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authororwell96 <mono96.mml@gmail.com>2016-10-24 19:56:27 +0200
committerparamat <mat.gregory@virginmedia.com>2016-11-18 06:18:54 +0000
commit681d127ff1d288f4c3123a05f71ef15a6c549b5d (patch)
tree2101a5bcdcd1680ffebd797de5c7c509c04f34b0
parent4a0a6723afc5c5a14acd7cd833aea33cb53ac618 (diff)
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Particles: Make attached particle spawners respect the parent's yaw
Position, velocity and acceleration vectors of particles are rotated by the yaw of the parent object so that they are truly relative to it. Clarify new attached particle spawner behavior in lua_api.txt.
-rw-r--r--doc/lua_api.txt3
-rw-r--r--src/clientobject.h1
-rw-r--r--src/content_cao.cpp3
-rw-r--r--src/content_cao.h4
-rw-r--r--src/particles.cpp36
5 files changed, 37 insertions, 10 deletions
diff --git a/doc/lua_api.txt b/doc/lua_api.txt
index 84080502f..80e66020d 100644
--- a/doc/lua_api.txt
+++ b/doc/lua_api.txt
@@ -4152,7 +4152,8 @@ The Biome API is still in an experimental phase and subject to change.
-- ^ collision_removal: if true then particle is removed when it collides,
-- ^ requires collisiondetection = true to have any effect
attached = ObjectRef,
- -- ^ attached: if defined, makes particle positions relative to this object.
+ -- ^ attached: if defined, particle positions, velocities and accelerations
+ -- ^ are relative to this object's position and yaw.
vertical = false,
-- ^ vertical: if true faces player using y axis only
texture = "image.png",
diff --git a/src/clientobject.h b/src/clientobject.h
index c4e1a634b..83931e438 100644
--- a/src/clientobject.h
+++ b/src/clientobject.h
@@ -61,6 +61,7 @@ public:
virtual bool getCollisionBox(aabb3f *toset){return false;}
virtual bool collideWithObjects(){return false;}
virtual v3f getPosition(){return v3f(0,0,0);}
+ virtual float getYaw() const {return 0;}
virtual scene::ISceneNode *getSceneNode(){return NULL;}
virtual scene::IMeshSceneNode *getMeshSceneNode(){return NULL;}
virtual scene::IAnimatedMeshSceneNode *getAnimatedMeshSceneNode(){return NULL;}
diff --git a/src/content_cao.cpp b/src/content_cao.cpp
index 88ed43a8c..6b35d5881 100644
--- a/src/content_cao.cpp
+++ b/src/content_cao.cpp
@@ -313,7 +313,8 @@ public:
{return &m_selection_box;}
v3f getPosition()
{return m_position;}
-
+ inline float getYaw() const
+ {return 0;}
std::string infoText()
{return m_infotext;}
diff --git a/src/content_cao.h b/src/content_cao.h
index 5b3471814..a158e8296 100644
--- a/src/content_cao.h
+++ b/src/content_cao.h
@@ -136,6 +136,10 @@ public:
aabb3f *getSelectionBox();
v3f getPosition();
+ inline float getYaw() const
+ {
+ return m_yaw;
+ }
scene::ISceneNode *getSceneNode();
diff --git a/src/particles.cpp b/src/particles.cpp
index f20fb4083..acf9cc815 100644
--- a/src/particles.cpp
+++ b/src/particles.cpp
@@ -253,12 +253,17 @@ void ParticleSpawner::step(float dtime, ClientEnvironment* env)
m_time += dtime;
bool unloaded = false;
- v3f attached_offset = v3f(0,0,0);
+ bool is_attached = false;
+ v3f attached_pos = v3f(0,0,0);
+ float attached_yaw = 0;
if (m_attached_id != 0) {
- if (ClientActiveObject *attached = env->getActiveObject(m_attached_id))
- attached_offset = attached->getPosition() / BS;
- else
+ if (ClientActiveObject *attached = env->getActiveObject(m_attached_id)) {
+ attached_pos = attached->getPosition() / BS;
+ attached_yaw = attached->getYaw();
+ is_attached = true;
+ } else {
unloaded = true;
+ }
}
if (m_spawntime != 0) // Spawner exists for a predefined timespan
@@ -277,8 +282,15 @@ void ParticleSpawner::step(float dtime, ClientEnvironment* env)
v3f pos = random_v3f(m_minpos, m_maxpos);
v3f vel = random_v3f(m_minvel, m_maxvel);
v3f acc = random_v3f(m_minacc, m_maxacc);
- // Make relative to offest
- pos += attached_offset;
+
+ if (is_attached) {
+ // Apply attachment yaw and position
+ pos.rotateXZBy(attached_yaw);
+ pos += attached_pos;
+ vel.rotateXZBy(attached_yaw);
+ acc.rotateXZBy(attached_yaw);
+ }
+
float exptime = rand()/(float)RAND_MAX
*(m_maxexptime-m_minexptime)
+m_minexptime;
@@ -321,10 +333,18 @@ void ParticleSpawner::step(float dtime, ClientEnvironment* env)
{
if (rand()/(float)RAND_MAX < dtime)
{
- v3f pos = random_v3f(m_minpos, m_maxpos)
- + attached_offset;
+ v3f pos = random_v3f(m_minpos, m_maxpos);
v3f vel = random_v3f(m_minvel, m_maxvel);
v3f acc = random_v3f(m_minacc, m_maxacc);
+
+ if (is_attached) {
+ // Apply attachment yaw and position
+ pos.rotateXZBy(attached_yaw);
+ pos += attached_pos;
+ vel.rotateXZBy(attached_yaw);
+ acc.rotateXZBy(attached_yaw);
+ }
+
float exptime = rand()/(float)RAND_MAX
*(m_maxexptime-m_minexptime)
+m_minexptime;