mirror of
https://github.com/alliedmodders/hl2sdk.git
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112 lines
3.4 KiB
C++
112 lines
3.4 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $Workfile: $
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "FX_Fleck.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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// CFleckParticles
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//
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CSmartPtr<CFleckParticles> CFleckParticles::Create( const char *pDebugName, const Vector &vCenter )
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{
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CFleckParticles *pRet = new CFleckParticles( pDebugName );
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if ( pRet )
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{
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// Set its bbox once so it doesn't update 500 times as the flecks fly outwards.
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Vector vDims( 5, 5, 5 );
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pRet->GetBinding().SetBBox( vCenter - vDims, vCenter + vDims );
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}
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return pRet;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Test for surrounding collision surfaces for quick collision testing for the particle system
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// Input : &origin - starting position
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// *dir - direction of movement (if NULL, will do a point emission test in four directions)
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// angularSpread - looseness of the spread
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// minSpeed - minimum speed
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// maxSpeed - maximum speed
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// gravity - particle gravity for the sytem
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// dampen - dampening amount on collisions
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// flags - extra information
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//-----------------------------------------------------------------------------
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void CFleckParticles::Setup( const Vector &origin, const Vector *direction, float angularSpread, float minSpeed, float maxSpeed, float gravity, float dampen, int flags )
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{
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//See if we've specified a direction
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m_ParticleCollision.Setup( origin, direction, angularSpread, minSpeed, maxSpeed, gravity, dampen );
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}
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void CFleckParticles::RenderParticles( CParticleRenderIterator *pIterator )
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{
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const FleckParticle *pParticle = (const FleckParticle*)pIterator->GetFirst();
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while ( pParticle )
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{
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Vector tPos;
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TransformParticle( ParticleMgr()->GetModelView(), pParticle->m_Pos, tPos );
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float sortKey = (int) tPos.z;
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Vector color;
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color[0] = pParticle->m_uchColor[0] / 255.0f;
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color[1] = pParticle->m_uchColor[1] / 255.0f;
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color[2] = pParticle->m_uchColor[2] / 255.0f;
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//Render it
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RenderParticle_ColorSizeAngle(
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pIterator->GetParticleDraw(),
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tPos,
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color,
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1.0f - (pParticle->m_flLifetime / pParticle->m_flDieTime),
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pParticle->m_uchSize,
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pParticle->m_flRoll );
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pParticle = (const FleckParticle*)pIterator->GetNext( sortKey );
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}
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}
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void CFleckParticles::SimulateParticles( CParticleSimulateIterator *pIterator )
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{
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FleckParticle *pParticle = (FleckParticle*)pIterator->GetFirst();
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while ( pParticle )
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{
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const float timeDelta = pIterator->GetTimeDelta();
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//Should this particle die?
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pParticle->m_flLifetime += timeDelta;
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if ( pParticle->m_flLifetime >= pParticle->m_flDieTime )
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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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pParticle->m_flRoll += pParticle->m_flRollDelta * timeDelta;
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//Simulate the movement with collision
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trace_t trace;
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m_ParticleCollision.MoveParticle( pParticle->m_Pos, pParticle->m_vecVelocity, &pParticle->m_flRollDelta, timeDelta, &trace );
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// If we're in solid, then stop moving
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if ( trace.allsolid )
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{
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pParticle->m_vecVelocity = vec3_origin;
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pParticle->m_flRollDelta = 0.0f;
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}
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}
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pParticle = (FleckParticle*)pIterator->GetNext();
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}
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}
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