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DefineClass.BehaviorFilter = {
__parents = { "GedFilter" },
properties = {
{ id = "bins", name = "Bins", editor = "set", items = { "A", "B", "C", "D", "E", "F", "G", "H" }, max_items_in_set = 1 },
},
bins = set(),
}
function BehaviorFilter:FilterObject(o)
if not self.bins or not IsSet(self.bins) then return false end
for bin, value in pairs(self.bins) do
if value and o:HasMember("bins") and not o.bins[bin] then
return false -- filter item
end
end
return true -- don't filter item
end
DefineClass.ParticleSystemSubItem = {
__parents = { "InitDone" },
EditorName = "Particle System Element",
EditorSubmenu = "Other",
}
DefineClass.ParticleSystemPreset = {
__parents = { "Preset" },
properties = {
{ id = "ui", name = "UI Particle System" , editor = "bool", default = false },
{ id = "simul_fps", name = "Simul FPS", editor = "number", slider = true, min = 1, max = 60, help = "The simulation framerate" },
{ id = "speed_up", name = "Speed-up", editor = "number", slider = true, min = 10, max = 10000, scale = 1000, help = "How many times the particle simulation is being sped up." },
{ id = "presim_time", name = "Presim time", editor = "number", scale = "sec", help = "How many seconds to presimulate, before showing the system for the first time", min = 0, max = 120000, slider = true },
{ id = "max_initial_catchup_time", name = "Initial Catchup Time", editor = "number", scale = 1000, help = "How much work should newly created renderobjs do before displaying them. 0 here is equivalent to ignore_game_object_age"},
{ id = "rand_start_time", name = "Max starting phase time", editor = "number", scale = "sec", help = "Maximum additional presim time used to randomize the starting phase of the particle system.", min = 0, max = 10000, slider = true },
{ id = "distance_bias", name = "Camera distance offset", editor = "number", min = -100000, max = 100000, scale = 1000, help = "How much to offset the particle system relative to the camera. It is used to make the particle system to appear always on top of some other transparent object.", slider = true },
{ id = "particles_scale_with_object", name = "Particles scale with object", editor = "bool", help = "Particle size scales with the object scale" },
{ id = "game_time_animated", name = "Game time animated", editor = "bool", help = "Will animate in game time, i.e. will pause when the game is paused or slowed down", read_only = function(self) return self.ui end },
{ id = "ignore_game_object_age", name = "Ignore GameObject age", editor = "bool", default = false, help = "Long running particles remember when they were created, and try to catch up if they lose their state. Enables/disables this behaviour.", read_only = function(self) return self.ui end },
{ id = "vanish", name = "Vanish when killed", editor = "bool", help = "Fx will disappear completely when destroyed, without waiting the existing particles to reach their age" },
{ id = "post_lighting", name = "Post Lighting" , editor = "bool", default = false, help = "Render after lighting related post processing." },
{ id = "stable_cam_distance", name = "Stable Camera Distance" , editor = "bool", default = false, help = "Render in consistent order while the camera & the particle system are not moving. This has a performance penalty for systems with particles far away from the center." },
{ id = "testcode", category = "Custom Test Setup", name = "Test code", editor = "func", params = "self, ged, enabled", default = false, no_edit = function(self) return not self.ui end, },
},
simul_fps = 30,
speed_up = 1000,
presim_time = 0,
max_initial_catchup_time = 2000, -- 0 is a better default, but 2000 is the "old" one, so we don't have to rework parsys
rand_start_time = 0,
distance_bias = 0,
particles_scale_with_object = false,
game_time_animated = false,
vanish = false,
-- Preset settings
SingleFile = false,
Actions = false,
GlobalMap = "ParticleSystemPresets",
ContainerClass = "ParticleSystemSubItem", -- can be ParticleBehavior or ParticleParam
SubItemFilterClass = "BehaviorFilter",
GedEditor = "GedParticleEditor",
SingleGedEditorInstance = false,
EditorMenubarName = false,
EditorMenubar = false,
}
if FirstLoad then
ParticleSystemPreset_FXDetailThreshold = false
end
function ParticleSystemPreset:GetTextureFolders()
return {
{"svnAssets/Source/Textures/Particles/"}
}
end
function ParticleSystemPreset:GetTextureBasePath()
return "svnAssets/Source/"
end
function ParticleSystemPreset:GetTextureTargetPath()
return "Textures/Particles/"
end
function ParticleSystemPreset:GetTextureTargetGamePath()
return "Textures/Particles"
end
function ParticleSystemPreset:DynamicParams()
return self:EditorData().dynamic_params or false
end
function ParticleSystemPreset:RefreshThread()
return self:EditorData().refresh_thread or false
end
function ParticleSystemPreset:OverrideEmitterFuncs()
end
function GedOpOpenParticleEditor(ged, obj, locked)
obj:OpenEditor(locked)
end
function ParticleSystemPreset:OpenEditor(lock_preset)
if not IsRealTimeThread() then
CreateRealTimeThread(ParticleSystemPreset.OpenEditor, self, lock_preset)
return
end
lock_preset = not not lock_preset
local context = ParticleSystemPreset:EditorContext()
context.lock_preset = lock_preset
local ged = OpenPresetEditor("ParticleSystemPreset", context)
ged:SetSelection("root", PresetGetPath(self))
end
function GedListParticleSystemBehaviors(obj, filter, format, restrict_class)
if not IsKindOf(obj, "ParticleSystemPreset") then
return {}
end
local format = T{format}
local objects, ids = {}, {}
for i = 1, #obj do
local item = obj[i]
objects[#objects + 1] = type(item) == "string" and item or _InternalTranslate(format, item, false)
ids[#ids + 1] = tostring(item)
end
-- Do filtering
local filtered = {}
if filter then
for i = 1, #obj do
local item = obj[i]
-- filter by bins
for bin, value in pairs(filter.bins) do
if value and item:HasMember("bins") and not item.bins[bin] then
filtered[i] = true
end
end
end
end
objects.filtered = filtered
objects.ids = ids
return objects
end
if FirstLoad then
l_streams_to_update = false
g_ParticleLuaDefsLoaded = false
end
local load_lua_defs = Platform.developer and Platform.pc and IsFSUnpacked()
local particle_editors = {}
function OnMsg.GedOpened(ged_id)
local gedApp = GedConnections[ged_id]
if gedApp and gedApp.app_template == "GedParticleEditor" then
hr.TrackParticleTimes = 1
ParticleSystemPreset_FXDetailThreshold = hr.FXDetailThreshold
if load_lua_defs and not g_ParticleLuaDefsLoaded then
LoadLuaParticleSystemPresets()
if Platform.developer then
ParticleSystemPreset.TryUpdateKnownInvalidStreams(l_streams_to_update)
end
end
particle_editors[ged_id] = true
end
end
function OnMsg.GedClosing(ged_id)
if particle_editors[ged_id] then
hr.FXDetailThreshold = ParticleSystemPreset_FXDetailThreshold
particle_editors[ged_id] = nil
end
end
if FirstLoad then
UIParticlesTestControl = false
UIParticlesTestId = false
end
local function UpdateGedStatus()
GedSetUiStatus("select_xcontrol", "Select UI control to attach this particle to.")
end
function GedTestUIParticle(ged, enabled)
if UIParticlesTestControl and UIParticlesTestControl.window_state == "open" and UIParticlesTestControl:HasParticle(UIParticlesTestId) then
UIParticlesTestControl:KillParSystem(UIParticlesTestId)
UIParticlesTestControl = false
UIParticlesTestId = false
return
end
UIParticlesTestControl = false
UIParticlesTestId = false
local particle_sys = ged:ResolveObj("SelectedPreset")
if not particle_sys then
XRolloverMode(false)
return
end
if particle_sys.testcode then
particle_sys.testcode(particle_sys, ged, enabled)
return
end
if not enabled then
XRolloverMode(false)
return
end
if not particle_sys.ui then
ged:ShowMessage("Invalid selection", "Select a UI particle first!")
XRolloverMode(false)
return
end
GedSetUiStatus("select_xcontrol", "Select UI control to attach this particle to.")
XRolloverMode(true, function(window, status)
if window and window:IsKindOf("XControl") then
XFlashWindow(window)
if status == "done" then
-- spawn particles
UIParticlesTestControl = window
UIParticlesTestId = window:AddParSystem(UIParticlesTestId, particle_sys.id, UIParticleInstance:new({
lifetime = -1,
}))
end
end
if status == "done" or status == "cancel" then
GedSetUiStatus("select_xcontrol")
end
end)
end
function GedSetParticleEmitDetail(ged, detail_name)
local levels = OptionsData.Options.Effects
local idx = table.find(levels, "value", detail_name)
assert(idx)
EngineOptions.Effects = levels[idx].value
Options.ApplyEngineOptions(EngineOptions)
local selected_preset = ged:ResolveObj("SelectedPreset")
if selected_preset and selected_preset:IsKindOf("ParticleSystemPreset") then
if selected_preset.ui then
if UIParticlesTestControl and UIParticlesTestControl:HasParticle(UIParticlesTestId) then
UIParticlesTestControl:KillParSystem(UIParticlesTestId)
end
else
selected_preset:ResetParSystemInstances()
end
end
print(string.format("Particle detail level '%s' preview set.", levels[idx].value))
local detail_level_names = {"Low", "Medium", "High", "Ultra"}
for i = 1, 4 do
ged:Send("rfnApp", "SetActionToggled", "Preview" .. detail_level_names[i], detail_level_names[i] == levels[idx].value)
end
end
if FirstLoad then
ParticleSystemPresetCommitThread = false
end
function GedParticleSystemPresetCommit()
ParticleSystemPresetCommitThread = IsValidThread(ParticleSystemPresetCommitThread) or CreateRealTimeThread(function()
local assets_path = ConvertToOSPath("svnAssets/")
local project_path = ConvertToOSPath("svnProject/")
local err, exit_code = AsyncExec(string.format("cmd /c %s/Build TexturesParticles-win32", project_path))
if err then
assert("Failed to build particle textures" and false)
return
end
local err, exit_code = AsyncExec("cmd /c Build ParticlesSeparateFallbacks", project_path, true, true)
if not err and exit_code == 0 then
print("Fallbacks updated.")
else
print("Fallbacks failed to update", err, exit_code)
assert("Failed to build particle fallbacks" and false)
return
end
err, exit_code = AsyncExec(string.format("cmd /c TortoiseProc /command:commit /path:%s", assets_path))
if err then assert("Failed to open commit dialog" and false) end
end)
end
function ParticleSystemPreset:GetPresetStatusText()
if IsValidThread(UpdateTexturesListThread) or IsValidThread(ParticleSystemPresetCommitThread) then
return "Compress tasks in progress..."
end
return ""
end
function ParticleSystemPreset:SwitchParam(obj, prop, id)
obj:ToggleProperty(prop, self:DynamicParams())
ObjModified(obj)
end
function ParticleSystemPreset:BindParam(idx, userdata)
local param = self[idx]
local dp = { index = userdata, type = param.type, default_value = param.default_value }
if param.type == "number" then
dp.size = 1
elseif param.type == "color" then
dp.size = 1
elseif param.type == "point" then
dp.size = 3
elseif param.type == "bool" then
dp.size = 1
end
self:DynamicParams()[param.label] = dp
return dp.size
end
function ParticleSystemPreset:BindParams()
local idx = 1 -- start at 1 because custom data [0] is the particle system creation time
self:EditorData().dynamic_params = {}
for i = 1, #self do
if IsKindOf(self[i], "ParticleParam") then
idx = idx + self:BindParam(i, idx)
if idx > const.CustomDataCount - 1 then
print(string.format("warning: parameter %s exceeded the available userdata values!", self[i].label))
end
end
end
end
function ParticleSystemPreset:EnableDynamicToggles()
for i = 1, #self do
if self[i]:IsKindOf("ParticleBehavior") then
self[i]:EnableDynamicToggle(self:DynamicParams())
end
end
end
function ParticleSystemPreset:BindParamsAndUpdateProperties()
self:BindParams()
self:EnableDynamicToggles()
end
function OnMsg.DataLoading()
for _, folder in ipairs(ParticleDirectories()) do
LoadingBlacklist[folder] = true
end
end
function LoadLuaParticleSystemPresets()
if g_ParticleLuaDefsLoaded then
return g_ParticleLuaDefsLoaded
end
local start_time = GetPreciseTicks()
for _, folder in ipairs(ParticleDirectories()) do
LoadingBlacklist[folder] = false
LoadPresetFolder(folder)
end
local old_load_lua_defs = load_lua_defs
load_lua_defs = false
local count = 0
ForEachPreset("ParticleSystemPreset", function(preset)
preset:PostLoad()
count = count + 1
end)
load_lua_defs = old_load_lua_defs
if Platform.developer then
--print("Loaded", count, "particle lua defs in", GetPreciseTicks() - start_time, "ms");
end
ObjModified(Presets.ParticleSystemPreset)
-- Replace bins with lua defs in the engine. Log which happened to be different (outdated bins) and in case we want to resave them later
local streams_to_update = ParticlesReload(false, false)
l_streams_to_update = l_streams_to_update or {}
for _, parsys in ipairs(streams_to_update) do
local err = ParticleSystemPresets[parsys]:TestStream()
if err then
GameTestsError("ParSys", parsys, "error: ", err)
table.insert(l_streams_to_update, parsys)
end
end
g_ParticleLuaDefsLoaded = true
return g_ParticleLuaDefsLoaded
end
function OnMsg.DataLoaded()
local failed_to_load = {}
for _, folder in ipairs(ParticleDirectories()) do
LoadStreamParticlesFromDir(folder, failed_to_load)
end
l_streams_to_update = failed_to_load
if load_lua_defs then
LoadLuaParticleSystemPresets()
end
end
function ParticleSystemPreset:OnEditorNew(parent, ged, is_paste)
if load_lua_defs then
ParticlesReload(self.id)
end
g_PresetLastSavePaths[self] = nil
if Platform.editor then
XEditorUpdateObjectPalette()
end
end
function ParticleSystemPreset:OnEditorSelect(now_selected, ged)
if now_selected then
self:RefreshBehaviorUsageIndicators()
self:BindParamsAndUpdateProperties()
ged:Send("rfnApp", "SetIsUIParticle", self.ui)
else
self:ResetParSystemInstances()
end
end
function BinAssetsUpdateInvalidParticleStreams()
ParticleUpdateBinaryStreams()
end
function ParticleSystemPreset.TryUpdateKnownInvalidStreams(l_streams_to_update)
if not l_streams_to_update or #l_streams_to_update == 0 then
return
end
local streams_to_update = table.copy(l_streams_to_update)
table.clear(l_streams_to_update)
CreateRealTimeThread(function()
local changed_outlines = ParticleUpdateOutlines()
if #changed_outlines > 0 then
print("Saving", #changed_outlines, "particles with modified outlines")
for i=1,#changed_outlines do
SaveParticleSystem(changed_outlines[i])
end
QueueCompressParticleTextures()
end
if #streams_to_update > 0 then
ParticleNameListSaveToStream(streams_to_update)
end
ParticleUpdateBinaryStreams("create_missing_only")
end)
end
function ParticleSystemPreset:RefreshBehaviorUsageIndicators(do_now)
local editor_data = self:EditorData()
local refresh_func = function(self)
-- Search the behaviors to identify those with disabled emitters.
-- Scheduled in a thread to avoid executing simultaneous refresh requests.
for i = 1, #self do
local behavior = self[i]
if behavior:IsKindOf("ParticleBehavior") and not behavior:IsKindOf("ParticleEmitter") then
local behavior_bins = behavior.bins
local active_emitters = 0
for j = 1, #self do
local emitter = self[j]
if emitter:IsKindOf("ParticleEmitter") and emitter.enabled then
local emitter_bins = emitter.bins
for bin, value in pairs(emitter_bins) do
if value and behavior_bins[bin] then
active_emitters = active_emitters + 1
end
end
end
end
local new_active = active_emitters > 0
if new_active ~= behavior.active then
behavior.active = new_active
ObjModified(self)
end
local flags = ParticlesGetBehaviorFlags(self.id, i - 1)
if flags then
local str = ""
flags["emitter"] = nil
for name, active in sorted_pairs(flags) do
if GetDarkModeSetting() then active = not active end
local color = active and RGB(74, 74, 74) or RGB(192, 192, 192)
local r,g,b = GetRGB(color)
str = string.format("%s<color %s %s %s>%s</color>", str, r,g,b, string.sub(name, 1, 1))
end
behavior.flags_label = str
end
end
end
editor_data.refresh_thread = nil
end
local refresh_thread = self:RefreshThread()
if do_now and not refresh_thread then
refresh_func(self)
else
editor_data.refresh_thread = refresh_thread or CreateRealTimeThread(refresh_func, self)
end
end
function ParticleSystemPreset:PostLoad()
Preset.PostLoad(self)
if Platform.developer then self:CheckIntegrity() end
self:BindParams()
if load_lua_defs then ParticlesReload(self.id) end
end
function ParticleSystemPreset:CheckIntegrity()
local count = table.maxn(self)
for i = count, 1, -1 do
if not rawget(self, i) then
assert(false, "Particle system '" .. self.name .. "' initialization failed at: " .. tostring(i))
self[i] = false
table.remove(self, i)
end
end
end
local function KillParticlesWithName(name)
if UIParticlesTestControl and UIParticlesTestControl:GetParticleName(UIParticlesTestId) == name then
UIParticlesTestControl = false
UIParticlesTestId = false
end
local xcontrols = GetChildrenOfKind(terminal.desktop, "XControl")
for _, control in ipairs(xcontrols) do
control:KillParticlesWithName(name)
end
end
function OnMsg.GedPropertyEdited(ged_id, object, prop_id, old_value)
if not GedConnections[ged_id] then return end
local parent = GetParentTableOfKindNoCheck(object, "ParticleSystemPreset")
if object:IsKindOf("ParticleParam") and parent then
parent:BindParamsAndUpdateProperties()
g_DynamicParamsDefs = {} -- invalidate the cached params
ParticlesReload(parent:GetId())
end
if object:IsKindOf("ParticleSystemPreset") and prop_id == "Id" then
KillParticlesWithName(old_value)
ParticlesReload()
ObjModified(GedConnections[ged_id]:ResolveObj("root"))
if Platform.editor then
XEditorUpdateObjectPalette()
end
elseif (object:IsKindOf("ParticleBehavior") or object:IsKindOf("ParticleSystemPreset")) and parent then
parent:RefreshBehaviorUsageIndicators()
if object:IsKindOf("ParticleEmitter") and object:IsOutlineProp(prop_id) then
object:GenerateOutlines("forced")
end
ParticlesReload(parent:GetId())
g_DynamicParamsDefs = {} -- invalidate the cached params
end
end
function ParticleSystemPreset:OnEditorSetProperty(prop_id, old_value, ged)
if prop_id == "ui" then
for _, behaviour in ipairs(self) do
if IsKindOf(behaviour, "ParticleEmitter") then
behaviour:Setui(self.ui)
end
end
end
ParticlesReload(self:GetId())
self:RefreshBehaviorUsageIndicators()
if prop_id == "NewBehavior" then
ParticleSystemPreset.ActionAddBehavior(ged:ResolveObj("root"), self, prop_id, ged)
end
Preset.OnEditorSetProperty(self, prop_id, old_value, ged)
end
function ParticleSystemPreset:ResetParSystemInstances()
MapForEach("map", "ParSystem",
function(x)
if x:GetParticlesName() == self.id then
x:SetParticlesName(self.id) -- resets time and flags in GO
x:DestroyRenderObj()
end
end)
end
function GedResetAllParticleSystemInstances()
MapForEach("map", "ParSystem", function(obj)
obj:SetParticlesName(obj:GetParticlesName())
obj:DestroyRenderObj()
end)
end
function ParticleSystemPreset:SaveToStream(bin_name, skip_adding_to_svn)
bin_name = bin_name or self:GetBinFileName()
local id = self:GetId()
if bin_name ~= "" then
ParticlesReload(self:GetId(), false)
local count, err = ParticlesSaveToStream(bin_name, id, true)
self:EditorData().stream_error = err
if err then
printf("\"%s\" while trying to persist \"%s\" in \"%s\"", err, id, bin_name)
return false, err
end
if not skip_adding_to_svn then
SVNAddFile(bin_name)
end
end
return bin_name
end
function ParticleSystemPreset:DeleteStream(bin_name)
bin_name = bin_name or self:GetBinFileName()
if bin_name ~= "" then
SVNDeleteFile(bin_name)
end
end
function ParticleSystemPreset:GetBinFileName(id)
local path = self:GetSavePath()
if not path or path == "" then return "" end
return path:gsub(".lua$", ".bin")
end
function ParticleSystemPreset:TestStream()
local binPath = self:GetBinFileName()
if binPath then
local id = self.id
local err = ParticlesTestStream(binPath, id)
self:EditorData().stream_error = err
if err then
return err
end
end
end
function ParticleSystemPreset:GetError()
if #self > 55 then
return "Too many particle behaviors."
elseif #self < 1 then
return "There are no particle behaviors. Please add some."
end
if self.ui then
-- TODO: Figure out how this code can go in the ParticleEmitter
for _, behavior in ipairs(self) do
if IsKindOf(behavior, "ParticleEmitter") then
if behavior.softness ~= 0 and behavior.enabled then
return "A particle emitter with softness > 0 found. They are not supported in UI particles."
end
end
end
end
local editor_data = self:EditorData()
if editor_data.stream_error then
return "Persist error:" .. editor_data.stream_error
end
end
ParticleSystemPreset.ReloadWaitThread = false
function ParticleSystemPreset:AddSourceTexturesToSVN()
local textures = {}
for i = 1, #self do
local behavior = self[i]
if IsKindOf(behavior, "ParticleEmitter") then
if behavior.texture ~= "" then textures[#textures + 1] = "svnAssets/Source/" .. behavior.texture end
if behavior.normalmap ~= "" then textures[#textures + 1] = "svnAssets/Source/" .. behavior.normalmap end
end
end
if #textures > 0 then
SVNAddFile(textures)
end
end
function ParticleSystemPreset:OnPreSave(user_requested)
local file_exists = io.exists(self:GetBinFileName())
local last_save_path = g_PresetLastSavePaths[self]
for i = 1, #self do
local behavior = self[i]
if IsKindOf(behavior, "ParticleEmitter") then
behavior:GenerateOutlines()
end
end
self:BindParamsAndUpdateProperties() -- generates the "fake" properties for dynamic params
-- remove no longer used bin files.
if last_save_path and last_save_path ~= self:GetSavePath() then
local old_bin_path = (last_save_path or ""):gsub(".lua", ".bin")
if old_bin_path ~= "" then
self:DeleteStream(old_bin_path)
end
end
QueueCompressParticleTextures()
self:AddSourceTexturesToSVN()
self:SaveToStream(false, not "dont_add_to_svn")
print(#self, "particle behaviors in", self:GetId(), "saved")
ObjModified(self)
end
function ParticleSystemPreset:OnEditorDelete(...)
self:DeleteStream()
end
function GetParticleBehaviorsCombo()
local list = {}
ClassDescendants("ParticleBehavior", function(name, class_def, list)
if rawget(class_def, "EditorName") then
list[#list + 1] = {value = name, text = class_def.EditorName}
end
end, list)
table.sortby_field(list, "text")
table.insert(list, 1, {value = "", text = ""})
return list
end
function ParticleUpdateOutlines()
local updated = {}
ClearOutlinesCache()
local list = GetParticleSystemList()
for i = 1,#list do
local parsys = list[i]
for j = 1, #parsys do
local behavior = parsys[j]
if IsKindOf(behavior, "ParticleEmitter") then
local success, generated = behavior:GenerateOutlines("update")
if success then
updated[parsys] = true
end
if generated and CanYield() then
Sleep(10)
end
end
end
end
updated = table.keys(updated)
table.sort(updated, function(a, b) return CmpLower(a.id, b.id) end)
return updated
end
function ParticleUpdateBinaryStreams(create_missing_only)
if not g_ParticleLuaDefsLoaded then
print("ParticleUpdateBinaryStreams: Particle defs not loaded.")
return
end
local existing = {}
for _, folder in ipairs(ParticleDirectories()) do
local err, files = AsyncListFiles(folder, "*.bin")
if err then
print("Particle files listing failed:", err)
else
for i = 1, #files do
existing[files[i]] = true
end
end
end
local particle_systems = GetParticleSystemList()
local streams = {}
local to_create = {}
for i = 1, #particle_systems do
local parsys = particle_systems[i]
local stream = parsys:GetBinFileName()
streams[stream] = true
if not create_missing_only or not existing[stream] then
to_create[#to_create + 1] = parsys
end
end
if #to_create > 0 then
local created = {}
print("Creating", #to_create, "particle streams...")
for i = 1, #to_create do
local parsys = to_create[i]
local stream = parsys:GetBinFileName()
local success, err = parsys:SaveToStream(stream, "skip adding to svn")
if success then
created[#created + 1] = stream
end
end
SVNAddFile(created)
print("Created", #created, "/", #to_create, "particle streams.")
end
--[[
if #updated > 0 then
print(#updated, "particle stream(s) saved:")
for i=1,#updated do
print("\t", i, updated[i])
end
end
--]]
local to_delete = {}
for stream in pairs(existing) do
if not streams[stream] then
to_delete[#to_delete + 1] = stream
end
end
if #to_delete > 0 then
print("Deleting", #to_delete, "particle streams...")
local result, err = SVNDeleteFile(to_delete)
if not result then
err = err or ""
printf("Failed to delete binary streams! %s", tostring(err))
end
end
end
function ParticleSystemPreset:Getname()
return self.id
end
function LoadStreamParticlesFromDir(dir, failed_to_load)
local err, files = AsyncListFiles(dir, "*.bin")
if err then
print("Particle files listing failed:", err, " directory ", dir)
else
local start = GetPreciseTicks()
local success = 0
local failed_due_to_ver = 0
for i = 1, #files do
local err, count = ParticlesLoadFromStream(files[i])
if not err and count ~= 0 then
success = success + 1
elseif err == "persist_version" then
failed_due_to_ver = failed_due_to_ver + 1
local _, parsys, __ = SplitPath(files[i])
table.insert(failed_to_load, parsys)
else
print("Particles", files[i], "loading failed!", err)
local _, parsys, __ = SplitPath(files[i])
table.insert(failed_to_load, parsys)
end
end
DebugPrint(print_format(success, "/", #files, "particle streams loaded in", GetPreciseTicks() - start, "ms.\n"))
if failed_due_to_ver > 0 then
print("Particle streams could not be loaded. Using", failed_due_to_ver, "lua descriptions instead. Reason: Persist version mismatch.")
end
end
end
function ParticleNameListSaveToStream(streams_to_update)
local updated = {}
print("Updating", #streams_to_update, "particle streams...")
for i = 1, #streams_to_update do
local parsys = GetParticleSystem(streams_to_update[i])
if parsys then
local success, err = parsys:SaveToStream()
if success then
updated[#updated + 1] = parsys
end
end
end
print("Updated", #updated, "/", #streams_to_update, "particle streams.")
end
function CheckParticleTextures()
local source_path = "svnAssets/Source/Textures/Particles/"
local packed_path = "Textures/Particles/"
if not io.exists(source_path) then
print("You need to checkout source textures for particles.")
return {}
end
local err, rel_paths = AsyncListFiles(source_path, "*", "relative, recursive")
local packed_paths = {}
table.map(rel_paths, function(rel_path) packed_paths[#packed_paths+1] = packed_path .. rel_path end)
local refs = {}
local refs_lower = {}
local instances = GetParticleSystemList()
for i=1, #instances do
local parsystem = instances[i]
for b=1, #parsystem do
local behavior = parsystem[b]
if IsKindOf(behavior, "ParticleEmitter") then
refs[behavior.texture] = parsystem:GetId()
refs[behavior.normalmap] = parsystem:GetId()
refs_lower[string.lower(behavior.texture)] = parsystem:GetId()
refs_lower[string.lower(behavior.normalmap)] = parsystem:GetId()
end
end
end
refs[""] = nil
local unref = {}
local present = {}
local present_lower = {}
local missing = {}
local wrong_casing = {}
for i=1, #packed_paths do
local texture = packed_paths[i]
local texture_lower = string.lower(texture)
present[texture] = true
present_lower[texture_lower] = true
if not refs[texture] then
if refs_lower[texture_lower] then
wrong_casing[#wrong_casing+1] = texture
else
unref[#unref+1] = texture
end
end
end
for texture, parsys in pairs(refs) do
if not present_lower[string.lower(texture)] then
missing[texture] = parsys
end
end
return refs, unref, wrong_casing, missing
end
if FirstLoad then
UpdateTexturesListThread = false
end
function QueueCompressParticleTextures()
if Platform.ged then return end
if UpdateTexturesListThread then
DeleteThread(UpdateTexturesListThread)
UpdateTexturesListThread = false
end
UpdateTexturesListThread = CreateRealTimeThread(function()
Sleep(300)
local filepath = "svnProject/Data/ParticleSystemPreset/Textures.txt"
local refs, _, wrong_casing, missing = CheckParticleTextures()
local idx = {}
local full_os_path = ConvertToOSPath("svnAssets/Source/"):gsub("\\", "/")
local os_path = string.match(full_os_path, "/([^/]+/Source/)$")
for texture, _ in sorted_pairs(refs) do
if not missing[texture] and not table.find(wrong_casing, texture) then
idx[#idx+1] = texture .. "=" .. os_path .. texture
end
end
AsyncStringToFile(filepath, table.concat(idx, "\r\n"))
print("Textures.txt updated")
local dir = ConvertToOSPath("svnProject/")
local err, exit_code, other = AsyncExec("cmd /c Build TexturesParticles", dir, true, true)
if err or exit_code ~= 0 then
print("Particles failed to compress", err, exit_code, other)
end
local err, exit_code = AsyncExec("cmd /c Build ParticlesSeparateFallbacks", dir, true, true)
if not err and exit_code == 0 then
print("Fallbacks updated.")
else
print("Fallbacks failed to update", err, exit_code)
end
UpdateTexturesListThread = false
end)
end
DefineClass.ParticleSystem = {
__parents = {"PropertyObject"},
StoreAsTable = false,
properties = {{id = 'name', editor = 'text', default = '', },},
simul_fps = 30,
speed_up = 1000,
presim_time = 0,
max_initial_catchup_time = 2000,
rand_start_time = 0,
distance_bias = 0,
particles_scale_with_object = false,
game_time_animated = false,
vanish = false,
}
function OnMsg.ClassesGenerate()
table.iappend(ParticleSystem.properties, ParticleSystemPreset.properties)
end
function ParticleSystem:__fromluacode(...)
local obj = PropertyObject.__fromluacode(self, ...)
local converted = ParticleSystemPreset:new(obj)
converted:SetId(obj.name)
converted:SetGroup("Default")
return converted
end |