Files
fs2open.github.com/code/particle/util/EffectTiming.cpp
T
Kestrellius cb75da4de6 Interpolate particle spawning positions for moving spawner objects (#6249)
* Sets up linear interpolation for object particles.

* Makes interpolation time-based.

* Updates comments to match changes.

* appeases clang-tidy

* Adds interpolation for particle particles.
2024-07-29 22:35:44 +02:00

123 lines
3.4 KiB
C++

#include "EffectTiming.h"
namespace particle {
namespace util {
EffectTiming::EffectTiming() : m_duration(Duration::Onetime) {
}
void EffectTiming::applyToSource(ParticleSource* source) const
{
if (m_duration == Duration::Range || m_duration == Duration::Always) {
int duration = -1;
int delay = static_cast<int>(m_delayRange.next() * 1000.f);
// Make the timestamp invalid if there is no delay
if (delay == 0) {
delay = -1;
}
if (m_duration == Duration::Range) {
duration = static_cast<int>(m_durationRange.next() * 1000.f);
}
if (delay != -1 && duration != -1) {
// Need to adjust the duration because setLifetime expects a timestamp for the end
duration = delay + duration;
}
source->getTiming()->setLifetime(timestamp(delay), timestamp(duration));
}
}
bool EffectTiming::continueProcessing(const ParticleSource* source) const
{
switch (m_duration) {
case Duration::Onetime:
if (source->getProcessingCount() > 0) {
// Only process on the first frame
return false;
}
break;
default:
// Everything else is handled elsewhere
return true;
}
return true;
}
int EffectTiming::shouldCreateEffect(ParticleSource* source, EffectTiming::TimingState& localState) const
{
if (m_particlesPerSecond.min() < 0.0f) {
// If this is not specified then on every frame we will create exactly one effect
if (localState.initial) {
localState.initial = false;
return 0;
} else {
return -1;
}
}
// We have a valid particles per second value so we use the next creation timestamp in the particle source for
// deciding if we can create an effect
if (source->getTiming()->nextCreationTimeExpired())
{
// Invert this so we can compute the time difference between effect creations
auto secondsPerParticle = 1.0f / m_particlesPerSecond.next();
// we need to clamp this to 1 because a spawn delay of 0 means we try to spawn infinite particles
auto time_diff_ms = std::max(fl2i(secondsPerParticle * MILLISECONDS_PER_SECOND), 1);
int creation_time = source->getTiming()->getNextCreationTime();
source->getTiming()->incrementNextCreationTime(time_diff_ms);
return timestamp_since(creation_time);
}
return -1;
}
EffectTiming EffectTiming::parseTiming() {
EffectTiming timing;
if (optional_string("+Duration:")) {
if (optional_string("Onetime")) {
timing.m_duration = Duration::Onetime;
}
else if (optional_string("Always")) {
timing.m_duration = Duration::Always;
}
else {
timing.m_duration = Duration::Range;
timing.m_durationRange = ::util::parseUniformRange<float>(0.0f);
}
}
if (optional_string("+Delay:")) {
if (timing.m_duration == Duration::Onetime) {
error_display(0, "+Delay is not valid for one-time effects!");
}
else {
timing.m_delayRange = ::util::parseUniformRange<float>(0.0f);
}
}
if (optional_string("+Effects per second:")) {
timing.m_particlesPerSecond = ::util::parseUniformRange<float>();
if (timing.m_particlesPerSecond.min() < 0.001f) {
error_display(0, "Invalid effects per second minimum %f. Setting was disabled.", timing.m_particlesPerSecond.min());
timing.m_particlesPerSecond = ::util::UniformFloatRange(-1.f);
}
if (timing.m_particlesPerSecond.max() > 1000.0f) {
error_display(0, "Effects per second maximum %f is above 1000. Delay between effects will be clamped to 1 millisecond.", timing.m_particlesPerSecond.max());
}
}
return timing;
}
}
}