aboutsummaryrefslogtreecommitdiff
path: root/src/particles.h
blob: 327dcbc9e18dab5825694e2ecddab92401481cdf (plain)
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
/*
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.
*/

#ifndef PARTICLES_HEADER
#define PARTICLES_HEADER

#define DIGGING_PARTICLES_AMOUNT 10

#include <iostream>
#include "irrlichttypes_extrabloated.h"
#include "tile.h"
#include "localplayer.h"
#include "environment.h"

class Particle : public scene::ISceneNode
{
	public:
	Particle(
		IGameDef* gamedef,
		scene::ISceneManager* mgr,
		LocalPlayer *player,
		ClientEnvironment &env,
		v3f pos,
		v3f velocity,
		v3f acceleration,
		float expirationtime,
		float size,
		bool collisiondetection,
		video::ITexture *texture,
		v2f texpos,
		v2f texsize
	);
	~Particle();

	virtual const core::aabbox3d<f32>& getBoundingBox() const
	{
		return m_box;
	}

	virtual u32 getMaterialCount() const
	{
		return 1;
	}

	virtual video::SMaterial& getMaterial(u32 i)
	{
		return m_material;
	}

	virtual void OnRegisterSceneNode();
	virtual void render();

	void step(float dtime, ClientEnvironment &env);

	bool get_expired ()
	{ return m_expiration < m_time; }

private:
	void updateLight(ClientEnvironment &env);
	void updateVertices();

	video::S3DVertex m_vertices[4];
	float m_time;
	float m_expiration;

	IGameDef *m_gamedef;
	core::aabbox3d<f32> m_box;
	core::aabbox3d<f32> 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;
	u8 m_light;
	bool m_collisiondetection;
};

class ParticleSpawner
{
	public:
	ParticleSpawner(IGameDef* gamedef,
		scene::ISceneManager *smgr,
		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,
		video::ITexture *texture,
		u32 id);

	~ParticleSpawner();

	void step(float dtime, ClientEnvironment &env);

	bool get_expired ()
	{ return (m_amount <= 0) && m_spawntime != 0; }

	private:
	float m_time;
	IGameDef *m_gamedef;
	scene::ISceneManager *m_smgr;
	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;
};

void allparticles_step (float dtime, ClientEnvironment &env);
void allparticlespawners_step (float dtime, ClientEnvironment &env);

void delete_particlespawner (u32 id);
void clear_particles ();

void addDiggingParticles(IGameDef* gamedef, scene::ISceneManager* smgr,
	LocalPlayer *player, ClientEnvironment &env, v3s16 pos,
	const TileSpec tiles[]);

void addPunchingParticles(IGameDef* gamedef, scene::ISceneManager* smgr,
	LocalPlayer *player, ClientEnvironment &env, v3s16 pos,
	const TileSpec tiles[]);

void addNodeParticle(IGameDef* gamedef, scene::ISceneManager* smgr,
	LocalPlayer *player, ClientEnvironment &env, v3s16 pos,
	const TileSpec tiles[]);

#endif
edef) const=0; #endif // Remove all registered item and node definitions and aliases // Then re-add the builtin item definitions virtual void clear()=0; // Register item definition virtual void registerItem(const ItemDefinition &def)=0; // Set an alias so that items named <name> will load as <convert_to>. // Alias is not set if <name> has already been defined. // Alias will be removed if <name> is defined at a later point of time. virtual void registerAlias(const std::string &name, const std::string &convert_to)=0; virtual void serialize(std::ostream &os, u16 protocol_version)=0; virtual void deSerialize(std::istream &is)=0; // Do stuff asked by threads that can only be done in the main thread virtual void processQueue(IGameDef *gamedef)=0; }; IWritableItemDefManager* createItemDefManager(); #endif