#include #include "particle/ParticleSource.h" #include "weapon/weapon.h" #include "ParticleSource.h" namespace particle { SourceOrigin::SourceOrigin() : m_originType(SourceOriginType::NONE), m_weaponState(WeaponState::INVALID), m_offset(vmd_zero_vector) { } void SourceOrigin::getGlobalPosition(vec3d* posOut) const { Assertion(posOut != nullptr, "Invalid vector pointer passed!"); Assertion(m_originType != SourceOriginType::NONE, "Invalid origin type!"); vec3d offset; switch (m_originType) { case SourceOriginType::OBJECT: { *posOut = m_origin.m_object.objp->pos; vm_vec_unrotate(&offset, &m_offset, &m_origin.m_object.objp->orient); break; } case SourceOriginType::PARTICLE: { *posOut = m_origin.m_particle.lock()->pos; matrix m = vmd_identity_matrix; vec3d dir = m_origin.m_particle.lock()->velocity; vm_vec_normalize_safe(&dir); vm_vector_2_matrix_norm(&m, &dir); vm_vec_unrotate(&offset, &m_offset, &m); break; } case SourceOriginType::VECTOR: { *posOut = m_origin.m_pos; offset = m_offset; break; } default: { *posOut = vmd_zero_vector; offset = m_offset; break; } } vm_vec_add2(posOut, &offset); } void SourceOrigin::getHostOrientation(matrix* matOut) const { switch (m_originType) { case SourceOriginType::OBJECT: *matOut = m_origin.m_object.objp->orient; break; case SourceOriginType::PARTICLE: vm_vector_2_matrix(matOut, &m_origin.m_particle.lock()->velocity, nullptr, nullptr); break; case SourceOriginType::VECTOR: // Intentional fall-through, plain vectors have no orientation default: *matOut = vmd_identity_matrix; break; } } void SourceOrigin::applyToParticleInfo(particle_info& info, bool allowRelative) const { Assertion(m_originType != SourceOriginType::NONE, "Invalid origin type!"); if (allowRelative) { switch (m_originType) { case SourceOriginType::OBJECT: { info.attached_objnum = static_cast(OBJ_INDEX(m_origin.m_object.objp)); info.attached_sig = m_origin.m_object.objp->signature; info.pos = m_offset; break; } case SourceOriginType::PARTICLE: // Intentional fall-through case SourceOriginType::VECTOR: // Intentional fall-through default: { this->getGlobalPosition(&info.pos); info.attached_objnum = -1; info.attached_sig = -1; break; } } } else { this->getGlobalPosition(&info.pos); info.attached_objnum = -1; info.attached_sig = -1; } } vec3d SourceOrigin::getVelocity() const { switch (this->m_originType) { case SourceOriginType::OBJECT: return m_origin.m_object.objp->phys_info.vel; case SourceOriginType::PARTICLE: return m_origin.m_particle.lock()->velocity; default: return vmd_zero_vector; } } void SourceOrigin::setWeaponState(WeaponState state) { m_weaponState = state; } void SourceOrigin::moveTo(vec3d* pos) { Assertion(pos, "Invalid vector pointer passed!"); m_originType = SourceOriginType::VECTOR; m_origin.m_pos = *pos; } void SourceOrigin::moveToObject(object* objp, vec3d* offset) { Assertion(objp, "Invalid object pointer passed!"); Assertion(offset, "Invalid vector pointer passed!"); m_originType = SourceOriginType::OBJECT; m_origin.m_object = object_h(objp); m_offset = *offset; } void SourceOrigin::moveToParticle(const WeakParticlePtr& weakParticlePtr) { m_originType = SourceOriginType::PARTICLE; m_origin.m_particle = weakParticlePtr; } bool SourceOrigin::isValid() const { switch (m_originType) { case SourceOriginType::NONE: return false; case SourceOriginType::OBJECT: { if (!m_origin.m_object.IsValid()) { return false; } auto objp = m_origin.m_object.objp; if (objp->type != OBJ_WEAPON) { // The following checks are only relevant for weapons return true; } if (m_weaponState == WeaponState::INVALID) { // If no state is specified, ignore it. return true; } weapon* wp = &Weapons[objp->instance]; // Make sure we stay in the same weapon state return wp->weapon_state == m_weaponState; } case SourceOriginType::PARTICLE: return !m_origin.m_particle.expired(); case SourceOriginType::VECTOR: return true; } return false; } SourceOrientation::SourceOrientation() : m_orientation(vmd_identity_matrix) {} void SourceOrientation::setFromVector(const vec3d& vec, bool relative) { vec3d workVec = vec; vm_vec_normalize(&workVec); this->setFromNormalizedVector(workVec, relative); } void SourceOrientation::setFromNormalizedVector(const vec3d& vec, bool relative) { vm_vector_2_matrix_norm(&m_orientation, &vec); m_isRelative = relative; } void SourceOrientation::setFromMatrix(const matrix& mat, bool relative) { m_orientation = mat; m_isRelative = relative; } void SourceOrientation::setNormal(const vec3d& normal) { m_hasNormal = true; m_normal = normal; } vec3d SourceOrientation::getDirectionVector(const SourceOrigin* origin) const { if (!m_isRelative) { return m_orientation.vec.fvec; } matrix finalOrient; matrix hostOrient; origin->getHostOrientation(&hostOrient); vm_matrix_x_matrix(&finalOrient, &hostOrient, &m_orientation); return finalOrient.vec.fvec; } bool SourceOrientation::getNormal(vec3d* outNormal) const { Assert(outNormal != nullptr); *outNormal = m_normal; return m_hasNormal; } SourceTiming::SourceTiming() : m_creationTimestamp(timestamp(-1)), m_beginTimestamp(timestamp(-1)), m_endTimestamp(timestamp(-1)) {} void SourceTiming::setCreationTimestamp(int time) { m_creationTimestamp = time; m_nextCreation = time; } void SourceTiming::setLifetime(int begin, int end) { m_beginTimestamp = begin; m_endTimestamp = end; } bool SourceTiming::isActive() const { if (!timestamp_valid(m_beginTimestamp) && !timestamp_valid(m_endTimestamp)) { // No valid timestamps => default is to be active return true; } if (!timestamp_valid(m_beginTimestamp) && timestamp_valid(m_endTimestamp)) { // Active until the end has elapsed return !timestamp_elapsed(m_endTimestamp); } if (timestamp_valid(m_beginTimestamp) && !timestamp_valid(m_endTimestamp)) { // If begin is valid, check if it already happened return timestamp_elapsed(m_beginTimestamp) != 0; } // Check if we are in the range [begin, end] return timestamp_elapsed(m_beginTimestamp) && !timestamp_elapsed(m_endTimestamp); } bool SourceTiming::isFinished() const { // If end isn't valid the timing is never finished if (!timestamp_valid(m_endTimestamp)) { return false; } return timestamp_elapsed(m_endTimestamp) != 0; } float SourceTiming::getLifeTimeProgress() const { // The progress can only be given when we have a valid time range if (!timestamp_valid(m_beginTimestamp) && !timestamp_valid(m_endTimestamp)) { return -1.f; } if (!timestamp_valid(m_beginTimestamp) && timestamp_valid(m_endTimestamp)) { return -1.f; } if (timestamp_valid(m_beginTimestamp) && !timestamp_valid(m_endTimestamp)) { return -1.f; } auto total = m_endTimestamp - m_beginTimestamp; auto done = timestamp() - m_beginTimestamp; return done / (float) total; } bool SourceTiming::nextCreationTimeExpired() const { return timestamp_elapsed(m_nextCreation); } void SourceTiming::incrementNextCreationTime(int time_diff) { m_nextCreation += time_diff; } ParticleSource::ParticleSource() : m_effect(nullptr), m_processingCount(0) {} bool ParticleSource::isValid() const { if (m_timing.isFinished()) { return false; } if (m_effect == nullptr) { return false; } if (!m_origin.isValid()) { return false; } return true; } void ParticleSource::initializeThrusterOffset(weapon* /*wp*/, weapon_info* wip) { polymodel* pm = model_get(wip->model_num); if (pm->n_thrusters < 1) { return; } // Only use the first thruster, for multiple thrusters we need more sources auto thruster = &pm->thrusters[0]; if (thruster->num_points < 1) { return; } // Only use the first point in the bank auto point = &thruster->points[0]; model_find_world_point(&this->m_origin.m_offset, &point->pnt, pm, thruster->submodel_num, &vmd_identity_matrix, &vmd_zero_vector); } void ParticleSource::finishCreation() { if (m_origin.m_originType == SourceOriginType::OBJECT) { if (IS_VEC_NULL(&m_origin.m_offset)) { object* obj = m_origin.m_origin.m_object.objp; if (obj->type == OBJ_WEAPON) { weapon* wp = &Weapons[obj->instance]; weapon_info* wip = &Weapon_info[wp->weapon_info_index]; if (wip->subtype == WP_MISSILE && wip->model_num >= 0) { // Now that we are here we know that this is a missile which has no offset set // The particles of a missile should be created at its thruster this->initializeThrusterOffset(wp, wip); } } } } } bool ParticleSource::process() { if (m_timing.isActive()) { auto result = this->m_effect->processSource(this); ++m_processingCount; return result; } else { // If not active, try the next frame return true; } } }