Files
Client/GameTools/Zallad3D SceneClass/SmokeParticle.cpp
LGram16 dd97ddec92 Restructure repository to include all source folders
Move git root from Client/ to src/ to track all source code:
- Client: Game client source (moved to Client/Client/)
- Server: Game server source
- GameTools: Development tools
- CryptoSource: Encryption utilities
- database: Database scripts
- Script: Game scripts
- rylCoder_16.02.2008_src: Legacy coder tools
- GMFont, Game: Additional resources

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-29 20:17:20 +09:00

233 lines
8.8 KiB
C++

// SmokeParticle.cpp: implementation of the CSmokeParticle class.
//
//////////////////////////////////////////////////////////////////////
#include "SmokeParticle.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CSmokeParticle::CSmokeParticle()
{
}
CSmokeParticle::~CSmokeParticle()
{
}
void CSmokeParticle::Create(vector3 vecPos, vector3 vecDir)
{
m_vecNowPos=vecPos;
vector3 vecPosRand;
for(int cParticle=0;cParticle<20;cParticle++)
{
vecPosRand=vector3(Random(),Random(),Random());
vecPosRand.Normalize();
vecPosRand*=Random()*80.0f;
ParticleNode AddNode;
AddNode.m_vecPos0=vecPosRand;
AddNode.m_vecPos=AddNode.m_vecPos0;
vector3 vecVelRand=vector3(Random(),Random(),Random());
vecVelRand.Normalize();
vecVelRand=vecVelRand*5.0f;
vecVelRand.y-=2.0f;
AddNode.m_vecVelocity0=vecDir+vecVelRand;
AddNode.m_vecVelocity=AddNode.m_vecVelocity0;
AddNode.m_vecAccelate=vector3(0.005f,0.001f,0.0f);
AddNode.m_fSize=200+rand()%30;
AddNode.m_fFadeTime=(Random()+1.0f)*30.0f;
AddNode.m_fNowTime=0.0f;
AddNode.m_fFadeTime=100+rand()%300;
AddNode.m_clrStartDiffuse.c=0xffffffff;
AddNode.m_clrEndDiffuse.c=0xaaaaaaaa;
m_ParticleNodeList.Add(AddNode);
}
CTexture::SetPath(FXTEXTUREPATH);
m_ParticleTexture.Load("Circle.dds");
}
void CSmokeParticle::Render(LPDIRECT3DDEVICE8 pd3dDevice)
{
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE);
//pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_DISABLE);
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_CURRENT);
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_ONE);
/*
pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
*/
pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE,TRUE);
//pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE,FALSE);
pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
pd3dDevice->SetRenderState( D3DRS_FOGENABLE,FALSE);
pd3dDevice->SetRenderState( D3DRS_LIGHTING,FALSE);
matrix matInit;
matInit.MakeIdent();
pd3dDevice->SetTransform(D3DTS_WORLD,matInit);
vector3 vecTL(-1.0f,1.0f,0.0f);
vector3 vecBL(-1.0f,-1.0f,0.0f);
vector3 vecBR(1.0f,-1.0f,0.0f);
vector3 vecTR(1.0f,1.0f,0.0f);
matrix matPosition=*m_matPosition;
matPosition._41=0.0f;
matPosition._42=0.0f;
matPosition._43=0.0f;
matrix matTL,matBL,matBR,matTR;
matTL.Translation(vecTL);
matBL.Translation(vecBL);
matBR.Translation(vecBR);
matTR.Translation(vecTR);
matTL=matTL*matPosition;
matBL=matBL*matPosition;
matBR=matBR*matPosition;
matTR=matTR*matPosition;
vecTL=matTL.GetLoc();
vecBL=matBL.GetLoc();
vecBR=matBR.GetLoc();
vecTR=matTR.GetLoc();
LVertex Vertex[4];
Vertex[0].tu=0.0f;Vertex[0].tv=1.0f;
Vertex[1].tu=0.0f;Vertex[1].tv=0.0f;
Vertex[2].tu=1.0f;Vertex[2].tv=1.0f;
Vertex[3].tu=1.0f;Vertex[3].tv=0.0f;
pd3dDevice->SetVertexShader(LVERTEXFVF);
pd3dDevice->SetRenderState(D3DRS_CULLMODE,D3DCULL_NONE);
pd3dDevice->SetTextureStageState(0,D3DTSS_TEXCOORDINDEX,0);
pd3dDevice->SetTextureStageState(1,D3DTSS_TEXCOORDINDEX,1);
pd3dDevice->SetTexture(0,m_ParticleTexture.GetTexture());
pd3dDevice->SetTexture(1,NULL);
Vertex[0].spec.c=0x0;Vertex[1].spec.c=0x0;Vertex[2].spec.c=0x0;Vertex[3].spec.c=0x0;
for(int cParticle=0;cParticle<m_ParticleNodeList.num;cParticle++)
{
if(m_ParticleNodeList[cParticle].m_fNowTime>=m_ParticleNodeList[cParticle].m_fFadeTime)
continue;
/*
vecTL=vector3( cosf( (3.14159f*0.75f)+m_ParticleNodeList[cParticle].m_fSize/400.0f ) , sinf( (3.14159f*0.75f)+m_ParticleNodeList[cParticle].m_fSize/400.0f ) , 0.0f );
//vecTL=vector3(-1.0f,1.0f,0.0f);
vecBL=vector3( cosf( (3.14159f*1.25f)+m_ParticleNodeList[cParticle].m_fSize/400.0f ) , sinf( (3.14159f*1.25f)+m_ParticleNodeList[cParticle].m_fSize/400.0f ) , 0.0f );
//vecBL=vector3(-1.0f,-1.0f,0.0f);
vecBR=vector3( cosf( (3.14159f*1.75f)+m_ParticleNodeList[cParticle].m_fSize/400.0f ) , sinf( (3.14159f*1.75f)+m_ParticleNodeList[cParticle].m_fSize/400.0f ) , 0.0f );
//vecBR=vector3(1.0f,-1.0f,0.0f);
vecTR=vector3( cosf( (3.14159f*0.25f)+m_ParticleNodeList[cParticle].m_fSize/400.0f ) , sinf( (3.14159f*0.25f)+m_ParticleNodeList[cParticle].m_fSize/400.0f ) , 0.0f );
//vecTR=vector3(1.0f,1.0f,0.0f);
*/
/*
NSVertex[0].v.x+=fNsSize*cosf(0.0f + 3.14159f*(0.75f) - m_ViewCamera.GetRotationY() );
NSVertex[0].v.y+=fNsSize*sinf(0.0f + 3.14159f*(0.75f) - m_ViewCamera.GetRotationY() );
NSVertex[1].v.x+=fNsSize*cosf(3.1415f*0.5f+ 3.14159f*(0.75f) - m_ViewCamera.GetRotationY() );
NSVertex[1].v.y+=fNsSize*sinf(3.1415f*0.5f+ 3.14159f*(0.75f) - m_ViewCamera.GetRotationY() );
NSVertex[2].v.x+=fNsSize*cosf(3.1415f*1.5f+ 3.14159f*(0.75f) - m_ViewCamera.GetRotationY() );
NSVertex[2].v.y+=fNsSize*sinf(3.1415f*1.5f+ 3.14159f*(0.75f) - m_ViewCamera.GetRotationY() );
NSVertex[3].v.x+=fNsSize*cosf(3.1415f+ 3.14159f*(0.75f) - m_ViewCamera.GetRotationY() );
NSVertex[3].v.y+=fNsSize*sinf(3.1415f+ 3.14159f*(0.75f) - m_ViewCamera.GetRotationY()
*/
//cosf(m_ParticleNodeList[cParticle].m_fSize);
//sinf(m_ParticleNodeList[cParticle].m_fSize);
Vertex[0].v=m_ParticleNodeList[cParticle].m_vecPos+vecBL*m_ParticleNodeList[cParticle].m_fSize+m_vecNowPos;
Vertex[1].v=m_ParticleNodeList[cParticle].m_vecPos+vecTL*m_ParticleNodeList[cParticle].m_fSize+m_vecNowPos;
Vertex[2].v=m_ParticleNodeList[cParticle].m_vecPos+vecBR*m_ParticleNodeList[cParticle].m_fSize+m_vecNowPos;
Vertex[3].v=m_ParticleNodeList[cParticle].m_vecPos+vecTR*m_ParticleNodeList[cParticle].m_fSize+m_vecNowPos;
Vertex[0].diff.c=Vertex[1].diff.c=Vertex[2].diff.c=Vertex[3].diff.c=
m_ParticleNodeList[cParticle].m_clrNowDiffuse.c;
pd3dDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP,2,Vertex,sizeof(LVertex));
}
pd3dDevice->SetRenderState(D3DRS_CULLMODE,D3DCULL_CCW);
pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE,TRUE);
pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE,FALSE);
}
bool CSmokeParticle::Update(float fUpdateTime)
{
/*
m_NowTime+=0.0f;
m_fNowVelocity+=m_fAcceleration;
if(m_fNowVelocity>=60.0f)
m_fNowVelocity=60.0f;
if(m_NowTime > m_TotalRemainTime)
return true;
*/
//m_vecNowPos=(m_vecTarget-m_vecPos)*(m_NowTime/m_TotalRemainTime)+m_vecPos;
/*
m_vecNowPos=m_vecPos;
vector3 vecDirRand,vecPosRand;
for(int cParticle=0;cParticle<m_ParticleNodeList.num;cParticle++)
{
if(m_ParticleNodeList[cParticle].m_fNowTime>=m_ParticleNodeList[cParticle].m_fFadeTime)
{
m_ParticleNodeList[cParticle].m_fNowTime=0.0f;
m_ParticleNodeList[cParticle].m_vecPos=m_ParticleNodeList[cParticle].m_vecPos0;
m_ParticleNodeList[cParticle].m_vecVelocity=m_ParticleNodeList[cParticle].m_vecVelocity0;
}
m_ParticleNodeList[cParticle].m_fNowTime+=fUpdateTime;
m_ParticleNodeList[cParticle].m_vecPos+=m_ParticleNodeList[cParticle].m_vecVelocity;
m_ParticleNodeList[cParticle].m_vecVelocity+=m_ParticleNodeList[cParticle].m_vecAccelate*m_ParticleNodeList[cParticle].m_fNowTime;
m_ParticleNodeList[cParticle].m_clrNowDiffuse=color::Interpolation(m_ParticleNodeList[cParticle].m_clrStartDiffuse,
m_ParticleNodeList[cParticle].m_clrEndDiffuse,
m_ParticleNodeList[cParticle].m_fNowTime/m_ParticleNodeList[cParticle].m_fFadeTime);
}
return false;
*/
for(int cParticle=0;cParticle<m_ParticleNodeList.num;cParticle++)
{
if(m_ParticleNodeList[cParticle].m_fNowTime>=m_ParticleNodeList[cParticle].m_fFadeTime)
{
m_ParticleNodeList[cParticle].m_fNowTime=0.0f;
m_ParticleNodeList[cParticle].m_vecPos=m_ParticleNodeList[cParticle].m_vecPos0;
m_ParticleNodeList[cParticle].m_vecVelocity=m_ParticleNodeList[cParticle].m_vecVelocity0;
m_ParticleNodeList[cParticle].m_fSize=100+rand()%30;
}
m_ParticleNodeList[cParticle].m_fNowTime+=fUpdateTime;
m_ParticleNodeList[cParticle].m_vecPos+=m_ParticleNodeList[cParticle].m_vecVelocity;
m_ParticleNodeList[cParticle].m_vecVelocity+=m_ParticleNodeList[cParticle].m_vecAccelate*m_ParticleNodeList[cParticle].m_fNowTime;
m_ParticleNodeList[cParticle].m_clrNowDiffuse=color::Interpolation(m_ParticleNodeList[cParticle].m_clrStartDiffuse,
m_ParticleNodeList[cParticle].m_clrEndDiffuse,
m_ParticleNodeList[cParticle].m_fNowTime/m_ParticleNodeList[cParticle].m_fFadeTime);
m_ParticleNodeList[cParticle].m_fSize+=(m_ParticleNodeList[cParticle].m_vecAccelate.x*m_ParticleNodeList[cParticle].m_fNowTime)*15.0f;
}
return false;
}