263 lines
9.6 KiB
C#
263 lines
9.6 KiB
C#
using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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namespace Barotrauma.Particles
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{
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enum ParticleBlendState
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{
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AlphaBlend, Additive//, Distortion
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}
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class ParticleManager
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{
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private const int MaxOutOfViewDist = 500;
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private int particleCount;
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public int ParticleCount
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{
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get { return particleCount; }
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}
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private int maxParticles;
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public int MaxParticles
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{
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get { return maxParticles; }
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set
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{
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if (maxParticles == value || value < 4) { return; }
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Particle[] newParticles = new Particle[value];
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for (int i = 0; i < Math.Min(maxParticles, value); i++)
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{
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newParticles[i] = particles[i];
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}
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particleCount = Math.Min(particleCount, value);
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particles = newParticles;
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maxParticles = value;
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var oldParticlesInCreationOrder = particlesInCreationOrder.ToList();
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particlesInCreationOrder.Clear();
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foreach (var particle in oldParticlesInCreationOrder)
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{
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if (particles.Contains(particle))
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{
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particlesInCreationOrder.AddLast(particle);
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}
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}
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}
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}
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private Particle[] particles;
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/// <summary>
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/// Used for rendering the particles in the order in which they were created (starting from the most recent one)
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/// to avoid the order of the particles shuffling around when particles are removed from the pool.
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/// Linked list for fast additions and removals at the middle of the list.
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/// </summary>
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private readonly LinkedList<Particle> particlesInCreationOrder = new LinkedList<Particle>();
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private Camera cam;
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public Camera Camera
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{
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get { return cam; }
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set { cam = value; }
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}
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public ParticleManager(Camera cam)
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{
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this.cam = cam;
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MaxParticles = GameSettings.CurrentConfig.Graphics.ParticleLimit;
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}
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public Particle CreateParticle(string prefabName, Vector2 position, float angle, float speed, Hull hullGuess = null, float collisionIgnoreTimer = 0f, Tuple<Vector2, Vector2> tracerPoints = null)
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{
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return CreateParticle(prefabName, position, new Vector2((float)Math.Cos(angle), (float)-Math.Sin(angle)) * speed, angle, hullGuess, collisionIgnoreTimer, tracerPoints: tracerPoints);
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}
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public Particle CreateParticle(string prefabName, Vector2 position, Vector2 velocity, float rotation = 0.0f, Hull hullGuess = null, float collisionIgnoreTimer = 0f, Tuple<Vector2, Vector2> tracerPoints = null)
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{
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ParticlePrefab prefab = FindPrefab(prefabName);
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if (prefab == null)
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{
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DebugConsole.ThrowError("Particle prefab \"" + prefabName + "\" not found!");
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return null;
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}
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return CreateParticle(prefab, position, velocity, rotation, hullGuess, collisionIgnoreTimer: collisionIgnoreTimer, tracerPoints:tracerPoints);
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}
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public Particle CreateParticle(ParticlePrefab prefab, Vector2 position, Vector2 velocity, float rotation = 0.0f, Hull hullGuess = null, bool drawOnTop = false, float collisionIgnoreTimer = 0f, float lifeTimeMultiplier = 1f, Tuple<Vector2, Vector2> tracerPoints = null)
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{
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if (prefab == null || prefab.Sprites.Count == 0) { return null; }
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if (particleCount >= MaxParticles)
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{
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for (int i = 0; i < particleCount; i++)
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{
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if (particles[i].Prefab.Priority < prefab.Priority ||
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(!particles[i].Prefab.DrawAlways && prefab.DrawAlways))
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{
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RemoveParticle(i);
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break;
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}
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}
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if (particleCount >= MaxParticles) { return null; }
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}
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Vector2 particleEndPos = prefab.CalculateEndPosition(position, velocity);
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Vector2 minPos = new Vector2(Math.Min(position.X, particleEndPos.X), Math.Min(position.Y, particleEndPos.Y));
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Vector2 maxPos = new Vector2(Math.Max(position.X, particleEndPos.X), Math.Max(position.Y, particleEndPos.Y));
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if (tracerPoints != null)
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{
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minPos = new Vector2(
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Math.Min(Math.Min(minPos.X, tracerPoints.Item1.X), tracerPoints.Item2.X),
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Math.Min(Math.Min(minPos.Y, tracerPoints.Item1.Y), tracerPoints.Item2.Y));
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maxPos = new Vector2(
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Math.Max(Math.Max(maxPos.X, tracerPoints.Item1.X), tracerPoints.Item2.X),
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Math.Max(Math.Max(maxPos.Y, tracerPoints.Item1.Y), tracerPoints.Item2.Y));
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}
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Rectangle expandedViewRect = MathUtils.ExpandRect(cam.WorldView, MaxOutOfViewDist);
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if (!prefab.DrawAlways)
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{
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if (minPos.X > expandedViewRect.Right || maxPos.X < expandedViewRect.X) { return null; }
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if (minPos.Y > expandedViewRect.Y || maxPos.Y < expandedViewRect.Y - expandedViewRect.Height) { return null; }
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}
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if (particles[particleCount] == null) { particles[particleCount] = new Particle(); }
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Particle particle = particles[particleCount];
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particle.Init(prefab, position, velocity, rotation, hullGuess, drawOnTop, collisionIgnoreTimer, lifeTimeMultiplier, tracerPoints: tracerPoints);
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particleCount++;
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particlesInCreationOrder.AddFirst(particle);
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return particle;
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}
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public static List<ParticlePrefab> GetPrefabList()
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{
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return ParticlePrefab.Prefabs.ToList();
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}
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public static ParticlePrefab FindPrefab(string prefabName)
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{
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ParticlePrefab.Prefabs.TryGet(prefabName, out ParticlePrefab prefab);
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return prefab;
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}
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private void RemoveParticle(int index)
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{
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particlesInCreationOrder.Remove(particles[index]);
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particleCount--;
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(particles[particleCount], particles[index]) = (particles[index], particles[particleCount]);
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}
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public void RemoveParticle(Particle particle)
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{
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for (int i = 0; i < particleCount; i++)
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{
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if (particles[i] == particle)
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{
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RemoveParticle(i);
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return;
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}
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}
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}
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public void Update(float deltaTime)
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{
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MaxParticles = GameSettings.CurrentConfig.Graphics.ParticleLimit;
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for (int i = 0; i < particleCount; i++)
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{
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bool remove;
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try
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{
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remove = particles[i].Update(deltaTime) == Particle.UpdateResult.Delete;
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}
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catch (Exception e)
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{
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DebugConsole.ThrowError("Particle update failed", e);
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remove = true;
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}
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if (remove) { RemoveParticle(i); }
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}
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}
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public void UpdateTransforms()
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{
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for (int i = 0; i < particleCount; i++)
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{
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particles[i].UpdateDrawPos();
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}
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}
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public Dictionary<ParticlePrefab, int> CountActiveParticles()
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{
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Dictionary<ParticlePrefab, int> activeParticles = new Dictionary<ParticlePrefab, int>();
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for (int i = 0; i < particleCount; i++)
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{
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if (!activeParticles.ContainsKey(particles[i].Prefab)) activeParticles[particles[i].Prefab] = 0;
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activeParticles[particles[i].Prefab]++;
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}
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return activeParticles;
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}
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public void Draw(SpriteBatch spriteBatch, bool inWater, bool? inSub, ParticleBlendState blendState)
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{
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ParticlePrefab.DrawTargetType drawTarget = inWater ? ParticlePrefab.DrawTargetType.Water : ParticlePrefab.DrawTargetType.Air;
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foreach (var particle in particlesInCreationOrder)
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{
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if (particle.BlendState != blendState) { continue; }
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//equivalent to !particles[i].DrawTarget.HasFlag(drawTarget) but garbage free and faster
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if ((particle.DrawTarget & drawTarget) == 0) { continue; }
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if (inSub.HasValue)
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{
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bool isOutside = particle.CurrentHull == null;
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if (!particle.DrawOnTop && isOutside == inSub.Value)
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{
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continue;
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}
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}
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particle.Draw(spriteBatch);
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}
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}
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public void ClearParticles()
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{
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particleCount = 0;
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particlesInCreationOrder.Clear();
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}
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public void RemoveByPrefab(ParticlePrefab prefab)
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{
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if (particles == null) { return; }
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for (int i = particles.Length - 1; i >= 0; i--)
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{
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if (particles[i]?.Prefab == prefab)
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{
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if (i < particleCount) { particleCount--; }
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particlesInCreationOrder.Remove(particles[particleCount]);
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Particle swap = particles[particleCount];
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particles[particleCount] = null;
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particles[i] = swap;
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}
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}
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}
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}
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}
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