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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "c_smoke_trail.h"
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#include "smoke_fog_overlay.h"
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#include "engine/IEngineTrace.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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#define SF_EMISSIVE 0x00000001
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// ------------------------------------------------------------------------- //
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// Definitions
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// ------------------------------------------------------------------------- //
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static Vector s_FadePlaneDirections[] =
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{
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Vector( 1,0,0),
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Vector(-1,0,0),
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Vector(0, 1,0),
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Vector(0,-1,0),
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Vector(0,0, 1),
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Vector(0,0,-1)
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};
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#define NUM_FADE_PLANES (sizeof(s_FadePlaneDirections)/sizeof(s_FadePlaneDirections[0]))
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// ------------------------------------------------------------------------- //
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// Classes
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// ------------------------------------------------------------------------- //
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class C_FuncSmokeVolume : public C_BaseParticleEntity, public IPrototypeAppEffect
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{
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public:
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DECLARE_CLASS( C_FuncSmokeVolume, C_BaseParticleEntity );
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DECLARE_CLIENTCLASS();
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C_FuncSmokeVolume();
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~C_FuncSmokeVolume();
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int IsEmissive( void ) { return ( m_spawnflags & SF_EMISSIVE ); }
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private:
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class SmokeGrenadeParticle : public Particle
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{
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public:
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float m_RotationFactor;
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float m_CurRotation;
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float m_FadeAlpha; // Set as it moves around.
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unsigned char m_ColorInterp; // Amount between min and max colors.
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unsigned char m_Color[4];
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};
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// C_BaseEntity.
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public:
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virtual void OnDataChanged( DataUpdateType_t updateType );
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// IPrototypeAppEffect.
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public:
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virtual void Start( CParticleMgr *pParticleMgr, IPrototypeArgAccess *pArgs );
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// IParticleEffect.
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public:
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virtual void Update(float fTimeDelta);
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virtual void RenderParticles( CParticleRenderIterator *pIterator );
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virtual void SimulateParticles( CParticleSimulateIterator *pIterator );
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virtual void NotifyRemove();
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private:
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// The SmokeEmitter represents a grid in 3D space.
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class SmokeParticleInfo
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{
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public:
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SmokeGrenadeParticle *m_pParticle;
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int m_TradeIndex; // -1 if not exchanging yet.
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float m_TradeClock; // How long since they started trading.
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float m_TradeDuration; // How long the trade will take to finish.
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float m_FadeAlpha; // Calculated from nearby world geometry.
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unsigned char m_Color[4];
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};
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inline int GetSmokeParticleIndex(int x, int y, int z)
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{
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Assert( IsValidXYZCoords( x, y, z ) );
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return z*m_xCount*m_yCount+y*m_xCount+x;
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}
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inline SmokeParticleInfo *GetSmokeParticleInfo(int x, int y, int z)
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{
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Assert( IsValidXYZCoords( x, y, z ) );
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return &m_pSmokeParticleInfos[GetSmokeParticleIndex(x,y,z)];
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}
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inline void GetParticleInfoXYZ(int index, int &x, int &y, int &z)
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{
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Assert( index >= 0 && index < m_xCount * m_yCount * m_zCount );
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z = index / (m_xCount*m_yCount);
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int zIndex = z*m_xCount*m_yCount;
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y = (index - zIndex) / m_xCount;
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int yIndex = y*m_xCount;
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x = index - zIndex - yIndex;
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Assert( IsValidXYZCoords( x, y, z ) );
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}
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inline bool IsValidXYZCoords(int x, int y, int z)
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{
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return x >= 0 && y >= 0 && z >= 0 && x < m_xCount && y < m_yCount && z < m_zCount;
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}
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inline Vector GetSmokeParticlePos(int x, int y, int z )
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{
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return WorldAlignMins() +
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Vector( x * m_SpacingRadius * 2 + m_SpacingRadius,
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y * m_SpacingRadius * 2 + m_SpacingRadius,
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z * m_SpacingRadius * 2 + m_SpacingRadius );
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}
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inline Vector GetSmokeParticlePosIndex(int index)
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{
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int x, y, z;
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GetParticleInfoXYZ(index, x, y, z);
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return GetSmokeParticlePos(x, y, z);
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}
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// Start filling the smoke volume
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void FillVolume();
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private:
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// State variables from server.
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color32 m_Color1;
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color32 m_Color2;
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char m_MaterialName[255];
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float m_ParticleDrawWidth;
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float m_ParticleSpacingDistance;
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float m_DensityRampSpeed;
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float m_RotationSpeed;
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float m_MovementSpeed;
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float m_Density;
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int m_spawnflags;
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private:
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C_FuncSmokeVolume( const C_FuncSmokeVolume & );
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float m_CurrentDensity;
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float m_ParticleRadius;
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bool m_bStarted;
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PMaterialHandle m_MaterialHandle;
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SmokeParticleInfo *m_pSmokeParticleInfos;
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int m_xCount, m_yCount, m_zCount;
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float m_SpacingRadius;
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Vector m_MinColor;
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Vector m_MaxColor;
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Vector m_vLastOrigin;
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QAngle m_vLastAngles;
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bool m_bFirstUpdate;
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};
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IMPLEMENT_CLIENTCLASS_DT( C_FuncSmokeVolume, DT_FuncSmokeVolume, CFuncSmokeVolume )
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RecvPropInt( RECVINFO( m_Color1 ), 0, RecvProxy_IntToColor32 ),
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RecvPropInt( RECVINFO( m_Color2 ), 0, RecvProxy_IntToColor32 ),
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RecvPropString( RECVINFO( m_MaterialName ) ),
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RecvPropFloat( RECVINFO( m_ParticleDrawWidth ) ),
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RecvPropFloat( RECVINFO( m_ParticleSpacingDistance ) ),
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RecvPropFloat( RECVINFO( m_DensityRampSpeed ) ),
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RecvPropFloat( RECVINFO( m_RotationSpeed ) ),
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RecvPropFloat( RECVINFO( m_MovementSpeed ) ),
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RecvPropFloat( RECVINFO( m_Density ) ),
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RecvPropInt( RECVINFO( m_spawnflags ) ),
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RecvPropDataTable( RECVINFO_DT( m_Collision ), 0, &REFERENCE_RECV_TABLE(DT_CollisionProperty) ),
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END_RECV_TABLE()
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// Helpers.
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// ------------------------------------------------------------------------- //
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static inline void InterpColor(unsigned char dest[4], unsigned char src1[4], unsigned char src2[4], float percent)
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{
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dest[0] = (unsigned char)(src1[0] + (src2[0] - src1[0]) * percent);
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dest[1] = (unsigned char)(src1[1] + (src2[1] - src1[1]) * percent);
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dest[2] = (unsigned char)(src1[2] + (src2[2] - src1[2]) * percent);
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}
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static inline int GetWorldPointContents(const Vector &vPos)
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{
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#if defined(PARTICLEPROTOTYPE_APP)
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return 0;
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#else
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return enginetrace->GetPointContents( vPos );
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#endif
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}
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static inline void WorldTraceLine( const Vector &start, const Vector &end, int contentsMask, trace_t *trace )
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{
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#if defined(PARTICLEPROTOTYPE_APP)
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trace->fraction = 1;
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#else
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UTIL_TraceLine(start, end, contentsMask, NULL, COLLISION_GROUP_NONE, trace);
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#endif
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}
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static inline Vector EngineGetLightForPoint(const Vector &vPos)
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{
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#if defined(PARTICLEPROTOTYPE_APP)
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return Vector(1,1,1);
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#else
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return engine->GetLightForPoint(vPos, true);
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#endif
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}
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static inline Vector& EngineGetVecRenderOrigin()
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{
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#if defined(PARTICLEPROTOTYPE_APP)
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static Vector dummy(0,0,0);
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return dummy;
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#else
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extern Vector g_vecRenderOrigin;
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return g_vecRenderOrigin;
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#endif
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}
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static inline float& EngineGetSmokeFogOverlayAlpha()
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{
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#if defined(PARTICLEPROTOTYPE_APP)
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static float dummy;
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return dummy;
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#else
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return g_SmokeFogOverlayAlpha;
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#endif
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}
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static inline C_BaseEntity* ParticleGetEntity( int index )
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{
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#if defined(PARTICLEPROTOTYPE_APP)
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return NULL;
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#else
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return cl_entitylist->GetEnt( index );
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#endif
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}
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// ------------------------------------------------------------------------- //
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// C_FuncSmokeVolume
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// ------------------------------------------------------------------------- //
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C_FuncSmokeVolume::C_FuncSmokeVolume()
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{
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m_bFirstUpdate = true;
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m_vLastOrigin.Init();
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m_vLastAngles.Init();
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m_pSmokeParticleInfos = NULL;
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m_SpacingRadius = 0.0f;
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m_ParticleRadius = 0.0f;
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m_MinColor.Init( 1.0, 1.0, 1.0 );
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m_MaxColor.Init( 1.0, 1.0, 1.0 );
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}
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C_FuncSmokeVolume::~C_FuncSmokeVolume()
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{
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delete [] m_pSmokeParticleInfos;
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}
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static ConVar mat_reduceparticles( "mat_reduceparticles", "0" );
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void C_FuncSmokeVolume::OnDataChanged( DataUpdateType_t updateType )
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{
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m_MinColor[0] = ( 1.0f / 255.0f ) * m_Color1.r;
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m_MinColor[1] = ( 1.0f / 255.0f ) * m_Color1.g;
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m_MinColor[2] = ( 1.0f / 255.0f ) * m_Color1.b;
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m_MaxColor[0] = ( 1.0f / 255.0f ) * m_Color2.r;
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m_MaxColor[1] = ( 1.0f / 255.0f ) * m_Color2.g;
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m_MaxColor[2] = ( 1.0f / 255.0f ) * m_Color2.b;
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if ( mat_reduceparticles.GetBool() )
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{
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m_Density *= 0.5f;
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m_ParticleSpacingDistance *= 1.5f;
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}
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m_ParticleRadius = m_ParticleDrawWidth * 0.5f;
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m_SpacingRadius = m_ParticleSpacingDistance * 0.5f;
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m_ParticleEffect.SetParticleCullRadius( m_ParticleRadius );
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// Warning( "m_Density: %f\n", m_Density );
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// Warning( "m_MovementSpeed: %f\n", m_MovementSpeed );
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if( updateType == DATA_UPDATE_CREATED )
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{
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Vector size = WorldAlignMaxs() - WorldAlignMins();
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m_xCount = 0.5f + ( size.x / ( m_SpacingRadius * 2.0f ) );
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m_yCount = 0.5f + ( size.y / ( m_SpacingRadius * 2.0f ) );
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m_zCount = 0.5f + ( size.z / ( m_SpacingRadius * 2.0f ) );
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m_CurrentDensity = m_Density;
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delete [] m_pSmokeParticleInfos;
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m_pSmokeParticleInfos = new SmokeParticleInfo[m_xCount * m_yCount * m_zCount];
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Start( ParticleMgr(), NULL );
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}
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BaseClass::OnDataChanged( updateType );
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}
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void C_FuncSmokeVolume::Start( CParticleMgr *pParticleMgr, IPrototypeArgAccess *pArgs )
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{
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if( !pParticleMgr->AddEffect( &m_ParticleEffect, this ) )
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return;
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m_MaterialHandle = m_ParticleEffect.FindOrAddMaterial( m_MaterialName );
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FillVolume();
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m_bStarted = true;
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}
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void C_FuncSmokeVolume::Update( float fTimeDelta )
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{
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// Update our world space bbox if we've moved at all.
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// We do this manually because sometimes people make HUGE bboxes, and if they're constantly changing because their
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// particles wander outside the current bounds sometimes, it'll be linking them into all the leaves repeatedly.
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const Vector &curOrigin = GetAbsOrigin();
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const QAngle &curAngles = GetAbsAngles();
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if ( !VectorsAreEqual( curOrigin, m_vLastOrigin, 0.1 ) ||
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fabs( curAngles.x - m_vLastAngles.x ) > 0.1 ||
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fabs( curAngles.y - m_vLastAngles.y ) > 0.1 ||
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fabs( curAngles.z - m_vLastAngles.z ) > 0.1 ||
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m_bFirstUpdate )
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{
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m_bFirstUpdate = false;
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m_vLastAngles = curAngles;
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m_vLastOrigin = curOrigin;
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Vector vWorldMins, vWorldMaxs;
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CollisionProp()->WorldSpaceAABB( &vWorldMins, &vWorldMaxs );
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vWorldMins -= Vector( m_ParticleRadius, m_ParticleRadius, m_ParticleRadius );
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vWorldMaxs += Vector( m_ParticleRadius, m_ParticleRadius, m_ParticleRadius );
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m_ParticleEffect.SetBBox( vWorldMins, vWorldMaxs );
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}
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// lerp m_CurrentDensity towards m_Density at a rate of m_DensityRampSpeed
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if( m_CurrentDensity < m_Density )
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{
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m_CurrentDensity += m_DensityRampSpeed * fTimeDelta;
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if( m_CurrentDensity > m_Density )
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{
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m_CurrentDensity = m_Density;
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}
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}
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else if( m_CurrentDensity > m_Density )
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{
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m_CurrentDensity -= m_DensityRampSpeed * fTimeDelta;
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if( m_CurrentDensity < m_Density )
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{
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m_CurrentDensity = m_Density;
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}
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}
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|
|
if( m_CurrentDensity == 0.0f )
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// This is used to randomize the direction it chooses to move a particle in.
|
|
|
|
|
|
|
|
int offsetLookup[3] = {-1,0,1};
|
|
|
|
|
|
|
|
float tradeDurationMax = m_ParticleSpacingDistance / ( m_MovementSpeed + 0.1f );
|
|
|
|
float tradeDurationMin = tradeDurationMax * 0.5f;
|
|
|
|
|
|
|
|
if ( IS_NAN( tradeDurationMax ) || IS_NAN( tradeDurationMin ) )
|
|
|
|
return;
|
|
|
|
|
|
|
|
// Warning( "tradeDuration: [%f,%f]\n", tradeDurationMin, tradeDurationMax );
|
|
|
|
|
|
|
|
// Update all the moving traders and establish new ones.
|
|
|
|
int nTotal = m_xCount * m_yCount * m_zCount;
|
|
|
|
for( int i=0; i < nTotal; i++ )
|
|
|
|
{
|
|
|
|
SmokeParticleInfo *pInfo = &m_pSmokeParticleInfos[i];
|
|
|
|
|
|
|
|
if(!pInfo->m_pParticle)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
if(pInfo->m_TradeIndex == -1)
|
|
|
|
{
|
|
|
|
pInfo->m_pParticle->m_FadeAlpha = pInfo->m_FadeAlpha;
|
|
|
|
pInfo->m_pParticle->m_Color[0] = pInfo->m_Color[0];
|
|
|
|
pInfo->m_pParticle->m_Color[1] = pInfo->m_Color[1];
|
|
|
|
pInfo->m_pParticle->m_Color[2] = pInfo->m_Color[2];
|
|
|
|
|
|
|
|
// Is there an adjacent one that's not trading?
|
|
|
|
int x, y, z;
|
|
|
|
GetParticleInfoXYZ(i, x, y, z);
|
|
|
|
|
|
|
|
int xCountOffset = rand();
|
|
|
|
int yCountOffset = rand();
|
|
|
|
int zCountOffset = rand();
|
|
|
|
|
|
|
|
bool bFound = false;
|
|
|
|
for(int xCount=0; xCount < 3 && !bFound; xCount++)
|
|
|
|
{
|
|
|
|
for(int yCount=0; yCount < 3 && !bFound; yCount++)
|
|
|
|
{
|
|
|
|
for(int zCount=0; zCount < 3; zCount++)
|
|
|
|
{
|
|
|
|
int testX = x + offsetLookup[(xCount+xCountOffset) % 3];
|
|
|
|
int testY = y + offsetLookup[(yCount+yCountOffset) % 3];
|
|
|
|
int testZ = z + offsetLookup[(zCount+zCountOffset) % 3];
|
|
|
|
|
|
|
|
if(testX == x && testY == y && testZ == z)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
if(IsValidXYZCoords(testX, testY, testZ))
|
|
|
|
{
|
|
|
|
SmokeParticleInfo *pOther = GetSmokeParticleInfo(testX, testY, testZ);
|
|
|
|
if(pOther->m_pParticle && pOther->m_TradeIndex == -1)
|
|
|
|
{
|
|
|
|
// Ok, this one is looking to trade also.
|
|
|
|
pInfo->m_TradeIndex = GetSmokeParticleIndex(testX, testY, testZ);
|
|
|
|
pOther->m_TradeIndex = i;
|
|
|
|
pInfo->m_TradeClock = pOther->m_TradeClock = 0;
|
|
|
|
pOther->m_TradeDuration = pInfo->m_TradeDuration = FRand( tradeDurationMin, tradeDurationMax );
|
|
|
|
|
|
|
|
bFound = true;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
SmokeParticleInfo *pOther = &m_pSmokeParticleInfos[pInfo->m_TradeIndex];
|
|
|
|
assert(pOther->m_TradeIndex == i);
|
|
|
|
|
|
|
|
// This makes sure the trade only gets updated once per frame.
|
|
|
|
if(pInfo < pOther)
|
|
|
|
{
|
|
|
|
// Increment the trade clock..
|
|
|
|
pInfo->m_TradeClock = (pOther->m_TradeClock += fTimeDelta);
|
|
|
|
int x, y, z;
|
|
|
|
GetParticleInfoXYZ(i, x, y, z);
|
|
|
|
Vector myPos = GetSmokeParticlePos(x, y, z);
|
|
|
|
|
|
|
|
int otherX, otherY, otherZ;
|
|
|
|
GetParticleInfoXYZ(pInfo->m_TradeIndex, otherX, otherY, otherZ);
|
|
|
|
Vector otherPos = GetSmokeParticlePos(otherX, otherY, otherZ);
|
|
|
|
|
|
|
|
// Is the trade finished?
|
|
|
|
if(pInfo->m_TradeClock >= pInfo->m_TradeDuration)
|
|
|
|
{
|
|
|
|
pInfo->m_TradeIndex = pOther->m_TradeIndex = -1;
|
|
|
|
|
|
|
|
pInfo->m_pParticle->m_Pos = otherPos;
|
|
|
|
pOther->m_pParticle->m_Pos = myPos;
|
|
|
|
|
|
|
|
SmokeGrenadeParticle *temp = pInfo->m_pParticle;
|
|
|
|
pInfo->m_pParticle = pOther->m_pParticle;
|
|
|
|
pOther->m_pParticle = temp;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// Ok, move them closer.
|
|
|
|
float percent = (float)cos(pInfo->m_TradeClock * 2 * 1.57079632f / pInfo->m_TradeDuration);
|
|
|
|
percent = percent * 0.5 + 0.5;
|
|
|
|
|
|
|
|
pInfo->m_pParticle->m_FadeAlpha = pInfo->m_FadeAlpha + (pOther->m_FadeAlpha - pInfo->m_FadeAlpha) * (1 - percent);
|
|
|
|
pOther->m_pParticle->m_FadeAlpha = pInfo->m_FadeAlpha + (pOther->m_FadeAlpha - pInfo->m_FadeAlpha) * percent;
|
|
|
|
|
|
|
|
InterpColor(pInfo->m_pParticle->m_Color, pInfo->m_Color, pOther->m_Color, 1-percent);
|
|
|
|
InterpColor(pOther->m_pParticle->m_Color, pInfo->m_Color, pOther->m_Color, percent);
|
|
|
|
|
|
|
|
pInfo->m_pParticle->m_Pos = myPos + (otherPos - myPos) * (1 - percent);
|
|
|
|
pOther->m_pParticle->m_Pos = myPos + (otherPos - myPos) * percent;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void C_FuncSmokeVolume::RenderParticles( CParticleRenderIterator *pIterator )
|
|
|
|
{
|
|
|
|
if ( m_CurrentDensity == 0 )
|
|
|
|
return;
|
|
|
|
|
|
|
|
const SmokeGrenadeParticle *pParticle = (const SmokeGrenadeParticle*)pIterator->GetFirst();
|
|
|
|
while ( pParticle )
|
|
|
|
{
|
|
|
|
Vector renderPos = pParticle->m_Pos;
|
|
|
|
|
|
|
|
// Fade out globally.
|
|
|
|
float alpha = m_CurrentDensity;
|
|
|
|
|
|
|
|
// Apply the precalculated fade alpha from world geometry.
|
|
|
|
alpha *= pParticle->m_FadeAlpha;
|
|
|
|
|
|
|
|
// TODO: optimize this whole routine!
|
|
|
|
Vector color = m_MinColor + (m_MaxColor - m_MinColor) * (pParticle->m_ColorInterp / 255.1f);
|
|
|
|
if ( IsEmissive() )
|
|
|
|
{
|
|
|
|
color.x += pParticle->m_Color[0] / 255.0f;
|
|
|
|
color.y += pParticle->m_Color[1] / 255.0f;
|
|
|
|
color.z += pParticle->m_Color[2] / 255.0f;
|
|
|
|
|
|
|
|
color.x = clamp( color.x, 0.0f, 1.0f );
|
|
|
|
color.y = clamp( color.y, 0.0f, 1.0f );
|
|
|
|
color.z = clamp( color.z, 0.0f, 1.0f );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
color.x *= pParticle->m_Color[0] / 255.0f;
|
|
|
|
color.y *= pParticle->m_Color[1] / 255.0f;
|
|
|
|
color.z *= pParticle->m_Color[2] / 255.0f;
|
|
|
|
}
|
|
|
|
|
|
|
|
Vector tRenderPos;
|
|
|
|
TransformParticle( ParticleMgr()->GetModelView(), renderPos, tRenderPos );
|
|
|
|
float sortKey = 1;//tRenderPos.z;
|
|
|
|
|
|
|
|
// If we're reducing particle cost, only render sufficiently opaque particles
|
|
|
|
if ( ( alpha > 0.05f ) || !mat_reduceparticles.GetBool() )
|
|
|
|
{
|
|
|
|
RenderParticle_ColorSizeAngle(
|
|
|
|
pIterator->GetParticleDraw(),
|
|
|
|
tRenderPos,
|
|
|
|
color,
|
|
|
|
alpha * GetAlphaDistanceFade(tRenderPos, 10, 30), // Alpha
|
|
|
|
m_ParticleRadius,
|
|
|
|
pParticle->m_CurRotation
|
|
|
|
);
|
|
|
|
}
|
|
|
|
|
|
|
|
pParticle = (const SmokeGrenadeParticle*)pIterator->GetNext( sortKey );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void C_FuncSmokeVolume::SimulateParticles( CParticleSimulateIterator *pIterator )
|
|
|
|
{
|
|
|
|
if ( m_CurrentDensity == 0 )
|
|
|
|
return;
|
|
|
|
|
|
|
|
SmokeGrenadeParticle *pParticle = (SmokeGrenadeParticle*)pIterator->GetFirst();
|
|
|
|
while ( pParticle )
|
|
|
|
{
|
|
|
|
pParticle->m_CurRotation += pParticle->m_RotationFactor * ( M_PI / 180.0f ) * m_RotationSpeed * pIterator->GetTimeDelta();
|
|
|
|
pParticle = (SmokeGrenadeParticle*)pIterator->GetNext();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void C_FuncSmokeVolume::NotifyRemove()
|
|
|
|
{
|
|
|
|
m_xCount = m_yCount = m_zCount = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void C_FuncSmokeVolume::FillVolume()
|
|
|
|
{
|
|
|
|
Vector vPos;
|
|
|
|
for(int x=0; x < m_xCount; x++)
|
|
|
|
{
|
|
|
|
for(int y=0; y < m_yCount; y++)
|
|
|
|
{
|
|
|
|
for(int z=0; z < m_zCount; z++)
|
|
|
|
{
|
|
|
|
vPos = GetSmokeParticlePos( x, y, z );
|
|
|
|
if(SmokeParticleInfo *pInfo = GetSmokeParticleInfo(x,y,z))
|
|
|
|
{
|
|
|
|
int contents = GetWorldPointContents(vPos);
|
|
|
|
if(contents & CONTENTS_SOLID)
|
|
|
|
{
|
|
|
|
pInfo->m_pParticle = NULL;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
SmokeGrenadeParticle *pParticle =
|
|
|
|
(SmokeGrenadeParticle*)m_ParticleEffect.AddParticle(sizeof(SmokeGrenadeParticle), m_MaterialHandle);
|
|
|
|
|
|
|
|
if(pParticle)
|
|
|
|
{
|
|
|
|
pParticle->m_Pos = vPos;
|
|
|
|
pParticle->m_ColorInterp = (unsigned char)((rand() * 255) / VALVE_RAND_MAX);
|
|
|
|
pParticle->m_RotationFactor = FRand( -1.0f, 1.0f ); // Rotation factor.
|
|
|
|
pParticle->m_CurRotation = FRand( -m_RotationSpeed, m_RotationSpeed );
|
|
|
|
}
|
|
|
|
|
|
|
|
#ifdef _DEBUG
|
|
|
|
int testX, testY, testZ;
|
|
|
|
int index = GetSmokeParticleIndex(x,y,z);
|
|
|
|
GetParticleInfoXYZ(index, testX, testY, testZ);
|
|
|
|
assert(testX == x && testY == y && testZ == z);
|
|
|
|
#endif
|
|
|
|
|
|
|
|
Vector vColor = EngineGetLightForPoint(vPos);
|
|
|
|
pInfo->m_Color[0] = LinearToTexture( vColor.x );
|
|
|
|
pInfo->m_Color[1] = LinearToTexture( vColor.y );
|
|
|
|
pInfo->m_Color[2] = LinearToTexture( vColor.z );
|
|
|
|
|
|
|
|
// Cast some rays and if it's too close to anything, fade its alpha down.
|
|
|
|
pInfo->m_FadeAlpha = 1;
|
|
|
|
|
|
|
|
for(int i=0; i < NUM_FADE_PLANES; i++)
|
|
|
|
{
|
|
|
|
trace_t trace;
|
|
|
|
WorldTraceLine(vPos, vPos + s_FadePlaneDirections[i] * 100, MASK_SOLID_BRUSHONLY, &trace);
|
|
|
|
if(trace.fraction < 1.0f)
|
|
|
|
{
|
|
|
|
float dist = DotProduct(trace.plane.normal, vPos) - trace.plane.dist;
|
|
|
|
if(dist < 0)
|
|
|
|
{
|
|
|
|
pInfo->m_FadeAlpha = 0;
|
|
|
|
}
|
|
|
|
else if(dist < m_ParticleRadius)
|
|
|
|
{
|
|
|
|
float alphaScale = dist / m_ParticleRadius;
|
|
|
|
alphaScale *= alphaScale * alphaScale;
|
|
|
|
pInfo->m_FadeAlpha *= alphaScale;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
pInfo->m_pParticle = pParticle;
|
|
|
|
pInfo->m_TradeIndex = -1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|