]> git.lizzy.rs Git - minetest.git/blobdiff - src/client/particles.cpp
Animated particlespawners and more (#11545)
[minetest.git] / src / client / particles.cpp
index 288826a5f2f11df4804298e1695990a209123077..a1de1bb986febab64d92246bcb27a7f91dc83a4b 100644 (file)
@@ -33,23 +33,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "client.h"
 #include "settings.h"
 
-/*
-       Utility
-*/
-
-static f32 random_f32(f32 min, f32 max)
-{
-       return rand() / (float)RAND_MAX * (max - min) + min;
-}
-
-static v3f random_v3f(v3f min, v3f max)
-{
-       return v3f(
-               random_f32(min.X, max.X),
-               random_f32(min.Y, max.Y),
-               random_f32(min.Z, max.Z));
-}
-
 /*
        Particle
 */
@@ -59,25 +42,71 @@ Particle::Particle(
        LocalPlayer *player,
        ClientEnvironment *env,
        const ParticleParameters &p,
-       video::ITexture *texture,
+       const ClientTexRef& texture,
        v2f texpos,
        v2f texsize,
        video::SColor color
 ):
        scene::ISceneNode(((Client *)gamedef)->getSceneManager()->getRootSceneNode(),
-               ((Client *)gamedef)->getSceneManager())
+               ((Client *)gamedef)->getSceneManager()),
+       m_texture(texture)
 {
        // Misc
        m_gamedef = gamedef;
        m_env = env;
 
+       // translate blend modes to GL blend functions
+       video::E_BLEND_FACTOR bfsrc, bfdst;
+       video::E_BLEND_OPERATION blendop;
+       const auto blendmode = texture.tex != nullptr
+                       ? texture.tex -> blendmode
+                       : ParticleParamTypes::BlendMode::alpha;
+
+       switch (blendmode) {
+               case ParticleParamTypes::BlendMode::alpha:
+                       bfsrc = video::EBF_SRC_ALPHA;
+                       bfdst = video::EBF_ONE_MINUS_SRC_ALPHA;
+                       blendop = video::EBO_ADD;
+               break;
+
+               case ParticleParamTypes::BlendMode::add:
+                       bfsrc = video::EBF_SRC_ALPHA;
+                       bfdst = video::EBF_DST_ALPHA;
+                       blendop = video::EBO_ADD;
+               break;
+
+               case ParticleParamTypes::BlendMode::sub:
+                       bfsrc = video::EBF_SRC_ALPHA;
+                       bfdst = video::EBF_DST_ALPHA;
+                       blendop = video::EBO_REVSUBTRACT;
+               break;
+
+               case ParticleParamTypes::BlendMode::screen:
+                       bfsrc = video::EBF_ONE;
+                       bfdst = video::EBF_ONE_MINUS_SRC_COLOR;
+                       blendop = video::EBO_ADD;
+               break;
+
+               default: assert(false);
+       }
+
        // 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, texture);
+
+       // correctly render layered transparent particles -- see #10398
+       m_material.setFlag(video::EMF_ZWRITE_ENABLE, true);
+
+       // enable alpha blending and set blend mode
+       m_material.MaterialType = video::EMT_ONETEXTURE_BLEND;
+       m_material.MaterialTypeParam = video::pack_textureBlendFunc(
+                       bfsrc, bfdst,
+                       video::EMFN_MODULATE_1X,
+                       video::EAS_TEXTURE | video::EAS_VERTEX_COLOR);
+       m_material.BlendOperation = blendop;
+       m_material.setTexture(0, m_texture.ref);
        m_texpos = texpos;
        m_texsize = texsize;
        m_animation = p.animation;
@@ -90,6 +119,9 @@ Particle::Particle(
        m_pos = p.pos;
        m_velocity = p.vel;
        m_acceleration = p.acc;
+       m_drag = p.drag;
+       m_jitter = p.jitter;
+       m_bounce = p.bounce;
        m_expiration = p.expirationtime;
        m_player = player;
        m_size = p.size;
@@ -98,6 +130,8 @@ Particle::Particle(
        m_object_collision = p.object_collision;
        m_vertical = p.vertical;
        m_glow = p.glow;
+       m_alpha = 0;
+       m_parent = nullptr;
 
        // Irrlicht stuff
        const float c = p.size / 2;
@@ -111,6 +145,14 @@ Particle::Particle(
        updateVertices();
 }
 
+Particle::~Particle()
+{
+       /* if our textures aren't owned by a particlespawner, we need to clean
+        * them up ourselves when the particle dies */
+       if (m_parent == nullptr)
+               delete m_texture.tex;
+}
+
 void Particle::OnRegisterSceneNode()
 {
        if (IsVisible)
@@ -134,6 +176,12 @@ void Particle::render()
 void Particle::step(float dtime)
 {
        m_time += dtime;
+
+       // apply drag (not handled by collisionMoveSimple) and brownian motion
+       v3f av = vecAbsolute(m_velocity);
+       av -= av * (m_drag * dtime);
+       m_velocity = av*vecSign(m_velocity) + v3f(m_jitter.pickWithin())*dtime;
+
        if (m_collisiondetection) {
                aabb3f box = m_collisionbox;
                v3f p_pos = m_pos * BS;
@@ -141,17 +189,41 @@ void Particle::step(float dtime)
                collisionMoveResult r = collisionMoveSimple(m_env, m_gamedef, BS * 0.5f,
                        box, 0.0f, dtime, &p_pos, &p_velocity, m_acceleration * BS, nullptr,
                        m_object_collision);
-               if (m_collision_removal && r.collides) {
-                       // force expiration of the particle
-                       m_expiration = -1.0;
+
+               f32 bounciness = m_bounce.pickWithin();
+               if (r.collides && (m_collision_removal || bounciness > 0)) {
+                       if (m_collision_removal) {
+                               // force expiration of the particle
+                               m_expiration = -1.0f;
+                       } else if (bounciness > 0) {
+                               /* cheap way to get a decent bounce effect is to only invert the
+                                * largest component of the velocity vector, so e.g. you don't
+                                * have a rock immediately bounce back in your face when you try
+                                * to skip it across the water (as would happen if we simply
+                                * downscaled and negated the velocity vector). this means
+                                * bounciness will work properly for cubic objects, but meshes
+                                * with diagonal angles and entities will not yield the correct
+                                * visual. this is probably unavoidable */
+                               if (av.Y > av.X && av.Y > av.Z) {
+                                       m_velocity.Y = -(m_velocity.Y * bounciness);
+                               } else if (av.X > av.Y && av.X > av.Z) {
+                                       m_velocity.X = -(m_velocity.X * bounciness);
+                               } else if (av.Z > av.Y && av.Z > av.X) {
+                                       m_velocity.Z = -(m_velocity.Z * bounciness);
+                               } else { // well now we're in a bit of a pickle
+                                       m_velocity = -(m_velocity * bounciness);
+                               }
+                       }
                } else {
-                       m_pos = p_pos / BS;
                        m_velocity = p_velocity / BS;
                }
+               m_pos = p_pos / BS;
        } else {
+               // apply acceleration
                m_velocity += m_acceleration * dtime;
                m_pos += m_velocity * dtime;
        }
+
        if (m_animation.type != TAT_NONE) {
                m_animation_time += dtime;
                int frame_length_i, frame_count;
@@ -165,11 +237,21 @@ void Particle::step(float dtime)
                }
        }
 
+       // animate particle alpha in accordance with settings
+       if (m_texture.tex != nullptr)
+               m_alpha = m_texture.tex -> alpha.blend(m_time / (m_expiration+0.1f));
+       else
+               m_alpha = 1.f;
+
        // Update lighting
        updateLight();
 
        // Update model
        updateVertices();
+
+       // Update position -- see #10398
+       v3s16 camera_offset = m_env->getCameraOffset();
+       setPosition(m_pos*BS - intToFloat(camera_offset, BS));
 }
 
 void Particle::updateLight()
@@ -189,7 +271,7 @@ void Particle::updateLight()
                light = blend_light(m_env->getDayNightRatio(), LIGHT_SUN, 0);
 
        u8 m_light = decode_light(light + m_glow);
-       m_color.set(255,
+       m_color.set(m_alpha*255,
                m_light * m_base_color.getRed() / 255,
                m_light * m_base_color.getGreen() / 255,
                m_light * m_base_color.getBlue() / 255);
@@ -198,6 +280,12 @@ void Particle::updateLight()
 void Particle::updateVertices()
 {
        f32 tx0, tx1, ty0, ty1;
+       v2f scale;
+
+       if (m_texture.tex != nullptr)
+               scale = m_texture.tex -> scale.blend(m_time / (m_expiration+0.1));
+       else
+               scale = v2f(1.f, 1.f);
 
        if (m_animation.type != TAT_NONE) {
                const v2u32 texsize = m_material.getTexture(0)->getSize();
@@ -218,16 +306,24 @@ void Particle::updateVertices()
                ty1 = m_texpos.Y + m_texsize.Y;
        }
 
-       m_vertices[0] = video::S3DVertex(-m_size / 2, -m_size / 2,
+       auto half = m_size * .5f,
+            hx   = half * scale.X,
+            hy   = half * scale.Y;
+       m_vertices[0] = video::S3DVertex(-hx, -hy,
                0, 0, 0, 0, m_color, tx0, ty1);
-       m_vertices[1] = video::S3DVertex(m_size / 2, -m_size / 2,
+       m_vertices[1] = video::S3DVertex(hx, -hy,
                0, 0, 0, 0, m_color, tx1, ty1);
-       m_vertices[2] = video::S3DVertex(m_size / 2, m_size / 2,
+       m_vertices[2] = video::S3DVertex(hx, hy,
                0, 0, 0, 0, m_color, tx1, ty0);
-       m_vertices[3] = video::S3DVertex(-m_size / 2, m_size / 2,
+       m_vertices[3] = video::S3DVertex(-hx, hy,
                0, 0, 0, 0, m_color, tx0, ty0);
 
-       v3s16 camera_offset = m_env->getCameraOffset();
+
+       // see #10398
+       // v3s16 camera_offset = m_env->getCameraOffset();
+       // particle position is now handled by step()
+       m_box.reset(v3f());
+
        for (video::S3DVertex &vertex : m_vertices) {
                if (m_vertical) {
                        v3f ppos = m_player->getPosition()/BS;
@@ -238,7 +334,6 @@ void Particle::updateVertices()
                        vertex.Pos.rotateXZBy(m_player->getYaw());
                }
                m_box.addInternalPoint(vertex.Pos);
-               vertex.Pos += m_pos*BS - intToFloat(camera_offset, BS);
        }
 }
 
@@ -251,7 +346,8 @@ ParticleSpawner::ParticleSpawner(
        LocalPlayer *player,
        const ParticleSpawnerParameters &p,
        u16 attached_id,
-       video::ITexture *texture,
+       std::unique_ptr<ClientTexture[]>& texpool,
+       size_t texcount,
        ParticleManager *p_manager
 ):
        m_particlemanager(p_manager), p(p)
@@ -259,21 +355,66 @@ ParticleSpawner::ParticleSpawner(
        m_gamedef = gamedef;
        m_player = player;
        m_attached_id = attached_id;
-       m_texture = texture;
+       m_texpool = std::move(texpool);
+       m_texcount = texcount;
        m_time = 0;
+       m_active = 0;
+       m_dying = false;
 
        m_spawntimes.reserve(p.amount + 1);
        for (u16 i = 0; i <= p.amount; i++) {
-               float spawntime = rand() / (float)RAND_MAX * p.time;
+               float spawntime = myrand_float() * p.time;
                m_spawntimes.push_back(spawntime);
        }
+
+       size_t max_particles = 0; // maximum number of particles likely to be visible at any given time
+       if (p.time != 0) {
+               auto maxGenerations = p.time / std::min(p.exptime.start.min, p.exptime.end.min);
+               max_particles = p.amount / maxGenerations;
+       } else {
+               auto longestLife = std::max(p.exptime.start.max, p.exptime.end.max);
+               max_particles = p.amount * longestLife;
+       }
+
+       p_manager->reserveParticleSpace(max_particles * 1.2);
+}
+
+namespace {
+       GenericCAO *findObjectByID(ClientEnvironment *env, u16 id) {
+               if (id == 0)
+                       return nullptr;
+               return env->getGenericCAO(id);
+       }
 }
 
 void ParticleSpawner::spawnParticle(ClientEnvironment *env, float radius,
        const core::matrix4 *attached_absolute_pos_rot_matrix)
 {
+       float fac = 0;
+       if (p.time != 0) { // ensure safety from divide-by-zeroes
+               fac = m_time / (p.time+0.1f);
+       }
+
+       auto r_pos = p.pos.blend(fac);
+       auto r_vel = p.vel.blend(fac);
+       auto r_acc = p.acc.blend(fac);
+       auto r_drag = p.drag.blend(fac);
+       auto r_radius = p.radius.blend(fac);
+       auto r_jitter = p.jitter.blend(fac);
+       auto r_bounce = p.bounce.blend(fac);
+       v3f  attractor_origin = p.attractor_origin.blend(fac);
+       v3f  attractor_direction = p.attractor_direction.blend(fac);
+       auto attractor_obj       = findObjectByID(env, p.attractor_attachment);
+       auto attractor_direction_obj = findObjectByID(env, p.attractor_direction_attachment);
+
+       auto r_exp = p.exptime.blend(fac);
+       auto r_size = p.size.blend(fac);
+       auto r_attract = p.attract.blend(fac);
+       auto attract = r_attract.pickWithin();
+
        v3f ppos = m_player->getPosition() / BS;
-       v3f pos = random_v3f(p.minpos, p.maxpos);
+       v3f pos = r_pos.pickWithin();
+       v3f sphere_radius = r_radius.pickWithin();
 
        // Need to apply this first or the following check
        // will be wrong for attached spawners
@@ -287,15 +428,18 @@ void ParticleSpawner::spawnParticle(ClientEnvironment *env, float radius,
                pos.Z += camera_offset.Z;
        }
 
-       if (pos.getDistanceFrom(ppos) > radius)
+       if (pos.getDistanceFromSQ(ppos) > radius*radius)
                return;
 
        // Parameters for the single particle we're about to spawn
        ParticleParameters pp;
        pp.pos = pos;
 
-       pp.vel = random_v3f(p.minvel, p.maxvel);
-       pp.acc = random_v3f(p.minacc, p.maxacc);
+       pp.vel = r_vel.pickWithin();
+       pp.acc = r_acc.pickWithin();
+       pp.drag = r_drag.pickWithin();
+       pp.jitter = r_jitter;
+       pp.bounce = r_bounce;
 
        if (attached_absolute_pos_rot_matrix) {
                // Apply attachment rotation
@@ -303,30 +447,137 @@ void ParticleSpawner::spawnParticle(ClientEnvironment *env, float radius,
                attached_absolute_pos_rot_matrix->rotateVect(pp.acc);
        }
 
-       pp.expirationtime = random_f32(p.minexptime, p.maxexptime);
+       if (attractor_obj)
+               attractor_origin += attractor_obj->getPosition() / BS;
+       if (attractor_direction_obj) {
+               auto *attractor_absolute_pos_rot_matrix = attractor_direction_obj->getAbsolutePosRotMatrix();
+               if (attractor_absolute_pos_rot_matrix)
+                       attractor_absolute_pos_rot_matrix->rotateVect(attractor_direction);
+       }
+
+       pp.expirationtime = r_exp.pickWithin();
+
+       if (sphere_radius != v3f()) {
+               f32 l = sphere_radius.getLength();
+               v3f mag = sphere_radius;
+               mag.normalize();
+
+               v3f ofs = v3f(l,0,0);
+               ofs.rotateXZBy(myrand_range(0.f,360.f));
+               ofs.rotateYZBy(myrand_range(0.f,360.f));
+               ofs.rotateXYBy(myrand_range(0.f,360.f));
+
+               pp.pos += ofs * mag;
+       }
+
+       if (p.attractor_kind != ParticleParamTypes::AttractorKind::none && attract != 0) {
+               v3f dir;
+               f32 dist = 0; /* =0 necessary to silence warning */
+               switch (p.attractor_kind) {
+                       case ParticleParamTypes::AttractorKind::none:
+                               break;
+
+                       case ParticleParamTypes::AttractorKind::point: {
+                               dist = pp.pos.getDistanceFrom(attractor_origin);
+                               dir = pp.pos - attractor_origin;
+                               dir.normalize();
+                               break;
+                       }
+
+                       case ParticleParamTypes::AttractorKind::line: {
+                               // https://github.com/minetest/minetest/issues/11505#issuecomment-915612700
+                               const auto& lorigin = attractor_origin;
+                               v3f ldir = attractor_direction;
+                               ldir.normalize();
+                               auto origin_to_point = pp.pos - lorigin;
+                               auto scalar_projection = origin_to_point.dotProduct(ldir);
+                               auto point_on_line = lorigin + (ldir * scalar_projection);
+
+                               dist = pp.pos.getDistanceFrom(point_on_line);
+                               dir = (point_on_line - pp.pos);
+                               dir.normalize();
+                               dir *= -1; // flip it around so strength=1 attracts, not repulses
+                               break;
+                       }
+
+                       case ParticleParamTypes::AttractorKind::plane: {
+                               // https://github.com/minetest/minetest/issues/11505#issuecomment-915612700
+                               const v3f& porigin = attractor_origin;
+                               v3f normal = attractor_direction;
+                               normal.normalize();
+                               v3f point_to_origin = porigin - pp.pos;
+                               f32 factor = normal.dotProduct(point_to_origin);
+                               if (numericAbsolute(factor) == 0.0f) {
+                                       dir = normal;
+                               } else {
+                                       factor = numericSign(factor);
+                                       dir = normal * factor;
+                               }
+                               dist = numericAbsolute(normal.dotProduct(pp.pos - porigin));
+                               dir *= -1; // flip it around so strength=1 attracts, not repulses
+                               break;
+                       }
+               }
+
+               f32 speedTowards = numericAbsolute(attract) * dist;
+               v3f avel = dir * speedTowards;
+               if (attract > 0 && speedTowards > 0) {
+                       avel *= -1;
+                       if (p.attractor_kill) {
+                               // make sure the particle dies after crossing the attractor threshold
+                               f32 timeToCenter = dist / speedTowards;
+                               if (timeToCenter < pp.expirationtime)
+                                       pp.expirationtime = timeToCenter;
+                       }
+               }
+               pp.vel += avel;
+       }
+
        p.copyCommon(pp);
 
-       video::ITexture *texture;
+       ClientTexRef texture;
        v2f texpos, texsize;
        video::SColor color(0xFFFFFFFF);
 
        if (p.node.getContent() != CONTENT_IGNORE) {
                const ContentFeatures &f =
                        m_particlemanager->m_env->getGameDef()->ndef()->get(p.node);
-               if (!ParticleManager::getNodeParticleParams(p.node, f, pp, &texture,
+               if (!ParticleManager::getNodeParticleParams(p.node, f, pp, &texture.ref,
                                texpos, texsize, &color, p.node_tile))
                        return;
        } else {
-               texture = m_texture;
+               if (m_texcount == 0)
+                       return;
+               texture = decltype(texture)(m_texpool[m_texcount == 1 ? 0 : myrand_range(0,m_texcount-1)]);
                texpos = v2f(0.0f, 0.0f);
                texsize = v2f(1.0f, 1.0f);
+               if (texture.tex->animated)
+                       pp.animation = texture.tex->animation;
+       }
+
+       // synchronize animation length with particle life if desired
+       if (pp.animation.type != TAT_NONE) {
+               if (pp.animation.type == TAT_VERTICAL_FRAMES &&
+                       pp.animation.vertical_frames.length < 0) {
+                       auto& a = pp.animation.vertical_frames;
+                       // we add a tiny extra value to prevent the first frame
+                       // from flickering back on just before the particle dies
+                       a.length = (pp.expirationtime / -a.length) + 0.1;
+               } else if (pp.animation.type == TAT_SHEET_2D &&
+                                  pp.animation.sheet_2d.frame_length < 0) {
+                       auto& a = pp.animation.sheet_2d;
+                       auto frames = a.frames_w * a.frames_h;
+                       auto runtime = (pp.expirationtime / -a.frame_length) + 0.1;
+                       pp.animation.sheet_2d.frame_length = frames / runtime;
+               }
        }
 
        // Allow keeping default random size
-       if (p.maxsize > 0.0f)
-               pp.size = random_f32(p.minsize, p.maxsize);
+       if (p.size.start.max > 0.0f || p.size.end.max > 0.0f)
+               pp.size = r_size.pickWithin();
 
-       m_particlemanager->addParticle(new Particle(
+       ++m_active;
+       auto pa = new Particle(
                m_gamedef,
                m_player,
                env,
@@ -335,7 +586,9 @@ void ParticleSpawner::spawnParticle(ClientEnvironment *env, float radius,
                texpos,
                texsize,
                color
-       ));
+       );
+       pa->m_parent = this;
+       m_particlemanager->addParticle(pa);
 }
 
 void ParticleSpawner::step(float dtime, ClientEnvironment *env)
@@ -348,7 +601,7 @@ void ParticleSpawner::step(float dtime, ClientEnvironment *env)
        bool unloaded = false;
        const core::matrix4 *attached_absolute_pos_rot_matrix = nullptr;
        if (m_attached_id) {
-               if (GenericCAO *attached = dynamic_cast<GenericCAO *>(env->getActiveObject(m_attached_id))) {
+               if (GenericCAO *attached = env->getGenericCAO(m_attached_id)) {
                        attached_absolute_pos_rot_matrix = attached->getAbsolutePosRotMatrix();
                } else {
                        unloaded = true;
@@ -379,7 +632,7 @@ void ParticleSpawner::step(float dtime, ClientEnvironment *env)
                        return;
 
                for (int i = 0; i <= p.amount; i++) {
-                       if (rand() / (float)RAND_MAX < dtime)
+                       if (myrand_float() < dtime)
                                spawnParticle(env, radius, attached_absolute_pos_rot_matrix);
                }
        }
@@ -408,9 +661,15 @@ void ParticleManager::stepSpawners(float dtime)
 {
        MutexAutoLock lock(m_spawner_list_lock);
        for (auto i = m_particle_spawners.begin(); i != m_particle_spawners.end();) {
-               if (i->second->get_expired()) {
-                       delete i->second;
-                       m_particle_spawners.erase(i++);
+               if (i->second->getExpired()) {
+                       // the particlespawner owns the textures, so we need to make
+                       // sure there are no active particles before we free it
+                       if (i->second->m_active == 0) {
+                               delete i->second;
+                               m_particle_spawners.erase(i++);
+                       } else {
+                               ++i;
+                       }
                } else {
                        i->second->step(dtime, m_env);
                        ++i;
@@ -423,6 +682,10 @@ void ParticleManager::stepParticles(float dtime)
        MutexAutoLock lock(m_particle_list_lock);
        for (auto i = m_particles.begin(); i != m_particles.end();) {
                if ((*i)->get_expired()) {
+                       if ((*i)->m_parent) {
+                               assert((*i)->m_parent->m_active != 0);
+                               --(*i)->m_parent->m_active;
+                       }
                        (*i)->remove();
                        delete *i;
                        i = m_particles.erase(i);
@@ -464,13 +727,29 @@ void ParticleManager::handleParticleEvent(ClientEvent *event, Client *client,
 
                        const ParticleSpawnerParameters &p = *event->add_particlespawner.p;
 
-                       video::ITexture *texture =
-                               client->tsrc()->getTextureForMesh(p.texture);
+                       // texture pool
+                       std::unique_ptr<ClientTexture[]> texpool = nullptr;
+                       size_t txpsz = 0;
+                       if (!p.texpool.empty()) {
+                               txpsz = p.texpool.size();
+                               texpool = decltype(texpool)(new ClientTexture [txpsz]);
+
+                               for (size_t i = 0; i < txpsz; ++i) {
+                                       texpool[i] = ClientTexture(p.texpool[i], client->tsrc());
+                               }
+                       } else {
+                               // no texpool in use, use fallback texture
+                               txpsz = 1;
+                               texpool = decltype(texpool)(new ClientTexture[1] {
+                                       ClientTexture(p.texture, client->tsrc())
+                               });
+                       }
 
                        auto toadd = new ParticleSpawner(client, player,
                                        p,
                                        event->add_particlespawner.attached_id,
-                                       texture,
+                                       texpool,
+                                       txpsz,
                                        this);
 
                        addParticleSpawner(event->add_particlespawner.id, toadd);
@@ -481,7 +760,7 @@ void ParticleManager::handleParticleEvent(ClientEvent *event, Client *client,
                case CE_SPAWN_PARTICLE: {
                        ParticleParameters &p = *event->spawn_particle;
 
-                       video::ITexture *texture;
+                       ClientTexRef texture;
                        v2f texpos, texsize;
                        video::SColor color(0xFFFFFFFF);
 
@@ -489,11 +768,15 @@ void ParticleManager::handleParticleEvent(ClientEvent *event, Client *client,
 
                        if (p.node.getContent() != CONTENT_IGNORE) {
                                const ContentFeatures &f = m_env->getGameDef()->ndef()->get(p.node);
-                               if (!getNodeParticleParams(p.node, f, p, &texture, texpos,
-                                               texsize, &color, p.node_tile))
-                                       texture = nullptr;
+                               getNodeParticleParams(p.node, f, p, &texture.ref, texpos,
+                                               texsize, &color, p.node_tile);
                        } else {
-                               texture = client->tsrc()->getTextureForMesh(p.texture);
+                               /* with no particlespawner to own the texture, we need
+                                * to save it on the heap. it will be freed when the
+                                * particle is destroyed */
+                               auto texstore = new ClientTexture(p.texture, client->tsrc());
+
+                               texture = ClientTexRef(*texstore);
                                texpos = v2f(0.0f, 0.0f);
                                texsize = v2f(1.0f, 1.0f);
                        }
@@ -502,7 +785,7 @@ void ParticleManager::handleParticleEvent(ClientEvent *event, Client *client,
                        if (oldsize > 0.0f)
                                p.size = oldsize;
 
-                       if (texture) {
+                       if (texture.ref) {
                                Particle *toadd = new Particle(client, player, m_env,
                                                p, texture, texpos, texsize, color);
 
@@ -529,7 +812,7 @@ bool ParticleManager::getNodeParticleParams(const MapNode &n,
        if (tilenum > 0 && tilenum <= 6)
                texid = tilenum - 1;
        else
-               texid = rand() % 6;
+               texid = myrand_range(0,5);
        const TileLayer &tile = f.tiles[texid].layers[0];
        p.animation.type = TAT_NONE;
 
@@ -539,13 +822,13 @@ bool ParticleManager::getNodeParticleParams(const MapNode &n,
        else
                *texture = tile.texture;
 
-       float size = (rand() % 8) / 64.0f;
+       float size = (myrand_range(0,8)) / 64.0f;
        p.size = BS * size;
        if (tile.scale)
                size /= tile.scale;
        texsize = v2f(size * 2.0f, size * 2.0f);
-       texpos.X = (rand() % 64) / 64.0f - texsize.X;
-       texpos.Y = (rand() % 64) / 64.0f - texsize.Y;
+       texpos.X = (myrand_range(0,64)) / 64.0f - texsize.X;
+       texpos.Y = (myrand_range(0,64)) / 64.0f - texsize.Y;
 
        if (tile.has_color)
                *color = tile.color;
@@ -577,20 +860,20 @@ void ParticleManager::addNodeParticle(IGameDef *gamedef,
        LocalPlayer *player, v3s16 pos, const MapNode &n, const ContentFeatures &f)
 {
        ParticleParameters p;
-       video::ITexture *texture;
+       video::ITexture *ref = nullptr;
        v2f texpos, texsize;
        video::SColor color;
 
-       if (!getNodeParticleParams(n, f, p, &texture, texpos, texsize, &color))
+       if (!getNodeParticleParams(n, f, p, &ref, texpos, texsize, &color))
                return;
 
-       p.expirationtime = (rand() % 100) / 100.0f;
+       p.expirationtime = myrand_range(0, 100) / 100.0f;
 
        // Physics
        p.vel = v3f(
-               (rand() % 150) / 50.0f - 1.5f,
-               (rand() % 150) / 50.0f,
-               (rand() % 150) / 50.0f - 1.5f
+               myrand_range(-1.5f,1.5f),
+               myrand_range(0.f,3.f),
+               myrand_range(-1.5f,1.5f)
        );
        p.acc = v3f(
                0.0f,
@@ -598,9 +881,9 @@ void ParticleManager::addNodeParticle(IGameDef *gamedef,
                0.0f
        );
        p.pos = v3f(
-               (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
+               (f32)pos.X + myrand_range(0.f, .5f) - .25f,
+               (f32)pos.Y + myrand_range(0.f, .5f) - .25f,
+               (f32)pos.Z + myrand_range(0.f, .5f) - .25f
        );
 
        Particle *toadd = new Particle(
@@ -608,7 +891,7 @@ void ParticleManager::addNodeParticle(IGameDef *gamedef,
                player,
                m_env,
                p,
-               texture,
+               ClientTexRef(ref),
                texpos,
                texsize,
                color);
@@ -616,6 +899,12 @@ void ParticleManager::addNodeParticle(IGameDef *gamedef,
        addParticle(toadd);
 }
 
+void ParticleManager::reserveParticleSpace(size_t max_estimate)
+{
+       MutexAutoLock lock(m_particle_list_lock);
+       m_particles.reserve(m_particles.size() + max_estimate);
+}
+
 void ParticleManager::addParticle(Particle *toadd)
 {
        MutexAutoLock lock(m_particle_list_lock);
@@ -634,7 +923,6 @@ void ParticleManager::deleteParticleSpawner(u64 id)
        MutexAutoLock lock(m_spawner_list_lock);
        auto it = m_particle_spawners.find(id);
        if (it != m_particle_spawners.end()) {
-               delete it->second;
-               m_particle_spawners.erase(it);
+               it->second->setDying();
        }
 }