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#include "stdafx.h"
#include "ExplodeParticle.h"
#include "..\Minecraft.World\JavaMath.h"
#include "..\Minecraft.World\Random.h"
ExplodeParticle::ExplodeParticle(Level *level, double x, double y, double z, double xa, double ya, double za) : Particle(level, x, y, z, xa, ya, za)
{
xd = xa+static_cast<float>(Math::random() * 2 - 1)*0.05f;
yd = ya+static_cast<float>(Math::random() * 2 - 1)*0.05f;
zd = za+static_cast<float>(Math::random() * 2 - 1)*0.05f;
//rCol = gCol = bCol = random->nextFloat()*.3f+.7;
unsigned int clr = Minecraft::GetInstance()->getColourTable()->getColor( eMinecraftColour_Particle_Explode ); //0xFFFFFF
double r = ( (clr>>16)&0xFF )/255.0f, g = ( (clr>>8)&0xFF )/255.0, b = ( clr&0xFF )/255.0;
float br = random->nextFloat() * 0.3f + 0.7f;
rCol = r * br;
gCol = g * br;
bCol = b * br;
size = random->nextFloat()*random->nextFloat()*6+1;
lifetime = static_cast<int>(16 / (random->nextFloat() * 0.8 + 0.2))+2;
// noPhysics = true;
}
void ExplodeParticle::render(Tesselator *t, float a, float xa, float ya, float za, float xa2, float za2)
{
// 4J - don't render explosion particles that are less than 3 metres away, to try and avoid large particles that are causing us problems with photosensitivity testing
float x = static_cast<float>(xo + (this->x - xo) * a - xOff);
float y = static_cast<float>(yo + (this->y - yo) * a - yOff);
float z = static_cast<float>(zo + (this->z - zo) * a - zOff);
float distSq = (x*x + y*y + z*z);
if( distSq < (3.0f * 3.0f) ) return;
Particle::render(t, a, xa, ya, za, xa2, za2);
}
void ExplodeParticle::tick()
{
xo = x;
yo = y;
zo = z;
if (age++ >= lifetime) remove();
setMiscTex(7-age*8/lifetime);
yd += 0.004;
move(xd, yd, zd);
xd *= 0.90f;
yd *= 0.90f;
zd *= 0.90f;
if (onGround)
{
xd *= 0.7f;
zd *= 0.7f;
}
}
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