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63 lines
1.9 KiB
C++
63 lines
1.9 KiB
C++
#pragma once
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#include <deque>
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#include <memory>
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#include <string>
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class Particle;
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class Level;
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class Textures;
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class Entity;
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class Random;
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class ResourceLocation;
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class ParticleEngine {
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private:
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static ResourceLocation PARTICLES_LOCATION;
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static const int MAX_PARTICLES_PER_LAYER = 200; // 4J - reduced from 4000
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static const int MAX_DRAGON_BREATH_PARTICLES = 1000;
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static const int MAX_FIREWORK_SPARK_PARTICLES = 2000;
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public:
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static const int MISC_TEXTURE = 0;
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static const int TERRAIN_TEXTURE = 1;
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static const int ITEM_TEXTURE = 2;
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static const int ENTITY_PARTICLE_TEXTURE = 3;
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static const int DRAGON_BREATH_TEXTURE = 4; // 4J Added
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static const int TEXTURE_COUNT = 5;
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// Brought forward from Java 1.8
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static const int TRANSLUCENT_LIST = 0;
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static const int OPAQUE_LIST = 1;
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static const int LIST_COUNT = 2;
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protected:
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Level* level;
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private:
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std::deque<std::shared_ptr<Particle> >
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particles[3][TEXTURE_COUNT]
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[LIST_COUNT]; // 4J made three arrays to cope with
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// simultaneous two dimensions
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Textures* textures;
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Random* random;
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public:
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ParticleEngine(Level* level, Textures* textures);
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~ParticleEngine();
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void add(std::shared_ptr<Particle> p);
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void tick();
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void render(std::shared_ptr<Entity> player, float a, int list);
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void renderLit(std::shared_ptr<Entity> player, float a, int list);
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void setLevel(Level* level);
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void destroy(int x, int y, int z, int tid, int data);
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void crack(int x, int y, int z, int face);
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// 4J - Brought forward from Java 1.8
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void markTranslucent(std::shared_ptr<Particle> particle);
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void markOpaque(std::shared_ptr<Particle> particle);
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void moveParticleInList(std::shared_ptr<Particle> particle, int source,
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int destination);
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std::string countParticles();
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}; |