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