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134 lines
3.7 KiB
134 lines
3.7 KiB
//========= Copyright © 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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