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390 lines
8.9 KiB
390 lines
8.9 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $NoKeywords: $ |
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// |
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//===========================================================================// |
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// This defines the client-side SmokeTrail entity. It can also be used without |
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// an entity, in which case you must pass calls to it and set its position each frame. |
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#ifndef PARTICLE_SMOKETRAIL_H |
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#define PARTICLE_SMOKETRAIL_H |
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#include "particlemgr.h" |
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#include "particle_prototype.h" |
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#include "particle_util.h" |
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#include "particles_simple.h" |
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#include "c_baseentity.h" |
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#include "baseparticleentity.h" |
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#include "fx_trail.h" |
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// |
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// Smoke Trail |
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// |
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class C_SmokeTrail : public C_BaseParticleEntity, public IPrototypeAppEffect |
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{ |
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public: |
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DECLARE_CLASS( C_SmokeTrail, C_BaseParticleEntity ); |
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DECLARE_CLIENTCLASS(); |
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C_SmokeTrail(); |
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virtual ~C_SmokeTrail(); |
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public: |
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//For attachments |
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void GetAimEntOrigin( IClientEntity *pAttachedTo, Vector *pAbsOrigin, QAngle *pAbsAngles ); |
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// Enable/disable emission. |
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void SetEmit(bool bEmit); |
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// Change the spawn rate. |
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void SetSpawnRate(float rate); |
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// C_BaseEntity. |
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public: |
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virtual void OnDataChanged(DataUpdateType_t updateType); |
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virtual void CleanupToolRecordingState( KeyValues *msg ); |
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// IPrototypeAppEffect. |
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public: |
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virtual void Start(CParticleMgr *pParticleMgr, IPrototypeArgAccess *pArgs); |
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// IParticleEffect. |
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public: |
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virtual void Update(float fTimeDelta); |
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virtual void RenderParticles( CParticleRenderIterator *pIterator ); |
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virtual void SimulateParticles( CParticleSimulateIterator *pIterator ); |
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public: |
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// Effect parameters. These will assume default values but you can change them. |
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float m_SpawnRate; // How many particles per second. |
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Vector m_StartColor; // Fade between these colors. |
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Vector m_EndColor; |
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float m_Opacity; |
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float m_ParticleLifetime; // How long do the particles live? |
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float m_StopEmitTime; // When do I stop emitting particles? (-1 = never) |
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float m_MinSpeed; // Speed range. |
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float m_MaxSpeed; |
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float m_MinDirectedSpeed; // Directed speed range. |
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float m_MaxDirectedSpeed; |
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float m_StartSize; // Size ramp. |
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float m_EndSize; |
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float m_SpawnRadius; |
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Vector m_VelocityOffset; // Emit the particles in a certain direction. |
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bool m_bEmit; // Keep emitting particles? |
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int m_nAttachment; |
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private: |
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C_SmokeTrail( const C_SmokeTrail & ); |
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PMaterialHandle m_MaterialHandle[2]; |
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TimedEvent m_ParticleSpawn; |
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CParticleMgr *m_pParticleMgr; |
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CSmartPtr<CSimpleEmitter> m_pSmokeEmitter; |
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}; |
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//================================================== |
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// C_RocketTrail |
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//================================================== |
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class C_RocketTrail : public C_BaseParticleEntity, public IPrototypeAppEffect |
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{ |
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public: |
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DECLARE_CLASS( C_RocketTrail, C_BaseParticleEntity ); |
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DECLARE_CLIENTCLASS(); |
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C_RocketTrail(); |
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virtual ~C_RocketTrail(); |
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public: |
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//For attachments |
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void GetAimEntOrigin( IClientEntity *pAttachedTo, Vector *pAbsOrigin, QAngle *pAbsAngles ); |
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// Enable/disable emission. |
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void SetEmit(bool bEmit); |
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// Change the spawn rate. |
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void SetSpawnRate(float rate); |
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// C_BaseEntity. |
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public: |
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virtual void OnDataChanged(DataUpdateType_t updateType); |
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// IPrototypeAppEffect. |
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public: |
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virtual void Start(CParticleMgr *pParticleMgr, IPrototypeArgAccess *pArgs); |
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// IParticleEffect. |
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public: |
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virtual void Update(float fTimeDelta); |
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virtual void RenderParticles( CParticleRenderIterator *pIterator ); |
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virtual void SimulateParticles( CParticleSimulateIterator *pIterator ); |
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public: |
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// Effect parameters. These will assume default values but you can change them. |
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float m_SpawnRate; // How many particles per second. |
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Vector m_StartColor; // Fade between these colors. |
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Vector m_EndColor; |
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float m_Opacity; |
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float m_ParticleLifetime; // How long do the particles live? |
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float m_StopEmitTime; // When do I stop emitting particles? (-1 = never) |
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float m_MinSpeed; // Speed range. |
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float m_MaxSpeed; |
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float m_StartSize; // Size ramp. |
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float m_EndSize; |
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float m_SpawnRadius; |
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Vector m_VelocityOffset; // Emit the particles in a certain direction. |
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bool m_bEmit; // Keep emitting particles? |
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bool m_bDamaged; // Has been shot down (should be on fire, etc) |
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int m_nAttachment; |
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Vector m_vecLastPosition; // Last known position of the rocket |
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float m_flFlareScale; // Size of the flare |
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private: |
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C_RocketTrail( const C_RocketTrail & ); |
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PMaterialHandle m_MaterialHandle[2]; |
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TimedEvent m_ParticleSpawn; |
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CParticleMgr *m_pParticleMgr; |
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CSmartPtr<CSimpleEmitter> m_pRocketEmitter; |
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}; |
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class SporeSmokeEffect; |
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//================================================== |
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// SporeEffect |
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//================================================== |
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class SporeEffect : public CSimpleEmitter |
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{ |
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public: |
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SporeEffect( const char *pDebugName ); |
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static SporeEffect* Create( const char *pDebugName ); |
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virtual void UpdateVelocity( SimpleParticle *pParticle, float timeDelta ); |
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virtual Vector UpdateColor( const SimpleParticle *pParticle ); |
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virtual float UpdateAlpha( const SimpleParticle *pParticle ); |
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private: |
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SporeEffect( const SporeEffect & ); |
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}; |
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//================================================== |
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// C_SporeExplosion |
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//================================================== |
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class C_SporeExplosion : public C_BaseParticleEntity, public IPrototypeAppEffect |
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{ |
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public: |
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DECLARE_CLASS( C_SporeExplosion, C_BaseParticleEntity ); |
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DECLARE_CLIENTCLASS(); |
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C_SporeExplosion( void ); |
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virtual ~C_SporeExplosion( void ); |
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public: |
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// C_BaseEntity |
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public: |
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virtual void OnDataChanged( DataUpdateType_t updateType ); |
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// IPrototypeAppEffect |
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public: |
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virtual void Start( CParticleMgr *pParticleMgr, IPrototypeArgAccess *pArgs ); |
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// IParticleEffect |
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public: |
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virtual void Update( float fTimeDelta ); |
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virtual void RenderParticles( CParticleRenderIterator *pIterator ); |
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virtual void SimulateParticles( CParticleSimulateIterator *pIterator ); |
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public: |
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float m_flSpawnRate; |
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float m_flParticleLifetime; |
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float m_flStartSize; |
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float m_flEndSize; |
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float m_flSpawnRadius; |
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float m_flPreviousSpawnRate; |
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bool m_bEmit; |
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bool m_bDontRemove; |
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private: |
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C_SporeExplosion( const C_SporeExplosion & ); |
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void AddParticles( void ); |
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PMaterialHandle m_hMaterial; |
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TimedEvent m_teParticleSpawn; |
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SporeEffect *m_pSporeEffect; |
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CParticleMgr *m_pParticleMgr; |
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}; |
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// |
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// Particle trail |
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// |
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class CSmokeParticle; |
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class C_FireTrail : public C_ParticleTrail |
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{ |
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public: |
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DECLARE_CLASS( C_FireTrail, C_ParticleTrail ); |
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DECLARE_CLIENTCLASS(); |
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C_FireTrail( void ); |
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virtual ~C_FireTrail( void ); |
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virtual void Start( CParticleMgr *pParticleMgr, IPrototypeArgAccess *pArgs ); |
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virtual void Update( float fTimeDelta ); |
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private: |
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enum |
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{ |
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// Smoke |
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FTRAIL_SMOKE1, |
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FTRAIL_SMOKE2, |
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// Large flame |
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FTRAIL_FLAME1, |
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FTRAIL_FLAME2, |
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FTRAIL_FLAME3, |
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FTRAIL_FLAME4, |
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FTRAIL_FLAME5, |
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NUM_FTRAIL_MATERIALS |
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}; |
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CSmartPtr<CSimpleEmitter> m_pTrailEmitter; |
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CSmartPtr<CSmokeParticle> m_pSmokeEmitter; |
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PMaterialHandle m_hMaterial[NUM_FTRAIL_MATERIALS]; |
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Vector m_vecLastPosition; |
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C_FireTrail( const C_FireTrail & ); |
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}; |
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//================================================== |
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// C_DustTrail |
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//================================================== |
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class C_DustTrail : public C_BaseParticleEntity, public IPrototypeAppEffect |
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{ |
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public: |
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DECLARE_CLASS( C_DustTrail, C_BaseParticleEntity ); |
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DECLARE_CLIENTCLASS(); |
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C_DustTrail(); |
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virtual ~C_DustTrail(); |
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public: |
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// Enable/disable emission. |
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void SetEmit(bool bEmit); |
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// Change the spawn rate. |
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void SetSpawnRate(float rate); |
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// C_BaseEntity. |
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public: |
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virtual void OnDataChanged(DataUpdateType_t updateType); |
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virtual void CleanupToolRecordingState( KeyValues *msg ); |
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// IPrototypeAppEffect. |
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public: |
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virtual void Start(CParticleMgr *pParticleMgr, IPrototypeArgAccess *pArgs); |
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// IParticleEffect. |
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public: |
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virtual void Update(float fTimeDelta); |
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virtual void RenderParticles( CParticleRenderIterator *pIterator ); |
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virtual void SimulateParticles( CParticleSimulateIterator *pIterator ); |
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public: |
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// Effect parameters. These will assume default values but you can change them. |
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float m_SpawnRate; // How many particles per second. |
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Vector m_Color; |
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float m_Opacity; |
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float m_ParticleLifetime; // How long do the particles live? |
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float m_StartEmitTime; // When did I start emitting particles? |
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float m_StopEmitTime; // When do I stop emitting particles? (-1 = never) |
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float m_MinSpeed; // Speed range. |
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float m_MaxSpeed; |
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float m_MinDirectedSpeed; // Directed speed range. |
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float m_MaxDirectedSpeed; |
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float m_StartSize; // Size ramp. |
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float m_EndSize; |
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float m_SpawnRadius; |
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Vector m_VelocityOffset; // Emit the particles in a certain direction. |
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bool m_bEmit; // Keep emitting particles? |
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private: |
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C_DustTrail( const C_DustTrail & ); |
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#define DUSTTRAIL_MATERIALS 16 |
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PMaterialHandle m_MaterialHandle[DUSTTRAIL_MATERIALS]; |
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TimedEvent m_ParticleSpawn; |
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CParticleMgr *m_pParticleMgr; |
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CSmartPtr<CSimpleEmitter> m_pDustEmitter; |
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}; |
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#endif
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