Пример #1
0
        public bool Update()
        {
            m_elapsedTime += MyEngineConstants.UPDATE_STEP_SIZE_IN_SECONDS;

            if (m_elapsedTime >= Life)
            {
                return(false);
            }

            m_normalizedTime += m_elapsedTimeDivider;

            m_velocity.Y += m_generation.Gravity * MyEngineConstants.UPDATE_STEP_SIZE_IN_SECONDS;

            m_actualPosition.X += Velocity.X * MyEngineConstants.UPDATE_STEP_SIZE_IN_SECONDS;
            m_actualPosition.Y += Velocity.Y * MyEngineConstants.UPDATE_STEP_SIZE_IN_SECONDS;
            m_actualPosition.Z += Velocity.Z * MyEngineConstants.UPDATE_STEP_SIZE_IN_SECONDS;

            if (PivotRotation != null && PivotDistance != null)
            {
                MyTransparentGeometry.StartParticleProfilingBlock("Pivot calculation");

                Vector3 rotation;
                float   distance;
                PivotRotation.GetInterpolatedValue <Vector3>(m_normalizedTime, out rotation);
                PivotDistance.GetInterpolatedValue <float>(m_normalizedTime, out distance);
                Quaternion rotationQ = Quaternion.CreateFromYawPitchRoll(MathHelper.ToRadians(rotation.Y), MathHelper.ToRadians(rotation.X), MathHelper.ToRadians(rotation.Z));
                m_actualPivot = Vector3.Transform(Vector3.Forward, rotationQ) * distance;

                MyTransparentGeometry.EndParticleProfilingBlock();
            }

            if (Acceleration != null)
            {
                MyTransparentGeometry.StartParticleProfilingBlock("Acceleration calculation");

                Acceleration.GetInterpolatedValue <Vector3>(m_normalizedTime, out m_actualAcceleration);
                Velocity += m_actualAcceleration * MyEngineConstants.UPDATE_STEP_SIZE_IN_SECONDS;

                MyTransparentGeometry.EndParticleProfilingBlock();
            }

            m_actualAngle += RotationSpeed * MyEngineConstants.UPDATE_STEP_SIZE_IN_SECONDS;

            MyUtils.AssertIsValid(m_actualPosition);
            MyUtils.AssertIsValid(m_actualAngle);

            return(true);
        }
        public void PrepareForDraw(ref VRageRender.MyBillboard effectBillboard)
        {
            m_billboards.Clear();

            if (m_particles.Count == 0)
            {
                return;
            }

            if (UseLayerSorting && effectBillboard == null)
            {
                effectBillboard = MyTransparentGeometry.AddBillboardEffect(m_effect);
                if (effectBillboard != null)
                {
                    m_billboards.Add(effectBillboard);
                }
            }

            using (ParticlesLock.AcquireSharedUsing())
            {
                foreach (MyAnimatedParticle particle in m_particles)
                {
                    MyTransparentGeometry.StartParticleProfilingBlock("m_preallocatedBillboards.Allocate()");

                    VRageRender.MyBillboard billboard = MyTransparentGeometry.AddBillboardParticle(particle, effectBillboard, !UseLayerSorting);
                    if (billboard != null)
                    {
                        if (!UseLayerSorting)
                        {
                            billboard.Position0.AssertIsValid();
                            billboard.Position1.AssertIsValid();
                            billboard.Position2.AssertIsValid();
                            billboard.Position3.AssertIsValid();

                            m_billboards.Add(billboard);
                        }
                    }
                    MyTransparentGeometry.EndParticleProfilingBlock();
                    if (billboard == null)
                    {
                        break;
                    }
                }
            }
        }
Пример #3
0
        //  Update position, check collisions, etc. and draw if particle still lives.
        //  Return false if particle dies/timeouts in this tick.
        public bool Draw(VRageRender.MyBillboard billboard)
        {
            MyTransparentGeometry.StartParticleProfilingBlock("Distance calculation");
            //  This time is scaled according to planned lifespan of the particle

            // Distance for sorting
            billboard.DistanceSquared = (float)Vector3D.DistanceSquared(MyTransparentGeometry.Camera.Translation, m_actualPosition);

            MyTransparentGeometry.EndParticleProfilingBlock();

            // If distance to camera is really small don't draw it.
            if (billboard.DistanceSquared <= 0.1f)
            {
                return(false);
            }

            MyTransparentGeometry.StartParticleProfilingBlock("Quad calculation");

            MyTransparentGeometry.StartParticleProfilingBlock("actualRadius");
            float actualRadius = 1;

            Radius.GetInterpolatedValue <float>(m_normalizedTime, out actualRadius);
            MyTransparentGeometry.EndParticleProfilingBlock();

            billboard.ContainedBillboards.Clear();

            billboard.Near   = m_generation.GetEffect().Near;
            billboard.Lowres = m_generation.GetEffect().LowRes || VRageRender.MyRenderConstants.RenderQualityProfile.LowResParticles;
            billboard.CustomViewProjection = -1;
            billboard.ParentID             = -1;

            float alpha = 1;

            if (Type == MyParticleTypeEnum.Point)
            {
                MyTransparentGeometry.StartParticleProfilingBlock("GetBillboardQuadRotated");
                GetBillboardQuadRotated(billboard, ref m_actualPosition, actualRadius, m_actualAngle);
                MyTransparentGeometry.EndParticleProfilingBlock();
            }
            else if (Type == MyParticleTypeEnum.Line)
            {
                if (MyUtils.IsZero(Velocity.LengthSquared()))
                {
                    Velocity = MyUtils.GetRandomVector3Normalized();
                }

                MyQuadD quad = new MyQuadD();

                MyPolyLineD polyLine = new MyPolyLineD();
                polyLine.LineDirectionNormalized = MyUtils.Normalize(Velocity);

                if (m_actualAngle > 0)
                {
                    polyLine.LineDirectionNormalized = Vector3.TransformNormal(polyLine.LineDirectionNormalized, Matrix.CreateRotationY(MathHelper.ToRadians(m_actualAngle)));
                }

                polyLine.Point0   = m_actualPosition;
                polyLine.Point1.X = m_actualPosition.X + polyLine.LineDirectionNormalized.X * actualRadius;
                polyLine.Point1.Y = m_actualPosition.Y + polyLine.LineDirectionNormalized.Y * actualRadius;
                polyLine.Point1.Z = m_actualPosition.Z + polyLine.LineDirectionNormalized.Z * actualRadius;

                if (m_actualAngle > 0)
                { //centerize
                    polyLine.Point0.X = polyLine.Point0.X - polyLine.LineDirectionNormalized.X * actualRadius * 0.5f;
                    polyLine.Point0.Y = polyLine.Point0.Y - polyLine.LineDirectionNormalized.Y * actualRadius * 0.5f;
                    polyLine.Point0.Z = polyLine.Point0.Z - polyLine.LineDirectionNormalized.Z * actualRadius * 0.5f;
                    polyLine.Point1.X = polyLine.Point1.X - polyLine.LineDirectionNormalized.X * actualRadius * 0.5f;
                    polyLine.Point1.Y = polyLine.Point1.Y - polyLine.LineDirectionNormalized.Y * actualRadius * 0.5f;
                    polyLine.Point1.Z = polyLine.Point1.Z - polyLine.LineDirectionNormalized.Z * actualRadius * 0.5f;
                }

                polyLine.Thickness = Thickness;
                var camPos = MyTransparentGeometry.Camera.Translation;
                MyUtils.GetPolyLineQuad(out quad, ref polyLine, camPos);

                if (this.m_generation.AlphaAnisotropic)
                {
                    float angle     = 1 - Math.Abs(Vector3.Dot(MyUtils.Normalize(MyTransparentGeometry.Camera.Forward), polyLine.LineDirectionNormalized));
                    float alphaCone = (float)Math.Pow(angle, 0.5f);
                    alpha = alphaCone;
                }

                billboard.Position0 = quad.Point0;
                billboard.Position1 = quad.Point1;
                billboard.Position2 = quad.Point2;
                billboard.Position3 = quad.Point3;
            }
            else if (Type == MyParticleTypeEnum.Trail)
            {
                if (Quad.Point0 == Quad.Point2) //not moving particle
                {
                    return(false);
                }
                if (Quad.Point1 == Quad.Point3) //not moving particle was previous one
                {
                    return(false);
                }
                if (Quad.Point0 == Quad.Point3) //not moving particle was previous one
                {
                    return(false);
                }

                billboard.Position0 = Quad.Point0;
                billboard.Position1 = Quad.Point1;
                billboard.Position2 = Quad.Point2;
                billboard.Position3 = Quad.Point3;

                //if (this.m_generation.AlphaAnisotropic)

                /*   { //Trails are anisotropic by default (nobody wants them to see ugly)
                 *     Vector3 lineDir = Vector3.Normalize(Quad.Point1 - Quad.Point0);
                 *     float angle = 1 - Math.Abs(Vector3.Dot(MyMwcUtils.Normalize(MyCamera.ForwardVector), lineDir));
                 *     float alphaCone = (float)Math.Pow(angle, 0.3f);
                 *     alpha = alphaCone;
                 * }*/
            }
            else
            {
                throw new NotSupportedException(Type + " is not supported particle type");
            }

            MyTransparentGeometry.EndParticleProfilingBlock();

            MyTransparentGeometry.StartParticleProfilingBlock("Material calculation");

            Vector4 color;

            Color.GetInterpolatedValue <Vector4>(m_normalizedTime, out color);

            var   material1         = MyTransparentMaterials.GetMaterial("ErrorMaterial");
            var   material2         = MyTransparentMaterials.GetMaterial("ErrorMaterial");
            float textureBlendRatio = 0;

            if ((Flags & ParticleFlags.BlendTextures) != 0)
            {
                float prevTime, nextTime, difference;
                Material.GetPreviousValue(m_normalizedTime, out material1, out prevTime);
                Material.GetNextValue(m_normalizedTime, out material2, out nextTime, out difference);

                if (prevTime != nextTime)
                {
                    textureBlendRatio = (m_normalizedTime - prevTime) * difference;
                }
            }
            else
            {
                Material.GetInterpolatedValue(m_normalizedTime, out material1);
            }

            MyTransparentGeometry.EndParticleProfilingBlock();

            //This gets 0.44ms for 2000 particles
            MyTransparentGeometry.StartParticleProfilingBlock("billboard.Start");


            billboard.Material          = material1.Name;
            billboard.BlendMaterial     = material2.Name;
            billboard.BlendTextureRatio = textureBlendRatio;
            billboard.EnableColorize    = false;

            billboard.Color = color * alpha * m_generation.GetEffect().UserColorMultiplier;

            MyTransparentGeometry.EndParticleProfilingBlock();

            return(true);
        }