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- /*
- Minetest
- Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
- This program is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published by
- the Free Software Foundation; either version 2.1 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 Lesser General Public License for more details.
- You should have received a copy of the GNU Lesser General Public License along
- with this program; if not, write to the Free Software Foundation, Inc.,
- 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
- */
- #include "particles.h"
- #include <cmath>
- #include "client.h"
- #include "collision.h"
- #include "client/content_cao.h"
- #include "client/clientevent.h"
- #include "client/renderingengine.h"
- #include "util/numeric.h"
- #include "light.h"
- #include "environment.h"
- #include "clientmap.h"
- #include "mapnode.h"
- #include "nodedef.h"
- #include "client.h"
- #include "settings.h"
- /*
- Particle
- */
- Particle::Particle(
- IGameDef *gamedef,
- LocalPlayer *player,
- ClientEnvironment *env,
- const ParticleParameters &p,
- const ClientParticleTexRef &texture,
- v2f texpos,
- v2f texsize,
- video::SColor color,
- ParticleSpawner *parent,
- std::unique_ptr<ClientParticleTexture> owned_texture
- ) :
- scene::ISceneNode(((Client *)gamedef)->getSceneManager()->getRootSceneNode(),
- ((Client *)gamedef)->getSceneManager()),
- m_expiration(p.expirationtime),
- m_env(env),
- m_gamedef(gamedef),
- m_collisionbox(aabb3f(v3f(-p.size / 2.0f), v3f(p.size / 2.0f))),
- m_texture(texture),
- m_texpos(texpos),
- m_texsize(texsize),
- m_pos(p.pos),
- m_velocity(p.vel),
- m_acceleration(p.acc),
- m_p(p),
- m_player(player),
- m_base_color(color),
- m_color(color),
- m_parent(parent),
- m_owned_texture(std::move(owned_texture))
- {
- // Set material
- {
- // translate blend modes to GL blend functions
- video::E_BLEND_FACTOR bfsrc, bfdst;
- video::E_BLEND_OPERATION blendop;
- const auto blendmode = texture.tex != nullptr
- ? texture.tex->blendmode
- : ParticleParamTypes::BlendMode::alpha;
- switch (blendmode) {
- case ParticleParamTypes::BlendMode::add:
- bfsrc = video::EBF_SRC_ALPHA;
- bfdst = video::EBF_DST_ALPHA;
- blendop = video::EBO_ADD;
- break;
- case ParticleParamTypes::BlendMode::sub:
- bfsrc = video::EBF_SRC_ALPHA;
- bfdst = video::EBF_DST_ALPHA;
- blendop = video::EBO_REVSUBTRACT;
- break;
- case ParticleParamTypes::BlendMode::screen:
- bfsrc = video::EBF_ONE;
- bfdst = video::EBF_ONE_MINUS_SRC_COLOR;
- blendop = video::EBO_ADD;
- break;
- default: // includes ParticleParamTypes::BlendMode::alpha
- bfsrc = video::EBF_SRC_ALPHA;
- bfdst = video::EBF_ONE_MINUS_SRC_ALPHA;
- blendop = video::EBO_ADD;
- break;
- }
- // Texture
- m_material.Lighting = false;
- m_material.BackfaceCulling = false;
- m_material.FogEnable = true;
- m_material.forEachTexture([] (auto &tex) {
- tex.MinFilter = video::ETMINF_NEAREST_MIPMAP_NEAREST;
- tex.MagFilter = video::ETMAGF_NEAREST;
- });
- // correctly render layered transparent particles -- see #10398
- m_material.ZWriteEnable = video::EZW_AUTO;
- // enable alpha blending and set blend mode
- m_material.MaterialType = video::EMT_ONETEXTURE_BLEND;
- m_material.MaterialTypeParam = video::pack_textureBlendFunc(
- bfsrc, bfdst,
- video::EMFN_MODULATE_1X,
- video::EAS_TEXTURE | video::EAS_VERTEX_COLOR);
- m_material.BlendOperation = blendop;
- m_material.setTexture(0, m_texture.ref);
- }
- // Irrlicht stuff
- this->setAutomaticCulling(scene::EAC_OFF);
- // Init lighting
- updateLight();
- // Init model
- updateVertices();
- }
- void Particle::OnRegisterSceneNode()
- {
- if (IsVisible)
- SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT_EFFECT);
- ISceneNode::OnRegisterSceneNode();
- }
- void Particle::render()
- {
- 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)
- {
- m_time += dtime;
- // apply drag (not handled by collisionMoveSimple) and brownian motion
- v3f av = vecAbsolute(m_velocity);
- av -= av * (m_p.drag * dtime);
- m_velocity = av*vecSign(m_velocity) + v3f(m_p.jitter.pickWithin())*dtime;
- if (m_p.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 * 0.5f,
- box, 0.0f, dtime, &p_pos, &p_velocity, m_acceleration * BS, nullptr,
- m_p.object_collision);
- f32 bounciness = m_p.bounce.pickWithin();
- if (r.collides && (m_p.collision_removal || bounciness > 0)) {
- if (m_p.collision_removal) {
- // force expiration of the particle
- m_expiration = -1.0f;
- } else if (bounciness > 0) {
- /* cheap way to get a decent bounce effect is to only invert the
- * largest component of the velocity vector, so e.g. you don't
- * have a rock immediately bounce back in your face when you try
- * to skip it across the water (as would happen if we simply
- * downscaled and negated the velocity vector). this means
- * bounciness will work properly for cubic objects, but meshes
- * with diagonal angles and entities will not yield the correct
- * visual. this is probably unavoidable */
- if (av.Y > av.X && av.Y > av.Z) {
- m_velocity.Y = -(m_velocity.Y * bounciness);
- } else if (av.X > av.Y && av.X > av.Z) {
- m_velocity.X = -(m_velocity.X * bounciness);
- } else if (av.Z > av.Y && av.Z > av.X) {
- m_velocity.Z = -(m_velocity.Z * bounciness);
- } else { // well now we're in a bit of a pickle
- m_velocity = -(m_velocity * bounciness);
- }
- }
- } else {
- m_velocity = p_velocity / BS;
- }
- m_pos = p_pos / BS;
- } else {
- // apply velocity and acceleration to position
- m_pos += (m_velocity + m_acceleration * 0.5f * dtime) * dtime;
- // apply acceleration to velocity
- m_velocity += m_acceleration * dtime;
- }
- if (m_p.animation.type != TAT_NONE) {
- m_animation_time += dtime;
- int frame_length_i = 0;
- m_p.animation.determineParams(
- m_material.getTexture(0)->getSize(),
- NULL, &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;
- }
- }
- // animate particle alpha in accordance with settings
- if (m_texture.tex != nullptr)
- m_alpha = m_texture.tex -> alpha.blend(m_time / (m_expiration+0.1f));
- else
- m_alpha = 1.f;
- // Update lighting
- updateLight();
- // Update model
- updateVertices();
- // Update position -- see #10398
- v3s16 camera_offset = m_env->getCameraOffset();
- setPosition(m_pos*BS - intToFloat(camera_offset, BS));
- }
- void Particle::updateLight()
- {
- u8 light = 0;
- 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().getNode(p, &pos_ok);
- if (pos_ok)
- light = n.getLightBlend(m_env->getDayNightRatio(),
- m_gamedef->ndef()->getLightingFlags(n));
- else
- light = blend_light(m_env->getDayNightRatio(), LIGHT_SUN, 0);
- u8 m_light = decode_light(light + m_p.glow);
- m_color.set(m_alpha*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()
- {
- f32 tx0, tx1, ty0, ty1;
- v2f scale;
- if (m_texture.tex != nullptr)
- scale = m_texture.tex -> scale.blend(m_time / (m_expiration+0.1));
- else
- scale = v2f(1.f, 1.f);
- if (m_p.animation.type != TAT_NONE) {
- const v2u32 texsize = m_material.getTexture(0)->getSize();
- v2f texcoord, framesize_f;
- v2u32 framesize;
- texcoord = m_p.animation.getTextureCoords(texsize, m_animation_frame);
- m_p.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;
- }
- auto half = m_p.size * .5f,
- hx = half * scale.X,
- hy = half * scale.Y;
- m_vertices[0] = video::S3DVertex(-hx, -hy,
- 0, 0, 0, 0, m_color, tx0, ty1);
- m_vertices[1] = video::S3DVertex(hx, -hy,
- 0, 0, 0, 0, m_color, tx1, ty1);
- m_vertices[2] = video::S3DVertex(hx, hy,
- 0, 0, 0, 0, m_color, tx1, ty0);
- m_vertices[3] = video::S3DVertex(-hx, hy,
- 0, 0, 0, 0, m_color, tx0, ty0);
- // see #10398
- // v3s16 camera_offset = m_env->getCameraOffset();
- // particle position is now handled by step()
- m_box.reset(v3f());
- for (video::S3DVertex &vertex : m_vertices) {
- if (m_p.vertical) {
- v3f ppos = m_player->getPosition()/BS;
- vertex.Pos.rotateXZBy(std::atan2(ppos.Z - m_pos.Z, ppos.X - m_pos.X) /
- core::DEGTORAD + 90);
- } else {
- vertex.Pos.rotateYZBy(m_player->getPitch());
- vertex.Pos.rotateXZBy(m_player->getYaw());
- }
- m_box.addInternalPoint(vertex.Pos);
- }
- }
- /*
- ParticleSpawner
- */
- ParticleSpawner::ParticleSpawner(
- IGameDef *gamedef,
- LocalPlayer *player,
- const ParticleSpawnerParameters ¶ms,
- u16 attached_id,
- std::vector<ClientParticleTexture> &&texpool,
- ParticleManager *p_manager
- ) :
- m_active(0),
- m_particlemanager(p_manager),
- m_time(0.0f),
- m_gamedef(gamedef),
- m_player(player),
- p(params),
- m_texpool(std::move(texpool)),
- m_attached_id(attached_id)
- {
- m_spawntimes.reserve(p.amount + 1);
- for (u16 i = 0; i <= p.amount; i++) {
- float spawntime = myrand_float() * p.time;
- m_spawntimes.push_back(spawntime);
- }
- size_t max_particles = 0; // maximum number of particles likely to be visible at any given time
- if (p.time != 0) {
- auto maxGenerations = p.time / std::min(p.exptime.start.min, p.exptime.end.min);
- max_particles = p.amount / maxGenerations;
- } else {
- auto longestLife = std::max(p.exptime.start.max, p.exptime.end.max);
- max_particles = p.amount * longestLife;
- }
- p_manager->reserveParticleSpace(max_particles * 1.2);
- }
- namespace {
- GenericCAO *findObjectByID(ClientEnvironment *env, u16 id) {
- if (id == 0)
- return nullptr;
- return env->getGenericCAO(id);
- }
- }
- void ParticleSpawner::spawnParticle(ClientEnvironment *env, float radius,
- const core::matrix4 *attached_absolute_pos_rot_matrix)
- {
- float fac = 0;
- if (p.time != 0) { // ensure safety from divide-by-zeroes
- fac = m_time / (p.time+0.1f);
- }
- auto r_pos = p.pos.blend(fac);
- auto r_vel = p.vel.blend(fac);
- auto r_acc = p.acc.blend(fac);
- auto r_drag = p.drag.blend(fac);
- auto r_radius = p.radius.blend(fac);
- auto r_jitter = p.jitter.blend(fac);
- auto r_bounce = p.bounce.blend(fac);
- v3f attractor_origin = p.attractor_origin.blend(fac);
- v3f attractor_direction = p.attractor_direction.blend(fac);
- auto attractor_obj = findObjectByID(env, p.attractor_attachment);
- auto attractor_direction_obj = findObjectByID(env, p.attractor_direction_attachment);
- auto r_exp = p.exptime.blend(fac);
- auto r_size = p.size.blend(fac);
- auto r_attract = p.attract.blend(fac);
- auto attract = r_attract.pickWithin();
- v3f ppos = m_player->getPosition() / BS;
- v3f pos = r_pos.pickWithin();
- v3f sphere_radius = r_radius.pickWithin();
- // Need to apply this first or the following check
- // will be wrong for attached spawners
- if (attached_absolute_pos_rot_matrix) {
- pos *= BS;
- attached_absolute_pos_rot_matrix->transformVect(pos);
- pos /= BS;
- v3s16 camera_offset = m_particlemanager->m_env->getCameraOffset();
- pos.X += camera_offset.X;
- pos.Y += camera_offset.Y;
- pos.Z += camera_offset.Z;
- }
- if (pos.getDistanceFromSQ(ppos) > radius*radius)
- return;
- // Parameters for the single particle we're about to spawn
- ParticleParameters pp;
- pp.pos = pos;
- pp.vel = r_vel.pickWithin();
- pp.acc = r_acc.pickWithin();
- pp.drag = r_drag.pickWithin();
- pp.jitter = r_jitter;
- pp.bounce = r_bounce;
- if (attached_absolute_pos_rot_matrix) {
- // Apply attachment rotation
- attached_absolute_pos_rot_matrix->rotateVect(pp.vel);
- attached_absolute_pos_rot_matrix->rotateVect(pp.acc);
- }
- if (attractor_obj)
- attractor_origin += attractor_obj->getPosition() / BS;
- if (attractor_direction_obj) {
- auto *attractor_absolute_pos_rot_matrix = attractor_direction_obj->getAbsolutePosRotMatrix();
- if (attractor_absolute_pos_rot_matrix)
- attractor_absolute_pos_rot_matrix->rotateVect(attractor_direction);
- }
- pp.expirationtime = r_exp.pickWithin();
- if (sphere_radius != v3f()) {
- f32 l = sphere_radius.getLength();
- v3f mag = sphere_radius;
- mag.normalize();
- v3f ofs = v3f(l,0,0);
- ofs.rotateXZBy(myrand_range(0.f,360.f));
- ofs.rotateYZBy(myrand_range(0.f,360.f));
- ofs.rotateXYBy(myrand_range(0.f,360.f));
- pp.pos += ofs * mag;
- }
- if (p.attractor_kind != ParticleParamTypes::AttractorKind::none && attract != 0) {
- v3f dir;
- f32 dist = 0; /* =0 necessary to silence warning */
- switch (p.attractor_kind) {
- case ParticleParamTypes::AttractorKind::none:
- break;
- case ParticleParamTypes::AttractorKind::point: {
- dist = pp.pos.getDistanceFrom(attractor_origin);
- dir = pp.pos - attractor_origin;
- dir.normalize();
- break;
- }
- case ParticleParamTypes::AttractorKind::line: {
- // https://github.com/minetest/minetest/issues/11505#issuecomment-915612700
- const auto& lorigin = attractor_origin;
- v3f ldir = attractor_direction;
- ldir.normalize();
- auto origin_to_point = pp.pos - lorigin;
- auto scalar_projection = origin_to_point.dotProduct(ldir);
- auto point_on_line = lorigin + (ldir * scalar_projection);
- dist = pp.pos.getDistanceFrom(point_on_line);
- dir = (point_on_line - pp.pos);
- dir.normalize();
- dir *= -1; // flip it around so strength=1 attracts, not repulses
- break;
- }
- case ParticleParamTypes::AttractorKind::plane: {
- // https://github.com/minetest/minetest/issues/11505#issuecomment-915612700
- const v3f& porigin = attractor_origin;
- v3f normal = attractor_direction;
- normal.normalize();
- v3f point_to_origin = porigin - pp.pos;
- f32 factor = normal.dotProduct(point_to_origin);
- if (numericAbsolute(factor) == 0.0f) {
- dir = normal;
- } else {
- factor = numericSign(factor);
- dir = normal * factor;
- }
- dist = numericAbsolute(normal.dotProduct(pp.pos - porigin));
- dir *= -1; // flip it around so strength=1 attracts, not repulses
- break;
- }
- }
- f32 speedTowards = numericAbsolute(attract) * dist;
- v3f avel = dir * speedTowards;
- if (attract > 0 && speedTowards > 0) {
- avel *= -1;
- if (p.attractor_kill) {
- // make sure the particle dies after crossing the attractor threshold
- f32 timeToCenter = dist / speedTowards;
- if (timeToCenter < pp.expirationtime)
- pp.expirationtime = timeToCenter;
- }
- }
- pp.vel += avel;
- }
- p.copyCommon(pp);
- ClientParticleTexRef texture;
- v2f texpos, texsize;
- video::SColor color(0xFFFFFFFF);
- if (p.node.getContent() != CONTENT_IGNORE) {
- const ContentFeatures &f =
- m_particlemanager->m_env->getGameDef()->ndef()->get(p.node);
- if (!ParticleManager::getNodeParticleParams(p.node, f, pp, &texture.ref,
- texpos, texsize, &color, p.node_tile))
- return;
- } else {
- if (m_texpool.size() == 0)
- return;
- texture = ClientParticleTexRef(m_texpool[m_texpool.size() == 1 ? 0
- : myrand_range(0, m_texpool.size()-1)]);
- texpos = v2f(0.0f, 0.0f);
- texsize = v2f(1.0f, 1.0f);
- if (texture.tex->animated)
- pp.animation = texture.tex->animation;
- }
- // synchronize animation length with particle life if desired
- if (pp.animation.type != TAT_NONE) {
- // FIXME: this should be moved into a TileAnimationParams class method
- if (pp.animation.type == TAT_VERTICAL_FRAMES &&
- pp.animation.vertical_frames.length < 0) {
- auto& a = pp.animation.vertical_frames;
- // we add a tiny extra value to prevent the first frame
- // from flickering back on just before the particle dies
- a.length = (pp.expirationtime / -a.length) + 0.1;
- } else if (pp.animation.type == TAT_SHEET_2D &&
- pp.animation.sheet_2d.frame_length < 0) {
- auto& a = pp.animation.sheet_2d;
- auto frames = a.frames_w * a.frames_h;
- auto runtime = (pp.expirationtime / -a.frame_length) + 0.1;
- pp.animation.sheet_2d.frame_length = frames / runtime;
- }
- }
- // Allow keeping default random size
- if (p.size.start.max > 0.0f || p.size.end.max > 0.0f)
- pp.size = r_size.pickWithin();
- ++m_active;
- m_particlemanager->addParticle(std::make_unique<Particle>(
- m_gamedef,
- m_player,
- env,
- pp,
- texture,
- texpos,
- texsize,
- color,
- this
- ));
- }
- void ParticleSpawner::step(float dtime, ClientEnvironment *env)
- {
- m_time += dtime;
- static thread_local const float radius =
- g_settings->getS16("max_block_send_distance") * MAP_BLOCKSIZE;
- bool unloaded = false;
- const core::matrix4 *attached_absolute_pos_rot_matrix = nullptr;
- if (m_attached_id) {
- if (GenericCAO *attached = env->getGenericCAO(m_attached_id)) {
- attached_absolute_pos_rot_matrix = attached->getAbsolutePosRotMatrix();
- } else {
- unloaded = true;
- }
- }
- if (p.time != 0) {
- // Spawner exists for a predefined timespan
- for (auto i = m_spawntimes.begin(); i != m_spawntimes.end(); ) {
- if ((*i) <= m_time && p.amount > 0) {
- --p.amount;
- // Pretend to, but don't actually spawn a particle if it is
- // attached to an unloaded object or distant from player.
- if (!unloaded)
- spawnParticle(env, radius, attached_absolute_pos_rot_matrix);
- 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 <= p.amount; i++) {
- if (myrand_float() < dtime)
- spawnParticle(env, radius, attached_absolute_pos_rot_matrix);
- }
- }
- }
- /*
- ParticleManager
- */
- ParticleManager::ParticleManager(ClientEnvironment *env) :
- m_env(env)
- {}
- ParticleManager::~ParticleManager()
- {
- clearAll();
- }
- void ParticleManager::step(float dtime)
- {
- stepParticles (dtime);
- stepSpawners (dtime);
- }
- void ParticleManager::stepSpawners(float dtime)
- {
- MutexAutoLock lock(m_spawner_list_lock);
- for (size_t i = 0; i < m_dying_particle_spawners.size();) {
- // the particlespawner owns the textures, so we need to make
- // sure there are no active particles before we free it
- if (!m_dying_particle_spawners[i]->hasActive()) {
- m_dying_particle_spawners[i] = std::move(m_dying_particle_spawners.back());
- m_dying_particle_spawners.pop_back();
- } else {
- ++i;
- }
- }
- for (auto it = m_particle_spawners.begin(); it != m_particle_spawners.end();) {
- auto &ps = it->second;
- if (ps->getExpired()) {
- // same as above
- if (ps->hasActive())
- m_dying_particle_spawners.push_back(std::move(ps));
- it = m_particle_spawners.erase(it);
- } else {
- ps->step(dtime, m_env);
- ++it;
- }
- }
- }
- void ParticleManager::stepParticles(float dtime)
- {
- MutexAutoLock lock(m_particle_list_lock);
- for (size_t i = 0; i < m_particles.size();) {
- Particle &p = *m_particles[i];
- if (p.isExpired()) {
- ParticleSpawner *parent = p.getParent();
- if (parent) {
- assert(parent->hasActive());
- parent->decrActive();
- }
- // remove scene node
- p.remove();
- // delete
- m_particles[i] = std::move(m_particles.back());
- m_particles.pop_back();
- } else {
- p.step(dtime);
- ++i;
- }
- }
- }
- void ParticleManager::clearAll()
- {
- MutexAutoLock lock(m_spawner_list_lock);
- MutexAutoLock lock2(m_particle_list_lock);
- // clear particle spawners
- m_particle_spawners.clear();
- m_dying_particle_spawners.clear();
- // clear particles
- for (std::unique_ptr<Particle> &p : m_particles) {
- // remove scene node
- p->remove();
- // delete
- p.reset();
- }
- m_particles.clear();
- }
- void ParticleManager::handleParticleEvent(ClientEvent *event, Client *client,
- LocalPlayer *player)
- {
- switch (event->type) {
- case CE_DELETE_PARTICLESPAWNER: {
- deleteParticleSpawner(event->delete_particlespawner.id);
- // no allocated memory in delete event
- break;
- }
- case CE_ADD_PARTICLESPAWNER: {
- deleteParticleSpawner(event->add_particlespawner.id);
- const ParticleSpawnerParameters &p = *event->add_particlespawner.p;
- // texture pool
- std::vector<ClientParticleTexture> texpool;
- if (!p.texpool.empty()) {
- size_t txpsz = p.texpool.size();
- texpool.reserve(txpsz);
- for (size_t i = 0; i < txpsz; ++i) {
- texpool.emplace_back(p.texpool[i], client->tsrc());
- }
- } else {
- // no texpool in use, use fallback texture
- texpool.emplace_back(p.texture, client->tsrc());
- }
- addParticleSpawner(event->add_particlespawner.id,
- std::make_unique<ParticleSpawner>(
- client,
- player,
- p,
- event->add_particlespawner.attached_id,
- std::move(texpool),
- this)
- );
- delete event->add_particlespawner.p;
- break;
- }
- case CE_SPAWN_PARTICLE: {
- ParticleParameters &p = *event->spawn_particle;
- ClientParticleTexRef texture;
- std::unique_ptr<ClientParticleTexture> texstore;
- v2f texpos, texsize;
- video::SColor color(0xFFFFFFFF);
- f32 oldsize = p.size;
- if (p.node.getContent() != CONTENT_IGNORE) {
- const ContentFeatures &f = m_env->getGameDef()->ndef()->get(p.node);
- getNodeParticleParams(p.node, f, p, &texture.ref, texpos,
- texsize, &color, p.node_tile);
- } else {
- /* with no particlespawner to own the texture, we need
- * to save it on the heap. it will be freed when the
- * particle is destroyed */
- texstore = std::make_unique<ClientParticleTexture>(p.texture, client->tsrc());
- texture = ClientParticleTexRef(*texstore);
- texpos = v2f(0.0f, 0.0f);
- texsize = v2f(1.0f, 1.0f);
- }
- // Allow keeping default random size
- if (oldsize > 0.0f)
- p.size = oldsize;
- if (texture.ref) {
- addParticle(std::make_unique<Particle>(client, player, m_env,
- p, texture, texpos, texsize, color, nullptr,
- std::move(texstore)));
- }
- delete event->spawn_particle;
- break;
- }
- default: break;
- }
- }
- bool ParticleManager::getNodeParticleParams(const MapNode &n,
- const ContentFeatures &f, ParticleParameters &p, video::ITexture **texture,
- v2f &texpos, v2f &texsize, video::SColor *color, u8 tilenum)
- {
- // No particles for "airlike" nodes
- if (f.drawtype == NDT_AIRLIKE)
- return false;
- // Texture
- u8 texid;
- if (tilenum > 0 && tilenum <= 6)
- texid = tilenum - 1;
- else
- texid = myrand_range(0,5);
- const TileLayer &tile = f.tiles[texid].layers[0];
- p.animation.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 = (myrand_range(0,8)) / 64.0f;
- p.size = BS * size;
- if (tile.scale)
- size /= tile.scale;
- texsize = v2f(size * 2.0f, size * 2.0f);
- texpos.X = (myrand_range(0,64)) / 64.0f - texsize.X;
- texpos.Y = (myrand_range(0,64)) / 64.0f - texsize.Y;
- if (tile.has_color)
- *color = tile.color;
- else
- n.getColor(f, color);
- return true;
- }
- // The final burst of particles when a node is finally dug, *not* particles
- // spawned during the digging of a node.
- void ParticleManager::addDiggingParticles(IGameDef *gamedef,
- LocalPlayer *player, v3s16 pos, const MapNode &n, const ContentFeatures &f)
- {
- // No particles for "airlike" nodes
- if (f.drawtype == NDT_AIRLIKE)
- return;
- for (u16 j = 0; j < 16; j++) {
- addNodeParticle(gamedef, player, pos, n, f);
- }
- }
- // During the digging of a node particles are spawned individually by this
- // function, called from Game::handleDigging() in game.cpp.
- void ParticleManager::addNodeParticle(IGameDef *gamedef,
- LocalPlayer *player, v3s16 pos, const MapNode &n, const ContentFeatures &f)
- {
- ParticleParameters p;
- video::ITexture *ref = nullptr;
- v2f texpos, texsize;
- video::SColor color;
- if (!getNodeParticleParams(n, f, p, &ref, texpos, texsize, &color))
- return;
- p.expirationtime = myrand_range(0, 100) / 100.0f;
- // Physics
- p.vel = v3f(
- myrand_range(-1.5f,1.5f),
- myrand_range(0.f,3.f),
- myrand_range(-1.5f,1.5f)
- );
- p.acc = v3f(
- 0.0f,
- -player->movement_gravity * player->physics_override.gravity / BS,
- 0.0f
- );
- p.pos = v3f(
- (f32)pos.X + myrand_range(0.f, .5f) - .25f,
- (f32)pos.Y + myrand_range(0.f, .5f) - .25f,
- (f32)pos.Z + myrand_range(0.f, .5f) - .25f
- );
- addParticle(std::make_unique<Particle>(
- gamedef,
- player,
- m_env,
- p,
- ClientParticleTexRef(ref),
- texpos,
- texsize,
- color));
- }
- void ParticleManager::reserveParticleSpace(size_t max_estimate)
- {
- MutexAutoLock lock(m_particle_list_lock);
- m_particles.reserve(m_particles.size() + max_estimate);
- }
- void ParticleManager::addParticle(std::unique_ptr<Particle> toadd)
- {
- MutexAutoLock lock(m_particle_list_lock);
- m_particles.push_back(std::move(toadd));
- }
- void ParticleManager::addParticleSpawner(u64 id, std::unique_ptr<ParticleSpawner> toadd)
- {
- MutexAutoLock lock(m_spawner_list_lock);
- auto &slot = m_particle_spawners[id];
- if (slot) {
- // do not kill spawners here. children are still alive
- errorstream << "ParticleManager: Failed to add spawner with id " << id
- << ". Id already in use." << std::endl;
- return;
- }
- slot = std::move(toadd);
- }
- void ParticleManager::deleteParticleSpawner(u64 id)
- {
- MutexAutoLock lock(m_spawner_list_lock);
- auto it = m_particle_spawners.find(id);
- if (it != m_particle_spawners.end()) {
- m_dying_particle_spawners.push_back(std::move(it->second));
- m_particle_spawners.erase(it);
- }
- }
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