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Animated particlespawners and more (#11545)

Co-authored-by: Lars Mueller <appgurulars@gmx.de>
Co-authored-by: sfan5 <sfan5@live.de>
Co-authored-by: Dmitry Kostenko <codeforsmile@gmail.com>
This commit is contained in:
Lexi Hale 2022-07-13 11:57:12 +02:00 committed by GitHub
parent 8724fe6e3f
commit 20bd6bdb68
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
17 changed files with 1986 additions and 279 deletions

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@ -31,20 +31,53 @@ class ClientEnvironment;
struct MapNode;
struct ContentFeatures;
struct ClientTexture
{
/* per-spawner structure used to store the ParticleTexture structs
* that spawned particles will refer to through ClientTexRef */
ParticleTexture tex;
video::ITexture *ref = nullptr;
ClientTexture() = default;
ClientTexture(const ClientTexture&) = default;
ClientTexture(const ServerParticleTexture& p, ITextureSource *t):
tex(p),
ref(t->getTextureForMesh(p.string)) {};
};
struct ClientTexRef
{
/* per-particle structure used to avoid massively duplicating the
* fairly large ParticleTexture struct */
ParticleTexture* tex = nullptr;
video::ITexture* ref = nullptr;
ClientTexRef() = default;
ClientTexRef(const ClientTexRef&) = default;
/* constructor used by particles spawned from a spawner */
ClientTexRef(ClientTexture& t):
tex(&t.tex), ref(t.ref) {};
/* constructor used for node particles */
ClientTexRef(decltype(ref) tp): ref(tp) {};
};
class ParticleSpawner;
class Particle : public scene::ISceneNode
{
public:
public:
Particle(
IGameDef* gamedef,
IGameDef *gamedef,
LocalPlayer *player,
ClientEnvironment *env,
const ParticleParameters &p,
video::ITexture *texture,
const ClientTexRef &texture,
v2f texpos,
v2f texsize,
video::SColor color
);
~Particle() = default;
~Particle();
virtual const aabb3f &getBoundingBox() const
{
@ -69,9 +102,12 @@ class Particle : public scene::ISceneNode
bool get_expired ()
{ return m_expiration < m_time; }
ParticleSpawner *m_parent;
private:
void updateLight();
void updateVertices();
void setVertexAlpha(float a);
video::S3DVertex m_vertices[4];
float m_time = 0.0f;
@ -81,14 +117,19 @@ private:
IGameDef *m_gamedef;
aabb3f m_box;
aabb3f m_collisionbox;
ClientTexRef m_texture;
video::SMaterial m_material;
v2f m_texpos;
v2f m_texsize;
v3f m_pos;
v3f m_velocity;
v3f m_acceleration;
v3f m_drag;
ParticleParamTypes::v3fRange m_jitter;
ParticleParamTypes::f32Range m_bounce;
LocalPlayer *m_player;
float m_size;
//! Color without lighting
video::SColor m_base_color;
//! Final rendered color
@ -102,24 +143,27 @@ private:
float m_animation_time = 0.0f;
int m_animation_frame = 0;
u8 m_glow;
float m_alpha = 0.0f;
};
class ParticleSpawner
{
public:
ParticleSpawner(IGameDef* gamedef,
ParticleSpawner(IGameDef *gamedef,
LocalPlayer *player,
const ParticleSpawnerParameters &p,
u16 attached_id,
video::ITexture *texture,
std::unique_ptr<ClientTexture[]> &texpool,
size_t texcount,
ParticleManager* p_manager);
~ParticleSpawner() = default;
void step(float dtime, ClientEnvironment *env);
bool get_expired ()
{ return p.amount <= 0 && p.time != 0; }
size_t m_active;
bool getExpired() const
{ return m_dying || (p.amount <= 0 && p.time != 0); }
void setDying() { m_dying = true; }
private:
void spawnParticle(ClientEnvironment *env, float radius,
@ -127,10 +171,12 @@ private:
ParticleManager *m_particlemanager;
float m_time;
bool m_dying;
IGameDef *m_gamedef;
LocalPlayer *m_player;
ParticleSpawnerParameters p;
video::ITexture *m_texture;
std::unique_ptr<ClientTexture[]> m_texpool;
size_t m_texcount;
std::vector<float> m_spawntimes;
u16 m_attached_id;
};
@ -156,6 +202,8 @@ public:
void addNodeParticle(IGameDef *gamedef, LocalPlayer *player, v3s16 pos,
const MapNode &n, const ContentFeatures &f);
void reserveParticleSpace(size_t max_estimate);
/**
* This function is only used by client particle spawners
*