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* Add curve to control the duration of a particle source * Also add fractional Life Left curve input for sources * Actually register new particle curve output
129 lines
4.5 KiB
C++
129 lines
4.5 KiB
C++
#include <math/bitarray.h>
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#include "freespace.h"
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#include "particle/ParticleSource.h"
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#include "particle/ParticleEffect.h"
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#include "weapon/weapon.h"
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namespace particle {
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ParticleSource::ParticleSource() : m_normal(std::nullopt), m_effect(ParticleEffectHandle::invalid()) {
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for (size_t i = 0; i < 64; i++) {
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m_effect_is_running[i] = true;
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}
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}
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bool ParticleSource::isValid() const {
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if (!m_effect_is_running.any()) {
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return false;
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}
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if (!m_effect.isValid()) {
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return false;
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}
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if (!m_host->isValid()) {
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return false;
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}
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return true;
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}
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void ParticleSource::finishCreation() {
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if (Is_standalone)
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return;
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m_host->setupProcessing();
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const auto& effectList = ParticleManager::get()->getEffect(m_effect);
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for (size_t i = 0; i < effectList.size(); i++) {
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const auto& effect = effectList[i];
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const auto& [begin, end] = effect.getEffectDuration(0.0, *this, i);
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m_timing.emplace_back(SourceTiming{timestamp_delta(begin, 0), begin, end});
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}
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}
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const SCP_vector<ParticleEffect>& ParticleSource::getEffect() const {
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return ParticleManager::get()->getEffect(m_effect);
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}
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bool ParticleSource::process() {
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Assertion(m_host != nullptr, "Particle Source has no host!");
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const auto& effectList = getEffect();
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const vec3d& vel = m_host->getVelocity();
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const auto& [parent, parent_sig] = m_host->getParentObjAndSig();
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float parent_radius = m_host->getScale();
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float parent_lifetime = m_host->getLifetime();
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float particleMultiplier = m_host->getParticleMultiplier();
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bool result = false;
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for (size_t i = 0; i < effectList.size(); i++) {
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const auto& effect = effectList[i];
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auto& timing = m_timing[i];
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if (m_effect_is_running[i]) {
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bool needs_to_continue_running = true;
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while(timestamp_elapsed(timing.m_nextCreation) && needs_to_continue_running) {
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//Find "time" in last frame where particle spawned
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float interp = static_cast<float>(timestamp_since(timing.m_nextCreation)) / (f2fl(Frametime) * 1000.0f);
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// Some of these
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float freqMult = effect.processSource(interp, *this, i, vel, parent, parent_sig, parent_lifetime, parent_radius, particleMultiplier);
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// 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
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auto time_diff_ms = std::max(fl2i(effect.getNextSpawnDelay() / freqMult * MILLISECONDS_PER_SECOND), 1);
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timing.m_nextCreation = timestamp_delta(timing.m_nextCreation, time_diff_ms);
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bool isDone = effect.isOnetime() || timestamp_compare(timing.m_endTimestamp, timing.m_nextCreation) < 0;
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m_effect_is_running[i] = !isDone;
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needs_to_continue_running = !isDone;
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}
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result |= needs_to_continue_running;
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}
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}
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return result;
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}
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void ParticleSource::setNormal(const vec3d& normal) {
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Assertion(vm_vec_is_normalized(&normal), "Particle source normal must be normalized!");
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m_normal = normal;
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}
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void ParticleSource::setTriggerRadius(float radius) {
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m_triggerRadius = radius;
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}
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void ParticleSource::setTriggerVelocity(float velocity) {
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m_triggerVelocity = velocity;
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}
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void ParticleSource::setHost(std::unique_ptr<EffectHost> host) {
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m_host = std::move(host);
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}
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float ParticleSource::getEffectRemainingTime(const std::tuple<const ParticleSource&, const size_t&>& source) {
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const auto& timing = std::get<0>(source).m_timing[std::get<1>(source)];
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return i2fl(timestamp_get_delta(timing.m_nextCreation, timing.m_endTimestamp)) / i2fl(MILLISECONDS_PER_SECOND);
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}
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float ParticleSource::getEffectRunningTime(const std::tuple<const ParticleSource&, const size_t&>& source) {
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const auto& timing = std::get<0>(source).m_timing[std::get<1>(source)];
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return i2fl(timestamp_get_delta(timing.m_startTimestamp, timing.m_nextCreation)) / i2fl(MILLISECONDS_PER_SECOND);
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}
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float ParticleSource::getEffectRemainingLife(const std::tuple<const ParticleSource&, const size_t&>& source) {
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const auto& timing = std::get<0>(source).m_timing[std::get<1>(source)];
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return i2fl(timestamp_get_delta(timing.m_nextCreation, timing.m_endTimestamp)) / i2fl(timestamp_get_delta(timing.m_startTimestamp, timing.m_endTimestamp)) ;
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}
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float ParticleSource::getEffectPixelSize(const std::tuple<const ParticleSource&, const size_t&, const vec3d&>& source) {
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return std::get<0>(source).getEffect()[std::get<1>(source)].getApproximatePixelSize(std::get<2>(source));
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}
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float ParticleSource::getEffectApparentSize(const std::tuple<const ParticleSource&, const size_t&, const vec3d&>& source) {
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return i2fl(std::get<0>(source).getEffect()[std::get<1>(source)].getApproximatePixelSize(std::get<2>(source))) / i2fl(gr_screen.max_w);
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}
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}
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