ClassiCube/Entities/Particle.cs
2015-05-09 06:22:55 +10:00

113 lines
3.5 KiB
C#

using System;
using OpenTK;
namespace ClassicalSharp.Particles {
public abstract class Particle {
public Vector3 Position;
public Vector3 Velocity;
public Vector3 Size = new Vector3( 0.0625f, 0.0625f, 0f );
public double Lifetime = 0;
public Game Window;
public int Id;
protected Vector3 lastPos, nextPos;
public abstract void Render( double delta, float t, VertexPos3fTex2f[] vertices, ref int index );
public abstract void Dispose();
public Particle( Game window, Vector3 pos, Vector3 velocity, int id, double lifetime ) {
Window = window;
Position = lastPos = nextPos = pos;
Velocity = velocity;
Id = id;
Lifetime = lifetime;
}
public virtual bool Tick( double delta ) {
Lifetime -= delta;
return Lifetime < 0;
}
}
public sealed class TerrainParticle : Particle {
public TextureRectangle Rectangle;
const float gravity = 2.4f;
double maxY = 0;
public TerrainParticle( Game window, Vector3 pos, Vector3 velocity, int id, double lifetime, TextureRectangle rec )
: base( window, pos, velocity, id, lifetime ) {
Rectangle = rec;
maxY = Position.Y;
}
public override void Render( double delta, float t, VertexPos3fTex2f[] vertices, ref int index ) {
Position = Vector3.Lerp( lastPos, nextPos, t );
float x1 = Position.X, y1 = Position.Y, z1 = Position.Z,
x2 = Position.X + Size.X, y2 = Position.Y + Size.Y;
vertices[index++] = new VertexPos3fTex2f( x1, y1, z1, Rectangle.U1, Rectangle.V2 );
vertices[index++] = new VertexPos3fTex2f( x1, y2, z1, Rectangle.U1, Rectangle.V1 );
vertices[index++] = new VertexPos3fTex2f( x2, y2, z1, Rectangle.U2, Rectangle.V1 );
vertices[index++] = new VertexPos3fTex2f( x1, y1, z1, Rectangle.U1, Rectangle.V2 );
vertices[index++] = new VertexPos3fTex2f( x2, y1, z1, Rectangle.U2, Rectangle.V2 );
vertices[index++] = new VertexPos3fTex2f( x2, y2, z1, Rectangle.U2, Rectangle.V1 );
}
public override bool Tick( double delta ) {
lastPos = Position = nextPos;
Velocity.Y -= gravity * (float)delta;
int startY = (int)Math.Floor( Position.Y );
Position += Velocity * (float)delta;
int endY = (int)Math.Floor( Position.Y );
Utils.Clamp( ref Position.X, 0, Window.Map.Width - 0.01f );
Utils.Clamp( ref Position.Z, 0, Window.Map.Length - 0.01f );
if( endY <= startY ) {
for( int y = startY; y >= endY; y-- ) {
if( y < 0 ) {
return CollideWithGround( 0 ) ? true : base.Tick( delta );
}
byte block = GetBlock( (int)Position.X, y, (int)Position.Z );
if( block == 0 || Window.BlockInfo.IsSprite( block ) || Window.BlockInfo.IsLiquid( block ) )
continue;
float groundHeight = y + Window.BlockInfo.BlockHeight( block );
if( Position.Y < groundHeight ) {
return CollideWithGround( groundHeight ) ? true : base.Tick( delta );
}
}
}
nextPos = Position;
Position = lastPos;
return base.Tick( delta );
}
byte GetBlock( int x, int y, int z ) {
// If particles are spawned at the top of the map, they can occasionally
// go outside the top of the map. This is okay, so handle this case.
if( y >= Window.Map.Height ) return 0;
return Window.Map.GetBlock( x, y, z );
}
bool CollideWithGround( float y ) {
if( y > maxY ) {
// prevent the particle teleporting up when a block is
// placed on top of the particle, simply die instead.
return true;
}
Position.Y = y;
maxY = y;
Velocity = Vector3.Zero;
nextPos = Position;
Position = lastPos;
return false;
}
public override void Dispose() {
}
}
}