Game client codebase including: - CharacterActionControl: Character and creature management - GlobalScript: Network, items, skills, quests, utilities - RYLClient: Main client application with GUI and event handlers - Engine: 3D rendering engine (RYLGL) - MemoryManager: Custom memory allocation - Library: Third-party dependencies (DirectX, boost, etc.) - Tools: Development utilities 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
825 lines
30 KiB
C++
825 lines
30 KiB
C++
// X3DEffectParticle.cpp: implementation of the CX3DEffectParticle class.
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//
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//////////////////////////////////////////////////////////////////////
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#include "X3DEffect.h"
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#include "X3DEffectParticle.h"
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#include "SceneManager.h"
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#include "GMMemory.h"
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//////////////////////////////////////////////////////////////////////
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// Construction/Destruction
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//////////////////////////////////////////////////////////////////////
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CX3DEffectParticle::CX3DEffectParticle()
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{
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m_dwSrcBlending = D3DBLEND_SRCALPHA;
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m_dwDestBlending = D3DBLEND_ONE;
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m_bTexAni = FALSE;
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m_lpVertices = NULL;
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m_lpVerticesBlend = NULL;
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m_lpVerticeIndex = NULL;
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m_lpVerticeInfo = NULL;
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}
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CX3DEffectParticle::~CX3DEffectParticle()
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{
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if(m_lpVerticeInfo) { delete[] m_lpVerticeInfo; m_lpVerticeInfo = NULL; }
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/* if(m_lpVerticeIndex) { m_lpVerticeIndex->Release(); m_lpVerticeIndex = NULL; }
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if(m_lpVerticesBlend) { m_lpVerticesBlend->Release(); m_lpVerticesBlend = NULL; }
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if(m_lpVertices) { m_lpVertices->Release(); m_lpVertices = NULL; }*/
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if(m_lpVerticeIndex) {
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if(CSceneManager::ms_pBufferPools)
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CSceneManager::ms_pBufferPools->UnRef(Caldron::Scene::D3DBUFFEROBJ_INDEX,m_lpVerticeIndex);
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else
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m_lpVerticeIndex->Release();
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m_lpVerticeIndex = NULL;
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}
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if(m_lpVerticesBlend) {
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if(CSceneManager::ms_pBufferPools)
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CSceneManager::ms_pBufferPools->UnRef(Caldron::Scene::D3DBUFFEROBJ_VERTEX,m_lpVerticesBlend);
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else
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m_lpVerticesBlend->Release();
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m_lpVerticesBlend = NULL;
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}
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if(m_lpVertices) {
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if(CSceneManager::ms_pBufferPools)
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CSceneManager::ms_pBufferPools->UnRef(Caldron::Scene::D3DBUFFEROBJ_VERTEX,m_lpVertices);
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else
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m_lpVertices->Release();
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m_lpVertices = NULL;
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}
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}
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void CX3DEffectParticle::Create(unsigned long dwStartFrame, unsigned long dwEndFrame)
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{
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m_dwStartFrame = dwStartFrame;
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m_dwEndFrame = dwEndFrame;
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if (m_lpVerticeInfo) { delete[] m_lpVerticeInfo; m_lpVerticeInfo = NULL; }
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m_lpVerticeInfo = NULL;
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m_dwMaxAmount = m_dwDrawAmount = 0;
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m_dwVolumeType = 0;
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m_fVolX = m_fVolY = m_fVolZ = m_fRadius = m_fInnerRadius = 0.0f;
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}
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BOOL CX3DEffectParticle::CreateBuffer(void)
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{
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FloatKeyList::iterator fIt;
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unsigned long i;
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m_dwMaxAmount = m_dwDrawAmount = 0;
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for(fIt = m_lstAmount.Begin(); fIt != m_lstAmount.End(); fIt++)
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{
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m_dwMaxAmount += ((*fIt).second);
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}
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if(m_lpVerticeInfo) { delete[] m_lpVerticeInfo; m_lpVerticeInfo = NULL; }
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/* if(m_lpVerticeIndex) { m_lpVerticeIndex->Release(); m_lpVerticeIndex = NULL; }
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if(m_lpVerticesBlend) { m_lpVerticesBlend->Release(); m_lpVerticesBlend = NULL; }
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if(m_lpVertices) { m_lpVertices->Release(); m_lpVertices = NULL; }
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*/
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if(m_lpVerticeIndex) {
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CSceneManager::ms_pBufferPools->UnRef(Caldron::Scene::D3DBUFFEROBJ_INDEX,m_lpVerticeIndex);
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//m_lpVerticeIndex->Release();
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m_lpVerticeIndex = NULL;
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}
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if(m_lpVerticesBlend) {
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CSceneManager::ms_pBufferPools->UnRef(Caldron::Scene::D3DBUFFEROBJ_VERTEX,m_lpVerticesBlend);
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//m_lpVerticesBlend->Release();
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m_lpVerticesBlend = NULL;
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}
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if(m_lpVertices) {
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CSceneManager::ms_pBufferPools->UnRef(Caldron::Scene::D3DBUFFEROBJ_VERTEX,m_lpVertices);
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// m_lpVertices->Release();
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m_lpVertices = NULL;
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}
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// m_lpVertices = CSceneManager::ms_pBufferPools->GetVertexBuffer(m_dwMaxAmount * 4 * sizeof(LVertex),LVERTEXFVF,true);
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// m_lpVerticesBlend = CSceneManager::ms_pBufferPools->GetVertexBuffer(m_dwMaxAmount * 4 * sizeof(LVertex),LVERTEXFVF,true);
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// m_lpVerticeIndex = CSceneManager::ms_pBufferPools->GetIndexBuffer(m_dwMaxAmount * 2 * 3 * sizeof(unsigned short),D3DFMT_INDEX16,false);
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m_lpVertices = CSceneManager::ms_pBufferPools->GetVertexBuffer(m_dwMaxAmount * 4 * sizeof(LVertex),LVERTEXFVF,false);
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m_lpVerticesBlend = CSceneManager::ms_pBufferPools->GetVertexBuffer(m_dwMaxAmount * 4 * sizeof(LVertex),LVERTEXFVF,false);
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m_lpVerticeIndex = CSceneManager::ms_pBufferPools->GetIndexBuffer(m_dwMaxAmount * 2 * 3 * sizeof(unsigned short),D3DFMT_INDEX16,false);
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/*
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m_lpD3DDevice->CreateVertexBuffer( m_dwMaxAmount * 4 * sizeof(LVertex), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, LVERTEXFVF,
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D3DPOOL_DEFAULT , &m_lpVertices );
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m_lpD3DDevice->CreateVertexBuffer( m_dwMaxAmount * 4 * sizeof(LVertex), D3DUSAGE_DYNAMIC |D3DUSAGE_WRITEONLY, LVERTEXFVF,
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D3DPOOL_DEFAULT, &m_lpVerticesBlend );
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m_lpD3DDevice->CreateIndexBuffer( m_dwMaxAmount * 2 * 3 * sizeof(unsigned short), D3DUSAGE_WRITEONLY, D3DFMT_INDEX16,
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D3DPOOL_MANAGED, &m_lpVerticeIndex);*/
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m_lpVerticeInfo = new Particle[m_dwMaxAmount];
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unsigned short *pVerticeIndex;
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// m_lpVerticeIndex->Lock(0, m_dwMaxAmount * 2 * 3 * sizeof(unsigned short), (unsigned char **)&pVerticeIndex, 0);
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m_lpVerticeIndex->Lock(0, 0, (unsigned char **)&pVerticeIndex, 0);
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for(i = 0; i < m_dwMaxAmount; i++)
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{
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m_lpVerticeInfo[i].fLifetime = -1.0f;
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pVerticeIndex[i * 6 + 0] = i * 4 + 0;
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pVerticeIndex[i * 6 + 1] = i * 4 + 1;
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pVerticeIndex[i * 6 + 2] = i * 4 + 2;
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pVerticeIndex[i * 6 + 3] = i * 4 + 1;
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pVerticeIndex[i * 6 + 4] = i * 4 + 3;
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pVerticeIndex[i * 6 + 5] = i * 4 + 2;
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}
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m_lpVerticeIndex->Unlock();
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return TRUE;
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}
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BOOL CX3DEffectParticle::CreateParticle(LPParticle lpParticle)
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{
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unsigned long i;
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if(m_lpVerticeInfo == NULL)
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return FALSE;
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for(i = 0; i < m_dwMaxAmount; i++)
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{
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if(m_lpVerticeInfo[i].fLifetime > 0.0f) continue;
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m_lpVerticeInfo[i].vecPos = lpParticle->vecPos;
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m_lpVerticeInfo[i].vecVel = lpParticle->vecVel;
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m_lpVerticeInfo[i].lColor = lpParticle->lColor;
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m_lpVerticeInfo[i].fRotation = lpParticle->fRotation;
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m_lpVerticeInfo[i].dwRotationCount = rand() % 128;
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m_lpVerticeInfo[i].fWidth = lpParticle->fWidth;
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m_lpVerticeInfo[i].fHeight = lpParticle->fHeight;
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m_lpVerticeInfo[i].fMaxLife = m_lpVerticeInfo[i].fLifetime = lpParticle->fLifetime;
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m_lpVerticeInfo[i].fTexFrame = lpParticle->fTexFrame;
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return TRUE;
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}
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return FALSE;
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}
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void CX3DEffectParticle::SetVolumeNone(void)
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{
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m_dwVolumeType = 0;
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}
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void CX3DEffectParticle::SetVolumeSquare(float fVolX, float fVolY, float fVolZ)
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{
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m_dwVolumeType = 1;
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m_fVolX = fVolX;
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m_fVolY = fVolY;
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m_fVolZ = fVolZ;
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}
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void CX3DEffectParticle::SetVolumeCircle(float fRadius, float fInnerRadius)
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{
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m_dwVolumeType = 2;
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m_fRadius = fRadius;
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m_fInnerRadius = fInnerRadius;
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}
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void CX3DEffectParticle::Render(void)
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{
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if(!m_bVisibility)
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return;
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if(m_lpVertices == NULL) return;
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DWORD cullmode,zmode;
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DWORD amode;
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matrix matWorld;
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matWorld.MakeIdent();
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m_lpD3DDevice->SetTransform(D3DTS_WORLD, (D3DMATRIX *)&matWorld);
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m_lpD3DDevice->GetRenderState(D3DRS_ZWRITEENABLE,&zmode);
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//m_lpD3DDevice->SetRenderState(D3DRS_ZENABLE,FALSE);
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m_lpD3DDevice->SetRenderState(D3DRS_ZWRITEENABLE,FALSE);
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m_lpD3DDevice->SetTexture(0, GetTexture());
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m_lpD3DDevice->GetRenderState(D3DRS_ALPHABLENDENABLE,&amode);
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m_lpD3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE,TRUE);
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m_lpD3DDevice->SetRenderState(D3DRS_SRCBLEND, m_dwSrcBlending);
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m_lpD3DDevice->SetRenderState(D3DRS_DESTBLEND, m_dwDestBlending);
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m_lpD3DDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
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m_lpD3DDevice->GetRenderState(D3DRS_CULLMODE,&cullmode);
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m_lpD3DDevice->SetRenderState(D3DRS_CULLMODE,D3DCULL_NONE);
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m_lpD3DDevice->SetTextureStageState(0,D3DTSS_ALPHAARG1,D3DTA_DIFFUSE);
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m_lpD3DDevice->SetTextureStageState(0,D3DTSS_ALPHAARG2,D3DTA_TEXTURE);
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m_lpD3DDevice->SetTextureStageState(0,D3DTSS_ALPHAOP,D3DTOP_MODULATE);
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m_lpD3DDevice->SetTextureStageState(0,D3DTSS_COLORARG1,D3DTA_DIFFUSE);
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m_lpD3DDevice->SetTextureStageState(0,D3DTSS_COLORARG2,D3DTA_TEXTURE);
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m_lpD3DDevice->SetTextureStageState(0,D3DTSS_COLOROP,D3DTOP_MODULATE);
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m_lpD3DDevice->SetTextureStageState(1,D3DTSS_COLOROP,D3DTOP_DISABLE);
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m_lpD3DDevice->SetTextureStageState(1,D3DTSS_ALPHAOP,D3DTOP_DISABLE);
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m_lpD3DDevice->SetStreamSource(0, m_lpVertices, sizeof(LVertex));
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m_lpD3DDevice->SetVertexShader(LVERTEXFVF);
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m_lpD3DDevice->SetIndices(m_lpVerticeIndex, 0);
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if(m_dwDrawAmount)
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m_lpD3DDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, m_dwDrawAmount * 4, 0, m_dwDrawAmount * 2);
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/**/
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if(m_fTexSpeed)
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{
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// m_lpD3DDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
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// m_lpD3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
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m_lpD3DDevice->SetStreamSource(0, m_lpVerticesBlend, sizeof(LVertex));
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m_lpD3DDevice->SetVertexShader(LVERTEXFVF);
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m_lpD3DDevice->SetIndices(m_lpVerticeIndex, 0);
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if(m_dwDrawAmount)
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m_lpD3DDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, m_dwDrawAmount * 4, 0, m_dwDrawAmount * 2);
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}//***/
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m_lpD3DDevice->SetRenderState(D3DRS_ZWRITEENABLE,zmode);
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m_lpD3DDevice->SetRenderState(D3DRS_CULLMODE,cullmode);
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m_lpD3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE,amode);
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m_lpD3DDevice->SetRenderState(D3DRS_ZENABLE,TRUE);
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}
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BOOL CX3DEffectParticle::Interpolation(float fFrame)
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{
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float local_volx;
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float local_voly;
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float local_volz;
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float local_rad;
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float local_inrad;
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if(m_lpVertices == NULL) return FALSE;
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///////////////////////////////////////////////////////////////////////////////////
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float fTempFrame;
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fTempFrame = ((CX3DEffect *)m_lpLocalEffect)->GetFrame();
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if(m_StopParticleFrame != -1) {
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// extension3 :: mid effect <20><> <20><>ƼŬ<C6BC><C5AC> end effect <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ڽ<EFBFBD><DABD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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if(!m_lstCenter.Interpolation(fTempFrame, m_vecCenter)) return FALSE;
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if(!m_lstEForce.Interpolation(fTempFrame, m_vecEForce)) return FALSE;
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if(!m_lstAlpha.Interpolation(fTempFrame, m_fAlpha)) return FALSE;
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if(!m_lstAxis.InterpolationQ(fTempFrame, m_quatAxis)) return FALSE;
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if(!m_lstDirection.InterpolationQ(fTempFrame, m_quatDir)) return FALSE;
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if(!m_lstPower.Interpolation(fTempFrame, m_fPower)) return FALSE;
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if(!m_lstAngle.Interpolation(fTempFrame, m_fAngle)) return FALSE;
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if(m_Scale[0] != 1.0f) {
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m_vecCenter.x *=m_Scale[0];
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m_vecCenter.z *=m_Scale[0];
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m_vecCenter.y *=(m_Scale[0]);
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}
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if(m_bWorldEffect) {
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if(m_Scale[0] != 1.0f) {
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m_fPower *=m_Scale[0];
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m_vecEForce.x *=m_Scale[0];
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m_vecEForce.y *=m_Scale[0];
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m_vecEForce.z *=m_Scale[0];
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m_fAngle *=m_Scale[0];
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local_volx= m_fVolX * m_Scale[0];
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local_voly = m_fVolY * m_Scale[0];
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local_volz = m_fVolZ * m_Scale[0];
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local_rad = m_fRadius * m_Scale[0];
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local_inrad = m_fInnerRadius * m_Scale[0];
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}
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else {
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local_volx = m_fVolX;
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local_voly = m_fVolY;
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local_volz = m_fVolZ;
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local_rad = m_fRadius;
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local_inrad = m_fInnerRadius;
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}
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}
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else {
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local_volx = m_fVolX;
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local_voly = m_fVolY;
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local_volz = m_fVolZ;
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local_rad = m_fRadius;
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local_inrad = m_fInnerRadius;
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}
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if(m_bVisibility) {
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matrix *matView = ((CX3DEffect *)m_lpLocalEffect)->GetViewMatrix();
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LVertex *pVertices, *pVerticesBlend;
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// if(FAILED( m_lpVertices->Lock( 0, m_dwMaxAmount * 4 * sizeof(LVertex), (unsigned char **)&pVertices, D3DLOCK_DISCARD ) ) )
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if(FAILED( m_lpVertices->Lock( 0, 0, (unsigned char **)&pVertices, 0 ) ) )
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return FALSE;
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// if(FAILED( m_lpVerticesBlend->Lock( 0, m_dwMaxAmount * 4 * sizeof(LVertex), (unsigned char **)&pVerticesBlend, D3DLOCK_DISCARD ) ) )
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if(FAILED( m_lpVerticesBlend->Lock( 0, 0, (unsigned char **)&pVerticesBlend, 0 ) ) )
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return FALSE;
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m_dwDrawAmount = 0;
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unsigned long mul;
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float w, h, d, degree, cosx, siny;
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vector3 vecCenter, pVer[4];
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if(m_lpVerticeInfo == NULL)
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return FALSE;
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for(unsigned long i = 0; i < m_dwMaxAmount; i++)
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{
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if(m_lpVerticeInfo[i].fLifetime < 0.0f) continue;
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else if(m_lpVerticeInfo[i].fLifetime < ((CX3DEffect *)m_lpLocalEffect)->GetIncFrame())
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m_lpVerticeInfo[i].fLifetime = 0.0f;
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m_lpVerticeInfo[i].vecVel += m_vecEForce;
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m_lpVerticeInfo[i].vecPos += m_lpVerticeInfo[i].vecVel;
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if(!ParticleInterpolation(i)) return FALSE;
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w = m_lpVerticeInfo[i].fWidth / 2;
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h = m_lpVerticeInfo[i].fHeight / 2;
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d = m_lpVerticeInfo[i].fRotation * m_lpVerticeInfo[i].dwRotationCount;
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degree = d - (((unsigned long)(d / 360)) * 360.0f);
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cosx = cosf(degree);
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siny = sinf(degree);
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mul = m_dwDrawAmount << 2;
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pVer[0] = vector3(-w * cosx - h * siny, -w * siny + h * cosx, 0.0f);
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pVer[1] = vector3(w * cosx - h * siny, w * siny + h * cosx, 0.0f);
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pVer[2] = vector3(-w * cosx + h * siny, -w * siny - h * cosx, 0.0f);
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pVer[3] = vector3(w * cosx + h * siny, w * siny - h * cosx, 0.0f);
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/* if(((CX3DEffect *)m_lpLocalEffect)->GetAxis())
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{
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z3d::VectorRotate(pVer[0], pVer[0], *((CX3DEffect *)m_lpLocalEffect)->GetAxis());
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z3d::VectorRotate(pVer[1], pVer[1], *((CX3DEffect *)m_lpLocalEffect)->GetAxis());
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z3d::VectorRotate(pVer[2], pVer[2], *((CX3DEffect *)m_lpLocalEffect)->GetAxis());
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z3d::VectorRotate(pVer[3], pVer[3], *((CX3DEffect *)m_lpLocalEffect)->GetAxis());
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}*/
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pVertices[mul + 0].v = vector3(pVer[0].x * matView->_11 + pVer[0].y * matView->_12, pVer[0].x * matView->_21 + pVer[0].y * matView->_22, pVer[0].x * matView->_31 + pVer[0].y * matView->_32);
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pVertices[mul + 1].v = vector3(pVer[1].x * matView->_11 + pVer[1].y * matView->_12, pVer[1].x * matView->_21 + pVer[1].y * matView->_22, pVer[1].x * matView->_31 + pVer[1].y * matView->_32);
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pVertices[mul + 2].v = vector3(pVer[2].x * matView->_11 + pVer[2].y * matView->_12, pVer[2].x * matView->_21 + pVer[2].y * matView->_22, pVer[2].x * matView->_31 + pVer[2].y * matView->_32);
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pVertices[mul + 3].v = vector3(pVer[3].x * matView->_11 + pVer[3].y * matView->_12, pVer[3].x * matView->_21 + pVer[3].y * matView->_22, pVer[3].x * matView->_31 + pVer[3].y * matView->_32);
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pVertices[mul + 0].v += m_lpVerticeInfo[i].vecPos;
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pVertices[mul + 1].v += m_lpVerticeInfo[i].vecPos;
|
||
pVertices[mul + 2].v += m_lpVerticeInfo[i].vecPos;
|
||
pVertices[mul + 3].v += m_lpVerticeInfo[i].vecPos;
|
||
|
||
pVertices[mul + 0].diff = pVertices[mul + 1].diff =
|
||
pVertices[mul + 2].diff = pVertices[mul + 3].diff = m_lpVerticeInfo[i].lColor;
|
||
|
||
pVertices[mul + 3].diff.a *= m_fAlpha;
|
||
pVertices[mul + 0].diff.a = pVertices[mul + 1].diff.a =
|
||
pVertices[mul + 2].diff.a = pVertices[mul + 3].diff.a;
|
||
|
||
|
||
pVertices[mul + 0].spec = pVertices[mul + 1].spec =
|
||
pVertices[mul + 2].spec = pVertices[mul + 3].spec = color(0xFF, 0xFF, 0xFF, 0xFF);
|
||
|
||
if(m_fTexSpeed)
|
||
{
|
||
pVerticesBlend[mul + 0].v = pVertices[mul + 0].v;
|
||
pVerticesBlend[mul + 1].v = pVertices[mul + 1].v;
|
||
pVerticesBlend[mul + 2].v = pVertices[mul + 2].v;
|
||
pVerticesBlend[mul + 3].v = pVertices[mul + 3].v;
|
||
|
||
pVerticesBlend[mul + 0].diff = pVerticesBlend[mul + 1].diff =
|
||
pVerticesBlend[mul + 2].diff = pVerticesBlend[mul + 3].diff = pVertices[mul + 0].diff;
|
||
|
||
pVerticesBlend[mul + 0].spec = pVerticesBlend[mul + 1].spec =
|
||
pVerticesBlend[mul + 2].spec = pVerticesBlend[mul + 3].spec = pVertices[mul + 0].spec;
|
||
|
||
long t = (long)m_lpVerticeInfo[i].fTexFrame;
|
||
float f1 = (t % 4) * 0.25;
|
||
float f2 = (t / 4) * 0.25;
|
||
pVertices[mul + 0].tu = f1; pVertices[mul + 0].tv = f2;
|
||
pVertices[mul + 1].tu = f1 + 0.25f; pVertices[mul + 1].tv = f2;
|
||
pVertices[mul + 2].tu = f1; pVertices[mul + 2].tv = f2 + 0.25f;
|
||
pVertices[mul + 3].tu = f1 + 0.25f; pVertices[mul + 3].tv = f2 + 0.25f;
|
||
|
||
if(15 == t) { if(0.16f < m_fTexSpeed) t = 0; else t = 15; } else t++;
|
||
f1 = (t % 4) * 0.25;
|
||
f2 = (t / 4) * 0.25;
|
||
pVerticesBlend[mul + 0].tu = f1; pVerticesBlend[mul + 0].tv = f2;
|
||
pVerticesBlend[mul + 1].tu = f1 + 0.25f; pVerticesBlend[mul + 1].tv = f2;
|
||
pVerticesBlend[mul + 2].tu = f1; pVerticesBlend[mul + 2].tv = f2 + 0.25f;
|
||
pVerticesBlend[mul + 3].tu = f1 + 0.25f; pVerticesBlend[mul + 3].tv = f2 + 0.25f;
|
||
|
||
///////////////////////////////////////////
|
||
// float fAlpha = ;
|
||
pVertices[mul + 3].diff.a *= (floorf(m_lpVerticeInfo[i].fTexFrame + 1.0f) - m_lpVerticeInfo[i].fTexFrame);
|
||
pVertices[mul + 0].diff.a = pVertices[mul + 1].diff.a = pVertices[mul + 2].diff.a = pVertices[mul + 3].diff.a;
|
||
|
||
pVerticesBlend[mul + 3].diff.a *= (m_lpVerticeInfo[i].fTexFrame - floorf(m_lpVerticeInfo[i].fTexFrame));
|
||
// pVerticesBlend[mul + 3].diff.a *= (1.0f - fAlpha);
|
||
pVerticesBlend[mul + 0].diff.a = pVerticesBlend[mul + 1].diff.a = pVerticesBlend[mul + 2].diff.a = pVerticesBlend[mul + 3].diff.a;
|
||
///////////////////////////////////////////
|
||
} else
|
||
{
|
||
pVertices[mul + 0].tu = 0.0f; pVertices[mul + 0].tv = 0.0f;
|
||
pVertices[mul + 1].tu = 1.0f; pVertices[mul + 1].tv = 0.0f;
|
||
pVertices[mul + 2].tu = 0.0f; pVertices[mul + 2].tv = 1.0f;
|
||
pVertices[mul + 3].tu = 1.0f; pVertices[mul + 3].tv = 1.0f;
|
||
}
|
||
|
||
m_lpVerticeInfo[i].fLifetime -= ((CX3DEffect *)m_lpLocalEffect)->GetIncFrame();
|
||
m_lpVerticeInfo[i].dwRotationCount++;
|
||
|
||
// <20><><EFBFBD>İ<EFBFBD><C4B0><EFBFBD> 5<><35><EFBFBD><EFBFBD><EFBFBD≯<EFBFBD> draw list<73><74><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
|
||
if((pVertices[mul +3].diff.a)<1) {
|
||
continue;
|
||
}
|
||
|
||
m_dwDrawAmount++;
|
||
|
||
|
||
}
|
||
///////////////////////////////////////////////////////////////////////////////////
|
||
m_lpVerticesBlend->Unlock();
|
||
m_lpVertices->Unlock();
|
||
} //if(m_bVisibility)
|
||
|
||
}
|
||
else { // <20>Ϲ<EFBFBD> particle
|
||
|
||
if(!m_lstCenter.Interpolation(fTempFrame, m_vecCenter)) return FALSE;
|
||
if(!m_lstEForce.Interpolation(fTempFrame, m_vecEForce)) return FALSE;
|
||
if(!m_lstAlpha.Interpolation(fTempFrame, m_fAlpha)) return FALSE;
|
||
if(!m_lstAxis.InterpolationQ(fTempFrame, m_quatAxis)) return FALSE;
|
||
if(!m_lstDirection.InterpolationQ(fTempFrame, m_quatDir)) return FALSE;
|
||
if(!m_lstPower.Interpolation(fTempFrame, m_fPower)) return FALSE;
|
||
if(!m_lstAngle.Interpolation(fTempFrame, m_fAngle)) return FALSE;
|
||
|
||
if(m_Scale[0] != 1.0f) {
|
||
m_vecCenter.x *=m_Scale[0];
|
||
m_vecCenter.z *=m_Scale[0];
|
||
m_vecCenter.y *=(m_Scale[0]);
|
||
}
|
||
if(m_bWorldEffect) {
|
||
if(m_Scale[0] != 1.0f) {
|
||
|
||
m_fPower *=m_Scale[0];
|
||
m_vecEForce.x *=m_Scale[0];
|
||
m_vecEForce.y *=m_Scale[0];
|
||
m_vecEForce.z *=m_Scale[0];
|
||
|
||
m_fAngle *=m_Scale[0];
|
||
|
||
local_volx= m_fVolX * m_Scale[0];
|
||
local_voly = m_fVolY * m_Scale[0];
|
||
local_volz = m_fVolZ * m_Scale[0];
|
||
local_rad = m_fRadius * m_Scale[0];
|
||
local_inrad = m_fInnerRadius * m_Scale[0];
|
||
|
||
}
|
||
else {
|
||
local_volx = m_fVolX;
|
||
local_voly = m_fVolY;
|
||
local_volz = m_fVolZ;
|
||
local_rad = m_fRadius;
|
||
local_inrad = m_fInnerRadius;
|
||
|
||
}
|
||
}
|
||
else {
|
||
local_volx = m_fVolX;
|
||
local_voly = m_fVolY;
|
||
local_volz = m_fVolZ;
|
||
local_rad = m_fRadius;
|
||
local_inrad = m_fInnerRadius;
|
||
|
||
}
|
||
///////////////////////////////////////////////////////////////////////////////////
|
||
if(m_bVisibility) {
|
||
float fAmount;
|
||
Particle pNewParticle;
|
||
|
||
if(m_lstAmount.Find(fTempFrame, fAmount))
|
||
{
|
||
float a, b, r, c, a1, p;
|
||
|
||
a1 = FLOAT_PHI / fAmount;
|
||
c = ((2 * FLOAT_PHI) / fAmount);
|
||
|
||
for(unsigned long i = 0; i < (unsigned long)fAmount; i++)
|
||
{
|
||
p = m_fPower * (1.0f - m_fPowerSeed * (1.0f - (((float)rand()) / RAND_MAX) * 2.0f));
|
||
a = (m_fAngle * (((float)rand()) / RAND_MAX));
|
||
b = c * i;
|
||
r = p * sinf(a);
|
||
|
||
pNewParticle.vecVel = vector3(r * cosf(b), p * cosf(a), r * sinf(b));
|
||
z3d::VectorRotate(pNewParticle.vecVel, pNewParticle.vecVel, m_quatDir);
|
||
z3d::VectorRotate(pNewParticle.vecVel, pNewParticle.vecVel, m_quatAxis);
|
||
if(((CX3DEffect *)m_lpLocalEffect)->GetAxis())
|
||
z3d::VectorRotate(pNewParticle.vecVel, pNewParticle.vecVel, *((CX3DEffect *)m_lpLocalEffect)->GetAxis());
|
||
pNewParticle.fMaxLife = pNewParticle.fLifetime = m_fLifetime * (1.0f - m_fLifetimeSeed * (1.0f - (((float)rand()) / RAND_MAX) * 2.0f));
|
||
|
||
pNewParticle.fRotation = m_fRotation * (1.0f - m_fPowerSeed * (1.0f - (((float)rand()) / RAND_MAX) * 2.0f));
|
||
pNewParticle.fTexFrame = 01.0;
|
||
|
||
switch(m_dwVolumeType)
|
||
{
|
||
case 0:
|
||
pNewParticle.vecPos = m_vecCenter;
|
||
break;
|
||
|
||
case 1:
|
||
pNewParticle.vecPos = vector3(((float)rand() / RAND_MAX) * local_volx,
|
||
((float)rand() / RAND_MAX) * local_voly,
|
||
((float)rand() / RAND_MAX) * local_volz) - vector3(local_volx / 2, local_voly / 2, local_volz / 2);
|
||
z3d::VectorRotate(pNewParticle.vecPos, pNewParticle.vecPos, m_quatAxis);
|
||
pNewParticle.vecPos += m_vecCenter;
|
||
break;
|
||
|
||
case 2:
|
||
{
|
||
float degree = 2.0f * FLOAT_PHI * (((float)rand()) / RAND_MAX);
|
||
float radius = local_inrad + (local_rad - local_inrad * (((float)rand()) / RAND_MAX));
|
||
|
||
pNewParticle.vecPos = vector3(radius * cosf(degree), 0, radius * sinf(degree));
|
||
z3d::VectorRotate(pNewParticle.vecPos, pNewParticle.vecPos, m_quatAxis);
|
||
pNewParticle.vecPos += m_vecCenter;
|
||
}
|
||
break;
|
||
}
|
||
if(((CX3DEffect *)m_lpLocalEffect)->GetAxis()) z3d::VectorRotate(pNewParticle.vecPos, pNewParticle.vecPos, *((CX3DEffect *)m_lpLocalEffect)->GetAxis());
|
||
if(((CX3DEffect *)m_lpLocalEffect)->GetCenter()) pNewParticle.vecPos += (*((CX3DEffect *)m_lpLocalEffect)->GetCenter());
|
||
|
||
CreateParticle(&pNewParticle);
|
||
}
|
||
}
|
||
///////////////////////////////////////////////////////////////////////////////////
|
||
|
||
matrix *matView = ((CX3DEffect *)m_lpLocalEffect)->GetViewMatrix();
|
||
|
||
LVertex *pVertices, *pVerticesBlend;
|
||
// if(FAILED( m_lpVertices->Lock( 0, m_dwMaxAmount * 4 * sizeof(LVertex), (unsigned char **)&pVertices, 0 ) ) )
|
||
if(FAILED( m_lpVertices->Lock( 0, 0, (unsigned char **)&pVertices, 0 ) ) )
|
||
return FALSE;
|
||
// if(FAILED( m_lpVerticesBlend->Lock( 0, m_dwMaxAmount * 4 * sizeof(LVertex), (unsigned char **)&pVerticesBlend, 0 ) ) )
|
||
if(FAILED( m_lpVerticesBlend->Lock( 0, 0, (unsigned char **)&pVerticesBlend, 0 ) ) )
|
||
return FALSE;
|
||
|
||
m_dwDrawAmount = 0;
|
||
unsigned long mul;
|
||
float w, h, d, degree, cosx, siny;
|
||
vector3 vecCenter, pVer[4];
|
||
|
||
if(m_lpVerticeInfo == NULL)
|
||
return FALSE;
|
||
|
||
for(unsigned long i = 0; i < m_dwMaxAmount; i++)
|
||
{
|
||
|
||
if(m_lpVerticeInfo[i].fLifetime < 0.0f) continue;
|
||
else if(m_lpVerticeInfo[i].fLifetime < ((CX3DEffect *)m_lpLocalEffect)->GetIncFrame())
|
||
m_lpVerticeInfo[i].fLifetime = 0.0f;
|
||
|
||
m_lpVerticeInfo[i].vecVel += m_vecEForce;
|
||
m_lpVerticeInfo[i].vecPos += m_lpVerticeInfo[i].vecVel;
|
||
|
||
if(!ParticleInterpolation(i)) return FALSE;
|
||
|
||
w = m_lpVerticeInfo[i].fWidth / 2;
|
||
h = m_lpVerticeInfo[i].fHeight / 2;
|
||
|
||
d = m_lpVerticeInfo[i].fRotation * m_lpVerticeInfo[i].dwRotationCount;
|
||
degree = d - (((unsigned long)(d / 360)) * 360.0f);
|
||
cosx = cosf(degree);
|
||
siny = sinf(degree);
|
||
|
||
mul = m_dwDrawAmount << 2;
|
||
|
||
pVer[0] = vector3(-w * cosx - h * siny, -w * siny + h * cosx, 0.0f);
|
||
pVer[1] = vector3(w * cosx - h * siny, w * siny + h * cosx, 0.0f);
|
||
pVer[2] = vector3(-w * cosx + h * siny, -w * siny - h * cosx, 0.0f);
|
||
pVer[3] = vector3(w * cosx + h * siny, w * siny - h * cosx, 0.0f);
|
||
|
||
/* if(((CX3DEffect *)m_lpLocalEffect)->GetAxis())
|
||
{
|
||
z3d::VectorRotate(pVer[0], pVer[0], *((CX3DEffect *)m_lpLocalEffect)->GetAxis());
|
||
z3d::VectorRotate(pVer[1], pVer[1], *((CX3DEffect *)m_lpLocalEffect)->GetAxis());
|
||
z3d::VectorRotate(pVer[2], pVer[2], *((CX3DEffect *)m_lpLocalEffect)->GetAxis());
|
||
z3d::VectorRotate(pVer[3], pVer[3], *((CX3DEffect *)m_lpLocalEffect)->GetAxis());
|
||
}*/
|
||
|
||
pVertices[mul + 0].v = vector3(pVer[0].x * matView->_11 + pVer[0].y * matView->_12, pVer[0].x * matView->_21 + pVer[0].y * matView->_22, pVer[0].x * matView->_31 + pVer[0].y * matView->_32);
|
||
pVertices[mul + 1].v = vector3(pVer[1].x * matView->_11 + pVer[1].y * matView->_12, pVer[1].x * matView->_21 + pVer[1].y * matView->_22, pVer[1].x * matView->_31 + pVer[1].y * matView->_32);
|
||
pVertices[mul + 2].v = vector3(pVer[2].x * matView->_11 + pVer[2].y * matView->_12, pVer[2].x * matView->_21 + pVer[2].y * matView->_22, pVer[2].x * matView->_31 + pVer[2].y * matView->_32);
|
||
pVertices[mul + 3].v = vector3(pVer[3].x * matView->_11 + pVer[3].y * matView->_12, pVer[3].x * matView->_21 + pVer[3].y * matView->_22, pVer[3].x * matView->_31 + pVer[3].y * matView->_32);
|
||
|
||
pVertices[mul + 0].v += m_lpVerticeInfo[i].vecPos;
|
||
pVertices[mul + 1].v += m_lpVerticeInfo[i].vecPos;
|
||
pVertices[mul + 2].v += m_lpVerticeInfo[i].vecPos;
|
||
pVertices[mul + 3].v += m_lpVerticeInfo[i].vecPos;
|
||
|
||
pVertices[mul + 0].diff = pVertices[mul + 1].diff =
|
||
pVertices[mul + 2].diff = pVertices[mul + 3].diff = m_lpVerticeInfo[i].lColor;
|
||
|
||
pVertices[mul + 3].diff.a *= m_fAlpha;
|
||
pVertices[mul + 0].diff.a = pVertices[mul + 1].diff.a =
|
||
pVertices[mul + 2].diff.a = pVertices[mul + 3].diff.a;
|
||
|
||
|
||
pVertices[mul + 0].spec = pVertices[mul + 1].spec =
|
||
pVertices[mul + 2].spec = pVertices[mul + 3].spec = color(0xFF, 0xFF, 0xFF, 0xFF);
|
||
|
||
if(m_fTexSpeed)
|
||
{
|
||
pVerticesBlend[mul + 0].v = pVertices[mul + 0].v;
|
||
pVerticesBlend[mul + 1].v = pVertices[mul + 1].v;
|
||
pVerticesBlend[mul + 2].v = pVertices[mul + 2].v;
|
||
pVerticesBlend[mul + 3].v = pVertices[mul + 3].v;
|
||
|
||
pVerticesBlend[mul + 0].diff = pVerticesBlend[mul + 1].diff =
|
||
pVerticesBlend[mul + 2].diff = pVerticesBlend[mul + 3].diff = pVertices[mul + 0].diff;
|
||
|
||
pVerticesBlend[mul + 0].spec = pVerticesBlend[mul + 1].spec =
|
||
pVerticesBlend[mul + 2].spec = pVerticesBlend[mul + 3].spec = pVertices[mul + 0].spec;
|
||
|
||
long t = (long)m_lpVerticeInfo[i].fTexFrame;
|
||
float f1 = (t % 4) * 0.25;
|
||
float f2 = (t / 4) * 0.25;
|
||
pVertices[mul + 0].tu = f1; pVertices[mul + 0].tv = f2;
|
||
pVertices[mul + 1].tu = f1 + 0.25f; pVertices[mul + 1].tv = f2;
|
||
pVertices[mul + 2].tu = f1; pVertices[mul + 2].tv = f2 + 0.25f;
|
||
pVertices[mul + 3].tu = f1 + 0.25f; pVertices[mul + 3].tv = f2 + 0.25f;
|
||
|
||
if(15 == t) { if(0.16f < m_fTexSpeed) t = 0; else t = 15; } else t++;
|
||
f1 = (t % 4) * 0.25;
|
||
f2 = (t / 4) * 0.25;
|
||
pVerticesBlend[mul + 0].tu = f1; pVerticesBlend[mul + 0].tv = f2;
|
||
pVerticesBlend[mul + 1].tu = f1 + 0.25f; pVerticesBlend[mul + 1].tv = f2;
|
||
pVerticesBlend[mul + 2].tu = f1; pVerticesBlend[mul + 2].tv = f2 + 0.25f;
|
||
pVerticesBlend[mul + 3].tu = f1 + 0.25f; pVerticesBlend[mul + 3].tv = f2 + 0.25f;
|
||
|
||
///////////////////////////////////////////
|
||
// float fAlpha = ;
|
||
pVertices[mul + 3].diff.a *= (floorf(m_lpVerticeInfo[i].fTexFrame + 1.0f) - m_lpVerticeInfo[i].fTexFrame);
|
||
pVertices[mul + 0].diff.a = pVertices[mul + 1].diff.a = pVertices[mul + 2].diff.a = pVertices[mul + 3].diff.a;
|
||
|
||
pVerticesBlend[mul + 3].diff.a *= (m_lpVerticeInfo[i].fTexFrame - floorf(m_lpVerticeInfo[i].fTexFrame));
|
||
// pVerticesBlend[mul + 3].diff.a *= (1.0f - fAlpha);
|
||
pVerticesBlend[mul + 0].diff.a = pVerticesBlend[mul + 1].diff.a = pVerticesBlend[mul + 2].diff.a = pVerticesBlend[mul + 3].diff.a;
|
||
///////////////////////////////////////////
|
||
} else
|
||
{
|
||
pVertices[mul + 0].tu = 0.0f; pVertices[mul + 0].tv = 0.0f;
|
||
pVertices[mul + 1].tu = 1.0f; pVertices[mul + 1].tv = 0.0f;
|
||
pVertices[mul + 2].tu = 0.0f; pVertices[mul + 2].tv = 1.0f;
|
||
pVertices[mul + 3].tu = 1.0f; pVertices[mul + 3].tv = 1.0f;
|
||
}
|
||
|
||
m_lpVerticeInfo[i].fLifetime -= ((CX3DEffect *)m_lpLocalEffect)->GetIncFrame();
|
||
m_lpVerticeInfo[i].dwRotationCount++;
|
||
|
||
// <20><><EFBFBD>İ<EFBFBD><C4B0><EFBFBD> 1<><31><EFBFBD><EFBFBD><EFBFBD≯<EFBFBD> draw list<73><74><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
|
||
if((pVertices[mul +3].diff.a)<1) {
|
||
continue;
|
||
}
|
||
|
||
m_dwDrawAmount++;
|
||
|
||
|
||
}
|
||
///////////////////////////////////////////////////////////////////////////////////
|
||
m_lpVerticesBlend->Unlock();
|
||
m_lpVertices->Unlock();
|
||
}
|
||
} //if(m_bVisibility)
|
||
return TRUE;
|
||
}
|
||
|
||
BOOL CX3DEffectParticle::ParticleInterpolation(unsigned long dwNumber)
|
||
{
|
||
if(m_lpVerticeInfo == NULL)
|
||
return FALSE;
|
||
|
||
float fFrame = 100.0f * (1.0f - (m_lpVerticeInfo[dwNumber].fLifetime / m_lpVerticeInfo[dwNumber].fMaxLife));
|
||
|
||
if(!m_lstWidth.Interpolation(fFrame, m_lpVerticeInfo[dwNumber].fWidth)) return FALSE;
|
||
if(!m_lstHeight.Interpolation(fFrame, m_lpVerticeInfo[dwNumber].fHeight)) return FALSE;
|
||
m_lpVerticeInfo[dwNumber].fWidth *=m_Scale[0];
|
||
m_lpVerticeInfo[dwNumber].fHeight *=m_Scale[0];
|
||
|
||
if(!m_lstColor.InterpolationC(fFrame, m_lpVerticeInfo[dwNumber].lColor)) return FALSE;
|
||
|
||
if(m_fTexSpeed)
|
||
{
|
||
if(fFrame == 100.0f)
|
||
{
|
||
m_lpVerticeInfo[dwNumber].fTexFrame = 15.0f;
|
||
} else
|
||
{
|
||
float a = fFrame * m_fTexSpeed;
|
||
m_lpVerticeInfo[dwNumber].fTexFrame = a - (((unsigned long)(a / 16)) * 16.0f);
|
||
}
|
||
}
|
||
|
||
return TRUE;
|
||
}
|
||
|
||
void CX3DEffectParticle::Load(FILE *fp, const char *strOriginalPath)
|
||
{
|
||
fread(&m_bTexAni, 4, 1, fp);
|
||
fread(&m_dwSrcBlending, 4, 1, fp);
|
||
fread(&m_dwDestBlending, 4, 1, fp);
|
||
|
||
fread(&m_fPowerSeed, 4, 1, fp);
|
||
fread(&m_fLifetime, 4, 1, fp);
|
||
fread(&m_fLifetimeSeed, 4, 1, fp);
|
||
|
||
fread(&m_fRotation, 4, 1, fp);
|
||
fread(&m_fTexSpeed, 4, 1, fp);
|
||
|
||
// <20><><EFBFBD><EFBFBD>
|
||
fread(&m_dwVolumeType, 4, 1, fp); // 0 : None, 1 : Square, 2 : Circle
|
||
fread(&m_fVolX, 4, 1, fp);
|
||
fread(&m_fVolY, 4, 1, fp);
|
||
fread(&m_fVolZ, 4, 1, fp);
|
||
fread(&m_fRadius, 4, 1, fp);
|
||
fread(&m_fInnerRadius, 4, 1, fp);
|
||
if(m_bWorldEffect) {
|
||
if(m_Scale[0] != 1.0f) {
|
||
m_fVolX *=m_Scale[0];
|
||
m_fVolY *=m_Scale[0];
|
||
m_fVolZ *=m_Scale[0];
|
||
m_fRadius *=m_Scale[0];
|
||
m_fInnerRadius *=m_Scale[0];
|
||
}
|
||
}
|
||
m_lstAxis.Load(fp, m_quatAxis);
|
||
m_lstCenter.Load(fp, m_vecCenter);
|
||
if(m_Scale[0] != 1.0f) {
|
||
m_vecCenter.x *=m_Scale[0];
|
||
m_vecCenter.z *=m_Scale[0];
|
||
m_vecCenter.y *=(m_Scale[0]);
|
||
}
|
||
float fAmount;
|
||
m_lstAmount.Load(fp, fAmount);
|
||
m_lstAlpha.Load(fp, m_fAlpha);
|
||
m_lstPower.Load(fp, m_fPower);
|
||
m_lstAngle.Load(fp, m_fAngle);
|
||
m_lstEForce.Load(fp, m_vecEForce);
|
||
if(m_bWorldEffect) {
|
||
if(m_Scale[0] != 1.0f) {
|
||
m_fPower *=m_Scale[0];
|
||
m_vecEForce.x *=m_Scale[0];
|
||
m_vecEForce.y *=m_Scale[0];
|
||
m_vecEForce.z *=m_Scale[0];
|
||
}
|
||
}
|
||
m_lstDirection.Load(fp, m_quatDir);
|
||
|
||
// Scenario<69><6F> <20><><EFBFBD><EFBFBD>Ʈ
|
||
m_lstWidth.Load(fp, m_fAlpha);
|
||
m_lstHeight.Load(fp, m_fAlpha);
|
||
m_lstColor.Load(fp, m_lColor);
|
||
}
|
||
|
||
void CX3DEffectParticle::Save(FILE *fp, const char *strOriginalPath)
|
||
{
|
||
fwrite(&m_bTexAni, 4, 1, fp);
|
||
fwrite(&m_dwSrcBlending, 4, 1, fp);
|
||
fwrite(&m_dwDestBlending, 4, 1, fp);
|
||
|
||
fwrite(&m_fPowerSeed, 4, 1, fp);
|
||
fwrite(&m_fLifetime, 4, 1, fp);
|
||
fwrite(&m_fLifetimeSeed, 4, 1, fp);
|
||
|
||
fwrite(&m_fRotation, 4, 1, fp);
|
||
fwrite(&m_fTexSpeed, 4, 1, fp);
|
||
|
||
// <20><><EFBFBD><EFBFBD>
|
||
fwrite(&m_dwVolumeType, 4, 1, fp); // 0 : None, 1 : Square, 2 : Circle
|
||
fwrite(&m_fVolX, 4, 1, fp);
|
||
fwrite(&m_fVolY, 4, 1, fp);
|
||
fwrite(&m_fVolZ, 4, 1, fp);
|
||
fwrite(&m_fRadius, 4, 1, fp);
|
||
fwrite(&m_fInnerRadius, 4, 1, fp);
|
||
|
||
m_lstAxis.Save(fp);
|
||
m_lstCenter.Save(fp);
|
||
|
||
m_lstAmount.Save(fp);
|
||
m_lstAlpha.Save(fp);
|
||
m_lstPower.Save(fp);
|
||
m_lstAngle.Save(fp);
|
||
m_lstEForce.Save(fp);
|
||
m_lstDirection.Save(fp);
|
||
|
||
// Scenario<69><6F> <20><><EFBFBD><EFBFBD>Ʈ
|
||
m_lstWidth.Save(fp);
|
||
m_lstHeight.Save(fp);
|
||
m_lstColor.Save(fp);
|
||
}
|