]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/particles.cpp
Fix hash implementation for SerializedBlockCache
[dragonfireclient.git] / src / particles.cpp
index 88905d40d3a6ce91b066f182889a2a735fdea36b..14c987958bdb84639170170f49001d1c1aa68d73 100644 (file)
@@ -1,6 +1,6 @@
 /*
 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
@@ -18,450 +18,46 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 */
 
 #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,
-       video::ITexture *texture,
-       v2f texpos,
-       v2f texsize
-):
-       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, texture);
-       m_texpos = texpos;
-       m_texsize = texsize;
-
-
-       // 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);
-       f32 tx0 = m_texpos.X;
-       f32 tx1 = m_texpos.X + m_texsize.X;
-       f32 ty0 = m_texpos.Y;
-       f32 ty1 = m_texpos.Y + m_texsize.Y;
-
-       m_vertices[0] = video::S3DVertex(-m_size/2,-m_size/2,0, 0,0,0,
-                       c, tx0, ty1);
-       m_vertices[1] = video::S3DVertex(m_size/2,-m_size/2,0, 0,0,0,
-                       c, tx1, ty1);
-       m_vertices[2] = video::S3DVertex(m_size/2,m_size/2,0, 0,0,0,
-                       c, tx1, ty0);
-       m_vertices[3] = video::S3DVertex(-m_size/2,m_size/2,0, 0,0,0,
-                       c, tx0, ty0);
-
-       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);
-       video::ITexture *texture = tiles[texid].texture;
-
-       // Only use first frame of animated texture
-       f32 ymax = 1;
-       if(tiles[texid].material_flags & MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES)
-               ymax /= tiles[texid].animation_frame_count;
-
-       float size = rand()%64/512.;
-       float visual_size = BS*size;
-       v2f texsize(size*2, ymax*size*2);
-       v2f texpos;
-       texpos.X = ((rand()%64)/64.-texsize.X);
-       texpos.Y = ymax*((rand()%64)/64.-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 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,
-               texture,
-               texpos,
-               texsize);
-}
-
-/*
-       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, video::ITexture *texture, 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_texture = texture;
-       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_texture,
-                                       v2f(0.0, 0.0),
-                                       v2f(1.0, 1.0));
-                               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_texture,
-                                       v2f(0.0, 0.0),
-                                       v2f(1.0, 1.0));
-                       }
-               }
-       }
-}
-
-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);
 }