/*
===========================================================================

Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. 

This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).  

Doom 3 Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.

Doom 3 Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with Doom 3 Source Code.  If not, see <http://www.gnu.org/licenses/>.

In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code.  If not, please request a copy in writing from id Software at the address below.

If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.

===========================================================================
*/

#include "../idlib/precompiled.h"
#pragma hdrstop

struct ParticleParmDesc {
	const char *name;
	int count;
	const char *desc;
};

const ParticleParmDesc ParticleDistributionDesc[] = {
	{ "rect", 3, "" },
	{ "cylinder", 4, "" },
	{ "sphere", 3, "" }
};

const ParticleParmDesc ParticleDirectionDesc[] = {
	{ "cone", 1, "" },
	{ "outward", 1, "" },
};

const ParticleParmDesc ParticleOrientationDesc[] = {
	{ "view", 0, "" },
	{ "aimed", 2, "" },
	{ "x", 0, "" },
	{ "y", 0, "" },
	{ "z", 0, "" } 
};

const ParticleParmDesc ParticleCustomDesc[] = {
	{ "standard", 0, "Standard" },
	{ "helix", 5, "sizeX Y Z radialSpeed axialSpeed" },
	{ "flies", 3, "radialSpeed axialSpeed size" },
	{ "orbit", 2, "radius speed"},
	{ "drip", 2, "something something" }
};

const int CustomParticleCount = sizeof( ParticleCustomDesc ) / sizeof( const ParticleParmDesc );

/*
=================
idDeclParticle::Size
=================
*/
size_t idDeclParticle::Size( void ) const {
	return sizeof( idDeclParticle );
}

/*
=====================
idDeclParticle::GetStageBounds
=====================
*/
void idDeclParticle::GetStageBounds( idParticleStage *stage ) {

	stage->bounds.Clear();

	// this isn't absolutely guaranteed, but it should be close

	particleGen_t g;

	renderEntity_t	renderEntity;
	memset( &renderEntity, 0, sizeof( renderEntity ) );
	renderEntity.axis = mat3_identity;

	renderView_t	renderView;
	memset( &renderView, 0, sizeof( renderView ) );
	renderView.viewaxis = mat3_identity;

	g.renderEnt = &renderEntity;
	g.renderView = &renderView;
	g.origin.Zero();
	g.axis = mat3_identity;

	idRandom	steppingRandom;
	steppingRandom.SetSeed( 0 );

	// just step through a lot of possible particles as a representative sampling
	for ( int i = 0 ; i < 1000 ; i++ ) {
		g.random = g.originalRandom = steppingRandom;

		int	maxMsec = stage->particleLife * 1000;
		for ( int inCycleTime = 0 ; inCycleTime < maxMsec ; inCycleTime += 16 ) {

			// make sure we get the very last tic, which may make up an extreme edge
			if ( inCycleTime + 16 > maxMsec ) {
				inCycleTime = maxMsec - 1;
			}

			g.frac = (float)inCycleTime / ( stage->particleLife * 1000 );
			g.age = inCycleTime * 0.001f;

			// if the particle doesn't get drawn because it is faded out or beyond a kill region,
			// don't increment the verts

			idVec3	origin;
			stage->ParticleOrigin( &g, origin );			
			stage->bounds.AddPoint( origin );
		}
	}

	// find the max size
	float	maxSize = 0;

	for ( float f = 0; f <= 1.0f; f += 1.0f / 64 ) {
		float size = stage->size.Eval( f, steppingRandom );
		float aspect = stage->aspect.Eval( f, steppingRandom );
		if ( aspect > 1 ) {
			size *= aspect;
		}
		if ( size > maxSize ) {
			maxSize = size;
		}
	}

	maxSize += 8;	// just for good measure
	// users can specify a per-stage bounds expansion to handle odd cases
	stage->bounds.ExpandSelf( maxSize + stage->boundsExpansion );
}

/*
================
idDeclParticle::ParseParms

Parses a variable length list of parms on one line
================
*/
void idDeclParticle::ParseParms( idLexer &src, float *parms, int maxParms ) {
	idToken token;

	memset( parms, 0, maxParms * sizeof( *parms ) );
	int	count = 0;
	while( 1 ) {
		if ( !src.ReadTokenOnLine( &token ) ) {
			return;
		}
		if ( count == maxParms ) {
			src.Error( "too many parms on line" );
			return;
		}
		token.StripQuotes();
		parms[count] = atof( token );
		count++;
	}
}

/*
================
idDeclParticle::ParseParametric
================
*/
void idDeclParticle::ParseParametric( idLexer &src, idParticleParm *parm ) {
	idToken token;

	parm->table = NULL;
	parm->from = parm->to = 0.0f;

	if ( !src.ReadToken( &token ) ) {
		src.Error( "not enough parameters" );
		return;
	}

	if ( token.IsNumeric() ) {
		// can have a to + 2nd parm
		parm->from = parm->to = atof( token );
		if ( src.ReadToken( &token ) ) {
			if ( !token.Icmp( "to" ) ) {
				if ( !src.ReadToken( &token ) ) {
					src.Error( "missing second parameter" );
					return;
				}
				parm->to = atof( token );
			} else {
				src.UnreadToken( &token );
			}
		}
	} else {
		// table
		parm->table = static_cast<const idDeclTable *>( declManager->FindType( DECL_TABLE, token, false ) );
	}

}

/*
================
idDeclParticle::ParseParticleStage
================
*/
idParticleStage *idDeclParticle::ParseParticleStage( idLexer &src ) {
	idToken token;

	idParticleStage *stage = new idParticleStage;
	stage->Default();

	while (1) {
		if ( src.HadError() ) {
			break;
		}
		if ( !src.ReadToken( &token ) ) {
			break;
		}
		if ( !token.Icmp( "}" ) ) {
			break;
		}
		if ( !token.Icmp( "material" ) ) {
			src.ReadToken( &token );
			stage->material = declManager->FindMaterial( token.c_str() );
			continue;
		}
		if ( !token.Icmp( "count" ) ) {
			stage->totalParticles = src.ParseInt();
			continue;
		}
		if ( !token.Icmp( "time" ) ) {
			stage->particleLife = src.ParseFloat();
			continue;
		}
		if ( !token.Icmp( "cycles" ) ) {
			stage->cycles = src.ParseFloat();
			continue;
		}
		if ( !token.Icmp( "timeOffset" ) ) {
			stage->timeOffset = src.ParseFloat();
			continue;
		}
		if ( !token.Icmp( "deadTime" ) ) {
			stage->deadTime = src.ParseFloat();
			continue;
		}
		if ( !token.Icmp( "randomDistribution" ) ) {
			stage->randomDistribution = src.ParseBool();
			continue;
		}
		if ( !token.Icmp( "bunching" ) ) {
			stage->spawnBunching = src.ParseFloat();
			continue;
		}

		if ( !token.Icmp( "distribution" ) ) {
			src.ReadToken( &token );
			if ( !token.Icmp( "rect" ) ) {
				stage->distributionType = PDIST_RECT;
			} else if ( !token.Icmp( "cylinder" ) ) {
				stage->distributionType = PDIST_CYLINDER;
			} else if ( !token.Icmp( "sphere" ) ) {
				stage->distributionType = PDIST_SPHERE;
			} else {
				src.Error( "bad distribution type: %s\n", token.c_str() );
			}
			ParseParms( src, stage->distributionParms, sizeof( stage->distributionParms ) / sizeof( stage->distributionParms[0] ) );
			continue;
		}

		if ( !token.Icmp( "direction" ) ) {
			src.ReadToken( &token );
			if ( !token.Icmp( "cone" ) ) {
				stage->directionType = PDIR_CONE;
			} else if ( !token.Icmp( "outward" ) ) {
				stage->directionType = PDIR_OUTWARD;
			} else {
				src.Error( "bad direction type: %s\n", token.c_str() );
			}
			ParseParms( src, stage->directionParms, sizeof( stage->directionParms ) / sizeof( stage->directionParms[0] ) );
			continue;
		}

		if ( !token.Icmp( "orientation" ) ) {
			src.ReadToken( &token );
			if ( !token.Icmp( "view" ) ) {
				stage->orientation = POR_VIEW;
			} else if ( !token.Icmp( "aimed" ) ) {
				stage->orientation = POR_AIMED;
			} else if ( !token.Icmp( "x" ) ) {
				stage->orientation = POR_X;
			} else if ( !token.Icmp( "y" ) ) {
				stage->orientation = POR_Y;
			} else if ( !token.Icmp( "z" ) ) {
				stage->orientation = POR_Z;
			} else {
				src.Error( "bad orientation type: %s\n", token.c_str() );
			}
			ParseParms( src, stage->orientationParms, sizeof( stage->orientationParms ) / sizeof( stage->orientationParms[0] ) );
			continue;
		}

		if ( !token.Icmp( "customPath" ) ) {
			src.ReadToken( &token );
			if ( !token.Icmp( "standard" ) ) {
				stage->customPathType = PPATH_STANDARD;
			} else if ( !token.Icmp( "helix" ) ) {
				stage->customPathType = PPATH_HELIX;
			} else if ( !token.Icmp( "flies" ) ) {
				stage->customPathType = PPATH_FLIES;
			} else if ( !token.Icmp( "spherical" ) ) {
				stage->customPathType = PPATH_ORBIT;
			} else {
				src.Error( "bad path type: %s\n", token.c_str() );
			}
			ParseParms( src, stage->customPathParms, sizeof( stage->customPathParms ) / sizeof( stage->customPathParms[0] ) );
			continue;
		}

		if ( !token.Icmp( "speed" ) ) {
			ParseParametric( src, &stage->speed );
			continue;
		}
		if ( !token.Icmp( "rotation" ) ) {
			ParseParametric( src, &stage->rotationSpeed );
			continue;
		}
		if ( !token.Icmp( "angle" ) ) {
			stage->initialAngle = src.ParseFloat();
			continue;
		}
		if ( !token.Icmp( "entityColor" ) ) { 
			stage->entityColor = src.ParseBool();
			continue;
		}
		if ( !token.Icmp( "size" ) ) {
			ParseParametric( src, &stage->size );
			continue;
		}
		if ( !token.Icmp( "aspect" ) ) {
			ParseParametric( src, &stage->aspect );
			continue;
		}
		if ( !token.Icmp( "fadeIn" ) ) {
			stage->fadeInFraction = src.ParseFloat();
			continue;
		}
		if ( !token.Icmp( "fadeOut" ) ) {
			stage->fadeOutFraction = src.ParseFloat();
			continue;
		}
		if ( !token.Icmp( "fadeIndex" ) ) {
			stage->fadeIndexFraction = src.ParseFloat();
			continue;
		}
		if ( !token.Icmp( "color" ) ) {
			stage->color[0] = src.ParseFloat();
			stage->color[1] = src.ParseFloat();
			stage->color[2] = src.ParseFloat();
			stage->color[3] = src.ParseFloat();
			continue;
		}
		if ( !token.Icmp( "fadeColor" ) ) {
			stage->fadeColor[0] = src.ParseFloat();
			stage->fadeColor[1] = src.ParseFloat();
			stage->fadeColor[2] = src.ParseFloat();
			stage->fadeColor[3] = src.ParseFloat();
			continue;
		}
		if ( !token.Icmp("offset" ) ) {
			stage->offset[0] = src.ParseFloat();
			stage->offset[1] = src.ParseFloat();
			stage->offset[2] = src.ParseFloat();
			continue;
		}
		if ( !token.Icmp( "animationFrames" ) ) {
			stage->animationFrames = src.ParseInt();
			continue;
		}
		if ( !token.Icmp( "animationRate" ) ) {
			stage->animationRate = src.ParseFloat();
			continue;
		}
		if ( !token.Icmp( "boundsExpansion" ) ) {
			stage->boundsExpansion = src.ParseFloat();
			continue;
		}
		if ( !token.Icmp( "gravity" ) ) {
			src.ReadToken( &token );
			if ( !token.Icmp( "world" ) ) {
				stage->worldGravity = true;
			} else {
				src.UnreadToken( &token );
			}
			stage->gravity = src.ParseFloat();
			continue;
		}

		src.Error( "unknown token %s\n", token.c_str() );
	}

	// derive values
	stage->cycleMsec = ( stage->particleLife + stage->deadTime ) * 1000;

	return stage;
}

/*
================
idDeclParticle::Parse
================
*/
bool idDeclParticle::Parse( const char *text, const int textLength ) {
	idLexer src;
	idToken	token;

	src.LoadMemory( text, textLength, GetFileName(), GetLineNum() );
	src.SetFlags( DECL_LEXER_FLAGS );
	src.SkipUntilString( "{" );

	depthHack = 0.0f;

	while (1) {
		if ( !src.ReadToken( &token ) ) {
			break;
		}

		if ( !token.Icmp( "}" ) ) {
			break;
		}

		if ( !token.Icmp( "{" ) ) {
			idParticleStage *stage = ParseParticleStage( src );
			if ( !stage ) {
				src.Warning( "Particle stage parse failed" );
				MakeDefault();
				return false;
			}
			stages.Append( stage );
			continue;
		}

		if ( !token.Icmp( "depthHack" ) ) {
			depthHack = src.ParseFloat();
			continue;
		}

		src.Warning( "bad token %s", token.c_str() );
		MakeDefault();
		return false;
	}

	//
	// calculate the bounds
	//
	bounds.Clear();
	for( int i = 0; i < stages.Num(); i++ ) {
		GetStageBounds( stages[i] );
		bounds.AddBounds( stages[i]->bounds );
	}

	if ( bounds.GetVolume() <= 0.1f ) {
		bounds = idBounds( vec3_origin ).Expand( 8.0f );
	}

	return true;
}

/*
================
idDeclParticle::FreeData
================
*/
void idDeclParticle::FreeData( void ) {
	stages.DeleteContents( true );
}

/*
================
idDeclParticle::DefaultDefinition
================
*/
const char *idDeclParticle::DefaultDefinition( void ) const {
	return
		"{\n"
	"\t"	"{\n"
	"\t\t"		"material\t_default\n"
	"\t\t"		"count\t20\n"
	"\t\t"		"time\t\t1.0\n"
	"\t"	"}\n"
		"}";
}

/*
================
idDeclParticle::WriteParticleParm
================
*/
void idDeclParticle::WriteParticleParm( idFile *f, idParticleParm *parm, const char *name ) {

	f->WriteFloatString( "\t\t%s\t\t\t\t ", name );
	if ( parm->table ) {
		f->WriteFloatString( "%s\n", parm->table->GetName() );
	} else {
		f->WriteFloatString( "\"%.3f\" ", parm->from );
		if ( parm->from == parm->to ) {
			f->WriteFloatString( "\n" );
		} else {
			f->WriteFloatString( " to \"%.3f\"\n", parm->to );
		}
	}
}

/*
================
idDeclParticle::WriteStage
================
*/
void idDeclParticle::WriteStage( idFile *f, idParticleStage *stage ) {
	
	int i;

	f->WriteFloatString( "\t{\n" );
	f->WriteFloatString( "\t\tcount\t\t\t\t%i\n", stage->totalParticles );
	f->WriteFloatString( "\t\tmaterial\t\t\t%s\n", stage->material->GetName() );
	if ( stage->animationFrames ) {
		f->WriteFloatString( "\t\tanimationFrames \t%i\n", stage->animationFrames );
	}
	if ( stage->animationRate ) {
		f->WriteFloatString( "\t\tanimationRate \t\t%.3f\n", stage->animationRate );
	}
	f->WriteFloatString( "\t\ttime\t\t\t\t%.3f\n", stage->particleLife );
	f->WriteFloatString( "\t\tcycles\t\t\t\t%.3f\n", stage->cycles );
	if ( stage->timeOffset ) {
		f->WriteFloatString( "\t\ttimeOffset\t\t\t%.3f\n", stage->timeOffset );
	}
	if ( stage->deadTime ) {
		f->WriteFloatString( "\t\tdeadTime\t\t\t%.3f\n", stage->deadTime );
	}
	f->WriteFloatString( "\t\tbunching\t\t\t%.3f\n", stage->spawnBunching );
	
	f->WriteFloatString( "\t\tdistribution\t\t%s ", ParticleDistributionDesc[stage->distributionType].name );
	for ( i = 0; i < ParticleDistributionDesc[stage->distributionType].count; i++ ) {
		f->WriteFloatString( "%.3f ", stage->distributionParms[i] );
	}
	f->WriteFloatString( "\n" );

	f->WriteFloatString( "\t\tdirection\t\t\t%s ", ParticleDirectionDesc[stage->directionType].name );
	for ( i = 0; i < ParticleDirectionDesc[stage->directionType].count; i++ ) {
		f->WriteFloatString( "\"%.3f\" ", stage->directionParms[i] );
	}
	f->WriteFloatString( "\n" );

	f->WriteFloatString( "\t\torientation\t\t\t%s ", ParticleOrientationDesc[stage->orientation].name );
	for ( i = 0; i < ParticleOrientationDesc[stage->orientation].count; i++ ) {
		f->WriteFloatString( "%.3f ", stage->orientationParms[i] );
	}
	f->WriteFloatString( "\n" );

	if ( stage->customPathType != PPATH_STANDARD ) {
		f->WriteFloatString( "\t\tcustomPath %s ", ParticleCustomDesc[stage->customPathType].name );
		for ( i = 0; i < ParticleCustomDesc[stage->customPathType].count; i++ ) {
			f->WriteFloatString( "%.3f ", stage->customPathParms[i] );
		}
		f->WriteFloatString( "\n" );
	}

	if ( stage->entityColor ) {
		f->WriteFloatString( "\t\tentityColor\t\t\t1\n" );
	}

	WriteParticleParm( f, &stage->speed, "speed" );
	WriteParticleParm( f, &stage->size, "size" );
	WriteParticleParm( f, &stage->aspect, "aspect" );

	if ( stage->rotationSpeed.from ) {
		WriteParticleParm( f, &stage->rotationSpeed, "rotation" );
	}

	if ( stage->initialAngle ) {
		f->WriteFloatString( "\t\tangle\t\t\t\t%.3f\n", stage->initialAngle );
	}

	f->WriteFloatString( "\t\trandomDistribution\t\t\t\t%i\n", static_cast<int>( stage->randomDistribution ) );
	f->WriteFloatString( "\t\tboundsExpansion\t\t\t\t%.3f\n", stage->boundsExpansion );


	f->WriteFloatString( "\t\tfadeIn\t\t\t\t%.3f\n", stage->fadeInFraction );
	f->WriteFloatString( "\t\tfadeOut\t\t\t\t%.3f\n", stage->fadeOutFraction );
	f->WriteFloatString( "\t\tfadeIndex\t\t\t\t%.3f\n", stage->fadeIndexFraction );

	f->WriteFloatString( "\t\tcolor \t\t\t\t%.3f %.3f %.3f %.3f\n", stage->color.x, stage->color.y, stage->color.z, stage->color.w );
	f->WriteFloatString( "\t\tfadeColor \t\t\t%.3f %.3f %.3f %.3f\n", stage->fadeColor.x, stage->fadeColor.y, stage->fadeColor.z, stage->fadeColor.w );

	f->WriteFloatString( "\t\toffset \t\t\t\t%.3f %.3f %.3f\n", stage->offset.x, stage->offset.y, stage->offset.z );
	f->WriteFloatString( "\t\tgravity \t\t\t" );
	if ( stage->worldGravity ) {
		f->WriteFloatString( "world " );
	}
	f->WriteFloatString( "%.3f\n", stage->gravity );
	f->WriteFloatString( "\t}\n" );
}

/*
================
idDeclParticle::RebuildTextSource
================
*/
bool idDeclParticle::RebuildTextSource( void ) {
	idFile_Memory f;

	f.WriteFloatString("\n\n/*\n"
		"\tGenerated by the Particle Editor.\n"
		"\tTo use the particle editor, launch the game and type 'editParticles' on the console.\n"
		"*/\n" );

	f.WriteFloatString( "particle %s {\n", GetName() );

	if ( depthHack ) {
		f.WriteFloatString( "\tdepthHack\t%f\n", depthHack );
	}

	for ( int i = 0; i < stages.Num(); i++ ) {
		WriteStage( &f, stages[i] );
	}

	f.WriteFloatString( "}" );

	SetText( f.GetDataPtr() );

	return true;
}

/*
================
idDeclParticle::Save
================
*/
bool idDeclParticle::Save( const char *fileName ) {
	RebuildTextSource();
	if ( fileName ) {
		declManager->CreateNewDecl( DECL_PARTICLE, GetName(), fileName );
	}
	ReplaceSourceFileText();
	return true;
}

/*
====================================================================================

idParticleParm

====================================================================================
*/

float idParticleParm::Eval( float frac, idRandom &rand ) const {
	if ( table ) {
		return table->TableLookup( frac );
	}
	return from + frac * ( to - from );
}

float idParticleParm::Integrate( float frac, idRandom &rand ) const {
	if ( table ) {
		common->Printf( "idParticleParm::Integrate: can't integrate tables\n" );
		return 0;
	}
	return ( from + frac * ( to - from ) * 0.5f ) * frac;
}

/*
====================================================================================

idParticleStage

====================================================================================
*/

/*
================
idParticleStage::idParticleStage
================
*/
idParticleStage::idParticleStage( void ) {
	material = NULL;
	totalParticles = 0;
	cycles = 0.0f;
	cycleMsec = 0;
	spawnBunching = 0.0f;
	particleLife = 0.0f;
	timeOffset = 0.0f;
	deadTime = 0.0f;
	distributionType = PDIST_RECT;
	distributionParms[0] = distributionParms[1] = distributionParms[2] = distributionParms[3] = 0.0f;
	directionType = PDIR_CONE;
	directionParms[0] = directionParms[1] = directionParms[2] = directionParms[3] = 0.0f;
	// idParticleParm		speed;
	gravity = 0.0f;
	worldGravity = false;
	customPathType = PPATH_STANDARD;
	customPathParms[0] = customPathParms[1] = customPathParms[2] = customPathParms[3] = 0.0f;
	customPathParms[4] = customPathParms[5] = customPathParms[6] = customPathParms[7] = 0.0f;
	offset.Zero();
	animationFrames = 0;
	animationRate = 0.0f;
	randomDistribution = true;
	entityColor = false;
	initialAngle = 0.0f;
	// idParticleParm		rotationSpeed;
	orientation = POR_VIEW;
	orientationParms[0] = orientationParms[1] = orientationParms[2] = orientationParms[3] = 0.0f;
	// idParticleParm		size
	// idParticleParm		aspect
	color.Zero();
	fadeColor.Zero();
	fadeInFraction = 0.0f;
	fadeOutFraction = 0.0f;
	fadeIndexFraction = 0.0f;
	hidden = false;
	boundsExpansion = 0.0f;
	bounds.Clear();
}

/*
================
idParticleStage::Default

Sets the stage to a default state
================
*/
void idParticleStage::Default() {
	material = declManager->FindMaterial( "_default" );
	totalParticles = 100;
	spawnBunching = 1.0f;
	particleLife = 1.5f;
	timeOffset = 0.0f;
	deadTime = 0.0f;
	distributionType = PDIST_RECT;
	distributionParms[0] = 8.0f;
	distributionParms[1] = 8.0f;
	distributionParms[2] = 8.0f;
	distributionParms[3] = 0.0f;
	directionType = PDIR_CONE;
	directionParms[0] = 90.0f;
	directionParms[1] = 0.0f;
	directionParms[2] = 0.0f;
	directionParms[3] = 0.0f;
	orientation = POR_VIEW;
	orientationParms[0] = 0.0f;
	orientationParms[1] = 0.0f;
	orientationParms[2] = 0.0f;
	orientationParms[3] = 0.0f;
	speed.from = 150.0f;
	speed.to = 150.0f;
	speed.table = NULL;
	gravity = 1.0f;
	worldGravity = false;
	customPathType = PPATH_STANDARD;
	customPathParms[0] = 0.0f;
	customPathParms[1] = 0.0f;
	customPathParms[2] = 0.0f;
	customPathParms[3] = 0.0f;
	customPathParms[4] = 0.0f;
	customPathParms[5] = 0.0f;
	customPathParms[6] = 0.0f;
	customPathParms[7] = 0.0f;
	offset.Zero();
	animationFrames = 0;
	animationRate = 0.0f;
	initialAngle = 0.0f;
	rotationSpeed.from = 0.0f;
	rotationSpeed.to = 0.0f;
	rotationSpeed.table = NULL;
	size.from = 4.0f;
	size.to = 4.0f;
	size.table = NULL;
	aspect.from = 1.0f;
	aspect.to = 1.0f;
	aspect.table = NULL;
	color.x = 1.0f;
	color.y = 1.0f;
	color.z = 1.0f;
	color.w = 1.0f;
	fadeColor.x = 0.0f;
	fadeColor.y = 0.0f;
	fadeColor.z = 0.0f;
	fadeColor.w = 0.0f;
	fadeInFraction = 0.1f;
	fadeOutFraction = 0.25f;
	fadeIndexFraction = 0.0f;
	boundsExpansion = 0.0f;
	randomDistribution = true;
	entityColor = false;
	cycleMsec = ( particleLife + deadTime ) * 1000;
}

/*
================
idParticleStage::NumQuadsPerParticle

includes trails and cross faded animations
================
*/
int idParticleStage::NumQuadsPerParticle() const {
	int	count = 1;

	if ( orientation == POR_AIMED ) {
		int	trails = idMath::Ftoi( orientationParms[0] );
		// each trail stage will add an extra quad
		count *= ( 1 + trails );
	}

	// if we are doing strip-animation, we need to double the number and cross fade them
	if ( animationFrames > 1 ) {
		count *= 2;
	}

	return count;
}

/*
===============
idParticleStage::ParticleOrigin
===============
*/
void idParticleStage::ParticleOrigin( particleGen_t *g, idVec3 &origin ) const {
	if ( customPathType == PPATH_STANDARD ) {
		//
		// find intial origin distribution
		//
		float radiusSqr, angle1, angle2;

		switch( distributionType ) {
			case PDIST_RECT: {	// ( sizeX sizeY sizeZ )
				origin[0] = ( ( randomDistribution ) ? g->random.CRandomFloat() : 1.0f ) * distributionParms[0];
				origin[1] = ( ( randomDistribution ) ? g->random.CRandomFloat() : 1.0f ) * distributionParms[1];
				origin[2] = ( ( randomDistribution ) ? g->random.CRandomFloat() : 1.0f ) * distributionParms[2];
				break;
			}
			case PDIST_CYLINDER: {	// ( sizeX sizeY sizeZ ringFraction )
				angle1 = ( ( randomDistribution ) ? g->random.CRandomFloat() : 1.0f ) * idMath::TWO_PI;

				idMath::SinCos16( angle1, origin[0], origin[1] );
				origin[2] = ( ( randomDistribution ) ? g->random.CRandomFloat() : 1.0f );

				// reproject points that are inside the ringFraction to the outer band
				if ( distributionParms[3] > 0.0f ) {
					radiusSqr = origin[0] * origin[0] + origin[1] * origin[1];
					if ( radiusSqr < distributionParms[3] * distributionParms[3] ) {
						// if we are inside the inner reject zone, rescale to put it out into the good zone
						float f = sqrt( radiusSqr ) / distributionParms[3];
						float invf = 1.0f / f;
						float newRadius = distributionParms[3] + f * ( 1.0f - distributionParms[3] );
						float rescale = invf * newRadius;

						origin[0] *= rescale;
						origin[1] *= rescale;
					}
				}
				origin[0] *= distributionParms[0];
				origin[1] *= distributionParms[1];
				origin[2] *= distributionParms[2];
				break;
			}
			case PDIST_SPHERE: {	// ( sizeX sizeY sizeZ ringFraction )
				// iterating with rejection is the only way to get an even distribution over a sphere
				if ( randomDistribution ) {
					do {
						origin[0] = g->random.CRandomFloat();
						origin[1] = g->random.CRandomFloat();
						origin[2] = g->random.CRandomFloat();
						radiusSqr = origin[0] * origin[0] + origin[1] * origin[1] + origin[2] * origin[2];
					} while( radiusSqr > 1.0f );
				} else {
					origin.Set( 1.0f, 1.0f, 1.0f );
					radiusSqr = 3.0f;
				}

				if ( distributionParms[3] > 0.0f ) {
					// we could iterate until we got something that also satisfied ringFraction,
					// but for narrow rings that could be a lot of work, so reproject inside points instead
					if ( radiusSqr < distributionParms[3] * distributionParms[3] ) {
						// if we are inside the inner reject zone, rescale to put it out into the good zone
						float f = sqrt( radiusSqr ) / distributionParms[3];
						float invf = 1.0f / f;
						float newRadius = distributionParms[3] + f * ( 1.0f - distributionParms[3] );
						float rescale = invf * newRadius;

						origin[0] *= rescale;
						origin[1] *= rescale;
						origin[2] *= rescale;
					}
				}
				origin[0] *= distributionParms[0];
				origin[1] *= distributionParms[1];
				origin[2] *= distributionParms[2];
				break;
			}
		}

		// offset will effect all particle origin types
		// add this before the velocity and gravity additions
		origin += offset;

		//
		// add the velocity over time
		//
		idVec3	dir;

		switch( directionType ) {
			case PDIR_CONE: {
				// angle is the full angle, so 360 degrees is any spherical direction
				angle1 = g->random.CRandomFloat() * directionParms[0] * idMath::M_DEG2RAD;
				angle2 = g->random.CRandomFloat() * idMath::PI;
		
				float s1, c1, s2, c2;
				idMath::SinCos16( angle1, s1, c1 );
				idMath::SinCos16( angle2, s2, c2 );

				dir[0] = s1 * c2;
				dir[1] = s1 * s2;
				dir[2] = c1;
				break;
			}
			case PDIR_OUTWARD: {
				dir = origin;
				dir.Normalize();
				dir[2] += directionParms[0];
				break;
			}
		}

		// add speed
		float iSpeed = speed.Integrate( g->frac, g->random );
		origin += dir * iSpeed * particleLife;	

	} else {
		//
		// custom paths completely override both the origin and velocity calculations, but still
		// use the standard gravity
		//
		float angle1, angle2, speed1, speed2;
		switch( customPathType ) {
			case PPATH_HELIX: {		// ( sizeX sizeY sizeZ radialSpeed axialSpeed )
				speed1 = g->random.CRandomFloat();
				speed2 = g->random.CRandomFloat();
				angle1 = g->random.RandomFloat() * idMath::TWO_PI + customPathParms[3] * speed1 * g->age;

				float s1, c1;
				idMath::SinCos16( angle1, s1, c1 );

				origin[0] = c1 * customPathParms[0];
				origin[1] = s1 * customPathParms[1];
				origin[2] = g->random.RandomFloat() * customPathParms[2] + customPathParms[4] * speed2 * g->age;
				break;
			}
			case PPATH_FLIES: {		// ( radialSpeed axialSpeed size )
				speed1 = idMath::ClampFloat( 0.4f, 1.0f, g->random.CRandomFloat() );
				speed2 = idMath::ClampFloat( 0.4f, 1.0f, g->random.CRandomFloat() );
				angle1 = g->random.RandomFloat() * idMath::PI * 2 + customPathParms[0] * speed1 * g->age;
				angle2 = g->random.RandomFloat() * idMath::PI * 2 + customPathParms[1] * speed1 * g->age;

				float s1, c1, s2, c2;
				idMath::SinCos16( angle1, s1, c1 );
				idMath::SinCos16( angle2, s2, c2 );

				origin[0] = c1 * c2;
				origin[1] = s1 * c2;
				origin[2] = -s2;
				origin *= customPathParms[2];
				break;
			}
			case PPATH_ORBIT: {		// ( radius speed axis )
				angle1 = g->random.RandomFloat() * idMath::TWO_PI + customPathParms[1] * g->age;

				float s1, c1;
				idMath::SinCos16( angle1, s1, c1 );

				origin[0] = c1 * customPathParms[0];
				origin[1] = s1 * customPathParms[0];
				origin.ProjectSelfOntoSphere( customPathParms[0] );
				break;
			}
			case PPATH_DRIP: {		// ( speed )
				origin[0] = 0.0f;
				origin[1] = 0.0f;
				origin[2] = -( g->age * customPathParms[0] );
				break;
			}
			default: {
				common->Error( "idParticleStage::ParticleOrigin: bad customPathType" );
			}
		}

		origin += offset;
	}

	// adjust for the per-particle smoke offset
	origin *= g->axis;
	origin += g->origin;

	// add gravity after adjusting for axis
	if ( worldGravity ) {
		idVec3 gra( 0, 0, -gravity );
		gra *= g->renderEnt->axis.Transpose();
		origin += gra * g->age * g->age;
	} else {
		origin[2] -= gravity * g->age * g->age;
	}
}

/*
==================
idParticleStage::ParticleVerts
==================
*/
int	idParticleStage::ParticleVerts( particleGen_t *g, idVec3 origin, idDrawVert *verts ) const {
	float	psize = size.Eval( g->frac, g->random );
	float	paspect = aspect.Eval( g->frac, g->random );

	float	width = psize;
	float	height = psize * paspect;

	idVec3	left, up;

	if ( orientation == POR_AIMED ) {
		// reset the values to an earlier time to get a previous origin
		idRandom	currentRandom = g->random;
		float		currentAge = g->age;
		float		currentFrac = g->frac;
		idDrawVert *verts_p = verts;
		idVec3		stepOrigin = origin;
		idVec3		stepLeft;
		int			numTrails = idMath::Ftoi( orientationParms[0] );
		float		trailTime = orientationParms[1];

		if ( trailTime == 0 ) {
			trailTime = 0.5f;
		}

		float height = 1.0f / ( 1 + numTrails );
		float t = 0;

		for ( int i = 0 ; i <= numTrails ; i++ ) {
			g->random = g->originalRandom;
			g->age = currentAge - ( i + 1 ) * trailTime / ( numTrails + 1 );	// time to back up
			g->frac = g->age / particleLife;

			idVec3	oldOrigin;
			ParticleOrigin( g, oldOrigin );

			up = stepOrigin - oldOrigin;	// along the direction of travel

			idVec3	forwardDir;
			g->renderEnt->axis.ProjectVector( g->renderView->viewaxis[0], forwardDir );

			up -= ( up * forwardDir ) * forwardDir;

			up.Normalize();


			left = up.Cross( forwardDir );
			left *= psize;

			verts_p[0] = verts[0];
			verts_p[1] = verts[1];
			verts_p[2] = verts[2];
			verts_p[3] = verts[3];

			if ( i == 0 ) {
				verts_p[0].xyz = stepOrigin - left;
				verts_p[1].xyz = stepOrigin + left;
			} else {
				verts_p[0].xyz = stepOrigin - stepLeft;
				verts_p[1].xyz = stepOrigin + stepLeft;
			}
			verts_p[2].xyz = oldOrigin - left;
			verts_p[3].xyz = oldOrigin + left;

			// modify texcoords
			verts_p[0].st[0] = verts[0].st[0];
			verts_p[0].st[1] = t;

			verts_p[1].st[0] = verts[1].st[0];
			verts_p[1].st[1] = t;

			verts_p[2].st[0] = verts[2].st[0];
			verts_p[2].st[1] = t+height;

			verts_p[3].st[0] = verts[3].st[0];
			verts_p[3].st[1] = t+height;

			t += height;

			verts_p += 4;

			stepOrigin = oldOrigin;
			stepLeft = left;
		}

		g->random = currentRandom;
		g->age = currentAge;
		g->frac = currentFrac;

		return 4 * (numTrails+1);
	}

	//
	// constant rotation 
	//
	float	angle;

	angle = ( initialAngle ) ? initialAngle : 360 * g->random.RandomFloat();

	float	angleMove = rotationSpeed.Integrate( g->frac, g->random ) * particleLife;
	// have hald the particles rotate each way
	if ( g->index & 1 ) {
		angle += angleMove;
	} else {
		angle -= angleMove;
	}

	angle = angle / 180 * idMath::PI;
	float c = idMath::Cos16( angle );
	float s = idMath::Sin16( angle );

	if ( orientation  == POR_Z ) {
		// oriented in entity space
		left[0] = s;
		left[1] = c;
		left[2] = 0;
		up[0] = c;
		up[1] = -s;
		up[2] = 0;
	} else if ( orientation == POR_X ) {
		// oriented in entity space
		left[0] = 0;
		left[1] = c;
		left[2] = s;
		up[0] = 0;
		up[1] = -s;
		up[2] = c;
	} else if ( orientation == POR_Y ) {
		// oriented in entity space
		left[0] = c;
		left[1] = 0;
		left[2] = s;
		up[0] = -s;
		up[1] = 0;
		up[2] = c;
	} else {
		// oriented in viewer space
		idVec3	entityLeft, entityUp;

		g->renderEnt->axis.ProjectVector( g->renderView->viewaxis[1], entityLeft );
		g->renderEnt->axis.ProjectVector( g->renderView->viewaxis[2], entityUp );

		left = entityLeft * c + entityUp * s;
		up = entityUp * c - entityLeft * s;
	}

	left *= width;
	up *= height;

	verts[0].xyz = origin - left + up;
	verts[1].xyz = origin + left + up;
	verts[2].xyz = origin - left - up;
	verts[3].xyz = origin + left - up;

	return 4;
}

/*
==================
idParticleStage::ParticleTexCoords
==================
*/
void idParticleStage::ParticleTexCoords( particleGen_t *g, idDrawVert *verts ) const {
	float	s, width;
	float	t, height;

	if ( animationFrames > 1 ) {
		width = 1.0f / animationFrames;
		float	floatFrame;
		if ( animationRate ) {
			// explicit, cycling animation
			floatFrame = g->age * animationRate;
		} else {
			// single animation cycle over the life of the particle
			floatFrame = g->frac * animationFrames;
		}
		int	intFrame = (int)floatFrame;
		g->animationFrameFrac = floatFrame - intFrame;
		s = width * intFrame;
	} else {
		s = 0.0f;
		width = 1.0f;
	}

	t = 0.0f;
	height = 1.0f;

	verts[0].st[0] = s;
	verts[0].st[1] = t;

	verts[1].st[0] = s+width;
	verts[1].st[1] = t;

	verts[2].st[0] = s;
	verts[2].st[1] = t+height;

	verts[3].st[0] = s+width;
	verts[3].st[1] = t+height;
}

/*
==================
idParticleStage::ParticleColors
==================
*/
void idParticleStage::ParticleColors( particleGen_t *g, idDrawVert *verts ) const {
	float	fadeFraction = 1.0f;

	// most particles fade in at the beginning and fade out at the end
	if ( g->frac < fadeInFraction ) {
		fadeFraction *= ( g->frac / fadeInFraction );
	} 
	if ( 1.0f - g->frac < fadeOutFraction ) {
		fadeFraction *= ( ( 1.0f - g->frac ) / fadeOutFraction );
	}

	// individual gun smoke particles get more and more faded as the
	// cycle goes on (note that totalParticles won't be correct for a surface-particle deform)
	if ( fadeIndexFraction ) {
		float	indexFrac = ( totalParticles - g->index ) / (float)totalParticles;
		if ( indexFrac < fadeIndexFraction ) {
			fadeFraction *= indexFrac / fadeIndexFraction;
		}
	}

	for ( int i = 0 ; i < 4 ; i++ ) {
		float	fcolor = ( ( entityColor ) ? g->renderEnt->shaderParms[i] : color[i] ) * fadeFraction + fadeColor[i] * ( 1.0f - fadeFraction );
		int		icolor = idMath::FtoiFast( fcolor * 255.0f );
		if ( icolor < 0 ) {
			icolor = 0;
		} else if ( icolor > 255 ) {
			icolor = 255;
		}
		verts[0].color[i] = 
		verts[1].color[i] = 
		verts[2].color[i] = 
		verts[3].color[i] = icolor;
	}
}

/*
================
idParticleStage::CreateParticle

Returns 0 if no particle is created because it is completely faded out
Returns 4 if a normal quad is created
Returns 8 if two cross faded quads are created

Vertex order is:

0 1
2 3
================
*/
int idParticleStage::CreateParticle( particleGen_t *g, idDrawVert *verts ) const {
	idVec3	origin;

	verts[0].Clear();
	verts[1].Clear();
	verts[2].Clear();
	verts[3].Clear();

	ParticleColors( g, verts );

	// if we are completely faded out, kill the particle
	if ( verts[0].color[0] == 0 && verts[0].color[1] == 0 && verts[0].color[2] == 0 && verts[0].color[3] == 0 ) {
		return 0;
	}

	ParticleOrigin( g, origin );

	ParticleTexCoords( g, verts );

	int	numVerts = ParticleVerts( g, origin, verts );

	if ( animationFrames <= 1 ) {
		return numVerts;
	}

	// if we are doing strip-animation, we need to double the quad and cross fade it
	float	width = 1.0f / animationFrames;
	float	frac = g->animationFrameFrac;
	float	iFrac = 1.0f - frac;
	for ( int i = 0 ; i < numVerts ; i++ ) {
		verts[numVerts + i] = verts[i];

		verts[numVerts + i].st[0] += width;

		verts[numVerts + i].color[0] *= frac;
		verts[numVerts + i].color[1] *= frac;
		verts[numVerts + i].color[2] *= frac;
		verts[numVerts + i].color[3] *= frac;

		verts[i].color[0] *= iFrac;
		verts[i].color[1] *= iFrac;
		verts[i].color[2] *= iFrac;
		verts[i].color[3] *= iFrac;
	}

	return numVerts * 2;
}

/*
==================
idParticleStage::GetCustomPathName
==================
*/
const char* idParticleStage::GetCustomPathName() {
	int index = ( customPathType < CustomParticleCount ) ? customPathType : 0;
	return ParticleCustomDesc[index].name;
}

/*
==================
idParticleStage::GetCustomPathDesc
==================
*/
const char* idParticleStage::GetCustomPathDesc() {
	int index = ( customPathType < CustomParticleCount ) ? customPathType : 0;
	return ParticleCustomDesc[index].desc;
}

/*
==================
idParticleStage::NumCustomPathParms
==================
*/
int idParticleStage::NumCustomPathParms() {
	int index = ( customPathType < CustomParticleCount ) ? customPathType : 0;
	return ParticleCustomDesc[index].count;
}

/*
==================
idParticleStage::SetCustomPathType
==================
*/
void idParticleStage::SetCustomPathType( const char *p ) {
	customPathType = PPATH_STANDARD;
	for ( int i = 0; i < CustomParticleCount; i ++ ) {
		if ( idStr::Icmp( p, ParticleCustomDesc[i].name ) == 0 ) {
			customPathType = static_cast<prtCustomPth_t>( i );
			break;
		}
	}
}

/*
==================
idParticleStage::operator=
==================
*/
void idParticleStage::operator=( const idParticleStage &src ) {
	material = src.material;
	totalParticles = src.totalParticles;
	cycles = src.cycles;
	cycleMsec = src.cycleMsec;
	spawnBunching = src.spawnBunching;
	particleLife = src.particleLife;
	timeOffset = src.timeOffset;
	deadTime = src.deadTime;
	distributionType = src.distributionType;
	distributionParms[0] = src.distributionParms[0];
	distributionParms[1] = src.distributionParms[1];
	distributionParms[2] = src.distributionParms[2];
	distributionParms[3] = src.distributionParms[3];
	directionType = src.directionType;
	directionParms[0] = src.directionParms[0];
	directionParms[1] = src.directionParms[1];
	directionParms[2] = src.directionParms[2];
	directionParms[3] = src.directionParms[3];
	speed = src.speed;
	gravity = src.gravity;
	worldGravity = src.worldGravity;
	randomDistribution = src.randomDistribution;
	entityColor = src.entityColor;
	customPathType = src.customPathType;
	customPathParms[0] = src.customPathParms[0];
	customPathParms[1] = src.customPathParms[1];
	customPathParms[2] = src.customPathParms[2];
	customPathParms[3] = src.customPathParms[3];
	customPathParms[4] = src.customPathParms[4];
	customPathParms[5] = src.customPathParms[5];
	customPathParms[6] = src.customPathParms[6];
	customPathParms[7] = src.customPathParms[7];
	offset = src.offset;
	animationFrames = src.animationFrames;
	animationRate = src.animationRate;
	initialAngle = src.initialAngle;
	rotationSpeed = src.rotationSpeed;
	orientation = src.orientation;
	orientationParms[0] = src.orientationParms[0];
	orientationParms[1] = src.orientationParms[1];
	orientationParms[2] = src.orientationParms[2];
	orientationParms[3] = src.orientationParms[3];
	size = src.size;
	aspect = src.aspect;
	color = src.color;
	fadeColor = src.fadeColor;
	fadeInFraction = src.fadeInFraction;
	fadeOutFraction = src.fadeOutFraction;
	fadeIndexFraction = src.fadeIndexFraction;
	hidden = src.hidden;
	boundsExpansion = src.boundsExpansion;
	bounds = src.bounds;
}
