ParticleSpawner::step cleanup and rotation fix (#6486)

* Particles: Move spawner code to a separate fucntion
This commit is contained in:
SmallJoker 2017-10-02 20:40:59 +02:00 committed by Loïc Blot
parent ee0bfbede1
commit b9fb3cea33
2 changed files with 73 additions and 112 deletions

@ -281,6 +281,58 @@ ParticleSpawner::ParticleSpawner(IGameDef *gamedef, LocalPlayer *player,
}
}
void ParticleSpawner::spawnParticle(ClientEnvironment *env, float radius,
bool is_attached, const v3f &attached_pos, float attached_yaw)
{
v3f ppos = m_player->getPosition() / BS;
v3f pos = random_v3f(m_minpos, m_maxpos);
// Need to apply this first or the following check
// will be wrong for attached spawners
if (is_attached) {
pos.rotateXZBy(attached_yaw);
pos += attached_pos;
}
if (pos.getDistanceFrom(ppos) > radius)
return;
v3f vel = random_v3f(m_minvel, m_maxvel);
v3f acc = random_v3f(m_minacc, m_maxacc);
if (is_attached) {
// Apply attachment yaw
vel.rotateXZBy(attached_yaw);
acc.rotateXZBy(attached_yaw);
}
float exptime = rand() / (float)RAND_MAX
* (m_maxexptime - m_minexptime)
+ m_minexptime;
float size = rand() / (float)RAND_MAX
* (m_maxsize - m_minsize)
+ m_minsize;
m_particlemanager->addParticle(new Particle(
m_gamedef,
m_player,
env,
pos,
vel,
acc,
exptime,
size,
m_collisiondetection,
m_collision_removal,
m_vertical,
m_texture,
v2f(0.0, 0.0),
v2f(1.0, 1.0),
m_animation,
m_glow
));
}
void ParticleSpawner::step(float dtime, ClientEnvironment* env)
{
m_time += dtime;
@ -302,128 +354,33 @@ void ParticleSpawner::step(float dtime, ClientEnvironment* env)
}
}
if (m_spawntime != 0) // Spawner exists for a predefined timespan
{
for(std::vector<float>::iterator i = m_spawntimes.begin();
i != m_spawntimes.end();)
{
if ((*i) <= m_time && m_amount > 0)
{
if (m_spawntime != 0) {
// Spawner exists for a predefined timespan
for (std::vector<float>::iterator i = m_spawntimes.begin();
i != m_spawntimes.end();) {
if ((*i) <= m_time && m_amount > 0) {
m_amount--;
// Pretend to, but don't actually spawn a particle if it is
// attached to an unloaded object or distant from player.
if (!unloaded) {
v3f ppos = m_player->getPosition() / BS;
v3f pos = random_v3f(m_minpos, m_maxpos);
if (!unloaded)
spawnParticle(env, radius, is_attached, attached_pos, attached_yaw);
// Need to apply this first or the following check
// will be wrong for attached spawners
if (is_attached)
pos += attached_pos;
if (pos.getDistanceFrom(ppos) <= radius) {
v3f vel = random_v3f(m_minvel, m_maxvel);
v3f acc = random_v3f(m_minacc, m_maxacc);
if (is_attached) {
// Apply attachment yaw and position
pos.rotateXZBy(attached_yaw);
vel.rotateXZBy(attached_yaw);
acc.rotateXZBy(attached_yaw);
}
float exptime = rand()/(float)RAND_MAX
*(m_maxexptime-m_minexptime)
+m_minexptime;
float size = rand()/(float)RAND_MAX
*(m_maxsize-m_minsize)
+m_minsize;
Particle* toadd = new Particle(
m_gamedef,
m_player,
env,
pos,
vel,
acc,
exptime,
size,
m_collisiondetection,
m_collision_removal,
m_vertical,
m_texture,
v2f(0.0, 0.0),
v2f(1.0, 1.0),
m_animation,
m_glow);
m_particlemanager->addParticle(toadd);
}
}
i = m_spawntimes.erase(i);
}
else
{
} else {
++i;
}
}
}
else // Spawner exists for an infinity timespan, spawn on a per-second base
{
} 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 <= m_amount; i++)
{
if (rand()/(float)RAND_MAX < dtime)
{
// Do not spawn particle if distant from player
v3f ppos = m_player->getPosition() / BS;
v3f pos = random_v3f(m_minpos, m_maxpos);
// Need to apply this first or the following check
// will be wrong for attached spawners
if (is_attached)
pos += attached_pos;
if (pos.getDistanceFrom(ppos) <= radius) {
v3f vel = random_v3f(m_minvel, m_maxvel);
v3f acc = random_v3f(m_minacc, m_maxacc);
if (is_attached) {
// Apply attachment yaw and position
pos.rotateXZBy(attached_yaw);
vel.rotateXZBy(attached_yaw);
acc.rotateXZBy(attached_yaw);
}
float exptime = rand()/(float)RAND_MAX
*(m_maxexptime-m_minexptime)
+m_minexptime;
float size = rand()/(float)RAND_MAX
*(m_maxsize-m_minsize)
+m_minsize;
Particle* toadd = new Particle(
m_gamedef,
m_player,
env,
pos,
vel,
acc,
exptime,
size,
m_collisiondetection,
m_collision_removal,
m_vertical,
m_texture,
v2f(0.0, 0.0),
v2f(1.0, 1.0),
m_animation,
m_glow);
m_particlemanager->addParticle(toadd);
}
}
for (int i = 0; i <= m_amount; i++) {
if (rand() / (float)RAND_MAX < dtime)
spawnParticle(env, radius, is_attached, attached_pos, attached_yaw);
}
}
}

@ -114,7 +114,7 @@ private:
class ParticleSpawner
{
public:
public:
ParticleSpawner(IGameDef* gamedef,
LocalPlayer *player,
u16 amount,
@ -140,8 +140,12 @@ class ParticleSpawner
bool get_expired ()
{ return (m_amount <= 0) && m_spawntime != 0; }
private:
ParticleManager* m_particlemanager;
private:
void spawnParticle(ClientEnvironment *env, float radius,
bool is_attached, const v3f &attached_pos,
float attached_yaw);
ParticleManager *m_particlemanager;
float m_time;
IGameDef *m_gamedef;
LocalPlayer *m_player;