717 lines
25 KiB
C++
717 lines
25 KiB
C++
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//====== Copyright <20> 1996-2005, Valve Corporation, All rights reserved. =======
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//
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// Purpose:
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//
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//=============================================================================
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#include "cbase.h"
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#include "particle_property.h"
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#include "utlvector.h"
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#ifdef CLIENT_DLL
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#include "c_baseentity.h"
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#include "c_baseanimating.h"
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#include "recvproxy.h"
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#include "particles_new.h"
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#include "engine/ivdebugoverlay.h"
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#else
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#include "baseentity.h"
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#include "baseanimating.h"
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#include "sendproxy.h"
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#endif
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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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// Save/load
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//-----------------------------------------------------------------------------
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BEGIN_DATADESC_NO_BASE( CParticleProperty )
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// DEFINE_FIELD( m_pOuter, FIELD_CLASSPTR ),
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END_DATADESC()
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#ifdef CLIENT_DLL
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//-----------------------------------------------------------------------------
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// Prediction
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//-----------------------------------------------------------------------------
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BEGIN_PREDICTION_DATA_NO_BASE( CParticleProperty )
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//DEFINE_PRED_FIELD( m_vecMins, FIELD_VECTOR, FTYPEDESC_INSENDTABLE ),
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END_PREDICTION_DATA()
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#endif
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//-----------------------------------------------------------------------------
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// Networking
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//-----------------------------------------------------------------------------
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BEGIN_NETWORK_TABLE_NOBASE( CParticleProperty, DT_ParticleProperty )
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#ifdef CLIENT_DLL
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//RecvPropVector( RECVINFO(m_vecMins), 0, RecvProxy_OBBMins ),
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#else
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//SendPropVector( SENDINFO(m_vecMins), 0, SPROP_NOSCALE),
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#endif
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END_NETWORK_TABLE()
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//-----------------------------------------------------------------------------
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// Constructor, destructor
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//-----------------------------------------------------------------------------
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CParticleProperty::CParticleProperty()
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{
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Init( NULL );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CParticleProperty::~CParticleProperty()
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{
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// We're being removed. Call StopEmission() on any particle system
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// that has an unlimited number of particles to emit.
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StopEmission( NULL, false, true, false, true );
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}
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//-----------------------------------------------------------------------------
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// Initialization
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//-----------------------------------------------------------------------------
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void CParticleProperty::Init( CBaseEntity *pEntity )
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{
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m_pOuter = pEntity;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CParticleProperty::GetParticleAttachment( C_BaseEntity *pEntity, const char *pszAttachmentName, const char *pszParticleName )
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{
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Assert( pEntity && pEntity->GetBaseAnimating() );
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if ( !pEntity || !pEntity->GetBaseAnimating() )
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return -1;
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// Find the attachment point index
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int iAttachment = pEntity->GetBaseAnimating()->LookupAttachment( pszAttachmentName );
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if ( iAttachment == -1 )
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{
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Warning("Model '%s' doesn't have attachment '%s' to attach particle system '%s' to.\n", STRING(pEntity->GetBaseAnimating()->GetModelName()), pszAttachmentName, pszParticleName );
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}
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return iAttachment;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Get's a list of all renderables used for this particle property
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//-----------------------------------------------------------------------------
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int CParticleProperty::GetAllParticleEffectRenderables( IClientRenderable **pOutput, int iMaxOutput )
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{
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if( iMaxOutput == 0 )
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return 0;
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int iReturnedRenderables = 0;
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int iParticleEffectListCount = m_ParticleEffects.Count();
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for( int i = 0; i != iParticleEffectListCount; ++i )
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{
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if( m_ParticleEffects[i].pParticleEffect.IsValid() )
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{
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pOutput[iReturnedRenderables++] = m_ParticleEffects[i].pParticleEffect.GetObject();
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if( iReturnedRenderables == iMaxOutput )
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break;
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}
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}
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return iReturnedRenderables;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Create a new particle system and attach it to our owner
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//-----------------------------------------------------------------------------
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CNewParticleEffect *CParticleProperty::Create( const char *pszParticleName, ParticleAttachment_t iAttachType, const char *pszAttachmentName )
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{
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int iAttachment = GetParticleAttachment( GetOuter(), pszAttachmentName, pszParticleName );
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if ( iAttachment == -1 )
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return NULL;
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// Create the system
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return Create( pszParticleName, iAttachType, iAttachment );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Create a new particle system and attach it to our owner
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//-----------------------------------------------------------------------------
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static ConVar cl_particle_batch_mode( "cl_particle_batch_mode", "1" );
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CNewParticleEffect *CParticleProperty::Create( CParticleSystemDefinition *pDef, ParticleAttachment_t iAttachType, int iAttachmentPoint, Vector vecOriginOffset, matrix3x4_t *matOffset )
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{
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int nBatchMode = cl_particle_batch_mode.GetInt();
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bool bRequestedBatch = ( nBatchMode == 2 ) || ( ( nBatchMode == 1 ) && pDef && pDef->ShouldBatch() );
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if ( ( iAttachType == PATTACH_CUSTOMORIGIN ) && bRequestedBatch )
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{
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int iIndex = FindEffect( pDef->GetName() );
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if ( iIndex >= 0 )
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{
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CNewParticleEffect *pEffect = m_ParticleEffects[iIndex].pParticleEffect.GetObject();
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pEffect->Restart();
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return pEffect;
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}
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}
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int iIndex = m_ParticleEffects.AddToTail();
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ParticleEffectList_t *newEffect = &m_ParticleEffects[iIndex];
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newEffect->pParticleEffect = CNewParticleEffect::Create( m_pOuter, pDef, pDef->GetName() );
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if ( !newEffect->pParticleEffect->IsValid() )
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{
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// Caused by trying to spawn an unregistered particle effect. Remove it.
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ParticleMgr()->RemoveEffect( newEffect->pParticleEffect.GetObject() );
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return NULL;
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}
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AddControlPoint( iIndex, 0, GetOuter(), iAttachType, iAttachmentPoint, vecOriginOffset, matOffset );
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if ( m_pOuter )
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{
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m_pOuter->OnNewParticleEffect( pDef->GetName(), newEffect->pParticleEffect.GetObject() );
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}
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return newEffect->pParticleEffect.GetObject();
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}
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CNewParticleEffect *CParticleProperty::CreatePrecached( int nPrecacheIndex, ParticleAttachment_t iAttachType, int iAttachmentPoint, Vector vecOriginOffset, matrix3x4_t *matOffset )
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{
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CParticleSystemDefinition *pDef = g_pParticleSystemMgr->FindPrecachedParticleSystem( nPrecacheIndex );
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if ( !pDef )
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{
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AssertMsg( 0, "Attempting to create unknown particle system" );
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return NULL;
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}
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return Create( pDef, iAttachType, iAttachmentPoint, vecOriginOffset, matOffset );
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}
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CNewParticleEffect *CParticleProperty::Create( const char *pszParticleName, ParticleAttachment_t iAttachType, int iAttachmentPoint, Vector vecOriginOffset, matrix3x4_t *matOffset )
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{
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CParticleSystemDefinition *pDef = g_pParticleSystemMgr->FindParticleSystem( pszParticleName );
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if ( !pDef )
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{
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AssertMsg( 0, "Attempting to create unknown particle system" );
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Warning( "Attempting to create unknown particle system '%s' \n", pszParticleName );
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return NULL;
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}
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return Create( pDef, iAttachType, iAttachmentPoint, vecOriginOffset, matOffset );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CParticleProperty::AddControlPoint( CNewParticleEffect *pEffect, int iPoint, C_BaseEntity *pEntity, ParticleAttachment_t iAttachType, const char *pszAttachmentName, Vector vecOriginOffset, matrix3x4_t *matOffset )
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{
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int iAttachment = -1;
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if ( pszAttachmentName )
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{
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iAttachment = GetParticleAttachment( pEntity, pszAttachmentName, pEffect->GetEffectName() );
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}
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for ( int i = 0; i < m_ParticleEffects.Count(); i++ )
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{
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if ( m_ParticleEffects[i].pParticleEffect == pEffect )
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{
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AddControlPoint( i, iPoint, pEntity, iAttachType, iAttachment, vecOriginOffset, matOffset );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CParticleProperty::AddControlPoint( int iEffectIndex, int iPoint, C_BaseEntity *pEntity, ParticleAttachment_t iAttachType, int iAttachmentPoint, Vector vecOriginOffset, matrix3x4_t *matOffset )
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{
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Assert( iEffectIndex >= 0 && iEffectIndex < m_ParticleEffects.Count() );
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ParticleEffectList_t *pEffect = &m_ParticleEffects[iEffectIndex];
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Assert( pEffect->pControlPoints.Count() < MAX_PARTICLE_CONTROL_POINTS );
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int iIndex = pEffect->pControlPoints.AddToTail();
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ParticleControlPoint_t *pNewPoint = &pEffect->pControlPoints[iIndex];
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pNewPoint->iControlPoint = iPoint;
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pNewPoint->hEntity = pEntity;
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pNewPoint->iAttachType = iAttachType;
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pNewPoint->iAttachmentPoint = iAttachmentPoint;
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pNewPoint->vecOriginOffset = vecOriginOffset;
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if ( matOffset )
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pNewPoint->matOffset = *matOffset;
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else
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pNewPoint->matOffset.Init( Vector(1,0,0), Vector(0,1,0), Vector(0,0,1), Vector(0,0,0) );
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UpdateParticleEffect( pEffect, true, iIndex );
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}
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//-----------------------------------------------------------------------------
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// Used to replace a particle effect with a different one; attaches the control point updating to the new one
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//-----------------------------------------------------------------------------
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void CParticleProperty::ReplaceParticleEffect( CNewParticleEffect *pOldEffect, CNewParticleEffect *pNewEffect )
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{
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int nCount = m_ParticleEffects.Count();
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for ( int i = 0; i < nCount; ++i )
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{
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if ( pOldEffect != m_ParticleEffects[i].pParticleEffect.GetObject() )
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continue;
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m_ParticleEffects[i].pParticleEffect = pNewEffect;
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UpdateParticleEffect( &m_ParticleEffects[i], true );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Set the parent of a given control point to the index of some other
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// control point.
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//-----------------------------------------------------------------------------
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void CParticleProperty::SetControlPointParent( int iEffectIndex, int whichControlPoint, int parentIdx )
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose: Stop effects from emitting more particles. If no effect is
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// specified, all effects attached to this entity are stopped.
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//-----------------------------------------------------------------------------
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void CParticleProperty::StopEmission( CNewParticleEffect *pEffect, bool bWakeOnStop, bool bDestroyAsleepSystems, bool bForceRemoveInstantly, bool bPlayEndCap )
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{
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// If we return from dormancy and are then told to stop emitting,
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// we should have died while dormant. Remove ourselves immediately.
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bool bRemoveInstantly = (m_iDormancyChangedAtFrame == gpGlobals->framecount);
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// force remove particles instantly if caller specified
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bRemoveInstantly |= bForceRemoveInstantly;
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if ( pEffect )
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{
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if ( FindEffect( pEffect ) != -1 )
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{
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pEffect->StopEmission( false, bRemoveInstantly, bWakeOnStop, bPlayEndCap );
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}
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}
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else
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{
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// Stop all effects
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float flNow = g_pParticleSystemMgr->GetLastSimulationTime();
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int nCount = m_ParticleEffects.Count();
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for ( int i = nCount-1; i >= 0; i-- )
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{
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CNewParticleEffect *pTmp = m_ParticleEffects[i].pParticleEffect.GetObject();
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bool bRemoveSystem = bRemoveInstantly || ( bDestroyAsleepSystems && ( flNow >= pTmp->m_flNextSleepTime ) );
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if ( bRemoveSystem )
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{
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m_ParticleEffects.Remove( i );
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pTmp->SetOwner( NULL );
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}
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pTmp->StopEmission( false, bRemoveSystem, !bRemoveSystem && bWakeOnStop, bPlayEndCap );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Remove effects immediately, including all current particles. If no
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// effect is specified, all effects attached to this entity are removed.
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//-----------------------------------------------------------------------------
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void CParticleProperty::StopEmissionAndDestroyImmediately( CNewParticleEffect *pEffect )
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{
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if ( pEffect )
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{
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int iIndex = FindEffect( pEffect );
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Assert( iIndex != -1 );
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if ( iIndex != -1 )
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{
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m_ParticleEffects.Remove( iIndex );
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// Clear the owner so it doesn't try to call back to us on deletion
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pEffect->SetOwner( NULL );
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pEffect->StopEmission( false, true );
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}
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}
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else
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{
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// Immediately destroy all effects
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int nCount = m_ParticleEffects.Count();
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for ( int i = nCount-1; i >= 0; i-- )
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{
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CNewParticleEffect *pTmp = m_ParticleEffects[i].pParticleEffect.GetObject();
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m_ParticleEffects.Remove( i );
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// Clear the owner so it doesn't try to call back to us on deletion
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pTmp->SetOwner( NULL );
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pTmp->StopEmission( false, true );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Stop all effects that have a control point associated with the given
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// entity.
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//-----------------------------------------------------------------------------
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void CParticleProperty::StopParticlesInvolving( CBaseEntity *pEntity, bool bForceRemoveInstantly /* =false */ )
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{
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Assert( pEntity );
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EHANDLE entHandle(pEntity);
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// If we return from dormancy and are then told to stop emitting,
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// we should have died while dormant. Remove ourselves immediately.
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bool bRemoveInstantly = (m_iDormancyChangedAtFrame == gpGlobals->framecount);
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// force remove particles instantly if caller specified
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bRemoveInstantly |= bForceRemoveInstantly;
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int nCount = m_ParticleEffects.Count();
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for ( int i = 0; i < nCount; ++i )
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{
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// for each effect...
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ParticleEffectList_t &part = m_ParticleEffects[i];
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// look through all the control points to see if any mention the given object
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int cpCount = part.pControlPoints.Count();
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for (int j = 0; j < cpCount ; ++j )
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{
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// if any control points respond to the given handle...
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if (part.pControlPoints[j].hEntity == entHandle)
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{
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part.pParticleEffect->StopEmission( false, bRemoveInstantly );
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break; // break out of the inner loop (to where it says BREAK TO HERE)
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}
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}
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// BREAK TO HERE
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Stop all effects that were created using the given definition
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// name.
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//-----------------------------------------------------------------------------
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void CParticleProperty::StopParticlesNamed( const char *pszEffectName, bool bForceRemoveInstantly /* =false */, int nSplitScreenPlayerSlot /*= -1*/ )
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{
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CParticleSystemDefinition *pDef = g_pParticleSystemMgr->FindParticleSystem( pszEffectName );
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AssertMsg1(pDef, "Could not find particle definition %s", pszEffectName );
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if (!pDef)
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return;
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// If we return from dormancy and are then told to stop emitting,
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// we should have died while dormant. Remove ourselves immediately.
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|||
|
bool bRemoveInstantly = (m_iDormancyChangedAtFrame == gpGlobals->framecount);
|
|||
|
// force remove particles instantly if caller specified
|
|||
|
bRemoveInstantly |= bForceRemoveInstantly;
|
|||
|
|
|||
|
int nCount = m_ParticleEffects.Count();
|
|||
|
for ( int i = 0; i < nCount; ++i )
|
|||
|
{
|
|||
|
// for each effect...
|
|||
|
CNewParticleEffect *pParticleEffect = m_ParticleEffects[i].pParticleEffect.GetObject();
|
|||
|
if (pParticleEffect->m_pDef() == pDef)
|
|||
|
{
|
|||
|
if ( nSplitScreenPlayerSlot != -1 )
|
|||
|
{
|
|||
|
if ( !pParticleEffect->ShouldDrawForSplitScreenUser( nSplitScreenPlayerSlot ) )
|
|||
|
continue;
|
|||
|
}
|
|||
|
pParticleEffect->StopEmission( false, bRemoveInstantly );
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
// Purpose:
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
void CParticleProperty::OnParticleSystemUpdated( CNewParticleEffect *pEffect, float flTimeDelta )
|
|||
|
{
|
|||
|
int iIndex = FindEffect( pEffect );
|
|||
|
Assert( iIndex != -1 );
|
|||
|
if ( iIndex == -1 )
|
|||
|
return;
|
|||
|
|
|||
|
UpdateParticleEffect( &m_ParticleEffects[iIndex] );
|
|||
|
|
|||
|
/*
|
|||
|
// Display the bounding box of the particle effect
|
|||
|
Vector vecMins, vecMaxs;
|
|||
|
pEffect->GetRenderBounds( vecMins, vecMaxs );
|
|||
|
debugoverlay->AddBoxOverlay( pEffect->GetRenderOrigin(), vecMins, vecMaxs, QAngle( 0, 0, 0 ), 0, 255, 255, 0, 0 );
|
|||
|
*/
|
|||
|
}
|
|||
|
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
// Purpose:
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
void CParticleProperty::OnParticleSystemDeleted( CNewParticleEffect *pEffect )
|
|||
|
{
|
|||
|
int iIndex = FindEffect( pEffect );
|
|||
|
if ( iIndex == -1 )
|
|||
|
return;
|
|||
|
|
|||
|
if ( m_pOuter )
|
|||
|
{
|
|||
|
m_pOuter->OnParticleEffectDeleted( pEffect );
|
|||
|
}
|
|||
|
|
|||
|
m_ParticleEffects[iIndex].pParticleEffect.MarkDeleted();
|
|||
|
m_ParticleEffects.Remove( iIndex );
|
|||
|
}
|
|||
|
|
|||
|
#ifdef CLIENT_DLL
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
// Purpose: The entity we're attached to has change dormancy state on our client
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
void CParticleProperty::OwnerSetDormantTo( bool bDormant )
|
|||
|
{
|
|||
|
m_iDormancyChangedAtFrame = gpGlobals->framecount;
|
|||
|
|
|||
|
int nCount = m_ParticleEffects.Count();
|
|||
|
for ( int i = 0; i < nCount; i++ )
|
|||
|
{
|
|||
|
//m_ParticleEffects[i].pParticleEffect->SetShouldSimulate( !bDormant );
|
|||
|
m_ParticleEffects[i].pParticleEffect->SetDormant( bDormant );
|
|||
|
}
|
|||
|
}
|
|||
|
#endif
|
|||
|
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
// Purpose:
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
int CParticleProperty::FindEffect( CNewParticleEffect *pEffect )
|
|||
|
{
|
|||
|
for ( int i = 0; i < m_ParticleEffects.Count(); i++ )
|
|||
|
{
|
|||
|
if ( m_ParticleEffects[i].pParticleEffect == pEffect )
|
|||
|
return i;
|
|||
|
}
|
|||
|
|
|||
|
return -1;
|
|||
|
}
|
|||
|
|
|||
|
int CParticleProperty::FindEffect( const char *pEffectName )
|
|||
|
{
|
|||
|
for ( int i = 0; i < m_ParticleEffects.Count(); i++ )
|
|||
|
{
|
|||
|
if ( !Q_stricmp( m_ParticleEffects[i].pParticleEffect->GetName(), pEffectName ) )
|
|||
|
return i;
|
|||
|
}
|
|||
|
|
|||
|
return -1;
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
// Purpose:
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
void CParticleProperty::UpdateParticleEffect( ParticleEffectList_t *pEffect, bool bInitializing, int iOnlyThisControlPoint )
|
|||
|
{
|
|||
|
if ( iOnlyThisControlPoint != -1 )
|
|||
|
{
|
|||
|
UpdateControlPoint( pEffect, iOnlyThisControlPoint, bInitializing );
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
// Loop through our control points and update them all
|
|||
|
for ( int i = 0; i < pEffect->pControlPoints.Count(); i++ )
|
|||
|
{
|
|||
|
UpdateControlPoint( pEffect, i, bInitializing );
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
extern void FormatViewModelAttachment( C_BasePlayer *pPlayer, Vector &vOrigin, bool bInverse );
|
|||
|
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
// Purpose:
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
void CParticleProperty::UpdateControlPoint( ParticleEffectList_t *pEffect, int iPoint, bool bInitializing )
|
|||
|
{
|
|||
|
|
|||
|
ParticleControlPoint_t *pPoint = &pEffect->pControlPoints[iPoint];
|
|||
|
|
|||
|
if ( pEffect->pParticleEffect->m_pDef->IsScreenSpaceEffect() && iPoint == 0 )
|
|||
|
{
|
|||
|
pEffect->pParticleEffect->SetControlPointOrientation( pPoint->iControlPoint, Vector(1,0,0), Vector(0,1,0), Vector(0,0,1) );
|
|||
|
pEffect->pParticleEffect->SetControlPoint( pPoint->iControlPoint, vec3_origin );
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
if ( !pPoint->hEntity.Get() )
|
|||
|
{
|
|||
|
if ( pPoint->iAttachType == PATTACH_WORLDORIGIN && bInitializing )
|
|||
|
{
|
|||
|
pEffect->pParticleEffect->SetControlPointOrientation( pPoint->iControlPoint, Vector(1,0,0), Vector(0,1,0), Vector(0,0,1) );
|
|||
|
pEffect->pParticleEffect->SetControlPoint( pPoint->iControlPoint, pPoint->vecOriginOffset );
|
|||
|
pEffect->pParticleEffect->SetSortOrigin( pPoint->vecOriginOffset );
|
|||
|
}
|
|||
|
|
|||
|
pEffect->pParticleEffect->SetControlPointEntity( pPoint->iControlPoint, NULL );
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
// Only update non-follow particles when we're initializing,
|
|||
|
if ( !bInitializing && (pPoint->iAttachType == PATTACH_ABSORIGIN || pPoint->iAttachType == PATTACH_POINT ) )
|
|||
|
return;
|
|||
|
|
|||
|
if ( pPoint->iAttachType == PATTACH_CUSTOMORIGIN )
|
|||
|
return;
|
|||
|
|
|||
|
Vector vecOrigin, vecForward, vecRight, vecUp;
|
|||
|
|
|||
|
switch ( pPoint->iAttachType )
|
|||
|
{
|
|||
|
case PATTACH_POINT:
|
|||
|
case PATTACH_POINT_FOLLOW:
|
|||
|
{
|
|||
|
C_BaseAnimating *pAnimating = pPoint->hEntity->GetBaseAnimating();
|
|||
|
|
|||
|
bool bValid = false;
|
|||
|
Assert( pAnimating );
|
|||
|
if ( pAnimating )
|
|||
|
{
|
|||
|
matrix3x4_t attachmentToWorld;
|
|||
|
|
|||
|
if ( pAnimating->IsViewModel() )
|
|||
|
{
|
|||
|
C_BasePlayer *pPlayer = ToBasePlayer( ((C_BaseViewModel *)pAnimating)->GetOwner() );
|
|||
|
ACTIVE_SPLITSCREEN_PLAYER_GUARD( C_BasePlayer::GetSplitScreenSlotForPlayer( pPlayer ) );
|
|||
|
|
|||
|
if ( pAnimating->GetAttachment( pPoint->iAttachmentPoint, attachmentToWorld ) )
|
|||
|
{
|
|||
|
bValid = true;
|
|||
|
MatrixVectors( attachmentToWorld, &vecForward, &vecRight, &vecUp );
|
|||
|
MatrixPosition( attachmentToWorld, vecOrigin );
|
|||
|
|
|||
|
if ( pEffect->pParticleEffect->m_pDef->IsViewModelEffect() )
|
|||
|
{
|
|||
|
FormatViewModelAttachment( pPlayer, vecOrigin, true );
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
// HACK_GETLOCALPLAYER_GUARD( "CParticleProperty::UpdateControlPoint" );
|
|||
|
|
|||
|
if ( pAnimating->GetAttachment( pPoint->iAttachmentPoint, attachmentToWorld ) )
|
|||
|
{
|
|||
|
bValid = true;
|
|||
|
MatrixVectors( attachmentToWorld, &vecForward, &vecRight, &vecUp );
|
|||
|
#ifdef _DEBUG
|
|||
|
float flTests[3] = {vecForward.Dot( vecRight ), vecRight.Dot( vecUp ), vecUp.Dot( vecForward )};
|
|||
|
static float s_flMaxTest = 0.001f;
|
|||
|
Assert( fabs( flTests[0] ) + fabs( flTests[1] ) + fabs( flTests[2] ) < s_flMaxTest );
|
|||
|
#endif
|
|||
|
MatrixPosition( attachmentToWorld, vecOrigin );
|
|||
|
|
|||
|
if ( pEffect->pParticleEffect->m_pDef->IsViewModelEffect() )
|
|||
|
{
|
|||
|
HACK_GETLOCALPLAYER_GUARD( "CParticleProperty::UpdateControlPoint" );
|
|||
|
|
|||
|
FormatViewModelAttachment( NULL, vecOrigin, true );
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
if ( !bValid )
|
|||
|
{
|
|||
|
static bool bWarned = false;
|
|||
|
if ( !bWarned )
|
|||
|
{
|
|||
|
bWarned = true;
|
|||
|
DevWarning( "Attempted to attach particle effect %s to an unknown attachment on entity %s\n",
|
|||
|
pEffect->pParticleEffect->m_pDef->GetName(), pAnimating->GetClassname() );
|
|||
|
}
|
|||
|
}
|
|||
|
if ( !bValid )
|
|||
|
{
|
|||
|
AssertOnce( 0 );
|
|||
|
return;
|
|||
|
}
|
|||
|
}
|
|||
|
break;
|
|||
|
|
|||
|
case PATTACH_ABSORIGIN:
|
|||
|
case PATTACH_ABSORIGIN_FOLLOW:
|
|||
|
default:
|
|||
|
{
|
|||
|
vecOrigin = pPoint->hEntity->GetAbsOrigin() + pPoint->vecOriginOffset;
|
|||
|
pPoint->hEntity->GetVectors( &vecForward, &vecRight, &vecUp );
|
|||
|
}
|
|||
|
break;
|
|||
|
|
|||
|
case PATTACH_EYES_FOLLOW:
|
|||
|
{
|
|||
|
C_BaseEntity *pEnt = pPoint->hEntity;
|
|||
|
|
|||
|
if ( !pEnt->IsPlayer() )
|
|||
|
return;
|
|||
|
|
|||
|
C_BasePlayer *pPlayer = assert_cast< C_BasePlayer* >( pEnt );
|
|||
|
|
|||
|
bool bValid = false;
|
|||
|
Assert( pPlayer );
|
|||
|
if ( pPlayer )
|
|||
|
{
|
|||
|
bValid = true;
|
|||
|
vecOrigin = pPlayer->EyePosition() + pPoint->vecOriginOffset;
|
|||
|
pPlayer->EyeVectors( &vecForward, &vecRight, &vecUp );
|
|||
|
}
|
|||
|
if ( !bValid )
|
|||
|
{
|
|||
|
AssertOnce( 0 );
|
|||
|
return;
|
|||
|
}
|
|||
|
}
|
|||
|
break;
|
|||
|
|
|||
|
case PATTACH_CUSTOMORIGIN_FOLLOW:
|
|||
|
{
|
|||
|
matrix3x4_t mat;
|
|||
|
MatrixMultiply( pPoint->hEntity->RenderableToWorldTransform(), pPoint->matOffset, mat );
|
|||
|
MatrixVectors( mat, &vecForward, &vecRight, &vecUp );
|
|||
|
vecOrigin = pPoint->hEntity->GetAbsOrigin() + pPoint->vecOriginOffset;
|
|||
|
}
|
|||
|
break;
|
|||
|
}
|
|||
|
pEffect->pParticleEffect->SetControlPointOrientation( pPoint->iControlPoint, vecForward, vecRight, vecUp );
|
|||
|
pEffect->pParticleEffect->SetControlPointEntity( pPoint->iControlPoint, pPoint->hEntity );
|
|||
|
pEffect->pParticleEffect->SetControlPoint( pPoint->iControlPoint, vecOrigin );
|
|||
|
pEffect->pParticleEffect->SetSortOrigin( vecOrigin );
|
|||
|
}
|
|||
|
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
// Purpose: Output all active effects
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
void CParticleProperty::DebugPrintEffects( void )
|
|||
|
{
|
|||
|
int nCount = m_ParticleEffects.Count();
|
|||
|
for ( int i = 0; i < nCount; ++i )
|
|||
|
{
|
|||
|
// for each effect...
|
|||
|
CNewParticleEffect *pParticleEffect = m_ParticleEffects[i].pParticleEffect.GetObject();
|
|||
|
|
|||
|
if ( !pParticleEffect )
|
|||
|
continue;
|
|||
|
|
|||
|
Msg( "(%d) EffectName \"%s\" Dormant? %s Emission Stopped? %s \n",
|
|||
|
i,
|
|||
|
pParticleEffect->GetEffectName(),
|
|||
|
( pParticleEffect->m_bDormant ) ? "yes" : "no",
|
|||
|
( pParticleEffect->m_bEmissionStopped ) ? "yes" : "no" );
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
bool CParticleProperty::IsValidEffect( const CNewParticleEffect *pEffect )
|
|||
|
{
|
|||
|
if( pEffect == NULL )
|
|||
|
return false;
|
|||
|
|
|||
|
int nCount = m_ParticleEffects.Count();
|
|||
|
for ( int i = 0; i < nCount; ++i )
|
|||
|
{
|
|||
|
if( pEffect == m_ParticleEffects[i].pParticleEffect.GetObject() )
|
|||
|
return true;
|
|||
|
}
|
|||
|
|
|||
|
return false;
|
|||
|
}
|