TombEngine/TR5Main/Game/particle/SimpleParticle.cpp

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#include "framework.h"
#include "SimpleParticle.h"
#include "items.h"
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#include "Specific\trmath.h"
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#include <Specific\setup.h>
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#include "Specific\prng.h"
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using namespace TEN::Math::Random;
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namespace TEN::Effects{
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std::array<SimpleParticle, 15> simpleParticles;
SimpleParticle& getFreeSimpleParticle()
{
for(auto& p : simpleParticles)
if(!p.active)
return p;
return simpleParticles[0];
}
void TriggerSnowmobileSnow(ITEM_INFO* snowMobile)
{
float angle = TO_RAD(snowMobile->pos.yRot);
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const float angleVariation = generateFloat(-10, 10) * RADIAN;
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float x = std::sin(angle + angleVariation);
float z = std::cos(angle + angleVariation);
x = x* -500 + snowMobile->pos.xPos;
z = z* -500 + snowMobile->pos.zPos;
SimpleParticle& p = getFreeSimpleParticle();
p = {};
p.active = true;
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p.life = generateFloat(8, 14);
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p.room = snowMobile->roomNumber;
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p.ageRate = generateFloat(0.9, 1.3);
float size = generateFloat(96, 128);
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p.worldPosition = {x,float(snowMobile->pos.yPos) - size/2,z};
p.sequence = ID_SKIDOO_SNOW_TRAIL_SPRITES;
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p.size = generateFloat(256, 512);
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}
void TriggerSpeedboatFoam(ITEM_INFO* boat)
{
for (float i = -0.5;i < 1; i+=1) {
float angle = TO_RAD(boat->pos.yRot);
float angleVariation = i*2*10 * RADIAN;
float x = std::sin(angle + angleVariation);
float z = std::cos(angle + angleVariation);
x = x * -700 + boat->pos.xPos;
z = z * -700 + boat->pos.zPos;
SimpleParticle& p = getFreeSimpleParticle();
p = {};
p.active = true;
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p.life = generateFloat(5, 9);
p.room = boat->roomNumber;
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p.ageRate = generateFloat(0.9, 1.3);
float size = generateFloat(96, 128);
p.worldPosition = { x,float(boat->pos.yPos) - size / 2,z };
p.sequence = ID_MOTOR_BOAT_FOAM_SPRITES;
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p.size = generateFloat(256, 512);
}
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}
void updateSimpleParticles()
{
for(auto& p : simpleParticles){
if(!p.active)
continue;
p.age+= p.ageRate;
if(p.life < p.age)
p.active = false;
int numSprites = -Objects[p.sequence].nmeshes - 1;
float normalizedAge = p.age / p.life;
p.sprite = lerp(0, numSprites, normalizedAge);
}
}
}