minetest/src/particles.h
Paramat 766fb7b46e
Particles: Make collision with objects optional (#7682)
Also set it to false for node dig particles, as they are often created
and high in number.

Improve particle documentation.
2018-09-08 00:38:35 +01:00

224 lines
4.9 KiB
C++

/*
Minetest
Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#pragma once
#include <iostream>
#include "irrlichttypes_extrabloated.h"
#include "client/tile.h"
#include "localplayer.h"
#include "tileanimation.h"
struct ClientEvent;
class ParticleManager;
class ClientEnvironment;
struct MapNode;
struct ContentFeatures;
class Particle : public scene::ISceneNode
{
public:
Particle(
IGameDef* gamedef,
LocalPlayer *player,
ClientEnvironment *env,
v3f pos,
v3f velocity,
v3f acceleration,
float expirationtime,
float size,
bool collisiondetection,
bool collision_removal,
bool object_collision,
bool vertical,
video::ITexture *texture,
v2f texpos,
v2f texsize,
const struct TileAnimationParams &anim,
u8 glow,
video::SColor color = video::SColor(0xFFFFFFFF)
);
~Particle() = default;
virtual const aabb3f &getBoundingBox() const
{
return m_box;
}
virtual u32 getMaterialCount() const
{
return 1;
}
virtual video::SMaterial& getMaterial(u32 i)
{
return m_material;
}
virtual void OnRegisterSceneNode();
virtual void render();
void step(float dtime);
bool get_expired ()
{ return m_expiration < m_time; }
private:
void updateLight();
void updateVertices();
video::S3DVertex m_vertices[4];
float m_time = 0.0f;
float m_expiration;
ClientEnvironment *m_env;
IGameDef *m_gamedef;
aabb3f m_box;
aabb3f m_collisionbox;
video::SMaterial m_material;
v2f m_texpos;
v2f m_texsize;
v3f m_pos;
v3f m_velocity;
v3f m_acceleration;
LocalPlayer *m_player;
float m_size;
//! Color without lighting
video::SColor m_base_color;
//! Final rendered color
video::SColor m_color;
bool m_collisiondetection;
bool m_collision_removal;
bool m_object_collision;
bool m_vertical;
v3s16 m_camera_offset;
struct TileAnimationParams m_animation;
float m_animation_time = 0.0f;
int m_animation_frame = 0;
u8 m_glow;
};
class ParticleSpawner
{
public:
ParticleSpawner(IGameDef* gamedef,
LocalPlayer *player,
u16 amount,
float time,
v3f minp, v3f maxp,
v3f minvel, v3f maxvel,
v3f minacc, v3f maxacc,
float minexptime, float maxexptime,
float minsize, float maxsize,
bool collisiondetection,
bool collision_removal,
bool object_collision,
u16 attached_id,
bool vertical,
video::ITexture *texture,
u32 id,
const struct TileAnimationParams &anim, u8 glow,
ParticleManager* p_manager);
~ParticleSpawner() = default;
void step(float dtime, ClientEnvironment *env);
bool get_expired ()
{ return (m_amount <= 0) && m_spawntime != 0; }
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;
u16 m_amount;
float m_spawntime;
v3f m_minpos;
v3f m_maxpos;
v3f m_minvel;
v3f m_maxvel;
v3f m_minacc;
v3f m_maxacc;
float m_minexptime;
float m_maxexptime;
float m_minsize;
float m_maxsize;
video::ITexture *m_texture;
std::vector<float> m_spawntimes;
bool m_collisiondetection;
bool m_collision_removal;
bool m_object_collision;
bool m_vertical;
u16 m_attached_id;
struct TileAnimationParams m_animation;
u8 m_glow;
};
/**
* Class doing particle as well as their spawners handling
*/
class ParticleManager
{
friend class ParticleSpawner;
public:
ParticleManager(ClientEnvironment* env);
~ParticleManager();
void step (float dtime);
void handleParticleEvent(ClientEvent *event, Client *client,
LocalPlayer *player);
void addDiggingParticles(IGameDef *gamedef, LocalPlayer *player, v3s16 pos,
const MapNode &n, const ContentFeatures &f);
void addNodeParticle(IGameDef *gamedef, LocalPlayer *player, v3s16 pos,
const MapNode &n, const ContentFeatures &f);
u32 getSpawnerId() const
{
for (u32 id = 0;; ++id) { // look for unused particlespawner id
if (m_particle_spawners.find(id) == m_particle_spawners.end())
return id;
}
}
protected:
void addParticle(Particle* toadd);
private:
void stepParticles (float dtime);
void stepSpawners (float dtime);
void clearAll ();
std::vector<Particle*> m_particles;
std::map<u32, ParticleSpawner*> m_particle_spawners;
ClientEnvironment* m_env;
std::mutex m_particle_list_lock;
std::mutex m_spawner_list_lock;
};