mirror of
https://github.com/alliedmodders/hl2sdk.git
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305 lines
9.2 KiB
C++
305 lines
9.2 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//===========================================================================//
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#include "cbase.h"
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#include "c_baseanimating.h"
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#include "particlemgr.h"
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#include "materialsystem/imaterialvar.h"
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#include "cl_animevent.h"
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#include "particle_util.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//-----------------------------------------------------------------------------
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// An entity which emits other entities at points
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//-----------------------------------------------------------------------------
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class C_EnvParticleScript : public C_BaseAnimating, public IParticleEffect
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{
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public:
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DECLARE_CLASS( C_EnvParticleScript, C_BaseAnimating );
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DECLARE_CLIENTCLASS();
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C_EnvParticleScript();
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// IParticleEffect overrides.
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public:
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virtual bool ShouldSimulate() const { return m_bSimulate; }
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virtual void SetShouldSimulate( bool bSim ) { m_bSimulate = bSim; }
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virtual void RenderParticles( CParticleRenderIterator *pIterator );
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virtual void SimulateParticles( CParticleSimulateIterator *pIterator );
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virtual const Vector &GetSortOrigin();
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// C_BaseAnimating overrides
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public:
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// NOTE: Ths enclosed particle effect binding will do all the drawing
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// But we have to return true, unlike other particle systems, for the animation events to work
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virtual bool ShouldDraw() { return true; }
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virtual int DrawModel( int flags ) { return 0; }
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virtual int GetFxBlend( void ) { return 0; }
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virtual void FireEvent( const Vector& origin, const QAngle& angles, int event, const char *options );
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virtual void OnPreDataChanged( DataUpdateType_t updateType );
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virtual void OnDataChanged( DataUpdateType_t updateType );
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private:
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// Creates, destroys particles attached to an attachment
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void CreateParticle( const char *pAttachmentName, const char *pSpriteName );
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void DestroyAllParticles( const char *pAttachmentName );
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void DestroyAllParticles( );
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private:
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struct ParticleScriptParticle_t : public Particle
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{
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int m_nAttachment;
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float m_flSize;
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};
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CParticleEffectBinding m_ParticleEffect;
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float m_flMaxParticleSize;
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int m_nOldSequence;
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float m_flSequenceScale;
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bool m_bSimulate;
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};
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REGISTER_EFFECT( C_EnvParticleScript );
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//-----------------------------------------------------------------------------
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// Datatable
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//-----------------------------------------------------------------------------
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IMPLEMENT_CLIENTCLASS_DT( C_EnvParticleScript, DT_EnvParticleScript, CEnvParticleScript )
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RecvPropFloat( RECVINFO(m_flSequenceScale) ),
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END_RECV_TABLE()
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//-----------------------------------------------------------------------------
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// Constructor
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//-----------------------------------------------------------------------------
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C_EnvParticleScript::C_EnvParticleScript()
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{
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m_flMaxParticleSize = 0.0f;
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m_bSimulate = true;
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}
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//-----------------------------------------------------------------------------
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// Check for changed sequence numbers
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//-----------------------------------------------------------------------------
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void C_EnvParticleScript::OnPreDataChanged( DataUpdateType_t updateType )
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{
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BaseClass::OnPreDataChanged( updateType );
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m_nOldSequence = GetSequence();
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}
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//-----------------------------------------------------------------------------
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// Starts up the particle system
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//-----------------------------------------------------------------------------
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void C_EnvParticleScript::OnDataChanged( DataUpdateType_t updateType )
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{
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BaseClass::OnDataChanged( updateType );
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if(updateType == DATA_UPDATE_CREATED)
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{
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ParticleMgr()->AddEffect( &m_ParticleEffect, this );
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}
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if ( m_nOldSequence != GetSequence() )
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{
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DestroyAllParticles();
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}
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}
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//-----------------------------------------------------------------------------
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// Creates, destroys particles attached to an attachment
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//-----------------------------------------------------------------------------
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void C_EnvParticleScript::CreateParticle( const char *pAttachmentName, const char *pSpriteName )
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{
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// Find the attachment
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int nAttachment = LookupAttachment( pAttachmentName );
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if ( nAttachment <= 0 )
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return;
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// Get the sprite materials
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PMaterialHandle hMat = m_ParticleEffect.FindOrAddMaterial( pSpriteName );
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ParticleScriptParticle_t *pParticle =
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(ParticleScriptParticle_t*)m_ParticleEffect.AddParticle(sizeof(ParticleScriptParticle_t), hMat);
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if ( pParticle == NULL )
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return;
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// Get the sprite size from the material's materialvars
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bool bFound = false;
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IMaterialVar *pMaterialVar = NULL;
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IMaterial *pMaterial = ParticleMgr()->PMaterialToIMaterial( hMat );
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if ( pMaterial )
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{
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pMaterialVar = pMaterial->FindVar( "$spritesize", &bFound, false );
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}
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if ( bFound )
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{
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pParticle->m_flSize = pMaterialVar->GetFloatValue();
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}
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else
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{
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pParticle->m_flSize = 100.0f;
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}
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// Make sure the particle cull size reflects our particles
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if ( pParticle->m_flSize > m_flMaxParticleSize )
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{
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m_flMaxParticleSize = pParticle->m_flSize;
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m_ParticleEffect.SetParticleCullRadius( m_flMaxParticleSize );
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}
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// Place the particle on the attachment specified
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pParticle->m_nAttachment = nAttachment;
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QAngle vecAngles;
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GetAttachment( nAttachment, pParticle->m_Pos, vecAngles );
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if ( m_flSequenceScale != 1.0f )
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{
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pParticle->m_Pos -= GetAbsOrigin();
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pParticle->m_Pos *= m_flSequenceScale;
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pParticle->m_Pos += GetAbsOrigin();
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}
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}
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void C_EnvParticleScript::DestroyAllParticles( const char *pAttachmentName )
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{
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int nAttachment = LookupAttachment( pAttachmentName );
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if ( nAttachment <= 0 )
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return;
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int nCount = m_ParticleEffect.GetNumActiveParticles();
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Particle** ppParticles = (Particle**)stackalloc( nCount * sizeof(Particle*) );
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int nActualCount = m_ParticleEffect.GetActiveParticleList( nCount, ppParticles );
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Assert( nActualCount == nCount );
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for ( int i = 0; i < nActualCount; ++i )
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{
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ParticleScriptParticle_t *pParticle = (ParticleScriptParticle_t*)ppParticles[i];
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if ( pParticle->m_nAttachment == nAttachment )
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{
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// Mark for deletion
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pParticle->m_nAttachment = -1;
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}
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}
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}
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void C_EnvParticleScript::DestroyAllParticles( )
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{
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int nCount = m_ParticleEffect.GetNumActiveParticles();
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Particle** ppParticles = (Particle**)stackalloc( nCount * sizeof(Particle*) );
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int nActualCount = m_ParticleEffect.GetActiveParticleList( nCount, ppParticles );
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Assert( nActualCount == nCount );
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for ( int i = 0; i < nActualCount; ++i )
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{
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ParticleScriptParticle_t *pParticle = (ParticleScriptParticle_t*)ppParticles[i];
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// Mark for deletion
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pParticle->m_nAttachment = -1;
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}
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}
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//-----------------------------------------------------------------------------
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// The animation events will create particles on the attachment points
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//-----------------------------------------------------------------------------
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void C_EnvParticleScript::FireEvent( const Vector& origin, const QAngle& angles, int event, const char *options )
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{
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// Handle events to create + destroy particles
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switch( event )
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{
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case CL_EVENT_SPRITEGROUP_CREATE:
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{
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char pAttachmentName[256];
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char pSpriteName[256];
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int nArgs = sscanf( options, "%255s %255s", pAttachmentName, pSpriteName );
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if ( nArgs == 2 )
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{
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CreateParticle( pAttachmentName, pSpriteName );
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}
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}
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return;
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case CL_EVENT_SPRITEGROUP_DESTROY:
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{
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char pAttachmentName[256];
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int nArgs = sscanf( options, "%255s", pAttachmentName );
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if ( nArgs == 1 )
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{
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DestroyAllParticles( pAttachmentName );
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}
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}
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return;
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}
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// Fall back
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BaseClass::FireEvent( origin, angles, event, options );
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}
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//-----------------------------------------------------------------------------
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// Simulate the particles
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//-----------------------------------------------------------------------------
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void C_EnvParticleScript::RenderParticles( CParticleRenderIterator *pIterator )
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{
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const ParticleScriptParticle_t* pParticle = (const ParticleScriptParticle_t*)pIterator->GetFirst();
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while ( pParticle )
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{
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Vector vecRenderPos;
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TransformParticle( ParticleMgr()->GetModelView(), pParticle->m_Pos, vecRenderPos );
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float sortKey = vecRenderPos.z;
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Vector color( 1, 1, 1 );
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RenderParticle_ColorSize( pIterator->GetParticleDraw(), vecRenderPos, color, 1.0f, pParticle->m_flSize );
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pParticle = (const ParticleScriptParticle_t*)pIterator->GetNext( sortKey );
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}
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}
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void C_EnvParticleScript::SimulateParticles( CParticleSimulateIterator *pIterator )
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{
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ParticleScriptParticle_t* pParticle = (ParticleScriptParticle_t*)pIterator->GetFirst();
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while ( pParticle )
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{
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// Here's how we retire particles
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if ( pParticle->m_nAttachment == -1 )
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{
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pIterator->RemoveParticle( pParticle );
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}
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else
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{
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// Move the particle to the attachment point
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QAngle vecAngles;
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GetAttachment( pParticle->m_nAttachment, pParticle->m_Pos, vecAngles );
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if ( m_flSequenceScale != 1.0f )
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{
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pParticle->m_Pos -= GetAbsOrigin();
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pParticle->m_Pos *= m_flSequenceScale;
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pParticle->m_Pos += GetAbsOrigin();
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}
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}
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pParticle = (ParticleScriptParticle_t*)pIterator->GetNext();
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}
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}
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const Vector &C_EnvParticleScript::GetSortOrigin()
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{
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return GetAbsOrigin();
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}
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