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path: root/src/client/particles.cpp
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	for _,item in ipairs(tbl) do
		if item[ikey] == com then
			return true
		end
	end
	return false
end

local function itremove(tbl, com)
	local i=1
	while i <= #tbl do
		if tbl[i] == com then
			table.remove(tbl, i)
		else
			i = i + 1
		end
	end
end
local function itkremove(tbl, ikey, com)
	local i=1
	while i <= #tbl do
		if tbl[i][ikey] == com then
			table.remove(tbl, i)
		else
			i = i + 1
		end
	end
end

local function setsection(tid, train, ts_id, ts, sigd)
	-- train
	if not train.il_sections then train.il_sections = {} end
	if not itkexist(train.il_sections, "ts_id", ts_id) then
		table.insert(train.il_sections, {ts_id = ts_id, origin = sigd})
	end
	
	-- ts
	if not ts.trains then ts.trains = {} end
	if not itexist(ts.trains, tid) then
		table.insert(ts.trains, tid)
	end
	
	-- routes
	local tcbs = advtrains.interlocking.db.get_tcbs(sigd)
	
	-- route setting - clear route state
	if ts.route then
		--atdebug(tid,"enters",ts_id,"examining Routestate",ts.route)
		if not sigd_equal(ts.route.entry, sigd) then
			-- Train entered not from the route. Locate origin and cancel route!
			atwarn("Train",tid,"hit route",ts.route.rsn,"!")
			advtrains.interlocking.route.cancel_route_from(ts.route.origin)
			atwarn("Route was cancelled.")
		else
			-- train entered route regularily. Reset route and signal
			tcbs.route_committed = nil
			tcbs.route_comitted = nil -- TODO compatibility cleanup
			tcbs.aspect = nil
			tcbs.route_origin = nil
			advtrains.interlocking.update_signal_aspect(tcbs)
			if tcbs.signal and sigd_equal(ts.route.entry, ts.route.origin) then
				if tcbs.route_auto and tcbs.routeset then
					--atdebug("Resetting route (",ts.route.origin,")")
					advtrains.interlocking.route.update_route(ts.route.origin, tcbs)
				else
					tcbs.routeset = nil
				end
			end
		end
		ts.route = nil
	end
	if tcbs.signal then
		advtrains.interlocking.route.update_route(sigd, tcbs)
	end
end

local function freesection(tid, train, ts_id, ts)
	-- train
	if not train.il_sections then train.il_sections = {} end
	itkremove(train.il_sections, "ts_id", ts_id)
	
	-- ts
	if not ts.trains then ts.trains = {} end
	itremove(ts.trains, tid)
	
	if ts.route_post then
		advtrains.interlocking.route.free_route_locks(ts_id, ts.route_post.locks)
		if ts.route_post.next then
			--this does nothing when the train went the right way, because
			-- "route" info is already cleared.
			advtrains.interlocking.route.cancel_route_from(ts.route_post.next)
		end
		ts.route_post = nil
	end
	-- This must be delayed, because this code is executed in-between a train step
	-- TODO use luaautomation timers?
	minetest.after(0, advtrains.interlocking.route.update_waiting, "ts", ts_id)
end


-- This is regular operation
-- The train is on a track and drives back and forth

-- This sets the section for both directions, to be failsafe
advtrains.tnc_register_on_enter(function(pos, id, train, index)
	local tcb = ildb.get_tcb(pos)
	if tcb then
		for connid=1,2 do
			local ts = tcb[connid].ts_id and ildb.get_ts(tcb[connid].ts_id)
			if ts then
				setsection(id, train, tcb[connid].ts_id, ts, {p=pos, s=connid})
			end
		end
	end
end)


-- this time, of course, only clear the backside (cp connid)
advtrains.tnc_register_on_leave(function(pos, id, train, index)
	local tcb = ildb.get_tcb(pos)
	if tcb and train.path_cp[index] then
		local connid = train.path_cp[index]
		local ts = tcb[connid].ts_id and ildb.get_ts(tcb[connid].ts_id)
		if ts then
			freesection(id, train, tcb[connid].ts_id, ts)
		end
	end
end)

-- those callbacks are needed to account for created and removed trains (also regarding coupling)

advtrains.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(((Client *)gamedef)->getSceneManager()->getRootSceneNode(),
		((Client *)gamedef)->getSceneManager())
{
	// 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
opt">= 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, texpos, texsize, &color, p.node_tile)) return; } else { texture = m_texture; texpos = v2f(0.0f, 0.0f); texsize = v2f(1.0f, 1.0f); } // Allow keeping default random size if (p.maxsize > 0.0f) pp.size = random_f32(p.minsize, p.maxsize); m_particlemanager->addParticle(new Particle( m_gamedef, m_player, env, pp, texture, texpos, texsize, color )); } 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; const core::matrix4 *attached_absolute_pos_rot_matrix = nullptr; if (m_attached_id) { if (GenericCAO *attached = dynamic_cast<GenericCAO *>(env->getActiveObject(m_attached_id))) { attached_absolute_pos_rot_matrix = attached->getAbsolutePosRotMatrix(); } else { unloaded = true; } } if (p.time != 0) { // Spawner exists for a predefined timespan for (auto i = m_spawntimes.begin(); i != m_spawntimes.end(); ) { if ((*i) <= m_time && p.amount > 0) { --p.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, attached_absolute_pos_rot_matrix); 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 <= p.amount; i++) { if (rand() / (float)RAND_MAX < dtime) spawnParticle(env, radius, attached_absolute_pos_rot_matrix); } } } /* ParticleManager */ 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 (auto 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 (auto 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 (auto i = m_particle_spawners.begin(); i != m_particle_spawners.end();) { delete i->second; m_particle_spawners.erase(i++); } for(auto 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: { deleteParticleSpawner(event->delete_particlespawner.id); // no allocated memory in delete event break; } case CE_ADD_PARTICLESPAWNER: { deleteParticleSpawner(event->add_particlespawner.id); const ParticleSpawnerParameters &p = *event->add_particlespawner.p; video::ITexture *texture = client->tsrc()->getTextureForMesh(p.texture); auto toadd = new ParticleSpawner(client, player, p, event->add_particlespawner.attached_id, texture, this); addParticleSpawner(event->add_particlespawner.id, toadd); delete event->add_particlespawner.p; break; } case CE_SPAWN_PARTICLE: { ParticleParameters &p = *event->spawn_particle; video::ITexture *texture; v2f texpos, texsize; video::SColor color(0xFFFFFFFF); f32 oldsize = p.size; if (p.node.getContent() != CONTENT_IGNORE) { const ContentFeatures &f = m_env->getGameDef()->ndef()->get(p.node); if (!getNodeParticleParams(p.node, f, p, &texture, texpos, texsize, &color, p.node_tile)) texture = nullptr; } else { texture = client->tsrc()->getTextureForMesh(p.texture); texpos = v2f(0.0f, 0.0f); texsize = v2f(1.0f, 1.0f); } // Allow keeping default random size if (oldsize > 0.0f) p.size = oldsize; if (texture) { Particle *toadd = new Particle(client, player, m_env, p, texture, texpos, texsize, color); addParticle(toadd); } delete event->spawn_particle; break; } default: break; } } bool ParticleManager::getNodeParticleParams(const MapNode &n, const ContentFeatures &f, ParticleParameters &p, video::ITexture **texture, v2f &texpos, v2f &texsize, video::SColor *color, u8 tilenum) { // No particles for "airlike" nodes if (f.drawtype == NDT_AIRLIKE) return false; // Texture u8 texid; if (tilenum > 0 && tilenum <= 6) texid = tilenum - 1; else texid = rand() % 6; const TileLayer &tile = f.tiles[texid].layers[0]; p.animation.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; p.size = BS * size; if (tile.scale) size /= tile.scale; texsize = v2f(size * 2.0f, size * 2.0f); texpos.X = (rand() % 64) / 64.0f - texsize.X; texpos.Y = (rand() % 64) / 64.0f - texsize.Y; if (tile.has_color) *color = tile.color; else n.getColor(f, color); return true; } // 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) { ParticleParameters p; video::ITexture *texture; v2f texpos, texsize; video::SColor color; if (!getNodeParticleParams(n, f, p, &texture, texpos, texsize, &color)) return; p.expirationtime = (rand() % 100) / 100.0f; // Physics p.vel = v3f( (rand() % 150) / 50.0f - 1.5f, (rand() % 150) / 50.0f, (rand() % 150) / 50.0f - 1.5f ); p.acc = v3f( 0.0f, -player->movement_gravity * player->physics_override_gravity / BS, 0.0f ); p.pos = 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 ); Particle *toadd = new Particle( gamedef, player, m_env, p, texture, texpos, texsize, color); addParticle(toadd); } void ParticleManager::addParticle(Particle *toadd) { MutexAutoLock lock(m_particle_list_lock); m_particles.push_back(toadd); } void ParticleManager::addParticleSpawner(u64 id, ParticleSpawner *toadd) { MutexAutoLock lock(m_spawner_list_lock); m_particle_spawners[id] = toadd; } void ParticleManager::deleteParticleSpawner(u64 id) { MutexAutoLock lock(m_spawner_list_lock); auto it = m_particle_spawners.find(id); if (it != m_particle_spawners.end()) { delete it->second; m_particle_spawners.erase(it); } }