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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373void step(float dtime); bool get_expired () { return m_expiration < m_time; } private: void updateLight(); void updateVertices(); video::S3DVertex m_vertices[4]; float m_time = 0.0f; float m_expiration; ClientEnvironment *m_env; IGameDef *m_gamedef; aabb3f m_box; aabb3f 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; //! Color without lighting video::SColor m_base_color; //! Final rendered color video::SColor m_color; bool m_collisiondetection; bool m_collision_removal; bool m_vertical; v3s16 m_camera_offset; struct TileAnimationParams m_animation; float m_animation_time = 0.0f; int m_animation_frame = 0; u8 m_glow; }; class ParticleSpawner { public: ParticleSpawner(IGameDef* gamedef, 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 collision_removal, u16 attached_id, bool vertical, video::ITexture *texture, u32 id, const struct TileAnimationParams &anim, u8 glow, ParticleManager* p_manager); ~ParticleSpawner() = default; 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; 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_collision_removal; bool m_vertical; u16 m_attached_id; struct TileAnimationParams m_animation; u8 m_glow; }; /** * 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, Client *client, LocalPlayer *player); void addDiggingParticles(IGameDef *gamedef, LocalPlayer *player, v3s16 pos, const MapNode &n, const ContentFeatures &f); void addNodeParticle(IGameDef *gamedef, LocalPlayer *player, v3s16 pos, const MapNode &n, const ContentFeatures &f); 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; std::mutex m_particle_list_lock; std::mutex m_spawner_list_lock; }; |