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-rw-r--r--src/client/particles.cpp684
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diff --git a/src/client/particles.cpp b/src/client/particles.cpp
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+++ b/src/client/particles.cpp
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+/*
+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.
+*/
+
+#include "particles.h"
+#include <cmath>
+#include "client.h"
+#include "collision.h"
+#include "client/clientevent.h"
+#include "client/renderingengine.h"
+#include "util/numeric.h"
+#include "light.h"
+#include "environment.h"
+#include "clientmap.h"
+#include "mapnode.h"
+#include "nodedef.h"
+#include "client.h"
+#include "settings.h"
+
+/*
+ Utility
+*/
+
+v3f random_v3f(v3f min, v3f max)
+{
+ return v3f( rand()/(float)RAND_MAX*(max.X-min.X)+min.X,
+ rand()/(float)RAND_MAX*(max.Y-min.Y)+min.Y,
+ rand()/(float)RAND_MAX*(max.Z-min.Z)+min.Z);
+}
+
+Particle::Particle(
+ IGameDef *gamedef,
+ LocalPlayer *player,
+ ClientEnvironment *env,
+ v3f pos,
+ v3f velocity,
+ v3f acceleration,
+ float expirationtime,
+ float size,
+ bool collisiondetection,
+ bool collision_removal,
+ bool object_collision,
+ bool vertical,
+ video::ITexture *texture,
+ v2f texpos,
+ v2f texsize,
+ const struct TileAnimationParams &anim,
+ u8 glow,
+ video::SColor color
+):
+ scene::ISceneNode(RenderingEngine::get_scene_manager()->getRootSceneNode(),
+ RenderingEngine::get_scene_manager())
+{
+ // Misc
+ m_gamedef = gamedef;
+ m_env = env;
+
+ // 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);
+ m_texpos = texpos;
+ m_texsize = texsize;
+ m_animation = anim;
+
+ // Color
+ m_base_color = color;
+ m_color = color;
+
+ // Particle related
+ m_pos = pos;
+ m_velocity = velocity;
+ m_acceleration = acceleration;
+ m_expiration = expirationtime;
+ m_player = player;
+ m_size = size;
+ m_collisiondetection = collisiondetection;
+ m_collision_removal = collision_removal;
+ m_object_collision = object_collision;
+ m_vertical = vertical;
+ m_glow = glow;
+
+ // Irrlicht stuff
+ m_collisionbox = aabb3f
+ (-size/2,-size/2,-size/2,size/2,size/2,size/2);
+ this->setAutomaticCulling(scene::EAC_OFF);
+
+ // Init lighting
+ updateLight();
+
+ // Init model
+ updateVertices();
+}
+
+void Particle::OnRegisterSceneNode()
+{
+ if (IsVisible)
+ SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT_EFFECT);
+
+ ISceneNode::OnRegisterSceneNode();
+}
+
+void Particle::render()
+{
+ video::IVideoDriver* driver = SceneManager->getVideoDriver();
+ driver->setMaterial(m_material);
+ driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
+
+ u16 indices[] = {0,1,2, 2,3,0};
+ driver->drawVertexPrimitiveList(m_vertices, 4,
+ indices, 2, video::EVT_STANDARD,
+ scene::EPT_TRIANGLES, video::EIT_16BIT);
+}
+
+void Particle::step(float dtime)
+{
+ m_time += dtime;
+ if (m_collisiondetection) {
+ aabb3f box = m_collisionbox;
+ v3f p_pos = m_pos * BS;
+ v3f p_velocity = m_velocity * BS;
+ 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;
+ } else {
+ m_pos = p_pos / BS;
+ m_velocity = p_velocity / BS;
+ }
+ } else {
+ 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;
+ m_animation.determineParams(
+ m_material.getTexture(0)->getSize(),
+ &frame_count, &frame_length_i, NULL);
+ float frame_length = frame_length_i / 1000.0;
+ while (m_animation_time > frame_length) {
+ m_animation_frame++;
+ m_animation_time -= frame_length;
+ }
+ }
+
+ // Update lighting
+ updateLight();
+
+ // Update model
+ updateVertices();
+}
+
+void Particle::updateLight()
+{
+ u8 light = 0;
+ bool pos_ok;
+
+ v3s16 p = v3s16(
+ floor(m_pos.X+0.5),
+ floor(m_pos.Y+0.5),
+ floor(m_pos.Z+0.5)
+ );
+ MapNode n = m_env->getClientMap().getNodeNoEx(p, &pos_ok);
+ if (pos_ok)
+ light = n.getLightBlend(m_env->getDayNightRatio(), m_gamedef->ndef());
+ else
+ light = blend_light(m_env->getDayNightRatio(), LIGHT_SUN, 0);
+
+ u8 m_light = decode_light(light + m_glow);
+ m_color.set(255,
+ m_light * m_base_color.getRed() / 255,
+ m_light * m_base_color.getGreen() / 255,
+ m_light * m_base_color.getBlue() / 255);
+}
+
+void Particle::updateVertices()
+{
+ f32 tx0, tx1, ty0, ty1;
+
+ if (m_animation.type != TAT_NONE) {
+ const v2u32 texsize = m_material.getTexture(0)->getSize();
+ v2f texcoord, framesize_f;
+ v2u32 framesize;
+ texcoord = m_animation.getTextureCoords(texsize, m_animation_frame);
+ m_animation.determineParams(texsize, NULL, NULL, &framesize);
+ framesize_f = v2f(framesize.X / (float) texsize.X, framesize.Y / (float) texsize.Y);
+
+ tx0 = m_texpos.X + texcoord.X;
+ tx1 = m_texpos.X + texcoord.X + framesize_f.X * m_texsize.X;
+ ty0 = m_texpos.Y + texcoord.Y;
+ ty1 = m_texpos.Y + texcoord.Y + framesize_f.Y * m_texsize.Y;
+ } else {
+ tx0 = m_texpos.X;
+ tx1 = m_texpos.X + m_texsize.X;
+ ty0 = m_texpos.Y;
+ ty1 = m_texpos.Y + m_texsize.Y;
+ }
+
+ m_vertices[0] = video::S3DVertex(-m_size / 2, -m_size / 2,
+ 0, 0, 0, 0, m_color, tx0, ty1);
+ m_vertices[1] = video::S3DVertex(m_size / 2, -m_size / 2,
+ 0, 0, 0, 0, m_color, tx1, ty1);
+ m_vertices[2] = video::S3DVertex(m_size / 2, m_size / 2,
+ 0, 0, 0, 0, m_color, tx1, ty0);
+ m_vertices[3] = video::S3DVertex(-m_size / 2, m_size / 2,
+ 0, 0, 0, 0, m_color, tx0, ty0);
+
+ v3s16 camera_offset = m_env->getCameraOffset();
+ for (video::S3DVertex &vertex : m_vertices) {
+ if (m_vertical) {
+ v3f ppos = m_player->getPosition()/BS;
+ vertex.Pos.rotateXZBy(std::atan2(ppos.Z - m_pos.Z, ppos.X - m_pos.X) /
+ core::DEGTORAD + 90);
+ } else {
+ vertex.Pos.rotateYZBy(m_player->getPitch());
+ vertex.Pos.rotateXZBy(m_player->getYaw());
+ }
+ m_box.addInternalPoint(vertex.Pos);
+ vertex.Pos += m_pos*BS - intToFloat(camera_offset, BS);
+ }
+}
+
+/*
+ ParticleSpawner
+*/
+
+ParticleSpawner::ParticleSpawner(
+ IGameDef *gamedef,
+ LocalPlayer *player,
+ u16 amount,
+ float time,
+ v3f minpos, v3f maxpos,
+ v3f minvel, v3f maxvel,
+ v3f minacc, v3f maxacc,
+ float minexptime, float maxexptime,
+ float minsize, float maxsize,
+ bool collisiondetection,
+ bool collision_removal,
+ bool object_collision,
+ u16 attached_id,
+ bool vertical,
+ video::ITexture *texture,
+ u32 id,
+ const struct TileAnimationParams &anim,
+ u8 glow,
+ ParticleManager *p_manager
+):
+ m_particlemanager(p_manager)
+{
+ m_gamedef = gamedef;
+ m_player = player;
+ m_amount = amount;
+ m_spawntime = time;
+ m_minpos = minpos;
+ m_maxpos = maxpos;
+ m_minvel = minvel;
+ m_maxvel = maxvel;
+ m_minacc = minacc;
+ m_maxacc = maxacc;
+ m_minexptime = minexptime;
+ m_maxexptime = maxexptime;
+ m_minsize = minsize;
+ m_maxsize = maxsize;
+ m_collisiondetection = collisiondetection;
+ m_collision_removal = collision_removal;
+ m_object_collision = object_collision;
+ m_attached_id = attached_id;
+ m_vertical = vertical;
+ m_texture = texture;
+ m_time = 0;
+ m_animation = anim;
+ m_glow = glow;
+
+ for (u16 i = 0; i<=m_amount; i++)
+ {
+ float spawntime = (float)rand()/(float)RAND_MAX*m_spawntime;
+ m_spawntimes.push_back(spawntime);
+ }
+}
+
+void ParticleSpawner::spawnParticle(ClientEnvironment *env, float radius,
+ bool is_attached, const v3f &attached_pos, float attached_yaw)
+{
+ v3f ppos = m_player->getPosition() / BS;
+ v3f pos = random_v3f(m_minpos, m_maxpos);
+
+ // Need to apply this first or the following check
+ // will be wrong for attached spawners
+ if (is_attached) {
+ pos.rotateXZBy(attached_yaw);
+ pos += attached_pos;
+ }
+
+ if (pos.getDistanceFrom(ppos) > radius)
+ return;
+
+ v3f vel = random_v3f(m_minvel, m_maxvel);
+ v3f acc = random_v3f(m_minacc, m_maxacc);
+
+ if (is_attached) {
+ // Apply attachment yaw
+ vel.rotateXZBy(attached_yaw);
+ acc.rotateXZBy(attached_yaw);
+ }
+
+ float exptime = rand() / (float)RAND_MAX
+ * (m_maxexptime - m_minexptime)
+ + m_minexptime;
+ float size = rand() / (float)RAND_MAX
+ * (m_maxsize - m_minsize)
+ + m_minsize;
+
+ m_particlemanager->addParticle(new Particle(
+ m_gamedef,
+ m_player,
+ env,
+ pos,
+ vel,
+ acc,
+ exptime,
+ size,
+ m_collisiondetection,
+ m_collision_removal,
+ m_object_collision,
+ m_vertical,
+ m_texture,
+ v2f(0.0, 0.0),
+ v2f(1.0, 1.0),
+ m_animation,
+ m_glow
+ ));
+}
+
+void ParticleSpawner::step(float dtime, ClientEnvironment* env)
+{
+ m_time += dtime;
+
+ static thread_local const float radius =
+ g_settings->getS16("max_block_send_distance") * MAP_BLOCKSIZE;
+
+ bool unloaded = false;
+ 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_pos = attached->getPosition() / BS;
+ attached_yaw = attached->getYaw();
+ is_attached = true;
+ } else {
+ unloaded = true;
+ }
+ }
+
+ if (m_spawntime != 0) {
+ // Spawner exists for a predefined timespan
+ for (std::vector<float>::iterator i = m_spawntimes.begin();
+ i != m_spawntimes.end();) {
+ if ((*i) <= m_time && m_amount > 0) {
+ m_amount--;
+
+ // Pretend to, but don't actually spawn a particle if it is
+ // attached to an unloaded object or distant from player.
+ if (!unloaded)
+ spawnParticle(env, radius, is_attached, attached_pos, attached_yaw);
+
+ i = m_spawntimes.erase(i);
+ } else {
+ ++i;
+ }
+ }
+ } else {
+ // Spawner exists for an infinity timespan, spawn on a per-second base
+
+ // Skip this step if attached to an unloaded object
+ if (unloaded)
+ return;
+
+ for (int i = 0; i <= m_amount; i++) {
+ if (rand() / (float)RAND_MAX < dtime)
+ spawnParticle(env, radius, is_attached, attached_pos, attached_yaw);
+ }
+ }
+}
+
+
+ParticleManager::ParticleManager(ClientEnvironment* env) :
+ m_env(env)
+{}
+
+ParticleManager::~ParticleManager()
+{
+ clearAll();
+}
+
+void ParticleManager::step(float dtime)
+{
+ stepParticles (dtime);
+ stepSpawners (dtime);
+}
+
+void ParticleManager::stepSpawners (float dtime)
+{
+ MutexAutoLock lock(m_spawner_list_lock);
+ for (std::map<u32, ParticleSpawner*>::iterator i =
+ m_particle_spawners.begin();
+ i != m_particle_spawners.end();)
+ {
+ if (i->second->get_expired())
+ {
+ delete i->second;
+ m_particle_spawners.erase(i++);
+ }
+ else
+ {
+ i->second->step(dtime, m_env);
+ ++i;
+ }
+ }
+}
+
+void ParticleManager::stepParticles (float dtime)
+{
+ MutexAutoLock lock(m_particle_list_lock);
+ for(std::vector<Particle*>::iterator 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(std::map<u32, ParticleSpawner*>::iterator i =
+ m_particle_spawners.begin();
+ i != m_particle_spawners.end();)
+ {
+ delete i->second;
+ m_particle_spawners.erase(i++);
+ }
+
+ for(std::vector<Particle*>::iterator 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: {
+ MutexAutoLock lock(m_spawner_list_lock);
+ if (m_particle_spawners.find(event->delete_particlespawner.id) !=
+ m_particle_spawners.end()) {
+ delete m_particle_spawners.find(event->delete_particlespawner.id)->second;
+ m_particle_spawners.erase(event->delete_particlespawner.id);
+ }
+ // no allocated memory in delete event
+ break;
+ }
+ case CE_ADD_PARTICLESPAWNER: {
+ {
+ MutexAutoLock lock(m_spawner_list_lock);
+ if (m_particle_spawners.find(event->add_particlespawner.id) !=
+ m_particle_spawners.end()) {
+ delete m_particle_spawners.find(event->add_particlespawner.id)->second;
+ m_particle_spawners.erase(event->add_particlespawner.id);
+ }
+ }
+
+ video::ITexture *texture =
+ client->tsrc()->getTextureForMesh(*(event->add_particlespawner.texture));
+
+ ParticleSpawner *toadd = new ParticleSpawner(client, player,
+ event->add_particlespawner.amount,
+ event->add_particlespawner.spawntime,
+ *event->add_particlespawner.minpos,
+ *event->add_particlespawner.maxpos,
+ *event->add_particlespawner.minvel,
+ *event->add_particlespawner.maxvel,
+ *event->add_particlespawner.minacc,
+ *event->add_particlespawner.maxacc,
+ event->add_particlespawner.minexptime,
+ event->add_particlespawner.maxexptime,
+ event->add_particlespawner.minsize,
+ event->add_particlespawner.maxsize,
+ event->add_particlespawner.collisiondetection,
+ event->add_particlespawner.collision_removal,
+ event->add_particlespawner.object_collision,
+ event->add_particlespawner.attached_id,
+ event->add_particlespawner.vertical,
+ texture,
+ event->add_particlespawner.id,
+ event->add_particlespawner.animation,
+ event->add_particlespawner.glow,
+ this);
+
+ /* delete allocated content of event */
+ delete event->add_particlespawner.minpos;
+ delete event->add_particlespawner.maxpos;
+ delete event->add_particlespawner.minvel;
+ delete event->add_particlespawner.maxvel;
+ delete event->add_particlespawner.minacc;
+ delete event->add_particlespawner.texture;
+ delete event->add_particlespawner.maxacc;
+
+ {
+ MutexAutoLock lock(m_spawner_list_lock);
+ m_particle_spawners.insert(
+ std::pair<u32, ParticleSpawner*>(
+ event->add_particlespawner.id,
+ toadd));
+ }
+ break;
+ }
+ case CE_SPAWN_PARTICLE: {
+ video::ITexture *texture =
+ client->tsrc()->getTextureForMesh(*(event->spawn_particle.texture));
+
+ Particle *toadd = new Particle(client, player, m_env,
+ *event->spawn_particle.pos,
+ *event->spawn_particle.vel,
+ *event->spawn_particle.acc,
+ event->spawn_particle.expirationtime,
+ event->spawn_particle.size,
+ event->spawn_particle.collisiondetection,
+ event->spawn_particle.collision_removal,
+ event->spawn_particle.object_collision,
+ event->spawn_particle.vertical,
+ texture,
+ v2f(0.0, 0.0),
+ v2f(1.0, 1.0),
+ event->spawn_particle.animation,
+ event->spawn_particle.glow);
+
+ addParticle(toadd);
+
+ delete event->spawn_particle.pos;
+ delete event->spawn_particle.vel;
+ delete event->spawn_particle.acc;
+ delete event->spawn_particle.texture;
+
+ break;
+ }
+ default: break;
+ }
+}
+
+// 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)
+{
+ // No particles for "airlike" nodes
+ if (f.drawtype == NDT_AIRLIKE)
+ return;
+
+ // Texture
+ u8 texid = myrand_range(0, 5);
+ const TileLayer &tile = f.tiles[texid].layers[0];
+ video::ITexture *texture;
+ struct TileAnimationParams anim;
+ anim.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;
+ float visual_size = BS * size;
+ if (tile.scale)
+ size /= tile.scale;
+ v2f texsize(size * 2.0f, size * 2.0f);
+ v2f texpos;
+ texpos.X = (rand() % 64) / 64.0f - texsize.X;
+ texpos.Y = (rand() % 64) / 64.0f - texsize.Y;
+
+ // Physics
+ v3f velocity(
+ (rand() % 150) / 50.0f - 1.5f,
+ (rand() % 150) / 50.0f,
+ (rand() % 150) / 50.0f - 1.5f
+ );
+ v3f acceleration(
+ 0.0f,
+ -player->movement_gravity * player->physics_override_gravity / BS,
+ 0.0f
+ );
+ v3f particlepos = 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
+ );
+
+ video::SColor color;
+ if (tile.has_color)
+ color = tile.color;
+ else
+ n.getColor(f, &color);
+
+ Particle* toadd = new Particle(
+ gamedef,
+ player,
+ m_env,
+ particlepos,
+ velocity,
+ acceleration,
+ (rand() % 100) / 100.0f, // expiration time
+ visual_size,
+ true,
+ false,
+ false,
+ false,
+ texture,
+ texpos,
+ texsize,
+ anim,
+ 0,
+ color);
+
+ addParticle(toadd);
+}
+
+void ParticleManager::addParticle(Particle* toadd)
+{
+ MutexAutoLock lock(m_particle_list_lock);
+ m_particles.push_back(toadd);
+}