mirror of
https://github.com/minetest/minetest.git
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681d127ff1
Position, velocity and acceleration vectors of particles are rotated by the yaw of the parent object so that they are truly relative to it. Clarify new attached particle spawner behavior in lua_api.txt.
621 lines
15 KiB
C++
621 lines
15 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 "constants.h"
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#include "debug.h"
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#include "settings.h"
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#include "client/tile.h"
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#include "gamedef.h"
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#include "collision.h"
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#include <stdlib.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 "client.h"
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/*
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Utility
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*/
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v3f random_v3f(v3f min, v3f max)
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{
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return v3f( rand()/(float)RAND_MAX*(max.X-min.X)+min.X,
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rand()/(float)RAND_MAX*(max.Y-min.Y)+min.Y,
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rand()/(float)RAND_MAX*(max.Z-min.Z)+min.Z);
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}
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Particle::Particle(
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IGameDef *gamedef,
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scene::ISceneManager* smgr,
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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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scene::ISceneNode(smgr->getRootSceneNode(), smgr)
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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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// Particle related
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m_pos = pos;
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m_velocity = velocity;
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m_acceleration = acceleration;
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m_expiration = expirationtime;
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m_time = 0;
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m_player = player;
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m_size = size;
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m_collisiondetection = collisiondetection;
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m_collision_removal = collision_removal;
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m_vertical = vertical;
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// Irrlicht stuff
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m_collisionbox = aabb3f
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(-size/2,-size/2,-size/2,size/2,size/2,size/2);
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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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}
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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,
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m_gamedef, BS * 0.5, box, 0, dtime, &p_pos,
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&p_velocity, m_acceleration * BS);
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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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// 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().getNodeNoEx(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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m_light = decode_light(light);
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}
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void Particle::updateVertices()
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{
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video::SColor c(255, m_light, m_light, m_light);
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f32 tx0 = m_texpos.X;
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f32 tx1 = m_texpos.X + m_texsize.X;
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f32 ty0 = m_texpos.Y;
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f32 ty1 = m_texpos.Y + m_texsize.Y;
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m_vertices[0] = video::S3DVertex(-m_size/2,-m_size/2,0, 0,0,0,
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c, tx0, ty1);
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m_vertices[1] = video::S3DVertex(m_size/2,-m_size/2,0, 0,0,0,
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c, tx1, ty1);
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m_vertices[2] = video::S3DVertex(m_size/2,m_size/2,0, 0,0,0,
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c, tx1, ty0);
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m_vertices[3] = video::S3DVertex(-m_size/2,m_size/2,0, 0,0,0,
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c, tx0, ty0);
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v3s16 camera_offset = m_env->getCameraOffset();
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for(u16 i=0; i<4; i++)
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{
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if (m_vertical) {
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v3f ppos = m_player->getPosition()/BS;
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m_vertices[i].Pos.rotateXZBy(atan2(ppos.Z-m_pos.Z, ppos.X-m_pos.X)/core::DEGTORAD+90);
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} else {
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m_vertices[i].Pos.rotateYZBy(m_player->getPitch());
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m_vertices[i].Pos.rotateXZBy(m_player->getYaw());
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}
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m_box.addInternalPoint(m_vertices[i].Pos);
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m_vertices[i].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(IGameDef* gamedef, scene::ISceneManager *smgr, LocalPlayer *player,
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u16 amount, float time,
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v3f minpos, v3f maxpos, v3f minvel, v3f maxvel, v3f minacc, v3f maxacc,
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float minexptime, float maxexptime, float minsize, float maxsize,
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bool collisiondetection, bool collision_removal, u16 attached_id, bool vertical,
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video::ITexture *texture, u32 id, ParticleManager *p_manager) :
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m_particlemanager(p_manager)
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{
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m_gamedef = gamedef;
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m_smgr = smgr;
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m_player = player;
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m_amount = amount;
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m_spawntime = time;
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m_minpos = minpos;
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m_maxpos = maxpos;
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m_minvel = minvel;
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m_maxvel = maxvel;
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m_minacc = minacc;
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m_maxacc = maxacc;
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m_minexptime = minexptime;
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m_maxexptime = maxexptime;
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m_minsize = minsize;
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m_maxsize = maxsize;
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m_collisiondetection = collisiondetection;
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m_collision_removal = collision_removal;
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m_attached_id = attached_id;
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m_vertical = vertical;
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m_texture = texture;
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m_time = 0;
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for (u16 i = 0; i<=m_amount; i++)
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{
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float spawntime = (float)rand()/(float)RAND_MAX*m_spawntime;
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m_spawntimes.push_back(spawntime);
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}
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}
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ParticleSpawner::~ParticleSpawner() {}
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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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bool unloaded = false;
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bool is_attached = false;
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v3f attached_pos = v3f(0,0,0);
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float attached_yaw = 0;
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if (m_attached_id != 0) {
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if (ClientActiveObject *attached = env->getActiveObject(m_attached_id)) {
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attached_pos = attached->getPosition() / BS;
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attached_yaw = attached->getYaw();
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is_attached = true;
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} else {
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unloaded = true;
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}
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}
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if (m_spawntime != 0) // Spawner exists for a predefined timespan
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{
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for(std::vector<float>::iterator i = m_spawntimes.begin();
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i != m_spawntimes.end();)
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{
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if ((*i) <= m_time && m_amount > 0)
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{
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m_amount--;
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// Pretend to, but don't actually spawn a
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// particle if it is attached to an unloaded
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// object.
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if (!unloaded) {
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v3f pos = random_v3f(m_minpos, m_maxpos);
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v3f vel = random_v3f(m_minvel, m_maxvel);
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v3f acc = random_v3f(m_minacc, m_maxacc);
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if (is_attached) {
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// Apply attachment yaw and position
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pos.rotateXZBy(attached_yaw);
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pos += attached_pos;
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vel.rotateXZBy(attached_yaw);
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acc.rotateXZBy(attached_yaw);
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}
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float exptime = rand()/(float)RAND_MAX
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*(m_maxexptime-m_minexptime)
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+m_minexptime;
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float size = rand()/(float)RAND_MAX
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*(m_maxsize-m_minsize)
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+m_minsize;
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Particle* toadd = new Particle(
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m_gamedef,
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m_smgr,
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m_player,
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env,
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pos,
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vel,
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acc,
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exptime,
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size,
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m_collisiondetection,
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m_collision_removal,
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m_vertical,
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m_texture,
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v2f(0.0, 0.0),
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v2f(1.0, 1.0));
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m_particlemanager->addParticle(toadd);
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}
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i = m_spawntimes.erase(i);
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}
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else
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{
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++i;
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}
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}
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}
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else // Spawner exists for an infinity timespan, spawn on a per-second base
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{
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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 <= m_amount; i++)
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{
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if (rand()/(float)RAND_MAX < dtime)
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{
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v3f pos = random_v3f(m_minpos, m_maxpos);
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v3f vel = random_v3f(m_minvel, m_maxvel);
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v3f acc = random_v3f(m_minacc, m_maxacc);
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if (is_attached) {
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// Apply attachment yaw and position
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pos.rotateXZBy(attached_yaw);
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pos += attached_pos;
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vel.rotateXZBy(attached_yaw);
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acc.rotateXZBy(attached_yaw);
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}
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float exptime = rand()/(float)RAND_MAX
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*(m_maxexptime-m_minexptime)
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+m_minexptime;
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float size = rand()/(float)RAND_MAX
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*(m_maxsize-m_minsize)
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+m_minsize;
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Particle* toadd = new Particle(
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m_gamedef,
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m_smgr,
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m_player,
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env,
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pos,
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vel,
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acc,
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exptime,
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size,
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m_collisiondetection,
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m_collision_removal,
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m_vertical,
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m_texture,
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v2f(0.0, 0.0),
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v2f(1.0, 1.0));
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m_particlemanager->addParticle(toadd);
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}
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}
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}
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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 (std::map<u32, ParticleSpawner*>::iterator i =
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m_particle_spawners.begin();
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i != m_particle_spawners.end();)
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{
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if (i->second->get_expired())
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{
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delete i->second;
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m_particle_spawners.erase(i++);
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}
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else
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{
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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(std::vector<Particle*>::iterator i = m_particles.begin();
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i != m_particles.end();)
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{
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if ((*i)->get_expired())
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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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else
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{
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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(std::map<u32, ParticleSpawner*>::iterator i =
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m_particle_spawners.begin();
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i != m_particle_spawners.end();)
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{
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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(std::vector<Particle*>::iterator i =
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m_particles.begin();
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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, IGameDef *gamedef,
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scene::ISceneManager* smgr, 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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MutexAutoLock lock(m_spawner_list_lock);
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if (m_particle_spawners.find(event->delete_particlespawner.id) !=
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m_particle_spawners.end()) {
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delete m_particle_spawners.find(event->delete_particlespawner.id)->second;
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m_particle_spawners.erase(event->delete_particlespawner.id);
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}
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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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{
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MutexAutoLock lock(m_spawner_list_lock);
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if (m_particle_spawners.find(event->add_particlespawner.id) !=
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m_particle_spawners.end()) {
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delete m_particle_spawners.find(event->add_particlespawner.id)->second;
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m_particle_spawners.erase(event->add_particlespawner.id);
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}
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}
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video::ITexture *texture =
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gamedef->tsrc()->getTextureForMesh(*(event->add_particlespawner.texture));
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ParticleSpawner* toadd = new ParticleSpawner(gamedef, smgr, player,
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event->add_particlespawner.amount,
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event->add_particlespawner.spawntime,
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*event->add_particlespawner.minpos,
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*event->add_particlespawner.maxpos,
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*event->add_particlespawner.minvel,
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*event->add_particlespawner.maxvel,
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*event->add_particlespawner.minacc,
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*event->add_particlespawner.maxacc,
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event->add_particlespawner.minexptime,
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event->add_particlespawner.maxexptime,
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event->add_particlespawner.minsize,
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event->add_particlespawner.maxsize,
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event->add_particlespawner.collisiondetection,
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event->add_particlespawner.collision_removal,
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event->add_particlespawner.attached_id,
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event->add_particlespawner.vertical,
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texture,
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event->add_particlespawner.id,
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this);
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|
|
/* delete allocated content of event */
|
|
delete event->add_particlespawner.minpos;
|
|
delete event->add_particlespawner.maxpos;
|
|
delete event->add_particlespawner.minvel;
|
|
delete event->add_particlespawner.maxvel;
|
|
delete event->add_particlespawner.minacc;
|
|
delete event->add_particlespawner.texture;
|
|
delete event->add_particlespawner.maxacc;
|
|
|
|
{
|
|
MutexAutoLock lock(m_spawner_list_lock);
|
|
m_particle_spawners.insert(
|
|
std::pair<u32, ParticleSpawner*>(
|
|
event->add_particlespawner.id,
|
|
toadd));
|
|
}
|
|
break;
|
|
}
|
|
case CE_SPAWN_PARTICLE: {
|
|
video::ITexture *texture =
|
|
gamedef->tsrc()->getTextureForMesh(*(event->spawn_particle.texture));
|
|
|
|
Particle* toadd = new Particle(gamedef, smgr, player, m_env,
|
|
*event->spawn_particle.pos,
|
|
*event->spawn_particle.vel,
|
|
*event->spawn_particle.acc,
|
|
event->spawn_particle.expirationtime,
|
|
event->spawn_particle.size,
|
|
event->spawn_particle.collisiondetection,
|
|
event->spawn_particle.collision_removal,
|
|
event->spawn_particle.vertical,
|
|
texture,
|
|
v2f(0.0, 0.0),
|
|
v2f(1.0, 1.0));
|
|
|
|
addParticle(toadd);
|
|
|
|
delete event->spawn_particle.pos;
|
|
delete event->spawn_particle.vel;
|
|
delete event->spawn_particle.acc;
|
|
|
|
break;
|
|
}
|
|
default: break;
|
|
}
|
|
}
|
|
|
|
void ParticleManager::addDiggingParticles(IGameDef* gamedef, scene::ISceneManager* smgr,
|
|
LocalPlayer *player, v3s16 pos, const TileSpec tiles[])
|
|
{
|
|
for (u16 j = 0; j < 32; j++) // set the amount of particles here
|
|
{
|
|
addNodeParticle(gamedef, smgr, player, pos, tiles);
|
|
}
|
|
}
|
|
|
|
void ParticleManager::addPunchingParticles(IGameDef* gamedef, scene::ISceneManager* smgr,
|
|
LocalPlayer *player, v3s16 pos, const TileSpec tiles[])
|
|
{
|
|
addNodeParticle(gamedef, smgr, player, pos, tiles);
|
|
}
|
|
|
|
void ParticleManager::addNodeParticle(IGameDef* gamedef, scene::ISceneManager* smgr,
|
|
LocalPlayer *player, v3s16 pos, const TileSpec tiles[])
|
|
{
|
|
// Texture
|
|
u8 texid = myrand_range(0, 5);
|
|
video::ITexture *texture = tiles[texid].texture;
|
|
|
|
// Only use first frame of animated texture
|
|
f32 ymax = 1;
|
|
if(tiles[texid].material_flags & MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES)
|
|
ymax /= tiles[texid].animation_frame_count;
|
|
|
|
float size = rand() % 64 / 512.;
|
|
float visual_size = BS * size;
|
|
v2f texsize(size * 2, ymax * size * 2);
|
|
v2f texpos;
|
|
texpos.X = ((rand() % 64) / 64. - texsize.X);
|
|
texpos.Y = ymax * ((rand() % 64) / 64. - texsize.Y);
|
|
|
|
// Physics
|
|
v3f velocity((rand() % 100 / 50. - 1) / 1.5,
|
|
rand() % 100 / 35.,
|
|
(rand() % 100 / 50. - 1) / 1.5);
|
|
|
|
v3f acceleration(0,-9,0);
|
|
v3f particlepos = v3f(
|
|
(f32) pos.X + rand() %100 /200. - 0.25,
|
|
(f32) pos.Y + rand() %100 /200. - 0.25,
|
|
(f32) pos.Z + rand() %100 /200. - 0.25
|
|
);
|
|
|
|
Particle* toadd = new Particle(
|
|
gamedef,
|
|
smgr,
|
|
player,
|
|
m_env,
|
|
particlepos,
|
|
velocity,
|
|
acceleration,
|
|
rand() % 100 / 100., // expiration time
|
|
visual_size,
|
|
true,
|
|
false,
|
|
false,
|
|
texture,
|
|
texpos,
|
|
texsize);
|
|
|
|
addParticle(toadd);
|
|
}
|
|
|
|
void ParticleManager::addParticle(Particle* toadd)
|
|
{
|
|
MutexAutoLock lock(m_particle_list_lock);
|
|
m_particles.push_back(toadd);
|
|
}
|