/* =========================================================================== Copyright (C) 2000-2009 Darklegion Development This file is part of Tremulous. Tremulous is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. Tremulous is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Tremulous; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ // cg_particles.c -- the particle system #include "cg_local.h" static baseParticleSystem_t baseParticleSystems[ MAX_BASEPARTICLE_SYSTEMS ]; static baseParticleEjector_t baseParticleEjectors[ MAX_BASEPARTICLE_EJECTORS ]; static baseParticle_t baseParticles[ MAX_BASEPARTICLES ]; static int numBaseParticleSystems = 0; static int numBaseParticleEjectors = 0; static int numBaseParticles = 0; static particleSystem_t particleSystems[ MAX_PARTICLE_SYSTEMS ]; static particleEjector_t particleEjectors[ MAX_PARTICLE_EJECTORS ]; static particle_t particles[ MAX_PARTICLES ]; static particle_t *sortedParticles[ MAX_PARTICLES ]; static particle_t *radixBuffer[ MAX_PARTICLES ]; /* =============== CG_LerpValues Lerp between two values =============== */ static float CG_LerpValues( float a, float b, float f ) { if( b == PARTICLES_SAME_AS_INITIAL ) return a; else return ( (a) + (f) * ( (b) - (a) ) ); } /* =============== CG_RandomiseValue Randomise some value by some variance =============== */ static float CG_RandomiseValue( float value, float variance ) { if( value != 0.0f ) return value * ( 1.0f + ( random( ) * variance ) ); else return random( ) * variance; } /* =============== CG_SpreadVector Randomly spread a vector by some amount =============== */ static void CG_SpreadVector( vec3_t v, float spread ) { vec3_t p, r1, r2; float randomSpread = crandom( ) * spread; float randomRotation = random( ) * 360.0f; PerpendicularVector( p, v ); RotatePointAroundVector( r1, p, v, randomSpread ); RotatePointAroundVector( r2, v, r1, randomRotation ); VectorCopy( r2, v ); } /* =============== CG_DestroyParticle Destroy an individual particle =============== */ static void CG_DestroyParticle( particle_t *p, vec3_t impactNormal ) { //this particle has an onDeath particle system attached if( p->class->onDeathSystemName[ 0 ] != '\0' ) { particleSystem_t *ps; ps = CG_SpawnNewParticleSystem( p->class->onDeathSystemHandle ); if( CG_IsParticleSystemValid( &ps ) ) { if( impactNormal ) CG_SetParticleSystemNormal( ps, impactNormal ); CG_SetAttachmentPoint( &ps->attachment, p->origin ); CG_AttachToPoint( &ps->attachment ); } } p->valid = qfalse; //this gives other systems a couple of //frames to realise the particle is gone p->frameWhenInvalidated = cg.clientFrame; } /* =============== CG_SpawnNewParticle Introduce a new particle into the world =============== */ static particle_t *CG_SpawnNewParticle( baseParticle_t *bp, particleEjector_t *parent ) { int i, j; particle_t *p = NULL; particleEjector_t *pe = parent; particleSystem_t *ps = parent->parent; vec3_t attachmentPoint, attachmentVelocity; vec3_t transform[ 3 ]; for( i = 0; i < MAX_PARTICLES; i++ ) { p = &particles[ i ]; //FIXME: the + 1 may be unnecessary if( !p->valid && cg.clientFrame > p->frameWhenInvalidated + 1 ) { memset( p, 0, sizeof( particle_t ) ); //found a free slot p->class = bp; p->parent = pe; p->birthTime = cg.time; p->lifeTime = (int)CG_RandomiseValue( (float)bp->lifeTime, bp->lifeTimeRandFrac ); p->radius.delay = (int)CG_RandomiseValue( (float)bp->radius.delay, bp->radius.delayRandFrac ); p->radius.initial = CG_RandomiseValue( bp->radius.initial, bp->radius.initialRandFrac ); p->radius.final = CG_RandomiseValue( bp->radius.final, bp->radius.finalRandFrac ); p->radius.initial += bp->scaleWithCharge * pe->parent->charge; p->alpha.delay = (int)CG_RandomiseValue( (float)bp->alpha.delay, bp->alpha.delayRandFrac ); p->alpha.initial = CG_RandomiseValue( bp->alpha.initial, bp->alpha.initialRandFrac ); p->alpha.final = CG_RandomiseValue( bp->alpha.final, bp->alpha.finalRandFrac ); p->rotation.delay = (int)CG_RandomiseValue( (float)bp->rotation.delay, bp->rotation.delayRandFrac ); p->rotation.initial = CG_RandomiseValue( bp->rotation.initial, bp->rotation.initialRandFrac ); p->rotation.final = CG_RandomiseValue( bp->rotation.final, bp->rotation.finalRandFrac ); p->dLightRadius.delay = (int)CG_RandomiseValue( (float)bp->dLightRadius.delay, bp->dLightRadius.delayRandFrac ); p->dLightRadius.initial = CG_RandomiseValue( bp->dLightRadius.initial, bp->dLightRadius.initialRandFrac ); p->dLightRadius.final = CG_RandomiseValue( bp->dLightRadius.final, bp->dLightRadius.finalRandFrac ); p->colorDelay = CG_RandomiseValue( bp->colorDelay, bp->colorDelayRandFrac ); p->bounceMarkRadius = CG_RandomiseValue( bp->bounceMarkRadius, bp->bounceMarkRadiusRandFrac ); p->bounceMarkCount = rint( CG_RandomiseValue( (float)bp->bounceMarkCount, bp->bounceMarkCountRandFrac ) ); p->bounceSoundCount = rint( CG_RandomiseValue( (float)bp->bounceSoundCount, bp->bounceSoundCountRandFrac ) ); if( bp->numModels ) { p->model = bp->models[ rand( ) % bp->numModels ]; if( bp->modelAnimation.frameLerp < 0 ) { bp->modelAnimation.frameLerp = p->lifeTime / bp->modelAnimation.numFrames; bp->modelAnimation.initialLerp = p->lifeTime / bp->modelAnimation.numFrames; } } if( !CG_AttachmentPoint( &ps->attachment, attachmentPoint ) ) return NULL; VectorCopy( attachmentPoint, p->origin ); if( CG_AttachmentAxis( &ps->attachment, transform ) ) { vec3_t transDisplacement; VectorMatrixMultiply( bp->displacement, transform, transDisplacement ); VectorAdd( p->origin, transDisplacement, p->origin ); } else VectorAdd( p->origin, bp->displacement, p->origin ); for( j = 0; j <= 2; j++ ) p->origin[ j ] += ( crandom( ) * bp->randDisplacement[ j ] ); switch( bp->velMoveType ) { case PMT_STATIC: if( bp->velMoveValues.dirType == PMD_POINT ) VectorSubtract( bp->velMoveValues.point, p->origin, p->velocity ); else if( bp->velMoveValues.dirType == PMD_LINEAR ) VectorCopy( bp->velMoveValues.dir, p->velocity ); break; case PMT_STATIC_TRANSFORM: if( !CG_AttachmentAxis( &ps->attachment, transform ) ) return NULL; if( bp->velMoveValues.dirType == PMD_POINT ) { vec3_t transPoint; VectorMatrixMultiply( bp->velMoveValues.point, transform, transPoint ); VectorSubtract( transPoint, p->origin, p->velocity ); } else if( bp->velMoveValues.dirType == PMD_LINEAR ) VectorMatrixMultiply( bp->velMoveValues.dir, transform, p->velocity ); break; case PMT_TAG: case PMT_CENT_ANGLES: if( bp->velMoveValues.dirType == PMD_POINT ) VectorSubtract( attachmentPoint, p->origin, p->velocity ); else if( bp->velMoveValues.dirType == PMD_LINEAR ) { if( !CG_AttachmentDir( &ps->attachment, p->velocity ) ) return NULL; } break; case PMT_NORMAL: if( !ps->normalValid ) { CG_Printf( S_COLOR_RED "ERROR: a particle with velocityType " "normal has no normal\n" ); return NULL; } VectorCopy( ps->normal, p->velocity ); //normal displacement VectorNormalize( p->velocity ); VectorMA( p->origin, bp->normalDisplacement, p->velocity, p->origin ); break; } VectorNormalize( p->velocity ); CG_SpreadVector( p->velocity, bp->velMoveValues.dirRandAngle ); VectorScale( p->velocity, CG_RandomiseValue( bp->velMoveValues.mag, bp->velMoveValues.magRandFrac ), p->velocity ); if( CG_AttachmentVelocity( &ps->attachment, attachmentVelocity ) ) { VectorMA( p->velocity, CG_RandomiseValue( bp->velMoveValues.parentVelFrac, bp->velMoveValues.parentVelFracRandFrac ), attachmentVelocity, p->velocity ); } p->lastEvalTime = cg.time; p->valid = qtrue; //this particle has a child particle system attached if( bp->childSystemName[ 0 ] != '\0' ) { particleSystem_t *ps = CG_SpawnNewParticleSystem( bp->childSystemHandle ); if( CG_IsParticleSystemValid( &ps ) ) { CG_SetAttachmentParticle( &ps->attachment, p ); CG_AttachToParticle( &ps->attachment ); } } //this particle has a child trail system attached if( bp->childTrailSystemName[ 0 ] != '\0' ) { trailSystem_t *ts = CG_SpawnNewTrailSystem( bp->childTrailSystemHandle ); if( CG_IsTrailSystemValid( &ts ) ) { CG_SetAttachmentParticle( &ts->frontAttachment, p ); CG_AttachToParticle( &ts->frontAttachment ); } } break; } } return p; } /* =============== CG_SpawnNewParticles Check if there are any ejectors that should be introducing new particles =============== */ static void CG_SpawnNewParticles( void ) { int i, j; particle_t *p; particleSystem_t *ps; particleEjector_t *pe; baseParticleEjector_t *bpe; float lerpFrac; int count; for( i = 0; i < MAX_PARTICLE_EJECTORS; i++ ) { pe = &particleEjectors[ i ]; ps = pe->parent; if( pe->valid ) { //a non attached particle system can't make particles if( !CG_Attached( &ps->attachment ) ) continue; bpe = particleEjectors[ i ].class; //if this system is scheduled for removal don't make any new particles if( !ps->lazyRemove ) { while( pe->nextEjectionTime <= cg.time && ( pe->count > 0 || pe->totalParticles == PARTICLES_INFINITE ) ) { for( j = 0; j < bpe->numParticles; j++ ) CG_SpawnNewParticle( bpe->particles[ j ], pe ); if( pe->count > 0 ) pe->count--; //calculate next ejection time lerpFrac = 1.0 - ( (float)pe->count / (float)pe->totalParticles ); pe->nextEjectionTime = cg.time + (int)CG_RandomiseValue( CG_LerpValues( pe->ejectPeriod.initial, pe->ejectPeriod.final, lerpFrac ), pe->ejectPeriod.randFrac ); } } if( pe->count == 0 || ps->lazyRemove ) { count = 0; //wait for child particles to die before declaring this pe invalid for( j = 0; j < MAX_PARTICLES; j++ ) { p = &particles[ j ]; if( p->valid && p->parent == pe ) count++; } if( !count ) pe->valid = qfalse; } } } } /* =============== CG_SpawnNewParticleEjector Allocate a new particle ejector =============== */ static particleEjector_t *CG_SpawnNewParticleEjector( baseParticleEjector_t *bpe, particleSystem_t *parent ) { int i; particleEjector_t *pe = NULL; particleSystem_t *ps = parent; for( i = 0; i < MAX_PARTICLE_EJECTORS; i++ ) { pe = &particleEjectors[ i ]; if( !pe->valid ) { memset( pe, 0, sizeof( particleEjector_t ) ); //found a free slot pe->class = bpe; pe->parent = ps; pe->ejectPeriod.initial = bpe->eject.initial; pe->ejectPeriod.final = bpe->eject.final; pe->ejectPeriod.randFrac = bpe->eject.randFrac; pe->nextEjectionTime = cg.time + (int)CG_RandomiseValue( (float)bpe->eject.delay, bpe->eject.delayRandFrac ); pe->count = pe->totalParticles = (int)rint( CG_RandomiseValue( (float)bpe->totalParticles, bpe->totalParticlesRandFrac ) ); pe->valid = qtrue; if( cg_debugParticles.integer >= 1 ) CG_Printf( "PE %s created\n", ps->class->name ); break; } } return pe; } /* =============== CG_SpawnNewParticleSystem Allocate a new particle system =============== */ particleSystem_t *CG_SpawnNewParticleSystem( qhandle_t psHandle ) { int i, j; particleSystem_t *ps = NULL; baseParticleSystem_t *bps = &baseParticleSystems[ psHandle - 1 ]; if( !bps->registered ) { CG_Printf( S_COLOR_RED "ERROR: a particle system has not been registered yet\n" ); return NULL; } for( i = 0; i < MAX_PARTICLE_SYSTEMS; i++ ) { ps = &particleSystems[ i ]; if( !ps->valid ) { memset( ps, 0, sizeof( particleSystem_t ) ); //found a free slot ps->class = bps; ps->valid = qtrue; ps->lazyRemove = qfalse; for( j = 0; j < bps->numEjectors; j++ ) CG_SpawnNewParticleEjector( bps->ejectors[ j ], ps ); if( cg_debugParticles.integer >= 1 ) CG_Printf( "PS %s created\n", bps->name ); break; } } return ps; } /* =============== CG_RegisterParticleSystem Load the shaders required for a particle system =============== */ qhandle_t CG_RegisterParticleSystem( char *name ) { int i, j, k, l; baseParticleSystem_t *bps; baseParticleEjector_t *bpe; baseParticle_t *bp; for( i = 0; i < MAX_BASEPARTICLE_SYSTEMS; i++ ) { bps = &baseParticleSystems[ i ]; if( !Q_stricmpn( bps->name, name, MAX_QPATH ) ) { //already registered if( bps->registered ) return i + 1; for( j = 0; j < bps->numEjectors; j++ ) { bpe = bps->ejectors[ j ]; for( l = 0; l < bpe->numParticles; l++ ) { bp = bpe->particles[ l ]; for( k = 0; k < bp->numFrames; k++ ) bp->shaders[ k ] = trap_R_RegisterShader( bp->shaderNames[ k ] ); for( k = 0; k < bp->numModels; k++ ) bp->models[ k ] = trap_R_RegisterModel( bp->modelNames[ k ] ); if( bp->bounceMarkName[ 0 ] != '\0' ) bp->bounceMark = trap_R_RegisterShader( bp->bounceMarkName ); if( bp->bounceSoundName[ 0 ] != '\0' ) bp->bounceSound = trap_S_RegisterSound( bp->bounceSoundName, qfalse ); //recursively register any children if( bp->childSystemName[ 0 ] != '\0' ) { //don't care about a handle for children since //the system deals with it CG_RegisterParticleSystem( bp->childSystemName ); } if( bp->onDeathSystemName[ 0 ] != '\0' ) { //don't care about a handle for children since //the system deals with it CG_RegisterParticleSystem( bp->onDeathSystemName ); } if( bp->childTrailSystemName[ 0 ] != '\0' ) bp->childTrailSystemHandle = CG_RegisterTrailSystem( bp->childTrailSystemName ); } } if( cg_debugParticles.integer >= 1 ) CG_Printf( "Registered particle system %s\n", name ); bps->registered = qtrue; //avoid returning 0 return i + 1; } } CG_Printf( S_COLOR_RED "ERROR: failed to register particle system %s\n", name ); return 0; } /* =============== CG_ParseValueAndVariance Parse a value and its random variance =============== */ static void CG_ParseValueAndVariance( char *token, float *value, float *variance, qboolean allowNegative ) { char valueBuffer[ 16 ]; char *variancePtr = NULL, *varEndPointer = NULL; float localValue = 0.0f; float localVariance = 0.0f; Q_strncpyz( valueBuffer, token, sizeof( valueBuffer ) ); variancePtr = strchr( valueBuffer, '~' ); //variance included if( variancePtr ) { variancePtr[ 0 ] = '\0'; variancePtr++; localValue = atof_neg( valueBuffer, allowNegative ); varEndPointer = strchr( variancePtr, '%' ); if( varEndPointer ) { varEndPointer[ 0 ] = '\0'; localVariance = atof_neg( variancePtr, qfalse ) / 100.0f; } else { if( localValue != 0.0f ) localVariance = atof_neg( variancePtr, qfalse ) / localValue; else localVariance = atof_neg( variancePtr, qfalse ); } } else localValue = atof_neg( valueBuffer, allowNegative ); if( value != NULL ) *value = localValue; if( variance != NULL ) *variance = localVariance; } /* =============== CG_ParseColor =============== */ static qboolean CG_ParseColor( byte *c, char **text_p ) { char *token; int i; for( i = 0; i <= 2; i++ ) { token = COM_Parse( text_p ); if( !Q_stricmp( token, "" ) ) return qfalse; c[ i ] = (int)( (float)0xFF * atof_neg( token, qfalse ) ); } return qtrue; } /* =============== CG_ParseParticle Parse a particle section =============== */ static qboolean CG_ParseParticle( baseParticle_t *bp, char **text_p ) { char *token; float number, randFrac; int i; // read optional parameters while( 1 ) { token = COM_Parse( text_p ); if( !token ) break; if( !Q_stricmp( token, "" ) ) return qfalse; if( !Q_stricmp( token, "bounce" ) ) { token = COM_Parse( text_p ); if( !token ) break; if( !Q_stricmp( token, "cull" ) ) { bp->bounceCull = qtrue; bp->bounceFrac = -1.0f; bp->bounceFracRandFrac = 0.0f; } else { CG_ParseValueAndVariance( token, &number, &randFrac, qfalse ); bp->bounceFrac = number; bp->bounceFracRandFrac = randFrac; } continue; } else if( !Q_stricmp( token, "bounceMark" ) ) { token = COM_Parse( text_p ); if( !*token ) break; CG_ParseValueAndVariance( token, &number, &randFrac, qfalse ); bp->bounceMarkCount = number; bp->bounceMarkCountRandFrac = randFrac; token = COM_Parse( text_p ); if( !*token ) break; CG_ParseValueAndVariance( token, &number, &randFrac, qfalse ); bp->bounceMarkRadius = number; bp->bounceMarkRadiusRandFrac = randFrac; token = COM_ParseExt( text_p, qfalse ); if( !*token ) break; Q_strncpyz( bp->bounceMarkName, token, MAX_QPATH ); continue; } else if( !Q_stricmp( token, "bounceSound" ) ) { token = COM_Parse( text_p ); if( !*token ) break; CG_ParseValueAndVariance( token, &number, &randFrac, qfalse ); bp->bounceSoundCount = number; bp->bounceSoundCountRandFrac = randFrac; token = COM_Parse( text_p ); if( !*token ) break; Q_strncpyz( bp->bounceSoundName, token, MAX_QPATH ); continue; } else if( !Q_stricmp( token, "shader" ) ) { if( bp->numModels > 0 ) { CG_Printf( S_COLOR_RED "ERROR: 'shader' not allowed in " "conjunction with 'model'\n", token ); break; } token = COM_Parse( text_p ); if( !token ) break; if( !Q_stricmp( token, "sync" ) ) bp->framerate = 0.0f; else bp->framerate = atof_neg( token, qfalse ); token = COM_ParseExt( text_p, qfalse ); if( !*token ) break; while( *token && bp->numFrames < MAX_PS_SHADER_FRAMES ) { Q_strncpyz( bp->shaderNames[ bp->numFrames++ ], token, MAX_QPATH ); token = COM_ParseExt( text_p, qfalse ); } continue; } else if( !Q_stricmp( token, "model" ) ) { if( bp->numFrames > 0 ) { CG_Printf( S_COLOR_RED "ERROR: 'model' not allowed in " "conjunction with 'shader'\n", token ); break; } token = COM_ParseExt( text_p, qfalse ); if( !*token ) break; while( *token && bp->numModels < MAX_PS_MODELS ) { Q_strncpyz( bp->modelNames[ bp->numModels++ ], token, MAX_QPATH ); token = COM_ParseExt( text_p, qfalse ); } continue; } else if( !Q_stricmp( token, "modelAnimation" ) ) { token = COM_Parse( text_p ); if( !*token ) break; bp->modelAnimation.firstFrame = atoi_neg( token, qfalse ); token = COM_Parse( text_p ); if( !*token ) break; bp->modelAnimation.numFrames = atoi( token ); bp->modelAnimation.reversed = qfalse; bp->modelAnimation.flipflop = qfalse; // if numFrames is negative the animation is reversed if( bp->modelAnimation.numFrames < 0 ) { bp->modelAnimation.numFrames = -bp->modelAnimation.numFrames; bp->modelAnimation.reversed = qtrue; } token = COM_Parse( text_p ); if( !*token ) break; bp->modelAnimation.loopFrames = atoi( token ); token = COM_Parse( text_p ); if( !*token ) break; if( !Q_stricmp( token, "sync" ) ) { bp->modelAnimation.frameLerp = -1; bp->modelAnimation.initialLerp = -1; } else { float fps = atof_neg( token, qfalse ); if( fps == 0.0f ) fps = 1.0f; bp->modelAnimation.frameLerp = 1000 / fps; bp->modelAnimation.initialLerp = 1000 / fps; } continue; } /// else if( !Q_stricmp( token, "velocityType" ) ) { token = COM_Parse( text_p ); if( !token ) break; if( !Q_stricmp( token, "static" ) ) bp->velMoveType = PMT_STATIC; else if( !Q_stricmp( token, "static_transform" ) ) bp->velMoveType = PMT_STATIC_TRANSFORM; else if( !Q_stricmp( token, "tag" ) ) bp->velMoveType = PMT_TAG; else if( !Q_stricmp( token, "cent" ) ) bp->velMoveType = PMT_CENT_ANGLES; else if( !Q_stricmp( token, "normal" ) ) bp->velMoveType = PMT_NORMAL; continue; } else if( !Q_stricmp( token, "velocityDir" ) ) { token = COM_Parse( text_p ); if( !token ) break; if( !Q_stricmp( token, "linear" ) ) bp->velMoveValues.dirType = PMD_LINEAR; else if( !Q_stricmp( token, "point" ) ) bp->velMoveValues.dirType = PMD_POINT; continue; } else if( !Q_stricmp( token, "velocityMagnitude" ) ) { token = COM_Parse( text_p ); if( !token ) break; CG_ParseValueAndVariance( token, &number, &randFrac, qfalse ); bp->velMoveValues.mag = number; bp->velMoveValues.magRandFrac = randFrac; continue; } else if( !Q_stricmp( token, "parentVelocityFraction" ) ) { token = COM_Parse( text_p ); if( !token ) break; CG_ParseValueAndVariance( token, &number, &randFrac, qfalse ); bp->velMoveValues.parentVelFrac = number; bp->velMoveValues.parentVelFracRandFrac = randFrac; continue; } else if( !Q_stricmp( token, "velocity" ) ) { for( i = 0; i <= 2; i++ ) { token = COM_Parse( text_p ); if( !token ) break; bp->velMoveValues.dir[ i ] = atof_neg( token, qtrue ); } token = COM_Parse( text_p ); if( !token ) break; CG_ParseValueAndVariance( token, NULL, &randFrac, qfalse ); bp->velMoveValues.dirRandAngle = randFrac; continue; } else if( !Q_stricmp( token, "velocityPoint" ) ) { for( i = 0; i <= 2; i++ ) { token = COM_Parse( text_p ); if( !token ) break; bp->velMoveValues.point[ i ] = atof_neg( token, qtrue ); } token = COM_Parse( text_p ); if( !token ) break; CG_ParseValueAndVariance( token, NULL, &randFrac, qfalse ); bp->velMoveValues.pointRandAngle = randFrac; continue; } /// else if( !Q_stricmp( token, "accelerationType" ) ) { token = COM_Parse( text_p ); if( !token ) break; if( !Q_stricmp( token, "static" ) ) bp->accMoveType = PMT_STATIC; else if( !Q_stricmp( token, "static_transform" ) ) bp->accMoveType = PMT_STATIC_TRANSFORM; else if( !Q_stricmp( token, "tag" ) ) bp->accMoveType = PMT_TAG; else if( !Q_stricmp( token, "cent" ) ) bp->accMoveType = PMT_CENT_ANGLES; else if( !Q_stricmp( token, "normal" ) ) bp->accMoveType = PMT_NORMAL; continue; } else if( !Q_stricmp( token, "accelerationDir" ) ) { token = COM_Parse( text_p ); if( !token ) break; if( !Q_stricmp( token, "linear" ) ) bp->accMoveValues.dirType = PMD_LINEAR; else if( !Q_stricmp( token, "point" ) ) bp->accMoveValues.dirType = PMD_POINT; continue; } else if( !Q_stricmp( token, "accelerationMagnitude" ) ) { token = COM_Parse( text_p ); if( !token ) break; CG_ParseValueAndVariance( token, &number, &randFrac, qfalse ); bp->accMoveValues.mag = number; bp->accMoveValues.magRandFrac = randFrac; continue; } else if( !Q_stricmp( token, "acceleration" ) ) { for( i = 0; i <= 2; i++ ) { token = COM_Parse( text_p ); if( !token ) break; bp->accMoveValues.dir[ i ] = atof_neg( token, qtrue ); } token = COM_Parse( text_p ); if( !token ) break; CG_ParseValueAndVariance( token, NULL, &randFrac, qfalse ); bp->accMoveValues.dirRandAngle = randFrac; continue; } else if( !Q_stricmp( token, "accelerationPoint" ) ) { for( i = 0; i <= 2; i++ ) { token = COM_Parse( text_p ); if( !token ) break; bp->accMoveValues.point[ i ] = atof_neg( token, qtrue ); } token = COM_Parse( text_p ); if( !token ) break; CG_ParseValueAndVariance( token, NULL, &randFrac, qfalse ); bp->accMoveValues.pointRandAngle = randFrac; continue; } /// else if( !Q_stricmp( token, "displacement" ) ) { for( i = 0; i <= 2; i++ ) { token = COM_Parse( text_p ); if( !token ) break; CG_ParseValueAndVariance( token, &bp->displacement[ i ], &bp->randDisplacement[ i ], qtrue ); } // if there is another token on the same line interpret it as an // additional displacement in all three directions, for compatibility // with the old scripts where this was the only option randFrac = 0; token = COM_ParseExt( text_p, qfalse ); if( token ) CG_ParseValueAndVariance( token, NULL, &randFrac, qtrue ); for( i = 0; i < 3; i++ ) { // convert randDisplacement from proportions to absolute values if( bp->displacement[ i ] != 0 ) bp->randDisplacement[ i ] *= bp->displacement[ i ]; bp->randDisplacement[ i ] += randFrac; } continue; } else if( !Q_stricmp( token, "normalDisplacement" ) ) { token = COM_Parse( text_p ); if( !token ) break; bp->normalDisplacement = atof_neg( token, qtrue ); continue; } else if( !Q_stricmp( token, "overdrawProtection" ) ) { bp->overdrawProtection = qtrue; continue; } else if( !Q_stricmp( token, "realLight" ) ) { bp->realLight = qtrue; continue; } else if( !Q_stricmp( token, "dynamicLight" ) ) { bp->dynamicLight = qtrue; token = COM_Parse( text_p ); if( !*token ) break; CG_ParseValueAndVariance( token, &number, &randFrac, qfalse ); bp->dLightRadius.delay = (int)number; bp->dLightRadius.delayRandFrac = randFrac; token = COM_Parse( text_p ); if( !*token ) break; CG_ParseValueAndVariance( token, &number, &randFrac, qfalse ); bp->dLightRadius.initial = number; bp->dLightRadius.initialRandFrac = randFrac; token = COM_Parse( text_p ); if( !*token ) break; if( !Q_stricmp( token, "-" ) ) { bp->dLightRadius.final = PARTICLES_SAME_AS_INITIAL; bp->dLightRadius.finalRandFrac = 0.0f; } else { CG_ParseValueAndVariance( token, &number, &randFrac, qfalse ); bp->dLightRadius.final = number; bp->dLightRadius.finalRandFrac = randFrac; } token = COM_Parse( text_p ); if( !*token ) break; if( !Q_stricmp( token, "{" ) ) { if( !CG_ParseColor( bp->dLightColor, text_p ) ) break; token = COM_Parse( text_p ); if( Q_stricmp( token, "}" ) ) { CG_Printf( S_COLOR_RED "ERROR: missing '}'\n" ); break; } } continue; } else if( !Q_stricmp( token, "cullOnStartSolid" ) ) { bp->cullOnStartSolid = qtrue; continue; } else if( !Q_stricmp( token, "radius" ) ) { token = COM_Parse( text_p ); if( !token ) break; CG_ParseValueAndVariance( token, &number, &randFrac, qfalse ); bp->radius.delay = (int)number; bp->radius.delayRandFrac = randFrac; token = COM_Parse( text_p ); if( !token ) break; CG_ParseValueAndVariance( token, &number, &randFrac, qfalse ); bp->radius.initial = number; bp->radius.initialRandFrac = randFrac; token = COM_Parse( text_p ); if( !token ) break; if( !Q_stricmp( token, "-" ) ) { bp->radius.final = PARTICLES_SAME_AS_INITIAL; bp->radius.finalRandFrac = 0.0f; } else { CG_ParseValueAndVariance( token, &number, &randFrac, qfalse ); bp->radius.final = number; bp->radius.finalRandFrac = randFrac; } continue; } else if( !Q_stricmp( token, "physicsRadius" ) ) { token = COM_Parse( text_p ); if( !token ) break; bp->physicsRadius = atoi( token ); } else if( !Q_stricmp( token, "alpha" ) ) { token = COM_Parse( text_p ); if( !token ) break; CG_ParseValueAndVariance( token, &number, &randFrac, qfalse ); bp->alpha.delay = (int)number; bp->alpha.delayRandFrac = randFrac; token = COM_Parse( text_p ); if( !token ) break; CG_ParseValueAndVariance( token, &number, &randFrac, qfalse ); bp->alpha.initial = number; bp->alpha.initialRandFrac = randFrac; token = COM_Parse( text_p ); if( !token ) break; if( !Q_stricmp( token, "-" ) ) { bp->alpha.final = PARTICLES_SAME_AS_INITIAL; bp->alpha.finalRandFrac = 0.0f; } else { CG_ParseValueAndVariance( token, &number, &randFrac, qfalse ); bp->alpha.final = number; bp->alpha.finalRandFrac = randFrac; } continue; } else if( !Q_stricmp( token, "color" ) ) { token = COM_Parse( text_p ); if( !*token ) break; CG_ParseValueAndVariance( token, &number, &randFrac, qfalse ); bp->colorDelay = (int)number; bp->colorDelayRandFrac = randFrac; token = COM_Parse( text_p ); if( !*token ) break; if( !Q_stricmp( token, "{" ) ) { if( !CG_ParseColor( bp->initialColor, text_p ) ) break; token = COM_Parse( text_p ); if( Q_stricmp( token, "}" ) ) { CG_Printf( S_COLOR_RED "ERROR: missing '}'\n" ); break; } token = COM_Parse( text_p ); if( !*token ) break; if( !Q_stricmp( token, "-" ) ) { bp->finalColor[ 0 ] = bp->initialColor[ 0 ]; bp->finalColor[ 1 ] = bp->initialColor[ 1 ]; bp->finalColor[ 2 ] = bp->initialColor[ 2 ]; } else if( !Q_stricmp( token, "{" ) ) { if( !CG_ParseColor( bp->finalColor, text_p ) ) break; token = COM_Parse( text_p ); if( Q_stricmp( token, "}" ) ) { CG_Printf( S_COLOR_RED "ERROR: missing '}'\n" ); break; } } else { CG_Printf( S_COLOR_RED "ERROR: missing '{'\n" ); break; } } else { CG_Printf( S_COLOR_RED "ERROR: missing '{'\n" ); break; } continue; } else if( !Q_stricmp( token, "rotation" ) ) { token = COM_Parse( text_p ); if( !token ) break; CG_ParseValueAndVariance( token, &number, &randFrac, qfalse ); bp->rotation.delay = (int)number; bp->rotation.delayRandFrac = randFrac; token = COM_Parse( text_p ); if( !token ) break; CG_ParseValueAndVariance( token, &number, &randFrac, qtrue ); bp->rotation.initial = number; bp->rotation.initialRandFrac = randFrac; token = COM_Parse( text_p ); if( !token ) break; if( !Q_stricmp( token, "-" ) ) { bp->rotation.final = PARTICLES_SAME_AS_INITIAL; bp->rotation.finalRandFrac = 0.0f; } else { CG_ParseValueAndVariance( token, &number, &randFrac, qtrue ); bp->rotation.final = number; bp->rotation.finalRandFrac = randFrac; } continue; } else if( !Q_stricmp( token, "lifeTime" ) ) { token = COM_Parse( text_p ); if( !token ) break; CG_ParseValueAndVariance( token, &number, &randFrac, qfalse ); bp->lifeTime = (int)number; bp->lifeTimeRandFrac = randFrac; continue; } else if( !Q_stricmp( token, "childSystem" ) ) { token = COM_Parse( text_p ); if( !token ) break; Q_strncpyz( bp->childSystemName, token, MAX_QPATH ); continue; } else if( !Q_stricmp( token, "onDeathSystem" ) ) { token = COM_Parse( text_p ); if( !token ) break; Q_strncpyz( bp->onDeathSystemName, token, MAX_QPATH ); continue; } else if( !Q_stricmp( token, "childTrailSystem" ) ) { token = COM_Parse( text_p ); if( !token ) break; Q_strncpyz( bp->childTrailSystemName, token, MAX_QPATH ); continue; } else if( !Q_stricmp( token, "scaleWithCharge" ) ) { token = COM_Parse( text_p ); if( !token ) break; bp->scaleWithCharge = atof( token ); continue; } else if( !Q_stricmp( token, "}" ) ) return qtrue; //reached the end of this particle else { CG_Printf( S_COLOR_RED "ERROR: unknown token '%s' in particle\n", token ); return qfalse; } } return qfalse; } /* =============== CG_InitialiseBaseParticle =============== */ static void CG_InitialiseBaseParticle( baseParticle_t *bp ) { memset( bp, 0, sizeof( baseParticle_t ) ); memset( bp->initialColor, 0xFF, sizeof( bp->initialColor ) ); memset( bp->finalColor, 0xFF, sizeof( bp->finalColor ) ); } /* =============== CG_ParseParticleEjector Parse a particle ejector section =============== */ static qboolean CG_ParseParticleEjector( baseParticleEjector_t *bpe, char **text_p ) { char *token; float number, randFrac; // read optional parameters while( 1 ) { token = COM_Parse( text_p ); if( !token ) break; if( !Q_stricmp( token, "" ) ) return qfalse; if( !Q_stricmp( token, "{" ) ) { CG_InitialiseBaseParticle( &baseParticles[ numBaseParticles ] ); if( !CG_ParseParticle( &baseParticles[ numBaseParticles ], text_p ) ) { CG_Printf( S_COLOR_RED "ERROR: failed to parse particle\n" ); return qfalse; } if( bpe->numParticles == MAX_PARTICLES_PER_EJECTOR ) { CG_Printf( S_COLOR_RED "ERROR: ejector has > %d particles\n", MAX_PARTICLES_PER_EJECTOR ); return qfalse; } else if( numBaseParticles == MAX_BASEPARTICLES ) { CG_Printf( S_COLOR_RED "ERROR: maximum number of particles (%d) reached\n", MAX_BASEPARTICLES ); return qfalse; } else { //start parsing particles again bpe->particles[ bpe->numParticles ] = &baseParticles[ numBaseParticles ]; bpe->numParticles++; numBaseParticles++; } continue; } else if( !Q_stricmp( token, "delay" ) ) { token = COM_Parse( text_p ); if( !token ) break; CG_ParseValueAndVariance( token, &number, &randFrac, qfalse ); bpe->eject.delay = (int)number; bpe->eject.delayRandFrac = randFrac; continue; } else if( !Q_stricmp( token, "period" ) ) { token = COM_Parse( text_p ); if( !token ) break; bpe->eject.initial = atoi_neg( token, qfalse ); token = COM_Parse( text_p ); if( !token ) break; if( !Q_stricmp( token, "-" ) ) bpe->eject.final = PARTICLES_SAME_AS_INITIAL; else bpe->eject.final = atoi_neg( token, qfalse ); token = COM_Parse( text_p ); if( !token ) break; CG_ParseValueAndVariance( token, NULL, &bpe->eject.randFrac, qfalse ); continue; } else if( !Q_stricmp( token, "count" ) ) { token = COM_Parse( text_p ); if( !token ) break; if( !Q_stricmp( token, "infinite" ) ) { bpe->totalParticles = PARTICLES_INFINITE; bpe->totalParticlesRandFrac = 0.0f; } else { CG_ParseValueAndVariance( token, &number, &randFrac, qfalse ); bpe->totalParticles = (int)number; bpe->totalParticlesRandFrac = randFrac; } continue; } else if( !Q_stricmp( token, "particle" ) ) //acceptable text continue; else if( !Q_stricmp( token, "}" ) ) return qtrue; //reached the end of this particle ejector else { CG_Printf( S_COLOR_RED "ERROR: unknown token '%s' in particle ejector\n", token ); return qfalse; } } return qfalse; } /* =============== CG_ParseParticleSystem Parse a particle system section =============== */ static qboolean CG_ParseParticleSystem( baseParticleSystem_t *bps, char **text_p, const char *name ) { char *token; baseParticleEjector_t *bpe; // read optional parameters while( 1 ) { token = COM_Parse( text_p ); if( !token ) break; if( !Q_stricmp( token, "" ) ) return qfalse; if( !Q_stricmp( token, "{" ) ) { if( !CG_ParseParticleEjector( &baseParticleEjectors[ numBaseParticleEjectors ], text_p ) ) { CG_Printf( S_COLOR_RED "ERROR: failed to parse particle ejector\n" ); return qfalse; } bpe = &baseParticleEjectors[ numBaseParticleEjectors ]; //check for infinite count + zero period if( bpe->totalParticles == PARTICLES_INFINITE && ( bpe->eject.initial == 0.0f || bpe->eject.final == 0.0f ) ) { CG_Printf( S_COLOR_RED "ERROR: ejector with 'count infinite' potentially has zero period\n" ); return qfalse; } if( bps->numEjectors == MAX_EJECTORS_PER_SYSTEM ) { CG_Printf( S_COLOR_RED "ERROR: particle system has > %d ejectors\n", MAX_EJECTORS_PER_SYSTEM ); return qfalse; } else if( numBaseParticleEjectors == MAX_BASEPARTICLE_EJECTORS ) { CG_Printf( S_COLOR_RED "ERROR: maximum number of particle ejectors (%d) reached\n", MAX_BASEPARTICLE_EJECTORS ); return qfalse; } else { //start parsing ejectors again bps->ejectors[ bps->numEjectors ] = &baseParticleEjectors[ numBaseParticleEjectors ]; bps->numEjectors++; numBaseParticleEjectors++; } continue; } else if( !Q_stricmp( token, "thirdPersonOnly" ) ) bps->thirdPersonOnly = qtrue; else if( !Q_stricmp( token, "ejector" ) ) //acceptable text continue; else if( !Q_stricmp( token, "}" ) ) { if( cg_debugParticles.integer >= 1 ) CG_Printf( "Parsed particle system %s\n", name ); return qtrue; //reached the end of this particle system } else { CG_Printf( S_COLOR_RED "ERROR: unknown token '%s' in particle system %s\n", token, bps->name ); return qfalse; } } return qfalse; } /* =============== CG_ParseParticleFile Load the particle systems from a particle file =============== */ static qboolean CG_ParseParticleFile( const char *fileName ) { char *text_p; int i; int len; char *token; char text[ 32000 ]; char psName[ MAX_QPATH ]; qboolean psNameSet = qfalse; fileHandle_t f; // load the file len = trap_FS_FOpenFile( fileName, &f, FS_READ ); if( len < 0 ) return qfalse; if( len == 0 || len >= sizeof( text ) - 1 ) { trap_FS_FCloseFile( f ); CG_Printf( S_COLOR_RED "ERROR: particle file %s is %s\n", fileName, len == 0 ? "empty" : "too long" ); return qfalse; } trap_FS_Read( text, len, f ); text[ len ] = 0; trap_FS_FCloseFile( f ); // parse the text text_p = text; // read optional parameters while( 1 ) { token = COM_Parse( &text_p ); if( !Q_stricmp( token, "" ) ) break; if( !Q_stricmp( token, "{" ) ) { if( psNameSet ) { //check for name space clashes for( i = 0; i < numBaseParticleSystems; i++ ) { if( !Q_stricmp( baseParticleSystems[ i ].name, psName ) ) { CG_Printf( S_COLOR_RED "ERROR: a particle system is already named %s\n", psName ); return qfalse; } } Q_strncpyz( baseParticleSystems[ numBaseParticleSystems ].name, psName, MAX_QPATH ); if( !CG_ParseParticleSystem( &baseParticleSystems[ numBaseParticleSystems ], &text_p, psName ) ) { CG_Printf( S_COLOR_RED "ERROR: %s: failed to parse particle system %s\n", fileName, psName ); return qfalse; } //start parsing particle systems again psNameSet = qfalse; if( numBaseParticleSystems == MAX_BASEPARTICLE_SYSTEMS ) { CG_Printf( S_COLOR_RED "ERROR: maximum number of particle systems (%d) reached\n", MAX_BASEPARTICLE_SYSTEMS ); return qfalse; } else numBaseParticleSystems++; continue; } else { CG_Printf( S_COLOR_RED "ERROR: unamed particle system\n" ); return qfalse; } } if( !psNameSet ) { Q_strncpyz( psName, token, sizeof( psName ) ); psNameSet = qtrue; } else { CG_Printf( S_COLOR_RED "ERROR: particle system already named\n" ); return qfalse; } } return qtrue; } /* =============== CG_LoadParticleSystems Load particle systems from .particle files =============== */ void CG_LoadParticleSystems( void ) { int i, j, numFiles, fileLen; char fileList[ MAX_PARTICLE_FILES * MAX_QPATH ]; char fileName[ MAX_QPATH ]; char *filePtr; //clear out the old numBaseParticleSystems = 0; numBaseParticleEjectors = 0; numBaseParticles = 0; for( i = 0; i < MAX_BASEPARTICLE_SYSTEMS; i++ ) { baseParticleSystem_t *bps = &baseParticleSystems[ i ]; memset( bps, 0, sizeof( baseParticleSystem_t ) ); } for( i = 0; i < MAX_BASEPARTICLE_EJECTORS; i++ ) { baseParticleEjector_t *bpe = &baseParticleEjectors[ i ]; memset( bpe, 0, sizeof( baseParticleEjector_t ) ); } for( i = 0; i < MAX_BASEPARTICLES; i++ ) { baseParticle_t *bp = &baseParticles[ i ]; memset( bp, 0, sizeof( baseParticle_t ) ); } //and bring in the new numFiles = trap_FS_GetFileList( "scripts", ".particle", fileList, MAX_PARTICLE_FILES * MAX_QPATH ); filePtr = fileList; for( i = 0; i < numFiles; i++, filePtr += fileLen + 1 ) { fileLen = strlen( filePtr ); strcpy( fileName, "scripts/" ); strcat( fileName, filePtr ); CG_Printf( "...loading '%s'\n", fileName ); CG_ParseParticleFile( fileName ); } //connect any child systems to their psHandle for( i = 0; i < numBaseParticles; i++ ) { baseParticle_t *bp = &baseParticles[ i ]; if( bp->childSystemName[ 0 ] ) { //particle class has a child, resolve the name for( j = 0; j < numBaseParticleSystems; j++ ) { baseParticleSystem_t *bps = &baseParticleSystems[ j ]; if( !Q_stricmp( bps->name, bp->childSystemName ) ) { //FIXME: add checks for cycles and infinite children bp->childSystemHandle = j + 1; break; } } if( j == numBaseParticleSystems ) { //couldn't find named particle system CG_Printf( S_COLOR_YELLOW "WARNING: failed to find child %s\n", bp->childSystemName ); bp->childSystemName[ 0 ] = '\0'; } } if( bp->onDeathSystemName[ 0 ] ) { //particle class has a child, resolve the name for( j = 0; j < numBaseParticleSystems; j++ ) { baseParticleSystem_t *bps = &baseParticleSystems[ j ]; if( !Q_stricmp( bps->name, bp->onDeathSystemName ) ) { //FIXME: add checks for cycles and infinite children bp->onDeathSystemHandle = j + 1; break; } } if( j == numBaseParticleSystems ) { //couldn't find named particle system CG_Printf( S_COLOR_YELLOW "WARNING: failed to find onDeath system %s\n", bp->onDeathSystemName ); bp->onDeathSystemName[ 0 ] = '\0'; } } } } /* =============== CG_SetParticleSystemNormal =============== */ void CG_SetParticleSystemNormal( particleSystem_t *ps, vec3_t normal ) { if( ps == NULL || !ps->valid ) { CG_Printf( S_COLOR_YELLOW "WARNING: tried to modify a NULL particle system\n" ); return; } ps->normalValid = qtrue; VectorCopy( normal, ps->normal ); VectorNormalize( ps->normal ); } /* =============== CG_DestroyParticleSystem Destroy a particle system This doesn't actually invalidate anything, it just stops particle ejectors from producing new particles so the garbage collector will eventually remove this system. However is does set the pointer to NULL so the user is unable to manipulate this particle system any longer. =============== */ void CG_DestroyParticleSystem( particleSystem_t **ps ) { int i; particleEjector_t *pe; if( *ps == NULL || !(*ps)->valid ) { CG_Printf( S_COLOR_YELLOW "WARNING: tried to destroy a NULL particle system\n" ); return; } if( cg_debugParticles.integer >= 1 ) CG_Printf( "PS destroyed\n" ); for( i = 0; i < MAX_PARTICLE_EJECTORS; i++ ) { pe = &particleEjectors[ i ]; if( pe->valid && pe->parent == *ps ) pe->totalParticles = pe->count = 0; } *ps = NULL; } /* =============== CG_IsParticleSystemInfinite Test a particle system for 'count infinite' ejectors =============== */ qboolean CG_IsParticleSystemInfinite( particleSystem_t *ps ) { int i; particleEjector_t *pe; if( ps == NULL ) { CG_Printf( S_COLOR_YELLOW "WARNING: tried to test a NULL particle system\n" ); return qfalse; } if( !ps->valid ) { CG_Printf( S_COLOR_YELLOW "WARNING: tried to test an invalid particle system\n" ); return qfalse; } //don't bother checking already invalid systems if( !ps->valid ) return qfalse; for( i = 0; i < MAX_PARTICLE_EJECTORS; i++ ) { pe = &particleEjectors[ i ]; if( pe->valid && pe->parent == ps ) { if( pe->totalParticles == PARTICLES_INFINITE ) return qtrue; } } return qfalse; } /* =============== CG_IsParticleSystemValid Test a particle system for validity =============== */ qboolean CG_IsParticleSystemValid( particleSystem_t **ps ) { if( *ps == NULL || ( *ps && !(*ps)->valid ) ) { if( *ps && !(*ps)->valid ) *ps = NULL; return qfalse; } return qtrue; } /* =============== CG_GarbageCollectParticleSystems Destroy inactive particle systems =============== */ static void CG_GarbageCollectParticleSystems( void ) { int i, j, count; particleSystem_t *ps; particleEjector_t *pe; int centNum; for( i = 0; i < MAX_PARTICLE_SYSTEMS; i++ ) { ps = &particleSystems[ i ]; count = 0; //don't bother checking already invalid systems if( !ps->valid ) continue; for( j = 0; j < MAX_PARTICLE_EJECTORS; j++ ) { pe = &particleEjectors[ j ]; if( pe->valid && pe->parent == ps ) count++; } if( !count ) ps->valid = qfalse; //check systems where the parent cent has left the PVS //( local player entity is always valid ) if( ( centNum = CG_AttachmentCentNum( &ps->attachment ) ) >= 0 && centNum != cg.snap->ps.clientNum ) { if( !cg_entities[ centNum ].valid ) ps->lazyRemove = qtrue; } if( cg_debugParticles.integer >= 1 && !ps->valid ) CG_Printf( "PS %s garbage collected\n", ps->class->name ); } } /* =============== CG_CalculateTimeFrac Calculate the fraction of time passed =============== */ static float CG_CalculateTimeFrac( int birth, int life, int delay ) { float frac; frac = ( (float)cg.time - (float)( birth + delay ) ) / (float)( life - delay ); if( frac < 0.0f ) frac = 0.0f; else if( frac > 1.0f ) frac = 1.0f; return frac; } /* =============== CG_EvaluateParticlePhysics Compute the physics on a specific particle =============== */ static void CG_EvaluateParticlePhysics( particle_t *p ) { particleSystem_t *ps = p->parent->parent; baseParticle_t *bp = p->class; vec3_t acceleration, newOrigin; vec3_t mins, maxs; float deltaTime, bounce, radius, dot; trace_t trace; vec3_t transform[ 3 ]; if( p->atRest ) { VectorClear( p->velocity ); return; } switch( bp->accMoveType ) { case PMT_STATIC: if( bp->accMoveValues.dirType == PMD_POINT ) VectorSubtract( bp->accMoveValues.point, p->origin, acceleration ); else if( bp->accMoveValues.dirType == PMD_LINEAR ) VectorCopy( bp->accMoveValues.dir, acceleration ); break; case PMT_STATIC_TRANSFORM: if( !CG_AttachmentAxis( &ps->attachment, transform ) ) return; if( bp->accMoveValues.dirType == PMD_POINT ) { vec3_t transPoint; VectorMatrixMultiply( bp->accMoveValues.point, transform, transPoint ); VectorSubtract( transPoint, p->origin, acceleration ); } else if( bp->accMoveValues.dirType == PMD_LINEAR ) VectorMatrixMultiply( bp->accMoveValues.dir, transform, acceleration ); break; case PMT_TAG: case PMT_CENT_ANGLES: if( bp->accMoveValues.dirType == PMD_POINT ) { vec3_t point; if( !CG_AttachmentPoint( &ps->attachment, point ) ) return; VectorSubtract( point, p->origin, acceleration ); } else if( bp->accMoveValues.dirType == PMD_LINEAR ) { if( !CG_AttachmentDir( &ps->attachment, acceleration ) ) return; } break; case PMT_NORMAL: if( !ps->normalValid ) return; VectorCopy( ps->normal, acceleration ); break; } #define MAX_ACC_RADIUS 1000.0f if( bp->accMoveValues.dirType == PMD_POINT ) { //FIXME: so this fall off is a bit... odd -- it works.. float r2 = DotProduct( acceleration, acceleration ); // = radius^2 float scale = ( MAX_ACC_RADIUS - r2 ) / MAX_ACC_RADIUS; if( scale > 1.0f ) scale = 1.0f; else if( scale < 0.1f ) scale = 0.1f; scale *= CG_RandomiseValue( bp->accMoveValues.mag, bp->accMoveValues.magRandFrac ); VectorNormalize( acceleration ); CG_SpreadVector( acceleration, bp->accMoveValues.dirRandAngle ); VectorScale( acceleration, scale, acceleration ); } else if( bp->accMoveValues.dirType == PMD_LINEAR ) { VectorNormalize( acceleration ); CG_SpreadVector( acceleration, bp->accMoveValues.dirRandAngle ); VectorScale( acceleration, CG_RandomiseValue( bp->accMoveValues.mag, bp->accMoveValues.magRandFrac ), acceleration ); } // Some particles have a visual radius that differs from their collision radius if( bp->physicsRadius ) radius = bp->physicsRadius; else radius = CG_LerpValues( p->radius.initial, p->radius.final, CG_CalculateTimeFrac( p->birthTime, p->lifeTime, p->radius.delay ) ); VectorSet( mins, -radius, -radius, -radius ); VectorSet( maxs, radius, radius, radius ); bounce = CG_RandomiseValue( bp->bounceFrac, bp->bounceFracRandFrac ); deltaTime = (float)( cg.time - p->lastEvalTime ) * 0.001; VectorMA( p->velocity, deltaTime, acceleration, p->velocity ); VectorMA( p->origin, deltaTime, p->velocity, newOrigin ); p->lastEvalTime = cg.time; // we're not doing particle physics, but at least cull them in solids if( !cg_bounceParticles.integer ) { int contents = trap_CM_PointContents( newOrigin, 0 ); if( ( contents & CONTENTS_SOLID ) || ( contents & CONTENTS_NODROP ) ) CG_DestroyParticle( p, NULL ); else VectorCopy( newOrigin, p->origin ); return; } CG_Trace( &trace, p->origin, mins, maxs, newOrigin, CG_AttachmentCentNum( &ps->attachment ), CONTENTS_SOLID ); //not hit anything or not a collider if( trace.fraction == 1.0f || bounce == 0.0f ) { VectorCopy( newOrigin, p->origin ); return; } //remove particles that get into a CONTENTS_NODROP brush if( ( trap_CM_PointContents( trace.endpos, 0 ) & CONTENTS_NODROP ) || ( bp->cullOnStartSolid && trace.startsolid ) ) { CG_DestroyParticle( p, NULL ); return; } else if( bp->bounceCull ) { CG_DestroyParticle( p, trace.plane.normal ); return; } //reflect the velocity on the trace plane dot = DotProduct( p->velocity, trace.plane.normal ); VectorMA( p->velocity, -2.0f * dot, trace.plane.normal, p->velocity ); VectorScale( p->velocity, bounce, p->velocity ); if( trace.plane.normal[ 2 ] > 0.5f && ( p->velocity[ 2 ] < 40.0f || p->velocity[ 2 ] < -cg.frametime * p->velocity[ 2 ] ) ) p->atRest = qtrue; if( bp->bounceMarkName[ 0 ] && p->bounceMarkCount > 0 ) { CG_ImpactMark( bp->bounceMark, trace.endpos, trace.plane.normal, random( ) * 360, 1, 1, 1, 1, qtrue, bp->bounceMarkRadius, qfalse ); p->bounceMarkCount--; } if( bp->bounceSoundName[ 0 ] && p->bounceSoundCount > 0 ) { trap_S_StartSound( trace.endpos, ENTITYNUM_WORLD, CHAN_AUTO, bp->bounceSound ); p->bounceSoundCount--; } VectorCopy( trace.endpos, p->origin ); } #define GETKEY(x,y) (((x)>>y)&0xFF) /* =============== CG_Radix =============== */ static void CG_Radix( int bits, int size, particle_t **source, particle_t **dest ) { int count[ 256 ]; int index[ 256 ]; int i; memset( count, 0, sizeof( count ) ); for( i = 0; i < size; i++ ) count[ GETKEY( source[ i ]->sortKey, bits ) ]++; index[ 0 ] = 0; for( i = 1; i < 256; i++ ) index[ i ] = index[ i - 1 ] + count[ i - 1 ]; for( i = 0; i < size; i++ ) dest[ index[ GETKEY( source[ i ]->sortKey, bits ) ]++ ] = source[ i ]; } /* =============== CG_RadixSort Radix sort with 4 byte size buckets =============== */ static void CG_RadixSort( particle_t **source, particle_t **temp, int size ) { CG_Radix( 0, size, source, temp ); CG_Radix( 8, size, temp, source ); CG_Radix( 16, size, source, temp ); CG_Radix( 24, size, temp, source ); } /* =============== CG_CompactAndSortParticles Depth sort the particles =============== */ static void CG_CompactAndSortParticles( void ) { int i, j = 0; int numParticles; vec3_t delta; for( i = 0; i < MAX_PARTICLES; i++ ) sortedParticles[ i ] = &particles[ i ]; if( !cg_depthSortParticles.integer ) return; for( i = MAX_PARTICLES - 1; i >= 0; i-- ) { if( sortedParticles[ i ]->valid ) { //find the first hole while( j < MAX_PARTICLES && sortedParticles[ j ]->valid ) j++; //no more holes if( j >= i ) break; sortedParticles[ j ] = sortedParticles[ i ]; } } numParticles = i; //set sort keys for( i = 0; i < numParticles; i++ ) { VectorSubtract( sortedParticles[ i ]->origin, cg.refdef.vieworg, delta ); sortedParticles[ i ]->sortKey = (int)DotProduct( delta, delta ); } CG_RadixSort( sortedParticles, radixBuffer, numParticles ); //FIXME: wtf? //reverse order of particles array for( i = 0; i < numParticles; i++ ) radixBuffer[ i ] = sortedParticles[ numParticles - i - 1 ]; for( i = 0; i < numParticles; i++ ) sortedParticles[ i ] = radixBuffer[ i ]; } /* =============== CG_RenderParticle Actually render a particle =============== */ static void CG_RenderParticle( particle_t *p ) { refEntity_t re; float timeFrac, scale; int index; baseParticle_t *bp = p->class; particleSystem_t *ps = p->parent->parent; baseParticleSystem_t *bps = ps->class; vec3_t alight, dlight, lightdir; int i; vec3_t up = { 0.0f, 0.0f, 1.0f }; memset( &re, 0, sizeof( refEntity_t ) ); timeFrac = CG_CalculateTimeFrac( p->birthTime, p->lifeTime, 0 ); scale = CG_LerpValues( p->radius.initial, p->radius.final, CG_CalculateTimeFrac( p->birthTime, p->lifeTime, p->radius.delay ) ); re.shaderTime = p->birthTime / 1000.0f; if( bp->numFrames ) //shader based { re.reType = RT_SPRITE; //apply environmental lighting to the particle if( bp->realLight ) { trap_R_LightForPoint( p->origin, alight, dlight, lightdir ); for( i = 0; i <= 2; i++ ) re.shaderRGBA[ i ] = (byte)alight[ i ]; } else { vec3_t colorRange; VectorSubtract( bp->finalColor, bp->initialColor, colorRange ); VectorMA( bp->initialColor, CG_CalculateTimeFrac( p->birthTime, p->lifeTime, p->colorDelay ), colorRange, re.shaderRGBA ); } re.shaderRGBA[ 3 ] = (byte)( (float)0xFF * CG_LerpValues( p->alpha.initial, p->alpha.final, CG_CalculateTimeFrac( p->birthTime, p->lifeTime, p->alpha.delay ) ) ); re.radius = scale; re.rotation = CG_LerpValues( p->rotation.initial, p->rotation.final, CG_CalculateTimeFrac( p->birthTime, p->lifeTime, p->rotation.delay ) ); // if the view would be "inside" the sprite, kill the sprite // so it doesn't add too much overdraw if( Distance( p->origin, cg.refdef.vieworg ) < re.radius && bp->overdrawProtection ) return; if( bp->framerate == 0.0f ) { //sync animation time to lifeTime of particle index = (int)( timeFrac * ( bp->numFrames + 1 ) ); if( index >= bp->numFrames ) index = bp->numFrames - 1; re.customShader = bp->shaders[ index ]; } else { //looping animation index = (int)( bp->framerate * timeFrac * p->lifeTime * 0.001 ) % bp->numFrames; re.customShader = bp->shaders[ index ]; } } else if( bp->numModels ) //model based { re.reType = RT_MODEL; re.hModel = p->model; if( p->atRest ) AxisCopy( p->lastAxis, re.axis ); else { // convert direction of travel into axis VectorNormalize2( p->velocity, re.axis[ 0 ] ); if( re.axis[ 0 ][ 0 ] == 0.0f && re.axis[ 0 ][ 1 ] == 0.0f ) AxisCopy( axisDefault, re.axis ); else { ProjectPointOnPlane( re.axis[ 2 ], up, re.axis[ 0 ] ); VectorNormalize( re.axis[ 2 ] ); CrossProduct( re.axis[ 2 ], re.axis[ 0 ], re.axis[ 1 ] ); } AxisCopy( re.axis, p->lastAxis ); } if( scale != 1.0f ) { VectorScale( re.axis[ 0 ], scale, re.axis[ 0 ] ); VectorScale( re.axis[ 1 ], scale, re.axis[ 1 ] ); VectorScale( re.axis[ 2 ], scale, re.axis[ 2 ] ); re.nonNormalizedAxes = qtrue; } else re.nonNormalizedAxes = qfalse; p->lf.animation = &bp->modelAnimation; //run animation CG_RunLerpFrame( &p->lf, 1.0f ); re.oldframe = p->lf.oldFrame; re.frame = p->lf.frame; re.backlerp = p->lf.backlerp; } if( bps->thirdPersonOnly && CG_AttachmentCentNum( &ps->attachment ) == cg.snap->ps.clientNum && !cg.renderingThirdPerson ) re.renderfx |= RF_THIRD_PERSON; if( bp->dynamicLight && !( re.renderfx & RF_THIRD_PERSON ) ) { trap_R_AddLightToScene( p->origin, CG_LerpValues( p->dLightRadius.initial, p->dLightRadius.final, CG_CalculateTimeFrac( p->birthTime, p->lifeTime, p->dLightRadius.delay ) ), (float)bp->dLightColor[ 0 ] / (float)0xFF, (float)bp->dLightColor[ 1 ] / (float)0xFF, (float)bp->dLightColor[ 2 ] / (float)0xFF ); } VectorCopy( p->origin, re.origin ); trap_R_AddRefEntityToScene( &re ); } /* =============== CG_AddParticles Add particles to the scene =============== */ void CG_AddParticles( void ) { int i; particle_t *p; int numPS = 0, numPE = 0, numP = 0; //remove expired particle systems CG_GarbageCollectParticleSystems( ); //check each ejector and introduce any new particles CG_SpawnNewParticles( ); //sorting CG_CompactAndSortParticles( ); for( i = 0; i < MAX_PARTICLES; i++ ) { p = sortedParticles[ i ]; if( p->valid ) { if( p->birthTime + p->lifeTime > cg.time ) { //particle is active CG_EvaluateParticlePhysics( p ); CG_RenderParticle( p ); } else CG_DestroyParticle( p, NULL ); } } if( cg_debugParticles.integer >= 2 ) { for( i = 0; i < MAX_PARTICLE_SYSTEMS; i++ ) if( particleSystems[ i ].valid ) numPS++; for( i = 0; i < MAX_PARTICLE_EJECTORS; i++ ) if( particleEjectors[ i ].valid ) numPE++; for( i = 0; i < MAX_PARTICLES; i++ ) if( particles[ i ].valid ) numP++; CG_Printf( "PS: %d PE: %d P: %d\n", numPS, numPE, numP ); } } /* =============== CG_ParticleSystemEntity Particle system entity client code =============== */ void CG_ParticleSystemEntity( centity_t *cent ) { entityState_t *es; es = ¢->currentState; if( es->eFlags & EF_NODRAW ) { if( CG_IsParticleSystemValid( ¢->entityPS ) && CG_IsParticleSystemInfinite( cent->entityPS ) ) CG_DestroyParticleSystem( ¢->entityPS ); return; } if( !CG_IsParticleSystemValid( ¢->entityPS ) && !cent->entityPSMissing ) { cent->entityPS = CG_SpawnNewParticleSystem( cgs.gameParticleSystems[ es->modelindex ] ); if( CG_IsParticleSystemValid( ¢->entityPS ) ) { CG_SetAttachmentPoint( ¢->entityPS->attachment, cent->lerpOrigin ); CG_SetAttachmentCent( ¢->entityPS->attachment, cent ); CG_AttachToPoint( ¢->entityPS->attachment ); } else cent->entityPSMissing = qtrue; } } static particleSystem_t *testPS; static qhandle_t testPSHandle; /* =============== CG_DestroyTestPS_f Destroy the test a particle system =============== */ void CG_DestroyTestPS_f( void ) { if( CG_IsParticleSystemValid( &testPS ) ) CG_DestroyParticleSystem( &testPS ); } /* =============== CG_TestPS_f Test a particle system =============== */ void CG_TestPS_f( void ) { vec3_t origin; vec3_t up = { 0.0f, 0.0f, 1.0f }; char psName[ MAX_QPATH ]; if( trap_Argc( ) < 2 ) return; Q_strncpyz( psName, CG_Argv( 1 ), MAX_QPATH ); testPSHandle = CG_RegisterParticleSystem( psName ); if( testPSHandle ) { CG_DestroyTestPS_f( ); testPS = CG_SpawnNewParticleSystem( testPSHandle ); VectorMA( cg.refdef.vieworg, 100, cg.refdef.viewaxis[ 0 ], origin ); if( CG_IsParticleSystemValid( &testPS ) ) { CG_SetAttachmentPoint( &testPS->attachment, origin ); CG_SetParticleSystemNormal( testPS, up ); CG_AttachToPoint( &testPS->attachment ); } } }