ClassiCube/ClassicalSharp/Particles/Particle.cs
UnknownShadow200 ca5d0899fd inf tex
2018-06-01 19:33:44 +10:00

171 lines
No EOL
6.2 KiB
C#

// Copyright 2014-2017 ClassicalSharp | Licensed under BSD-3
using System;
using ClassicalSharp.Entities;
using ClassicalSharp.GraphicsAPI;
using ClassicalSharp.Map;
using OpenTK;
using BlockID = System.UInt16;
using TexLoc = System.UInt16;
namespace ClassicalSharp.Particles {
public abstract class Particle {
public Vector3 Velocity;
public float Lifetime;
public byte Size;
protected Vector3 lastPos, nextPos;
protected static bool hitTerrain;
// http://www.opengl-tutorial.org/intermediate-tutorials/billboards-particles/billboards/
public static void DoRender(ref Matrix4 view, ref Vector2 size, ref Vector3 pos, ref TextureRec rec,
int col, VertexP3fT2fC4b[] vertices, ref int index) {
float sX = size.X * 0.5f, sY = size.Y * 0.5f;
Vector3 centre = pos; centre.Y += sY;
Vector3 a, b;
a.X = view.Row0.X * sX; a.Y = view.Row1.X * sX; a.Z = view.Row2.X * sX; // right * size.X * 0.5f
b.X = view.Row0.Y * sY; b.Y = view.Row1.Y * sY; b.Z = view.Row2.Y * sY; // up * size.Y * 0.5f
VertexP3fT2fC4b v; v.Colour = col;
v.X = centre.X - a.X - b.X; v.Y = centre.Y - a.Y - b.Y; v.Z = centre.Z - a.Z - b.Z;
v.U = rec.U1; v.V = rec.V2; vertices[index++] = v;
v.X = centre.X - a.X + b.X; v.Y = centre.Y - a.Y + b.Y; v.Z = centre.Z - a.Z + b.Z;
v.V = rec.V1; vertices[index++] = v;
v.X = centre.X + a.X + b.X; v.Y = centre.Y + a.Y + b.Y; v.Z = centre.Z + a.Z + b.Z;
v.U = rec.U2; vertices[index++] = v;
v.X = centre.X + a.X - b.X; v.Y = centre.Y + a.Y - b.Y; v.Z = centre.Z + a.Z - b.Z;
v.V = rec.V2; vertices[index++] = v;
}
public void ResetState(Vector3 pos, Vector3 velocity, double lifetime) {
lastPos = nextPos = pos;
Velocity = velocity;
Lifetime = (float)lifetime;
}
protected bool Tick(Game game, float gravity, bool throughLiquids, double delta) {
lastPos = nextPos;
BlockID curBlock = GetBlock(game, (int)nextPos.X, (int)nextPos.Y, (int)nextPos.Z);
float minY = Utils.Floor(nextPos.Y) + BlockInfo.MinBB[curBlock].Y;
float maxY = Utils.Floor(nextPos.Y) + BlockInfo.MaxBB[curBlock].Y;
if (!CanPassThrough(game, curBlock, throughLiquids) && nextPos.Y >= minY && nextPos.Y < maxY && CollideHor(game, curBlock))
return true;
Velocity.Y -= gravity * (float)delta;
int startY = (int)Math.Floor(nextPos.Y);
nextPos += Velocity * (float)delta * 3;
int endY = (int)Math.Floor(nextPos.Y);
if (Velocity.Y > 0) {
// don't test block we are already in
for (int y = startY + 1; y <= endY && TestY(game, y, false, throughLiquids); y++);
} else {
for (int y = startY; y >= endY && TestY(game, y, true, throughLiquids); y--);
}
Lifetime -= (float)delta;
return Lifetime < 0;
}
bool TestY(Game game, int y, bool topFace, bool throughLiquids) {
if (y < 0) {
nextPos.Y = lastPos.Y = 0 + Entity.Adjustment;
Velocity = Vector3.Zero;
hitTerrain = true;
return false;
}
BlockID block = GetBlock(game, (int)nextPos.X, y, (int)nextPos.Z);
if (CanPassThrough(game, block, throughLiquids)) return true;
Vector3 minBB = BlockInfo.MinBB[block];
Vector3 maxBB = BlockInfo.MaxBB[block];
float collideY = y + (topFace ? maxBB.Y : minBB.Y);
bool collideVer = topFace ? (nextPos.Y < collideY) : (nextPos.Y > collideY);
if (collideVer && CollideHor(game, block)) {
float adjust = topFace ? Entity.Adjustment : -Entity.Adjustment;
nextPos.Y = lastPos.Y = collideY + adjust;
Velocity = Vector3.Zero;
hitTerrain = true;
return false;
}
return true;
}
bool CanPassThrough(Game game, BlockID block, bool throughLiquids) {
byte draw = BlockInfo.Draw[block];
return draw == DrawType.Gas || draw == DrawType.Sprite
|| (throughLiquids && BlockInfo.IsLiquid[block]);
}
bool CollideHor(Game game, BlockID block) {
Vector3 min = BlockInfo.MinBB[block] + FloorHor(nextPos);
Vector3 max = BlockInfo.MaxBB[block] + FloorHor(nextPos);
return nextPos.X >= min.X && nextPos.Z >= min.Z &&
nextPos.X < max.X && nextPos.Z < max.Z;
}
BlockID GetBlock(Game game, int x, int y, int z) {
if (game.World.IsValidPos(x, y, z))
return game.World.GetBlock(x, y, z);
if (y >= game.World.Env.EdgeHeight) return Block.Air;
if (y >= game.World.Env.SidesHeight) return game.World.Env.EdgeBlock;
return game.World.Env.SidesBlock;
}
static Vector3 FloorHor(Vector3 v) {
return new Vector3(Utils.Floor(v.X), 0, Utils.Floor(v.Z));
}
}
public sealed class RainParticle : Particle {
static TextureRec rec = new TextureRec(2/128f, 14/128f, 3/128f, 2/128f);
public bool Tick(Game game, double delta) {
hitTerrain = false;
return Tick(game, 3.5f, false, delta) || hitTerrain;
}
public void Render(Game game, float t, VertexP3fT2fC4b[] vertices, ref int index) {
Vector3 pos = Vector3.Lerp(lastPos, nextPos, t);
Vector2 size; size.X = Size * 0.015625f; size.Y = size.X;
int x = Utils.Floor(pos.X), y = Utils.Floor(pos.Y), z = Utils.Floor(pos.Z);
int col = game.World.IsValidPos(x, y, z) ? game.Lighting.LightCol(x, y, z) : game.Lighting.Outside;
DoRender(ref game.Graphics.View, ref size, ref pos, ref rec, col, vertices, ref index);
}
}
public sealed class TerrainParticle : Particle {
internal TextureRec rec;
internal TexLoc texLoc;
internal BlockID block;
public bool Tick(Game game, double delta) {
return Tick(game, 5.4f, true, delta);
}
public void Render(Game game, float t, VertexP3fT2fC4b[] vertices, ref int index) {
Vector3 pos = Vector3.Lerp(lastPos, nextPos, t);
Vector2 size; size.X = Size * 0.015625f; size.Y = size.X;
int col = FastColour.WhitePacked;
if (!BlockInfo.FullBright[block]) {
int x = Utils.Floor(pos.X), y = Utils.Floor(pos.Y), z = Utils.Floor(pos.Z);
col = game.World.IsValidPos(x, y, z) ? game.Lighting.LightCol_ZSide(x, y, z) : game.Lighting.OutsideZSide;
}
if (BlockInfo.Tinted[block]) {
FastColour fogCol = BlockInfo.FogColour[block];
FastColour newCol = FastColour.Unpack(col);
newCol *= fogCol;
col = newCol.Pack();
}
DoRender(ref game.Graphics.View, ref size, ref pos, ref rec, col, vertices, ref index);
}
}
}