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			641 lines
		
	
	
		
			16 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			641 lines
		
	
	
		
			16 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*
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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
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "particles.h"
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#include <cmath>
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#include "client.h"
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#include "collision.h"
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#include "client/content_cao.h"
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#include "client/clientevent.h"
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#include "client/renderingengine.h"
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#include "util/numeric.h"
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#include "light.h"
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#include "environment.h"
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#include "clientmap.h"
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#include "mapnode.h"
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#include "nodedef.h"
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#include "client.h"
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#include "settings.h"
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/*
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	Utility
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*/
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static f32 random_f32(f32 min, f32 max)
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{
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	return rand() / (float)RAND_MAX * (max - min) + min;
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}
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static v3f random_v3f(v3f min, v3f max)
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{
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	return v3f(
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		random_f32(min.X, max.X),
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		random_f32(min.Y, max.Y),
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		random_f32(min.Z, max.Z));
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}
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/*
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	Particle
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*/
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Particle::Particle(
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	IGameDef *gamedef,
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	LocalPlayer *player,
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	ClientEnvironment *env,
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	const ParticleParameters &p,
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	video::ITexture *texture,
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	v2f texpos,
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	v2f texsize,
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	video::SColor color
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):
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	scene::ISceneNode(RenderingEngine::get_scene_manager()->getRootSceneNode(),
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		RenderingEngine::get_scene_manager())
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{
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	// Misc
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	m_gamedef = gamedef;
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	m_env = env;
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	// Texture
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	m_material.setFlag(video::EMF_LIGHTING, false);
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	m_material.setFlag(video::EMF_BACK_FACE_CULLING, false);
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	m_material.setFlag(video::EMF_BILINEAR_FILTER, false);
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	m_material.setFlag(video::EMF_FOG_ENABLE, true);
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	m_material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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	m_material.setTexture(0, texture);
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	m_texpos = texpos;
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	m_texsize = texsize;
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	m_animation = p.animation;
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	// Color
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	m_base_color = color;
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	m_color = color;
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	// Particle related
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	m_pos = p.pos;
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	m_velocity = p.vel;
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	m_acceleration = p.acc;
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	m_expiration = p.expirationtime;
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	m_player = player;
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	m_size = p.size;
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	m_collisiondetection = p.collisiondetection;
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	m_collision_removal = p.collision_removal;
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	m_object_collision = p.object_collision;
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	m_vertical = p.vertical;
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	m_glow = p.glow;
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	// Irrlicht stuff
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	const float c = p.size / 2;
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	m_collisionbox = aabb3f(-c, -c, -c, c, c, c);
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	this->setAutomaticCulling(scene::EAC_OFF);
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	// Init lighting
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	updateLight();
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	// Init model
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	updateVertices();
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}
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void Particle::OnRegisterSceneNode()
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{
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	if (IsVisible)
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		SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT_EFFECT);
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	ISceneNode::OnRegisterSceneNode();
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}
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void Particle::render()
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{
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	video::IVideoDriver *driver = SceneManager->getVideoDriver();
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	driver->setMaterial(m_material);
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	driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
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	u16 indices[] = {0,1,2, 2,3,0};
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	driver->drawVertexPrimitiveList(m_vertices, 4,
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			indices, 2, video::EVT_STANDARD,
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			scene::EPT_TRIANGLES, video::EIT_16BIT);
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}
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void Particle::step(float dtime)
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{
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	m_time += dtime;
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	if (m_collisiondetection) {
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		aabb3f box = m_collisionbox;
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		v3f p_pos = m_pos * BS;
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		v3f p_velocity = m_velocity * BS;
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		collisionMoveResult r = collisionMoveSimple(m_env, m_gamedef, BS * 0.5f,
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			box, 0.0f, dtime, &p_pos, &p_velocity, m_acceleration * BS, nullptr,
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			m_object_collision);
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		if (m_collision_removal && r.collides) {
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			// force expiration of the particle
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			m_expiration = -1.0;
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		} else {
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			m_pos = p_pos / BS;
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			m_velocity = p_velocity / BS;
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		}
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	} else {
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		m_velocity += m_acceleration * dtime;
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		m_pos += m_velocity * dtime;
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	}
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	if (m_animation.type != TAT_NONE) {
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		m_animation_time += dtime;
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		int frame_length_i, frame_count;
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		m_animation.determineParams(
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				m_material.getTexture(0)->getSize(),
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				&frame_count, &frame_length_i, NULL);
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		float frame_length = frame_length_i / 1000.0;
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		while (m_animation_time > frame_length) {
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			m_animation_frame++;
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			m_animation_time -= frame_length;
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		}
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	}
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	// Update lighting
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	updateLight();
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	// Update model
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	updateVertices();
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}
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void Particle::updateLight()
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{
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	u8 light = 0;
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	bool pos_ok;
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	v3s16 p = v3s16(
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		floor(m_pos.X+0.5),
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		floor(m_pos.Y+0.5),
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		floor(m_pos.Z+0.5)
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	);
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	MapNode n = m_env->getClientMap().getNode(p, &pos_ok);
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	if (pos_ok)
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		light = n.getLightBlend(m_env->getDayNightRatio(), m_gamedef->ndef());
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	else
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		light = blend_light(m_env->getDayNightRatio(), LIGHT_SUN, 0);
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	u8 m_light = decode_light(light + m_glow);
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	m_color.set(255,
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		m_light * m_base_color.getRed() / 255,
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		m_light * m_base_color.getGreen() / 255,
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		m_light * m_base_color.getBlue() / 255);
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}
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void Particle::updateVertices()
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{
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	f32 tx0, tx1, ty0, ty1;
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	if (m_animation.type != TAT_NONE) {
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		const v2u32 texsize = m_material.getTexture(0)->getSize();
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		v2f texcoord, framesize_f;
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		v2u32 framesize;
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		texcoord = m_animation.getTextureCoords(texsize, m_animation_frame);
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		m_animation.determineParams(texsize, NULL, NULL, &framesize);
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		framesize_f = v2f(framesize.X / (float) texsize.X, framesize.Y / (float) texsize.Y);
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		tx0 = m_texpos.X + texcoord.X;
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		tx1 = m_texpos.X + texcoord.X + framesize_f.X * m_texsize.X;
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		ty0 = m_texpos.Y + texcoord.Y;
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		ty1 = m_texpos.Y + texcoord.Y + framesize_f.Y * m_texsize.Y;
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	} else {
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		tx0 = m_texpos.X;
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		tx1 = m_texpos.X + m_texsize.X;
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		ty0 = m_texpos.Y;
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		ty1 = m_texpos.Y + m_texsize.Y;
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	}
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	m_vertices[0] = video::S3DVertex(-m_size / 2, -m_size / 2,
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		0, 0, 0, 0, m_color, tx0, ty1);
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	m_vertices[1] = video::S3DVertex(m_size / 2, -m_size / 2,
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		0, 0, 0, 0, m_color, tx1, ty1);
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	m_vertices[2] = video::S3DVertex(m_size / 2, m_size / 2,
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		0, 0, 0, 0, m_color, tx1, ty0);
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	m_vertices[3] = video::S3DVertex(-m_size / 2, m_size / 2,
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		0, 0, 0, 0, m_color, tx0, ty0);
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	v3s16 camera_offset = m_env->getCameraOffset();
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	for (video::S3DVertex &vertex : m_vertices) {
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		if (m_vertical) {
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			v3f ppos = m_player->getPosition()/BS;
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			vertex.Pos.rotateXZBy(std::atan2(ppos.Z - m_pos.Z, ppos.X - m_pos.X) /
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				core::DEGTORAD + 90);
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		} else {
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			vertex.Pos.rotateYZBy(m_player->getPitch());
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			vertex.Pos.rotateXZBy(m_player->getYaw());
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		}
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		m_box.addInternalPoint(vertex.Pos);
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		vertex.Pos += m_pos*BS - intToFloat(camera_offset, BS);
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	}
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}
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/*
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	ParticleSpawner
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*/
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ParticleSpawner::ParticleSpawner(
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	IGameDef *gamedef,
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	LocalPlayer *player,
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	const ParticleSpawnerParameters &p,
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	u16 attached_id,
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	video::ITexture *texture,
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	ParticleManager *p_manager
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):
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	m_particlemanager(p_manager), p(p)
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{
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	m_gamedef = gamedef;
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	m_player = player;
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	m_attached_id = attached_id;
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	m_texture = texture;
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	m_time = 0;
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	m_spawntimes.reserve(p.amount + 1);
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	for (u16 i = 0; i <= p.amount; i++) {
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		float spawntime = rand() / (float)RAND_MAX * p.time;
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		m_spawntimes.push_back(spawntime);
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	}
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}
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void ParticleSpawner::spawnParticle(ClientEnvironment *env, float radius,
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	const core::matrix4 *attached_absolute_pos_rot_matrix)
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{
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	v3f ppos = m_player->getPosition() / BS;
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	v3f pos = random_v3f(p.minpos, p.maxpos);
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	// Need to apply this first or the following check
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	// will be wrong for attached spawners
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	if (attached_absolute_pos_rot_matrix) {
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		pos *= BS;
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		attached_absolute_pos_rot_matrix->transformVect(pos);
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		pos /= BS;
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		v3s16 camera_offset = m_particlemanager->m_env->getCameraOffset();
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		pos.X += camera_offset.X;
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		pos.Y += camera_offset.Y;
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		pos.Z += camera_offset.Z;
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	}
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	if (pos.getDistanceFrom(ppos) > radius)
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		return;
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	// Parameters for the single particle we're about to spawn
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	ParticleParameters pp;
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	pp.pos = pos;
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	pp.vel = random_v3f(p.minvel, p.maxvel);
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	pp.acc = random_v3f(p.minacc, p.maxacc);
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	if (attached_absolute_pos_rot_matrix) {
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		// Apply attachment rotation
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		attached_absolute_pos_rot_matrix->rotateVect(pp.vel);
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		attached_absolute_pos_rot_matrix->rotateVect(pp.acc);
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	}
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	pp.expirationtime = random_f32(p.minexptime, p.maxexptime);
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	p.copyCommon(pp);
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	video::ITexture *texture;
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	v2f texpos, texsize;
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	video::SColor color(0xFFFFFFFF);
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	if (p.node.getContent() != CONTENT_IGNORE) {
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		const ContentFeatures &f =
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			m_particlemanager->m_env->getGameDef()->ndef()->get(p.node);
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		if (!ParticleManager::getNodeParticleParams(p.node, f, pp, &texture,
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				texpos, texsize, &color, p.node_tile))
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			return;
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	} else {
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		texture = m_texture;
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		texpos = v2f(0.0f, 0.0f);
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		texsize = v2f(1.0f, 1.0f);
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	}
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	// Allow keeping default random size
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	if (p.maxsize > 0.0f)
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		pp.size = random_f32(p.minsize, p.maxsize);
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	m_particlemanager->addParticle(new Particle(
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		m_gamedef,
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		m_player,
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		env,
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		pp,
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		texture,
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		texpos,
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		texsize,
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		color
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	));
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}
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void ParticleSpawner::step(float dtime, ClientEnvironment *env)
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{
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	m_time += dtime;
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	static thread_local const float radius =
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			g_settings->getS16("max_block_send_distance") * MAP_BLOCKSIZE;
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	bool unloaded = false;
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	const core::matrix4 *attached_absolute_pos_rot_matrix = nullptr;
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	if (m_attached_id) {
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		if (GenericCAO *attached = dynamic_cast<GenericCAO *>(env->getActiveObject(m_attached_id))) {
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			attached_absolute_pos_rot_matrix = attached->getAbsolutePosRotMatrix();
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		} else {
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			unloaded = true;
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		}
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	}
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	if (p.time != 0) {
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		// Spawner exists for a predefined timespan
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		for (auto i = m_spawntimes.begin(); i != m_spawntimes.end(); ) {
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			if ((*i) <= m_time && p.amount > 0) {
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				--p.amount;
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				// Pretend to, but don't actually spawn a particle if it is
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				// attached to an unloaded object or distant from player.
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				if (!unloaded)
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					spawnParticle(env, radius, attached_absolute_pos_rot_matrix);
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				i = m_spawntimes.erase(i);
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			} else {
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				++i;
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			}
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		}
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	} else {
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		// Spawner exists for an infinity timespan, spawn on a per-second base
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		// Skip this step if attached to an unloaded object
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		if (unloaded)
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			return;
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		for (int i = 0; i <= p.amount; i++) {
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			if (rand() / (float)RAND_MAX < dtime)
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				spawnParticle(env, radius, attached_absolute_pos_rot_matrix);
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		}
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	}
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}
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/*
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	ParticleManager
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*/
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ParticleManager::ParticleManager(ClientEnvironment *env) :
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	m_env(env)
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{}
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ParticleManager::~ParticleManager()
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{
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	clearAll();
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}
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void ParticleManager::step(float dtime)
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{
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	stepParticles (dtime);
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	stepSpawners (dtime);
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}
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void ParticleManager::stepSpawners(float dtime)
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{
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	MutexAutoLock lock(m_spawner_list_lock);
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	for (auto i = m_particle_spawners.begin(); i != m_particle_spawners.end();) {
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		if (i->second->get_expired()) {
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			delete i->second;
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			m_particle_spawners.erase(i++);
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		} else {
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			i->second->step(dtime, m_env);
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			++i;
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		}
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	}
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}
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 | 
						|
void ParticleManager::stepParticles(float dtime)
 | 
						|
{
 | 
						|
	MutexAutoLock lock(m_particle_list_lock);
 | 
						|
	for (auto i = m_particles.begin(); i != m_particles.end();) {
 | 
						|
		if ((*i)->get_expired()) {
 | 
						|
			(*i)->remove();
 | 
						|
			delete *i;
 | 
						|
			i = m_particles.erase(i);
 | 
						|
		} else {
 | 
						|
			(*i)->step(dtime);
 | 
						|
			++i;
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void ParticleManager::clearAll()
 | 
						|
{
 | 
						|
	MutexAutoLock lock(m_spawner_list_lock);
 | 
						|
	MutexAutoLock lock2(m_particle_list_lock);
 | 
						|
	for (auto i = m_particle_spawners.begin(); i != m_particle_spawners.end();) {
 | 
						|
		delete i->second;
 | 
						|
		m_particle_spawners.erase(i++);
 | 
						|
	}
 | 
						|
 | 
						|
	for(auto i = m_particles.begin(); i != m_particles.end();)
 | 
						|
	{
 | 
						|
		(*i)->remove();
 | 
						|
		delete *i;
 | 
						|
		i = m_particles.erase(i);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void ParticleManager::handleParticleEvent(ClientEvent *event, Client *client,
 | 
						|
	LocalPlayer *player)
 | 
						|
{
 | 
						|
	switch (event->type) {
 | 
						|
		case CE_DELETE_PARTICLESPAWNER: {
 | 
						|
			deleteParticleSpawner(event->delete_particlespawner.id);
 | 
						|
			// no allocated memory in delete event
 | 
						|
			break;
 | 
						|
		}
 | 
						|
		case CE_ADD_PARTICLESPAWNER: {
 | 
						|
			deleteParticleSpawner(event->add_particlespawner.id);
 | 
						|
 | 
						|
			const ParticleSpawnerParameters &p = *event->add_particlespawner.p;
 | 
						|
 | 
						|
			video::ITexture *texture =
 | 
						|
				client->tsrc()->getTextureForMesh(p.texture);
 | 
						|
 | 
						|
			auto toadd = new ParticleSpawner(client, player,
 | 
						|
					p,
 | 
						|
					event->add_particlespawner.attached_id,
 | 
						|
					texture,
 | 
						|
					this);
 | 
						|
 | 
						|
			addParticleSpawner(event->add_particlespawner.id, toadd);
 | 
						|
 | 
						|
			delete event->add_particlespawner.p;
 | 
						|
			break;
 | 
						|
		}
 | 
						|
		case CE_SPAWN_PARTICLE: {
 | 
						|
			ParticleParameters &p = *event->spawn_particle;
 | 
						|
 | 
						|
			video::ITexture *texture;
 | 
						|
			v2f texpos, texsize;
 | 
						|
			video::SColor color(0xFFFFFFFF);
 | 
						|
 | 
						|
			f32 oldsize = p.size;
 | 
						|
 | 
						|
			if (p.node.getContent() != CONTENT_IGNORE) {
 | 
						|
				const ContentFeatures &f = m_env->getGameDef()->ndef()->get(p.node);
 | 
						|
				if (!getNodeParticleParams(p.node, f, p, &texture, texpos,
 | 
						|
						texsize, &color, p.node_tile))
 | 
						|
					texture = nullptr;
 | 
						|
			} else {
 | 
						|
				texture = client->tsrc()->getTextureForMesh(p.texture);
 | 
						|
				texpos = v2f(0.0f, 0.0f);
 | 
						|
				texsize = v2f(1.0f, 1.0f);
 | 
						|
			}
 | 
						|
 | 
						|
			// Allow keeping default random size
 | 
						|
			if (oldsize > 0.0f)
 | 
						|
				p.size = oldsize;
 | 
						|
 | 
						|
			if (texture) {
 | 
						|
				Particle *toadd = new Particle(client, player, m_env,
 | 
						|
						p, texture, texpos, texsize, color);
 | 
						|
 | 
						|
				addParticle(toadd);
 | 
						|
			}
 | 
						|
 | 
						|
			delete event->spawn_particle;
 | 
						|
			break;
 | 
						|
		}
 | 
						|
		default: break;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
bool ParticleManager::getNodeParticleParams(const MapNode &n,
 | 
						|
	const ContentFeatures &f, ParticleParameters &p, video::ITexture **texture,
 | 
						|
	v2f &texpos, v2f &texsize, video::SColor *color, u8 tilenum)
 | 
						|
{
 | 
						|
	// No particles for "airlike" nodes
 | 
						|
	if (f.drawtype == NDT_AIRLIKE)
 | 
						|
		return false;
 | 
						|
 | 
						|
	// Texture
 | 
						|
	u8 texid;
 | 
						|
	if (tilenum > 0 && tilenum <= 6)
 | 
						|
		texid = tilenum - 1;
 | 
						|
	else
 | 
						|
		texid = rand() % 6;
 | 
						|
	const TileLayer &tile = f.tiles[texid].layers[0];
 | 
						|
	p.animation.type = TAT_NONE;
 | 
						|
 | 
						|
	// Only use first frame of animated texture
 | 
						|
	if (tile.material_flags & MATERIAL_FLAG_ANIMATION)
 | 
						|
		*texture = (*tile.frames)[0].texture;
 | 
						|
	else
 | 
						|
		*texture = tile.texture;
 | 
						|
 | 
						|
	float size = (rand() % 8) / 64.0f;
 | 
						|
	p.size = BS * size;
 | 
						|
	if (tile.scale)
 | 
						|
		size /= tile.scale;
 | 
						|
	texsize = v2f(size * 2.0f, size * 2.0f);
 | 
						|
	texpos.X = (rand() % 64) / 64.0f - texsize.X;
 | 
						|
	texpos.Y = (rand() % 64) / 64.0f - texsize.Y;
 | 
						|
 | 
						|
	if (tile.has_color)
 | 
						|
		*color = tile.color;
 | 
						|
	else
 | 
						|
		n.getColor(f, color);
 | 
						|
 | 
						|
	return true;
 | 
						|
}
 | 
						|
 | 
						|
// The final burst of particles when a node is finally dug, *not* particles
 | 
						|
// spawned during the digging of a node.
 | 
						|
 | 
						|
void ParticleManager::addDiggingParticles(IGameDef *gamedef,
 | 
						|
	LocalPlayer *player, v3s16 pos, const MapNode &n, const ContentFeatures &f)
 | 
						|
{
 | 
						|
	// No particles for "airlike" nodes
 | 
						|
	if (f.drawtype == NDT_AIRLIKE)
 | 
						|
		return;
 | 
						|
 | 
						|
	for (u16 j = 0; j < 16; j++) {
 | 
						|
		addNodeParticle(gamedef, player, pos, n, f);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
// During the digging of a node particles are spawned individually by this
 | 
						|
// function, called from Game::handleDigging() in game.cpp.
 | 
						|
 | 
						|
void ParticleManager::addNodeParticle(IGameDef *gamedef,
 | 
						|
	LocalPlayer *player, v3s16 pos, const MapNode &n, const ContentFeatures &f)
 | 
						|
{
 | 
						|
	ParticleParameters p;
 | 
						|
	video::ITexture *texture;
 | 
						|
	v2f texpos, texsize;
 | 
						|
	video::SColor color;
 | 
						|
 | 
						|
	if (!getNodeParticleParams(n, f, p, &texture, texpos, texsize, &color))
 | 
						|
		return;
 | 
						|
 | 
						|
	p.expirationtime = (rand() % 100) / 100.0f;
 | 
						|
 | 
						|
	// Physics
 | 
						|
	p.vel = v3f(
 | 
						|
		(rand() % 150) / 50.0f - 1.5f,
 | 
						|
		(rand() % 150) / 50.0f,
 | 
						|
		(rand() % 150) / 50.0f - 1.5f
 | 
						|
	);
 | 
						|
	p.acc = v3f(
 | 
						|
		0.0f,
 | 
						|
		-player->movement_gravity * player->physics_override_gravity / BS,
 | 
						|
		0.0f
 | 
						|
	);
 | 
						|
	p.pos = v3f(
 | 
						|
		(f32)pos.X + (rand() % 100) / 200.0f - 0.25f,
 | 
						|
		(f32)pos.Y + (rand() % 100) / 200.0f - 0.25f,
 | 
						|
		(f32)pos.Z + (rand() % 100) / 200.0f - 0.25f
 | 
						|
	);
 | 
						|
 | 
						|
	Particle *toadd = new Particle(
 | 
						|
		gamedef,
 | 
						|
		player,
 | 
						|
		m_env,
 | 
						|
		p,
 | 
						|
		texture,
 | 
						|
		texpos,
 | 
						|
		texsize,
 | 
						|
		color);
 | 
						|
 | 
						|
	addParticle(toadd);
 | 
						|
}
 | 
						|
 | 
						|
void ParticleManager::addParticle(Particle *toadd)
 | 
						|
{
 | 
						|
	MutexAutoLock lock(m_particle_list_lock);
 | 
						|
	m_particles.push_back(toadd);
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
void ParticleManager::addParticleSpawner(u64 id, ParticleSpawner *toadd)
 | 
						|
{
 | 
						|
	MutexAutoLock lock(m_spawner_list_lock);
 | 
						|
	m_particle_spawners[id] = toadd;
 | 
						|
}
 | 
						|
 | 
						|
void ParticleManager::deleteParticleSpawner(u64 id)
 | 
						|
{
 | 
						|
	MutexAutoLock lock(m_spawner_list_lock);
 | 
						|
	auto it = m_particle_spawners.find(id);
 | 
						|
	if (it != m_particle_spawners.end()) {
 | 
						|
		delete it->second;
 | 
						|
		m_particle_spawners.erase(it);
 | 
						|
	}
 | 
						|
}
 |