JurassicParkTrespasser/jp2_pc/Source/Lib/Renderer/Particles.hpp

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/***********************************************************************************************
*
* Copyright <EFBFBD> DreamWorks Interactive, 1998.
*
* A particle system for blood and so on.
*
* To do:
*
***********************************************************************************************
*
* $Log:: /JP2_PC/Source/Lib/Renderer/Particles.hpp $
*
* 22 98.09.30 10:37p Mmouni
* Added bUseTerrainColour.
*
* 21 9/24/98 1:45a Pkeet
* Changed the colour of blood.
*
* 20 98/09/19 14:47 Speter
* Changed method of randomising particle params, for more control.
*
* 19 98/09/17 3:38 Speter
* Added particle priority, for resolving multiple effects.
*
* 18 9/08/98 10:24p Pkeet
* Added a dust particle type.
*
* 17 98/08/28 19:49 Speter
* Added CParticlesCreate::fIntensity().
*
* 16 98/08/25 19:04 Speter
* Replaced sStickTime with fLength parameter, which calculates former.
*
* 15 8/21/98 11:06p Rwycko
* Removed SParticlesParam text prop constructor; too much of a butt-pain with text-prop system.
* Only CCreateParticles can be tp-constructed now.
*
* 14 98/08/21 18:04 Speter
* Added text prop loading. Moved fAccelStuck and fAccelUnstuck to SParticleParams. Added
* fThreshold, bLogScale. Added default constructors.
*
* 13 98/08/19 2:34 Speter
* Changed iNumParticles to float; moved sStickTime and fSpreadRadians to SParticleParams, for
* more general usage. Added scaling operators. Added Create() overload which takes an
* interpolation and scale.
*
* 12 8/18/98 1:31p Pkeet
* Added 'SParticleParams' to this module and provided functions to interpolate parameters.
*
* 11 8/18/98 12:36p Pkeet
* Replace the create class in CParticles with 'CCreateParticles.'
*
* 10 8/17/98 11:24p Pkeet
* Reduced the specular blood colour.
*
* 9 8/17/98 10:55p Pkeet
* Added full support for solid particles.
*
* 8 8/17/98 9:10p Pkeet
* Virtualized the particle system. Added support for solid (non-fluid) particles.
*
* 7 8/17/98 7:52p Pkeet
* Changed the colour of blood.
*
* 6 8/17/98 5:45p Pkeet
* Added parameters for setting 'stick' time and acceleration while stuck and unstuck.
*
* 5 8/17/98 4:51p Pkeet
* Added specular values for fluids.
*
* 4 8/16/98 9:47p Pkeet
* Added in the full set of particle parameters.
*
* 3 8/16/98 6:00p Pkeet
* Added in the 'CCreateParticles' class and a derived class for blood.
*
* 2 8/16/98 3:37p Pkeet
* Added a reset for the particle system.
*
* 1 8/15/98 9:43p Pkeet
* Intial implementation.
*
**********************************************************************************************/
#ifndef LIB_RENDERER_PARTICLES_HPP
#define LIB_RENDERER_PARTICLES_HPP
//
// Includes.
//
#include "Lib/Sys/Timer.hpp"
#include "Lib/Transform/Vector.hpp"
#include "Lib/View/Colour.hpp"
//
// Forward declarations.
//
class CParticleList;
class CPipelineHeap;
class CCamera;
class CTexture;
class CTextureColours;
class CParticleBase;
class CParticleSolid;
class CParticleFluid;
class CLoadWorld;
class CHandle;
class CValueTable;
//
// Constants.
//
// The colour of blood.
const CColour clrBlood = CColour(98, 2, 2);
// Specular value for blood.
const CColour clrBloodSpecular = CColour(122, 2, 2);
// The colour of water.
const CColour clrWater = CColour(160, 160, 228);
// Specular value for water.
const CColour clrWaterSpecular = CColour(208, 208, 240);
//
// Enumerations.
//
//*********************************************************************************************
//
enum EParticleType
//
// Type of particle.
//
// Prefix: ept
//
//**************************
{
eptSolid, // Ordinary solid particle.
eptDust, // Dust particles.
eptFluid // Fluid particle, for blood drops and water splashes.
};
//
// Structure definitions.
//
//*****************************************************************************************
//
struct SParticleParams
//
// Parameters for particles.
//
// Prefix: pp
//
//**************************
{
float fNumParticles; // Number of particles to generate per 'Create' call.
float fSpinRadPerSec; // Spin in radians per second.
float fSize; // Minimum size of a particle's cylindrical radius (metres).
float fLength; // Approximate length of fluid particles.
float fVelocity; // The lowest velocity for a particle upon creation (m/s).
TSec sLifespan; // Lifespan in seconds.
float fAccelStuck; // Acceleration while the particle is stuck.
float fAccelUnstuck; // Acceleration after the particle becomes unstuck.
float fSpreadRadians; // The angle formed by the axis of the cone and the side
// of the cone.
float fThreshold; // An associated strength associated with this set of params.
// Not used by particle system, but used elsewhere to map
// input energy, etc. to particle params.
//*************************************************************************************
//
// Constructors.
//
//*************************************************************************************
SParticleParams();
//*************************************************************************************
//
// Member functions.
//
//*************************************************************************************
//
SParticleParams ppInterpolate
(
const SParticleParams& pp, // Parameters to interpolate to.
float f_t
) const;
//
// Interpolates between this set of parameters and the parameters specified by the object.
//
//**************************
//*************************************************************************************
//
SParticleParams operator *(float f_t) const;
//
// Returns a 'pp' object whose params are scaled by the value.
//
//**************************
//*************************************************************************************
//
SParticleParams ppRandom
(
const SParticleParams& pp // Parameters to interpolate to.
) const;
//
// Returns random values between this set of parameters and the parameters specified by
// the object.
//
//**************************
};
//
// Class definitions.
//
//*****************************************************************************************
//
class CCreateParticles
//
// Prefix: crp
//
// Particle creation specification and activator.
//
// Notes:
// Descendants of this class should always use this class's data members only.
//
//**************************
{
public:
EParticleType eptParticleType; // Particle type.
CColour clrColour; // Colour of the particle.
bool bUseTerrainColour; // Use the terrain base colour for the particle.
bool bLogScale; // Whether scaling of effect is logarithmic.
float fTopMin; // Max strength of effect for min input.
// Max strength of effect for max input is always 1.
// Min strength for either is always 0.
int iPriority; // Precedence given when multiple effects possible
// (higher = more likely).
SParticleParams ppMin;
SParticleParams ppMax;
protected:
CTexture* ptexTexture; // Texture to be used by generated particles.
TSec sBeginAge; // Starting age of the particle.
public:
//*************************************************************************************
//
// Constructors.
//
// Default constructor.
CCreateParticles(CColour clr = clrBlack);
//*************************************************************************************
CCreateParticles
(
CLoadWorld* pload, // The loader.
const CHandle& h_object, // handle of object in value table.
CValueTable* pvtable // Value Table.
);
//*************************************************************************************
//
// Member functions.
//
//*****************************************************************************************
//
void Create
(
CVector3<> v3_origin,
CDir3<> d3_dir,
TSec s_period = 1.0 // Time scaling for number of particles created.
// Directly scales the number of particles created.
// To simply create a number between the ranges specified,
// use the default argument.
);
//
// Creates the specified number and type of particles.
//
//**************************
//*****************************************************************************************
//
void Create
(
CVector3<> v3_origin,
CDir3<> d3_dir,
TSec s_period,
float f_strength // Strength of event (relative to fThreshold params).
);
//
// Creates the specified number and type of particles.
// Interpolates between ppMin and ppMax to produce max values of particle params,
// according to f_strength and fThreshold.
//
//**************************
//*************************************************************************************
//
float fIntensity
(
float f_strength // Strength of event.
) const;
//
// Returns the intensity (interpolation param) to use for the given strength, based
// on the fThreshold params.
//
//**************************
//*************************************************************************************
//
CCreateParticles crtInterpolate
(
const CCreateParticles& crt, // Parameters to interpolate to.
float f_t
) const;
//
// Returns a 'crt' object representing an interpolation from this object to the object
// specified in the parameters.
//
//**************************
//*************************************************************************************
//
CCreateParticles operator *(float f_t) const;
//
// Returns a 'crt' object whose min and max params are scaled by the value.
//
//**************************
private:
class CPriv;
friend class CPriv;
friend class CParticles;
friend class CParticleBase;
friend class CParticleFluid;
friend class CParticleSolid;
friend class CParticleDust;
};
//*********************************************************************************************
//
class CParticles
//
// Object encapsulates all the functionality of maintaining lists of moving particles.
//
// Prefix: prts
//
//**************************
{
private:
CParticleList* pprtParticleList; // List of active particles.
CTextureColours* ptexcolTextures; // List of colours used.
TSec sPreviousStep; // Time of the last step.
public:
//*****************************************************************************************
//
// Constructor and destructor.
//
// Default constructor.
CParticles();
// Destructor.
~CParticles();
//*****************************************************************************************
//
// Member functions.
//
//*****************************************************************************************
//
void Reset
(
);
//
// Clears the particle system of particles.
//
//**************************
//*****************************************************************************************
//
void Add
(
const CCamera& cam,
CPipelineHeap& rplhHeap
);
//
// Adds particles to the renderer.
//
//**************************
//*****************************************************************************************
//
void Update
(
TSec sec
);
//
// Updates the particle system based on a unit of time.
//
//**************************
private:
friend class CParticleList;
friend class CCreateParticles;
};
//
// Global variable declarations.
//
// A global instance of a particle system.
extern CParticles Particles;
#endif LIB_RENDERER_PARTICLES_HPP