3391 lines
114 KiB
C++
3391 lines
114 KiB
C++
//===== Copyright (c) 1996-2006, Valve Corporation, All rights reserved. ======//
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//
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// Purpose: particle system definitions
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//
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//===========================================================================//
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#ifndef PARTICLES_H
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#define PARTICLES_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "mathlib/mathlib.h"
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#include "mathlib/vector.h"
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#include "mathlib/ssemath.h"
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#include "appframework/iappsystem.h"
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#if 1
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#include "materialsystem/imaterialsystem.h"
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#include "materialsystem/MaterialSystemUtil.h"
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#else
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class IMaterial;
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class IMatRenderContext;
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#endif
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#include "dmxloader/dmxelement.h"
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#include "tier1/utlintrusivelist.h"
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#include "vstdlib/random.h"
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#include "tier1/utlobjectreference.h"
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#include "tier1/UtlStringMap.h"
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#include "tier1/utlmap.h"
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#include "trace.h"
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#include "tier1/utlsoacontainer.h"
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#include "raytrace.h"
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#include "materialsystem/imesh.h"
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#if defined( CLIENT_DLL )
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#include "c_pixel_visibility.h"
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#endif
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//-----------------------------------------------------------------------------
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// Forward declarations
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//-----------------------------------------------------------------------------
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struct DmxElementUnpackStructure_t;
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class CParticleSystemDefinition;
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class CParticleCollection;
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class CParticleOperatorInstance;
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class CParticleSystemDictionary;
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class CUtlBuffer;
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class IParticleOperatorDefinition;
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class CSheet;
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class CMeshBuilder;
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extern float s_pRandomFloats[];
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//-----------------------------------------------------------------------------
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// Random numbers
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//-----------------------------------------------------------------------------
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#define MAX_RANDOM_FLOATS 4096
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#define RANDOM_FLOAT_MASK ( MAX_RANDOM_FLOATS - 1 )
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//-----------------------------------------------------------------------------
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// Helpers
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//-----------------------------------------------------------------------------
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// Get a list of the files inside the particle manifest file
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void GetParticleManifest( CUtlVector<CUtlString>& list );
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void GetParticleManifest( CUtlVector<CUtlString>& list, const char *pFile );
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//-----------------------------------------------------------------------------
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// Particle attributes
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//-----------------------------------------------------------------------------
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#define MAX_PARTICLE_ATTRIBUTES 24
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#define DEFPARTICLE_ATTRIBUTE( name, bit, datatype ) \
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const int PARTICLE_ATTRIBUTE_##name##_MASK = (1 << bit); \
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const int PARTICLE_ATTRIBUTE_##name = bit; \
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const EAttributeDataType PARTICLE_ATTRIBUTE_##name##_DATATYPE = datatype;
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// required
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DEFPARTICLE_ATTRIBUTE( XYZ, 0, ATTRDATATYPE_4V );
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// particle lifetime (duration) of particle as a float.
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DEFPARTICLE_ATTRIBUTE( LIFE_DURATION, 1, ATTRDATATYPE_FLOAT );
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// prev coordinates for verlet integration
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DEFPARTICLE_ATTRIBUTE( PREV_XYZ, 2, ATTRDATATYPE_4V );
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// radius of particle
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DEFPARTICLE_ATTRIBUTE( RADIUS, 3, ATTRDATATYPE_FLOAT );
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// rotation angle of particle
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DEFPARTICLE_ATTRIBUTE( ROTATION, 4, ATTRDATATYPE_FLOAT );
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// rotation speed of particle
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DEFPARTICLE_ATTRIBUTE( ROTATION_SPEED, 5, ATTRDATATYPE_FLOAT );
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// tint of particle
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DEFPARTICLE_ATTRIBUTE( TINT_RGB, 6, ATTRDATATYPE_4V );
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// alpha tint of particle
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DEFPARTICLE_ATTRIBUTE( ALPHA, 7, ATTRDATATYPE_FLOAT );
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// creation time stamp (relative to particle system creation)
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DEFPARTICLE_ATTRIBUTE( CREATION_TIME, 8, ATTRDATATYPE_FLOAT );
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// sequnece # (which animation sequence number this particle uses )
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DEFPARTICLE_ATTRIBUTE( SEQUENCE_NUMBER, 9, ATTRDATATYPE_FLOAT );
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// length of the trail
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DEFPARTICLE_ATTRIBUTE( TRAIL_LENGTH, 10, ATTRDATATYPE_FLOAT );
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// unique particle identifier
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DEFPARTICLE_ATTRIBUTE( PARTICLE_ID, 11, ATTRDATATYPE_INT );
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// unique rotation around up vector
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DEFPARTICLE_ATTRIBUTE( YAW, 12, ATTRDATATYPE_FLOAT );
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// second sequnece # (which animation sequence number this particle uses )
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DEFPARTICLE_ATTRIBUTE( SEQUENCE_NUMBER1, 13, ATTRDATATYPE_FLOAT );
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// hit box index
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DEFPARTICLE_ATTRIBUTE( HITBOX_INDEX, 14, ATTRDATATYPE_INT );
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DEFPARTICLE_ATTRIBUTE( HITBOX_RELATIVE_XYZ, 15, ATTRDATATYPE_4V );
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DEFPARTICLE_ATTRIBUTE( ALPHA2, 16, ATTRDATATYPE_FLOAT );
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// particle trace caching fields
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DEFPARTICLE_ATTRIBUTE( SCRATCH_VEC, 17, ATTRDATATYPE_4V ); //scratch field used for storing arbitraty vec data
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DEFPARTICLE_ATTRIBUTE( SCRATCH_FLOAT, 18, ATTRDATATYPE_4V ); //scratch field used for storing arbitraty float data
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DEFPARTICLE_ATTRIBUTE( UNUSED, 19, ATTRDATATYPE_FLOAT );
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DEFPARTICLE_ATTRIBUTE( PITCH, 20, ATTRDATATYPE_4V );
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DEFPARTICLE_ATTRIBUTE( NORMAL, 21, ATTRDATATYPE_4V ); // 0 0 0 if none
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DEFPARTICLE_ATTRIBUTE( GLOW_RGB, 22, ATTRDATATYPE_4V ); // glow color
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DEFPARTICLE_ATTRIBUTE( GLOW_ALPHA, 23, ATTRDATATYPE_FLOAT ); // glow alpha
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#define MAX_PARTICLE_CONTROL_POINTS 64
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#define ATTRIBUTES_WHICH_ARE_VEC3S_MASK ( PARTICLE_ATTRIBUTE_SCRATCH_VEC_MASK | PARTICLE_ATTRIBUTE_XYZ_MASK | \
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PARTICLE_ATTRIBUTE_PREV_XYZ_MASK | PARTICLE_ATTRIBUTE_TINT_RGB_MASK | \
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PARTICLE_ATTRIBUTE_HITBOX_RELATIVE_XYZ_MASK | PARTICLE_ATTRIBUTE_NORMAL_MASK | \
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PARTICLE_ATTRIBUTE_GLOW_RGB_MASK )
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#define ATTRIBUTES_WHICH_ARE_0_TO_1 (PARTICLE_ATTRIBUTE_ALPHA_MASK | PARTICLE_ATTRIBUTE_ALPHA2_MASK)
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#define ATTRIBUTES_WHICH_ARE_ANGLES (PARTICLE_ATTRIBUTE_ROTATION_MASK | PARTICLE_ATTRIBUTE_YAW_MASK | PARTICLE_ATTRIBUTE_PITCH_MASK )
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#define ATTRIBUTES_WHICH_ARE_INTS (PARTICLE_ATTRIBUTE_PARTICLE_ID_MASK | PARTICLE_ATTRIBUTE_HITBOX_INDEX_MASK )
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// Auto filters
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#define ATTRIBUTES_WHICH_ARE_POSITION_AND_VELOCITY (PARTICLE_ATTRIBUTE_XYZ_MASK | PARTICLE_ATTRIBUTE_PREV_XYZ_MASK)
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#define ATTRIBUTES_WHICH_ARE_LIFE_DURATION (PARTICLE_ATTRIBUTE_LIFE_DURATION_MASK | PARTICLE_ATTRIBUTE_CREATION_TIME_MASK)
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#define ATTRIBUTES_WHICH_ARE_ROTATION (PARTICLE_ATTRIBUTE_ROTATION_MASK | PARTICLE_ATTRIBUTE_YAW_MASK | PARTICLE_ATTRIBUTE_ROTATION_SPEED_MASK | PARTICLE_ATTRIBUTE_PITCH_MASK )
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#define ATTRIBUTES_WHICH_ARE_SIZE (PARTICLE_ATTRIBUTE_RADIUS_MASK | PARTICLE_ATTRIBUTE_TRAIL_LENGTH_MASK)
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#define ATTRIBUTES_WHICH_ARE_COLOR_AND_OPACITY (PARTICLE_ATTRIBUTE_TINT_RGB_MASK | PARTICLE_ATTRIBUTE_GLOW_RGB_MASK | PARTICLE_ATTRIBUTE_ALPHA_MASK | PARTICLE_ATTRIBUTE_ALPHA2_MASK | PARTICLE_ATTRIBUTE_GLOW_ALPHA_MASK )
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#define ATTRIBUTES_WHICH_ARE_ANIMATION_SEQUENCE (PARTICLE_ATTRIBUTE_SEQUENCE_NUMBER_MASK | PARTICLE_ATTRIBUTE_SEQUENCE_NUMBER1_MASK)
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#define ATTRIBUTES_WHICH_ARE_HITBOX (PARTICLE_ATTRIBUTE_HITBOX_INDEX_MASK | PARTICLE_ATTRIBUTE_HITBOX_RELATIVE_XYZ_MASK)
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#define ATTRIBUTES_WHICH_ARE_NORMAL (PARTICLE_ATTRIBUTE_NORMAL_MASK)
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#if defined( _GAMECONSOLE )
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#define MAX_PARTICLES_IN_A_SYSTEM 2000
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#else
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#define MAX_PARTICLES_IN_A_SYSTEM 5000
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#endif
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// Set this to 1 or 0 to enable or disable particle profiling.
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// Note that this profiling is expensive on Linux, and some anti-virus
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// products can make this very expensive on Windows.
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#define MEASURE_PARTICLE_PERF 0
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#define MIN_PARTICLE_SPEED 0.001
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#define MAX_PARTICLE_ORIENTATION_TYPES 3
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//-----------------------------------------------------------------------------
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// Particle function types
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//-----------------------------------------------------------------------------
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enum ParticleFunctionType_t
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{
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FUNCTION_RENDERER = 0,
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FUNCTION_OPERATOR,
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FUNCTION_INITIALIZER,
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FUNCTION_EMITTER,
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FUNCTION_CHILDREN, // NOTE: This one is a fake function type, only here to help eliminate a ton of duplicated code in the editor
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FUNCTION_FORCEGENERATOR,
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FUNCTION_CONSTRAINT,
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PARTICLE_FUNCTION_COUNT
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};
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//-----------------------------------------------------------------------------
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// Particle filter types
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// Used for classifying operators in the interface
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// Can only have 32 altogether
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//-----------------------------------------------------------------------------
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enum ParticleFilterType_t
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{
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FILTER_NOT_SPECIAL = 0,
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FILTER_POSITION_AND_VELOCITY,
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FILTER_LIFE_DURATION,
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FILTER_PARAMETER_REMAPPING,
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FILTER_ROTATION,
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FILTER_SIZE,
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FILTER_COLOR_AND_OPACITY,
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FILTER_ANIMATION_SEQUENCE,
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FILTER_HITBOX,
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FILTER_NORMAL,
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FILTER_CONTROL_POINTS,
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FILTER_COUNT
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};
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enum ParticleFilterMask_t
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{
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FILTER_NOT_SPECIAL_MASK = 0,
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FILTER_POSITION_AND_VELOCITY_MASK = 1 << 1,
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FILTER_LIFE_DURATION_MASK = 1 << 2,
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FILTER_PARAMETER_REMAPPING_MASK = 1 << 3,
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FILTER_ROTATION_MASK = 1 << 4,
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FILTER_SIZE_MASK = 1 << 5,
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FILTER_COLOR_AND_OPACITY_MASK = 1 << 6,
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FILTER_ANIMATION_SEQUENCE_MASK = 1 << 7,
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FILTER_HITBOX_MASK = 1 << 8,
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FILTER_NORMAL_MASK = 1 << 9,
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FILTER_CONTROL_POINTS_MASK = 1 << 10
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};
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struct CParticleVisibilityInputs
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{
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float m_flInputMin;
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float m_flInputMax;
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float m_flAlphaScaleMin;
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float m_flAlphaScaleMax;
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float m_flRadiusScaleMin;
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float m_flRadiusScaleMax;
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float m_flRadiusScaleFOVBase;
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float m_flProxyRadius;
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float m_flDistanceInputMin;
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float m_flDistanceInputMax;
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float m_flDotInputMin;
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float m_flDotInputMax;
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int m_nCPin;
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};
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struct ModelHitBoxInfo_t
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{
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Vector m_vecBoxMins;
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Vector m_vecBoxMaxes;
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matrix3x4_t m_Transform;
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};
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class CModelHitBoxesInfo
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{
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public:
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float m_flLastUpdateTime;
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float m_flPrevLastUpdateTime;
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int m_nNumHitBoxes;
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int m_nNumPrevHitBoxes;
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ModelHitBoxInfo_t *m_pHitBoxes;
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ModelHitBoxInfo_t *m_pPrevBoxes;
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bool CurAndPrevValid( void ) const
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{
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return ( m_nNumHitBoxes && ( m_nNumPrevHitBoxes == m_nNumHitBoxes ) );
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}
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CModelHitBoxesInfo( void )
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{
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m_flLastUpdateTime = -1;
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m_nNumHitBoxes = 0;
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m_nNumPrevHitBoxes = 0;
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m_pHitBoxes = NULL;
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m_pPrevBoxes = NULL;
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}
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~CModelHitBoxesInfo( void )
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{
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if ( m_pHitBoxes )
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delete[] m_pHitBoxes;
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if ( m_pPrevBoxes )
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delete[] m_pPrevBoxes;
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}
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};
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//-----------------------------------------------------------------------------
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// Particle kill list
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//-----------------------------------------------------------------------------
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#define KILL_LIST_INDEX_BITS 24
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#define KILL_LIST_FLAGS_BITS ( 32 - KILL_LIST_INDEX_BITS )
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#define KILL_LIST_INDEX_MASK ( ( 1 << KILL_LIST_INDEX_BITS ) - 1 )
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#define KILL_LIST_FLAGS_MASK ( ( 1 << KILL_LIST_FLAGS_BITS ) - 1 )
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struct KillListItem_t
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{
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unsigned int nIndex : KILL_LIST_INDEX_BITS;
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unsigned int nFlags : KILL_LIST_FLAGS_BITS;
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};
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enum KillListFlags
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{
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// TODO: use this in ApplyKillList (the idea: pass particles to a child system, but dont then kill them)
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KILL_LIST_FLAG_DONT_KILL = ( 1 << 0 )
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};
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//-----------------------------------------------------------------------------
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// Interface to allow the particle system to call back into the client
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//-----------------------------------------------------------------------------
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#define PARTICLE_SYSTEM_QUERY_INTERFACE_VERSION "VParticleSystemQuery004"
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class IParticleSystemQuery : public IAppSystem
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{
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public:
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virtual bool IsEditor( ) = 0;
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virtual void GetLightingAtPoint( const Vector& vecOrigin, Color &tint ) = 0;
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virtual void TraceLine( const Vector& vecAbsStart,
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const Vector& vecAbsEnd, unsigned int mask,
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const class IHandleEntity *ignore,
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int collisionGroup,
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CBaseTrace *ptr ) = 0;
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virtual bool IsPointInSolid( const Vector& vecPos, const int nContentsMask ) = 0;
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// given a possible spawn point, tries to movie it to be on or in the source object. returns
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// true if it succeeded
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virtual bool MovePointInsideControllingObject( CParticleCollection *pParticles,
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void *pObject,
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Vector *pPnt )
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{
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return true;
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}
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virtual bool IsPointInControllingObjectHitBox(
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CParticleCollection *pParticles,
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int nControlPointNumber, Vector vecPos, bool bBBoxOnly = false )
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{
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return true;
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}
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virtual int GetRayTraceEnvironmentFromName( const char *pszRtEnvName )
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{
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return 0; // == PRECIPITATION
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}
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virtual int GetCollisionGroupFromName( const char *pszCollisionGroupName )
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{
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return 0; // == COLLISION_GROUP_NONE
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}
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virtual void GetRandomPointsOnControllingObjectHitBox(
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CParticleCollection *pParticles,
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int nControlPointNumber,
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int nNumPtsOut,
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float flBBoxScale,
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int nNumTrysToGetAPointInsideTheModel,
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Vector *pPntsOut,
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Vector vecDirectionBias,
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Vector *pHitBoxRelativeCoordOut = NULL,
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int *pHitBoxIndexOut = NULL,
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int nDesiredHitbox = -1,
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const char *pszHitboxSetName = NULL ) = 0;
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virtual void GetClosestControllingObjectHitBox(
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CParticleCollection *pParticles,
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int nControlPointNumber,
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int nNumPtsIn,
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float flBBoxScale,
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Vector *pPntsIn,
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Vector *pHitBoxRelativeCoordOut = NULL,
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int *pHitBoxIndexOut = NULL,
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int nDesiredHitbox = -1,
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const char *pszHitboxSetName = NULL ) = 0;
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virtual int GetControllingObjectHitBoxInfo(
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CParticleCollection *pParticles,
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int nControlPointNumber,
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int nBufSize, // # of output slots available
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ModelHitBoxInfo_t *pHitBoxOutputBuffer,
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const char *pszHitboxSetName )
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{
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// returns number of hit boxes output
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return 0;
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}
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virtual void GetControllingObjectOBBox( CParticleCollection *pParticles,
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int nControlPointNumber,
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Vector vecMin, Vector vecMax )
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{
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vecMin = vecMax = vec3_origin;
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}
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// Traces Four Rays against a defined RayTraceEnvironment
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virtual void TraceAgainstRayTraceEnv(
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int envnumber,
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const FourRays &rays, fltx4 TMin, fltx4 TMax,
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RayTracingResult *rslt_out, int32 skip_id ) const = 0;
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virtual Vector GetLocalPlayerPos( void )
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{
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return vec3_origin;
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}
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virtual void GetLocalPlayerEyeVectors( Vector *pForward, Vector *pRight = NULL, Vector *pUp = NULL )
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{
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*pForward = vec3_origin;
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*pRight = vec3_origin;
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*pUp = vec3_origin;
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}
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virtual Vector GetCurrentViewOrigin()
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{
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return vec3_origin;
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}
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virtual int GetActivityCount() = 0;
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virtual const char *GetActivityNameFromIndex( int nActivityIndex ) { return 0; }
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virtual int GetActivityNumber( void *pModel, const char *m_pszActivityName ) { return -1; }
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virtual float GetPixelVisibility( int *pQueryHandle, const Vector &vecOrigin, float flScale ) = 0;
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virtual void SetUpLightingEnvironment( const Vector& pos )
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{
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}
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virtual void PreSimulate( ) = 0;
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virtual void PostSimulate( ) = 0;
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virtual void DebugDrawLine(const Vector& origin, const Vector& dest, int r, int g, int b,bool noDepthTest, float duration) = 0;
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virtual void *GetModel( char const *pMdlName ) { return NULL; }
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virtual void DrawModel( void *pModel, const matrix3x4_t &DrawMatrix, CParticleCollection *pParticles, int nParticleNumber, int nBodyPart, int nSubModel,
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int nSkin, int nAnimationSequence = 0, float flAnimationRate = 30.0f, float r = 1.0f, float g = 1.0f, float b = 1.0f, float a = 1.0f ) = 0;
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virtual void BeginDrawModels( int nNumModels, Vector const &vecCenter, CParticleCollection *pParticles ) {}
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virtual void FinishDrawModels( CParticleCollection *pParticles ) {}
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virtual void UpdateProjectedTexture( const int nParticleID, IMaterial *pMaterial, Vector &vOrigin, float flRadius, float flRotation, float r, float g, float b, float a, void *&pUserVar ) = 0;
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};
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//-----------------------------------------------------------------------------
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//
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// Particle system manager. Using a class because tools need it that way
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// so the SFM and PET tools can share managers despite being linked to
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// separate particle system .libs
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//
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//-----------------------------------------------------------------------------
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typedef int ParticleSystemHandle_t;
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class CParticleSystemMgr
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{
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public:
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// Constructor, destructor
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CParticleSystemMgr();
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~CParticleSystemMgr();
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// Initialize the particle system
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bool Init( IParticleSystemQuery *pQuery, bool bAllowPrecache );
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void Shutdown();
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// methods to add builtin operators. If you don't call these at startup, you won't be able to sim or draw. These are done separately from Init, so that
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// the server can omit the code needed for rendering/simulation, if desired.
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void AddBuiltinSimulationOperators( void );
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void AddBuiltinRenderingOperators( void );
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// Registration of known operators
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void AddParticleOperator( ParticleFunctionType_t nOpType, IParticleOperatorDefinition *pOpFactory );
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// Read a particle config file, add it to the list of particle configs
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bool ReadParticleConfigFile( const char *pFileName, bool bPrecache, bool bDecommitTempMemory = true );
|
|
bool ReadParticleConfigFile( CUtlBuffer &buf, bool bPrecache, bool bDecommitTempMemory = true, const char *pFileName = NULL );
|
|
void DecommitTempMemory();
|
|
|
|
// For recording, write a specific particle system to a CUtlBuffer in DMX format
|
|
bool WriteParticleConfigFile( const char *pParticleSystemName, CUtlBuffer &buf, bool bPreventNameBasedLookup = false );
|
|
bool WriteParticleConfigFile( const DmObjectId_t& id, CUtlBuffer &buf, bool bPreventNameBasedLookup = false );
|
|
|
|
// create a particle system by name. returns null if one of that name does not exist
|
|
CParticleCollection *CreateParticleCollection( const char *pParticleSystemName, float flDelay = 0.0f, int nRandomSeed = 0 );
|
|
CParticleCollection *CreateParticleCollection( ParticleSystemHandle_t particleSystemName, float flDelay = 0.0f, int nRandomSeed = 0 );
|
|
|
|
// create a particle system given a particle system id
|
|
CParticleCollection *CreateParticleCollection( const DmObjectId_t &id, float flDelay = 0.0f, int nRandomSeed = 0 );
|
|
|
|
// Is a particular particle system defined?
|
|
bool IsParticleSystemDefined( const char *pParticleSystemName );
|
|
bool IsParticleSystemDefined( const DmObjectId_t &id );
|
|
|
|
// Returns the index of the specified particle system.
|
|
ParticleSystemHandle_t GetParticleSystemIndex( const char *pParticleSystemName );
|
|
ParticleSystemHandle_t FindOrAddParticleSystemIndex( const char *pParticleSystemName );
|
|
|
|
// Returns the name of the specified particle system.
|
|
const char *GetParticleSystemNameFromIndex( ParticleSystemHandle_t iIndex );
|
|
|
|
// Return the number of particle systems in our dictionary
|
|
int GetParticleSystemCount( void );
|
|
|
|
// Get the label for a filter
|
|
const char *GetFilterName( ParticleFilterType_t nFilterType ) const;
|
|
|
|
// call to get available particle operator definitions
|
|
// NOTE: FUNCTION_CHILDREN will return a faked one, for ease of writing the editor
|
|
CUtlVector< IParticleOperatorDefinition *> &GetAvailableParticleOperatorList( ParticleFunctionType_t nWhichList );
|
|
|
|
void GetParticleSystemsInFile( const char *pFileName, CUtlVector<CUtlString> *pOutSystemNameList );
|
|
void GetParticleSystemsInBuffer( CUtlBuffer &buf, CUtlVector<CUtlString> *pOutSystemNameList );
|
|
|
|
// Returns the unpack structure for a particle system definition
|
|
const DmxElementUnpackStructure_t *GetParticleSystemDefinitionUnpackStructure();
|
|
|
|
// Particle sheet management
|
|
void ShouldLoadSheets( bool bLoadSheets );
|
|
CSheet *FindOrLoadSheet( CParticleSystemDefinition *pDef, bool bTryReloading = false );
|
|
void FlushAllSheets( void );
|
|
|
|
// Render cache used to render opaque particle collections
|
|
void ResetRenderCache( void );
|
|
void AddToRenderCache( CParticleCollection *pParticles );
|
|
void DrawRenderCache( IMatRenderContext *pRenderContext, bool bShadowDepth );
|
|
|
|
IParticleSystemQuery *Query( void ) { return m_pQuery; }
|
|
|
|
// return the particle field name
|
|
const char* GetParticleFieldName( int nParticleField ) const;
|
|
|
|
// WARNING: the pointer returned by this function may be invalidated
|
|
// *at any time* by the editor, so do not ever cache it.
|
|
CParticleSystemDefinition* FindParticleSystem( const char *pName );
|
|
CParticleSystemDefinition* FindParticleSystem( const DmObjectId_t& id );
|
|
CParticleSystemDefinition* FindParticleSystem( ParticleSystemHandle_t hParticleSystem );
|
|
CParticleSystemDefinition* FindPrecachedParticleSystem( int nPrecacheIndex );
|
|
|
|
|
|
void CommitProfileInformation( bool bCommit ); // call after simulation, if you want
|
|
// sim time recorded. if oyu pass
|
|
// flase, info will be thrown away and
|
|
// uncomitted time reset. Having this
|
|
// function lets you only record
|
|
// profile data for slow frames if
|
|
// desired.
|
|
|
|
|
|
void DumpProfileInformation( void ); // write particle_profile.csv
|
|
|
|
void DumpParticleList( const char *pNameSubstring );
|
|
|
|
// Cache/uncache materials used by particle systems
|
|
void PrecacheParticleSystem( int nStringNumber, const char *pName );
|
|
void UncacheAllParticleSystems();
|
|
|
|
|
|
// Sets the last simulation time, used for particle system sleeping logic
|
|
void SetLastSimulationTime( float flTime );
|
|
float GetLastSimulationTime() const;
|
|
|
|
// Sets the last simulation duration ( the amount of time we spent simulating particle ) last frame
|
|
// Used to fallback to cheaper particle systems under load
|
|
void SetLastSimulationDuration( float flDuration );
|
|
float GetLastSimulationDuration() const;
|
|
|
|
void SetFallbackParameters( float flBase, float flMultiplier, float flSimFallbackBaseMultiplier, float flSimThresholdMs );
|
|
float GetFallbackBase() const;
|
|
float GetFallbackMultiplier() const;
|
|
float GetSimFallbackThresholdMs() const;
|
|
float GetSimFallbackBaseMultiplier() const;
|
|
|
|
void SetSystemLevel( int nCPULevel, int nGPULevel );
|
|
int GetParticleCPULevel() const;
|
|
int GetParticleGPULevel() const;
|
|
|
|
void LevelShutdown( void ); // called at level unload time
|
|
|
|
|
|
void FrameUpdate( void ); // call this once per frame on main thread
|
|
|
|
// Particle attribute query funcs
|
|
int GetParticleAttributeByName( const char *pAttribute ) const; // SLOW! returns -1 on error
|
|
const char *GetParticleAttributeName( int nAttribute ) const; // returns 'unknown' on error
|
|
EAttributeDataType GetParticleAttributeDataType( int nAttribute ) const;
|
|
|
|
private:
|
|
struct RenderCache_t
|
|
{
|
|
IMaterial *m_pMaterial;
|
|
CUtlVector< CParticleCollection * > m_ParticleCollections;
|
|
};
|
|
|
|
struct BatchStep_t
|
|
{
|
|
CParticleCollection *m_pParticles;
|
|
CParticleOperatorInstance *m_pRenderer;
|
|
void *m_pContext;
|
|
int m_nFirstParticle;
|
|
int m_nParticleCount;
|
|
int m_nVertCount;
|
|
};
|
|
|
|
struct Batch_t
|
|
{
|
|
int m_nVertCount;
|
|
int m_nIndexCount;
|
|
CUtlVector< BatchStep_t > m_BatchStep;
|
|
};
|
|
|
|
struct ParticleAttribute_t
|
|
{
|
|
EAttributeDataType nDataType;
|
|
const char *pName;
|
|
};
|
|
|
|
// Unserialization-related methods
|
|
bool ReadParticleDefinitions( CUtlBuffer &buf, const char *pFileName, bool bPrecache, bool bDecommitTempMemory );
|
|
void AddParticleSystem( CDmxElement *pParticleSystem );
|
|
|
|
// Serialization-related methods
|
|
CDmxElement *CreateParticleDmxElement( const DmObjectId_t &id );
|
|
CDmxElement *CreateParticleDmxElement( const char *pParticleSystemName );
|
|
|
|
bool WriteParticleConfigFile( CDmxElement *pParticleSystem, CUtlBuffer &buf, bool bPreventNameBasedLookup );
|
|
|
|
// Builds a list of batches to render
|
|
void BuildBatchList( int iRenderCache, IMatRenderContext *pRenderContext, CUtlVector< Batch_t >& batches );
|
|
|
|
// Known operators
|
|
CUtlVector<IParticleOperatorDefinition *> m_ParticleOperators[PARTICLE_FUNCTION_COUNT];
|
|
|
|
// Particle system dictionary
|
|
CParticleSystemDictionary *m_pParticleSystemDictionary;
|
|
|
|
// typedef CUtlMap< ITexture *, CSheet* > SheetsCache;
|
|
typedef CUtlStringMap< CSheet* > SheetsCache_t;
|
|
SheetsCache_t m_SheetList;
|
|
|
|
// attaching and dtaching killlists. when simulating, a particle system gets a kill list. after
|
|
// simulating, the memory for that will be used for the next particle system. This matters for
|
|
// threaded particles, because we don't want to share the same kill list between simultaneously
|
|
// simulating particle systems.
|
|
void AttachKillList( CParticleCollection *pParticles);
|
|
void DetachKillList( CParticleCollection *pParticles);
|
|
|
|
// Set up s_AttributeTable
|
|
void InitAttributeTable( void );
|
|
|
|
// For visualization (currently can only visualize one operator at a time)
|
|
CParticleCollection *m_pVisualizedParticles;
|
|
DmObjectId_t m_VisualizedOperatorId;
|
|
IParticleSystemQuery *m_pQuery;
|
|
CUtlVector< RenderCache_t > m_RenderCache;
|
|
IMaterial *m_pShadowDepthMaterial;
|
|
float m_flLastSimulationTime;
|
|
float m_flLastSimulationDuration;
|
|
|
|
CUtlVector< ParticleSystemHandle_t > m_PrecacheLookup;
|
|
CUtlVector< ParticleSystemHandle_t > m_ClientPrecacheLookup;
|
|
|
|
bool m_bDidInit;
|
|
bool m_bUsingDefaultQuery;
|
|
bool m_bShouldLoadSheets;
|
|
bool m_bAllowPrecache;
|
|
|
|
int m_nNumFramesMeasured;
|
|
|
|
float m_flFallbackBase;
|
|
float m_flFallbackMultiplier;
|
|
float m_flSimFallbackBaseMultiplier;
|
|
float m_flSimThresholdMs;
|
|
|
|
int m_nCPULevel;
|
|
int m_nGPULevel;
|
|
|
|
static ParticleAttribute_t s_AttributeTable[MAX_PARTICLE_ATTRIBUTES];
|
|
|
|
friend class CParticleSystemDefinition;
|
|
friend class CParticleCollection;
|
|
};
|
|
|
|
extern CParticleSystemMgr *g_pParticleSystemMgr;
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// A particle system can only have 1 operator using a particular ID
|
|
//-----------------------------------------------------------------------------
|
|
enum ParticleOperatorId_t
|
|
{
|
|
// Generic IDs
|
|
OPERATOR_GENERIC = -2, // Can have as many of these as you want
|
|
OPERATOR_SINGLETON = -1, // Can only have 1 operator with the same name as this one
|
|
|
|
// Renderer operator IDs
|
|
|
|
// Operator IDs
|
|
|
|
// Initializer operator IDs
|
|
OPERATOR_PI_POSITION, // Particle initializer: position (can only have 1 position setter)
|
|
OPERATOR_PI_RADIUS,
|
|
OPERATOR_PI_ALPHA,
|
|
OPERATOR_PI_TINT_RGB,
|
|
OPERATOR_PI_ROTATION,
|
|
OPERATOR_PI_YAW,
|
|
|
|
// Emitter IDs
|
|
|
|
OPERATOR_ID_COUNT,
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Class factory for particle operators
|
|
//-----------------------------------------------------------------------------
|
|
class IParticleOperatorDefinition
|
|
{
|
|
public:
|
|
virtual const char *GetName() const = 0;
|
|
virtual CParticleOperatorInstance *CreateInstance( const DmObjectId_t &id ) const = 0;
|
|
// virtual void DestroyInstance( CParticleOperatorInstance *pInstance ) const = 0;
|
|
virtual const DmxElementUnpackStructure_t* GetUnpackStructure() const = 0;
|
|
virtual ParticleOperatorId_t GetId() const = 0;
|
|
virtual uint32 GetFilter() const = 0;
|
|
virtual bool IsObsolete() const = 0;
|
|
|
|
#if MEASURE_PARTICLE_PERF
|
|
// performance monitoring
|
|
float m_flMaxExecutionTime;
|
|
float m_flTotalExecutionTime;
|
|
float m_flUncomittedTime;
|
|
|
|
FORCEINLINE void RecordExecutionTime( float flETime )
|
|
{
|
|
m_flUncomittedTime += flETime;
|
|
m_flMaxExecutionTime = MAX( m_flMaxExecutionTime, flETime );
|
|
}
|
|
|
|
FORCEINLINE float TotalRecordedExecutionTime( void ) const
|
|
{
|
|
return m_flTotalExecutionTime;
|
|
}
|
|
|
|
FORCEINLINE float MaximumRecordedExecutionTime( void ) const
|
|
{
|
|
return m_flMaxExecutionTime;
|
|
}
|
|
#else
|
|
FORCEINLINE void RecordExecutionTime( float flETime )
|
|
{
|
|
}
|
|
#endif
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Particle operators
|
|
//-----------------------------------------------------------------------------
|
|
class CParticleOperatorInstance
|
|
{
|
|
public:
|
|
// custom allocators so we can be simd aligned
|
|
void *operator new( size_t nSize );
|
|
void* operator new( size_t size, int nBlockUse, const char *pFileName, int nLine );
|
|
void operator delete( void *pData );
|
|
void operator delete( void* p, int nBlockUse, const char *pFileName, int nLine );
|
|
|
|
// unpack structure will be applied by creator. add extra initialization needed here
|
|
virtual void InitParams( CParticleSystemDefinition *pDef )
|
|
{
|
|
}
|
|
|
|
virtual size_t GetRequiredContextBytes( ) const
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
virtual void InitializeContextData( CParticleCollection *pParticles, void *pContext ) const
|
|
{
|
|
}
|
|
|
|
virtual uint32 GetWrittenAttributes( void ) const = 0;
|
|
virtual uint32 GetReadAttributes( void ) const = 0;
|
|
|
|
virtual uint64 GetReadControlPointMask() const
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
virtual uint32 GetFilter( void ) const
|
|
{
|
|
uint32 filter = 0;
|
|
uint32 wrAttrib = GetWrittenAttributes();
|
|
|
|
if (wrAttrib & ATTRIBUTES_WHICH_ARE_POSITION_AND_VELOCITY)
|
|
{
|
|
filter = filter | FILTER_POSITION_AND_VELOCITY_MASK;
|
|
}
|
|
if (wrAttrib & ATTRIBUTES_WHICH_ARE_LIFE_DURATION)
|
|
{
|
|
filter = filter | FILTER_LIFE_DURATION_MASK;
|
|
}
|
|
if (wrAttrib & ATTRIBUTES_WHICH_ARE_ROTATION)
|
|
{
|
|
filter = filter | FILTER_ROTATION_MASK;
|
|
}
|
|
if (wrAttrib & ATTRIBUTES_WHICH_ARE_SIZE)
|
|
{
|
|
filter = filter | FILTER_SIZE_MASK;
|
|
}
|
|
if (wrAttrib & ATTRIBUTES_WHICH_ARE_COLOR_AND_OPACITY)
|
|
{
|
|
filter = filter | FILTER_COLOR_AND_OPACITY_MASK;
|
|
}
|
|
if (wrAttrib & ATTRIBUTES_WHICH_ARE_ANIMATION_SEQUENCE)
|
|
{
|
|
filter = filter | FILTER_ANIMATION_SEQUENCE_MASK;
|
|
}
|
|
if (wrAttrib & ATTRIBUTES_WHICH_ARE_HITBOX)
|
|
{
|
|
filter = filter | FILTER_HITBOX_MASK;
|
|
}
|
|
if (wrAttrib & ATTRIBUTES_WHICH_ARE_NORMAL)
|
|
{
|
|
filter = filter | FILTER_NORMAL_MASK;
|
|
}
|
|
|
|
return filter;
|
|
}
|
|
|
|
|
|
// these control points are NOT positions or matrices (ie don't try to transform them)
|
|
virtual uint64 GetNonPositionalControlPointMask() const
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
// Used when an operator needs to read the attributes of a particle at spawn time
|
|
virtual uint32 GetReadInitialAttributes( void ) const
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
// a particle simulator does this
|
|
virtual void Operate( CParticleCollection *pParticles, float flOpStrength, void *pContext ) const
|
|
{
|
|
}
|
|
|
|
virtual void PostSimulate( CParticleCollection *pParticles, void *pContext ) const
|
|
{
|
|
}
|
|
|
|
// a renderer overrides this
|
|
virtual void Render( IMatRenderContext *pRenderContext,
|
|
CParticleCollection *pParticles, const Vector4D &vecDiffuseModulation, void *pContext, int nViewRecursionDepth ) const
|
|
{
|
|
}
|
|
|
|
virtual bool IsBatchable() const
|
|
{
|
|
return true;
|
|
}
|
|
|
|
virtual bool IsOrderImportant() const
|
|
{
|
|
return false;
|
|
}
|
|
|
|
virtual bool ShouldRun( bool bApplyingParentKillList ) const
|
|
{
|
|
return !bApplyingParentKillList;
|
|
}
|
|
|
|
virtual void RenderUnsorted( CParticleCollection *pParticles, void *pContext, IMatRenderContext *pRenderContext, CMeshBuilder &meshBuilder, int nVertexOffset, int nFirstParticle, int nParticleCount ) const
|
|
{
|
|
}
|
|
|
|
// Returns the number of verts + indices to render
|
|
virtual int GetParticlesToRender( CParticleCollection *pParticles, void *pContext, int nFirstParticle, int nRemainingVertices, int nRemainingIndices, int *pVertsUsed, int *pIndicesUsed ) const
|
|
{
|
|
*pVertsUsed = 0;
|
|
*pIndicesUsed = 0;
|
|
return 0;
|
|
}
|
|
|
|
|
|
// emitters over-ride this. Return a mask of what fields you initted
|
|
virtual uint32 Emit( CParticleCollection *pParticles, float flOpCurStrength,
|
|
void *pContext ) const
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
// emitters over-ride this.
|
|
virtual void StopEmission( CParticleCollection *pParticles, void *pContext, bool bInfiniteOnly = false ) const
|
|
{
|
|
}
|
|
virtual void StartEmission( CParticleCollection *pParticles, void *pContext, bool bInfiniteOnly = false ) const
|
|
{
|
|
}
|
|
virtual void Restart( CParticleCollection *pParticles, void *pContext ) {}
|
|
|
|
// initters over-ride this
|
|
virtual void InitParticleSystem( CParticleCollection *pParticles, void *pContext ) const
|
|
{
|
|
}
|
|
|
|
|
|
// a force generator does this. It accumulates in the force array
|
|
virtual void AddForces( FourVectors *AccumulatedForces,
|
|
CParticleCollection *pParticles,
|
|
int nBlocks,
|
|
float flCurStrength,
|
|
void *pContext ) const
|
|
{
|
|
}
|
|
|
|
|
|
// this is called for each constarint every frame. It can set up data like nearby world traces,
|
|
// etc
|
|
virtual void SetupConstraintPerFrameData( CParticleCollection *pParticles,
|
|
void *pContext ) const
|
|
{
|
|
}
|
|
|
|
|
|
// a constraint overrides this. It shold return a true if it did anything
|
|
virtual bool EnforceConstraint( int nStartBlock,
|
|
int nNumBlocks,
|
|
CParticleCollection *pParticles,
|
|
void *pContext,
|
|
int nNumValidParticlesInLastChunk ) const
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// should the constraint be run only once after all other constraints?
|
|
virtual bool IsFinalConstaint( void ) const
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// determines if a mask needs to be initialized multiple times.
|
|
virtual bool InitMultipleOverride()
|
|
{
|
|
return false;
|
|
}
|
|
|
|
|
|
// Indicates if this initializer is scrub-safe (initializers don't use random numbers, for example)
|
|
virtual bool IsScrubSafe()
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// particle-initters over-ride this
|
|
virtual void InitNewParticlesScalar( CParticleCollection *pParticles, int nFirstParticle, int n_particles, int attribute_write_mask, void *pContext ) const
|
|
{
|
|
}
|
|
|
|
// init new particles in blocks of 4. initters that have sse smarts should over ride this. the scalar particle initter will still be cllaed for head/tail.
|
|
virtual void InitNewParticlesBlock( CParticleCollection *pParticles, int start_block, int n_blocks, int attribute_write_mask, void *pContext ) const
|
|
{
|
|
// default behaviour is to call the scalar one 4x times
|
|
InitNewParticlesScalar( pParticles, 4*start_block, 4*n_blocks, attribute_write_mask, pContext );
|
|
}
|
|
|
|
// splits particle initialization up into scalar and block sections, callingt he right code
|
|
void InitNewParticles( CParticleCollection *pParticles, int nFirstParticle, int n_particles, int attribute_write_mask , void *pContext) const;
|
|
|
|
|
|
// this function is queried to determine if a particle system is over and doen with. A particle
|
|
// system is done with when it has noparticles and no operators intend to create any more
|
|
virtual bool MayCreateMoreParticles( CParticleCollection const *pParticles, void *pContext ) const
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Returns the operator definition that spawned this operator
|
|
const IParticleOperatorDefinition *GetDefinition()
|
|
{
|
|
return m_pDef;
|
|
}
|
|
|
|
virtual bool ShouldRunBeforeEmitters( void ) const
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Called when the SFM wants to skip forward in time
|
|
virtual void SkipToTime( float flTime, CParticleCollection *pParticles, void *pContext ) const {}
|
|
|
|
// Returns a unique ID for this definition
|
|
const DmObjectId_t& GetId() { return m_Id; }
|
|
|
|
// Used for editing + debugging to visualize the operator in 3D
|
|
virtual void Render( CParticleCollection *pParticles ) const {}
|
|
|
|
// Used as a debugging mechanism to prevent bogus calls to RandomInt or RandomFloat inside operators
|
|
// Use CParticleCollection::RandomInt/RandomFloat instead
|
|
int RandomInt( int nMin, int nMax )
|
|
{
|
|
// NOTE: Use CParticleCollection::RandomInt!
|
|
Assert(0);
|
|
return 0;
|
|
}
|
|
|
|
float RandomFloat( float flMinVal = 0.0f, float flMaxVal = 1.0f )
|
|
{
|
|
// NOTE: Use CParticleCollection::RandomFloat!
|
|
Assert(0);
|
|
return 0.0f;
|
|
}
|
|
|
|
float RandomFloatExp( float flMinVal = 0.0f, float flMaxVal = 1.0f, float flExponent = 1.0f )
|
|
{
|
|
// NOTE: Use CParticleCollection::RandomFloatExp!
|
|
Assert(0);
|
|
return 0.0f;
|
|
}
|
|
|
|
float m_flOpStartFadeInTime;
|
|
float m_flOpEndFadeInTime;
|
|
float m_flOpStartFadeOutTime;
|
|
float m_flOpEndFadeOutTime;
|
|
float m_flOpFadeOscillatePeriod;
|
|
|
|
float m_flOpTimeOffsetMin;
|
|
float m_flOpTimeOffsetMax;
|
|
int m_nOpTimeOffsetSeed;
|
|
|
|
int m_nOpStrengthScaleSeed;
|
|
float m_flOpStrengthMinScale;
|
|
float m_flOpStrengthMaxScale;
|
|
|
|
int m_nOpTimeScaleSeed;
|
|
float m_flOpTimeScaleMin;
|
|
float m_flOpTimeScaleMax;
|
|
|
|
bool m_bStrengthFastPath; // set for operators which just always have strengh = 0
|
|
|
|
int m_nOpEndCapState;
|
|
|
|
virtual void Precache( void )
|
|
{
|
|
}
|
|
|
|
virtual void Uncache( void )
|
|
{
|
|
}
|
|
|
|
|
|
|
|
virtual ~CParticleOperatorInstance( void )
|
|
{
|
|
// so that sheet references, etc can be cleaned up
|
|
}
|
|
|
|
protected:
|
|
// utility function for initting a scalar attribute to a random range in an sse fashion
|
|
void InitScalarAttributeRandomRangeExpBlock( int nAttributeId, float fMinValue, float fMaxValue, float fExp,
|
|
CParticleCollection *pParticles, int nStartBlock, int nBlockCount, bool bRandomlyInvert = false ) const;
|
|
void AddScalarAttributeRandomRangeExpBlock( int nAttributeId, float fMinValue, float fMaxValue, float fExp,
|
|
CParticleCollection *pParticles, int nStartBlock, int nBlockCount, bool bRandomlyInvert = false ) const;
|
|
|
|
void InitScalarAttributeRandomRangeExpScalar( int nAttributeId, float fMinValue, float fMaxValue, float fExp,
|
|
CParticleCollection *pParticles, int nStartParticle, int nParticleCount ) const;
|
|
|
|
void CheckForFastPath( void ); // call at operator init time
|
|
|
|
// utility funcs to access CParticleCollection data:
|
|
bool HasAttribute( CParticleCollection *pParticles, int nAttribute ) const;
|
|
KillListItem_t *GetParentKillList( CParticleCollection *pParticles, int &nNumParticlesToKill ) const;
|
|
|
|
private:
|
|
friend class CParticleCollection;
|
|
friend class CParticleSystemDefinition;
|
|
friend class CParticleSystemMgr;
|
|
|
|
const IParticleOperatorDefinition *m_pDef;
|
|
void SetDefinition( const IParticleOperatorDefinition * pDef, const DmObjectId_t &id )
|
|
{
|
|
m_pDef = pDef;
|
|
CopyUniqueId( id, &m_Id );
|
|
}
|
|
|
|
DmObjectId_t m_Id;
|
|
|
|
template <typename T> friend class CParticleOperatorDefinition;
|
|
};
|
|
|
|
class CParticleInitializerOperatorInstance : public CParticleOperatorInstance
|
|
{
|
|
public:
|
|
|
|
virtual bool ShouldRun( bool bApplyingParentKillList ) const
|
|
{
|
|
return ( !bApplyingParentKillList ) || m_bRunForParentApplyKillList;
|
|
}
|
|
|
|
bool m_bRunForParentApplyKillList;
|
|
};
|
|
|
|
class CParticleRenderOperatorInstance : public CParticleOperatorInstance
|
|
{
|
|
public:
|
|
|
|
CParticleVisibilityInputs VisibilityInputs;
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Helper macro for creating particle operator factories
|
|
//-----------------------------------------------------------------------------
|
|
template < class T >
|
|
class CParticleOperatorDefinition : public IParticleOperatorDefinition
|
|
{
|
|
public:
|
|
CParticleOperatorDefinition( const char *pFactoryName, ParticleOperatorId_t id, bool bIsObsolete ) : m_pFactoryName( pFactoryName ), m_Id( id )
|
|
{
|
|
#if MEASURE_PARTICLE_PERF
|
|
m_flTotalExecutionTime = 0.0f;
|
|
m_flMaxExecutionTime = 0.0f;
|
|
m_flUncomittedTime = 0.0f;
|
|
#endif
|
|
m_bIsObsolete = bIsObsolete;
|
|
}
|
|
|
|
virtual const char *GetName() const
|
|
{
|
|
return m_pFactoryName;
|
|
}
|
|
|
|
virtual ParticleOperatorId_t GetId() const
|
|
{
|
|
return m_Id;
|
|
}
|
|
|
|
virtual CParticleOperatorInstance *CreateInstance( const DmObjectId_t &id ) const
|
|
{
|
|
CParticleOperatorInstance *pOp = new T;
|
|
pOp->SetDefinition( this, id );
|
|
return pOp;
|
|
}
|
|
|
|
virtual const DmxElementUnpackStructure_t* GetUnpackStructure() const
|
|
{
|
|
return m_pUnpackParams;
|
|
}
|
|
|
|
// Editor won't display obsolete operators
|
|
virtual bool IsObsolete() const
|
|
{
|
|
return m_bIsObsolete;
|
|
}
|
|
|
|
virtual uint32 GetFilter() const { T temp; return temp.GetFilter(); }
|
|
|
|
private:
|
|
const char *m_pFactoryName;
|
|
ParticleOperatorId_t m_Id;
|
|
bool m_bIsObsolete;
|
|
static DmxElementUnpackStructure_t *m_pUnpackParams;
|
|
};
|
|
|
|
#define DECLARE_PARTICLE_OPERATOR( _className ) \
|
|
DECLARE_DMXELEMENT_UNPACK() \
|
|
friend class CParticleOperatorDefinition<_className >
|
|
|
|
#define DEFINE_PARTICLE_OPERATOR( _className, _operatorName, _id ) \
|
|
static CParticleOperatorDefinition<_className> s_##_className##Factory( _operatorName, _id, false )
|
|
|
|
#define DEFINE_PARTICLE_OPERATOR_OBSOLETE( _className, _operatorName, _id ) \
|
|
static CParticleOperatorDefinition<_className> s_##_className##Factory( _operatorName, _id, true )
|
|
|
|
#define BEGIN_PARTICLE_OPERATOR_UNPACK( _className ) \
|
|
BEGIN_DMXELEMENT_UNPACK( _className ) \
|
|
DMXELEMENT_UNPACK_FIELD( "operator start fadein","0", float, m_flOpStartFadeInTime ) \
|
|
DMXELEMENT_UNPACK_FIELD( "operator end fadein","0", float, m_flOpEndFadeInTime ) \
|
|
DMXELEMENT_UNPACK_FIELD( "operator start fadeout","0", float, m_flOpStartFadeOutTime ) \
|
|
DMXELEMENT_UNPACK_FIELD( "operator end fadeout","0", float, m_flOpEndFadeOutTime ) \
|
|
DMXELEMENT_UNPACK_FIELD( "operator fade oscillate","0", float, m_flOpFadeOscillatePeriod ) \
|
|
DMXELEMENT_UNPACK_FIELD( "operator time offset seed","0", int, m_nOpTimeOffsetSeed ) \
|
|
DMXELEMENT_UNPACK_FIELD( "operator time offset min","0", float, m_flOpTimeOffsetMin ) \
|
|
DMXELEMENT_UNPACK_FIELD( "operator time offset max","0", float, m_flOpTimeOffsetMax ) \
|
|
DMXELEMENT_UNPACK_FIELD( "operator time scale seed","0", int, m_nOpTimeScaleSeed ) \
|
|
DMXELEMENT_UNPACK_FIELD( "operator time scale min","1", float, m_flOpTimeScaleMin ) \
|
|
DMXELEMENT_UNPACK_FIELD( "operator time scale max","1", float, m_flOpTimeScaleMax ) \
|
|
DMXELEMENT_UNPACK_FIELD( "operator time strength random scale max", "1", float, m_flOpStrengthMaxScale ) \
|
|
DMXELEMENT_UNPACK_FIELD( "operator strength scale seed","0", int, m_nOpStrengthScaleSeed ) \
|
|
DMXELEMENT_UNPACK_FIELD( "operator strength random scale min", "1", float, m_flOpStrengthMinScale ) \
|
|
DMXELEMENT_UNPACK_FIELD( "operator strength random scale max", "1", float, m_flOpStrengthMaxScale ) \
|
|
DMXELEMENT_UNPACK_FIELD( "operator end cap state", "-1", int, m_nOpEndCapState )
|
|
#define END_PARTICLE_OPERATOR_UNPACK( _className ) \
|
|
END_DMXELEMENT_UNPACK_TEMPLATE( _className, CParticleOperatorDefinition<_className>::m_pUnpackParams )
|
|
|
|
#define BEGIN_PARTICLE_INITIALIZER_OPERATOR_UNPACK( _className ) \
|
|
BEGIN_PARTICLE_OPERATOR_UNPACK( _className ) \
|
|
DMXELEMENT_UNPACK_FIELD( "run for killed parent particles", "1", bool, m_bRunForParentApplyKillList )
|
|
|
|
#define BEGIN_PARTICLE_RENDER_OPERATOR_UNPACK( _className ) \
|
|
BEGIN_PARTICLE_OPERATOR_UNPACK( _className ) \
|
|
DMXELEMENT_UNPACK_FIELD( "Visibility Proxy Input Control Point Number", "-1", int, VisibilityInputs.m_nCPin ) \
|
|
DMXELEMENT_UNPACK_FIELD( "Visibility Proxy Radius", "1.0", float, VisibilityInputs.m_flProxyRadius ) \
|
|
DMXELEMENT_UNPACK_FIELD( "Visibility input minimum","0", float, VisibilityInputs.m_flInputMin ) \
|
|
DMXELEMENT_UNPACK_FIELD( "Visibility input maximum","1", float, VisibilityInputs.m_flInputMax ) \
|
|
DMXELEMENT_UNPACK_FIELD( "Visibility input dot minimum","0", float, VisibilityInputs.m_flDotInputMin ) \
|
|
DMXELEMENT_UNPACK_FIELD( "Visibility input dot maximum","0", float, VisibilityInputs.m_flDotInputMax ) \
|
|
DMXELEMENT_UNPACK_FIELD( "Visibility input distance minimum","0", float, VisibilityInputs.m_flDistanceInputMin ) \
|
|
DMXELEMENT_UNPACK_FIELD( "Visibility input distance maximum","0", float, VisibilityInputs.m_flDistanceInputMax ) \
|
|
DMXELEMENT_UNPACK_FIELD( "Visibility Alpha Scale minimum","0", float, VisibilityInputs.m_flAlphaScaleMin ) \
|
|
DMXELEMENT_UNPACK_FIELD( "Visibility Alpha Scale maximum","1", float, VisibilityInputs.m_flAlphaScaleMax ) \
|
|
DMXELEMENT_UNPACK_FIELD( "Visibility Radius Scale minimum","1", float, VisibilityInputs.m_flRadiusScaleMin ) \
|
|
DMXELEMENT_UNPACK_FIELD( "Visibility Radius Scale maximum","1", float, VisibilityInputs.m_flRadiusScaleMax ) \
|
|
DMXELEMENT_UNPACK_FIELD( "Visibility Radius FOV Scale base","0", float, VisibilityInputs.m_flRadiusScaleFOVBase )
|
|
#define REGISTER_PARTICLE_OPERATOR( _type, _className ) \
|
|
g_pParticleSystemMgr->AddParticleOperator( _type, &s_##_className##Factory )
|
|
|
|
// need to think about particle constraints in terms of segregating affected particles so as to
|
|
// run multi-pass constraints on only a subset
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// flags for particle systems
|
|
//-----------------------------------------------------------------------------
|
|
enum
|
|
{
|
|
PCFLAGS_FIRST_FRAME = 0x1,
|
|
PCFLAGS_PREV_CONTROL_POINTS_INITIALIZED = 0x2,
|
|
};
|
|
|
|
|
|
|
|
#define DEBUG_PARTICLE_SORT 0
|
|
|
|
//------------------------------------------------------------------------------
|
|
// particle render helpers
|
|
//------------------------------------------------------------------------------
|
|
struct CParticleVisibilityData
|
|
{
|
|
float m_flAlphaVisibility;
|
|
float m_flRadiusVisibility;
|
|
bool m_bUseVisibility;
|
|
};
|
|
// sorting functionality for rendering. Call GetRenderList( bool bSorted ) to get the list of
|
|
// particles to render (sorted or not, including children).
|
|
// **do not casually change this structure**. The sorting code treats it interchangably as an SOA
|
|
// and accesses it using sse. Any changes to this struct need the sort code updated.**
|
|
struct ParticleRenderData_t
|
|
{
|
|
float m_flSortKey; // what we sort by
|
|
int m_nIndex; // index or fudged index (for child particles)
|
|
float m_flRadius; // effective radius, using visibility
|
|
#if PLAT_LITTLE_ENDIAN
|
|
uint8 m_nAlpha; // effective alpha, combining alpha and alpha2 and vis. 0 - 255
|
|
uint8 m_nAlphaPad[3]; // this will be written to
|
|
#endif
|
|
#if PLAT_BIG_ENDIAN
|
|
uint8 m_nAlphaPad[3]; // this will be written to
|
|
uint8 m_nAlpha; // effective alpha, combining alpha and alpha2 and vis. 0 - 255
|
|
#endif
|
|
};
|
|
|
|
struct ExtendedParticleRenderData_t : ParticleRenderData_t
|
|
{
|
|
float m_flX;
|
|
float m_flY;
|
|
float m_flZ;
|
|
float m_flPad;
|
|
};
|
|
|
|
|
|
typedef struct ALIGN16 _FourInts
|
|
{
|
|
int32 m_nValue[4];
|
|
} ALIGN16_POST FourInts;
|
|
|
|
|
|
struct ParticleBaseRenderData_SIMD_View
|
|
{
|
|
fltx4 m_fl4SortKey;
|
|
FourVectors m_fl4XYZ;
|
|
fltx4 m_fl4Alpha;
|
|
fltx4 m_fl4Red;
|
|
fltx4 m_fl4Green;
|
|
fltx4 m_fl4Blue;
|
|
fltx4 m_fl4Radius;
|
|
fltx4 m_fl4AnimationTimeValue;
|
|
fltx4 m_fl4SequenceID; // 56 bytes per particle
|
|
};
|
|
|
|
struct ParticleFullRenderData_SIMD_View : public ParticleBaseRenderData_SIMD_View
|
|
{
|
|
fltx4 m_fl4Rotation;
|
|
fltx4 m_fl4Yaw;
|
|
|
|
// no-op operation so templates can compile
|
|
FORCEINLINE void SetARGB2( fltx4 const &fl4Red, fltx4 const &fl4Green, fltx4 const &fl4Blue, fltx4 const &fl4Alpha )
|
|
{
|
|
}
|
|
|
|
FORCEINLINE void SetNormal( fltx4 const &fl4NormalX, fltx4 const &fl4NormalY, fltx4 const &fl4NormalZ )
|
|
{
|
|
}
|
|
};
|
|
|
|
struct ParticleRenderDataWithOutlineInformation_SIMD_View : public ParticleFullRenderData_SIMD_View
|
|
{
|
|
FourVectors m_v4Color2;
|
|
fltx4 m_fl4Alpha2;
|
|
|
|
FORCEINLINE void SetARGB2( fltx4 const &fl4Red, fltx4 const &fl4Green, fltx4 const &fl4Blue, fltx4 const &fl4Alpha )
|
|
{
|
|
m_v4Color2.x = fl4Red;
|
|
m_v4Color2.y = fl4Green;
|
|
m_v4Color2.z = fl4Blue;
|
|
m_fl4Alpha2 = fl4Alpha;
|
|
}
|
|
};
|
|
|
|
struct ParticleRenderDataWithNormal_SIMD_View : public ParticleFullRenderData_SIMD_View
|
|
{
|
|
FourVectors m_v4Normal;
|
|
|
|
FORCEINLINE void SetNormal( fltx4 const &fl4NormalX, fltx4 const &fl4NormalY, fltx4 const &fl4NormalZ )
|
|
{
|
|
m_v4Normal.x = fl4NormalX;
|
|
m_v4Normal.y = fl4NormalY;
|
|
m_v4Normal.z = fl4NormalZ;
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
// definitions for byte fields ( colors ). endian-ness matters here.
|
|
#if PLAT_LITTLE_ENDIAN
|
|
#define BYTE_FIELD(x) \
|
|
uint8 x; \
|
|
uint8 x##_Pad[3 + 3 * 4 ];
|
|
#endif
|
|
|
|
#if PLAT_BIG_ENDIAN
|
|
#define BYTE_FIELD(x) \
|
|
uint8 x##_Pad0[3]; \
|
|
uint8 x; \
|
|
uint8 x##_Pad[3 * 4 ];
|
|
#endif
|
|
|
|
#define FLOAT_FIELD( x ) \
|
|
float x; \
|
|
float x##_Pad[3];
|
|
|
|
struct ParticleBaseRenderData_Scalar_View
|
|
{
|
|
int32 m_nSortKey;
|
|
int32 m_nPad00[3];
|
|
FLOAT_FIELD( m_flX );
|
|
FLOAT_FIELD( m_flY );
|
|
FLOAT_FIELD( m_flZ );
|
|
|
|
BYTE_FIELD( m_nAlpha );
|
|
BYTE_FIELD( m_nRed );
|
|
BYTE_FIELD( m_nGreen );
|
|
BYTE_FIELD( m_nBlue );
|
|
|
|
FLOAT_FIELD( m_flRadius );
|
|
FLOAT_FIELD( m_flAnimationTimeValue );
|
|
#if PLAT_LITTLE_ENDIAN
|
|
uint8 m_nSequenceID;
|
|
uint8 m_nSequenceID1;
|
|
uint8 m_nPadSequence[2 + 3 * 4];
|
|
#endif
|
|
#if PLAT_BIG_ENDIAN
|
|
uint8 m_nPadSequence[2];
|
|
uint8 m_nSequenceID1;
|
|
uint8 m_nSequenceID;
|
|
uint8 m_nPadSequence1[ 3 * 4];
|
|
#endif
|
|
};
|
|
struct ParticleFullRenderData_Scalar_View : public ParticleBaseRenderData_Scalar_View
|
|
{
|
|
FLOAT_FIELD( m_flRotation );
|
|
FLOAT_FIELD( m_flYaw );
|
|
|
|
float Red2( void ) const { return 1.0; }
|
|
float Green2( void ) const { return 1.0; }
|
|
float Blue2( void ) const { return 1.0; }
|
|
float Alpha2( void ) const { return 1.0; }
|
|
|
|
float NormalX( void ) const { return 1.0; }
|
|
float NormalY( void ) const { return 1.0; }
|
|
float NormalZ( void ) const { return 1.0; }
|
|
};
|
|
|
|
struct ParticleRenderDataWithOutlineInformation_Scalar_View : public ParticleFullRenderData_Scalar_View
|
|
{
|
|
FLOAT_FIELD( m_flRed2 );
|
|
FLOAT_FIELD( m_flGreen2 );
|
|
FLOAT_FIELD( m_flBlue2 );
|
|
FLOAT_FIELD( m_flAlpha2 );
|
|
|
|
float Red2( void ) const { return m_flRed2; }
|
|
float Green2( void ) const { return m_flGreen2; }
|
|
float Blue2( void ) const { return m_flBlue2; }
|
|
float Alpha2( void ) const { return m_flAlpha2; }
|
|
};
|
|
|
|
struct ParticleRenderDataWithNormal_Scalar_View : public ParticleFullRenderData_Scalar_View
|
|
{
|
|
FLOAT_FIELD( m_flNormalX );
|
|
FLOAT_FIELD( m_flNormalY );
|
|
FLOAT_FIELD( m_flNormalZ );
|
|
|
|
float NormalX( void ) const { return m_flNormalX; }
|
|
float NormalY( void ) const { return m_flNormalY; }
|
|
float NormalZ( void ) const { return m_flNormalZ; }
|
|
|
|
};
|
|
|
|
|
|
|
|
ParticleFullRenderData_Scalar_View **GetExtendedRenderList( CParticleCollection *pParticles,
|
|
IMatRenderContext *pRenderContext,
|
|
bool bSorted, int *pNparticles,
|
|
CParticleVisibilityData *pVisibilityData);
|
|
|
|
|
|
ParticleRenderDataWithOutlineInformation_Scalar_View **GetExtendedRenderListWithPerParticleGlow(
|
|
CParticleCollection *pParticles,
|
|
IMatRenderContext *pRenderContext,
|
|
bool bSorted, int *pNparticles,
|
|
CParticleVisibilityData *pVisibilityData );
|
|
|
|
|
|
ParticleRenderDataWithNormal_Scalar_View **GetExtendedRenderListWithNormals(
|
|
CParticleCollection *pParticles,
|
|
IMatRenderContext *pRenderContext,
|
|
bool bSorted, int *pNparticles,
|
|
CParticleVisibilityData *pVisibilityData );
|
|
|
|
// returns # of particles
|
|
int GenerateExtendedSortedIndexList( Vector vecCamera, Vector *pCameraFwd, CParticleVisibilityData *pVisibilityData,
|
|
CParticleCollection *pParticles, bool bSorted, void *pOutBuf,
|
|
ParticleFullRenderData_Scalar_View **pParticlePtrs );
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
// CParticleSnapshot wraps a CSOAContainer, so that a particle system
|
|
// can write to it or read from it (e.g. this can be attached to a control point).
|
|
//------------------------------------------------------------------------------
|
|
class CParticleSnapshot
|
|
{
|
|
DECLARE_DMXELEMENT_UNPACK();
|
|
|
|
public:
|
|
CParticleSnapshot() { Purge(); }
|
|
~CParticleSnapshot() { Purge(); }
|
|
|
|
struct AttributeMap
|
|
{
|
|
AttributeMap( int nContainerAttribute, int nParticleAttribute ) : m_nContainerAttribute( nContainerAttribute ), m_nParticleAttribute( nParticleAttribute ) {}
|
|
int m_nContainerAttribute, m_nParticleAttribute;
|
|
};
|
|
typedef CUtlVector< AttributeMap > AttributeMapVector;
|
|
|
|
// Has the CParticleSnapshot been fully initialized?
|
|
bool IsValid( void ) { return !!m_pContainer; }
|
|
|
|
// Initialize from a .psf DMX file:
|
|
bool Unserialize( const char *pFullPath );
|
|
// Serialize to a .psf DMX file (NOTE: external containers will serialize out fine, but won't be external when read back in)
|
|
bool Serialize( const char *pFullPath, bool bTextMode = true ); // TODO: once this stabilizes, switch to binary mode
|
|
|
|
// Initialize by creating a new container, with a specified attribute mapping (will clear out old data if it exists)
|
|
// - each map entry specifies container attribute and associated particle attribute
|
|
// - the mapping should be one-to-one (container attributes are 'labeled' with particle attributes),
|
|
// so each particle attribute and container field should be used *AT MOST* once
|
|
// - NOTE: many-to-one and one-to-many mappings may be implemented by particle read/write operators
|
|
bool Init( int nX, int nY, int nZ, const AttributeMapVector &attributeMaps );
|
|
// Same as the other Init, except the attribute mapping are specified with varargs instead of a vector
|
|
// (pairs of int params specify container attribute and associated particle attribute, terminated by -1)
|
|
bool Init( int nX, int nY, int nZ, ... );
|
|
|
|
// Initialize by wrapping a pre-existing container, with a specified attribute mapping
|
|
// - same conditions/parameters as above
|
|
// - existing container attributes are expected to match the particle attribute data types
|
|
// - if a new attribute is added to the external container, call InitExternal again to update the snapshot
|
|
bool InitExternal( CSOAContainer *pContainer, const AttributeMapVector &attributeMaps );
|
|
bool InitExternal( CSOAContainer *pContainer, ... );
|
|
|
|
// Clear the snapshot (and container) back to its initial state
|
|
void Purge( void );
|
|
|
|
// This provides READ-ONLY access to the snapshot's container (all write accessors should have wrappers here, to ensure
|
|
// that the container's set of attributes is not modified, which would invalidate the snapshot attribute mapping table)
|
|
const CSOAContainer *GetContainer( void ) { return m_pContainer; }
|
|
|
|
|
|
// Does the snapshot have data (of the appropriate type) for the given particle attribute?
|
|
bool HasAttribute( int nParticleAttribute, EAttributeDataType nDataType ) const
|
|
{
|
|
Assert( ( nParticleAttribute >= 0 ) && ( nParticleAttribute < MAX_PARTICLE_ATTRIBUTES ) );
|
|
int nContainerIndex = m_ParticleAttributeToContainerAttribute[ nParticleAttribute ];
|
|
return ( ( nContainerIndex != -1 ) && ( m_pContainer->GetAttributeType( nContainerIndex ) == nDataType ) );
|
|
}
|
|
|
|
// ---------- Wrappers for CSOAContainer members ----------
|
|
int NumCols( void ) { return m_pContainer->NumCols(); }
|
|
int NumRows( void ) { return m_pContainer->NumRows(); }
|
|
int NumSlices( void ) { return m_pContainer->NumSlices(); }
|
|
// Read data from the container for the given particle attribute, at index (nIndex,0,0)
|
|
template<class T> T *ElementPointer( int nParticleAttribute, int nX = 0, int nY = 0, int nZ = 0 ) const
|
|
{
|
|
Assert( ( nParticleAttribute >= 0 ) && ( nParticleAttribute < MAX_PARTICLE_ATTRIBUTES ) );
|
|
Assert( m_ParticleAttributeToContainerAttribute[ nParticleAttribute ] != -1 );
|
|
return m_pContainer->ElementPointer<T>( m_ParticleAttributeToContainerAttribute[ nParticleAttribute ], nX, nY, nZ );
|
|
}
|
|
FourVectors *ElementPointer4V( int nParticleAttribute, int nX = 0, int nY = 0, int nZ = 0 ) const
|
|
{
|
|
Assert( ( nParticleAttribute >= 0 ) && ( nParticleAttribute < MAX_PARTICLE_ATTRIBUTES ) );
|
|
Assert( m_ParticleAttributeToContainerAttribute[ nParticleAttribute ] != -1 );
|
|
return m_pContainer->ElementPointer4V( m_ParticleAttributeToContainerAttribute[ nParticleAttribute ], nX, nY, nZ );
|
|
}
|
|
// ---------- Wrappers for CSOAContainer members ----------
|
|
|
|
|
|
private:
|
|
|
|
enum ParticleSnapshotDmxVersion_t { PARTICLE_SNAPSHOT_DMX_VERSION = 1 };
|
|
|
|
// Whether we're using an external container (as opposed to our embedded one)
|
|
bool UsingExternalContainer( void ) { return ( m_pContainer && ( m_pContainer != &m_Container ) ); }
|
|
|
|
// Utility function used by the Init methods to add+validate an attribute mapping pair:
|
|
bool AddAttributeMapping( int nFieldNumber, int nParticleAttribute, const char *pFunc );
|
|
// Utility function used by the Init methods to validate data types for an attribute mapping pair:
|
|
bool ValidateAttributeMapping( int nFieldNumber, int nParticleAttribute, const char *pFunc );
|
|
|
|
// Utility function to validate the embedded container after it is unserialized
|
|
bool EmbeddedContainerIsValid( void );
|
|
|
|
// Check whether the particle system's defined attributes have been changed (this won't compile if they have), so we can update the serialization code if need be
|
|
void CheckParticleAttributesForChanges( void );
|
|
|
|
|
|
CSOAContainer m_Container; // Embedded container
|
|
CSOAContainer * m_pContainer; // Pointer either to the embedded container or an external one
|
|
|
|
// For each particle attribute, this contains the index of the corresponding container attribute (-1 means 'none')
|
|
int m_ParticleAttributeToContainerAttribute[ MAX_PARTICLE_ATTRIBUTES ];
|
|
int m_ContainerAttributeToParticleAttribute[ MAX_SOA_FIELDS ]; // Reverse mapping (used for error-checking)
|
|
};
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
// structure describing the parameter block used by operators which use the path between two points to
|
|
// control particles.
|
|
//------------------------------------------------------------------------------
|
|
struct CPathParameters
|
|
{
|
|
int m_nStartControlPointNumber;
|
|
int m_nEndControlPointNumber;
|
|
int m_nBulgeControl;
|
|
float m_flBulge;
|
|
float m_flMidPoint;
|
|
|
|
void ClampControlPointIndices( void )
|
|
{
|
|
m_nStartControlPointNumber = MAX(0, MIN( MAX_PARTICLE_CONTROL_POINTS-1, m_nStartControlPointNumber ) );
|
|
m_nEndControlPointNumber = MAX(0, MIN( MAX_PARTICLE_CONTROL_POINTS-1, m_nEndControlPointNumber ) );
|
|
}
|
|
};
|
|
|
|
|
|
struct CParticleControlPoint
|
|
{
|
|
Vector m_Position;
|
|
Vector m_PrevPosition;
|
|
|
|
// orientation
|
|
Vector m_ForwardVector;
|
|
Vector m_UpVector;
|
|
Vector m_RightVector;
|
|
|
|
// reference to entity or whatever this control point comes from
|
|
void *m_pObject;
|
|
|
|
// parent for hierarchies
|
|
int m_nParent;
|
|
|
|
// CParticleSnapshot which particles can read data from or write data to:
|
|
CParticleSnapshot *m_pSnapshot;
|
|
};
|
|
|
|
struct CParticleCPInfo
|
|
{
|
|
CParticleControlPoint m_ControlPoint;
|
|
CModelHitBoxesInfo m_CPHitBox;
|
|
};
|
|
|
|
|
|
// struct for simd xform to transform a point from an identitiy coordinate system to that of the control point
|
|
struct CParticleSIMDTransformation
|
|
{
|
|
FourVectors m_v4Origin;
|
|
FourVectors m_v4Fwd;
|
|
FourVectors m_v4Up;
|
|
FourVectors m_v4Right;
|
|
|
|
|
|
FORCEINLINE void VectorRotate( FourVectors &InPnt )
|
|
{
|
|
fltx4 fl4OutX = SubSIMD( AddSIMD( MulSIMD( InPnt.x, m_v4Fwd.x ), MulSIMD( InPnt.z, m_v4Up.x ) ), MulSIMD( InPnt.y, m_v4Right.x ) );
|
|
fltx4 fl4OutY = SubSIMD( AddSIMD( MulSIMD( InPnt.x, m_v4Fwd.y ), MulSIMD( InPnt.z, m_v4Up.y ) ), MulSIMD( InPnt.y, m_v4Right.y ) );
|
|
InPnt.z = SubSIMD( AddSIMD( MulSIMD( InPnt.x, m_v4Fwd.z ), MulSIMD( InPnt.z, m_v4Up.z ) ), MulSIMD( InPnt.y, m_v4Right.z ) );
|
|
InPnt.x = fl4OutX;
|
|
InPnt.y = fl4OutY;
|
|
}
|
|
|
|
FORCEINLINE void VectorTransform( FourVectors &InPnt )
|
|
{
|
|
VectorRotate( InPnt );
|
|
InPnt.x = AddSIMD( InPnt.x, m_v4Origin.x );
|
|
InPnt.y = AddSIMD( InPnt.y, m_v4Origin.y );
|
|
InPnt.z = AddSIMD( InPnt.z, m_v4Origin.z );
|
|
}
|
|
};
|
|
|
|
#define NUM_COLLISION_CACHE_MODES 4
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// CParticleCollection
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
enum EParticleRestartMode_t
|
|
{
|
|
RESTART_NORMAL, // just reset emitters
|
|
RESTART_RESET_AND_MAKE_SURE_EMITS_HAPPEN, // reset emitters. If another restart has already happened, emit particles right now to handle multiple resets per frame.
|
|
|
|
};
|
|
|
|
struct CParticleAttributeAddressTable
|
|
{
|
|
float *m_pAttributes[MAX_PARTICLE_ATTRIBUTES];
|
|
size_t m_nFloatStrides[MAX_PARTICLE_ATTRIBUTES];
|
|
|
|
FORCEINLINE size_t Stride( int nAttr ) const
|
|
{
|
|
return m_nFloatStrides[nAttr];
|
|
}
|
|
|
|
FORCEINLINE float *Address( int nAttr ) const
|
|
{
|
|
return m_pAttributes[nAttr];
|
|
}
|
|
|
|
FORCEINLINE uint8 *ByteAddress( int nAttr ) const
|
|
{
|
|
return ( uint8 * ) m_pAttributes[nAttr];
|
|
}
|
|
|
|
FORCEINLINE float *FloatAttributePtr( int nAttribute, int nParticleNumber ) const
|
|
{
|
|
int block_ofs = nParticleNumber / 4;
|
|
return m_pAttributes[ nAttribute ] +
|
|
m_nFloatStrides[ nAttribute ] * block_ofs +
|
|
( nParticleNumber & 3 );
|
|
}
|
|
|
|
void CopyParticleAttributes( int nSrcIndex, int nDestIndex ) const;
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// CCachedParticleBatches
|
|
//
|
|
// Caches up to MAX_CACHED_PARTICLE_BATCHES particle batches. The
|
|
// ICachedPerFrameMeshData comes from the dynamic mesh created when rendering
|
|
// the particles the first time. This cache is only valid for a single frame.
|
|
//
|
|
// Only certain particle systems work with caching. The particle sytem must
|
|
// not sort, must not alter vertices on the CPU based upon view data, and must
|
|
// not be rendering in mat_queue_mode 0. SpriteTrail particle system that use
|
|
// the spritecard shader cache their particle batches for reuse throughout the
|
|
// frame.
|
|
//-----------------------------------------------------------------------------
|
|
|
|
#define MAX_CACHED_PARTICLE_BATCHES 8
|
|
class CCachedParticleBatches
|
|
{
|
|
public:
|
|
uint32 m_nLastValidParticleCacheFrame;
|
|
int m_nCachedRenderListCount;
|
|
ICachedPerFrameMeshData *m_pCachedBatches[ MAX_CACHED_PARTICLE_BATCHES ];
|
|
|
|
CCachedParticleBatches() : m_nLastValidParticleCacheFrame( (uint32)-1 ), m_nCachedRenderListCount( 0 )
|
|
{
|
|
Q_memset( m_pCachedBatches, 0, sizeof( ICachedPerFrameMeshData* ) * MAX_CACHED_PARTICLE_BATCHES );
|
|
}
|
|
~CCachedParticleBatches()
|
|
{
|
|
ClearBatches();
|
|
}
|
|
|
|
FORCEINLINE void ClearBatches()
|
|
{
|
|
m_nCachedRenderListCount = 0;
|
|
for ( int i=0; i<MAX_CACHED_PARTICLE_BATCHES; ++i )
|
|
{
|
|
if ( m_pCachedBatches[ i ] )
|
|
m_pCachedBatches[ i ]->Free();
|
|
m_pCachedBatches[ i ] = NULL;
|
|
}
|
|
}
|
|
|
|
FORCEINLINE void SetCachedBatch( int nBatch, ICachedPerFrameMeshData* pBatch )
|
|
{
|
|
if ( nBatch >= MAX_CACHED_PARTICLE_BATCHES )
|
|
return;
|
|
|
|
m_pCachedBatches[ nBatch ] = pBatch;
|
|
}
|
|
|
|
FORCEINLINE ICachedPerFrameMeshData *GetCachedBatch( int nBatch )
|
|
{
|
|
if ( nBatch >= MAX_CACHED_PARTICLE_BATCHES )
|
|
return NULL;
|
|
|
|
return m_pCachedBatches[ nBatch ];
|
|
}
|
|
|
|
FORCEINLINE void SetCachedRenderListCount( int nParticleCount )
|
|
{
|
|
m_nCachedRenderListCount = nParticleCount;
|
|
}
|
|
|
|
FORCEINLINE int GetCachedRenderListCount()
|
|
{
|
|
return m_nCachedRenderListCount;
|
|
}
|
|
};
|
|
|
|
class CParticleCollection
|
|
{
|
|
public:
|
|
~CParticleCollection( void );
|
|
|
|
// Restarts the particle collection, stopping all non-continuous emitters
|
|
void Restart( EParticleRestartMode_t eMode = RESTART_NORMAL );
|
|
|
|
// compute bounds from particle list
|
|
void RecomputeBounds( void );
|
|
|
|
|
|
void SetControlPoint( int nWhichPoint, const Vector &v );
|
|
void SetControlPointObject( int nWhichPoint, void *pObject );
|
|
|
|
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 );
|
|
void SetControlPointParent( int nWhichPoint, int n );
|
|
void SetControlPointSnapshot( int nWhichPoint, CParticleSnapshot *pSnapshot );
|
|
|
|
void SetControlPointOrientation( int nWhichPoint, const Quaternion &q );
|
|
|
|
// get the pointer to an attribute for a given particle.
|
|
// !!speed!! if you find yourself calling this anywhere that matters,
|
|
// you're not handling the simd-ness of the particle system well
|
|
// and will have bad perf.
|
|
const float *GetFloatAttributePtr( int nAttribute, int nParticleNumber ) const;
|
|
const int *GetIntAttributePtr( int nAttribute, int nParticleNumber ) const;
|
|
const fltx4 *GetM128AttributePtr( int nAttribute, size_t *pStrideOut ) const;
|
|
const FourVectors *Get4VAttributePtr( int nAttribute, size_t *pStrideOut ) const;
|
|
const FourInts *Get4IAttributePtr( int nAttribute, size_t *pStrideOut ) const;
|
|
const int *GetIntAttributePtr( int nAttribute, size_t *pStrideOut ) const;
|
|
|
|
Vector GetVectorAttributeValue( int nAttribute, int nParticleNumber ) const;
|
|
float GetFloatAttributeValue( int nAttribute, int nParticleNumber ) const;
|
|
|
|
int *GetIntAttributePtrForWrite( int nAttribute, int nParticleNumber );
|
|
|
|
float *GetFloatAttributePtrForWrite( int nAttribute, int nParticleNumber );
|
|
fltx4 *GetM128AttributePtrForWrite( int nAttribute, size_t *pStrideOut );
|
|
FourVectors *Get4VAttributePtrForWrite( int nAttribute, size_t *pStrideOut );
|
|
|
|
const float *GetInitialFloatAttributePtr( int nAttribute, int nParticleNumber ) const;
|
|
const fltx4 *GetInitialM128AttributePtr( int nAttribute, size_t *pStrideOut ) const;
|
|
const FourVectors *GetInitial4VAttributePtr( int nAttribute, size_t *pStrideOut ) const;
|
|
float *GetInitialFloatAttributePtrForWrite( int nAttribute, int nParticleNumber );
|
|
fltx4 *GetInitialM128AttributePtrForWrite( int nAttribute, size_t *pStrideOut );
|
|
|
|
void Simulate( float dt );
|
|
void SkipToTime( float t );
|
|
|
|
// the camera objetc may be compared for equality against control point objects
|
|
void Render( int nViewRecursionLevel, IMatRenderContext *pRenderContext, const Vector4D &vecDiffuseModulation, bool bTranslucentOnly = false, void *pCameraObject = NULL );
|
|
|
|
bool IsValid( void ) const { return m_pDef != NULL; }
|
|
|
|
// this system and all children are valid
|
|
bool IsFullyValid( void ) const;
|
|
|
|
const char *GetName() const;
|
|
|
|
bool DependsOnSystem( const char *pName ) const;
|
|
|
|
// IsFinished returns true when a system has no particles and won't be creating any more
|
|
bool IsFinished( void ) const;
|
|
|
|
// Used to make sure we're accessing valid memory
|
|
bool IsValidAttributePtr( int nAttribute, const void *pPtr ) const;
|
|
|
|
void SwapPosAndPrevPos( void );
|
|
|
|
void SetNActiveParticles( int nCount );
|
|
void KillParticle(int nPidx, unsigned int nFlags = 0);
|
|
|
|
void StopEmission( bool bInfiniteOnly = false, bool bRemoveAllParticles = false, bool bWakeOnStop = false, bool bPlayEndCap = false );
|
|
void StartEmission( bool bInfiniteOnly = false );
|
|
void SetDormant( bool bDormant );
|
|
bool IsEmitting() const;
|
|
|
|
const Vector& GetControlPointAtCurrentTime( int nControlPoint ) const;
|
|
void GetControlPointOrientationAtCurrentTime( int nControlPoint, Vector *pForward, Vector *pRight, Vector *pUp ) const;
|
|
void GetControlPointTransformAtCurrentTime( int nControlPoint, matrix3x4_t *pMat );
|
|
void GetControlPointTransformAtCurrentTime( int nControlPoint, VMatrix *pMat );
|
|
int GetControlPointParent( int nControlPoint ) const;
|
|
CParticleSnapshot *GetControlPointSnapshot( int nWhichPoint ) const;
|
|
|
|
// Used to retrieve the position of a control point
|
|
// somewhere between m_fCurTime and m_fCurTime - m_fPreviousDT
|
|
void GetControlPointAtTime( int nControlPoint, float flTime, Vector *pControlPoint );
|
|
void GetControlPointAtPrevTime( int nControlPoint, Vector *pControlPoint );
|
|
void GetControlPointOrientationAtTime( int nControlPoint, float flTime, Vector *pForward, Vector *pRight, Vector *pUp );
|
|
void GetControlPointTransformAtTime( int nControlPoint, float flTime, matrix3x4_t *pMat );
|
|
void GetControlPointTransformAtTime( int nControlPoint, float flTime, VMatrix *pMat );
|
|
void GetControlPointTransformAtTime( int nControlPoint, float flTime, CParticleSIMDTransformation *pXForm );
|
|
int GetHighestControlPoint( void ) const;
|
|
|
|
// Control point accessed:
|
|
// NOTE: Unlike the definition's version of these methods,
|
|
// these OR-in the masks of their children.
|
|
bool ReadsControlPoint( int nPoint ) const;
|
|
bool IsNonPositionalControlPoint( int nPoint ) const;
|
|
|
|
// Used by particle systems to generate random numbers. Do not call these methods - use sse
|
|
// code
|
|
int RandomInt( int nMin, int nMax );
|
|
float RandomFloat( float flMin, float flMax );
|
|
float RandomFloatExp( float flMin, float flMax, float flExponent );
|
|
void RandomVector( float flMin, float flMax, Vector *pVector );
|
|
void RandomVector( const Vector &vecMin, const Vector &vecMax, Vector *pVector );
|
|
float RandomVectorInUnitSphere( Vector *pVector ); // Returns the length sqr of the vector
|
|
|
|
// NOTE: These versions will produce the *same random numbers* if you give it the same random
|
|
// sample id. do not use these methods.
|
|
int RandomInt( int nRandomSampleId, int nMin, int nMax );
|
|
float RandomFloat( int nRandomSampleId, float flMin, float flMax );
|
|
float RandomFloatExp( int nRandomSampleId, float flMin, float flMax, float flExponent );
|
|
void RandomVector( int nRandomSampleId, float flMin, float flMax, Vector *pVector );
|
|
void RandomVector( int nRandomSampleId, const Vector &vecMin, const Vector &vecMax, Vector *pVector );
|
|
float RandomVectorInUnitSphere( int nRandomSampleId, Vector *pVector ); // Returns the length sqr of the vector
|
|
|
|
fltx4 RandomFloat( const FourInts &ParticleID, int nRandomSampleOffset );
|
|
|
|
|
|
// Random number offset (for use in getting Random #s in operators)
|
|
int OperatorRandomSampleOffset() const;
|
|
|
|
// Returns the render bounds
|
|
void GetBounds( Vector *pMin, Vector *pMax );
|
|
|
|
// Visualize operators (for editing/debugging)
|
|
void VisualizeOperator( const DmObjectId_t *pOpId = NULL );
|
|
|
|
// Does the particle system use the power of two frame buffer texture (refraction?)
|
|
bool UsesPowerOfTwoFrameBufferTexture( bool bThisFrame ) const;
|
|
|
|
// Does the particle system use the full frame buffer texture (soft particles)
|
|
bool UsesFullFrameBufferTexture( bool bThisFrame ) const;
|
|
|
|
// Is the particle system translucent?
|
|
bool IsTranslucent() const;
|
|
|
|
// Is the particle system two-pass?
|
|
bool IsTwoPass() const;
|
|
|
|
// Is the particle system batchable?
|
|
bool IsBatchable() const;
|
|
|
|
// Is the order of the particles important
|
|
bool IsOrderImportant() const;
|
|
|
|
// Should this system be run want to read its parent's kill list inside ApplyKillList?
|
|
bool ShouldRunForParentApplyKillList( void ) const;
|
|
|
|
// Renderer iteration
|
|
int GetRendererCount() const;
|
|
CParticleOperatorInstance *GetRenderer( int i );
|
|
void *GetRendererContext( int i );
|
|
|
|
bool CheckIfOperatorShouldRun( CParticleOperatorInstance const * op, float *pflCurStrength, bool bApplyingParentKillList = false );
|
|
|
|
Vector TransformAxis( const Vector &SrcAxis, bool bLocalSpace, int nControlPointNumber = 0);
|
|
|
|
// return backwards-sorted particle list. use --addressing
|
|
const ParticleRenderData_t *GetRenderList( IMatRenderContext *pRenderContext, bool bSorted, int *pNparticles, CParticleVisibilityData *pVisibilityData );
|
|
|
|
// calculate the points of a curve for a path
|
|
void CalculatePathValues( CPathParameters const &PathIn,
|
|
float flTimeStamp,
|
|
Vector *pStartPnt,
|
|
Vector *pMidPnt,
|
|
Vector *pEndPnt
|
|
);
|
|
|
|
int GetGroupID() const;
|
|
|
|
void InitializeNewParticles( int nFirstParticle, int nParticleCount, uint32 nInittedMask, bool bApplyingParentKillList = false );
|
|
|
|
// update hit boxes for control point if not updated yet for this sim step
|
|
void UpdateHitBoxInfo( int nControlPointNumber, const char *pszHitboxSetName );
|
|
|
|
// Used by particle system definitions to manage particle collection lists
|
|
void UnlinkFromDefList( );
|
|
|
|
FORCEINLINE uint8 const *GetPrevAttributeMemory( void ) const
|
|
{
|
|
return m_pPreviousAttributeMemory;
|
|
}
|
|
|
|
FORCEINLINE uint8 const *GetAttributeMemory( void ) const
|
|
{
|
|
return m_pParticleMemory;
|
|
}
|
|
|
|
FORCEINLINE bool IsUsingInterpolatedRendering( void ) const
|
|
{
|
|
return (
|
|
( m_flTargetDrawTime < m_flCurTime ) &&
|
|
( m_flTargetDrawTime >= m_flPrevSimTime ) &&
|
|
( GetPrevAttributeMemory() ) &&
|
|
( ! m_bFrozen ) );
|
|
}
|
|
|
|
void ResetParticleCache();
|
|
CCachedParticleBatches *GetCachedParticleBatches();
|
|
|
|
// render helpers
|
|
int GenerateCulledSortedIndexList( ParticleRenderData_t *pOut, Vector vecCamera, Vector vecFwd, CParticleVisibilityData *pVisibilityData, bool bSorted );
|
|
int GenerateSortedIndexList( ParticleRenderData_t *pOut, Vector vecCameraPos, CParticleVisibilityData *pVisibilityData, bool bSorted );
|
|
|
|
CParticleCollection *GetNextCollectionUsingSameDef() { return m_pNextDef; }
|
|
|
|
CUtlReference< CSheet > m_Sheet;
|
|
bool m_bTriedLoadingSheet;
|
|
|
|
|
|
|
|
protected:
|
|
CParticleCollection( );
|
|
|
|
// Used by client code
|
|
bool Init( const char *pParticleSystemName );
|
|
bool Init( CParticleSystemDefinition *pDef );
|
|
|
|
// Bloat the bounding box by bounds around the control point
|
|
void BloatBoundsUsingControlPoint();
|
|
|
|
// to run emitters on restart, out of main sim.
|
|
void RunRestartedEmitters( void );
|
|
|
|
void SetRenderable( void *pRenderable );
|
|
|
|
|
|
private:
|
|
|
|
|
|
|
|
void Init( CParticleSystemDefinition *pDef, float flDelay, int nRandomSeed );
|
|
void InitStorage( CParticleSystemDefinition *pDef );
|
|
void InitParticleCreationTime( int nFirstParticle, int nNumToInit );
|
|
void CopyInitialAttributeValues( int nStartParticle, int nNumParticles );
|
|
void ApplyKillList( void );
|
|
void SetAttributeToConstant( int nAttribute, float fValue );
|
|
void SetAttributeToConstant( int nAttribute, float fValueX, float fValueY, float fValueZ );
|
|
void InitParticleAttributes( int nStartParticle, int nNumParticles, int nAttrsLeftToInit );
|
|
|
|
// call emitter and initializer operators on the specified system
|
|
// NOTE: this may be called from ApplyKillList, so the child can access about-to-be-killed particles
|
|
static void EmitAndInit( CParticleCollection *pCollection, bool bApplyingParentKillList = false );
|
|
|
|
// initialize this attribute for all active particles
|
|
void FillAttributeWithConstant( int nAttribute, float fValue );
|
|
|
|
// Updates the previous control points
|
|
void UpdatePrevControlPoints( float dt );
|
|
|
|
// Returns the memory for a particular constant attribute
|
|
float *GetConstantAttributeMemory( int nAttribute );
|
|
|
|
// Swaps two particles in the particle list
|
|
void SwapAdjacentParticles( int hParticle );
|
|
|
|
// Unlinks a particle from the list
|
|
void UnlinkParticle( int hParticle );
|
|
|
|
// Inserts a particle before another particle in the list
|
|
void InsertParticleBefore( int hParticle, int hBefore );
|
|
|
|
// Move a particle from one index to another
|
|
void MoveParticle( int nInitialIndex, int nNewIndex );
|
|
|
|
// Computes the sq distance to a particle position
|
|
float ComputeSqrDistanceToParticle( int hParticle, const Vector &vecPosition ) const;
|
|
|
|
// Grows the dist sq range for all particles
|
|
void GrowDistSqrBounds( float flDistSqr );
|
|
|
|
// Simulates the first frame
|
|
void SimulateFirstFrame( );
|
|
|
|
bool SystemContainsParticlesWithBoolSet( bool CParticleCollection::*pField ) const;
|
|
// Does the particle collection contain opaque particle systems
|
|
bool ContainsOpaqueCollections();
|
|
bool ComputeUsesPowerOfTwoFrameBufferTexture();
|
|
bool ComputeUsesFullFrameBufferTexture();
|
|
bool ComputeIsTranslucent();
|
|
bool ComputeIsTwoPass();
|
|
bool ComputeIsBatchable();
|
|
bool ComputeIsOrderImportant();
|
|
bool ComputeRunForParentApplyKillList();
|
|
|
|
void LabelTextureUsage( void );
|
|
|
|
void LinkIntoDefList( );
|
|
|
|
// Return the number of particle systems sharing the same definition
|
|
int GetCurrentParticleDefCount( CParticleSystemDefinition* pDef );
|
|
|
|
void CopyParticleAttributesToPreviousAttributes( void ) const;
|
|
|
|
public:
|
|
fltx4 m_fl4CurTime; // accumulated time
|
|
|
|
int m_nPaddedActiveParticles; // # of groups of 4 particles
|
|
float m_flCurTime; // accumulated time
|
|
|
|
// support for simulating particles at < the frame rate and interpolating.
|
|
// for a system simulating at lower frame rate, flDrawTime will be < m_flCurTime and >=m_flPrevSimTime
|
|
float m_flPrevSimTime; // the time of the previous sim
|
|
float m_flTargetDrawTime; // the timestamp for drawing
|
|
|
|
int m_nActiveParticles; // # of active particles
|
|
float m_flDt;
|
|
float m_flPreviousDt;
|
|
float m_flNextSleepTime; // time to go to sleep if not drawn
|
|
|
|
|
|
CUtlReference< CParticleSystemDefinition > m_pDef;
|
|
int m_nAllocatedParticles;
|
|
int m_nMaxAllowedParticles;
|
|
bool m_bDormant;
|
|
bool m_bEmissionStopped;
|
|
bool m_bPendingRestart;
|
|
bool m_bQueuedStartEmission;
|
|
bool m_bFrozen;
|
|
bool m_bInEndCap;
|
|
|
|
int m_LocalLightingCP;
|
|
Color m_LocalLighting;
|
|
|
|
// control point data. Don't set these directly, or they won't propagate down to children
|
|
// particle control points can act as emitter centers, repulsions points, etc. what they are
|
|
// used for depends on what operators and parameters your system has.
|
|
int m_nNumControlPointsAllocated;
|
|
CParticleCPInfo *m_pCPInfo;
|
|
|
|
FORCEINLINE CParticleControlPoint &ControlPoint( int nIdx ) const;
|
|
|
|
FORCEINLINE CModelHitBoxesInfo &ControlPointHitBox( int nIdx ) const;
|
|
|
|
|
|
// public so people can call methods
|
|
uint8 *m_pOperatorContextData;
|
|
CParticleCollection *m_pNext; // for linking children together
|
|
CParticleCollection *m_pPrev; // for linking children together
|
|
|
|
struct CWorldCollideContextData *m_pCollisionCacheData[NUM_COLLISION_CACHE_MODES]; // children can share collision caches w/ parent
|
|
|
|
CParticleCollection *m_pParent;
|
|
|
|
CUtlIntrusiveDList<CParticleCollection> m_Children; // list for all child particle systems
|
|
Vector m_Center; // average of particle centers
|
|
void *m_pRenderable; // for use by client
|
|
|
|
|
|
void *operator new(size_t nSize);
|
|
void *operator new( size_t size, int nBlockUse, const char *pFileName, int nLine );
|
|
void operator delete(void *pData);
|
|
void operator delete( void* p, int nBlockUse, const char *pFileName, int nLine );
|
|
|
|
|
|
protected:
|
|
// current bounds for the particle system
|
|
bool m_bBoundsValid;
|
|
Vector m_MinBounds;
|
|
Vector m_MaxBounds;
|
|
int m_nHighestCP; //Highest CP set externally. Needs to assert if a system calls to an unassigned CP.
|
|
|
|
private:
|
|
|
|
|
|
int m_nAttributeMemorySize;
|
|
unsigned char *m_pParticleMemory; // fixed size at initialization. Must be aligned for SSE
|
|
unsigned char *m_pParticleInitialMemory; // fixed size at initialization. Must be aligned for SSE
|
|
unsigned char *m_pConstantMemory;
|
|
uint8 *m_pPreviousAttributeMemory; // for simulating at less than the display rate
|
|
|
|
|
|
int m_nPerParticleInitializedAttributeMask;
|
|
int m_nPerParticleUpdatedAttributeMask;
|
|
int m_nPerParticleReadInitialAttributeMask; // What fields do operators want to see initial attribute values for?
|
|
|
|
CParticleAttributeAddressTable m_ParticleAttributes;
|
|
CParticleAttributeAddressTable m_ParticleInitialAttributes;
|
|
CParticleAttributeAddressTable m_PreviousFrameAttributes;
|
|
|
|
float *m_pConstantAttributes;
|
|
|
|
uint64 m_nControlPointReadMask; // Mask indicating which control points have been accessed
|
|
uint64 m_nControlPointNonPositionalMask; // Mask indicating which control points are non-positional (ie shouldn't be transformed)
|
|
int m_nParticleFlags; // PCFLAGS_xxx
|
|
bool m_bIsScrubbable : 1;
|
|
bool m_bIsRunningInitializers : 1;
|
|
bool m_bIsRunningOperators : 1;
|
|
bool m_bIsTranslucent : 1;
|
|
bool m_bIsTwoPass : 1;
|
|
bool m_bAnyUsesPowerOfTwoFrameBufferTexture : 1; // whether or not we or any children use this
|
|
bool m_bAnyUsesFullFrameBufferTexture : 1;
|
|
bool m_bIsBatchable : 1;
|
|
bool m_bIsOrderImportant : 1; // is order important when deleting
|
|
bool m_bRunForParentApplyKillList : 1; // see ShouldRunForParentApplyKillList()
|
|
|
|
bool m_bUsesPowerOfTwoFrameBufferTexture; // whether or not we use this, _not_ our children
|
|
bool m_bUsesFullFrameBufferTexture;
|
|
|
|
// How many frames have we drawn?
|
|
int m_nDrawnFrames;
|
|
|
|
|
|
// Used to assign unique ids to each particle
|
|
int m_nUniqueParticleId;
|
|
|
|
// Used to generate random numbers
|
|
int m_nRandomQueryCount;
|
|
int m_nRandomSeed;
|
|
int m_nOperatorRandomSampleOffset;
|
|
|
|
float m_flMinDistSqr;
|
|
float m_flMaxDistSqr;
|
|
float m_flOOMaxDistSqr;
|
|
Vector m_vecLastCameraPos;
|
|
float m_flLastMinDistSqr;
|
|
float m_flLastMaxDistSqr;
|
|
|
|
// Particle collection kill list. set up by particle system mgr
|
|
int m_nNumParticlesToKill;
|
|
KillListItem_t *m_pParticleKillList;
|
|
|
|
// Used to build a list of all particle collections that have the same particle def
|
|
CParticleCollection *m_pNextDef;
|
|
CParticleCollection *m_pPrevDef;
|
|
|
|
void LoanKillListTo( CParticleCollection *pBorrower ) const;
|
|
bool HasAttachedKillList( void ) const;
|
|
|
|
CCachedParticleBatches *m_pCachedParticleBatches;
|
|
|
|
// For debugging
|
|
CParticleOperatorInstance *m_pRenderOp;
|
|
friend class CParticleSystemMgr;
|
|
friend class CParticleOperatorInstance;
|
|
friend class CParticleSystemDefinition;
|
|
friend class C4VInterpolatedAttributeIterator;
|
|
friend class CM128InterpolatedAttributeIterator;
|
|
};
|
|
|
|
|
|
|
|
class CM128InitialAttributeIterator : public CStridedConstPtr<fltx4>
|
|
{
|
|
public:
|
|
FORCEINLINE CM128InitialAttributeIterator( int nAttribute, CParticleCollection *pParticles )
|
|
{
|
|
m_pData = pParticles->GetInitialM128AttributePtr( nAttribute, &m_nStride );
|
|
}
|
|
};
|
|
|
|
|
|
class CM128AttributeIterator : public CStridedConstPtr<fltx4>
|
|
{
|
|
public:
|
|
FORCEINLINE void Init( int nAttribute, CParticleCollection *pParticles )
|
|
{
|
|
m_pData = pParticles->GetM128AttributePtr( nAttribute, &m_nStride );
|
|
}
|
|
FORCEINLINE CM128AttributeIterator( int nAttribute, CParticleCollection *pParticles )
|
|
{
|
|
Init( nAttribute, pParticles );
|
|
}
|
|
CM128AttributeIterator( void )
|
|
{
|
|
}
|
|
|
|
FORCEINLINE fltx4 operator()( fltx4 fl4T ) const
|
|
{
|
|
return *( m_pData );
|
|
}
|
|
};
|
|
|
|
class C4IAttributeIterator : public CStridedConstPtr<FourInts>
|
|
{
|
|
public:
|
|
FORCEINLINE void Init( int nAttribute, CParticleCollection *pParticles )
|
|
{
|
|
m_pData = pParticles->Get4IAttributePtr( nAttribute, &m_nStride );
|
|
}
|
|
FORCEINLINE C4IAttributeIterator( int nAttribute, CParticleCollection *pParticles )
|
|
{
|
|
Init( nAttribute, pParticles );
|
|
}
|
|
FORCEINLINE C4IAttributeIterator( void )
|
|
{
|
|
}
|
|
};
|
|
|
|
class CM128AttributeWriteIterator : public CStridedPtr<fltx4>
|
|
{
|
|
public:
|
|
FORCEINLINE CM128AttributeWriteIterator( void )
|
|
{
|
|
}
|
|
FORCEINLINE void Init ( int nAttribute, CParticleCollection *pParticles )
|
|
{
|
|
m_pData = pParticles->GetM128AttributePtrForWrite( nAttribute, &m_nStride );
|
|
}
|
|
FORCEINLINE CM128AttributeWriteIterator( int nAttribute, CParticleCollection *pParticles )
|
|
{
|
|
Init( nAttribute, pParticles );
|
|
}
|
|
};
|
|
|
|
class C4VAttributeIterator : public CStridedConstPtr<FourVectors>
|
|
{
|
|
public:
|
|
FORCEINLINE void Init( int nAttribute, CParticleCollection *pParticles )
|
|
{
|
|
m_pData = pParticles->Get4VAttributePtr( nAttribute, &m_nStride );
|
|
}
|
|
FORCEINLINE C4VAttributeIterator( void )
|
|
{
|
|
}
|
|
|
|
FORCEINLINE C4VAttributeIterator( int nAttribute, CParticleCollection *pParticles )
|
|
{
|
|
Init( nAttribute, pParticles );
|
|
}
|
|
|
|
FORCEINLINE fltx4 X( fltx4 T )
|
|
{
|
|
return m_pData->x;
|
|
}
|
|
|
|
FORCEINLINE fltx4 Y( fltx4 T )
|
|
{
|
|
return m_pData->y;
|
|
}
|
|
|
|
FORCEINLINE fltx4 Z( fltx4 T )
|
|
{
|
|
return m_pData->z;
|
|
}
|
|
|
|
};
|
|
|
|
class CM128InterpolatedAttributeIterator : public CM128AttributeIterator
|
|
{
|
|
protected:
|
|
intp m_nOldDataOffset;
|
|
|
|
FORCEINLINE fltx4 const *PreviousData( void ) const
|
|
{
|
|
return ( fltx4 const * ) ( ( ( uint8 const * ) m_pData ) + m_nOldDataOffset );
|
|
}
|
|
|
|
public:
|
|
FORCEINLINE void Init( int nAttribute, CParticleCollection *pParticles )
|
|
{
|
|
m_pData = pParticles->GetM128AttributePtr( nAttribute, &m_nStride );
|
|
Assert( pParticles->GetPrevAttributeMemory() );
|
|
if ( m_nStride )
|
|
{
|
|
m_nOldDataOffset =
|
|
pParticles->m_PreviousFrameAttributes.ByteAddress( nAttribute ) - pParticles->m_ParticleAttributes.ByteAddress( nAttribute );
|
|
}
|
|
else
|
|
{
|
|
m_nOldDataOffset = 0;
|
|
}
|
|
|
|
}
|
|
FORCEINLINE CM128InterpolatedAttributeIterator( int nAttribute, CParticleCollection *pParticles )
|
|
{
|
|
Init( nAttribute, pParticles );
|
|
}
|
|
|
|
CM128InterpolatedAttributeIterator( void )
|
|
{
|
|
}
|
|
|
|
FORCEINLINE fltx4 operator()( fltx4 fl4T ) const
|
|
{
|
|
fltx4 fl4Ret = *( PreviousData() );
|
|
return AddSIMD( fl4Ret, MulSIMD( fl4T, SubSIMD( *m_pData, fl4Ret ) ) );
|
|
}
|
|
};
|
|
|
|
class C4VInterpolatedAttributeIterator : public C4VAttributeIterator
|
|
{
|
|
protected:
|
|
ptrdiff_t m_nOldDataOffset;
|
|
|
|
FORCEINLINE FourVectors const *PreviousData( void ) const
|
|
{
|
|
return ( FourVectors const * ) ( ( ( uint8 const * ) m_pData ) + m_nOldDataOffset );
|
|
}
|
|
|
|
public:
|
|
void Init( int nAttribute, CParticleCollection *pParticles );
|
|
|
|
|
|
FORCEINLINE C4VInterpolatedAttributeIterator( void )
|
|
{
|
|
}
|
|
|
|
FORCEINLINE C4VInterpolatedAttributeIterator( int nAttribute, CParticleCollection *pParticles )
|
|
{
|
|
Init( nAttribute, pParticles );
|
|
}
|
|
|
|
FORCEINLINE fltx4 X( fltx4 fl4T ) const
|
|
{
|
|
fltx4 fl4Ret = PreviousData()->x;
|
|
return AddSIMD( fl4Ret, MulSIMD( fl4T, SubSIMD( m_pData->x, fl4Ret ) ) );
|
|
}
|
|
|
|
FORCEINLINE fltx4 Y( fltx4 fl4T ) const
|
|
{
|
|
fltx4 fl4Ret = PreviousData()->y;
|
|
return AddSIMD( fl4Ret, MulSIMD( fl4T, SubSIMD( m_pData->y, fl4Ret ) ) );
|
|
}
|
|
|
|
FORCEINLINE fltx4 Z( fltx4 fl4T ) const
|
|
{
|
|
fltx4 fl4Ret = PreviousData()->z;
|
|
return AddSIMD( fl4Ret, MulSIMD( fl4T, SubSIMD( m_pData->z, fl4Ret ) ) );
|
|
}
|
|
|
|
};
|
|
|
|
class C4VInitialAttributeIterator : public CStridedConstPtr<FourVectors>
|
|
{
|
|
public:
|
|
FORCEINLINE C4VInitialAttributeIterator( int nAttribute, CParticleCollection *pParticles )
|
|
{
|
|
m_pData = pParticles->GetInitial4VAttributePtr( nAttribute, &m_nStride );
|
|
}
|
|
};
|
|
|
|
class C4VAttributeWriteIterator : public CStridedPtr<FourVectors>
|
|
{
|
|
public:
|
|
FORCEINLINE C4VAttributeWriteIterator( int nAttribute, CParticleCollection *pParticles )
|
|
{
|
|
m_pData = pParticles->Get4VAttributePtrForWrite( nAttribute, &m_nStride );
|
|
}
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Inline methods of CParticleCollection
|
|
//-----------------------------------------------------------------------------
|
|
|
|
inline bool CParticleCollection::HasAttachedKillList( void ) const
|
|
{
|
|
return m_pParticleKillList != NULL;
|
|
}
|
|
|
|
inline bool CParticleCollection::ReadsControlPoint( int nPoint ) const
|
|
{
|
|
return ( m_nControlPointReadMask & ( 1ULL << nPoint ) ) != 0;
|
|
}
|
|
|
|
inline bool CParticleCollection::IsNonPositionalControlPoint( int nPoint ) const
|
|
{
|
|
return ( m_nControlPointNonPositionalMask & ( 1ULL << nPoint ) ) != 0;
|
|
}
|
|
|
|
inline void CParticleCollection::SetNActiveParticles( int nCount )
|
|
{
|
|
Assert( nCount >= 0 && nCount <= m_nMaxAllowedParticles );
|
|
m_nActiveParticles = nCount;
|
|
m_nPaddedActiveParticles = ( nCount+3 )/4;
|
|
}
|
|
|
|
inline void CParticleCollection::SwapPosAndPrevPos( void )
|
|
{
|
|
// strides better be the same!
|
|
Assert( m_ParticleAttributes.Stride( PARTICLE_ATTRIBUTE_XYZ ) == m_ParticleAttributes.Stride( PARTICLE_ATTRIBUTE_PREV_XYZ ) );
|
|
V_swap( m_ParticleAttributes.m_pAttributes[ PARTICLE_ATTRIBUTE_XYZ ], m_ParticleAttributes.m_pAttributes[ PARTICLE_ATTRIBUTE_PREV_XYZ ] );
|
|
}
|
|
|
|
FORCEINLINE CParticleControlPoint &CParticleCollection::ControlPoint( int nIdx ) const
|
|
{
|
|
Assert( nIdx >= 0 && nIdx < m_nNumControlPointsAllocated );
|
|
return m_pCPInfo[ MAX(0, MIN( nIdx, m_nNumControlPointsAllocated - 1 )) ].m_ControlPoint;
|
|
}
|
|
|
|
FORCEINLINE CModelHitBoxesInfo &CParticleCollection::ControlPointHitBox( int nIdx ) const
|
|
{
|
|
return m_pCPInfo[ MAX(0, MIN( nIdx, m_nNumControlPointsAllocated - 1 )) ].m_CPHitBox;
|
|
}
|
|
|
|
inline void CParticleCollection::LoanKillListTo( CParticleCollection *pBorrower ) const
|
|
{
|
|
Assert(! pBorrower->m_pParticleKillList );
|
|
pBorrower->m_nNumParticlesToKill = 0;
|
|
pBorrower->m_pParticleKillList = m_pParticleKillList;
|
|
}
|
|
|
|
inline void CParticleCollection::SetAttributeToConstant( int nAttribute, float fValue )
|
|
{
|
|
float *fconst = m_pConstantAttributes + 4*3*nAttribute;
|
|
fconst[0] = fconst[1] = fconst[2] = fconst[3] = fValue;
|
|
}
|
|
|
|
inline void CParticleCollection::SetAttributeToConstant( int nAttribute, float fValueX, float fValueY, float fValueZ )
|
|
{
|
|
float *fconst = m_pConstantAttributes + 4*3*nAttribute;
|
|
fconst[0] = fconst[1] = fconst[2] = fconst[3] = fValueX;
|
|
fconst[4] = fconst[5] = fconst[6] = fconst[7] = fValueY;
|
|
fconst[8] = fconst[9] = fconst[10] = fconst[11] = fValueZ;
|
|
}
|
|
|
|
inline void CParticleCollection::SetControlPoint( int nWhichPoint, const Vector &v )
|
|
{
|
|
Assert( ( nWhichPoint >= 0) && ( nWhichPoint < MAX_PARTICLE_CONTROL_POINTS ) );
|
|
if ( nWhichPoint < m_nNumControlPointsAllocated )
|
|
{
|
|
ControlPoint( nWhichPoint ).m_Position = v;
|
|
m_nHighestCP = MAX( m_nHighestCP, nWhichPoint );
|
|
}
|
|
for( CParticleCollection *i = m_Children.m_pHead; i; i=i->m_pNext )
|
|
{
|
|
i->SetControlPoint( nWhichPoint, v );
|
|
}
|
|
}
|
|
|
|
inline void CParticleCollection::SetControlPointObject( int nWhichPoint, void *pObject )
|
|
{
|
|
Assert( ( nWhichPoint >= 0) && ( nWhichPoint < MAX_PARTICLE_CONTROL_POINTS ) );
|
|
if ( nWhichPoint < m_nNumControlPointsAllocated )
|
|
{
|
|
ControlPoint( nWhichPoint ).m_pObject = pObject;
|
|
m_nHighestCP = MAX( m_nHighestCP, nWhichPoint );
|
|
}
|
|
for( CParticleCollection *i = m_Children.m_pHead; i; i=i->m_pNext )
|
|
{
|
|
i->SetControlPointObject( nWhichPoint, pObject );
|
|
}
|
|
}
|
|
|
|
inline void CParticleCollection::SetControlPointOrientation( int nWhichPoint, const Vector &forward,
|
|
const Vector &right, const Vector &up )
|
|
{
|
|
Assert( ( nWhichPoint >= 0) && ( nWhichPoint < MAX_PARTICLE_CONTROL_POINTS ) );
|
|
|
|
// check perpendicular
|
|
Assert( fabs( DotProduct( forward, up ) ) <= 0.1f );
|
|
Assert( fabs( DotProduct( forward, right ) ) <= 0.1f );
|
|
Assert( fabs( DotProduct( right, up ) ) <= 0.1f );
|
|
|
|
if ( nWhichPoint < m_nNumControlPointsAllocated )
|
|
{
|
|
ControlPoint( nWhichPoint ).m_ForwardVector = forward;
|
|
ControlPoint( nWhichPoint ).m_UpVector = up;
|
|
ControlPoint( nWhichPoint ).m_RightVector = right;
|
|
m_nHighestCP = MAX( m_nHighestCP, nWhichPoint );
|
|
}
|
|
// make sure all children are finished
|
|
for( CParticleCollection *i = m_Children.m_pHead; i; i=i->m_pNext )
|
|
{
|
|
i->SetControlPointOrientation( nWhichPoint, forward, right, up );
|
|
}
|
|
}
|
|
|
|
inline Vector CParticleCollection::TransformAxis( const Vector &SrcAxis, bool bLocalSpace,
|
|
int nControlPointNumber)
|
|
{
|
|
if ( bLocalSpace )
|
|
{
|
|
return // mxmul
|
|
( SrcAxis.x * ControlPoint( nControlPointNumber ).m_RightVector )+
|
|
( SrcAxis.y * ControlPoint( nControlPointNumber ).m_ForwardVector )+
|
|
( SrcAxis.z * ControlPoint( nControlPointNumber ).m_UpVector );
|
|
}
|
|
else
|
|
return SrcAxis;
|
|
}
|
|
|
|
|
|
inline void CParticleCollection::SetControlPointOrientation( int nWhichPoint, const Quaternion &q )
|
|
{
|
|
matrix3x4_t mat;
|
|
Vector vecForward, vecUp, vecRight;
|
|
QuaternionMatrix( q, mat );
|
|
MatrixVectors( mat, &vecForward, &vecRight, &vecUp );
|
|
SetControlPointOrientation( nWhichPoint, vecForward, vecRight, vecUp );
|
|
}
|
|
|
|
inline void CParticleCollection::SetControlPointForwardVector( int nWhichPoint, const Vector &v )
|
|
{
|
|
Assert( ( nWhichPoint >= 0) && ( nWhichPoint < MAX_PARTICLE_CONTROL_POINTS ) );
|
|
if ( nWhichPoint < m_nNumControlPointsAllocated )
|
|
{
|
|
ControlPoint( nWhichPoint ).m_ForwardVector = v;
|
|
m_nHighestCP = MAX( m_nHighestCP, nWhichPoint );
|
|
}
|
|
for( CParticleCollection *i = m_Children.m_pHead; i; i=i->m_pNext )
|
|
{
|
|
i->SetControlPointForwardVector( nWhichPoint, v );
|
|
}
|
|
}
|
|
|
|
inline void CParticleCollection::SetControlPointUpVector( int nWhichPoint, const Vector &v )
|
|
{
|
|
Assert( ( nWhichPoint >= 0) && ( nWhichPoint < MAX_PARTICLE_CONTROL_POINTS ) );
|
|
if ( nWhichPoint < m_nNumControlPointsAllocated )
|
|
{
|
|
ControlPoint( nWhichPoint ).m_UpVector = v;
|
|
m_nHighestCP = MAX( m_nHighestCP, nWhichPoint );
|
|
}
|
|
for( CParticleCollection *i = m_Children.m_pHead; i; i=i->m_pNext )
|
|
{
|
|
i->SetControlPointUpVector( nWhichPoint, v );
|
|
}
|
|
}
|
|
|
|
inline void CParticleCollection::SetControlPointRightVector( int nWhichPoint, const Vector &v)
|
|
{
|
|
Assert( ( nWhichPoint >= 0) && ( nWhichPoint < MAX_PARTICLE_CONTROL_POINTS ) );
|
|
if ( nWhichPoint < m_nNumControlPointsAllocated )
|
|
{
|
|
ControlPoint( nWhichPoint ).m_RightVector = v;
|
|
m_nHighestCP = MAX( m_nHighestCP, nWhichPoint );
|
|
}
|
|
for( CParticleCollection *i = m_Children.m_pHead; i; i=i->m_pNext )
|
|
{
|
|
i->SetControlPointRightVector( nWhichPoint, v );
|
|
}
|
|
}
|
|
|
|
inline void CParticleCollection::SetControlPointParent( int nWhichPoint, int n )
|
|
{
|
|
Assert( ( nWhichPoint >= 0) && ( nWhichPoint < MAX_PARTICLE_CONTROL_POINTS ) );
|
|
if ( nWhichPoint < m_nNumControlPointsAllocated )
|
|
{
|
|
ControlPoint( nWhichPoint ).m_nParent = n;
|
|
m_nHighestCP = MAX( m_nHighestCP, nWhichPoint );
|
|
}
|
|
for( CParticleCollection *i = m_Children.m_pHead; i; i=i->m_pNext )
|
|
{
|
|
i->SetControlPointParent( nWhichPoint, n );
|
|
}
|
|
}
|
|
|
|
inline void CParticleCollection::SetControlPointSnapshot( int nWhichPoint, CParticleSnapshot *pSnapshot )
|
|
{
|
|
Assert( ( nWhichPoint >= 0 ) && ( nWhichPoint < MAX_PARTICLE_CONTROL_POINTS ) );
|
|
if ( nWhichPoint < m_nNumControlPointsAllocated )
|
|
{
|
|
ControlPoint( nWhichPoint ).m_pSnapshot = pSnapshot;
|
|
}
|
|
for( CParticleCollection *i = m_Children.m_pHead; i; i=i->m_pNext )
|
|
{
|
|
i->SetControlPointSnapshot( nWhichPoint, pSnapshot );
|
|
}
|
|
}
|
|
|
|
|
|
// Returns the memory for a particular constant attribute
|
|
inline float *CParticleCollection::GetConstantAttributeMemory( int nAttribute )
|
|
{
|
|
return m_pConstantAttributes + 3 * 4 * nAttribute;
|
|
}
|
|
|
|
// Random number offset (for use in getting Random #s in operators)
|
|
inline int CParticleCollection::OperatorRandomSampleOffset() const
|
|
{
|
|
return m_nOperatorRandomSampleOffset;
|
|
}
|
|
|
|
// Used by particle systems to generate random numbers
|
|
inline int CParticleCollection::RandomInt( int nRandomSampleId, int nMin, int nMax )
|
|
{
|
|
// do not call
|
|
float flRand = s_pRandomFloats[ ( m_nRandomSeed + nRandomSampleId ) & RANDOM_FLOAT_MASK ];
|
|
flRand *= ( nMax + 1 - nMin );
|
|
int nRand = (int)flRand + nMin;
|
|
return nRand;
|
|
}
|
|
|
|
inline float CParticleCollection::RandomFloat( int nRandomSampleId, float flMin, float flMax )
|
|
{
|
|
// do not call
|
|
float flRand = s_pRandomFloats[ ( m_nRandomSeed + nRandomSampleId ) & RANDOM_FLOAT_MASK ];
|
|
flRand *= ( flMax - flMin );
|
|
flRand += flMin;
|
|
return flRand;
|
|
}
|
|
|
|
inline fltx4 CParticleCollection::RandomFloat( const FourInts &ParticleID, int nRandomSampleOffset )
|
|
{
|
|
fltx4 Retval;
|
|
int nOfs=m_nRandomSeed+nRandomSampleOffset;
|
|
SubFloat( Retval, 0 ) = s_pRandomFloats[ ( nOfs + ParticleID.m_nValue[0] ) & RANDOM_FLOAT_MASK ];
|
|
SubFloat( Retval, 1 ) = s_pRandomFloats[ ( nOfs + ParticleID.m_nValue[1] ) & RANDOM_FLOAT_MASK ];
|
|
SubFloat( Retval, 2 ) = s_pRandomFloats[ ( nOfs + ParticleID.m_nValue[2] ) & RANDOM_FLOAT_MASK ];
|
|
SubFloat( Retval, 3 ) = s_pRandomFloats[ ( nOfs + ParticleID.m_nValue[3] ) & RANDOM_FLOAT_MASK ];
|
|
return Retval;
|
|
}
|
|
|
|
|
|
inline float CParticleCollection::RandomFloatExp( int nRandomSampleId, float flMin, float flMax, float flExponent )
|
|
{
|
|
// do not call
|
|
float flRand = s_pRandomFloats[ ( m_nRandomSeed + nRandomSampleId ) & RANDOM_FLOAT_MASK ];
|
|
flRand = powf( flRand, flExponent );
|
|
flRand *= ( flMax - flMin );
|
|
flRand += flMin;
|
|
return flRand;
|
|
}
|
|
|
|
inline void CParticleCollection::RandomVector( int nRandomSampleId, float flMin, float flMax, Vector *pVector )
|
|
{
|
|
// do not call
|
|
float flDelta = flMax - flMin;
|
|
int nBaseId = m_nRandomSeed + nRandomSampleId;
|
|
|
|
pVector->x = s_pRandomFloats[ nBaseId & RANDOM_FLOAT_MASK ];
|
|
pVector->x *= flDelta;
|
|
pVector->x += flMin;
|
|
|
|
pVector->y = s_pRandomFloats[ ( nBaseId + 1 ) & RANDOM_FLOAT_MASK ];
|
|
pVector->y *= flDelta;
|
|
pVector->y += flMin;
|
|
|
|
pVector->z = s_pRandomFloats[ ( nBaseId + 2 ) & RANDOM_FLOAT_MASK ];
|
|
pVector->z *= flDelta;
|
|
pVector->z += flMin;
|
|
}
|
|
|
|
inline void CParticleCollection::RandomVector( int nRandomSampleId, const Vector &vecMin, const Vector &vecMax, Vector *pVector )
|
|
{
|
|
// do not call
|
|
int nBaseId = m_nRandomSeed + nRandomSampleId;
|
|
pVector->x = RandomFloat( nBaseId, vecMin.x, vecMax.x );
|
|
pVector->y = RandomFloat( nBaseId + 1, vecMin.y, vecMax.y );
|
|
pVector->z = RandomFloat( nBaseId + 2, vecMin.z, vecMax.z );
|
|
}
|
|
|
|
// Used by particle systems to generate random numbers
|
|
inline int CParticleCollection::RandomInt( int nMin, int nMax )
|
|
{
|
|
// do not call
|
|
return RandomInt( m_nRandomQueryCount++, nMin, nMax );
|
|
}
|
|
|
|
inline float CParticleCollection::RandomFloat( float flMin, float flMax )
|
|
{
|
|
// do not call
|
|
return RandomFloat( m_nRandomQueryCount++, flMin, flMax );
|
|
}
|
|
|
|
inline float CParticleCollection::RandomFloatExp( float flMin, float flMax, float flExponent )
|
|
{
|
|
// do not call
|
|
return RandomFloatExp( m_nRandomQueryCount++, flMin, flMax, flExponent );
|
|
}
|
|
|
|
inline void CParticleCollection::RandomVector( float flMin, float flMax, Vector *pVector )
|
|
{
|
|
// do not call
|
|
RandomVector( m_nRandomQueryCount, flMin, flMax, pVector );
|
|
m_nRandomQueryCount +=3;
|
|
}
|
|
|
|
inline void CParticleCollection::RandomVector( const Vector &vecMin, const Vector &vecMax, Vector *pVector )
|
|
{
|
|
// do not call
|
|
RandomVector( m_nRandomQueryCount, vecMin, vecMax, pVector );
|
|
m_nRandomQueryCount +=3;
|
|
}
|
|
|
|
inline float CParticleCollection::RandomVectorInUnitSphere( Vector *pVector )
|
|
{
|
|
// do not call
|
|
float flUnitSphere = RandomVectorInUnitSphere( m_nRandomQueryCount, pVector );
|
|
m_nRandomQueryCount +=3;
|
|
return flUnitSphere;
|
|
}
|
|
|
|
|
|
// get the pointer to an attribute for a given particle. !!speed!! if you find yourself
|
|
// calling this anywhere that matters, you're not handling the simd-ness of the particle system
|
|
// well and will have bad perf.
|
|
inline const float *CParticleCollection::GetFloatAttributePtr( int nAttribute, int nParticleNumber ) const
|
|
{
|
|
Assert( nParticleNumber < m_nAllocatedParticles );
|
|
return m_ParticleAttributes.FloatAttributePtr( nAttribute, nParticleNumber );
|
|
}
|
|
|
|
inline int *CParticleCollection::GetIntAttributePtrForWrite( int nAttribute, int nParticleNumber )
|
|
{
|
|
return reinterpret_cast< int* >( GetFloatAttributePtrForWrite( nAttribute, nParticleNumber ) );
|
|
}
|
|
|
|
inline const int *CParticleCollection::GetIntAttributePtr( int nAttribute, int nParticleNumber ) const
|
|
{
|
|
return (int*)GetFloatAttributePtr( nAttribute, nParticleNumber );
|
|
}
|
|
|
|
inline const fltx4 *CParticleCollection::GetM128AttributePtr( int nAttribute, size_t *pStrideOut ) const
|
|
{
|
|
*(pStrideOut) = m_ParticleAttributes.Stride( nAttribute ) / 4;
|
|
return reinterpret_cast<fltx4 *>( m_ParticleAttributes.Address( nAttribute ) );
|
|
}
|
|
|
|
inline const FourInts *CParticleCollection::Get4IAttributePtr( int nAttribute, size_t *pStrideOut ) const
|
|
{
|
|
*(pStrideOut) = m_ParticleAttributes.Stride( nAttribute ) / 4;
|
|
return reinterpret_cast<FourInts *>( m_ParticleAttributes.Address( nAttribute ) );
|
|
}
|
|
|
|
inline const int32 *CParticleCollection::GetIntAttributePtr( int nAttribute, size_t *pStrideOut ) const
|
|
{
|
|
*(pStrideOut) = m_ParticleAttributes.Stride( nAttribute );
|
|
return reinterpret_cast<int32 *>( m_ParticleAttributes.Address( nAttribute ) );
|
|
}
|
|
|
|
inline const FourVectors *CParticleCollection::Get4VAttributePtr( int nAttribute, size_t *pStrideOut ) const
|
|
{
|
|
*(pStrideOut) = m_ParticleAttributes.Stride( nAttribute ) / 12;
|
|
return reinterpret_cast<const FourVectors *>( m_ParticleAttributes.Address( nAttribute ) );
|
|
}
|
|
|
|
inline FourVectors *CParticleCollection::Get4VAttributePtrForWrite( int nAttribute, size_t *pStrideOut )
|
|
{
|
|
*( pStrideOut ) = m_ParticleAttributes.Stride( nAttribute ) / 12;
|
|
return reinterpret_cast<FourVectors *>( m_ParticleAttributes.Address( nAttribute ) );
|
|
}
|
|
|
|
inline const FourVectors *CParticleCollection::GetInitial4VAttributePtr( int nAttribute, size_t *pStrideOut ) const
|
|
{
|
|
*(pStrideOut) = m_ParticleInitialAttributes.Stride( nAttribute )/12;
|
|
return reinterpret_cast<FourVectors *>( m_ParticleInitialAttributes.Address( nAttribute ) );
|
|
}
|
|
|
|
inline Vector CParticleCollection::GetVectorAttributeValue( int nAttribute, int nParticleNumber ) const
|
|
{
|
|
Assert( nParticleNumber < m_nAllocatedParticles );
|
|
size_t nStride;
|
|
float const *pData = ( float const * ) Get4VAttributePtr( nAttribute, &nStride );
|
|
int nOfs = nParticleNumber / 4;
|
|
int nRemainder = nParticleNumber & 3;
|
|
pData += 12 * nOfs + nRemainder;
|
|
Vector vecRet( pData[0], pData[4], pData[8] );
|
|
return vecRet;
|
|
}
|
|
|
|
inline float CParticleCollection::GetFloatAttributeValue( int nAttribute, int nParticleNumber ) const
|
|
{
|
|
Assert( nParticleNumber < m_nAllocatedParticles );
|
|
float const *pData = GetFloatAttributePtr( nAttribute, nParticleNumber );
|
|
return *pData;
|
|
}
|
|
|
|
|
|
inline float *CParticleCollection::GetFloatAttributePtrForWrite( int nAttribute, int nParticleNumber )
|
|
{
|
|
// NOTE: If you hit this assertion, it means your particle operator isn't returning
|
|
// the appropriate fields in the RequiredAttributesMask call
|
|
Assert( !m_bIsRunningInitializers || ( m_nPerParticleInitializedAttributeMask & (1 << nAttribute) ) );
|
|
Assert( !m_bIsRunningOperators || ( m_nPerParticleUpdatedAttributeMask & (1 << nAttribute) ) );
|
|
|
|
Assert( m_ParticleAttributes.Stride( nAttribute ) != 0 );
|
|
|
|
Assert( nParticleNumber < m_nAllocatedParticles );
|
|
return m_ParticleAttributes.FloatAttributePtr( nAttribute, nParticleNumber );
|
|
}
|
|
|
|
inline fltx4 *CParticleCollection::GetM128AttributePtrForWrite( int nAttribute, size_t *pStrideOut )
|
|
{
|
|
// NOTE: If you hit this assertion, it means your particle operator isn't returning
|
|
// the appropriate fields in the RequiredAttributesMask call
|
|
Assert( !m_bIsRunningInitializers || ( m_nPerParticleInitializedAttributeMask & (1 << nAttribute) ) );
|
|
Assert( !m_bIsRunningOperators || ( m_nPerParticleUpdatedAttributeMask & (1 << nAttribute) ) );
|
|
Assert( m_ParticleAttributes.Stride( nAttribute ) != 0 );
|
|
|
|
*( pStrideOut ) = m_ParticleAttributes.Stride( nAttribute ) / 4;
|
|
return reinterpret_cast<fltx4 *>( m_ParticleAttributes.Address( nAttribute ) );
|
|
}
|
|
|
|
inline const float *CParticleCollection::GetInitialFloatAttributePtr( int nAttribute, int nParticleNumber ) const
|
|
{
|
|
Assert( nParticleNumber < m_nAllocatedParticles );
|
|
return m_ParticleInitialAttributes.FloatAttributePtr( nAttribute, nParticleNumber );
|
|
}
|
|
|
|
inline const fltx4 *CParticleCollection::GetInitialM128AttributePtr( int nAttribute, size_t *pStrideOut ) const
|
|
{
|
|
*( pStrideOut ) = m_ParticleInitialAttributes.Stride( nAttribute ) / 4;
|
|
return reinterpret_cast<fltx4 *>( m_ParticleInitialAttributes.Address( nAttribute ) );
|
|
}
|
|
|
|
inline float *CParticleCollection::GetInitialFloatAttributePtrForWrite( int nAttribute, int nParticleNumber )
|
|
{
|
|
Assert( nParticleNumber < m_nAllocatedParticles );
|
|
Assert( m_nPerParticleReadInitialAttributeMask & ( 1 << nAttribute ) );
|
|
return m_ParticleInitialAttributes.FloatAttributePtr( nAttribute, nParticleNumber );
|
|
}
|
|
|
|
inline fltx4 *CParticleCollection::GetInitialM128AttributePtrForWrite( int nAttribute, size_t *pStrideOut )
|
|
{
|
|
Assert( m_nPerParticleReadInitialAttributeMask & ( 1 << nAttribute ) );
|
|
*( pStrideOut ) = m_ParticleInitialAttributes.Stride( nAttribute ) / 4;
|
|
return reinterpret_cast<fltx4 *>( m_ParticleInitialAttributes.Address( nAttribute ) );
|
|
}
|
|
|
|
// Used to make sure we're accessing valid memory
|
|
inline bool CParticleCollection::IsValidAttributePtr( int nAttribute, const void *pPtr ) const
|
|
{
|
|
if ( pPtr < m_ParticleAttributes.Address( nAttribute ) )
|
|
return false;
|
|
|
|
size_t nArraySize = m_ParticleAttributes.Stride( nAttribute ) * m_nAllocatedParticles / 4;
|
|
void *pMaxPtr = m_ParticleAttributes.Address( nAttribute ) + nArraySize;
|
|
return ( pPtr <= pMaxPtr );
|
|
}
|
|
|
|
|
|
FORCEINLINE void CParticleCollection::KillParticle( int nPidx, unsigned int nKillFlags )
|
|
{
|
|
// add a particle to the sorted kill list. entries must be added in sorted order.
|
|
// within a particle operator, this is safe to call. Outside of one, you have to call
|
|
// the ApplyKillList() method yourself. The storage for the kill list is global between
|
|
// all particle systems, so you can't kill a particle in 2 different CParticleCollections
|
|
// w/o calling ApplyKillList
|
|
Assert( !m_nNumParticlesToKill || ( nPidx > (int)m_pParticleKillList[ m_nNumParticlesToKill - 1 ].nIndex ) );
|
|
|
|
// note that it is permissible to kill particles with indices>the number of active
|
|
// particles, in order to faciliate easy sse coding (that said, we only expect the
|
|
// particle index to be at most more than 3 larger than the particle count)
|
|
Assert( nPidx < m_nActiveParticles + 4 );
|
|
|
|
COMPILE_TIME_ASSERT( ( sizeof( KillListItem_t ) == 4 ) && ( MAX_PARTICLES_IN_A_SYSTEM < ( 1 << KILL_LIST_INDEX_BITS ) ) );
|
|
Assert( !( nPidx & ~KILL_LIST_INDEX_MASK ) && !( nKillFlags & ~KILL_LIST_FLAGS_MASK ) );
|
|
KillListItem_t killItem = { nPidx, nKillFlags };
|
|
|
|
Assert( m_nNumParticlesToKill < MAX_PARTICLES_IN_A_SYSTEM );
|
|
m_pParticleKillList[ m_nNumParticlesToKill++ ] = killItem;
|
|
}
|
|
|
|
// initialize this attribute for all active particles
|
|
inline void CParticleCollection::FillAttributeWithConstant( int nAttribute, float fValue )
|
|
{
|
|
size_t stride;
|
|
fltx4 *pAttr = GetM128AttributePtrForWrite( nAttribute, &stride );
|
|
fltx4 fill=ReplicateX4( fValue );
|
|
for( int i = 0; i < m_nPaddedActiveParticles; i++ )
|
|
{
|
|
*(pAttr) = fill;
|
|
pAttr += stride;
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Helper to set vector attribute values
|
|
//-----------------------------------------------------------------------------
|
|
FORCEINLINE void SetVectorAttribute( float *pAttribute, float x, float y, float z )
|
|
{
|
|
pAttribute[0] = x;
|
|
pAttribute[4] = y;
|
|
pAttribute[8] = z;
|
|
}
|
|
|
|
FORCEINLINE void SetVectorAttribute( float *pAttribute, const Vector &v )
|
|
{
|
|
pAttribute[0] = v.x;
|
|
pAttribute[4] = v.y;
|
|
pAttribute[8] = v.z;
|
|
}
|
|
|
|
FORCEINLINE void SetVectorFromAttribute( Vector &v, const float *pAttribute )
|
|
{
|
|
v.x = pAttribute[0];
|
|
v.y = pAttribute[4];
|
|
v.z = pAttribute[8];
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Computes the sq distance to a particle position
|
|
//-----------------------------------------------------------------------------
|
|
FORCEINLINE float CParticleCollection::ComputeSqrDistanceToParticle( int hParticle, const Vector &vecPosition ) const
|
|
{
|
|
const float *xyz = GetFloatAttributePtr( PARTICLE_ATTRIBUTE_XYZ, hParticle );
|
|
Vector vecParticlePosition( xyz[0], xyz[4], xyz[8] );
|
|
return vecParticlePosition.DistToSqr( vecPosition );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Grows the dist sq range for all particles
|
|
//-----------------------------------------------------------------------------
|
|
FORCEINLINE void CParticleCollection::GrowDistSqrBounds( float flDistSqr )
|
|
{
|
|
if ( m_flLastMinDistSqr > flDistSqr )
|
|
{
|
|
m_flLastMinDistSqr = flDistSqr;
|
|
}
|
|
else if ( m_flLastMaxDistSqr < flDistSqr )
|
|
{
|
|
m_flLastMaxDistSqr = flDistSqr;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Data associated with children particle systems
|
|
//-----------------------------------------------------------------------------
|
|
struct ParticleChildrenInfo_t
|
|
{
|
|
DmObjectId_t m_Id;
|
|
ParticleSystemHandle_t m_Name;
|
|
bool m_bUseNameBasedLookup;
|
|
float m_flDelay; // How much to delay this system after the parent starts
|
|
bool m_bEndCap; // This child only plays when an effect is stopped with endcap effects.
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// A template describing how a particle system will function
|
|
//-----------------------------------------------------------------------------
|
|
class CParticleSystemDefinition
|
|
{
|
|
DECLARE_DMXELEMENT_UNPACK();
|
|
DECLARE_REFERENCED_CLASS( CParticleSystemDefinition );
|
|
|
|
|
|
public:
|
|
CParticleSystemDefinition( void );
|
|
~CParticleSystemDefinition( void );
|
|
|
|
// Serialization, unserialization
|
|
void Read( CDmxElement *pElement );
|
|
CDmxElement *Write();
|
|
|
|
const char *MaterialName() const;
|
|
IMaterial *GetMaterial() const;
|
|
const char *GetName() const;
|
|
const DmObjectId_t& GetId() const;
|
|
|
|
// Does the particle system use the power of two frame buffer texture (refraction?)
|
|
bool UsesPowerOfTwoFrameBufferTexture();
|
|
|
|
// Does the particle system use the full frame buffer texture (soft particles)
|
|
bool UsesFullFrameBufferTexture();
|
|
|
|
// Should we always precache this?
|
|
bool ShouldAlwaysPrecache() const;
|
|
|
|
// Should we batch particle collections using this definition up?
|
|
bool ShouldBatch() const;
|
|
|
|
// Is the particle system rendered on the viewmodel?
|
|
bool IsViewModelEffect() const;
|
|
|
|
bool IsScreenSpaceEffect() const;
|
|
|
|
void SetDrawThroughLeafSystem( bool bDraw ) { m_bDrawThroughLeafSystem = bDraw; }
|
|
bool IsDrawnThroughLeafSystem( void ) const { return m_bDrawThroughLeafSystem; }
|
|
|
|
// Used to iterate over all particle collections using the same def
|
|
CParticleCollection *FirstCollection();
|
|
|
|
// What's the effective cull size + fill cost?
|
|
// Used for early retirement
|
|
float GetCullRadius() const;
|
|
float GetCullFillCost() const;
|
|
int GetCullControlPoint() const;
|
|
const char *GetCullReplacementDefinition() const;
|
|
|
|
int GetMaxRecursionDepth() const;
|
|
|
|
// Retirement
|
|
bool HasRetirementBeenChecked( int nFrame ) const;
|
|
void MarkRetirementCheck( int nFrame );
|
|
|
|
bool HasFallback() const;
|
|
CParticleSystemDefinition *GetFallbackReplacementDefinition() const;
|
|
|
|
int GetMinCPULevel() const;
|
|
int GetMinGPULevel() const;
|
|
|
|
// Control point read
|
|
void MarkReadsControlPoint( int nPoint );
|
|
bool ReadsControlPoint( int nPoint ) const;
|
|
bool IsNonPositionalControlPoint( int nPoint ) const;
|
|
|
|
float GetMaxTailLength() const;
|
|
void SetMaxTailLength( float flMaxTailLength );
|
|
// Sheet symbols (used to avoid string->symbol conversions when effects are created)
|
|
void InvalidateSheetSymbol();
|
|
void CacheSheetSymbol( CUtlSymbol sheetSymbol );
|
|
bool IsSheetSymbolCached() const;
|
|
CUtlSymbol GetSheetSymbol() const;
|
|
|
|
|
|
private:
|
|
void Precache();
|
|
void Uncache();
|
|
bool IsPrecached() const;
|
|
|
|
void UnlinkAllCollections();
|
|
|
|
void SetupContextData( );
|
|
void ParseChildren( CDmxElement *pElement );
|
|
void ParseOperators( const char *pszName, ParticleFunctionType_t nFunctionType,
|
|
CDmxElement *pElement, CUtlVector<CParticleOperatorInstance *> &out_list );
|
|
void WriteChildren( CDmxElement *pElement );
|
|
void WriteOperators( CDmxElement *pElement, const char *pOpKeyName,
|
|
const CUtlVector<CParticleOperatorInstance *> &inList );
|
|
CUtlVector<CParticleOperatorInstance *> *GetOperatorList( ParticleFunctionType_t type );
|
|
CParticleOperatorInstance *FindOperatorById( ParticleFunctionType_t type, const DmObjectId_t &id );
|
|
CParticleOperatorInstance *FindOperatorByName( const char *pOperatorName ); // SLOW!
|
|
|
|
private:
|
|
int m_nInitialParticles;
|
|
int m_nPerParticleUpdatedAttributeMask;
|
|
int m_nPerParticleInitializedAttributeMask;
|
|
int m_nInitialAttributeReadMask;
|
|
int m_nAttributeReadMask;
|
|
uint64 m_nControlPointReadMask;
|
|
uint64 m_nControlPointNonPositionalMask;
|
|
Vector m_BoundingBoxMin;
|
|
Vector m_BoundingBoxMax;
|
|
CUtlString m_MaterialName;
|
|
CMaterialReference m_Material;
|
|
Vector4D m_vecMaterialModulation;
|
|
CParticleCollection *m_pFirstCollection;
|
|
CUtlString m_CullReplacementName;
|
|
float m_flCullRadius;
|
|
float m_flCullFillCost;
|
|
int m_nCullControlPoint;
|
|
int m_nRetireCheckFrame;
|
|
int m_nMaxRecursionDepth;
|
|
float m_flMaxTailLength;
|
|
|
|
// Fallbacks for exceeding maximum number of the same type of system at once.
|
|
CUtlString m_FallbackReplacementName;
|
|
int m_nFallbackMaxCount;
|
|
int m_nFallbackCurrentCount;
|
|
CUtlReference< CParticleSystemDefinition > m_pFallback;
|
|
|
|
// Default attribute values
|
|
Color m_ConstantColor;
|
|
Vector m_ConstantNormal;
|
|
float m_flConstantRadius;
|
|
float m_flConstantRotation;
|
|
float m_flConstantRotationSpeed;
|
|
int m_nConstantSequenceNumber;
|
|
int m_nConstantSequenceNumber1;
|
|
int m_nGroupID;
|
|
float m_flMaximumTimeStep;
|
|
float m_flMaximumSimTime; // maximum time to sim before drawing first frame.
|
|
float m_flMinimumSimTime; // minimum time to sim before drawing first frame - prevents all
|
|
// capped particles from drawing at 0 time.
|
|
float m_flMinimumTimeStep; // for simulating at < frame rate
|
|
|
|
int m_nMinimumFrames; // number of frames to apply max/min simulation times
|
|
|
|
int m_nMinCPULevel; // minimum CPU/GPU levels for a
|
|
int m_nMinGPULevel; // particle system to be allowed to spawn
|
|
|
|
|
|
|
|
// Is the particle system rendered on the viewmodel?
|
|
bool m_bViewModelEffect;
|
|
bool m_bScreenSpaceEffect;
|
|
bool m_bDrawThroughLeafSystem;
|
|
bool m_bSheetSymbolCached;
|
|
|
|
CUtlSymbol m_SheetSymbol;
|
|
|
|
size_t m_nContextDataSize;
|
|
DmObjectId_t m_Id;
|
|
|
|
public:
|
|
float m_flMaxDrawDistance; // distance at which to not draw.
|
|
float m_flNoDrawTimeToGoToSleep; // after not beeing seen for this long, the system will sleep
|
|
|
|
int m_nMaxParticles;
|
|
int m_nSkipRenderControlPoint; // if the camera is attached to the
|
|
// object associated with this control
|
|
// point, don't render the system
|
|
|
|
int m_nAllowRenderControlPoint; // if the camera is attached to the
|
|
// object associated with this control
|
|
// point, render the system, otherwise, don't
|
|
|
|
|
|
int m_nAggregationMinAvailableParticles; // only aggregate if their are this many free particles
|
|
float m_flAggregateRadius; // aggregate particles if this system is within radius n
|
|
float m_flStopSimulationAfterTime; // stop ( freeze ) simulation after this time
|
|
|
|
CUtlString m_Name;
|
|
|
|
CUtlVector<CParticleOperatorInstance *> m_Operators;
|
|
CUtlVector<CParticleOperatorInstance *> m_Renderers;
|
|
CUtlVector<CParticleOperatorInstance *> m_Initializers;
|
|
CUtlVector<CParticleOperatorInstance *> m_Emitters;
|
|
CUtlVector<CParticleOperatorInstance *> m_ForceGenerators;
|
|
CUtlVector<CParticleOperatorInstance *> m_Constraints;
|
|
CUtlVector<ParticleChildrenInfo_t> m_Children;
|
|
|
|
CUtlVector<size_t> m_nOperatorsCtxOffsets;
|
|
CUtlVector<size_t> m_nRenderersCtxOffsets;
|
|
CUtlVector<size_t> m_nInitializersCtxOffsets;
|
|
CUtlVector<size_t> m_nEmittersCtxOffsets;
|
|
CUtlVector<size_t> m_nForceGeneratorsCtxOffsets;
|
|
CUtlVector<size_t> m_nConstraintsCtxOffsets;
|
|
|
|
|
|
#if MEASURE_PARTICLE_PERF
|
|
float m_flTotalSimTime;
|
|
float m_flUncomittedTotalSimTime;
|
|
float m_flMaxMeasuredSimTime;
|
|
float m_flTotalRenderTime;
|
|
float m_flMaxMeasuredRenderTime;
|
|
float m_flUncomittedTotalRenderTime;
|
|
#endif
|
|
|
|
uint m_nPerParticleOutlineMaterialVarToken;
|
|
|
|
CInterlockedInt m_nNumIntersectionTests; // the number of particle intersectio queries done
|
|
CInterlockedInt m_nNumActualRayTraces; // the total number of ray intersections done.
|
|
|
|
int m_nMaximumActiveParticles;
|
|
bool m_bShouldSort;
|
|
bool m_bShouldBatch;
|
|
bool m_bIsPrecached : 1;
|
|
bool m_bAlwaysPrecache : 1;
|
|
|
|
friend class CParticleCollection;
|
|
friend class CParticleSystemMgr;
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Inline methods
|
|
//-----------------------------------------------------------------------------
|
|
inline CParticleSystemDefinition::CParticleSystemDefinition( void )
|
|
{
|
|
m_vecMaterialModulation.Init( 1.0f, 1.0f, 1.0f, 1.0f );
|
|
m_SheetSymbol = UTL_INVAL_SYMBOL;
|
|
m_bSheetSymbolCached = false;
|
|
m_nControlPointReadMask = 0;
|
|
m_nControlPointNonPositionalMask = 0;
|
|
m_nInitialAttributeReadMask = 0;
|
|
m_nPerParticleInitializedAttributeMask = 0;
|
|
m_nPerParticleUpdatedAttributeMask = 0;
|
|
m_nAttributeReadMask = 0;
|
|
m_nNumIntersectionTests = 0;
|
|
m_nNumActualRayTraces = 0;
|
|
#if MEASURE_PARTICLE_PERF
|
|
m_flTotalSimTime = 0.0;
|
|
m_flMaxMeasuredSimTime = 0.0;
|
|
m_flMaxMeasuredRenderTime = 0.0f;
|
|
m_flTotalRenderTime = 0.0f;
|
|
m_flUncomittedTotalRenderTime = 0.0f;
|
|
m_flUncomittedTotalSimTime = 0.0f;
|
|
#endif
|
|
m_nMaximumActiveParticles = 0;
|
|
m_bIsPrecached = false;
|
|
m_bAlwaysPrecache = false;
|
|
m_bShouldBatch = false;
|
|
m_bShouldSort = true;
|
|
m_pFirstCollection = NULL;
|
|
m_flCullRadius = 0.0f;
|
|
m_flCullFillCost = 1.0f;
|
|
m_nRetireCheckFrame = 0;
|
|
m_nMaxRecursionDepth = 8;
|
|
m_nFallbackCurrentCount = 0;
|
|
m_bDrawThroughLeafSystem = true;
|
|
m_flMaxTailLength = 0.0f;
|
|
m_flMinimumTimeStep = 0;
|
|
m_nPerParticleOutlineMaterialVarToken = 0;
|
|
}
|
|
|
|
inline CParticleSystemDefinition::~CParticleSystemDefinition( void )
|
|
{
|
|
UnlinkAllCollections();
|
|
m_Operators.PurgeAndDeleteElements();
|
|
m_Renderers.PurgeAndDeleteElements();
|
|
m_Initializers.PurgeAndDeleteElements();
|
|
m_Emitters.PurgeAndDeleteElements();
|
|
m_ForceGenerators.PurgeAndDeleteElements();
|
|
m_Constraints.PurgeAndDeleteElements();
|
|
}
|
|
|
|
// Used to iterate over all particle collections using the same def
|
|
inline CParticleCollection *CParticleSystemDefinition::FirstCollection()
|
|
{
|
|
return m_pFirstCollection;
|
|
}
|
|
|
|
inline float CParticleSystemDefinition::GetCullRadius() const
|
|
{
|
|
return m_flCullRadius;
|
|
}
|
|
|
|
inline float CParticleSystemDefinition::GetCullFillCost() const
|
|
{
|
|
return m_flCullFillCost;
|
|
}
|
|
|
|
inline const char *CParticleSystemDefinition::GetCullReplacementDefinition() const
|
|
{
|
|
return m_CullReplacementName;
|
|
}
|
|
|
|
inline int CParticleSystemDefinition::GetCullControlPoint() const
|
|
{
|
|
return m_nCullControlPoint;
|
|
}
|
|
|
|
inline int CParticleSystemDefinition::GetMaxRecursionDepth() const
|
|
{
|
|
return m_nMaxRecursionDepth;
|
|
}
|
|
|
|
inline bool CParticleSystemDefinition::HasFallback() const
|
|
{
|
|
return ( m_nFallbackMaxCount > 0 );
|
|
}
|
|
|
|
inline int CParticleSystemDefinition::GetMinCPULevel() const
|
|
{
|
|
return m_nMinCPULevel;
|
|
}
|
|
|
|
inline int CParticleSystemDefinition::GetMinGPULevel() const
|
|
{
|
|
return m_nMinGPULevel;
|
|
}
|
|
|
|
inline void CParticleSystemDefinition::MarkReadsControlPoint( int nPoint )
|
|
{
|
|
m_nControlPointReadMask |= ( 1ULL << nPoint );
|
|
}
|
|
|
|
inline bool CParticleSystemDefinition::IsNonPositionalControlPoint( int nPoint ) const
|
|
{
|
|
return ( m_nControlPointNonPositionalMask & ( 1ULL << nPoint ) ) != 0;
|
|
}
|
|
|
|
inline bool CParticleSystemDefinition::ReadsControlPoint( int nPoint ) const
|
|
{
|
|
return ( m_nControlPointReadMask & ( 1ULL << nPoint ) ) != 0;
|
|
}
|
|
|
|
// Retirement
|
|
inline bool CParticleSystemDefinition::HasRetirementBeenChecked( int nFrame ) const
|
|
{
|
|
return m_nRetireCheckFrame == nFrame;
|
|
}
|
|
|
|
inline void CParticleSystemDefinition::MarkRetirementCheck( int nFrame )
|
|
{
|
|
m_nRetireCheckFrame = nFrame;
|
|
}
|
|
|
|
inline bool CParticleSystemDefinition::ShouldBatch() const
|
|
{
|
|
return m_bShouldBatch;
|
|
}
|
|
|
|
inline bool CParticleSystemDefinition::IsViewModelEffect() const
|
|
{
|
|
return m_bViewModelEffect;
|
|
}
|
|
|
|
inline bool CParticleSystemDefinition::IsScreenSpaceEffect() const
|
|
{
|
|
return m_bScreenSpaceEffect;
|
|
}
|
|
|
|
|
|
inline float CParticleSystemDefinition::GetMaxTailLength() const
|
|
{
|
|
return m_flMaxTailLength;
|
|
}
|
|
|
|
inline void CParticleSystemDefinition::SetMaxTailLength( float flMaxTailLength )
|
|
{
|
|
m_flMaxTailLength = flMaxTailLength;
|
|
}
|
|
|
|
inline const char *CParticleSystemDefinition::MaterialName() const
|
|
{
|
|
return m_MaterialName;
|
|
}
|
|
|
|
inline const DmObjectId_t& CParticleSystemDefinition::GetId() const
|
|
{
|
|
return m_Id;
|
|
}
|
|
|
|
inline int CParticleCollection::GetGroupID( void ) const
|
|
{
|
|
return m_pDef->m_nGroupID;
|
|
}
|
|
|
|
FORCEINLINE const Vector& CParticleCollection::GetControlPointAtCurrentTime( int nControlPoint ) const
|
|
{
|
|
Assert( !m_pDef || m_pDef->ReadsControlPoint( nControlPoint ) );
|
|
return ControlPoint( nControlPoint ).m_Position;
|
|
}
|
|
|
|
FORCEINLINE void CParticleCollection::GetControlPointOrientationAtCurrentTime( int nControlPoint, Vector *pForward, Vector *pRight, Vector *pUp ) const
|
|
{
|
|
Assert( nControlPoint <= GetHighestControlPoint() );
|
|
Assert( !m_pDef || m_pDef->ReadsControlPoint( nControlPoint ) );
|
|
|
|
// FIXME: Use quaternion lerp to get control point transform at time
|
|
*pForward = ControlPoint( nControlPoint).m_ForwardVector;
|
|
*pRight = ControlPoint( nControlPoint ).m_RightVector;
|
|
*pUp = ControlPoint( nControlPoint ).m_UpVector;
|
|
}
|
|
|
|
FORCEINLINE int CParticleCollection::GetControlPointParent( int nControlPoint ) const
|
|
{
|
|
Assert( nControlPoint <= GetHighestControlPoint() );
|
|
Assert( !m_pDef || m_pDef->ReadsControlPoint( nControlPoint ) );
|
|
return ControlPoint( nControlPoint ).m_nParent;
|
|
}
|
|
|
|
FORCEINLINE CParticleSnapshot *CParticleCollection::GetControlPointSnapshot( int nControlPoint ) const
|
|
{
|
|
Assert( nControlPoint <= GetHighestControlPoint() );
|
|
if ( nControlPoint == -1 )
|
|
return NULL;
|
|
return ControlPoint( nControlPoint ).m_pSnapshot;
|
|
}
|
|
|
|
|
|
#endif // PARTICLES_H
|