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authorJeija <norrepli@gmail.com>2012-12-31 19:33:36 +0100
committerPilzAdam <PilzAdam@gmx.de>2013-01-14 15:27:00 +0100
commit61f5ca6b164b035de41bd32bb9409c7e04ea0d41 (patch)
tree5e39250c378a9fa94e884e3450c62890119f846b /src/particles.cpp
parent443bbe6a785721bcaedf02f26c8a32d98ba63aec (diff)
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Add particles
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diff --git a/src/particles.cpp b/src/particles.cpp
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+/*
+Minetest-c55
+Copyright (C) 2012 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 "constants.h"
+#include "debug.h"
+#include "main.h" // For g_profiler and g_settings
+#include "settings.h"
+#include "tile.h"
+#include "gamedef.h"
+#include "collision.h"
+#include <stdlib.h>
+#include "util/numeric.h"
+#include "light.h"
+#include "environment.h"
+#include "clientmap.h"
+#include "mapnode.h"
+
+Particle::Particle(
+ IGameDef *gamedef,
+ scene::ISceneManager* smgr,
+ LocalPlayer *player,
+ s32 id,
+ v3f pos,
+ v3f velocity,
+ v3f acceleration,
+ float expirationtime,
+ float size,
+ AtlasPointer ap
+):
+ scene::ISceneNode(smgr->getRootSceneNode(), smgr, id)
+{
+ // Misc
+ m_gamedef = gamedef;
+
+ // 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, ap.atlas);
+ m_ap = ap;
+ m_light = 0;
+
+
+ // Particle related
+ m_pos = pos;
+ m_velocity = velocity;
+ m_acceleration = acceleration;
+ m_expiration = expirationtime;
+ m_time = 0;
+ m_player = player;
+ m_size = size;
+
+ // Irrlicht stuff (TODO)
+ m_collisionbox = core::aabbox3d<f32>(-size/2,-size/2,-size/2,size/2,size/2,size/2);
+ this->setAutomaticCulling(scene::EAC_OFF);
+}
+
+Particle::~Particle()
+{
+}
+
+void Particle::OnRegisterSceneNode()
+{
+ if (IsVisible)
+ {
+ SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
+ SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
+ }
+
+ ISceneNode::OnRegisterSceneNode();
+}
+
+void Particle::render()
+{
+ // TODO: Render particles in front of water and the selectionbox
+
+ video::IVideoDriver* driver = SceneManager->getVideoDriver();
+ driver->setMaterial(m_material);
+ driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
+ video::SColor c(255, m_light, m_light, m_light);
+
+ video::S3DVertex vertices[4] =
+ {
+ video::S3DVertex(-m_size/2,-m_size/2,0, 0,0,0, c, m_ap.x0(), m_ap.y1()),
+ video::S3DVertex(m_size/2,-m_size/2,0, 0,0,0, c, m_ap.x1(), m_ap.y1()),
+ video::S3DVertex(m_size/2,m_size/2,0, 0,0,0, c, m_ap.x1(), m_ap.y0()),
+ video::S3DVertex(-m_size/2,m_size/2,0, 0,0,0, c ,m_ap.x0(), m_ap.y0()),
+ };
+
+ for(u16 i=0; i<4; i++)
+ {
+ vertices[i].Pos.rotateYZBy(m_player->getPitch());
+ vertices[i].Pos.rotateXZBy(m_player->getYaw());
+ m_box.addInternalPoint(vertices[i].Pos);
+ vertices[i].Pos += m_pos*BS;
+ }
+
+ u16 indices[] = {0,1,2, 2,3,0};
+ driver->drawVertexPrimitiveList(vertices, 4, indices, 2,
+ video::EVT_STANDARD, scene::EPT_TRIANGLES, video::EIT_16BIT);
+}
+
+void Particle::step(float dtime, ClientEnvironment &env)
+{
+ core::aabbox3d<f32> box = m_collisionbox;
+ v3f p_pos = m_pos*BS;
+ v3f p_velocity = m_velocity*BS;
+ v3f p_acceleration = m_acceleration*BS;
+ collisionMoveSimple(&env.getClientMap(), m_gamedef,
+ BS*0.5, box,
+ 0, dtime,
+ p_pos, p_velocity, p_acceleration);
+ m_pos = p_pos/BS;
+ m_velocity = p_velocity/BS;
+ m_acceleration = p_acceleration/BS;
+ m_time += dtime;
+
+ // Update lighting
+ u8 light = 0;
+ try{
+ v3s16 p = v3s16(
+ floor(m_pos.X+0.5),
+ floor(m_pos.Y+0.5),
+ floor(m_pos.Z+0.5)
+ );
+ MapNode n = env.getClientMap().getNode(p);
+ light = n.getLightBlend(env.getDayNightRatio(), m_gamedef->ndef());
+ }
+ catch(InvalidPositionException &e){
+ light = blend_light(env.getDayNightRatio(), LIGHT_SUN, 0);
+ }
+ m_light = decode_light(light);
+}
+
+std::vector<Particle*> all_particles;
+
+void allparticles_step (float dtime, ClientEnvironment &env)
+{
+ for(std::vector<Particle*>::iterator i = all_particles.begin(); i != all_particles.end();)
+ {
+ if ((*i)->get_expired())
+ {
+ (*i)->remove();
+ delete *i;
+ all_particles.erase(i);
+ }
+ else
+ {
+ (*i)->step(dtime, env);
+ i++;
+ }
+ }
+}
+
+void addDiggingParticles(IGameDef* gamedef, scene::ISceneManager* smgr, LocalPlayer *player, v3s16 pos, const TileSpec tiles[])
+{
+ for (u16 j = 0; j < 32; j++) // set the amount of particles here
+ {
+ addNodeParticle(gamedef, smgr, player, pos, tiles);
+ }
+}
+
+void addPunchingParticles(IGameDef* gamedef, scene::ISceneManager* smgr, LocalPlayer *player, v3s16 pos, const TileSpec tiles[])
+{
+ addNodeParticle(gamedef, smgr, player, pos, tiles);
+}
+
+// add a particle of a node
+// used by digging and punching particles
+void addNodeParticle(IGameDef* gamedef, scene::ISceneManager* smgr, LocalPlayer *player, v3s16 pos, const TileSpec tiles[])
+{
+ // Texture
+ u8 texid = myrand_range(0,5);
+ AtlasPointer ap = tiles[texid].texture;
+ float size = rand()%64/512.;
+ float visual_size = BS*size;
+ float texsize = size*2;
+
+ float x1 = ap.x1();
+ float y1 = ap.y1();
+
+ ap.size.X = (ap.x1() - ap.x0()) * texsize;
+ ap.size.Y = (ap.x1() - ap.x0()) * texsize;
+
+ ap.pos.X = ap.x0() + (x1 - ap.x0()) * ((rand()%64)/64.-texsize);
+ ap.pos.Y = ap.y0() + (y1 - ap.y0()) * ((rand()%64)/64.-texsize);
+
+ // Physics
+ v3f velocity((rand()%100/50.-1)/1.5, rand()%100/35., (rand()%100/50.-1)/1.5);
+ v3f acceleration(0,-9,0);
+ 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
+ );
+
+ Particle *particle = new Particle(
+ gamedef,
+ smgr,
+ player,
+ 0,
+ particlepos,
+ velocity,
+ acceleration,
+ rand()%100/100., // expiration time
+ visual_size,
+ ap);
+
+ all_particles.push_back(particle);
+}