]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/particles.cpp
guiFormspecMenu: Allow fraction values for container[] (#7497)
[dragonfireclient.git] / src / particles.cpp
index fe681fe6c45028b39514c1afd9ee9821ac500941..e98068f5355dad1387c526b0b92b8c0ee3a82dde 100644 (file)
@@ -18,14 +18,17 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 */
 
 #include "particles.h"
+#include <cmath>
 #include "client.h"
 #include "collision.h"
-#include <stdlib.h>
+#include "client/clientevent.h"
+#include "client/renderingengine.h"
 #include "util/numeric.h"
 #include "light.h"
 #include "environment.h"
 #include "clientmap.h"
 #include "mapnode.h"
+#include "nodedef.h"
 #include "client.h"
 #include "settings.h"
 
@@ -42,7 +45,6 @@ v3f random_v3f(v3f min, v3f max)
 
 Particle::Particle(
        IGameDef *gamedef,
-       scene::ISceneManager* smgr,
        LocalPlayer *player,
        ClientEnvironment *env,
        v3f pos,
@@ -60,7 +62,8 @@ Particle::Particle(
        u8 glow,
        video::SColor color
 ):
-       scene::ISceneNode(smgr->getRootSceneNode(), smgr)
+       scene::ISceneNode(RenderingEngine::get_scene_manager()->getRootSceneNode(),
+               RenderingEngine::get_scene_manager())
 {
        // Misc
        m_gamedef = gamedef;
@@ -76,8 +79,6 @@ Particle::Particle(
        m_texpos = texpos;
        m_texsize = texsize;
        m_animation = anim;
-       m_animation_frame = 0;
-       m_animation_time = 0.0;
 
        // Color
        m_base_color = color;
@@ -88,7 +89,6 @@ Particle::Particle(
        m_velocity = velocity;
        m_acceleration = acceleration;
        m_expiration = expirationtime;
-       m_time = 0;
        m_player = player;
        m_size = size;
        m_collisiondetection = collisiondetection;
@@ -108,10 +108,6 @@ Particle::Particle(
        updateVertices();
 }
 
-Particle::~Particle()
-{
-}
-
 void Particle::OnRegisterSceneNode()
 {
        if (IsVisible)
@@ -229,17 +225,17 @@ void Particle::updateVertices()
                0, 0, 0, 0, m_color, tx0, ty0);
 
        v3s16 camera_offset = m_env->getCameraOffset();
-       for(u16 i=0; i<4; i++)
-       {
+       for (video::S3DVertex &vertex : m_vertices) {
                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);
+                       vertex.Pos.rotateXZBy(std::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());
+                       vertex.Pos.rotateYZBy(m_player->getPitch());
+                       vertex.Pos.rotateXZBy(m_player->getYaw());
                }
-               m_box.addInternalPoint(m_vertices[i].Pos);
-               m_vertices[i].Pos += m_pos*BS - intToFloat(camera_offset, BS);
+               m_box.addInternalPoint(vertex.Pos);
+               vertex.Pos += m_pos*BS - intToFloat(camera_offset, BS);
        }
 }
 
@@ -247,7 +243,7 @@ void Particle::updateVertices()
        ParticleSpawner
 */
 
-ParticleSpawner::ParticleSpawner(IGameDef* gamedef, scene::ISceneManager *smgr, LocalPlayer *player,
+ParticleSpawner::ParticleSpawner(IGameDef *gamedef, 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,
@@ -258,7 +254,6 @@ ParticleSpawner::ParticleSpawner(IGameDef* gamedef, scene::ISceneManager *smgr,
        m_particlemanager(p_manager)
 {
        m_gamedef = gamedef;
-       m_smgr = smgr;
        m_player = player;
        m_amount = amount;
        m_spawntime = time;
@@ -288,7 +283,57 @@ ParticleSpawner::ParticleSpawner(IGameDef* gamedef, scene::ISceneManager *smgr,
        }
 }
 
-ParticleSpawner::~ParticleSpawner() {}
+void ParticleSpawner::spawnParticle(ClientEnvironment *env, float radius,
+       bool is_attached, const v3f &attached_pos, float attached_yaw)
+{
+       v3f ppos = m_player->getPosition() / BS;
+       v3f pos = random_v3f(m_minpos, m_maxpos);
+
+       // Need to apply this first or the following check
+       // will be wrong for attached spawners
+       if (is_attached) {
+               pos.rotateXZBy(attached_yaw);
+               pos += attached_pos;
+       }
+
+       if (pos.getDistanceFrom(ppos) > radius)
+               return;
+
+       v3f vel = random_v3f(m_minvel, m_maxvel);
+       v3f acc = random_v3f(m_minacc, m_maxacc);
+
+       if (is_attached) {
+               // Apply attachment yaw
+               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;
+
+       m_particlemanager->addParticle(new Particle(
+               m_gamedef,
+               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
+       ));
+}
 
 void ParticleSpawner::step(float dtime, ClientEnvironment* env)
 {
@@ -311,122 +356,33 @@ void ParticleSpawner::step(float dtime, ClientEnvironment* env)
                }
        }
 
-       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)
-                       {
+       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--;
 
                                // Pretend to, but don't actually spawn a particle if it is
                                // attached to an unloaded object or distant from player.
-                               if (!unloaded) {
-                                       v3f ppos = m_player->getPosition() / BS;
-                                       v3f pos = random_v3f(m_minpos, m_maxpos);
-
-                                       if (pos.getDistanceFrom(ppos) <= radius) {
-                                               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);
-                                       }
-                               }
+                               if (!unloaded)
+                                       spawnParticle(env, radius, is_attached, attached_pos, attached_yaw);
+
                                i = m_spawntimes.erase(i);
-                       }
-                       else
-                       {
+                       } else {
                                ++i;
                        }
                }
-       }
-       else // Spawner exists for an infinity timespan, spawn on a per-second base
-       {
+       } 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)
-                       {
-                               // Do not spawn particle if distant from player
-                               v3f ppos = m_player->getPosition() / BS;
-                               v3f pos = random_v3f(m_minpos, m_maxpos);
-
-                               if (pos.getDistanceFrom(ppos) <= radius) {
-                                       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);
-                               }
-                       }
+
+               for (int i = 0; i <= m_amount; i++) {
+                       if (rand() / (float)RAND_MAX < dtime)
+                               spawnParticle(env, radius, is_attached, attached_pos, attached_yaw);
                }
        }
 }
@@ -510,7 +466,7 @@ void ParticleManager::clearAll ()
 }
 
 void ParticleManager::handleParticleEvent(ClientEvent *event, Client *client,
-               scene::ISceneManager* smgr, LocalPlayer *player)
+       LocalPlayer *player)
 {
        switch (event->type) {
                case CE_DELETE_PARTICLESPAWNER: {
@@ -536,7 +492,7 @@ void ParticleManager::handleParticleEvent(ClientEvent *event, Client *client,
                        video::ITexture *texture =
                                client->tsrc()->getTextureForMesh(*(event->add_particlespawner.texture));
 
-                       ParticleSpawner* toadd = new ParticleSpawner(client, smgr, player,
+                       ParticleSpawner *toadd = new ParticleSpawner(client, player,
                                        event->add_particlespawner.amount,
                                        event->add_particlespawner.spawntime,
                                        *event->add_particlespawner.minpos,
@@ -581,7 +537,7 @@ void ParticleManager::handleParticleEvent(ClientEvent *event, Client *client,
                        video::ITexture *texture =
                                client->tsrc()->getTextureForMesh(*(event->spawn_particle.texture));
 
-                       Particle* toadd = new Particle(client, smgr, player, m_env,
+                       Particle *toadd = new Particle(client, player, m_env,
                                        *event->spawn_particle.pos,
                                        *event->spawn_particle.vel,
                                        *event->spawn_particle.acc,
@@ -610,26 +566,25 @@ void ParticleManager::handleParticleEvent(ClientEvent *event, Client *client,
 }
 
 void ParticleManager::addDiggingParticles(IGameDef* gamedef,
-       scene::ISceneManager* smgr, LocalPlayer *player, v3s16 pos,
-       const MapNode &n, const ContentFeatures &f)
+       LocalPlayer *player, v3s16 pos, const MapNode &n, const ContentFeatures &f)
 {
-       for (u16 j = 0; j < 32; j++) // set the amount of particles here
-       {
-               addNodeParticle(gamedef, smgr, player, pos, n, f);
-       }
-}
+       // No particles for "airlike" nodes
+       if (f.drawtype == NDT_AIRLIKE)
+               return;
 
-void ParticleManager::addPunchingParticles(IGameDef* gamedef,
-       scene::ISceneManager* smgr, LocalPlayer *player, v3s16 pos,
-       const MapNode &n, const ContentFeatures &f)
-{
-       addNodeParticle(gamedef, smgr, player, pos, n, f);
+       // set the amount of particles here
+       for (u16 j = 0; j < 32; j++) {
+               addNodeParticle(gamedef, player, pos, n, f);
+       }
 }
 
 void ParticleManager::addNodeParticle(IGameDef* gamedef,
-       scene::ISceneManager* smgr, LocalPlayer *player, v3s16 pos,
-       const MapNode &n, const ContentFeatures &f)
+       LocalPlayer *player, v3s16 pos, const MapNode &n, const ContentFeatures &f)
 {
+       // No particles for "airlike" nodes
+       if (f.drawtype == NDT_AIRLIKE)
+               return;
+
        // Texture
        u8 texid = myrand_range(0, 5);
        const TileLayer &tile = f.tiles[texid].layers[0];
@@ -639,12 +594,14 @@ void ParticleManager::addNodeParticle(IGameDef* gamedef,
 
        // Only use first frame of animated texture
        if (tile.material_flags & MATERIAL_FLAG_ANIMATION)
-               texture = tile.frames[0].texture;
+               texture = (*tile.frames)[0].texture;
        else
                texture = tile.texture;
 
        float size = rand() % 64 / 512.;
        float visual_size = BS * size;
+       if (tile.scale)
+               size /= tile.scale;
        v2f texsize(size * 2, size * 2);
        v2f texpos;
        texpos.X = ((rand() % 64) / 64. - texsize.X);
@@ -670,7 +627,6 @@ void ParticleManager::addNodeParticle(IGameDef* gamedef,
 
        Particle* toadd = new Particle(
                gamedef,
-               smgr,
                player,
                m_env,
                particlepos,