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authorLexi Hale <5723574+velartrill@users.noreply.github.com>2022-07-13 11:57:12 +0200
committerGitHub <noreply@github.com>2022-07-13 11:57:12 +0200
commit20bd6bdb685af11548c35d3a48e5aa33f4222397 (patch)
tree6f60bad900cdb0ea28606bfe3f860b4948eeb277 /src/client
parent8724fe6e3fc2b6c0b78123f1f95fd8c6c6817dd5 (diff)
downloadminetest-20bd6bdb685af11548c35d3a48e5aa33f4222397.tar.gz
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Animated particlespawners and more (#11545)
Co-authored-by: Lars Mueller <appgurulars@gmx.de> Co-authored-by: sfan5 <sfan5@live.de> Co-authored-by: Dmitry Kostenko <codeforsmile@gmail.com>
Diffstat (limited to 'src/client')
-rw-r--r--src/client/particles.cpp442
-rw-r--r--src/client/particles.h70
2 files changed, 424 insertions, 88 deletions
diff --git a/src/client/particles.cpp b/src/client/particles.cpp
index 288826a5f..a1de1bb98 100644
--- a/src/client/particles.cpp
+++ b/src/client/particles.cpp
@@ -34,23 +34,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "settings.h"
/*
- Utility
-*/
-
-static f32 random_f32(f32 min, f32 max)
-{
- return rand() / (float)RAND_MAX * (max - min) + min;
-}
-
-static v3f random_v3f(v3f min, v3f max)
-{
- return v3f(
- random_f32(min.X, max.X),
- random_f32(min.Y, max.Y),
- random_f32(min.Z, max.Z));
-}
-
-/*
Particle
*/
@@ -59,25 +42,71 @@ Particle::Particle(
LocalPlayer *player,
ClientEnvironment *env,
const ParticleParameters &p,
- video::ITexture *texture,
+ const ClientTexRef& texture,
v2f texpos,
v2f texsize,
video::SColor color
):
scene::ISceneNode(((Client *)gamedef)->getSceneManager()->getRootSceneNode(),
- ((Client *)gamedef)->getSceneManager())
+ ((Client *)gamedef)->getSceneManager()),
+ m_texture(texture)
{
// Misc
m_gamedef = gamedef;
m_env = env;
+ // translate blend modes to GL blend functions
+ video::E_BLEND_FACTOR bfsrc, bfdst;
+ video::E_BLEND_OPERATION blendop;
+ const auto blendmode = texture.tex != nullptr
+ ? texture.tex -> blendmode
+ : ParticleParamTypes::BlendMode::alpha;
+
+ switch (blendmode) {
+ case ParticleParamTypes::BlendMode::alpha:
+ bfsrc = video::EBF_SRC_ALPHA;
+ bfdst = video::EBF_ONE_MINUS_SRC_ALPHA;
+ blendop = video::EBO_ADD;
+ break;
+
+ case ParticleParamTypes::BlendMode::add:
+ bfsrc = video::EBF_SRC_ALPHA;
+ bfdst = video::EBF_DST_ALPHA;
+ blendop = video::EBO_ADD;
+ break;
+
+ case ParticleParamTypes::BlendMode::sub:
+ bfsrc = video::EBF_SRC_ALPHA;
+ bfdst = video::EBF_DST_ALPHA;
+ blendop = video::EBO_REVSUBTRACT;
+ break;
+
+ case ParticleParamTypes::BlendMode::screen:
+ bfsrc = video::EBF_ONE;
+ bfdst = video::EBF_ONE_MINUS_SRC_COLOR;
+ blendop = video::EBO_ADD;
+ break;
+
+ default: assert(false);
+ }
+
// 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, texture);
+
+ // correctly render layered transparent particles -- see #10398
+ m_material.setFlag(video::EMF_ZWRITE_ENABLE, true);
+
+ // enable alpha blending and set blend mode
+ m_material.MaterialType = video::EMT_ONETEXTURE_BLEND;
+ m_material.MaterialTypeParam = video::pack_textureBlendFunc(
+ bfsrc, bfdst,
+ video::EMFN_MODULATE_1X,
+ video::EAS_TEXTURE | video::EAS_VERTEX_COLOR);
+ m_material.BlendOperation = blendop;
+ m_material.setTexture(0, m_texture.ref);
m_texpos = texpos;
m_texsize = texsize;
m_animation = p.animation;
@@ -90,6 +119,9 @@ Particle::Particle(
m_pos = p.pos;
m_velocity = p.vel;
m_acceleration = p.acc;
+ m_drag = p.drag;
+ m_jitter = p.jitter;
+ m_bounce = p.bounce;
m_expiration = p.expirationtime;
m_player = player;
m_size = p.size;
@@ -98,6 +130,8 @@ Particle::Particle(
m_object_collision = p.object_collision;
m_vertical = p.vertical;
m_glow = p.glow;
+ m_alpha = 0;
+ m_parent = nullptr;
// Irrlicht stuff
const float c = p.size / 2;
@@ -111,6 +145,14 @@ Particle::Particle(
updateVertices();
}
+Particle::~Particle()
+{
+ /* if our textures aren't owned by a particlespawner, we need to clean
+ * them up ourselves when the particle dies */
+ if (m_parent == nullptr)
+ delete m_texture.tex;
+}
+
void Particle::OnRegisterSceneNode()
{
if (IsVisible)
@@ -134,6 +176,12 @@ void Particle::render()
void Particle::step(float dtime)
{
m_time += dtime;
+
+ // apply drag (not handled by collisionMoveSimple) and brownian motion
+ v3f av = vecAbsolute(m_velocity);
+ av -= av * (m_drag * dtime);
+ m_velocity = av*vecSign(m_velocity) + v3f(m_jitter.pickWithin())*dtime;
+
if (m_collisiondetection) {
aabb3f box = m_collisionbox;
v3f p_pos = m_pos * BS;
@@ -141,17 +189,41 @@ void Particle::step(float dtime)
collisionMoveResult r = collisionMoveSimple(m_env, m_gamedef, BS * 0.5f,
box, 0.0f, dtime, &p_pos, &p_velocity, m_acceleration * BS, nullptr,
m_object_collision);
- if (m_collision_removal && r.collides) {
- // force expiration of the particle
- m_expiration = -1.0;
+
+ f32 bounciness = m_bounce.pickWithin();
+ if (r.collides && (m_collision_removal || bounciness > 0)) {
+ if (m_collision_removal) {
+ // force expiration of the particle
+ m_expiration = -1.0f;
+ } else if (bounciness > 0) {
+ /* cheap way to get a decent bounce effect is to only invert the
+ * largest component of the velocity vector, so e.g. you don't
+ * have a rock immediately bounce back in your face when you try
+ * to skip it across the water (as would happen if we simply
+ * downscaled and negated the velocity vector). this means
+ * bounciness will work properly for cubic objects, but meshes
+ * with diagonal angles and entities will not yield the correct
+ * visual. this is probably unavoidable */
+ if (av.Y > av.X && av.Y > av.Z) {
+ m_velocity.Y = -(m_velocity.Y * bounciness);
+ } else if (av.X > av.Y && av.X > av.Z) {
+ m_velocity.X = -(m_velocity.X * bounciness);
+ } else if (av.Z > av.Y && av.Z > av.X) {
+ m_velocity.Z = -(m_velocity.Z * bounciness);
+ } else { // well now we're in a bit of a pickle
+ m_velocity = -(m_velocity * bounciness);
+ }
+ }
} else {
- m_pos = p_pos / BS;
m_velocity = p_velocity / BS;
}
+ m_pos = p_pos / BS;
} else {
+ // apply acceleration
m_velocity += m_acceleration * dtime;
m_pos += m_velocity * dtime;
}
+
if (m_animation.type != TAT_NONE) {
m_animation_time += dtime;
int frame_length_i, frame_count;
@@ -165,11 +237,21 @@ void Particle::step(float dtime)
}
}
+ // animate particle alpha in accordance with settings
+ if (m_texture.tex != nullptr)
+ m_alpha = m_texture.tex -> alpha.blend(m_time / (m_expiration+0.1f));
+ else
+ m_alpha = 1.f;
+
// Update lighting
updateLight();
// Update model
updateVertices();
+
+ // Update position -- see #10398
+ v3s16 camera_offset = m_env->getCameraOffset();
+ setPosition(m_pos*BS - intToFloat(camera_offset, BS));
}
void Particle::updateLight()
@@ -189,7 +271,7 @@ void Particle::updateLight()
light = blend_light(m_env->getDayNightRatio(), LIGHT_SUN, 0);
u8 m_light = decode_light(light + m_glow);
- m_color.set(255,
+ m_color.set(m_alpha*255,
m_light * m_base_color.getRed() / 255,
m_light * m_base_color.getGreen() / 255,
m_light * m_base_color.getBlue() / 255);
@@ -198,6 +280,12 @@ void Particle::updateLight()
void Particle::updateVertices()
{
f32 tx0, tx1, ty0, ty1;
+ v2f scale;
+
+ if (m_texture.tex != nullptr)
+ scale = m_texture.tex -> scale.blend(m_time / (m_expiration+0.1));
+ else
+ scale = v2f(1.f, 1.f);
if (m_animation.type != TAT_NONE) {
const v2u32 texsize = m_material.getTexture(0)->getSize();
@@ -218,16 +306,24 @@ void Particle::updateVertices()
ty1 = m_texpos.Y + m_texsize.Y;
}
- m_vertices[0] = video::S3DVertex(-m_size / 2, -m_size / 2,
+ auto half = m_size * .5f,
+ hx = half * scale.X,
+ hy = half * scale.Y;
+ m_vertices[0] = video::S3DVertex(-hx, -hy,
0, 0, 0, 0, m_color, tx0, ty1);
- m_vertices[1] = video::S3DVertex(m_size / 2, -m_size / 2,
+ m_vertices[1] = video::S3DVertex(hx, -hy,
0, 0, 0, 0, m_color, tx1, ty1);
- m_vertices[2] = video::S3DVertex(m_size / 2, m_size / 2,
+ m_vertices[2] = video::S3DVertex(hx, hy,
0, 0, 0, 0, m_color, tx1, ty0);
- m_vertices[3] = video::S3DVertex(-m_size / 2, m_size / 2,
+ m_vertices[3] = video::S3DVertex(-hx, hy,
0, 0, 0, 0, m_color, tx0, ty0);
- v3s16 camera_offset = m_env->getCameraOffset();
+
+ // see #10398
+ // v3s16 camera_offset = m_env->getCameraOffset();
+ // particle position is now handled by step()
+ m_box.reset(v3f());
+
for (video::S3DVertex &vertex : m_vertices) {
if (m_vertical) {
v3f ppos = m_player->getPosition()/BS;
@@ -238,7 +334,6 @@ void Particle::updateVertices()
vertex.Pos.rotateXZBy(m_player->getYaw());
}
m_box.addInternalPoint(vertex.Pos);
- vertex.Pos += m_pos*BS - intToFloat(camera_offset, BS);
}
}
@@ -251,7 +346,8 @@ ParticleSpawner::ParticleSpawner(
LocalPlayer *player,
const ParticleSpawnerParameters &p,
u16 attached_id,
- video::ITexture *texture,
+ std::unique_ptr<ClientTexture[]>& texpool,
+ size_t texcount,
ParticleManager *p_manager
):
m_particlemanager(p_manager), p(p)
@@ -259,21 +355,66 @@ ParticleSpawner::ParticleSpawner(
m_gamedef = gamedef;
m_player = player;
m_attached_id = attached_id;
- m_texture = texture;
+ m_texpool = std::move(texpool);
+ m_texcount = texcount;
m_time = 0;
+ m_active = 0;
+ m_dying = false;
m_spawntimes.reserve(p.amount + 1);
for (u16 i = 0; i <= p.amount; i++) {
- float spawntime = rand() / (float)RAND_MAX * p.time;
+ float spawntime = myrand_float() * p.time;
m_spawntimes.push_back(spawntime);
}
+
+ size_t max_particles = 0; // maximum number of particles likely to be visible at any given time
+ if (p.time != 0) {
+ auto maxGenerations = p.time / std::min(p.exptime.start.min, p.exptime.end.min);
+ max_particles = p.amount / maxGenerations;
+ } else {
+ auto longestLife = std::max(p.exptime.start.max, p.exptime.end.max);
+ max_particles = p.amount * longestLife;
+ }
+
+ p_manager->reserveParticleSpace(max_particles * 1.2);
+}
+
+namespace {
+ GenericCAO *findObjectByID(ClientEnvironment *env, u16 id) {
+ if (id == 0)
+ return nullptr;
+ return env->getGenericCAO(id);
+ }
}
void ParticleSpawner::spawnParticle(ClientEnvironment *env, float radius,
const core::matrix4 *attached_absolute_pos_rot_matrix)
{
+ float fac = 0;
+ if (p.time != 0) { // ensure safety from divide-by-zeroes
+ fac = m_time / (p.time+0.1f);
+ }
+
+ auto r_pos = p.pos.blend(fac);
+ auto r_vel = p.vel.blend(fac);
+ auto r_acc = p.acc.blend(fac);
+ auto r_drag = p.drag.blend(fac);
+ auto r_radius = p.radius.blend(fac);
+ auto r_jitter = p.jitter.blend(fac);
+ auto r_bounce = p.bounce.blend(fac);
+ v3f attractor_origin = p.attractor_origin.blend(fac);
+ v3f attractor_direction = p.attractor_direction.blend(fac);
+ auto attractor_obj = findObjectByID(env, p.attractor_attachment);
+ auto attractor_direction_obj = findObjectByID(env, p.attractor_direction_attachment);
+
+ auto r_exp = p.exptime.blend(fac);
+ auto r_size = p.size.blend(fac);
+ auto r_attract = p.attract.blend(fac);
+ auto attract = r_attract.pickWithin();
+
v3f ppos = m_player->getPosition() / BS;
- v3f pos = random_v3f(p.minpos, p.maxpos);
+ v3f pos = r_pos.pickWithin();
+ v3f sphere_radius = r_radius.pickWithin();
// Need to apply this first or the following check
// will be wrong for attached spawners
@@ -287,15 +428,18 @@ void ParticleSpawner::spawnParticle(ClientEnvironment *env, float radius,
pos.Z += camera_offset.Z;
}
- if (pos.getDistanceFrom(ppos) > radius)
+ if (pos.getDistanceFromSQ(ppos) > radius*radius)
return;
// Parameters for the single particle we're about to spawn
ParticleParameters pp;
pp.pos = pos;
- pp.vel = random_v3f(p.minvel, p.maxvel);
- pp.acc = random_v3f(p.minacc, p.maxacc);
+ pp.vel = r_vel.pickWithin();
+ pp.acc = r_acc.pickWithin();
+ pp.drag = r_drag.pickWithin();
+ pp.jitter = r_jitter;
+ pp.bounce = r_bounce;
if (attached_absolute_pos_rot_matrix) {
// Apply attachment rotation
@@ -303,30 +447,137 @@ void ParticleSpawner::spawnParticle(ClientEnvironment *env, float radius,
attached_absolute_pos_rot_matrix->rotateVect(pp.acc);
}
- pp.expirationtime = random_f32(p.minexptime, p.maxexptime);
+ if (attractor_obj)
+ attractor_origin += attractor_obj->getPosition() / BS;
+ if (attractor_direction_obj) {
+ auto *attractor_absolute_pos_rot_matrix = attractor_direction_obj->getAbsolutePosRotMatrix();
+ if (attractor_absolute_pos_rot_matrix)
+ attractor_absolute_pos_rot_matrix->rotateVect(attractor_direction);
+ }
+
+ pp.expirationtime = r_exp.pickWithin();
+
+ if (sphere_radius != v3f()) {
+ f32 l = sphere_radius.getLength();
+ v3f mag = sphere_radius;
+ mag.normalize();
+
+ v3f ofs = v3f(l,0,0);
+ ofs.rotateXZBy(myrand_range(0.f,360.f));
+ ofs.rotateYZBy(myrand_range(0.f,360.f));
+ ofs.rotateXYBy(myrand_range(0.f,360.f));
+
+ pp.pos += ofs * mag;
+ }
+
+ if (p.attractor_kind != ParticleParamTypes::AttractorKind::none && attract != 0) {
+ v3f dir;
+ f32 dist = 0; /* =0 necessary to silence warning */
+ switch (p.attractor_kind) {
+ case ParticleParamTypes::AttractorKind::none:
+ break;
+
+ case ParticleParamTypes::AttractorKind::point: {
+ dist = pp.pos.getDistanceFrom(attractor_origin);
+ dir = pp.pos - attractor_origin;
+ dir.normalize();
+ break;
+ }
+
+ case ParticleParamTypes::AttractorKind::line: {
+ // https://github.com/minetest/minetest/issues/11505#issuecomment-915612700
+ const auto& lorigin = attractor_origin;
+ v3f ldir = attractor_direction;
+ ldir.normalize();
+ auto origin_to_point = pp.pos - lorigin;
+ auto scalar_projection = origin_to_point.dotProduct(ldir);
+ auto point_on_line = lorigin + (ldir * scalar_projection);
+
+ dist = pp.pos.getDistanceFrom(point_on_line);
+ dir = (point_on_line - pp.pos);
+ dir.normalize();
+ dir *= -1; // flip it around so strength=1 attracts, not repulses
+ break;
+ }
+
+ case ParticleParamTypes::AttractorKind::plane: {
+ // https://github.com/minetest/minetest/issues/11505#issuecomment-915612700
+ const v3f& porigin = attractor_origin;
+ v3f normal = attractor_direction;
+ normal.normalize();
+ v3f point_to_origin = porigin - pp.pos;
+ f32 factor = normal.dotProduct(point_to_origin);
+ if (numericAbsolute(factor) == 0.0f) {
+ dir = normal;
+ } else {
+ factor = numericSign(factor);
+ dir = normal * factor;
+ }
+ dist = numericAbsolute(normal.dotProduct(pp.pos - porigin));
+ dir *= -1; // flip it around so strength=1 attracts, not repulses
+ break;
+ }
+ }
+
+ f32 speedTowards = numericAbsolute(attract) * dist;
+ v3f avel = dir * speedTowards;
+ if (attract > 0 && speedTowards > 0) {
+ avel *= -1;
+ if (p.attractor_kill) {
+ // make sure the particle dies after crossing the attractor threshold
+ f32 timeToCenter = dist / speedTowards;
+ if (timeToCenter < pp.expirationtime)
+ pp.expirationtime = timeToCenter;
+ }
+ }
+ pp.vel += avel;
+ }
+
p.copyCommon(pp);
- video::ITexture *texture;
+ ClientTexRef texture;
v2f texpos, texsize;
video::SColor color(0xFFFFFFFF);
if (p.node.getContent() != CONTENT_IGNORE) {
const ContentFeatures &f =
m_particlemanager->m_env->getGameDef()->ndef()->get(p.node);
- if (!ParticleManager::getNodeParticleParams(p.node, f, pp, &texture,
+ if (!ParticleManager::getNodeParticleParams(p.node, f, pp, &texture.ref,
texpos, texsize, &color, p.node_tile))
return;
} else {
- texture = m_texture;
+ if (m_texcount == 0)
+ return;
+ texture = decltype(texture)(m_texpool[m_texcount == 1 ? 0 : myrand_range(0,m_texcount-1)]);
texpos = v2f(0.0f, 0.0f);
texsize = v2f(1.0f, 1.0f);
+ if (texture.tex->animated)
+ pp.animation = texture.tex->animation;
+ }
+
+ // synchronize animation length with particle life if desired
+ if (pp.animation.type != TAT_NONE) {
+ if (pp.animation.type == TAT_VERTICAL_FRAMES &&
+ pp.animation.vertical_frames.length < 0) {
+ auto& a = pp.animation.vertical_frames;
+ // we add a tiny extra value to prevent the first frame
+ // from flickering back on just before the particle dies
+ a.length = (pp.expirationtime / -a.length) + 0.1;
+ } else if (pp.animation.type == TAT_SHEET_2D &&
+ pp.animation.sheet_2d.frame_length < 0) {
+ auto& a = pp.animation.sheet_2d;
+ auto frames = a.frames_w * a.frames_h;
+ auto runtime = (pp.expirationtime / -a.frame_length) + 0.1;
+ pp.animation.sheet_2d.frame_length = frames / runtime;
+ }
}
// Allow keeping default random size
- if (p.maxsize > 0.0f)
- pp.size = random_f32(p.minsize, p.maxsize);
+ if (p.size.start.max > 0.0f || p.size.end.max > 0.0f)
+ pp.size = r_size.pickWithin();
- m_particlemanager->addParticle(new Particle(
+ ++m_active;
+ auto pa = new Particle(
m_gamedef,
m_player,
env,
@@ -335,7 +586,9 @@ void ParticleSpawner::spawnParticle(ClientEnvironment *env, float radius,
texpos,
texsize,
color
- ));
+ );
+ pa->m_parent = this;
+ m_particlemanager->addParticle(pa);
}
void ParticleSpawner::step(float dtime, ClientEnvironment *env)
@@ -348,7 +601,7 @@ void ParticleSpawner::step(float dtime, ClientEnvironment *env)
bool unloaded = false;
const core::matrix4 *attached_absolute_pos_rot_matrix = nullptr;
if (m_attached_id) {
- if (GenericCAO *attached = dynamic_cast<GenericCAO *>(env->getActiveObject(m_attached_id))) {
+ if (GenericCAO *attached = env->getGenericCAO(m_attached_id)) {
attached_absolute_pos_rot_matrix = attached->getAbsolutePosRotMatrix();
} else {
unloaded = true;
@@ -379,7 +632,7 @@ void ParticleSpawner::step(float dtime, ClientEnvironment *env)
return;
for (int i = 0; i <= p.amount; i++) {
- if (rand() / (float)RAND_MAX < dtime)
+ if (myrand_float() < dtime)
spawnParticle(env, radius, attached_absolute_pos_rot_matrix);
}
}
@@ -408,9 +661,15 @@ void ParticleManager::stepSpawners(float dtime)
{
MutexAutoLock lock(m_spawner_list_lock);
for (auto i = m_particle_spawners.begin(); i != m_particle_spawners.end();) {
- if (i->second->get_expired()) {
- delete i->second;
- m_particle_spawners.erase(i++);
+ if (i->second->getExpired()) {
+ // the particlespawner owns the textures, so we need to make
+ // sure there are no active particles before we free it
+ if (i->second->m_active == 0) {
+ delete i->second;
+ m_particle_spawners.erase(i++);
+ } else {
+ ++i;
+ }
} else {
i->second->step(dtime, m_env);
++i;
@@ -423,6 +682,10 @@ 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()) {
+ if ((*i)->m_parent) {
+ assert((*i)->m_parent->m_active != 0);
+ --(*i)->m_parent->m_active;
+ }
(*i)->remove();
delete *i;
i = m_particles.erase(i);
@@ -464,13 +727,29 @@ void ParticleManager::handleParticleEvent(ClientEvent *event, Client *client,
const ParticleSpawnerParameters &p = *event->add_particlespawner.p;
- video::ITexture *texture =
- client->tsrc()->getTextureForMesh(p.texture);
+ // texture pool
+ std::unique_ptr<ClientTexture[]> texpool = nullptr;
+ size_t txpsz = 0;
+ if (!p.texpool.empty()) {
+ txpsz = p.texpool.size();
+ texpool = decltype(texpool)(new ClientTexture [txpsz]);
+
+ for (size_t i = 0; i < txpsz; ++i) {
+ texpool[i] = ClientTexture(p.texpool[i], client->tsrc());
+ }
+ } else {
+ // no texpool in use, use fallback texture
+ txpsz = 1;
+ texpool = decltype(texpool)(new ClientTexture[1] {
+ ClientTexture(p.texture, client->tsrc())
+ });
+ }
auto toadd = new ParticleSpawner(client, player,
p,
event->add_particlespawner.attached_id,
- texture,
+ texpool,
+ txpsz,
this);
addParticleSpawner(event->add_particlespawner.id, toadd);
@@ -481,7 +760,7 @@ void ParticleManager::handleParticleEvent(ClientEvent *event, Client *client,
case CE_SPAWN_PARTICLE: {
ParticleParameters &p = *event->spawn_particle;
- video::ITexture *texture;
+ ClientTexRef texture;
v2f texpos, texsize;
video::SColor color(0xFFFFFFFF);
@@ -489,11 +768,15 @@ void ParticleManager::handleParticleEvent(ClientEvent *event, Client *client,
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;
+ getNodeParticleParams(p.node, f, p, &texture.ref, texpos,
+ texsize, &color, p.node_tile);
} else {
- texture = client->tsrc()->getTextureForMesh(p.texture);
+ /* with no particlespawner to own the texture, we need
+ * to save it on the heap. it will be freed when the
+ * particle is destroyed */
+ auto texstore = new ClientTexture(p.texture, client->tsrc());
+
+ texture = ClientTexRef(*texstore);
texpos = v2f(0.0f, 0.0f);
texsize = v2f(1.0f, 1.0f);
}
@@ -502,7 +785,7 @@ void ParticleManager::handleParticleEvent(ClientEvent *event, Client *client,
if (oldsize > 0.0f)
p.size = oldsize;
- if (texture) {
+ if (texture.ref) {
Particle *toadd = new Particle(client, player, m_env,
p, texture, texpos, texsize, color);
@@ -529,7 +812,7 @@ bool ParticleManager::getNodeParticleParams(const MapNode &n,
if (tilenum > 0 && tilenum <= 6)
texid = tilenum - 1;
else
- texid = rand() % 6;
+ texid = myrand_range(0,5);
const TileLayer &tile = f.tiles[texid].layers[0];
p.animation.type = TAT_NONE;
@@ -539,13 +822,13 @@ bool ParticleManager::getNodeParticleParams(const MapNode &n,
else
*texture = tile.texture;
- float size = (rand() % 8) / 64.0f;
+ float size = (myrand_range(0,8)) / 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;
+ texpos.X = (myrand_range(0,64)) / 64.0f - texsize.X;
+ texpos.Y = (myrand_range(0,64)) / 64.0f - texsize.Y;
if (tile.has_color)
*color = tile.color;
@@ -577,20 +860,20 @@ void ParticleManager::addNodeParticle(IGameDef *gamedef,
LocalPlayer *player, v3s16 pos, const MapNode &n, const ContentFeatures &f)
{
ParticleParameters p;
- video::ITexture *texture;
+ video::ITexture *ref = nullptr;
v2f texpos, texsize;
video::SColor color;
- if (!getNodeParticleParams(n, f, p, &texture, texpos, texsize, &color))
+ if (!getNodeParticleParams(n, f, p, &ref, texpos, texsize, &color))
return;
- p.expirationtime = (rand() % 100) / 100.0f;
+ p.expirationtime = myrand_range(0, 100) / 100.0f;
// Physics
p.vel = v3f(
- (rand() % 150) / 50.0f - 1.5f,
- (rand() % 150) / 50.0f,
- (rand() % 150) / 50.0f - 1.5f
+ myrand_range(-1.5f,1.5f),
+ myrand_range(0.f,3.f),
+ myrand_range(-1.5f,1.5f)
);
p.acc = v3f(
0.0f,
@@ -598,9 +881,9 @@ void ParticleManager::addNodeParticle(IGameDef *gamedef,
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
+ (f32)pos.X + myrand_range(0.f, .5f) - .25f,
+ (f32)pos.Y + myrand_range(0.f, .5f) - .25f,
+ (f32)pos.Z + myrand_range(0.f, .5f) - .25f
);
Particle *toadd = new Particle(
@@ -608,7 +891,7 @@ void ParticleManager::addNodeParticle(IGameDef *gamedef,
player,
m_env,
p,
- texture,
+ ClientTexRef(ref),
texpos,
texsize,
color);
@@ -616,6 +899,12 @@ void ParticleManager::addNodeParticle(IGameDef *gamedef,
addParticle(toadd);
}
+void ParticleManager::reserveParticleSpace(size_t max_estimate)
+{
+ MutexAutoLock lock(m_particle_list_lock);
+ m_particles.reserve(m_particles.size() + max_estimate);
+}
+
void ParticleManager::addParticle(Particle *toadd)
{
MutexAutoLock lock(m_particle_list_lock);
@@ -634,7 +923,6 @@ 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);
+ it->second->setDying();
}
}
diff --git a/src/client/particles.h b/src/client/particles.h
index 2011f0262..36be903f1 100644
--- a/src/client/particles.h
+++ b/src/client/particles.h
@@ -31,20 +31,53 @@ class ClientEnvironment;
struct MapNode;
struct ContentFeatures;
+struct ClientTexture
+{
+ /* per-spawner structure used to store the ParticleTexture structs
+ * that spawned particles will refer to through ClientTexRef */
+ ParticleTexture tex;
+ video::ITexture *ref = nullptr;
+
+ ClientTexture() = default;
+ ClientTexture(const ClientTexture&) = default;
+ ClientTexture(const ServerParticleTexture& p, ITextureSource *t):
+ tex(p),
+ ref(t->getTextureForMesh(p.string)) {};
+};
+
+struct ClientTexRef
+{
+ /* per-particle structure used to avoid massively duplicating the
+ * fairly large ParticleTexture struct */
+ ParticleTexture* tex = nullptr;
+ video::ITexture* ref = nullptr;
+ ClientTexRef() = default;
+ ClientTexRef(const ClientTexRef&) = default;
+
+ /* constructor used by particles spawned from a spawner */
+ ClientTexRef(ClientTexture& t):
+ tex(&t.tex), ref(t.ref) {};
+
+ /* constructor used for node particles */
+ ClientTexRef(decltype(ref) tp): ref(tp) {};
+};
+
+class ParticleSpawner;
+
class Particle : public scene::ISceneNode
{
- public:
+public:
Particle(
- IGameDef* gamedef,
+ IGameDef *gamedef,
LocalPlayer *player,
ClientEnvironment *env,
const ParticleParameters &p,
- video::ITexture *texture,
+ const ClientTexRef &texture,
v2f texpos,
v2f texsize,
video::SColor color
);
- ~Particle() = default;
+ ~Particle();
virtual const aabb3f &getBoundingBox() const
{
@@ -69,9 +102,12 @@ class Particle : public scene::ISceneNode
bool get_expired ()
{ return m_expiration < m_time; }
+ ParticleSpawner *m_parent;
+
private:
void updateLight();
void updateVertices();
+ void setVertexAlpha(float a);
video::S3DVertex m_vertices[4];
float m_time = 0.0f;
@@ -81,14 +117,19 @@ private:
IGameDef *m_gamedef;
aabb3f m_box;
aabb3f m_collisionbox;
+ ClientTexRef m_texture;
video::SMaterial m_material;
v2f m_texpos;
v2f m_texsize;
v3f m_pos;
v3f m_velocity;
v3f m_acceleration;
+ v3f m_drag;
+ ParticleParamTypes::v3fRange m_jitter;
+ ParticleParamTypes::f32Range m_bounce;
LocalPlayer *m_player;
float m_size;
+
//! Color without lighting
video::SColor m_base_color;
//! Final rendered color
@@ -102,24 +143,27 @@ private:
float m_animation_time = 0.0f;
int m_animation_frame = 0;
u8 m_glow;
+ float m_alpha = 0.0f;
};
class ParticleSpawner
{
public:
- ParticleSpawner(IGameDef* gamedef,
+ ParticleSpawner(IGameDef *gamedef,
LocalPlayer *player,
const ParticleSpawnerParameters &p,
u16 attached_id,
- video::ITexture *texture,
+ std::unique_ptr<ClientTexture[]> &texpool,
+ size_t texcount,
ParticleManager* p_manager);
- ~ParticleSpawner() = default;
-
void step(float dtime, ClientEnvironment *env);
- bool get_expired ()
- { return p.amount <= 0 && p.time != 0; }
+ size_t m_active;
+
+ bool getExpired() const
+ { return m_dying || (p.amount <= 0 && p.time != 0); }
+ void setDying() { m_dying = true; }
private:
void spawnParticle(ClientEnvironment *env, float radius,
@@ -127,10 +171,12 @@ private:
ParticleManager *m_particlemanager;
float m_time;
+ bool m_dying;
IGameDef *m_gamedef;
LocalPlayer *m_player;
ParticleSpawnerParameters p;
- video::ITexture *m_texture;
+ std::unique_ptr<ClientTexture[]> m_texpool;
+ size_t m_texcount;
std::vector<float> m_spawntimes;
u16 m_attached_id;
};
@@ -156,6 +202,8 @@ public:
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
*