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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 /sp/src/game/client/c_smoke_trail.h | |
| download | source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip | |
First version of the SOurce SDK 2013
Diffstat (limited to 'sp/src/game/client/c_smoke_trail.h')
| -rw-r--r-- | sp/src/game/client/c_smoke_trail.h | 390 |
1 files changed, 390 insertions, 0 deletions
diff --git a/sp/src/game/client/c_smoke_trail.h b/sp/src/game/client/c_smoke_trail.h new file mode 100644 index 00000000..d21cbb34 --- /dev/null +++ b/sp/src/game/client/c_smoke_trail.h @@ -0,0 +1,390 @@ +//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//
+//===========================================================================//
+// This defines the client-side SmokeTrail entity. It can also be used without
+// an entity, in which case you must pass calls to it and set its position each frame.
+
+#ifndef PARTICLE_SMOKETRAIL_H
+#define PARTICLE_SMOKETRAIL_H
+
+#include "particlemgr.h"
+#include "particle_prototype.h"
+#include "particle_util.h"
+#include "particles_simple.h"
+#include "c_baseentity.h"
+#include "baseparticleentity.h"
+
+#include "fx_trail.h"
+
+//
+// Smoke Trail
+//
+
+class C_SmokeTrail : public C_BaseParticleEntity, public IPrototypeAppEffect
+{
+public:
+ DECLARE_CLASS( C_SmokeTrail, C_BaseParticleEntity );
+ DECLARE_CLIENTCLASS();
+
+ C_SmokeTrail();
+ virtual ~C_SmokeTrail();
+
+public:
+
+ //For attachments
+ void GetAimEntOrigin( IClientEntity *pAttachedTo, Vector *pAbsOrigin, QAngle *pAbsAngles );
+
+ // Enable/disable emission.
+ void SetEmit(bool bEmit);
+
+ // Change the spawn rate.
+ void SetSpawnRate(float rate);
+
+
+// C_BaseEntity.
+public:
+ virtual void OnDataChanged(DataUpdateType_t updateType);
+
+ virtual void CleanupToolRecordingState( KeyValues *msg );
+
+// 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:
+ // Effect parameters. These will assume default values but you can change them.
+ float m_SpawnRate; // How many particles per second.
+
+ Vector m_StartColor; // Fade between these colors.
+ Vector m_EndColor;
+ float m_Opacity;
+
+ float m_ParticleLifetime; // How long do the particles live?
+ float m_StopEmitTime; // When do I stop emitting particles? (-1 = never)
+
+ float m_MinSpeed; // Speed range.
+ float m_MaxSpeed;
+
+ float m_MinDirectedSpeed; // Directed speed range.
+ float m_MaxDirectedSpeed;
+
+ float m_StartSize; // Size ramp.
+ float m_EndSize;
+
+ float m_SpawnRadius;
+
+ Vector m_VelocityOffset; // Emit the particles in a certain direction.
+
+ bool m_bEmit; // Keep emitting particles?
+
+ int m_nAttachment;
+
+private:
+ C_SmokeTrail( const C_SmokeTrail & );
+
+ PMaterialHandle m_MaterialHandle[2];
+ TimedEvent m_ParticleSpawn;
+
+ CParticleMgr *m_pParticleMgr;
+ CSmartPtr<CSimpleEmitter> m_pSmokeEmitter;
+};
+
+//==================================================
+// C_RocketTrail
+//==================================================
+
+class C_RocketTrail : public C_BaseParticleEntity, public IPrototypeAppEffect
+{
+public:
+ DECLARE_CLASS( C_RocketTrail, C_BaseParticleEntity );
+ DECLARE_CLIENTCLASS();
+
+ C_RocketTrail();
+ virtual ~C_RocketTrail();
+
+public:
+
+ //For attachments
+ void GetAimEntOrigin( IClientEntity *pAttachedTo, Vector *pAbsOrigin, QAngle *pAbsAngles );
+
+ // Enable/disable emission.
+ void SetEmit(bool bEmit);
+
+ // Change the spawn rate.
+ void SetSpawnRate(float rate);
+
+
+// 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:
+ // Effect parameters. These will assume default values but you can change them.
+ float m_SpawnRate; // How many particles per second.
+
+ Vector m_StartColor; // Fade between these colors.
+ Vector m_EndColor;
+ float m_Opacity;
+
+ float m_ParticleLifetime; // How long do the particles live?
+ float m_StopEmitTime; // When do I stop emitting particles? (-1 = never)
+
+ float m_MinSpeed; // Speed range.
+ float m_MaxSpeed;
+
+ float m_StartSize; // Size ramp.
+ float m_EndSize;
+
+ float m_SpawnRadius;
+
+ Vector m_VelocityOffset; // Emit the particles in a certain direction.
+
+ bool m_bEmit; // Keep emitting particles?
+ bool m_bDamaged; // Has been shot down (should be on fire, etc)
+
+ int m_nAttachment;
+
+ Vector m_vecLastPosition; // Last known position of the rocket
+ float m_flFlareScale; // Size of the flare
+
+private:
+ C_RocketTrail( const C_RocketTrail & );
+
+ PMaterialHandle m_MaterialHandle[2];
+ TimedEvent m_ParticleSpawn;
+
+ CParticleMgr *m_pParticleMgr;
+ CSmartPtr<CSimpleEmitter> m_pRocketEmitter;
+};
+
+class SporeSmokeEffect;
+
+
+//==================================================
+// SporeEffect
+//==================================================
+
+class SporeEffect : public CSimpleEmitter
+{
+public:
+ SporeEffect( const char *pDebugName );
+ static SporeEffect* Create( const char *pDebugName );
+
+ virtual void UpdateVelocity( SimpleParticle *pParticle, float timeDelta );
+ virtual Vector UpdateColor( const SimpleParticle *pParticle );
+ virtual float UpdateAlpha( const SimpleParticle *pParticle );
+
+private:
+ SporeEffect( const SporeEffect & );
+};
+
+//==================================================
+// C_SporeExplosion
+//==================================================
+
+class C_SporeExplosion : public C_BaseParticleEntity, public IPrototypeAppEffect
+{
+public:
+ DECLARE_CLASS( C_SporeExplosion, C_BaseParticleEntity );
+ DECLARE_CLIENTCLASS();
+
+ C_SporeExplosion( void );
+ virtual ~C_SporeExplosion( void );
+
+public:
+
+// 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:
+ float m_flSpawnRate;
+ float m_flParticleLifetime;
+ float m_flStartSize;
+ float m_flEndSize;
+ float m_flSpawnRadius;
+ float m_flPreviousSpawnRate;
+
+ bool m_bEmit;
+ bool m_bDontRemove;
+
+private:
+ C_SporeExplosion( const C_SporeExplosion & );
+
+ void AddParticles( void );
+
+ PMaterialHandle m_hMaterial;
+ TimedEvent m_teParticleSpawn;
+
+ SporeEffect *m_pSporeEffect;
+ CParticleMgr *m_pParticleMgr;
+};
+
+//
+// Particle trail
+//
+
+class CSmokeParticle;
+
+class C_FireTrail : public C_ParticleTrail
+{
+public:
+ DECLARE_CLASS( C_FireTrail, C_ParticleTrail );
+ DECLARE_CLIENTCLASS();
+
+ C_FireTrail( void );
+ virtual ~C_FireTrail( void );
+
+ virtual void Start( CParticleMgr *pParticleMgr, IPrototypeArgAccess *pArgs );
+ virtual void Update( float fTimeDelta );
+
+private:
+
+ enum
+ {
+ // Smoke
+ FTRAIL_SMOKE1,
+ FTRAIL_SMOKE2,
+
+ // Large flame
+ FTRAIL_FLAME1,
+ FTRAIL_FLAME2,
+ FTRAIL_FLAME3,
+ FTRAIL_FLAME4,
+ FTRAIL_FLAME5,
+
+ NUM_FTRAIL_MATERIALS
+ };
+
+ CSmartPtr<CSimpleEmitter> m_pTrailEmitter;
+ CSmartPtr<CSmokeParticle> m_pSmokeEmitter;
+
+ PMaterialHandle m_hMaterial[NUM_FTRAIL_MATERIALS];
+
+ Vector m_vecLastPosition;
+
+ C_FireTrail( const C_FireTrail & );
+};
+
+
+
+
+
+
+
+
+
+
+
+
+
+//==================================================
+// C_DustTrail
+//==================================================
+
+class C_DustTrail : public C_BaseParticleEntity, public IPrototypeAppEffect
+{
+public:
+ DECLARE_CLASS( C_DustTrail, C_BaseParticleEntity );
+ DECLARE_CLIENTCLASS();
+
+ C_DustTrail();
+ virtual ~C_DustTrail();
+
+public:
+
+ // Enable/disable emission.
+ void SetEmit(bool bEmit);
+
+ // Change the spawn rate.
+ void SetSpawnRate(float rate);
+
+
+// C_BaseEntity.
+public:
+ virtual void OnDataChanged(DataUpdateType_t updateType);
+
+ virtual void CleanupToolRecordingState( KeyValues *msg );
+
+// 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:
+ // Effect parameters. These will assume default values but you can change them.
+ float m_SpawnRate; // How many particles per second.
+
+ Vector m_Color;
+ float m_Opacity;
+
+ float m_ParticleLifetime; // How long do the particles live?
+ float m_StartEmitTime; // When did I start emitting particles?
+ float m_StopEmitTime; // When do I stop emitting particles? (-1 = never)
+
+ float m_MinSpeed; // Speed range.
+ float m_MaxSpeed;
+
+ float m_MinDirectedSpeed; // Directed speed range.
+ float m_MaxDirectedSpeed;
+
+ float m_StartSize; // Size ramp.
+ float m_EndSize;
+
+ float m_SpawnRadius;
+
+ Vector m_VelocityOffset; // Emit the particles in a certain direction.
+
+ bool m_bEmit; // Keep emitting particles?
+
+private:
+ C_DustTrail( const C_DustTrail & );
+
+#define DUSTTRAIL_MATERIALS 16
+ PMaterialHandle m_MaterialHandle[DUSTTRAIL_MATERIALS];
+ TimedEvent m_ParticleSpawn;
+
+ CParticleMgr *m_pParticleMgr;
+ CSmartPtr<CSimpleEmitter> m_pDustEmitter;
+};
+
+#endif
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