Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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// 02/08/02 November235: Particle System
#include "hud.h"
#include "cl_util.h"
#include "const.h"
#include "entity_state.h"
#include "event_api.h"
#include "cl_entity.h"
#include "triangleapi.h"
#include "particlesys.h"
#include "../common/com_model.h"
#include "studio_util.h" // for M_PI and matrix functions
#include "../common/pmtrace.h" // for contents and traceline
#include "../pm_shared/pm_defs.h"
#include "string.h"
float ParticleSystem::c_fCosTable[360 + 90];
bool ParticleSystem::c_bCosTableInit = false;
ParticleType::ParticleType( ParticleType *pNext )
{
m_pSprayType = m_pOverlayType = NULL;
m_StartAngle = RandomRange(45);
m_hSprite = 0;
m_pNext = pNext;
m_szName[0] = 0;
m_StartRed = m_StartGreen = m_StartBlue = m_StartAlpha = RandomRange(1);
m_EndRed = m_EndGreen = m_EndBlue = m_EndAlpha = RandomRange(1);
m_iRenderMode = kRenderTransAdd;
m_iDrawCond = 0;
m_bEndFrame = false;
m_bIsDefined = false;
// m_iCollision = 0;
}
particle* ParticleType::CreateParticle(ParticleSystem *pSys)//particle *pPart)
{
if (!pSys) return NULL;
particle *pPart = pSys->ActivateParticle();
if (!pPart) return NULL;
pPart->age = 0.0;
pPart->age_death = m_Life.GetInstance();
InitParticle(pPart, pSys);
return pPart;
}
void ParticleType::InitParticle(particle *pPart, ParticleSystem *pSys)
{
float fLifeRecip = 1/pPart->age_death;
pPart->pType = this;
pPart->velocity[0] = pPart->velocity[1] = pPart->velocity[2] = 0;
pPart->accel[0] = pPart->accel[1] = 0;
pPart->accel[2] = m_Gravity.GetInstance();
pPart->m_iEntIndex = 0;
particle *pOverlay = NULL;
if (m_pOverlayType)
{
// create an overlay for this particle
pOverlay = pSys->ActivateParticle();//m_pOverlayType->InitParticle(pSys);
if (pOverlay)
{
pOverlay->age = pPart->age;
pOverlay->age_death = pPart->age_death;
m_pOverlayType->InitParticle(pOverlay, pSys);
}
}
pPart->m_pOverlay = pOverlay;
if (m_pSprayType)
{
pPart->age_spray = 1/m_SprayRate.GetInstance();
}
else
{
pPart->age_spray = 0.0f;
}
pPart->m_fSize = m_StartSize.GetInstance();
if (m_EndSize.IsDefined())
pPart->m_fSizeStep = m_EndSize.GetOffset(pPart->m_fSize) * fLifeRecip;
else
pPart->m_fSizeStep = m_SizeDelta.GetInstance();
//pPart->m_fSizeStep = m_EndSize.GetOffset(pPart->m_fSize) * fLifeRecip;
pPart->frame = m_StartFrame.GetInstance();
if (m_EndFrame.IsDefined())
pPart->m_fFrameStep = m_EndFrame.GetOffset(pPart->frame) * fLifeRecip;
else
pPart->m_fFrameStep = m_FrameRate.GetInstance();
pPart->m_fAlpha = m_StartAlpha.GetInstance();
pPart->m_fAlphaStep = m_EndAlpha.GetOffset(pPart->m_fAlpha) * fLifeRecip;
pPart->m_fRed = m_StartRed.GetInstance();
pPart->m_fRedStep = m_EndRed.GetOffset(pPart->m_fRed) * fLifeRecip;
pPart->m_fGreen = m_StartGreen.GetInstance();
pPart->m_fGreenStep = m_EndGreen.GetOffset(pPart->m_fGreen) * fLifeRecip;
pPart->m_fBlue = m_StartBlue.GetInstance();
pPart->m_fBlueStep = m_EndBlue.GetOffset(pPart->m_fBlue) * fLifeRecip;
pPart->m_fAngle = m_StartAngle.GetInstance();
pPart->m_fAngleStep = m_AngleDelta.GetInstance();
pPart->m_fDrag = m_Drag.GetInstance();
float fWindStrength = m_WindStrength.GetInstance();
float fWindYaw = m_WindYaw.GetInstance();
pPart->m_vecWind.x = fWindStrength*ParticleSystem::CosLookup(fWindYaw);
pPart->m_vecWind.y = fWindStrength*ParticleSystem::SinLookup(fWindYaw);
pPart->m_vecWind.z = 0;
}
//============================================
RandomRange::RandomRange( char *szToken )
{
char *cOneDot = NULL;
m_bDefined = true;
for (char *c = szToken; *c; c++)
{
if (*c == '.')
{
if (cOneDot != NULL)
{
// found two dots in a row - it's a range
*cOneDot = 0; // null terminate the first number
m_fMin = atof(szToken); // parse the first number
*cOneDot = '.'; // change it back, just in case
c++;
m_fMax = atof(c); // parse the second number
return;
}
else
{
cOneDot = c;
}
}
else
{
cOneDot = NULL;
}
}
// no range, just record the number
m_fMin = m_fMax = atof(szToken);
}
//============================================
ParticleSystem::ParticleSystem( int iEntIndex, char *szFilename )
{
int iParticles = 100; // default
m_iEntIndex = iEntIndex;
m_pNextSystem = NULL;
m_pFirstType = NULL;
if (!c_bCosTableInit)
{
for (int i = 0; i < 360+90; i++)
{
c_fCosTable[i] = cos(i*M_PI/180.0);
}
c_bCosTableInit = true;
}
char *szFile = (char *)gEngfuncs.COM_LoadFile( szFilename, 5, NULL);
char szToken[1024];
if (!szFile)
{
gEngfuncs.Con_Printf("Couldn't open particle file %s. Using default particle settings.\n", szFilename );
return;
}
else
{
szFile = gEngfuncs.COM_ParseFile(szFile, szToken);
while (szFile)
{
if ( !stricmp( szToken, "particles" ) )
{
szFile = gEngfuncs.COM_ParseFile(szFile,szToken);
iParticles = atof(szToken);
}
else if ( !stricmp( szToken, "maintype" ) )
{
szFile = gEngfuncs.COM_ParseFile(szFile,szToken);
m_pMainType = AddPlaceholderType(szToken);
//strncpy(m_szMainType, szToken, sizeof(m_szMainType) );
}
else if ( !stricmp( szToken, "{" ) )
{
// parse new type
this->ParseType( szFile ); // parses the type, moves the file pointer
}
szFile = gEngfuncs.COM_ParseFile(szFile, szToken);
}
}
gEngfuncs.COM_FreeFile( szFile );
AllocateParticles(iParticles);
}
void ParticleSystem::AllocateParticles( int iParticles )
{
m_pAllParticles = new particle[iParticles];
m_pFreeParticle = m_pAllParticles;
m_pActiveParticle = NULL;
m_pMainParticle = NULL;
// initialise the linked list
particle *pLast = m_pAllParticles;
particle *pParticle = pLast+1;
for( int i = 1; i < iParticles; i++ )
{
pLast->nextpart = pParticle;
pLast = pParticle;
pParticle++;
}
pLast->nextpart = NULL;
}
ParticleSystem::~ParticleSystem( void )
{
delete[] m_pAllParticles;
ParticleType *pType = m_pFirstType;
ParticleType *pNext;
while (pType)
{
pNext = pType->m_pNext;
delete pType;
pType = pNext;
}
}
// returns the ParticleType with the given name, if there is one
ParticleType *ParticleSystem::GetType( const char *szName )
{
for (ParticleType *pType = m_pFirstType; pType; pType = pType->m_pNext)
{
if (!stricmp(pType->m_szName, szName))
return pType;
}
return NULL;
}
ParticleType *ParticleSystem::AddPlaceholderType( const char *szName )
{
m_pFirstType = new ParticleType( m_pFirstType );
strncpy(m_pFirstType->m_szName, szName, sizeof(m_pFirstType->m_szName) );
return m_pFirstType;
}
// creates a new particletype from the given file
// NB: this changes the value of szFile.
ParticleType *ParticleSystem::ParseType( char *&szFile )
{
ParticleType *pType = new ParticleType();
// parse the .aur file
char szToken[1024];
szFile = gEngfuncs.COM_ParseFile(szFile, szToken);
while ( stricmp( szToken, "}" ) )
{
if (!szFile)
break;
if ( !stricmp( szToken, "name" ) )
{
szFile = gEngfuncs.COM_ParseFile(szFile,szToken);
strncpy(pType->m_szName, szToken, sizeof(pType->m_szName) );
ParticleType *pTemp = GetType(szToken);
if (pTemp)
{
// there's already a type with this name
if (pTemp->m_bIsDefined)
gEngfuncs.Con_Printf("Warning: Particle type %s is defined more than once!\n", szToken);
// copy all our data into the existing type, throw away the type we were making
*pTemp = *pType;
delete pType;
pType = pTemp;
pType->m_bIsDefined = true; // record the fact that it's defined, so we won't need to add it to the list
}
}
else if ( !stricmp( szToken, "gravity" ) )
{
szFile = gEngfuncs.COM_ParseFile(szFile,szToken);
pType->m_Gravity = RandomRange( szToken );
}
else if ( !stricmp( szToken, "windyaw" ) )
{
szFile = gEngfuncs.COM_ParseFile(szFile,szToken);
pType->m_WindYaw = RandomRange( szToken );
}
else if ( !stricmp( szToken, "windstrength" ) )
{
szFile = gEngfuncs.COM_ParseFile(szFile,szToken);
pType->m_WindStrength = RandomRange( szToken );
}
else if ( !stricmp( szToken, "sprite" ) )
{
szFile = gEngfuncs.COM_ParseFile(szFile,szToken);
pType->m_hSprite = SPR_Load( szToken );
}
else if ( !stricmp( szToken, "startalpha" ) )
{
szFile = gEngfuncs.COM_ParseFile(szFile,szToken);
pType->m_StartAlpha = RandomRange( szToken );
}
else if ( !stricmp( szToken, "endalpha" ) )
{
szFile = gEngfuncs.COM_ParseFile(szFile,szToken);
pType->m_EndAlpha = RandomRange( szToken );
}
else if ( !stricmp( szToken, "startred" ) )
{
szFile = gEngfuncs.COM_ParseFile(szFile,szToken);
pType->m_StartRed = RandomRange( szToken );
}
else if ( !stricmp( szToken, "endred" ) )
{
szFile = gEngfuncs.COM_ParseFile(szFile,szToken);
pType->m_EndRed = RandomRange( szToken );
}
else if ( !stricmp( szToken, "startgreen" ) )
{
szFile = gEngfuncs.COM_ParseFile(szFile,szToken);
pType->m_StartGreen = RandomRange( szToken );
}
else if ( !stricmp( szToken, "endgreen" ) )
{
szFile = gEngfuncs.COM_ParseFile(szFile,szToken);
pType->m_EndGreen = RandomRange( szToken );
}
else if ( !stricmp( szToken, "startblue" ) )
{
szFile = gEngfuncs.COM_ParseFile(szFile,szToken);
pType->m_StartBlue = RandomRange( szToken );
}
else if ( !stricmp( szToken, "endblue" ) )
{
szFile = gEngfuncs.COM_ParseFile(szFile,szToken);
pType->m_EndBlue = RandomRange( szToken );
}
else if ( !stricmp( szToken, "startsize" ) )
{
szFile = gEngfuncs.COM_ParseFile(szFile,szToken);
pType->m_StartSize = RandomRange( szToken );
}
else if ( !stricmp( szToken, "sizedelta" ) )
{
szFile = gEngfuncs.COM_ParseFile(szFile,szToken);
pType->m_SizeDelta = RandomRange( szToken );
}
else if ( !stricmp( szToken, "endsize" ) )
{
szFile = gEngfuncs.COM_ParseFile(szFile,szToken);
pType->m_EndSize = RandomRange( szToken );
}
else if ( !stricmp( szToken, "startangle" ) )
{
szFile = gEngfuncs.COM_ParseFile(szFile,szToken);
pType->m_StartAngle = RandomRange( szToken );
}
else if ( !stricmp( szToken, "angledelta" ) )
{
szFile = gEngfuncs.COM_ParseFile(szFile,szToken);
pType->m_AngleDelta = RandomRange( szToken );
}
else if ( !stricmp( szToken, "startframe" ) )
{
szFile = gEngfuncs.COM_ParseFile(szFile,szToken);
pType->m_StartFrame = RandomRange( szToken );
}
else if ( !stricmp( szToken, "endframe" ) )
{
szFile = gEngfuncs.COM_ParseFile(szFile,szToken);
pType->m_EndFrame = RandomRange( szToken );
pType->m_bEndFrame = true;
}
else if ( !stricmp( szToken, "framerate" ) )
{
szFile = gEngfuncs.COM_ParseFile(szFile,szToken);
pType->m_FrameRate = RandomRange( szToken );
}
else if ( !stricmp( szToken, "lifetime" ) )
{
szFile = gEngfuncs.COM_ParseFile(szFile,szToken);
pType->m_Life = RandomRange( szToken );
}
else if ( !stricmp( szToken, "spraytype" ) )
{
szFile = gEngfuncs.COM_ParseFile(szFile,szToken);
//gEngfuncs.Con_Printf("Read sprayname %s\n", szToken);
ParticleType *pTemp = GetType(szToken);
if (pTemp)
pType->m_pSprayType = pTemp;
else
pType->m_pSprayType = AddPlaceholderType(szToken);
}
else if ( !stricmp( szToken, "overlaytype" ) )
{
szFile = gEngfuncs.COM_ParseFile(szFile,szToken);
ParticleType *pTemp = GetType(szToken);
if (pTemp)
pType->m_pOverlayType = pTemp;
else
pType->m_pOverlayType = AddPlaceholderType(szToken);
}
else if ( !stricmp( szToken, "sprayrate" ) )
{
szFile = gEngfuncs.COM_ParseFile(szFile,szToken);
pType->m_SprayRate = RandomRange( szToken );
}
else if ( !stricmp( szToken, "sprayforce" ) )
{
szFile = gEngfuncs.COM_ParseFile(szFile,szToken);
pType->m_SprayForce = RandomRange( szToken );
}
else if ( !stricmp( szToken, "spraypitch" ) )
{
szFile = gEngfuncs.COM_ParseFile(szFile,szToken);
pType->m_SprayPitch = RandomRange( szToken );
}
else if ( !stricmp( szToken, "sprayyaw" ) )
{
szFile = gEngfuncs.COM_ParseFile(szFile,szToken);
pType->m_SprayYaw = RandomRange( szToken );
}
else if ( !stricmp( szToken, "drag" ) )
{
szFile = gEngfuncs.COM_ParseFile(szFile,szToken);
pType->m_Drag = RandomRange( szToken );
}
else if ( !stricmp( szToken, "bounce" ) )
{
szFile = gEngfuncs.COM_ParseFile(szFile,szToken);
pType->m_Bounce = RandomRange( szToken );
if (pType->m_Bounce.m_fMin != 0 || pType->m_Bounce.m_fMax != 0)
pType->m_bBouncing = true;
}
else if ( !stricmp( szToken, "bouncefriction" ) )
{
szFile = gEngfuncs.COM_ParseFile(szFile,szToken);
pType->m_BounceFriction = RandomRange( szToken );
}
else if ( !stricmp( szToken, "rendermode" ) )
{
szFile = gEngfuncs.COM_ParseFile(szFile,szToken);
if ( !stricmp( szToken, "additive" ) )
{
pType->m_iRenderMode = kRenderTransAdd;
}
else if ( !stricmp( szToken, "solid" ) )
{
pType->m_iRenderMode = kRenderTransAlpha;
}
else if ( !stricmp( szToken, "texture" ) )
{
pType->m_iRenderMode = kRenderTransTexture;
}
else if ( !stricmp( szToken, "color" ) )
{
pType->m_iRenderMode = kRenderTransColor;
}
}
else if ( !stricmp( szToken, "drawcondition" ) )
{
szFile = gEngfuncs.COM_ParseFile(szFile,szToken);
if ( !stricmp( szToken, "empty" ) )
{
pType->m_iDrawCond = CONTENT_EMPTY;
}
else if ( !stricmp( szToken, "water" ) )
{
pType->m_iDrawCond = CONTENT_WATER;
}
else if ( !stricmp( szToken, "solid" ) )
{
pType->m_iDrawCond = CONTENT_SOLID;
}
else if ( !stricmp( szToken, "special" ) || !stricmp( szToken, "special1" ) )
{
pType->m_iDrawCond = CONTENT_SPECIAL1;
}
else if ( !stricmp( szToken, "special2" ) )
{
pType->m_iDrawCond = CONTENT_SPECIAL2;
}
else if ( !stricmp( szToken, "special3" ) )
{
pType->m_iDrawCond = CONTENT_SPECIAL3;
}
}
/* else if ( !stricmp( szToken, "collision" ) )
{
szFile = gEngfuncs.COM_ParseFile(szFile,szToken);
if ( !stricmp( szToken, "none" ) )
{
pType->m_iCollision = COLLISION_NONE;
}
else if ( !stricmp( szToken, "die" ) )
{
pType->m_iCollision = COLLISION_DIE;
}
else if ( !stricmp( szToken, "bounce" ) )
{
pType->m_iCollision = COLLISION_BOUNCE;
}
}
*/
// get the next token
szFile = gEngfuncs.COM_ParseFile(szFile, szToken);
}
if (!pType->m_bIsDefined)
{
// if this is a newly-defined type, we need to add it to the list
pType->m_pNext = m_pFirstType;
m_pFirstType = pType;
pType->m_bIsDefined = true;
}
return pType;
}
particle *ParticleSystem::ActivateParticle()
{
particle* pActivated = m_pFreeParticle;
if (pActivated)
{
m_pFreeParticle = pActivated->nextpart;
pActivated->nextpart = m_pActiveParticle;
m_pActiveParticle = pActivated;
}
return pActivated;
}
extern vec3_t v_origin;
void ParticleSystem::CalculateDistance()
{
if (!m_pActiveParticle)
return;
vec3_t offset = v_origin - m_pActiveParticle->origin; // just pick one
m_fViewerDist = offset[0]*offset[0] + offset[1]*offset[1] + offset[2]*offset[2];
}
bool ParticleSystem::UpdateSystem( float frametime, /*vec3_t &right, vec3_t &up,*/ int messagenum )
{
// the entity emitting this system
cl_entity_t *source = gEngfuncs.GetEntityByIndex( m_iEntIndex );
// Don't update if the system is outside the player's PVS.
if(!source || source->curstate.messagenum < messagenum)
return true;
if (m_pMainParticle == NULL)
{
// gEngfuncs.Con_Printf("body %d\n", source->curstate.body);
if (source->curstate.body)
{
ParticleType *pType = m_pMainType;//GetMainType();
if (pType)
{
m_pMainParticle = pType->CreateParticle(this);//m_pMainParticle);
// m_pMainParticle = ActivateParticle();
if (m_pMainParticle)
{
m_pMainParticle->m_iEntIndex = m_iEntIndex;
//m_pMainParticle->origin = source->curstate.origin;
m_pMainParticle->age_death = -1; // never die
//pPart->origin[0] = x; pPart->origin[1] = y; pPart->origin[2] = z;
}
}
}
}
else if (source && source->curstate.body == 0)
{
m_pMainParticle->age_death = 0; // die now
m_pMainParticle = NULL;
}
particle* pParticle = m_pActiveParticle;
particle* pLast = NULL;
// gEngfuncs.GetViewAngles((float*)normal);
// AngleVectors(normal,forward,right,up);
while( pParticle )
{
// if( TestParticle(part) )
// {
if( UpdateParticle( pParticle, frametime ) )
{
// draw it, move onto the next one
//DrawParticle( pParticle, right, up );
pLast = pParticle;
pParticle = pParticle->nextpart;
}
else // deactivate it
{
if (pLast)
{
pLast->nextpart = pParticle->nextpart;
pParticle->nextpart = m_pFreeParticle;
m_pFreeParticle = pParticle;
pParticle = pLast->nextpart;
}
else // deactivate the first particle in the list
{
m_pActiveParticle = pParticle->nextpart;
pParticle->nextpart = m_pFreeParticle;
m_pFreeParticle = pParticle;
pParticle = m_pActiveParticle;
}
}
}
return true;
}
void ParticleSystem::DrawSystem()//vec3_t &right, vec3_t &up)
{
vec3_t normal, forward, right, up;
gEngfuncs.GetViewAngles((float*)normal);
AngleVectors(normal,forward,right,up);
particle* pParticle = m_pActiveParticle;
for( pParticle = m_pActiveParticle; pParticle; pParticle = pParticle->nextpart )
{
DrawParticle( pParticle, right, up );
}
}
/*bool ParticleSystem::ParticleIsVisible( particle* part )
{
return true;
vec3_t normal, forward, right, up;
gEngfuncs.GetViewAngles((float*)normal);
AngleVectors( normal, forward, right, up );
Vector vec = ( part->origin - (gEngfuncs.GetLocalPlayer())->origin );
Vector vecDir = vec.Normalize( );
float distance = vec.Length();
if ( DotProduct ( vecDir, forward ) < 0 )
return false;
float dot = fabs( DotProduct ( vecDir, right ) ) + fabs( DotProduct ( vecDir, up ) ) * 0.5;
// tweak for distance
dot *= 1.0 + 0.2 * ( distance / 8192 );
// try to use a smaller arc when zooming (smooth sniping)
float arc = .75;
if ( dot > arc )
return false;
return true;
}*/
bool ParticleSystem::UpdateParticle(particle *part, float frametime)
{
// gEngfuncs.Con_Printf("UpdParticle %f: age %f, life %f\n", frametime, part->age, part->age_death);
if (frametime == 0)
return true;
part->age += frametime;
// is this particle bound to an entity?
if (part->m_iEntIndex)
{
cl_entity_t *source = gEngfuncs.GetEntityByIndex( m_iEntIndex );
if (source && source->curstate.body)
{
part->velocity = (source->curstate.origin - part->origin)/frametime;
part->origin = source->curstate.origin;
// part->velocity = source->curstate.velocity;
// gEngfuncs.Con_Printf("using velocity %f %f %f\n", part->velocity.x, part->velocity.y, part->velocity.z);
}
else
{
// entity is switched off, die
return false;
}
}
else
{
// not tied to an entity, check whether it's time to die
if (part->age_death >= 0 && part->age > part->age_death)
return false;
// apply acceleration and velocity
vec3_t vecOldPos = part->origin;
if (part->m_fDrag)
VectorMA(part->velocity, -part->m_fDrag*frametime, part->velocity - part->m_vecWind, part->velocity);
VectorMA(part->velocity, frametime, part->accel, part->velocity);
VectorMA(part->origin, frametime, part->velocity, part->origin);
if (part->pType->m_bBouncing)
{
vec3_t vecTarget;
VectorMA(part->origin, frametime, part->velocity, vecTarget);
pmtrace_t *tr = gEngfuncs.PM_TraceLine( part->origin, vecTarget, PM_TRACELINE_PHYSENTSONLY, 2 /*point hull*/, -1 );
if (tr->fraction < 1)
{
part->origin = tr->endpos;
float bounceforce = DotProduct(tr->plane.normal, part->velocity);
float newspeed = (1 - part->pType->m_BounceFriction.GetInstance());
part->velocity = part->velocity * newspeed;
VectorMA(part->velocity, -bounceforce*(newspeed+part->pType->m_Bounce.GetInstance()), tr->plane.normal, part->velocity);
}
}
}
// spray children
if (part->age_spray && part->age > part->age_spray)
{
part->age_spray = part->age + 1/part->pType->m_SprayRate.GetInstance();
//particle *pChild = ActivateParticle();
if (part->pType->m_pSprayType)
{
particle *pChild = part->pType->m_pSprayType->CreateParticle(this);//pChild);
if (pChild)
{
pChild->origin = part->origin;
float fSprayForce = part->pType->m_SprayForce.GetInstance();
pChild->velocity = part->velocity;
if (fSprayForce)
{
float fSprayPitch = part->pType->m_SprayPitch.GetInstance();
float fSprayYaw = part->pType->m_SprayYaw.GetInstance();
float fForceCosPitch = fSprayForce*CosLookup(fSprayPitch);
vec3_t vecSprayVel;
pChild->velocity.x += CosLookup(fSprayYaw) * fForceCosPitch;
pChild->velocity.y += SinLookup(fSprayYaw) * fForceCosPitch;
pChild->velocity.z -= SinLookup(fSprayPitch) * fSprayForce;
}
}
}
}
part->m_fSize += part->m_fSizeStep * frametime;
part->m_fAlpha += part->m_fAlphaStep * frametime;
part->m_fRed += part->m_fRedStep * frametime;
part->m_fGreen += part->m_fGreenStep * frametime;
part->m_fBlue += part->m_fBlueStep * frametime;
part->frame += part->m_fFrameStep * frametime;
if (part->m_fAngleStep)
{
part->m_fAngle += part->m_fAngleStep * frametime;
while (part->m_fAngle < 0) part->m_fAngle += 360;
while (part->m_fAngle > 360) part->m_fAngle -= 360;
// gEngfuncs.Con_Printf("Rotating to %f, width %f\n", part->m_fAngle, part->m_fWidth);
}
return true;
}
void ParticleSystem::DrawParticle(particle *part, vec3_t &right, vec3_t &up)
{
// gEngfuncs.Con_Printf("DrawParticle: size %f, pos %f %f %f\n", part->size, part->origin[0], part->origin[1], part->origin[2]);
float fSize = part->m_fSize;
vec3_t point1,point2,point3,point4;
vec3_t origin = part->origin;
// nothing to draw?
if (fSize == 0)
return;
float fCosSize = CosLookup(part->m_fAngle)*fSize;
float fSinSize = SinLookup(part->m_fAngle)*fSize;
// calculate the four corners of the sprite
VectorMA (origin, fSinSize, up, point1);
VectorMA (point1, -fCosSize, right, point1);
VectorMA (origin, fCosSize, up, point2);
VectorMA (point2, fSinSize, right, point2);
VectorMA (origin, -fSinSize, up, point3);
VectorMA (point3, fCosSize, right, point3);
VectorMA (origin, -fCosSize, up, point4);
VectorMA (point4, -fSinSize, right, point4);
struct model_s * pModel;
int iContents = 0;
for (particle *pDraw = part; pDraw; pDraw = pDraw->m_pOverlay)
{
if (pDraw->pType->m_hSprite == 0)
continue;
if (pDraw->pType->m_iDrawCond)
{
if (iContents == 0)
iContents = gEngfuncs.PM_PointContents(origin, NULL);
if (iContents != pDraw->pType->m_iDrawCond)
continue;
}
pModel = (struct model_s *)gEngfuncs.GetSpritePointer( pDraw->pType->m_hSprite );
// if we've reached the end of the sprite's frames, loop back
while (pDraw->frame > pModel->numframes)
pDraw->frame -= pModel->numframes;
while (pDraw->frame < 0)
pDraw->frame += pModel->numframes;
if ( !gEngfuncs.pTriAPI->SpriteTexture( pModel, int(pDraw->frame) ))
continue;
gEngfuncs.pTriAPI->RenderMode(pDraw->pType->m_iRenderMode);
gEngfuncs.pTriAPI->Color4f( pDraw->m_fRed, pDraw->m_fGreen, pDraw->m_fBlue, pDraw->m_fAlpha );
gEngfuncs.pTriAPI->Begin( TRI_QUADS );
gEngfuncs.pTriAPI->TexCoord2f (0, 0);
gEngfuncs.pTriAPI->Vertex3fv(point1);
gEngfuncs.pTriAPI->TexCoord2f (1, 0);
gEngfuncs.pTriAPI->Vertex3fv (point2);
gEngfuncs.pTriAPI->TexCoord2f (1, 1);
gEngfuncs.pTriAPI->Vertex3fv (point3);
gEngfuncs.pTriAPI->TexCoord2f (0, 1);
gEngfuncs.pTriAPI->Vertex3fv (point4);
gEngfuncs.pTriAPI->End();
}
}