mirror of
https://github.com/minetest/minetest.git
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170dd409cb
* Drop the ID mapper, use a big u64 instead. This will permit to resync server ids properly with the manager code * Modernize some code parts (std::unordered_map, auto) * generate id on client part on U32_MAX + 1 ids, lower are for server ids
230 lines
5.1 KiB
C++
230 lines
5.1 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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#pragma once
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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 "tileanimation.h"
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struct ClientEvent;
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class ParticleManager;
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class ClientEnvironment;
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struct MapNode;
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struct ContentFeatures;
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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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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 object_collision,
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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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const struct TileAnimationParams &anim,
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u8 glow,
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video::SColor color = video::SColor(0xFFFFFFFF)
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);
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~Particle() = default;
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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 = 0.0f;
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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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//! Color without lighting
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video::SColor m_base_color;
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//! Final rendered color
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video::SColor m_color;
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bool m_collisiondetection;
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bool m_collision_removal;
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bool m_object_collision;
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bool m_vertical;
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v3s16 m_camera_offset;
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struct TileAnimationParams m_animation;
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float m_animation_time = 0.0f;
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int m_animation_frame = 0;
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u8 m_glow;
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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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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 object_collision,
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u16 attached_id,
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bool vertical,
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video::ITexture *texture,
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const struct TileAnimationParams &anim, u8 glow,
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ParticleManager* p_manager);
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~ParticleSpawner() = default;
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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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void spawnParticle(ClientEnvironment *env, float radius,
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bool is_attached, const v3f &attached_pos,
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float attached_yaw);
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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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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_object_collision;
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bool m_vertical;
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u16 m_attached_id;
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struct TileAnimationParams m_animation;
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u8 m_glow;
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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, Client *client,
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LocalPlayer *player);
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void addDiggingParticles(IGameDef *gamedef, LocalPlayer *player, v3s16 pos,
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const MapNode &n, const ContentFeatures &f);
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void addNodeParticle(IGameDef *gamedef, LocalPlayer *player, v3s16 pos,
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const MapNode &n, const ContentFeatures &f);
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/**
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* This function is only used by client particle spawners
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*
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* We don't need to check the particle spawner list because client ID will n
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* ever overlap (u64)
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* @return new id
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*/
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u64 generateSpawnerId()
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{
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return m_next_particle_spawner_id++;
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}
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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::unordered_map<u64, ParticleSpawner*> m_particle_spawners;
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// Start the particle spawner ids generated from here after u32_max. lower values are
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// for server sent spawners.
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u64 m_next_particle_spawner_id = U32_MAX + 1;
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ClientEnvironment* m_env;
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std::mutex m_particle_list_lock;
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std::mutex m_spawner_list_lock;
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};
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