//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: provide client-side access to the new particle system, with similar // usage to CSimpleEmitter // // $NoKeywords: $ //===========================================================================// #ifndef PARTICLES_NEW_H #define PARTICLES_NEW_H #ifdef _WIN32 #pragma once #endif #include "particlemgr.h" #include "particles/particles.h" #include "particlesphererenderer.h" #include "smartptr.h" #include "particles_simple.h" #include "tier1/utlobjectreference.h" //----------------------------------------------------------------------------- // Particle effect //----------------------------------------------------------------------------- class CNewParticleEffect : public IParticleEffect, public CParticleCollection, public CDefaultClientRenderable { public: DECLARE_CLASS_NOBASE( CNewParticleEffect ); DECLARE_REFERENCED_CLASS( CNewParticleEffect ); public: friend class CRefCountAccessor; // list management CNewParticleEffect *m_pNext; CNewParticleEffect *m_pPrev; // Call this before adding a bunch of particles to give it a rough estimate of where // your particles are for sorting amongst other translucent entities. void SetSortOrigin( const Vector &vSortOrigin ); bool ShouldDraw( void ); virtual bool IsTransparent( void ); virtual bool IsTwoPass( void ); virtual bool UsesPowerOfTwoFrameBufferTexture( void ); virtual bool UsesFullFrameBufferTexture( void ); const QAngle& GetRenderAngles( void ); const matrix3x4_t& RenderableToWorldTransform(); void GetRenderBounds( Vector& mins, Vector& maxs ); // check if the new bounds of the particle system needs its client-leaf info needs to be updated void DetectChanges( void ); const Vector &GetRenderOrigin( void ); PMaterialHandle GetPMaterial( const char *name ); bool RecalculateBoundingBox(); Particle* AddParticle( unsigned int particleSize, PMaterialHandle material, const Vector &origin ); const char *GetEffectName(); void SetDontRemove( bool bSet ); void SetDrawn( bool bDrawn ); void SetFirstFrameFlag( bool bFirst ); void SetNeedsBBoxUpdate( bool bNeedsUpdate ); void SetAutoUpdateBBox( bool bNeedsUpdate ); void SetRemoveFlag( void ); bool GetRemoveFlag( void ); bool GetFirstFrameFlag( void ); bool GetNeedsBBoxUpdate( void ); bool GetAutoUpdateBBox( void ); bool ShouldPerformCullCheck() const; void MarkShouldPerformCullCheck( bool bEnable ); CBaseEntity *GetOwner( void ) { return m_hOwner; } void SetOwner( CBaseEntity *pOwner ) { m_hOwner = pOwner; } CNewParticleEffect* ReplaceWith( const char *pParticleSystemName ); static CSmartPtr Create( CBaseEntity *pOwner, const char *pParticleSystemName, const char *pDebugName = NULL ); static CSmartPtr Create( CBaseEntity *pOwner, CParticleSystemDefinition *pDef, const char *pDebugName = NULL ); virtual int DrawModel( int flags ); void DebugDrawBbox ( bool bCulled ); // CParticleCollection overrides public: void StopEmission( bool bInfiniteOnly = false, bool bRemoveAllParticles = false, bool bWakeOnStop = false ); void SetDormant( bool bDormant ); void SetControlPoint( int nWhichPoint, const Vector &v ); void SetControlPointEntity( int nWhichPoint, CBaseEntity *pEntity ); void SetControlPointOrientation( int nWhichPoint, const Quaternion &q ); void SetControlPointOrientation( int nWhichPoint, const Vector &forward, const Vector &right, const Vector &up ); void SetControlPointForwardVector( int nWhichPoint, const Vector &v ); void SetControlPointUpVector( int nWhichPoint, const Vector &v ); void SetControlPointRightVector( int nWhichPoint, const Vector &v ); void SetIsViewModelEffect ( bool bIsViewModelEffect ) { m_bViewModelEffect = bIsViewModelEffect; } bool GetIsViewModelEffect () { return m_bViewModelEffect; } FORCEINLINE EHANDLE const &GetControlPointEntity( int nWhichPoint ) { return m_hControlPointOwners[ nWhichPoint ]; } // IParticleEffect overrides public: virtual void SimulateParticles( CParticleSimulateIterator *pIterator ) { } virtual void RenderParticles( CParticleRenderIterator *pIterator ) { } virtual void SetParticleCullRadius( float radius ); virtual void NotifyRemove( void ); virtual const Vector & GetSortOrigin( void ); // virtual void NotifyDestroyParticle( Particle* pParticle ); virtual void Update( float flTimeDelta ); // All Create() functions should call this so the effect deletes itself // when it is removed from the particle manager. void SetDynamicallyAllocated( bool bDynamic = true ); virtual bool ShouldSimulate() const { return m_bSimulate; } virtual void SetShouldSimulate( bool bSim ) { m_bSimulate = bSim; } int AllocateToolParticleEffectId(); int GetToolParticleEffectId() const; CNewParticleEffect( CBaseEntity *pOwner, const char *pEffectName ); CNewParticleEffect( CBaseEntity *pOwner, CParticleSystemDefinition *pEffect ); virtual ~CNewParticleEffect(); protected: // Returns nonzero if Release() has been called. int IsReleased(); // Used to track down bugs. const char *m_pDebugName; bool m_bDontRemove : 1; bool m_bRemove : 1; bool m_bDrawn : 1; bool m_bNeedsBBoxUpdate : 1; bool m_bIsFirstFrame : 1; bool m_bAutoUpdateBBox : 1; bool m_bAllocated : 1; bool m_bSimulate : 1; bool m_bShouldPerformCullCheck : 1; int m_nToolParticleEffectId; Vector m_vSortOrigin; EHANDLE m_hOwner; EHANDLE m_hControlPointOwners[MAX_PARTICLE_CONTROL_POINTS]; // holds the min/max bounds used to manage this thing in the client leaf system Vector m_LastMin; Vector m_LastMax; bool m_bViewModelEffect; private: // Update the reference count. void AddRef(); void Release(); void RecordControlPointOrientation( int nWhichPoint ); void Construct(); int m_RefCount; // When this goes to zero and the effect has no more active // particles, (and it's dynamically allocated), it will delete itself. CNewParticleEffect( const CNewParticleEffect & ); // not defined, not accessible }; //----------------------------------------------------------------------------- // Inline methods //----------------------------------------------------------------------------- inline int CNewParticleEffect::GetToolParticleEffectId() const { return m_nToolParticleEffectId; } inline int CNewParticleEffect::AllocateToolParticleEffectId() { m_nToolParticleEffectId = ParticleMgr()->AllocateToolParticleEffectId(); return m_nToolParticleEffectId; } // Call this before adding a bunch of particles to give it a rough estimate of where // your particles are for sorting amongst other translucent entities. inline void CNewParticleEffect::SetSortOrigin( const Vector &vSortOrigin ) { m_vSortOrigin = vSortOrigin; } inline const Vector &CNewParticleEffect::GetSortOrigin( void ) { return m_vSortOrigin; } inline bool CNewParticleEffect::ShouldDraw( void ) { return true; } inline bool CNewParticleEffect::IsTransparent( void ) { return CParticleCollection::IsTranslucent(); } inline const QAngle& CNewParticleEffect::GetRenderAngles( void ) { return vec3_angle; } inline const matrix3x4_t & CNewParticleEffect::RenderableToWorldTransform() { static matrix3x4_t mat; SetIdentityMatrix( mat ); PositionMatrix( GetRenderOrigin(), mat ); return mat; } inline Vector const &CNewParticleEffect::GetRenderOrigin( void ) { return m_vSortOrigin; } inline PMaterialHandle CNewParticleEffect::GetPMaterial(const char *name) { //!! Assert( 0 ); return NULL; } inline Particle* CNewParticleEffect::AddParticle( unsigned int particleSize, PMaterialHandle material, const Vector &origin ) { //!! Assert( 0 ); return NULL; } inline const char *CNewParticleEffect::GetEffectName() { return GetName(); } inline void CNewParticleEffect::SetDontRemove( bool bSet ) { m_bDontRemove = bSet; } inline void CNewParticleEffect::SetDrawn( bool bDrawn ) { m_bDrawn = bDrawn; } inline void CNewParticleEffect::SetFirstFrameFlag( bool bFirst ) { m_bIsFirstFrame = bFirst; } inline void CNewParticleEffect::SetDynamicallyAllocated( bool bDynamic ) { m_bAllocated = bDynamic; } inline void CNewParticleEffect::SetNeedsBBoxUpdate( bool bNeedsUpdate ) { m_bNeedsBBoxUpdate = bNeedsUpdate; } inline void CNewParticleEffect::SetAutoUpdateBBox( bool bNeedsUpdate ) { m_bAutoUpdateBBox = bNeedsUpdate; } inline void CNewParticleEffect::SetRemoveFlag( void ) { m_bRemove = true; } inline bool CNewParticleEffect::GetRemoveFlag( void ) { return m_bRemove; } inline bool CNewParticleEffect::GetFirstFrameFlag( void ) { return m_bIsFirstFrame; } inline bool CNewParticleEffect::GetNeedsBBoxUpdate( void ) { return m_bNeedsBBoxUpdate; } inline bool CNewParticleEffect::GetAutoUpdateBBox( void ) { return m_bAutoUpdateBBox; } inline bool CNewParticleEffect::ShouldPerformCullCheck() const { return m_bShouldPerformCullCheck; } inline void CNewParticleEffect::MarkShouldPerformCullCheck( bool bEnable ) { m_bShouldPerformCullCheck = bEnable; } inline CSmartPtr CNewParticleEffect::Create( CBaseEntity *pOwner, const char *pParticleSystemName, const char *pDebugName ) { CNewParticleEffect *pRet = new CNewParticleEffect( pOwner, pParticleSystemName ); pRet->m_pDebugName = pDebugName ? pDebugName : pParticleSystemName; pRet->SetDynamicallyAllocated( true ); return pRet; } inline CSmartPtr CNewParticleEffect::Create( CBaseEntity *pOwner, CParticleSystemDefinition *pDef, const char *pDebugName ) { CNewParticleEffect *pRet = new CNewParticleEffect( pOwner, pDef ); pRet->m_pDebugName = pDebugName ? pDebugName : pDef->GetName(); pRet->SetDynamicallyAllocated( true ); return pRet; } //-------------------------------------------------------------------------------- // If you use an HPARTICLEFFECT instead of a cnewparticleeffect *, you get a pointer // which will go to null when the effect is deleted //-------------------------------------------------------------------------------- typedef CUtlReference HPARTICLEFFECT; #endif // PARTICLES_NEW_H