summaryrefslogtreecommitdiff
path: root/src/particles.h
blob: 0ad8d71b5a860cdbd14a5106ec458518bdcacebd (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
/*
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.
*/

#ifndef PARTICLES_HEADER
#define PARTICLES_HEADER

#define DIGGING_PARTICLES_AMOUNT 10

#include <iostream>
#include "irrlichttypes_extrabloated.h"
#include "client/tile.h"
#include "localplayer.h"
#include "environment.h"

struct ClientEvent;
class ParticleManager;

class Particle : public scene::ISceneNode
{
	public:
	Particle(
		IGameDef* gamedef,
		scene::ISceneManager* mgr,
		LocalPlayer *player,
		ClientEnvironment *env,
		v3f pos,
		v3f velocity,
		v3f acceleration,
		float expirationtime,
		float size,
		bool collisiondetection,
		bool vertical,
		video::ITexture *texture,
		v2f texpos,
		v2f texsize
	);
	~Particle();

	virtual const core::aabbox3d<f32>& 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 get_expired ()
	{ return m_expiration < m_time; }

private:
	void updateLight();
	void updateVertices();

	video::S3DVertex m_vertices[4];
	float m_time;
	float m_expiration;

	ClientEnvironment *m_env;
	IGameDef *m_gamedef;
	core::aabbox3d<f32> m_box;
	core::aabbox3d<f32> m_collisionbox;
	video::SMaterial m_material;
	v2f m_texpos;
	v2f m_texsize;
	v3f m_pos;
	v3f m_velocity;
	v3f m_acceleration;
	LocalPlayer *m_player;
	float m_size;
	u8 m_light;
	bool m_collisiondetection;
	bool m_vertical;
	v3s16 m_camera_offset;
};

class ParticleSpawner
{
	public:
	ParticleSpawner(IGameDef* gamedef,
		scene::ISceneManager *smgr,
		LocalPlayer *player,
		u16 amount,
		float time,
		v3f minp, v3f maxp,
		v3f minvel, v3f maxvel,
		v3f minacc, v3f maxacc,
		float minexptime, float maxexptime,
		float minsize, float maxsize,
		bool collisiondetection,
		bool vertical,
		video::ITexture *texture,
		u32 id,
		ParticleManager* p_manager);

	~ParticleSpawner();

	void step(float dtime, ClientEnvironment *env);

	bool get_expired ()
	{ return (m_amount <= 0) && m_spawntime != 0; }

	private:
	ParticleManager* m_particlemanager;
	float m_time;
	IGameDef *m_gamedef;
	scene::ISceneManager *m_smgr;
	LocalPlayer *m_player;
	u16 m_amount;
	float m_spawntime;
	v3f m_minpos;
	v3f m_maxpos;
	v3f m_minvel;
	v3f m_maxvel;
	v3f m_minacc;
	v3f m_maxacc;
	float m_minexptime;
	float m_maxexptime;
	float m_minsize;
	float m_maxsize;
	video::ITexture *m_texture;
	std::vector<float> m_spawntimes;
	bool m_collisiondetection;
	bool m_vertical;

};

/**
 * Class doing particle as well as their spawners handling
 */
class ParticleManager
{
friend class ParticleSpawner;
public:
	ParticleManager(ClientEnvironment* env);
	~ParticleManager();

	void step (float dtime);

	void handleParticleEvent(ClientEvent *event,IGameDef *gamedef,
			scene::ISceneManager* smgr, LocalPlayer *player);

	void addDiggingParticles(IGameDef* gamedef, scene::ISceneManager* smgr,
		LocalPlayer *player, v3s16 pos, const TileSpec tiles[]);

	void addPunchingParticles(IGameDef* gamedef, scene::ISceneManager* smgr,
		LocalPlayer *player, v3s16 pos, const TileSpec tiles[]);

	void addNodeParticle(IGameDef* gamedef, scene::ISceneManager* smgr,
		LocalPlayer *player, v3s16 pos, const TileSpec tiles[]);

protected:
	void addParticle(Particle* toadd);

private:

	void stepParticles (float dtime);
	void stepSpawners (float dtime);

	void clearAll ();

	std::vector<Particle*> m_particles;
	std::map<u32, ParticleSpawner*> m_particle_spawners;

	ClientEnvironment* m_env;
	Mutex m_particle_list_lock;
	Mutex m_spawner_list_lock;
};

#endif