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#include "stdafx.h"
#include "WaterDropParticle.h"
#include "..\Minecraft.World\JavaMath.h"
#include "..\Minecraft.World\net.minecraft.world.level.h"
#include "..\Minecraft.World\net.minecraft.world.level.material.h"
#include "..\Minecraft.World\net.minecraft.world.level.tile.h"
WaterDropParticle::WaterDropParticle(Level *level, double x, double y, double z) : Particle(level, x, y, z, 0, 0, 0)
{
xd *= 0.3f;
yd = static_cast<float>(Math::random()) * 0.2f + 0.1f;
zd *= 0.3f;
rCol = 1.0f;
gCol = 1.0f;
bCol = 1.0f;
setMiscTex(16+3+random->nextInt(4));
this->setSize(0.01f, 0.01f);
gravity = 0.06f;
noPhysics = true; // 4J - optimisation - do we really need collision on these? its really slow...
lifetime = static_cast<int>(8 / (Math::random() * 0.8 + 0.2));
}
void WaterDropParticle::tick()
{
xo = x;
yo = y;
zo = z;
yd -= gravity;
move(xd, yd, zd);
xd *= 0.98f;
yd *= 0.98f;
zd *= 0.98f;
if (lifetime-- <= 0) remove();
if (onGround)
{
if (Math::random() < 0.5) remove();
xd *= 0.7f;
zd *= 0.7f;
}
Material *m = level->getMaterial(Mth::floor(x), Mth::floor(y), Mth::floor(z));
if (m->isLiquid() || m->isSolid())
{
double y0 = Mth::floor(y) + 1 - LiquidTile::getHeight(level->getData(Mth::floor(x), Mth::floor(y), Mth::floor(z)));
if (y < y0)
{
remove();
}
}
}
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