]> git.lizzy.rs Git - minetest.git/commitdiff
ParticleSpawner::step cleanup and rotation fix (#6486)
authorSmallJoker <SmallJoker@users.noreply.github.com>
Mon, 2 Oct 2017 18:40:59 +0000 (20:40 +0200)
committerSmallJoker <mk939@ymail.com>
Sun, 3 Jun 2018 15:31:59 +0000 (17:31 +0200)
* Particles: Move spawner code to a separate fucntion

src/particles.cpp
src/particles.h

index 0caa4f7969afcc672ec3d288653b5eb5c2d445ec..69bc3135855c7bcf9b9663034760109fa8d27e50 100644 (file)
@@ -290,6 +290,59 @@ 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_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
+       ));
+}
+
 void ParticleSpawner::step(float dtime, ClientEnvironment* env)
 {
        m_time += dtime;
@@ -311,130 +364,33 @@ 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);
-
-                                       // Need to apply this first or the following check
-                                       // will be wrong for attached spawners
-                                       if (is_attached)
-                                               pos += attached_pos;
-
-                                       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);
-                                                       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);
-
-                               // Need to apply this first or the following check
-                               // will be wrong for attached spawners
-                               if (is_attached)
-                                       pos += attached_pos;
-
-                               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);
-                                               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);
                }
        }
 }
index eaec1f0fa784a4d942bc973875f9d24c10e7e1c5..cb16d1c07a430ffd0dabdc12bf6a80cc9c3ae150 100644 (file)
@@ -117,7 +117,7 @@ class Particle : public scene::ISceneNode
 
 class ParticleSpawner
 {
-       public:
+public:
        ParticleSpawner(IGameDef* gamedef,
                scene::ISceneManager *smgr,
                LocalPlayer *player,
@@ -144,8 +144,12 @@ class ParticleSpawner
        bool get_expired ()
        { return (m_amount <= 0) && m_spawntime != 0; }
 
-       private:
-       ParticleManager* m_particlemanager;
+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;
        scene::ISceneManager *m_smgr;