNActiveParticles( int nCount );
|
|
void KillParticle(int nPidx);
|
|
|
|
void StopEmission( bool bInfiniteOnly = false, bool bRemoveAllParticles = false, bool bWakeOnStop = false );
|
|
void StartEmission( bool bInfiniteOnly = false );
|
|
void SetDormant( bool bDormant );
|
|
|
|
const Vector& GetControlPointAtCurrentTime( int nControlPoint ) const;
|
|
void GetControlPointOrientationAtCurrentTime( int nControlPoint, Vector *pForward, Vector *pRight, Vector *pUp ) const;
|
|
void GetControlPointTransformAtCurrentTime( int nControlPoint, matrix3x4_t *pMat );
|
|
void GetControlPointTransformAtCurrentTime( int nControlPoint, VMatrix *pMat );
|
|
int GetControlPointParent( int nControlPoint ) const;
|
|
|
|
// Used to retrieve the position of a control point
|
|
// somewhere between m_fCurTime and m_fCurTime - m_fPreviousDT
|
|
void GetControlPointAtTime( int nControlPoint, float flTime, Vector *pControlPoint ) const;
|
|
void GetControlPointAtPrevTime( int nControlPoint, Vector *pControlPoint ) const;
|
|
void GetControlPointOrientationAtTime( int nControlPoint, float flTime, Vector *pForward, Vector *pRight, Vector *pUp );
|
|
void GetControlPointTransformAtTime( int nControlPoint, float flTime, matrix3x4_t *pMat );
|
|
void GetControlPointTransformAtTime( int nControlPoint, float flTime, VMatrix *pMat );
|
|
void GetControlPointTransformAtTime( int nControlPoint, float flTime, CParticleSIMDTransformation *pXForm );
|
|
int GetHighestControlPoint( void ) const;
|
|
|
|
// Has this particle moved recently (since the last simulation?)
|
|
bool HasMoved() const;
|
|
|
|
// Control point accessed:
|
|
// NOTE: Unlike the definition's version of these methods,
|
|
// these OR-in the masks of their children.
|
|
bool ReadsControlPoint( int nPoint ) const;
|
|
|
|
// Used by particle systems to generate random numbers. Do not call these methods - use sse
|
|
// code
|
|
int RandomInt( int nMin, int nMax );
|
|
float RandomFloat( float flMin, float flMax );
|
|
float RandomFloatExp( float flMin, float flMax, float flExponent );
|
|
void RandomVector( float flMin, float flMax, Vector *pVector );
|
|
void RandomVector( const Vector &vecMin, const Vector &vecMax, Vector *pVector );
|
|
float RandomVectorInUnitSphere( Vector *pVector ); // Returns the length sqr of the vector
|
|
|
|
// NOTE: These versions will produce the *same random numbers* if you give it the same random
|
|
// sample id. do not use these methods.
|
|
int RandomInt( int nRandomSampleId, int nMin, int nMax );
|
|
float RandomFloat( int nRandomSampleId, float flMin, float flMax );
|
|
float RandomFloatExp( int nRandomSampleId, float flMin, float flMax, float flExponent );
|
|
void RandomVector( int nRandomSampleId, float flMin, float flMax, Vector *pVector );
|
|
void RandomVector( int nRandomSampleId, const Vector &vecMin, const Vector &vecMax, Vector *pVector );
|
|
float RandomVectorInUnitSphere( int nRandomSampleId, Vector *pVector ); // Returns the length sqr of the vector
|
|
|
|
fltx4 RandomFloat( const FourInts &ParticleID, int nRandomSampleOffset );
|
|
|
|
|
|
// Random number offset (for use in getting Random #s in operators)
|
|
int OperatorRandomSampleOffset() const;
|
|
|
|
// Returns the render bounds
|
|
void GetBounds( Vector *pMin, Vector *pMax );
|
|
|
|
// Visualize operators (for editing/debugging)
|
|
void VisualizeOperator( const DmObjectId_t *pOpId = NULL );
|
|
|
|
// Does the particle system use the power of two frame buffer texture (refraction?)
|
|
bool UsesPowerOfTwoFrameBufferTexture( bool bThisFrame ) const;
|
|
|
|
// Does the particle system use the full frame buffer texture (soft particles)
|
|
bool UsesFullFrameBufferTexture( bool bThisFrame ) const;
|
|
|
|
// Is the particle system translucent?
|
|
bool IsTranslucent() const;
|
|
|
|
// Is the particle system two-pass?
|
|
bool IsTwoPass() const;
|
|
|
|
// Is the particle system batchable?
|
|
bool IsBatchable() const;
|
|
|
|
// Renderer iteration
|
|
int GetRendererCount() const;
|
|
CParticleOperatorInstance *GetRenderer( int i );
|
|
void *GetRendererContext( int i );
|
|
|
|
|
|
bool CheckIfOperatorShouldRun( CParticleOperatorInstance const * op, float *pflCurStrength = NULL );
|
|
|
|
Vector TransformAxis( const Vector &SrcAxis, bool bLocalSpace, int nControlPointNumber = 0);
|
|
|
|
// return backwards-sorted particle list. use --addressing
|
|
const ParticleRenderData_t *GetRenderList( IMatRenderContext *pRenderContext, bool bSorted, int *pNparticles, CParticleVisibilityData *pVisibilityData );
|
|
|
|
// calculate the points of a curve for a path
|
|
void CalculatePathValues( CPathParameters const &PathIn,
|
|
float flTimeStamp,
|
|
Vector *pStartPnt,
|
|
Vector *pMidPnt,
|
|
Vector *pEndPnt
|
|
);
|
|
|
|
int GetGroupID() const;
|
|
|
|
void InitializeNewParticles( int nFirstParticle, int nParticleCount, uint32 nInittedMask );
|
|
|
|
// update hit boxes for control point if not updated yet for this sim step
|
|
void UpdateHitBoxInfo( int nControlPointNumber );
|
|
|
|
// Used by particle system definitions to manage particle collection lists
|
|
void UnlinkFromDefList( );
|
|
|
|
CParticleCollection *GetNextCollectionUsingSameDef() { return m_pNextDef; }
|
|
|
|
CUtlReference< CSheet > m_Sheet;
|
|
|
|
|
|
|
|
protected:
|
|
CParticleCollection( );
|
|
|
|
// Used by client code
|
|
bool Init( const char *pParticleSystemName );
|
|
bool Init( CParticleSystemDefinition *pDef );
|
|
|
|
// Bloat the bounding box by bounds around the control point
|
|
void BloatBoundsUsingControlPoint();
|
|
|
|
private:
|
|
void GenerateSortedIndexList( Vector vecCameraPos, CParticleVisibilityData *pVisibilityData, bool bSorted );
|
|
|
|
void Init( CParticleSystemDefinition *pDef, float flDelay, int nRandomSeed );
|
|
void InitStorage( CParticleSystemDefinition *pDef );
|
|
void InitParticleCreationTime( int nFirstParticle, int nNumToInit );
|
|
void CopyInitialAttributeValues( int nStartParticle, int nNumParticles );
|
|
void ApplyKillList( void );
|
|
void SetAttributeToConstant( int nAttribute, float fValue );
|
|
void SetAttributeToConstant( int nAttribute, float fValueX, float fValueY, float fValueZ );
|
|
void InitParticleAttributes( int nStartParticle, int nNumParticles, int nAttrsLeftToInit );
|
|
|
|
// initialize this attribute for all active particles
|
|
void FillAttributeWithConstant( int nAttribute, float fValue );
|
|
|
|
// Updates the previous control points
|
|
void UpdatePrevControlPoints( float dt );
|
|
|
|
// Returns the memory for a particular constant attribute
|
|
float *GetConstantAttributeMemory( int nAttribute );
|
|
|
|
// Swaps two particles in the particle list
|
|
void SwapAdjacentParticles( int hParticle );
|
|
|
|
// Unlinks a particle from the list
|
|
void UnlinkParticle( int hParticle );
|
|
|
|
// Inserts a particle before another particle in the list
|
|
void InsertParticleBefore( int hParticle, int hBefore );
|
|
|
|
// Move a particle from one index to another
|
|
void MoveParticle( int nInitialIndex, int nNewIndex );
|
|
|
|
// Computes the sq distance to a particle position
|
|
float ComputeSqrDistanceToParticle( int hParticle, const Vector &vecPosition ) const;
|
|
|
|
// Grows the dist sq range for all particles
|
|
void GrowDistSqrBounds( float flDistSqr );
|
|
|
|
// Simulates the first frame
|
|
void SimulateFirstFrame( );
|
|
|
|
bool SystemContainsParticlesWithBoolSet( bool CParticleCollection::*pField ) const;
|
|
// Does the particle collection contain opaque particle systems
|
|
bool ContainsOpaqueCollections();
|
|
bool ComputeUsesPowerOfTwoFrameBufferTexture();
|
|
bool ComputeUsesFullFrameBufferTexture();
|
|
bool ComputeIsTranslucent();
|
|
bool ComputeIsTwoPass();
|
|
bool ComputeIsBatchable();
|
|
bool ComputeRequiresOrderInvariance();
|
|
|
|
void LabelTextureUsage( void );
|
|
|
|
void LinkIntoDefList( );
|
|
|
|
public:
|
|
fltx4 m_fl4CurTime; // accumulated time
|
|
|
|
int m_nPaddedActiveParticles; // # of groups of 4 particles
|
|
float m_flCurTime; // accumulated time
|
|
|
|
int m_nActiveParticles; // # of active particles
|
|
float m_flDt;
|
|
float m_flPreviousDt;
|
|
float m_flNextSleepTime; // time to go to sleep if not drawn
|
|
|
|
CUtlReference< CParticleSystemDefinition > m_pDef;
|
|
int m_nAllocatedParticles;
|
|
int m_nMaxAllowedParticles;
|
|
bool m_bDormant;
|
|
bool m_bEmissionStopped;
|
|
bool m_bRequiresOrderInvariance;
|
|
|
|
int m_LocalLightingCP;
|
|
Color m_LocalLighting;
|
|
|
|
// control point data. Don't set these directly, or they won't propagate down to children
|
|
// particle control points can act as emitter centers, repulsions points, etc. what they are
|
|
// used for depends on what operators and parameters your system has.
|
|
CParticleControlPoint m_ControlPoints[MAX_PARTICLE_CONTROL_POINTS];
|
|
|
|
CModelHitBoxesInfo m_ControlPointHitBoxes[MAX_PARTICLE_CONTROL_POINTS];
|
|
|
|
// public so people can call methods
|
|
uint8 *m_pOperatorContextData;
|
|
CParticleCollection *m_pNext; // for linking children together
|
|
CParticleCollection *m_pPrev; // for linking children together
|
|
|
|
struct CWorldCollideContextData *m_pCollisionCacheData[NUM_COLLISION_CACHE_MODES]; // children can share collision caches w/ parent
|
|
CParticleCollection *m_pParent;
|
|
|
|
CUtlIntrusiveDList<CParticleCollection> m_Children; // list for all child particle systems
|
|
|
|
void *operator new(size_t nSize);
|
|
void *operator new( size_t size, int nBlockUse, const char *pFileName, int nLine );
|
|
void operator delete(void *pData);
|
|
void operator delete( void* p, int nBlockUse, const char *pFileName, int nLine );
|
|
|
|
|
|
protected:
|
|
// current bounds for the particle system
|
|
bool m_bBoundsValid;
|
|
Vector m_MinBounds;
|
|
Vector m_MaxBounds;
|
|
int m_nHighestCP; //Highest CP set externally. Needs to assert if a system calls to an unassigned CP.
|
|
|
|
private:
|
|
|
|
|
|
unsigned char *m_pParticleMemory; // fixed size at initialization. Must be aligned for SSE
|
|
unsigned char *m_pParticleInitialMemory; // fixed size at initialization. Must be aligned for SSE
|
|
unsigned char *m_pConstantMemory;
|
|
|
|
int m_nPerParticleInitializedAttributeMask;
|
|
int m_nPerParticleUpdatedAttributeMask;
|
|
int m_nPerParticleReadInitialAttributeMask; // What fields do operators want to see initial attribute values for?
|
|
float *m_pParticleAttributes[MAX_PARTICLE_ATTRIBUTES];
|
|
float *m_pParticleInitialAttributes[MAX_PARTICLE_ATTRIBUTES];
|
|
size_t m_nParticleFloatStrides[MAX_PARTICLE_ATTRIBUTES];
|
|
size_t m_nParticleInitialFloatStrides[MAX_PARTICLE_ATTRIBUTES];
|
|
|
|
float *m_pConstantAttributes;
|
|
|
|
uint64 m_nControlPointReadMask; // Mask indicating which control points have been accessed
|
|
int m_nParticleFlags; // PCFLAGS_xxx
|
|
bool m_bIsScrubbable : 1;
|
|
bool m_bIsRunningInitializers : 1;
|
|
bool m_bIsRunningOperators : 1;
|
|
bool m_bIsTranslucent : 1;
|
|
bool m_bIsTwoPass : 1;
|
|
bool m_bAnyUsesPowerOfTwoFrameBufferTexture : 1; // whether or not we or any children use this
|
|
bool m_bAnyUsesFullFrameBufferTexture : 1;
|
|
bool m_bIsBatchable : 1;
|
|
|
|
bool m_bUsesPowerOfTwoFrameBufferTexture; // whether or not we use this, _not_ our children
|
|
bool m_bUsesFullFrameBufferTexture;
|
|
|
|
// How many frames have we drawn?
|
|
int m_nDrawnFrames;
|
|
int m_nSimulatedFrames;
|
|
|
|
Vector m_Center; // average of particle centers
|
|
|
|
// Used to assign unique ids to each particle
|
|
int m_nUniqueParticleId;
|
|
|
|
// Used to generate random numbers
|
|
int m_nRandomQueryCount;
|
|
int m_nRandomSeed;
|
|
int m_nOperatorRandomSampleOffset;
|
|
|
|
float m_flMinDistSqr;
|
|
float m_flMaxDistSqr;
|
|
float m_flOOMaxDistSqr;
|
|
Vector m_vecLastCameraPos;
|
|
float m_flLastMinDistSqr;
|
|
float m_flLastMaxDistSqr;
|
|
|
|
// Particle collection kill list. set up by particle system mgr
|
|
int m_nNumParticlesToKill;
|
|
int *m_pParticleKillList;
|
|
|
|
// Used to build a list of all particle collections that have the same particle def
|
|
CParticleCollection *m_pNextDef;
|
|
CParticleCollection *m_pPrevDef;
|
|
|
|
void LoanKillListTo( CParticleCollection *pBorrower ) const;
|
|
bool HasAttachedKillList( void ) const;
|
|
|
|
|
|
// For debugging
|
|
CParticleOperatorInstance *m_pRenderOp;
|
|
friend class CParticleSystemMgr;
|
|
friend class CParticleOperatorInstance;
|
|
};
|
|
|
|
|
|
|
|
class CM128InitialAttributeIterator : public CStridedConstPtr<fltx4>
|
|
{
|
|
public:
|
|
FORCEINLINE CM128InitialAttributeIterator( int nAttribute, CParticleCollection *pParticles )
|
|
{
|
|
m_pData = pParticles->GetInitialM128AttributePtr( nAttribute, &m_nStride );
|
|
}
|
|
};
|
|
|
|
|
|
class CM128AttributeIterator : public CStridedConstPtr<fltx4>
|
|
{
|
|
public:
|
|
FORCEINLINE CM128AttributeIterator( int nAttribute, CParticleCollection *pParticles )
|
|
{
|
|
m_pData = pParticles->GetM128AttributePtr( nAttribute, &m_nStride );
|
|
}
|
|
};
|
|
|
|
class C4IAttributeIterator : public CStridedConstPtr<FourInts>
|
|
{
|
|
public:
|
|
FORCEINLINE C4IAttributeIterator( int nAttribute, CParticleCollection *pParticles )
|
|
{
|
|
m_pData = pParticles->Get4IAttributePtr( nAttribute, &m_nStride );
|
|
}
|
|
};
|
|
|
|
class CM128AttributeWriteIterator : public CStridedPtr<fltx4>
|
|
{
|
|
public:
|
|
FORCEINLINE CM128AttributeWriteIterator( void ) = default;
|
|
|
|
FORCEINLINE void Init ( int nAttribute, CParticleCollection *pParticles )
|
|
{
|
|
m_pData = pParticles->GetM128AttributePtrForWrite( nAttribute, &m_nStride );
|
|
}
|
|
FORCEINLINE CM128AttributeWriteIterator( int nAttribute, CParticleCollection *pParticles )
|
|
{
|
|
Init( nAttribute, pParticles );
|
|
}
|
|
};
|
|
|
|
class C4VAttributeIterator : public CStridedConstPtr<FourVectors>
|
|
{
|
|
public:
|
|
FORCEINLINE C4VAttributeIterator( int nAttribute, CParticleCollection *pParticles )
|
|
{
|
|
m_pData = pParticles->Get4VAttributePtr( nAttribute, &m_nStride );
|
|
}
|
|
};
|
|
|
|
class C4VInitialAttributeIterator : public CStridedConstPtr<FourVectors>
|
|
{
|
|
public:
|
|
FORCEINLINE C4VInitialAttributeIterator( int nAttribute, CParticleCollection *pParticles )
|
|
{
|
|
m_pData = pParticles->GetInitial4VAttributePtr( nAttribute, &m_nStride );
|
|
}
|
|
};
|
|
|
|
class C4VAttributeWriteIterator : public CStridedPtr<FourVectors>
|
|
{
|
|
public:
|
|
FORCEINLINE C4VAttributeWriteIterator( int nAttribute, CParticleCollection *pParticles )
|
|
{
|
|
m_pData = pParticles->Get4VAttributePtrForWrite( nAttribute, &m_nStride );
|
|
}
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Inline methods of CParticleCollection
|
|
//-----------------------------------------------------------------------------
|
|
|
|
inline bool CParticleCollection::HasAttachedKillList( void ) const
|
|
{
|
|
return m_pParticleKillList != NULL;
|
|
}
|
|
|
|
inline bool CParticleCollection::ReadsControlPoint( int nPoint ) const
|
|
{
|
|
return ( m_nControlPointReadMask & ( 1ULL << nPoint ) ) != 0;
|
|
}
|
|
|
|
inline void CParticleCollection::SetNActiveParticles( int nCount )
|
|
{
|
|
Assert( nCount <= m_nMaxAllowedParticles );
|
|
m_nActiveParticles = nCount;
|
|
m_nPaddedActiveParticles = ( nCount+3 )/4;
|
|
}
|
|
|
|
inline void CParticleCollection::SwapPosAndPrevPos( void )
|
|
{
|
|
// strides better be the same!
|
|
Assert( m_nParticleFloatStrides[PARTICLE_ATTRIBUTE_XYZ] == m_nParticleFloatStrides[ PARTICLE_ATTRIBUTE_PREV_XYZ ] );
|
|
V_swap( m_pParticleAttributes[ PARTICLE_ATTRIBUTE_XYZ ], m_pParticleAttributes[ PARTICLE_ATTRIBUTE_PREV_XYZ ] );
|
|
}
|
|
|
|
inline void CParticleCollection::LoanKillListTo( CParticleCollection *pBorrower ) const
|
|
{
|
|
Assert(! pBorrower->m_pParticleKillList );
|
|
pBorrower->m_nNumParticlesToKill = 0;
|
|
pBorrower->m_pParticleKillList = m_pParticleKillList;
|
|
}
|
|
|
|
inline void CParticleCollection::SetAttributeToConstant( int nAttribute, float fValue )
|
|
{
|
|
float *fconst = m_pConstantAttributes + 4*3*nAttribute;
|
|
fconst[0] = fconst[1] = fconst[2] = fconst[3] = fValue;
|
|
}
|
|
|
|
inline void CParticleCollection::SetAttributeToConstant( int nAttribute, float fValueX, float fValueY, float fValueZ )
|
|
{
|
|
float *fconst = m_pConstantAttributes + 4*3*nAttribute;
|
|
fconst[0] = fconst[1] = fconst[2] = fconst[3] = fValueX;
|
|
fconst[4] = fconst[5] = fconst[6] = fconst[7] = fValueY;
|
|
fconst[8] = fconst[9] = fconst[10] = fconst[11] = fValueZ;
|
|
}
|
|
|
|
inline void CParticleCollection::SetControlPoint( int nWhichPoint, const Vector &v )
|
|
{
|
|
Assert( ( nWhichPoint >= 0) && ( nWhichPoint < MAX_PARTICLE_CONTROL_POINTS ) );
|
|
m_nHighestCP = MAX( m_nHighestCP, nWhichPoint );
|
|
m_ControlPoints[ nWhichPoint ].m_Position = v;
|
|
for( CParticleCollection *i = m_Children.m_pHead; i; i=i->m_pNext )
|
|
{
|
|
i->SetControlPoint( nWhichPoint, v );
|
|
}
|
|
}
|
|
|
|
inline void CParticleCollection::SetControlPointObject( int nWhichPoint, void *pObject )
|
|
{
|
|
Assert( ( nWhichPoint >= 0) && ( nWhichPoint < MAX_PARTICLE_CONTROL_POINTS ) );
|
|
m_ControlPoints[ nWhichPoint ].m_pObject = pObject;
|
|
for( CParticleCollection *i = m_Children.m_pHead; i; i=i->m_pNext )
|
|
{
|
|
i->SetControlPointObject( nWhichPoint, pObject );
|
|
}
|
|
}
|
|
|
|
inline void CParticleCollection::SetControlPointOrientation( int nWhichPoint, const Vector &forward,
|
|
const Vector &right, const Vector &up )
|
|
{
|
|
Assert( ( nWhichPoint >= 0) && ( nWhichPoint < MAX_PARTICLE_CONTROL_POINTS ) );
|
|
|
|
// check perpendicular
|
|
if ( fabs( DotProduct( forward, up ) ) <= 0.1f
|
|
&& fabs( DotProduct( forward, right ) ) <= 0.1f
|
|
&& fabs( DotProduct( right, up ) ) <= 0.1f )
|
|
{
|
|
m_ControlPoints[ nWhichPoint ].m_ForwardVector = forward;
|
|
m_ControlPoints[ nWhichPoint ].m_UpVector = up;
|
|
m_ControlPoints[ nWhichPoint ].m_RightVector = right;
|
|
|
|
// make sure all children are finished
|
|
for( CParticleCollection *i = m_Children.m_pHead; i; i=i->m_pNext )
|
|
{
|
|
i->SetControlPointOrientation( nWhichPoint, forward, right, up );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Warning( "Attempt to set particle collection %s to invalid orientation matrix\n", GetName() );
|
|
}
|
|
}
|
|
|
|
inline Vector CParticleCollection::TransformAxis( const Vector &SrcAxis, bool bLocalSpace,
|
|
int nControlPointNumber)
|
|
{
|
|
if ( bLocalSpace )
|
|
{
|
|
return // mxmul
|
|
( SrcAxis.x*m_ControlPoints[nControlPointNumber].m_RightVector )+
|
|
( SrcAxis.y*m_ControlPoints[nControlPointNumber].m_ForwardVector )+
|
|
( SrcAxis.z*m_ControlPoints[nControlPointNumber].m_UpVector );
|
|
}
|
|
else
|
|
return SrcAxis;
|
|
}
|
|
|
|
|
|
inline void CParticleCollection::SetControlPointOrientation( int nWhichPoint, const Quaternion &q )
|
|
{
|
|
matrix3x4_t mat;
|
|
Vector vecForward, vecUp, vecRight;
|
|
QuaternionMatrix( q, mat );
|
|
MatrixVectors( mat, &vecForward, &vecRight, &vecUp );
|
|
SetControlPointOrientation( nWhichPoint, vecForward, vecRight, vecUp );
|
|
}
|
|
|
|
inline void CParticleCollection::SetControlPointForwardVector( int nWhichPoint, const Vector &v)
|
|
{
|
|
Assert( ( nWhichPoint >= 0) && ( nWhichPoint < MAX_PARTICLE_CONTROL_POINTS ) );
|
|
m_ControlPoints[ nWhichPoint ].m_ForwardVector = v;
|
|
for( CParticleCollection *i = m_Children.m_pHead; i; i=i->m_pNext )
|
|
{
|
|
i->SetControlPointForwardVector( nWhichPoint, v );
|
|
}
|
|
}
|
|
|
|
inline void CParticleCollection::SetControlPointUpVector( int nWhichPoint, const Vector &v)
|
|
{
|
|
Assert( ( nWhichPoint >= 0) && ( nWhichPoint < MAX_PARTICLE_CONTROL_POINTS ) );
|
|
m_ControlPoints[ nWhichPoint ].m_UpVector = v;
|
|
for( CParticleCollection *i = m_Children.m_pHead; i; i=i->m_pNext )
|
|
{
|
|
i->SetControlPointUpVector( nWhichPoint, v );
|
|
}
|
|
}
|
|
|
|
inline void CParticleCollection::SetControlPointRightVector( int nWhichPoint, const Vector &v)
|
|
{
|
|
Assert( ( nWhichPoint >= 0) && ( nWhichPoint < MAX_PARTICLE_CONTROL_POINTS ) );
|
|
m_ControlPoints[ nWhichPoint ].m_RightVector = v;
|
|
for( CParticleCollection *i = m_Children.m_pHead; i; i=i->m_pNext )
|
|
{
|
|
i->SetControlPointRightVector( nWhichPoint, v );
|
|
}
|
|
}
|
|
|
|
inline void CParticleCollection::SetControlPointParent( int nWhichPoint, int n )
|
|
{
|
|
Assert( ( nWhichPoint >= 0) && ( nWhichPoint < MAX_PARTICLE_CONTROL_POINTS ) );
|
|
m_ControlPoints[ nWhichPoint ].m_nParent = n;
|
|
for( CParticleCollection *i = m_Children.m_pHead; i; i=i->m_pNext )
|
|
{
|
|
i->SetControlPointParent( nWhichPoint, n );
|
|
}
|
|
}
|
|
|
|
|
|
// Returns the memory for a particular constant attribute
|
|
inline float *CParticleCollection::GetConstantAttributeMemory( int nAttribute )
|
|
{
|
|
return m_pConstantAttributes + 3 * 4 * nAttribute;
|
|
}
|
|
|
|
// Random number offset (for use in getting Random #s in operators)
|
|
inline int CParticleCollection::OperatorRandomSampleOffset() const
|
|
{
|
|
return m_nOperatorRandomSampleOffset;
|
|
}
|
|
|
|
// Used by particle systems to generate random numbers
|
|
inline int CParticleCollection::RandomInt( int nRandomSampleId, int nMin, int nMax )
|
|
{
|
|
// do not call
|
|
float flRand = s_pRandomFloats[ ( m_nRandomSeed + nRandomSampleId ) & RANDOM_FLOAT_MASK ];
|
|
flRand *= ( nMax + 1 - nMin );
|
|
int nRand = (int)flRand + nMin;
|
|
return nRand;
|
|
}
|
|
|
|
inline float CParticleCollection::RandomFloat( int nRandomSampleId, float flMin, float flMax )
|
|
{
|
|
// do not call
|
|
float flRand = s_pRandomFloats[ ( m_nRandomSeed + nRandomSampleId ) & RANDOM_FLOAT_MASK ];
|
|
flRand *= ( flMax - flMin );
|
|
flRand += flMin;
|
|
return flRand;
|
|
}
|
|
|
|
inline fltx4 CParticleCollection::RandomFloat( const FourInts &ParticleID, int nRandomSampleOffset )
|
|
{
|
|
fltx4 Retval;
|
|
int nOfs=m_nRandomSeed+nRandomSampleOffset;
|
|
SubFloat( Retval, 0 ) = s_pRandomFloats[ ( nOfs + ParticleID.m_nValue[0] ) & RANDOM_FLOAT_MASK ];
|
|
SubFloat( Retval, 1 ) = s_pRandomFloats[ ( nOfs + ParticleID.m_nValue[1] ) & RANDOM_FLOAT_MASK ];
|
|
SubFloat( Retval, 2 ) = s_pRandomFloats[ ( nOfs + ParticleID.m_nValue[2] ) & RANDOM_FLOAT_MASK ];
|
|
SubFloat( Retval, 3 ) = s_pRandomFloats[ ( nOfs + ParticleID.m_nValue[3] ) & RANDOM_FLOAT_MASK ];
|
|
return Retval;
|
|
}
|
|
|
|
|
|
inline float CParticleCollection::RandomFloatExp( int nRandomSampleId, float flMin, float flMax, float flExponent )
|
|
{
|
|
// do not call
|
|
float flRand = s_pRandomFloats[ ( m_nRandomSeed + nRandomSampleId ) & RANDOM_FLOAT_MASK ];
|
|
flRand = powf( flRand, flExponent );
|
|
flRand *= ( flMax - flMin );
|
|
flRand += flMin;
|
|
return flRand;
|
|
}
|
|
|
|
inline void CParticleCollection::RandomVector( int nRandomSampleId, float flMin, float flMax, Vector *pVector )
|
|
{
|
|
// do not call
|
|
float flDelta = flMax - flMin;
|
|
int nBaseId = m_nRandomSeed + nRandomSampleId;
|
|
|
|
pVector->x = s_pRandomFloats[ nBaseId & RANDOM_FLOAT_MASK ];
|
|
pVector->x *= flDelta;
|
|
pVector->x += flMin;
|
|
|
|
pVector->y = s_pRandomFloats[ ( nBaseId + 1 ) & RANDOM_FLOAT_MASK ];
|
|
pVector->y *= flDelta;
|
|
pVector->y += flMin;
|
|
|
|
pVector->z = s_pRandomFloats[ ( nBaseId + 2 ) & RANDOM_FLOAT_MASK ];
|
|
pVector->z *= flDelta;
|
|
pVector->z += flMin;
|
|
}
|
|
|
|
inline void CParticleCollection::RandomVector( int nRandomSampleId, const Vector &vecMin, const Vector &vecMax, Vector *pVector )
|
|
{
|
|
// do not call
|
|
int nBaseId = m_nRandomSeed + nRandomSampleId;
|
|
pVector->x = RandomFloat( nBaseId, vecMin.x, vecMax.x );
|
|
pVector->y = RandomFloat( nBaseId + 1, vecMin.y, vecMax.y );
|
|
pVector->z = RandomFloat( nBaseId + 2, vecMin.z, vecMax.z );
|
|
}
|
|
|
|
// Used by particle systems to generate random numbers
|
|
inline int CParticleCollection::RandomInt( int nMin, int nMax )
|
|
{
|
|
// do not call
|
|
return RandomInt( m_nRandomQueryCount++, nMin, nMax );
|
|
}
|
|
|
|
inline float CParticleCollection::RandomFloat( float flMin, float flMax )
|
|
{
|
|
// do not call
|
|
return RandomFloat( m_nRandomQueryCount++, flMin, flMax );
|
|
}
|
|
|
|
inline float CParticleCollection::RandomFloatExp( float flMin, float flMax, float flExponent )
|
|
{
|
|
// do not call
|
|
return RandomFloatExp( m_nRandomQueryCount++, flMin, flMax, flExponent );
|
|
}
|
|
|
|
inline void CParticleCollection::RandomVector( float flMin, float flMax, Vector *pVector )
|
|
{
|
|
// do not call
|
|
RandomVector( m_nRandomQueryCount++, flMin, flMax, pVector );
|
|
}
|
|
|
|
inline void CParticleCollection::RandomVector( const Vector &vecMin, const Vector &vecMax, Vector *pVector )
|
|
{
|
|
// do not call
|
|
RandomVector( m_nRandomQueryCount++, vecMin, vecMax, pVector );
|
|
}
|
|
|
|
inline float CParticleCollection::RandomVectorInUnitSphere( Vector *pVector )
|
|
{
|
|
// do not call
|
|
return RandomVectorInUnitSphere( m_nRandomQueryCount++, pVector );
|
|
}
|
|
|
|
|
|
// get the pointer to an attribute for a given particle. !!speed!! if you find yourself
|
|
// calling this anywhere that matters, you're not handling the simd-ness of the particle system
|
|
// well and will have bad perf.
|
|
inline const float *CParticleCollection::GetFloatAttributePtr( int nAttribute, int nParticleNumber ) const
|
|
{
|
|
Assert( nParticleNumber < m_nAllocatedParticles );
|
|
int block_ofs = nParticleNumber/4;
|
|
return m_pParticleAttributes[ nAttribute ] +
|
|
m_nParticleFloatStrides[ nAttribute ] * block_ofs +
|
|
( nParticleNumber & 3 );
|
|
}
|
|
|
|
inline int *CParticleCollection::GetIntAttributePtrForWrite( int nAttribute, int nParticleNumber )
|
|
{
|
|
return reinterpret_cast< int* >( GetFloatAttributePtrForWrite( nAttribute, nParticleNumber ) );
|
|
}
|
|
|
|
inline const int *CParticleCollection::GetIntAttributePtr( int nAttribute, int nParticleNumber ) const
|
|
{
|
|
return (int*)GetFloatAttributePtr( nAttribute, nParticleNumber );
|
|
}
|
|
|
|
inline const fltx4 *CParticleCollection::GetM128AttributePtr( int nAttribute, size_t *pStrideOut ) const
|
|
{
|
|
*(pStrideOut) = m_nParticleFloatStrides[ nAttribute ]/4;
|
|
return reinterpret_cast<fltx4 *>( m_pParticleAttributes[ nAttribute ] );
|
|
}
|
|
|
|
inline const FourInts *CParticleCollection::Get4IAttributePtr( int nAttribute, size_t *pStrideOut ) const
|
|
{
|
|
*(pStrideOut) = m_nParticleFloatStrides[ nAttribute ]/4;
|
|
return reinterpret_cast<FourInts *>( m_pParticleAttributes[ nAttribute ] );
|
|
}
|
|
|
|
inline const int32 *CParticleCollection::GetIntAttributePtr( int nAttribute, size_t *pStrideOut ) const
|
|
{
|
|
*(pStrideOut) = m_nParticleFloatStrides[ nAttribute ];
|
|
return reinterpret_cast<int32 *>( m_pParticleAttributes[ nAttribute ] );
|
|
}
|
|
|
|
inline const FourVectors *CParticleCollection::Get4VAttributePtr( int nAttribute, size_t *pStrideOut ) const
|
|
{
|
|
*(pStrideOut) = m_nParticleFloatStrides[ nAttribute ]/12;
|
|
return reinterpret_cast<const FourVectors *>( m_pParticleAttributes[ nAttribute ] );
|
|
}
|
|
|
|
inline FourVectors *CParticleCollection::Get4VAttributePtrForWrite( int nAttribute, size_t *pStrideOut )
|
|
{
|
|
*(pStrideOut) = m_nParticleFloatStrides[ nAttribute ]/12;
|
|
return reinterpret_cast<FourVectors *>( m_pParticleAttributes[ nAttribute ] );
|
|
}
|
|
|
|
inline const FourVectors *CParticleCollection::GetInitial4VAttributePtr( int nAttribute, size_t *pStrideOut ) const
|
|
{
|
|
*(pStrideOut) = m_nParticleInitialFloatStrides[ nAttribute ]/12;
|
|
return reinterpret_cast<FourVectors *>( m_pParticleInitialAttributes[ nAttribute ] );
|
|
}
|
|
|
|
inline float *CParticleCollection::GetFloatAttributePtrForWrite( int nAttribute, int nParticleNumber )
|
|
{
|
|
// NOTE: If you hit this assertion, it means your particle operator isn't returning
|
|
// the appropriate fields in the RequiredAttributesMask call
|
|
Assert( !m_bIsRunningInitializers || ( m_nPerParticleInitializedAttributeMask & (1 << nAttribute) ) );
|
|
Assert( !m_bIsRunningOperators || ( m_nPerParticleUpdatedAttributeMask & (1 << nAttribute) ) );
|
|
|
|
Assert( m_nParticleFloatStrides[nAttribute] != 0 );
|
|
|
|
Assert( nParticleNumber < m_nAllocatedParticles );
|
|
int block_ofs = nParticleNumber/4;
|
|
return m_pParticleAttributes[ nAttribute ] +
|
|
m_nParticleFloatStrides[ nAttribute ] * block_ofs +
|
|
( nParticleNumber & 3 );
|
|
}
|
|
|
|
inline fltx4 *CParticleCollection::GetM128AttributePtrForWrite( int nAttribute, size_t *pStrideOut )
|
|
{
|
|
// NOTE: If you hit this assertion, it means your particle operator isn't returning
|
|
// the appropriate fields in the RequiredAttributesMask call
|
|
if ( !HushAsserts() )
|
|
{
|
|
Assert( !m_bIsRunningInitializers || ( m_nPerParticleInitializedAttributeMask & (1 << nAttribute) ) );
|
|
Assert( !m_bIsRunningOperators || ( m_nPerParticleUpdatedAttributeMask & (1 << nAttribute) ) );
|
|
Assert( m_nParticleFloatStrides[nAttribute] != 0 );
|
|
}
|
|
|
|
*(pStrideOut) = m_nParticleFloatStrides[ nAttribute ]/4;
|
|
return reinterpret_cast<fltx4 *>( m_pParticleAttributes[ nAttribute ] );
|
|
}
|
|
|
|
inline const float *CParticleCollection::GetInitialFloatAttributePtr( int nAttribute, int nParticleNumber ) const
|
|
{
|
|
Assert( nParticleNumber < m_nAllocatedParticles );
|
|
int block_ofs = nParticleNumber / 4;
|
|
return m_pParticleInitialAttributes[ nAttribute ] + m_nParticleInitialFloatStrides[ nAttribute ] * block_ofs + ( nParticleNumber & 3 );
|
|
}
|
|
|
|
inline const fltx4 *CParticleCollection::GetInitialM128AttributePtr( int nAttribute, size_t *pStrideOut ) const
|
|
{
|
|
*(pStrideOut) = m_nParticleInitialFloatStrides[ nAttribute ]/4;
|
|
return reinterpret_cast<fltx4 *>( m_pParticleInitialAttributes[ nAttribute ] );
|
|
}
|
|
|
|
inline float *CParticleCollection::GetInitialFloatAttributePtrForWrite( int nAttribute, int nParticleNumber )
|
|
{
|
|
Assert( nParticleNumber < m_nAllocatedParticles );
|
|
Assert( m_nPerParticleReadInitialAttributeMask & ( 1 << nAttribute ) );
|
|
int block_ofs = nParticleNumber / 4;
|
|
return m_pParticleInitialAttributes[ nAttribute ] + m_nParticleInitialFloatStrides[ nAttribute ] * block_ofs + ( nParticleNumber & 3 );
|
|
}
|
|
|
|
inline fltx4 *CParticleCollection::GetInitialM128AttributePtrForWrite( int nAttribute, size_t *pStrideOut )
|
|
{
|
|
Assert( m_nPerParticleReadInitialAttributeMask & ( 1 << nAttribute ) );
|
|
*(pStrideOut) = m_nParticleInitialFloatStrides[ nAttribute ] / 4;
|
|
return reinterpret_cast<fltx4 *>( m_pParticleInitialAttributes[ nAttribute ] );
|
|
}
|
|
|
|
// Used to make sure we're accessing valid memory
|
|
inline bool CParticleCollection::IsValidAttributePtr( int nAttribute, const void *pPtr ) const
|
|
{
|
|
if ( pPtr < m_pParticleAttributes[nAttribute] )
|
|
return false;
|
|
|
|
size_t nArraySize = m_nParticleFloatStrides[nAttribute] * m_nAllocatedParticles / 4;
|
|
void *pMaxPtr = m_pParticleAttributes[nAttribute] + nArraySize;
|
|
return ( pPtr <= pMaxPtr );
|
|
}
|
|
|
|
|
|
FORCEINLINE void CParticleCollection::KillParticle( int nPidx )
|
|
{
|
|
// add a particle to the sorted kill list. entries must be added in sorted order.
|
|
// within a particle operator, this is safe to call. Outside of one, you have to call
|
|
// the ApplyKillList() method yourself. The storage for the kill list is global between
|
|
// all particle systems, so you can't kill a particle in 2 different CParticleCollections
|
|
// w/o calling ApplyKillList
|
|
|
|
// That said, we only expect the particle index to be at most more than 3 larger than the
|
|
// particle count
|
|
Assert( nPidx < m_nActiveParticles + 4 );
|
|
|
|
// note that it is permissible to kill particles with indices>the number of active
|
|
// particles, in order to faciliate easy sse coding
|
|
Assert( m_nNumParticlesToKill < MAX_PARTICLES_IN_A_SYSTEM );
|
|
m_pParticleKillList[ m_nNumParticlesToKill++ ] = nPidx;
|
|
}
|
|
|
|
// initialize this attribute for all active particles
|
|
inline void CParticleCollection::FillAttributeWithConstant( int nAttribute, float fValue )
|
|
{
|
|
size_t stride;
|
|
fltx4 *pAttr = GetM128AttributePtrForWrite( nAttribute, &stride );
|
|
fltx4 fill=ReplicateX4( fValue );
|
|
for( int i = 0; i < m_nPaddedActiveParticles; i++ )
|
|
{
|
|
*(pAttr) = fill;
|
|
pAttr += stride;
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Helper to set vector attribute values
|
|
//-----------------------------------------------------------------------------
|
|
FORCEINLINE void SetVectorAttribute( float *pAttribute, float x, float y, float z )
|
|
{
|
|
pAttribute[0] = x;
|
|
pAttribute[4] = y;
|
|
pAttribute[8] = z;
|
|
}
|
|
|
|
FORCEINLINE void SetVectorAttribute( float *pAttribute, const Vector &v )
|
|
{
|
|
pAttribute[0] = v.x;
|
|
pAttribute[4] = v.y;
|
|
pAttribute[8] = v.z;
|
|
}
|
|
|
|
FORCEINLINE void SetVectorFromAttribute( Vector &v, const float *pAttribute )
|
|
{
|
|
v.x = pAttribute[0];
|
|
v.y = pAttribute[4];
|
|
v.z = pAttribute[8];
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Computes the sq distance to a particle position
|
|
//-----------------------------------------------------------------------------
|
|
FORCEINLINE float CParticleCollection::ComputeSqrDistanceToParticle( int hParticle, const Vector &vecPosition ) const
|
|
{
|
|
const float *xyz = GetFloatAttributePtr( PARTICLE_ATTRIBUTE_XYZ, hParticle );
|
|
Vector vecParticlePosition( xyz[0], xyz[4], xyz[8] );
|
|
return vecParticlePosition.DistToSqr( vecPosition );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Grows the dist sq range for all particles
|
|
//-----------------------------------------------------------------------------
|
|
FORCEINLINE void CParticleCollection::GrowDistSqrBounds( float flDistSqr )
|
|
{
|
|
if ( m_flLastMinDistSqr > flDistSqr )
|
|
{
|
|
m_flLastMinDistSqr = flDistSqr;
|
|
}
|
|
else if ( m_flLastMaxDistSqr < flDistSqr )
|
|
{
|
|
m_flLastMaxDistSqr = flDistSqr;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Data associated with children particle systems
|
|
//-----------------------------------------------------------------------------
|
|
struct ParticleChildrenInfo_t
|
|
{
|
|
DmObjectId_t m_Id;
|
|
CUtlString m_Name;
|
|
bool m_bUseNameBasedLookup;
|
|
float m_flDelay; // How much to delay this system after the parent starts
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// A template describing how a particle system will function
|
|
//-----------------------------------------------------------------------------
|
|
class CParticleSystemDefinition
|
|
{
|
|
DECLARE_DMXELEMENT_UNPACK();
|
|
DECLARE_REFERENCED_CLASS( CParticleSystemDefinition );
|
|
|
|
|
|
public:
|
|
CParticleSystemDefinition( void );
|
|
~CParticleSystemDefinition( void );
|
|
|
|
// Serialization, unserialization
|
|
void Read( CDmxElement *pElement );
|
|
CDmxElement *Write();
|
|
|
|
const char *MaterialName() const;
|
|
IMaterial *GetMaterial() const;
|
|
const char *GetName() const;
|
|
const DmObjectId_t& GetId() const;
|
|
|
|
// Does the particle system use the power of two frame buffer texture (refraction?)
|
|
bool UsesPowerOfTwoFrameBufferTexture();
|
|
|
|
// Does the particle system use the full frame buffer texture (soft particles)
|
|
bool UsesFullFrameBufferTexture();
|
|
|
|
// Should we always precache this?
|
|
bool ShouldAlwaysPrecache() const;
|
|
|
|
// Should we batch particle collections using this definition up?
|
|
bool ShouldBatch() const;
|
|
|
|
// Is the particle system rendered on the viewmodel?
|
|
bool IsViewModelEffect() const;
|
|
|
|
// Used to iterate over all particle collections using the same def
|
|
CParticleCollection *FirstCollection();
|
|
|
|
// What's the effective cull size + fill cost?
|
|
// Used for early retirement
|
|
float GetCullRadius() const;
|
|
float GetCullFillCost() const;
|
|
int GetCullControlPoint() const;
|
|
const char *GetCullReplacementDefinition() const;
|
|
|
|
// Retirement
|
|
bool HasRetirementBeenChecked( int nFrame ) const;
|
|
void MarkRetirementCheck( int nFrame );
|
|
|
|
// Control point read
|
|
void MarkReadsControlPoint( int nPoint );
|
|
bool ReadsControlPoint( int nPoint ) const;
|
|
|
|
private:
|
|
void Precache();
|
|
void Uncache();
|
|
bool IsPrecached() const;
|
|
|
|
void UnlinkAllCollections();
|
|
|
|
void SetupContextData( );
|
|
void ParseChildren( CDmxElement *pElement );
|
|
void ParseOperators( const char *pszName, ParticleFunctionType_t nFunctionType,
|
|
CDmxElement *pElement, CUtlVector<CParticleOperatorInstance *> &out_list );
|
|
void WriteChildren( CDmxElement *pElement );
|
|
void WriteOperators( CDmxElement *pElement, const char *pOpKeyName,
|
|
const CUtlVector<CParticleOperatorInstance *> &inList );
|
|
CUtlVector<CParticleOperatorInstance *> *GetOperatorList( ParticleFunctionType_t type );
|
|
CParticleOperatorInstance *FindOperatorById( ParticleFunctionType_t type, const DmObjectId_t &id );
|
|
|
|
private:
|
|
int m_nInitialParticles;
|
|
int m_nPerParticleUpdatedAttributeMask;
|
|
int m_nPerParticleInitializedAttributeMask;
|
|
int m_nInitialAttributeReadMask;
|
|
int m_nAttributeReadMask;
|
|
uint64 m_nControlPointReadMask;
|
|
Vector m_BoundingBoxMin;
|
|
Vector m_BoundingBoxMax;
|
|
char m_pszMaterialName[MAX_PATH];
|
|
CMaterialReference m_Material;
|
|
CParticleCollection *m_pFirstCollection;
|
|
char m_pszCullReplacementName[128];
|
|
float m_flCullRadius;
|
|
float m_flCullFillCost;
|
|
int m_nCullControlPoint;
|
|
int m_nRetireCheckFrame;
|
|
|
|
// Default attribute values
|
|
Color m_ConstantColor;
|
|
float m_flConstantRadius;
|
|
float m_flConstantRotation;
|
|
float m_flConstantRotationSpeed;
|
|
int m_nConstantSequenceNumber;
|
|
int m_nConstantSequenceNumber1;
|
|
int m_nGroupID;
|
|
float m_flMaximumTimeStep;
|
|
float m_flMaximumSimTime; // maximum time to sim before drawing first frame.
|
|
float m_flMinimumSimTime; // minimum time to sim before drawing first frame - prevents all
|
|
// capped particles from drawing at 0 time.
|
|
|
|
int m_nMinimumFrames; // number of frames to apply max/min simulation times
|
|
|
|
|
|
// Is the particle system rendered on the viewmodel?
|
|
bool m_bViewModelEffect;
|
|
|
|
|
|
size_t m_nContextDataSize;
|
|
DmObjectId_t m_Id;
|
|
|
|
public:
|
|
float m_flMaxDrawDistance; // distance at which to not draw.
|
|
float m_flNoDrawTimeToGoToSleep; // after not beeing seen for this long, the system will sleep
|
|
|
|
int m_nMaxParticles;
|
|
int m_nSkipRenderControlPoint; // if the camera is attached to the
|
|
// object associated with this control
|
|
// point, don't render the system
|
|
|
|
CUtlString m_Name;
|
|
|
|
CUtlVector<CParticleOperatorInstance *> m_Operators;
|
|
CUtlVector<CParticleOperatorInstance *> m_Renderers;
|
|
CUtlVector<CParticleOperatorInstance *> m_Initializers;
|
|
CUtlVector<CParticleOperatorInstance *> m_Emitters;
|
|
CUtlVector<CParticleOperatorInstance *> m_ForceGenerators;
|
|
CUtlVector<CParticleOperatorInstance *> m_Constraints;
|
|
CUtlVector<ParticleChildrenInfo_t> m_Children;
|
|
|
|
CUtlVector<size_t> m_nOperatorsCtxOffsets;
|
|
CUtlVector<size_t> m_nRenderersCtxOffsets;
|
|
CUtlVector<size_t> m_nInitializersCtxOffsets;
|
|
CUtlVector<size_t> m_nEmittersCtxOffsets;
|
|
CUtlVector<size_t> m_nForceGeneratorsCtxOffsets;
|
|
CUtlVector<size_t> m_nConstraintsCtxOffsets;
|
|
|
|
// profiling information
|
|
float m_flTotalSimTime;
|
|
float m_flUncomittedTotalSimTime;
|
|
float m_flMaxMeasuredSimTime;
|
|
int m_nMaximumActiveParticles;
|
|
bool m_bShouldSort;
|
|
bool m_bShouldBatch;
|
|
bool m_bIsPrecached : 1;
|
|
bool m_bAlwaysPrecache : 1;
|
|
|
|
friend class CParticleCollection;
|
|
friend class CParticleSystemMgr;
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Inline methods
|
|
//-----------------------------------------------------------------------------
|
|
inline CParticleSystemDefinition::CParticleSystemDefinition( void )
|
|
{
|
|
m_nControlPointReadMask = 0;
|
|
m_nInitialAttributeReadMask = 0;
|
|
m_nPerParticleInitializedAttributeMask = 0;
|
|
m_nPerParticleUpdatedAttributeMask = 0;
|
|
m_nAttributeReadMask = 0;
|
|
m_flTotalSimTime = 0.0;
|
|
m_flMaxMeasuredSimTime = 0.0;
|
|
m_nMaximumActiveParticles = 0;
|
|
m_bIsPrecached = false;
|
|
m_bAlwaysPrecache = false;
|
|
m_bShouldBatch = false;
|
|
m_bShouldSort = true;
|
|
m_pFirstCollection = NULL;
|
|
m_flCullRadius = 0.0f;
|
|
m_flCullFillCost = 1.0f;
|
|
m_nRetireCheckFrame = 0;
|
|
}
|
|
|
|
inline CParticleSystemDefinition::~CParticleSystemDefinition( void )
|
|
{
|
|
UnlinkAllCollections();
|
|
m_Operators.PurgeAndDeleteElements();
|
|
m_Renderers.PurgeAndDeleteElements();
|
|
m_Initializers.PurgeAndDeleteElements();
|
|
m_Emitters.PurgeAndDeleteElements();
|
|
m_ForceGenerators.PurgeAndDeleteElements();
|
|
m_Constraints.PurgeAndDeleteElements();
|
|
}
|
|
|
|
// Used to iterate over all particle collections using the same def
|
|
inline CParticleCollection *CParticleSystemDefinition::FirstCollection()
|
|
{
|
|
return m_pFirstCollection;
|
|
}
|
|
|
|
inline float CParticleSystemDefinition::GetCullRadius() const
|
|
{
|
|
return m_flCullRadius;
|
|
}
|
|
|
|
inline float CParticleSystemDefinition::GetCullFillCost() const
|
|
{
|
|
return m_flCullFillCost;
|
|
}
|
|
|
|
inline const char *CParticleSystemDefinition::GetCullReplacementDefinition() const
|
|
{
|
|
return m_pszCullReplacementName;
|
|
}
|
|
|
|
inline int CParticleSystemDefinition::GetCullControlPoint() const
|
|
{
|
|
return m_nCullControlPoint;
|
|
}
|
|
|
|
inline void CParticleSystemDefinition::MarkReadsControlPoint( int nPoint )
|
|
{
|
|
m_nControlPointReadMask |= ( 1ULL << nPoint );
|
|
}
|
|
|
|
inline bool CParticleSystemDefinition::ReadsControlPoint( int nPoint ) const
|
|
{
|
|
return ( m_nControlPointReadMask & ( 1ULL << nPoint ) ) != 0;
|
|
}
|
|
|
|
// Retirement
|
|
inline bool CParticleSystemDefinition::HasRetirementBeenChecked( int nFrame ) const
|
|
{
|
|
return m_nRetireCheckFrame == nFrame;
|
|
}
|
|
|
|
inline void CParticleSystemDefinition::MarkRetirementCheck( int nFrame )
|
|
{
|
|
m_nRetireCheckFrame = nFrame;
|
|
}
|
|
|
|
inline bool CParticleSystemDefinition::ShouldBatch() const
|
|
{
|
|
return m_bShouldBatch;
|
|
}
|
|
|
|
inline bool CParticleSystemDefinition::IsViewModelEffect() const
|
|
{
|
|
return m_bViewModelEffect;
|
|
}
|
|
|
|
inline const char *CParticleSystemDefinition::MaterialName() const
|
|
{
|
|
return m_pszMaterialName;
|
|
}
|
|
|
|
inline const DmObjectId_t& CParticleSystemDefinition::GetId() const
|
|
{
|
|
return m_Id;
|
|
}
|
|
|
|
inline int CParticleCollection::GetGroupID( void ) const
|
|
{
|
|
return m_pDef->m_nGroupID;
|
|
}
|
|
|
|
FORCEINLINE const Vector& CParticleCollection::GetControlPointAtCurrentTime( int nControlPoint ) const
|
|
{
|
|
Assert( nControlPoint <= GetHighestControlPoint() );
|
|
Assert( m_pDef->ReadsControlPoint( nControlPoint ) );
|
|
return m_ControlPoints[nControlPoint].m_Position;
|
|
}
|
|
|
|
FORCEINLINE void CParticleCollection::GetControlPointOrientationAtCurrentTime( int nControlPoint, Vector *pForward, Vector *pRight, Vector *pUp ) const
|
|
{
|
|
Assert( nControlPoint <= GetHighestControlPoint() );
|
|
Assert( m_pDef->ReadsControlPoint( nControlPoint ) );
|
|
|
|
// FIXME: Use quaternion lerp to get control point transform at time
|
|
*pForward = m_ControlPoints[nControlPoint].m_ForwardVector;
|
|
*pRight = m_ControlPoints[nControlPoint].m_RightVector;
|
|
*pUp = m_ControlPoints[nControlPoint].m_UpVector;
|
|
}
|
|
|
|
FORCEINLINE int CParticleCollection::GetControlPointParent( int nControlPoint ) const
|
|
{
|
|
Assert( nControlPoint <= GetHighestControlPoint() );
|
|
Assert( m_pDef->ReadsControlPoint( nControlPoint ) );
|
|
return m_ControlPoints[nControlPoint].m_nParent;
|
|
}
|
|
|
|
FORCEINLINE bool CParticleCollection::IsValid( void ) const
|
|
{
|
|
return ( m_pDef != NULL && m_pDef->GetMaterial() );
|
|
}
|
|
|
|
|
|
#endif // PARTICLES_H
|