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Copy pathParticleSource.cpp
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132 lines (103 loc) · 4.57 KB
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#include <math/bitarray.h>
#include "freespace.h"
#include "particle/ParticleSource.h"
#include "particle/ParticleEffect.h"
#include "weapon/weapon.h"
namespace particle {
ParticleSource::ParticleSource() : m_normal(std::nullopt), m_effect(ParticleEffectHandle::invalid()) {
for (size_t i = 0; i < 64; i++) {
m_effect_is_running[i] = true;
}
}
bool ParticleSource::isValid() const {
if (!m_effect_is_running.any()) {
return false;
}
if (!m_effect.isValid()) {
return false;
}
if (!m_host->isValid()) {
return false;
}
return true;
}
void ParticleSource::finishCreation() {
if (Is_standalone)
return;
Assertion(isValid(), "Cannot create a ParticleSource that is not valid!");
if (!isValid())
return;
m_host->setupProcessing();
const auto& effectList = ParticleManager::get()->getEffect(m_effect);
for (size_t i = 0; i < effectList.size(); i++) {
const auto& effect = effectList[i];
const auto& [begin, end] = effect.getEffectDuration(0.0, *this, i);
m_timing.emplace_back(SourceTiming{timestamp_delta(begin, 0), begin, end});
}
}
const SCP_vector<ParticleEffect>& ParticleSource::getEffect() const {
return ParticleManager::get()->getEffect(m_effect);
}
bool ParticleSource::process() {
Assertion(m_host != nullptr, "Particle Source has no host!");
const auto& effectList = getEffect();
const vec3d& vel = m_host->getVelocity();
const auto& attachment = m_host->getParentAttachment();
float parent_radius = m_host->getScale();
float parent_lifetime = m_host->getLifetime();
float particleMultiplier = m_host->getParticleMultiplier();
bool result = false;
for (size_t i = 0; i < effectList.size(); i++) {
const auto& effect = effectList[i];
auto& timing = m_timing[i];
if (m_effect_is_running[i]) {
bool needs_to_continue_running = true;
while(timestamp_elapsed(timing.m_nextCreation) && needs_to_continue_running) {
//Find "time" in last frame where particle spawned
float interp = static_cast<float>(timestamp_since(timing.m_nextCreation)) / (f2fl(Frametime) * 1000.0f);
// Some of these
float freqMult = effect.processSource(interp, *this, i, vel, attachment, parent_lifetime, parent_radius, particleMultiplier);
// we need to clamp this to 1 because a spawn delay lower than it takes to spawn the particle in ms means we try to spawn infinite particles
auto time_diff_ms = std::max(fl2i(effect.getNextSpawnDelay() / freqMult * MILLISECONDS_PER_SECOND), 1);
timing.m_nextCreation = timestamp_delta(timing.m_nextCreation, time_diff_ms);
bool isDone = effect.isOnetime() || timestamp_compare(timing.m_endTimestamp, timing.m_nextCreation) < 0;
m_effect_is_running[i] = !isDone;
needs_to_continue_running = !isDone;
}
result |= needs_to_continue_running;
}
}
return result;
}
void ParticleSource::setNormal(const vec3d& normal) {
Assertion(vm_vec_is_normalized(&normal), "Particle source normal must be normalized!");
m_normal = normal;
}
void ParticleSource::setTriggerRadius(float radius) {
m_triggerRadius = radius;
}
void ParticleSource::setTriggerVelocity(float velocity) {
m_triggerVelocity = velocity;
}
void ParticleSource::setHost(std::unique_ptr<EffectHost> host) {
m_host = std::move(host);
}
float ParticleSource::getEffectRemainingTime(const std::tuple<const ParticleSource&, const size_t&>& source) {
const auto& timing = std::get<0>(source).m_timing[std::get<1>(source)];
return i2fl(timestamp_get_delta(timing.m_nextCreation, timing.m_endTimestamp)) / i2fl(MILLISECONDS_PER_SECOND);
}
float ParticleSource::getEffectRunningTime(const std::tuple<const ParticleSource&, const size_t&>& source) {
const auto& timing = std::get<0>(source).m_timing[std::get<1>(source)];
return i2fl(timestamp_get_delta(timing.m_startTimestamp, timing.m_nextCreation)) / i2fl(MILLISECONDS_PER_SECOND);
}
float ParticleSource::getEffectRemainingLife(const std::tuple<const ParticleSource&, const size_t&>& source) {
const auto& timing = std::get<0>(source).m_timing[std::get<1>(source)];
return i2fl(timestamp_get_delta(timing.m_nextCreation, timing.m_endTimestamp)) / i2fl(timestamp_get_delta(timing.m_startTimestamp, timing.m_endTimestamp)) ;
}
float ParticleSource::getEffectPixelSize(const std::tuple<const ParticleSource&, const size_t&, const vec3d&>& source) {
return std::get<0>(source).getEffect()[std::get<1>(source)].getApproximatePixelSize(std::get<2>(source));
}
float ParticleSource::getEffectApparentSize(const std::tuple<const ParticleSource&, const size_t&, const vec3d&>& source) {
return i2fl(std::get<0>(source).getEffect()[std::get<1>(source)].getApproximatePixelSize(std::get<2>(source))) / i2fl(gr_screen.max_w);
}
}