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📄 debriscloud.cpp

📁 机甲指挥官2源代码
💻 CPP
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				spec->m_minimumDeviation.ComputeValue(0.0f, particle->m_seed),
				spec->m_maximumDeviation.ComputeValue(0.0f, particle->m_seed),
				Stuff::Random::GetFraction()
			);

		particle->m_linearVelocity.Lerp(Stuff::Vector3D::Up, v, lerpFactor);
		particle->m_linearVelocity.Normalize(particle->m_linearVelocity);

		particle->m_linearVelocity *= spec->m_startingSpeed.ComputeValue(0.0f, particle->m_seed);

		Stuff::Scalar temp = spec->m_pSpin.ComputeValue(0.0f, particle->m_seed);

		particle->m_angularVelocity.x = temp*(2*Stuff::Random::GetFraction() - 1.0f);
		particle->m_angularVelocity.y = temp*(2*Stuff::Random::GetFraction() - 1.0f);
		particle->m_angularVelocity.z = temp*(2*Stuff::Random::GetFraction() - 1.0f);
	}
}

//------------------------------------------------------------------------------
//
bool
	gosFX::DebrisCloud::Execute(struct gosFX::Effect::ExecuteInfo *info)
{
	Check_Object(this);
	Check_Object(info);

	//
	//----------------------------------------
	// If we aren't supposed to execute, don't
	//----------------------------------------
	//
	if (!IsExecuted())
		return false;

	//
	//--------------------------------------------------------
	// Figure out the birth rate and request the new particles
	//--------------------------------------------------------
	//
	Specification *spec = GetSpecification();
	Check_Object(spec);
	Stuff::Scalar dT =
		static_cast<Stuff::Scalar>(info->m_time - m_lastRan);
	Verify(dT >= 0.0f);
	Stuff::Scalar prev_age = m_age;
	
	m_age += dT * m_ageRate;

	//
	//-----------------------------------
	// Deal with all the active particles
	//-----------------------------------
	//
	int i;
	Stuff::LinearMatrix4D local_to_world;

	local_to_world.Multiply(m_localToParent, *info->m_parentToWorld);

	for (i = 0; i < debrisPieces.GetLength(); i++)
	{
		//
		//--------------------------------------------------------------------
		// If the particle is active, age it and if it is not yet time to die,
		// go to the next particle, otherwise kill it
		//--------------------------------------------------------------------
		//
		Particle *particle = GetParticle(i);
		Check_Object(particle);
		if (particle->m_age < 1.0f)
		{
			particle->m_age += dT*particle->m_ageRate;
			
			if (AnimateParticle(i, &local_to_world, info->m_time))
			{
				continue;
			}
			DestroyParticle(i);
		}
	}

	//
	//----------------------------
	// Now let effect do its thing
	//----------------------------
	//
	m_age = prev_age;

	if(!Effect::Execute(info))
		return false;

	//
	//-------------------------------------------------------------------
	// If there is no bounds yet, we need to create our extent box around
	// the first legal point we find
	//-------------------------------------------------------------------
	//
	Stuff::ExtentBox box(Stuff::Point3D::Identity, Stuff::Point3D::Identity);
	for(i=0;i<debrisPieces.GetLength();i++)
	{
		Particle *particle = GetParticle(i);
		Check_Object(particle);

		//
		//-----------------------------------------------------------
		// We have found our first particle, so put the box around it
		//-----------------------------------------------------------
		//
		if (particle->m_age < 1.0f)
		{
			Stuff::Point3D point;
			Stuff::Scalar radius = spec->debrisSpheres[i].radius;

			point.Multiply(spec->debrisSpheres[i].center, particle->m_localToParent);

			box.maxX = point.x + radius;
			box.minX = point.x - radius;

			box.maxY = point.y + radius;
			box.minY = point.y - radius;

			box.maxZ = point.z + radius;
			box.minZ = point.z - radius;

			break;
		}
		i++;
	}

	//
	//-----------------------------
	// Look for the other particles
	//-----------------------------
	//
	while (i<debrisPieces.GetLength())
	{
		Particle *particle = GetParticle(i);
		Check_Object(particle);

		if (particle->m_age < 1.0f)
		{
			Stuff::ExtentBox local_box;
			Stuff::Point3D point;
			Stuff::Scalar radius = spec->debrisSpheres[i].radius;

			point.Multiply(spec->debrisSpheres[i].center, particle->m_localToParent);

			local_box.maxX = point.x + radius;
			local_box.minX = point.x - radius;

			local_box.maxY = point.y + radius;
			local_box.minY = point.y - radius;

			local_box.maxZ = point.z + radius;
			local_box.minZ = point.z - radius;

			box.Union(box, local_box);
		}
		i++;
	}

	//
	//------------------------------------
	// Now, build a info->m_bounds around this box
	//------------------------------------
	//
	Verify(box.maxX >= box.minX);
	Verify(box.maxY >= box.minY);
	Verify(box.maxZ >= box.minZ);
	Stuff::OBB local_bounds = Stuff::OBB::Identity;
	local_bounds.axisExtents.x = 0.5f * (box.maxX - box.minX);
	local_bounds.axisExtents.y = 0.5f * (box.maxY - box.minY);
	local_bounds.axisExtents.z = 0.5f * (box.maxZ - box.minZ);
	local_bounds.localToParent(3,0) = box.minX + local_bounds.axisExtents.x;
	local_bounds.localToParent(3,1) = box.minY + local_bounds.axisExtents.y;
	local_bounds.localToParent(3,2) = box.minZ + local_bounds.axisExtents.z;
	local_bounds.sphereRadius = local_bounds.axisExtents.GetLength();
	if (local_bounds.sphereRadius < Stuff::SMALL)
		local_bounds.sphereRadius = 0.01f;
	Stuff::OBB parent_bounds;
	parent_bounds.Multiply(local_bounds, m_localToParent);
	info->m_bounds->Union(*info->m_bounds, parent_bounds);

	//
	//----------------------------------------------
	// Tell our caller that we get to keep executing
	//----------------------------------------------
	//
	return true;
}

//------------------------------------------------------------------------------
//
bool
	gosFX::DebrisCloud::HasFinished(void)
{
	Check_Object(this);
	return Effect::HasFinished();
}

//------------------------------------------------------------------------------
//
void
	gosFX::DebrisCloud::Kill(void)
{
	Check_Object(this);

	//
	//-------------------------------------------------------------
	// Destroy all the particles and set up an empty particle cloud
	//-------------------------------------------------------------
	//
	for(int i=0; i < debrisPieces.GetLength(); i++)
	{
		DestroyParticle(i);
	}

	//
	//----------------------------------------
	// Now let the base effect handle stopping
	//----------------------------------------
	//
	Effect::Kill();
}

//------------------------------------------------------------------------------
//
bool
	gosFX::DebrisCloud::AnimateParticle(
		unsigned index,
		const Stuff::LinearMatrix4D *world_to_new_local,
		Stuff::Time till
	)
{
	Check_Object(this);

	//
	//-----------------------------------------
	// Animate the parent then get our pointers
	//-----------------------------------------
	//
	Specification *spec = GetSpecification();
	Check_Object(spec);
	Particle *particle = GetParticle(index);
	Check_Object(particle);
	Stuff::Scalar seed = particle->m_seed;
	Stuff::Scalar age = particle->m_age;
	if (age >= 1.0f)
		return false;

	//
	//------------------
	// Animate the color
	//------------------
	//
	Set_Statistic(Shape_Count, Shape_Count+1);
	particle->m_alpha = spec->m_pAlpha.ComputeValue(age, seed);

	//
	//-----------------------------------------------------------------------
	// If this cloud is unparented, we need to transform the point from local
	// space into world space and set the internal position/velocity pointers
	// to these temporary values
	//-----------------------------------------------------------------------
	//

	Stuff::Point3D translation;
	translation = particle->m_localToParent;

	Stuff::UnitQuaternion rotation;
	rotation = particle->m_localToParent;

	//
	//------------------------------------------------------------------
	// First, calculate the drag on the particle.  Drag can never assist
	// velocity
	//------------------------------------------------------------------
	//
	Stuff::Scalar drag = -spec->m_pDrag.ComputeValue(age, seed);
	Max_Clamp(drag, 0.0f);
	Stuff::Vector3D ether;
	ether.x = 0.0f;
	ether.y = spec->m_pEtherVelocityY.ComputeValue(age, seed);
	ether.z = 0.0f;
	Stuff::Vector3D accel(Stuff::Vector3D::Identity);

	//
	//-------------------------------------------------------------------
	// Deal with pseudo-world simulation.  In this mode, we interpret the
	// forces as if they are already in worldspace, and we transform them
	// back to local space
	//-------------------------------------------------------------------
	//
	Stuff::LinearMatrix4D world_to_effect;
	world_to_effect.Invert(m_localToWorld);
	Stuff::Vector3D local_ether;
	local_ether.MultiplyByInverse(ether, world_to_effect);
	Stuff::Vector3D rel_vel;
	rel_vel.Subtract(particle->m_linearVelocity, local_ether);
	accel.Multiply(rel_vel, drag);

	//
	//-----------------------------------------
	// Now, add in acceleration of the particle
	//-----------------------------------------
	//
	Stuff::Vector3D world_accel;
	world_accel.x = 0.0f;
	world_accel.y = spec->m_pAccelerationY.ComputeValue(age, seed);
	world_accel.z = 0.0f;
	Stuff::Vector3D local_accel;
	local_accel.Multiply(world_accel, world_to_effect);
	accel += local_accel;

	//
	//-------------------------------------------------
	// Compute the particle's new velocity and position
	//-------------------------------------------------
	//
	Stuff::Scalar time_slice =
		static_cast<Stuff::Scalar>(till - m_lastRan);
	
	particle->m_linearVelocity.AddScaled(particle->m_linearVelocity, accel, time_slice);
	
	translation.AddScaled(translation, particle->m_linearVelocity, time_slice);

	//
	//-----------------------
	// Deal with the rotation
	//-----------------------
	//
	Stuff::Vector3D omega(particle->m_angularVelocity);
	omega *= time_slice;
	Stuff::UnitQuaternion omega_q;
	omega_q = omega;

	rotation.Multiply(omega_q, Stuff::UnitQuaternion(rotation));
	rotation.Normalize();

	particle->m_localToParent.BuildRotation(rotation);
	particle->m_localToParent.BuildTranslation(translation);

	Check_Object(&particle->m_localToParent);

	return true;
}

//------------------------------------------------------------------------------
//
void
	gosFX::DebrisCloud::DestroyParticle(unsigned int index)
{
	Particle *particle = GetParticle(index);
	Check_Object(particle);
	particle->m_age = 1.0f;
}

//------------------------------------------------------------------------------
//
void gosFX::DebrisCloud::Draw(DrawInfo *info)
{
	Check_Object(this);
	Check_Object(info);
	Check_Object(info->m_parentToWorld);

	//
	//----------------------------
	// Set up the common draw info
	//----------------------------
	//
	Specification *spec = GetSpecification();
	Check_Object(spec);

	int i, nrOfParticle = debrisPieces.GetLength();

	for(i=0;i<nrOfParticle;i++)
	{
		//
		//-----------------------------------------------------------------
		// If the particle is still alive, concatenate into world space and
		// issue the draw command
		//-----------------------------------------------------------------
		//
		Particle *particle = GetParticle(i);
		Check_Object(particle);

		if (particle->m_age < 1.0f)
		{
			MidLevelRenderer::DrawScalableShapeInformation dinfo;
			MidLevelRenderer::MLRShape *shape = spec->debrisPieces[i];

			dinfo.clippingFlags.SetClippingState(0x3f);
			dinfo.worldToShape = NULL;
			dinfo.state.Combine(info->m_state, spec->m_state);
			dinfo.activeLights = NULL;
			dinfo.nrOfActiveLights = 0;
			dinfo.shape = shape;
			Stuff::LinearMatrix4D local_to_world;
			local_to_world.Multiply(m_localToParent, *info->m_parentToWorld);

			//
			//---------------------------------------------------------------
			// No alignment is necessary, so just multiply out all the active
			// particles
			//---------------------------------------------------------------
			//

			Stuff::LinearMatrix4D shape_to_world;
			shape_to_world.Multiply(
				particle->m_localToParent,
				local_to_world
			);
			dinfo.shapeToWorld = &shape_to_world;
			dinfo.scaling = NULL;
			Stuff::RGBAColor color(1.0f, 1.0f, 1.0f, particle->m_alpha);
			dinfo.paintMe = &color;
		 	info->m_clipper->DrawScalableShape(&dinfo);
		}
	}

	//
	//----------------------------
	// Let our parent do its thing
	//----------------------------
	//
	Effect::Draw(info);
}

//------------------------------------------------------------------------------
//
void
	gosFX::DebrisCloud::TestInstance() const
{
	Verify(IsDerivedFrom(DefaultData));
}

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