// 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) { if (Pivot != null) { if (PivotRotation != null) { Matrix pivotRotationTransform = Matrix.CreateRotationX(MathHelper.ToRadians(m_actualPivotRotation.X) * VRage.Game.MyEngineConstants.UPDATE_STEP_SIZE_IN_SECONDS) * Matrix.CreateRotationY(MathHelper.ToRadians(m_actualPivotRotation.Y) * VRage.Game.MyEngineConstants.UPDATE_STEP_SIZE_IN_SECONDS) * Matrix.CreateRotationZ(MathHelper.ToRadians(m_actualPivotRotation.Z) * VRage.Game.MyEngineConstants.UPDATE_STEP_SIZE_IN_SECONDS); m_actualPivot = Vector3.TransformNormal(m_actualPivot, pivotRotationTransform); } m_actualPivot = Vector3D.TransformNormal(m_actualPivot, m_generation.GetEffect().WorldMatrix); } var actualPosition = m_actualPosition + m_actualPivot; 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, 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(); float actualAlphaCutout = 0; if (AlphaCutout != null) { MyTransparentGeometry.StartParticleProfilingBlock("AlphaCutout calculation"); AlphaCutout.GetInterpolatedValue <float>(m_normalizedTime, out actualAlphaCutout); 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; billboard.AlphaCutout = actualAlphaCutout; billboard.UVOffset = Vector2.Zero; billboard.UVSize = Vector2.One; float alpha = 1; Matrix transform = Matrix.Identity; Vector3 normal = Vector3.Forward; Vector3 actualVelocity = (Vector3)(m_actualPosition - m_previousPosition); float radiusBySpeed = m_generation.RadiusBySpeed; if (radiusBySpeed > 0) { float actualSpeed = actualVelocity.Length(); actualRadius = Math.Max(actualRadius, actualRadius * m_generation.RadiusBySpeed * actualSpeed); } if (Type == MyParticleTypeEnum.Point) { MyTransparentGeometry.StartParticleProfilingBlock("GetBillboardQuadRotated"); Vector2 actualRadiusV2 = new Vector2(actualRadius, actualRadius); if (Thickness > 0) { actualRadiusV2.Y = Thickness; } if (m_generation.RotationReference == MyRotationReference.Camera) { transform = Matrix.CreateFromAxisAngle(MyTransparentGeometry.Camera.Right, m_actualAngle.X) * Matrix.CreateFromAxisAngle(MyTransparentGeometry.Camera.Up, m_actualAngle.Y) * Matrix.CreateFromAxisAngle(MyTransparentGeometry.Camera.Forward, m_actualAngle.Z); GetBillboardQuadRotated(billboard, ref actualPosition, actualRadiusV2, ref transform, MyTransparentGeometry.Camera.Left, MyTransparentGeometry.Camera.Up); } else if (m_generation.RotationReference == MyRotationReference.Local) { transform = Matrix.CreateFromAxisAngle(m_generation.GetEffect().WorldMatrix.Right, m_actualAngle.X) * Matrix.CreateFromAxisAngle(m_generation.GetEffect().WorldMatrix.Up, m_actualAngle.Y) * Matrix.CreateFromAxisAngle(m_generation.GetEffect().WorldMatrix.Forward, m_actualAngle.Z); GetBillboardQuadRotated(billboard, ref actualPosition, actualRadiusV2, ref transform, m_generation.GetEffect().WorldMatrix.Left, m_generation.GetEffect().WorldMatrix.Up); } else if (m_generation.RotationReference == MyRotationReference.Velocity) { if (actualVelocity.LengthSquared() < 0.00001f) { return(false); } Matrix velocityRef = Matrix.CreateFromDir(Vector3.Normalize(actualVelocity)); transform = Matrix.CreateFromAxisAngle(velocityRef.Right, m_actualAngle.X) * Matrix.CreateFromAxisAngle(velocityRef.Up, m_actualAngle.Y) * Matrix.CreateFromAxisAngle(velocityRef.Forward, m_actualAngle.Z); GetBillboardQuadRotated(billboard, ref actualPosition, actualRadiusV2, ref transform, velocityRef.Left, velocityRef.Up); } else if (m_generation.RotationReference == MyRotationReference.VelocityAndCamera) { if (actualVelocity.LengthSquared() < 0.0001f) { return(false); } Vector3 cameraToPoint = Vector3.Normalize(m_actualPosition - MyTransparentGeometry.Camera.Translation); Vector3 velocityDir = Vector3.Normalize(actualVelocity); Vector3 sideVector = Vector3.Cross(cameraToPoint, velocityDir); Vector3 upVector = Vector3.Cross(sideVector, velocityDir); Matrix velocityRef = Matrix.CreateWorld(m_actualPosition, velocityDir, upVector); transform = Matrix.CreateFromAxisAngle(velocityRef.Right, m_actualAngle.X) * Matrix.CreateFromAxisAngle(velocityRef.Up, m_actualAngle.Y) * Matrix.CreateFromAxisAngle(velocityRef.Forward, m_actualAngle.Z); GetBillboardQuadRotated(billboard, ref actualPosition, actualRadiusV2, ref transform, velocityRef.Left, velocityRef.Up); } else if (m_generation.RotationReference == MyRotationReference.LocalAndCamera) { Vector3 cameraToPoint = Vector3.Normalize(m_actualPosition - MyTransparentGeometry.Camera.Translation); Vector3 localDir = m_generation.GetEffect().WorldMatrix.Forward; Vector3 sideVector = Vector3.Cross(cameraToPoint, localDir); Vector3 upVector = Vector3.Cross(sideVector, localDir); Matrix velocityRef = Matrix.CreateWorld(m_actualPosition, localDir, upVector); transform = Matrix.CreateFromAxisAngle(velocityRef.Right, m_actualAngle.X) * Matrix.CreateFromAxisAngle(velocityRef.Up, m_actualAngle.Y) * Matrix.CreateFromAxisAngle(velocityRef.Forward, m_actualAngle.Z); GetBillboardQuadRotated(billboard, ref actualPosition, actualRadiusV2, ref transform, velocityRef.Left, velocityRef.Up); } else { System.Diagnostics.Debug.Fail("Unknown RotationReference enum"); } 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 (actualVelocity.LengthSquared() > 0) { polyLine.LineDirectionNormalized = MyUtils.Normalize(actualVelocity); } else { polyLine.LineDirectionNormalized = MyUtils.Normalize(Velocity); } if (m_actualAngle.Z != 0) { polyLine.LineDirectionNormalized = Vector3.TransformNormal(polyLine.LineDirectionNormalized, Matrix.CreateRotationY(m_actualAngle.Z)); } polyLine.Point0 = actualPosition; polyLine.Point1.X = actualPosition.X - polyLine.LineDirectionNormalized.X * actualRadius; polyLine.Point1.Y = actualPosition.Y - polyLine.LineDirectionNormalized.Y * actualRadius; polyLine.Point1.Z = actualPosition.Z - polyLine.LineDirectionNormalized.Z * actualRadius; if (m_actualAngle.LengthSquared() > 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); transform.Forward = polyLine.LineDirectionNormalized; 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; } else { throw new NotSupportedException(Type + " is not supported particle type"); } if (this.m_generation.AlphaAnisotropic) { normal = Vector3.Normalize(Vector3.Cross(billboard.Position0 - billboard.Position1, billboard.Position0 - billboard.Position2)); Vector3 forward = (billboard.Position0 + billboard.Position1 + billboard.Position2 + billboard.Position3) / 4 - MyTransparentGeometry.Camera.Translation; //Vector3 forward = MyTransparentGeometry.Camera.Forward; float angle = Math.Abs(Vector3.Dot(MyUtils.Normalize(forward), normal)); float alphaCone = 1 - (float)Math.Pow(1 - angle, 4); alpha = alphaCone; } MyTransparentGeometry.EndParticleProfilingBlock(); MyTransparentGeometry.StartParticleProfilingBlock("Material calculation"); Vector4 color = Vector4.One; if (Color.GetKeysCount() > 0) { Color.GetInterpolatedValue <Vector4>(m_normalizedTime, out color); } if (m_arrayIndex != -1) { Vector3 arraySize = m_generation.ArraySize; if (arraySize.X > 0 && arraySize.Y > 0) { int arrayOffset = m_generation.ArrayOffset; int arrayModulo = m_generation.ArrayModulo == 0 ? (int)arraySize.X * (int)arraySize.Y : m_generation.ArrayModulo; m_arrayIndex = m_arrayIndex % arrayModulo + arrayOffset; float xDiv = 1.0f / arraySize.X; float yDiv = 1.0f / arraySize.Y; int xIndex = m_arrayIndex % (int)arraySize.X; int yIndex = m_arrayIndex / (int)arraySize.X; billboard.UVOffset = new Vector2(xDiv * xIndex, yDiv * yIndex); billboard.UVSize = new Vector2(xDiv, yDiv); } } 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"); if (material1 != null) { billboard.Material = material1.Name; } billboard.BlendMaterial = material2.Name; billboard.BlendTextureRatio = textureBlendRatio; billboard.EnableColorize = false; billboard.Color = color * alpha * m_generation.GetEffect().UserColorMultiplier; billboard.ColorIntensity = ColorIntensity; MyTransparentGeometry.EndParticleProfilingBlock(); return(true); }
// 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); }