/* Minetest-c55 Copyright (C) 2012 celeron55, Perttu Ahola 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 #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(-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 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 all_particles; void allparticles_step (float dtime, ClientEnvironment &env) { for(std::vector::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); }