BlockColor-Engine/src/particles.cpp

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2012-12-31 19:33:36 +01:00
/*
2013-02-24 18:40:43 +01:00
Minetest
2012-12-31 19:33:36 +01:00
Copyright (C) 2012 celeron55, Perttu Ahola <celeron55@gmail.com>
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"
Particle::Particle(
IGameDef *gamedef,
scene::ISceneManager* smgr,
LocalPlayer *player,
s32 id,
v3f pos,
v3f velocity,
v3f acceleration,
float expirationtime,
float size,
AtlasPointer ap
):
scene::ISceneNode(smgr->getRootSceneNode(), smgr, id)
{
// 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;
m_light = 0;
// Particle related
m_pos = pos;
m_velocity = velocity;
m_acceleration = acceleration;
m_expiration = expirationtime;
m_time = 0;
m_player = player;
m_size = size;
// Irrlicht stuff (TODO)
m_collisionbox = core::aabbox3d<f32>(-size/2,-size/2,-size/2,size/2,size/2,size/2);
this->setAutomaticCulling(scene::EAC_OFF);
}
Particle::~Particle()
{
}
void Particle::OnRegisterSceneNode()
{
if (IsVisible)
{
SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
}
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);
video::SColor c(255, m_light, m_light, m_light);
video::S3DVertex vertices[4] =
{
video::S3DVertex(-m_size/2,-m_size/2,0, 0,0,0, c, m_ap.x0(), m_ap.y1()),
video::S3DVertex(m_size/2,-m_size/2,0, 0,0,0, c, m_ap.x1(), m_ap.y1()),
video::S3DVertex(m_size/2,m_size/2,0, 0,0,0, c, m_ap.x1(), m_ap.y0()),
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++)
{
vertices[i].Pos.rotateYZBy(m_player->getPitch());
vertices[i].Pos.rotateXZBy(m_player->getYaw());
m_box.addInternalPoint(vertices[i].Pos);
vertices[i].Pos += m_pos*BS;
}
u16 indices[] = {0,1,2, 2,3,0};
driver->drawVertexPrimitiveList(vertices, 4, indices, 2,
video::EVT_STANDARD, scene::EPT_TRIANGLES, video::EIT_16BIT);
}
void Particle::step(float dtime, ClientEnvironment &env)
{
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;
m_time += dtime;
// Update lighting
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);
}
std::vector<Particle*> all_particles;
void allparticles_step (float dtime, ClientEnvironment &env)
{
for(std::vector<Particle*>::iterator i = all_particles.begin(); i != all_particles.end();)
{
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, v3s16 pos, const TileSpec tiles[])
{
for (u16 j = 0; j < 32; j++) // set the amount of particles here
{
addNodeParticle(gamedef, smgr, player, pos, tiles);
}
}
void addPunchingParticles(IGameDef* gamedef, scene::ISceneManager* smgr, LocalPlayer *player, v3s16 pos, const TileSpec tiles[])
{
addNodeParticle(gamedef, smgr, player, pos, tiles);
}
// add a particle of a node
// used by digging and punching particles
void addNodeParticle(IGameDef* gamedef, scene::ISceneManager* smgr, LocalPlayer *player, v3s16 pos, const TileSpec tiles[])
{
// 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);
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
);
Particle *particle = new Particle(
gamedef,
smgr,
player,
0,
particlepos,
velocity,
acceleration,
rand()%100/100., // expiration time
visual_size,
ap);
all_particles.push_back(particle);
}