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CnC_Renegade/Code/Tools/W3DView/EmitterInstanceList.cpp

470 lines
12 KiB
C++

/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program 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 3 of the License, or
** (at your option) any later version.
**
** This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
*/
/***********************************************************************************************
*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
***********************************************************************************************
* *
* Project Name : W3DView *
* *
* $Archive:: /VSS_Sync/W3DView/EmitterInstanceList.cpp $Modtime:: $*
* *
* $Revision:: 7 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "StdAfx.H"
#include "EmitterInstanceList.H"
#include "Utils.H"
/////////////////////////////////////////////////////////////////////
//
// ~EmitterInstanceListClass
//
/////////////////////////////////////////////////////////////////////
EmitterInstanceListClass::~EmitterInstanceListClass (void)
{
Free_List ();
return ;
}
/////////////////////////////////////////////////////////////////////
//
// Free_List
//
/////////////////////////////////////////////////////////////////////
void
EmitterInstanceListClass::Free_List (void)
{
//
// Release our hold on each of the emitter pointers
//
for (int index = 0; index < m_List.Count (); index ++) {
MEMBER_RELEASE (m_List[index]);
}
m_List.Delete_All ();
return ;
}
/////////////////////////////////////////////////////////////////////
//
// Add_Emitter
//
/////////////////////////////////////////////////////////////////////
void
EmitterInstanceListClass::Add_Emitter (ParticleEmitterClass *emitter)
{
ASSERT (emitter != NULL);
if (emitter != NULL) {
//
// If this is the first emitter in the list, then initialize
// the definition to it's state
//
if (m_List.Count () == 0) {
ParticleEmitterDefClass *def = emitter->Build_Definition ();
if (def != NULL) {
ParticleEmitterDefClass::operator= (*def);
SAFE_DELETE (def);
}
}
//
// Add this emitter to the list and put a hold on its reference
//
SAFE_ADD_REF (emitter);
m_List.Add (emitter);
}
return ;
}
/////////////////////////////////////////////////////////////////////
//
// Set_Velocity
//
/////////////////////////////////////////////////////////////////////
void
EmitterInstanceListClass::Set_Velocity (const Vector3 &value)
{
ParticleEmitterDefClass::Set_Velocity (value);
//
// Pass this setting onto the emitters immediately
//
for (int index = 0; index < m_List.Count (); index ++) {
m_List[index]->Set_Base_Velocity (value);
}
return ;
}
/////////////////////////////////////////////////////////////////////
//
// Set_Acceleration
//
/////////////////////////////////////////////////////////////////////
void
EmitterInstanceListClass::Set_Acceleration (const Vector3 &value)
{
ParticleEmitterDefClass::Set_Acceleration (value);
//
// Pass this setting onto the emitters immediately
//
for (int index = 0; index < m_List.Count (); index ++) {
m_List[index]->Set_Acceleration (value);
}
return ;
}
/////////////////////////////////////////////////////////////////////
//
// Set_Burst_Size
//
/////////////////////////////////////////////////////////////////////
void
EmitterInstanceListClass::Set_Burst_Size (unsigned int count)
{
ParticleEmitterDefClass::Set_Burst_Size (count);
//
// Pass this setting onto the emitters immediately
//
for (int index = 0; index < m_List.Count (); index ++) {
m_List[index]->Set_Burst_Size (count);
}
return ;
}
/////////////////////////////////////////////////////////////////////
//
// Set_Outward_Vel
//
/////////////////////////////////////////////////////////////////////
void
EmitterInstanceListClass::Set_Outward_Vel (float value)
{
ParticleEmitterDefClass::Set_Outward_Vel (value);
//
// Pass this setting onto the emitters immediately
//
for (int index = 0; index < m_List.Count (); index ++) {
m_List[index]->Set_Outwards_Velocity (value);
}
return ;
}
/////////////////////////////////////////////////////////////////////
//
// Set_Vel_Inherit
//
/////////////////////////////////////////////////////////////////////
void
EmitterInstanceListClass::Set_Vel_Inherit (float value)
{
ParticleEmitterDefClass::Set_Vel_Inherit (value);
//
// Pass this setting onto the emitters immediately
//
for (int index = 0; index < m_List.Count (); index ++) {
m_List[index]->Set_Velocity_Inheritance_Factor (value);
}
return ;
}
/////////////////////////////////////////////////////////////////////
//
// Set_Velocity_Random
//
/////////////////////////////////////////////////////////////////////
void
EmitterInstanceListClass::Set_Velocity_Random (Vector3Randomizer *randomizer)
{
ParticleEmitterDefClass::Set_Velocity_Random (randomizer);
if (randomizer != NULL) {
//
// Pass this setting onto the emitters immediately
//
for (int index = 0; index < m_List.Count (); index ++) {
m_List[index]->Set_Velocity_Randomizer (randomizer->Clone ());
}
}
return ;
}
/////////////////////////////////////////////////////////////////////
//
// Set_Color_Keyframes
//
/////////////////////////////////////////////////////////////////////
void
EmitterInstanceListClass::Set_Color_Keyframes (ParticlePropertyStruct<Vector3> &keyframes)
{
//
// Make sure tha any value that is supposed to go to zero, really
// does even if its got a randomizer.
//
if ( (keyframes.Rand.X != 0) ||
(keyframes.Rand.Y != 0) ||
(keyframes.Rand.Z != 0))
{
for (UINT index = 0; index < keyframes.NumKeyFrames; index ++) {
if ((keyframes.Values[index].X <= 0.000001F) &&
(keyframes.Values[index].Y <= 0.000001F) &&
(keyframes.Values[index].Z <= 0.000001F)) {
keyframes.Values[index].X = -keyframes.Rand.X;
keyframes.Values[index].Y = -keyframes.Rand.Y;
keyframes.Values[index].Z = -keyframes.Rand.Z;
}
}
}
ParticleEmitterDefClass::Set_Color_Keyframes (keyframes);
//
// Pass this setting onto the emitters immediately
//
for (int index = 0; index < m_List.Count (); index ++) {
m_List[index]->Reset_Colors (keyframes);
}
return ;
}
/////////////////////////////////////////////////////////////////////
//
// Set_Opacity_Keyframes
//
/////////////////////////////////////////////////////////////////////
void
EmitterInstanceListClass::Set_Opacity_Keyframes (ParticlePropertyStruct<float> &keyframes)
{
//
// Make sure tha any value that is supposed to go to zero, really
// does even if its got a randomizer.
//
if (keyframes.Rand != 0)
{
for (UINT index = 0; index < keyframes.NumKeyFrames; index ++) {
if (keyframes.Values[index] <= 0.000001F) {
keyframes.Values[index] = -keyframes.Rand;
}
}
}
ParticleEmitterDefClass::Set_Opacity_Keyframes (keyframes);
//
// Pass this setting onto the emitters immediately
//
for (int index = 0; index < m_List.Count (); index ++) {
m_List[index]->Reset_Opacity (keyframes);
}
return ;
}
/////////////////////////////////////////////////////////////////////
//
// Set_Size_Keyframes
//
/////////////////////////////////////////////////////////////////////
void
EmitterInstanceListClass::Set_Size_Keyframes (ParticlePropertyStruct<float> &keyframes)
{
//
// Make sure tha any value that is supposed to go to zero, really
// does even if its got a randomizer.
//
if (keyframes.Rand != 0)
{
for (UINT index = 0; index < keyframes.NumKeyFrames; index ++) {
if (keyframes.Values[index] <= 0.000001F) {
keyframes.Values[index] = -keyframes.Rand;
}
}
}
ParticleEmitterDefClass::Set_Size_Keyframes (keyframes);
//
// Pass this setting onto the emitters immediately
//
for (int index = 0; index < m_List.Count (); index ++) {
m_List[index]->Reset_Size (keyframes);
}
return ;
}
/////////////////////////////////////////////////////////////////////
//
// Set_Rotation_Keyframes
//
/////////////////////////////////////////////////////////////////////
void
EmitterInstanceListClass::Set_Rotation_Keyframes (ParticlePropertyStruct<float> &keyframes, float orient_rnd)
{
ParticleEmitterDefClass::Set_Rotation_Keyframes (keyframes, orient_rnd);
//
// Pass this setting onto the emitters immediately
//
for (int index = 0; index < m_List.Count (); index ++) {
m_List[index]->Reset_Rotations (keyframes, orient_rnd);
}
return ;
}
/////////////////////////////////////////////////////////////////////
//
// Set_Frame_Keyframes
//
/////////////////////////////////////////////////////////////////////
void
EmitterInstanceListClass::Set_Frame_Keyframes (ParticlePropertyStruct<float> &keyframes)
{
ParticleEmitterDefClass::Set_Frame_Keyframes (keyframes);
//
// Pass this setting onto the emitters immediately
//
for (int index = 0; index < m_List.Count (); index ++) {
m_List[index]->Reset_Frames (keyframes);
}
return ;
}
/////////////////////////////////////////////////////////////////////
//
// Set_Blur_Time_Keyframes
//
/////////////////////////////////////////////////////////////////////
void
EmitterInstanceListClass::Set_Blur_Time_Keyframes (ParticlePropertyStruct<float> &keyframes)
{
ParticleEmitterDefClass::Set_Blur_Time_Keyframes (keyframes);
//
// Pass this setting onto the emitters immediately
//
for (int index = 0; index < m_List.Count (); index ++) {
m_List[index]->Reset_Blur_Times (keyframes);
}
return ;
}
///////////////////////////////////////////////////////////////////////////////////
//
// Get_Color_Keyframes
//
void
EmitterInstanceListClass::Get_Color_Keyframes (ParticlePropertyStruct<Vector3> &keyframes) const
{
ParticleEmitterDefClass::Get_Color_Keyframes (keyframes);
//
// Normalize the data
//
for (UINT index = 0; index < keyframes.NumKeyFrames; index ++) {
if (keyframes.Values[index].X <= 0.000001F) {
keyframes.Values[index].X = 0;
}
if (keyframes.Values[index].Y <= 0.000001F) {
keyframes.Values[index].Y = 0;
}
if (keyframes.Values[index].Z <= 0.000001F) {
keyframes.Values[index].Z = 0;
}
}
return ;
}
///////////////////////////////////////////////////////////////////////////////////
//
// Get_Opacity_Keyframes
//
void
EmitterInstanceListClass::Get_Opacity_Keyframes (ParticlePropertyStruct<float> &keyframes) const
{
ParticleEmitterDefClass::Get_Opacity_Keyframes (keyframes);
//
// Normalize the data
//
for (UINT index = 0; index < keyframes.NumKeyFrames; index ++) {
if (keyframes.Values[index] <= 0.000001F) {
keyframes.Values[index] = 0;
}
}
return ;
}
///////////////////////////////////////////////////////////////////////////////////
//
// Get_Size_Keyframes
//
void
EmitterInstanceListClass::Get_Size_Keyframes (ParticlePropertyStruct<float> &keyframes) const
{
ParticleEmitterDefClass::Get_Size_Keyframes (keyframes);
//
// Normalize the data
//
for (UINT index = 0; index < keyframes.NumKeyFrames; index ++) {
if (keyframes.Values[index] <= 0.000001F) {
keyframes.Values[index] = 0;
}
}
return ;
}