*/
#include "particles.h"
-#include "constants.h"
-#include "debug.h"
-#include "main.h" // For g_profiler and g_settings
-#include "settings.h"
-#include "tile.h"
-#include "gamedef.h"
+#include "client.h"
#include "collision.h"
#include <stdlib.h>
#include "util/numeric.h"
#include "environment.h"
#include "clientmap.h"
#include "mapnode.h"
+#include "client.h"
/*
Utility
rand()/(float)RAND_MAX*(max.Z-min.Z)+min.Z);
}
-std::vector<Particle*> all_particles;
-std::map<u32, ParticleSpawner*> all_particlespawners;
-
Particle::Particle(
IGameDef *gamedef,
scene::ISceneManager* smgr,
LocalPlayer *player,
- ClientEnvironment &env,
+ ClientEnvironment *env,
v3f pos,
v3f velocity,
v3f acceleration,
float expirationtime,
float size,
bool collisiondetection,
+ bool collision_removal,
bool vertical,
video::ITexture *texture,
v2f texpos,
- v2f texsize
+ v2f texsize,
+ const struct TileAnimationParams &anim,
+ u8 glow,
+ video::SColor color
):
scene::ISceneNode(smgr->getRootSceneNode(), smgr)
{
// Misc
m_gamedef = gamedef;
+ m_env = env;
// Texture
m_material.setFlag(video::EMF_LIGHTING, false);
m_material.setTexture(0, texture);
m_texpos = texpos;
m_texsize = texsize;
+ m_animation = anim;
+ m_animation_frame = 0;
+ m_animation_time = 0.0;
+ // Color
+ m_base_color = color;
+ m_color = color;
// Particle related
m_pos = pos;
m_player = player;
m_size = size;
m_collisiondetection = collisiondetection;
+ m_collision_removal = collision_removal;
m_vertical = vertical;
+ m_glow = glow;
// Irrlicht stuff
- m_collisionbox = core::aabbox3d<f32>
+ m_collisionbox = aabb3f
(-size/2,-size/2,-size/2,size/2,size/2,size/2);
this->setAutomaticCulling(scene::EAC_OFF);
// Init lighting
- updateLight(env);
+ updateLight();
// Init model
updateVertices();
-
- all_particles.push_back(this);
}
Particle::~Particle()
void Particle::OnRegisterSceneNode()
{
if (IsVisible)
- {
- SceneManager->registerNodeForRendering
- (this, scene::ESNRP_TRANSPARENT);
- SceneManager->registerNodeForRendering
- (this, scene::ESNRP_SOLID);
- }
+ SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT_EFFECT);
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);
scene::EPT_TRIANGLES, video::EIT_16BIT);
}
-void Particle::step(float dtime, ClientEnvironment &env)
+void Particle::step(float dtime)
{
m_time += dtime;
- if (m_collisiondetection)
- {
- 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, m_gamedef,
- 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;
- }
- else
- {
+ if (m_collisiondetection) {
+ aabb3f box = m_collisionbox;
+ v3f p_pos = m_pos * BS;
+ v3f p_velocity = m_velocity * BS;
+ collisionMoveResult r = collisionMoveSimple(m_env,
+ m_gamedef, BS * 0.5, box, 0, dtime, &p_pos,
+ &p_velocity, m_acceleration * BS);
+ if (m_collision_removal && r.collides) {
+ // force expiration of the particle
+ m_expiration = -1.0;
+ } else {
+ m_pos = p_pos / BS;
+ m_velocity = p_velocity / BS;
+ }
+ } else {
m_velocity += m_acceleration * dtime;
m_pos += m_velocity * dtime;
}
+ if (m_animation.type != TAT_NONE) {
+ m_animation_time += dtime;
+ int frame_length_i, frame_count;
+ m_animation.determineParams(
+ m_material.getTexture(0)->getSize(),
+ &frame_count, &frame_length_i, NULL);
+ float frame_length = frame_length_i / 1000.0;
+ while (m_animation_time > frame_length) {
+ m_animation_frame++;
+ m_animation_time -= frame_length;
+ }
+ }
// Update lighting
- updateLight(env);
+ updateLight();
// Update model
updateVertices();
}
-void Particle::updateLight(ClientEnvironment &env)
+void Particle::updateLight()
{
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(), m_gamedef->ndef());
- }
- catch(InvalidPositionException &e){
- light = blend_light(env.getDayNightRatio(), LIGHT_SUN, 0);
- }
- m_light = decode_light(light);
+ 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);
+
+ u8 m_light = decode_light(light + m_glow);
+ m_color.set(255,
+ m_light * m_base_color.getRed() / 255,
+ m_light * m_base_color.getGreen() / 255,
+ m_light * m_base_color.getBlue() / 255);
}
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);
+ f32 tx0, tx1, ty0, ty1;
+
+ if (m_animation.type != TAT_NONE) {
+ const v2u32 texsize = m_material.getTexture(0)->getSize();
+ v2f texcoord, framesize_f;
+ v2u32 framesize;
+ texcoord = m_animation.getTextureCoords(texsize, m_animation_frame);
+ m_animation.determineParams(texsize, NULL, NULL, &framesize);
+ framesize_f = v2f(framesize.X / (float) texsize.X, framesize.Y / (float) texsize.Y);
+
+ tx0 = m_texpos.X + texcoord.X;
+ tx1 = m_texpos.X + texcoord.X + framesize_f.X * m_texsize.X;
+ ty0 = m_texpos.Y + texcoord.Y;
+ ty1 = m_texpos.Y + texcoord.Y + framesize_f.Y * m_texsize.Y;
+ } else {
+ tx0 = m_texpos.X;
+ tx1 = m_texpos.X + m_texsize.X;
+ ty0 = m_texpos.Y;
+ ty1 = m_texpos.Y + m_texsize.Y;
+ }
+
+ m_vertices[0] = video::S3DVertex(-m_size / 2, -m_size / 2,
+ 0, 0, 0, 0, m_color, tx0, ty1);
+ m_vertices[1] = video::S3DVertex(m_size / 2, -m_size / 2,
+ 0, 0, 0, 0, m_color, tx1, ty1);
+ m_vertices[2] = video::S3DVertex(m_size / 2, m_size / 2,
+ 0, 0, 0, 0, m_color, tx1, ty0);
+ m_vertices[3] = video::S3DVertex(-m_size / 2, m_size / 2,
+ 0, 0, 0, 0, m_color, tx0, ty0);
+ v3s16 camera_offset = m_env->getCameraOffset();
for(u16 i=0; i<4; i++)
{
if (m_vertical) {
m_vertices[i].Pos.rotateXZBy(m_player->getYaw());
}
m_box.addInternalPoint(m_vertices[i].Pos);
- m_vertices[i].Pos += m_pos*BS;
+ m_vertices[i].Pos += m_pos*BS - intToFloat(camera_offset, BS);
}
}
-
-/*
- Helpers
-*/
-
-
-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;
- i = all_particles.erase(i);
- }
- else
- {
- (*i)->step(dtime, env);
- i++;
- }
- }
-}
-
-void addDiggingParticles(IGameDef* gamedef, scene::ISceneManager* smgr,
- LocalPlayer *player, ClientEnvironment &env, v3s16 pos,
- const TileSpec tiles[])
-{
- for (u16 j = 0; j < 32; j++) // set the amount of particles here
- {
- addNodeParticle(gamedef, smgr, player, env, pos, tiles);
- }
-}
-
-void addPunchingParticles(IGameDef* gamedef, scene::ISceneManager* smgr,
- LocalPlayer *player, ClientEnvironment &env,
- v3s16 pos, const TileSpec tiles[])
-{
- addNodeParticle(gamedef, smgr, player, env, pos, tiles);
-}
-
-// add a particle of a node
-// used by digging and punching particles
-void addNodeParticle(IGameDef* gamedef, scene::ISceneManager* smgr,
- LocalPlayer *player, ClientEnvironment &env, 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
- );
-
- new Particle(
- gamedef,
- smgr,
- player,
- env,
- particlepos,
- velocity,
- acceleration,
- rand()%100/100., // expiration time
- visual_size,
- true,
- false,
- texture,
- texpos,
- texsize);
-}
-
/*
ParticleSpawner
*/
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)
+ bool collisiondetection, bool collision_removal, u16 attached_id, bool vertical,
+ video::ITexture *texture, u32 id, const struct TileAnimationParams &anim,
+ u8 glow,
+ ParticleManager *p_manager) :
+ m_particlemanager(p_manager)
{
m_gamedef = gamedef;
m_smgr = smgr;
m_minsize = minsize;
m_maxsize = maxsize;
m_collisiondetection = collisiondetection;
+ m_collision_removal = collision_removal;
+ m_attached_id = attached_id;
m_vertical = vertical;
m_texture = texture;
m_time = 0;
+ m_animation = anim;
+ m_glow = glow;
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)
+void ParticleSpawner::step(float dtime, ClientEnvironment* env)
{
m_time += dtime;
+ bool unloaded = false;
+ bool is_attached = false;
+ v3f attached_pos = v3f(0,0,0);
+ float attached_yaw = 0;
+ if (m_attached_id != 0) {
+ if (ClientActiveObject *attached = env->getActiveObject(m_attached_id)) {
+ attached_pos = attached->getPosition() / BS;
+ attached_yaw = attached->getYaw();
+ is_attached = true;
+ } else {
+ unloaded = true;
+ }
+ }
+
if (m_spawntime != 0) // Spawner exists for a predefined timespan
{
for(std::vector<float>::iterator i = m_spawntimes.begin();
{
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_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));
+ // Pretend to, but don't actually spawn a
+ // particle if it is attached to an unloaded
+ // object.
+ if (!unloaded) {
+ v3f pos = random_v3f(m_minpos, m_maxpos);
+ v3f vel = random_v3f(m_minvel, m_maxvel);
+ v3f acc = random_v3f(m_minacc, m_maxacc);
+
+ if (is_attached) {
+ // Apply attachment yaw and position
+ pos.rotateXZBy(attached_yaw);
+ pos += attached_pos;
+ vel.rotateXZBy(attached_yaw);
+ acc.rotateXZBy(attached_yaw);
+ }
+
+ 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_collision_removal,
+ m_vertical,
+ m_texture,
+ v2f(0.0, 0.0),
+ v2f(1.0, 1.0),
+ m_animation,
+ m_glow);
+ m_particlemanager->addParticle(toadd);
+ }
i = m_spawntimes.erase(i);
}
else
{
- i++;
+ ++i;
}
}
}
else // Spawner exists for an infinity timespan, spawn on a per-second base
{
+ // Skip this step if attached to an unloaded object
+ if (unloaded)
+ return;
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);
+
+ if (is_attached) {
+ // Apply attachment yaw and position
+ pos.rotateXZBy(attached_yaw);
+ pos += attached_pos;
+ vel.rotateXZBy(attached_yaw);
+ acc.rotateXZBy(attached_yaw);
+ }
+
float exptime = rand()/(float)RAND_MAX
*(m_maxexptime-m_minexptime)
+m_minexptime;
*(m_maxsize-m_minsize)
+m_minsize;
- new Particle(
+ Particle* toadd = new Particle(
m_gamedef,
m_smgr,
m_player,
exptime,
size,
m_collisiondetection,
+ m_collision_removal,
m_vertical,
m_texture,
v2f(0.0, 0.0),
- v2f(1.0, 1.0));
+ v2f(1.0, 1.0),
+ m_animation,
+ m_glow);
+ m_particlemanager->addParticle(toadd);
}
}
}
}
-void allparticlespawners_step (float dtime, ClientEnvironment &env)
+
+ParticleManager::ParticleManager(ClientEnvironment* env) :
+ m_env(env)
+{}
+
+ParticleManager::~ParticleManager()
+{
+ clearAll();
+}
+
+void ParticleManager::step(float dtime)
{
- for(std::map<u32, ParticleSpawner*>::iterator i =
- all_particlespawners.begin();
- i != all_particlespawners.end();)
+ 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;
- all_particlespawners.erase(i++);
+ m_particle_spawners.erase(i++);
}
else
{
- i->second->step(dtime, env);
- i++;
+ i->second->step(dtime, m_env);
+ ++i;
}
}
}
-void delete_particlespawner (u32 id)
+void ParticleManager::stepParticles (float dtime)
{
- if (all_particlespawners.find(id) != all_particlespawners.end())
+ MutexAutoLock lock(m_particle_list_lock);
+ for(std::vector<Particle*>::iterator i = m_particles.begin();
+ i != m_particles.end();)
{
- delete all_particlespawners.find(id)->second;
- all_particlespawners.erase(id);
+ if ((*i)->get_expired())
+ {
+ (*i)->remove();
+ delete *i;
+ i = m_particles.erase(i);
+ }
+ else
+ {
+ (*i)->step(dtime);
+ ++i;
+ }
}
}
-void clear_particles ()
+void ParticleManager::clearAll ()
{
+ MutexAutoLock lock(m_spawner_list_lock);
+ MutexAutoLock lock2(m_particle_list_lock);
for(std::map<u32, ParticleSpawner*>::iterator i =
- all_particlespawners.begin();
- i != all_particlespawners.end();)
+ m_particle_spawners.begin();
+ i != m_particle_spawners.end();)
{
delete i->second;
- all_particlespawners.erase(i++);
+ m_particle_spawners.erase(i++);
}
for(std::vector<Particle*>::iterator i =
- all_particles.begin();
- i != all_particles.end();)
+ m_particles.begin();
+ i != m_particles.end();)
{
(*i)->remove();
delete *i;
- i = all_particles.erase(i);
+ i = m_particles.erase(i);
+ }
+}
+
+void ParticleManager::handleParticleEvent(ClientEvent *event, Client *client,
+ 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 =
+ client->tsrc()->getTextureForMesh(*(event->add_particlespawner.texture));
+
+ ParticleSpawner* toadd = new ParticleSpawner(client, 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.collision_removal,
+ event->add_particlespawner.attached_id,
+ event->add_particlespawner.vertical,
+ texture,
+ event->add_particlespawner.id,
+ event->add_particlespawner.animation,
+ event->add_particlespawner.glow,
+ 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 =
+ client->tsrc()->getTextureForMesh(*(event->spawn_particle.texture));
+
+ Particle* toadd = new Particle(client, 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.collision_removal,
+ event->spawn_particle.vertical,
+ texture,
+ v2f(0.0, 0.0),
+ v2f(1.0, 1.0),
+ event->spawn_particle.animation,
+ event->spawn_particle.glow);
+
+ addParticle(toadd);
+
+ delete event->spawn_particle.pos;
+ delete event->spawn_particle.vel;
+ delete event->spawn_particle.acc;
+ delete event->spawn_particle.texture;
+
+ break;
+ }
+ default: break;
+ }
+}
+
+void ParticleManager::addDiggingParticles(IGameDef* gamedef,
+ scene::ISceneManager* smgr, LocalPlayer *player, v3s16 pos,
+ const MapNode &n, const ContentFeatures &f)
+{
+ for (u16 j = 0; j < 32; j++) // set the amount of particles here
+ {
+ addNodeParticle(gamedef, smgr, player, pos, n, f);
}
}
+
+void ParticleManager::addPunchingParticles(IGameDef* gamedef,
+ scene::ISceneManager* smgr, LocalPlayer *player, v3s16 pos,
+ const MapNode &n, const ContentFeatures &f)
+{
+ addNodeParticle(gamedef, smgr, player, pos, n, f);
+}
+
+void ParticleManager::addNodeParticle(IGameDef* gamedef,
+ scene::ISceneManager* smgr, LocalPlayer *player, v3s16 pos,
+ const MapNode &n, const ContentFeatures &f)
+{
+ // Texture
+ u8 texid = myrand_range(0, 5);
+ const TileSpec &tile = f.tiles[texid];
+ video::ITexture *texture;
+ struct TileAnimationParams anim;
+ anim.type = TAT_NONE;
+
+ // Only use first frame of animated texture
+ if (tile.material_flags & MATERIAL_FLAG_ANIMATION)
+ texture = tile.frames[0].texture;
+ else
+ texture = tile.texture;
+
+ float size = rand() % 64 / 512.;
+ float visual_size = BS * size;
+ v2f texsize(size * 2, size * 2);
+ v2f texpos;
+ texpos.X = ((rand() % 64) / 64. - texsize.X);
+ texpos.Y = ((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
+ );
+
+ video::SColor color;
+ if (tile.has_color)
+ color = tile.color;
+ else
+ n.getColor(f, &color);
+
+ Particle* toadd = new Particle(
+ gamedef,
+ smgr,
+ player,
+ m_env,
+ particlepos,
+ velocity,
+ acceleration,
+ rand() % 100 / 100., // expiration time
+ visual_size,
+ true,
+ false,
+ false,
+ texture,
+ texpos,
+ texsize,
+ anim,
+ 0,
+ color);
+
+ addParticle(toadd);
+}
+
+void ParticleManager::addParticle(Particle* toadd)
+{
+ MutexAutoLock lock(m_particle_list_lock);
+ m_particles.push_back(toadd);
+}