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Remove obsolete eye_height related workaround
[dragonfireclient.git] / src / client / particles.cpp
1 /*
2 Minetest
3 Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
4
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
9
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
13 GNU Lesser General Public License for more details.
14
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
18 */
19
20 #include "particles.h"
21 #include <cmath>
22 #include "client.h"
23 #include "collision.h"
24 #include "client/content_cao.h"
25 #include "client/clientevent.h"
26 #include "client/renderingengine.h"
27 #include "util/numeric.h"
28 #include "light.h"
29 #include "environment.h"
30 #include "clientmap.h"
31 #include "mapnode.h"
32 #include "nodedef.h"
33 #include "client.h"
34 #include "settings.h"
35
36 /*
37         Utility
38 */
39
40 static f32 random_f32(f32 min, f32 max)
41 {
42         return rand() / (float)RAND_MAX * (max - min) + min;
43 }
44
45 static v3f random_v3f(v3f min, v3f max)
46 {
47         return v3f(
48                 random_f32(min.X, max.X),
49                 random_f32(min.Y, max.Y),
50                 random_f32(min.Z, max.Z));
51 }
52
53 /*
54         Particle
55 */
56
57 Particle::Particle(
58         IGameDef *gamedef,
59         LocalPlayer *player,
60         ClientEnvironment *env,
61         const ParticleParameters &p,
62         video::ITexture *texture,
63         v2f texpos,
64         v2f texsize,
65         video::SColor color
66 ):
67         scene::ISceneNode(((Client *)gamedef)->getSceneManager()->getRootSceneNode(),
68                 ((Client *)gamedef)->getSceneManager())
69 {
70         // Misc
71         m_gamedef = gamedef;
72         m_env = env;
73
74         // Texture
75         m_material.setFlag(video::EMF_LIGHTING, false);
76         m_material.setFlag(video::EMF_BACK_FACE_CULLING, false);
77         m_material.setFlag(video::EMF_BILINEAR_FILTER, false);
78         m_material.setFlag(video::EMF_FOG_ENABLE, true);
79         m_material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
80         m_material.setTexture(0, texture);
81         m_texpos = texpos;
82         m_texsize = texsize;
83         m_animation = p.animation;
84
85         // Color
86         m_base_color = color;
87         m_color = color;
88
89         // Particle related
90         m_pos = p.pos;
91         m_velocity = p.vel;
92         m_acceleration = p.acc;
93         m_expiration = p.expirationtime;
94         m_player = player;
95         m_size = p.size;
96         m_collisiondetection = p.collisiondetection;
97         m_collision_removal = p.collision_removal;
98         m_object_collision = p.object_collision;
99         m_vertical = p.vertical;
100         m_glow = p.glow;
101
102         // Irrlicht stuff
103         const float c = p.size / 2;
104         m_collisionbox = aabb3f(-c, -c, -c, c, c, c);
105         this->setAutomaticCulling(scene::EAC_OFF);
106
107         // Init lighting
108         updateLight();
109
110         // Init model
111         updateVertices();
112 }
113
114 void Particle::OnRegisterSceneNode()
115 {
116         if (IsVisible)
117                 SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT_EFFECT);
118
119         ISceneNode::OnRegisterSceneNode();
120 }
121
122 void Particle::render()
123 {
124         video::IVideoDriver *driver = SceneManager->getVideoDriver();
125         driver->setMaterial(m_material);
126         driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
127
128         u16 indices[] = {0,1,2, 2,3,0};
129         driver->drawVertexPrimitiveList(m_vertices, 4,
130                         indices, 2, video::EVT_STANDARD,
131                         scene::EPT_TRIANGLES, video::EIT_16BIT);
132 }
133
134 void Particle::step(float dtime)
135 {
136         m_time += dtime;
137         if (m_collisiondetection) {
138                 aabb3f box = m_collisionbox;
139                 v3f p_pos = m_pos * BS;
140                 v3f p_velocity = m_velocity * BS;
141                 collisionMoveResult r = collisionMoveSimple(m_env, m_gamedef, BS * 0.5f,
142                         box, 0.0f, dtime, &p_pos, &p_velocity, m_acceleration * BS, nullptr,
143                         m_object_collision);
144                 if (m_collision_removal && r.collides) {
145                         // force expiration of the particle
146                         m_expiration = -1.0;
147                 } else {
148                         m_pos = p_pos / BS;
149                         m_velocity = p_velocity / BS;
150                 }
151         } else {
152                 m_velocity += m_acceleration * dtime;
153                 m_pos += m_velocity * dtime;
154         }
155         if (m_animation.type != TAT_NONE) {
156                 m_animation_time += dtime;
157                 int frame_length_i, frame_count;
158                 m_animation.determineParams(
159                                 m_material.getTexture(0)->getSize(),
160                                 &frame_count, &frame_length_i, NULL);
161                 float frame_length = frame_length_i / 1000.0;
162                 while (m_animation_time > frame_length) {
163                         m_animation_frame++;
164                         m_animation_time -= frame_length;
165                 }
166         }
167
168         // Update lighting
169         updateLight();
170
171         // Update model
172         updateVertices();
173 }
174
175 void Particle::updateLight()
176 {
177         u8 light = 0;
178         bool pos_ok;
179
180         v3s16 p = v3s16(
181                 floor(m_pos.X+0.5),
182                 floor(m_pos.Y+0.5),
183                 floor(m_pos.Z+0.5)
184         );
185         MapNode n = m_env->getClientMap().getNode(p, &pos_ok);
186         if (pos_ok)
187                 light = n.getLightBlend(m_env->getDayNightRatio(), m_gamedef->ndef());
188         else
189                 light = blend_light(m_env->getDayNightRatio(), LIGHT_SUN, 0);
190
191         u8 m_light = decode_light(light + m_glow);
192         m_color.set(255,
193                 m_light * m_base_color.getRed() / 255,
194                 m_light * m_base_color.getGreen() / 255,
195                 m_light * m_base_color.getBlue() / 255);
196 }
197
198 void Particle::updateVertices()
199 {
200         f32 tx0, tx1, ty0, ty1;
201
202         if (m_animation.type != TAT_NONE) {
203                 const v2u32 texsize = m_material.getTexture(0)->getSize();
204                 v2f texcoord, framesize_f;
205                 v2u32 framesize;
206                 texcoord = m_animation.getTextureCoords(texsize, m_animation_frame);
207                 m_animation.determineParams(texsize, NULL, NULL, &framesize);
208                 framesize_f = v2f(framesize.X / (float) texsize.X, framesize.Y / (float) texsize.Y);
209
210                 tx0 = m_texpos.X + texcoord.X;
211                 tx1 = m_texpos.X + texcoord.X + framesize_f.X * m_texsize.X;
212                 ty0 = m_texpos.Y + texcoord.Y;
213                 ty1 = m_texpos.Y + texcoord.Y + framesize_f.Y * m_texsize.Y;
214         } else {
215                 tx0 = m_texpos.X;
216                 tx1 = m_texpos.X + m_texsize.X;
217                 ty0 = m_texpos.Y;
218                 ty1 = m_texpos.Y + m_texsize.Y;
219         }
220
221         m_vertices[0] = video::S3DVertex(-m_size / 2, -m_size / 2,
222                 0, 0, 0, 0, m_color, tx0, ty1);
223         m_vertices[1] = video::S3DVertex(m_size / 2, -m_size / 2,
224                 0, 0, 0, 0, m_color, tx1, ty1);
225         m_vertices[2] = video::S3DVertex(m_size / 2, m_size / 2,
226                 0, 0, 0, 0, m_color, tx1, ty0);
227         m_vertices[3] = video::S3DVertex(-m_size / 2, m_size / 2,
228                 0, 0, 0, 0, m_color, tx0, ty0);
229
230         v3s16 camera_offset = m_env->getCameraOffset();
231         for (video::S3DVertex &vertex : m_vertices) {
232                 if (m_vertical) {
233                         v3f ppos = m_player->getPosition()/BS;
234                         vertex.Pos.rotateXZBy(std::atan2(ppos.Z - m_pos.Z, ppos.X - m_pos.X) /
235                                 core::DEGTORAD + 90);
236                 } else {
237                         vertex.Pos.rotateYZBy(m_player->getPitch());
238                         vertex.Pos.rotateXZBy(m_player->getYaw());
239                 }
240                 m_box.addInternalPoint(vertex.Pos);
241                 vertex.Pos += m_pos*BS - intToFloat(camera_offset, BS);
242         }
243 }
244
245 /*
246         ParticleSpawner
247 */
248
249 ParticleSpawner::ParticleSpawner(
250         IGameDef *gamedef,
251         LocalPlayer *player,
252         const ParticleSpawnerParameters &p,
253         u16 attached_id,
254         video::ITexture *texture,
255         ParticleManager *p_manager
256 ):
257         m_particlemanager(p_manager), p(p)
258 {
259         m_gamedef = gamedef;
260         m_player = player;
261         m_attached_id = attached_id;
262         m_texture = texture;
263         m_time = 0;
264
265         m_spawntimes.reserve(p.amount + 1);
266         for (u16 i = 0; i <= p.amount; i++) {
267                 float spawntime = rand() / (float)RAND_MAX * p.time;
268                 m_spawntimes.push_back(spawntime);
269         }
270 }
271
272 void ParticleSpawner::spawnParticle(ClientEnvironment *env, float radius,
273         const core::matrix4 *attached_absolute_pos_rot_matrix)
274 {
275         v3f ppos = m_player->getPosition() / BS;
276         v3f pos = random_v3f(p.minpos, p.maxpos);
277
278         // Need to apply this first or the following check
279         // will be wrong for attached spawners
280         if (attached_absolute_pos_rot_matrix) {
281                 pos *= BS;
282                 attached_absolute_pos_rot_matrix->transformVect(pos);
283                 pos /= BS;
284                 v3s16 camera_offset = m_particlemanager->m_env->getCameraOffset();
285                 pos.X += camera_offset.X;
286                 pos.Y += camera_offset.Y;
287                 pos.Z += camera_offset.Z;
288         }
289
290         if (pos.getDistanceFrom(ppos) > radius)
291                 return;
292
293         // Parameters for the single particle we're about to spawn
294         ParticleParameters pp;
295         pp.pos = pos;
296
297         pp.vel = random_v3f(p.minvel, p.maxvel);
298         pp.acc = random_v3f(p.minacc, p.maxacc);
299
300         if (attached_absolute_pos_rot_matrix) {
301                 // Apply attachment rotation
302                 attached_absolute_pos_rot_matrix->rotateVect(pp.vel);
303                 attached_absolute_pos_rot_matrix->rotateVect(pp.acc);
304         }
305
306         pp.expirationtime = random_f32(p.minexptime, p.maxexptime);
307         p.copyCommon(pp);
308
309         video::ITexture *texture;
310         v2f texpos, texsize;
311         video::SColor color(0xFFFFFFFF);
312
313         if (p.node.getContent() != CONTENT_IGNORE) {
314                 const ContentFeatures &f =
315                         m_particlemanager->m_env->getGameDef()->ndef()->get(p.node);
316                 if (!ParticleManager::getNodeParticleParams(p.node, f, pp, &texture,
317                                 texpos, texsize, &color, p.node_tile))
318                         return;
319         } else {
320                 texture = m_texture;
321                 texpos = v2f(0.0f, 0.0f);
322                 texsize = v2f(1.0f, 1.0f);
323         }
324
325         // Allow keeping default random size
326         if (p.maxsize > 0.0f)
327                 pp.size = random_f32(p.minsize, p.maxsize);
328
329         m_particlemanager->addParticle(new Particle(
330                 m_gamedef,
331                 m_player,
332                 env,
333                 pp,
334                 texture,
335                 texpos,
336                 texsize,
337                 color
338         ));
339 }
340
341 void ParticleSpawner::step(float dtime, ClientEnvironment *env)
342 {
343         m_time += dtime;
344
345         static thread_local const float radius =
346                         g_settings->getS16("max_block_send_distance") * MAP_BLOCKSIZE;
347
348         bool unloaded = false;
349         const core::matrix4 *attached_absolute_pos_rot_matrix = nullptr;
350         if (m_attached_id) {
351                 if (GenericCAO *attached = dynamic_cast<GenericCAO *>(env->getActiveObject(m_attached_id))) {
352                         attached_absolute_pos_rot_matrix = attached->getAbsolutePosRotMatrix();
353                 } else {
354                         unloaded = true;
355                 }
356         }
357
358         if (p.time != 0) {
359                 // Spawner exists for a predefined timespan
360                 for (auto i = m_spawntimes.begin(); i != m_spawntimes.end(); ) {
361                         if ((*i) <= m_time && p.amount > 0) {
362                                 --p.amount;
363
364                                 // Pretend to, but don't actually spawn a particle if it is
365                                 // attached to an unloaded object or distant from player.
366                                 if (!unloaded)
367                                         spawnParticle(env, radius, attached_absolute_pos_rot_matrix);
368
369                                 i = m_spawntimes.erase(i);
370                         } else {
371                                 ++i;
372                         }
373                 }
374         } else {
375                 // Spawner exists for an infinity timespan, spawn on a per-second base
376
377                 // Skip this step if attached to an unloaded object
378                 if (unloaded)
379                         return;
380
381                 for (int i = 0; i <= p.amount; i++) {
382                         if (rand() / (float)RAND_MAX < dtime)
383                                 spawnParticle(env, radius, attached_absolute_pos_rot_matrix);
384                 }
385         }
386 }
387
388 /*
389         ParticleManager
390 */
391
392 ParticleManager::ParticleManager(ClientEnvironment *env) :
393         m_env(env)
394 {}
395
396 ParticleManager::~ParticleManager()
397 {
398         clearAll();
399 }
400
401 void ParticleManager::step(float dtime)
402 {
403         stepParticles (dtime);
404         stepSpawners (dtime);
405 }
406
407 void ParticleManager::stepSpawners(float dtime)
408 {
409         MutexAutoLock lock(m_spawner_list_lock);
410         for (auto i = m_particle_spawners.begin(); i != m_particle_spawners.end();) {
411                 if (i->second->get_expired()) {
412                         delete i->second;
413                         m_particle_spawners.erase(i++);
414                 } else {
415                         i->second->step(dtime, m_env);
416                         ++i;
417                 }
418         }
419 }
420
421 void ParticleManager::stepParticles(float dtime)
422 {
423         MutexAutoLock lock(m_particle_list_lock);
424         for (auto i = m_particles.begin(); i != m_particles.end();) {
425                 if ((*i)->get_expired()) {
426                         (*i)->remove();
427                         delete *i;
428                         i = m_particles.erase(i);
429                 } else {
430                         (*i)->step(dtime);
431                         ++i;
432                 }
433         }
434 }
435
436 void ParticleManager::clearAll()
437 {
438         MutexAutoLock lock(m_spawner_list_lock);
439         MutexAutoLock lock2(m_particle_list_lock);
440         for (auto i = m_particle_spawners.begin(); i != m_particle_spawners.end();) {
441                 delete i->second;
442                 m_particle_spawners.erase(i++);
443         }
444
445         for(auto i = m_particles.begin(); i != m_particles.end();)
446         {
447                 (*i)->remove();
448                 delete *i;
449                 i = m_particles.erase(i);
450         }
451 }
452
453 void ParticleManager::handleParticleEvent(ClientEvent *event, Client *client,
454         LocalPlayer *player)
455 {
456         switch (event->type) {
457                 case CE_DELETE_PARTICLESPAWNER: {
458                         deleteParticleSpawner(event->delete_particlespawner.id);
459                         // no allocated memory in delete event
460                         break;
461                 }
462                 case CE_ADD_PARTICLESPAWNER: {
463                         deleteParticleSpawner(event->add_particlespawner.id);
464
465                         const ParticleSpawnerParameters &p = *event->add_particlespawner.p;
466
467                         video::ITexture *texture =
468                                 client->tsrc()->getTextureForMesh(p.texture);
469
470                         auto toadd = new ParticleSpawner(client, player,
471                                         p,
472                                         event->add_particlespawner.attached_id,
473                                         texture,
474                                         this);
475
476                         addParticleSpawner(event->add_particlespawner.id, toadd);
477
478                         delete event->add_particlespawner.p;
479                         break;
480                 }
481                 case CE_SPAWN_PARTICLE: {
482                         ParticleParameters &p = *event->spawn_particle;
483
484                         video::ITexture *texture;
485                         v2f texpos, texsize;
486                         video::SColor color(0xFFFFFFFF);
487
488                         f32 oldsize = p.size;
489
490                         if (p.node.getContent() != CONTENT_IGNORE) {
491                                 const ContentFeatures &f = m_env->getGameDef()->ndef()->get(p.node);
492                                 if (!getNodeParticleParams(p.node, f, p, &texture, texpos,
493                                                 texsize, &color, p.node_tile))
494                                         texture = nullptr;
495                         } else {
496                                 texture = client->tsrc()->getTextureForMesh(p.texture);
497                                 texpos = v2f(0.0f, 0.0f);
498                                 texsize = v2f(1.0f, 1.0f);
499                         }
500
501                         // Allow keeping default random size
502                         if (oldsize > 0.0f)
503                                 p.size = oldsize;
504
505                         if (texture) {
506                                 Particle *toadd = new Particle(client, player, m_env,
507                                                 p, texture, texpos, texsize, color);
508
509                                 addParticle(toadd);
510                         }
511
512                         delete event->spawn_particle;
513                         break;
514                 }
515                 default: break;
516         }
517 }
518
519 bool ParticleManager::getNodeParticleParams(const MapNode &n,
520         const ContentFeatures &f, ParticleParameters &p, video::ITexture **texture,
521         v2f &texpos, v2f &texsize, video::SColor *color, u8 tilenum)
522 {
523         // No particles for "airlike" nodes
524         if (f.drawtype == NDT_AIRLIKE)
525                 return false;
526
527         // Texture
528         u8 texid;
529         if (tilenum > 0 && tilenum <= 6)
530                 texid = tilenum - 1;
531         else
532                 texid = rand() % 6;
533         const TileLayer &tile = f.tiles[texid].layers[0];
534         p.animation.type = TAT_NONE;
535
536         // Only use first frame of animated texture
537         if (tile.material_flags & MATERIAL_FLAG_ANIMATION)
538                 *texture = (*tile.frames)[0].texture;
539         else
540                 *texture = tile.texture;
541
542         float size = (rand() % 8) / 64.0f;
543         p.size = BS * size;
544         if (tile.scale)
545                 size /= tile.scale;
546         texsize = v2f(size * 2.0f, size * 2.0f);
547         texpos.X = (rand() % 64) / 64.0f - texsize.X;
548         texpos.Y = (rand() % 64) / 64.0f - texsize.Y;
549
550         if (tile.has_color)
551                 *color = tile.color;
552         else
553                 n.getColor(f, color);
554
555         return true;
556 }
557
558 // The final burst of particles when a node is finally dug, *not* particles
559 // spawned during the digging of a node.
560
561 void ParticleManager::addDiggingParticles(IGameDef *gamedef,
562         LocalPlayer *player, v3s16 pos, const MapNode &n, const ContentFeatures &f)
563 {
564         // No particles for "airlike" nodes
565         if (f.drawtype == NDT_AIRLIKE)
566                 return;
567
568         for (u16 j = 0; j < 16; j++) {
569                 addNodeParticle(gamedef, player, pos, n, f);
570         }
571 }
572
573 // During the digging of a node particles are spawned individually by this
574 // function, called from Game::handleDigging() in game.cpp.
575
576 void ParticleManager::addNodeParticle(IGameDef *gamedef,
577         LocalPlayer *player, v3s16 pos, const MapNode &n, const ContentFeatures &f)
578 {
579         ParticleParameters p;
580         video::ITexture *texture;
581         v2f texpos, texsize;
582         video::SColor color;
583
584         if (!getNodeParticleParams(n, f, p, &texture, texpos, texsize, &color))
585                 return;
586
587         p.expirationtime = (rand() % 100) / 100.0f;
588
589         // Physics
590         p.vel = v3f(
591                 (rand() % 150) / 50.0f - 1.5f,
592                 (rand() % 150) / 50.0f,
593                 (rand() % 150) / 50.0f - 1.5f
594         );
595         p.acc = v3f(
596                 0.0f,
597                 -player->movement_gravity * player->physics_override_gravity / BS,
598                 0.0f
599         );
600         p.pos = v3f(
601                 (f32)pos.X + (rand() % 100) / 200.0f - 0.25f,
602                 (f32)pos.Y + (rand() % 100) / 200.0f - 0.25f,
603                 (f32)pos.Z + (rand() % 100) / 200.0f - 0.25f
604         );
605
606         Particle *toadd = new Particle(
607                 gamedef,
608                 player,
609                 m_env,
610                 p,
611                 texture,
612                 texpos,
613                 texsize,
614                 color);
615
616         addParticle(toadd);
617 }
618
619 void ParticleManager::addParticle(Particle *toadd)
620 {
621         MutexAutoLock lock(m_particle_list_lock);
622         m_particles.push_back(toadd);
623 }
624
625
626 void ParticleManager::addParticleSpawner(u64 id, ParticleSpawner *toadd)
627 {
628         MutexAutoLock lock(m_spawner_list_lock);
629         m_particle_spawners[id] = toadd;
630 }
631
632 void ParticleManager::deleteParticleSpawner(u64 id)
633 {
634         MutexAutoLock lock(m_spawner_list_lock);
635         auto it = m_particle_spawners.find(id);
636         if (it != m_particle_spawners.end()) {
637                 delete it->second;
638                 m_particle_spawners.erase(it);
639         }
640 }