Files
fs2open.github.com/code/particle/ParticleSource.h
BMagnu b3c3627f54 Allow using seeded noise for particle velocity and spawn position offset (#6675)
* Add noise backend for particles

# Conflicts:
#	code/particle/ParticleEffect.cpp

* noise frontend

* Proper scaling for noise

* make normalize safe
2025-05-26 20:43:56 +09:00

136 lines
3.7 KiB
C++

#ifndef PARTICLE_SOURCE_H
#define PARTICLE_SOURCE_H
#pragma once
#include "globalincs/pstypes.h"
#include "object/object.h"
#include "particle/particle.h"
#include "io/timer.h"
#include "particle/EffectHost.h"
#include <optional>
struct weapon;
struct weapon_info;
// Forward declaration so we don't need weapons.h
enum class WeaponState: uint32_t;
namespace particle {
/**
* The origin type
*/
enum class SourceOriginType {
NONE, //!< Invalid origin
VECTOR, //!< World-space offset
BEAM, //!< A beam
OBJECT, //!< An object
SUBOBJECT, //!< A subobject
TURRET, //!< A turret
PARTICLE //!< A particle
};
class ParticleEffect;
struct particle_effect_tag {
};
using ParticleEffectHandle = ::util::ID<particle_effect_tag, ptrdiff_t, -1>;
/**
* @brief The orientation of a particle source
*
* Currently only the forward direction vector is useful because the other vectors of the matrix are chosen pretty
* arbitrarily. This also contains a normal vector if it was specified when creating the source.
*
* A source's SourceOrientation is distinct from its host orientation. The host orientation is either defined in
* SourceOrigin or gathered from the parent object, depending on host type. Host orientation is applied before position offset.
* SourceOrientation is applied after position offset.
*
* An orientation can be either relative or global. In relative mode all transforms should be relative to the host
* object and its orientation. In global mode, all directions are in world-space,
* and host orientation is overridden completely (though it will still affect the orientation of position offsets).
*
* Normals are always in world-space.
*
*/
struct SourceTiming {
TIMESTAMP m_startTimestamp;
TIMESTAMP m_nextCreation;
TIMESTAMP m_endTimestamp;
};
/**
* @brief A particle source
*
* A particle source contains the information about where and for how long particles are created. A particle effect uses
* this information to create new particles. A particle source has not effect-specific information which means that an
* effect can only use the information contained in this object.
*
* @ingroup particleSystems
*/
class ParticleSource {
private:
std::unique_ptr<EffectHost> m_host;
std::optional<vec3d> m_normal;
std::optional<float> m_triggerRadius;
std::optional<float> m_triggerVelocity;
SCP_vector<SourceTiming> m_timing; //!< The time informations of the particle source
ParticleEffectHandle m_effect; //!< The effect that is assigned to this source
static constexpr size_t max_composite_size = 64;
std::bitset<max_composite_size> m_effect_is_running;
friend class ParticleEffect;
static float getEffectRemainingTime(const std::tuple<const ParticleSource&, const size_t&>& source);
static float getEffectRunningTime(const std::tuple<const ParticleSource&, const size_t&>& source);
public:
ParticleSource();
inline ParticleEffectHandle getEffectHandle() const { return m_effect; }
const SCP_vector<ParticleEffect>& getEffect() const;
inline void setEffect(ParticleEffectHandle eff) {
Assert(eff.isValid());
m_effect = eff;
}
/**
* @brief Finishes the creation of a particle source
*
* This is used to initialize some status that is only available after everything has been set up.
*/
void finishCreation();
/**
* @brief Does one processing step for this source
* @return @c true if the source should continue to be processed
*/
bool process();
/**
* @brief Determines if the source is valid
* @return @c true if the source is valid, @c false otherwise.
*/
bool isValid() const;
void setNormal(const vec3d& normal);
void setTriggerRadius(float radius);
void setTriggerVelocity(float velocity);
void setHost(std::unique_ptr<EffectHost> host);
};
}
#endif // PARTICLE_SOURCE_H