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60 lines
1.8 KiB
C#
60 lines
1.8 KiB
C#
namespace Sandbox;
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/// <summary>
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/// Emits particles in a model
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/// </summary>
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[Expose]
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[Title( "Model Emitter" )]
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[Category( "Particles" )]
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[Icon( "soap" )]
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public sealed class ParticleModelEmitter : ParticleEmitter
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{
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[Property] public GameObject Target { get; set; }
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[Property] public bool OnEdge { get; set; }
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Vector3 GetRandomPositionOnModel( ModelRenderer target )
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{
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if ( !target.IsValid() || !target.Model.IsValid() )
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return WorldPosition;
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// If we have hitboxes, use those
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if ( target.Model.HitboxSet?.All?.Count > 0 )
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{
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var boxIndex = Random.Shared.Int( 0, target.Model.HitboxSet.All.Count - 1 );
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var box = target.Model.HitboxSet.All[boxIndex];
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var tx = target.WorldTransform;
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if ( target is SkinnedModelRenderer skinned )
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{
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skinned.TryGetBoneTransform( box.Bone, out tx );
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}
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return tx.PointToWorld( OnEdge ? box.RandomPointOnEdge : box.RandomPointInside );
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}
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// If we have physics, use those
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if ( target.Model?.Physics is PhysicsGroupDescription physicsGroup )
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{
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return target.WorldTransform.PointToWorld( OnEdge ? target.Model.PhysicsBounds.RandomPointOnEdge : target.Model.PhysicsBounds.RandomPointInside );
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}
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// todo: Fallback to along bones? Make bones fat? Might be unfairly biased to dense bone areas like fingers
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return target.WorldTransform.PointToWorld( OnEdge ? target.Model.Bounds.RandomPointOnEdge : target.Model.Bounds.RandomPointInside );
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}
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public override bool Emit( ParticleEffect target )
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{
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var model = Target.IsValid() ? Target.Components.GetInChildrenOrSelf<ModelRenderer>() : Components.GetInParentOrSelf<ModelRenderer>();
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if ( !model.IsValid() ) return false;
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var targetPosition = GetRandomPositionOnModel( model );
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var p = target.Emit( targetPosition, Delta );
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return true;
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}
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}
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