#pragma once
-#include <iostream>
-#include "irrlichttypes_extrabloated.h"
-#include "client/tile.h"
-#include "localplayer.h"
+#include <string>
+#include "irrlichttypes_bloated.h"
#include "tileanimation.h"
-
-struct ClientEvent;
-class ParticleManager;
-class ClientEnvironment;
-struct MapNode;
-struct ContentFeatures;
-
-class Particle : public scene::ISceneNode
-{
- public:
- Particle(
- IGameDef* gamedef,
- LocalPlayer *player,
- ClientEnvironment *env,
- v3f pos,
- v3f velocity,
- v3f acceleration,
- float expirationtime,
- float size,
- bool collisiondetection,
- bool collision_removal,
- bool vertical,
- video::ITexture *texture,
- v2f texpos,
- v2f texsize,
- const struct TileAnimationParams &anim,
- u8 glow,
- video::SColor color = video::SColor(0xFFFFFFFF)
- );
- ~Particle() = default;
-
- virtual const aabb3f &getBoundingBox() const
- {
- return m_box;
+#include "mapnode.h"
+
+// This file defines the particle-related structures that both the server and
+// client need. The ParticleManager and rendering is in client/particles.h
+
+struct CommonParticleParams {
+ bool collisiondetection = false;
+ bool collision_removal = false;
+ bool object_collision = false;
+ bool vertical = false;
+ std::string texture;
+ struct TileAnimationParams animation;
+ u8 glow = 0;
+ MapNode node;
+ u8 node_tile = 0;
+
+ CommonParticleParams() {
+ animation.type = TAT_NONE;
+ node.setContent(CONTENT_IGNORE);
}
- virtual u32 getMaterialCount() const
- {
- return 1;
+ /* This helper is useful for copying params from
+ * ParticleSpawnerParameters to ParticleParameters */
+ inline void copyCommon(CommonParticleParams &to) const {
+ to.collisiondetection = collisiondetection;
+ to.collision_removal = collision_removal;
+ to.object_collision = object_collision;
+ to.vertical = vertical;
+ to.texture = texture;
+ to.animation = animation;
+ to.glow = glow;
+ to.node = node;
+ to.node_tile = node_tile;
}
-
- virtual video::SMaterial& getMaterial(u32 i)
- {
- return m_material;
- }
-
- virtual void OnRegisterSceneNode();
- virtual void render();
-
- void step(float dtime);
-
- bool get_expired ()
- { return m_expiration < m_time; }
-
-private:
- void updateLight();
- void updateVertices();
-
- video::S3DVertex m_vertices[4];
- float m_time = 0.0f;
- float m_expiration;
-
- ClientEnvironment *m_env;
- IGameDef *m_gamedef;
- aabb3f m_box;
- aabb3f m_collisionbox;
- video::SMaterial m_material;
- v2f m_texpos;
- v2f m_texsize;
- v3f m_pos;
- v3f m_velocity;
- v3f m_acceleration;
- LocalPlayer *m_player;
- float m_size;
- //! Color without lighting
- video::SColor m_base_color;
- //! Final rendered color
- video::SColor m_color;
- bool m_collisiondetection;
- bool m_collision_removal;
- bool m_vertical;
- v3s16 m_camera_offset;
- struct TileAnimationParams m_animation;
- float m_animation_time = 0.0f;
- int m_animation_frame = 0;
- u8 m_glow;
};
-class ParticleSpawner
-{
-public:
- ParticleSpawner(IGameDef* gamedef,
- LocalPlayer *player,
- u16 amount,
- float time,
- v3f minp, v3f maxp,
- v3f minvel, v3f maxvel,
- v3f minacc, v3f maxacc,
- float minexptime, float maxexptime,
- float minsize, float maxsize,
- bool collisiondetection,
- bool collision_removal,
- u16 attached_id,
- bool vertical,
- video::ITexture *texture,
- u32 id,
- const struct TileAnimationParams &anim, u8 glow,
- ParticleManager* p_manager);
-
- ~ParticleSpawner() = default;
-
- void step(float dtime, ClientEnvironment *env);
+struct ParticleParameters : CommonParticleParams {
+ v3f pos;
+ v3f vel;
+ v3f acc;
+ f32 expirationtime = 1;
+ f32 size = 1;
- bool get_expired ()
- { return (m_amount <= 0) && m_spawntime != 0; }
-
-private:
- void spawnParticle(ClientEnvironment *env, float radius,
- bool is_attached, const v3f &attached_pos,
- float attached_yaw);
-
- ParticleManager *m_particlemanager;
- float m_time;
- IGameDef *m_gamedef;
- LocalPlayer *m_player;
- u16 m_amount;
- float m_spawntime;
- v3f m_minpos;
- v3f m_maxpos;
- v3f m_minvel;
- v3f m_maxvel;
- v3f m_minacc;
- v3f m_maxacc;
- float m_minexptime;
- float m_maxexptime;
- float m_minsize;
- float m_maxsize;
- video::ITexture *m_texture;
- std::vector<float> m_spawntimes;
- bool m_collisiondetection;
- bool m_collision_removal;
- bool m_vertical;
- u16 m_attached_id;
- struct TileAnimationParams m_animation;
- u8 m_glow;
+ void serialize(std::ostream &os, u16 protocol_ver) const;
+ void deSerialize(std::istream &is, u16 protocol_ver);
};
-/**
- * Class doing particle as well as their spawners handling
- */
-class ParticleManager
-{
-friend class ParticleSpawner;
-public:
- ParticleManager(ClientEnvironment* env);
- ~ParticleManager();
-
- void step (float dtime);
-
- void handleParticleEvent(ClientEvent *event, Client *client,
- LocalPlayer *player);
-
- void addDiggingParticles(IGameDef *gamedef, LocalPlayer *player, v3s16 pos,
- const MapNode &n, const ContentFeatures &f);
-
- void addNodeParticle(IGameDef *gamedef, LocalPlayer *player, v3s16 pos,
- const MapNode &n, const ContentFeatures &f);
-
- u32 getSpawnerId() const
- {
- for (u32 id = 0;; ++id) { // look for unused particlespawner id
- if (m_particle_spawners.find(id) == m_particle_spawners.end())
- return id;
- }
- }
-
-protected:
- void addParticle(Particle* toadd);
-
-private:
-
- void stepParticles (float dtime);
- void stepSpawners (float dtime);
-
- void clearAll ();
-
- std::vector<Particle*> m_particles;
- std::map<u32, ParticleSpawner*> m_particle_spawners;
+struct ParticleSpawnerParameters : CommonParticleParams {
+ u16 amount = 1;
+ v3f minpos, maxpos, minvel, maxvel, minacc, maxacc;
+ f32 time = 1;
+ f32 minexptime = 1, maxexptime = 1, minsize = 1, maxsize = 1;
- ClientEnvironment* m_env;
- std::mutex m_particle_list_lock;
- std::mutex m_spawner_list_lock;
+ // For historical reasons no (de-)serialization methods here
};