source-engine/game/client/hl2/c_ar2_explosion.cpp
FluorescentCIAAfricanAmerican 3bf9df6b27 1
2020-04-22 12:56:21 -04:00

476 lines
13 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "particlemgr.h"
#include "particle_prototype.h"
#include "particle_util.h"
#include "surfinfo.h"
#include "baseparticleentity.h"
#include "materialsystem/imaterialsystemhardwareconfig.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// ------------------------------------------------------------------------- //
// Definitions
// ------------------------------------------------------------------------- //
#define NUM_AR2_EXPLOSION_PARTICLES 70
#define AR2_DUST_RADIUS 240 // 340
#define AR2_DUST_LIFETIME 4
#define AR2_DUST_LIFETIME_DELTA 6
#define AR2_DUST_SPEED 10000
#define AR2_DUST_STARTSIZE 8
#define AR2_DUST_ENDSIZE 32
#define AR2_DUST_ALPHA 0.5f
#define AR2_DUST_FADE_IN_TIME 0.25f
static Vector g_AR2DustColor1(0.35, 0.345, 0.33 );
static Vector g_AR2DustColor2(0.75, 0.75, 0.7);
// ------------------------------------------------------------------------- //
// Classes
// ------------------------------------------------------------------------- //
class C_AR2Explosion : public C_BaseParticleEntity, public IPrototypeAppEffect
{
public:
DECLARE_CLASS( C_AR2Explosion, C_BaseParticleEntity );
DECLARE_CLIENTCLASS();
C_AR2Explosion();
~C_AR2Explosion();
private:
class AR2ExplosionParticle : public StandardParticle_t
{
public:
float m_Dist;
Vector m_Start;
float m_Roll;
float m_RollSpeed;
float m_Dwell;
};
// C_BaseEntity.
public:
virtual void OnDataChanged(DataUpdateType_t updateType);
// IPrototypeAppEffect.
public:
virtual void Start(CParticleMgr *pParticleMgr, IPrototypeArgAccess *pArgs);
// IParticleEffect.
public:
virtual void Update(float fTimeDelta);
virtual void RenderParticles( CParticleRenderIterator *pIterator );
virtual void SimulateParticles( CParticleSimulateIterator *pIterator );
public:
CParticleMgr *m_pParticleMgr;
PMaterialHandle m_MaterialHandle;
private:
char m_szMaterialName[255];
C_AR2Explosion( const C_AR2Explosion & );
};
// Expose to the particle app.
EXPOSE_PROTOTYPE_EFFECT(AR2Explosion, C_AR2Explosion);
IMPLEMENT_CLIENTCLASS_DT(C_AR2Explosion, DT_AR2Explosion, AR2Explosion)
RecvPropString( RECVINFO( m_szMaterialName ) ),
END_RECV_TABLE()
// ------------------------------------------------------------------------- //
// Helpers.
// ------------------------------------------------------------------------- //
// Given a line segment from vStart to vEnd
// and a list of convex polygons in pSurfInfos and nSurfInfos,
// fill in the list of which polygons the segment intersects.
// Returns the number of intersected surfaces.
static int IntersectSegmentWithSurfInfos(
const Vector &vStart,
const Vector &vEnd,
SurfInfo *pSurfInfos,
const int nSurfInfos,
SurfInfo ** pIntersections,
Vector *pIntersectionPositions,
int nMaxIntersections)
{
if(nMaxIntersections == 0)
return 0;
int nIntersections = 0;
for(int i=0; i < nSurfInfos; i++)
{
SurfInfo *pSurf = &pSurfInfos[i];
// Does it intersect the plane?
float dot1 = pSurf->m_Plane.DistTo(vStart);
float dot2 = pSurf->m_Plane.DistTo(vEnd);
if((dot1 > 0) != (dot2 > 0))
{
float t = dot1 / (dot1 - dot2);
Vector vIntersection = vStart + (vEnd - vStart) * t;
// If the intersection is behind any edge plane, then it's not inside the polygon.
unsigned long iEdge;
for(iEdge=0; iEdge < pSurf->m_nVerts; iEdge++)
{
VPlane edgePlane;
edgePlane.m_Normal = pSurf->m_Plane.m_Normal.Cross(pSurf->m_Verts[iEdge] - pSurf->m_Verts[(iEdge+1)%pSurf->m_nVerts]);
VectorNormalize( edgePlane.m_Normal );
edgePlane.m_Dist = edgePlane.m_Normal.Dot(pSurf->m_Verts[iEdge]);
if(edgePlane.DistTo(vIntersection) < 0.0f)
break;
}
if(iEdge == pSurf->m_nVerts)
{
pIntersections[nIntersections] = pSurf;
pIntersectionPositions[nIntersections] = vIntersection;
++nIntersections;
if(nIntersections >= nMaxIntersections)
break;
}
}
}
return nIntersections;
}
// ------------------------------------------------------------------------- //
// C_AR2Explosion
// ------------------------------------------------------------------------- //
C_AR2Explosion::C_AR2Explosion()
{
m_pParticleMgr = NULL;
m_MaterialHandle = INVALID_MATERIAL_HANDLE;
}
C_AR2Explosion::~C_AR2Explosion()
{
}
void C_AR2Explosion::OnDataChanged(DataUpdateType_t updateType)
{
C_BaseEntity::OnDataChanged(updateType);
if(updateType == DATA_UPDATE_CREATED)
{
Start(ParticleMgr(), NULL);
}
}
static ConVar mat_reduceparticles( "mat_reduceparticles", "0" );
void C_AR2Explosion::Start(CParticleMgr *pParticleMgr, IPrototypeArgAccess *pArgs)
{
m_pParticleMgr = pParticleMgr;
if(!pParticleMgr->AddEffect(&m_ParticleEffect, this))
return;
if (!m_szMaterialName[0])
{
Q_strncpy(m_szMaterialName, "particle/particle_noisesphere", sizeof( m_szMaterialName ) );
}
m_MaterialHandle = m_ParticleEffect.FindOrAddMaterial(m_szMaterialName);
// Precalculate stuff for the particle spawning..
#define NUM_DUSTEMITTER_SURFINFOS 128
SurfInfo surfInfos[NUM_DUSTEMITTER_SURFINFOS];
int nSurfInfos;
// Center of explosion.
Vector vCenter = GetAbsOrigin(); // HACKHACK.. when the engine bug is fixed, use origin.
if ( IsXbox() )
{
m_ParticleEffect.SetBBox( vCenter-Vector(300,300,300), vCenter+Vector(300,300,300) );
}
#ifdef PARTICLEPROTOTYPE_APP
float surfSize = 10000;
nSurfInfos = 1;
surfInfos[0].m_Verts[0].Init(-surfSize,-surfSize,0);
surfInfos[0].m_Verts[1].Init(-surfSize,surfSize,0);
surfInfos[0].m_Verts[2].Init(surfSize, surfSize,0);
surfInfos[0].m_Verts[3].Init(surfSize,-surfSize,0);
surfInfos[0].m_nVerts = 4;
surfInfos[0].m_Plane.m_Normal.Init(0,0,1);
surfInfos[0].m_Plane.m_Dist = -3;
#else
{
nSurfInfos = 0;
C_BaseEntity *ent = cl_entitylist->GetEnt( 0 );
if ( ent )
{
nSurfInfos = engine->GetIntersectingSurfaces(
ent->GetModel(),
vCenter,
AR2_DUST_RADIUS,
true,
surfInfos,
NUM_DUSTEMITTER_SURFINFOS);
}
}
#endif
int nParticles = 0;
int iParticlesToSpawn = NUM_AR2_EXPLOSION_PARTICLES;
// In DX7, much fewer particles
if ( g_pMaterialSystemHardwareConfig->GetDXSupportLevel() < 80 )
{
iParticlesToSpawn *= 0.25;
}
else if ( mat_reduceparticles.GetBool() )
{
iParticlesToSpawn *= 0.025;
}
if( nSurfInfos > 0 )
{
// For nParticles*N, generate a ray and cast it out. If it hits anything, spawn a particle there.
int nTestsPerParticle=3;
for(int i=0; i < iParticlesToSpawn; i++)
{
for(int iTest=0; iTest < nTestsPerParticle; iTest++)
{
Vector randVec = RandomVector(-1,1);
VectorNormalize( randVec );
Vector startPos = vCenter + randVec * AR2_DUST_RADIUS;
randVec = RandomVector(-1,1);
VectorNormalize( randVec );
Vector endPos = vCenter + randVec * AR2_DUST_RADIUS;
#define MAX_SURFINFO_INTERSECTIONS 4
SurfInfo *pIntersected[MAX_SURFINFO_INTERSECTIONS];
Vector vIntersections[MAX_SURFINFO_INTERSECTIONS];
int nIntersections;
nIntersections = IntersectSegmentWithSurfInfos(
startPos,
endPos,
surfInfos,
nSurfInfos,
pIntersected,
vIntersections,
MAX_SURFINFO_INTERSECTIONS);
if(nIntersections)
{
int iIntersection = rand() % nIntersections;
Vector velocity;
//velocity.Init(-1.0f + ((float)rand()/VALVE_RAND_MAX) * 2.0f, -1.0f + ((float)rand()/VALVE_RAND_MAX) * 2.0f, -1.0f + ((float)rand()/VALVE_RAND_MAX) * 2.0f);
//velocity = velocity * FRand(m_MinSpeed, m_MaxSpeed);
Vector direction = (vIntersections[iIntersection] - vCenter );
float dist = VectorNormalize( direction );
if(dist > AR2_DUST_RADIUS)
dist = AR2_DUST_RADIUS;
static float power = 2.0f;
float falloffMul = pow(1.0f - dist / AR2_DUST_RADIUS, power);
Vector reflection = direction - 2 * DotProduct( direction, pIntersected[iIntersection]->m_Plane.m_Normal ) * pIntersected[iIntersection]->m_Plane.m_Normal;
VectorNormalize( reflection );
velocity = reflection * AR2_DUST_SPEED * falloffMul;
// velocity = velocity + (vIntersections[iIntersection] - vCenter) * falloffMul;
/*
debugoverlay->AddLineOverlay( vIntersections[iIntersection],
vIntersections[iIntersection] + reflection * 64,
128, 128, 255, false, 15.0 );
*/
#if 1
AR2ExplosionParticle *pParticle =
(AR2ExplosionParticle*)m_ParticleEffect.AddParticle( sizeof(AR2ExplosionParticle), m_MaterialHandle );
if(pParticle)
{
pParticle->m_Pos = vIntersections[iIntersection];
pParticle->m_Start = pParticle->m_Pos;
pParticle->m_Dist = 8.0;
pParticle->m_Velocity = velocity;
// sound == 13031.496062992125984251968503937ips
pParticle->m_Lifetime = -dist / 13031.5f - 0.1;
pParticle->m_Roll = FRand( 0, M_PI * 2 );
pParticle->m_RollSpeed = FRand( -1, 1 ) * 0.4;
pParticle->m_Dwell = AR2_DUST_LIFETIME + random->RandomFloat( 0, AR2_DUST_LIFETIME_DELTA );
nParticles++;
break;
}
#endif
}
}
}
}
// build interior smoke particles
for(int i=nParticles; i < iParticlesToSpawn; i++)
{
Vector randVec = RandomVector(-1,1);
VectorNormalize( randVec );
Vector endPos = vCenter + randVec * AR2_DUST_RADIUS / 4.0;
Vector direction = (endPos - vCenter );
float dist = VectorNormalize( direction ) + random->RandomFloat( 0, AR2_DUST_RADIUS / 4.0 );
if(dist > AR2_DUST_RADIUS)
dist = AR2_DUST_RADIUS;
static float power = 2.0f;
float falloffMul = pow(1.0f - dist / (AR2_DUST_RADIUS / 2), power);
Vector velocity = direction * AR2_DUST_SPEED * falloffMul;
AR2ExplosionParticle *pParticle =
(AR2ExplosionParticle*)m_ParticleEffect.AddParticle( sizeof(AR2ExplosionParticle), m_MaterialHandle );
if(pParticle)
{
pParticle->m_Pos = endPos;
pParticle->m_Start = pParticle->m_Pos;
pParticle->m_Dist = 8.0;
pParticle->m_Velocity = velocity;
// sound == 13031.496062992125984251968503937ips
pParticle->m_Lifetime = -dist / 13031.5f - 0.1;
pParticle->m_Roll = FRand( 0, M_PI * 2 );
pParticle->m_RollSpeed = FRand( -1, 1 ) * 4.0;
pParticle->m_Dwell = 0.5 * (AR2_DUST_LIFETIME + random->RandomFloat( 0, AR2_DUST_LIFETIME_DELTA ));
}
}
}
void C_AR2Explosion::Update(float fTimeDelta)
{
if(!m_pParticleMgr)
return;
}
void C_AR2Explosion::SimulateParticles( CParticleSimulateIterator *pIterator )
{
float dt = pIterator->GetTimeDelta();
AR2ExplosionParticle *pParticle = (AR2ExplosionParticle*)pIterator->GetFirst();
while ( pParticle )
{
if (dt > 0.05)
dt = 0.05; // yuck, air resistance function craps out at less then 20fps
// Update its lifetime.
pParticle->m_Lifetime += dt; // pDraw->GetTimeDelta();
if(pParticle->m_Lifetime > pParticle->m_Dwell)
{
// faded to nothing....
pIterator->RemoveParticle( pParticle );
}
else
{
// Spin the thing
pParticle->m_Roll += pParticle->m_RollSpeed * pIterator->GetTimeDelta();
// delayed?
if ( pParticle->m_Lifetime >= 0.0f )
{
// Move it (this comes after rendering to make it clear that moving the particle here won't change
// its rendering for this frame since m_TransformedPos has already been set).
pParticle->m_Pos = pParticle->m_Pos + pParticle->m_Velocity * dt;
// keep track of distance traveled
pParticle->m_Dist = pParticle->m_Dist + pParticle->m_Velocity.Length() * dt;
// Dampen velocity.
float dist = pParticle->m_Velocity.Length() * dt;
float r = dist * dist;
// FIXME: this is a really screwy air-resistance function....
pParticle->m_Velocity = pParticle->m_Velocity * (100 / (100 + r ));
// dampen roll
static float dtime;
static float decay;
if (dtime != dt)
{
dtime = dt;
decay = ExponentialDecay( 0.3, 1.0, dtime );
}
if (fabs(pParticle->m_RollSpeed) > 0.2)
pParticle->m_RollSpeed = pParticle->m_RollSpeed * decay;
}
}
pParticle = (AR2ExplosionParticle*)pIterator->GetNext();
}
}
void C_AR2Explosion::RenderParticles( CParticleRenderIterator *pIterator )
{
const AR2ExplosionParticle *pParticle = (const AR2ExplosionParticle *)pIterator->GetFirst();
while ( pParticle )
{
float sortKey = 0;
if ( pParticle->m_Lifetime >= 0.0f )
{
// Draw.
float lifetimePercent = ( pParticle->m_Lifetime - AR2_DUST_FADE_IN_TIME ) / pParticle->m_Dwell;
// FIXME: base color should be a dirty version of the material color
Vector color = g_AR2DustColor1 * (1.0 - lifetimePercent) + g_AR2DustColor2 * lifetimePercent;
Vector tPos;
TransformParticle(m_pParticleMgr->GetModelView(), pParticle->m_Pos, tPos);
sortKey = tPos.z;
float alpha;
if ( pParticle->m_Lifetime < AR2_DUST_FADE_IN_TIME )
{
alpha = AR2_DUST_ALPHA * ( pParticle->m_Lifetime / AR2_DUST_FADE_IN_TIME );
}
else
{
alpha = AR2_DUST_ALPHA * ( 1.0f - lifetimePercent );
}
alpha *= GetAlphaDistanceFade( tPos, IsXbox() ? 100 : 50, IsXbox() ? 200 : 150 );
RenderParticle_ColorSizeAngle(
pIterator->GetParticleDraw(),
tPos,
color,
alpha,
pParticle->m_Dist, // size based on how far it's traveled
pParticle->m_Roll);
}
pParticle = (const AR2ExplosionParticle *)pIterator->GetNext( sortKey );
}
}