From 1413b722a72d475e8f6cc6febbb5479504b90c04 Mon Sep 17 00:00:00 2001 From: Paramat Date: Thu, 4 Oct 2018 04:13:41 +0100 Subject: [PATCH] Dig particles: Various improvements (#7714) Improve codestyle. Add clarifying comments. Use 'movement_gravity' setting and physics override instead of hardcoded value. Halve number of particles in final 'node dug' burst. Avoid extremely small, near-invisible particles. Increase velocity to increase number emerging from within a cubic node. --- src/particles.cpp | 40 +++++++++++++++++++++++++--------------- 1 file changed, 25 insertions(+), 15 deletions(-) diff --git a/src/particles.cpp b/src/particles.cpp index 923c3ad01084..25cfa081e19e 100644 --- a/src/particles.cpp +++ b/src/particles.cpp @@ -584,6 +584,9 @@ void ParticleManager::handleParticleEvent(ClientEvent *event, Client *client, } } +// The final burst of particles when a node is finally dug, *not* particles +// spawned during the digging of a node. + void ParticleManager::addDiggingParticles(IGameDef* gamedef, LocalPlayer *player, v3s16 pos, const MapNode &n, const ContentFeatures &f) { @@ -591,12 +594,14 @@ void ParticleManager::addDiggingParticles(IGameDef* gamedef, if (f.drawtype == NDT_AIRLIKE) return; - // set the amount of particles here - for (u16 j = 0; j < 32; j++) { + for (u16 j = 0; j < 16; j++) { addNodeParticle(gamedef, player, pos, n, f); } } +// During the digging of a node particles are spawned individually by this +// function, called from Game::handleDigging() in game.cpp. + void ParticleManager::addNodeParticle(IGameDef* gamedef, LocalPlayer *player, v3s16 pos, const MapNode &n, const ContentFeatures &f) { @@ -617,25 +622,30 @@ void ParticleManager::addNodeParticle(IGameDef* gamedef, else texture = tile.texture; - float size = rand() % 64 / 512.; + float size = (rand() % 8) / 64.0f; float visual_size = BS * size; if (tile.scale) size /= tile.scale; - v2f texsize(size * 2, size * 2); + v2f texsize(size * 2.0f, size * 2.0f); v2f texpos; - texpos.X = ((rand() % 64) / 64. - texsize.X); - texpos.Y = ((rand() % 64) / 64. - texsize.Y); + texpos.X = (rand() % 64) / 64.0f - texsize.X; + texpos.Y = (rand() % 64) / 64.0f - 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 velocity( + (rand() % 150) / 50.0f - 1.5f, + (rand() % 150) / 50.0f, + (rand() % 150) / 50.0f - 1.5f + ); + v3f acceleration( + 0.0f, + -player->movement_gravity * player->physics_override_gravity / BS, + 0.0f + ); 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 + (f32)pos.X + (rand() % 100) / 200.0f - 0.25f, + (f32)pos.Y + (rand() % 100) / 200.0f - 0.25f, + (f32)pos.Z + (rand() % 100) / 200.0f - 0.25f ); video::SColor color; @@ -651,7 +661,7 @@ void ParticleManager::addNodeParticle(IGameDef* gamedef, particlepos, velocity, acceleration, - rand() % 100 / 100., // expiration time + (rand() % 100) / 100.0f, // expiration time visual_size, true, false,