forked from Mirrorlandia_minetest/minetest
Dig particles: Various improvements (#7714)
Improve codestyle. Add clarifying comments. Use 'movement_gravity' setting and physics override instead of hardcoded value. Halve number of particles in final 'node dug' burst. Avoid extremely small, near-invisible particles. Increase velocity to increase number emerging from within a cubic node.
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@ -584,6 +584,9 @@ void ParticleManager::handleParticleEvent(ClientEvent *event, Client *client,
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}
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}
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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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void ParticleManager::addDiggingParticles(IGameDef* gamedef,
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LocalPlayer *player, v3s16 pos, const MapNode &n, const ContentFeatures &f)
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{
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@ -591,12 +594,14 @@ void ParticleManager::addDiggingParticles(IGameDef* gamedef,
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if (f.drawtype == NDT_AIRLIKE)
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return;
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// set the amount of particles here
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for (u16 j = 0; j < 32; j++) {
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for (u16 j = 0; j < 16; j++) {
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addNodeParticle(gamedef, player, pos, n, f);
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}
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}
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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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void ParticleManager::addNodeParticle(IGameDef* gamedef,
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LocalPlayer *player, v3s16 pos, const MapNode &n, const ContentFeatures &f)
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{
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@ -617,25 +622,30 @@ void ParticleManager::addNodeParticle(IGameDef* gamedef,
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else
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texture = tile.texture;
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float size = rand() % 64 / 512.;
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float size = (rand() % 8) / 64.0f;
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float visual_size = BS * size;
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if (tile.scale)
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size /= tile.scale;
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v2f texsize(size * 2, size * 2);
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v2f texsize(size * 2.0f, size * 2.0f);
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v2f texpos;
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texpos.X = ((rand() % 64) / 64. - texsize.X);
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texpos.Y = ((rand() % 64) / 64. - texsize.Y);
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texpos.X = (rand() % 64) / 64.0f - texsize.X;
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texpos.Y = (rand() % 64) / 64.0f - texsize.Y;
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// Physics
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v3f velocity((rand() % 100 / 50. - 1) / 1.5,
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rand() % 100 / 35.,
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(rand() % 100 / 50. - 1) / 1.5);
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v3f acceleration(0,-9,0);
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v3f velocity(
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(rand() % 150) / 50.0f - 1.5f,
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(rand() % 150) / 50.0f,
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(rand() % 150) / 50.0f - 1.5f
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);
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v3f acceleration(
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0.0f,
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-player->movement_gravity * player->physics_override_gravity / BS,
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0.0f
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);
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v3f particlepos = v3f(
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(f32) pos.X + rand() %100 /200. - 0.25,
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(f32) pos.Y + rand() %100 /200. - 0.25,
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(f32) pos.Z + rand() %100 /200. - 0.25
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(f32)pos.X + (rand() % 100) / 200.0f - 0.25f,
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(f32)pos.Y + (rand() % 100) / 200.0f - 0.25f,
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(f32)pos.Z + (rand() % 100) / 200.0f - 0.25f
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);
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video::SColor color;
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@ -651,7 +661,7 @@ void ParticleManager::addNodeParticle(IGameDef* gamedef,
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particlepos,
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velocity,
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acceleration,
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rand() % 100 / 100., // expiration time
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(rand() % 100) / 100.0f, // expiration time
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visual_size,
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true,
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false,
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