Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Particles which are simulated locally to some space (attachment, bone, etc)
//
//=============================================================================//
#include "cbase.h"
#include "particles_simple.h"
#include "particles_localspace.h"
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
CLocalSpaceEmitter::CLocalSpaceEmitter( const char *pDebugName ) :
CSimpleEmitter( pDebugName )
{
}
inline const matrix3x4_t& CLocalSpaceEmitter::GetTransformMatrix() const
{
return m_ParticleEffect.GetLocalSpaceTransform();
}
//-----------------------------------------------------------------------------
// Purpose: Creates a local space emitter
//-----------------------------------------------------------------------------
CSmartPtr<CLocalSpaceEmitter> CLocalSpaceEmitter::Create( const char *pDebugName,
ClientEntityHandle_t hEntity, int nAttachment, int fFlags )
{
CLocalSpaceEmitter *pRet = new CLocalSpaceEmitter( pDebugName );
pRet->SetDynamicallyAllocated( true );
pRet->m_hEntity = hEntity;
pRet->m_nAttachment = nAttachment;
pRet->m_fFlags = fFlags;
pRet->SetupTransformMatrix();
return pRet;
}
//-----------------------------------------------------------------------------
// Purpose: Used to build the transformation matrix for this frame
//-----------------------------------------------------------------------------
void CLocalSpaceEmitter::Update( float flTimeDelta )
{
SetupTransformMatrix();
}
extern void FormatViewModelAttachment( Vector &vOrigin, bool bInverse );
void CLocalSpaceEmitter::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;
// Should this particle die?
pParticle->m_flLifetime += timeDelta;
UpdateRoll( pParticle, timeDelta );
// If we're dead, we're done
if ( pParticle->m_flLifetime >= pParticle->m_flDieTime )
{
pIterator->RemoveParticle( pParticle );
}
pParticle = (SimpleParticle*)pIterator->GetNext();
}
}
void CLocalSpaceEmitter::RenderParticles( CParticleRenderIterator *pIterator )
{
const matrix3x4_t &mLocalToWorld = GetTransformMatrix();
const VMatrix &mModelView = ParticleMgr()->GetModelView();
const SimpleParticle *pParticle = (const SimpleParticle *)pIterator->GetFirst();
while ( pParticle )
{
// Transform it
Vector screenPos, worldPos;
VectorTransform( pParticle->m_Pos, mLocalToWorld, worldPos );
// Correct viewmodel squashing
if ( m_fFlags & FLE_VIEWMODEL )
{
FormatViewModelAttachment( worldPos, false );
}
TransformParticle( mModelView, worldPos, screenPos );
float sortKey = (int) screenPos.z;
// Render it
RenderParticle_ColorSizeAngle(
pIterator->GetParticleDraw(),
screenPos,
UpdateColor( pParticle ),
UpdateAlpha( pParticle ) * GetAlphaDistanceFade( screenPos, m_flNearClipMin, m_flNearClipMax ),
UpdateScale( pParticle ),
pParticle->m_flRoll
);
pParticle = (const SimpleParticle *)pIterator->GetNext( sortKey );
}
}
//-----------------------------------------------------------------------------
// Purpose: Create the matrix by which we'll transform the particle's local
// space into world space, via the attachment's transform
//-----------------------------------------------------------------------------
void CLocalSpaceEmitter::SetupTransformMatrix( void )
{
IClientRenderable *pRenderable = ClientEntityList().GetClientRenderableFromHandle( m_hEntity );
if ( pRenderable )
{
matrix3x4_t mat;
if ( pRenderable->GetAttachment( m_nAttachment, mat ) == false )
{
// This attachment is bogus!
Assert(0);
}
// Tell the particle effect so it knows
Vector origin;
MatrixGetColumn( mat, 3, origin );
m_ParticleEffect.SetLocalSpaceTransform( mat );
SetSortOrigin( origin );
C_BaseEntity *pEnt = pRenderable->GetIClientUnknown()->GetBaseEntity();
if ( pEnt )
{
Vector vWorldMins, vWorldMaxs;
float scale = pEnt->CollisionProp()->BoundingRadius();
vWorldMins[0] = origin[0] - scale;
vWorldMins[1] = origin[1] - scale;
vWorldMins[2] = origin[2] - scale;
vWorldMaxs[0] = origin[0] + scale;
vWorldMaxs[1] = origin[1] + scale;
vWorldMaxs[2] = origin[2] + scale;
GetBinding().SetBBox( vWorldMins, vWorldMaxs, true );
}
}
// We preapply the local transform because we need to squash it for viewmodel FOV.
m_ParticleEffect.SetAutoApplyLocalTransform( false );
}