Files
fs2open.github.com/code/particle/effects/BeamPiercingEffect.cpp
T
asarium bbeaaa1565 Add a new particle effect system
This is similar to the script I wrote a few years ago but unlike that
one, this solution doesn't kill the performance.
2016-08-04 11:08:39 +02:00

78 lines
1.7 KiB
C++

#include "particle/effects/BeamPiercingEffect.h"
#include "particle/ParticleSource.h"
#include "bmpman/bmpman.h"
#include "parse/parselo.h"
namespace particle {
namespace effects {
bool BeamPiercingEffect::processSource(const ParticleSource* source) {
particle_info info;
memset(&info, 0, sizeof(info));
source->getOrigin()->applyToParticleInfo(info);
if (m_effectBitmap >= 0) {
info.type = PARTICLE_BITMAP_PERSISTENT;
info.optional_data = m_effectBitmap;
}
else {
info.type = PARTICLE_SMOKE;
}
info.rad = m_radius * frand_range(0.5f, 2.0f);
vec3d fvec = source->getOrientation()->getDirectionVector();
float base_v, back_v;
vec3d rnd_vec;
vm_vec_rand_vec_quick(&rnd_vec);
if (m_velocity != 0.0f) {
base_v = m_velocity;
} else {
base_v = m_radius;
}
if (m_backVelocity != 0.0f) {
back_v = m_backVelocity;
} else {
back_v = base_v * (-0.2f);
}
vm_vec_copy_scale(&info.vel, &fvec, base_v * frand_range(1.0f, 2.0f));
vm_vec_scale_add2(&info.vel, &rnd_vec, base_v * m_variance);
// Create the primary piercing particle
create(&info);
vm_vec_copy_scale(&info.vel, &fvec, back_v * frand_range(1.0f, 2.0f));
vm_vec_scale_add2(&info.vel, &rnd_vec, back_v * m_variance);
// Create the splash particle
create(&info);
return false;
}
void BeamPiercingEffect::parseValues(bool) {
error_display(1, "Parsing not implemented for this effect because I'm lazy...");
}
void BeamPiercingEffect::pageIn() {
bm_page_in_texture(m_effectBitmap);
}
void BeamPiercingEffect::setValues(int bitmapIndex, float radius, float velocity, float back_velocity, float variance) {
m_effectBitmap = bitmapIndex;
m_radius = radius;
m_velocity = velocity;
m_backVelocity = back_velocity;
m_variance = variance;
}
}
}