/*
Minetest
-Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
+Copyright (C) 2020 sfan5 <sfan5@live.de>
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
*/
#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"
-
-/*
- Utility
-*/
-
-v3f random_v3f(v3f min, v3f max)
-{
- return v3f( rand()/(float)RAND_MAX*(max.X-min.X)+min.X,
- rand()/(float)RAND_MAX*(max.Y-min.Y)+min.Y,
- rand()/(float)RAND_MAX*(max.Z-min.Z)+min.Z);
-}
-
-std::vector<Particle*> all_particles;
-std::map<u32, ParticleSpawner*> all_particlespawners;
-
-Particle::Particle(
- IGameDef *gamedef,
- scene::ISceneManager* smgr,
- LocalPlayer *player,
- ClientEnvironment &env,
- v3f pos,
- v3f velocity,
- v3f acceleration,
- float expirationtime,
- float size,
- bool collisiondetection,
- AtlasPointer ap
-):
- scene::ISceneNode(smgr->getRootSceneNode(), smgr)
-{
- // Misc
- m_gamedef = gamedef;
-
- // 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;
-
-
- // Particle related
- m_pos = pos;
- m_velocity = velocity;
- m_acceleration = acceleration;
- m_expiration = expirationtime;
- m_time = 0;
- m_player = player;
- m_size = size;
- m_collisiondetection = collisiondetection;
-
- // Irrlicht stuff
- m_collisionbox = core::aabbox3d<f32>
- (-size/2,-size/2,-size/2,size/2,size/2,size/2);
- this->setAutomaticCulling(scene::EAC_OFF);
-
- // Init lighting
- updateLight(env);
-
- // Init model
- updateVertices();
-
- all_particles.push_back(this);
-}
-
-Particle::~Particle()
-{
-}
-
-void Particle::OnRegisterSceneNode()
-{
- if (IsVisible)
- {
- SceneManager->registerNodeForRendering
- (this, scene::ESNRP_TRANSPARENT);
- SceneManager->registerNodeForRendering
- (this, scene::ESNRP_SOLID);
- }
-
- ISceneNode::OnRegisterSceneNode();
-}
-
-void Particle::render()
-{
- // TODO: Render particles in front of water and the selectionbox
-
- video::IVideoDriver* driver = SceneManager->getVideoDriver();
- driver->setMaterial(m_material);
- driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
-
- u16 indices[] = {0,1,2, 2,3,0};
- driver->drawVertexPrimitiveList(m_vertices, 4,
- indices, 2, video::EVT_STANDARD,
- scene::EPT_TRIANGLES, video::EIT_16BIT);
-}
-
-void Particle::step(float dtime, ClientEnvironment &env)
-{
- m_time += dtime;
- if (m_collisiondetection)
- {
- 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, 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;
- }
- else
- {
- m_velocity += m_acceleration * dtime;
- m_pos += m_velocity * dtime;
- }
-
- // Update lighting
- updateLight(env);
-
- // Update model
- updateVertices();
-}
-
-void Particle::updateLight(ClientEnvironment &env)
-{
- 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);
-}
-
-void Particle::updateVertices()
-{
- video::SColor c(255, m_light, m_light, m_light);
- m_vertices[0] = video::S3DVertex(-m_size/2,-m_size/2,0, 0,0,0,
- c, m_ap.x0(), m_ap.y1());
- m_vertices[1] = video::S3DVertex(m_size/2,-m_size/2,0, 0,0,0,
- c, m_ap.x1(), m_ap.y1());
- m_vertices[2] = video::S3DVertex(m_size/2,m_size/2,0, 0,0,0,
- c, m_ap.x1(), m_ap.y0());
- m_vertices[3] = video::S3DVertex(-m_size/2,m_size/2,0, 0,0,0,
- c ,m_ap.x0(), m_ap.y0());
-
- for(u16 i=0; i<4; i++)
- {
- m_vertices[i].Pos.rotateYZBy(m_player->getPitch());
- m_vertices[i].Pos.rotateXZBy(m_player->getYaw());
- m_box.addInternalPoint(m_vertices[i].Pos);
- m_vertices[i].Pos += m_pos*BS;
- }
-}
-
-
-/*
- Helpers
-*/
-
-
-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++;
- }
- }
-}
-
-void addDiggingParticles(IGameDef* gamedef, scene::ISceneManager* smgr,
- LocalPlayer *player, ClientEnvironment &env, v3s16 pos,
- const TileSpec tiles[])
-{
- for (u16 j = 0; j < 32; j++) // set the amount of particles here
- {
- addNodeParticle(gamedef, smgr, player, env, pos, tiles);
- }
-}
-
-void addPunchingParticles(IGameDef* gamedef, scene::ISceneManager* smgr,
- LocalPlayer *player, ClientEnvironment &env,
- v3s16 pos, const TileSpec tiles[])
-{
- addNodeParticle(gamedef, smgr, player, env, pos, tiles);
-}
-
-// add a particle of a node
-// used by digging and punching particles
-void addNodeParticle(IGameDef* gamedef, scene::ISceneManager* smgr,
- LocalPlayer *player, ClientEnvironment &env, 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;
-
- float x1 = ap.x1();
- float y1 = ap.y1();
-
- ap.size.X = (ap.x1() - ap.x0()) * texsize;
- ap.size.Y = (ap.x1() - ap.x0()) * texsize;
-
- ap.pos.X = ap.x0() + (x1 - ap.x0()) * ((rand()%64)/64.-texsize);
- ap.pos.Y = ap.y0() + (y1 - ap.y0()) * ((rand()%64)/64.-texsize);
-
- // 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
- );
-
- new Particle(
- gamedef,
- smgr,
- player,
- env,
- particlepos,
- velocity,
- acceleration,
- rand()%100/100., // expiration time
- visual_size,
- true,
- ap);
-}
-
-/*
- ParticleSpawner
-*/
-
-ParticleSpawner::ParticleSpawner(IGameDef* gamedef, scene::ISceneManager *smgr, 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,
- bool collisiondetection, AtlasPointer ap, u32 id)
-{
- m_gamedef = gamedef;
- m_smgr = smgr;
- m_player = player;
- m_amount = amount;
- m_spawntime = time;
- m_minpos = minpos;
- m_maxpos = maxpos;
- m_minvel = minvel;
- m_maxvel = maxvel;
- m_minacc = minacc;
- m_maxacc = maxacc;
- m_minexptime = minexptime;
- m_maxexptime = maxexptime;
- m_minsize = minsize;
- m_maxsize = maxsize;
- m_collisiondetection = collisiondetection;
- m_ap = ap;
- m_time = 0;
-
- for (u16 i = 0; i<=m_amount; i++)
- {
- float spawntime = (float)rand()/(float)RAND_MAX*m_spawntime;
- m_spawntimes.push_back(spawntime);
- }
-
- all_particlespawners.insert(std::pair<u32, ParticleSpawner*>(id, this));
-}
-
-ParticleSpawner::~ParticleSpawner() {}
-
-void ParticleSpawner::step(float dtime, ClientEnvironment &env)
-{
- m_time += dtime;
-
- if (m_spawntime != 0) // Spawner exists for a predefined timespan
- {
- for(std::vector<float>::iterator i = m_spawntimes.begin();
- i != m_spawntimes.end();)
- {
- if ((*i) <= m_time && m_amount > 0)
- {
- m_amount--;
-
- v3f pos = random_v3f(m_minpos, m_maxpos);
- v3f vel = random_v3f(m_minvel, m_maxvel);
- v3f acc = random_v3f(m_minacc, m_maxacc);
- float exptime = rand()/(float)RAND_MAX
- *(m_maxexptime-m_minexptime)
- +m_minexptime;
- float size = rand()/(float)RAND_MAX
- *(m_maxsize-m_minsize)
- +m_minsize;
-
- new Particle(
- m_gamedef,
- m_smgr,
- m_player,
- env,
- pos,
- vel,
- acc,
- exptime,
- size,
- m_collisiondetection,
- m_ap);
- m_spawntimes.erase(i);
- }
- else
- {
- i++;
- }
- }
- }
- else // Spawner exists for an infinity timespan, spawn on a per-second base
- {
- 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);
- float exptime = rand()/(float)RAND_MAX
- *(m_maxexptime-m_minexptime)
- +m_minexptime;
- float size = rand()/(float)RAND_MAX
- *(m_maxsize-m_minsize)
- +m_minsize;
-
- new Particle(
- m_gamedef,
- m_smgr,
- m_player,
- env,
- pos,
- vel,
- acc,
- exptime,
- size,
- m_collisiondetection,
- m_ap);
- }
- }
- }
-}
-
-void allparticlespawners_step (float dtime, ClientEnvironment &env)
-{
- for(std::map<u32, ParticleSpawner*>::iterator i =
- all_particlespawners.begin();
- i != all_particlespawners.end();)
- {
- if (i->second->get_expired())
- {
- delete i->second;
- all_particlespawners.erase(i++);
- }
- else
- {
- i->second->step(dtime, env);
- i++;
- }
- }
-}
-
-void delete_particlespawner (u32 id)
-{
- if (all_particlespawners.find(id) != all_particlespawners.end())
- {
- delete all_particlespawners.find(id)->second;
- all_particlespawners.erase(id);
- }
-}
-
-void clear_particles ()
-{
- for(std::map<u32, ParticleSpawner*>::iterator i =
- all_particlespawners.begin();
- i != all_particlespawners.end();)
- {
- delete i->second;
- all_particlespawners.erase(i++);
- }
-
- for(std::vector<Particle*>::iterator i =
- all_particles.begin();
- i != all_particles.end();)
- {
- (*i)->remove();
- delete *i;
- all_particles.erase(i);
- }
+#include "util/serialize.h"
+
+void ParticleParameters::serialize(std::ostream &os, u16 protocol_ver) const
+{
+ writeV3F32(os, pos);
+ writeV3F32(os, vel);
+ writeV3F32(os, acc);
+ writeF32(os, expirationtime);
+ writeF32(os, size);
+ writeU8(os, collisiondetection);
+ os << serializeString32(texture);
+ writeU8(os, vertical);
+ writeU8(os, collision_removal);
+ animation.serialize(os, 6); /* NOT the protocol ver */
+ writeU8(os, glow);
+ writeU8(os, object_collision);
+ writeU16(os, node.param0);
+ writeU8(os, node.param2);
+ writeU8(os, node_tile);
+}
+
+void ParticleParameters::deSerialize(std::istream &is, u16 protocol_ver)
+{
+ pos = readV3F32(is);
+ vel = readV3F32(is);
+ acc = readV3F32(is);
+ expirationtime = readF32(is);
+ size = readF32(is);
+ collisiondetection = readU8(is);
+ texture = deSerializeString32(is);
+ vertical = readU8(is);
+ collision_removal = readU8(is);
+ animation.deSerialize(is, 6); /* NOT the protocol ver */
+ glow = readU8(is);
+ object_collision = readU8(is);
+ // This is kinda awful
+ u16 tmp_param0 = readU16(is);
+ if (is.eof())
+ return;
+ node.param0 = tmp_param0;
+ node.param2 = readU8(is);
+ node_tile = readU8(is);
}