BlockColor-Engine/src/particles.cpp

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/*
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Minetest
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Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#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 "gamedef.h"
#include "collision.h"
#include <stdlib.h>
#include "util/numeric.h"
#include "light.h"
#include "environment.h"
#include "clientmap.h"
#include "mapnode.h"
/*
Utility
*/
v3f random_v3f(v3f min, v3f max)
{
return v3f( rand()/(float)RAND_MAX*(max.X-min.X)+min.X,
rand()/(float)RAND_MAX*(max.Y-min.Y)+min.Y,
rand()/(float)RAND_MAX*(max.Z-min.Z)+min.Z);
}
std::vector<Particle*> all_particles;
std::map<u32, ParticleSpawner*> all_particlespawners;
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Particle::Particle(
IGameDef *gamedef,
scene::ISceneManager* smgr,
LocalPlayer *player,
ClientEnvironment &env,
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v3f pos,
v3f velocity,
v3f acceleration,
float expirationtime,
float size,
bool collisiondetection,
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AtlasPointer ap
):
scene::ISceneNode(smgr->getRootSceneNode(), smgr)
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{
// Misc
m_gamedef = gamedef;
// Texture
m_material.setFlag(video::EMF_LIGHTING, false);
m_material.setFlag(video::EMF_BACK_FACE_CULLING, 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;
// Particle related
m_pos = pos;
m_velocity = velocity;
m_acceleration = acceleration;
m_expiration = expirationtime;
m_time = 0;
m_player = player;
m_size = size;
m_collisiondetection = collisiondetection;
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// Irrlicht stuff
m_collisionbox = core::aabbox3d<f32>
(-size/2,-size/2,-size/2,size/2,size/2,size/2);
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this->setAutomaticCulling(scene::EAC_OFF);
// Init lighting
updateLight(env);
// Init model
updateVertices();
all_particles.push_back(this);
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}
Particle::~Particle()
{
}
void Particle::OnRegisterSceneNode()
{
if (IsVisible)
{
SceneManager->registerNodeForRendering
(this, scene::ESNRP_TRANSPARENT);
SceneManager->registerNodeForRendering
(this, scene::ESNRP_SOLID);
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}
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);
u16 indices[] = {0,1,2, 2,3,0};
driver->drawVertexPrimitiveList(m_vertices, 4,
indices, 2, video::EVT_STANDARD,
scene::EPT_TRIANGLES, video::EIT_16BIT);
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}
void Particle::step(float dtime, ClientEnvironment &env)
{
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,
BS*0.5, box,
0, dtime,
p_pos, p_velocity, p_acceleration);
m_pos = p_pos/BS;
m_velocity = p_velocity/BS;
m_acceleration = p_acceleration/BS;
}
else
{
m_velocity += m_acceleration * dtime;
m_pos += m_velocity * dtime;
}
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// Update lighting
updateLight(env);
// Update model
updateVertices();
}
void Particle::updateLight(ClientEnvironment &env)
{
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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);
}
m_light = decode_light(light);
}
void Particle::updateVertices()
{
video::SColor c(255, m_light, m_light, m_light);
m_vertices[0] = video::S3DVertex(-m_size/2,-m_size/2,0, 0,0,0,
c, m_ap.x0(), m_ap.y1());
m_vertices[1] = video::S3DVertex(m_size/2,-m_size/2,0, 0,0,0,
c, m_ap.x1(), m_ap.y1());
m_vertices[2] = video::S3DVertex(m_size/2,m_size/2,0, 0,0,0,
c, m_ap.x1(), m_ap.y0());
m_vertices[3] = video::S3DVertex(-m_size/2,m_size/2,0, 0,0,0,
c ,m_ap.x0(), m_ap.y0());
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
*/
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void allparticles_step (float dtime, ClientEnvironment &env)
{
for(std::vector<Particle*>::iterator i = all_particles.begin();
i != all_particles.end();)
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{
if ((*i)->get_expired())
{
(*i)->remove();
delete *i;
all_particles.erase(i);
}
else
{
(*i)->step(dtime, env);
i++;
}
}
}
void addDiggingParticles(IGameDef* gamedef, scene::ISceneManager* smgr,
LocalPlayer *player, ClientEnvironment &env, v3s16 pos,
const TileSpec tiles[])
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{
for (u16 j = 0; j < 32; j++) // set the amount of particles here
{
addNodeParticle(gamedef, smgr, player, env, pos, tiles);
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}
}
void addPunchingParticles(IGameDef* gamedef, scene::ISceneManager* smgr,
LocalPlayer *player, ClientEnvironment &env,
v3s16 pos, const TileSpec tiles[])
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{
addNodeParticle(gamedef, smgr, player, env, pos, tiles);
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}
// 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[])
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{
// 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);
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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(
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gamedef,
smgr,
player,
env,
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particlepos,
velocity,
acceleration,
rand()%100/100., // expiration time
visual_size,
true,
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ap);
}
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/*
ParticleSpawner
*/
ParticleSpawner::ParticleSpawner(IGameDef* gamedef, scene::ISceneManager *smgr, 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,
bool collisiondetection, AtlasPointer ap, u32 id)
{
m_gamedef = gamedef;
m_smgr = smgr;
m_player = player;
m_amount = amount;
m_spawntime = time;
m_minpos = minpos;
m_maxpos = maxpos;
m_minvel = minvel;
m_maxvel = maxvel;
m_minacc = minacc;
m_maxacc = maxacc;
m_minexptime = minexptime;
m_maxexptime = maxexptime;
m_minsize = minsize;
m_maxsize = maxsize;
m_collisiondetection = collisiondetection;
m_ap = ap;
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)
{
m_time += dtime;
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--;
v3f pos = random_v3f(m_minpos, m_maxpos);
v3f vel = random_v3f(m_minvel, m_maxvel);
v3f acc = random_v3f(m_minacc, m_maxacc);
float exptime = rand()/(float)RAND_MAX
*(m_maxexptime-m_minexptime)
+m_minexptime;
float size = rand()/(float)RAND_MAX
*(m_maxsize-m_minsize)
+m_minsize;
new Particle(
m_gamedef,
m_smgr,
m_player,
env,
pos,
vel,
acc,
exptime,
size,
m_collisiondetection,
m_ap);
m_spawntimes.erase(i);
}
else
{
i++;
}
}
}
else // Spawner exists for an infinity timespan, spawn on a per-second base
{
for (int i = 0; i <= m_amount; i++)
{
if (rand()/(float)RAND_MAX < dtime)
{
v3f pos = random_v3f(m_minpos, m_maxpos);
v3f vel = random_v3f(m_minvel, m_maxvel);
v3f acc = random_v3f(m_minacc, m_maxacc);
float exptime = rand()/(float)RAND_MAX
*(m_maxexptime-m_minexptime)
+m_minexptime;
float size = rand()/(float)RAND_MAX
*(m_maxsize-m_minsize)
+m_minsize;
new Particle(
m_gamedef,
m_smgr,
m_player,
env,
pos,
vel,
acc,
exptime,
size,
m_collisiondetection,
m_ap);
}
}
}
}
void allparticlespawners_step (float dtime, ClientEnvironment &env)
{
for(std::map<u32, ParticleSpawner*>::iterator i =
all_particlespawners.begin();
i != all_particlespawners.end();)
{
if (i->second->get_expired())
{
delete i->second;
all_particlespawners.erase(i++);
}
else
{
i->second->step(dtime, env);
i++;
}
}
}
void delete_particlespawner (u32 id)
{
if (all_particlespawners.find(id) != all_particlespawners.end())
{
delete all_particlespawners.find(id)->second;
all_particlespawners.erase(id);
}
}
void clear_particles ()
{
for(std::map<u32, ParticleSpawner*>::iterator i =
all_particlespawners.begin();
i != all_particlespawners.end();)
{
delete i->second;
all_particlespawners.erase(i++);
}
for(std::vector<Particle*>::iterator i =
all_particles.begin();
i != all_particles.end();)
{
(*i)->remove();
delete *i;
all_particles.erase(i);
}
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}