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:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "baseparticleentity.h"
#include "entityparticletrail_shared.h"
#include "particlemgr.h"
#include "particle_util.h"
#include "particles_simple.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Entity particle trail, client-side implementation
//-----------------------------------------------------------------------------
class C_EntityParticleTrail : public C_BaseParticleEntity
{
public:
DECLARE_CLIENTCLASS();
DECLARE_CLASS( C_EntityParticleTrail, C_BaseParticleEntity );
C_EntityParticleTrail( );
~C_EntityParticleTrail( );
// C_BaseEntity
virtual void OnDataChanged( DataUpdateType_t updateType );
// IParticleEffect
void Update( float fTimeDelta );
virtual void RenderParticles( CParticleRenderIterator *pIterator );
virtual void SimulateParticles( CParticleSimulateIterator *pIterator );
private:
C_EntityParticleTrail( const C_EntityParticleTrail & ); // not defined, not accessible
void Start( );
void AddParticle( float flInitialDeltaTime, const Vector &vecMins, const Vector &vecMaxs, const matrix3x4_t &boxToWorld );
int m_iMaterialName;
EntityParticleTrailInfo_t m_Info;
EHANDLE m_hConstraintEntity;
PMaterialHandle m_hMaterial;
TimedEvent m_teParticleSpawn;
};
//-----------------------------------------------------------------------------
// Networking
//-----------------------------------------------------------------------------
IMPLEMENT_CLIENTCLASS_DT( C_EntityParticleTrail, DT_EntityParticleTrail, CEntityParticleTrail )
RecvPropInt(RECVINFO(m_iMaterialName)),
RecvPropDataTable( RECVINFO_DT( m_Info ), 0, &REFERENCE_RECV_TABLE(DT_EntityParticleTrailInfo) ),
RecvPropEHandle(RECVINFO(m_hConstraintEntity)),
END_RECV_TABLE()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_EntityParticleTrail::C_EntityParticleTrail( void )
{
}
C_EntityParticleTrail::~C_EntityParticleTrail()
{
ParticleMgr()->RemoveEffect( &m_ParticleEffect );
}
//-----------------------------------------------------------------------------
// On data changed
//-----------------------------------------------------------------------------
void C_EntityParticleTrail::OnDataChanged( DataUpdateType_t updateType )
{
BaseClass::OnDataChanged( updateType );
if ( updateType == DATA_UPDATE_CREATED )
{
Start( );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pParticleMgr -
// *pArgs -
//-----------------------------------------------------------------------------
void C_EntityParticleTrail::Start( )
{
if( ParticleMgr()->AddEffect( &m_ParticleEffect, this ) == false )
return;
const char *pMaterialName = GetMaterialNameFromIndex( m_iMaterialName );
if ( !pMaterialName )
return;
m_hMaterial = ParticleMgr()->GetPMaterial( pMaterialName );
m_teParticleSpawn.Init( 150 );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_EntityParticleTrail::AddParticle( float flInitialDeltaTime, const Vector &vecMins, const Vector &vecMaxs, const matrix3x4_t &boxToWorld )
{
// Select a random point somewhere in the hitboxes of the entity.
Vector vecLocalPosition, vecWorldPosition;
vecLocalPosition.x = Lerp( random->RandomFloat( 0.0f, 1.0f ), vecMins.x, vecMaxs.x );
vecLocalPosition.y = Lerp( random->RandomFloat( 0.0f, 1.0f ), vecMins.y, vecMaxs.y );
vecLocalPosition.z = Lerp( random->RandomFloat( 0.0f, 1.0f ), vecMins.z, vecMaxs.z );
VectorTransform( vecLocalPosition, boxToWorld, vecWorldPosition );
// Don't emit the particle unless it's inside the model
if ( m_hConstraintEntity.Get() )
{
Ray_t ray;
trace_t tr;
ray.Init( vecWorldPosition, vecWorldPosition );
enginetrace->ClipRayToEntity( ray, MASK_ALL, m_hConstraintEntity, &tr );
if ( !tr.startsolid )
return;
}
// Make a new particle
SimpleParticle *pParticle = (SimpleParticle *)m_ParticleEffect.AddParticle( sizeof(SimpleParticle), m_hMaterial );
if ( pParticle == NULL )
return;
pParticle->m_Pos = vecWorldPosition;
pParticle->m_flRoll = Helper_RandomInt( 0, 360 );
pParticle->m_flRollDelta = Helper_RandomFloat( -2.0f, 2.0f );
pParticle->m_flLifetime = flInitialDeltaTime;
pParticle->m_flDieTime = m_Info.m_flLifetime;
pParticle->m_uchColor[0] = 64;
pParticle->m_uchColor[1] = 140;
pParticle->m_uchColor[2] = 225;
pParticle->m_uchStartAlpha = Helper_RandomInt( 64, 64 );
pParticle->m_uchEndAlpha = 0;
pParticle->m_uchStartSize = m_Info.m_flStartSize;
pParticle->m_uchEndSize = m_Info.m_flEndSize;
pParticle->m_vecVelocity = vec3_origin;
VectorMA( pParticle->m_Pos, flInitialDeltaTime, pParticle->m_vecVelocity, pParticle->m_Pos );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : fTimeDelta -
//-----------------------------------------------------------------------------
void C_EntityParticleTrail::Update( float fTimeDelta )
{
float tempDelta = fTimeDelta;
studiohdr_t *pStudioHdr;
mstudiohitboxset_t *set;
matrix3x4_t *hitboxbones[MAXSTUDIOBONES];
C_BaseEntity *pMoveParent = GetMoveParent();
if ( !pMoveParent )
return;
C_BaseAnimating *pAnimating = pMoveParent->GetBaseAnimating();
if (!pAnimating)
goto trailNoHitboxes;
if ( !pAnimating->HitboxToWorldTransforms( hitboxbones ) )
goto trailNoHitboxes;
pStudioHdr = modelinfo->GetStudiomodel( pAnimating->GetModel() );
if (!pStudioHdr)
goto trailNoHitboxes;
set = pStudioHdr->pHitboxSet( pAnimating->GetHitboxSet() );
if ( !set )
goto trailNoHitboxes;
//Add new particles
while ( m_teParticleSpawn.NextEvent( tempDelta ) )
{
int nHitbox = random->RandomInt( 0, set->numhitboxes - 1 );
mstudiobbox_t *pBox = set->pHitbox(nHitbox);
AddParticle( tempDelta, pBox->bbmin, pBox->bbmax, *hitboxbones[pBox->bone] );
}
return;
trailNoHitboxes:
while ( m_teParticleSpawn.NextEvent( tempDelta ) )
{
AddParticle( tempDelta, pMoveParent->CollisionProp()->OBBMins(), pMoveParent->CollisionProp()->OBBMaxs(), pMoveParent->EntityToWorldTransform() );
}
}
inline void C_EntityParticleTrail::RenderParticles( CParticleRenderIterator *pIterator )
{
const SimpleParticle *pParticle = (const SimpleParticle*)pIterator->GetFirst();
while ( pParticle )
{
float t = pParticle->m_flLifetime / pParticle->m_flDieTime;
// Render
Vector tPos;
TransformParticle( ParticleMgr()->GetModelView(), pParticle->m_Pos, tPos );
float sortKey = tPos.z;
Vector color = Vector( pParticle->m_uchColor[0] / 255.0f, pParticle->m_uchColor[1] / 255.0f, pParticle->m_uchColor[2] / 255.0f );
float alpha = Lerp( t, pParticle->m_uchStartAlpha / 255.0f, pParticle->m_uchEndAlpha / 255.0f );
float flSize = Lerp( t, pParticle->m_uchStartSize, pParticle->m_uchEndSize );
// Render it
RenderParticle_ColorSize( pIterator->GetParticleDraw(), tPos, color, alpha, flSize );
pParticle = (const SimpleParticle*)pIterator->GetNext( sortKey );
}
}
inline void C_EntityParticleTrail::SimulateParticles( CParticleSimulateIterator *pIterator )
{
SimpleParticle *pParticle = (SimpleParticle*)pIterator->GetFirst();
while ( pParticle )
{
// Update position
float flTimeDelta = pIterator->GetTimeDelta();
pParticle->m_Pos += pParticle->m_vecVelocity * flTimeDelta;
// NOTE: I'm overloading "die time" to be the actual start time.
pParticle->m_flLifetime += flTimeDelta;
if ( pParticle->m_flLifetime >= pParticle->m_flDieTime )
pIterator->RemoveParticle( pParticle );
pParticle = (SimpleParticle*)pIterator->GetNext();
}
}