minetest/src/particles.cpp
Loic Blot e082c7766a ParticleManager::handleParticleEvent: use switch
Use a proper switch with breaks.
2016-03-30 17:20:24 +02:00

570 lines
14 KiB
C++

/*
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.
*/
#include "particles.h"
#include "constants.h"
#include "debug.h"
#include "settings.h"
#include "client/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"
#include "client.h"
/*
Utility
*/
v3f random_v3f(v3f min, v3f max)
{
return v3f( rand()/(float)RAND_MAX*(max.X-min.X)+min.X,
rand()/(float)RAND_MAX*(max.Y-min.Y)+min.Y,
rand()/(float)RAND_MAX*(max.Z-min.Z)+min.Z);
}
Particle::Particle(
IGameDef *gamedef,
scene::ISceneManager* smgr,
LocalPlayer *player,
ClientEnvironment *env,
v3f pos,
v3f velocity,
v3f acceleration,
float expirationtime,
float size,
bool collisiondetection,
bool vertical,
video::ITexture *texture,
v2f texpos,
v2f texsize
):
scene::ISceneNode(smgr->getRootSceneNode(), smgr)
{
// 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;
// Particle related
m_pos = pos;
m_velocity = velocity;
m_acceleration = acceleration;
m_expiration = expirationtime;
m_time = 0;
m_player = player;
m_size = size;
m_collisiondetection = collisiondetection;
m_vertical = vertical;
// Irrlicht stuff
m_collisionbox = aabb3f
(-size/2,-size/2,-size/2,size/2,size/2,size/2);
this->setAutomaticCulling(scene::EAC_OFF);
// Init lighting
updateLight();
// Init model
updateVertices();
}
Particle::~Particle()
{
}
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;
collisionMoveSimple(m_env, m_gamedef,
BS*0.5, box,
0, dtime,
&p_pos, &p_velocity, m_acceleration * BS);
m_pos = p_pos/BS;
m_velocity = p_velocity/BS;
}
else
{
m_velocity += m_acceleration * dtime;
m_pos += m_velocity * dtime;
}
// 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().getNodeNoEx(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);
m_light = decode_light(light);
}
void Particle::updateVertices()
{
video::SColor c(255, m_light, m_light, m_light);
f32 tx0 = m_texpos.X;
f32 tx1 = m_texpos.X + m_texsize.X;
f32 ty0 = m_texpos.Y;
f32 ty1 = m_texpos.Y + m_texsize.Y;
m_vertices[0] = video::S3DVertex(-m_size/2,-m_size/2,0, 0,0,0,
c, tx0, ty1);
m_vertices[1] = video::S3DVertex(m_size/2,-m_size/2,0, 0,0,0,
c, tx1, ty1);
m_vertices[2] = video::S3DVertex(m_size/2,m_size/2,0, 0,0,0,
c, tx1, ty0);
m_vertices[3] = video::S3DVertex(-m_size/2,m_size/2,0, 0,0,0,
c, tx0, ty0);
v3s16 camera_offset = m_env->getCameraOffset();
for(u16 i=0; i<4; i++)
{
if (m_vertical) {
v3f ppos = m_player->getPosition()/BS;
m_vertices[i].Pos.rotateXZBy(atan2(ppos.Z-m_pos.Z, ppos.X-m_pos.X)/core::DEGTORAD+90);
} else {
m_vertices[i].Pos.rotateYZBy(m_player->getPitch());
m_vertices[i].Pos.rotateXZBy(m_player->getYaw());
}
m_box.addInternalPoint(m_vertices[i].Pos);
m_vertices[i].Pos += m_pos*BS - intToFloat(camera_offset, BS);
}
}
/*
ParticleSpawner
*/
ParticleSpawner::ParticleSpawner(IGameDef* gamedef, scene::ISceneManager *smgr, LocalPlayer *player,
u16 amount, float time,
v3f minpos, v3f maxpos, v3f minvel, v3f maxvel, v3f minacc, v3f maxacc,
float minexptime, float maxexptime, float minsize, float maxsize,
bool collisiondetection, bool vertical, video::ITexture *texture, u32 id,
ParticleManager *p_manager) :
m_particlemanager(p_manager)
{
m_gamedef = gamedef;
m_smgr = smgr;
m_player = player;
m_amount = amount;
m_spawntime = time;
m_minpos = minpos;
m_maxpos = maxpos;
m_minvel = minvel;
m_maxvel = maxvel;
m_minacc = minacc;
m_maxacc = maxacc;
m_minexptime = minexptime;
m_maxexptime = maxexptime;
m_minsize = minsize;
m_maxsize = maxsize;
m_collisiondetection = collisiondetection;
m_vertical = vertical;
m_texture = texture;
m_time = 0;
for (u16 i = 0; i<=m_amount; i++)
{
float spawntime = (float)rand()/(float)RAND_MAX*m_spawntime;
m_spawntimes.push_back(spawntime);
}
}
ParticleSpawner::~ParticleSpawner() {}
void ParticleSpawner::step(float dtime, ClientEnvironment* env)
{
m_time += dtime;
if (m_spawntime != 0) // Spawner exists for a predefined timespan
{
for(std::vector<float>::iterator i = m_spawntimes.begin();
i != m_spawntimes.end();)
{
if ((*i) <= m_time && m_amount > 0)
{
m_amount--;
v3f pos = random_v3f(m_minpos, m_maxpos);
v3f vel = random_v3f(m_minvel, m_maxvel);
v3f acc = random_v3f(m_minacc, m_maxacc);
float exptime = rand()/(float)RAND_MAX
*(m_maxexptime-m_minexptime)
+m_minexptime;
float size = rand()/(float)RAND_MAX
*(m_maxsize-m_minsize)
+m_minsize;
Particle* toadd = new Particle(
m_gamedef,
m_smgr,
m_player,
env,
pos,
vel,
acc,
exptime,
size,
m_collisiondetection,
m_vertical,
m_texture,
v2f(0.0, 0.0),
v2f(1.0, 1.0));
m_particlemanager->addParticle(toadd);
i = m_spawntimes.erase(i);
}
else
{
++i;
}
}
}
else // Spawner exists for an infinity timespan, spawn on a per-second base
{
for (int i = 0; i <= m_amount; i++)
{
if (rand()/(float)RAND_MAX < dtime)
{
v3f pos = random_v3f(m_minpos, m_maxpos);
v3f vel = random_v3f(m_minvel, m_maxvel);
v3f acc = random_v3f(m_minacc, m_maxacc);
float exptime = rand()/(float)RAND_MAX
*(m_maxexptime-m_minexptime)
+m_minexptime;
float size = rand()/(float)RAND_MAX
*(m_maxsize-m_minsize)
+m_minsize;
Particle* toadd = new Particle(
m_gamedef,
m_smgr,
m_player,
env,
pos,
vel,
acc,
exptime,
size,
m_collisiondetection,
m_vertical,
m_texture,
v2f(0.0, 0.0),
v2f(1.0, 1.0));
m_particlemanager->addParticle(toadd);
}
}
}
}
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 (std::map<u32, ParticleSpawner*>::iterator 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(std::vector<Particle*>::iterator 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(std::map<u32, ParticleSpawner*>::iterator i =
m_particle_spawners.begin();
i != m_particle_spawners.end();)
{
delete i->second;
m_particle_spawners.erase(i++);
}
for(std::vector<Particle*>::iterator i =
m_particles.begin();
i != m_particles.end();)
{
(*i)->remove();
delete *i;
i = m_particles.erase(i);
}
}
void ParticleManager::handleParticleEvent(ClientEvent *event, IGameDef *gamedef,
scene::ISceneManager* smgr, LocalPlayer *player)
{
switch (event->type) {
case CE_DELETE_PARTICLESPAWNER: {
MutexAutoLock lock(m_spawner_list_lock);
if (m_particle_spawners.find(event->delete_particlespawner.id) !=
m_particle_spawners.end()) {
delete m_particle_spawners.find(event->delete_particlespawner.id)->second;
m_particle_spawners.erase(event->delete_particlespawner.id);
}
// no allocated memory in delete event
break;
}
case CE_ADD_PARTICLESPAWNER: {
{
MutexAutoLock lock(m_spawner_list_lock);
if (m_particle_spawners.find(event->add_particlespawner.id) !=
m_particle_spawners.end()) {
delete m_particle_spawners.find(event->add_particlespawner.id)->second;
m_particle_spawners.erase(event->add_particlespawner.id);
}
}
video::ITexture *texture =
gamedef->tsrc()->getTextureForMesh(*(event->add_particlespawner.texture));
ParticleSpawner* toadd = new ParticleSpawner(gamedef, smgr, player,
event->add_particlespawner.amount,
event->add_particlespawner.spawntime,
*event->add_particlespawner.minpos,
*event->add_particlespawner.maxpos,
*event->add_particlespawner.minvel,
*event->add_particlespawner.maxvel,
*event->add_particlespawner.minacc,
*event->add_particlespawner.maxacc,
event->add_particlespawner.minexptime,
event->add_particlespawner.maxexptime,
event->add_particlespawner.minsize,
event->add_particlespawner.maxsize,
event->add_particlespawner.collisiondetection,
event->add_particlespawner.vertical,
texture,
event->add_particlespawner.id,
this);
/* delete allocated content of event */
delete event->add_particlespawner.minpos;
delete event->add_particlespawner.maxpos;
delete event->add_particlespawner.minvel;
delete event->add_particlespawner.maxvel;
delete event->add_particlespawner.minacc;
delete event->add_particlespawner.texture;
delete event->add_particlespawner.maxacc;
{
MutexAutoLock lock(m_spawner_list_lock);
m_particle_spawners.insert(
std::pair<u32, ParticleSpawner*>(
event->add_particlespawner.id,
toadd));
}
break;
}
case CE_SPAWN_PARTICLE: {
video::ITexture *texture =
gamedef->tsrc()->getTextureForMesh(*(event->spawn_particle.texture));
Particle* toadd = new Particle(gamedef, smgr, player, m_env,
*event->spawn_particle.pos,
*event->spawn_particle.vel,
*event->spawn_particle.acc,
event->spawn_particle.expirationtime,
event->spawn_particle.size,
event->spawn_particle.collisiondetection,
event->spawn_particle.vertical,
texture,
v2f(0.0, 0.0),
v2f(1.0, 1.0));
addParticle(toadd);
delete event->spawn_particle.pos;
delete event->spawn_particle.vel;
delete event->spawn_particle.acc;
break;
}
default: break;
}
}
void ParticleManager::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 ParticleManager::addPunchingParticles(IGameDef* gamedef, scene::ISceneManager* smgr,
LocalPlayer *player, v3s16 pos, const TileSpec tiles[])
{
addNodeParticle(gamedef, smgr, player, pos, tiles);
}
void ParticleManager::addNodeParticle(IGameDef* gamedef, scene::ISceneManager* smgr,
LocalPlayer *player, v3s16 pos, const TileSpec tiles[])
{
// Texture
u8 texid = myrand_range(0, 5);
video::ITexture *texture = tiles[texid].texture;
// Only use first frame of animated texture
f32 ymax = 1;
if(tiles[texid].material_flags & MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES)
ymax /= tiles[texid].animation_frame_count;
float size = rand() % 64 / 512.;
float visual_size = BS * size;
v2f texsize(size * 2, ymax * size * 2);
v2f texpos;
texpos.X = ((rand() % 64) / 64. - texsize.X);
texpos.Y = ymax * ((rand() % 64) / 64. - 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 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* toadd = new Particle(
gamedef,
smgr,
player,
m_env,
particlepos,
velocity,
acceleration,
rand() % 100 / 100., // expiration time
visual_size,
true,
false,
texture,
texpos,
texsize);
addParticle(toadd);
}
void ParticleManager::addParticle(Particle* toadd)
{
MutexAutoLock lock(m_particle_list_lock);
m_particles.push_back(toadd);
}