voxelands/src/particles.cpp

449 lines
10 KiB
C++

/************************************************************************
* Minetest-c55
* Copyright (C) 2012 celeron55, Perttu Ahola <celeron55@gmail.com>
*
* particles.cpp
* voxelands - 3d voxel world sandbox game
* Copyright (C) Lisa 'darkrose' Milne 2014 <lisa@ltmnet.com>
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*
* License updated from GPLv2 or later to GPLv3 or later by Lisa Milne
* for Voxelands.
************************************************************************/
#include "particles.h"
#include "constants.h"
#include "debug.h"
#include "main.h"
#include "tile.h"
#include "collision.h"
#include <stdlib.h>
#include "utility.h"
#include "light.h"
#include "environment.h"
#include "map.h"
#include "mapnode.h"
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(
scene::ISceneManager* smgr,
LocalPlayer *player,
s32 id,
v3f pos,
v3f velocity,
v3f acceleration,
float expirationtime,
float size,
AtlasPointer *ap
):
scene::ISceneNode(smgr->getRootSceneNode(), smgr, id)
{
m_camera_offset = v3s16(0,0,0);
// 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, ap->atlas);
m_ap = ap;
m_light = 0;
// Particle related
m_pos = pos;
m_velocity = velocity;
m_acceleration = acceleration;
m_expiration = expirationtime;
m_time = 0;
m_player = player;
m_size = size;
// Irrlicht stuff (TODO)
m_collisionbox = core::aabbox3d<f32>(-size/2,-size/2,-size/2,size/2,size/2,size/2);
this->setAutomaticCulling(scene::EAC_OFF);
}
Particle::~Particle()
{
delete m_ap;
}
void Particle::OnRegisterSceneNode()
{
if (IsVisible) {
SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
}
ISceneNode::OnRegisterSceneNode();
}
void Particle::render()
{
// TODO: Render particles in front of water and the selectionbox
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, ClientEnvironment &env)
{
core::aabbox3d<f32> box = m_collisionbox;
v3f p_pos = m_pos*BS;
v3f p_velocity = m_velocity*BS;
v3f p_acceleration = m_acceleration*BS;
collisionMoveSimple(
&env.getMap(),
BS*0.5,
box,
0,
dtime,
p_pos,
p_velocity,
p_acceleration
);
m_pos = p_pos/BS;
m_velocity = p_velocity/BS;
m_acceleration = p_acceleration/BS;
m_time += dtime;
// Update lighting
u8 light = 0;
try{
v3s16 p = v3s16(
floor(m_pos.X+0.5),
floor(m_pos.Y+0.5),
floor(m_pos.Z+0.5)
);
MapNode n = env.getClientMap().getNode(p);
light = n.getLightBlend(env.getDayNightRatio());
}
catch(InvalidPositionException &e){
light = blend_light(env.getDayNightRatio(), LIGHT_SUN, 0);
}
m_light = decode_light(light);
video::SColor c(255, m_light, m_light, m_light);
m_vertices[0] = video::S3DVertex(-m_size/2,-m_size/2,0, 0,0,0,
c, m_ap->x0(), m_ap->y1());
m_vertices[1] = video::S3DVertex(m_size/2,-m_size/2,0, 0,0,0,
c, m_ap->x1(), m_ap->y1());
m_vertices[2] = video::S3DVertex(m_size/2,m_size/2,0, 0,0,0,
c, m_ap->x1(), m_ap->y0());
m_vertices[3] = video::S3DVertex(-m_size/2,m_size/2,0, 0,0,0,
c, m_ap->x0(), m_ap->y0());
for (u16 i=0; i<4; i++) {
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(m_camera_offset, BS);
}
}
std::vector<Particle*> all_particles;
std::map<u32, ParticleSpawner*> all_particlespawners;
u32 particle_spawner_ids = 1;
void allparticles_step (float dtime, ClientEnvironment &env)
{
for (std::vector<Particle*>::iterator i = all_particles.begin(); i != all_particles.end();) {
if ((*i)->get_expired()) {
(*i)->remove();
delete *i;
all_particles.erase(i);
}else{
(*i)->step(dtime, env);
i++;
}
}
}
void addDiggingParticles(scene::ISceneManager* smgr, LocalPlayer *player, v3s16 pos, const TileSpec tiles[])
{
for (u16 j=0; j<DIGGING_PARTICLES_AMOUNT; j++) {
addNodeParticle(smgr, player, pos, tiles);
}
}
void addPunchingParticles(scene::ISceneManager* smgr, LocalPlayer *player, v3s16 pos, const TileSpec tiles[])
{
addNodeParticle(smgr, player, pos, tiles);
}
// add a particle of a node
// used by digging and punching particles
void addNodeParticle(scene::ISceneManager* smgr, LocalPlayer *player, v3s16 pos, const TileSpec tiles[])
{
// Texture
u8 texid = myrand_range(0,5);
AtlasPointer *ap = new AtlasPointer(tiles[texid].texture);
float size = rand()%64/512.;
float visual_size = BS*size;
float texsize = size*2;
float x1 = ap->x1();
float y1 = ap->y1();
ap->size.X = (ap->x1() - ap->x0()) * texsize;
ap->size.Y = (ap->x1() - ap->x0()) * texsize;
ap->pos.X = ap->x0() + (x1 - ap->x0()) * ((rand()%64)/64.-texsize);
ap->pos.Y = ap->y0() + (y1 - ap->y0()) * ((rand()%64)/64.-texsize);
// 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 *particle = new Particle(
smgr,
player,
0,
particlepos,
velocity,
acceleration,
rand()%100/100., // expiration time
visual_size,
ap);
all_particles.push_back(particle);
}
/*
ParticleSpawner
*/
ParticleSpawner::ParticleSpawner(
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,
AtlasPointer *ap,
u32 id
)
{
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_ap = ap;
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);
}
all_particlespawners.insert(std::pair<u32, ParticleSpawner*>(id, this));
}
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;
new Particle(
m_smgr,
m_player,
0,
pos,
vel,
acc,
exptime,
size,
m_ap
);
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;
new Particle(
m_smgr,
m_player,
0,
pos,
vel,
acc,
exptime,
size,
m_ap
);
}
}
}
}
void allparticlespawners_step (float dtime, ClientEnvironment &env)
{
for (std::map<u32, ParticleSpawner*>::iterator i = all_particlespawners.begin(); i != all_particlespawners.end();) {
if (i->second->get_expired()) {
delete i->second;
all_particlespawners.erase(i++);
}else{
i->second->step(dtime, env);
i++;
}
}
}
void delete_particlespawner (u32 id)
{
std::map<u32, ParticleSpawner*>::iterator i = all_particlespawners.find(id);
if (i == all_particlespawners.end())
return;
delete i->second;
all_particlespawners.erase(id);
}
u32 add_particlespawner(
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,
AtlasPointer *ap
)
{
u32 id = particle_spawner_ids++;
ParticleSpawner *p = new ParticleSpawner(
smgr,
player,
amount,
time,
minpos,
maxpos,
minvel,
maxvel,
minacc,
maxacc,
minexptime,
maxexptime,
minsize,
maxsize,
false,
ap,
id
);
if (p == NULL)
return 0;
return id;
}
void clear_particles ()
{
for (std::map<u32, ParticleSpawner*>::iterator i = all_particlespawners.begin(); i != all_particlespawners.end();)
{
delete i->second;
all_particlespawners.erase(i++);
}
for (std::vector<Particle*>::iterator i = all_particles.begin(); i != all_particles.end();)
{
(*i)->remove();
delete *i;
all_particles.erase(i);
}
}
void update_particles_camera_offset(v3s16 camera_offset)
{
for (std::vector<Particle*>::iterator i = all_particles.begin(); i != all_particles.end(); i++) {
(*i)->updateCameraOffset(camera_offset);
}
}