//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $Workfile: $ // $NoKeywords: $ //=============================================================================// #include "cbase.h" #include "particle_simple3d.h" #include "view.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" // Defined in pm_math.c float anglemod( float a ); //------------------------------------------------------------------------------ // Purpose : // Input : // Output : //------------------------------------------------------------------------------ CSmartPtr CSimple3DEmitter::Create( const char *pDebugName ) { CSimple3DEmitter* pSimple3DEmitter = new CSimple3DEmitter( pDebugName ); // Do in world space pSimple3DEmitter->m_ParticleEffect.SetEffectCameraSpace( false ); return pSimple3DEmitter; } void CSimple3DEmitter::SimulateParticles( CParticleSimulateIterator *pIterator ) { Particle3D *pParticle = (Particle3D*)pIterator->GetFirst(); while ( pParticle ) { const float timeDelta = pIterator->GetTimeDelta(); //Should this particle die? pParticle->m_flLifeRemaining -= timeDelta; if ( pParticle->IsDead() ) { pIterator->RemoveParticle( pParticle ); } else { // Angular rotation pParticle->m_vAngles.x += pParticle->m_flAngSpeed * timeDelta; pParticle->m_vAngles.y += pParticle->m_flAngSpeed * timeDelta; pParticle->m_vAngles.z += pParticle->m_flAngSpeed * timeDelta; //Simulate the movement with collision trace_t trace; m_ParticleCollision.MoveParticle( pParticle->m_Pos, pParticle->m_vecVelocity, &pParticle->m_flAngSpeed, timeDelta, &trace ); // --------------------------------------- // Decay towards flat // --------------------------------------- if (pParticle->m_flAngSpeed == 0 || trace.fraction != 1.0) { pParticle->m_vAngles.x = anglemod(pParticle->m_vAngles.x); if (pParticle->m_vAngles.x < 180) { if (fabs(pParticle->m_vAngles.x - 90) > 0.5) { pParticle->m_vAngles.x = 0.5*pParticle->m_vAngles.x + 46; } } else { if (fabs(pParticle->m_vAngles.x - 270) > 0.5) { pParticle->m_vAngles.x = 0.5*pParticle->m_vAngles.x + 135; } } pParticle->m_vAngles.y = anglemod(pParticle->m_vAngles.y); if (fabs(pParticle->m_vAngles.y) > 0.5) { pParticle->m_vAngles.y = 0.5*pParticle->m_vAngles.z; } } } pParticle = (Particle3D*)pIterator->GetNext(); } } void CSimple3DEmitter::RenderParticles( CParticleRenderIterator *pIterator ) { const Particle3D *pParticle = (const Particle3D *)pIterator->GetFirst(); while ( pParticle ) { float sortKey = CurrentViewForward().Dot( CurrentViewOrigin() - pParticle->m_Pos ); // ------------------------------------------------------- // Set color based on direction towards camera // ------------------------------------------------------- Vector color; Vector vFaceNorm; Vector vCameraToFace = (pParticle->m_Pos - CurrentViewOrigin()); AngleVectors(pParticle->m_vAngles,&vFaceNorm); float flFacing = DotProduct(vCameraToFace,vFaceNorm); if (flFacing <= 0) { color[0] = pParticle->m_uchFrontColor[0] / 255.0f; color[1] = pParticle->m_uchFrontColor[1] / 255.0f; color[2] = pParticle->m_uchFrontColor[2] / 255.0f; } else { color[0] = pParticle->m_uchBackColor[0] / 255.0f; color[1] = pParticle->m_uchBackColor[1] / 255.0f; color[2] = pParticle->m_uchBackColor[2] / 255.0f; } //Render it in world space RenderParticle_ColorSizeAngles( pIterator->GetParticleDraw(), pParticle->m_Pos, color, pParticle->GetFadeFraction(), pParticle->m_uchSize, pParticle->m_vAngles); pParticle = (const Particle3D *)pIterator->GetNext( sortKey ); } }