#include #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& 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(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 host) { m_host = std::move(host); } float ParticleSource::getEffectRemainingTime(const std::tuple& 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& 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& 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& source) { return std::get<0>(source).getEffect()[std::get<1>(source)].getApproximatePixelSize(std::get<2>(source)); } float ParticleSource::getEffectApparentSize(const std::tuple& source) { return i2fl(std::get<0>(source).getEffect()[std::get<1>(source)].getApproximatePixelSize(std::get<2>(source))) / i2fl(gr_screen.max_w); } }