float expirationtime,
float size,
bool collisiondetection,
- AtlasPointer ap
+ video::ITexture *texture,
+ v2f texpos,
+ v2f texsize
):
scene::ISceneNode(smgr->getRootSceneNode(), smgr)
{
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
v3f p_pos = m_pos*BS;
v3f p_velocity = m_velocity*BS;
v3f p_acceleration = m_acceleration*BS;
- collisionMoveSimple(&env.getClientMap(), m_gamedef,
+ collisionMoveSimple(&env, m_gamedef,
BS*0.5, box,
0, dtime,
p_pos, p_velocity, p_acceleration);
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);
for(u16 i=0; i<4; i++)
{
{
// 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;
+ video::ITexture *texture = tiles[texid].texture;
- float x1 = ap.x1();
- float y1 = ap.y1();
+ // 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.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);
+ 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()%100/100., // expiration time
visual_size,
true,
- ap);
+ texture,
+ texpos,
+ texsize);
}
/*
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, video::ITexture *texture, u32 id)
{
m_gamedef = gamedef;
m_smgr = smgr;
m_minsize = minsize;
m_maxsize = maxsize;
m_collisiondetection = collisiondetection;
- m_ap = ap;
+ m_texture = texture;
m_time = 0;
for (u16 i = 0; i<=m_amount; i++)
exptime,
size,
m_collisiondetection,
- m_ap);
+ m_texture,
+ v2f(0.0, 0.0),
+ v2f(1.0, 1.0));
m_spawntimes.erase(i);
}
else
exptime,
size,
m_collisiondetection,
- m_ap);
+ m_texture,
+ v2f(0.0, 0.0),
+ v2f(1.0, 1.0));
}
}
}