Complete disaster-recovery snapshot: engine/game source, game data assets, VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive. Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false, no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
596 lines
18 KiB
C++
596 lines
18 KiB
C++
#include "gosFXHeaders.hpp"
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//==========================================================================//
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// File: gosFX_SpinningCloud.cpp //
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// Project: gosFX //
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// Contents: Base gosFX::SpinningCloud Component //
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//--------------------------------------------------------------------------//
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// Date Who Modification //
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// 09/28/98 JTR Created //
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// //
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//--------------------------------------------------------------------------//
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// Copyright (C) 1997-1998, Virtual World Entertainment, Inc. //
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// All Rights reserved worldwide //
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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
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//==========================================================================//
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//
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//############################################################################
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//######################## gosFX::SpinningCloud__Specification #############################
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//############################################################################
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//------------------------------------------------------------------------------
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//
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gosFX::SpinningCloud__Specification::SpinningCloud__Specification(
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Stuff::RegisteredClass::ClassID class_id,
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Stuff::MemoryStream *stream,
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int gfx_version
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):
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ParticleCloud__Specification(class_id, stream, gfx_version)
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{
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Check_Pointer(this);
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//
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//-----------------
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// Load the fcurves
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//-----------------
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//
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m_pSpin.Load(stream, gfx_version);
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m_pScale.Load(stream, gfx_version);
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//
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//-----------------------
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// Load the rotation flag
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//-----------------------
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//
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*stream >> m_randomStartingRotation;
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*stream >> m_alignZUsingX >> m_alignZUsingY;
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if (gfx_version >= 10)
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*stream >> m_alignYUsingVelocity;
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else
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m_alignYUsingVelocity = false;
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}
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//------------------------------------------------------------------------------
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//
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gosFX::SpinningCloud__Specification::SpinningCloud__Specification(
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Stuff::RegisteredClass::ClassID class_id
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):
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ParticleCloud__Specification(class_id)
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{
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Check_Pointer(this);
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m_randomStartingRotation = false;
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m_alignZUsingX = false;
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m_alignZUsingY = false;
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m_alignYUsingVelocity = false;
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}
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//------------------------------------------------------------------------------
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//
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gosFX::SpinningCloud__Specification::~SpinningCloud__Specification()
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{
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Check_Object(this);
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}
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//------------------------------------------------------------------------------
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//
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void
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gosFX::SpinningCloud__Specification::Save(Stuff::MemoryStream *stream)
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{
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Check_Object(this);
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Check_Object(stream);
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BaseClass::Save(stream);
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m_pSpin.Save(stream);
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m_pScale.Save(stream);
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*stream << m_randomStartingRotation << m_alignZUsingX << m_alignZUsingY;
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*stream << m_alignYUsingVelocity;
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}
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//------------------------------------------------------------------------------
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//
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void
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gosFX::SpinningCloud__Specification::BuildDefaults()
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{
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Check_Object(this);
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BaseClass::BuildDefaults();
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m_randomStartingRotation = false;
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m_alignZUsingX = false;
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m_alignZUsingY = false;
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m_alignYUsingVelocity = false;
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m_pSpin.m_ageCurve.SetCurve(0.0f);
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m_pSpin.m_seeded = false;
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m_pSpin.m_seedCurve.SetCurve(1.0f);
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m_pScale.m_ageCurve.SetCurve(1.0f);
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m_pScale.m_seeded = false;
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m_pScale.m_seedCurve.SetCurve(1.0f);
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}
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//------------------------------------------------------------------------------
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//
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bool
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gosFX::SpinningCloud__Specification::IsDataValid(bool fix_data)
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{
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Check_Object(this);
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Stuff::Scalar min,max;
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m_pScale.ExpensiveComputeRange(&min,&max);
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if (min<5.0f*Stuff::SMALL)
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{
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if (fix_data)
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m_pScale.SetMinimum(10.0f*Stuff::SMALL);
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else
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return false;
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}
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return BaseClass::IsDataValid(fix_data);
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}
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//------------------------------------------------------------------------------
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//
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void
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gosFX::SpinningCloud__Specification::Copy(SpinningCloud__Specification *spec)
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{
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Check_Object(this);
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Check_Object(spec);
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BaseClass::Copy(spec);
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gos_PushCurrentHeap(Heap);
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m_pSpin = spec->m_pSpin;
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m_pScale = spec->m_pScale;
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m_randomStartingRotation = spec->m_randomStartingRotation;
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m_alignZUsingX = spec->m_alignZUsingX;
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m_alignZUsingY = spec->m_alignZUsingY;
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m_alignYUsingVelocity = spec->m_alignYUsingVelocity;
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gos_PopCurrentHeap();
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}
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//############################################################################
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//############################## gosFX::SpinningCloud ################################
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//############################################################################
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gosFX::SpinningCloud::ClassData*
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gosFX::SpinningCloud::DefaultData = NULL;
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//------------------------------------------------------------------------------
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//
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void
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gosFX::SpinningCloud::InitializeClass()
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{
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Verify(!DefaultData);
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DefaultData =
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new ClassData(
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SpinningCloudClassID,
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"gosFX::SpinningCloud",
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BaseClass::DefaultData,
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NULL,
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NULL
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);
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Check_Object(DefaultData);
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}
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//------------------------------------------------------------------------------
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//
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void
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gosFX::SpinningCloud::TerminateClass()
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{
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Check_Object(DefaultData);
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delete DefaultData;
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DefaultData = NULL;
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}
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//------------------------------------------------------------------------------
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//
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gosFX::SpinningCloud::SpinningCloud(
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ClassData *class_data,
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Specification *spec,
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unsigned flags
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):
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ParticleCloud(class_data, spec, flags)
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{
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}
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//------------------------------------------------------------------------------
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//
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bool
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gosFX::SpinningCloud::Execute(ExecuteInfo *info)
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{
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Check_Object(this);
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Check_Object(info);
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GFX_LOGIC("Execute::SpinningCloud");
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//
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//----------------------------------------
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// If we aren't supposed to execute, don't
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//----------------------------------------
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//
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if (!IsExecuted())
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return false;
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//
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//------------------------------------------------------------------
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// Animate the particles. If it is time for us to die, return false
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//------------------------------------------------------------------
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//
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if (!BaseClass::Execute(info))
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return false;
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//
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//-----------------------------------------------------------------------
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// If there are active particles to animate, get the current center point
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// of the bounds
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//-----------------------------------------------------------------------
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//
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if (m_activeParticleCount > 0)
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{
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GFX_LOGIC("Execute::ComputeBounds::SpinningCloud");
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Stuff::ExtentBox box(Stuff::Point3D::Identity, Stuff::Point3D::Identity);
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unsigned i=0;
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//
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//-------------------------------------------------------------------
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// If there is no bounds yet, we need to create our extent box around
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// the first legal point we find
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//-------------------------------------------------------------------
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//
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while (i<m_activeParticleCount)
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{
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Particle *particle = GetParticle(i++);
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Check_Object(particle);
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//
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//-----------------------------------------------------------
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// We have found our first particle, so put the box around it
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//-----------------------------------------------------------
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//
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if (particle->m_age < 1.0f)
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{
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box.maxX =
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particle->m_localTranslation.x
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+ particle->m_radius*particle->m_scale;
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box.minX =
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particle->m_localTranslation.x
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- particle->m_radius*particle->m_scale;
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box.maxY =
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particle->m_localTranslation.y
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+ particle->m_radius*particle->m_scale;
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box.minY =
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particle->m_localTranslation.y
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- particle->m_radius*particle->m_scale;
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box.maxZ =
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particle->m_localTranslation.z
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+ particle->m_radius*particle->m_scale;
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box.minZ =
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particle->m_localTranslation.z
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- particle->m_radius*particle->m_scale;
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break;
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}
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}
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//
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//-----------------------------
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// Look for the other particles
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//-----------------------------
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//
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while (i<m_activeParticleCount)
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{
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Particle *particle = GetParticle(i++);
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Check_Object(particle);
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if (particle->m_age < 1.0f)
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{
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Stuff::ExtentBox local_box;
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local_box.minX =
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particle->m_localTranslation.x
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- particle->m_radius*particle->m_scale;
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local_box.maxX =
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particle->m_localTranslation.x
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+ particle->m_radius*particle->m_scale;
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local_box.minY =
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particle->m_localTranslation.y
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- particle->m_radius*particle->m_scale;
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local_box.maxY =
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particle->m_localTranslation.y
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+ particle->m_radius*particle->m_scale;
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local_box.minZ =
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particle->m_localTranslation.z
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- particle->m_radius*particle->m_scale;
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local_box.maxZ =
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particle->m_localTranslation.z
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+ particle->m_radius*particle->m_scale;
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box.Union(box, local_box);
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}
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}
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//
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//------------------------------------
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// Now, build a info->m_bounds around this box
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//------------------------------------
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//
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Verify(box.maxX >= box.minX);
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Verify(box.maxY >= box.minY);
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Verify(box.maxZ >= box.minZ);
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Stuff::OBB local_bounds = Stuff::OBB::Identity;
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local_bounds.axisExtents.x = 0.5f * (box.maxX - box.minX);
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local_bounds.axisExtents.y = 0.5f * (box.maxY - box.minY);
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local_bounds.axisExtents.z = 0.5f * (box.maxZ - box.minZ);
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local_bounds.localToParent(3,0) = box.minX + local_bounds.axisExtents.x;
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local_bounds.localToParent(3,1) = box.minY + local_bounds.axisExtents.y;
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local_bounds.localToParent(3,2) = box.minZ + local_bounds.axisExtents.z;
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local_bounds.sphereRadius = local_bounds.axisExtents.GetLength() + Stuff::SMALL;
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Stuff::OBB parent_bounds;
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parent_bounds.Multiply(local_bounds, m_localToParent);
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info->m_bounds->Union(*info->m_bounds, parent_bounds);
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}
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//
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//----------------------------------------------
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// Tell our caller that we get to keep executing
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//----------------------------------------------
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//
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return true;
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}
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//------------------------------------------------------------------------------
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//
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void
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gosFX::SpinningCloud::CreateNewParticle(
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unsigned index,
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Stuff::Point3D *translation
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)
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{
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//
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//---------------------------
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// Let our parent do creation
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//---------------------------
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//
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BaseClass::CreateNewParticle(index, translation);
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//
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//--------------------------------------
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// Figure out where the particle is born
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//--------------------------------------
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//
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Specification *spec = GetSpecification();
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Check_Object(spec);
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Particle *particle = GetParticle(index);
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Check_Object(particle);
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Stuff::Scalar seed = particle->m_seed;
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Stuff::Scalar age = m_age;
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particle->m_localTranslation = *translation;
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//
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//---------------------------------
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// Figure out the particle rotation
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//---------------------------------
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//
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particle->m_angularVelocity.x = spec->m_pSpin.ComputeValue(age, seed);
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particle->m_angularVelocity.y = spec->m_pSpin.ComputeValue(age, seed);
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particle->m_angularVelocity.z = spec->m_pSpin.ComputeValue(age, seed);
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//
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//-----------------------------------------------------
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// If we are aligning with velocity, deal with that now
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//-----------------------------------------------------
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//
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if (spec->m_alignYUsingVelocity)
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{
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Stuff::LinearMatrix4D basis(true);
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basis.AlignLocalAxisToWorldVector(
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particle->m_localLinearVelocity,
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Stuff::Y_Axis,
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Stuff::X_Axis,
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Stuff::Z_Axis
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);
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particle->m_localRotation = basis;
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}
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else if (spec->m_randomStartingRotation)
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{
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Stuff::EulerAngles
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rotation(
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Stuff::Two_Pi*Stuff::Random::GetFraction(),
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Stuff::Pi*Stuff::Random::GetFraction(),
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Stuff::Two_Pi*Stuff::Random::GetFraction()
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);
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particle->m_localRotation = rotation;
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}
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else
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particle->m_localRotation = Stuff::UnitQuaternion::Identity;
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}
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//------------------------------------------------------------------------------
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//
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bool
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gosFX::SpinningCloud::AnimateParticle(
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unsigned index,
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const Stuff::LinearMatrix4D *world_to_new_local,
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Stuff::Time till
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)
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{
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Check_Object(this);
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PARTICLE_LOGIC("Spinner");
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//
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//-----------------------------------------------------------------------
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// If this cloud is unparented, we need to transform the point from local
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// space into world space and set the internal position/velocity pointers
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// to these temporary values
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//-----------------------------------------------------------------------
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//
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Particle *particle = GetParticle(index);
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Check_Object(particle);
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Stuff::Scalar age = particle->m_age;
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if (age >= 1.0f)
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return false;
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Stuff::Point3D *translation = &particle->m_localTranslation;
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Stuff::UnitQuaternion *rotation = &particle->m_localRotation;
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Stuff::Vector3D *velocity = &particle->m_localLinearVelocity;
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int sim_mode = GetSimulationMode();
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if (sim_mode == DynamicWorldSpaceSimulationMode)
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{
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particle->m_worldTranslation.Multiply(*translation, m_localToWorld);
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Stuff::LinearMatrix4D local_rot(*rotation);
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Stuff::LinearMatrix4D world_rot;
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world_rot.Multiply(local_rot, m_localToWorld);
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particle->m_worldRotation = world_rot;
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particle->m_worldLinearVelocity.Multiply(*velocity, m_localToWorld);
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translation = &particle->m_worldTranslation;
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rotation = &particle->m_worldRotation;
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velocity = &particle->m_worldLinearVelocity;
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}
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Check_Object(translation);
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Check_Object(rotation);
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Check_Object(velocity);
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//
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//------------------------------------------------------------------
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// First, calculate the drag on the particle. Drag can never assist
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// velocity
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//------------------------------------------------------------------
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//
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Stuff::Scalar seed = particle->m_seed;
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Specification *spec = GetSpecification();
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Check_Object(spec);
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Stuff::Scalar drag = -spec->m_pDrag.ComputeValue(age, seed);
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Max_Clamp(drag, 0.0f);
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Stuff::Vector3D ether;
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ether.x = spec->m_pEtherVelocityX.ComputeValue(age, seed);
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ether.y = spec->m_pEtherVelocityY.ComputeValue(age, seed);
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ether.z = spec->m_pEtherVelocityZ.ComputeValue(age, seed);
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Stuff::Vector3D accel(Stuff::Vector3D::Identity);
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//
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//-------------------------------------------------------------------
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// Deal with pseudo-world simulation. In this mode, we interpret the
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// forces as if they are already in worldspace, and we transform them
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// back to local space
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//-------------------------------------------------------------------
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//
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if (sim_mode == StaticWorldSpaceSimulationMode)
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{
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Stuff::LinearMatrix4D world_to_effect;
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world_to_effect.Invert(m_localToWorld);
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Stuff::Vector3D local_ether;
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local_ether.MultiplyByInverse(ether, world_to_effect);
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Stuff::Vector3D rel_vel;
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rel_vel.Subtract(*velocity, local_ether);
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accel.Multiply(rel_vel, drag);
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//
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//-----------------------------------------
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// Now, add in acceleration of the particle
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//-----------------------------------------
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//
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Stuff::Vector3D world_accel;
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world_accel.x = spec->m_pAccelerationX.ComputeValue(age, seed);
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world_accel.y = spec->m_pAccelerationY.ComputeValue(age, seed);
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world_accel.z = spec->m_pAccelerationZ.ComputeValue(age, seed);
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Stuff::Vector3D local_accel;
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local_accel.Multiply(world_accel, world_to_effect);
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accel += local_accel;
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}
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//
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//----------------------------------------------------------------------
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// Otherwise, just add the forces in the same space the particles are in
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//----------------------------------------------------------------------
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//
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else
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{
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Stuff::Vector3D rel_vel;
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rel_vel.Subtract(*velocity, ether);
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accel.Multiply(rel_vel, drag);
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//
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//-----------------------------------------
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// Now, add in acceleration of the particle
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//-----------------------------------------
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//
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accel.x += spec->m_pAccelerationX.ComputeValue(age, seed);
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accel.y += spec->m_pAccelerationY.ComputeValue(age, seed);
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accel.z += spec->m_pAccelerationZ.ComputeValue(age, seed);
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}
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//
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//-------------------------------------------------
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// Compute the particle's new velocity and position
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//-------------------------------------------------
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//
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Stuff::Scalar time_slice =
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static_cast<Stuff::Scalar>(till - m_lastRan);
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velocity->AddScaled(*velocity, accel, time_slice);
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translation->AddScaled(*translation, *velocity, time_slice);
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//
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//-----------------------
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// Deal with the rotation
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//-----------------------
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//
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if (!spec->m_alignYUsingVelocity)
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{
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Stuff::Vector3D omega(particle->m_angularVelocity);
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omega *= time_slice;
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Stuff::UnitQuaternion omega_q;
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omega_q = omega;
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rotation->Multiply(omega_q, Stuff::UnitQuaternion(*rotation));
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rotation->Normalize();
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}
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//
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//---------------------------------------------------------------------
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// If we are unparented, we need to transform the velocity and position
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// data back into the NEW local space
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//---------------------------------------------------------------------
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//
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if (sim_mode == DynamicWorldSpaceSimulationMode)
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{
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Check_Object(world_to_new_local);
|
|
particle->m_localLinearVelocity.Multiply(*velocity, *world_to_new_local);
|
|
particle->m_localTranslation.Multiply(*translation, *world_to_new_local);
|
|
Stuff::LinearMatrix4D world_rot(*rotation);
|
|
Stuff::LinearMatrix4D local_rot;
|
|
local_rot.Multiply(world_rot, *world_to_new_local);
|
|
particle->m_localRotation = local_rot;
|
|
}
|
|
|
|
//
|
|
//------------------------------------------------------------
|
|
// If we are aligning Y using velocity, do the calculation now
|
|
//------------------------------------------------------------
|
|
//
|
|
if (spec->m_alignYUsingVelocity)
|
|
{
|
|
Stuff::LinearMatrix4D basis(true);
|
|
basis.AlignLocalAxisToWorldVector(
|
|
particle->m_localLinearVelocity,
|
|
Stuff::Y_Axis,
|
|
Stuff::X_Axis,
|
|
Stuff::Z_Axis
|
|
);
|
|
particle->m_localRotation = basis;
|
|
}
|
|
|
|
//
|
|
//------------------
|
|
// Animate the scale
|
|
//------------------
|
|
//
|
|
particle->m_scale = spec->m_pScale.ComputeValue(age, seed);
|
|
return true;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
//
|
|
void
|
|
gosFX::SpinningCloud::TestInstance() const
|
|
{
|
|
Verify(IsDerivedFrom(DefaultData));
|
|
}
|