// ClassicalSharp copyright 2014-2016 UnknownShadow200 | Licensed under MIT using System; using ClassicalSharp.Events; using OpenTK; namespace ClassicalSharp.Particles { public partial class ParticleManager : IDisposable { void BreakBlockEffect( object sender, BlockChangedEventArgs e ) { if( e.Block != 0 ) return; Vector3I position = e.Coords; byte block = e.OldBlock; Vector3 startPos = new Vector3( position.X, position.Y, position.Z ); int texLoc = game.BlockInfo.GetTextureLoc( block, Side.Left ), texIndex = 0; TextureRec baseRec = game.TerrainAtlas1D.GetTexRec( texLoc, 1, out texIndex ); float uScale = (1/16f), vScale = (1/16f) * game.TerrainAtlas1D.invElementSize; Vector3 minBB = game.BlockInfo.MinBB[block]; Vector3 maxBB = game.BlockInfo.MaxBB[block]; int minU = Math.Min( (int)(minBB.X * 16), (int)(minBB.Z * 16) ); int maxU = Math.Min( (int)(maxBB.X * 16), (int)(maxBB.Z * 16) ); int minV = (int)(16 - maxBB.Y * 16), maxV = (int)(16 - minBB.Y * 16); int maxUsedU = maxU, maxUsedV = maxV; // This way we can avoid creating particles which outside the bounds and need to be clamped if( minU < 12 && maxU > 12 ) maxUsedU = 12; if( minV < 12 && maxV > 12 ) maxUsedV = 12; float rowParticle = 4; float rowOffset = 1 / rowParticle; float rowOffsetOffset = rowOffset / 2; for( int x = 0; x < rowParticle; x++ ) { for( int y = 0; y < rowParticle; y++ ) { for( int z = 0; z < rowParticle; z++ ) { double xOffset = 0; xOffset = xOffset + (rowOffset * x); if( xOffset > 1) { xOffset = 0; } double yOffset = 0f; yOffset = yOffset + (rowOffset * y); if( yOffset > 1) { yOffset = 0; } double zOffset = 0f; zOffset = zOffset + (rowOffset * z); if( zOffset > 1) { zOffset = 0; } Vector3 localPos = new Vector3( rowOffsetOffset + (float)xOffset, (rowOffset / rowParticle) + (float)yOffset, rowOffsetOffset + (float)zOffset ); if ( localPos.X < minBB.X || localPos.X > maxBB.X || localPos.Y < minBB.Y || localPos.Y > maxBB.Y || localPos.Z < minBB.Z || localPos.Z > maxBB.Z ) { continue; } Vector3 pos = startPos + localPos; float lessAmount = 1f; double velX = -0.5 + rowOffsetOffset + xOffset + rnd.NextDouble() * 0.4 - 0.2; double velZ = -0.5 + rowOffsetOffset + zOffset + rnd.NextDouble() * 0.4 - 0.2; double velY = -0.5 + (rowOffsetOffset + (yOffset + 0.5) + rnd.NextDouble() * 0.4 - 0.2); Vector3 velocity = new Vector3( (float)velX * lessAmount, (float)velY * lessAmount, (float)velZ * lessAmount ); TextureRec rec = baseRec; rec.U1 = baseRec.U1 + rnd.Next( minU, maxUsedU ) * uScale; rec.V1 = baseRec.V1 + rnd.Next( minV, maxUsedV ) * vScale; rec.U2 = Math.Min( baseRec.U1 + maxU * uScale, rec.U1 + 4 * uScale ) - 0.01f * uScale; rec.V2 = Math.Min( baseRec.V1 + maxV * vScale, rec.V1 + 4 * vScale ) - 0.01f * vScale; double life = 0.3 + rnd.NextDouble() * 1.2; TerrainParticle p = AddParticle( terrainParticles, ref terrainCount, false ); p.ResetState( pos, velocity, life ); p.rec = rec; p.flags = (byte)texLoc; if( game.BlockInfo.FullBright[block] ) p.flags |= 0x100; } } } } public void AddRainParticle( Vector3 pos ) { Vector3 startPos = pos; for( int i = 0; i < 2; i++ ) { double velX = rnd.NextDouble() * 0.8 - 0.4; // [-0.4, 0.4] double velZ = rnd.NextDouble() * 0.8 - 0.4; double velY = rnd.NextDouble() + 0.4; Vector3 velocity = new Vector3( (float)velX, (float)velY, (float)velZ ); double xOffset = rnd.NextDouble() - 0.5; // [-0.5, 0.5] double yOffset = rnd.NextDouble() * 0.1 + 0.01; double zOffset = rnd.NextDouble() - 0.5; pos = startPos + new Vector3( 0.5f + (float)xOffset, (float)yOffset, 0.5f + (float)zOffset ); double life = 40; RainParticle p = AddParticle( rainParticles, ref rainCount, true ); p.ResetState( pos, velocity, life ); p.Big = rnd.Next( 0, 20 ) >= 18; p.Tiny = rnd.Next( 0, 30 ) >= 28; } } T AddParticle( T[] particles, ref int count, bool rain ) where T : Particle, new() { if( count == maxParticles ) RemoveAt( 0, particles, ref count ); count++; T old = particles[count - 1]; if( old != null ) return old; T newT = rain ? (T)(object)new RainParticle() : (T)(object)new TerrainParticle(); particles[count - 1] = newT; return newT; } } }