forked from Mirrorlandia_minetest/minetest
5a02c376ea
This permits to make evidence that we have some bad object passing on various code parts. I fixed majority of them to reduce the scope of passed objects Unfortunately, for some edge cases i should have to expose ISceneManager from client, this should be fixed in the future when our POO will be cleaner client side (we have a mix of rendering and processing in majority of the client objects, it works but it's not clean)
641 lines
16 KiB
C++
641 lines
16 KiB
C++
/*
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Minetest
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Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "particles.h"
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#include <cmath>
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#include "client.h"
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#include "collision.h"
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#include "client/content_cao.h"
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#include "client/clientevent.h"
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#include "client/renderingengine.h"
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#include "util/numeric.h"
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#include "light.h"
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#include "environment.h"
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#include "clientmap.h"
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#include "mapnode.h"
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#include "nodedef.h"
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#include "client.h"
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#include "settings.h"
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/*
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Utility
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*/
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static f32 random_f32(f32 min, f32 max)
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{
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return rand() / (float)RAND_MAX * (max - min) + min;
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}
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static v3f random_v3f(v3f min, v3f max)
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{
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return v3f(
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random_f32(min.X, max.X),
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random_f32(min.Y, max.Y),
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random_f32(min.Z, max.Z));
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}
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/*
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Particle
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*/
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Particle::Particle(
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IGameDef *gamedef,
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LocalPlayer *player,
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ClientEnvironment *env,
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const ParticleParameters &p,
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video::ITexture *texture,
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v2f texpos,
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v2f texsize,
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video::SColor color
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):
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scene::ISceneNode(((Client *)gamedef)->getSceneManager()->getRootSceneNode(),
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((Client *)gamedef)->getSceneManager())
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{
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// Misc
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m_gamedef = gamedef;
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m_env = env;
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// Texture
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m_material.setFlag(video::EMF_LIGHTING, false);
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m_material.setFlag(video::EMF_BACK_FACE_CULLING, false);
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m_material.setFlag(video::EMF_BILINEAR_FILTER, false);
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m_material.setFlag(video::EMF_FOG_ENABLE, true);
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m_material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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m_material.setTexture(0, texture);
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m_texpos = texpos;
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m_texsize = texsize;
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m_animation = p.animation;
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// Color
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m_base_color = color;
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m_color = color;
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// Particle related
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m_pos = p.pos;
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m_velocity = p.vel;
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m_acceleration = p.acc;
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m_expiration = p.expirationtime;
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m_player = player;
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m_size = p.size;
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m_collisiondetection = p.collisiondetection;
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m_collision_removal = p.collision_removal;
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m_object_collision = p.object_collision;
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m_vertical = p.vertical;
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m_glow = p.glow;
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// Irrlicht stuff
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const float c = p.size / 2;
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m_collisionbox = aabb3f(-c, -c, -c, c, c, c);
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this->setAutomaticCulling(scene::EAC_OFF);
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// Init lighting
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updateLight();
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// Init model
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updateVertices();
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}
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void Particle::OnRegisterSceneNode()
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{
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if (IsVisible)
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SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT_EFFECT);
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ISceneNode::OnRegisterSceneNode();
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}
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void Particle::render()
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{
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video::IVideoDriver *driver = SceneManager->getVideoDriver();
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driver->setMaterial(m_material);
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driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
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u16 indices[] = {0,1,2, 2,3,0};
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driver->drawVertexPrimitiveList(m_vertices, 4,
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indices, 2, video::EVT_STANDARD,
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scene::EPT_TRIANGLES, video::EIT_16BIT);
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}
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void Particle::step(float dtime)
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{
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m_time += dtime;
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if (m_collisiondetection) {
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aabb3f box = m_collisionbox;
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v3f p_pos = m_pos * BS;
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v3f p_velocity = m_velocity * BS;
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collisionMoveResult r = collisionMoveSimple(m_env, m_gamedef, BS * 0.5f,
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box, 0.0f, dtime, &p_pos, &p_velocity, m_acceleration * BS, nullptr,
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m_object_collision);
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if (m_collision_removal && r.collides) {
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// force expiration of the particle
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m_expiration = -1.0;
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} else {
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m_pos = p_pos / BS;
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m_velocity = p_velocity / BS;
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}
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} else {
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m_velocity += m_acceleration * dtime;
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m_pos += m_velocity * dtime;
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}
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if (m_animation.type != TAT_NONE) {
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m_animation_time += dtime;
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int frame_length_i, frame_count;
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m_animation.determineParams(
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m_material.getTexture(0)->getSize(),
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&frame_count, &frame_length_i, NULL);
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float frame_length = frame_length_i / 1000.0;
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while (m_animation_time > frame_length) {
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m_animation_frame++;
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m_animation_time -= frame_length;
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}
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}
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// Update lighting
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updateLight();
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// Update model
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updateVertices();
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}
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void Particle::updateLight()
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{
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u8 light = 0;
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bool pos_ok;
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v3s16 p = v3s16(
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floor(m_pos.X+0.5),
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floor(m_pos.Y+0.5),
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floor(m_pos.Z+0.5)
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);
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MapNode n = m_env->getClientMap().getNode(p, &pos_ok);
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if (pos_ok)
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light = n.getLightBlend(m_env->getDayNightRatio(), m_gamedef->ndef());
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else
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light = blend_light(m_env->getDayNightRatio(), LIGHT_SUN, 0);
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u8 m_light = decode_light(light + m_glow);
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m_color.set(255,
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m_light * m_base_color.getRed() / 255,
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m_light * m_base_color.getGreen() / 255,
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m_light * m_base_color.getBlue() / 255);
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}
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void Particle::updateVertices()
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{
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f32 tx0, tx1, ty0, ty1;
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if (m_animation.type != TAT_NONE) {
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const v2u32 texsize = m_material.getTexture(0)->getSize();
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v2f texcoord, framesize_f;
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v2u32 framesize;
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texcoord = m_animation.getTextureCoords(texsize, m_animation_frame);
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m_animation.determineParams(texsize, NULL, NULL, &framesize);
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framesize_f = v2f(framesize.X / (float) texsize.X, framesize.Y / (float) texsize.Y);
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tx0 = m_texpos.X + texcoord.X;
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tx1 = m_texpos.X + texcoord.X + framesize_f.X * m_texsize.X;
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ty0 = m_texpos.Y + texcoord.Y;
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ty1 = m_texpos.Y + texcoord.Y + framesize_f.Y * m_texsize.Y;
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} else {
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tx0 = m_texpos.X;
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tx1 = m_texpos.X + m_texsize.X;
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ty0 = m_texpos.Y;
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ty1 = m_texpos.Y + m_texsize.Y;
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}
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m_vertices[0] = video::S3DVertex(-m_size / 2, -m_size / 2,
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0, 0, 0, 0, m_color, tx0, ty1);
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m_vertices[1] = video::S3DVertex(m_size / 2, -m_size / 2,
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0, 0, 0, 0, m_color, tx1, ty1);
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m_vertices[2] = video::S3DVertex(m_size / 2, m_size / 2,
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0, 0, 0, 0, m_color, tx1, ty0);
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m_vertices[3] = video::S3DVertex(-m_size / 2, m_size / 2,
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0, 0, 0, 0, m_color, tx0, ty0);
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v3s16 camera_offset = m_env->getCameraOffset();
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for (video::S3DVertex &vertex : m_vertices) {
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if (m_vertical) {
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v3f ppos = m_player->getPosition()/BS;
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vertex.Pos.rotateXZBy(std::atan2(ppos.Z - m_pos.Z, ppos.X - m_pos.X) /
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core::DEGTORAD + 90);
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} else {
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vertex.Pos.rotateYZBy(m_player->getPitch());
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vertex.Pos.rotateXZBy(m_player->getYaw());
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}
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m_box.addInternalPoint(vertex.Pos);
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vertex.Pos += m_pos*BS - intToFloat(camera_offset, BS);
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}
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}
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/*
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ParticleSpawner
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*/
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ParticleSpawner::ParticleSpawner(
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IGameDef *gamedef,
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LocalPlayer *player,
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const ParticleSpawnerParameters &p,
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u16 attached_id,
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video::ITexture *texture,
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ParticleManager *p_manager
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):
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m_particlemanager(p_manager), p(p)
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{
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m_gamedef = gamedef;
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m_player = player;
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m_attached_id = attached_id;
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m_texture = texture;
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m_time = 0;
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m_spawntimes.reserve(p.amount + 1);
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for (u16 i = 0; i <= p.amount; i++) {
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float spawntime = rand() / (float)RAND_MAX * p.time;
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m_spawntimes.push_back(spawntime);
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}
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}
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void ParticleSpawner::spawnParticle(ClientEnvironment *env, float radius,
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const core::matrix4 *attached_absolute_pos_rot_matrix)
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{
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v3f ppos = m_player->getPosition() / BS;
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v3f pos = random_v3f(p.minpos, p.maxpos);
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// Need to apply this first or the following check
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// will be wrong for attached spawners
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if (attached_absolute_pos_rot_matrix) {
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pos *= BS;
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attached_absolute_pos_rot_matrix->transformVect(pos);
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pos /= BS;
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v3s16 camera_offset = m_particlemanager->m_env->getCameraOffset();
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pos.X += camera_offset.X;
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pos.Y += camera_offset.Y;
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pos.Z += camera_offset.Z;
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}
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if (pos.getDistanceFrom(ppos) > radius)
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return;
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// Parameters for the single particle we're about to spawn
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ParticleParameters pp;
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pp.pos = pos;
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pp.vel = random_v3f(p.minvel, p.maxvel);
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pp.acc = random_v3f(p.minacc, p.maxacc);
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if (attached_absolute_pos_rot_matrix) {
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// Apply attachment rotation
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attached_absolute_pos_rot_matrix->rotateVect(pp.vel);
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attached_absolute_pos_rot_matrix->rotateVect(pp.acc);
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}
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pp.expirationtime = random_f32(p.minexptime, p.maxexptime);
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p.copyCommon(pp);
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video::ITexture *texture;
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v2f texpos, texsize;
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video::SColor color(0xFFFFFFFF);
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if (p.node.getContent() != CONTENT_IGNORE) {
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const ContentFeatures &f =
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m_particlemanager->m_env->getGameDef()->ndef()->get(p.node);
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if (!ParticleManager::getNodeParticleParams(p.node, f, pp, &texture,
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texpos, texsize, &color, p.node_tile))
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return;
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} else {
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texture = m_texture;
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texpos = v2f(0.0f, 0.0f);
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texsize = v2f(1.0f, 1.0f);
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}
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// Allow keeping default random size
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if (p.maxsize > 0.0f)
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pp.size = random_f32(p.minsize, p.maxsize);
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m_particlemanager->addParticle(new Particle(
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m_gamedef,
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m_player,
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env,
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pp,
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texture,
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texpos,
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texsize,
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color
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));
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}
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void ParticleSpawner::step(float dtime, ClientEnvironment *env)
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{
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m_time += dtime;
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static thread_local const float radius =
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g_settings->getS16("max_block_send_distance") * MAP_BLOCKSIZE;
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bool unloaded = false;
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const core::matrix4 *attached_absolute_pos_rot_matrix = nullptr;
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if (m_attached_id) {
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if (GenericCAO *attached = dynamic_cast<GenericCAO *>(env->getActiveObject(m_attached_id))) {
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attached_absolute_pos_rot_matrix = attached->getAbsolutePosRotMatrix();
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} else {
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unloaded = true;
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}
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}
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if (p.time != 0) {
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// Spawner exists for a predefined timespan
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for (auto i = m_spawntimes.begin(); i != m_spawntimes.end(); ) {
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if ((*i) <= m_time && p.amount > 0) {
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--p.amount;
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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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if (!unloaded)
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spawnParticle(env, radius, attached_absolute_pos_rot_matrix);
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i = m_spawntimes.erase(i);
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} else {
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++i;
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}
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}
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} else {
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// Spawner exists for an infinity timespan, spawn on a per-second base
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// Skip this step if attached to an unloaded object
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if (unloaded)
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return;
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for (int i = 0; i <= p.amount; i++) {
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if (rand() / (float)RAND_MAX < dtime)
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spawnParticle(env, radius, attached_absolute_pos_rot_matrix);
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}
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}
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}
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/*
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ParticleManager
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*/
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ParticleManager::ParticleManager(ClientEnvironment *env) :
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m_env(env)
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{}
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ParticleManager::~ParticleManager()
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{
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clearAll();
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}
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void ParticleManager::step(float dtime)
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{
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stepParticles (dtime);
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stepSpawners (dtime);
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}
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void ParticleManager::stepSpawners(float dtime)
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{
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MutexAutoLock lock(m_spawner_list_lock);
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for (auto i = m_particle_spawners.begin(); i != m_particle_spawners.end();) {
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if (i->second->get_expired()) {
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delete i->second;
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m_particle_spawners.erase(i++);
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} else {
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i->second->step(dtime, m_env);
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++i;
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}
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}
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}
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void ParticleManager::stepParticles(float dtime)
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{
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MutexAutoLock lock(m_particle_list_lock);
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for (auto i = m_particles.begin(); i != m_particles.end();) {
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if ((*i)->get_expired()) {
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(*i)->remove();
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delete *i;
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i = m_particles.erase(i);
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} else {
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(*i)->step(dtime);
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++i;
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}
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}
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}
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void ParticleManager::clearAll()
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{
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MutexAutoLock lock(m_spawner_list_lock);
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MutexAutoLock lock2(m_particle_list_lock);
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for (auto i = m_particle_spawners.begin(); i != m_particle_spawners.end();) {
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delete i->second;
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m_particle_spawners.erase(i++);
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}
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for(auto i = m_particles.begin(); i != m_particles.end();)
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{
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(*i)->remove();
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delete *i;
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i = m_particles.erase(i);
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}
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}
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void ParticleManager::handleParticleEvent(ClientEvent *event, Client *client,
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LocalPlayer *player)
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{
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switch (event->type) {
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case CE_DELETE_PARTICLESPAWNER: {
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deleteParticleSpawner(event->delete_particlespawner.id);
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// no allocated memory in delete event
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break;
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}
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case CE_ADD_PARTICLESPAWNER: {
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deleteParticleSpawner(event->add_particlespawner.id);
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const ParticleSpawnerParameters &p = *event->add_particlespawner.p;
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video::ITexture *texture =
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client->tsrc()->getTextureForMesh(p.texture);
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auto toadd = new ParticleSpawner(client, player,
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p,
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event->add_particlespawner.attached_id,
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texture,
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this);
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addParticleSpawner(event->add_particlespawner.id, toadd);
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delete event->add_particlespawner.p;
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break;
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}
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case CE_SPAWN_PARTICLE: {
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ParticleParameters &p = *event->spawn_particle;
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video::ITexture *texture;
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v2f texpos, texsize;
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video::SColor color(0xFFFFFFFF);
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f32 oldsize = p.size;
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if (p.node.getContent() != CONTENT_IGNORE) {
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const ContentFeatures &f = m_env->getGameDef()->ndef()->get(p.node);
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if (!getNodeParticleParams(p.node, f, p, &texture, texpos,
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texsize, &color, p.node_tile))
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texture = nullptr;
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} else {
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texture = client->tsrc()->getTextureForMesh(p.texture);
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texpos = v2f(0.0f, 0.0f);
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texsize = v2f(1.0f, 1.0f);
|
|
}
|
|
|
|
// Allow keeping default random size
|
|
if (oldsize > 0.0f)
|
|
p.size = oldsize;
|
|
|
|
if (texture) {
|
|
Particle *toadd = new Particle(client, player, m_env,
|
|
p, texture, texpos, texsize, color);
|
|
|
|
addParticle(toadd);
|
|
}
|
|
|
|
delete event->spawn_particle;
|
|
break;
|
|
}
|
|
default: break;
|
|
}
|
|
}
|
|
|
|
bool ParticleManager::getNodeParticleParams(const MapNode &n,
|
|
const ContentFeatures &f, ParticleParameters &p, video::ITexture **texture,
|
|
v2f &texpos, v2f &texsize, video::SColor *color, u8 tilenum)
|
|
{
|
|
// No particles for "airlike" nodes
|
|
if (f.drawtype == NDT_AIRLIKE)
|
|
return false;
|
|
|
|
// Texture
|
|
u8 texid;
|
|
if (tilenum > 0 && tilenum <= 6)
|
|
texid = tilenum - 1;
|
|
else
|
|
texid = rand() % 6;
|
|
const TileLayer &tile = f.tiles[texid].layers[0];
|
|
p.animation.type = TAT_NONE;
|
|
|
|
// Only use first frame of animated texture
|
|
if (tile.material_flags & MATERIAL_FLAG_ANIMATION)
|
|
*texture = (*tile.frames)[0].texture;
|
|
else
|
|
*texture = tile.texture;
|
|
|
|
float size = (rand() % 8) / 64.0f;
|
|
p.size = BS * size;
|
|
if (tile.scale)
|
|
size /= tile.scale;
|
|
texsize = v2f(size * 2.0f, size * 2.0f);
|
|
texpos.X = (rand() % 64) / 64.0f - texsize.X;
|
|
texpos.Y = (rand() % 64) / 64.0f - texsize.Y;
|
|
|
|
if (tile.has_color)
|
|
*color = tile.color;
|
|
else
|
|
n.getColor(f, color);
|
|
|
|
return true;
|
|
}
|
|
|
|
// The final burst of particles when a node is finally dug, *not* particles
|
|
// spawned during the digging of a node.
|
|
|
|
void ParticleManager::addDiggingParticles(IGameDef *gamedef,
|
|
LocalPlayer *player, v3s16 pos, const MapNode &n, const ContentFeatures &f)
|
|
{
|
|
// No particles for "airlike" nodes
|
|
if (f.drawtype == NDT_AIRLIKE)
|
|
return;
|
|
|
|
for (u16 j = 0; j < 16; j++) {
|
|
addNodeParticle(gamedef, player, pos, n, f);
|
|
}
|
|
}
|
|
|
|
// During the digging of a node particles are spawned individually by this
|
|
// function, called from Game::handleDigging() in game.cpp.
|
|
|
|
void ParticleManager::addNodeParticle(IGameDef *gamedef,
|
|
LocalPlayer *player, v3s16 pos, const MapNode &n, const ContentFeatures &f)
|
|
{
|
|
ParticleParameters p;
|
|
video::ITexture *texture;
|
|
v2f texpos, texsize;
|
|
video::SColor color;
|
|
|
|
if (!getNodeParticleParams(n, f, p, &texture, texpos, texsize, &color))
|
|
return;
|
|
|
|
p.expirationtime = (rand() % 100) / 100.0f;
|
|
|
|
// Physics
|
|
p.vel = v3f(
|
|
(rand() % 150) / 50.0f - 1.5f,
|
|
(rand() % 150) / 50.0f,
|
|
(rand() % 150) / 50.0f - 1.5f
|
|
);
|
|
p.acc = v3f(
|
|
0.0f,
|
|
-player->movement_gravity * player->physics_override_gravity / BS,
|
|
0.0f
|
|
);
|
|
p.pos = v3f(
|
|
(f32)pos.X + (rand() % 100) / 200.0f - 0.25f,
|
|
(f32)pos.Y + (rand() % 100) / 200.0f - 0.25f,
|
|
(f32)pos.Z + (rand() % 100) / 200.0f - 0.25f
|
|
);
|
|
|
|
Particle *toadd = new Particle(
|
|
gamedef,
|
|
player,
|
|
m_env,
|
|
p,
|
|
texture,
|
|
texpos,
|
|
texsize,
|
|
color);
|
|
|
|
addParticle(toadd);
|
|
}
|
|
|
|
void ParticleManager::addParticle(Particle *toadd)
|
|
{
|
|
MutexAutoLock lock(m_particle_list_lock);
|
|
m_particles.push_back(toadd);
|
|
}
|
|
|
|
|
|
void ParticleManager::addParticleSpawner(u64 id, ParticleSpawner *toadd)
|
|
{
|
|
MutexAutoLock lock(m_spawner_list_lock);
|
|
m_particle_spawners[id] = toadd;
|
|
}
|
|
|
|
void ParticleManager::deleteParticleSpawner(u64 id)
|
|
{
|
|
MutexAutoLock lock(m_spawner_list_lock);
|
|
auto it = m_particle_spawners.find(id);
|
|
if (it != m_particle_spawners.end()) {
|
|
delete it->second;
|
|
m_particle_spawners.erase(it);
|
|
}
|
|
}
|