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| author | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
|---|---|---|
| committer | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
| commit | 39ed87570bdb2f86969d4be821c94b722dc71179 (patch) | |
| tree | abc53757f75f40c80278e87650ea92808274aa59 /mp/src/game/client/c_particle_fire.cpp | |
| download | source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip | |
First version of the SOurce SDK 2013
Diffstat (limited to 'mp/src/game/client/c_particle_fire.cpp')
| -rw-r--r-- | mp/src/game/client/c_particle_fire.cpp | 339 |
1 files changed, 339 insertions, 0 deletions
diff --git a/mp/src/game/client/c_particle_fire.cpp b/mp/src/game/client/c_particle_fire.cpp new file mode 100644 index 00000000..84922da4 --- /dev/null +++ b/mp/src/game/client/c_particle_fire.cpp @@ -0,0 +1,339 @@ +//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#include "cbase.h"
+#include "particle_prototype.h"
+#include "particle_util.h"
+#include "baseparticleentity.h"
+#include "engine/IEngineTrace.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+// ------------------------------------------------------------------------- //
+// Defines.
+// ------------------------------------------------------------------------- //
+
+#define MAX_FIRE_EMITTERS 128
+#define FIRE_PARTICLE_LIFETIME 2
+
+Vector g_FireSpreadDirection(0,0,1);
+
+
+class FireRamp
+{
+public:
+ FireRamp(const Vector &s, const Vector &e)
+ {
+ m_Start=s;
+ m_End=e;
+ }
+
+ Vector m_Start;
+ Vector m_End;
+};
+
+FireRamp g_FireRamps[] =
+{
+ FireRamp(Vector(1,0,0), Vector(1,1,0)),
+ FireRamp(Vector(0.5,0.5,0), Vector(0,0,0))
+};
+#define NUM_FIRE_RAMPS (sizeof(g_FireRamps) / sizeof(g_FireRamps[0]))
+
+
+#define NUM_FIREGRID_OFFSETS 8
+Vector g_Offsets[NUM_FIREGRID_OFFSETS] =
+{
+ Vector(-1,-1,-1),
+ Vector( 1,-1,-1),
+ Vector(-1, 1,-1),
+ Vector( 1, 1,-1),
+
+ Vector(-1,-1, 1),
+ Vector( 1,-1, 1),
+ Vector(-1, 1, 1),
+ Vector( 1, 1, 1),
+};
+
+// If you follow g_Offset[index], you can follow g_Offsets[GetOppositeOffset(index)] to get back.
+inline int GetOppositeOffset(int offset)
+{
+ return NUM_FIREGRID_OFFSETS - offset - 1;
+}
+
+
+// ------------------------------------------------------------------------- //
+// Classes.
+// ------------------------------------------------------------------------- //
+
+class C_ParticleFire : public C_BaseParticleEntity, public IPrototypeAppEffect
+{
+public:
+ DECLARE_CLASS( C_ParticleFire, C_BaseParticleEntity );
+ DECLARE_CLIENTCLASS();
+
+ C_ParticleFire();
+ ~C_ParticleFire();
+
+ class FireEmitter
+ {
+ public:
+ Vector m_Pos;
+ TimedEvent m_SpawnEvent;
+ float m_Lifetime; // How long it's been emitting.
+ unsigned char m_DirectionsTested; // 1 bit for each of g_Offsets.
+ };
+
+ class FireParticle : public Particle
+ {
+ public:
+ Vector m_StartPos; // The particle moves from m_StartPos to (m_StartPos+m_Direction) over its lifetime.
+ Vector m_Direction;
+
+ float m_Lifetime;
+ float m_SpinAngle;
+ unsigned char m_iRamp; // Which fire ramp are we using?
+ };
+
+
+// C_BaseEntity.
+public:
+
+ virtual void OnDataChanged( DataUpdateType_t updateType );
+
+
+// IPrototypeAppEffect.
+public:
+ virtual void Start(CParticleMgr *pParticleMgr, IPrototypeArgAccess *pArgs);
+
+
+// IParticleEffect.
+public:
+ virtual void Update(float fTimeDelta);
+ virtual void RenderParticles( CParticleRenderIterator *pIterator );
+ virtual void SimulateParticles( CParticleSimulateIterator *pIterator );
+
+
+public:
+ CParticleMgr *m_pParticleMgr;
+ PMaterialHandle m_MaterialHandle;
+
+ // Controls where the initial fire goes.
+ Vector m_vOrigin;
+ Vector m_vDirection;
+
+ TimedEvent m_EmitterSpawn;
+ FireEmitter m_Emitters[MAX_FIRE_EMITTERS];
+ int m_nEmitters;
+
+private:
+ C_ParticleFire( const C_ParticleFire & );
+};
+
+
+// ------------------------------------------------------------------------- //
+// Tables.
+// ------------------------------------------------------------------------- //
+
+// Expose to the particle app.
+EXPOSE_PROTOTYPE_EFFECT(ParticleFire, C_ParticleFire);
+
+
+// Datatable..
+IMPLEMENT_CLIENTCLASS_DT_NOBASE(C_ParticleFire, DT_ParticleFire, CParticleFire)
+ RecvPropVector(RECVINFO(m_vOrigin)),
+ RecvPropVector(RECVINFO(m_vDirection)),
+END_RECV_TABLE()
+
+
+
+// ------------------------------------------------------------------------- //
+// C_FireSmoke implementation.
+// ------------------------------------------------------------------------- //
+C_ParticleFire::C_ParticleFire()
+{
+ m_pParticleMgr = NULL;
+ m_MaterialHandle = INVALID_MATERIAL_HANDLE;
+}
+
+
+C_ParticleFire::~C_ParticleFire()
+{
+ if(m_pParticleMgr)
+ m_pParticleMgr->RemoveEffect( &m_ParticleEffect );
+}
+
+
+void C_ParticleFire::OnDataChanged(DataUpdateType_t updateType)
+{
+ C_BaseEntity::OnDataChanged(updateType);
+
+ if(updateType == DATA_UPDATE_CREATED)
+ {
+ Start(ParticleMgr(), NULL);
+ }
+}
+
+
+void C_ParticleFire::Start(CParticleMgr *pParticleMgr, IPrototypeArgAccess *pArgs)
+{
+ m_pParticleMgr = pParticleMgr;
+ m_pParticleMgr->AddEffect( &m_ParticleEffect, this );
+ m_MaterialHandle = m_ParticleEffect.FindOrAddMaterial("particle/particle_fire");
+
+ // Start
+ m_nEmitters = 0;
+ m_EmitterSpawn.Init(15);
+}
+
+static float fireSpreadDist = 15;
+static float size = 20;
+
+void C_ParticleFire::Update(float fTimeDelta)
+{
+ if(!m_pParticleMgr)
+ {
+ assert(false);
+ return;
+ }
+
+
+ // Add new emitters.
+ if(m_nEmitters < MAX_FIRE_EMITTERS)
+ {
+ float tempDelta = fTimeDelta;
+ while(m_EmitterSpawn.NextEvent(tempDelta))
+ {
+ FireEmitter *pEmitter = NULL;
+
+ if(m_nEmitters == 0)
+ {
+ // Make the first emitter.
+ trace_t trace;
+ UTIL_TraceLine(m_vOrigin, m_vOrigin+m_vDirection*1000, MASK_SOLID_BRUSHONLY, NULL, COLLISION_GROUP_NONE, &trace);
+ if(trace.fraction < 1)
+ {
+ pEmitter = &m_Emitters[m_nEmitters];
+ pEmitter->m_Pos = trace.endpos + trace.plane.normal * (size - 1);
+ pEmitter->m_DirectionsTested = 0;
+ }
+ }
+ else
+ {
+ static int nTries = 50;
+ for(int iTry=0; iTry < nTries; iTry++)
+ {
+ FireEmitter *pSourceEmitter = &m_Emitters[rand() % m_nEmitters];
+
+ int iOffset = rand() % NUM_FIREGRID_OFFSETS;
+ if(pSourceEmitter->m_DirectionsTested & (1 << iOffset))
+ continue;
+
+ // Test the corners of the new cube. If some points are solid and some are not, then
+ // we can put fire here.
+ Vector basePos = pSourceEmitter->m_Pos + g_Offsets[iOffset] * fireSpreadDist;
+ int nSolidCorners = 0;
+ for(int iCorner=0; iCorner < NUM_FIREGRID_OFFSETS; iCorner++)
+ {
+ Vector vCorner = basePos + g_Offsets[iCorner]*fireSpreadDist;
+ if ( enginetrace->GetPointContents(vCorner) & CONTENTS_SOLID )
+ ++nSolidCorners;
+ }
+
+ // Don't test this square again.
+ pSourceEmitter->m_DirectionsTested |= 1 << iOffset;
+
+ if(nSolidCorners != 0 && nSolidCorners != NUM_FIREGRID_OFFSETS)
+ {
+ pEmitter = &m_Emitters[m_nEmitters];
+ pEmitter->m_Pos = basePos;
+ pEmitter->m_DirectionsTested = 1 << GetOppositeOffset(iOffset);
+ }
+ }
+ }
+
+ if(pEmitter)
+ {
+ pEmitter->m_Lifetime = 0;
+ pEmitter->m_SpawnEvent.Init(1);
+ ++m_nEmitters;
+ }
+ }
+ }
+
+ // Spawn particles out of the emitters.
+ for(int i=0; i < m_nEmitters; i++)
+ {
+ FireEmitter *pEmitter = &m_Emitters[i];
+
+ float tempDelta = fTimeDelta;
+ while(pEmitter->m_SpawnEvent.NextEvent(tempDelta))
+ {
+ FireParticle *pParticle = (FireParticle*)m_ParticleEffect.AddParticle(sizeof(FireParticle), m_MaterialHandle);
+ if(pParticle)
+ {
+ static float particleSpeed = 15;
+ pParticle->m_StartPos = pEmitter->m_Pos;
+ pParticle->m_Direction = g_FireSpreadDirection * particleSpeed + RandomVector(0, particleSpeed*0.5);
+ pParticle->m_iRamp = rand() % NUM_FIRE_RAMPS;
+ pParticle->m_Lifetime = 0;
+ }
+ }
+ }
+}
+
+
+void C_ParticleFire::RenderParticles( CParticleRenderIterator *pIterator )
+{
+ const FireParticle *pParticle = (const FireParticle*)pIterator->GetFirst();
+ while ( pParticle )
+ {
+ float smooth01 = 1 - (cos(pParticle->m_Lifetime * 3.14159 / FIRE_PARTICLE_LIFETIME) * 0.5 + 0.5);
+ float smooth00 = 1 - (cos(pParticle->m_Lifetime * 3.14159 * 2 / FIRE_PARTICLE_LIFETIME) * 0.5 + 0.5);
+
+ FireRamp *pRamp = &g_FireRamps[pParticle->m_iRamp];
+ Vector curColor = pRamp->m_Start + (pRamp->m_End - pRamp->m_Start) * smooth01;
+
+ // Render.
+ Vector tPos;
+ TransformParticle(m_pParticleMgr->GetModelView(), pParticle->m_Pos, tPos);
+ float sortKey = (int)tPos.z;
+
+ RenderParticle_ColorSize(
+ pIterator->GetParticleDraw(),
+ tPos,
+ curColor,
+ smooth00,
+ size);
+
+ pParticle = (const FireParticle*)pIterator->GetNext( sortKey );
+ }
+}
+
+
+void C_ParticleFire::SimulateParticles( CParticleSimulateIterator *pIterator )
+{
+ FireParticle *pParticle = (FireParticle*)pIterator->GetFirst();
+ while ( pParticle )
+ {
+ // Should this particle die?
+ pParticle->m_Lifetime += pIterator->GetTimeDelta();
+ if(pParticle->m_Lifetime > FIRE_PARTICLE_LIFETIME)
+ {
+ pIterator->RemoveParticle( pParticle );
+ }
+ else
+ {
+ float smooth01 = 1 - (cos(pParticle->m_Lifetime * 3.14159 / FIRE_PARTICLE_LIFETIME) * 0.5 + 0.5);
+ pParticle->m_Pos = pParticle->m_StartPos + pParticle->m_Direction * smooth01;
+ }
+
+ pParticle = (FireParticle*)pIterator->GetNext();
+ }
+}
+
+
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