#ifndef PARTICLES_HEADER
#define PARTICLES_HEADER
-#define DIGGING_PARTICLES_AMOUNT 10
-
#include <iostream>
#include "irrlichttypes_extrabloated.h"
-#include "tile.h"
+#include "client/tile.h"
#include "localplayer.h"
#include "environment.h"
+#include "tileanimation.h"
+
+struct ClientEvent;
+class ParticleManager;
+class ClientEnvironment;
+struct MapNode;
+struct ContentFeatures;
class Particle : public scene::ISceneNode
{
IGameDef* gamedef,
scene::ISceneManager* mgr,
LocalPlayer *player,
- s32 id,
+ ClientEnvironment *env,
v3f pos,
v3f velocity,
v3f acceleration,
float expirationtime,
float size,
- AtlasPointer texture
+ bool collisiondetection,
+ bool collision_removal,
+ bool vertical,
+ video::ITexture *texture,
+ v2f texpos,
+ v2f texsize,
+ const struct TileAnimationParams &anim,
+ u8 glow,
+ video::SColor color = video::SColor(0xFFFFFFFF)
);
~Particle();
- virtual const core::aabbox3d<f32>& getBoundingBox() const
+ virtual const aabb3f &getBoundingBox() const
{
return m_box;
}
virtual void OnRegisterSceneNode();
virtual void render();
- void step(float dtime, ClientEnvironment &env);
+ void step(float dtime);
bool get_expired ()
{ return m_expiration < m_time; }
private:
+ void updateLight();
+ void updateVertices();
+
+ video::S3DVertex m_vertices[4];
float m_time;
float m_expiration;
+ ClientEnvironment *m_env;
IGameDef *m_gamedef;
- core::aabbox3d<f32> m_box;
- core::aabbox3d<f32> m_collisionbox;
+ aabb3f m_box;
+ aabb3f m_collisionbox;
video::SMaterial m_material;
+ v2f m_texpos;
+ v2f m_texsize;
v3f m_pos;
v3f m_velocity;
v3f m_acceleration;
- float tex_x0;
- float tex_x1;
- float tex_y0;
- float tex_y1;
LocalPlayer *m_player;
float m_size;
- AtlasPointer m_ap;
- u8 m_light;
+ //! Color without lighting
+ video::SColor m_base_color;
+ //! Final rendered color
+ video::SColor m_color;
+ bool m_collisiondetection;
+ bool m_collision_removal;
+ bool m_vertical;
+ v3s16 m_camera_offset;
+ struct TileAnimationParams m_animation;
+ float m_animation_time;
+ int m_animation_frame;
+ u8 m_glow;
};
-void allparticles_step (float dtime, ClientEnvironment &env);
+class ParticleSpawner
+{
+ public:
+ ParticleSpawner(IGameDef* gamedef,
+ scene::ISceneManager *smgr,
+ LocalPlayer *player,
+ u16 amount,
+ float time,
+ v3f minp, v3f maxp,
+ 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,
+ const struct TileAnimationParams &anim, u8 glow,
+ ParticleManager* p_manager);
+
+ ~ParticleSpawner();
+
+ void step(float dtime, ClientEnvironment *env);
+
+ bool get_expired ()
+ { return (m_amount <= 0) && m_spawntime != 0; }
-void addDiggingParticles(IGameDef* gamedef, scene::ISceneManager* smgr, LocalPlayer *player, v3s16 pos, const TileSpec tiles[]);
-void addPunchingParticles(IGameDef* gamedef, scene::ISceneManager* smgr, LocalPlayer *player, v3s16 pos, const TileSpec tiles[]);
-void addNodeParticle(IGameDef* gamedef, scene::ISceneManager* smgr, LocalPlayer *player, v3s16 pos, const TileSpec tiles[]);
+ private:
+ ParticleManager* m_particlemanager;
+ float m_time;
+ IGameDef *m_gamedef;
+ scene::ISceneManager *m_smgr;
+ LocalPlayer *m_player;
+ u16 m_amount;
+ float m_spawntime;
+ v3f m_minpos;
+ v3f m_maxpos;
+ v3f m_minvel;
+ v3f m_maxvel;
+ v3f m_minacc;
+ v3f m_maxacc;
+ float m_minexptime;
+ float m_maxexptime;
+ float m_minsize;
+ float m_maxsize;
+ video::ITexture *m_texture;
+ std::vector<float> m_spawntimes;
+ bool m_collisiondetection;
+ bool m_collision_removal;
+ bool m_vertical;
+ u16 m_attached_id;
+ struct TileAnimationParams m_animation;
+ u8 m_glow;
+};
+
+/**
+ * Class doing particle as well as their spawners handling
+ */
+class ParticleManager
+{
+friend class ParticleSpawner;
+public:
+ ParticleManager(ClientEnvironment* env);
+ ~ParticleManager();
+
+ void step (float dtime);
+
+ void handleParticleEvent(ClientEvent *event, Client *client,
+ scene::ISceneManager* smgr, LocalPlayer *player);
+
+ void addDiggingParticles(IGameDef* gamedef, scene::ISceneManager* smgr,
+ LocalPlayer *player, v3s16 pos, const MapNode &n,
+ const ContentFeatures &f);
+
+ void addPunchingParticles(IGameDef* gamedef, scene::ISceneManager* smgr,
+ LocalPlayer *player, v3s16 pos, const MapNode &n,
+ const ContentFeatures &f);
+
+ void addNodeParticle(IGameDef* gamedef, scene::ISceneManager* smgr,
+ LocalPlayer *player, v3s16 pos, const MapNode &n,
+ const ContentFeatures &f);
+
+protected:
+ void addParticle(Particle* toadd);
+
+private:
+
+ void stepParticles (float dtime);
+ void stepSpawners (float dtime);
+
+ void clearAll ();
+
+ std::vector<Particle*> m_particles;
+ std::map<u32, ParticleSpawner*> m_particle_spawners;
+
+ ClientEnvironment* m_env;
+ Mutex m_particle_list_lock;
+ Mutex m_spawner_list_lock;
+};
#endif