Exemple #1
0
//--------------------------------------------------------------------------------------------------
// Name: LoadParticleEffect
// Desc: Loads and calls AddRef on a particle effect
//--------------------------------------------------------------------------------------------------
IParticleEffect* CGameEffect::LoadParticleEffect(const char* pParticleEffectName)
{
	IParticleEffect* pParticleEffect = NULL;
	IParticleManager* pParticleManager =  gEnv->pParticleManager;

	if(pParticleEffectName && pParticleManager)
	{
		pParticleEffect = gEnv->pParticleManager->FindEffect(pParticleEffectName);
		if(pParticleEffect)
		{
			pParticleEffect->AddRef();
		}
	}

	return pParticleEffect;
}//-------------------------------------------------------------------------------------------------
Exemple #2
0
void CBurnEffectManager::SpawnImpactEffect(const EventPhysCollision& pCollision, const char* effectName)
{
	Vec3 surfaceNormal = pCollision.n;
	Vec3 surfacePosition = pCollision.pt;

	CItemParticleEffectCache& particleCache = g_pGame->GetGameSharedParametersStorage()->GetItemResourceCache().GetParticleEffectCache();
	IParticleEffect* pParticleEffect = particleCache.GetCachedParticle(effectName);

	if (pParticleEffect)
	{
		Matrix34 loc;
		loc.SetIdentity();
		loc.SetTranslation(surfacePosition);
		loc.SetRotation33(OrthoNormalVector(surfaceNormal));
		pParticleEffect->Spawn(false, loc);
	}
}
Exemple #3
0
void CBurnEffectManager::CreateBurnEffect(const EventPhysCollision& pCollision, CBurnEffectManager::SBurnPoint* pBurnPoint)
{
	Vec3 surfaceNormal = pCollision.n;
	Vec3 hitDir(ZERO);
	if (pCollision.vloc[0].GetLengthSquared() > 1e-6f)
	{
		hitDir = pCollision.vloc[0].GetNormalized();
	}
	Vec3 surfacePosition = pCollision.pt;
	Vec3 halfVector = (surfaceNormal + (-hitDir)).GetNormalized();

	CItemParticleEffectCache& particleCache = g_pGame->GetGameSharedParametersStorage()->GetItemResourceCache().GetParticleEffectCache();
	IParticleEffect* pParticleEffect = particleCache.GetCachedParticle(pBurnPoint->m_pBurnParams->m_effectName);

	if (pParticleEffect)
	{
		Matrix34 loc;
		loc.SetIdentity();
		loc.SetTranslation(surfacePosition);
		loc.SetRotation33(OrthoNormalVector(surfaceNormal));
		IParticleEmitter* pEffect = pParticleEffect->Spawn(false, loc);
		if(pEffect)
		{
			pEffect->AddRef();
			pBurnPoint->m_effect = pEffect;

			const ParticleParams& particleParams = pParticleEffect->GetParticleParams();

			pBurnPoint->m_attachType = particleParams.eAttachType;
			pBurnPoint->m_attachForm = particleParams.eAttachForm;
		}
		UpdateBurnEffect(pBurnPoint);
	}
	
	UpdateBurnEffect(pBurnPoint);
}
Exemple #4
0
//------------------------------------------------------------------------
void CItem::SpawnEffect(int slot, const char *effectName, const char *helper, const Vec3 &offset, const Vec3 &dir, float scale)
{
	if (m_stats.mounted)
		slot=eIGS_FirstPerson;

	Vec3 position(0,0,0);
	Vec3 finalOffset = offset;

  SEntitySlotInfo slotInfo;
  if (GetEntity()->GetSlotInfo(slot, slotInfo))
  {
    if (slotInfo.pStatObj)	// entity slot
    {
      // get helper position
      IStatObj *pStatsObj = slotInfo.pStatObj;
      position = pStatsObj->GetHelperPos(helper);

			position = GetEntity()->GetSlotWorldTM(slot).TransformPoint(position);
    }
    else if (slotInfo.pCharacter)	// bone attachment
    {
      ICharacterInstance *pCharacter = slotInfo.pCharacter;
      IAttachmentManager *pAttachmentManager = pCharacter->GetIAttachmentManager();
      IAttachment *pAttachment = pAttachmentManager->GetInterfaceByName(helper);

      if (pAttachment)
      {
        const Matrix34 m = Matrix34(pAttachment->GetAttWorldAbsolute());
        position = m.GetTranslation();
      }
      else
      {
        int16 id = pCharacter->GetISkeletonPose()->GetJointIDByName(helper);
        if (id>=0)
          position = pCharacter->GetISkeletonPose()->GetAbsJointByID(id).t;

				position = GetEntity()->GetSlotWorldTM(slot).TransformPoint(position);
      }
    }
  }
	else if(m_stats.mounted && !m_stats.fp)
	{
		if(GetIWeapon())
		{
				// if no helper specified, try getting pos from firing locator
				IWeaponFiringLocator *pLocator = GetIWeapon()->GetFiringLocator();            

				if (pLocator)
				{
					if(!pLocator->GetFiringPos(GetEntityId(), NULL, position))
						position.Set(0.0f,0.0f,0.0f);
					else
						finalOffset = GetEntity()->GetWorldTM().TransformVector(finalOffset);
				}

		}
	}

	position += finalOffset;

	IParticleEffect *pParticleEffect = gEnv->pParticleManager->FindEffect(effectName);
	if (pParticleEffect)
		pParticleEffect->Spawn(true, IParticleEffect::ParticleLoc(position, dir, scale));
}