forked from Mirrorlandia_minetest/minetest
c607bee19e
fixes #12657
928 lines
25 KiB
C++
928 lines
25 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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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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const ClientTexRef& 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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m_texture(texture)
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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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// translate blend modes to GL blend functions
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video::E_BLEND_FACTOR bfsrc, bfdst;
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video::E_BLEND_OPERATION blendop;
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const auto blendmode = texture.tex != nullptr
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? texture.tex -> blendmode
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: ParticleParamTypes::BlendMode::alpha;
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switch (blendmode) {
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case ParticleParamTypes::BlendMode::add:
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bfsrc = video::EBF_SRC_ALPHA;
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bfdst = video::EBF_DST_ALPHA;
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blendop = video::EBO_ADD;
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break;
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case ParticleParamTypes::BlendMode::sub:
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bfsrc = video::EBF_SRC_ALPHA;
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bfdst = video::EBF_DST_ALPHA;
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blendop = video::EBO_REVSUBTRACT;
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break;
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case ParticleParamTypes::BlendMode::screen:
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bfsrc = video::EBF_ONE;
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bfdst = video::EBF_ONE_MINUS_SRC_COLOR;
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blendop = video::EBO_ADD;
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break;
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default: // includes ParticleParamTypes::BlendMode::alpha
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bfsrc = video::EBF_SRC_ALPHA;
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bfdst = video::EBF_ONE_MINUS_SRC_ALPHA;
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blendop = video::EBO_ADD;
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break;
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}
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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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// correctly render layered transparent particles -- see #10398
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m_material.setFlag(video::EMF_ZWRITE_ENABLE, true);
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// enable alpha blending and set blend mode
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m_material.MaterialType = video::EMT_ONETEXTURE_BLEND;
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m_material.MaterialTypeParam = video::pack_textureBlendFunc(
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bfsrc, bfdst,
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video::EMFN_MODULATE_1X,
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video::EAS_TEXTURE | video::EAS_VERTEX_COLOR);
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m_material.BlendOperation = blendop;
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m_material.setTexture(0, m_texture.ref);
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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_drag = p.drag;
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m_jitter = p.jitter;
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m_bounce = p.bounce;
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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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m_alpha = 0;
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m_parent = nullptr;
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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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Particle::~Particle()
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{
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/* if our textures aren't owned by a particlespawner, we need to clean
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* them up ourselves when the particle dies */
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if (m_parent == nullptr)
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delete m_texture.tex;
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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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// apply drag (not handled by collisionMoveSimple) and brownian motion
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v3f av = vecAbsolute(m_velocity);
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av -= av * (m_drag * dtime);
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m_velocity = av*vecSign(m_velocity) + v3f(m_jitter.pickWithin())*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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f32 bounciness = m_bounce.pickWithin();
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if (r.collides && (m_collision_removal || bounciness > 0)) {
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if (m_collision_removal) {
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// force expiration of the particle
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m_expiration = -1.0f;
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} else if (bounciness > 0) {
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/* cheap way to get a decent bounce effect is to only invert the
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* largest component of the velocity vector, so e.g. you don't
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* have a rock immediately bounce back in your face when you try
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* to skip it across the water (as would happen if we simply
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* downscaled and negated the velocity vector). this means
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* bounciness will work properly for cubic objects, but meshes
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* with diagonal angles and entities will not yield the correct
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* visual. this is probably unavoidable */
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if (av.Y > av.X && av.Y > av.Z) {
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m_velocity.Y = -(m_velocity.Y * bounciness);
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} else if (av.X > av.Y && av.X > av.Z) {
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m_velocity.X = -(m_velocity.X * bounciness);
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} else if (av.Z > av.Y && av.Z > av.X) {
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m_velocity.Z = -(m_velocity.Z * bounciness);
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} else { // well now we're in a bit of a pickle
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m_velocity = -(m_velocity * bounciness);
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}
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}
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} else {
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m_velocity = p_velocity / BS;
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}
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m_pos = p_pos / BS;
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} else {
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// apply acceleration
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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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// animate particle alpha in accordance with settings
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if (m_texture.tex != nullptr)
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m_alpha = m_texture.tex -> alpha.blend(m_time / (m_expiration+0.1f));
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else
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m_alpha = 1.f;
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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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// Update position -- see #10398
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v3s16 camera_offset = m_env->getCameraOffset();
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setPosition(m_pos*BS - intToFloat(camera_offset, BS));
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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(m_alpha*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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v2f scale;
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if (m_texture.tex != nullptr)
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scale = m_texture.tex -> scale.blend(m_time / (m_expiration+0.1));
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else
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scale = v2f(1.f, 1.f);
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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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auto half = m_size * .5f,
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hx = half * scale.X,
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hy = half * scale.Y;
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m_vertices[0] = video::S3DVertex(-hx, -hy,
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0, 0, 0, 0, m_color, tx0, ty1);
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m_vertices[1] = video::S3DVertex(hx, -hy,
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0, 0, 0, 0, m_color, tx1, ty1);
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m_vertices[2] = video::S3DVertex(hx, hy,
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0, 0, 0, 0, m_color, tx1, ty0);
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m_vertices[3] = video::S3DVertex(-hx, hy,
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0, 0, 0, 0, m_color, tx0, ty0);
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// see #10398
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// v3s16 camera_offset = m_env->getCameraOffset();
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// particle position is now handled by step()
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m_box.reset(v3f());
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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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}
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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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std::unique_ptr<ClientTexture[]>& texpool,
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size_t texcount,
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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_texpool = std::move(texpool);
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m_texcount = texcount;
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m_time = 0;
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m_active = 0;
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m_dying = false;
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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 = myrand_float() * p.time;
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m_spawntimes.push_back(spawntime);
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}
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size_t max_particles = 0; // maximum number of particles likely to be visible at any given time
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if (p.time != 0) {
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auto maxGenerations = p.time / std::min(p.exptime.start.min, p.exptime.end.min);
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max_particles = p.amount / maxGenerations;
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} else {
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auto longestLife = std::max(p.exptime.start.max, p.exptime.end.max);
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max_particles = p.amount * longestLife;
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}
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p_manager->reserveParticleSpace(max_particles * 1.2);
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}
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namespace {
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GenericCAO *findObjectByID(ClientEnvironment *env, u16 id) {
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if (id == 0)
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return nullptr;
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return env->getGenericCAO(id);
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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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float fac = 0;
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if (p.time != 0) { // ensure safety from divide-by-zeroes
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fac = m_time / (p.time+0.1f);
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}
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auto r_pos = p.pos.blend(fac);
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auto r_vel = p.vel.blend(fac);
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auto r_acc = p.acc.blend(fac);
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auto r_drag = p.drag.blend(fac);
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auto r_radius = p.radius.blend(fac);
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auto r_jitter = p.jitter.blend(fac);
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auto r_bounce = p.bounce.blend(fac);
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v3f attractor_origin = p.attractor_origin.blend(fac);
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v3f attractor_direction = p.attractor_direction.blend(fac);
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auto attractor_obj = findObjectByID(env, p.attractor_attachment);
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auto attractor_direction_obj = findObjectByID(env, p.attractor_direction_attachment);
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auto r_exp = p.exptime.blend(fac);
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auto r_size = p.size.blend(fac);
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auto r_attract = p.attract.blend(fac);
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auto attract = r_attract.pickWithin();
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v3f ppos = m_player->getPosition() / BS;
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v3f pos = r_pos.pickWithin();
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v3f sphere_radius = r_radius.pickWithin();
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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.getDistanceFromSQ(ppos) > radius*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 = r_vel.pickWithin();
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pp.acc = r_acc.pickWithin();
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pp.drag = r_drag.pickWithin();
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pp.jitter = r_jitter;
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pp.bounce = r_bounce;
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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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if (attractor_obj)
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attractor_origin += attractor_obj->getPosition() / BS;
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if (attractor_direction_obj) {
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auto *attractor_absolute_pos_rot_matrix = attractor_direction_obj->getAbsolutePosRotMatrix();
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if (attractor_absolute_pos_rot_matrix)
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attractor_absolute_pos_rot_matrix->rotateVect(attractor_direction);
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}
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pp.expirationtime = r_exp.pickWithin();
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if (sphere_radius != v3f()) {
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f32 l = sphere_radius.getLength();
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v3f mag = sphere_radius;
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mag.normalize();
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v3f ofs = v3f(l,0,0);
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ofs.rotateXZBy(myrand_range(0.f,360.f));
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ofs.rotateYZBy(myrand_range(0.f,360.f));
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ofs.rotateXYBy(myrand_range(0.f,360.f));
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pp.pos += ofs * mag;
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}
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if (p.attractor_kind != ParticleParamTypes::AttractorKind::none && attract != 0) {
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v3f dir;
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f32 dist = 0; /* =0 necessary to silence warning */
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switch (p.attractor_kind) {
|
|
case ParticleParamTypes::AttractorKind::none:
|
|
break;
|
|
|
|
case ParticleParamTypes::AttractorKind::point: {
|
|
dist = pp.pos.getDistanceFrom(attractor_origin);
|
|
dir = pp.pos - attractor_origin;
|
|
dir.normalize();
|
|
break;
|
|
}
|
|
|
|
case ParticleParamTypes::AttractorKind::line: {
|
|
// https://github.com/minetest/minetest/issues/11505#issuecomment-915612700
|
|
const auto& lorigin = attractor_origin;
|
|
v3f ldir = attractor_direction;
|
|
ldir.normalize();
|
|
auto origin_to_point = pp.pos - lorigin;
|
|
auto scalar_projection = origin_to_point.dotProduct(ldir);
|
|
auto point_on_line = lorigin + (ldir * scalar_projection);
|
|
|
|
dist = pp.pos.getDistanceFrom(point_on_line);
|
|
dir = (point_on_line - pp.pos);
|
|
dir.normalize();
|
|
dir *= -1; // flip it around so strength=1 attracts, not repulses
|
|
break;
|
|
}
|
|
|
|
case ParticleParamTypes::AttractorKind::plane: {
|
|
// https://github.com/minetest/minetest/issues/11505#issuecomment-915612700
|
|
const v3f& porigin = attractor_origin;
|
|
v3f normal = attractor_direction;
|
|
normal.normalize();
|
|
v3f point_to_origin = porigin - pp.pos;
|
|
f32 factor = normal.dotProduct(point_to_origin);
|
|
if (numericAbsolute(factor) == 0.0f) {
|
|
dir = normal;
|
|
} else {
|
|
factor = numericSign(factor);
|
|
dir = normal * factor;
|
|
}
|
|
dist = numericAbsolute(normal.dotProduct(pp.pos - porigin));
|
|
dir *= -1; // flip it around so strength=1 attracts, not repulses
|
|
break;
|
|
}
|
|
}
|
|
|
|
f32 speedTowards = numericAbsolute(attract) * dist;
|
|
v3f avel = dir * speedTowards;
|
|
if (attract > 0 && speedTowards > 0) {
|
|
avel *= -1;
|
|
if (p.attractor_kill) {
|
|
// make sure the particle dies after crossing the attractor threshold
|
|
f32 timeToCenter = dist / speedTowards;
|
|
if (timeToCenter < pp.expirationtime)
|
|
pp.expirationtime = timeToCenter;
|
|
}
|
|
}
|
|
pp.vel += avel;
|
|
}
|
|
|
|
p.copyCommon(pp);
|
|
|
|
ClientTexRef texture;
|
|
v2f texpos, texsize;
|
|
video::SColor color(0xFFFFFFFF);
|
|
|
|
if (p.node.getContent() != CONTENT_IGNORE) {
|
|
const ContentFeatures &f =
|
|
m_particlemanager->m_env->getGameDef()->ndef()->get(p.node);
|
|
if (!ParticleManager::getNodeParticleParams(p.node, f, pp, &texture.ref,
|
|
texpos, texsize, &color, p.node_tile))
|
|
return;
|
|
} else {
|
|
if (m_texcount == 0)
|
|
return;
|
|
texture = decltype(texture)(m_texpool[m_texcount == 1 ? 0 : myrand_range(0,m_texcount-1)]);
|
|
texpos = v2f(0.0f, 0.0f);
|
|
texsize = v2f(1.0f, 1.0f);
|
|
if (texture.tex->animated)
|
|
pp.animation = texture.tex->animation;
|
|
}
|
|
|
|
// synchronize animation length with particle life if desired
|
|
if (pp.animation.type != TAT_NONE) {
|
|
// FIXME: this should be moved into a TileAnimationParams class method
|
|
if (pp.animation.type == TAT_VERTICAL_FRAMES &&
|
|
pp.animation.vertical_frames.length < 0) {
|
|
auto& a = pp.animation.vertical_frames;
|
|
// we add a tiny extra value to prevent the first frame
|
|
// from flickering back on just before the particle dies
|
|
a.length = (pp.expirationtime / -a.length) + 0.1;
|
|
} else if (pp.animation.type == TAT_SHEET_2D &&
|
|
pp.animation.sheet_2d.frame_length < 0) {
|
|
auto& a = pp.animation.sheet_2d;
|
|
auto frames = a.frames_w * a.frames_h;
|
|
auto runtime = (pp.expirationtime / -a.frame_length) + 0.1;
|
|
pp.animation.sheet_2d.frame_length = frames / runtime;
|
|
}
|
|
}
|
|
|
|
// Allow keeping default random size
|
|
if (p.size.start.max > 0.0f || p.size.end.max > 0.0f)
|
|
pp.size = r_size.pickWithin();
|
|
|
|
++m_active;
|
|
auto pa = new Particle(
|
|
m_gamedef,
|
|
m_player,
|
|
env,
|
|
pp,
|
|
texture,
|
|
texpos,
|
|
texsize,
|
|
color
|
|
);
|
|
pa->m_parent = this;
|
|
m_particlemanager->addParticle(pa);
|
|
}
|
|
|
|
void ParticleSpawner::step(float dtime, ClientEnvironment *env)
|
|
{
|
|
m_time += dtime;
|
|
|
|
static thread_local const float radius =
|
|
g_settings->getS16("max_block_send_distance") * MAP_BLOCKSIZE;
|
|
|
|
bool unloaded = false;
|
|
const core::matrix4 *attached_absolute_pos_rot_matrix = nullptr;
|
|
if (m_attached_id) {
|
|
if (GenericCAO *attached = env->getGenericCAO(m_attached_id)) {
|
|
attached_absolute_pos_rot_matrix = attached->getAbsolutePosRotMatrix();
|
|
} else {
|
|
unloaded = true;
|
|
}
|
|
}
|
|
|
|
if (p.time != 0) {
|
|
// Spawner exists for a predefined timespan
|
|
for (auto i = m_spawntimes.begin(); i != m_spawntimes.end(); ) {
|
|
if ((*i) <= m_time && p.amount > 0) {
|
|
--p.amount;
|
|
|
|
// Pretend to, but don't actually spawn a particle if it is
|
|
// attached to an unloaded object or distant from player.
|
|
if (!unloaded)
|
|
spawnParticle(env, radius, attached_absolute_pos_rot_matrix);
|
|
|
|
i = m_spawntimes.erase(i);
|
|
} else {
|
|
++i;
|
|
}
|
|
}
|
|
} else {
|
|
// Spawner exists for an infinity timespan, spawn on a per-second base
|
|
|
|
// Skip this step if attached to an unloaded object
|
|
if (unloaded)
|
|
return;
|
|
|
|
for (int i = 0; i <= p.amount; i++) {
|
|
if (myrand_float() < dtime)
|
|
spawnParticle(env, radius, attached_absolute_pos_rot_matrix);
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
ParticleManager
|
|
*/
|
|
|
|
ParticleManager::ParticleManager(ClientEnvironment *env) :
|
|
m_env(env)
|
|
{}
|
|
|
|
ParticleManager::~ParticleManager()
|
|
{
|
|
clearAll();
|
|
}
|
|
|
|
void ParticleManager::step(float dtime)
|
|
{
|
|
stepParticles (dtime);
|
|
stepSpawners (dtime);
|
|
}
|
|
|
|
void ParticleManager::stepSpawners(float dtime)
|
|
{
|
|
MutexAutoLock lock(m_spawner_list_lock);
|
|
for (auto i = m_particle_spawners.begin(); i != m_particle_spawners.end();) {
|
|
if (i->second->getExpired()) {
|
|
// the particlespawner owns the textures, so we need to make
|
|
// sure there are no active particles before we free it
|
|
if (i->second->m_active == 0) {
|
|
delete i->second;
|
|
m_particle_spawners.erase(i++);
|
|
} else {
|
|
++i;
|
|
}
|
|
} else {
|
|
i->second->step(dtime, m_env);
|
|
++i;
|
|
}
|
|
}
|
|
}
|
|
|
|
void ParticleManager::stepParticles(float dtime)
|
|
{
|
|
MutexAutoLock lock(m_particle_list_lock);
|
|
for (auto i = m_particles.begin(); i != m_particles.end();) {
|
|
if ((*i)->get_expired()) {
|
|
if ((*i)->m_parent) {
|
|
assert((*i)->m_parent->m_active != 0);
|
|
--(*i)->m_parent->m_active;
|
|
}
|
|
(*i)->remove();
|
|
delete *i;
|
|
i = m_particles.erase(i);
|
|
} else {
|
|
(*i)->step(dtime);
|
|
++i;
|
|
}
|
|
}
|
|
}
|
|
|
|
void ParticleManager::clearAll()
|
|
{
|
|
MutexAutoLock lock(m_spawner_list_lock);
|
|
MutexAutoLock lock2(m_particle_list_lock);
|
|
for (auto i = m_particle_spawners.begin(); i != m_particle_spawners.end();) {
|
|
delete i->second;
|
|
m_particle_spawners.erase(i++);
|
|
}
|
|
|
|
for(auto i = m_particles.begin(); i != m_particles.end();)
|
|
{
|
|
(*i)->remove();
|
|
delete *i;
|
|
i = m_particles.erase(i);
|
|
}
|
|
}
|
|
|
|
void ParticleManager::handleParticleEvent(ClientEvent *event, Client *client,
|
|
LocalPlayer *player)
|
|
{
|
|
switch (event->type) {
|
|
case CE_DELETE_PARTICLESPAWNER: {
|
|
deleteParticleSpawner(event->delete_particlespawner.id);
|
|
// no allocated memory in delete event
|
|
break;
|
|
}
|
|
case CE_ADD_PARTICLESPAWNER: {
|
|
deleteParticleSpawner(event->add_particlespawner.id);
|
|
|
|
const ParticleSpawnerParameters &p = *event->add_particlespawner.p;
|
|
|
|
// texture pool
|
|
std::unique_ptr<ClientTexture[]> texpool = nullptr;
|
|
size_t txpsz = 0;
|
|
if (!p.texpool.empty()) {
|
|
txpsz = p.texpool.size();
|
|
texpool = decltype(texpool)(new ClientTexture [txpsz]);
|
|
|
|
for (size_t i = 0; i < txpsz; ++i) {
|
|
texpool[i] = ClientTexture(p.texpool[i], client->tsrc());
|
|
}
|
|
} else {
|
|
// no texpool in use, use fallback texture
|
|
txpsz = 1;
|
|
texpool = decltype(texpool)(new ClientTexture[1] {
|
|
ClientTexture(p.texture, client->tsrc())
|
|
});
|
|
}
|
|
|
|
auto toadd = new ParticleSpawner(client, player,
|
|
p,
|
|
event->add_particlespawner.attached_id,
|
|
texpool,
|
|
txpsz,
|
|
this);
|
|
|
|
addParticleSpawner(event->add_particlespawner.id, toadd);
|
|
|
|
delete event->add_particlespawner.p;
|
|
break;
|
|
}
|
|
case CE_SPAWN_PARTICLE: {
|
|
ParticleParameters &p = *event->spawn_particle;
|
|
|
|
ClientTexRef texture;
|
|
v2f texpos, texsize;
|
|
video::SColor color(0xFFFFFFFF);
|
|
|
|
f32 oldsize = p.size;
|
|
|
|
if (p.node.getContent() != CONTENT_IGNORE) {
|
|
const ContentFeatures &f = m_env->getGameDef()->ndef()->get(p.node);
|
|
getNodeParticleParams(p.node, f, p, &texture.ref, texpos,
|
|
texsize, &color, p.node_tile);
|
|
} else {
|
|
/* with no particlespawner to own the texture, we need
|
|
* to save it on the heap. it will be freed when the
|
|
* particle is destroyed */
|
|
auto texstore = new ClientTexture(p.texture, client->tsrc());
|
|
|
|
texture = ClientTexRef(*texstore);
|
|
texpos = v2f(0.0f, 0.0f);
|
|
texsize = v2f(1.0f, 1.0f);
|
|
}
|
|
|
|
// Allow keeping default random size
|
|
if (oldsize > 0.0f)
|
|
p.size = oldsize;
|
|
|
|
if (texture.ref) {
|
|
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 = myrand_range(0,5);
|
|
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 = (myrand_range(0,8)) / 64.0f;
|
|
p.size = BS * size;
|
|
if (tile.scale)
|
|
size /= tile.scale;
|
|
texsize = v2f(size * 2.0f, size * 2.0f);
|
|
texpos.X = (myrand_range(0,64)) / 64.0f - texsize.X;
|
|
texpos.Y = (myrand_range(0,64)) / 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 *ref = nullptr;
|
|
v2f texpos, texsize;
|
|
video::SColor color;
|
|
|
|
if (!getNodeParticleParams(n, f, p, &ref, texpos, texsize, &color))
|
|
return;
|
|
|
|
p.expirationtime = myrand_range(0, 100) / 100.0f;
|
|
|
|
// Physics
|
|
p.vel = v3f(
|
|
myrand_range(-1.5f,1.5f),
|
|
myrand_range(0.f,3.f),
|
|
myrand_range(-1.5f,1.5f)
|
|
);
|
|
p.acc = v3f(
|
|
0.0f,
|
|
-player->movement_gravity * player->physics_override.gravity / BS,
|
|
0.0f
|
|
);
|
|
p.pos = v3f(
|
|
(f32)pos.X + myrand_range(0.f, .5f) - .25f,
|
|
(f32)pos.Y + myrand_range(0.f, .5f) - .25f,
|
|
(f32)pos.Z + myrand_range(0.f, .5f) - .25f
|
|
);
|
|
|
|
Particle *toadd = new Particle(
|
|
gamedef,
|
|
player,
|
|
m_env,
|
|
p,
|
|
ClientTexRef(ref),
|
|
texpos,
|
|
texsize,
|
|
color);
|
|
|
|
addParticle(toadd);
|
|
}
|
|
|
|
void ParticleManager::reserveParticleSpace(size_t max_estimate)
|
|
{
|
|
MutexAutoLock lock(m_particle_list_lock);
|
|
m_particles.reserve(m_particles.size() + max_estimate);
|
|
}
|
|
|
|
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()) {
|
|
it->second->setDying();
|
|
}
|
|
}
|