#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 "client/tile.h"
#include "gamedef.h"
#include "collision.h"
#include <stdlib.h>
#include "environment.h"
#include "clientmap.h"
#include "mapnode.h"
+#include "client.h"
/*
Utility
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,
+ ClientEnvironment *env,
v3f pos,
v3f velocity,
v3f acceleration,
float expirationtime,
float size,
bool collisiondetection,
- AtlasPointer ap
+ bool vertical,
+ video::ITexture *texture,
+ v2f texpos,
+ v2f texsize
):
scene::ISceneNode(smgr->getRootSceneNode(), smgr)
{
// Misc
m_gamedef = gamedef;
+ m_env = env;
// Texture
m_material.setFlag(video::EMF_LIGHTING, 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;
+ m_material.setTexture(0, texture);
+ m_texpos = texpos;
+ m_texsize = texsize;
// Particle related
m_player = player;
m_size = size;
m_collisiondetection = collisiondetection;
+ m_vertical = vertical;
// Irrlicht stuff
m_collisionbox = core::aabbox3d<f32>
this->setAutomaticCulling(scene::EAC_OFF);
// Init lighting
- updateLight(env);
+ updateLight();
// 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);
- }
+ SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT_EFFECT);
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);
scene::EPT_TRIANGLES, video::EIT_16BIT);
}
-void Particle::step(float dtime, ClientEnvironment &env)
+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(&env.getClientMap(), m_gamedef,
+ collisionMoveSimple(m_env, m_gamedef,
BS*0.5, box,
0, dtime,
- p_pos, p_velocity, p_acceleration);
+ &p_pos, &p_velocity, m_acceleration * BS);
m_pos = p_pos/BS;
m_velocity = p_velocity/BS;
- m_acceleration = p_acceleration/BS;
}
else
{
}
// Update lighting
- updateLight(env);
+ updateLight();
// Update model
updateVertices();
}
-void Particle::updateLight(ClientEnvironment &env)
+void Particle::updateLight()
{
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);
- }
+ bool pos_ok;
+
+ v3s16 p = v3s16(
+ floor(m_pos.X+0.5),
+ floor(m_pos.Y+0.5),
+ floor(m_pos.Z+0.5)
+ );
+ MapNode n = m_env->getClientMap().getNodeNoEx(p, &pos_ok);
+ if (pos_ok)
+ light = n.getLightBlend(m_env->getDayNightRatio(), m_gamedef->ndef());
+ else
+ light = blend_light(m_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, m_ap.x0(), m_ap.y1());
+ c, tx0, ty1);
m_vertices[1] = video::S3DVertex(m_size/2,-m_size/2,0, 0,0,0,
- c, m_ap.x1(), m_ap.y1());
+ c, tx1, ty1);
m_vertices[2] = video::S3DVertex(m_size/2,m_size/2,0, 0,0,0,
- c, m_ap.x1(), m_ap.y0());
+ c, tx1, ty0);
m_vertices[3] = video::S3DVertex(-m_size/2,m_size/2,0, 0,0,0,
- c ,m_ap.x0(), m_ap.y0());
+ c, tx0, ty0);
+ v3s16 camera_offset = m_env->getCameraOffset();
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++;
+ 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 - intToFloat(camera_offset, BS);
}
}
-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
*/
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)
+ bool collisiondetection, bool vertical, video::ITexture *texture, u32 id,
+ ParticleManager *p_manager) :
+ m_particlemanager(p_manager)
{
m_gamedef = gamedef;
m_smgr = smgr;
m_minsize = minsize;
m_maxsize = maxsize;
m_collisiondetection = collisiondetection;
- m_ap = ap;
+ 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)
+void ParticleSpawner::step(float dtime, ClientEnvironment* env)
{
m_time += dtime;
*(m_maxsize-m_minsize)
+m_minsize;
- new Particle(
+ Particle* toadd = new Particle(
m_gamedef,
m_smgr,
m_player,
exptime,
size,
m_collisiondetection,
- m_ap);
- m_spawntimes.erase(i);
+ m_vertical,
+ m_texture,
+ v2f(0.0, 0.0),
+ v2f(1.0, 1.0));
+ m_particlemanager->addParticle(toadd);
+ i = m_spawntimes.erase(i);
}
else
{
- i++;
+ ++i;
}
}
}
*(m_maxsize-m_minsize)
+m_minsize;
- new Particle(
+ Particle* toadd = new Particle(
m_gamedef,
m_smgr,
m_player,
exptime,
size,
m_collisiondetection,
- m_ap);
+ m_vertical,
+ m_texture,
+ v2f(0.0, 0.0),
+ v2f(1.0, 1.0));
+ m_particlemanager->addParticle(toadd);
}
}
}
}
-void allparticlespawners_step (float dtime, ClientEnvironment &env)
+
+ParticleManager::ParticleManager(ClientEnvironment* env) :
+ m_env(env)
+{}
+
+ParticleManager::~ParticleManager()
{
+ clearAll();
+}
+
+void ParticleManager::step(float dtime)
+{
+ stepParticles (dtime);
+ stepSpawners (dtime);
+}
+
+void ParticleManager::stepSpawners (float dtime)
+{
+ MutexAutoLock lock(m_spawner_list_lock);
for(std::map<u32, ParticleSpawner*>::iterator i =
- all_particlespawners.begin();
- i != all_particlespawners.end();)
+ m_particle_spawners.begin();
+ i != m_particle_spawners.end();)
{
if (i->second->get_expired())
{
delete i->second;
- all_particlespawners.erase(i++);
+ m_particle_spawners.erase(i++);
}
else
{
- i->second->step(dtime, env);
- i++;
+ i->second->step(dtime, m_env);
+ ++i;
}
}
}
-void delete_particlespawner (u32 id)
+void ParticleManager::stepParticles (float dtime)
{
- if (all_particlespawners.find(id) != all_particlespawners.end())
+ MutexAutoLock lock(m_particle_list_lock);
+ for(std::vector<Particle*>::iterator i = m_particles.begin();
+ i != m_particles.end();)
{
- delete all_particlespawners.find(id)->second;
- all_particlespawners.erase(id);
+ if ((*i)->get_expired())
+ {
+ (*i)->remove();
+ delete *i;
+ i = m_particles.erase(i);
+ }
+ else
+ {
+ (*i)->step(dtime);
+ ++i;
+ }
}
}
-void clear_particles ()
+void ParticleManager::clearAll ()
{
+ MutexAutoLock lock(m_spawner_list_lock);
+ MutexAutoLock lock2(m_particle_list_lock);
for(std::map<u32, ParticleSpawner*>::iterator i =
- all_particlespawners.begin();
- i != all_particlespawners.end();)
+ m_particle_spawners.begin();
+ i != m_particle_spawners.end();)
{
delete i->second;
- all_particlespawners.erase(i++);
+ m_particle_spawners.erase(i++);
}
for(std::vector<Particle*>::iterator i =
- all_particles.begin();
- i != all_particles.end();)
+ m_particles.begin();
+ i != m_particles.end();)
{
(*i)->remove();
delete *i;
- all_particles.erase(i);
- }
+ i = m_particles.erase(i);
+ }
+}
+
+void ParticleManager::handleParticleEvent(ClientEvent *event, IGameDef *gamedef,
+ scene::ISceneManager* smgr, LocalPlayer *player)
+{
+ if (event->type == 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
+ return;
+ }
+
+ if (event->type == 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);
+ }
+ }
+ 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;
+
+ {
+ MutexAutoLock lock(m_spawner_list_lock);
+ m_particle_spawners.insert(
+ std::pair<u32, ParticleSpawner*>(
+ event->add_particlespawner.id,
+ toadd));
+ }
+
+ return;
+ }
+
+ 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;
+ }
+}
+
+void ParticleManager::addDiggingParticles(IGameDef* gamedef, scene::ISceneManager* smgr,
+ LocalPlayer *player, v3s16 pos, const TileSpec tiles[])
+{
+ for (u16 j = 0; j < 32; j++) // set the amount of particles here
+ {
+ addNodeParticle(gamedef, smgr, player, pos, tiles);
+ }
+}
+
+void ParticleManager::addPunchingParticles(IGameDef* gamedef, scene::ISceneManager* smgr,
+ LocalPlayer *player, v3s16 pos, const TileSpec tiles[])
+{
+ addNodeParticle(gamedef, smgr, player, pos, tiles);
+}
+
+void ParticleManager::addNodeParticle(IGameDef* gamedef, scene::ISceneManager* smgr,
+ LocalPlayer *player, 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
+ );
+
+ Particle* toadd = new Particle(
+ gamedef,
+ smgr,
+ player,
+ m_env,
+ particlepos,
+ velocity,
+ acceleration,
+ rand() % 100 / 100., // expiration time
+ visual_size,
+ true,
+ false,
+ texture,
+ texpos,
+ texsize);
+
+ addParticle(toadd);
+}
+
+void ParticleManager::addParticle(Particle* toadd)
+{
+ MutexAutoLock lock(m_particle_list_lock);
+ m_particles.push_back(toadd);
}