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100 lines
4.0 KiB
C#
100 lines
4.0 KiB
C#
// ClassicalSharp copyright 2014-2016 UnknownShadow200 | Licensed under MIT
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using System;
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using ClassicalSharp.Events;
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using OpenTK;
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namespace ClassicalSharp.Particles {
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public partial class ParticleManager : IDisposable {
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void BreakBlockEffect( object sender, BlockChangedEventArgs e ) {
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if( e.Block != 0 ) return;
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Vector3I position = e.Coords;
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byte block = e.OldBlock;
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Vector3 worldPos = new Vector3( position.X, position.Y, position.Z );
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int texLoc = game.BlockInfo.GetTextureLoc( block, Side.Left ), texIndex = 0;
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TextureRec baseRec = game.TerrainAtlas1D.GetTexRec( texLoc, 1, out texIndex );
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float uScale = (1/16f), vScale = (1/16f) * game.TerrainAtlas1D.invElementSize;
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Vector3 minBB = game.BlockInfo.MinBB[block];
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Vector3 maxBB = game.BlockInfo.MaxBB[block];
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int minU = Math.Min( (int)(minBB.X * 16), (int)(minBB.Z * 16) );
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int maxU = Math.Min( (int)(maxBB.X * 16), (int)(maxBB.Z * 16) );
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int minV = (int)(16 - maxBB.Y * 16), maxV = (int)(16 - minBB.Y * 16);
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int maxUsedU = maxU, maxUsedV = maxV;
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// This way we can avoid creating particles which outside the bounds and need to be clamped
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if( minU < 12 && maxU > 12 ) maxUsedU = 12;
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if( minV < 12 && maxV > 12 ) maxUsedV = 12;
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const int gridSize = 4;
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// gridOffset gives the centre of the cell on a grid
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const float cellCentre = (1f / gridSize) * 0.5f;
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for( int x = 0; x < gridSize; x++ )
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for( int y = 0; y < gridSize; y++ )
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for( int z = 0; z < gridSize; z++ )
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{
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float cellX = (float)x / gridSize, cellY = (float)y / gridSize, cellZ = (float)z / gridSize;
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Vector3 cell = new Vector3( cellCentre + cellX, cellCentre / 2 + cellY, cellCentre + cellZ );
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if ( cell.X < minBB.X || cell.X > maxBB.X || cell.Y < minBB.Y
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|| cell.Y > maxBB.Y || cell.Z < minBB.Z || cell.Z > maxBB.Z ) continue;
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double velX = cellCentre + (cellX - 0.5f) + (rnd.NextDouble() * 0.4 - 0.2); // centre random offset around [-0.2, 0.2]
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double velY = cellCentre + (cellY - 0.0f) + (rnd.NextDouble() * 0.4 - 0.2);
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double velZ = cellCentre + (cellZ - 0.5f) + (rnd.NextDouble() * 0.4 - 0.2);
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Vector3 velocity = new Vector3( (float)velX, (float)velY, (float)velZ );
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TextureRec rec = baseRec;
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rec.U1 = baseRec.U1 + rnd.Next( minU, maxUsedU ) * uScale;
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rec.V1 = baseRec.V1 + rnd.Next( minV, maxUsedV ) * vScale;
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rec.U2 = Math.Min( baseRec.U1 + maxU * uScale, rec.U1 + 4 * uScale ) - 0.01f * uScale;
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rec.V2 = Math.Min( baseRec.V1 + maxV * vScale, rec.V1 + 4 * vScale ) - 0.01f * vScale;
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double life = 0.3 + rnd.NextDouble() * 1.2;
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TerrainParticle p = AddParticle( terrainParticles, ref terrainCount, false );
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p.ResetState( worldPos + cell, velocity, life );
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p.rec = rec;
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p.flags = (byte)texLoc;
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if( game.BlockInfo.FullBright[block] )
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p.flags |= 0x100;
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}
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}
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public void AddRainParticle( Vector3 pos ) {
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Vector3 startPos = pos;
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for( int i = 0; i < 2; i++ ) {
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double velX = rnd.NextDouble() * 0.8 - 0.4; // [-0.4, 0.4]
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double velZ = rnd.NextDouble() * 0.8 - 0.4;
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double velY = rnd.NextDouble() + 0.4;
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Vector3 velocity = new Vector3( (float)velX, (float)velY, (float)velZ );
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double xOffset = rnd.NextDouble() - 0.5; // [-0.5, 0.5]
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double yOffset = rnd.NextDouble() * 0.1 + 0.01;
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double zOffset = rnd.NextDouble() - 0.5;
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pos = startPos + new Vector3( 0.5f + (float)xOffset,
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(float)yOffset, 0.5f + (float)zOffset );
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double life = 40;
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RainParticle p = AddParticle( rainParticles, ref rainCount, true );
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p.ResetState( pos, velocity, life );
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p.Big = rnd.Next( 0, 20 ) >= 18;
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p.Tiny = rnd.Next( 0, 30 ) >= 28;
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}
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}
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T AddParticle<T>( T[] particles, ref int count, bool rain ) where T : Particle, new() {
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if( count == maxParticles )
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RemoveAt( 0, particles, ref count );
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count++;
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T old = particles[count - 1];
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if( old != null ) return old;
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T newT = rain ? (T)(object)new RainParticle() : (T)(object)new TerrainParticle();
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particles[count - 1] = newT;
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return newT;
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}
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}
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}
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