| //! 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."); } | |
| //@} | |
| } |