예제 #1
0
        public void Close(bool done)
        {
            if (!done && OnDelete != null)
            {
                OnDelete(this, null);
            }

            Clear();

            m_name = "ParticleEffect";

            foreach (MyParticleGeneration generation in m_generations)
            {
                if (done)
                {
                    generation.Done();
                }
                else
                {
                    generation.Close();
                }
                MyParticlesManager.GenerationsPool.Deallocate(generation);
            }

            m_generations.Clear();


            foreach (MyParticleLight particleLight in m_particleLights)
            {
                if (done)
                {
                    particleLight.Done();
                }
                else
                {
                    particleLight.Close();
                }
                MyParticlesManager.LightsPool.Deallocate(particleLight);
            }

            m_particleLights.Clear();

            if (m_instances != null)
            {
                while (m_instances.Count > 0)
                {
                    MyParticlesManager.RemoveParticleEffect(m_instances[0]);
                }
            }

            OnDelete = null;
            OnUpdate = null;

            Tag = null;
        }
예제 #2
0
        public bool Update()
        {
            if (!Enabled)
            {
                return(m_isStopped); //efect is not enabled at all and must be deleted
            }
            if (WorldMatrix == MatrixD.Zero)
            {
                return(true);
            }

            System.Diagnostics.Debug.Assert(WorldMatrix != MatrixD.Zero, "Effect world matrix was not set!");

            if (MyParticlesManager.CalculateGravityInPoint != null && m_updateCounter == 0)
            {
                Gravity = MyParticlesManager.CalculateGravityInPoint(WorldMatrix.Translation);
            }

            m_updateCounter++;

            if (m_updateCounter > GRAVITY_UPDATE_DELAY)
            {
                m_updateCounter = 0;
            }

            VRageRender.MyRenderProxy.GetRenderProfiler().StartProfilingBlock("ParticleEffect-UpdateGen");

            //m_distance = MySector.MainCamera.GetDistanceWithFOV(WorldMatrix.Translation) / (100.0f); //precalculate for LODs
            m_distance       = (float)Vector3D.Distance(MyTransparentGeometry.Camera.Translation, WorldMatrix.Translation) / (100.0f); //precalculate for LODs
            m_particlesCount = 0;
            m_birthRate      = 0;
            m_AABB           = BoundingBoxD.CreateInvalid();

            if (Velocity != Vector3.Zero)
            {
                var position = m_worldMatrix.Translation;
                position.X   += Velocity.X * MyEngineConstants.UPDATE_STEP_SIZE_IN_SECONDS;
                position.Y   += Velocity.Y * MyEngineConstants.UPDATE_STEP_SIZE_IN_SECONDS;
                position.Z   += Velocity.Z * MyEngineConstants.UPDATE_STEP_SIZE_IN_SECONDS;
                m_worldMatrix = MatrixD.CreateWorld(position, Vector3D.Normalize(Velocity), m_worldMatrix.Up);
            }

            for (int i = 0; i < m_generations.Count; i++)
            {
                if (m_showOnlyThisGeneration >= 0 && i != m_showOnlyThisGeneration)
                {
                    continue;
                }
                m_generations[i].EffectMatrix = WorldMatrix;
                m_generations[i].Update();

                m_particlesCount += m_generations[i].GetParticlesCount();
                m_birthRate      += m_generations[i].GetBirthRate();

                m_generations[i].MergeAABB(ref m_AABB);
            }


            foreach (var particleLight in m_particleLights)
            {
                particleLight.Update();
            }

            foreach (var particleSound in m_particleSounds)
            {
                particleSound.Update();
            }

            m_elapsedTime += MyEngineConstants.UPDATE_STEP_SIZE_IN_SECONDS;
            if (m_loop && m_elapsedTime >= m_durationActual)
            {
                m_elapsedTime = 0;
                SetRandomDuration();
            }

            VRageRender.MyRenderProxy.GetRenderProfiler().EndProfilingBlock();

            m_lastWorldMatrix = m_worldMatrix;

            if (OnUpdate != null)
            {
                OnUpdate(this, null);
            }

            if (m_isStopped)
            {
                // if the effect is stopped, kill it after all particles will die off
                return(m_particlesCount == 0);
            }
            else
            {
                // remove particles after set duration time (duration 0 means infinite duration - has to be stopped from code)
                return(m_durationActual > 0 && m_elapsedTime > m_durationActual);
            }
        }
예제 #3
0
        public bool Update()
        {
            if (!Enabled)
            {
                return(AutoDelete); //efect is not enabled at all and must be deleted
            }
            if (WorldMatrix == MatrixD.Zero)
            {
                return(true);
            }

            System.Diagnostics.Debug.Assert(WorldMatrix != MatrixD.Zero, "Effect world matrix was not set!");

            if (!m_isPreloading && !m_wasPreloaded && m_preload > 0)
            {
                m_isPreloading = true;

                // TODO: Optimize (preload causes lags, depending on preload size, it's from 0 ms to 85 ms)
                while (m_elapsedTime < m_preload)
                {
                    Update();
                }

                m_isPreloading = false;
                m_wasPreloaded = true;
            }


            if (MyParticlesManager.CalculateGravityInPoint != null && m_updateCounter == 0)
            {
                Gravity = MyParticlesManager.CalculateGravityInPoint(WorldMatrix.Translation);
            }

            m_updateCounter++;

            if (m_updateCounter > GRAVITY_UPDATE_DELAY)
            {
                m_updateCounter = 0;
            }

            VRageRender.MyRenderProxy.GetRenderProfiler().StartProfilingBlock("ParticleEffect-Update");

            if (!m_isPreloading)
            {
                MyPerformanceCounter.PerCameraDrawWrite.ParticleEffectsDrawn++;
            }

            VRageRender.MyRenderProxy.GetRenderProfiler().EndProfilingBlock();

            VRageRender.MyRenderProxy.GetRenderProfiler().StartProfilingBlock("ParticleEffect-UpdateGen");

            m_elapsedTime += VRage.Game.MyEngineConstants.UPDATE_STEP_SIZE_IN_SECONDS;
            //m_distance = MySector.MainCamera.GetDistanceWithFOV(WorldMatrix.Translation) / (100.0f); //precalculate for LODs
            m_distance       = (float)Vector3D.Distance(MyTransparentGeometry.Camera.Translation, WorldMatrix.Translation) / (100.0f); //precalculate for LODs
            m_particlesCount = 0;
            m_birthRate      = 0;
            m_AABB           = BoundingBoxD.CreateInvalid();

            if (Velocity != Vector3.Zero)
            {
                var position = m_worldMatrix.Translation;
                position.X   += Velocity.X * VRage.Game.MyEngineConstants.UPDATE_STEP_SIZE_IN_SECONDS;
                position.Y   += Velocity.Y * VRage.Game.MyEngineConstants.UPDATE_STEP_SIZE_IN_SECONDS;
                position.Z   += Velocity.Z * VRage.Game.MyEngineConstants.UPDATE_STEP_SIZE_IN_SECONDS;
                m_worldMatrix = MatrixD.CreateWorld(position, Vector3D.Normalize(Velocity), m_worldMatrix.Up);
            }

            foreach (IMyParticleGeneration generation in m_generations)
            {
                generation.EffectMatrix = WorldMatrix;
                generation.Update();

                m_particlesCount += generation.GetParticlesCount();
                m_birthRate      += generation.GetBirthRate();

                generation.MergeAABB(ref m_AABB);
            }


            if (m_particlesCount > 0)
            {
                m_hasShownSomething = true;
            }

            foreach (var particleLight in m_particleLights)
            {
                particleLight.Update();
            }

            foreach (var particleSound in m_particleSounds)
            {
                particleSound.Update();
            }

            VRageRender.MyRenderProxy.GetRenderProfiler().EndProfilingBlock();

            m_lastWorldMatrix = m_worldMatrix;

            if (((m_particlesCount == 0 && HasShownSomething()) ||
                 (m_particlesCount == 0 && m_birthRate == 0.0f)) &&
                AutoDelete && !m_isPreloading)
            {   //Effect was played and has to be deleted
                return(true);
            }

            if (!m_isPreloading && OnUpdate != null)
            {
                OnUpdate(this, null);
            }

            m_positionDirty = false;

            return(false);
        }