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* Particle follow bone * Add SkinnedModelRenderer.BoneWorldTransforms, PreviousBoneWorldTransforms * Batch parent space bone reads instead of one call per bone * Add nogc to the bone setters and parent space read too * Cache the bone parent array in the world space loop * Store skinned model renderer on the particle instead of trying to resolve them all, all the time Co-authored-by: Pol <polepie@gmail.com>
63 lines
2.1 KiB
C#
63 lines
2.1 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( "Effects" )]
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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 position, int attachBoneIndex) GetRandomPositionOnModel( ModelRenderer target )
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{
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if ( !target.IsValid() || !target.Model.IsValid() )
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return (WorldPosition, -1);
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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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var attachBoneIndex = -1;
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if ( target is SkinnedModelRenderer skinned && box.Bone is not null )
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{
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skinned.TryGetBoneTransform( box.Bone, out tx );
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attachBoneIndex = box.Bone.Index;
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}
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return (tx.PointToWorld( OnEdge ? box.RandomPointOnEdge : box.RandomPointInside ), attachBoneIndex);
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}
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// If we have physics, use those
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if ( target.Model?.Physics is PhysicsGroupDescription )
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{
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return (target.WorldTransform.PointToWorld( OnEdge ? target.Model.PhysicsBounds.RandomPointOnEdge : target.Model.PhysicsBounds.RandomPointInside ), -1);
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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 ), -1);
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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, attachBoneIndex) = GetRandomPositionOnModel( model );
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// The model we read the bone from is the one the particle should follow.
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target.Emit( targetPosition, Delta, attachBoneIndex >= 0 ? model as SkinnedModelRenderer : null, attachBoneIndex );
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return true;
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}
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}
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