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/* | ||
Minetest-c55 | ||
Copyright (C) 2012 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. | ||
*/ | ||
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||
#include "particles.h" | ||
#include "constants.h" | ||
#include "debug.h" | ||
#include "main.h" // For g_profiler and g_settings | ||
#include "settings.h" | ||
#include "tile.h" | ||
#include "gamedef.h" | ||
#include "collision.h" | ||
#include <stdlib.h> | ||
#include "util/numeric.h" | ||
#include "light.h" | ||
#include "environment.h" | ||
#include "clientmap.h" | ||
#include "mapnode.h" | ||
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Particle::Particle( | ||
IGameDef *gamedef, | ||
scene::ISceneManager* smgr, | ||
LocalPlayer *player, | ||
s32 id, | ||
v3f pos, | ||
v3f velocity, | ||
v3f acceleration, | ||
float expirationtime, | ||
float size, | ||
AtlasPointer ap | ||
): | ||
scene::ISceneNode(smgr->getRootSceneNode(), smgr, id) | ||
{ | ||
// Misc | ||
m_gamedef = gamedef; | ||
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||
// Texture | ||
m_material.setFlag(video::EMF_LIGHTING, false); | ||
m_material.setFlag(video::EMF_BACK_FACE_CULLING, false); | ||
m_material.setFlag(video::EMF_BILINEAR_FILTER, false); | ||
m_material.setFlag(video::EMF_FOG_ENABLE, true); | ||
m_material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL; | ||
m_material.setTexture(0, ap.atlas); | ||
m_ap = ap; | ||
m_light = 0; | ||
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// Particle related | ||
m_pos = pos; | ||
m_velocity = velocity; | ||
m_acceleration = acceleration; | ||
m_expiration = expirationtime; | ||
m_time = 0; | ||
m_player = player; | ||
m_size = size; | ||
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// Irrlicht stuff (TODO) | ||
m_collisionbox = core::aabbox3d<f32>(-size/2,-size/2,-size/2,size/2,size/2,size/2); | ||
this->setAutomaticCulling(scene::EAC_OFF); | ||
} | ||
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Particle::~Particle() | ||
{ | ||
} | ||
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void Particle::OnRegisterSceneNode() | ||
{ | ||
if (IsVisible) | ||
{ | ||
SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT); | ||
SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID); | ||
} | ||
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ISceneNode::OnRegisterSceneNode(); | ||
} | ||
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void Particle::render() | ||
{ | ||
// TODO: Render particles in front of water and the selectionbox | ||
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video::IVideoDriver* driver = SceneManager->getVideoDriver(); | ||
driver->setMaterial(m_material); | ||
driver->setTransform(video::ETS_WORLD, AbsoluteTransformation); | ||
video::SColor c(255, m_light, m_light, m_light); | ||
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video::S3DVertex vertices[4] = | ||
{ | ||
video::S3DVertex(-m_size/2,-m_size/2,0, 0,0,0, c, m_ap.x0(), m_ap.y1()), | ||
video::S3DVertex(m_size/2,-m_size/2,0, 0,0,0, c, m_ap.x1(), m_ap.y1()), | ||
video::S3DVertex(m_size/2,m_size/2,0, 0,0,0, c, m_ap.x1(), m_ap.y0()), | ||
video::S3DVertex(-m_size/2,m_size/2,0, 0,0,0, c ,m_ap.x0(), m_ap.y0()), | ||
}; | ||
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for(u16 i=0; i<4; i++) | ||
{ | ||
vertices[i].Pos.rotateYZBy(m_player->getPitch()); | ||
vertices[i].Pos.rotateXZBy(m_player->getYaw()); | ||
m_box.addInternalPoint(vertices[i].Pos); | ||
vertices[i].Pos += m_pos*BS; | ||
} | ||
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u16 indices[] = {0,1,2, 2,3,0}; | ||
driver->drawVertexPrimitiveList(vertices, 4, indices, 2, | ||
video::EVT_STANDARD, scene::EPT_TRIANGLES, video::EIT_16BIT); | ||
} | ||
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void Particle::step(float dtime, ClientEnvironment &env) | ||
{ | ||
core::aabbox3d<f32> box = m_collisionbox; | ||
v3f p_pos = m_pos*BS; | ||
v3f p_velocity = m_velocity*BS; | ||
v3f p_acceleration = m_acceleration*BS; | ||
collisionMoveSimple(&env.getClientMap(), m_gamedef, | ||
BS*0.5, box, | ||
0, dtime, | ||
p_pos, p_velocity, p_acceleration); | ||
m_pos = p_pos/BS; | ||
m_velocity = p_velocity/BS; | ||
m_acceleration = p_acceleration/BS; | ||
m_time += dtime; | ||
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// Update lighting | ||
u8 light = 0; | ||
try{ | ||
v3s16 p = v3s16( | ||
floor(m_pos.X+0.5), | ||
floor(m_pos.Y+0.5), | ||
floor(m_pos.Z+0.5) | ||
); | ||
MapNode n = env.getClientMap().getNode(p); | ||
light = n.getLightBlend(env.getDayNightRatio(), m_gamedef->ndef()); | ||
} | ||
catch(InvalidPositionException &e){ | ||
light = blend_light(env.getDayNightRatio(), LIGHT_SUN, 0); | ||
} | ||
m_light = decode_light(light); | ||
} | ||
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std::vector<Particle*> all_particles; | ||
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void allparticles_step (float dtime, ClientEnvironment &env) | ||
{ | ||
for(std::vector<Particle*>::iterator i = all_particles.begin(); i != all_particles.end();) | ||
{ | ||
if ((*i)->get_expired()) | ||
{ | ||
(*i)->remove(); | ||
delete *i; | ||
all_particles.erase(i); | ||
} | ||
else | ||
{ | ||
(*i)->step(dtime, env); | ||
i++; | ||
} | ||
} | ||
} | ||
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void 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); | ||
} | ||
} | ||
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void addPunchingParticles(IGameDef* gamedef, scene::ISceneManager* smgr, LocalPlayer *player, v3s16 pos, const TileSpec tiles[]) | ||
{ | ||
addNodeParticle(gamedef, smgr, player, pos, tiles); | ||
} | ||
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// add a particle of a node | ||
// used by digging and punching particles | ||
void addNodeParticle(IGameDef* gamedef, scene::ISceneManager* smgr, LocalPlayer *player, v3s16 pos, const TileSpec tiles[]) | ||
{ | ||
// Texture | ||
u8 texid = myrand_range(0,5); | ||
AtlasPointer ap = tiles[texid].texture; | ||
float size = rand()%64/512.; | ||
float visual_size = BS*size; | ||
float texsize = size*2; | ||
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float x1 = ap.x1(); | ||
float y1 = ap.y1(); | ||
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ap.size.X = (ap.x1() - ap.x0()) * texsize; | ||
ap.size.Y = (ap.x1() - ap.x0()) * texsize; | ||
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ap.pos.X = ap.x0() + (x1 - ap.x0()) * ((rand()%64)/64.-texsize); | ||
ap.pos.Y = ap.y0() + (y1 - ap.y0()) * ((rand()%64)/64.-texsize); | ||
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// 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 | ||
); | ||
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Particle *particle = new Particle( | ||
gamedef, | ||
smgr, | ||
player, | ||
0, | ||
particlepos, | ||
velocity, | ||
acceleration, | ||
rand()%100/100., // expiration time | ||
visual_size, | ||
ap); | ||
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all_particles.push_back(particle); | ||
} |
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