#include "clientmap.h"
#include "mapnode.h"
#include "client.h"
+#include "settings.h"
/*
Utility
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)
{
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_collisiondetection = collisiondetection;
m_collision_removal = collision_removal;
m_vertical = vertical;
+ m_glow = glow;
// Irrlicht stuff
m_collisionbox = aabb3f
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();
else
light = blend_light(m_env->getDayNightRatio(), LIGHT_SUN, 0);
- m_light = decode_light(light);
+ 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++)
v3f minpos, v3f maxpos, v3f minvel, v3f maxvel, v3f minacc, v3f maxacc,
float minexptime, float maxexptime, float minsize, float maxsize,
bool collisiondetection, bool collision_removal, u16 attached_id, bool vertical,
- video::ITexture *texture, u32 id, ParticleManager *p_manager) :
+ video::ITexture *texture, u32 id, const struct TileAnimationParams &anim,
+ u8 glow,
+ ParticleManager *p_manager) :
m_particlemanager(p_manager)
{
m_gamedef = gamedef;
m_vertical = vertical;
m_texture = texture;
m_time = 0;
+ m_animation = anim;
+ m_glow = glow;
for (u16 i = 0; i<=m_amount; i++)
{
{
m_time += dtime;
+ static const float radius =
+ g_settings->getS16("max_block_send_distance") * MAP_BLOCKSIZE;
+
bool unloaded = false;
bool is_attached = false;
v3f attached_pos = v3f(0,0,0);
{
m_amount--;
- // Pretend to, but don't actually spawn a
- // particle if it is attached to an unloaded
- // object.
+ // Pretend to, but don't actually spawn a particle if it is
+ // attached to an unloaded object or distant from player.
if (!unloaded) {
+ v3f ppos = m_player->getPosition() / BS;
v3f pos = random_v3f(m_minpos, m_maxpos);
+
+ if (pos.getDistanceFrom(ppos) <= radius) {
+ 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;
+ }
+ }
+ }
+ 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)
+ {
+ // Do not spawn particle if distant from player
+ v3f ppos = m_player->getPosition() / BS;
+ v3f pos = random_v3f(m_minpos, m_maxpos);
+
+ if (pos.getDistanceFrom(ppos) <= radius) {
v3f vel = random_v3f(m_minvel, m_maxvel);
v3f acc = random_v3f(m_minacc, m_maxacc);
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);
}
- i = m_spawntimes.erase(i);
- }
- else
- {
- ++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;
- 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_particlemanager->addParticle(toadd);
}
}
}
event->add_particlespawner.vertical,
texture,
event->add_particlespawner.id,
+ event->add_particlespawner.animation,
+ event->add_particlespawner.glow,
this);
/* delete allocated content of event */
event->spawn_particle.vertical,
texture,
v2f(0.0, 0.0),
- v2f(1.0, 1.0));
+ 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;
}
}
}
-void ParticleManager::addDiggingParticles(IGameDef* gamedef, scene::ISceneManager* smgr,
- LocalPlayer *player, v3s16 pos, const TileSpec tiles[])
+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, tiles);
+ addNodeParticle(gamedef, smgr, player, pos, n, f);
}
}
-void ParticleManager::addPunchingParticles(IGameDef* gamedef, scene::ISceneManager* smgr,
- LocalPlayer *player, v3s16 pos, const TileSpec tiles[])
+void ParticleManager::addPunchingParticles(IGameDef* gamedef,
+ scene::ISceneManager* smgr, LocalPlayer *player, v3s16 pos,
+ const MapNode &n, const ContentFeatures &f)
{
- addNodeParticle(gamedef, smgr, player, pos, tiles);
+ addNodeParticle(gamedef, smgr, player, pos, n, f);
}
-void ParticleManager::addNodeParticle(IGameDef* gamedef, scene::ISceneManager* smgr,
- LocalPlayer *player, v3s16 pos, const TileSpec tiles[])
+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 TileLayer &tile = f.tiles[texid].layers[0];
video::ITexture *texture;
+ struct TileAnimationParams anim;
+ anim.type = TAT_NONE;
// Only use first frame of animated texture
- if (tiles[texid].material_flags & MATERIAL_FLAG_ANIMATION)
- texture = tiles[texid].frames[0].texture;
+ if (tile.material_flags & MATERIAL_FLAG_ANIMATION)
+ texture = tile.frames[0].texture;
else
- texture = tiles[texid].texture;
+ texture = tile.texture;
float size = rand() % 64 / 512.;
float visual_size = BS * size;
(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,
false,
texture,
texpos,
- texsize);
+ texsize,
+ anim,
+ 0,
+ color);
addParticle(toadd);
}