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- //! Flags to pass to ParticleSource.SetParticleAutoDestroyFlags
- enum ParticleAutoDestroyFlags
- {
- //! No automatic destroying
- NONE,
- //! Destroy when the Particle ends (looping particle never ends)
- ON_END,
- //! Destroy when particle stops
- ON_STOP,
- //! ON_END | ON_STOP
- ALL,
- }
- //! Flags to pass to ParticleSource.PlayParticleEx
- enum PlayParticleFlags
- {
- //! No flags
- NONE,
- // Is just a placeholder for now
- }
- //! Flags to pass to ParticleSource.StopParticle
- enum StopParticleFlags
- {
- //! No flags
- NONE,
- //! Reset state after stopping
- RESET,
- /**
- \brief Flag will make the particle stop immediately, taking it out of simulation and clearing VISIBLE flag
- * \note By default the particle will gradually fade
- * \note Note that when using IMMEDIATE, it is possible to call PlayParticle and it will resume from the moment it stopped
- * Which is not possible by default, as the gradual fade is accomplished by nulling the lifetime
- */
- IMMEDIATE,
- //! Is default behaviour, but can be used in conjuction with IMMEDIATE which hides it when this flag is not present
- VISIBLE,
- //! (SPF_IMMEDIATE | SPF_VISIBLE) "Freezes" the particle while keeping it visible
- PAUSE,
- }
- //! Mode for GetParticle
- enum EGetParticleMode
- {
- //! Full path with ext ("graphics/particles/smoking_barrel_small.ptc")
- FULL,
- //! Full path without ext ("graphics/particles/smoking_barrel_small")
- NO_EXT,
- //! Filename only ("smoking_barrel_small")
- FILE,
- }
- enum ParticlePropertiesFlags
- {
- NONE,
- //! Makes the particle start playing immediately after being created
- PLAY_ON_CREATION,
- //! Only applicable when there is a parent, this will force the localOri to be in world space instead of local
- FORCE_WORLD_ROT,
- //! By default, a particle unparents when it ends, this disables this behaviour
- KEEP_PARENT_ON_END,
- };
- //! Properties while creating a ParticleSource
- class ParticleProperties
- {
- /**
- *\brief Constructor (ctor)
- * \param localPos \p vector Local position of particle, if no parent this is world position
- * \param flags \p int See ParticlePropertiesFlags
- * \param parent \p Object The parent that the ParticleSource will be added to as a child
- * \param localOri \p vector Local orientation of particle, if no parent this is world orientation
- * \param owner \p Class The owning instance for this particle, as long as it exists, this particle will not be reused (unless flagged)
- * Important when for example virtual is enabled
- * since if the particle owner has been deleted, the virtual should not be converted
- * Only fill in owner if necessary, for example when the owner is reusing the same particle after storing it
- */
- void ParticleProperties(vector localPos, int flags, Object parent = null, vector localOri = vector.Zero, Class owner = null)
- {
- }
-
- //! dtor
- void ~ParticleProperties()
- {
- }
-
- /** \name Data access
- Methods to retrieve the data in script
- */
- //@{
- proto Object GetParent();
- proto Class GetOwner();
- proto vector GetLocalPos();
- proto vector GetLocalOri();
- proto int GetPPFlags();
- proto bool IsPlayOnCreation();
- proto bool IsForceWorldRotation();
- proto bool IsKeepParentOnEnd();
- //@}
- }
- typedef array<ref ParticleProperties> ParticlePropertiesArray;
- typedef array<ParticleSource> ParticleSourceArray;
- /**
- *\brief Entity which has the particle instance as an ObjectComponent
- * \note Unfortunately the native methods are private and have a script wrapper
- * This is because of backwards compatibility with the old Particle and to avoid confusion
- * As we should continue to use Particle for consistency, as it is too deeply rooted in script
- * Which means switching is no longer possible due to it being harmful for already existing mods
- * Even though using the ParticleSource directly would be preferred
- *
- * \note Some variables from Particle are invalid on this level, those marked DEPRECATED by Particle are still DEPRECATED here
- * m_ParticleID; //!< INVALID - Use GetParticleID() instead
- * m_Lifetime; //!< INVALID - No EOnFrame, so no use for it
- * m_IsPlaying; //!< VALID - Set through events - IsParticlePlaying() is still better
- * m_IsRepeat; //!< INVALID - Use IsRepeat() instead
- * m_MarkedForDeletion; //!< INVALID - No EOnFrame, so no use for it
- * Wiggle API variables are still used for Wiggle API
- * m_ParentObject; //!< VALID - Set through events - Or use GetParticleParent() or GetParent()
- * m_ParticleEffect; //!< VALID - Not in the same usage as Particle, as it will always be 'this', never null
- */
- class ParticleSource : Particle
- {
- //! ctor
- void ParticleSource()
- {
- m_ParticleEffect = this;
- }
-
- //! dtor
- void ~ParticleSource()
- {
- }
-
- //! Empty - Only needed for Particle
- override protected void ParticleInit() {}
-
- /**
- \brief Enables the particle to automatically clean up itself when ending or stopping
- \note Is enabled by default (ALL)
- \note Looping particles never end
- \note ParticleSource belonging to a ParticleManager will ignore these
- \param flags \p ParticleAutoDestroyFlags Flags enabling when the particle should be auto destroyed
- */
- proto native void SetParticleAutoDestroyFlags(ParticleAutoDestroyFlags flags);
-
- /**
- \brief Disables the particle automatically cleaning up itself when ending or stopping
- */
- void DisableAutoDestroy()
- {
- SetParticleAutoDestroyFlags(ParticleAutoDestroyFlags.NONE);
- }
-
- /**
- \brief Gets the currently set ParticleAutoDestroyFlags flags set on this ParticleSource
- \return \p int Currently set ParticleAutoDestroyFlags flags set on this ParticleSource
- */
- proto native int GetParticleAutoDestroyFlags();
-
- /** \name Create a particle (static)
- Helper static methods to create/attach/play a ParticleSource on one line
- */
- //@{
-
- /**
- \brief Create function
- \param id \p int Particle ID registered in ParticleList
- \param pos \p vector Position of ParticleSource in LS (WS when no parent)
- \param playOnCreation \p bool Whether to play immediately after creation (Optional)
- \param parent \p Object Parent Object which will child the ParticleSource (Optional)
- \param ori \p vector Orientation of ParticleSource in LS (WS when no parent) (Pitch, Yaw, Roll in degrees) (Optional)
- \param forceWorldRotation \p bool Forces orientation to rotate relative to the world and not with the parent (Optional)
- \param owner \p Class The owning instance for this particle (Optional)
- \return \p ParticleSource Created particle instance when successful
- */
- static ParticleSource CreateParticle( int id, vector pos, bool playOnCreation = false, Object parent = null, vector ori = vector.Zero, bool forceWorldRotation = false, Class owner = null )
- {
- int flags = ParticlePropertiesFlags.NONE;
-
- if (playOnCreation)
- {
- flags = flags | ParticlePropertiesFlags.PLAY_ON_CREATION;
- }
-
- if (forceWorldRotation)
- {
- flags = flags | ParticlePropertiesFlags.FORCE_WORLD_ROT;
- }
- return CreateParticleEx(id, pos, flags, parent, ori, owner);
- }
-
- /**
- \brief Master create function
- \param id \p int Particle ID registered in ParticleList
- \param pos \p vector Position of ParticleSource in LS (WS when no parent)
- \param flags \p int See ParticlePropertiesFlags (Optional)
- \param parent \p Object Parent Object which will child the ParticleSource (Optional)
- \param ori \p vector Orientation of ParticleSource in LS (WS when no parent) (Pitch, Yaw, Roll in degrees) (Optional)
- \param owner \p Class The owning instance for this particle (Optional)
- \return \p ParticleSource Created particle instance when successful
- */
- static ParticleSource CreateParticleEx( int id, vector pos, int flags = ParticlePropertiesFlags.NONE, Object parent = null, vector ori = vector.Zero, Class owner = null )
- {
- string particlePath = ParticleList.GetParticleFullPath(id);
- if (particlePath == "") // There is already an error inside of ParticleList signaling this
- {
- ErrorEx(string.Format("Could not create ParticleSource as particle id %1 is invalid.", id));
- return null;
- }
- vector localPos = pos;
-
- if (parent)
- pos = parent.GetPosition();
-
- ParticleSource p = ParticleSource.Cast( GetGame().CreateObjectEx("ParticleSource", pos, ECE_LOCAL) );
- p.SetParticle(particlePath);
- ParticleProperties props = new ParticleProperties(localPos, flags, parent, ori, owner);
- p.ApplyProperties(props);
-
- return p;
- }
-
- /**
- \brief Creates a particle emitter and attaches it on the given object
- \param particle_id \p int Particle ID registered in ParticleList
- \param parent_obj \p Object Instance on which this particle will be attached
- \param local_pos \p vector Attachment position local to the parent (Optional)
- \param local_ori \p vector Orientation local to the parent (Pitch, Yaw, Roll in degrees) (Optional)
- \param force_world_rotation \p bool Forces particle's orientation to rotate relative to the world and not with the object (Optional)
- \return \p Particle Created particle instance
- */
- override static Particle CreateOnObject(
- int particle_id,
- Object parent_obj,
- vector local_pos = "0 0 0",
- vector local_ori = "0 0 0",
- bool force_world_rotation = false )
- {
- return CreateParticle(particle_id, local_pos, false, parent_obj, local_ori, force_world_rotation);
- }
-
- /**
- \brief Legacy function for backwards compatibility
- */
- override static Particle Create( int particle_id, Object parent_obj, vector local_pos = "0 0 0", vector local_ori = "0 0 0" )
- {
- return CreateOnObject( particle_id, parent_obj, local_pos, local_ori);
- }
-
- /**
- \brief Creates a particle emitter on the given position
- \param particle_id \p int Particle ID registered in ParticleList
- \param global_pos \p Vector Position where the particel will be created
- \param global_ori \p vector Orientation (Pitch, Yawn, Roll in degrees) (Optional)
- \param force_world_rotation \p bool Has absolutely no effect here as there is no parent
- \return \p Particle Created particle instance
- */
- override static Particle CreateInWorld( int particle_id, vector global_pos, vector global_ori = "0 0 0", bool force_world_rotation = false )
- {
- return CreateParticle(particle_id, global_pos, false, null, global_ori, force_world_rotation);
- }
-
- /**
- \brief Legacy function for backwards compatibility with 1.01 and below
- */
- override static ParticleSource Create( int particle_id, vector global_pos, vector global_ori = "0 0 0" )
- {
- return CreateInWorld( particle_id, global_pos, global_ori );
- }
-
- //@}
-
-
-
- /** \name Static play on creation
- You can use the following Play(...) functions to create and activate a particle in 1 line of your script.
- */
- //@{
-
- /**
- \brief Creates a particle emitter, attaches it on the given object and activates it
- \param particle_id \p int Particle ID registered in ParticleList
- \param parent_obj \p Object Instance on which this particle will be attached
- \param local_pos \p vector Attachment position local to the parent (Optional)
- \param local_ori \p vector Orientation local to the parent (Pitch, Yaw, Roll in degrees) (Optional)
- \param force_world_rotation \p bool Forces particle's orientation to rotate relative to the world and not with the object (Optional)
- \return \p Particle Created particle instance
- */
- override static Particle PlayOnObject(int particle_id, Object parent_obj, vector local_pos = "0 0 0", vector local_ori = "0 0 0", bool force_world_rotation = false )
- {
- return CreateParticle(particle_id, local_pos, true, parent_obj, local_ori, force_world_rotation);
- }
-
- /**
- \brief Legacy function for backwards compatibility with 1.01 and below
- */
- override static Particle Play( int particle_id, Object parent_obj, vector local_pos = "0 0 0", vector local_ori = "0 0 0" )
- {
- return PlayOnObject( particle_id, parent_obj, local_pos, local_ori);
- }
-
- /**
- \brief Creates a particle emitter on the given position and activates it
- \param particle_id \p int Particle ID registered in ParticleList
- \param global_pos \p Vector Position where the particel will be created
- \return \p Particle Created particle instance
- */
- override static Particle PlayInWorld( int particle_id, vector global_pos)
- {
- return CreateParticle(particle_id, global_pos, true);
- }
- /**
- \brief Legacy function for backwards compatibility with 1.01 and below
- */
- override static Particle Play( int particle_id, vector global_pos)
- {
- return PlayInWorld( particle_id, global_pos);
- }
-
- //@}
-
-
- /** \name Playback
- Methods regarding playing/stopping of particle
- */
- //@{
-
- /**
- \brief Method to tell the particle to start playing
- \note Will call OnParticleStart when successful
- \return \p bool Whether the particle successfully started
- */
- private proto bool PlayParticleNative(int flags);
-
- /**
- \brief Method to tell the particle to start playing
- \param particle_id \p int Particle ID registered in ParticleList to start playing
- \return \p bool Whether the particle successfully started
- */
- override bool PlayParticleEx(int particle_id = -1, int flags = 0)
- {
- if ( particle_id > -1 )
- {
- // Here we can just do it directly
- // While with the old system it will not work when the particle is already created
- SetParticleByID(particle_id);
- }
-
- return PlayParticleNative(flags);
- }
-
- /**
- \brief Method to tell the particle to stop playing
- \note The particle is not immediately stopped by default, instead it will gradually fade
- * If this is however desired, then pass in StopParticleFlags.IMMEDIATE
- \param flags \p int Flags to pass to the stopping (StopParticleFlags)
- \return \p bool Whether the particle successfully stopped
- */
- private proto bool StopParticleNative(int flags);
-
- /**
- \brief Method to tell the particle to stop playing
- \param flags \p int Flags to pass to the stopping (StopParticleFlags)
- \return \p bool Whether the particle successfully stopped
- */
- override bool StopParticle(int flags = 0)
- {
- return StopParticleNative(flags);
- }
-
- /**
- \brief Method to tell the particle to reset
- \return \p bool Whether the particle successfully reset
- */
- private proto native bool ResetParticleNative();
-
- /**
- \brief Method to tell the particle to reset
- \return \p bool Whether the particle successfully reset
- */
- override bool ResetParticle()
- {
- return ResetParticleNative();
- }
-
- /**
- \brief Method to tell the particle to restart (reset + play)
- \return \p bool Whether the particle successfully restarted
- */
- private proto native bool RestartParticleNative();
-
- /**
- \brief Method to tell the particle to restart (reset + play)
- \return \p bool Whether the particle successfully restarted
- */
- override bool RestartParticle()
- {
- return RestartParticleNative();
- }
-
- /**
- \brief Ask if the particle is still playing
- \return \p bool Whether the particle is playing
- */
- private proto bool IsParticlePlayingNative();
-
- /**
- \brief Ask if the particle is still playing
- \return \p bool Whether the particle is playing
- */
- override bool IsParticlePlaying()
- {
- return IsParticlePlayingNative();
- }
-
- //@}
-
-
-
- /** \name SetParticle
- Methods that set the particle to be used
- */
- //@{
-
- /**
- \brief Assigns a particle to the ParticleSource
- \param path \p string Path of particle effect
- \return \p bool Whether the creating and assigning of particle was successful
- */
- private proto native bool SetParticleNative(string path);
-
- /**
- \brief Assigns a particle to the ParticleSource
- \note Intentionally private, as it is best to use 'SetParticleByID' instead from script, because ParticleList
- \param path \p string Path of particle effect
- \return \p bool Whether the creating and assigning of particle was successful
- */
- private bool SetParticle(string path)
- {
- return SetParticleNative(path);
- }
-
- /**
- \brief Assigns a particle to the ParticleSource
- \param id \p int ID of particle registered in ParticleList
- \return \p bool Whether the creating and assigning of particle was successful
- */
- bool SetParticleByID(int id)
- {
- return SetParticle(ParticleList.GetParticleFullPath(id));
- }
-
- /**
- \brief Sets particle id
- \note Purely here for backwards compatibility with Particle
- \param particle_id \p int Particle ID registered in ParticleList to start playing
- */
- override void SetSource(int particle_id)
- {
- SetParticleByID(particle_id);
- }
-
- //@}
-
-
-
- /** \name GetParticle
- Methods that get the particle assigned
- */
- //@{
-
- /**
- \brief Gets the path to the currently assigned particle
- \param path \p string Path of particle effect
- \param mode \p EGetParticleMode What path to return
- \return \p bool Whether the path is filled in or not
- */
- private proto bool GetParticleNative(out string path, EGetParticleMode mode);
-
- /**
- \brief Gets the path to the currently assigned particle
- \param path \p string Path of particle effect
- \param mode \p EGetParticleMode What path to return
- \return \p bool Whether the path is filled in or not
- */
- bool GetParticle(out string path, EGetParticleMode mode)
- {
- return GetParticleNative(path, mode);
- }
-
- /**
- \brief Gets the ParticleList ID of the currently assigned particle
- \return \p int ID of particle registered in ParticleList
- */
- override int GetParticleID()
- {
- string path;
- if (GetParticle(path, EGetParticleMode.FILE))
- return ParticleList.GetParticleIDByName(path);
- else
- return -1;
- }
-
- /**
- \brief Gets the ParticleList ID of the currently assigned particle
- \note This is because the new GetParticleID will only work when every particle file name has a unique name
- * In case this is not the case, then this method is what one will want to use
- \return \p int ID of particle registered in ParticleList
- */
- int GetParticleIDLegacy()
- {
- string path;
- if (GetParticle(path, EGetParticleMode.NO_EXT))
- return ParticleList.GetParticleID(path);
- else
- return -1;
- }
-
- //@}
-
-
-
- /** \name Apply properties
- Methods to apply properties to the particle
- */
- //@{
-
- /**
- \brief Applies the properties given to the ParticleSource
- \note Already handles proper reparenting
- \param properties \p ParticleProperties The properties to apply
- \return \p bool Whether the properties were successfully applied
- */
- private proto native bool ApplyPropertiesNative(ParticleProperties properties);
-
- /**
- \brief Applies the properties given to the ParticleSource
- \param properties \p ParticleProperties The properties to apply
- \return \p bool Whether the properties were successfully applied
- */
- bool ApplyProperties(ParticleProperties properties)
- {
- return ApplyPropertiesNative(properties);
- }
-
- //@}
-
-
-
- /** \name Properties and state
- Obtain information or set properties regarding the state of the Particle
- */
- //@{
-
- /**
- \brief Returns direct particle effect entity
- \note Backwards compatibility with Particle, here it is the Object itself
- \return \p Object The Object with the particle component (this)
- */
- override Object GetDirectParticleEffect()
- {
- return this;
- }
-
- /**
- \brief Returns the parent of this Particle if there is one
- \return \p Object The parent or null if there is none
- */
- override Object GetParticleParent()
- {
- return Object.Cast(GetParent());
- }
-
- /**
- \brief Returns if there is any particle active
- \return \p bool Whether there is any particle active
- */
- private proto bool HasActiveParticleNative();
-
- /**
- \brief Returns if there is any particle active
- \return \p bool Whether there is any particle active
- */
- override bool HasActiveParticle()
- {
- return HasActiveParticleNative();
- }
-
- /**
- \brief Returns the total count of active particles in all emitors
- \note Internally does a sum, HasActiveParticle is better for a quick check
- \return \p int Total count of active particles
- */
- private proto int GetParticleCountNative();
-
- /**
- \brief Returns the total count of active particles in all emitors
- \note Internally does a sum, HasActiveParticle is better for a quick check
- \return \p int Total count of active particles
- */
- override int GetParticleCount()
- {
- return GetParticleCountNative();
- }
-
- /**
- \brief Returns whether there is a repeating particle
- \return \p bool whether there is a repeating particle
- */
- private proto bool IsRepeatNative();
-
- /**
- \brief Returns whether there is a repeating particle
- \return \p bool whether there is a repeating particle
- */
- override bool IsRepeat()
- {
- return IsRepeatNative();
- }
-
- /**
- \brief Returns the approx. max lifetime
- \return \p float The largest lifetime sum among the emitors
- */
- private proto float GetMaxLifetimeNative();
-
- /**
- \brief Returns the approx. max lifetime
- \return \p float The largest lifetime sum among the emitors
- */
- override float GetMaxLifetime()
- {
- return GetMaxLifetimeNative();
- }
-
- /**
- \brief Get the owner of this ParticleSource
- \return \p Class The owner or null
- */
- proto native Class GetOwner();
-
- /**
- \brief Set the owner of this ParticleSource
- \param \p Class The owner or null
- */
- proto native void SetOwner(Class owner);
-
- /**
- \brief null the owner of this ParticleSource
- */
- proto native void Orphan();
-
- //@}
-
-
-
- /** \name Owning ParticleManager
- Methods regarding the owner
- */
- //@{
-
- /**
- \brief Get the ParticleManager the ParticleSource belongs to if any
- \return \p ParticleManager The ParticleManager which created the ParticleSource or null
- */
- proto native ParticleManager GetParticleManager();
-
- /**
- \brief Get the index of this ParticleSource in the owning ParticleManager
- \return \p int The index in the pool in the owning ParticleManager, -1 if no owner
- */
- proto native int GetIndex();
-
- //@}
-
-
-
- /** \name Static counter API
- Gives counter information for the class
- */
- //@{
-
- /**
- \brief Gets the ID for the ParticleSource
- \note Different every restart, as it is the nth instance created since the start of the program
- \return \p int ID for the ParticleSource
- */
- proto int GetCountID();
-
- /**
- \brief Gets the amount of ParticleSource that have been created since the start of the program
- \return \p int Amount of ParticleSource that have been created since the start of the program
- */
- proto native static int GetStaticCount();
-
- /**
- \brief Gets the amount of ParticleSource that are currently existing
- \return \p int Amount of ParticleSource that are currently existing
- */
- proto native static int GetStaticActiveCount();
-
- //@}
-
-
-
- /** \name Events
- * ParticleBase events
- * For ParticleSource, these are handed on C++ side
- * For more information, read ParticleEvents
- */
- //@{
-
- /**
- \brief Event when the particle receives a parent
- */
- override protected void OnParticleParented(IEntity parent)
- {
- m_ParentObject = Object.Cast(parent);
-
- super.OnParticleParented(parent);
- }
-
- /**
- \brief Event when the particle is orphaned
- */
- override protected void OnParticleUnParented(IEntity parent)
- {
- m_ParentObject = null;
-
- // Since we have lost the parent, we will need to refresh the wiggle
- // As it uses a cached local position, which is now no longer correct
- if (!m_WiggleProcessing && IsWiggling())
- {
- float randomAngle = m_MaxOriWiggle;
- float randomInterval = m_MaxOriInterval;
- m_DefaultPos = m_DefaultWorldPos;
- m_DefaultOri = m_DefaultWorldOri;
-
- StopWiggle();
- SetWiggle(randomAngle, randomInterval);
- }
-
- super.OnParticleUnParented(parent);
- }
-
- /**
- \brief Event when the particle stops
- */
- override protected void OnParticleStop()
- {
- if (IsWiggling())
- {
- StopWiggle();
- delete m_RandomizeOri;
- }
-
- super.OnParticleStop();
- }
-
- //@}
-
-
-
- /** \name Misc backwards compatibility helpers
- Helpers for misc backwards compatibility functionality
- */
- //@{
-
- /**
- \brief Attaches this particle onto some object. If null value is provided then the particle will be detached from the current parent.
- \note Unlike Particle, you are free to use AddChild/RemoveChild instead of this one if you know what you are doing
- \param parent \p Object Parent onto which this particle will be attached
- \param local_pos \p vector Attachment position local to the parent (optional)
- \param local_ori \p vector Orientation local to the parent (Pitch, Yawn, Roll in degrees) (Optional)
- \param force_rotation_to_world \p bool Force rotation to be in WS (Optional)
- */
- override void AddAsChild(Object parent, vector local_pos = "0 0 0", vector local_ori = "0 0 0", bool force_rotation_to_world = false)
- {
- int flags = ParticlePropertiesFlags.NONE;
-
- if (force_rotation_to_world)
- flags = ParticlePropertiesFlags.FORCE_WORLD_ROT;
-
- ParticleProperties props = new ParticleProperties(local_pos, flags, parent, local_ori);
- ApplyProperties(props);
- }
-
- //@}
-
-
-
- /** \name Parameter API
- Helpful methods for getting or setting parameters
- */
- //@{
-
- /**
- \brief Set the value of a parameter of all emitors in the particle
- \param parameter \p int The parameter to apply the new value to (enum EmitorParam)
- \param value \p float The value to apply
- */
- override void SetParticleParam(int parameter_id, float value )
- {
- SetParticleParm(this, -1, parameter_id, value);
- }
-
- /**
- \brief Set the value of a parameter of an emitor in the particle
- \param emitter \p int The emitter to apply the new value to, -1 for all emitter
- \param parameter \p int The parameter to apply the new value to (enum EmitorParam)
- \param value \p float The value to apply
- */
- override void SetParameter(int emitter, int parameter, float value)
- {
- SetParticleParm(this, emitter, parameter, value);
- }
-
- /**
- \brief Get the value of a parameter of an emitor in the particle
- \param emitter \p int The emitor to get the value from
- \param parameter \p int The parameter to get the value from (enum EmitorParam)
- \param value \p float The value
- */
- override void GetParameter(int emitter, int parameter, out float value)
- {
- GetParticleParm(this, emitter, parameter, value);
- }
-
- /**
- \brief Get the value of a parameter of an emitor in the particle
- \param emitter \p int The emitor to get the value from
- \param parameter \p int The parameter to get the value from (enum EmitorParam)
- \return \p float The value
- */
- override float GetParameterEx(int emitter, int parameter)
- {
- float value;
- GetParticleParm(this, emitter, parameter, value);
- return value;
- }
-
- /**
- \brief Scales the given parameter on all emitors relatively to their ORIGINAL value.
- \param parameter_id \p int The parameter to adjust (enum EmitorParam)
- \param coef \p float The multiplier to apply
- */
- override void ScaleParticleParamFromOriginal(int parameter_id, float coef )
- {
- int emitors = GetParticleEmitorCount(this);
- for (int i = 0; i < emitors; ++i)
- {
- float value;
- GetParticleParmOriginal(this, i, parameter_id, value);
- SetParticleParm(this, i, parameter_id, value * coef);
- }
- }
-
- /**
- \brief Scales the given parameter on all emitors relatively to their CURRENT value.
- \param parameter_id \p int The parameter to adjust (enum EmitorParam)
- \param coef \p float The multiplier to apply
- */
- override void ScaleParticleParam(int parameter_id, float coef )
- {
- int emitors = GetParticleEmitorCount(this);
- for (int i = 0; i < emitors; ++i)
- {
- float value;
- GetParticleParm(this, i, parameter_id, value);
- SetParticleParm(this, i, parameter_id, value * coef);
- }
- }
-
- /**
- \brief Increments the value of the given parameter relatively from the ORIGINAL value.
- \note It's a simple sum, so negative value decrements
- \param parameter_id \p int The parameter to adjust (enum EmitorParam)
- \param value \p float The value to sum
- */
- override void IncrementParticleParamFromOriginal(int parameter_id, float value )
- {
- int emitors = GetParticleEmitorCount(this);
- for (int i = 0; i < emitors; ++i)
- {
- float param;
- GetParticleParmOriginal(this, i, parameter_id, param);
- SetParticleParm(this, i, parameter_id, param + value);
- }
- }
-
- /**
- \brief Increments the value of the given parameter relatively from the CURRENT value.
- \note It's a simple sum, so negative value decrements
- \param parameter_id \p int The parameter to adjust (enum EmitorParam)
- \param value \p float The value to sum
- */
- override void IncrementParticleParam(int parameter_id, float value )
- {
- int emitors = GetParticleEmitorCount(this);
- for (int i = 0; i < emitors; ++i)
- {
- float param;
- GetParticleParm(this, i, parameter_id, param);
- SetParticleParm(this, i, parameter_id, param + value);
- }
- }
-
- //@}
-
-
-
- /** \name Wiggle API
- Settings to make the Particle wiggle
- */
- //@{
-
- /**
- \brief Makes the particle change direction by random_angle every random_interval seconds.
- \note This does not actually work on Particle with no parent, it should on ParticleSource
- \param random_angle \p float Will be the range [-random_angle, random_angle[ to wiggle between
- \param random_interval \p float Will be the time range [0, random_interval] to wiggle next time
- */
- override void SetWiggle(float random_angle, float random_interval)
- {
- if (random_angle != 0 || random_interval != 0)
- {
- if (IsWiggling())
- {
- m_MaxOriWiggle = random_angle;
- m_MaxOriInterval = random_interval;
- return;
- }
-
- // We need the position to be accurate before storing it
- Update();
- // These are only ever used within the Wiggle API
- // To restore the properties after wiggling
- // So let's only set them within the Wiggle API c:
-
- m_DefaultPos = GetLocalPosition();
- m_DefaultOri = GetLocalYawPitchRoll();
- m_DefaultWorldPos = GetWorldPosition();
- m_DefaultWorldOri = GetYawPitchRoll();
- m_ForceOrientationRelativeToWorld = IsHierarchyPositionOnly();
- }
-
- super.SetWiggle(random_angle, random_interval);
- }
-
- /**
- \brief Stops randomized wiggle
- */
- override void StopWiggle()
- {
- bool wiggling = IsWiggling();
-
- super.StopWiggle();
-
- if (wiggling)
- {
- // Restore pre-wiggle orientation
- int flags = ParticlePropertiesFlags.NONE;
-
- if (m_ForceOrientationRelativeToWorld)
- flags = ParticlePropertiesFlags.FORCE_WORLD_ROT;
-
- ParticleProperties prop = new ParticleProperties(m_DefaultPos, flags, GetParticleParent(), m_DefaultOri, GetOwner());
- ApplyProperties(prop);
- }
- }
-
- /**
- \brief Randomizes a new orientation and applies it
- */
- override private void RandomizeOrientation()
- {
- if (ToDelete())
- return;
-
- m_WiggleProcessing = true;
-
- if ( !m_RandomizeOri.IsRunning() )
- m_RandomizeOri.Run( Math.RandomFloat(0, m_MaxOriInterval) , this, "RandomizeOrientation", null, false);
-
- int flags = ParticlePropertiesFlags.NONE;
-
- if (m_ForceOrientationRelativeToWorld)
- flags = ParticlePropertiesFlags.FORCE_WORLD_ROT;
- ParticleProperties prop = new ParticleProperties(m_DefaultPos, flags, GetParticleParent(), m_DefaultOri + RandWiggleVector(), GetOwner());
- ApplyProperties(prop);
-
- m_WiggleProcessing = false;
- }
-
- //@}
-
-
-
- /** \name Misc Particle specific helpers
- Functionality specific for Particle, so we empty them here
- */
- //@{
-
- //! Empty
- override private void UpdateState() { ErrorEx("Should not be in use on ParticleSource."); }
-
- //! Empty
- override private void DestroyParticleEffect() { ErrorEx("Should not be in use on ParticleSource."); }
- //! Empty
- override private void CreateParticleEffect() { ErrorEx("Should not be in use on ParticleSource."); }
-
- //! Empty
- override protected void EOnFrame(IEntity other, float timeSlice) { ErrorEx("Should not be in use on ParticleSource."); }
-
- //! Empty
- override private void OnCheckAutoDelete() { ErrorEx("Should not be in use on ParticleSource."); }
-
- //! Empty
- override private void OnToDelete() { ErrorEx("Should not be in use on ParticleSource."); }
-
- //@}
- }
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