forked from Mirrorlandia_minetest/minetest
particles.cpp: Fix code-style
Mainly spacing and pointer placement
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96762af3ce
commit
095f26a4f8
@ -101,8 +101,13 @@ Particle::Particle(
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m_glow = glow;
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m_glow = glow;
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// Irrlicht stuff
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// Irrlicht stuff
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m_collisionbox = aabb3f
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m_collisionbox = aabb3f(
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(-size/2,-size/2,-size/2,size/2,size/2,size/2);
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-size / 2,
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-size / 2,
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-size / 2,
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size / 2,
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size / 2,
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size / 2);
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this->setAutomaticCulling(scene::EAC_OFF);
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this->setAutomaticCulling(scene::EAC_OFF);
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// Init lighting
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// Init lighting
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@ -122,7 +127,7 @@ void Particle::OnRegisterSceneNode()
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void Particle::render()
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void Particle::render()
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{
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{
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video::IVideoDriver* driver = SceneManager->getVideoDriver();
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video::IVideoDriver *driver = SceneManager->getVideoDriver();
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driver->setMaterial(m_material);
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driver->setMaterial(m_material);
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driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
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driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
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@ -293,9 +298,9 @@ ParticleSpawner::ParticleSpawner(
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m_animation = anim;
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m_animation = anim;
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m_glow = glow;
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m_glow = glow;
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for (u16 i = 0; i<=m_amount; i++)
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for (u16 i = 0; i <= m_amount; i++)
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{
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{
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float spawntime = (float)rand()/(float)RAND_MAX*m_spawntime;
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float spawntime = (float)rand() / (float)RAND_MAX * m_spawntime;
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m_spawntimes.push_back(spawntime);
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m_spawntimes.push_back(spawntime);
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}
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}
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}
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}
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@ -359,7 +364,7 @@ void ParticleSpawner::spawnParticle(ClientEnvironment *env, float radius,
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));
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));
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}
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}
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void ParticleSpawner::step(float dtime, ClientEnvironment* env)
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void ParticleSpawner::step(float dtime, ClientEnvironment *env)
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{
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{
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m_time += dtime;
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m_time += dtime;
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@ -381,7 +386,7 @@ void ParticleSpawner::step(float dtime, ClientEnvironment* env)
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for (std::vector<float>::iterator i = m_spawntimes.begin();
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for (std::vector<float>::iterator i = m_spawntimes.begin();
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i != m_spawntimes.end();) {
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i != m_spawntimes.end();) {
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if ((*i) <= m_time && m_amount > 0) {
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if ((*i) <= m_time && m_amount > 0) {
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m_amount--;
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--m_amount;
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// Pretend to, but don't actually spawn a particle if it is
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// Pretend to, but don't actually spawn a particle if it is
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// attached to an unloaded object or distant from player.
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// attached to an unloaded object or distant from player.
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@ -408,7 +413,7 @@ void ParticleSpawner::step(float dtime, ClientEnvironment* env)
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}
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}
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ParticleManager::ParticleManager(ClientEnvironment* env) :
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ParticleManager::ParticleManager(ClientEnvironment *env) :
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m_env(env)
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m_env(env)
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{}
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{}
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@ -570,7 +575,7 @@ void ParticleManager::handleParticleEvent(ClientEvent *event, Client *client,
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// The final burst of particles when a node is finally dug, *not* particles
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// The final burst of particles when a node is finally dug, *not* particles
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// spawned during the digging of a node.
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// spawned during the digging of a node.
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void ParticleManager::addDiggingParticles(IGameDef* gamedef,
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void ParticleManager::addDiggingParticles(IGameDef *gamedef,
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LocalPlayer *player, v3s16 pos, const MapNode &n, const ContentFeatures &f)
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LocalPlayer *player, v3s16 pos, const MapNode &n, const ContentFeatures &f)
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{
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{
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// No particles for "airlike" nodes
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// No particles for "airlike" nodes
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@ -585,7 +590,7 @@ void ParticleManager::addDiggingParticles(IGameDef* gamedef,
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// During the digging of a node particles are spawned individually by this
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// During the digging of a node particles are spawned individually by this
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// function, called from Game::handleDigging() in game.cpp.
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// function, called from Game::handleDigging() in game.cpp.
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void ParticleManager::addNodeParticle(IGameDef* gamedef,
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void ParticleManager::addNodeParticle(IGameDef *gamedef,
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LocalPlayer *player, v3s16 pos, const MapNode &n, const ContentFeatures &f)
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LocalPlayer *player, v3s16 pos, const MapNode &n, const ContentFeatures &f)
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{
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{
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// No particles for "airlike" nodes
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// No particles for "airlike" nodes
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@ -637,7 +642,7 @@ void ParticleManager::addNodeParticle(IGameDef* gamedef,
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else
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else
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n.getColor(f, &color);
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n.getColor(f, &color);
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Particle* toadd = new Particle(
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Particle *toadd = new Particle(
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gamedef,
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gamedef,
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player,
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player,
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m_env,
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m_env,
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@ -660,7 +665,7 @@ void ParticleManager::addNodeParticle(IGameDef* gamedef,
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addParticle(toadd);
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addParticle(toadd);
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}
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}
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void ParticleManager::addParticle(Particle* toadd)
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void ParticleManager::addParticle(Particle *toadd)
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{
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{
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MutexAutoLock lock(m_particle_list_lock);
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MutexAutoLock lock(m_particle_list_lock);
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m_particles.push_back(toadd);
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m_particles.push_back(toadd);
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