Files
fs2open.github.com/code/particle/ParticleSource.h
T
BMagnu 82dfdbc962 Cleanup of Level 0 Particles (#6808)
* Make scripting use the full-blown particle system

* Add reverse option

* Add animation reversal as an option to modern particles

* Start implementation of beam particles

* Add multi-emission particle source API for legacy particles

* Attach beam muzzle particles to the correct host

* Reorder code in order to facilitate apparent visual size as modular curve input for particles

* fix lua api

* Typo

* Fix scripting and beam muzzle particles

* Remove muzzleflash code, prepare to replace with particles

* Begin mflash effect conversion

* Pass final parameters to mflashes and fix curve

* Remove deprecated particle function

* Add debris flame particles

* remove weapon_explosion table

* Convert shield explosion particles

* Fix modular curve full inputs and convert particle curve inputs accordingly

* Allow particle volume offset and rotation with curve-based rot around fvec

* Add Ring and Point Volumes

* Convert PSPEW to new system

* Make particle curve timing aware of interp

* Update todos

* get rid of performance waste

* Add last parameter for converted pspews

* Fix pspew bugs

* Fix direction for default pspew

* Fix order for voluem rotation

* particle vel interp

* particle vel interp 2

* Make beam muzzle stay parented to the firing ship, as it's likely the more commonly intended variamnt

* fix scripting particle lifetime

* Allow beam muzzle particle override

* Skip invalid pspews

* remove pspew dcf code

* Fix sparkler stretch

* Correct sparkler bia

* General sparkler weirdness

* Tune distribution of sparklers

* Convert Asteroid particles

* Fix conversion warning

* Fix conversion warning again

* Fix conversion warning again again

* Really clang?
2025-07-09 16:47:14 +09:00

138 lines
3.8 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);
static float getEffectVisualSize(const std::tuple<const ParticleSource&, const size_t&, const vec3d&>& 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