Files

60 lines
1.8 KiB
C#

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