metaforce/Runtime/Particle/CVectorElement.cpp

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#include "CVectorElement.hpp"
#include "CParticleGlobals.hpp"
#include "CRandom16.hpp"
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#include "CElementGen.hpp"
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#include "zeus/Math.hpp"
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#include "CGenDescription.hpp"
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/* Documentation at: http://www.metroid2002.com/retromodding/wiki/Particle_Script#Vector_Elements */
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namespace urde
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{
CVEKeyframeEmitter::CVEKeyframeEmitter(CInputStream& in)
{
x4_percent = in.readUint32Big();
x8_unk1 = in.readUint32Big();
xc_loop = in.readBool();
xd_unk2 = in.readBool();
x10_loopEnd = in.readUint32Big();
x14_loopStart = in.readUint32Big();
u32 count = in.readUint32Big();
x18_keys.reserve(count);
for (u32 i=0 ; i<count ; ++i)
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x18_keys.push_back(in.readVec3fBig());
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}
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bool CVEKeyframeEmitter::GetValue(int frame, zeus::CVector3f& valOut) const
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{
if (!x4_percent)
{
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int emitterTime = CParticleGlobals::g_EmitterTime;
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int calcKey = emitterTime;
if (xc_loop)
{
if (emitterTime >= x10_loopEnd)
{
int v1 = emitterTime - x14_loopStart;
int v2 = x10_loopEnd - x14_loopStart;
calcKey = v1 % v2;
calcKey += x14_loopStart;
}
}
else
{
int v1 = x10_loopEnd - 1;
if (v1 < emitterTime)
calcKey = v1;
}
valOut = x18_keys[calcKey];
}
else
{
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int ltPerc = CParticleGlobals::g_ParticleLifetimePercentage;
float ltPercRem = CParticleGlobals::g_ParticleLifetimePercentageRemainder;
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if (ltPerc == 100)
valOut = x18_keys[100];
else
valOut = ltPercRem * x18_keys[ltPerc+1] + (1.0f - ltPercRem) * x18_keys[ltPerc];
}
return false;
}
CVECone::CVECone(CVectorElement* a, CRealElement* b)
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: x4_direction(a), x8_magnitude(b)
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{
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zeus::CVector3f av;
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x4_direction->GetValue(0, av);
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av.normalize();
if (av[0] > 0.8)
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xc_xVec = av.cross(zeus::CVector3f(0.f, 1.f, 0.f));
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else
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xc_xVec = av.cross(zeus::CVector3f(1.f, 0.f, 0.f));
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x18_yVec = av.cross(xc_xVec);
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}
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bool CVECone::GetValue(int frame, zeus::CVector3f& valOut) const
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{
float b;
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x8_magnitude->GetValue(frame, b);
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zeus::CVector3f dir;
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x4_direction->GetValue(frame, dir);
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float b2 = std::min(1.f, b);
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float randX, randY;
do
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{
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float rand1 = CRandom16::GetRandomNumber()->Float() - 0.5f;
randX = 2.f * b2 * rand1;
float rand2 = CRandom16::GetRandomNumber()->Float() - 0.5f;
randY = 2.f * b2 * rand2;
} while (randX * randX + randY * randY > 1.f);
valOut = xc_xVec * randX + x18_yVec * randY + dir;
return false;
}
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bool CVETimeChain::GetValue(int frame, zeus::CVector3f& valOut) const
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{
int v;
xc_swFrame->GetValue(frame, v);
if (frame >= v)
return x8_b->GetValue(frame, valOut);
else
return x4_a->GetValue(frame, valOut);
}
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bool CVEAngleCone::GetValue(int frame, zeus::CVector3f& valOut) const
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{
float xc, yc, xr, yr;
x4_angleXConstant->GetValue(frame, xc);
x8_angleYConstant->GetValue(frame, yc);
xc_angleXRange->GetValue(frame, xr);
x10_angleYRange->GetValue(frame, yr);
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float xtmp = CRandom16::GetRandomNumber()->Float() * xr;
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float xang = zeus::degToRad(0.5f * xr - xtmp + xc);
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float ytmp = CRandom16::GetRandomNumber()->Float() * yr;
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float yang = zeus::degToRad(0.5f * yr - ytmp + yc);
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float mag;
x14_magnitude->GetValue(frame, mag);
/* This takes a +Z vector and rotates it around X and Y axis (like a rotation matrix would) */
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valOut = zeus::CVector3f(std::cos(xang) * -std::sin(yang), std::sin(xang), std::cos(xang) * std::cos(yang)) * zeus::CVector3f(mag);
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return false;
}
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bool CVEAdd::GetValue(int frame, zeus::CVector3f& valOut) const
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{
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zeus::CVector3f a, b;
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x4_a->GetValue(frame, a);
x8_b->GetValue(frame, b);
valOut = a + b;
return false;
}
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CVECircleCluster::CVECircleCluster(CVectorElement* a, CVectorElement* b, CIntElement* c, CRealElement* d)
: x4_a(a), x24_magnitude(d)
{
int cv;
c->GetValue(0, cv);
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x20_deltaAngle = zeus::degToRad(360.f / float(cv));
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zeus::CVector3f bv;
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b->GetValue(0, bv);
bv.normalize();
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if (bv[0] > 0.8f)
x8_xVec = bv.cross(zeus::CVector3f(0.f, 1.f, 0.f));
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else
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x8_xVec = bv.cross(zeus::CVector3f(1.f, 0.f, 0.f));
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x14_yVec = bv.cross(x8_xVec);
delete b;
delete c;
}
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bool CVECircleCluster::GetValue(int frame, zeus::CVector3f& valOut) const
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{
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zeus::CVector3f av;
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x4_a->GetValue(frame, av);
float curAngle = frame * x20_deltaAngle;
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zeus::CVector3f x = x8_xVec * std::cos(curAngle);
zeus::CVector3f y = x14_yVec * std::sin(curAngle);
zeus::CVector3f tv = x + y + av;
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float dv;
x24_magnitude->GetValue(frame, dv);
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zeus::CVector3f magVec(dv * tv.magnitude());
zeus::CVector3f rv = magVec * zeus::CVector3f(CRandom16::GetRandomNumber()->Float(),
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CRandom16::GetRandomNumber()->Float(),
CRandom16::GetRandomNumber()->Float());
valOut = tv + rv;
return false;
}
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bool CVEConstant::GetValue(int frame, zeus::CVector3f& valOut) const
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{
float a, b, c;
x4_a->GetValue(frame, a);
x8_b->GetValue(frame, b);
xc_c->GetValue(frame, c);
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valOut = zeus::CVector3f(a, b, c);
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return false;
}
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bool CVEFastConstant::GetValue(int frame, zeus::CVector3f& valOut) const
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{
valOut = x4_val;
return false;
}
CVECircle::CVECircle(CVectorElement* a, CVectorElement* b, CRealElement* c, CRealElement* d, CRealElement* e)
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: x4_direction(a), x20_angleConstant(c), x24_angleLinear(d), x28_radius(e)
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{
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zeus::CVector3f bv;
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b->GetValue(0, bv);
bv.normalize();
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if (bv[0] > 0.8f)
x8_xVec = bv.cross(zeus::CVector3f(0.f, 1.f, 0.f));
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else
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x8_xVec = bv.cross(zeus::CVector3f(1.f, 0.f, 0.f));
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x14_yVec = bv.cross(x8_xVec);
delete b;
}
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bool CVECircle::GetValue(int frame, zeus::CVector3f& valOut) const
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{
float c, d, e;
x20_angleConstant->GetValue(frame, c);
x24_angleLinear->GetValue(frame, d);
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x28_radius->GetValue(frame, e);
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float curAngle = zeus::degToRad(d * frame + c);
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zeus::CVector3f av;
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x4_direction->GetValue(frame, av);
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zeus::CVector3f x = x8_xVec * e * std::cos(curAngle);
zeus::CVector3f y = x14_yVec * e * std::sin(curAngle);
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valOut = x + y + av;
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return false;
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}
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bool CVEMultiply::GetValue(int frame, zeus::CVector3f& valOut) const
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{
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zeus::CVector3f a, b;
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x4_a->GetValue(frame, a);
x8_b->GetValue(frame, b);
valOut = a * b;
return false;
}
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bool CVERealToVector::GetValue(int frame, zeus::CVector3f& valOut) const
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{
float a;
x4_a->GetValue(frame, a);
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valOut = zeus::CVector3f(a);
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return false;
}
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bool CVEPulse::GetValue(int frame, zeus::CVector3f& valOut) const
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{
int a, b;
x4_aDuration->GetValue(frame, a);
x8_bDuration->GetValue(frame, b);
int cv = std::max(1, a + b + 1);
if (b >= 1)
{
int cv2 = frame % cv;
if (cv2 >= a)
x10_bVal->GetValue(frame, valOut);
else
xc_aVal->GetValue(frame, valOut);
}
else
xc_aVal->GetValue(frame, valOut);
return false;
}
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bool CVEParticleVelocity::GetValue(int /*frame*/, zeus::CVector3f& valOut) const
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{
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valOut = CElementGen::g_currentParticle->x1c_vel;
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return false;
}
bool CVEParticleColor::GetValue(int /*frame*/, zeus::CVector3f& valOut) const
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{
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valOut = CElementGen::g_currentParticle->x10_prevPos;
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return false;
}
bool CVEParticleLocation::GetValue(int /*frame*/, zeus::CVector3f& valOut) const
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{
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valOut = CElementGen::g_currentParticle->x4_pos;
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return false;
}
bool CVEParticleSystemOrientationFront::GetValue(int /*frame*/, zeus::CVector3f& valOut) const
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{
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zeus::CMatrix4f trans = CParticleGlobals::g_currentParticleSystem->x4_system->GetOrientation().toMatrix4f().transposed();
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valOut.assign(trans.vec[0].y, trans.vec[1].y, trans.vec[2].y);
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return false;
}
bool CVEParticleSystemOrientationUp::GetValue(int /*frame*/, zeus::CVector3f& valOut) const
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{
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zeus::CMatrix4f trans = CParticleGlobals::g_currentParticleSystem->x4_system->GetOrientation().toMatrix4f().transposed();
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valOut.assign(trans.vec[0].z, trans.vec[1].z, trans.vec[2].z);
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return false;
}
bool CVEParticleSystemOrientationRight::GetValue(int /*frame*/, zeus::CVector3f& valOut) const
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{
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zeus::CMatrix4f trans = CParticleGlobals::g_currentParticleSystem->x4_system->GetOrientation().toMatrix4f().transposed();
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valOut.assign(trans.vec[0].x, trans.vec[1].x, trans.vec[2].x);
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return false;
}
bool CVEParticleSystemTranslation::GetValue(int /*frame*/, zeus::CVector3f& valOut) const
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{
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valOut = CParticleGlobals::g_currentParticleSystem->x4_system->GetTranslation();
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return false;
}
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bool CVESubtract::GetValue(int frame, zeus::CVector3f& valOut) const
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{
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zeus::CVector3f a, b;
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x4_a->GetValue(frame, a);
x8_b->GetValue(frame, b);
valOut = a - b;
return false;
}
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bool CVEColorToVector::GetValue(int frame, zeus::CVector3f &valOut) const
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{
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zeus::CColor val = {0.0f, 0.0f, 0.0f, 1.0f};
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x4_a->GetValue(frame, val);
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valOut = zeus::CVector3f{val.r, val.g, val.b};
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return false;
}
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}