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@ -21,6 +21,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include <cmath>
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#include "client.h"
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#include "collision.h"
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#include "client/content_cao.h"
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#include "client/clientevent.h"
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#include "client/renderingengine.h"
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#include "util/numeric.h"
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@ -38,9 +39,10 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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v3f random_v3f(v3f min, v3f max)
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{
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return v3f( rand()/(float)RAND_MAX*(max.X-min.X)+min.X,
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rand()/(float)RAND_MAX*(max.Y-min.Y)+min.Y,
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rand()/(float)RAND_MAX*(max.Z-min.Z)+min.Z);
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return v3f(
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rand() / (float)RAND_MAX * (max.X - min.X) + min.X,
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rand() / (float)RAND_MAX * (max.Y - min.Y) + min.Y,
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rand() / (float)RAND_MAX * (max.Z - min.Z) + min.Z);
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}
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Particle::Particle(
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@ -299,16 +301,21 @@ ParticleSpawner::ParticleSpawner(
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}
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void ParticleSpawner::spawnParticle(ClientEnvironment *env, float radius,
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bool is_attached, const v3f &attached_pos, float attached_yaw)
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const core::matrix4 *attached_absolute_pos_rot_matrix)
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{
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v3f ppos = m_player->getPosition() / BS;
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v3f pos = random_v3f(m_minpos, m_maxpos);
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// Need to apply this first or the following check
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// will be wrong for attached spawners
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if (is_attached) {
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pos.rotateXZBy(attached_yaw);
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pos += attached_pos;
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if (attached_absolute_pos_rot_matrix) {
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pos *= BS;
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attached_absolute_pos_rot_matrix->transformVect(pos);
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pos /= BS;
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v3s16 camera_offset = m_particlemanager->m_env->getCameraOffset();
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pos.X += camera_offset.X;
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pos.Y += camera_offset.Y;
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pos.Z += camera_offset.Z;
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}
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if (pos.getDistanceFrom(ppos) > radius)
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@ -317,18 +324,19 @@ void ParticleSpawner::spawnParticle(ClientEnvironment *env, float radius,
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v3f vel = random_v3f(m_minvel, m_maxvel);
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v3f acc = random_v3f(m_minacc, m_maxacc);
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if (is_attached) {
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// Apply attachment yaw
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vel.rotateXZBy(attached_yaw);
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acc.rotateXZBy(attached_yaw);
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if (attached_absolute_pos_rot_matrix) {
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// Apply attachment rotation
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attached_absolute_pos_rot_matrix->rotateVect(vel);
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attached_absolute_pos_rot_matrix->rotateVect(acc);
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}
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float exptime = rand() / (float)RAND_MAX
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* (m_maxexptime - m_minexptime)
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+ m_minexptime;
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* (m_maxexptime - m_minexptime)
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+ m_minexptime;
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float size = rand() / (float)RAND_MAX
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* (m_maxsize - m_minsize)
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+ m_minsize;
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* (m_maxsize - m_minsize)
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+ m_minsize;
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m_particlemanager->addParticle(new Particle(
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m_gamedef,
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@ -359,14 +367,10 @@ void ParticleSpawner::step(float dtime, ClientEnvironment* env)
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g_settings->getS16("max_block_send_distance") * MAP_BLOCKSIZE;
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bool unloaded = false;
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bool is_attached = false;
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v3f attached_pos = v3f(0,0,0);
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float attached_yaw = 0;
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if (m_attached_id != 0) {
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if (ClientActiveObject *attached = env->getActiveObject(m_attached_id)) {
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attached_pos = attached->getPosition() / BS;
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attached_yaw = attached->getYaw();
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is_attached = true;
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const core::matrix4 *attached_absolute_pos_rot_matrix = nullptr;
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if (m_attached_id) {
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if (GenericCAO *attached = dynamic_cast<GenericCAO *>(env->getActiveObject(m_attached_id))) {
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attached_absolute_pos_rot_matrix = &attached->getAbsolutePosRotMatrix();
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} else {
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unloaded = true;
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}
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@ -382,7 +386,7 @@ void ParticleSpawner::step(float dtime, ClientEnvironment* env)
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// Pretend to, but don't actually spawn a particle if it is
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// attached to an unloaded object or distant from player.
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if (!unloaded)
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spawnParticle(env, radius, is_attached, attached_pos, attached_yaw);
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spawnParticle(env, radius, attached_absolute_pos_rot_matrix);
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i = m_spawntimes.erase(i);
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} else {
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@ -398,7 +402,7 @@ void ParticleSpawner::step(float dtime, ClientEnvironment* env)
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for (int i = 0; i <= m_amount; i++) {
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if (rand() / (float)RAND_MAX < dtime)
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spawnParticle(env, radius, is_attached, attached_pos, attached_yaw);
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spawnParticle(env, radius, attached_absolute_pos_rot_matrix);
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}
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}
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}
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@ -419,7 +423,7 @@ void ParticleManager::step(float dtime)
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stepSpawners (dtime);
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}
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void ParticleManager::stepSpawners (float dtime)
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void ParticleManager::stepSpawners(float dtime)
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{
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MutexAutoLock lock(m_spawner_list_lock);
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for (auto i = m_particle_spawners.begin(); i != m_particle_spawners.end();) {
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@ -433,7 +437,7 @@ void ParticleManager::stepSpawners (float dtime)
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}
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}
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void ParticleManager::stepParticles (float dtime)
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void ParticleManager::stepParticles(float dtime)
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{
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MutexAutoLock lock(m_particle_list_lock);
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for (auto i = m_particles.begin(); i != m_particles.end();) {
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@ -448,7 +452,7 @@ void ParticleManager::stepParticles (float dtime)
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}
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}
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void ParticleManager::clearAll ()
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void ParticleManager::clearAll()
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{
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MutexAutoLock lock(m_spawner_list_lock);
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MutexAutoLock lock2(m_particle_list_lock);
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@ -457,9 +461,7 @@ void ParticleManager::clearAll ()
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m_particle_spawners.erase(i++);
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}
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for(std::vector<Particle*>::iterator i =
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m_particles.begin();
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i != m_particles.end();)
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for(auto i = m_particles.begin(); i != m_particles.end();)
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{
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(*i)->remove();
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delete *i;
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