//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: Particles which are simulated locally to some space (attachment, bone, etc) // //=============================================================================// #include "cbase.h" #include "particles_simple.h" #include "particles_localspace.h" #include "tier0/memdbgon.h" //----------------------------------------------------------------------------- // Constructor //----------------------------------------------------------------------------- CLocalSpaceEmitter::CLocalSpaceEmitter( const char *pDebugName ) : CSimpleEmitter( pDebugName ) { } inline const matrix3x4_t& CLocalSpaceEmitter::GetTransformMatrix() const { return m_ParticleEffect.GetLocalSpaceTransform(); } //----------------------------------------------------------------------------- // Purpose: Creates a local space emitter //----------------------------------------------------------------------------- CSmartPtr CLocalSpaceEmitter::Create( const char *pDebugName, ClientEntityHandle_t hEntity, int nAttachment, int fFlags ) { CLocalSpaceEmitter *pRet = new CLocalSpaceEmitter( pDebugName ); pRet->SetDynamicallyAllocated( true ); pRet->m_hEntity = hEntity; pRet->m_nAttachment = nAttachment; pRet->m_fFlags = fFlags; pRet->SetupTransformMatrix(); return pRet; } //----------------------------------------------------------------------------- // Purpose: Used to build the transformation matrix for this frame //----------------------------------------------------------------------------- void CLocalSpaceEmitter::Update( float flTimeDelta ) { SetupTransformMatrix(); } extern void FormatViewModelAttachment( Vector &vOrigin, bool bInverse ); void CLocalSpaceEmitter::SimulateParticles( CParticleSimulateIterator *pIterator ) { float timeDelta = pIterator->GetTimeDelta(); SimpleParticle *pParticle = (SimpleParticle*)pIterator->GetFirst(); while ( pParticle ) { // Update velocity UpdateVelocity( pParticle, timeDelta ); pParticle->m_Pos += pParticle->m_vecVelocity * timeDelta; // Should this particle die? pParticle->m_flLifetime += timeDelta; UpdateRoll( pParticle, timeDelta ); // If we're dead, we're done if ( pParticle->m_flLifetime >= pParticle->m_flDieTime ) { pIterator->RemoveParticle( pParticle ); } pParticle = (SimpleParticle*)pIterator->GetNext(); } } void CLocalSpaceEmitter::RenderParticles( CParticleRenderIterator *pIterator ) { const matrix3x4_t &mLocalToWorld = GetTransformMatrix(); const VMatrix &mModelView = ParticleMgr()->GetModelView(); const SimpleParticle *pParticle = (const SimpleParticle *)pIterator->GetFirst(); while ( pParticle ) { // Transform it Vector screenPos, worldPos; VectorTransform( pParticle->m_Pos, mLocalToWorld, worldPos ); // Correct viewmodel squashing if ( m_fFlags & FLE_VIEWMODEL ) { FormatViewModelAttachment( worldPos, false ); } TransformParticle( mModelView, worldPos, screenPos ); float sortKey = (int) screenPos.z; // Render it RenderParticle_ColorSizeAngle( pIterator->GetParticleDraw(), screenPos, UpdateColor( pParticle ), UpdateAlpha( pParticle ) * GetAlphaDistanceFade( screenPos, m_flNearClipMin, m_flNearClipMax ), UpdateScale( pParticle ), pParticle->m_flRoll ); pParticle = (const SimpleParticle *)pIterator->GetNext( sortKey ); } } //----------------------------------------------------------------------------- // Purpose: Create the matrix by which we'll transform the particle's local // space into world space, via the attachment's transform //----------------------------------------------------------------------------- void CLocalSpaceEmitter::SetupTransformMatrix( void ) { IClientRenderable *pRenderable = ClientEntityList().GetClientRenderableFromHandle( m_hEntity ); if ( pRenderable ) { matrix3x4_t mat; if ( pRenderable->GetAttachment( m_nAttachment, mat ) == false ) { // This attachment is bogus! Assert(0); } // Tell the particle effect so it knows Vector origin; MatrixGetColumn( mat, 3, origin ); m_ParticleEffect.SetLocalSpaceTransform( mat ); SetSortOrigin( origin ); C_BaseEntity *pEnt = pRenderable->GetIClientUnknown()->GetBaseEntity(); if ( pEnt ) { Vector vWorldMins, vWorldMaxs; float scale = pEnt->CollisionProp()->BoundingRadius(); vWorldMins[0] = origin[0] - scale; vWorldMins[1] = origin[1] - scale; vWorldMins[2] = origin[2] - scale; vWorldMaxs[0] = origin[0] + scale; vWorldMaxs[1] = origin[1] + scale; vWorldMaxs[2] = origin[2] + scale; GetBinding().SetBBox( vWorldMins, vWorldMaxs, true ); } } // We preapply the local transform because we need to squash it for viewmodel FOV. m_ParticleEffect.SetAutoApplyLocalTransform( false ); }