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: provide client-side access to the new particle system, with similar
// usage to CSimpleEmitter
//
// $NoKeywords: $
//===========================================================================//
#ifndef PARTICLES_NEW_H
#define PARTICLES_NEW_H
#ifdef _WIN32
#pragma once
#endif
#include "particlemgr.h"
#include "particles/particles.h"
#include "particlesphererenderer.h"
#include "smartptr.h"
#include "particles_simple.h"
#include "tier1/utlobjectreference.h"
//-----------------------------------------------------------------------------
// Particle effect
//-----------------------------------------------------------------------------
class CNewParticleEffect : public IParticleEffect, public CParticleCollection, public CDefaultClientRenderable
{
public:
DECLARE_CLASS_NOBASE( CNewParticleEffect );
DECLARE_REFERENCED_CLASS( CNewParticleEffect );
public:
friend class CRefCountAccessor;
// list management
CNewParticleEffect *m_pNext;
CNewParticleEffect *m_pPrev;
// Call this before adding a bunch of particles to give it a rough estimate of where
// your particles are for sorting amongst other translucent entities.
void SetSortOrigin( const Vector &vSortOrigin );
bool ShouldDraw( void );
virtual bool IsTransparent( void );
virtual bool IsTwoPass( void );
virtual bool UsesPowerOfTwoFrameBufferTexture( void );
virtual bool UsesFullFrameBufferTexture( void );
const QAngle& GetRenderAngles( void );
const matrix3x4_t& RenderableToWorldTransform();
void GetRenderBounds( Vector& mins, Vector& maxs );
// check if the new bounds of the particle system needs its client-leaf info needs to be updated
void DetectChanges( void );
const Vector &GetRenderOrigin( void );
PMaterialHandle GetPMaterial( const char *name );
bool RecalculateBoundingBox();
Particle* AddParticle( unsigned int particleSize, PMaterialHandle material, const Vector &origin );
const char *GetEffectName();
void SetDontRemove( bool bSet );
void SetDrawn( bool bDrawn );
void SetFirstFrameFlag( bool bFirst );
void SetNeedsBBoxUpdate( bool bNeedsUpdate );
void SetAutoUpdateBBox( bool bNeedsUpdate );
void SetRemoveFlag( void );
bool GetRemoveFlag( void );
bool GetFirstFrameFlag( void );
bool GetNeedsBBoxUpdate( void );
bool GetAutoUpdateBBox( void );
bool ShouldPerformCullCheck() const;
void MarkShouldPerformCullCheck( bool bEnable );
CBaseEntity *GetOwner( void ) { return m_hOwner; }
void SetOwner( CBaseEntity *pOwner ) { m_hOwner = pOwner; }
CNewParticleEffect* ReplaceWith( const char *pParticleSystemName );
static CSmartPtr<CNewParticleEffect> Create( CBaseEntity *pOwner, const char *pParticleSystemName,
const char *pDebugName = NULL );
static CSmartPtr<CNewParticleEffect> Create( CBaseEntity *pOwner, CParticleSystemDefinition *pDef,
const char *pDebugName = NULL );
virtual int DrawModel( int flags );
void DebugDrawBbox ( bool bCulled );
// CParticleCollection overrides
public:
void StopEmission( bool bInfiniteOnly = false, bool bRemoveAllParticles = false, bool bWakeOnStop = false );
void SetDormant( bool bDormant );
void SetControlPoint( int nWhichPoint, const Vector &v );
void SetControlPointEntity( int nWhichPoint, CBaseEntity *pEntity );
void SetControlPointOrientation( int nWhichPoint, const Quaternion &q );
void SetControlPointOrientation( int nWhichPoint, const Vector &forward, const Vector &right, const Vector &up );
void SetControlPointForwardVector( int nWhichPoint, const Vector &v );
void SetControlPointUpVector( int nWhichPoint, const Vector &v );
void SetControlPointRightVector( int nWhichPoint, const Vector &v );
FORCEINLINE EHANDLE const &GetControlPointEntity( int nWhichPoint )
{
return m_hControlPointOwners[ nWhichPoint ];
}
// IParticleEffect overrides
public:
virtual void SimulateParticles( CParticleSimulateIterator *pIterator )
{
}
virtual void RenderParticles( CParticleRenderIterator *pIterator )
{
}
virtual void SetParticleCullRadius( float radius );
virtual void NotifyRemove( void );
virtual const Vector & GetSortOrigin( void );
// virtual void NotifyDestroyParticle( Particle* pParticle );
virtual void Update( float flTimeDelta );
// All Create() functions should call this so the effect deletes itself
// when it is removed from the particle manager.
void SetDynamicallyAllocated( bool bDynamic = true );
virtual bool ShouldSimulate() const { return m_bSimulate; }
virtual void SetShouldSimulate( bool bSim ) { m_bSimulate = bSim; }
int AllocateToolParticleEffectId();
int GetToolParticleEffectId() const;
CNewParticleEffect( CBaseEntity *pOwner, const char *pEffectName );
CNewParticleEffect( CBaseEntity *pOwner, CParticleSystemDefinition *pEffect );
virtual ~CNewParticleEffect();
protected:
// Returns nonzero if Release() has been called.
int IsReleased();
// Used to track down bugs.
const char *m_pDebugName;
bool m_bDontRemove : 1;
bool m_bRemove : 1;
bool m_bDrawn : 1;
bool m_bNeedsBBoxUpdate : 1;
bool m_bIsFirstFrame : 1;
bool m_bAutoUpdateBBox : 1;
bool m_bAllocated : 1;
bool m_bSimulate : 1;
bool m_bShouldPerformCullCheck : 1;
int m_nToolParticleEffectId;
Vector m_vSortOrigin;
EHANDLE m_hOwner;
EHANDLE m_hControlPointOwners[MAX_PARTICLE_CONTROL_POINTS];
// holds the min/max bounds used to manage this thing in the client leaf system
Vector m_LastMin;
Vector m_LastMax;
private:
// Update the reference count.
void AddRef();
void Release();
void RecordControlPointOrientation( int nWhichPoint );
void Construct();
int m_RefCount; // When this goes to zero and the effect has no more active
// particles, (and it's dynamically allocated), it will delete itself.
CNewParticleEffect( const CNewParticleEffect & ); // not defined, not accessible
};
//-----------------------------------------------------------------------------
// Inline methods
//-----------------------------------------------------------------------------
inline int CNewParticleEffect::GetToolParticleEffectId() const
{
return m_nToolParticleEffectId;
}
inline int CNewParticleEffect::AllocateToolParticleEffectId()
{
m_nToolParticleEffectId = ParticleMgr()->AllocateToolParticleEffectId();
return m_nToolParticleEffectId;
}
// Call this before adding a bunch of particles to give it a rough estimate of where
// your particles are for sorting amongst other translucent entities.
inline void CNewParticleEffect::SetSortOrigin( const Vector &vSortOrigin )
{
m_vSortOrigin = vSortOrigin;
}
inline const Vector &CNewParticleEffect::GetSortOrigin( void )
{
return m_vSortOrigin;
}
inline bool CNewParticleEffect::ShouldDraw( void )
{
return true;
}
inline bool CNewParticleEffect::IsTransparent( void )
{
return CParticleCollection::IsTranslucent();
}
inline const QAngle& CNewParticleEffect::GetRenderAngles( void )
{
return vec3_angle;
}
inline const matrix3x4_t & CNewParticleEffect::RenderableToWorldTransform()
{
static matrix3x4_t mat;
SetIdentityMatrix( mat );
PositionMatrix( GetRenderOrigin(), mat );
return mat;
}
inline Vector const &CNewParticleEffect::GetRenderOrigin( void )
{
return m_vSortOrigin;
}
inline PMaterialHandle CNewParticleEffect::GetPMaterial(const char *name)
{
//!!
Assert( 0 );
return NULL;
}
inline Particle* CNewParticleEffect::AddParticle( unsigned int particleSize, PMaterialHandle material, const Vector &origin )
{
//!!
Assert( 0 );
return NULL;
}
inline const char *CNewParticleEffect::GetEffectName()
{
return GetName();
}
inline void CNewParticleEffect::SetDontRemove( bool bSet )
{
m_bDontRemove = bSet;
}
inline void CNewParticleEffect::SetDrawn( bool bDrawn )
{
m_bDrawn = bDrawn;
}
inline void CNewParticleEffect::SetFirstFrameFlag( bool bFirst )
{
m_bIsFirstFrame = bFirst;
}
inline void CNewParticleEffect::SetDynamicallyAllocated( bool bDynamic )
{
m_bAllocated = bDynamic;
}
inline void CNewParticleEffect::SetNeedsBBoxUpdate( bool bNeedsUpdate )
{
m_bNeedsBBoxUpdate = bNeedsUpdate;
}
inline void CNewParticleEffect::SetAutoUpdateBBox( bool bNeedsUpdate )
{
m_bAutoUpdateBBox = bNeedsUpdate;
}
inline void CNewParticleEffect::SetRemoveFlag( void )
{
m_bRemove = true;
}
inline bool CNewParticleEffect::GetRemoveFlag( void )
{
return m_bRemove;
}
inline bool CNewParticleEffect::GetFirstFrameFlag( void )
{
return m_bIsFirstFrame;
}
inline bool CNewParticleEffect::GetNeedsBBoxUpdate( void )
{
return m_bNeedsBBoxUpdate;
}
inline bool CNewParticleEffect::GetAutoUpdateBBox( void )
{
return m_bAutoUpdateBBox;
}
inline bool CNewParticleEffect::ShouldPerformCullCheck() const
{
return m_bShouldPerformCullCheck;
}
inline void CNewParticleEffect::MarkShouldPerformCullCheck( bool bEnable )
{
m_bShouldPerformCullCheck = bEnable;
}
inline CSmartPtr<CNewParticleEffect> CNewParticleEffect::Create( CBaseEntity *pOwner, const char *pParticleSystemName, const char *pDebugName )
{
CNewParticleEffect *pRet = new CNewParticleEffect( pOwner, pParticleSystemName );
pRet->m_pDebugName = pDebugName;
pRet->SetDynamicallyAllocated( true );
return pRet;
}
inline CSmartPtr<CNewParticleEffect> CNewParticleEffect::Create( CBaseEntity *pOwner, CParticleSystemDefinition *pDef, const char *pDebugName )
{
CNewParticleEffect *pRet = new CNewParticleEffect( pOwner, pDef );
pRet->m_pDebugName = pDebugName;
pRet->SetDynamicallyAllocated( true );
return pRet;
}
//--------------------------------------------------------------------------------
// If you use an HPARTICLEFFECT instead of a cnewparticleeffect *, you get a pointer
// which will go to null when the effect is deleted
//--------------------------------------------------------------------------------
typedef CUtlReference<CNewParticleEffect> HPARTICLEFFECT;
#endif // PARTICLES_NEW_H