You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
638 lines
18 KiB
638 lines
18 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
|
// |
|
// Purpose: |
|
// |
|
// $NoKeywords: $ |
|
//=============================================================================// |
|
#include "cbase.h" |
|
#include "c_smoke_trail.h" |
|
#include "smoke_fog_overlay.h" |
|
#include "engine/IEngineTrace.h" |
|
|
|
// memdbgon must be the last include file in a .cpp file!!! |
|
#include "tier0/memdbgon.h" |
|
|
|
#define SF_EMISSIVE 0x00000001 |
|
|
|
// ------------------------------------------------------------------------- // |
|
// Definitions |
|
// ------------------------------------------------------------------------- // |
|
|
|
static Vector s_FadePlaneDirections[] = |
|
{ |
|
Vector( 1,0,0), |
|
Vector(-1,0,0), |
|
Vector(0, 1,0), |
|
Vector(0,-1,0), |
|
Vector(0,0, 1), |
|
Vector(0,0,-1) |
|
}; |
|
#define NUM_FADE_PLANES (sizeof(s_FadePlaneDirections)/sizeof(s_FadePlaneDirections[0])) |
|
|
|
// ------------------------------------------------------------------------- // |
|
// Classes |
|
// ------------------------------------------------------------------------- // |
|
class C_FuncSmokeVolume : public C_BaseParticleEntity, public IPrototypeAppEffect |
|
{ |
|
public: |
|
DECLARE_CLASS( C_FuncSmokeVolume, C_BaseParticleEntity ); |
|
DECLARE_CLIENTCLASS(); |
|
|
|
C_FuncSmokeVolume(); |
|
~C_FuncSmokeVolume(); |
|
|
|
int IsEmissive( void ) { return ( m_spawnflags & SF_EMISSIVE ); } |
|
|
|
private: |
|
class SmokeGrenadeParticle : public Particle |
|
{ |
|
public: |
|
float m_RotationFactor; |
|
float m_CurRotation; |
|
float m_FadeAlpha; // Set as it moves around. |
|
unsigned char m_ColorInterp; // Amount between min and max colors. |
|
unsigned char m_Color[4]; |
|
}; |
|
|
|
// 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 ); |
|
virtual void NotifyRemove(); |
|
|
|
private: |
|
// The SmokeEmitter represents a grid in 3D space. |
|
class SmokeParticleInfo |
|
{ |
|
public: |
|
SmokeGrenadeParticle *m_pParticle; |
|
int m_TradeIndex; // -1 if not exchanging yet. |
|
float m_TradeClock; // How long since they started trading. |
|
float m_TradeDuration; // How long the trade will take to finish. |
|
float m_FadeAlpha; // Calculated from nearby world geometry. |
|
unsigned char m_Color[4]; |
|
}; |
|
|
|
inline int GetSmokeParticleIndex(int x, int y, int z) |
|
{ |
|
Assert( IsValidXYZCoords( x, y, z ) ); |
|
return z*m_xCount*m_yCount+y*m_xCount+x; |
|
} |
|
|
|
inline SmokeParticleInfo *GetSmokeParticleInfo(int x, int y, int z) |
|
{ |
|
Assert( IsValidXYZCoords( x, y, z ) ); |
|
return &m_pSmokeParticleInfos[GetSmokeParticleIndex(x,y,z)]; |
|
} |
|
|
|
inline void GetParticleInfoXYZ(int index, int &x, int &y, int &z) |
|
{ |
|
Assert( index >= 0 && index < m_xCount * m_yCount * m_zCount ); |
|
z = index / (m_xCount*m_yCount); |
|
int zIndex = z*m_xCount*m_yCount; |
|
y = (index - zIndex) / m_xCount; |
|
int yIndex = y*m_xCount; |
|
x = index - zIndex - yIndex; |
|
Assert( IsValidXYZCoords( x, y, z ) ); |
|
} |
|
|
|
inline bool IsValidXYZCoords(int x, int y, int z) |
|
{ |
|
return x >= 0 && y >= 0 && z >= 0 && x < m_xCount && y < m_yCount && z < m_zCount; |
|
} |
|
|
|
inline Vector GetSmokeParticlePos(int x, int y, int z ) |
|
{ |
|
return WorldAlignMins() + |
|
Vector( x * m_SpacingRadius * 2 + m_SpacingRadius, |
|
y * m_SpacingRadius * 2 + m_SpacingRadius, |
|
z * m_SpacingRadius * 2 + m_SpacingRadius ); |
|
} |
|
|
|
inline Vector GetSmokeParticlePosIndex(int index) |
|
{ |
|
int x, y, z; |
|
GetParticleInfoXYZ(index, x, y, z); |
|
return GetSmokeParticlePos(x, y, z); |
|
} |
|
|
|
// Start filling the smoke volume |
|
void FillVolume(); |
|
|
|
private: |
|
// State variables from server. |
|
color32 m_Color1; |
|
color32 m_Color2; |
|
char m_MaterialName[255]; |
|
float m_ParticleDrawWidth; |
|
float m_ParticleSpacingDistance; |
|
float m_DensityRampSpeed; |
|
float m_RotationSpeed; |
|
float m_MovementSpeed; |
|
float m_Density; |
|
int m_spawnflags; |
|
|
|
private: |
|
C_FuncSmokeVolume( const C_FuncSmokeVolume & ); |
|
|
|
float m_CurrentDensity; |
|
float m_ParticleRadius; |
|
bool m_bStarted; |
|
|
|
PMaterialHandle m_MaterialHandle; |
|
|
|
SmokeParticleInfo *m_pSmokeParticleInfos; |
|
int m_xCount, m_yCount, m_zCount; |
|
float m_SpacingRadius; |
|
|
|
Vector m_MinColor; |
|
Vector m_MaxColor; |
|
|
|
Vector m_vLastOrigin; |
|
QAngle m_vLastAngles; |
|
bool m_bFirstUpdate; |
|
}; |
|
|
|
IMPLEMENT_CLIENTCLASS_DT( C_FuncSmokeVolume, DT_FuncSmokeVolume, CFuncSmokeVolume ) |
|
RecvPropInt( RECVINFO( m_Color1 ), 0, RecvProxy_IntToColor32 ), |
|
RecvPropInt( RECVINFO( m_Color2 ), 0, RecvProxy_IntToColor32 ), |
|
RecvPropString( RECVINFO( m_MaterialName ) ), |
|
RecvPropFloat( RECVINFO( m_ParticleDrawWidth ) ), |
|
RecvPropFloat( RECVINFO( m_ParticleSpacingDistance ) ), |
|
RecvPropFloat( RECVINFO( m_DensityRampSpeed ) ), |
|
RecvPropFloat( RECVINFO( m_RotationSpeed ) ), |
|
RecvPropFloat( RECVINFO( m_MovementSpeed ) ), |
|
RecvPropFloat( RECVINFO( m_Density ) ), |
|
RecvPropInt( RECVINFO( m_spawnflags ) ), |
|
RecvPropDataTable( RECVINFO_DT( m_Collision ), 0, &REFERENCE_RECV_TABLE(DT_CollisionProperty) ), |
|
END_RECV_TABLE() |
|
|
|
// Helpers. |
|
// ------------------------------------------------------------------------- // |
|
|
|
static inline void InterpColor(unsigned char dest[4], unsigned char src1[4], unsigned char src2[4], float percent) |
|
{ |
|
dest[0] = (unsigned char)(src1[0] + (src2[0] - src1[0]) * percent); |
|
dest[1] = (unsigned char)(src1[1] + (src2[1] - src1[1]) * percent); |
|
dest[2] = (unsigned char)(src1[2] + (src2[2] - src1[2]) * percent); |
|
} |
|
|
|
|
|
static inline int GetWorldPointContents(const Vector &vPos) |
|
{ |
|
#if defined(PARTICLEPROTOTYPE_APP) |
|
return 0; |
|
#else |
|
return enginetrace->GetPointContents( vPos ); |
|
#endif |
|
} |
|
|
|
static inline void WorldTraceLine( const Vector &start, const Vector &end, int contentsMask, trace_t *trace ) |
|
{ |
|
#if defined(PARTICLEPROTOTYPE_APP) |
|
trace->fraction = 1; |
|
#else |
|
UTIL_TraceLine(start, end, contentsMask, NULL, COLLISION_GROUP_NONE, trace); |
|
#endif |
|
} |
|
|
|
static inline Vector EngineGetLightForPoint(const Vector &vPos) |
|
{ |
|
#if defined(PARTICLEPROTOTYPE_APP) |
|
return Vector(1,1,1); |
|
#else |
|
return engine->GetLightForPoint(vPos, true); |
|
#endif |
|
} |
|
|
|
static inline Vector& EngineGetVecRenderOrigin() |
|
{ |
|
#if defined(PARTICLEPROTOTYPE_APP) |
|
static Vector dummy(0,0,0); |
|
return dummy; |
|
#else |
|
extern Vector g_vecRenderOrigin; |
|
return g_vecRenderOrigin; |
|
#endif |
|
} |
|
|
|
static inline float& EngineGetSmokeFogOverlayAlpha() |
|
{ |
|
#if defined(PARTICLEPROTOTYPE_APP) |
|
static float dummy; |
|
return dummy; |
|
#else |
|
return g_SmokeFogOverlayAlpha; |
|
#endif |
|
} |
|
|
|
static inline C_BaseEntity* ParticleGetEntity( int index ) |
|
{ |
|
#if defined(PARTICLEPROTOTYPE_APP) |
|
return NULL; |
|
#else |
|
return cl_entitylist->GetEnt( index ); |
|
#endif |
|
} |
|
|
|
// ------------------------------------------------------------------------- // |
|
// C_FuncSmokeVolume |
|
// ------------------------------------------------------------------------- // |
|
C_FuncSmokeVolume::C_FuncSmokeVolume() |
|
{ |
|
m_bFirstUpdate = true; |
|
m_vLastOrigin.Init(); |
|
m_vLastAngles.Init(); |
|
|
|
m_pSmokeParticleInfos = NULL; |
|
m_SpacingRadius = 0.0f; |
|
m_ParticleRadius = 0.0f; |
|
m_MinColor.Init( 1.0, 1.0, 1.0 ); |
|
m_MaxColor.Init( 1.0, 1.0, 1.0 ); |
|
} |
|
|
|
C_FuncSmokeVolume::~C_FuncSmokeVolume() |
|
{ |
|
delete [] m_pSmokeParticleInfos; |
|
} |
|
|
|
static ConVar mat_reduceparticles( "mat_reduceparticles", "0" ); |
|
|
|
void C_FuncSmokeVolume::OnDataChanged( DataUpdateType_t updateType ) |
|
{ |
|
m_MinColor[0] = ( 1.0f / 255.0f ) * m_Color1.r; |
|
m_MinColor[1] = ( 1.0f / 255.0f ) * m_Color1.g; |
|
m_MinColor[2] = ( 1.0f / 255.0f ) * m_Color1.b; |
|
|
|
m_MaxColor[0] = ( 1.0f / 255.0f ) * m_Color2.r; |
|
m_MaxColor[1] = ( 1.0f / 255.0f ) * m_Color2.g; |
|
m_MaxColor[2] = ( 1.0f / 255.0f ) * m_Color2.b; |
|
|
|
if ( mat_reduceparticles.GetBool() ) |
|
{ |
|
m_Density *= 0.5f; |
|
m_ParticleSpacingDistance *= 1.5f; |
|
} |
|
|
|
m_ParticleRadius = m_ParticleDrawWidth * 0.5f; |
|
m_SpacingRadius = m_ParticleSpacingDistance * 0.5f; |
|
|
|
m_ParticleEffect.SetParticleCullRadius( m_ParticleRadius ); |
|
|
|
// Warning( "m_Density: %f\n", m_Density ); |
|
// Warning( "m_MovementSpeed: %f\n", m_MovementSpeed ); |
|
|
|
if( updateType == DATA_UPDATE_CREATED ) |
|
{ |
|
Vector size = WorldAlignMaxs() - WorldAlignMins(); |
|
m_xCount = 0.5f + ( size.x / ( m_SpacingRadius * 2.0f ) ); |
|
m_yCount = 0.5f + ( size.y / ( m_SpacingRadius * 2.0f ) ); |
|
m_zCount = 0.5f + ( size.z / ( m_SpacingRadius * 2.0f ) ); |
|
m_CurrentDensity = m_Density; |
|
|
|
delete [] m_pSmokeParticleInfos; |
|
m_pSmokeParticleInfos = new SmokeParticleInfo[m_xCount * m_yCount * m_zCount]; |
|
Start( ParticleMgr(), NULL ); |
|
} |
|
BaseClass::OnDataChanged( updateType ); |
|
} |
|
|
|
void C_FuncSmokeVolume::Start( CParticleMgr *pParticleMgr, IPrototypeArgAccess *pArgs ) |
|
{ |
|
if( !pParticleMgr->AddEffect( &m_ParticleEffect, this ) ) |
|
return; |
|
|
|
m_MaterialHandle = m_ParticleEffect.FindOrAddMaterial( m_MaterialName ); |
|
FillVolume(); |
|
|
|
m_bStarted = true; |
|
} |
|
|
|
|
|
void C_FuncSmokeVolume::Update( float fTimeDelta ) |
|
{ |
|
// Update our world space bbox if we've moved at all. |
|
// We do this manually because sometimes people make HUGE bboxes, and if they're constantly changing because their |
|
// particles wander outside the current bounds sometimes, it'll be linking them into all the leaves repeatedly. |
|
const Vector &curOrigin = GetAbsOrigin(); |
|
const QAngle &curAngles = GetAbsAngles(); |
|
if ( !VectorsAreEqual( curOrigin, m_vLastOrigin, 0.1 ) || |
|
fabs( curAngles.x - m_vLastAngles.x ) > 0.1 || |
|
fabs( curAngles.y - m_vLastAngles.y ) > 0.1 || |
|
fabs( curAngles.z - m_vLastAngles.z ) > 0.1 || |
|
m_bFirstUpdate ) |
|
{ |
|
m_bFirstUpdate = false; |
|
m_vLastAngles = curAngles; |
|
m_vLastOrigin = curOrigin; |
|
|
|
Vector vWorldMins, vWorldMaxs; |
|
CollisionProp()->WorldSpaceAABB( &vWorldMins, &vWorldMaxs ); |
|
vWorldMins -= Vector( m_ParticleRadius, m_ParticleRadius, m_ParticleRadius ); |
|
vWorldMaxs += Vector( m_ParticleRadius, m_ParticleRadius, m_ParticleRadius ); |
|
|
|
m_ParticleEffect.SetBBox( vWorldMins, vWorldMaxs ); |
|
} |
|
|
|
// lerp m_CurrentDensity towards m_Density at a rate of m_DensityRampSpeed |
|
if( m_CurrentDensity < m_Density ) |
|
{ |
|
m_CurrentDensity += m_DensityRampSpeed * fTimeDelta; |
|
if( m_CurrentDensity > m_Density ) |
|
{ |
|
m_CurrentDensity = m_Density; |
|
} |
|
} |
|
else if( m_CurrentDensity > m_Density ) |
|
{ |
|
m_CurrentDensity -= m_DensityRampSpeed * fTimeDelta; |
|
if( m_CurrentDensity < m_Density ) |
|
{ |
|
m_CurrentDensity = m_Density; |
|
} |
|
} |
|
|
|
if( m_CurrentDensity == 0.0f ) |
|
{ |
|
return; |
|
} |
|
|
|
// This is used to randomize the direction it chooses to move a particle in. |
|
|
|
int offsetLookup[3] = {-1,0,1}; |
|
|
|
float tradeDurationMax = m_ParticleSpacingDistance / ( m_MovementSpeed + 0.1f ); |
|
float tradeDurationMin = tradeDurationMax * 0.5f; |
|
|
|
if ( IS_NAN( tradeDurationMax ) || IS_NAN( tradeDurationMin ) ) |
|
return; |
|
|
|
// Warning( "tradeDuration: [%f,%f]\n", tradeDurationMin, tradeDurationMax ); |
|
|
|
// Update all the moving traders and establish new ones. |
|
int nTotal = m_xCount * m_yCount * m_zCount; |
|
for( int i=0; i < nTotal; i++ ) |
|
{ |
|
SmokeParticleInfo *pInfo = &m_pSmokeParticleInfos[i]; |
|
|
|
if(!pInfo->m_pParticle) |
|
continue; |
|
|
|
if(pInfo->m_TradeIndex == -1) |
|
{ |
|
pInfo->m_pParticle->m_FadeAlpha = pInfo->m_FadeAlpha; |
|
pInfo->m_pParticle->m_Color[0] = pInfo->m_Color[0]; |
|
pInfo->m_pParticle->m_Color[1] = pInfo->m_Color[1]; |
|
pInfo->m_pParticle->m_Color[2] = pInfo->m_Color[2]; |
|
|
|
// Is there an adjacent one that's not trading? |
|
int x, y, z; |
|
GetParticleInfoXYZ(i, x, y, z); |
|
|
|
int xCountOffset = rand(); |
|
int yCountOffset = rand(); |
|
int zCountOffset = rand(); |
|
|
|
bool bFound = false; |
|
for(int xCount=0; xCount < 3 && !bFound; xCount++) |
|
{ |
|
for(int yCount=0; yCount < 3 && !bFound; yCount++) |
|
{ |
|
for(int zCount=0; zCount < 3; zCount++) |
|
{ |
|
int testX = x + offsetLookup[(xCount+xCountOffset) % 3]; |
|
int testY = y + offsetLookup[(yCount+yCountOffset) % 3]; |
|
int testZ = z + offsetLookup[(zCount+zCountOffset) % 3]; |
|
|
|
if(testX == x && testY == y && testZ == z) |
|
continue; |
|
|
|
if(IsValidXYZCoords(testX, testY, testZ)) |
|
{ |
|
SmokeParticleInfo *pOther = GetSmokeParticleInfo(testX, testY, testZ); |
|
if(pOther->m_pParticle && pOther->m_TradeIndex == -1) |
|
{ |
|
// Ok, this one is looking to trade also. |
|
pInfo->m_TradeIndex = GetSmokeParticleIndex(testX, testY, testZ); |
|
pOther->m_TradeIndex = i; |
|
pInfo->m_TradeClock = pOther->m_TradeClock = 0; |
|
pOther->m_TradeDuration = pInfo->m_TradeDuration = FRand( tradeDurationMin, tradeDurationMax ); |
|
|
|
bFound = true; |
|
break; |
|
} |
|
} |
|
} |
|
} |
|
} |
|
} |
|
else |
|
{ |
|
SmokeParticleInfo *pOther = &m_pSmokeParticleInfos[pInfo->m_TradeIndex]; |
|
assert(pOther->m_TradeIndex == i); |
|
|
|
// This makes sure the trade only gets updated once per frame. |
|
if(pInfo < pOther) |
|
{ |
|
// Increment the trade clock.. |
|
pInfo->m_TradeClock = (pOther->m_TradeClock += fTimeDelta); |
|
int x, y, z; |
|
GetParticleInfoXYZ(i, x, y, z); |
|
Vector myPos = GetSmokeParticlePos(x, y, z); |
|
|
|
int otherX, otherY, otherZ; |
|
GetParticleInfoXYZ(pInfo->m_TradeIndex, otherX, otherY, otherZ); |
|
Vector otherPos = GetSmokeParticlePos(otherX, otherY, otherZ); |
|
|
|
// Is the trade finished? |
|
if(pInfo->m_TradeClock >= pInfo->m_TradeDuration) |
|
{ |
|
pInfo->m_TradeIndex = pOther->m_TradeIndex = -1; |
|
|
|
pInfo->m_pParticle->m_Pos = otherPos; |
|
pOther->m_pParticle->m_Pos = myPos; |
|
|
|
SmokeGrenadeParticle *temp = pInfo->m_pParticle; |
|
pInfo->m_pParticle = pOther->m_pParticle; |
|
pOther->m_pParticle = temp; |
|
} |
|
else |
|
{ |
|
// Ok, move them closer. |
|
float percent = (float)cos(pInfo->m_TradeClock * 2 * 1.57079632f / pInfo->m_TradeDuration); |
|
percent = percent * 0.5 + 0.5; |
|
|
|
pInfo->m_pParticle->m_FadeAlpha = pInfo->m_FadeAlpha + (pOther->m_FadeAlpha - pInfo->m_FadeAlpha) * (1 - percent); |
|
pOther->m_pParticle->m_FadeAlpha = pInfo->m_FadeAlpha + (pOther->m_FadeAlpha - pInfo->m_FadeAlpha) * percent; |
|
|
|
InterpColor(pInfo->m_pParticle->m_Color, pInfo->m_Color, pOther->m_Color, 1-percent); |
|
InterpColor(pOther->m_pParticle->m_Color, pInfo->m_Color, pOther->m_Color, percent); |
|
|
|
pInfo->m_pParticle->m_Pos = myPos + (otherPos - myPos) * (1 - percent); |
|
pOther->m_pParticle->m_Pos = myPos + (otherPos - myPos) * percent; |
|
} |
|
} |
|
} |
|
} |
|
} |
|
|
|
|
|
void C_FuncSmokeVolume::RenderParticles( CParticleRenderIterator *pIterator ) |
|
{ |
|
if ( m_CurrentDensity == 0 ) |
|
return; |
|
|
|
const SmokeGrenadeParticle *pParticle = (const SmokeGrenadeParticle*)pIterator->GetFirst(); |
|
while ( pParticle ) |
|
{ |
|
Vector renderPos = pParticle->m_Pos; |
|
|
|
// Fade out globally. |
|
float alpha = m_CurrentDensity; |
|
|
|
// Apply the precalculated fade alpha from world geometry. |
|
alpha *= pParticle->m_FadeAlpha; |
|
|
|
// TODO: optimize this whole routine! |
|
Vector color = m_MinColor + (m_MaxColor - m_MinColor) * (pParticle->m_ColorInterp / 255.1f); |
|
if ( IsEmissive() ) |
|
{ |
|
color.x += pParticle->m_Color[0] / 255.0f; |
|
color.y += pParticle->m_Color[1] / 255.0f; |
|
color.z += pParticle->m_Color[2] / 255.0f; |
|
|
|
color.x = clamp( color.x, 0.0f, 1.0f ); |
|
color.y = clamp( color.y, 0.0f, 1.0f ); |
|
color.z = clamp( color.z, 0.0f, 1.0f ); |
|
} |
|
else |
|
{ |
|
color.x *= pParticle->m_Color[0] / 255.0f; |
|
color.y *= pParticle->m_Color[1] / 255.0f; |
|
color.z *= pParticle->m_Color[2] / 255.0f; |
|
} |
|
|
|
Vector tRenderPos; |
|
TransformParticle( ParticleMgr()->GetModelView(), renderPos, tRenderPos ); |
|
float sortKey = 1;//tRenderPos.z; |
|
|
|
// If we're reducing particle cost, only render sufficiently opaque particles |
|
if ( ( alpha > 0.05f ) || !mat_reduceparticles.GetBool() ) |
|
{ |
|
RenderParticle_ColorSizeAngle( |
|
pIterator->GetParticleDraw(), |
|
tRenderPos, |
|
color, |
|
alpha * GetAlphaDistanceFade(tRenderPos, 10, 30), // Alpha |
|
m_ParticleRadius, |
|
pParticle->m_CurRotation |
|
); |
|
} |
|
|
|
pParticle = (const SmokeGrenadeParticle*)pIterator->GetNext( sortKey ); |
|
} |
|
} |
|
|
|
|
|
void C_FuncSmokeVolume::SimulateParticles( CParticleSimulateIterator *pIterator ) |
|
{ |
|
if ( m_CurrentDensity == 0 ) |
|
return; |
|
|
|
SmokeGrenadeParticle *pParticle = (SmokeGrenadeParticle*)pIterator->GetFirst(); |
|
while ( pParticle ) |
|
{ |
|
pParticle->m_CurRotation += pParticle->m_RotationFactor * ( M_PI / 180.0f ) * m_RotationSpeed * pIterator->GetTimeDelta(); |
|
pParticle = (SmokeGrenadeParticle*)pIterator->GetNext(); |
|
} |
|
} |
|
|
|
|
|
void C_FuncSmokeVolume::NotifyRemove() |
|
{ |
|
m_xCount = m_yCount = m_zCount = 0; |
|
} |
|
|
|
|
|
void C_FuncSmokeVolume::FillVolume() |
|
{ |
|
Vector vPos; |
|
for(int x=0; x < m_xCount; x++) |
|
{ |
|
for(int y=0; y < m_yCount; y++) |
|
{ |
|
for(int z=0; z < m_zCount; z++) |
|
{ |
|
vPos = GetSmokeParticlePos( x, y, z ); |
|
if(SmokeParticleInfo *pInfo = GetSmokeParticleInfo(x,y,z)) |
|
{ |
|
int contents = GetWorldPointContents(vPos); |
|
if(contents & CONTENTS_SOLID) |
|
{ |
|
pInfo->m_pParticle = NULL; |
|
} |
|
else |
|
{ |
|
SmokeGrenadeParticle *pParticle = |
|
(SmokeGrenadeParticle*)m_ParticleEffect.AddParticle(sizeof(SmokeGrenadeParticle), m_MaterialHandle); |
|
|
|
if(pParticle) |
|
{ |
|
pParticle->m_Pos = vPos; |
|
pParticle->m_ColorInterp = (unsigned char)((rand() * 255) / VALVE_RAND_MAX); |
|
pParticle->m_RotationFactor = FRand( -1.0f, 1.0f ); // Rotation factor. |
|
pParticle->m_CurRotation = FRand( -m_RotationSpeed, m_RotationSpeed ); |
|
} |
|
|
|
#ifdef _DEBUG |
|
int testX, testY, testZ; |
|
int index = GetSmokeParticleIndex(x,y,z); |
|
GetParticleInfoXYZ(index, testX, testY, testZ); |
|
assert(testX == x && testY == y && testZ == z); |
|
#endif |
|
|
|
Vector vColor = EngineGetLightForPoint(vPos); |
|
pInfo->m_Color[0] = LinearToTexture( vColor.x ); |
|
pInfo->m_Color[1] = LinearToTexture( vColor.y ); |
|
pInfo->m_Color[2] = LinearToTexture( vColor.z ); |
|
|
|
// Cast some rays and if it's too close to anything, fade its alpha down. |
|
pInfo->m_FadeAlpha = 1; |
|
|
|
for(int i=0; i < NUM_FADE_PLANES; i++) |
|
{ |
|
trace_t trace; |
|
WorldTraceLine(vPos, vPos + s_FadePlaneDirections[i] * 100, MASK_SOLID_BRUSHONLY, &trace); |
|
if(trace.fraction < 1.0f) |
|
{ |
|
float dist = DotProduct(trace.plane.normal, vPos) - trace.plane.dist; |
|
if(dist < 0) |
|
{ |
|
pInfo->m_FadeAlpha = 0; |
|
} |
|
else if(dist < m_ParticleRadius) |
|
{ |
|
float alphaScale = dist / m_ParticleRadius; |
|
alphaScale *= alphaScale * alphaScale; |
|
pInfo->m_FadeAlpha *= alphaScale; |
|
} |
|
} |
|
} |
|
|
|
pInfo->m_pParticle = pParticle; |
|
pInfo->m_TradeIndex = -1; |
|
} |
|
} |
|
} |
|
} |
|
} |
|
}
|
|
|