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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/content_cao.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
*/

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
*/

Particle::Particle(
	IGameDef *gamedef,
	LocalPlayer *player,
	ClientEnvironment *env,
	const ParticleParameters &p,
	video::ITexture *texture,
	v2f texpos,
	v2f texsize,
	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 = p.animation;

	// Color
	m_base_color = color;
	m_color = color;

	// Particle related
	m_pos = p.pos;
	m_velocity = p.vel;
	m_acceleration = p.acc;
	m_expiration = p.expirationtime;
	m_player = player;
	m_size = p.size;
	m_collisiondetection = p.collisiondetection;
	m_collision_removal = p.collision_removal;
	m_object_collision = p.object_collision;
	m_vertical = p.vertical;
	m_glow = p.glow;

	// Irrlicht stuff
	const float c = p.size / 2;
	m_collisionbox = aabb3f(-c, -c, -c, c, c, c);
	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().getNode(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,
	const ParticleSpawnerParameters &p,
	u16 attached_id,
	video::ITexture *texture,
	ParticleManager *p_manager
):
	m_particlemanager(p_manager), p(p)
{
	m_gamedef = gamedef;
	m_player = player;
	m_attached_id = attached_id;
	m_texture = texture;
	m_time = 0;

	m_spawntimes.reserve(p.amount + 1);
	for (u16 i = 0; i <= p.amount; i++) {
		float spawntime = rand() / (float)RAND_MAX * p.time;
		m_spawntimes.push_back(spawntime);
	}
}

void ParticleSpawner::spawnParticle(ClientEnvironment *env, float radius,
	const core::matrix4 *attached_absolute_pos_rot_matrix)
{
	v3f ppos = m_player->getPosition() / BS;
	v3f pos = random_v3f(p.minpos, p.maxpos);

	// Need to apply this first or the following check
	// will be wrong for attached spawners
	if (attached_absolute_pos_rot_matrix) {
		pos *= BS;
		attached_absolute_pos_rot_matrix->transformVect(pos);
		pos /= BS;
		v3s16 camera_offset = m_particlemanager->m_env->getCameraOffset();
		pos.X += camera_offset.X;
		pos.Y += camera_offset.Y;
		pos.Z += camera_offset.Z;
	}

	if (pos.getDistanceFrom(ppos) > 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);

	if (attached_absolute_pos_rot_matrix) {
		// Apply attachment rotation
		attached_absolute_pos_rot_matrix->rotateVect(pp.vel);
		attached_absolute_pos_rot_matrix->rotateVect(pp.acc);
	}

	pp.expirationtime = random_f32(p.minexptime, p.maxexptime);
	p.copyCommon(pp);

	video::ITexture *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,