minetest/src/client/particles.h

238 lines
6.0 KiB
C++

/*
Minetest
Copyright (C) 2013 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.
*/
#pragma once
#include <iostream>
#include "irrlichttypes_extrabloated.h"
#include "localplayer.h"
#include "../particles.h"
struct ClientEvent;
class ParticleManager;
class ClientEnvironment;
struct MapNode;
struct ContentFeatures;
struct ClientParticleTexture
{
/* per-spawner structure used to store the ParticleTexture structs
* that spawned particles will refer to through ClientParticleTexRef */
ParticleTexture tex;
video::ITexture *ref = nullptr;
ClientParticleTexture() = default;
ClientParticleTexture(const ServerParticleTexture& p, ITextureSource *t):
tex(p),
ref(t->getTextureForMesh(p.string)) {};
};
struct ClientParticleTexRef
{
/* per-particle structure used to avoid massively duplicating the
* fairly large ParticleTexture struct */
ParticleTexture *tex = nullptr;
video::ITexture *ref = nullptr;
ClientParticleTexRef() = default;
/* constructor used by particles spawned from a spawner */
explicit ClientParticleTexRef(ClientParticleTexture &t):
tex(&t.tex), ref(t.ref) {};
/* constructor used for node particles */
explicit ClientParticleTexRef(video::ITexture *tp): ref(tp) {};
};
class ParticleSpawner;
class Particle : public scene::ISceneNode
{
public:
Particle(
IGameDef *gamedef,
LocalPlayer *player,
ClientEnvironment *env,
const ParticleParameters &p,
const ClientParticleTexRef &texture,
v2f texpos,
v2f texsize,
video::SColor color,
ParticleSpawner *parent = nullptr,
std::unique_ptr<ClientParticleTexture> owned_texture = nullptr
);
virtual const aabb3f &getBoundingBox() const
{
return m_box;
}
virtual u32 getMaterialCount() const
{
return 1;
}
virtual video::SMaterial& getMaterial(u32 i)
{
return m_material;
}
virtual void OnRegisterSceneNode();
virtual void render();
void step(float dtime);
bool isExpired ()
{ return m_expiration < m_time; }
ParticleSpawner *getParent() { return m_parent; }
private:
void updateLight();
void updateVertices();
void setVertexAlpha(float a);
video::S3DVertex m_vertices[4];
float m_time = 0.0f;
float m_expiration;
ClientEnvironment *m_env;
IGameDef *m_gamedef;
aabb3f m_box;
aabb3f m_collisionbox;
ClientParticleTexRef m_texture;
video::SMaterial m_material;
v2f m_texpos;
v2f m_texsize;
v3f m_pos;
v3f m_velocity;
v3f m_acceleration;
const ParticleParameters m_p;
LocalPlayer *m_player;
//! Color without lighting
video::SColor m_base_color;
//! Final rendered color
video::SColor m_color;
float m_animation_time = 0.0f;
int m_animation_frame = 0;
float m_alpha = 0.0f;
ParticleSpawner *m_parent = nullptr;
// Used if not spawned from a particlespawner
std::unique_ptr<ClientParticleTexture> m_owned_texture;
};
class ParticleSpawner
{
public:
ParticleSpawner(IGameDef *gamedef,
LocalPlayer *player,
const ParticleSpawnerParameters &params,
u16 attached_id,
std::vector<ClientParticleTexture> &&texpool,
ParticleManager *p_manager);
void step(float dtime, ClientEnvironment *env);
bool getExpired() const
{ return p.amount <= 0 && p.time != 0; }
bool hasActive() const { return m_active != 0; }
void decrActive() { m_active -= 1; }
private:
void spawnParticle(ClientEnvironment *env, float radius,
const core::matrix4 *attached_absolute_pos_rot_matrix);
size_t m_active;
ParticleManager *m_particlemanager;
float m_time;
IGameDef *m_gamedef;
LocalPlayer *m_player;
ParticleSpawnerParameters p;
std::vector<ClientParticleTexture> m_texpool;
std::vector<float> m_spawntimes;
u16 m_attached_id;
};
/**
* Class doing particle as well as their spawners handling
*/
class ParticleManager
{
friend class ParticleSpawner;
public:
ParticleManager(ClientEnvironment* env);
DISABLE_CLASS_COPY(ParticleManager)
~ParticleManager();
void step (float dtime);
void handleParticleEvent(ClientEvent *event, Client *client,
LocalPlayer *player);
void addDiggingParticles(IGameDef *gamedef, LocalPlayer *player, v3s16 pos,
const MapNode &n, const ContentFeatures &f);
void addNodeParticle(IGameDef *gamedef, LocalPlayer *player, v3s16 pos,
const MapNode &n, const ContentFeatures &f);
void reserveParticleSpace(size_t max_estimate);
/**
* This function is only used by client particle spawners
*
* We don't need to check the particle spawner list because client ID will
* never overlap (u64)
* @return new id
*/
u64 generateSpawnerId()
{
return m_next_particle_spawner_id++;
}
protected:
static bool getNodeParticleParams(const MapNode &n, const ContentFeatures &f,
ParticleParameters &p, video::ITexture **texture, v2f &texpos,
v2f &texsize, video::SColor *color, u8 tilenum = 0);
void addParticle(std::unique_ptr<Particle> toadd);
private:
void addParticleSpawner(u64 id, std::unique_ptr<ParticleSpawner> toadd);
void deleteParticleSpawner(u64 id);
void stepParticles(float dtime);
void stepSpawners(float dtime);
void clearAll();
std::vector<std::unique_ptr<Particle>> m_particles;
std::unordered_map<u64, std::unique_ptr<ParticleSpawner>> m_particle_spawners;
std::vector<std::unique_ptr<ParticleSpawner>> m_dying_particle_spawners;
// Start the particle spawner ids generated from here after u32_max. lower values are
// for server sent spawners.
u64 m_next_particle_spawner_id = U32_MAX + 1;
ClientEnvironment *m_env;
std::mutex m_particle_list_lock;
std::mutex m_spawner_list_lock;
};