Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "particle_prototype.h"
#include "particle_util.h"
#include "baseparticleentity.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// ------------------------------------------------------------------------- //
// Definitions
// ------------------------------------------------------------------------- //
#define NUM_MOVIEEXPLOSION_EMITTERS 50
#define EXPLOSION_EMITTER_LIFETIME 3
#define EMITTED_PARTICLE_LIFETIME 1
// ------------------------------------------------------------------------- //
// Classes
// ------------------------------------------------------------------------- //
class MovieExplosionEmitter
{
public:
Vector m_Pos;
Vector m_Velocity;
float m_Lifetime;
TimedEvent m_ParticleSpawn;
};
class C_MovieExplosion : public C_BaseParticleEntity, public IPrototypeAppEffect
{
public:
DECLARE_CLASS( C_MovieExplosion, C_BaseParticleEntity );
DECLARE_CLIENTCLASS();
C_MovieExplosion();
~C_MovieExplosion();
// C_BaseEntity.
public:
virtual void OnDataChanged(DataUpdateType_t updateType);
// IPrototypeAppEffect.
public:
virtual void Start(CParticleMgr *pParticleMgr, IPrototypeArgAccess *pArgs);
// IParticleEffect.
public:
virtual void Update(float fTimeDelta);
virtual void RenderParticles( CParticleRenderIterator *pIterator );
virtual void SimulateParticles( CParticleSimulateIterator *pIterator );
public:
MovieExplosionEmitter m_Emitters[NUM_MOVIEEXPLOSION_EMITTERS];
float m_EmitterLifetime;
CParticleMgr *m_pParticleMgr;
PMaterialHandle m_iFireballMaterial;
// Setup for temporary usage in SimulateAndRender.
float m_EmitterAlpha;
private:
C_MovieExplosion( const C_MovieExplosion & );
};
// Expose to the particle app.
EXPOSE_PROTOTYPE_EFFECT(MovieExplosion, C_MovieExplosion);
IMPLEMENT_CLIENTCLASS_DT(C_MovieExplosion, DT_MovieExplosion, MovieExplosion)
END_RECV_TABLE()
// ------------------------------------------------------------------------- //
// C_MovieExplosion
// ------------------------------------------------------------------------- //
C_MovieExplosion::C_MovieExplosion()
{
m_pParticleMgr = NULL;
}
C_MovieExplosion::~C_MovieExplosion()
{
if(m_pParticleMgr)
m_pParticleMgr->RemoveEffect( &m_ParticleEffect );
}
void C_MovieExplosion::OnDataChanged(DataUpdateType_t updateType)
{
C_BaseEntity::OnDataChanged(updateType);
if(updateType == DATA_UPDATE_CREATED)
{
Start( ParticleMgr(), NULL );
}
}
void C_MovieExplosion::Start(CParticleMgr *pParticleMgr, IPrototypeArgAccess *pArgs)
{
if(!pParticleMgr->AddEffect(&m_ParticleEffect, this))
return;
// Setup our emitters.
for(int iEmitter=0; iEmitter < NUM_MOVIEEXPLOSION_EMITTERS; iEmitter++)
{
MovieExplosionEmitter *pEmitter = &m_Emitters[iEmitter];
pEmitter->m_Velocity = RandomVector(-1, 1) * 200;
pEmitter->m_Pos = GetAbsOrigin();
pEmitter->m_Lifetime = 0;
pEmitter->m_ParticleSpawn.Init(15);
}
m_EmitterLifetime = 0;
// Get our materials.
m_iFireballMaterial = m_ParticleEffect.FindOrAddMaterial("particle/particle_sphere");
m_pParticleMgr = pParticleMgr;
}
void C_MovieExplosion::Update(float fTimeDelta)
{
if(!m_pParticleMgr)
return;
m_EmitterLifetime += fTimeDelta;
if(m_EmitterLifetime > EXPLOSION_EMITTER_LIFETIME)
return;
m_EmitterAlpha = (float)sin(m_EmitterLifetime * 3.14159f / EXPLOSION_EMITTER_LIFETIME);
// Simulate the emitters and have them spit out particles.
for(int iEmitter=0; iEmitter < NUM_MOVIEEXPLOSION_EMITTERS; iEmitter++)
{
MovieExplosionEmitter *pEmitter = &m_Emitters[iEmitter];
pEmitter->m_Pos = pEmitter->m_Pos + pEmitter->m_Velocity * fTimeDelta;
pEmitter->m_Velocity = pEmitter->m_Velocity * 0.9;
float tempDelta = fTimeDelta;
while(pEmitter->m_ParticleSpawn.NextEvent(tempDelta))
{
StandardParticle_t *pParticle =
(StandardParticle_t*)m_ParticleEffect.AddParticle( sizeof(StandardParticle_t), m_iFireballMaterial);
if(pParticle)
{
pParticle->m_Pos = pEmitter->m_Pos;
pParticle->m_Velocity = pEmitter->m_Velocity * 0.2f + RandomVector(-20, 20);
}
}
}
}
void C_MovieExplosion::RenderParticles( CParticleRenderIterator *pIterator )
{
const StandardParticle_t *pParticle = (const StandardParticle_t*)pIterator->GetFirst();
while ( pParticle )
{
// Draw.
Vector tPos;
TransformParticle(m_pParticleMgr->GetModelView(), pParticle->m_Pos, tPos);
float sortKey = tPos.z;
float lifetimePercent = pParticle->m_Lifetime / EMITTED_PARTICLE_LIFETIME;
Vector color;
color.x = sin(lifetimePercent * 3.14159);
color.y = color.x * 0.5f;
color.z = 0;
RenderParticle_ColorSize(
pIterator->GetParticleDraw(),
tPos,
color,
m_EmitterAlpha * sin(3.14159 * lifetimePercent),
10);
pParticle = (const StandardParticle_t*)pIterator->GetNext( sortKey );
}
}
void C_MovieExplosion::SimulateParticles( CParticleSimulateIterator *pIterator )
{
StandardParticle_t *pParticle = (StandardParticle_t*)pIterator->GetFirst();
while ( pParticle )
{
// Update its lifetime.
pParticle->m_Lifetime += pIterator->GetTimeDelta();
if(pParticle->m_Lifetime > 1)
{
pIterator->RemoveParticle( pParticle );
}
else
{
// Move it (this comes after rendering to make it clear that moving the particle here won't change
// its rendering for this frame since m_TransformedPos has already been set).
pParticle->m_Pos = pParticle->m_Pos + pParticle->m_Velocity * pIterator->GetTimeDelta();
}
pParticle = (StandardParticle_t*)pIterator->GetNext();
}
}