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911 lines
27 KiB
911 lines
27 KiB
/*==LICENSE==* |
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CyanWorlds.com Engine - MMOG client, server and tools |
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Copyright (C) 2011 Cyan Worlds, Inc. |
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This program is free software: you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation, either version 3 of the License, or |
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(at your option) any later version. |
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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You should have received a copy of the GNU General Public License |
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along with this program. If not, see <http://www.gnu.org/licenses/>. |
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Additional permissions under GNU GPL version 3 section 7 |
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If you modify this Program, or any covered work, by linking or |
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK, |
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent |
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK |
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(or a modified version of those libraries), |
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA, |
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG |
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the |
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licensors of this Program grant you additional |
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permission to convey the resulting work. Corresponding Source for a |
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non-source form of such a combination shall include the source code for |
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered |
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work. |
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You can contact Cyan Worlds, Inc. by email legal@cyan.com |
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or by snail mail at: |
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Cyan Worlds, Inc. |
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14617 N Newport Hwy |
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Mead, WA 99021 |
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*==LICENSE==*/ |
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#include "hsTypes.h" |
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#include "hsGeometry3.h" |
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#include "plParticle.h" |
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#include "plParticleEffect.h" |
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#include "plEffectTargetInfo.h" |
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#include "plConvexVolume.h" |
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#include "plBoundInterface.h" |
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#include "hsResMgr.h" |
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#include "plPipeline.h" |
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#include "hsFastMath.h" |
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#include "plMath/plRandom.h" |
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#include "plParticleSystem.h" |
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#include "plMessage/plParticleUpdateMsg.h" |
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/////////////////////////////////////////////////////////////////////////////////////////// |
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plParticleCollisionEffect::plParticleCollisionEffect() |
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{ |
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fBounds = nil; |
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fSceneObj = nil; |
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} |
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plParticleCollisionEffect::~plParticleCollisionEffect() |
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{ |
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} |
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void plParticleCollisionEffect::PrepareEffect(const plEffectTargetInfo &target) |
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{ |
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if (fBounds == nil) |
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{ |
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plBoundInterface *bi = plBoundInterface::ConvertNoRef(fSceneObj->GetGenericInterface(plBoundInterface::Index())); |
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if (bi == nil) |
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return; |
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fBounds = bi->GetVolume(); |
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} |
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} |
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hsBool plParticleCollisionEffect::MsgReceive(plMessage* msg) |
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{ |
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plRefMsg* refMsg = plRefMsg::ConvertNoRef(msg); |
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plSceneObject *so; |
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if (refMsg) |
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{ |
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if (so = plSceneObject::ConvertNoRef(refMsg->GetRef())) |
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{ |
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if( refMsg->GetContext() & (plRefMsg::kOnCreate|plRefMsg::kOnRequest|plRefMsg::kOnReplace) ) |
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fSceneObj = so; |
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else |
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fSceneObj = nil; |
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return true; |
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} |
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} |
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return hsKeyedObject::MsgReceive(msg); |
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} |
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void plParticleCollisionEffect::Read(hsStream *s, hsResMgr *mgr) |
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{ |
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hsKeyedObject::Read(s, mgr); |
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plGenRefMsg* msg; |
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msg = TRACKED_NEW plGenRefMsg(GetKey(), plRefMsg::kOnCreate, 0, 0); // SceneObject |
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mgr->ReadKeyNotifyMe(s, msg, plRefFlags::kActiveRef); |
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fBounds = nil; |
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} |
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void plParticleCollisionEffect::Write(hsStream *s, hsResMgr *mgr) |
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{ |
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hsKeyedObject::Write(s, mgr); |
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mgr->WriteKey(s, fSceneObj); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////// |
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// Some permutations on the CollisionEffect follow |
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/////////////////////////////////////////////////////////////////////////////////////////// |
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plParticleCollisionEffectBeat::plParticleCollisionEffectBeat() |
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{ |
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} |
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hsBool plParticleCollisionEffectBeat::ApplyEffect(const plEffectTargetInfo &target, Int32 i) |
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{ |
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hsAssert(i >= 0, "Use of default argument doesn't make sense for plParticleCollisionEffect"); |
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if( !fBounds ) |
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return false; |
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hsPoint3 *currPos = (hsPoint3 *)(target.fPos + i * target.fPosStride); |
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fBounds->ResolvePoint(*currPos); |
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return false; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////// |
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plParticleCollisionEffectDie::plParticleCollisionEffectDie() |
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{ |
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} |
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hsBool plParticleCollisionEffectDie::ApplyEffect(const plEffectTargetInfo &target, Int32 i) |
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{ |
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hsAssert(i >= 0, "Use of default argument doesn't make sense for plParticleCollisionEffect"); |
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if( !fBounds ) |
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return false; |
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hsPoint3 *currPos = (hsPoint3 *)(target.fPos + i * target.fPosStride); |
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return fBounds->IsInside(*currPos); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////// |
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plParticleCollisionEffectBounce::plParticleCollisionEffectBounce() |
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: fBounce(1.f), |
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fFriction(0.f) |
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{ |
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} |
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hsBool plParticleCollisionEffectBounce::ApplyEffect(const plEffectTargetInfo &target, Int32 i) |
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{ |
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hsAssert(i >= 0, "Use of default argument doesn't make sense for plParticleCollisionEffect"); |
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if( !fBounds ) |
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return false; |
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hsPoint3* currPos = (hsPoint3 *)(target.fPos + i * target.fPosStride); |
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hsVector3* currVel = (hsVector3*)(target.fVelocity + i * target.fVelocityStride); |
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fBounds->BouncePoint(*currPos, *currVel, fBounce, fFriction); |
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return false; |
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} |
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void plParticleCollisionEffectBounce::Read(hsStream *s, hsResMgr *mgr) |
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{ |
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plParticleCollisionEffect::Read(s, mgr); |
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fBounce = s->ReadLEScalar(); |
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fFriction = s->ReadLEScalar(); |
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} |
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void plParticleCollisionEffectBounce::Write(hsStream *s, hsResMgr *mgr) |
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{ |
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plParticleCollisionEffect::Write(s, mgr); |
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s->WriteLEScalar(fBounce); |
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s->WriteLEScalar(fFriction); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////// |
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/////////////////////////////////////////////////////////////////////////////////////////// |
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/////////////////////////////////////////////////////////////////////////////////////////// |
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/////////////////////////////////////////////////////////////////////////////////////////// |
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plParticleFadeVolumeEffect::plParticleFadeVolumeEffect() : fLength(100.0f), fIgnoreZ(true) |
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{ |
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} |
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plParticleFadeVolumeEffect::~plParticleFadeVolumeEffect() |
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{ |
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} |
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// |
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// It's not really clear looking at the math here what's actually going on, |
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// but once you visualize it, it's pretty easy to follow. So the camera position, |
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// view direction, and length of the fade volume define a sphere, where the camera |
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// position is a point on the sphere, the view direction points from that surface |
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// point toward the center, and the length is the sphere's radius. Since the view |
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// direction points straight through the sphere, that sphere is the sweet zone for |
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// putting our particles to pile them up in front of the camera. But we'd like to |
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// do this independently for each axis (for efficiency, rather than true 3D calculations), |
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// so we put an axis aligned box around the sphere, and that's the volume we restrict |
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// our particles to. |
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// Now we could fade all around the box, but that's not really what we want, because |
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// that means fading particles that are behind us. And in the case where we're looking |
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// along an axis, the camera is pushed up against a face of the box (where the axis |
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// aligned box is tangent to the inscribed sphere), so we'd actually be fading |
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// particles just in front of the camera. Because of this non-symmetry, we're going to |
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// define the Max in a given dimension as the world space value for that dimension |
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// FARTHEST from the camera (NOT largest in value). So if the camera is looking |
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// in a negative direction in one dimension, the Max will be less than the Min for |
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// that dimension. |
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// So we set up our Max's and Min's for each dimension in PrepareEffect(), and then |
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// at runtime we calculate the parameter value of the particle ranging from 0 where |
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// particleLoc == Min to 1 where particleLoc == Max. If the parameter is outside |
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// [0..1], then we can move it into the box using the fractional part of the parameter. |
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// Finally, if the (possibly relocated) parameter value says the particle is approaching |
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// the Max value, we can calclulate its faded opacity from the parameter. |
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// |
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// Need to experiment to minimize this fade distance. The greater |
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// the fade distance, the more faded out (wasted) particles we're drawing. |
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// The shorter the distance, the more noticable the fade out. |
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// Note the wierdness between the fractions, because kFadeFrac is fraction |
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// of fLength, but kFadeParm and kInvFadeFrac are fraction of 2.f*fLength. Sorry. |
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const hsScalar kFadeFrac = 0.5f; |
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const hsScalar kFadeParm = 1.f - kFadeFrac * 0.5f; |
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const hsScalar kInvFadeFrac = 1.f / (kFadeFrac * 0.5f); |
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void plParticleFadeVolumeEffect::PrepareEffect(const plEffectTargetInfo &target) |
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{ |
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hsPoint3 viewLoc = target.fContext.fPipeline->GetViewPositionWorld(); |
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hsVector3 viewDir = target.fContext.fPipeline->GetViewDirWorld(); |
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// Nuking out the setting of viewDir.fZ to 0 when we aren't centering |
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// about Z (fIgnoreZ == true), because we still want to center our |
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// volume about the camera (rather than push the camera to the edge of |
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// the cylinder) in that case, so we don't get artifacts when we look |
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// straight up or down. mf |
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hsPoint3 signs(viewDir.fX >= 0 ? 1.f : -1.f, viewDir.fY >= 0 ? 1.f : -1.f, viewDir.fZ >= 0 ? 1.f : -1.f); |
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fMax.fX = viewLoc.fX + (viewDir.fX + signs.fX) * fLength; |
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fMin.fX = fMax.fX - 2.f * signs.fX * fLength; |
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fMax.fY = viewLoc.fY + (viewDir.fY + signs.fY) * fLength; |
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fMin.fY = fMax.fY - 2.f * signs.fY * fLength; |
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fMax.fZ = viewLoc.fZ + (viewDir.fZ + signs.fZ) * fLength; |
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fMin.fZ = fMax.fZ - 2.f * signs.fZ * fLength; |
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fNorm.fX = 1.f / (fMax.fX - fMin.fX); |
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fNorm.fY = 1.f / (fMax.fY - fMin.fY); |
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fNorm.fZ = 1.f / (fMax.fZ - fMin.fZ); |
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} |
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hsBool plParticleFadeVolumeEffect::ApplyEffect(const plEffectTargetInfo& target, Int32 i) |
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{ |
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hsPoint3 *currPos = (hsPoint3 *)(target.fPos + i * target.fPosStride); |
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hsScalar parm; |
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hsScalar fade = 1.f; |
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parm = (currPos->fX - fMin.fX) * fNorm.fX; |
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if( parm < 0 ) |
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{ |
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parm -= int(parm); |
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currPos->fX = fMax.fX + parm * (fMax.fX - fMin.fX); |
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parm += 1.f; |
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} |
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else if( parm > 1.f ) |
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{ |
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parm -= int(parm); |
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currPos->fX = fMin.fX + parm * (fMax.fX - fMin.fX); |
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} |
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if( parm > kFadeParm ) |
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{ |
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parm = 1.f - parm; |
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parm *= kInvFadeFrac; |
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if( parm < fade ) |
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fade = parm; |
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} |
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parm = (currPos->fY - fMin.fY) * fNorm.fY; |
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if( parm < 0 ) |
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{ |
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parm -= int(parm); |
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currPos->fY = fMax.fY + parm * (fMax.fY - fMin.fY); |
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parm += 1.f; |
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} |
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else if( parm > 1.f ) |
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{ |
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parm -= int(parm); |
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currPos->fY = fMin.fY + parm * (fMax.fY - fMin.fY); |
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} |
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if( parm > kFadeParm ) |
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{ |
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parm = 1.f - parm; |
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parm *= kInvFadeFrac; |
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if( parm < fade ) |
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fade = parm; |
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} |
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if( !fIgnoreZ ) |
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{ |
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parm = (currPos->fZ - fMin.fZ) * fNorm.fZ; |
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if( parm < 0 ) |
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{ |
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parm -= int(parm); |
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currPos->fZ = fMax.fZ + parm * (fMax.fZ - fMin.fZ); |
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parm += 1.f; |
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} |
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else if( parm > 1.f ) |
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{ |
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parm -= int(parm); |
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currPos->fZ = fMin.fZ + parm * (fMax.fZ - fMin.fZ); |
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} |
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if( parm > kFadeParm ) |
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{ |
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parm = 1.f - parm; |
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parm *= kInvFadeFrac; |
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if( parm < fade ) |
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fade = parm; |
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} |
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} |
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if( fade < 1.f ) |
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{ |
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UInt32 *color = (UInt32 *)(target.fColor + i * target.fColorStride); |
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UInt32 alpha = (UInt32)((*color >> 24) * fade); |
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*color = (*color & 0x00ffffff) | (alpha << 24); |
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} |
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return false; |
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} |
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void plParticleFadeVolumeEffect::Read(hsStream *s, hsResMgr *mgr) |
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{ |
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hsKeyedObject::Read(s, mgr); |
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fLength = s->ReadLEScalar(); |
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fIgnoreZ = s->ReadBool(); |
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} |
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void plParticleFadeVolumeEffect::Write(hsStream *s, hsResMgr *mgr) |
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{ |
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hsKeyedObject::Write(s, mgr); |
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s->WriteLEScalar(fLength); |
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s->WriteBool(fIgnoreZ); |
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} |
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//////////////////////////////////////////////////////////////////////// |
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//////////////////////////////////////////////////////////////////////// |
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// Particle wind - Base class first |
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plParticleWindEffect::plParticleWindEffect() |
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: fWindVec(0,0,0), |
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fDir(1.f,0,0), |
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fSwirl(0.1f), |
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fConstancy(0), |
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fHorizontal(0), |
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fLastDirSecs(-1.f), |
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fRefDir(0.f,0.f,0.f), |
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fRandDir(1.f,0.f,0.f) |
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{ |
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} |
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plParticleWindEffect::~plParticleWindEffect() |
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{ |
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} |
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void plParticleWindEffect::Read(hsStream *s, hsResMgr *mgr) |
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{ |
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hsKeyedObject::Read(s, mgr); |
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fStrength = s->ReadLEScalar(); |
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fConstancy = s->ReadLEScalar(); |
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fSwirl = s->ReadLEScalar(); |
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fHorizontal = s->ReadBool(); |
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fRefDir.Read(s); |
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fDir.Read(s); |
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fRandDir = fDir; |
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} |
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void plParticleWindEffect::Write(hsStream *s, hsResMgr *mgr) |
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{ |
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hsKeyedObject::Write(s, mgr); |
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s->WriteLEScalar(fStrength); |
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s->WriteLEScalar(fConstancy); |
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s->WriteLEScalar(fSwirl); |
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s->WriteBool(fHorizontal); |
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fRefDir.Write(s); |
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fDir.Write(s); |
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} |
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void plParticleWindEffect::SetRefDirection(const hsVector3& v) |
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{ |
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fRefDir = v; |
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hsScalar lenSq = fRefDir.MagnitudeSquared(); |
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if( lenSq > 1.e-1f ) |
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{ |
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fDir = fRefDir * hsFastMath::InvSqrtAppr(lenSq); |
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fRandDir = fDir; |
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} |
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} |
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void plParticleWindEffect::PrepareEffect(const plEffectTargetInfo& target) |
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{ |
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if( fLastDirSecs != target.fContext.fSecs ) |
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{ |
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static plRandom random; |
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fRandDir.fX += random.RandMinusOneToOne() * fSwirl; |
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fRandDir.fY += random.RandMinusOneToOne() * fSwirl; |
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if( !GetHorizontal() ) |
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fRandDir.fZ += random.RandMinusOneToOne() * fSwirl; |
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hsFastMath::NormalizeAppr(fRandDir); |
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fDir = fRandDir + fRefDir; |
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hsFastMath::NormalizeAppr(fDir); |
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fWindVec = fDir * (fStrength * target.fContext.fSystem->GetWindMult() * target.fContext.fDelSecs); |
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fLastDirSecs = target.fContext.fSecs; |
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} |
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} |
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//////////////////////////////////////////////////////////////////////// |
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// Localized wind (how much wind you're getting depends on where you are |
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plParticleLocalWind::plParticleLocalWind() |
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: fScale(0, 0, 0), |
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fSpeed(0), |
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fPhase(0,0,0), |
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fInvScale(0,0,0), |
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fLastPhaseSecs(-1.f) |
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{ |
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} |
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plParticleLocalWind::~plParticleLocalWind() |
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{ |
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} |
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void plParticleLocalWind::Read(hsStream *s, hsResMgr *mgr) |
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{ |
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plParticleWindEffect::Read(s, mgr); |
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fScale.Read(s); |
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fSpeed = s->ReadLEScalar(); |
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} |
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void plParticleLocalWind::Write(hsStream *s, hsResMgr *mgr) |
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{ |
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plParticleWindEffect::Write(s, mgr); |
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fScale.Write(s); |
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s->WriteLEScalar(fSpeed); |
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} |
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void plParticleLocalWind::PrepareEffect(const plEffectTargetInfo& target) |
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{ |
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if( fLastPhaseSecs != target.fContext.fSecs ) |
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{ |
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plParticleWindEffect::PrepareEffect(target); |
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fPhase += fDir * fSpeed * target.fContext.fDelSecs; |
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fInvScale.fX = fScale.fX > 0 ? 1.f / fScale.fX : 0; |
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fInvScale.fY = fScale.fY > 0 ? 1.f / fScale.fY : 0; |
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fInvScale.fZ = fScale.fZ > 0 ? 1.f / fScale.fZ : 0; |
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fLastPhaseSecs = target.fContext.fSecs; |
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} |
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} |
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hsBool plParticleLocalWind::ApplyEffect(const plEffectTargetInfo& target, Int32 i) |
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{ |
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const hsPoint3& pos = *(hsPoint3 *)(target.fPos + i * target.fPosStride); |
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hsVector3& vel = *(hsVector3*)(target.fVelocity + i * target.fVelocityStride); |
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const hsScalar kMinToBother = 0; |
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float strength = 1.f / ( (1.f + fConstancy) * (1.f + fConstancy) ); |
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float s, c, t; |
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t = (pos[0] - fPhase[0]) * fInvScale[0]; |
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hsFastMath::SinCosAppr(t, s, c); |
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c += fConstancy; |
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if( c <= kMinToBother ) |
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return false; |
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strength *= c; |
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t = (pos[1] - fPhase[1]) * fInvScale[1]; |
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hsFastMath::SinCosAppr(t, s, c); |
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c += fConstancy; |
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if( c <= kMinToBother ) |
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return false; |
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strength *= c; |
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#if 0 // if you turn this back on, strength needs to drop by another factor of (1.f + fConstancy) |
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t = (pos[2] - fPhase[2]) * fInvScale[2]; |
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hsFastMath::SinCosAppr(t, s, c); |
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c += fConstancy; |
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if( c <= kMinToBother ) |
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return false; |
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strength *= c; |
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#endif |
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const hsScalar& invMass = *(hsScalar*)(target.fInvMass + i * target.fInvMassStride); |
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strength *= invMass; |
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vel += fWindVec * strength; |
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return false; |
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} |
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//////////////////////////////////////////////////////////////////////// |
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// Uniform wind - wind changes over time, but not space |
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plParticleUniformWind::plParticleUniformWind() |
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: fFreqMin(0.1f), |
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fFreqMax(0.2f), |
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fFreqCurr(0.1f), |
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fFreqRate(0.05f), |
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fCurrPhase(0), |
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fLastFreqSecs(-1.f), |
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fCurrentStrength(0) |
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{ |
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} |
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plParticleUniformWind::~plParticleUniformWind() |
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{ |
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} |
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void plParticleUniformWind::Read(hsStream *s, hsResMgr *mgr) |
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{ |
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plParticleWindEffect::Read(s, mgr); |
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|
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fFreqMin = s->ReadLEScalar(); |
|
fFreqMax = s->ReadLEScalar(); |
|
fFreqRate = s->ReadLEScalar(); |
|
|
|
#if 0 |
|
fFreqMin = 1.f / 6.f; |
|
fFreqMax = 1.f / 1.f; |
|
fConstancy = -0.5f; |
|
fSwirl = 0.05f; |
|
#endif |
|
|
|
fFreqCurr = fFreqMin; |
|
} |
|
|
|
void plParticleUniformWind::Write(hsStream *s, hsResMgr *mgr) |
|
{ |
|
plParticleWindEffect::Write(s, mgr); |
|
|
|
s->WriteLEScalar(fFreqMin); |
|
s->WriteLEScalar(fFreqMax); |
|
s->WriteLEScalar(fFreqRate); |
|
} |
|
|
|
void plParticleUniformWind::SetFrequencyRange(hsScalar minSecsPerCycle, hsScalar maxSecsPerCycle) |
|
{ |
|
const hsScalar kMinSecsPerCycle = 1.f; |
|
if( minSecsPerCycle < kMinSecsPerCycle ) |
|
minSecsPerCycle = kMinSecsPerCycle; |
|
if( minSecsPerCycle < kMinSecsPerCycle ) |
|
minSecsPerCycle = kMinSecsPerCycle; |
|
|
|
if( minSecsPerCycle < maxSecsPerCycle ) |
|
{ |
|
fFreqMin = 1.f / maxSecsPerCycle; |
|
fFreqMax = 1.f / minSecsPerCycle; |
|
} |
|
else |
|
{ |
|
fFreqMin = 1.f / minSecsPerCycle; |
|
fFreqMax = 1.f / maxSecsPerCycle; |
|
} |
|
} |
|
|
|
void plParticleUniformWind::SetFrequencyRate(hsScalar secsPerCycle) |
|
{ |
|
const hsScalar kMinSecsPerCycle = 1.f; |
|
if( secsPerCycle < kMinSecsPerCycle ) |
|
secsPerCycle = kMinSecsPerCycle; |
|
fFreqRate = 1.f / secsPerCycle; |
|
} |
|
|
|
|
|
void plParticleUniformWind::PrepareEffect(const plEffectTargetInfo& target) |
|
{ |
|
plParticleWindEffect::PrepareEffect(target); |
|
|
|
if( fLastFreqSecs != target.fContext.fSecs ) |
|
{ |
|
static plRandom random; |
|
|
|
const double kTwoPi = hsScalarPI * 2.0; |
|
double t0 = fFreqCurr * fLastFreqSecs + fCurrPhase; |
|
hsScalar t1 = (hsScalar)fmod(t0, kTwoPi); |
|
fCurrPhase -= t0 - t1; |
|
|
|
fFreqCurr += fFreqRate * target.fContext.fDelSecs * random.RandZeroToOne(); |
|
|
|
if( fFreqCurr > fFreqMax ) |
|
{ |
|
fFreqCurr = fFreqMax; |
|
fFreqRate = -fFreqRate; |
|
} |
|
else if( fFreqCurr < fFreqMin ) |
|
{ |
|
fFreqCurr = fFreqMin; |
|
fFreqRate = -fFreqRate; |
|
} |
|
|
|
hsScalar phaseDel = (hsScalar)(t1 - (fFreqCurr * fLastFreqSecs + fCurrPhase)); |
|
fCurrPhase += phaseDel; |
|
|
|
hsScalar t = hsScalar(fFreqCurr * target.fContext.fSecs + fCurrPhase); |
|
hsScalar s; |
|
hsFastMath::SinCosAppr(t, s, fCurrentStrength); |
|
fCurrentStrength += fConstancy; |
|
fCurrentStrength /= (1.f + fConstancy); |
|
|
|
if( fCurrentStrength < 0 ) |
|
fCurrentStrength = 0; |
|
|
|
fLastFreqSecs = target.fContext.fSecs; |
|
} |
|
} |
|
|
|
|
|
hsBool plParticleUniformWind::ApplyEffect(const plEffectTargetInfo& target, Int32 i) |
|
{ |
|
hsVector3& vel = *(hsVector3*)(target.fVelocity + i * target.fVelocityStride); |
|
|
|
const hsScalar& invMass = *(hsScalar*)(target.fInvMass + i * target.fInvMassStride); |
|
|
|
vel += fWindVec * (invMass * fCurrentStrength); |
|
|
|
return false; |
|
} |
|
|
|
//////////////////////////////////////////////////////////////////////// |
|
// Simplified flocking. |
|
|
|
plParticleFlockEffect::plParticleFlockEffect() : |
|
fInfAvgRadSq(1), |
|
fInfRepRadSq(1), |
|
fAvgVelStr(1), |
|
fRepDirStr(1), |
|
fGoalOrbitStr(1), |
|
fGoalChaseStr(1), |
|
fGoalDistSq(1), |
|
fFullChaseDistSq(1), |
|
fMaxOrbitSpeed(1), |
|
fMaxChaseSpeed(1), |
|
fMaxParticles(0), |
|
fDistSq(nil), |
|
fInfluences(nil) |
|
{ |
|
fTargetOffset.Set(0.f, 0.f, 0.f); |
|
fDissenterTarget.Set(0.f, 0.f, 0.f); |
|
} |
|
|
|
plParticleFlockEffect::~plParticleFlockEffect() |
|
{ |
|
SetMaxParticles(0); |
|
} |
|
|
|
void plParticleFlockEffect::IUpdateDistances(const plEffectTargetInfo& target) |
|
{ |
|
int i, j; |
|
int numParticles = hsMinimum(fMaxParticles, target.fNumValidParticles); |
|
|
|
for (i = 0; i < numParticles; i++) |
|
{ |
|
for (j = i + 1; j < numParticles; j++) |
|
{ |
|
hsVector3 diff((hsPoint3*)(target.fPos + i * target.fPosStride), (hsPoint3*)(target.fPos + j * target.fPosStride)); |
|
fDistSq[i * fMaxParticles + j] = fDistSq[j * fMaxParticles + i] = diff.MagnitudeSquared(); |
|
} |
|
} |
|
} |
|
|
|
void plParticleFlockEffect::IUpdateInfluences(const plEffectTargetInfo &target) |
|
{ |
|
int i, j; |
|
int numParticles = hsMinimum(fMaxParticles, target.fNumValidParticles); |
|
|
|
for (i = 0; i < numParticles; i++) |
|
{ |
|
int numAvg = 0; |
|
int numRep = 0; |
|
fInfluences[i].fAvgVel.Set(0.f, 0.f, 0.f); |
|
fInfluences[i].fRepDir.Set(0.f, 0.f, 0.f); |
|
|
|
for (j = 0; j < numParticles; j++) |
|
{ |
|
if (i == j) |
|
continue; |
|
|
|
const int distIdx = i * fMaxParticles + j; |
|
if (fDistSq[distIdx] > fInfAvgRadSq) |
|
{ |
|
numAvg++; |
|
fInfluences[i].fAvgVel += *(hsVector3*)(target.fVelocity + j * target.fVelocityStride); |
|
} |
|
|
|
if (fDistSq[distIdx] > fInfRepRadSq) |
|
{ |
|
numRep++; |
|
hsVector3 repDir((hsPoint3*)(target.fPos + i * target.fPosStride), (hsPoint3*)(target.fPos + j * target.fPosStride)); |
|
repDir.Normalize(); |
|
fInfluences[i].fRepDir += repDir; |
|
} |
|
|
|
} |
|
|
|
if (numAvg > 0) |
|
fInfluences[i].fAvgVel /= (hsScalar)numAvg; |
|
if (numRep > 0) |
|
fInfluences[i].fRepDir /= (hsScalar)numRep; |
|
} |
|
} |
|
|
|
void plParticleFlockEffect::PrepareEffect(const plEffectTargetInfo& target) |
|
{ |
|
IUpdateDistances(target); |
|
IUpdateInfluences(target); |
|
} |
|
|
|
// Some of this is the same for every particle and should be cached in PrepareEffect(). |
|
// Holding off on that until I like the behavior. |
|
hsBool plParticleFlockEffect::ApplyEffect(const plEffectTargetInfo& target, Int32 i) |
|
{ |
|
if (i >= fMaxParticles) |
|
return false; // Don't have the memory to deal with you. Good luck kid... |
|
|
|
const hsPoint3 &pos = *(hsPoint3*)(target.fPos + i * target.fPosStride); |
|
hsVector3 &vel = *(hsVector3*)(target.fVelocity + i * target.fVelocityStride); |
|
|
|
hsScalar curSpeed = vel.Magnitude(); |
|
hsPoint3 goal; |
|
if (*(UInt32*)(target.fMiscFlags + i * target.fMiscFlagsStride) & plParticleExt::kImmortal) |
|
goal = target.fContext.fSystem->GetTarget(0)->GetLocalToWorld().GetTranslate() + fTargetOffset; |
|
else |
|
goal = fDissenterTarget; |
|
|
|
hsVector3 goalDir; |
|
goalDir.Set(&(goal - pos)); |
|
hsScalar distSq = goalDir.MagnitudeSquared(); |
|
|
|
goalDir.Normalize(); |
|
|
|
hsScalar goalStr; |
|
hsScalar maxSpeed; |
|
hsScalar maxSpeedSq; |
|
if (distSq <= fGoalDistSq) |
|
{ |
|
goalStr = fGoalOrbitStr; |
|
if (i & 0x1) |
|
goalDir.Set(goalDir.fY, -goalDir.fX, goalDir.fZ); |
|
else |
|
goalDir.Set(-goalDir.fY, goalDir.fX, goalDir.fZ); |
|
|
|
maxSpeed = fMaxOrbitSpeed; |
|
} |
|
else if (distSq >= fFullChaseDistSq) |
|
{ |
|
goalStr = fGoalChaseStr; |
|
maxSpeed = fMaxChaseSpeed; |
|
} |
|
else |
|
{ |
|
hsScalar pct = (distSq - fGoalDistSq) / (fFullChaseDistSq - fGoalDistSq); |
|
goalStr = fGoalOrbitStr + (fGoalChaseStr - fGoalOrbitStr) * pct; |
|
maxSpeed = fMaxOrbitSpeed + (fMaxChaseSpeed - fMaxOrbitSpeed) * pct; |
|
} |
|
maxSpeedSq = maxSpeed * maxSpeed; |
|
|
|
vel += (fInfluences[i].fAvgVel - vel) * (fAvgVelStr * target.fContext.fDelSecs); |
|
vel += goalDir * (curSpeed * goalStr * target.fContext.fDelSecs); |
|
vel += fInfluences[i].fRepDir * (curSpeed * fRepDirStr * target.fContext.fDelSecs); |
|
|
|
if (vel.MagnitudeSquared() > maxSpeedSq) |
|
{ |
|
vel.Normalize(); |
|
vel *= maxSpeed; |
|
} |
|
|
|
return false; |
|
} |
|
|
|
void plParticleFlockEffect::SetMaxParticles(const UInt16 num) |
|
{ |
|
delete [] fDistSq; |
|
delete [] fInfluences; |
|
fMaxParticles = num; |
|
|
|
if (num > 0) |
|
{ |
|
fDistSq = TRACKED_NEW hsScalar[num * num]; |
|
fInfluences = TRACKED_NEW plParticleInfluenceInfo[num]; |
|
} |
|
} |
|
|
|
void plParticleFlockEffect::Read(hsStream *s, hsResMgr *mgr) |
|
{ |
|
plParticleEffect::Read(s, mgr); |
|
|
|
fTargetOffset.Read(s); |
|
fDissenterTarget.Read(s); |
|
fInfAvgRadSq = s->ReadLEScalar(); |
|
fInfRepRadSq = s->ReadLEScalar(); |
|
fGoalDistSq = s->ReadLEScalar(); |
|
fFullChaseDistSq = s->ReadLEScalar(); |
|
fAvgVelStr = s->ReadLEScalar(); |
|
fRepDirStr = s->ReadLEScalar(); |
|
fGoalOrbitStr = s->ReadLEScalar(); |
|
fGoalChaseStr = s->ReadLEScalar(); |
|
SetMaxOrbitSpeed(s->ReadLEScalar()); |
|
SetMaxChaseSpeed(s->ReadLEScalar()); |
|
SetMaxParticles((UInt16)s->ReadLEScalar()); |
|
} |
|
|
|
void plParticleFlockEffect::Write(hsStream *s, hsResMgr *mgr) |
|
{ |
|
plParticleEffect::Write(s, mgr); |
|
|
|
fTargetOffset.Write(s); |
|
fDissenterTarget.Write(s); |
|
s->WriteLEScalar(fInfAvgRadSq); |
|
s->WriteLEScalar(fInfRepRadSq); |
|
s->WriteLEScalar(fGoalDistSq); |
|
s->WriteLEScalar(fFullChaseDistSq); |
|
s->WriteLEScalar(fAvgVelStr); |
|
s->WriteLEScalar(fRepDirStr); |
|
s->WriteLEScalar(fGoalOrbitStr); |
|
s->WriteLEScalar(fGoalChaseStr); |
|
s->WriteLEScalar(fMaxOrbitSpeed); |
|
s->WriteLEScalar(fMaxChaseSpeed); |
|
s->WriteLEScalar(fMaxParticles); |
|
} |
|
|
|
hsBool plParticleFlockEffect::MsgReceive(plMessage *msg) |
|
{ |
|
plParticleFlockMsg *flockMsg = plParticleFlockMsg::ConvertNoRef(msg); |
|
if (flockMsg) |
|
{ |
|
switch (flockMsg->fCmd) |
|
{ |
|
case plParticleFlockMsg::kFlockCmdSetDissentPoint: |
|
fDissenterTarget.Set(flockMsg->fX, flockMsg->fY, flockMsg->fZ); |
|
break; |
|
case plParticleFlockMsg::kFlockCmdSetOffset: |
|
fTargetOffset.Set(flockMsg->fX, flockMsg->fY, flockMsg->fZ); |
|
break; |
|
default: |
|
break; |
|
} |
|
return true; |
|
} |
|
|
|
return plParticleEffect::MsgReceive(msg); |
|
} |
|
|
|
/////////////////////////////////////////////////////////////////////////////////////// |
|
|
|
plParticleFollowSystemEffect::plParticleFollowSystemEffect() : fEvalThisFrame(true) |
|
{ |
|
fOldW2L = hsMatrix44::IdentityMatrix(); |
|
} |
|
|
|
void plParticleFollowSystemEffect::PrepareEffect(const plEffectTargetInfo& target) |
|
{ |
|
fEvalThisFrame = (fOldW2L != target.fContext.fSystem->GetTarget(0)->GetWorldToLocal()); |
|
} |
|
|
|
hsBool plParticleFollowSystemEffect::ApplyEffect(const plEffectTargetInfo& target, Int32 i) |
|
{ |
|
if (fEvalThisFrame) |
|
{ |
|
if (i < target.fFirstNewParticle && !fOldW2L.IsIdentity()) |
|
{ |
|
hsPoint3 &pos = *(hsPoint3*)(target.fPos + i * target.fPosStride); |
|
pos = target.fContext.fSystem->GetTarget(0)->GetLocalToWorld() * fOldW2L * pos; |
|
} |
|
} |
|
return true; |
|
} |
|
|
|
void plParticleFollowSystemEffect::EndEffect(const plEffectTargetInfo& target) |
|
{ |
|
if (fEvalThisFrame) |
|
fOldW2L = target.fContext.fSystem->GetTarget(0)->GetWorldToLocal(); |
|
} |
|
|
|
|
|
|
|
|