/* ---------------------------------------------------------------------------- Creates a particle emitter for an animated mesh scene node Parameters: node,: Pointer to the animated mesh scene node to emit particles from useNormalDirection,: If true, the direction of each particle created will be the normal of the vertex that it's emitting from. The normal is divided by the normalDirectionModifier parameter, which defaults to 100.0f. direction,: Direction and speed of particle emission. normalDirectionModifier,: If the emitter is using the normal direction then the normal of the vertex that is being emitted from is divided by this number. mbNumber,: This allows you to specify a specific meshBuffer for the IMesh* to emit particles from. The default value is -1, which means a random meshBuffer picked from all of the meshes meshBuffers will be selected to pick a random vertex from. If the value is 0 or greater, it will only pick random vertices from the meshBuffer specified by this value. everyMeshVertex,: If true, the emitter will emit between min/max particles every second, for every vertex in the mesh, if false, it will emit between min/max particles from random vertices in the mesh. minParticlesPerSecond,: Minimal amount of particles emitted per second. maxParticlesPerSecond,: Maximal amount of particles emitted per second. minStartColor,: Minimal initial start color of a particle. The real color of every particle is calculated as random interpolation between minStartColor and maxStartColor. maxStartColor,: Maximal initial start color of a particle. The real color of every particle is calculated as random interpolation between minStartColor and maxStartColor. lifeTimeMin,: Minimal lifetime of a particle, in milliseconds. lifeTimeMax,: Maximal lifetime of a particle, in milliseconds. maxAngleDegrees,: Maximal angle in degrees, the emitting direction of the particle will differ from the orignial direction. Returns: Returns a pointer to the created particle emitter. To set this emitter as new emitter of this particle system, just call setEmitter(). Note that you'll have to drop() the returned pointer, after you don't need it any more, see IReferenceCounted::drop() for more informations. */ IParticleEmitter * DLL_EXPORT IrrAddAnimatedMeshSceneNodeEmitter ( IParticleSystemSceneNode* ps, IAnimatedMeshSceneNode* node, bool useNormalDirection, float normalDirectionModifier, bool emitFromEveryMeshVertex, IRR_PARTICLE_EMITTER prop ) { IParticleEmitter* em = ps->createAnimatedMeshSceneNodeEmitter( node, useNormalDirection, core::vector3df(prop.direction_x,prop.direction_y,prop.direction_z), normalDirectionModifier, -1, // use a random meshbuffer from within the node emitFromEveryMeshVertex, prop.min_paritlcles_per_second,prop.max_paritlcles_per_second, video::SColor(0,prop.min_start_color_red,prop.min_start_color_green,prop.min_start_color_blue), video::SColor(0,prop.max_start_color_red,prop.max_start_color_green,prop.max_start_color_blue), prop.min_lifetime,prop.max_lifetime, prop.max_angle_degrees ); em->setMinStartSize( dimension2d<f32>(prop.min_start_sizeX, prop.min_start_sizeY)); em->setMaxStartSize( dimension2d<f32>(prop.max_start_sizeX, prop.max_start_sizeY)); ps->setEmitter(em); em->drop(); return em; }
Explosion::Explosion(const core::vector3df& position) : Effect(EXPLOSIONLENGTH), fireParticles(0), shockwave(0) { //intialize particle system sound->play3D("res/sounds/reactor_explo.wav", position); fireParticles = scenemngr->addParticleSystemSceneNode(false, 0, -1, position); IParticleEmitter *emitter = fireParticles->createSphereEmitter(vector3df(0,0,0), 20, vector3df(0,0,0), 100, 200, video::SColor(0,255,255,255), video::SColor(0,255,255,255), 2000, 4000, 0, dimension2df(75,75), dimension2df(150,150)); fireParticles->setEmitter(emitter); fireParticles->setMaterialTexture(0, vdriver->getTexture("res/textures/engine_trails.pcx")); fireParticles->setMaterialFlag(video::EMF_LIGHTING, false); fireParticles->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR); IParticleAffector *af = fireParticles->createAttractionAffector(position, -100.f); fireParticles->addAffector(af); emitter->drop(); af->drop(); shockwave = scenemngr->addCubeSceneNode(5); shockwave->setScale(core::vector3df(5,0,5)); shockwave->setMaterialTexture(0,vdriver->getTexture("res/textures/fx/shockwave.png")); shockwave->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL); shockwave->setPosition(position); shockwave->setMaterialFlag(video::EMF_LIGHTING, false); }
// ============================================================================ // Show the effect at a position (this will spawn the particle emitter if // needed). // // In: The world-space position of the effect. // void CPlayerMindGameBeamEffectSimpleEffect::SetPosition(const Vec3& pos) { IParticleEmitter* emitter = GetParticleEmitter(pos); if (emitter == NULL) { return; } Matrix34 matrix = Matrix34::CreateTranslationMat(pos); emitter->SetMatrix(matrix); }
//------------------------------------------------------------------------ void CGameRulesHoldObjectiveBase::RadiusEffectPulse(EntityId entityId, eRadiusPulseType pulseType, float fScale) { IEntity* pEntity = gEnv->pEntitySystem->GetEntity(entityId); Vec3 entityPos(0.0f,0.0f,0.0f); if(pEntity) { entityPos = pEntity->GetPos(); entityPos.z += 0.5f; } if (m_effectData.pParticleEffect) { float particleEffectScale = fScale*m_effectData.particleEffectScale; IParticleEmitter* pEmitter = m_effectData.pParticleEffect->Spawn(false, IParticleEffect::ParticleLoc(entityPos, Vec3(0.f, 0.f, 1.f), particleEffectScale)); if(pEmitter) { SpawnParams spawnParams; pEmitter->GetSpawnParams(spawnParams); spawnParams.fStrength = m_effectData.particleColorLerp.GetValue(); pEmitter->SetSpawnParams(spawnParams); } } #ifndef _RELEASE if(g_pGameCVars->g_holdObjectiveDebug == eHOB_Debug_Fade_Ring_With_Pulse) { m_effectData.alphaLerp.Set(0.0f,0.0f,1.0f); } #endif // Start ring geom fade-in if(m_effectData.alphaLerp.GetValue() == 0.0f) { m_effectData.alphaLerp.Set(0.0f,1.0f,0.0f); m_effectData.alphaFadeInDelay = m_effectData.alphaFadeInDelayDuration; IEntity *pRingEntity = gEnv->pEntitySystem->GetEntity(m_effectData.ringEntityID); if(pRingEntity) { float ringGeomScale = fScale * m_effectData.ringGeomScale; pRingEntity->SetPos(entityPos); pRingEntity->SetScale(Vec3(ringGeomScale,ringGeomScale,1.0f)); #ifndef _RELEASE if(g_pGameCVars->g_holdObjectiveDebug == eHOB_Debug_Fade_Ring_With_Pulse) { pRingEntity->Hide(true); SetRingAlpha(pRingEntity,0.0f); } #endif } } }
// Causes this object to explode, making it vanish, and return a particle // effect node animating the explosion effect in its current position. void Soldier::createExplosionEffect(){ // add a new explosion particle systems (for the two intermixed explosions) this->explosionParticleSystem = this->smgr->addParticleSystemSceneNode(false); this->explosionParticleSystemLarge = this->smgr->addParticleSystemSceneNode(false); // add an emitter for BLOODSPLOSION!!!!!!!!!!!!!!! IParticleEmitter *explosionEmitter = this->explosionParticleSystem->createBoxEmitter( aabbox3d<f32>(-5, 0, -5, 5, 1, 5), // emitter size vector3df(0.0f,0.0f,0.1f), // direction + speed 2000, 5000, // min,max particles per second SColor(0,255,255,255), // darkest color SColor(0,255,255,255), // brightest color 200, 800, // min, max particle lifetime 360, // max angle degrees dimension2df(40.0f, 40.0f), // min start size dimension2df(200.0f, 200.0f)); // max start size this->explosionParticleSystem->setEmitter(explosionEmitter); explosionEmitter->drop(); // drop (re-created later) //add gravity affector to BLOODSPLOSION!!!!!!!!!!!! IParticleGravityAffector* pgaf = explosionParticleSystem->createGravityAffector (vector3df(0.F,-0.2F,0.0F), 200U); explosionParticleSystem->addAffector(pgaf); pgaf->drop(); // add fade-out affector to the BLOODSPLOSION!!!!!!!!!!!! IParticleAffector* explosionFadeOutAffector = explosionParticleSystem->createFadeOutParticleAffector(); this->explosionParticleSystem->addAffector(explosionFadeOutAffector); explosionFadeOutAffector->drop(); // customize the particle system positioning, etc. vector3df explosionPos = this->sceneNode->getPosition(); if(explosionPos.Y < 0) // adjust position: no explosions underground! explosionPos.Y = 0; // adjust the blood this->explosionParticleSystem->setPosition(explosionPos); this->explosionParticleSystem->setScale(vector3df(45, 45, 45)); this->explosionParticleSystem->setMaterialFlag(EMF_LIGHTING, false); this->explosionParticleSystem->setMaterialFlag(EMF_ZWRITE_ENABLE, false); this->explosionParticleSystem->setMaterialTexture(0, this->driver->getTexture("assets/textures/blood.bmp")); this->explosionParticleSystem->setMaterialType(EMT_TRANSPARENT_ADD_COLOR); }
/* ---------------------------------------------------------------------------- create an emitter that can be added to a particle system */ IParticleEmitter * DLL_EXPORT IrrAddParticleEmitter( IParticleSystemSceneNode* ps, IRR_PARTICLE_EMITTER prop ) { IParticleEmitter* em = ps->createBoxEmitter( core::aabbox3d<f32>(prop.min_box_x,prop.min_box_y,prop.min_box_z,prop.max_box_x,prop.max_box_y,prop.max_box_z), core::vector3df(prop.direction_x,prop.direction_y,prop.direction_z), prop.min_paritlcles_per_second,prop.max_paritlcles_per_second, video::SColor(0,prop.min_start_color_red,prop.min_start_color_green,prop.min_start_color_blue), video::SColor(0,prop.max_start_color_red,prop.max_start_color_green,prop.max_start_color_blue), prop.min_lifetime,prop.max_lifetime, prop.max_angle_degrees ); em->setMinStartSize( dimension2d<f32>(prop.min_start_sizeX, prop.min_start_sizeY)); em->setMaxStartSize( dimension2d<f32>(prop.max_start_sizeX, prop.max_start_sizeY)); ps->setEmitter(em); em->drop(); return em; }
bool CTornado::UseFunnelEffect(const char* effectName) { m_pFunnelEffect = gEnv->pParticleManager->FindEffect(effectName); if (!m_pFunnelEffect) return false; // move particle slot to the helper position+offset GetEntity()->LoadParticleEmitter(0, m_pFunnelEffect, 0, false); Matrix34 tm(IDENTITY); GetEntity()->SetSlotLocalTM(0, tm); GetEntity()->SetSlotFlags(0, GetEntity()->GetSlotFlags(0)|ENTITY_SLOT_RENDER); IParticleEmitter* pEmitter = GetEntity()->GetParticleEmitter(0); assert(pEmitter); pEmitter->Prime(); // init the first time if (!m_pCloudConnectEffect) { m_pCloudConnectEffect = gEnv->pParticleManager->FindEffect("weather.tornado.cloud_connection"); if (m_pCloudConnectEffect) { GetEntity()->LoadParticleEmitter(1, m_pCloudConnectEffect, 0, true); } } if (!m_pTopEffect) { m_pTopEffect = gEnv->pParticleManager->FindEffect("weather.tornado.top_part"); if (m_pTopEffect) { GetEntity()->LoadParticleEmitter(2, m_pTopEffect, 0, true); } } if (!m_pGroundEffect) { m_pGroundEffect = g_pGame->GetIGameFramework()->GetIEffectSystem()->CreateGroundEffect(GetEntity()); m_pGroundEffect->SetParticleEffect("weather.tornado.leaves"); } UpdateParticleEmitters(); return true; }
//! constructor CParticleSystemSceneNode::CParticleSystemSceneNode(bool createDefaultEmitter, ISceneNode* parent, ISceneManager* mgr, s32 id, const core::vector3df& position, const core::vector3df& rotation, const core::vector3df& scale) : IParticleSystemSceneNode(parent, mgr, id, position, rotation, scale), Emitter(0), ParticleSize(core::dimension2d<f32>(5.0f, 5.0f)), LastEmitTime(0), MaxParticles(0xffff), Buffer(0), ParticlesAreGlobal(true) { #ifdef _DEBUG setDebugName("CParticleSystemSceneNode"); #endif Buffer = new SMeshBuffer(); if (createDefaultEmitter) { IParticleEmitter* e = createBoxEmitter(); setEmitter(e); e->drop(); } }
//! constructor CParticleSystemSceneNode::CParticleSystemSceneNode(bool createDefaultEmitter, ISceneNode* parent, ISceneManager* mgr, s32 id, const core::vector3df& position, const core::vector3df& rotation, const core::vector3df& scale) : IParticleSystemSceneNode(parent, mgr, id, position, rotation, scale), Emitter(0), ParticlesAreGlobal(true) { #ifdef _DEBUG setDebugName("CParticleSystemSceneNode"); #endif if (createDefaultEmitter) { IParticleEmitter* e = createBoxEmitter(); setEmitter(e); e->drop(); } setParticleSize(); }
IParticleEmitter* EntityEffects::SpawnParticleFX( IParticleEffect* pParticleEffect, const EntityEffects::SEffectSpawnParams& spawnParams) { if (pParticleEffect) { IParticleEmitter* pEmitter = pParticleEffect->Spawn(true, IParticleEffect::ParticleLoc(spawnParams.position, spawnParams.direction, spawnParams.scale)); if (pEmitter != NULL && spawnParams.prime) { pEmitter->Prime(); } if (spawnParams.speed > 0.0f) { ParticleParams particleParams = pParticleEffect->GetParticleParams(); particleParams.fSpeed = spawnParams.speed; pParticleEffect->SetParticleParams(particleParams); } return pEmitter; } return NULL; }
/****************************************************************************** * Set the mood and visible state of the world to a light, happy "fabulous" * mode - bright pink sparkles lightly fall from the sky. *****************************************************************************/ void GameInstance::setWorldState_fabulous() { // add a particle system effect to rain pink debree: if(this->rainParticleSystem) this->rainParticleSystem->drop(); this->createRainParticleSystem("assets/textures/pinkfire.bmp"); // add the rain emitter to the rain particle system IParticleEmitter *rainEmitter = this->rainParticleSystem->createBoxEmitter( aabbox3d<f32>(-100, 0, -100, 100, 100, 100), // emitter size vector3df(0.0f, -0.5f, 0.0f), // direction + speed 100, 200, // min,max particles per second SColor(0,255,255,255), // darkest color SColor(0,255,255,255), // brightest color 500, 3000, // min, max particle lifetime 0, // max angle degrees dimension2df(20.0f, 20.0f), // min start size dimension2df(60.0f, 60.0f)); // max start size this->setRainEmitter(rainEmitter); rainEmitter->drop(); // set the ambiance to pretty this->light->setAmbientLight(255, 172, 253); }
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); }
IParticleSystemSceneNode* IrrFactory::addParticleSystemNode( const std::string& particleSystemFile ) { PropertyMap propMap; if( propMap.constructPropertyMap( SimFactory::TransformPath(particleSystemFile) ) ) { // default values const vector3df pos( 0, 0, 0 ); const vector3df rot( 0, 0, 0 ); const vector3df scale( 1, 1, 1 ); // create the particle system node IParticleSystemSceneNode* pSystem = mIrr.getSceneManager()->addParticleSystemSceneNode( false, 0, -1, pos, rot, scale ); Assert( pSystem ); // read some custom properties bool globalMovement = true; dimension2df particleSize( 5.0f, 5.0f ); propMap.getValue( globalMovement, "ParticleSystem.System.GlobalMovement" ); propMap.getValue( particleSize, "ParticleSystem.System.ParticleSize" ); pSystem->setParticlesAreGlobal(globalMovement); pSystem->setParticleSize(particleSize); /// ---- load the effectors ---- // get the gravity properties if( propMap.hasSection( "ParticleSystem.Gravity" ) ) { vector3df gravDir( 0, -1, 0 ); uint32_t affectorTimeMS(1000); // try to read params propMap.getValue( gravDir, "ParticleSystem.Gravity.Direction" ); propMap.getValue( affectorTimeMS, "ParticleSystem.Gravity.AffectorTimeMS" ); gravDir = ConvertNeroToIrrlichtPosition(gravDir); IParticleAffector* pGravity = pSystem->createGravityAffector( gravDir, affectorTimeMS ); Assert( pGravity ); pSystem->addAffector( pGravity ); pGravity->drop(); } // get the fade properties if( propMap.hasSection( "ParticleSystem.Fade" ) ) { SColor targetColor(0,0,0,0); uint32_t affectorTimeMS(1000); // try to read params propMap.getValue( targetColor, "ParticleSystem.Fade.TargetColor" ); propMap.getValue( affectorTimeMS, "ParticleSystem.Fade.AffectorTimeMS" ); IParticleAffector* pFade = pSystem->createFadeOutParticleAffector( targetColor, affectorTimeMS ); Assert( pFade ); pSystem->addAffector( pFade ); pFade->drop(); } // ---- load the emitters ---- // --- NOTE: WE ONLY DO BOX EMITTERS --- if( propMap.hasSection( "ParticleSystem.Emitter" ) ) { // default params aabbox3df box(-10, 28,-10, 10, 30, 10); vector3df dir( 0, .03f, 0 ); uint32_t minParticlesPerSecond = 5; uint32_t maxParticlesPerSecond = 10; SColor minStartColor( 255, 0, 0, 0 ); SColor maxStartColor( 255, 255, 255, 255 ); uint32_t lifeTimeMin = 2000; uint32_t lifeTimeMax = 4000; int32_t maxAngleDegrees = 0; // try to read custom params propMap.getValue( box, "ParticleSystem.Emitter.Box" ); propMap.getValue( dir, "ParticleSystem.Emitter.Direction" ); propMap.getValue( minParticlesPerSecond, "ParticleSystem.Emitter.MinParticlesPerSecond" ); propMap.getValue( maxParticlesPerSecond, "ParticleSystem.Emitter.MaxParticlesPerSecond" ); propMap.getValue( minStartColor, "ParticleSystem.Emitter.MinStartColor" ); propMap.getValue( maxStartColor, "ParticleSystem.Emitter.MaxStartColor" ); propMap.getValue( lifeTimeMin, "ParticleSystem.Emitter.LifetimeMin" ); propMap.getValue( lifeTimeMax, "ParticleSystem.Emitter.LifetimeMax" ); propMap.getValue( maxAngleDegrees, "ParticleSystem.Emitter.MaxAngleDegrees" ); // do coordinate system transformations dir = ConvertNeroToIrrlichtPosition(dir); // create the emitter IParticleEmitter* emit = pSystem->createBoxEmitter ( box, dir, minParticlesPerSecond, maxParticlesPerSecond, minStartColor, maxStartColor, lifeTimeMin, lifeTimeMax, maxAngleDegrees ); Assert( emit ); pSystem->setEmitter( emit ); emit->drop(); } else { LOG_F_WARNING( "render", "No emitter in particle system file - " << particleSystemFile ); } return pSystem; } return NULL; }
void CSmokeManager::UpdateSmokeInstance(SSmokeInstance& smokeInstance, float dt) { IEntity * pGrenade = gEnv->pEntitySystem->GetEntity(smokeInstance.grenadeId); CullOtherSmokeEffectsInProximityWhenGrenadeHasLanded(smokeInstance,pGrenade); if(pGrenade) { //Update the radius of the smoke according to the speed of movement, // it should reduce to nothing when moving fast enough, and should increase // when the grenade is stationary Vec3 vNewPosition = pGrenade->GetPos(); Vec3 vPositionDiff = vNewPosition - smokeInstance.vPositon; const float fDistanceTravelled = vPositionDiff.len(); const float fSpeed = fDistanceTravelled * __fres(dt); const float fNewRadius = smokeInstance.fCurrentRadius + (float)__fsel( smokeInstance.fTimer-kInitialDelay, ((kSmokeRadiusIncrease - fSpeed) * dt), 0.0f); smokeInstance.fCurrentRadius = clamp(fNewRadius, 0.0f, kMaxSmokeRadius); // If grenade on ground, then override its timer to be maximum of kMaxPhysicsSleepTime if((smokeInstance.state == eSIS_Active_PhysicsAsleep) && (smokeInstance.fTimer < kInitialDelay-kMaxPhysicsSleepTime)) { smokeInstance.fTimer = kInitialDelay-kMaxPhysicsSleepTime; } const float previousTimer = smokeInstance.fTimer; smokeInstance.fTimer = smokeInstance.fTimer + dt; if(previousTimer < kInitialDelay && smokeInstance.fTimer >= kInitialDelay) { // Spawn explosion particle effect if (m_pExplosionParticleEffect) { m_pExplosionParticleEffect->Spawn(false,IParticleEffect::ParticleLoc(vNewPosition)); } // Spawn smoke particle effect // Find a free slot on the grenade SEntitySlotInfo dummySlotInfo; int i=0; while (pGrenade->GetSlotInfo(i, dummySlotInfo)) { i++; } if (m_pOutsideSmokeParticleEffect) { pGrenade->LoadParticleEmitter(i, m_pOutsideSmokeParticleEffect); IParticleEmitter* pEmitter = pGrenade->GetParticleEmitter(i); if(pEmitter) { SpawnParams spawnParams; pEmitter->GetSpawnParams(spawnParams); pEmitter->SetSpawnParams(spawnParams); } } } //Update the smoke's position smokeInstance.vPositon = vNewPosition; if (smokeInstance.pObstructObject) { pe_params_pos pos; pos.scale = clamp(smokeInstance.fCurrentRadius * __fres(kMaxSmokeRadius), 0.1f, 1.0f); pos.pos = vNewPosition; smokeInstance.pObstructObject->SetParams(&pos); } } else { //The grenade entity has been deleted, so smoke has stopped being produced if(smokeInstance.fTimer > kSmokeEmitEndTime) { //The smoke has cleared, delete the SmokeInstance smokeInstance.state = eSIS_ForDeletion; } else { //Count down the remaining life, and reduce the radius smokeInstance.fTimer += dt; smokeInstance.fCurrentRadius = max(smokeInstance.fCurrentRadius - (dt * kMaxSmokeRadius / kSmokeLingerTime), 0.0f); if (smokeInstance.pObstructObject) { pe_params_pos pos; pos.scale = clamp(smokeInstance.fCurrentRadius * __fres(kMaxSmokeRadius), 0.1f, 1.0f); smokeInstance.pObstructObject->SetParams(&pos); } } } }
void CSmokeManager::CullOtherSmokeEffectsInProximityWhenGrenadeHasLanded(SSmokeInstance& smokeInstance, IEntity* pGrenade) { if(pGrenade && (smokeInstance.state == eSIS_Active_PhysicsAwake)) { IPhysicalEntity* pPhysEnt = pGrenade->GetPhysics(); if(pPhysEnt) { pe_status_awake psa; if(pPhysEnt->GetStatus(&psa) == false) { // Was awake, now asleep... SSmokeInstance* pOldestSmokeInstanceToDelete = NULL; const int kNumActiveSmokeInstances = m_numActiveSmokeInstances; uint32 otherSmokeInstanceProximityCount = 0; SSmokeInstance* pOtherSmokeInstance = NULL; PrefetchLine(m_smokeInstances, 0); PrefetchLine(m_smokeInstances, 128); // Find oldest smoke grenade effect in proximity for(int i=0; i<kNumActiveSmokeInstances; i++) { pOtherSmokeInstance = &m_smokeInstances[i]; if(pOtherSmokeInstance != &smokeInstance) { PrefetchLine(pOtherSmokeInstance, 128); const float fDistanceSq = Distance::Point_PointSq(smokeInstance.vPositon, pOtherSmokeInstance->vPositon); const float fCombinedRadiusSq = sqr(smokeInstance.fMaxRadius) + sqr(pOtherSmokeInstance->fMaxRadius); if(fDistanceSq < fCombinedRadiusSq) { otherSmokeInstanceProximityCount++; if(pOldestSmokeInstanceToDelete == NULL || (pOldestSmokeInstanceToDelete->fTimer < pOtherSmokeInstance->fTimer)) { pOldestSmokeInstanceToDelete = pOtherSmokeInstance; } } } } // Delete old smoke effect in proximity if there are too many if(pOldestSmokeInstanceToDelete && (otherSmokeInstanceProximityCount >= kMaxSmokeEffectsInSameArea)) { IEntity * pGrenadeToDeleteParticleEmitterFor = gEnv->pEntitySystem->GetEntity(pOldestSmokeInstanceToDelete->grenadeId); if(pGrenadeToDeleteParticleEmitterFor) { int slotCount = pGrenadeToDeleteParticleEmitterFor->GetSlotCount(); for(int i=0; i<slotCount; i++) { IParticleEmitter* pParticleEmitter = pGrenadeToDeleteParticleEmitterFor->GetParticleEmitter(i); if(pParticleEmitter) { pParticleEmitter->Activate(false); } } } pOldestSmokeInstanceToDelete->state = eSIS_ForDeletion; } smokeInstance.state = eSIS_Active_PhysicsAsleep; } } } }
//------------------------------------------------------------------------ void CTracerManager::Update(float frameTime) { CryPrefetch(m_tracerPool); const CCamera& viewCamera = gEnv->pSystem->GetViewCamera(); const Vec3 cameraPosition = viewCamera.GetPosition(); const float viewCameraFovScale = viewCamera.GetFov() / DEG2RAD(g_pGame->GetFOV()); const int kNumActiveTracers = m_numActiveTracers; for(int i = 0; i < kNumActiveTracers;) { int nextTracerIndex = i + 1; CTracer& tracer = m_tracerPool[i]; CryPrefetch(&m_tracerPool[nextTracerIndex]); //Update const bool stillMoving = tracer.Update(frameTime, cameraPosition, viewCameraFovScale); //Is it worth putting this in another loop for instruction cache coherency? Profile when PS3 is up and running - Rich S if(stillMoving || (tracer.m_fadeOutTime > 0.f)) { tracer.m_tracerFlags |= kTracerFlag_active; if (!stillMoving) { tracer.m_fadeOutTime -= frameTime; if (tracer.m_effectSlot > -1) { if (IEntity *pEntity = gEnv->pEntitySystem->GetEntity(tracer.m_entityId)) { IParticleEmitter * emitter = pEntity->GetParticleEmitter(tracer.m_effectSlot); if (emitter) { emitter->Activate(false); } if (tracer.m_tracerFlags & kTracerFlag_useGeometry) { pEntity->SetSlotFlags(tracer.m_geometrySlot, pEntity->GetSlotFlags(tracer.m_geometrySlot) &~ (ENTITY_SLOT_RENDER|ENTITY_SLOT_RENDER_NEAREST)); } tracer.m_effectSlot = -1; } } if(tracer.m_tracerFlags & kTracerFlag_useGeometry) { // Fade out geometry if((tracer.m_fadeOutTime < tracer.m_startFadeOutTime) && (tracer.m_startFadeOutTime > 0.0f)) { if (IEntity *pEntity = gEnv->pEntitySystem->GetEntity(tracer.m_entityId)) { IEntityRenderProxy *pRenderProxy = (IEntityRenderProxy*)pEntity->GetProxy(ENTITY_PROXY_RENDER); pRenderProxy->SetOpacity(max((tracer.m_fadeOutTime / tracer.m_startFadeOutTime) * tracer.m_geometryOpacity, 0.0f)); } } } } } else { tracer.m_tracerFlags &= ~kTracerFlag_active; tracer.m_boundToBulletId = 0; } i = nextTracerIndex; } //This is where we clear out the inactive tracers, so the counter isn't const int numActiveTracers = kNumActiveTracers; CWeaponSystem* pWeaponSystem = g_pGame->GetWeaponSystem(); for(int i = kNumActiveTracers - 1; i >= 0;) { int nextIndex = i - 1; CTracer& tracer = m_tracerPool[i]; CryPrefetch(&m_tracerPool[nextIndex]); if(!(tracer.m_tracerFlags & kTracerFlag_active)) { if (IEntity *pEntity=gEnv->pEntitySystem->GetEntity(tracer.m_entityId)) { pEntity->Hide(true); pEntity->FreeSlot(TRACER_GEOM_SLOT); pEntity->FreeSlot(TRACER_FX_SLOT); } //Switch the inactive tracer so it's at the end of the array; const int lastTracer = numActiveTracers - 1; static CTracer temp; temp = tracer; numActiveTracers = lastTracer; tracer = m_tracerPool[lastTracer]; m_tracerPool[lastTracer] = temp; //Re-bind index to the corresponding bullet if (tracer.m_boundToBulletId) { CProjectile* pProjectile = pWeaponSystem->GetProjectile(tracer.m_boundToBulletId); if (pProjectile && pProjectile->IsAlive()) { if(lastTracer == pProjectile->GetTracerIdx()) { pProjectile->BindToTracer(i); } else if(lastTracer == pProjectile->GetThreatTrailTracerIdx()) { pProjectile->BindToThreatTrailTracer(i); } } } } i = nextIndex; } m_numActiveTracers = numActiveTracers; }