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authorParamat <paramat@users.noreply.github.com>2018-10-04 04:13:41 +0100
committerGitHub <noreply@github.com>2018-10-04 04:13:41 +0100
commit1413b722a72d475e8f6cc6febbb5479504b90c04 (patch)
tree29031ec1db53fcdf48dc4adbcf7e820f156048a6
parent84a5fa01fff2b81fae12411c31502a49f152ed1d (diff)
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Dig particles: Various improvements (#7714)
Improve codestyle. Add clarifying comments. Use 'movement_gravity' setting and physics override instead of hardcoded value. Halve number of particles in final 'node dug' burst. Avoid extremely small, near-invisible particles. Increase velocity to increase number emerging from within a cubic node.
-rw-r--r--src/particles.cpp40
1 files changed, 25 insertions, 15 deletions
diff --git a/src/particles.cpp b/src/particles.cpp
index 923c3ad01..25cfa081e 100644
--- a/src/particles.cpp
+++ b/src/particles.cpp
@@ -584,6 +584,9 @@ void ParticleManager::handleParticleEvent(ClientEvent *event, Client *client,
}
}
+// 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)
{
@@ -591,12 +594,14 @@ void ParticleManager::addDiggingParticles(IGameDef* gamedef,
if (f.drawtype == NDT_AIRLIKE)
return;
- // set the amount of particles here
- for (u16 j = 0; j < 32; j++) {
+ 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)
{
@@ -617,25 +622,30 @@ void ParticleManager::addNodeParticle(IGameDef* gamedef,
else
texture = tile.texture;
- float size = rand() % 64 / 512.;
+ float size = (rand() % 8) / 64.0f;
float visual_size = BS * size;
if (tile.scale)
size /= tile.scale;
- v2f texsize(size * 2, size * 2);
+ v2f texsize(size * 2.0f, size * 2.0f);
v2f texpos;
- texpos.X = ((rand() % 64) / 64. - texsize.X);
- texpos.Y = ((rand() % 64) / 64. - texsize.Y);
+ texpos.X = (rand() % 64) / 64.0f - texsize.X;
+ texpos.Y = (rand() % 64) / 64.0f - texsize.Y;
// Physics
- v3f velocity((rand() % 100 / 50. - 1) / 1.5,
- rand() % 100 / 35.,
- (rand() % 100 / 50. - 1) / 1.5);
-
- v3f acceleration(0,-9,0);
+ 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. - 0.25,
- (f32) pos.Y + rand() %100 /200. - 0.25,
- (f32) pos.Z + rand() %100 /200. - 0.25
+ (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;
@@ -651,7 +661,7 @@ void ParticleManager::addNodeParticle(IGameDef* gamedef,
particlepos,
velocity,
acceleration,
- rand() % 100 / 100., // expiration time
+ (rand() % 100) / 100.0f, // expiration time
visual_size,
true,
false,