//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: Base explosion effect // // $NoKeywords: $ //=============================================================================// #include "cbase.h" #include "fx_explosion.h" #include "ClientEffectPrecacheSystem.h" #include "FX_Sparks.h" #include "dlight.h" #include "tempentity.h" #include "IEfx.h" #include "engine/IEngineSound.h" #include "engine/IVDebugOverlay.h" #include "c_te_effect_dispatch.h" #include "fx.h" #include "fx_quad.h" #include "fx_line.h" #include "fx_water.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" #define __EXPLOSION_DEBUG 0 CLIENTEFFECT_REGISTER_BEGIN( PrecacheEffectExplosion ) CLIENTEFFECT_MATERIAL( "effects/fire_cloud1" ) CLIENTEFFECT_MATERIAL( "effects/fire_cloud2" ) CLIENTEFFECT_MATERIAL( "effects/fire_embers1" ) CLIENTEFFECT_MATERIAL( "effects/fire_embers2" ) CLIENTEFFECT_MATERIAL( "effects/fire_embers3" ) CLIENTEFFECT_MATERIAL( "particle/particle_smokegrenade" ) CLIENTEFFECT_MATERIAL( "particle/particle_smokegrenade1" ) CLIENTEFFECT_MATERIAL( "effects/splash3" ) CLIENTEFFECT_MATERIAL( "effects/splashwake1" ) CLIENTEFFECT_REGISTER_END() // // CExplosionParticle // class CExplosionParticle : public CSimpleEmitter { public: CExplosionParticle( const char *pDebugName ) : CSimpleEmitter( pDebugName ) {} //Create static CExplosionParticle *Create( const char *pDebugName ) { return new CExplosionParticle( pDebugName ); } //Roll virtual float UpdateRoll( SimpleParticle *pParticle, float timeDelta ) { pParticle->m_flRoll += pParticle->m_flRollDelta * timeDelta; pParticle->m_flRollDelta += pParticle->m_flRollDelta * ( timeDelta * -8.0f ); //Cap the minimum roll if ( fabs( pParticle->m_flRollDelta ) < 0.5f ) { pParticle->m_flRollDelta = ( pParticle->m_flRollDelta > 0.0f ) ? 0.5f : -0.5f; } return pParticle->m_flRoll; } //Velocity virtual void UpdateVelocity( SimpleParticle *pParticle, float timeDelta ) { Vector saveVelocity = pParticle->m_vecVelocity; //Decellerate //pParticle->m_vecVelocity += pParticle->m_vecVelocity * ( timeDelta * -20.0f ); static float dtime; static float decay; if ( dtime != timeDelta ) { dtime = timeDelta; float expected = 0.5; decay = exp( log( 0.0001f ) * dtime / expected ); } pParticle->m_vecVelocity = pParticle->m_vecVelocity * decay; //Cap the minimum speed if ( pParticle->m_vecVelocity.LengthSqr() < (32.0f*32.0f) ) { VectorNormalize( saveVelocity ); pParticle->m_vecVelocity = saveVelocity * 32.0f; } } //Alpha virtual float UpdateAlpha( const SimpleParticle *pParticle ) { float tLifetime = pParticle->m_flLifetime / pParticle->m_flDieTime; float ramp = 1.0f - tLifetime; return Bias( ramp, 0.25f ); } //Color virtual Vector UpdateColor( const SimpleParticle *pParticle ) { Vector color; float tLifetime = pParticle->m_flLifetime / pParticle->m_flDieTime; float ramp = Bias( 1.0f - tLifetime, 0.25f ); color[0] = ( (float) pParticle->m_uchColor[0] * ramp ) / 255.0f; color[1] = ( (float) pParticle->m_uchColor[1] * ramp ) / 255.0f; color[2] = ( (float) pParticle->m_uchColor[2] * ramp ) / 255.0f; return color; } private: CExplosionParticle( const CExplosionParticle & ); }; //Singleton static member definition C_BaseExplosionEffect C_BaseExplosionEffect::m_instance; C_BaseExplosionEffect::C_BaseExplosionEffect( void ) : m_Material_Smoke( NULL ), m_Material_FireCloud( NULL ) { m_Material_Embers[0] = NULL; m_Material_Embers[1] = NULL; } //Singleton accessor C_BaseExplosionEffect &BaseExplosionEffect( void ) { return C_BaseExplosionEffect::Instance(); } //----------------------------------------------------------------------------- // Purpose: // Input : &deviant - // &source - // Output : float //----------------------------------------------------------------------------- float C_BaseExplosionEffect::ScaleForceByDeviation( Vector &deviant, Vector &source, float spread, float *force ) { if ( ( deviant == vec3_origin ) || ( source == vec3_origin ) ) return 1.0f; float dot = source.Dot( deviant ); dot = spread * fabs( dot ); if ( force != NULL ) { (*force) *= dot; } return dot; } //----------------------------------------------------------------------------- // Purpose: // Input : position - // force - // Output : virtual void //----------------------------------------------------------------------------- void C_BaseExplosionEffect::Create( const Vector &position, float force, float scale, int flags ) { m_vecOrigin = position; m_fFlags = flags; //Find the force of the explosion GetForceDirection( m_vecOrigin, force, &m_vecDirection, &m_flForce ); #if __EXPLOSION_DEBUG debugoverlay->AddBoxOverlay( m_vecOrigin, -Vector(32,32,32), Vector(32,32,32), vec3_angle, 255, 0, 0, 64, 5.0f ); debugoverlay->AddLineOverlay( m_vecOrigin, m_vecOrigin+(m_vecDirection*force*m_flForce), 0, 0, 255, false, 3 ); #endif PlaySound(); if ( scale != 0 ) { // UNDONE: Make core size parametric to scale or remove scale? CreateCore(); } CreateDebris(); //FIXME: CreateDynamicLight(); CreateMisc(); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void C_BaseExplosionEffect::CreateCore( void ) { if ( m_fFlags & TE_EXPLFLAG_NOFIREBALL ) return; Vector offset; int i; //Spread constricts as force rises float force = m_flForce; //Cap our force if ( force < EXPLOSION_FORCE_MIN ) force = EXPLOSION_FORCE_MIN; if ( force > EXPLOSION_FORCE_MAX ) force = EXPLOSION_FORCE_MAX; float spread = 1.0f - (0.15f*force); SimpleParticle *pParticle; CSmartPtr<CExplosionParticle> pSimple = CExplosionParticle::Create( "exp_smoke" ); pSimple->SetSortOrigin( m_vecOrigin ); pSimple->SetNearClip( 64, 128 ); pSimple->GetBinding().SetBBox( m_vecOrigin - Vector( 128, 128, 128 ), m_vecOrigin + Vector( 128, 128, 128 ) ); if ( m_Material_Smoke == NULL ) { m_Material_Smoke = pSimple->GetPMaterial( "particle/particle_noisesphere" ); } //FIXME: Better sampling area offset = m_vecOrigin + ( m_vecDirection * 32.0f ); //Find area ambient light color and use it to tint smoke Vector worldLight = WorldGetLightForPoint( offset, true ); Vector tint; float luminosity; if ( worldLight == vec3_origin ) { tint = vec3_origin; luminosity = 0.0f; } else { UTIL_GetNormalizedColorTintAndLuminosity( worldLight, &tint, &luminosity ); } // We only take a portion of the tint tint = (tint * 0.25f)+(Vector(0.75f,0.75f,0.75f)); // Rescale to a character range luminosity *= 255; if ( (m_fFlags & TE_EXPLFLAG_NOFIREBALLSMOKE) == 0 ) { // // Smoke - basic internal filler // for ( i = 0; i < 4; i++ ) { pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), m_Material_Smoke, m_vecOrigin ); if ( pParticle != NULL ) { pParticle->m_flLifetime = 0.0f; #ifdef _XBOX pParticle->m_flDieTime = 1.0f; #else pParticle->m_flDieTime = random->RandomFloat( 2.0f, 3.0f ); #endif pParticle->m_vecVelocity.Random( -spread, spread ); pParticle->m_vecVelocity += ( m_vecDirection * random->RandomFloat( 1.0f, 6.0f ) ); VectorNormalize( pParticle->m_vecVelocity ); float fForce = random->RandomFloat( 1, 750 ) * force; //Scale the force down as we fall away from our main direction ScaleForceByDeviation( pParticle->m_vecVelocity, m_vecDirection, spread, &fForce ); pParticle->m_vecVelocity *= fForce; #if __EXPLOSION_DEBUG debugoverlay->AddLineOverlay( m_vecOrigin, m_vecOrigin + pParticle->m_vecVelocity, 255, 0, 0, false, 3 ); #endif int nColor = random->RandomInt( luminosity*0.5f, luminosity ); pParticle->m_uchColor[0] = ( worldLight[0] * nColor ); pParticle->m_uchColor[1] = ( worldLight[1] * nColor ); pParticle->m_uchColor[2] = ( worldLight[2] * nColor ); pParticle->m_uchStartSize = 72; pParticle->m_uchEndSize = pParticle->m_uchStartSize * 2; pParticle->m_uchStartAlpha = 255; pParticle->m_uchEndAlpha = 0; pParticle->m_flRoll = random->RandomInt( 0, 360 ); pParticle->m_flRollDelta = random->RandomFloat( -2.0f, 2.0f ); } } // // Inner core // #ifndef _XBOX for ( i = 0; i < 8; i++ ) { offset.Random( -16.0f, 16.0f ); offset += m_vecOrigin; pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), m_Material_Smoke, offset ); if ( pParticle != NULL ) { pParticle->m_flLifetime = 0.0f; pParticle->m_flDieTime = random->RandomFloat( 0.5f, 1.0f ); pParticle->m_vecVelocity.Random( -spread, spread ); pParticle->m_vecVelocity += ( m_vecDirection * random->RandomFloat( 1.0f, 6.0f ) ); VectorNormalize( pParticle->m_vecVelocity ); float fForce = random->RandomFloat( 1, 2000 ) * force; //Scale the force down as we fall away from our main direction ScaleForceByDeviation( pParticle->m_vecVelocity, m_vecDirection, spread, &fForce ); pParticle->m_vecVelocity *= fForce; #if __EXPLOSION_DEBUG debugoverlay->AddLineOverlay( m_vecOrigin, m_vecOrigin + pParticle->m_vecVelocity, 255, 0, 0, false, 3 ); #endif int nColor = random->RandomInt( luminosity*0.5f, luminosity ); pParticle->m_uchColor[0] = ( worldLight[0] * nColor ); pParticle->m_uchColor[1] = ( worldLight[1] * nColor ); pParticle->m_uchColor[2] = ( worldLight[2] * nColor ); pParticle->m_uchStartSize = random->RandomInt( 32, 64 ); pParticle->m_uchEndSize = pParticle->m_uchStartSize * 2; pParticle->m_uchStartAlpha = random->RandomFloat( 128, 255 ); pParticle->m_uchEndAlpha = 0; pParticle->m_flRoll = random->RandomInt( 0, 360 ); pParticle->m_flRollDelta = random->RandomFloat( -8.0f, 8.0f ); } } #endif // !_XBOX // // Ground ring // Vector vRight, vUp; VectorVectors( m_vecDirection, vRight, vUp ); Vector forward; #ifndef _XBOX int numRingSprites = 32; #else int numRingSprites = 8; #endif float flIncr = (2*M_PI) / (float) numRingSprites; // Radians float flYaw = 0.0f; for ( i = 0; i < numRingSprites; i++ ) { flYaw += flIncr; SinCos( flYaw, &forward.y, &forward.x ); forward.z = 0.0f; offset = ( RandomVector( -4.0f, 4.0f ) + m_vecOrigin ) + ( forward * random->RandomFloat( 8.0f, 16.0f ) ); pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), m_Material_Smoke, offset ); if ( pParticle != NULL ) { pParticle->m_flLifetime = 0.0f; pParticle->m_flDieTime = random->RandomFloat( 0.5f, 1.5f ); pParticle->m_vecVelocity = forward; float fForce = random->RandomFloat( 500, 2000 ) * force; //Scale the force down as we fall away from our main direction ScaleForceByDeviation( pParticle->m_vecVelocity, pParticle->m_vecVelocity, spread, &fForce ); pParticle->m_vecVelocity *= fForce; #if __EXPLOSION_DEBUG debugoverlay->AddLineOverlay( m_vecOrigin, m_vecOrigin + pParticle->m_vecVelocity, 255, 0, 0, false, 3 ); #endif int nColor = random->RandomInt( luminosity*0.5f, luminosity ); pParticle->m_uchColor[0] = ( worldLight[0] * nColor ); pParticle->m_uchColor[1] = ( worldLight[1] * nColor ); pParticle->m_uchColor[2] = ( worldLight[2] * nColor ); pParticle->m_uchStartSize = random->RandomInt( 16, 32 ); pParticle->m_uchEndSize = pParticle->m_uchStartSize * 4; pParticle->m_uchStartAlpha = random->RandomFloat( 16, 32 ); pParticle->m_uchEndAlpha = 0; pParticle->m_flRoll = random->RandomInt( 0, 360 ); pParticle->m_flRollDelta = random->RandomFloat( -8.0f, 8.0f ); } } } #ifndef _XBOX // // Embers // if ( m_Material_Embers[0] == NULL ) { m_Material_Embers[0] = pSimple->GetPMaterial( "effects/fire_embers1" ); } if ( m_Material_Embers[1] == NULL ) { m_Material_Embers[1] = pSimple->GetPMaterial( "effects/fire_embers2" ); } for ( i = 0; i < 16; i++ ) { offset.Random( -32.0f, 32.0f ); offset += m_vecOrigin; pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), m_Material_Embers[random->RandomInt(0,1)], offset ); if ( pParticle != NULL ) { pParticle->m_flLifetime = 0.0f; pParticle->m_flDieTime = random->RandomFloat( 2.0f, 3.0f ); pParticle->m_vecVelocity.Random( -spread*2, spread*2 ); pParticle->m_vecVelocity += m_vecDirection; VectorNormalize( pParticle->m_vecVelocity ); float fForce = random->RandomFloat( 1.0f, 400.0f ); //Scale the force down as we fall away from our main direction float vDev = ScaleForceByDeviation( pParticle->m_vecVelocity, m_vecDirection, spread ); pParticle->m_vecVelocity *= fForce * ( 16.0f * (vDev*vDev*0.5f) ); #if __EXPLOSION_DEBUG debugoverlay->AddLineOverlay( m_vecOrigin, m_vecOrigin + pParticle->m_vecVelocity, 255, 0, 0, false, 3 ); #endif int nColor = random->RandomInt( 192, 255 ); pParticle->m_uchColor[0] = pParticle->m_uchColor[1] = pParticle->m_uchColor[2] = nColor; pParticle->m_uchStartSize = random->RandomInt( 8, 16 ) * vDev; pParticle->m_uchStartSize = clamp( pParticle->m_uchStartSize, 4, 32 ); pParticle->m_uchEndSize = pParticle->m_uchStartSize; pParticle->m_uchStartAlpha = 255; pParticle->m_uchEndAlpha = 0; pParticle->m_flRoll = random->RandomInt( 0, 360 ); pParticle->m_flRollDelta = random->RandomFloat( -8.0f, 8.0f ); } } #endif // !_XBOX // // Fireballs // if ( m_Material_FireCloud == NULL ) { m_Material_FireCloud = pSimple->GetPMaterial( "effects/fire_cloud2" ); } #ifndef _XBOX int numFireballs = 32; #else int numFireballs = 16; #endif for ( i = 0; i < numFireballs; i++ ) { offset.Random( -48.0f, 48.0f ); offset += m_vecOrigin; pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), m_Material_FireCloud, offset ); if ( pParticle != NULL ) { pParticle->m_flLifetime = 0.0f; pParticle->m_flDieTime = random->RandomFloat( 0.2f, 0.4f ); pParticle->m_vecVelocity.Random( -spread*0.75f, spread*0.75f ); pParticle->m_vecVelocity += m_vecDirection; VectorNormalize( pParticle->m_vecVelocity ); float fForce = random->RandomFloat( 400.0f, 800.0f ); //Scale the force down as we fall away from our main direction float vDev = ScaleForceByDeviation( pParticle->m_vecVelocity, m_vecDirection, spread ); pParticle->m_vecVelocity *= fForce * ( 16.0f * (vDev*vDev*0.5f) ); #if __EXPLOSION_DEBUG debugoverlay->AddLineOverlay( m_vecOrigin, m_vecOrigin + pParticle->m_vecVelocity, 255, 0, 0, false, 3 ); #endif int nColor = random->RandomInt( 128, 255 ); pParticle->m_uchColor[0] = pParticle->m_uchColor[1] = pParticle->m_uchColor[2] = nColor; pParticle->m_uchStartSize = random->RandomInt( 32, 85 ) * vDev; pParticle->m_uchStartSize = clamp( pParticle->m_uchStartSize, 32, 85 ); pParticle->m_uchEndSize = (int)((float)pParticle->m_uchStartSize * 1.5f); pParticle->m_uchStartAlpha = 255; pParticle->m_uchEndAlpha = 0; pParticle->m_flRoll = random->RandomInt( 0, 360 ); pParticle->m_flRollDelta = random->RandomFloat( -16.0f, 16.0f ); } } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void C_BaseExplosionEffect::CreateDebris( void ) { if ( m_fFlags & TE_EXPLFLAG_NOPARTICLES ) return; // // Sparks // CSmartPtr<CTrailParticles> pSparkEmitter = CTrailParticles::Create( "CreateDebris 1" ); if ( pSparkEmitter == NULL ) { assert(0); return; } if ( m_Material_FireCloud == NULL ) { m_Material_FireCloud = pSparkEmitter->GetPMaterial( "effects/fire_cloud2" ); } pSparkEmitter->SetSortOrigin( m_vecOrigin ); pSparkEmitter->m_ParticleCollision.SetGravity( 200.0f ); pSparkEmitter->SetFlag( bitsPARTICLE_TRAIL_VELOCITY_DAMPEN ); pSparkEmitter->SetVelocityDampen( 8.0f ); // Set our bbox, don't auto-calculate it! pSparkEmitter->GetBinding().SetBBox( m_vecOrigin - Vector( 128, 128, 128 ), m_vecOrigin + Vector( 128, 128, 128 ) ); #ifndef _XBOX int numSparks = random->RandomInt( 8, 16 ); #else int numSparks = random->RandomInt( 2, 4 ); #endif Vector dir; float spread = 1.0f; TrailParticle *tParticle; // Dump out sparks int i; for ( i = 0; i < numSparks; i++ ) { tParticle = (TrailParticle *) pSparkEmitter->AddParticle( sizeof(TrailParticle), m_Material_FireCloud, m_vecOrigin ); if ( tParticle == NULL ) break; tParticle->m_flLifetime = 0.0f; tParticle->m_flDieTime = random->RandomFloat( 0.1f, 0.15f ); dir.Random( -spread, spread ); dir += m_vecDirection; VectorNormalize( dir ); tParticle->m_flWidth = random->RandomFloat( 2.0f, 16.0f ); tParticle->m_flLength = random->RandomFloat( 0.05f, 0.1f ); tParticle->m_vecVelocity = dir * random->RandomFloat( 1500, 2500 ); Color32Init( tParticle->m_color, 255, 255, 255, 255 ); } #ifndef _XBOX // // Chunks // Vector offset; CSmartPtr<CFleckParticles> fleckEmitter = CFleckParticles::Create( "CreateDebris 2", m_vecOrigin ); if ( !fleckEmitter ) return; fleckEmitter->SetSortOrigin( m_vecOrigin ); // Setup our collision information fleckEmitter->m_ParticleCollision.Setup( m_vecOrigin, &m_vecDirection, 0.9f, 512, 1024, 800, 0.5f ); // Limit our bbox fleckEmitter->GetBinding().SetBBox( m_vecOrigin - Vector(128,128,128), m_vecOrigin + Vector(128,128,128) ); // FIXME: Cache? PMaterialHandle hMaterialArray[2]; hMaterialArray[0] = fleckEmitter->GetPMaterial( "effects/fleck_cement1" ); hMaterialArray[1] = fleckEmitter->GetPMaterial( "effects/fleck_cement2" ); #ifdef _XBOX int numFlecks = random->RandomInt( 8, 16 ); #else int numFlecks = random->RandomInt( 16, 32 ); #endif // _XBOX // Dump out flecks for ( i = 0; i < numFlecks; i++ ) { offset = m_vecOrigin + ( m_vecDirection * 16.0f ); offset[0] += random->RandomFloat( -8.0f, 8.0f ); offset[1] += random->RandomFloat( -8.0f, 8.0f ); offset[2] += random->RandomFloat( -8.0f, 8.0f ); FleckParticle *pParticle = (FleckParticle *) fleckEmitter->AddParticle( sizeof(FleckParticle), hMaterialArray[random->RandomInt(0,1)], offset ); if ( pParticle == NULL ) break; pParticle->m_flLifetime = 0.0f; pParticle->m_flDieTime = 3.0f; dir[0] = m_vecDirection[0] + random->RandomFloat( -1.0f, 1.0f ); dir[1] = m_vecDirection[1] + random->RandomFloat( -1.0f, 1.0f ); dir[2] = m_vecDirection[2] + random->RandomFloat( -1.0f, 1.0f ); pParticle->m_uchSize = random->RandomInt( 1, 3 ); VectorNormalize( dir ); float fForce = ( random->RandomFloat( 64, 256 ) * ( 4 - pParticle->m_uchSize ) ); float fDev = ScaleForceByDeviation( dir, m_vecDirection, 0.8f ); pParticle->m_vecVelocity = dir * ( fForce * ( 16.0f * (fDev*fDev*0.5f) ) ); pParticle->m_flRoll = random->RandomFloat( 0, 360 ); pParticle->m_flRollDelta = random->RandomFloat( 0, 360 ); float colorRamp = random->RandomFloat( 0.5f, 1.5f ); pParticle->m_uchColor[0] = min( 1.0f, 0.25f*colorRamp )*255.0f; pParticle->m_uchColor[1] = min( 1.0f, 0.25f*colorRamp )*255.0f; pParticle->m_uchColor[2] = min( 1.0f, 0.25f*colorRamp )*255.0f; } #endif // !_XBOX } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void C_BaseExplosionEffect::CreateMisc( void ) { } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void C_BaseExplosionEffect::CreateDynamicLight( void ) { if ( m_fFlags & TE_EXPLFLAG_NODLIGHTS ) return; dlight_t *dl = effects->CL_AllocDlight( 0 ); VectorCopy (m_vecOrigin, dl->origin); dl->decay = 200; dl->radius = 255; dl->color.r = 255; dl->color.g = 220; dl->color.b = 128; dl->die = gpGlobals->curtime + 0.1f; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void C_BaseExplosionEffect::PlaySound( void ) { if ( m_fFlags & TE_EXPLFLAG_NOSOUND ) return; CLocalPlayerFilter filter; C_BaseEntity::EmitSound( filter, SOUND_FROM_WORLD, "BaseExplosionEffect.Sound", &m_vecOrigin ); } //----------------------------------------------------------------------------- // Purpose: // Input : origin - // &m_vecDirection - // strength - // Output : float //----------------------------------------------------------------------------- float C_BaseExplosionEffect::Probe( const Vector &origin, Vector *vecDirection, float strength ) { //Press out Vector endpos = origin + ( (*vecDirection) * strength ); //Trace into the world trace_t tr; UTIL_TraceLine( origin, endpos, CONTENTS_SOLID, NULL, COLLISION_GROUP_NONE, &tr ); //Push back a proportional amount to the probe (*vecDirection) = -(*vecDirection) * (1.0f-tr.fraction); #if __EXPLOSION_DEBUG debugoverlay->AddLineOverlay( m_vecOrigin, endpos, (255*(1.0f-tr.fraction)), (255*tr.fraction), 0, false, 3 ); #endif assert(( 1.0f - tr.fraction ) >= 0.0f ); //Return the impacted proportion of the probe return (1.0f-tr.fraction); } //----------------------------------------------------------------------------- // Purpose: // Input : origin - // &m_vecDirection - // &m_flForce - //----------------------------------------------------------------------------- void C_BaseExplosionEffect::GetForceDirection( const Vector &origin, float magnitude, Vector *resultDirection, float *resultForce ) { Vector d[6]; //All cardinal directions d[0] = Vector( 1, 0, 0 ); d[1] = Vector( -1, 0, 0 ); d[2] = Vector( 0, 1, 0 ); d[3] = Vector( 0, -1, 0 ); d[4] = Vector( 0, 0, 1 ); d[5] = Vector( 0, 0, -1 ); //Init the results (*resultDirection).Init(); (*resultForce) = 1.0f; //Get the aggregate force vector for ( int i = 0; i < 6; i++ ) { (*resultForce) += Probe( origin, &d[i], magnitude ); (*resultDirection) += d[i]; } //If we've hit nothing, then point up if ( (*resultDirection) == vec3_origin ) { (*resultDirection) = Vector( 0, 0, 1 ); (*resultForce) = EXPLOSION_FORCE_MIN; } //Just return the direction VectorNormalize( (*resultDirection) ); } //----------------------------------------------------------------------------- // Purpose: Intercepts the water explosion dispatch effect //----------------------------------------------------------------------------- void ExplosionCallback( const CEffectData &data ) { BaseExplosionEffect().Create( data.m_vOrigin, data.m_flMagnitude, data.m_flScale, data.m_fFlags ); } DECLARE_CLIENT_EFFECT( "Explosion", ExplosionCallback ); //=============================================================================================================== // Water Explosion //=============================================================================================================== // // CExplosionParticle // class CWaterExplosionParticle : public CSimpleEmitter { public: CWaterExplosionParticle( const char *pDebugName ) : CSimpleEmitter( pDebugName ) {} //Create static CWaterExplosionParticle *Create( const char *pDebugName ) { return new CWaterExplosionParticle( pDebugName ); } //Roll virtual float UpdateRoll( SimpleParticle *pParticle, float timeDelta ) { pParticle->m_flRoll += pParticle->m_flRollDelta * timeDelta; pParticle->m_flRollDelta += pParticle->m_flRollDelta * ( timeDelta * -8.0f ); //Cap the minimum roll if ( fabs( pParticle->m_flRollDelta ) < 0.25f ) { pParticle->m_flRollDelta = ( pParticle->m_flRollDelta > 0.0f ) ? 0.25f : -0.25f; } return pParticle->m_flRoll; } //Velocity virtual void UpdateVelocity( SimpleParticle *pParticle, float timeDelta ) { Vector saveVelocity = pParticle->m_vecVelocity; //Decellerate //pParticle->m_vecVelocity += pParticle->m_vecVelocity * ( timeDelta * -20.0f ); static float dtime; static float decay; if ( dtime != timeDelta ) { dtime = timeDelta; float expected = 0.5; decay = exp( log( 0.0001f ) * dtime / expected ); } pParticle->m_vecVelocity = pParticle->m_vecVelocity * decay; //Cap the minimum speed if ( pParticle->m_vecVelocity.LengthSqr() < (8.0f*8.0f) ) { VectorNormalize( saveVelocity ); pParticle->m_vecVelocity = saveVelocity * 8.0f; } } //Alpha virtual float UpdateAlpha( const SimpleParticle *pParticle ) { float tLifetime = pParticle->m_flLifetime / pParticle->m_flDieTime; float ramp = 1.0f - tLifetime; //Non-linear fade if ( ramp < 0.75f ) ramp *= ramp; return ramp; } private: CWaterExplosionParticle( const CWaterExplosionParticle & ); }; //Singleton static member definition C_WaterExplosionEffect C_WaterExplosionEffect::m_waterinstance; //Singleton accessor C_WaterExplosionEffect &WaterExplosionEffect( void ) { return C_WaterExplosionEffect::Instance(); } #define MAX_WATER_SURFACE_DISTANCE 512 //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void C_WaterExplosionEffect::Create( const Vector &position, float force, float scale, int flags ) { m_vecOrigin = position; // Find our water surface by tracing up till we're out of the water trace_t tr; Vector vecTrace( 0, 0, MAX_WATER_SURFACE_DISTANCE ); UTIL_TraceLine( m_vecOrigin, m_vecOrigin + vecTrace, MASK_WATER, NULL, COLLISION_GROUP_NONE, &tr ); // If we didn't start in water, we're above it if ( tr.startsolid == false ) { // Look downward to find the surface vecTrace.Init( 0, 0, -MAX_WATER_SURFACE_DISTANCE ); UTIL_TraceLine( m_vecOrigin, m_vecOrigin + vecTrace, MASK_WATER, NULL, COLLISION_GROUP_NONE, &tr ); // If we hit it, setup the explosion if ( tr.fraction < 1.0f ) { m_vecWaterSurface = tr.endpos; m_flDepth = 0.0f; } else { //NOTENOTE: We somehow got into a water explosion without being near water? Assert( 0 ); m_vecWaterSurface = m_vecOrigin; m_flDepth = 0.0f; } } else if ( tr.fractionleftsolid ) { // Otherwise we came out of the water at this point m_vecWaterSurface = m_vecOrigin + (vecTrace * tr.fractionleftsolid); m_flDepth = MAX_WATER_SURFACE_DISTANCE * tr.fractionleftsolid; } else { // Use default values, we're really deep m_vecWaterSurface = m_vecOrigin; m_flDepth = MAX_WATER_SURFACE_DISTANCE; } // Get our lighting information FX_GetSplashLighting( m_vecOrigin + Vector( 0, 0, 32 ), &m_vecColor, &m_flLuminosity ); BaseClass::Create( position, force, scale, flags ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void C_WaterExplosionEffect::CreateCore( void ) { if ( m_fFlags & TE_EXPLFLAG_NOFIREBALL ) return; // Get our lighting information for the water surface Vector color; float luminosity; FX_GetSplashLighting( m_vecWaterSurface + Vector( 0, 0, 8 ), &color, &luminosity ); float lifetime = random->RandomFloat( 0.8f, 1.0f ); // Ground splash FX_AddQuad( m_vecWaterSurface + Vector(0,0,2), Vector(0,0,1), 64, 64 * 4.0f, 0.85f, luminosity, 0.0f, 0.25f, random->RandomInt( 0, 360 ), random->RandomFloat( -4, 4 ), color, 2.0f, "effects/splashwake1", (FXQUAD_BIAS_SCALE|FXQUAD_BIAS_ALPHA) ); Vector vRight, vUp; VectorVectors( Vector(0,0,1) , vRight, vUp ); Vector start, end; float radius = 50.0f; unsigned int flags; // Base vertical shaft FXLineData_t lineData; start = m_vecWaterSurface; end = start + ( Vector( 0, 0, 1 ) * random->RandomFloat( radius, radius*1.5f ) ); if ( random->RandomInt( 0, 1 ) ) { flags |= FXSTATICLINE_FLIP_HORIZONTAL; } else { flags = 0; } lineData.m_flDieTime = lifetime * 0.5f; lineData.m_flStartAlpha= luminosity; lineData.m_flEndAlpha = 0.0f; lineData.m_flStartScale = radius*0.5f; lineData.m_flEndScale = radius*2; lineData.m_pMaterial = materials->FindMaterial( "effects/splash3", 0, 0 ); lineData.m_vecStart = start; lineData.m_vecStartVelocity = vec3_origin; lineData.m_vecEnd = end; lineData.m_vecEndVelocity = Vector(0,0,random->RandomFloat( 650, 750 )); FX_AddLine( lineData ); // Inner filler shaft start = m_vecWaterSurface; end = start + ( Vector(0,0,1) * random->RandomFloat( 32, 64 ) ); if ( random->RandomInt( 0, 1 ) ) { flags |= FXSTATICLINE_FLIP_HORIZONTAL; } else { flags = 0; } lineData.m_flDieTime = lifetime * 0.5f; lineData.m_flStartAlpha= luminosity; lineData.m_flEndAlpha = 0.0f; lineData.m_flStartScale = radius; lineData.m_flEndScale = radius*2; lineData.m_pMaterial = materials->FindMaterial( "effects/splash3", 0, 0 ); lineData.m_vecStart = start; lineData.m_vecStartVelocity = vec3_origin; lineData.m_vecEnd = end; lineData.m_vecEndVelocity = Vector(0,0,1) * random->RandomFloat( 64, 128 ); FX_AddLine( lineData ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void C_WaterExplosionEffect::CreateDebris( void ) { if ( m_fFlags & TE_EXPLFLAG_NOPARTICLES ) return; // Must be in deep enough water if ( m_flDepth <= 128 ) return; Vector offset; int i; //Spread constricts as force rises float force = m_flForce; //Cap our force if ( force < EXPLOSION_FORCE_MIN ) force = EXPLOSION_FORCE_MIN; if ( force > EXPLOSION_FORCE_MAX ) force = EXPLOSION_FORCE_MAX; float spread = 1.0f - (0.15f*force); SimpleParticle *pParticle; CSmartPtr<CWaterExplosionParticle> pSimple = CWaterExplosionParticle::Create( "waterexp_bubbles" ); pSimple->SetSortOrigin( m_vecOrigin ); pSimple->SetNearClip( 64, 128 ); //FIXME: Better sampling area offset = m_vecOrigin + ( m_vecDirection * 64.0f ); //Find area ambient light color and use it to tint bubbles Vector worldLight; FX_GetSplashLighting( offset, &worldLight, NULL ); // // Smoke // CParticleSubTexture *pMaterial[2]; pMaterial[0] = pSimple->GetPMaterial( "effects/splash1" ); pMaterial[1] = pSimple->GetPMaterial( "effects/splash2" ); for ( i = 0; i < 16; i++ ) { offset.Random( -32.0f, 32.0f ); offset += m_vecOrigin; pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), pMaterial[random->RandomInt(0,1)], offset ); if ( pParticle != NULL ) { pParticle->m_flLifetime = 0.0f; pParticle->m_flDieTime = random->RandomFloat( 2.0f, 3.0f ); pParticle->m_vecVelocity.Random( -spread, spread ); pParticle->m_vecVelocity += ( m_vecDirection * random->RandomFloat( 1.0f, 6.0f ) ); VectorNormalize( pParticle->m_vecVelocity ); float fForce = 1500 * force; //Scale the force down as we fall away from our main direction ScaleForceByDeviation( pParticle->m_vecVelocity, m_vecDirection, spread, &fForce ); pParticle->m_vecVelocity *= fForce; #if __EXPLOSION_DEBUG debugoverlay->AddLineOverlay( m_vecOrigin, m_vecOrigin + pParticle->m_vecVelocity, 255, 0, 0, false, 3 ); #endif pParticle->m_uchColor[0] = m_vecColor.x * 255; pParticle->m_uchColor[1] = m_vecColor.y * 255; pParticle->m_uchColor[2] = m_vecColor.z * 255; pParticle->m_uchStartSize = random->RandomInt( 32, 64 ); pParticle->m_uchEndSize = pParticle->m_uchStartSize * 2; pParticle->m_uchStartAlpha = m_flLuminosity; pParticle->m_uchEndAlpha = 0; pParticle->m_flRoll = random->RandomInt( 0, 360 ); pParticle->m_flRollDelta = random->RandomFloat( -8.0f, 8.0f ); } } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void C_WaterExplosionEffect::CreateMisc( void ) { Vector offset; float colorRamp; int i; float flScale = 2.0f; PMaterialHandle hMaterial = ParticleMgr()->GetPMaterial( "effects/splash2" ); #ifndef _XBOX int numDrops = 32; float length = 0.1f; Vector vForward, vRight, vUp; Vector offDir; TrailParticle *tParticle; CSmartPtr<CTrailParticles> sparkEmitter = CTrailParticles::Create( "splash" ); if ( !sparkEmitter ) return; sparkEmitter->SetSortOrigin( m_vecWaterSurface ); sparkEmitter->m_ParticleCollision.SetGravity( 800.0f ); sparkEmitter->SetFlag( bitsPARTICLE_TRAIL_VELOCITY_DAMPEN ); sparkEmitter->SetVelocityDampen( 2.0f ); //Dump out drops for ( i = 0; i < numDrops; i++ ) { offset = m_vecWaterSurface; offset[0] += random->RandomFloat( -16.0f, 16.0f ) * flScale; offset[1] += random->RandomFloat( -16.0f, 16.0f ) * flScale; tParticle = (TrailParticle *) sparkEmitter->AddParticle( sizeof(TrailParticle), hMaterial, offset ); if ( tParticle == NULL ) break; tParticle->m_flLifetime = 0.0f; tParticle->m_flDieTime = random->RandomFloat( 0.5f, 1.0f ); offDir = Vector(0,0,1) + RandomVector( -1.0f, 1.0f ); tParticle->m_vecVelocity = offDir * random->RandomFloat( 50.0f * flScale * 2.0f, 100.0f * flScale * 2.0f ); tParticle->m_vecVelocity[2] += random->RandomFloat( 32.0f, 128.0f ) * flScale; tParticle->m_flWidth = clamp( random->RandomFloat( 1.0f, 3.0f ) * flScale, 0.1f, 4.0f ); tParticle->m_flLength = random->RandomFloat( length*0.25f, length )/* * flScale*/; colorRamp = random->RandomFloat( 1.5f, 2.0f ); FloatToColor32( tParticle->m_color, min( 1.0f, m_vecColor[0] * colorRamp ), min( 1.0f, m_vecColor[1] * colorRamp ), min( 1.0f, m_vecColor[2] * colorRamp ), m_flLuminosity ); } //Dump out drops for ( i = 0; i < 4; i++ ) { offset = m_vecWaterSurface; offset[0] += random->RandomFloat( -16.0f, 16.0f ) * flScale; offset[1] += random->RandomFloat( -16.0f, 16.0f ) * flScale; tParticle = (TrailParticle *) sparkEmitter->AddParticle( sizeof(TrailParticle), hMaterial, offset ); if ( tParticle == NULL ) break; tParticle->m_flLifetime = 0.0f; tParticle->m_flDieTime = random->RandomFloat( 0.5f, 1.0f ); offDir = Vector(0,0,1) + RandomVector( -0.2f, 0.2f ); tParticle->m_vecVelocity = offDir * random->RandomFloat( 50 * flScale * 3.0f, 100 * flScale * 3.0f ); tParticle->m_vecVelocity[2] += random->RandomFloat( 32.0f, 128.0f ) * flScale; tParticle->m_flWidth = clamp( random->RandomFloat( 2.0f, 3.0f ) * flScale, 0.1f, 4.0f ); tParticle->m_flLength = random->RandomFloat( length*0.25f, length )/* * flScale*/; colorRamp = random->RandomFloat( 1.5f, 2.0f ); FloatToColor32( tParticle->m_color, min( 1.0f, m_vecColor[0] * colorRamp ), min( 1.0f, m_vecColor[1] * colorRamp ), min( 1.0f, m_vecColor[2] * colorRamp ), m_flLuminosity ); } #endif CSmartPtr<CSplashParticle> pSimple = CSplashParticle::Create( "splish" ); pSimple->SetSortOrigin( m_vecWaterSurface ); pSimple->SetClipHeight( m_vecWaterSurface.z ); pSimple->GetBinding().SetBBox( m_vecWaterSurface-(Vector(32.0f, 32.0f, 32.0f)*flScale), m_vecWaterSurface+(Vector(32.0f, 32.0f, 32.0f)*flScale) ); SimpleParticle *pParticle; for ( i = 0; i < 16; i++ ) { pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), hMaterial, m_vecWaterSurface ); if ( pParticle == NULL ) break; pParticle->m_flLifetime = 0.0f; pParticle->m_flDieTime = 2.0f; //NOTENOTE: We use a clip plane to realistically control our lifespan pParticle->m_vecVelocity.Random( -0.2f, 0.2f ); pParticle->m_vecVelocity += ( Vector( 0, 0, random->RandomFloat( 4.0f, 6.0f ) ) ); VectorNormalize( pParticle->m_vecVelocity ); pParticle->m_vecVelocity *= 50 * flScale * (8-i); colorRamp = random->RandomFloat( 0.75f, 1.25f ); pParticle->m_uchColor[0] = min( 1.0f, m_vecColor[0] * colorRamp ) * 255.0f; pParticle->m_uchColor[1] = min( 1.0f, m_vecColor[1] * colorRamp ) * 255.0f; pParticle->m_uchColor[2] = min( 1.0f, m_vecColor[2] * colorRamp ) * 255.0f; pParticle->m_uchStartSize = 24 * flScale * RemapValClamped( i, 7, 0, 1, 0.5f ); pParticle->m_uchEndSize = min( 255, pParticle->m_uchStartSize * 2 ); pParticle->m_uchStartAlpha = RemapValClamped( i, 7, 0, 255, 32 ) * m_flLuminosity; pParticle->m_uchEndAlpha = 0; pParticle->m_flRoll = random->RandomInt( 0, 360 ); pParticle->m_flRollDelta = random->RandomFloat( -4.0f, 4.0f ); } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void C_WaterExplosionEffect::PlaySound( void ) { if ( m_fFlags & TE_EXPLFLAG_NOSOUND ) return; CLocalPlayerFilter filter; C_BaseEntity::EmitSound( filter, SOUND_FROM_WORLD, "Physics.WaterSplash", &m_vecWaterSurface ); if ( m_flDepth > 128 ) { C_BaseEntity::EmitSound( filter, SOUND_FROM_WORLD, "WaterExplosionEffect.Sound", &m_vecOrigin ); } else { C_BaseEntity::EmitSound( filter, SOUND_FROM_WORLD, "BaseExplosionEffect.Sound", &m_vecOrigin ); } } //----------------------------------------------------------------------------- // Purpose: Intercepts the water explosion dispatch effect //----------------------------------------------------------------------------- void WaterSurfaceExplosionCallback( const CEffectData &data ) { WaterExplosionEffect().Create( data.m_vOrigin, data.m_flMagnitude, data.m_flScale, data.m_fFlags ); } DECLARE_CLIENT_EFFECT( "WaterSurfaceExplosion", WaterSurfaceExplosionCallback ); //Singleton static member definition C_MegaBombExplosionEffect C_MegaBombExplosionEffect::m_megainstance; //Singleton accessor C_MegaBombExplosionEffect &MegaBombExplosionEffect( void ) { return C_MegaBombExplosionEffect::Instance(); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void C_MegaBombExplosionEffect::CreateCore( void ) { if ( m_fFlags & TE_EXPLFLAG_NOFIREBALL ) return; Vector offset; int i; //Spread constricts as force rises float force = m_flForce; //Cap our force if ( force < EXPLOSION_FORCE_MIN ) force = EXPLOSION_FORCE_MIN; if ( force > EXPLOSION_FORCE_MAX ) force = EXPLOSION_FORCE_MAX; float spread = 1.0f - (0.15f*force); CSmartPtr<CExplosionParticle> pSimple = CExplosionParticle::Create( "exp_smoke" ); pSimple->SetSortOrigin( m_vecOrigin ); pSimple->SetNearClip( 32, 64 ); SimpleParticle *pParticle; if ( m_Material_FireCloud == NULL ) { m_Material_FireCloud = pSimple->GetPMaterial( "effects/fire_cloud2" ); } // // Fireballs // for ( i = 0; i < 32; i++ ) { offset.Random( -48.0f, 48.0f ); offset += m_vecOrigin; pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), m_Material_FireCloud, offset ); if ( pParticle != NULL ) { pParticle->m_flLifetime = 0.0f; pParticle->m_flDieTime = random->RandomFloat( 0.2f, 0.4f ); pParticle->m_vecVelocity.Random( -spread*0.75f, spread*0.75f ); pParticle->m_vecVelocity += m_vecDirection; VectorNormalize( pParticle->m_vecVelocity ); float fForce = random->RandomFloat( 400.0f, 800.0f ); //Scale the force down as we fall away from our main direction float vDev = ScaleForceByDeviation( pParticle->m_vecVelocity, m_vecDirection, spread ); pParticle->m_vecVelocity *= fForce * ( 16.0f * (vDev*vDev*0.5f) ); #if __EXPLOSION_DEBUG debugoverlay->AddLineOverlay( m_vecOrigin, m_vecOrigin + pParticle->m_vecVelocity, 255, 0, 0, false, 3 ); #endif int nColor = random->RandomInt( 128, 255 ); pParticle->m_uchColor[0] = pParticle->m_uchColor[1] = pParticle->m_uchColor[2] = nColor; pParticle->m_uchStartSize = random->RandomInt( 32, 85 ) * vDev; pParticle->m_uchStartSize = clamp( pParticle->m_uchStartSize, 32, 85 ); pParticle->m_uchEndSize = (int)((float)pParticle->m_uchStartSize * 1.5f); pParticle->m_uchStartAlpha = 255; pParticle->m_uchEndAlpha = 0; pParticle->m_flRoll = random->RandomInt( 0, 360 ); pParticle->m_flRollDelta = random->RandomFloat( -16.0f, 16.0f ); } } } //----------------------------------------------------------------------------- // Purpose: // Input : &data - //----------------------------------------------------------------------------- void HelicopterMegaBombCallback( const CEffectData &data ) { C_MegaBombExplosionEffect().Create( data.m_vOrigin, 1.0f, 1.0f, 0 ); } DECLARE_CLIENT_EFFECT( "HelicopterMegaBomb", HelicopterMegaBombCallback );
# | Change | User | Description | Committed | |
---|---|---|---|---|---|
#1 | 5821 | Knut Wikstrom |
Added Valve Source code. This is NOT to be commited to other than new code from Valve. |