4jcraft/targets/minecraft/client/particle/ExplodeParticle.cpp

71 lines
2.1 KiB
C++

#include "ExplodeParticle.h"
#include "minecraft/GameEnums.h"
#include "app/common/Colours/ColourTable.h"
#include "java/JavaMath.h"
#include "java/Random.h"
#include "minecraft/client/Minecraft.h"
#include "minecraft/client/particle/Particle.h"
class Level;
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 + (float)(Math::random() * 2 - 1) * 0.05f;
yd = ya + (float)(Math::random() * 2 - 1) * 0.05f;
zd = za + (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 = (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 = (float)(xo + (this->x - xo) * a - xOff);
float y = (float)(yo + (this->y - yo) * a - yOff);
float z = (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;
}
}