Example #1
0
 public override void OnParticleSpawned(int idx, NodeReference reference, ParticleEffectInstance instance)
 {
     instance.BeamAppearances[reference].Push(new LinePointer()
     {
         ParticleIndex = idx, Active = true
     });
 }
Example #2
0
        protected override void SetParticle(int idx, ParticleEffect fx, ParticleEffectInstance instance, ref Matrix4 transform, float sparam)
        {
            float w     = Width.GetValue(sparam, 0) / 2;
            float h     = Height.GetValue(sparam, 0) / 2;
            float d     = Depth.GetValue(sparam, 0) / 2;
            float s_min = MathHelper.DegreesToRadians(MinSpread.GetValue(sparam, 0));
            float s_max = MathHelper.DegreesToRadians(MaxSpread.GetValue(sparam, 0));

            var pos = new Vector3(
                instance.Random.NextFloat(-w, w),
                instance.Random.NextFloat(-h, h),
                instance.Random.NextFloat(-d, d)
                );
            //var angle = instance.Random.NextFloat(s_min, s_max);

            /*var n = new Vector3(
             *      (float)(Math.Cos(angle)),
             *      1,
             *      (float)(Math.Sin(angle))
             * );*/
            var n  = RandomInCone(instance.Random, s_min, s_max);
            var tr = Transform.GetMatrix(sparam, 0);

            n = (tr * new Vector4(n.Normalized(), 0)).Xyz.Normalized();
            var pr = pos;

            instance.Particles[idx].Position = pr;
            instance.Particles [idx].Normal  = n * Pressure.GetValue(sparam, 0);
        }
Example #3
0
 public override void OnParticleSpawned(int idx, ParticleEffectInstance instance)
 {
     instance.BeamAppearances[this].Enqueue(new LinePointer()
     {
         ParticleIndex = idx, Active = true
     });
 }
Example #4
0
 public void Update(ParticleEffectInstance instance, TimeSpan delta, ref Matrix4 transform, float sparam)
 {
     for (int i = 0; i < emitters.Count; i++)
     {
         emitters[i].Update(this, instance, delta, ref transform, sparam);
     }
 }
Example #5
0
        protected override void SetParticle(int idx, NodeReference reference, ParticleEffectInstance instance, ref Matrix4 transform, float sparam, float globaltime)
        {
            var r_min = MinRadius.GetValue(sparam, 0);
            var r_max = MaxRadius.GetValue(sparam, 0);

            var radius = instance.Random.NextFloat(r_min, r_max);

            var p = new Vector3(
                instance.Random.NextFloat(-1, 1),
                instance.Random.NextFloat(-1, 1),
                instance.Random.NextFloat(-1, 1)
                );

            p.Normalize();
            var direction = p;

            var tr = Transform.GetMatrix(sparam, globaltime);
            var n  = (tr * new Vector4(direction, 0)).Xyz.Normalized();

            n *= Pressure.GetValue(sparam, 0);
            var pr = p * radius;

            instance.Particles[idx].Position = pr;
            instance.Particles[idx].Normal   = n;
        }
Example #6
0
        protected override void SetParticle(int idx, NodeReference reference, ParticleEffectInstance instance, ref Matrix4 transform, float sparam, float globaltime)
        {
            float w     = Width.GetValue(sparam, 0) / 2;
            float h     = Height.GetValue(sparam, 0) / 2;
            float d     = Depth.GetValue(sparam, 0) / 2;
            float s_min = MathHelper.DegreesToRadians(MinSpread.GetValue(sparam, 0));
            float s_max = MathHelper.DegreesToRadians(MaxSpread.GetValue(sparam, 0));

            var pos = new Vector3(
                FxRandom.NextFloat(-w, w),
                FxRandom.NextFloat(-h, h),
                FxRandom.NextFloat(-d, d)
                );
            var n = RandomInCone(s_min, s_max);
            //var tr = Transform.GetMatrix(sparam, globaltime);
            //var tr = Matrix4.Identity;
            //n = (tr * new Vector4(n.Normalized(), 0)).Xyz.Normalized();
            Vector3    translate;
            Quaternion rotate;

            if (DoTransform(reference, sparam, globaltime, out translate, out rotate))
            {
                pos += translate;
                n    = rotate * n;
            }
            var pr = pos;

            instance.Pool.Particles[idx].Position = pr;
            instance.Pool.Particles [idx].Normal  = n * Pressure.GetValue(sparam, 0);
        }
        protected override void SetParticle(int idx, NodeReference reference, ParticleEffectInstance instance, ref Matrix4x4 transform, float sparam, float globaltime)
        {
            var r_min = MinRadius.GetValue(sparam, 0);
            var r_max = MaxRadius.GetValue(sparam, 0);

            var radius = FxRandom.NextFloat(r_min, r_max);

            var p = new Vector3(
                FxRandom.NextFloat(-1, 1),
                FxRandom.NextFloat(-1, 1),
                FxRandom.NextFloat(-1, 1)
                );

            p.Normalize();
            var        n = p;
            Vector3    translate;
            Quaternion rotate;

            if (DoTransform(reference, sparam, globaltime, out translate, out rotate))
            {
                p += translate;
                n  = Vector3.Transform(n, rotate);
            }
            n *= Pressure.GetValue(sparam, 0);
            var pr = p * radius;

            instance.Pool.Particles[idx].Position = pr;
            instance.Pool.Particles[idx].Normal   = n;
        }
Example #8
0
        public override void Update(NodeReference reference, ParticleEffectInstance instance, TimeSpan delta, ref Matrix4 transform, float sparam)
        {
            if (reference.Paired.Count == 0)
            {
                return;
            }
            if (NodeLifeSpan < instance.GlobalTime)
            {
                return;
            }
            if (reference.Paired[0].Node.NodeLifeSpan < instance.GlobalTime)
            {
                return;
            }
            var maxCount = 1000;
            //var maxCount = MaxParticles == null ? int.MaxValue : (int)Math.Ceiling(MaxParticles.GetValue(sparam, 0f));
            var freq    = Frequency == null ? 0f : Frequency.GetValue(sparam, 0f);
            var spawnMs = freq <= 0 ? 0 : 1 / (double)freq;
            var state   = instance.GetEmitterState(reference);

            if (state.ParticleCount >= maxCount)
            {
                return;
            }
            int j = 0;

            if (spawnMs > 0)
            {
                //Spawn lots of particles
                var dt = Math.Min(delta.TotalSeconds, 1);                 //don't go crazy during debug pauses
                while (true)
                {
                    if (state.SpawnTimer < dt)
                    {
                        dt -= state.SpawnTimer;
                        state.SpawnTimer = spawnMs;
                    }
                    else
                    {
                        state.SpawnTimer -= dt;
                        break;
                    }
                    if (state.ParticleCount + 1 <= maxCount)
                    {
                        var idx = instance.GetNextFreeParticle();
                        if (idx == -1)
                        {
                            return;
                        }
                        j++;
                        state.ParticleCount++;
                        SpawnParticle(idx, reference, instance, ref transform, sparam, (float)instance.GlobalTime);
                        var app = (FxAppearance)reference.Paired[0].Node;
                        app.OnParticleSpawned(idx, instance.Pool.Particles[idx].Appearance, instance);
                    }
                }
            }
        }
Example #9
0
 protected void SpawnParticle(int idx, ParticleEffect fx, ParticleEffectInstance instance, ref Matrix4 transform, float sparam)
 {
     instance.Particles[idx].Active     = true;
     instance.Particles[idx].Emitter    = this;
     instance.Particles[idx].Appearance = (FxAppearance)fx.Pairs[this][0];
     instance.Particles[idx].TimeAlive  = 0f;
     instance.Particles[idx].LifeSpan   = InitLifeSpan.GetValue(sparam, 0f);
     SetParticle(idx, fx, instance, ref transform, sparam);
 }
Example #10
0
 protected void SpawnParticle(int idx, NodeReference reference, ParticleEffectInstance instance, ref Matrix4 transform, float sparam)
 {
     instance.Particles[idx].Active     = true;
     instance.Particles[idx].Emitter    = reference;
     instance.Particles[idx].Appearance = reference.Paired[0];
     instance.Particles[idx].TimeAlive  = 0f;
     instance.Particles[idx].LifeSpan   = InitLifeSpan.GetValue(sparam, 0f);
     SetParticle(idx, reference, instance, ref transform, sparam);
 }
Example #11
0
        public void SpawnInitialParticles(NodeReference reference, ParticleEffectInstance instance, ref Matrix4x4 transform, float sparam)
        {
            int j = 0;

            for (int i = 0; i < InitialParticles; i--)
            {
                var idx = instance.GetNextFreeParticle();
                if (idx == -1)
                {
                    break;
                }
                SpawnParticle(idx, reference, instance, ref transform, sparam, 0);
                j++;
            }
        }
 public void KillAll(ParticleEffectInstance instance)
 {
     for (int i = 0; i < Particles.Length; i++)
     {
         if (!Particles[i].Active)
         {
             continue;
         }
         if (Particles[i].Instance == instance)
         {
             Particles[i].Active   = false;
             Particles[i].Instance = null;
             FreeParticles.Enqueue(i);
         }
     }
 }
Example #13
0
        public void SpawnInitialParticles(ParticleEffect fx, ParticleEffectInstance instance, ref Matrix4 transform, float sparam)
        {
            int j = 0;

            for (int i = 0; i < InitialParticles; i--)
            {
                var idx = instance.GetNextFreeParticle();
                if (idx == -1)
                {
                    break;
                }
                SpawnParticle(idx, fx, instance, ref transform, sparam);
                j++;
            }
            instance.GetEmitterState(this).ParticleCount = j;
        }
 public void KillAll(ParticleEffectInstance instance)
 {
     for (int i = 0; i < Particles.Length; i++)
     {
         if (!Particles[i].Active)
         {
             continue;
         }
         if (Particles[i].Instance == instance)
         {
             Particles[i].Active = false;
             Particles[i].Instance.ParticleCounts[Particles[i].Emitter.EmitterIndex]--;
             Particles[i].Instance = null;
             FreeParticles.Push(i);
         }
     }
 }
Example #15
0
        public override void Update(ParticleEffect fx, ParticleEffectInstance instance, TimeSpan delta, ref Matrix4 transform, float sparam)
        {
            if (!fx.Pairs.ContainsKey(this))
            {
                return;
            }
            var maxCount = MaxParticles == null ? int.MaxValue : (int)Math.Ceiling(MaxParticles.GetValue(sparam, 0f));
            var freq     = Frequency == null ? 0f : Frequency.GetValue(sparam, 0f);
            var spawnMs  = freq <= 0 ? 0 : 1 / (double)freq;
            var state    = instance.GetEmitterState(this);

            if (state.ParticleCount >= maxCount)
            {
                return;
            }
            if (spawnMs > 0)
            {
                //Spawn lots of particles
                var dt = Math.Min(delta.TotalSeconds, 1);                 //don't go crazy during debug pauses
                while (true)
                {
                    if (state.SpawnTimer < dt)
                    {
                        dt -= state.SpawnTimer;
                        state.SpawnTimer = spawnMs;
                    }
                    else
                    {
                        state.SpawnTimer -= dt;
                        break;
                    }
                    if (state.ParticleCount + 1 <= maxCount)
                    {
                        var idx = instance.GetNextFreeParticle();
                        if (idx == -1)
                        {
                            return;
                        }
                        state.ParticleCount++;
                        SpawnParticle(idx, fx, instance, ref transform, sparam);
                        instance.Particles[idx].Appearance.OnParticleSpawned(idx, instance);
                    }
                }
            }
        }
Example #16
0
        protected override void SetParticle(int idx, ParticleEffect fx, ParticleEffectInstance instance, ref Matrix4 transform, float sparam)
        {
            var r_min = MinRadius.GetValue(sparam, 0);
            var r_max = MaxRadius.GetValue(sparam, 0);

            var   radius = instance.Random.NextFloat(r_min, r_max);
            float s_min  = MathHelper.DegreesToRadians(MinSpread.GetValue(sparam, 0));
            float s_max  = MathHelper.DegreesToRadians(MaxSpread.GetValue(sparam, 0));

            var direction = RandomInCone(instance.Random, s_min, s_max);
            var tr        = Transform.GetMatrix(sparam, 0);
            var n         = (tr * new Vector4(direction.Normalized(), 0)).Xyz.Normalized();
            var p         = n * radius;

            n *= Pressure.GetValue(sparam, 0);
            instance.Particles[idx].Position = p;
            instance.Particles[idx].Normal   = n;
        }
Example #17
0
 protected void SpawnParticle(int idx, NodeReference reference, ParticleEffectInstance instance, ref Matrix4 transform, float sparam, float globaltime)
 {
     instance.Particles[idx].Active      = true;
     instance.Particles[idx].Emitter     = reference;
     instance.Particles[idx].Appearance  = reference.Paired[0];
     instance.Particles[idx].TimeAlive   = 0f;
     instance.Particles[idx].LifeSpan    = InitLifeSpan.GetValue(sparam, 0f);
     instance.Particles[idx].Orientation = Quaternion.Identity;
     SetParticle(idx, reference, instance, ref transform, sparam, globaltime);
     if (reference.Paired[0].Parent == null)
     {
         instance.Particles[idx].Position = VectorMath.Transform(
             instance.Particles[idx].Position, transform);
         var len         = instance.Particles[idx].Normal.Length;
         var nr          = instance.Particles[idx].Normal.Normalized();
         var transformed = (transform * new Vector4(nr, 0)).Xyz.Normalized();
         instance.Particles[idx].Normal = transformed * len;
     }
 }
Example #18
0
        protected override void SetParticle(int idx, NodeReference reference, ParticleEffectInstance instance, ref Matrix4 transform, float sparam, float globaltime)
        {
            var r_min = MinRadius.GetValue(sparam, 0);
            var r_max = MaxRadius.GetValue(sparam, 0);

            var   radius = instance.Random.NextFloat(r_min, r_max);
            float s_min  = MathHelper.DegreesToRadians(MinSpread.GetValue(sparam, 0));
            float s_max  = MathHelper.DegreesToRadians(MaxSpread.GetValue(sparam, 0));

            var        n = RandomInCone(instance.Random, s_min, s_max);
            Vector3    translate;
            Quaternion rotate;

            if (DoTransform(reference, sparam, globaltime, out translate, out rotate))
            {
                n = rotate * n;
            }
            var p = n * radius + translate;

            n *= Pressure.GetValue(sparam, 0);
            instance.Particles[idx].Position = p;
            instance.Particles[idx].Normal   = n;
        }
        public override void Draw(ref Particle particle, int pidx, float lasttime, float globaltime, NodeReference reference, ResourceManager res, ParticleEffectInstance instance, ref Matrix4 transform, float sparam)
        {
            var       time    = particle.TimeAlive / particle.LifeSpan;
            var       node_tr = GetAttachment(reference, transform);
            Texture2D tex;
            Vector2   tl, tr, bl, br;

            HandleTexture(res, globaltime, sparam, ref particle, out tex, out tl, out tr, out bl, out br);
            var c = Color.GetValue(sparam, time);
            var a = Alpha.GetValue(sparam, time);
            var q = particle.Orientation * Transform.GetDeltaRotation(sparam, lasttime, globaltime);

            particle.Orientation = q;
            var mat = Matrix4.CreateFromQuaternion(q);
            //TODO: why doesn't this work?
            //var n = (transform * new Vector4(particle.Normal.Normalized(), 0)).Xyz.Normalized();
            var p  = VectorMath.Transform(particle.Position, transform);
            var p2 = VectorMath.Transform(particle.Position + particle.Normal, transform);
            var n  = (p - p2).Normalized();

            instance.Pool.DrawPerspective(
                particle.Instance,
                this,
                tex,
                VectorMath.Transform(particle.Position, transform),
                mat,
                new Vector2(Size.GetValue(sparam, time)),
                new Color4(c, a),
                tl,
                tr,
                bl,
                br,
                n,
                Rotate == null ? 0f : MathHelper.DegreesToRadians(Rotate.GetValue(sparam, time))
                );

            if (DrawNormals)
            {
                Debug.DrawLine(p - (n * 100), p + (n * 100));
            }
        }
Example #20
0
 public virtual void OnParticleSpawned(int idx, NodeReference reference, ParticleEffectInstance instance)
 {
 }
Example #21
0
 public virtual void Draw(ref Particle particle, int pidx, float lasttime, float globaltime, NodeReference reference, ResourceManager res, ParticleEffectInstance instance, ref Matrix4 transform, float sparam)
 {
 }
Example #22
0
        public void DrawBeamApp(PolylineRender poly, float globalTime, NodeReference reference, ParticleEffectInstance instance, ref Matrix4x4 transform, float sparam)
        {
            //get particles!
            var beam = instance.Beams[reference.BeamIndex];
            if (beam.ParticleCount < 2) { beam.ParticleCount = 0;  return; }
            AgeComparer.Instance.Particles = instance.Pool.Particles;
            Array.Sort(beam.ParticleIndices, 0, beam.ParticleCount, AgeComparer.Instance);
            //draw
            var node_tr = GetAttachment(reference, transform);
            Texture2D tex;
            Vector2 tl, tr, bl, br;
            var res = instance.Resources;
            TextureHandler.Update(Texture, res);
            var frame = GetFrame(globalTime, sparam, ref instance.Pool.Particles[beam.ParticleIndices[0]]);
            int index = (int) Math.Floor((TextureHandler.FrameCount - 1) * frame) * 4;
            tl = TextureHandler.Coordinates[index];
            tr = TextureHandler.Coordinates[index + 1];
            bl = TextureHandler.Coordinates[index + 2];
            br = TextureHandler.Coordinates[index + 3];
            //Sorting hack kinda
            var z = RenderHelpers.GetZ(instance.Pool.Camera.Position, Vector3.Transform(Vector3.Zero, node_tr));
            for (int j = 0; j < 2; j++) //two planes
            {
                poly.StartLine(TextureHandler.Texture ?? res.WhiteTexture, BlendInfo);
                bool odd = true;
                Vector3 dir = Vector3.Zero;

                for (int i = 0; i < beam.ParticleCount; i++)
                {
                    var pos = Vector3.Transform(instance.Pool.Particles[beam.ParticleIndices[i]].Position, node_tr);
                    if (i + 1 < beam.ParticleCount) {
                        var pos2 = Vector3.Transform(instance.Pool.Particles[beam.ParticleIndices[i + 1]].Position, node_tr);
                        var forward = (pos2 - pos).Normalized();
                        var toCamera = (instance.Pool.Camera.Position - pos).Normalized();
                        var up = Vector3.Cross(toCamera, forward);
                        up.Normalize();
                        dir = up;
                        if (j == 1)
                        {
                            //Broken? Doesn't show up
                            var right = Vector3.Cross(up, forward).Normalized();
                            dir = right;
                        }
                    }
                    var time = instance.Pool.Particles[beam.ParticleIndices[i]].TimeAlive / instance.Pool.Particles[beam.ParticleIndices[i]].LifeSpan;
                    var w = Width.GetValue(sparam, time);
                    poly.AddPoint(
                        pos + (dir * w / 2),
                        pos - (dir * w / 2),
                        odd ? tl : bl,
                        odd ? tr : br,
                        new Color4(
                            Color.GetValue(sparam, time),
                            Alpha.GetValue(sparam, time)
                        )
                    );
                    odd = !odd;
                }
                poly.FinishLine(z);
            }
            beam.ParticleCount = 0;
        }
Example #23
0
 public override void Draw(ref Particle particle, int pidx, float lasttime, float globaltime, NodeReference reference, ResourceManager res, ParticleEffectInstance instance, ref Matrix4x4 transform, float sparam)
 {
     //Transform and add
     Vector3 deltap;
     Quaternion deltaq;
     if (DoTransform(reference, sparam, lasttime, globaltime, out deltap, out deltaq))
     {
         particle.Position += deltap;
         particle.Orientation *= deltaq;
     }
     var beam = instance.Beams[reference.BeamIndex];
     if (beam.ParticleCount >= BeamParticles.MAX_PARTICLES) return;
     beam.ParticleIndices[beam.ParticleCount++] = pidx;
 }
Example #24
0
 protected virtual void SetParticle(int idx, NodeReference reference, ParticleEffectInstance instance, ref Matrix4 transform, float sparam, float globaltime)
 {
 }
Example #25
0
 public virtual void OnParticleSpawned(int idx, ParticleEffectInstance instance)
 {
 }
Example #26
0
 public virtual void Update(ParticleEffect fx, ParticleEffectInstance instance, TimeSpan delta, ref Matrix4 transform, float sparam)
 {
 }
Example #27
0
        public override void Update(NodeReference reference, ParticleEffectInstance instance, double delta, ref Matrix4x4 transform, float sparam)
        {
            if (reference.Paired.Count == 0)
            {
                return;
            }
            if (NodeLifeSpan < instance.GlobalTime)
            {
                return;
            }
            //if (reference.Paired[0].Node.NodeLifeSpan < instance.GlobalTime) return;
            var maxCount = MaxParticles == null ? int.MaxValue : (int)Math.Ceiling(MaxParticles.GetValue(sparam, (float)instance.GlobalTime));
            var freq     = Frequency == null ? 0f : Frequency.GetValue(sparam, (float)instance.GlobalTime);
            var spawnMs  = freq <= 0 ? 0 : 1 / (double)freq;
            int j        = 0;
            var count    = instance.ParticleCounts[reference.EmitterIndex];

            if (spawnMs > 0)
            {
                if (instance.SpawnTimers[reference.EmitterIndex] > spawnMs)
                {
                    instance.SpawnTimers[reference.EmitterIndex] = spawnMs;
                }
                //Spawn lots of particles
                var dt = Math.Min(delta, 1);                 //don't go crazy during debug pauses
                while (true)
                {
                    if (instance.SpawnTimers[reference.EmitterIndex] < dt)
                    {
                        dt -= instance.SpawnTimers[reference.EmitterIndex];
                        instance.SpawnTimers[reference.EmitterIndex] = spawnMs;
                    }
                    else
                    {
                        instance.SpawnTimers[reference.EmitterIndex] -= dt;
                        break;
                    }
                    if (count < maxCount)
                    {
                        var idx = instance.GetNextFreeParticle();
                        if (idx == -1)
                        {
                            return;
                        }
                        j++;
                        SpawnParticle(idx, reference, instance, ref transform, sparam, (float)instance.GlobalTime);
                        var app = (FxAppearance)reference.Paired[0].Node;
                        app.OnParticleSpawned(idx, instance.Pool.Particles[idx].Appearance, instance);
                        //Simulate time already alive (TODO fix the time loop properly)
                        instance.Pool.Particles[idx].TimeAlive = (float)dt;
                        instance.Pool.Particles[idx].Position += instance.Pool.Particles[idx].Normal * (float)dt;
                        count++;
                    }
                }
            }
            else
            {
                instance.SpawnTimers[reference.EmitterIndex] = 0;
            }
            instance.ParticleCounts[reference.EmitterIndex] = count;
        }
Example #28
0
        public override void Draw(ref Particle particle, int pidx, float lasttime, float globaltime, NodeReference reference, ResourceManager res, ParticleEffectInstance instance, ref Matrix4 transform, float sparam)
        {
            var time    = particle.TimeAlive / particle.LifeSpan;
            var node_tr = GetAttachment(reference, transform);

            Vector3    deltap;
            Quaternion deltaq;

            if (DoTransform(reference, sparam, lasttime, globaltime, out deltap, out deltaq))
            {
                particle.Position    += deltap;
                particle.Orientation *= deltaq;
            }
            var       p = node_tr.Transform(particle.Orientation * particle.Position);
            Texture2D tex;
            Vector2   tl, tr, bl, br;

            HandleTexture(res, sparam, globaltime, ref particle, out tex, out tl, out tr, out bl, out br);
            var c = Color.GetValue(sparam, time);
            var a = Alpha.GetValue(sparam, time);

            instance.Pool.DrawBasic(
                particle.Instance,
                this,
                p,
                new Vector2(Size.GetValue(sparam, time)) * 2,
                new Color4(c, a),
                tl,
                tr,
                bl,
                br,
                Rotate == null ? 0f : MathHelper.DegreesToRadians(Rotate.GetValue(sparam, time))
                );
        }
Example #29
0
        public unsafe void DrawBeamApp(PolylineRender poly, LineBuffer points, float globalTime, NodeReference reference, ParticleEffectInstance instance, ResourceManager res, Billboards billboards, ref Matrix4 transform, float sparam)
        {
            //TODO: Cross-plane not showing
            //TODO: In some cases particles are going backwards? (Broken emitter or LineBuffer)
            //TODO: See if z sorting can be better for Polyline
            //TODO: Implement FLBeamAppearance properties
            if (points.Count() < 2)
            {
                return;
            }
            //Get only active indices, alloc on stack for 0 GC pressure
            //int* indices = stackalloc int[512];
            var indices   = new int[512];
            var particles = new Particle[512];

            for (int i = 0; i < 512; i++)
            {
                indices[i] = -1;
            }
            int ptCount = 0;

            for (int i = 0; i < points.Count(); i++)
            {
                if (points[i].Active)
                {
                    indices[ptCount++] = points[i].ParticleIndex;
                }
            }
            if (ptCount < 2)
            {
                return;
            }
            for (int i = 0; i < ptCount; i++)
            {
                particles[i] = instance.Particles[indices[i]];
            }
            for (int i = 1; i < ptCount; i++)
            {
                if (particles[i - 1].TimeAlive > particles[i].TimeAlive)
                {
                    Console.WriteLine("bad order");
                }
            }
            var       node_tr = GetAttachment(reference, transform);
            Texture2D tex;
            Vector2   tl, tr, bl, br;

            HandleTexture(res, globalTime, sparam, ref instance.Particles[indices[0]], out tex, out tl, out tr, out bl, out br);
            //Sorting hack kinda
            var z = RenderHelpers.GetZ(billboards.Camera.Position, node_tr.Transform(Vector3.Zero));

            for (int j = 0; j < 2; j++)             //two planes
            {
                poly.StartLine(tex, BlendInfo);
                bool    odd = true;
                Vector3 dir = Vector3.Zero;

                for (int i = 0; i < ptCount; i++)
                {
                    var pos = node_tr.Transform(instance.Particles[indices[i]].Position);
                    if (i + 1 < ptCount)
                    {
                        var pos2     = node_tr.Transform(instance.Particles[indices[i + 1]].Position);
                        var forward  = (pos2 - pos).Normalized();
                        var toCamera = (billboards.Camera.Position - pos).Normalized();
                        var up       = Vector3.Cross(toCamera, forward);
                        up.Normalize();
                        dir = up;
                        if (j == 1)
                        {
                            //Broken? Doesn't show up
                            var right = Vector3.Cross(up, forward).Normalized();
                            dir = right;
                        }
                    }
                    var time = instance.Particles[indices[i]].TimeAlive / instance.Particles[indices[i]].LifeSpan;
                    var w    = Width.GetValue(sparam, time);
                    poly.AddPoint(
                        pos + (dir * w / 2),
                        pos - (dir * w / 2),
                        odd ? tl : bl,
                        odd ? tr : br,
                        new Color4(
                            Color.GetValue(sparam, time),
                            Alpha.GetValue(sparam, time)
                            )
                        );
                    odd = !odd;
                }
                poly.FinishLine(z);
            }
        }
        public override void Draw(ref Particle particle, int pidx, float lasttime, float globaltime, NodeReference reference, ResourceManager res, ParticleEffectInstance instance, ref Matrix4 transform, float sparam)
        {
            var time    = particle.TimeAlive / particle.LifeSpan;
            var node_tr = GetAttachment(reference, transform);

            var       p = node_tr.Transform(particle.Position);
            Texture2D tex;
            Vector2   tl, tr, bl, br;

            HandleTexture(res, globaltime, sparam, ref particle, out tex, out tl, out tr, out bl, out br);
            var c = Color.GetValue(sparam, time);
            var a = Alpha.GetValue(sparam, time);

            var p2 = node_tr.Transform(particle.Position + particle.Normal);
            //var n = (p - p2).Normalized();
            var n = Vector3.UnitZ;

            /*billboards.DrawPerspective(
             *      tex,
             *      p,
             *      new Vector2(Width.GetValue(sparam, time), Height.GetValue(sparam, time)),
             *      new Color4(c, a),
             *      tl,
             *      tr,
             *      bl,
             *      br,
             *      n,
             * Rotate == null ? 0f : MathHelper.DegreesToRadians(Rotate.GetValue(sparam, time)),
             *      SortLayers.OBJECT,
             *      BlendInfo
             * );*/
        }