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https://github.com/minetest/minetest.git
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d499ec4838
Adds the particle option `collision_removal = bool` Some particles are hard to use right now since they either go through solid blocks (without collision detection), and with collision detection enabled they (e.g. raindrops) would just stop dead on the floor and sit there until they expire, or worse, scrape along a wall or ceiling. We can solve the problem by adding a boolean flag that tells the particle to be removed if it ever collides with something. This will make it easier to add rain that doesn't fall through your roof or stick on the top of it. Or clouds and smoke that don't go through trees. Particles that collide with this flag are marked expired unconditionally, causing them to be treated like normal expired particles and cleaned up normally. Documentation is adjusted accordingly. An added bonus of this patch is that particles can potentially collide many times with nodes, and this reduces the amount of collisions to 1 (max), which may end up reducing particle load on the client.
203 lines
4.3 KiB
C++
203 lines
4.3 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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#ifndef PARTICLES_HEADER
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#define PARTICLES_HEADER
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#define DIGGING_PARTICLES_AMOUNT 10
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#include <iostream>
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#include "irrlichttypes_extrabloated.h"
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#include "client/tile.h"
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#include "localplayer.h"
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#include "environment.h"
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struct ClientEvent;
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class ParticleManager;
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class ClientEnvironment;
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class Particle : public scene::ISceneNode
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{
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public:
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Particle(
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IGameDef* gamedef,
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scene::ISceneManager* mgr,
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LocalPlayer *player,
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ClientEnvironment *env,
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v3f pos,
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v3f velocity,
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v3f acceleration,
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float expirationtime,
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float size,
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bool collisiondetection,
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bool collision_removal,
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bool vertical,
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video::ITexture *texture,
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v2f texpos,
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v2f texsize
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);
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~Particle();
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virtual const aabb3f &getBoundingBox() const
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{
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return m_box;
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}
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virtual u32 getMaterialCount() const
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{
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return 1;
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}
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virtual video::SMaterial& getMaterial(u32 i)
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{
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return m_material;
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}
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virtual void OnRegisterSceneNode();
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virtual void render();
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void step(float dtime);
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bool get_expired ()
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{ return m_expiration < m_time; }
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private:
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void updateLight();
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void updateVertices();
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video::S3DVertex m_vertices[4];
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float m_time;
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float m_expiration;
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ClientEnvironment *m_env;
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IGameDef *m_gamedef;
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aabb3f m_box;
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aabb3f m_collisionbox;
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video::SMaterial m_material;
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v2f m_texpos;
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v2f m_texsize;
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v3f m_pos;
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v3f m_velocity;
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v3f m_acceleration;
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LocalPlayer *m_player;
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float m_size;
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u8 m_light;
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bool m_collisiondetection;
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bool m_collision_removal;
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bool m_vertical;
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v3s16 m_camera_offset;
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};
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class ParticleSpawner
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{
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public:
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ParticleSpawner(IGameDef* gamedef,
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scene::ISceneManager *smgr,
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LocalPlayer *player,
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u16 amount,
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float time,
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v3f minp, v3f maxp,
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v3f minvel, v3f maxvel,
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v3f minacc, v3f maxacc,
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float minexptime, float maxexptime,
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float minsize, float maxsize,
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bool collisiondetection,
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bool collision_removal,
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bool vertical,
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video::ITexture *texture,
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u32 id,
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ParticleManager* p_manager);
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~ParticleSpawner();
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void step(float dtime, ClientEnvironment *env);
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bool get_expired ()
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{ return (m_amount <= 0) && m_spawntime != 0; }
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private:
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ParticleManager* m_particlemanager;
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float m_time;
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IGameDef *m_gamedef;
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scene::ISceneManager *m_smgr;
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LocalPlayer *m_player;
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u16 m_amount;
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float m_spawntime;
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v3f m_minpos;
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v3f m_maxpos;
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v3f m_minvel;
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v3f m_maxvel;
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v3f m_minacc;
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v3f m_maxacc;
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float m_minexptime;
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float m_maxexptime;
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float m_minsize;
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float m_maxsize;
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video::ITexture *m_texture;
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std::vector<float> m_spawntimes;
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bool m_collisiondetection;
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bool m_collision_removal;
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bool m_vertical;
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};
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/**
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* Class doing particle as well as their spawners handling
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*/
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class ParticleManager
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{
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friend class ParticleSpawner;
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public:
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ParticleManager(ClientEnvironment* env);
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~ParticleManager();
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void step (float dtime);
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void handleParticleEvent(ClientEvent *event,IGameDef *gamedef,
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scene::ISceneManager* smgr, LocalPlayer *player);
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void addDiggingParticles(IGameDef* gamedef, scene::ISceneManager* smgr,
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LocalPlayer *player, v3s16 pos, const TileSpec tiles[]);
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void addPunchingParticles(IGameDef* gamedef, scene::ISceneManager* smgr,
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LocalPlayer *player, v3s16 pos, const TileSpec tiles[]);
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void addNodeParticle(IGameDef* gamedef, scene::ISceneManager* smgr,
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LocalPlayer *player, v3s16 pos, const TileSpec tiles[]);
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protected:
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void addParticle(Particle* toadd);
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private:
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void stepParticles (float dtime);
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void stepSpawners (float dtime);
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void clearAll ();
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std::vector<Particle*> m_particles;
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std::map<u32, ParticleSpawner*> m_particle_spawners;
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ClientEnvironment* m_env;
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Mutex m_particle_list_lock;
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Mutex m_spawner_list_lock;
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};
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#endif
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