#include "CVectorElement.hpp" #include "CParticleGlobals.hpp" #include "CRandom16.hpp" #include "CElementGen.hpp" #include "zeus/Math.hpp" /* Documentation at: http://www.metroid2002.com/retromodding/wiki/Particle_Script#Vector_Elements */ namespace urde { 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= 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 { int ltPerc = CParticleGlobals::g_ParticleLifetimePercentage; float ltPercRem = CParticleGlobals::g_ParticleLifetimePercentageRemainder; 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) : x4_direction(a), x8_magnitude(b) { zeus::CVector3f av; x4_direction->GetValue(0, av); av.normalize(); if (av[0] > 0.8) xc_xVec = av.cross(zeus::CVector3f(0.f, 1.f, 0.f)); else xc_xVec = av.cross(zeus::CVector3f(1.f, 0.f, 0.f)); x18_yVec = av.cross(xc_xVec); } bool CVECone::GetValue(int frame, zeus::CVector3f& valOut) const { float b; x8_magnitude->GetValue(frame, b); zeus::CVector3f dir; x4_direction->GetValue(frame, dir); float b2 = std::min(1.f, b); float randX, randY; do { 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; } bool CVETimeChain::GetValue(int frame, zeus::CVector3f& valOut) const { int v; xc_swFrame->GetValue(frame, v); if (frame >= v) return x8_b->GetValue(frame, valOut); else return x4_a->GetValue(frame, valOut); } bool CVEAngleCone::GetValue(int frame, zeus::CVector3f& valOut) const { 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); float xtmp = CRandom16::GetRandomNumber()->Float() * xr; float xang = zeus::degToRad(0.5f * xr - xtmp + xc); float ytmp = CRandom16::GetRandomNumber()->Float() * yr; float yang = zeus::degToRad(0.5f * yr - ytmp + yc); 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) */ valOut = zeus::CVector3f(std::cos(xang) * -std::sin(yang), std::sin(xang), std::cos(xang) * std::cos(yang)) * zeus::CVector3f(mag); return false; } bool CVEAdd::GetValue(int frame, zeus::CVector3f& valOut) const { zeus::CVector3f a, b; x4_a->GetValue(frame, a); x8_b->GetValue(frame, b); valOut = a + b; return false; } CVECircleCluster::CVECircleCluster(CVectorElement* a, CVectorElement* b, CIntElement* c, CRealElement* d) : x4_a(a), x24_magnitude(d) { int cv; c->GetValue(0, cv); x20_deltaAngle = zeus::degToRad(360.f / float(cv)); zeus::CVector3f bv; b->GetValue(0, bv); bv.normalize(); if (bv[0] > 0.8f) x8_xVec = bv.cross(zeus::CVector3f(0.f, 1.f, 0.f)); else x8_xVec = bv.cross(zeus::CVector3f(1.f, 0.f, 0.f)); x14_yVec = bv.cross(x8_xVec); delete b; delete c; } bool CVECircleCluster::GetValue(int frame, zeus::CVector3f& valOut) const { zeus::CVector3f av; x4_a->GetValue(frame, av); float curAngle = frame * x20_deltaAngle; zeus::CVector3f x = x8_xVec * std::cos(curAngle); zeus::CVector3f y = x14_yVec * std::sin(curAngle); zeus::CVector3f tv = x + y + av; float dv; x24_magnitude->GetValue(frame, dv); zeus::CVector3f magVec(dv * tv.magnitude()); zeus::CVector3f rv = magVec * zeus::CVector3f(CRandom16::GetRandomNumber()->Float(), CRandom16::GetRandomNumber()->Float(), CRandom16::GetRandomNumber()->Float()); valOut = tv + rv; return false; } bool CVEConstant::GetValue(int frame, zeus::CVector3f& valOut) const { float a, b, c; x4_a->GetValue(frame, a); x8_b->GetValue(frame, b); xc_c->GetValue(frame, c); valOut = zeus::CVector3f(a, b, c); return false; } bool CVEFastConstant::GetValue(int frame, zeus::CVector3f& valOut) const { valOut = x4_val; return false; } CVECircle::CVECircle(CVectorElement* a, CVectorElement* b, CRealElement* c, CRealElement* d, CRealElement* e) : x4_direction(a), x20_angleConstant(c), x24_angleLinear(d), x28_radius(e) { zeus::CVector3f bv; b->GetValue(0, bv); bv.normalize(); if (bv[0] > 0.8f) x8_xVec = bv.cross(zeus::CVector3f(0.f, 1.f, 0.f)); else x8_xVec = bv.cross(zeus::CVector3f(1.f, 0.f, 0.f)); x14_yVec = bv.cross(x8_xVec); delete b; } bool CVECircle::GetValue(int frame, zeus::CVector3f& valOut) const { float c, d, e; x20_angleConstant->GetValue(frame, c); x24_angleLinear->GetValue(frame, d); x28_radius->GetValue(frame, e); float curAngle = zeus::degToRad(d * frame + c); zeus::CVector3f av; x4_direction->GetValue(frame, av); zeus::CVector3f x = x8_xVec * e * std::cos(curAngle); zeus::CVector3f y = x14_yVec * e * std::sin(curAngle); valOut = x + y + av; return false; } bool CVEMultiply::GetValue(int frame, zeus::CVector3f& valOut) const { zeus::CVector3f a, b; x4_a->GetValue(frame, a); x8_b->GetValue(frame, b); valOut = a * b; return false; } bool CVERealToVector::GetValue(int frame, zeus::CVector3f& valOut) const { float a; x4_a->GetValue(frame, a); valOut = zeus::CVector3f(a); return false; } bool CVEPulse::GetValue(int frame, zeus::CVector3f& valOut) const { 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; } bool CVEParticleVelocity::GetValue(int /*frame*/, zeus::CVector3f& valOut) const { valOut = CElementGen::g_currentParticle->x1c_vel; return false; } bool CVEParticleColor::GetValue(int /*frame*/, zeus::CVector3f& valOut) const { valOut = CElementGen::g_currentParticle->x10_prevPos; return false; } bool CVEParticleLocation::GetValue(int /*frame*/, zeus::CVector3f& valOut) const { valOut = CElementGen::g_currentParticle->x4_pos; return false; } bool CVEParticleSystemOrientationFront::GetValue(int /*frame*/, zeus::CVector3f& valOut) const { /* TODO: Get front vector */ zeus::CTransform trans= CParticleGlobals::g_currentParticleSystem->x4_system->GetOrientation(); return false; } bool CVEParticleSystemOrientationUp::GetValue(int /*frame*/, zeus::CVector3f& valOut) const { /* TODO: Get up vector */ zeus::CTransform trans= CParticleGlobals::g_currentParticleSystem->x4_system->GetOrientation(); return false; } bool CVEParticleSystemOrientationRight::GetValue(int /*frame*/, zeus::CVector3f& valOut) const { /* TODO: Get right vector */ zeus::CTransform trans= CParticleGlobals::g_currentParticleSystem->x4_system->GetOrientation(); return false; } bool CVEParticleSystemTranslation::GetValue(int /*frame*/, zeus::CVector3f& valOut) const { valOut = CParticleGlobals::g_currentParticleSystem->x4_system->GetTranslation(); return false; } bool CVESubtract::GetValue(int frame, zeus::CVector3f& valOut) const { zeus::CVector3f a, b; x4_a->GetValue(frame, a); x8_b->GetValue(frame, b); valOut = a - b; return false; } bool CVEColorToVector::GetValue(int frame, zeus::CVector3f &valOut) const { zeus::CColor val = {0.0f, 0.0f, 0.0f, 1.0f}; x4_a->GetValue(frame, val); valOut = zeus::CVector3f{val.r, val.g, val.b}; return false; } }