]> git.lizzy.rs Git - minetest.git/blobdiff - src/particles.cpp
Remove `mathconstants.h` and use the correct way to get `M_PI` in MSVC. (#5072)
[minetest.git] / src / particles.cpp
index e9268be27c1c1847e4fbeb5b5dc81e9ef0a57bcb..5f17763e013373cf2ef4423facbb1122635496fe 100644 (file)
@@ -18,12 +18,7 @@ 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 "client/tile.h"
-#include "gamedef.h"
+#include "client.h"
 #include "collision.h"
 #include <stdlib.h>
 #include "util/numeric.h"
@@ -55,10 +50,13 @@ Particle::Particle(
        float expirationtime,
        float size,
        bool collisiondetection,
+       bool collision_removal,
        bool vertical,
        video::ITexture *texture,
        v2f texpos,
-       v2f texsize
+       v2f texsize,
+       const struct TileAnimationParams &anim,
+       u8 glow
 ):
        scene::ISceneNode(smgr->getRootSceneNode(), smgr)
 {
@@ -75,7 +73,9 @@ Particle::Particle(
        m_material.setTexture(0, texture);
        m_texpos = texpos;
        m_texsize = texsize;
-
+       m_animation = anim;
+       m_animation_frame = 0;
+       m_animation_time = 0.0;
 
        // Particle related
        m_pos = pos;
@@ -86,10 +86,12 @@ Particle::Particle(
        m_player = player;
        m_size = size;
        m_collisiondetection = collisiondetection;
+       m_collision_removal = collision_removal;
        m_vertical = vertical;
+       m_glow = glow;
 
        // Irrlicht stuff
-       m_collisionbox = core::aabbox3d<f32>
+       m_collisionbox = aabb3f
                        (-size/2,-size/2,-size/2,size/2,size/2,size/2);
        this->setAutomaticCulling(scene::EAC_OFF);
 
@@ -127,25 +129,36 @@ void Particle::render()
 void Particle::step(float dtime)
 {
        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(m_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
-       {
+       if (m_collisiondetection) {
+               aabb3f box = m_collisionbox;
+               v3f p_pos = m_pos * BS;
+               v3f p_velocity = m_velocity * BS;
+               collisionMoveResult r = collisionMoveSimple(m_env,
+                       m_gamedef, BS * 0.5, box, 0, dtime, &p_pos,
+                       &p_velocity, m_acceleration * BS);
+               if (m_collision_removal && r.collides) {
+                       // force expiration of the particle
+                       m_expiration = -1.0;
+               } else {
+                       m_pos = p_pos / BS;
+                       m_velocity = p_velocity / BS;
+               }
+       } else {
                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;
+               m_animation.determineParams(
+                               m_material.getTexture(0)->getSize(),
+                               &frame_count, &frame_length_i, NULL);
+               float frame_length = frame_length_i / 1000.0;
+               while (m_animation_time > frame_length) {
+                       m_animation_frame++;
+                       m_animation_time -= frame_length;
+               }
+       }
 
        // Update lighting
        updateLight();
@@ -170,16 +183,32 @@ void Particle::updateLight()
        else
                light = blend_light(m_env->getDayNightRatio(), LIGHT_SUN, 0);
 
-       m_light = decode_light(light);
+       m_light = decode_light(light + m_glow);
 }
 
 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;
+       f32 tx0, tx1, ty0, ty1;
+
+       if (m_animation.type != TAT_NONE) {
+               const v2u32 texsize = m_material.getTexture(0)->getSize();
+               v2f texcoord, framesize_f;
+               v2u32 framesize;
+               texcoord = m_animation.getTextureCoords(texsize, m_animation_frame);
+               m_animation.determineParams(texsize, NULL, NULL, &framesize);
+               framesize_f = v2f(framesize.X / (float) texsize.X, framesize.Y / (float) texsize.Y);
+
+               tx0 = m_texpos.X + texcoord.X;
+               tx1 = m_texpos.X + texcoord.X + framesize_f.X * m_texsize.X;
+               ty0 = m_texpos.Y + texcoord.Y;
+               ty1 = m_texpos.Y + texcoord.Y + framesize_f.Y * m_texsize.Y;
+       } else {
+               tx0 = m_texpos.X;
+               tx1 = m_texpos.X + m_texsize.X;
+               ty0 = m_texpos.Y;
+               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);
@@ -213,7 +242,9 @@ ParticleSpawner::ParticleSpawner(IGameDef* gamedef, scene::ISceneManager *smgr,
        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,
+       bool collisiondetection, bool collision_removal, u16 attached_id, bool vertical,
+       video::ITexture *texture, u32 id, const struct TileAnimationParams &anim,
+       u8 glow,
        ParticleManager *p_manager) :
        m_particlemanager(p_manager)
 {
@@ -233,9 +264,13 @@ ParticleSpawner::ParticleSpawner(IGameDef* gamedef, scene::ISceneManager *smgr,
        m_minsize = minsize;
        m_maxsize = maxsize;
        m_collisiondetection = collisiondetection;
+       m_collision_removal = collision_removal;
+       m_attached_id = attached_id;
        m_vertical = vertical;
        m_texture = texture;
        m_time = 0;
+       m_animation = anim;
+       m_glow = glow;
 
        for (u16 i = 0; i<=m_amount; i++)
        {
@@ -250,6 +285,20 @@ void ParticleSpawner::step(float dtime, ClientEnvironment* env)
 {
        m_time += dtime;
 
+       bool unloaded = false;
+       bool is_attached = false;
+       v3f attached_pos = v3f(0,0,0);
+       float attached_yaw = 0;
+       if (m_attached_id != 0) {
+               if (ClientActiveObject *attached = env->getActiveObject(m_attached_id)) {
+                       attached_pos = attached->getPosition() / BS;
+                       attached_yaw = attached->getYaw();
+                       is_attached = true;
+               } else {
+                       unloaded = true;
+               }
+       }
+
        if (m_spawntime != 0) // Spawner exists for a predefined timespan
        {
                for(std::vector<float>::iterator i = m_spawntimes.begin();
@@ -259,42 +308,62 @@ void ParticleSpawner::step(float dtime, ClientEnvironment* env)
                        {
                                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;
-
-                               Particle* toadd = 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));
-                               m_particlemanager->addParticle(toadd);
+                               // Pretend to, but don't actually spawn a
+                               // particle if it is attached to an unloaded
+                               // object.
+                               if (!unloaded) {
+                                       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);
+                               }
                                i = m_spawntimes.erase(i);
                        }
                        else
                        {
-                               i++;
+                               ++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)
@@ -302,6 +371,15 @@ void ParticleSpawner::step(float dtime, ClientEnvironment* env)
                                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;
@@ -309,7 +387,7 @@ void ParticleSpawner::step(float dtime, ClientEnvironment* env)
                                                *(m_maxsize-m_minsize)
                                                +m_minsize;
 
-                               new Particle(
+                               Particle* toadd = new Particle(
                                        m_gamedef,
                                        m_smgr,
                                        m_player,
@@ -320,10 +398,14 @@ void ParticleSpawner::step(float dtime, ClientEnvironment* env)
                                        exptime,
                                        size,
                                        m_collisiondetection,
+                                       m_collision_removal,
                                        m_vertical,
                                        m_texture,
                                        v2f(0.0, 0.0),
-                                       v2f(1.0, 1.0));
+                                       v2f(1.0, 1.0),
+                                       m_animation,
+                                       m_glow);
+                               m_particlemanager->addParticle(toadd);
                        }
                }
        }
@@ -347,8 +429,8 @@ void ParticleManager::step(float dtime)
 
 void ParticleManager::stepSpawners (float dtime)
 {
-       JMutexAutoLock lock(m_spawner_list_lock);
-       for(std::map<u32, ParticleSpawner*>::iterator i = 
+       MutexAutoLock lock(m_spawner_list_lock);
+       for (std::map<u32, ParticleSpawner*>::iterator i =
                        m_particle_spawners.begin();
                        i != m_particle_spawners.end();)
        {
@@ -360,14 +442,14 @@ void ParticleManager::stepSpawners (float dtime)
                else
                {
                        i->second->step(dtime, m_env);
-                       i++;
+                       ++i;
                }
        }
 }
 
 void ParticleManager::stepParticles (float dtime)
 {
-       JMutexAutoLock lock(m_particle_list_lock);
+       MutexAutoLock lock(m_particle_list_lock);
        for(std::vector<Particle*>::iterator i = m_particles.begin();
                        i != m_particles.end();)
        {
@@ -380,15 +462,15 @@ void ParticleManager::stepParticles (float dtime)
                else
                {
                        (*i)->step(dtime);
-                       i++;
+                       ++i;
                }
        }
 }
 
 void ParticleManager::clearAll ()
 {
-       JMutexAutoLock lock(m_spawner_list_lock);
-       JMutexAutoLock lock2(m_particle_list_lock);
+       MutexAutoLock lock(m_spawner_list_lock);
+       MutexAutoLock lock2(m_particle_list_lock);
        for(std::map<u32, ParticleSpawner*>::iterator i =
                        m_particle_spawners.begin();
                        i != m_particle_spawners.end();)
@@ -407,97 +489,103 @@ void ParticleManager::clearAll ()
        }
 }
 
-void ParticleManager::handleParticleEvent(ClientEvent *event, IGameDef *gamedef,
+void ParticleManager::handleParticleEvent(ClientEvent *event, Client *client,
                scene::ISceneManager* smgr, LocalPlayer *player)
 {
-       if (event->type == CE_DELETE_PARTICLESPAWNER) {
-               JMutexAutoLock lock(m_spawner_list_lock);
-               if (m_particle_spawners.find(event->delete_particlespawner.id) !=
-                               m_particle_spawners.end())
-               {
-                       delete m_particle_spawners.find(event->delete_particlespawner.id)->second;
-                       m_particle_spawners.erase(event->delete_particlespawner.id);
+       switch (event->type) {
+               case CE_DELETE_PARTICLESPAWNER: {
+                       MutexAutoLock lock(m_spawner_list_lock);
+                       if (m_particle_spawners.find(event->delete_particlespawner.id) !=
+                                       m_particle_spawners.end()) {
+                               delete m_particle_spawners.find(event->delete_particlespawner.id)->second;
+                               m_particle_spawners.erase(event->delete_particlespawner.id);
+                       }
+                       // no allocated memory in delete event
+                       break;
                }
-               // no allocated memory in delete event
-               return;
-       }
+               case CE_ADD_PARTICLESPAWNER: {
+                       {
+                               MutexAutoLock lock(m_spawner_list_lock);
+                               if (m_particle_spawners.find(event->add_particlespawner.id) !=
+                                               m_particle_spawners.end()) {
+                                       delete m_particle_spawners.find(event->add_particlespawner.id)->second;
+                                       m_particle_spawners.erase(event->add_particlespawner.id);
+                               }
+                       }
 
-       if (event->type == CE_ADD_PARTICLESPAWNER) {
+                       video::ITexture *texture =
+                               client->tsrc()->getTextureForMesh(*(event->add_particlespawner.texture));
+
+                       ParticleSpawner* toadd = new ParticleSpawner(client, smgr, player,
+                                       event->add_particlespawner.amount,
+                                       event->add_particlespawner.spawntime,
+                                       *event->add_particlespawner.minpos,
+                                       *event->add_particlespawner.maxpos,
+                                       *event->add_particlespawner.minvel,
+                                       *event->add_particlespawner.maxvel,
+                                       *event->add_particlespawner.minacc,
+                                       *event->add_particlespawner.maxacc,
+                                       event->add_particlespawner.minexptime,
+                                       event->add_particlespawner.maxexptime,
+                                       event->add_particlespawner.minsize,
+                                       event->add_particlespawner.maxsize,
+                                       event->add_particlespawner.collisiondetection,
+                                       event->add_particlespawner.collision_removal,
+                                       event->add_particlespawner.attached_id,
+                                       event->add_particlespawner.vertical,
+                                       texture,
+                                       event->add_particlespawner.id,
+                                       event->add_particlespawner.animation,
+                                       event->add_particlespawner.glow,
+                                       this);
+
+                       /* delete allocated content of event */
+                       delete event->add_particlespawner.minpos;
+                       delete event->add_particlespawner.maxpos;
+                       delete event->add_particlespawner.minvel;
+                       delete event->add_particlespawner.maxvel;
+                       delete event->add_particlespawner.minacc;
+                       delete event->add_particlespawner.texture;
+                       delete event->add_particlespawner.maxacc;
 
-               {
-                       JMutexAutoLock lock(m_spawner_list_lock);
-                       if (m_particle_spawners.find(event->add_particlespawner.id) !=
-                                                       m_particle_spawners.end())
                        {
-                               delete m_particle_spawners.find(event->add_particlespawner.id)->second;
-                               m_particle_spawners.erase(event->add_particlespawner.id);
+                               MutexAutoLock lock(m_spawner_list_lock);
+                               m_particle_spawners.insert(
+                                               std::pair<u32, ParticleSpawner*>(
+                                                               event->add_particlespawner.id,
+                                                               toadd));
                        }
+                       break;
                }
-               video::ITexture *texture =
-                       gamedef->tsrc()->getTextureForMesh(*(event->add_particlespawner.texture));
-
-               ParticleSpawner* toadd = new ParticleSpawner(gamedef, smgr, player,
-                               event->add_particlespawner.amount,
-                               event->add_particlespawner.spawntime,
-                               *event->add_particlespawner.minpos,
-                               *event->add_particlespawner.maxpos,
-                               *event->add_particlespawner.minvel,
-                               *event->add_particlespawner.maxvel,
-                               *event->add_particlespawner.minacc,
-                               *event->add_particlespawner.maxacc,
-                               event->add_particlespawner.minexptime,
-                               event->add_particlespawner.maxexptime,
-                               event->add_particlespawner.minsize,
-                               event->add_particlespawner.maxsize,
-                               event->add_particlespawner.collisiondetection,
-                               event->add_particlespawner.vertical,
-                               texture,
-                               event->add_particlespawner.id,
-                               this);
-
-               /* delete allocated content of event */
-               delete event->add_particlespawner.minpos;
-               delete event->add_particlespawner.maxpos;
-               delete event->add_particlespawner.minvel;
-               delete event->add_particlespawner.maxvel;
-               delete event->add_particlespawner.minacc;
-               delete event->add_particlespawner.texture;
-               delete event->add_particlespawner.maxacc;
+               case CE_SPAWN_PARTICLE: {
+                       video::ITexture *texture =
+                               client->tsrc()->getTextureForMesh(*(event->spawn_particle.texture));
+
+                       Particle* toadd = new Particle(client, smgr, player, m_env,
+                                       *event->spawn_particle.pos,
+                                       *event->spawn_particle.vel,
+                                       *event->spawn_particle.acc,
+                                       event->spawn_particle.expirationtime,
+                                       event->spawn_particle.size,
+                                       event->spawn_particle.collisiondetection,
+                                       event->spawn_particle.collision_removal,
+                                       event->spawn_particle.vertical,
+                                       texture,
+                                       v2f(0.0, 0.0),
+                                       v2f(1.0, 1.0),
+                                       event->spawn_particle.animation,
+                                       event->spawn_particle.glow);
 
-               {
-                       JMutexAutoLock lock(m_spawner_list_lock);
-                       m_particle_spawners.insert(
-                                       std::pair<u32, ParticleSpawner*>(
-                                                       event->add_particlespawner.id,
-                                                       toadd));
-               }
+                       addParticle(toadd);
 
-               return;
-       }
+                       delete event->spawn_particle.pos;
+                       delete event->spawn_particle.vel;
+                       delete event->spawn_particle.acc;
+                       delete event->spawn_particle.texture;
 
-       if (event->type == CE_SPAWN_PARTICLE) {
-               video::ITexture *texture =
-                       gamedef->tsrc()->getTextureForMesh(*(event->spawn_particle.texture));
-
-               Particle* toadd = new Particle(gamedef, smgr, player, m_env,
-                               *event->spawn_particle.pos,
-                               *event->spawn_particle.vel,
-                               *event->spawn_particle.acc,
-                               event->spawn_particle.expirationtime,
-                               event->spawn_particle.size,
-                               event->spawn_particle.collisiondetection,
-                               event->spawn_particle.vertical,
-                               texture,
-                               v2f(0.0, 0.0),
-                               v2f(1.0, 1.0));
-
-               addParticle(toadd);
-
-               delete event->spawn_particle.pos;
-               delete event->spawn_particle.vel;
-               delete event->spawn_particle.acc;
-
-               return;
+                       break;
+               }
+               default: break;
        }
 }
 
@@ -521,19 +609,22 @@ void ParticleManager::addNodeParticle(IGameDef* gamedef, scene::ISceneManager* s
 {
        // Texture
        u8 texid = myrand_range(0, 5);
-       video::ITexture *texture = tiles[texid].texture;
+       video::ITexture *texture;
+       struct TileAnimationParams anim;
+       anim.type = TAT_NONE;
 
        // 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;
+       if (tiles[texid].material_flags & MATERIAL_FLAG_ANIMATION)
+               texture = tiles[texid].frames[0].texture;
+       else
+               texture = tiles[texid].texture;
 
        float size = rand() % 64 / 512.;
        float visual_size = BS * size;
-       v2f texsize(size * 2, ymax * size * 2);
+       v2f texsize(size * 2, size * 2);
        v2f texpos;
        texpos.X = ((rand() % 64) / 64. - texsize.X);
-       texpos.Y = ymax * ((rand() % 64) / 64. - texsize.Y);
+       texpos.Y = ((rand() % 64) / 64. - texsize.Y);
 
        // Physics
        v3f velocity((rand() % 100 / 50. - 1) / 1.5,
@@ -559,15 +650,18 @@ void ParticleManager::addNodeParticle(IGameDef* gamedef, scene::ISceneManager* s
                visual_size,
                true,
                false,
+               false,
                texture,
                texpos,
-               texsize);
+               texsize,
+               anim,
+               0);
 
        addParticle(toadd);
 }
 
 void ParticleManager::addParticle(Particle* toadd)
 {
-       JMutexAutoLock lock(m_particle_list_lock);
+       MutexAutoLock lock(m_particle_list_lock);
        m_particles.push_back(toadd);
 }