]> git.lizzy.rs Git - minetest.git/blobdiff - src/particles.cpp
Player collisionbox: Make settable
[minetest.git] / src / particles.cpp
index 7f406d874eb2a26030a3c3029e10d30bf661444e..10b9811bb4aea98ae38f0f00d913327f0dc2e7e6 100644 (file)
@@ -21,12 +21,14 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "client.h"
 #include "collision.h"
 #include <stdlib.h>
+#include "client/renderingengine.h"
 #include "util/numeric.h"
 #include "light.h"
 #include "environment.h"
 #include "clientmap.h"
 #include "mapnode.h"
 #include "client.h"
+#include "settings.h"
 
 /*
        Utility
@@ -41,7 +43,6 @@ v3f random_v3f(v3f min, v3f max)
 
 Particle::Particle(
        IGameDef *gamedef,
-       scene::ISceneManager* smgr,
        LocalPlayer *player,
        ClientEnvironment *env,
        v3f pos,
@@ -59,7 +60,8 @@ Particle::Particle(
        u8 glow,
        video::SColor color
 ):
-       scene::ISceneNode(smgr->getRootSceneNode(), smgr)
+       scene::ISceneNode(RenderingEngine::get_scene_manager()->getRootSceneNode(),
+               RenderingEngine::get_scene_manager())
 {
        // Misc
        m_gamedef = gamedef;
@@ -75,8 +77,6 @@ Particle::Particle(
        m_texpos = texpos;
        m_texsize = texsize;
        m_animation = anim;
-       m_animation_frame = 0;
-       m_animation_time = 0.0;
 
        // Color
        m_base_color = color;
@@ -87,7 +87,6 @@ Particle::Particle(
        m_velocity = velocity;
        m_acceleration = acceleration;
        m_expiration = expirationtime;
-       m_time = 0;
        m_player = player;
        m_size = size;
        m_collisiondetection = collisiondetection;
@@ -246,7 +245,7 @@ void Particle::updateVertices()
        ParticleSpawner
 */
 
-ParticleSpawner::ParticleSpawner(IGameDef* gamedef, scene::ISceneManager *smgr, LocalPlayer *player,
+ParticleSpawner::ParticleSpawner(IGameDef *gamedef, LocalPlayer *player,
        u16 amount, float time,
        v3f minpos, v3f maxpos, v3f minvel, v3f maxvel, v3f minacc, v3f maxacc,
        float minexptime, float maxexptime, float minsize, float maxsize,
@@ -257,7 +256,6 @@ ParticleSpawner::ParticleSpawner(IGameDef* gamedef, scene::ISceneManager *smgr,
        m_particlemanager(p_manager)
 {
        m_gamedef = gamedef;
-       m_smgr = smgr;
        m_player = player;
        m_amount = amount;
        m_spawntime = time;
@@ -293,6 +291,9 @@ void ParticleSpawner::step(float dtime, ClientEnvironment* env)
 {
        m_time += dtime;
 
+       static thread_local const float radius =
+                       g_settings->getS16("max_block_send_distance") * MAP_BLOCKSIZE;
+
        bool unloaded = false;
        bool is_attached = false;
        v3f attached_pos = v3f(0,0,0);
@@ -316,11 +317,73 @@ void ParticleSpawner::step(float dtime, ClientEnvironment* env)
                        {
                                m_amount--;
 
-                               // Pretend to, but don't actually spawn a
-                               // particle if it is attached to an unloaded
-                               // object.
+                               // Pretend to, but don't actually spawn a particle if it is
+                               // attached to an unloaded object or distant from player.
                                if (!unloaded) {
+                                       v3f ppos = m_player->getPosition() / BS;
                                        v3f pos = random_v3f(m_minpos, m_maxpos);
+
+                                       if (pos.getDistanceFrom(ppos) <= radius) {
+                                               v3f vel = random_v3f(m_minvel, m_maxvel);
+                                               v3f acc = random_v3f(m_minacc, m_maxacc);
+
+                                               if (is_attached) {
+                                                       // Apply attachment yaw and position
+                                                       pos.rotateXZBy(attached_yaw);
+                                                       pos += attached_pos;
+                                                       vel.rotateXZBy(attached_yaw);
+                                                       acc.rotateXZBy(attached_yaw);
+                                               }
+
+                                               float exptime = rand()/(float)RAND_MAX
+                                                               *(m_maxexptime-m_minexptime)
+                                                               +m_minexptime;
+                                               float size = rand()/(float)RAND_MAX
+                                                               *(m_maxsize-m_minsize)
+                                                               +m_minsize;
+
+                                               Particle* toadd = new Particle(
+                                                       m_gamedef,
+                                                       m_player,
+                                                       env,
+                                                       pos,
+                                                       vel,
+                                                       acc,
+                                                       exptime,
+                                                       size,
+                                                       m_collisiondetection,
+                                                       m_collision_removal,
+                                                       m_vertical,
+                                                       m_texture,
+                                                       v2f(0.0, 0.0),
+                                                       v2f(1.0, 1.0),
+                                                       m_animation,
+                                                       m_glow);
+                                               m_particlemanager->addParticle(toadd);
+                                       }
+                               }
+                               i = m_spawntimes.erase(i);
+                       }
+                       else
+                       {
+                               ++i;
+                       }
+               }
+       }
+       else // Spawner exists for an infinity timespan, spawn on a per-second base
+       {
+               // Skip this step if attached to an unloaded object
+               if (unloaded)
+                       return;
+               for (int i = 0; i <= m_amount; i++)
+               {
+                       if (rand()/(float)RAND_MAX < dtime)
+                       {
+                               // Do not spawn particle if distant from player
+                               v3f ppos = m_player->getPosition() / BS;
+                               v3f pos = random_v3f(m_minpos, m_maxpos);
+
+                               if (pos.getDistanceFrom(ppos) <= radius) {
                                        v3f vel = random_v3f(m_minvel, m_maxvel);
                                        v3f acc = random_v3f(m_minacc, m_maxacc);
 
@@ -341,7 +404,6 @@ void ParticleSpawner::step(float dtime, ClientEnvironment* env)
 
                                        Particle* toadd = new Particle(
                                                m_gamedef,
-                                               m_smgr,
                                                m_player,
                                                env,
                                                pos,
@@ -359,61 +421,6 @@ void ParticleSpawner::step(float dtime, ClientEnvironment* env)
                                                m_glow);
                                        m_particlemanager->addParticle(toadd);
                                }
-                               i = m_spawntimes.erase(i);
-                       }
-                       else
-                       {
-                               ++i;
-                       }
-               }
-       }
-       else // Spawner exists for an infinity timespan, spawn on a per-second base
-       {
-               // Skip this step if attached to an unloaded object
-               if (unloaded)
-                       return;
-               for (int i = 0; i <= m_amount; i++)
-               {
-                       if (rand()/(float)RAND_MAX < dtime)
-                       {
-                               v3f pos = random_v3f(m_minpos, m_maxpos);
-                               v3f vel = random_v3f(m_minvel, m_maxvel);
-                               v3f acc = random_v3f(m_minacc, m_maxacc);
-
-                               if (is_attached) {
-                                       // Apply attachment yaw and position
-                                       pos.rotateXZBy(attached_yaw);
-                                       pos += attached_pos;
-                                       vel.rotateXZBy(attached_yaw);
-                                       acc.rotateXZBy(attached_yaw);
-                               }
-
-                               float exptime = rand()/(float)RAND_MAX
-                                               *(m_maxexptime-m_minexptime)
-                                               +m_minexptime;
-                               float size = rand()/(float)RAND_MAX
-                                               *(m_maxsize-m_minsize)
-                                               +m_minsize;
-
-                               Particle* toadd = new Particle(
-                                       m_gamedef,
-                                       m_smgr,
-                                       m_player,
-                                       env,
-                                       pos,
-                                       vel,
-                                       acc,
-                                       exptime,
-                                       size,
-                                       m_collisiondetection,
-                                       m_collision_removal,
-                                       m_vertical,
-                                       m_texture,
-                                       v2f(0.0, 0.0),
-                                       v2f(1.0, 1.0),
-                                       m_animation,
-                                       m_glow);
-                               m_particlemanager->addParticle(toadd);
                        }
                }
        }
@@ -498,7 +505,7 @@ void ParticleManager::clearAll ()
 }
 
 void ParticleManager::handleParticleEvent(ClientEvent *event, Client *client,
-               scene::ISceneManager* smgr, LocalPlayer *player)
+       LocalPlayer *player)
 {
        switch (event->type) {
                case CE_DELETE_PARTICLESPAWNER: {
@@ -524,7 +531,7 @@ void ParticleManager::handleParticleEvent(ClientEvent *event, Client *client,
                        video::ITexture *texture =
                                client->tsrc()->getTextureForMesh(*(event->add_particlespawner.texture));
 
-                       ParticleSpawner* toadd = new ParticleSpawner(client, smgr, player,
+                       ParticleSpawner *toadd = new ParticleSpawner(client, player,
                                        event->add_particlespawner.amount,
                                        event->add_particlespawner.spawntime,
                                        *event->add_particlespawner.minpos,
@@ -569,7 +576,7 @@ void ParticleManager::handleParticleEvent(ClientEvent *event, Client *client,
                        video::ITexture *texture =
                                client->tsrc()->getTextureForMesh(*(event->spawn_particle.texture));
 
-                       Particle* toadd = new Particle(client, smgr, player, m_env,
+                       Particle *toadd = new Particle(client, player, m_env,
                                        *event->spawn_particle.pos,
                                        *event->spawn_particle.vel,
                                        *event->spawn_particle.acc,
@@ -598,25 +605,22 @@ void ParticleManager::handleParticleEvent(ClientEvent *event, Client *client,
 }
 
 void ParticleManager::addDiggingParticles(IGameDef* gamedef,
-       scene::ISceneManager* smgr, LocalPlayer *player, v3s16 pos,
-       const MapNode &n, const ContentFeatures &f)
+       LocalPlayer *player, v3s16 pos, const MapNode &n, const ContentFeatures &f)
 {
-       for (u16 j = 0; j < 32; j++) // set the amount of particles here
-       {
-               addNodeParticle(gamedef, smgr, player, pos, n, f);
+       // set the amount of particles here
+       for (u16 j = 0; j < 32; j++) {
+               addNodeParticle(gamedef, player, pos, n, f);
        }
 }
 
 void ParticleManager::addPunchingParticles(IGameDef* gamedef,
-       scene::ISceneManager* smgr, LocalPlayer *player, v3s16 pos,
-       const MapNode &n, const ContentFeatures &f)
+       LocalPlayer *player, v3s16 pos, const MapNode &n, const ContentFeatures &f)
 {
-       addNodeParticle(gamedef, smgr, player, pos, n, f);
+       addNodeParticle(gamedef, player, pos, n, f);
 }
 
 void ParticleManager::addNodeParticle(IGameDef* gamedef,
-       scene::ISceneManager* smgr, LocalPlayer *player, v3s16 pos,
-       const MapNode &n, const ContentFeatures &f)
+       LocalPlayer *player, v3s16 pos, const MapNode &n, const ContentFeatures &f)
 {
        // Texture
        u8 texid = myrand_range(0, 5);
@@ -658,7 +662,6 @@ void ParticleManager::addNodeParticle(IGameDef* gamedef,
 
        Particle* toadd = new Particle(
                gamedef,
-               smgr,
                player,
                m_env,
                particlepos,