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172 lines
No EOL
6.2 KiB
C#
172 lines
No EOL
6.2 KiB
C#
// Copyright 2014-2017 ClassicalSharp | Licensed under BSD-3
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using System;
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using ClassicalSharp.Entities;
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using ClassicalSharp.GraphicsAPI;
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using ClassicalSharp.Map;
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using OpenTK;
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using BlockID = System.UInt16;
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namespace ClassicalSharp.Particles {
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public abstract class Particle {
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public Vector3 Velocity;
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public float Lifetime;
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protected Vector3 lastPos, nextPos;
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protected bool hitTerrain = false;
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public byte Size;
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// http://www.opengl-tutorial.org/intermediate-tutorials/billboards-particles/billboards/
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public static void DoRender(ref Matrix4 view, ref Vector2 size, ref Vector3 pos, ref TextureRec rec,
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int col, VertexP3fT2fC4b[] vertices, ref int index) {
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float sX = size.X * 0.5f, sY = size.Y * 0.5f;
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Vector3 centre = pos; centre.Y += sY;
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Vector3 a, b;
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a.X = view.Row0.X * sX; a.Y = view.Row1.X * sX; a.Z = view.Row2.X * sX; // right * size.X * 0.5f
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b.X = view.Row0.Y * sY; b.Y = view.Row1.Y * sY; b.Z = view.Row2.Y * sY; // up * size.Y * 0.5f
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VertexP3fT2fC4b v; v.Colour = col;
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v.X = centre.X - a.X - b.X; v.Y = centre.Y - a.Y - b.Y; v.Z = centre.Z - a.Z - b.Z;
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v.U = rec.U1; v.V = rec.V2; vertices[index++] = v;
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v.X = centre.X - a.X + b.X; v.Y = centre.Y - a.Y + b.Y; v.Z = centre.Z - a.Z + b.Z;
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v.V = rec.V1; vertices[index++] = v;
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v.X = centre.X + a.X + b.X; v.Y = centre.Y + a.Y + b.Y; v.Z = centre.Z + a.Z + b.Z;
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v.U = rec.U2; vertices[index++] = v;
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v.X = centre.X + a.X - b.X; v.Y = centre.Y + a.Y - b.Y; v.Z = centre.Z + a.Z - b.Z;
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v.V = rec.V2; vertices[index++] = v;
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}
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public void ResetState(Vector3 pos, Vector3 velocity, double lifetime) {
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lastPos = nextPos = pos;
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Velocity = velocity;
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Lifetime = (float)lifetime;
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hitTerrain = false;
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}
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protected bool Tick(Game game, float gravity, bool throughLiquids, double delta) {
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hitTerrain = false;
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lastPos = nextPos;
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BlockID curBlock = GetBlock(game, (int)nextPos.X, (int)nextPos.Y, (int)nextPos.Z);
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float minY = Utils.Floor(nextPos.Y) + BlockInfo.MinBB[curBlock].Y;
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float maxY = Utils.Floor(nextPos.Y) + BlockInfo.MaxBB[curBlock].Y;
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if (!CanPassThrough(game, curBlock, throughLiquids) && nextPos.Y >= minY && nextPos.Y < maxY && CollideHor(game, curBlock))
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return true;
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Velocity.Y -= gravity * (float)delta;
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int startY = (int)Math.Floor(nextPos.Y);
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nextPos += Velocity * (float)delta * 3;
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int endY = (int)Math.Floor(nextPos.Y);
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if (Velocity.Y > 0) {
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// don't test block we are already in
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for (int y = startY + 1; y <= endY && TestY(game, y, false, throughLiquids); y++);
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} else {
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for (int y = startY; y >= endY && TestY(game, y, true, throughLiquids); y--);
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}
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Lifetime -= (float)delta;
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return Lifetime < 0;
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}
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bool TestY(Game game, int y, bool topFace, bool throughLiquids) {
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if (y < 0) {
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nextPos.Y = lastPos.Y = 0 + Entity.Adjustment;
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Velocity = Vector3.Zero;
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hitTerrain = true;
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return false;
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}
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BlockID block = GetBlock(game, (int)nextPos.X, y, (int)nextPos.Z);
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if (CanPassThrough(game, block, throughLiquids)) return true;
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Vector3 minBB = BlockInfo.MinBB[block];
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Vector3 maxBB = BlockInfo.MaxBB[block];
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float collideY = y + (topFace ? maxBB.Y : minBB.Y);
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bool collideVer = topFace ? (nextPos.Y < collideY) : (nextPos.Y > collideY);
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if (collideVer && CollideHor(game, block)) {
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float adjust = topFace ? Entity.Adjustment : -Entity.Adjustment;
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nextPos.Y = lastPos.Y = collideY + adjust;
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Velocity = Vector3.Zero;
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hitTerrain = true;
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return false;
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}
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return true;
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}
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bool CanPassThrough(Game game, BlockID block, bool throughLiquids) {
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byte draw = BlockInfo.Draw[block];
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return draw == DrawType.Gas || draw == DrawType.Sprite
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|| (throughLiquids && BlockInfo.IsLiquid[block]);
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}
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bool CollideHor(Game game, BlockID block) {
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Vector3 min = BlockInfo.MinBB[block] + FloorHor(nextPos);
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Vector3 max = BlockInfo.MaxBB[block] + FloorHor(nextPos);
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return nextPos.X >= min.X && nextPos.Z >= min.Z &&
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nextPos.X < max.X && nextPos.Z < max.Z;
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}
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BlockID GetBlock(Game game, int x, int y, int z) {
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if (game.World.IsValidPos(x, y, z))
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return game.World.GetBlock(x, y, z);
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if (y >= game.World.Env.EdgeHeight) return Block.Air;
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if (y >= game.World.Env.SidesHeight) return game.World.Env.EdgeBlock;
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return game.World.Env.SidesBlock;
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}
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static Vector3 FloorHor(Vector3 v) {
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return new Vector3(Utils.Floor(v.X), 0, Utils.Floor(v.Z));
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}
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}
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public sealed class RainParticle : Particle {
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static TextureRec rec = new TextureRec(2/128f, 14/128f, 3/128f, 2/128f);
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public bool Tick(Game game, double delta) {
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bool dies = Tick(game, 3.5f, false, delta);
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return hitTerrain ? true : dies;
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}
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public void Render(Game game, float t, VertexP3fT2fC4b[] vertices, ref int index) {
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Vector3 pos = Vector3.Lerp(lastPos, nextPos, t);
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Vector2 size; size.X = Size * 0.015625f; size.Y = size.X;
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int x = Utils.Floor(pos.X), y = Utils.Floor(pos.Y), z = Utils.Floor(pos.Z);
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int col = game.World.IsValidPos(x, y, z) ? game.Lighting.LightCol(x, y, z) : game.Lighting.Outside;
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DoRender(ref game.Graphics.View, ref size, ref pos, ref rec, col, vertices, ref index);
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}
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}
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public sealed class TerrainParticle : Particle {
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internal TextureRec rec;
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internal byte texLoc;
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internal BlockID block;
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public bool Tick(Game game, double delta) {
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return Tick(game, 5.4f, true, delta);
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}
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public void Render(Game game, float t, VertexP3fT2fC4b[] vertices, ref int index) {
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Vector3 pos = Vector3.Lerp(lastPos, nextPos, t);
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Vector2 size; size.X = Size * 0.015625f; size.Y = size.X;
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int col = FastColour.WhitePacked;
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if (!BlockInfo.FullBright[block]) {
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int x = Utils.Floor(pos.X), y = Utils.Floor(pos.Y), z = Utils.Floor(pos.Z);
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col = game.World.IsValidPos(x, y, z) ? game.Lighting.LightCol_ZSide(x, y, z) : game.Lighting.OutsideZSide;
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}
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if (BlockInfo.Tinted[block]) {
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FastColour fogCol = BlockInfo.FogColour[block];
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FastColour newCol = FastColour.Unpack(col);
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newCol *= fogCol;
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col = newCol.Pack();
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}
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DoRender(ref game.Graphics.View, ref size, ref pos, ref rec, col, vertices, ref index);
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}
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}
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} |