Пример #1
0
void CSmokeTrailPainter::OnUpdate (SEffectUpdateCtx &Ctx)

//	OnUpdate
//
//	Update the painter

	{
	if (m_iLastDirection != -1)
		{
		//	Update particle motion

		m_Particles.UpdateMotionLinear();

		//	Create new particles (we create the particles after we update
		//	the motion because we start out with some particles)

		if (m_iEmitLifetime == -1 || m_iTick < m_iEmitLifetime)
			{
			CreateNewParticles(m_pCreator->GetNewParticleCount(),
					m_iLastDirection);
			}

		//	Update

		m_iTick++;
		}
	}
Пример #2
0
void CSmokeTrailPainter::GetRect (RECT *retRect) const

//	GetRect
//
//	Returns the RECT of the effect centered on 0,0

	{
	*retRect = m_Particles.GetBounds();
	}
Пример #3
0
void CParticleJetEffectPainter::GetRect (RECT *retRect) const

//	GetRect
//
//	Returns the rect bounds of the image

	{
	*retRect = m_Particles.GetBounds();
	}
Пример #4
0
void CSmokeTrailPainter::Paint (CG16bitImage &Dest, int x, int y, SViewportPaintCtx &Ctx)

//	Paint
//
//	Paint

	{
	int iParticleLifetime = m_pCreator->GetParticleLifetimeMax();

	//	Particles move the opposite direction from the shot

	int iTrailDirection = (Ctx.iRotation + m_pCreator->GetRotation()) % 360;

	//	If we haven't created any particles yet, do it now

	if (m_iLastDirection == -1)
		{
		CreateNewParticles(m_pCreator->GetNewParticleCount(), iTrailDirection);
		}

	//	Paint with the painter

	if (m_pParticlePainter)
		{
		//	If we can get a paint descriptor, use that because it is faster

		SParticlePaintDesc Desc;
		if (m_pParticlePainter->GetParticlePaintDesc(&Desc))
			{
			Desc.iMaxLifetime = iParticleLifetime;
			m_Particles.Paint(Dest, x, y, Ctx, Desc);
			}

		//	Otherwise, we use the painter for each particle

		else
			m_Particles.Paint(Dest, x, y, Ctx, m_pParticlePainter);
		}

	//	Update

	m_iLastDirection = iTrailDirection;
	}
Пример #5
0
void CParticleJetEffectPainter::CreateLinearParticles (CSpaceObject *pObj, int iCount, const CVector &vInitialPos, const CVector &vInitialVel)

//	CreateLinearParticles
//
//	Creates new particles on a straight line

	{
	int i;

	//	Compute some basic stuff

	const Metric rJitterFactor = LIGHT_SPEED / 100000.0;
	Metric rCurRotation = AngleToRadians(180 + m_iXformRotation + m_iCurDirection);

	//	Compute the spread angle, in radians

	Metric rSpread = AngleToRadians(Max(0, m_SpreadAngle.Roll()));
	Metric rHalfSpread = 0.5 * rSpread;

	//	Calculate where last tick's particles would be based on the last rotation.

	Metric rAveSpeed = m_EmitSpeed.GetAveValue() * LIGHT_SPEED / 100.0;
	CVector vCurStart = (m_vLastEmitPos + (m_rXformTime * ::PolarToVectorRadians(rCurRotation, rAveSpeed * g_SecondsPerUpdate))) - vInitialPos;

	//	Create particles

	for (i = 0; i < iCount; i++)
		{
		Metric rSlide = mathRandom(0, 9999) / 10000.0;

		//	We place the particle along the line betwen the current
		//	and last emit positions

		CVector vPos = vInitialPos + rSlide * vCurStart;

		//	Generate a random velocity backwards

		Metric rRotation = rCurRotation + (rHalfSpread * mathRandom(-1000, 1000) / 1000.0);
		Metric rSpeed = m_EmitSpeed.Roll() * LIGHT_SPEED / 100.0;
		CVector vVel = m_rXformTime * (vInitialVel + ::PolarToVectorRadians(rRotation, rSpeed + rJitterFactor * mathRandom(-500, 500)));

		//	Lifetime

		int iLifeLeft = m_ParticleLifetime.Roll();

		//	Add the particle

		m_Particles.AddParticle(vPos, vVel, iLifeLeft, AngleToDegrees(rRotation));
		}

	//	Remember the last position

	m_iLastDirection = m_iCurDirection;
	m_vLastEmitPos = vInitialPos;
	}
Пример #6
0
void CParticleJetEffectPainter::OnMove (SEffectMoveCtx &Ctx, bool *retbBoundsChanged)

//	OnMove
//
//	Move the particles

	{
	//	Update the single-particle painter

	if (m_pParticlePainter)
		m_pParticlePainter->OnMove(Ctx);

	//	Update particle motion

	m_Particles.UpdateMotionLinear();

	//	If we're using the object's motion, adjust now

	if (m_bUseObjectMotion && Ctx.pObj)
		{
		CVector vToOldPos;
		if (m_bTrackingObject)
			{
			CVector vCurPos = Ctx.pObj->GetPos();
			vToOldPos = Ctx.vOldPos - vCurPos;
			}
		else
			{
			Metric rSpeed = Ctx.pObj->GetVel().Length();
			vToOldPos = ::PolarToVector(180 + m_iLastDirection, rSpeed * g_SecondsPerUpdate);
			}

		//	Move all particles by the given amount

		m_Particles.Move(vToOldPos);
		}

	//	Bounds are always changing

	if (retbBoundsChanged)
		*retbBoundsChanged = true;
	}
Пример #7
0
void CParticleJetEffectPainter::InitParticles (const CVector &vInitialPos)

//	Init
//
//	Make sure particle array is initialized

	{
	if (m_Particles.GetCount() == 0)
		{
		//	Compute the maximum number of particles that we could ever have

		int iNewParticleRate = m_EmitRate.GetMaxValue();
		int iParticleLifetime = m_ParticleLifetime.GetMaxValue();

		int iMaxParticleCount = Max(0, iParticleLifetime * iNewParticleRate);

		//	Initialize the array

		m_Particles.Init(iMaxParticleCount);
		}
	}
Пример #8
0
void CSmokeTrailPainter::OnWriteToStream (IWriteStream *pStream)

//	OnWriteToStream
//
//	Write to stream

	{
	m_Particles.WriteToStream(pStream);

	pStream->Write((char *)&m_iLastDirection, sizeof(DWORD));
	pStream->Write((char *)&m_iEmitLifetime, sizeof(DWORD));
	pStream->Write((char *)&m_iTick, sizeof(DWORD));

	CEffectCreator::WritePainterToStream(pStream, m_pParticlePainter);
	}
Пример #9
0
void CSmokeTrailPainter::OnReadFromStream (SLoadCtx &Ctx)

//	OnReadFromStream
//
//	Load from stream

	{
	m_Particles.ReadFromStream(Ctx);

	Ctx.pStream->Read((char *)&m_iLastDirection, sizeof(DWORD));
	Ctx.pStream->Read((char *)&m_iEmitLifetime, sizeof(DWORD));
	Ctx.pStream->Read((char *)&m_iTick, sizeof(DWORD));

	if (m_pParticlePainter)
		m_pParticlePainter->Delete();

	m_pParticlePainter = CEffectCreator::CreatePainterFromStreamAndCreator(Ctx, m_pCreator->GetParticleEffect());
	}
Пример #10
0
void CParticleJetEffectPainter::OnUpdate (SEffectUpdateCtx &Ctx)

//	OnUpdate
//
//	Update the painter

	{
	//	Update the single-particle painter

	if (m_pParticlePainter)
		m_pParticlePainter->OnUpdate(Ctx);

	//	LATER: Support damage

#if 0
	//	If we have a wake potential or if the particles do damage
	//	then we need to hit test against all objects in the system.

	Ctx.pDamageDesc = m_pCreator->GetDamageDesc();
	Ctx.iWakePotential = m_pCreator->GetWakePotential();

	if ((Ctx.pDamageDesc || Ctx.iWakePotential > 0) && Ctx.pSystem)
		{
		//	Update

		m_Particles.Update(Ctx);
		}
#endif

	//	Create new particles

	if (!Ctx.bFade)
		CreateNewParticles(Ctx.pObj, m_EmitRate.Roll(), Ctx.vEmitPos, CalcInitialVel(Ctx.pObj));
	else if (m_bUseObjectMotion && Ctx.pObj)
		m_vLastEmitPos = Ctx.pObj->GetPos();

	//	If we're fading, reset direction (otherwise, when painting thruster 
	//	effects we'll try to interpolate between stale directions).

	if (Ctx.bFade)
		m_iCurDirection = -1;
	}
Пример #11
0
void CSmokeTrailPainter::CreateNewParticles (int iCount, int iDirection)

//	CreateNewParticles
//
//	Create the new particles for a tick

	{
	int i;
	int iAngleRandomness = m_pCreator->GetSpread() / 7;
	
	for (i = 0; i < iCount; i++)
		{
		//	Generate a random velocity for the particle in a cone around the direction

		Metric rInitialSpeed = m_pCreator->GetEmitSpeed();
		CVector vVel = PolarToVector(
				(iDirection + 360 + mathRandom(-iAngleRandomness, iAngleRandomness)),
				rInitialSpeed);

		//	Add a random little kick

		vVel = vVel + PolarToVector(mathRandom(0, 359), rInitialSpeed * m_pCreator->GetSpread() / 100.0);

		//	Position

		CVector vPos = vVel * (mathRandom(0, 100) / 100.0);

		//	Lifetime

		int iLifeLeft = m_pCreator->GetParticleLifetime();

		//	Add the particle

		m_Particles.AddParticle(vPos, vVel, iLifeLeft);
		}
	}
Пример #12
0
void CParticleJetEffectPainter::Paint (CG32bitImage &Dest, int x, int y, SViewportPaintCtx &Ctx)

//	Paint
//
//	Paint the effect

	{
	int iParticleLifetime = m_ParticleLifetime.GetMaxValue();

	//	Particles move the opposite direction from the shot

	int iTrailDirection = Ctx.iRotation;

	//	If we're using the object center then we paint at the object center.
	//	Otherwise we paint at the given position.

	int xPaint;
	int yPaint;
	if (m_bUseObjectCenter)
		{
		if (Ctx.pObj)
			Ctx.XForm.Transform(Ctx.pObj->GetPos(), &xPaint, &yPaint);
		else
			{
			//	If we don't have an object then we use the viewport center. This
			//	handles the case where we paint in TransData (where there is
			//	no object).

			xPaint = Ctx.xCenter;
			yPaint = Ctx.yCenter;
			}
		}
	else
		{
		xPaint = x;
		yPaint = y;
		}

	//	If we haven't created any particles yet, do it now

	if (m_iCurDirection == -1
			&& !Ctx.bFade)
		{
		m_iLastDirection = iTrailDirection;
		m_iCurDirection = iTrailDirection;

		//	Figure out the position where we create particles

		CVector vPos;

		//	If we're using the object center then it means that x,y is where
		//	we emit particles from. We need to convert from screen coordinates
		//	to object-relative coordinates.

		if (m_bUseObjectCenter)
			vPos = CVector((x - xPaint) * g_KlicksPerPixel, (yPaint - y) * g_KlicksPerPixel);

		//	Initialize last emit position

		m_vLastEmitPos = (m_bUseObjectMotion && Ctx.pObj ? Ctx.pObj->GetPos() + vPos : vPos);

		//	Create particles

		CreateNewParticles(Ctx.pObj, m_EmitRate.Roll(), vPos, CalcInitialVel(Ctx.pObj));
		}

	//	Paint with the painter

	if (m_pParticlePainter)
		{
		//	If we can get a paint descriptor, use that because it is faster

		SParticlePaintDesc Desc;
		if (m_pParticlePainter->GetParticlePaintDesc(&Desc))
			{
			Desc.iMaxLifetime = iParticleLifetime;
			m_Particles.Paint(Dest, xPaint, yPaint, Ctx, Desc);
			}

		//	Otherwise, we use the painter for each particle

		else
			m_Particles.Paint(Dest, xPaint, yPaint, Ctx, m_pParticlePainter);
		}

	//	Update

	m_iCurDirection = iTrailDirection;
	}
Пример #13
0
void CParticleJetEffectPainter::CreateInterpolatedParticles (CSpaceObject *pObj, int iCount, const CVector &vInitialPos, const CVector &vInitialVel)

//	CreateInterpolatedParticles
//
//	Creates particles interpolated between to directions.

	{
	int i;

	//	Compute some basic stuff

	const Metric rJitterFactor = LIGHT_SPEED / 100000.0;
	Metric rLastRotation = AngleToRadians(180 + m_iXformRotation + m_iLastDirection);
	Metric rCurRotation = AngleToRadians(180 + m_iXformRotation + m_iCurDirection);

	//	Compute the spread angle, in radians

	Metric rSpread = AngleToRadians(Max(0, m_SpreadAngle.Roll()));
	Metric rHalfSpread = 0.5 * rSpread;

	//	Calculate where last tick's particles would be based on the last rotation.

	Metric rAveSpeed = m_EmitSpeed.GetAveValue() * LIGHT_SPEED / 100.0;
	CVector vLastStart = (m_vLastEmitPos + (m_rXformTime * ::PolarToVectorRadians(rLastRotation, rAveSpeed * g_SecondsPerUpdate))) - vInitialPos;

	//	Calculate where last tick's particles would be IF we have used the current
	//	rotation. This allows us to interpolate a turn.

	CVector vCurStart = (m_vLastEmitPos + (m_rXformTime * ::PolarToVectorRadians(rCurRotation, rAveSpeed * g_SecondsPerUpdate))) - vInitialPos;

	//	Create particles

	for (i = 0; i < iCount; i++)
		{
		Metric rSlide = mathRandom(0, 9999) / 10000.0;

		//	Compute two points along the two slide vectors (last and current)

		CVector vSlide1 = rSlide * vLastStart;
		CVector vSlide2 = rSlide * vCurStart;
		CVector vAdj = (rSlide * vSlide1) + ((1.0 - rSlide) * vSlide2);

		//	We place the particle along the line betwen the current
		//	and last emit positions

		CVector vPos = vInitialPos + vAdj;

		//	We blend the rotation as well

		if (Absolute(rCurRotation - rLastRotation) > g_Pi)
			{
			if (rLastRotation < rCurRotation)
				rLastRotation += g_Pi * 2.0;
			else
				rCurRotation += g_Pi * 2.0;
			}

		Metric rSlideRotation = (rSlide * rLastRotation) + ((1.0 - rSlide) * rCurRotation);

		//	Generate a random velocity backwards

		Metric rRotation = rSlideRotation + (rHalfSpread * mathRandom(-1000, 1000) / 1000.0);
		Metric rSpeed = m_EmitSpeed.Roll() * LIGHT_SPEED / 100.0;
		CVector vVel = m_rXformTime * (vInitialVel + ::PolarToVectorRadians(rRotation, rSpeed + rJitterFactor * mathRandom(-500, 500)));

		//	Lifetime

		int iLifeLeft = m_ParticleLifetime.Roll();

		//	Add the particle

		m_Particles.AddParticle(vPos, vVel, iLifeLeft, AngleToDegrees(rRotation));
		}

	//	Remember the last position

	m_iLastDirection = m_iCurDirection;
	m_vLastEmitPos = vInitialPos;
	}
Пример #14
0
void CParticleJetEffectPainter::CreateFixedParticles (CSpaceObject *pObj, int iCount, const CVector &vInitialPos, const CVector &vInitialVel)

//	CreateFixedParticles
//
//	Creates particles along the objects path (e.g., missile exhaust).

	{
	int i;

	//	Calculate a vector to our previous position
	//
	//	NOTE: In this mode m_vLastEmitPos is the last position of the object.

	CVector vCurPos = (pObj ? pObj->GetPos() : CVector());
	CVector vToOldPos;
	if (m_bTrackingObject)
		{
		Metric rAveSpeed = m_rXformTime * m_EmitSpeed.GetAveValue() * LIGHT_SPEED / 100.0;
		vToOldPos = m_vLastEmitPos - (vCurPos + vInitialPos) + ::PolarToVector(180 + m_iLastDirection, rAveSpeed * g_SecondsPerUpdate);
		}
	else
		{
		Metric rSpeed = (pObj ? pObj->GetVel().Length() : 0.0);
		vToOldPos = ::PolarToVector(180 + m_iLastDirection, rSpeed * g_SecondsPerUpdate);
		}

	//	Compute two orthogonal coordinates

	CVector vAxis = ::PolarToVector(m_iCurDirection + 180, 1.0);
	CVector vTangent = ::PolarToVector(m_iCurDirection + 90, 1.0);

	//	Create particles

	for (i = 0; i < iCount; i++)
		{
		Metric rSlide = mathRandom(0, 9999) / 10000.0;

		//	Compute a position randomly along the line between the current and
		//	last emit positions.

		CVector vPos = vInitialPos + rSlide * vToOldPos;

		//	Generate a random velocity along the tangent

		Metric rTangentSlide = mathRandom(-9999, 9999) / 10000.0;
		Metric rAxisJitter = mathRandom(-50, 50) / 100.0;
		CVector vVel = (vTangent * rTangentSlide * m_rXformTime * m_TangentSpeed.Roll() * LIGHT_SPEED / 100.0)
				+ (vAxis * (m_EmitSpeed.Roll() + rAxisJitter) * LIGHT_SPEED / 100.0);

		//	Lifetime

		int iLifeLeft = m_ParticleLifetime.Roll();

		//	Add the particle

		m_Particles.AddParticle(vPos, vVel, iLifeLeft, m_iCurDirection);
		}

	//	Remember the last position

	m_iLastDirection = m_iCurDirection;
	m_vLastEmitPos = vCurPos + vInitialPos;
	}