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604 lines
18 KiB
604 lines
18 KiB
5 years ago
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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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//=============================================================================//
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#include "cbase.h"
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#include "clienteffectprecachesystem.h"
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#include "fx_sparks.h"
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#include "iefx.h"
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#include "c_te_effect_dispatch.h"
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#include "particles_ez.h"
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#include "decals.h"
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#include "engine/IEngineSound.h"
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#include "fx_quad.h"
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#include "tier0/vprof.h"
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#include "fx.h"
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#include "fx_water.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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CLIENTEFFECT_REGISTER_BEGIN( PrecacheEffectSplash )
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CLIENTEFFECT_MATERIAL( "effects/splash1" )
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CLIENTEFFECT_MATERIAL( "effects/splash2" )
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CLIENTEFFECT_MATERIAL( "effects/splash4" )
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CLIENTEFFECT_MATERIAL( "effects/slime1" )
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CLIENTEFFECT_REGISTER_END()
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#define SPLASH_MIN_SPEED 50.0f
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#define SPLASH_MAX_SPEED 100.0f
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ConVar cl_show_splashes( "cl_show_splashes", "1" );
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static Vector s_vecSlimeColor( 46.0f/255.0f, 90.0f/255.0f, 36.0f/255.0f );
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// Each channel does not contribute to the luminosity equally, as represented here
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#define RED_CHANNEL_CONTRIBUTION 0.30f
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#define GREEN_CHANNEL_CONTRIBUTION 0.59f
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#define BLUE_CHANNEL_CONTRIBUTION 0.11f
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//-----------------------------------------------------------------------------
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// Purpose: Returns a normalized tint and luminosity for a specified color
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// Input : &color - normalized input color to extract information from
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// *tint - normalized tint of that color
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// *luminosity - normalized luminosity of that color
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//-----------------------------------------------------------------------------
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void UTIL_GetNormalizedColorTintAndLuminosity( const Vector &color, Vector *tint, float *luminosity )
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{
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// Give luminosity if requested
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if ( luminosity != NULL )
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{
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// Each channel contributes differently than the others
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*luminosity = ( color.x * RED_CHANNEL_CONTRIBUTION ) +
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( color.y * GREEN_CHANNEL_CONTRIBUTION ) +
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( color.z * BLUE_CHANNEL_CONTRIBUTION );
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}
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// Give tint if requested
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if ( tint != NULL )
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{
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if ( color == vec3_origin )
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{
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*tint = vec3_origin;
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}
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else
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{
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float maxComponent = MAX( color.x, MAX( color.y, color.z ) );
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*tint = color / maxComponent;
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : &origin -
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// &normal -
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// scale -
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//-----------------------------------------------------------------------------
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void FX_WaterRipple( const Vector &origin, float scale, Vector *pColor, float flLifetime, float flAlpha )
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{
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VPROF_BUDGET( "FX_WaterRipple", VPROF_BUDGETGROUP_PARTICLE_RENDERING );
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trace_t tr;
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Vector color = pColor ? *pColor : Vector( 0.8f, 0.8f, 0.75f );
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Vector startPos = origin + Vector(0,0,8);
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Vector endPos = origin + Vector(0,0,-64);
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UTIL_TraceLine( startPos, endPos, MASK_WATER, NULL, COLLISION_GROUP_NONE, &tr );
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if ( tr.fraction < 1.0f )
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{
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//Add a ripple quad to the surface
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FX_AddQuad( tr.endpos + ( tr.plane.normal * 0.5f ),
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tr.plane.normal,
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16.0f*scale,
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128.0f*scale,
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0.7f,
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flAlpha, // start alpha
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0.0f, // end alpha
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0.25f,
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random->RandomFloat( 0, 360 ),
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random->RandomFloat( -16.0f, 16.0f ),
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color,
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flLifetime,
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"effects/splashwake1",
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(FXQUAD_BIAS_SCALE|FXQUAD_BIAS_ALPHA) );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : &origin -
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// &normal -
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//-----------------------------------------------------------------------------
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void FX_GunshotSplash( const Vector &origin, const Vector &normal, float scale )
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{
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VPROF_BUDGET( "FX_GunshotSplash", VPROF_BUDGETGROUP_PARTICLE_RENDERING );
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if ( cl_show_splashes.GetBool() == false )
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return;
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Vector color;
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float luminosity;
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// Get our lighting information
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FX_GetSplashLighting( origin + ( normal * scale ), &color, &luminosity );
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float flScale = scale / 8.0f;
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if ( flScale > 4.0f )
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{
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flScale = 4.0f;
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}
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// Setup our trail emitter
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CSmartPtr<CTrailParticles> sparkEmitter = CTrailParticles::Create( "splash" );
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if ( !sparkEmitter )
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return;
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sparkEmitter->SetSortOrigin( origin );
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sparkEmitter->m_ParticleCollision.SetGravity( 800.0f );
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sparkEmitter->SetFlag( bitsPARTICLE_TRAIL_VELOCITY_DAMPEN );
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sparkEmitter->SetVelocityDampen( 2.0f );
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sparkEmitter->GetBinding().SetBBox( origin - Vector( 32, 32, 32 ), origin + Vector( 32, 32, 32 ) );
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PMaterialHandle hMaterial = ParticleMgr()->GetPMaterial( "effects/splash2" );
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TrailParticle *tParticle;
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Vector offDir;
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Vector offset;
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float colorRamp;
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//Dump out drops
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for ( int i = 0; i < 16; i++ )
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{
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offset = origin;
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offset[0] += random->RandomFloat( -8.0f, 8.0f ) * flScale;
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offset[1] += random->RandomFloat( -8.0f, 8.0f ) * flScale;
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tParticle = (TrailParticle *) sparkEmitter->AddParticle( sizeof(TrailParticle), hMaterial, offset );
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if ( tParticle == NULL )
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break;
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tParticle->m_flLifetime = 0.0f;
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tParticle->m_flDieTime = random->RandomFloat( 0.25f, 0.5f );
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offDir = normal + RandomVector( -0.8f, 0.8f );
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tParticle->m_vecVelocity = offDir * random->RandomFloat( SPLASH_MIN_SPEED * flScale * 3.0f, SPLASH_MAX_SPEED * flScale * 3.0f );
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tParticle->m_vecVelocity[2] += random->RandomFloat( 32.0f, 64.0f ) * flScale;
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tParticle->m_flWidth = random->RandomFloat( 1.0f, 3.0f );
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tParticle->m_flLength = random->RandomFloat( 0.025f, 0.05f );
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colorRamp = random->RandomFloat( 0.75f, 1.25f );
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tParticle->m_color.r = MIN( 1.0f, color[0] * colorRamp ) * 255;
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tParticle->m_color.g = MIN( 1.0f, color[1] * colorRamp ) * 255;
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tParticle->m_color.b = MIN( 1.0f, color[2] * colorRamp ) * 255;
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tParticle->m_color.a = luminosity * 255;
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}
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// Setup the particle emitter
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CSmartPtr<CSplashParticle> pSimple = CSplashParticle::Create( "splish" );
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pSimple->SetSortOrigin( origin );
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pSimple->SetClipHeight( origin.z );
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pSimple->SetParticleCullRadius( scale * 2.0f );
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pSimple->GetBinding().SetBBox( origin - Vector( 32, 32, 32 ), origin + Vector( 32, 32, 32 ) );
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SimpleParticle *pParticle;
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//Main gout
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for ( int i = 0; i < 8; i++ )
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{
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pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), hMaterial, origin );
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if ( pParticle == NULL )
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break;
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pParticle->m_flLifetime = 0.0f;
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pParticle->m_flDieTime = 2.0f; //NOTENOTE: We use a clip plane to realistically control our lifespan
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pParticle->m_vecVelocity.Random( -0.2f, 0.2f );
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pParticle->m_vecVelocity += ( normal * random->RandomFloat( 4.0f, 6.0f ) );
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VectorNormalize( pParticle->m_vecVelocity );
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pParticle->m_vecVelocity *= 50 * flScale * (8-i);
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colorRamp = random->RandomFloat( 0.75f, 1.25f );
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pParticle->m_uchColor[0] = MIN( 1.0f, color[0] * colorRamp ) * 255.0f;
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pParticle->m_uchColor[1] = MIN( 1.0f, color[1] * colorRamp ) * 255.0f;
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pParticle->m_uchColor[2] = MIN( 1.0f, color[2] * colorRamp ) * 255.0f;
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pParticle->m_uchStartSize = 24 * flScale * RemapValClamped( i, 7, 0, 1, 0.5f );
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pParticle->m_uchEndSize = MIN( 255, pParticle->m_uchStartSize * 2 );
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pParticle->m_uchStartAlpha = RemapValClamped( i, 7, 0, 255, 32 ) * luminosity;
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pParticle->m_uchEndAlpha = 0;
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pParticle->m_flRoll = random->RandomInt( 0, 360 );
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pParticle->m_flRollDelta = random->RandomFloat( -4.0f, 4.0f );
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}
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// Do a ripple
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FX_WaterRipple( origin, flScale, &color, 1.5f, luminosity );
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//Play a sound
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CLocalPlayerFilter filter;
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EmitSound_t ep;
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ep.m_nChannel = CHAN_VOICE;
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ep.m_pSoundName = "Physics.WaterSplash";
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ep.m_flVolume = 1.0f;
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ep.m_SoundLevel = SNDLVL_NORM;
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ep.m_pOrigin = &origin;
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C_BaseEntity::EmitSound( filter, SOUND_FROM_WORLD, ep );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : &origin -
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// &normal -
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// scale -
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// *pColor -
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//-----------------------------------------------------------------------------
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void FX_GunshotSlimeSplash( const Vector &origin, const Vector &normal, float scale )
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{
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if ( cl_show_splashes.GetBool() == false )
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return;
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VPROF_BUDGET( "FX_GunshotSlimeSplash", VPROF_BUDGETGROUP_PARTICLE_RENDERING );
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#if 0
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float colorRamp;
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float flScale = MIN( 1.0f, scale / 8.0f );
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PMaterialHandle hMaterial = ParticleMgr()->GetPMaterial( "effects/slime1" );
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PMaterialHandle hMaterial2 = ParticleMgr()->GetPMaterial( "effects/splash4" );
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Vector color;
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float luminosity;
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// Get our lighting information
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FX_GetSplashLighting( origin + ( normal * scale ), &color, &luminosity );
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Vector offDir;
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Vector offset;
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TrailParticle *tParticle;
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CSmartPtr<CTrailParticles> sparkEmitter = CTrailParticles::Create( "splash" );
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if ( !sparkEmitter )
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return;
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sparkEmitter->SetSortOrigin( origin );
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sparkEmitter->m_ParticleCollision.SetGravity( 800.0f );
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sparkEmitter->SetFlag( bitsPARTICLE_TRAIL_VELOCITY_DAMPEN );
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sparkEmitter->SetVelocityDampen( 2.0f );
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if ( IsXbox() )
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{
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sparkEmitter->GetBinding().SetBBox( origin - Vector( 32, 32, 64 ), origin + Vector( 32, 32, 64 ) );
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}
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//Dump out drops
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for ( int i = 0; i < 24; i++ )
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{
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offset = origin;
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offset[0] += random->RandomFloat( -16.0f, 16.0f ) * flScale;
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offset[1] += random->RandomFloat( -16.0f, 16.0f ) * flScale;
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tParticle = (TrailParticle *) sparkEmitter->AddParticle( sizeof(TrailParticle), hMaterial, offset );
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if ( tParticle == NULL )
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break;
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tParticle->m_flLifetime = 0.0f;
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tParticle->m_flDieTime = random->RandomFloat( 0.25f, 0.5f );
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offDir = normal + RandomVector( -0.6f, 0.6f );
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tParticle->m_vecVelocity = offDir * random->RandomFloat( SPLASH_MIN_SPEED * flScale * 3.0f, SPLASH_MAX_SPEED * flScale * 3.0f );
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tParticle->m_vecVelocity[2] += random->RandomFloat( 32.0f, 64.0f ) * flScale;
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tParticle->m_flWidth = random->RandomFloat( 3.0f, 6.0f ) * flScale;
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tParticle->m_flLength = random->RandomFloat( 0.025f, 0.05f ) * flScale;
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colorRamp = random->RandomFloat( 0.75f, 1.25f );
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tParticle->m_color.r = MIN( 1.0f, color.x * colorRamp ) * 255;
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tParticle->m_color.g = MIN( 1.0f, color.y * colorRamp ) * 255;
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tParticle->m_color.b = MIN( 1.0f, color.z * colorRamp ) * 255;
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tParticle->m_color.a = 255 * luminosity;
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}
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// Setup splash emitter
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CSmartPtr<CSplashParticle> pSimple = CSplashParticle::Create( "splish" );
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pSimple->SetSortOrigin( origin );
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pSimple->SetClipHeight( origin.z );
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pSimple->SetParticleCullRadius( scale * 2.0f );
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if ( IsXbox() )
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{
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pSimple->GetBinding().SetBBox( origin - Vector( 32, 32, 64 ), origin + Vector( 32, 32, 64 ) );
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}
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SimpleParticle *pParticle;
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// Tint
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colorRamp = random->RandomFloat( 0.75f, 1.0f );
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color = Vector( 1.0f, 0.8f, 0.0f ) * color * colorRamp;
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//Main gout
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for ( int i = 0; i < 8; i++ )
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{
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pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), hMaterial2, origin );
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if ( pParticle == NULL )
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break;
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pParticle->m_flLifetime = 0.0f;
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pParticle->m_flDieTime = 2.0f; //NOTENOTE: We use a clip plane to realistically control our lifespan
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pParticle->m_vecVelocity.Random( -0.2f, 0.2f );
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pParticle->m_vecVelocity += ( normal * random->RandomFloat( 4.0f, 6.0f ) );
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VectorNormalize( pParticle->m_vecVelocity );
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pParticle->m_vecVelocity *= 50 * flScale * (8-i);
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colorRamp = random->RandomFloat( 0.75f, 1.25f );
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pParticle->m_uchColor[0] = MIN( 1.0f, color[0] * colorRamp ) * 255.0f;
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pParticle->m_uchColor[1] = MIN( 1.0f, color[1] * colorRamp ) * 255.0f;
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pParticle->m_uchColor[2] = MIN( 1.0f, color[2] * colorRamp ) * 255.0f;
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pParticle->m_uchStartSize = 24 * flScale * RemapValClamped( i, 7, 0, 1, 0.5f );
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pParticle->m_uchEndSize = MIN( 255, pParticle->m_uchStartSize * 2 );
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pParticle->m_uchStartAlpha = RemapValClamped( i, 7, 0, 255, 32 ) * luminosity;
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pParticle->m_uchEndAlpha = 0;
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pParticle->m_flRoll = random->RandomInt( 0, 360 );
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pParticle->m_flRollDelta = random->RandomFloat( -4.0f, 4.0f );
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}
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#else
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QAngle vecAngles;
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VectorAngles( normal, vecAngles );
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if ( scale < 2.0f )
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{
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DispatchParticleEffect( "slime_splash_01", origin, vecAngles );
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}
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else if ( scale < 4.0f )
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{
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DispatchParticleEffect( "slime_splash_02", origin, vecAngles );
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}
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else
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{
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DispatchParticleEffect( "slime_splash_03", origin, vecAngles );
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}
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#endif
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//Play a sound
|
||
|
CLocalPlayerFilter filter;
|
||
|
|
||
|
EmitSound_t ep;
|
||
|
ep.m_nChannel = CHAN_VOICE;
|
||
|
ep.m_pSoundName = "Physics.WaterSplash";
|
||
|
ep.m_flVolume = 1.0f;
|
||
|
ep.m_SoundLevel = SNDLVL_NORM;
|
||
|
ep.m_pOrigin = &origin;
|
||
|
|
||
|
C_BaseEntity::EmitSound( filter, SOUND_FROM_WORLD, ep );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void SplashCallback( const CEffectData &data )
|
||
|
{
|
||
|
Vector normal;
|
||
|
|
||
|
AngleVectors( data.m_vAngles, &normal );
|
||
|
|
||
|
if ( data.m_fFlags & FX_WATER_IN_SLIME )
|
||
|
{
|
||
|
FX_GunshotSlimeSplash( data.m_vOrigin, Vector(0,0,1), data.m_flScale );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
FX_GunshotSplash( data.m_vOrigin, Vector(0,0,1), data.m_flScale );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
DECLARE_CLIENT_EFFECT( "watersplash", SplashCallback );
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : &data -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void GunshotSplashCallback( const CEffectData &data )
|
||
|
{
|
||
|
if ( data.m_fFlags & FX_WATER_IN_SLIME )
|
||
|
{
|
||
|
FX_GunshotSlimeSplash( data.m_vOrigin, Vector(0,0,1), data.m_flScale );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
FX_GunshotSplash( data.m_vOrigin, Vector(0,0,1), data.m_flScale );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
DECLARE_CLIENT_EFFECT( "gunshotsplash", GunshotSplashCallback );
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : &data -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void RippleCallback( const CEffectData &data )
|
||
|
{
|
||
|
float flScale = data.m_flScale / 8.0f;
|
||
|
|
||
|
Vector color;
|
||
|
float luminosity;
|
||
|
|
||
|
// Get our lighting information
|
||
|
FX_GetSplashLighting( data.m_vOrigin + ( Vector(0,0,1) * 4.0f ), &color, &luminosity );
|
||
|
|
||
|
FX_WaterRipple( data.m_vOrigin, flScale, &color, 1.5f, luminosity );
|
||
|
}
|
||
|
|
||
|
DECLARE_CLIENT_EFFECT( "waterripple", RippleCallback );
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : *pDebugName -
|
||
|
// Output : WaterDebrisEffect*
|
||
|
//-----------------------------------------------------------------------------
|
||
|
WaterDebrisEffect* WaterDebrisEffect::Create( const char *pDebugName )
|
||
|
{
|
||
|
return new WaterDebrisEffect( pDebugName );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : *pParticle -
|
||
|
// timeDelta -
|
||
|
// Output : float
|
||
|
//-----------------------------------------------------------------------------
|
||
|
float WaterDebrisEffect::UpdateAlpha( const SimpleParticle *pParticle )
|
||
|
{
|
||
|
return ( ((float)pParticle->m_uchStartAlpha/255.0f) * sin( M_PI * (pParticle->m_flLifetime / pParticle->m_flDieTime) ) );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : *pParticle -
|
||
|
// timeDelta -
|
||
|
// Output : float
|
||
|
//-----------------------------------------------------------------------------
|
||
|
float CSplashParticle::UpdateRoll( SimpleParticle *pParticle, float timeDelta )
|
||
|
{
|
||
|
pParticle->m_flRoll += pParticle->m_flRollDelta * timeDelta;
|
||
|
|
||
|
pParticle->m_flRollDelta += pParticle->m_flRollDelta * ( timeDelta * -4.0f );
|
||
|
|
||
|
//Cap the minimum roll
|
||
|
if ( fabs( pParticle->m_flRollDelta ) < 0.5f )
|
||
|
{
|
||
|
pParticle->m_flRollDelta = ( pParticle->m_flRollDelta > 0.0f ) ? 0.5f : -0.5f;
|
||
|
}
|
||
|
|
||
|
return pParticle->m_flRoll;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : *pParticle -
|
||
|
// timeDelta -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CSplashParticle::UpdateVelocity( SimpleParticle *pParticle, float timeDelta )
|
||
|
{
|
||
|
//Decellerate
|
||
|
static float dtime;
|
||
|
static float decay;
|
||
|
|
||
|
if ( dtime != timeDelta )
|
||
|
{
|
||
|
dtime = timeDelta;
|
||
|
float expected = 3.0f;
|
||
|
decay = exp( log( 0.0001f ) * dtime / expected );
|
||
|
}
|
||
|
|
||
|
pParticle->m_vecVelocity *= decay;
|
||
|
pParticle->m_vecVelocity[2] -= ( 800.0f * timeDelta );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : *pParticle -
|
||
|
// Output : float
|
||
|
//-----------------------------------------------------------------------------
|
||
|
float CSplashParticle::UpdateAlpha( const SimpleParticle *pParticle )
|
||
|
{
|
||
|
if ( m_bUseClipHeight )
|
||
|
{
|
||
|
float flAlpha = pParticle->m_uchStartAlpha / 255.0f;
|
||
|
|
||
|
return flAlpha * RemapValClamped(pParticle->m_Pos.z,
|
||
|
m_flClipHeight,
|
||
|
m_flClipHeight - ( UpdateScale( pParticle ) * 0.5f ),
|
||
|
1.0f,
|
||
|
0.0f );
|
||
|
}
|
||
|
|
||
|
return (pParticle->m_uchStartAlpha/255.0f) + ( (float)(pParticle->m_uchEndAlpha/255.0f) - (float)(pParticle->m_uchStartAlpha/255.0f) ) * (pParticle->m_flLifetime / pParticle->m_flDieTime);
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : &clipPlane -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CSplashParticle::SetClipHeight( float flClipHeight )
|
||
|
{
|
||
|
m_bUseClipHeight = true;
|
||
|
m_flClipHeight = flClipHeight;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : *pIterator -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CSplashParticle::SimulateParticles( CParticleSimulateIterator *pIterator )
|
||
|
{
|
||
|
float timeDelta = pIterator->GetTimeDelta();
|
||
|
|
||
|
SimpleParticle *pParticle = (SimpleParticle*)pIterator->GetFirst();
|
||
|
|
||
|
while ( pParticle )
|
||
|
{
|
||
|
//Update velocity
|
||
|
UpdateVelocity( pParticle, timeDelta );
|
||
|
pParticle->m_Pos += pParticle->m_vecVelocity * timeDelta;
|
||
|
|
||
|
// Clip by height if requested
|
||
|
if ( m_bUseClipHeight )
|
||
|
{
|
||
|
// See if we're below, and therefore need to clip
|
||
|
if ( pParticle->m_Pos.z + UpdateScale( pParticle ) < m_flClipHeight )
|
||
|
{
|
||
|
pIterator->RemoveParticle( pParticle );
|
||
|
pParticle = (SimpleParticle*)pIterator->GetNext();
|
||
|
continue;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//Should this particle die?
|
||
|
pParticle->m_flLifetime += timeDelta;
|
||
|
UpdateRoll( pParticle, timeDelta );
|
||
|
|
||
|
if ( pParticle->m_flLifetime >= pParticle->m_flDieTime )
|
||
|
pIterator->RemoveParticle( pParticle );
|
||
|
|
||
|
pParticle = (SimpleParticle*)pIterator->GetNext();
|
||
|
}
|
||
|
}
|