]> git.lizzy.rs Git - minetest.git/blobdiff - src/particles.cpp
Add capability to read table flag fields from Lua API
[minetest.git] / src / particles.cpp
index d49e33322874a5bbb20016485b4aa831fc7c5a2a..19bdaf1215f7c5258f168f39ecc514ea1954fedd 100644 (file)
@@ -1,6 +1,6 @@
 /*
-Minetest-c55
-Copyright (C) 2012 celeron55, Perttu Ahola <celeron55@gmail.com>
+Minetest
+Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
 
 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
@@ -32,19 +32,37 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #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,
-       s32 id,
+       ClientEnvironment &env,
        v3f pos,
        v3f velocity,
        v3f acceleration,
        float expirationtime,
        float size,
-       AtlasPointer ap
+       bool collisiondetection,
+       bool vertical,
+       video::ITexture *texture,
+       v2f texpos,
+       v2f texsize
 ):
-       scene::ISceneNode(smgr->getRootSceneNode(), smgr, id)
+       scene::ISceneNode(smgr->getRootSceneNode(), smgr)
 {
        // Misc
        m_gamedef = gamedef;
@@ -55,9 +73,9 @@ Particle::Particle(
        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;
-       m_light = 0;
+       m_material.setTexture(0, texture);
+       m_texpos = texpos;
+       m_texsize = texsize;
 
 
        // Particle related
@@ -68,10 +86,21 @@ Particle::Particle(
        m_time = 0;
        m_player = player;
        m_size = size;
+       m_collisiondetection = collisiondetection;
+       m_vertical = vertical;
 
-       // Irrlicht stuff (TODO)
-       m_collisionbox = core::aabbox3d<f32>(-size/2,-size/2,-size/2,size/2,size/2,size/2);
+       // 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()
@@ -82,8 +111,10 @@ void Particle::OnRegisterSceneNode()
 {
        if (IsVisible)
        {
-               SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
-               SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
+               SceneManager->registerNodeForRendering
+                               (this, scene::ESNRP_TRANSPARENT);
+               SceneManager->registerNodeForRendering
+                               (this, scene::ESNRP_SOLID);
        }
 
        ISceneNode::OnRegisterSceneNode();
@@ -96,45 +127,45 @@ void Particle::render()
        video::IVideoDriver* driver = SceneManager->getVideoDriver();
        driver->setMaterial(m_material);
        driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
-       video::SColor c(255, m_light, m_light, m_light);
-
-       video::S3DVertex vertices[4] =
-       {
-               video::S3DVertex(-m_size/2,-m_size/2,0, 0,0,0, c, m_ap.x0(), m_ap.y1()),
-               video::S3DVertex(m_size/2,-m_size/2,0, 0,0,0, c, m_ap.x1(), m_ap.y1()),
-               video::S3DVertex(m_size/2,m_size/2,0, 0,0,0, c, m_ap.x1(), m_ap.y0()),
-               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++)
-       {
-               vertices[i].Pos.rotateYZBy(m_player->getPitch());
-               vertices[i].Pos.rotateXZBy(m_player->getYaw());
-               m_box.addInternalPoint(vertices[i].Pos);
-               vertices[i].Pos += m_pos*BS;
-       }
 
        u16 indices[] = {0,1,2, 2,3,0};
-       driver->drawVertexPrimitiveList(vertices, 4, indices, 2,
-                       video::EVT_STANDARD, scene::EPT_TRIANGLES, video::EIT_16BIT);
+       driver->drawVertexPrimitiveList(m_vertices, 4,
+                       indices, 2, video::EVT_STANDARD,
+                       scene::EPT_TRIANGLES, video::EIT_16BIT);
 }
 
 void Particle::step(float dtime, ClientEnvironment &env)
 {
-       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.getClientMap(), 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;
        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(
@@ -151,17 +182,53 @@ void Particle::step(float dtime, ClientEnvironment &env)
        m_light = decode_light(light);
 }
 
-std::vector<Particle*> all_particles;
+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++)
+       {
+               if (m_vertical) {
+                       v3f ppos = m_player->getPosition()/BS;
+                       m_vertices[i].Pos.rotateXZBy(atan2(ppos.Z-m_pos.Z, ppos.X-m_pos.X)/core::DEGTORAD+90);
+               } else {
+                       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();)
+       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);
+                       i = all_particles.erase(i);
                }
                else
                {
@@ -171,41 +238,50 @@ void allparticles_step (float dtime, ClientEnvironment &env)
        }
 }
 
-void addDiggingParticles(IGameDef* gamedef, scene::ISceneManager* smgr, LocalPlayer *player, v3s16 pos, const TileSpec tiles[])
+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, pos, tiles);
+               addNodeParticle(gamedef, smgr, player, env, pos, tiles);
        }
 }
 
-void addPunchingParticles(IGameDef* gamedef, scene::ISceneManager* smgr, LocalPlayer *player, v3s16 pos, const TileSpec tiles[])
+void addPunchingParticles(IGameDef* gamedef, scene::ISceneManager* smgr,
+               LocalPlayer *player, ClientEnvironment &env,
+               v3s16 pos, const TileSpec tiles[])
 {
-       addNodeParticle(gamedef, smgr, player, pos, 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, v3s16 pos, const TileSpec tiles[])
+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();
+       video::ITexture *texture = tiles[texid].texture;
 
-       ap.size.X = (ap.x1() - ap.x0()) * texsize;
-       ap.size.Y = (ap.x1() - ap.x0()) * texsize;
+       // 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;
 
-       ap.pos.X = ap.x0() + (x1 - ap.x0()) * ((rand()%64)/64.-texsize);
-       ap.pos.Y = ap.y0() + (y1 - ap.y0()) * ((rand()%64)/64.-texsize);
+       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 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,
@@ -213,17 +289,190 @@ void addNodeParticle(IGameDef* gamedef, scene::ISceneManager* smgr, LocalPlayer
                (f32)pos.Z+rand()%100/200.-0.25
        );
 
-       Particle *particle = new Particle(
+       new Particle(
                gamedef,
                smgr,
                player,
-               0,
+               env,
                particlepos,
                velocity,
                acceleration,
                rand()%100/100., // expiration time
                visual_size,
-               ap);
+               true,
+               false,
+               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, bool vertical, 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_vertical = vertical;
+       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_vertical,
+                                       m_texture,
+                                       v2f(0.0, 0.0),
+                                       v2f(1.0, 1.0));
+                               i = 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_vertical,
+                                       m_texture,
+                                       v2f(0.0, 0.0),
+                                       v2f(1.0, 1.0));
+                       }
+               }
+       }
+}
 
-       all_particles.push_back(particle);
+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;
+               i = all_particles.erase(i);
+       }
 }