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//========= Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $Workfile: $
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "particle_simple3D.h"
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#include "view.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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// Defined in pm_math.c
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float anglemod( float a );
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//------------------------------------------------------------------------------
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// Purpose :
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// Input :
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// Output :
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//------------------------------------------------------------------------------
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CSmartPtr<CSimple3DEmitter> CSimple3DEmitter::Create( const char *pDebugName )
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{
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CSimple3DEmitter* pSimple3DEmitter = new CSimple3DEmitter( pDebugName );
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// Do in world space
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pSimple3DEmitter->m_ParticleEffect.SetEffectCameraSpace( false );
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return pSimple3DEmitter;
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}
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void CSimple3DEmitter::SimulateParticles( CParticleSimulateIterator *pIterator )
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{
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Particle3D *pParticle = (Particle3D*)pIterator->GetFirst();
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while ( pParticle )
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{
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const float timeDelta = pIterator->GetTimeDelta();
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//Should this particle die?
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pParticle->m_flLifeRemaining -= timeDelta;
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if ( pParticle->IsDead() )
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{
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pIterator->RemoveParticle( pParticle );
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}
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else
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{
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// Angular rotation
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pParticle->m_vAngles.x += pParticle->m_flAngSpeed * timeDelta;
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pParticle->m_vAngles.y += pParticle->m_flAngSpeed * timeDelta;
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pParticle->m_vAngles.z += pParticle->m_flAngSpeed * timeDelta;
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//Simulate the movement with collision
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trace_t trace;
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m_ParticleCollision.MoveParticle( pParticle->m_Pos, pParticle->m_vecVelocity, &pParticle->m_flAngSpeed, timeDelta, &trace );
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// ---------------------------------------
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// Decay towards flat
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// ---------------------------------------
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if (pParticle->m_flAngSpeed == 0 || trace.fraction != 1.0)
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{
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pParticle->m_vAngles.x = anglemod(pParticle->m_vAngles.x);
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if (pParticle->m_vAngles.x < 180)
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{
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if (fabs(pParticle->m_vAngles.x - 90) > 0.5)
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{
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pParticle->m_vAngles.x = 0.5*pParticle->m_vAngles.x + 46;
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}
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}
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else
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{
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if (fabs(pParticle->m_vAngles.x - 270) > 0.5)
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{
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pParticle->m_vAngles.x = 0.5*pParticle->m_vAngles.x + 135;
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}
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}
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pParticle->m_vAngles.y = anglemod(pParticle->m_vAngles.y);
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if (fabs(pParticle->m_vAngles.y) > 0.5)
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{
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pParticle->m_vAngles.y = 0.5*pParticle->m_vAngles.z;
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}
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}
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}
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pParticle = (Particle3D*)pIterator->GetNext();
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}
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}
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void CSimple3DEmitter::RenderParticles( CParticleRenderIterator *pIterator )
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{
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const Particle3D *pParticle = (const Particle3D *)pIterator->GetFirst();
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while ( pParticle )
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{
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float sortKey = CurrentViewForward().Dot( CurrentViewOrigin() - pParticle->m_Pos );
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// -------------------------------------------------------
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// Set color based on direction towards camera
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// -------------------------------------------------------
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Vector color;
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Vector vFaceNorm;
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Vector vCameraToFace = (pParticle->m_Pos - CurrentViewOrigin());
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AngleVectors(pParticle->m_vAngles,&vFaceNorm);
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float flFacing = DotProduct(vCameraToFace,vFaceNorm);
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if (flFacing <= 0)
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{
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color[0] = pParticle->m_uchFrontColor[0] / 255.0f;
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color[1] = pParticle->m_uchFrontColor[1] / 255.0f;
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color[2] = pParticle->m_uchFrontColor[2] / 255.0f;
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}
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else
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{
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color[0] = pParticle->m_uchBackColor[0] / 255.0f;
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color[1] = pParticle->m_uchBackColor[1] / 255.0f;
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color[2] = pParticle->m_uchBackColor[2] / 255.0f;
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}
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//Render it in world space
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RenderParticle_ColorSizeAngles(
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pIterator->GetParticleDraw(),
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pParticle->m_Pos,
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color,
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pParticle->GetFadeFraction(),
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pParticle->m_uchSize,
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pParticle->m_vAngles);
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pParticle = (const Particle3D *)pIterator->GetNext( sortKey );
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}
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}
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